Difference between revisions of "Turn & Burn"
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== Overview == | == Overview == | ||
− | Turn and Burn is a method of flying commonly known as | + | Turn and Burn is a method of flying commonly known as "turnfighting," though said term is a rather limited description. In essence, the name already tells a lot. Most manoeuvres are loops of various lengths and angles ("turn") and involve the reduction of energy in altitude and/or speed ("burn"). This can be further split into two categories depending on the flown aircraft. |
− | ; | + | ;Turnfighters |
− | The first thing that comes to mind when hearing the term "dogfights." It involves low wing-loading (big wing & light), low stall speed, high angle of attack and high control-authority/ | + | The first thing that comes to mind when hearing the term "dogfights." It involves low wing-loading (big wing & light), low stall speed, high angle of attack and high control-authority/manoeuvrable aircraft. The goal is to manoeuvre inside the enemy's turn radius and get a firing lead, either at the tail or as a deflection shot. All biplanes and the [[A6M (Family)|Zero]] fighter are examples for this style. Many fighters may look like favourable machines for this playstyle but lack a sustainable turn rate, i.e. they literally fall out of the sky after a few tight turns. |
− | ;Energy fighters | + | ;Energy fighters |
− | Turn and Burn is also favoured by those aircraft which are considered | + | Turn and Burn is also favoured by those aircraft which are considered energy fighters. For example, the German [[Bf 109 (Family)|Bf 109 fighters]]. These interceptors maximise the ability to execute vertical reverses to include the Immelmann (half loop flying up), Split-S (half loop flying down) and the Yo-Yo (any turn angled below or above the horizon) manoeuvres. The energy fighters typically have a good power-to-weight ratio, as shown in their excellent climb rate. Thus they can take advantage of typical Boom & Zoom fighters, which cannot regain any altitude or speed advantage they had after an energy costly manoeuvre. In a nutshell, the energy fighter pilot is awaiting the enemy to make the mistake of overextending. Turn and Burn may hence be seen as counter to Boom & Zoom, yet it is a far more mentally taxing combat style, relying on mind games, the pilot's morale and to a certain extent the foe's eagerness to kill. |
== Stratagem == | == Stratagem == | ||
− | |||
− | |||
Getting inside the enemy's turn for a target solution requires good positioning, maintaining one's vehicle's favourable speed and preferably a manoeuvrability advantage. | Getting inside the enemy's turn for a target solution requires good positioning, maintaining one's vehicle's favourable speed and preferably a manoeuvrability advantage. | ||
− | # Gain energy advantage | + | # Gain energy advantage. |
− | # Seek a fitting target | + | # Seek a fitting target. |
− | # Turn into enemy. | + | # Turn into the enemy. |
## Maintain or gain preferred turn speed by using high/low Yo-Yo or even Immelmann/Split-S. | ## Maintain or gain preferred turn speed by using high/low Yo-Yo or even Immelmann/Split-S. | ||
− | ## If the hostile does not want to engage in a | + | ## If the hostile does not want to engage in a turnfight, scare the foe with a few warning shots. The enemy's evasive manoeuvres will decrease the distance too. |
− | # "Burn" the chased aircraft's energy by continuous turning, taking away options and | + | # "Burn" the chased aircraft's energy by continuous turning, taking away options and speedy escape routes. Leaving the pursuer on the tail and hence in control. |
## Take time and adjust the Yo-Yo's angle to not get into control surface compression speeds, or even force the foe into it. | ## Take time and adjust the Yo-Yo's angle to not get into control surface compression speeds, or even force the foe into it. | ||
− | ## Yet be quick. | + | ## Yet be quick. Turnfights lose altitude quickly and may put the survivor in a low energy state competitively. |
− | ## Do not | + | ## Do not blackout. Investing in [[Crew_skills#Air_vehicles_crew_skills|crew skills for pilots]] is beneficial, but avoiding prolonged high G-forces is desirable, for one never knows who will black out first. |
− | # Taking the shot. Either a deflection or tail-lead shot | + | # Taking the shot. Either a deflection or tail-lead shot. |
