My Definition of the Head On Shot
There are many more skilled and experienced players than I to discuss this topic, but I would like to share my thoughts on this. Also, I tend to think my definitions are more applicable to medium or low skilled players than the top notch pilots, who all ready know how to avoid these situations I am going to describe. Beyond the starting point that a Head On Shot (HO) is a statistically poor position to be in. There are a number of ways that the "Historical Correctness" can be addressed. My primary argument is this, there is a significant difference between playing a game and real life combat. We are PLAYING at combat, no one actually dies. So, as a GAME we should look for ways improve the game experience (for all players) and help new players learn in the best environment possible. This is a particularly complicated topic, that is all too often, either oversimplified or dismissed as whining. Many long time players can't even agree on what is or isn't a HO. So how does a new player have a chance to grasp it in those first couple of weeks when it can do the most good for their learning and enjoyment of the game.
I feel it is more important to get a better definition of the HO so that we can discuss them in a clear manner and help educate other players (with the goal of improving game play). I think that there are two main types of HO shots. The first I call the Dueling HO, the second is the MA HO.
The Dueling HO Shot
The Dueling HO is much easier to define and has fewer exceptions (only 1 I can think of) than the MA HO. Any time two players agree to dual I think it should be made clear what both players expect when it comes to HO shots. In a dual both players are merging in the same plane with similar altitude and energy state, but this definition can extend to dissimilar aircraft if agreed to up front. My personal preference is to not shoot any time both have a forward gun solution (with a heartbeat pause for almost into guns position). However, I think it is more widely accepted that once a cold merge has occurred all shots are fair game. I tend to disagree with this position since I believe that a dual is meant to evaluate two players skills. Taking a HO shot does nothing to demonstrate skill, when both players are in the same plane (and load out) with equal altitude and energy.
Now I would like to discuss the one exception I have seen to the above definition. I call it using the no HO shot to gain an advantage maneuver. Once a dual has commenced I have seen players that will try to "give" a slightly off nose to nose pass so that they can build their energy back up. It's my feeling that if you are giving someone an opening on a front quarter shot, you should expect to get shot. I think this image will help explain what I am trying to describe
In the above example The Green pilot is pulling to get his nose around as quickly as possible, the Red pilot is not pulling as hard as possible in order to conserve some energy. In my opinion the Green pilot should be able to take the forward quarter shot. The primary goal of the Dueling HO shot definition is to make it clear, that be restricting the opportunity for any HO shot, and having it agreed to prior to the dual, the dual will produce a better picture of the two pilots comparative skills.
The MA HO Shot
The Main Arena HO shot is a much more complex definition with many more exceptions, that require more decision making, and better situational awareness. The same guiding concept still apply from the Dueling HO. And the HO shot is still a low probability maneuver and often times not necessary.
The initial merge, for me this can dictate much of how the rest of the fight will go. If you encounter a single enemy contact (and you're by your self) and the merge is relatively even ( ie. E state and altitude difference is reasonable) I think a cold merge is the best possible merge for game play.
And here we have the first exception, dissimilar aircraft, in general I feel that most planes are similar enough that this is a non-issue. However, I have experienced players who complain that I took a HO shot with my B-25H against their P-51D on the initial merge. It takes just a little common sense that there might be a few aircraft that some might feel are warranted an initial HO shot given that it's not strictly a fighter. So it's important to remember with this definition that while you should not take a shot the other person might have reason to.
If you are about to merge into an ongoing (evenly balanced) fight, it's not an inital merge. In my opinion if there are more than 6 aircraft engaged in a fight that's balanced then I don't think there should be any expectation that someone will not shoot at you. With 5 or more contacts most players don't have the situational awareness to pickup who's entering the fight and who's all ready engaged.
Unbalanced situations can also make taking a HO shot a much more statistically useful tactic. I think that many people would like a clear all or nothing definition of the HO shot but that isn't really practical. Most times all it takes is a little common sense to see when a HO shot is good or bad for game play.
Here are a few examples;
1.) I am in a 190F-8 looking for GV's for my squadmates (who are in GV) at 1,500 feet altitude. An enemy Spit XVI comes into the area at 8,000 feet or more. He comes diving down and I turn into him and get nose to nose at 2,000 feet with him at 1.5k away. At this point the Spitfire starts spraying away, instead of pulling up and maneuvering for a better opportunity. This is a case where the 190F-8 would be justified to take the HO shot but the Spit should not.
2.) Any time the fight is many contacts vs a few, the players on the many side should refrain from taking a HO shot and expect the few to take them. This can be an especially hard one to learn and live with, but it is better for game play.
There are many more examples that need to be discussed but I think this is a good starting point for now.
Just remember the real reason for this discussion is to help the players help themselves, in order to create a better game experience, not complain about a shot.<S> Baumer