Originally posted by Vulcan:
To complete a good rope-a-dope you must have excellent SA and awareness of your opponents E, and his aircrafts capabilities.
Number one rule when engaging; "Never climb to a fight" always retain as much energy as possible to allow for BFM/ACM.
Last night Vulcan bounced me with his Tempest shortly after I took off in my Tiffie.
I was aware that he had more energy than I, so I remained level, gathered up as much speed as possible then waited for his dives.
Once I saw he was committed to the bounce, I pulled moderately into a flat turn, til I was 90deg perpendicular to his dive, then roll level and move outta the line of fire.
Then I reverse back in opposite direction to gain position behind him and do a slight climb, maintaining good airspeed.
This doesn't allow me to get guns on him, but it places me behind him where he can't shoot me.
It's a slow way to chip away at an enema's energy, and the kill usually goes to whomever has the most patience.
I'm lucky enough to have great squaddies who are eager to clear my six, so an average Rope-a-Dope has me climbing near vertical, an enema zooming up behind me, and an
ASSASSIN poppin' him in his pooper at neat the top of his climb.
<S>
Milenko
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