## Deflection shots require either good timing or plenty of ammo. A high rate of fire important and will leave the enemy severely crippled, almost certainly ensuring a victory. | ## Deflection shots require either good timing or plenty of ammo. A high rate of fire important and will leave the enemy severely crippled, almost certainly ensuring a victory. | ||
− | ## Tailgating or tail-leading shots are the classic cinema "have you in my sight" kills. Sitting in a | + | ## Tailgating or tail-leading shots are the classic cinema "have you in my sight" kills. Sitting in a turnfight directly behind the foe's tail does however requires fast-flying projectiles. Otherwise, the necessary lead increases with distance and inverse bullet velocity. Also, the silhouette or profile of the aircraft becomes smaller and thinner, necessitating good aim. The volume of fire may, however, be exchanged for harder-hitting armament such as high calibre cannons. |
# Regain lost energy as speed or altitude, favourably both. | # Regain lost energy as speed or altitude, favourably both. | ||
− | === Countering | + | === Offensive Manoeuvres === |
+ | |||
+ | |||
+ | ==== Yo-Yo ==== | ||
+ | ;High Yo-Yo | ||
+ | |||
+ | ;Low Yo-Yo | ||
+ | |||
+ | ;Straight Pursuit Yo-Yo | ||
+ | |||
+ | ==== Barrel Roll Attack ==== | ||
+ | Originally called the "Immelmann turn" and also known as "Rollaway." | ||
+ | |||
+ | ==== Off-set Head-on Pass ==== | ||
+ | |||
+ | |||
+ | === Defensive Manoeuvres === | ||
+ | |||
+ | |||
+ | ==== Break ==== | ||
+ | Effective against tailing enemies with high kinetic energy (speed), this tactic lures the pursuer in and has it lose fire opportunity due to reduced manoeuvrability at high-speeds. Further it overcommits and burns energy of the BnR or BnZ fighter. | ||
+ | |||
+ | ==== Scissors ==== | ||
+ | |||
+ | === Favoured Turn Direction === | ||
+ | A seldom seen oddity are counter-clockwise rotating propellers, as seen from the pilot. The propeller creates an rotating air slipstream known as "Prop wash." This corkscrew wind stream pushes on the tail fin. Depending on the prop rotation this force either applies from the left or right-hand side, yawing the nose left for clockwise (common) and right for counter-clockwise rotating props. The immediate and sustained turn rate is better in said direction. The prop wash effect is strongest at low speeds and high engine power, as incoming wind speed does not weaken the slipstream. Aircraft with wing mounted engines, pushing design or contra-rotating props (i.e. two sets of propellers in row) do not see this effect. | ||
+ | |||
+ | In conclusion aircraft with clockwise turning propellers, as seen from the cockpit, favour left turns. Aircraft with counter-clockwise turning props favour right-hand turns. When facing a hostile with a different prop rotation, engage in the favoured turn direction. When encountering aircraft with the same revolution direction, the turn's side matters less. | ||
+ | |||
+ | Fighters with counter-clockwise propeller rotation: | ||
+ | * Very common among [[:Category:USSR aircraft|Soviet fighters]] | ||
+ | * Hawker [[Typhoon (Family)|Typhoon]] and [[Tempest (Family)|Tempest]] | ||
+ | * Griffon-engine powered [[Spitfire (Family)|Spitfires]]: [[Spitfire F Mk XIVc|Mk XIV]], [[Seafire F Mk XVII|Mk XVII]] [[Spitfire F Mk XVIIIe|Mk XVIII]], [[Spitfire F Mk 22|Mk 22]] & [[Spitfire F Mk 24|Mk 24]] | ||
+ | |||
+ | == Countering == | ||
All of the following considers a flown vehicle of worse manoeuvrability, especially in regards to stall speed and general turn characteristics. | All of the following considers a flown vehicle of worse manoeuvrability, especially in regards to stall speed and general turn characteristics. | ||
− | Fending off against any potential Turn and Burn pilots is, unlike most other combat styles, rather easy, in concept: Do | + | Fending off against any potential Turn and Burn pilots is, unlike most other combat styles, rather easy, in concept: Do not turn, maintain higher speed or altitude, and disengage. Of course not fighting the enemy is often not an option, either for being surprised or for actively seeking combat. The latter is easy and mentioned before: Do not overextend, maintain energy advantage and important patience. The former case is a much harder issue to resolve, as engaging in any manoeuvre is a lost cause. For one the hostile engaged in knowing it can manoeuvre better at lower speeds and second any turn, evasion and dodging done reduces energy, see problem one. This (often literally) downward spiralling chain can only be broken if an edge can be found. This can be a piloting skill or a vehicle's flight characteristics. |
