Originally posted by DaLadyzMon
Ok so I'm fighting a zero this afternoon. Once I fought him in an F6F and once in an La7. Both times he creamed me. I know I can outrun him, but other than that he's got me! Every time I extended away and looped back or turned back to fight him he would dodge me and then he would end up on my 6 about d400 or so. I would dodge his bullets again till out of range again. Any suggestions for defeating this wily guy?
Spins
There are some simple rules to remember when fighting Zeros (Zekes).
1) Never, ever attempt to turn with a Zero at speeds below 300 mph.
2) Should you find a Zero on your six, and your speed is below 250 mph,
never climb or attempt a vertical maneuver.
3) Passing on the merge, never reverse until at least d.2.5 of separation.
If you reverse too close, you will find yourself crossing in front of the Zero, which can turn around in a remarkably tight radius. Extend, build E, climb and then reverse. If unsure of what to do, simply sail on by and continue… The Zero will not be able to catch you.
What to do to shake off a Zero.
1) Unload to zero G, extend and build E, once above 300 mph, roll sharply and turn 90 degrees. Extend again. Repeat until the Zero turns away for an easier target. Each of the above maneuvers will gain you about d.0.5.
2) Split-S and dive clear, The Zero accelerates poorly in a dive and begins groaning at about 410 mph. If you are above 5k, you can easily escape. Here's another tip: Never dive in a straight line. Instead, gradually steepen the dive (don't try this below 5k), keeping you below the Zeros line of sight as you pull away. This will force the zero to push his over further, if he wants to try a shot. The result being that the Zero loses aileron and elevator control quicker, possibly causing it to auger in, but certainly making it much harder to track you. Once you exceed 450 mph, ease out of the dive, roll and turn to disengage. By now, the Zero will too far away and off angle to be a threat.
Killing Zeros.
This takes a certain level of patience. Unless you catch one unaware, you will have to work at killing the Zeke.
Slashing attacks are best. However, you will need much better than average deflection shooting skills to be consistently successful. Why? Because, the Zero will give nothing but bad angles.
Be advised, however, that a decent Zero pilot will suck you in to a trap if you are not real careful. When I fly the Zero, I watch for pilots setting up lead pursuits. When they do, I will gradually tighten my turn, forcing him to do so as well, to keep his lead. As my attacker bleeds his E trying to hold position, I'll simply pull into a high yo-yo, roll in the opposite direction and drop right onto his 6. My rule is simple, I never hold a lead pursuit for more than 90 degrees of turn when engaging a Zero. Moreover, as soon as the Zero tightens the turn, I'll roll opposite, bear-off and extend, returning moments later when I have re-established the tactical advantage.
My regards,
Widewing