− | + | === Skill Counter === | |
− | A classic manoeuvre to gain the upper hand against a Turn & Burner is the | + | A classic manoeuvre to gain the upper hand against a Turn & Burner is the "Overshoot". Via various means, dropping gear, landing flaps, air brakes, stall manoeuvres (like the Cobra) or simply lowering the throttle, the enemy pursuer is caught off guard and cannot compensate for the speed loss. With the gained speed difference the hostile overshoots into one's field of fire. Several downsides exist though: The energy loss is often substantial and in the wider picture unacceptable, for other enemies could be close by or the ground even closer. Further, it leaves only a short window of opportunity at such speeds which may not be favourable to manoeuvrability. Worse these lower speeds are the desired ones for the turnfighter. However, this tactic has a far superior variant, alas, an even more difficult one: the "Barrel Roll"! |
− | The | + | The Barrel Roll or horizontal Corkscrew is a rather complex manoeuvre to fly properly. If done well, nearly all energy is retained while ostensibly losing speed in the horizontal to force an overshoot. If done badly, it will burn up all energy and leave the aircraft stalling upside down. though in this case nearly guaranteeing an overshoot. A barrel roll can be performed at any speed as long as the necessary control authority is not lost due to compression. Yet downsides persist here as well. The initiation of a barrel roll is rather obvious to skilled pilots and countered by performing a barrel roll, too. The proper spatial manoeuvring is rather difficult with mouse and keyboard and is best done with a flight stick or joypad. If both aircraft entered a barrel roll, the similar Scissor may help. |
− | + | Scissoring is roll dependent and speed consuming. During this manoeuvre, both aircraft are performing semi-turns followed by half-rolls to maintain engagement. From above scissoring looks like a continuous eight, or a two-string braid. A scissor fight can easily be exited by performing either a low Yo-Yo or a half turn but is only recommended once inside the hostile's rolling induced blind spot. | |
− | + | === Performance Counter === | |
− | An edge can be found in the flown vehicle | + | An edge can be found in the flown vehicle if compared to the enemy. "Roll rate" is a common one and lends itself for scissoring. This manoeuvre is an art of its own, see above. Another common characteristic is control surface lock up speed, or compression. If at sufficient speed, either through diving or starting out fast, a momentary edge is given. A classic example is the [[P-51D-5|P-51D]]'s out turning [[Bf 109 G-6|Bf 109]]s and even [[Spitfire F Mk IX|Spitfires]] at speeds above 500 km/h (310 mph). |
+ | |||
+ | Another one is a suicidal dive towards the ground in a [[Fw 190 (Family)|Fw 190]] and then pulling up. Many hostile pilots are too eager for the kill and follow, only to perish as they can no longer safely pull up, ramming the earth. In a similar manner follows a version of this fool's chase. Forcing an overstepping of the wing's G-tolerances will result in the fatal static failure and a wingless descent to earth. | ||
+ | |||
+ | Boom and Zoom tactics are not lost just because one is chased by a turnfighter. Superior energy retention or top speed can be used for the following manoeuvre: Diving and exceeding the hostile's top speed will result in a loss of energy with every metre the foes loses in altitude and gains in speed. For the coup, the dive is now slowly exited and reversed into a zoom climb. After gaining enough separation normal Boom & Zooming can commence. Alternatively, the zoom climb is exited into the horizontal at speed for Boom & Run tactics. Note that in dives aerodynamics and engine power matter. Initially, many energy fighters can pull ahead of dedicated Boom & Zoomers! | ||
+ | |||
+ | If the propeller's rotation is different, engaging a turn and burning enemy in its opposing favourable turn direction (see above) may not only even the odds, but tip them over, too. A turnfight featuring the [[Fw 190 A-1|Fw 190 A]] versus [[La-5]] can hence be quite equal. | ||
=== Common Misconceptions === | === Common Misconceptions === | ||
− | * | + | * Turnfighting is not only done in the horizontal. Doing so is called "flat-turning" and is known as the telltale sign of beginners. Yo-Yos are a specific manoeuvre in which many aces use it as a lure less experienced players. |
− | * Using a Turn & Burn strategy does not mean negating climbing, in fact, most well turning planes do well at [[Energy fighting]] due to a high rate of climb owed to their thrust to weight ratio. | + | * Using a Turn & Burn strategy does not mean negating climbing, in fact, most well-turning planes do well at [[Energy fighting]] due to a high rate of climb owed to their thrust to weight ratio. |
* Some attackers, like the [[IL-2 (Family)|IL-2]] or the [[Ju 87 (Family)|Ju 87 D]] have a very good turning circle. | * Some attackers, like the [[IL-2 (Family)|IL-2]] or the [[Ju 87 (Family)|Ju 87 D]] have a very good turning circle. | ||
− | * | + | * Turnfighting is not all about turning circles, as planes with poor power loading end up too slow to manoeuvre in a sustained turnfight, they have burned all their energy. |
− | * Depending on the propeller's rotation direction, a left or right hand turn may be shorter! | + | * Depending on the propeller's rotation direction, a left or right-hand turn may be shorter! |
==Relation to other styles== | ==Relation to other styles== | ||
;Boom & Zoom | ;Boom & Zoom | ||
− | *[[Boom & Zoom]] is the name of a playstyle which aims for an attacking aircraft to take advantage of a high energy state in order to attack ( | + | *[[Boom & Zoom]] is the name of a playstyle which aims for an attacking aircraft to take advantage of a high energy state in order to attack (Boom) an enemy target and avoids any prolonged fighting by immediately returning (Zoom) to a higher altitude. Differing from Turn & Burn, this type of manoeuvre attempts to return the attacking aircraft to a higher perch in the sky to prepare for another attack, allowing the attacker to conserve an altitude advantage over the targeted aircraft that they can convert into speed; as well as staying at a safe distance from a possible retaliation by the target. Instead of burning through both prey's and hunter's energy to control the engagement, this style trades off potential and kinetic energy through diving and climbing during attacks, always maintaining an advantage in potential energy. |
;Boom & Run | ;Boom & Run | ||
− | * During a [[Boom & Run]] type of manoeuvre, the attacking aircraft is not necessarily interested in returning to a higher altitude, this could be due to the aircraft already has a speed advantage over the other aircraft in the match. Either way, dropping in from a higher altitude or overall being faster, the attacking aircraft lines up a target, attacks and then attempts to speed away either in a horizontal flight path or in a shallow dive. The goal here is to put as much distance between the target and the attacker to allow the attacker to have enough safe distance in which to turn around or manoeuvre into another attack position. All without the threat of being attacked during this high velocity process and always maintaining an | + | * During a [[Boom & Run]] type of manoeuvre, the attacking aircraft is not necessarily interested in returning to a higher altitude, this could be due to the aircraft already has a speed advantage over the other aircraft in the match. Either way, dropping in from a higher altitude or overall being faster, the attacking aircraft lines up a target, attacks and then attempts to speed away either in a horizontal flight path or in a shallow dive. The goal here is to put as much distance between the target and the attacker to allow the attacker to have enough safe distance in which to turn around or manoeuvre into another attack position. All without the threat of being attacked during this high-velocity process and always maintaining an advantage in kinetic energy. For aircraft which control surfaces start to lock up at higher speeds during a dive, they may have a better chance with a Boom & Run tactic. Boom & Run is useful against a slow but very manoeuvrable fighter with a low stall speed: the moment the attacker climbs back to a safe altitude is the opportunity for the targeted aircraft to get quickly on their 6 and burn their remaining energy in a stall to cripple the attacker and make sure there is no next attack run. |
== Aircraft which benefit from Turn & Burn techniques== | == Aircraft which benefit from Turn & Burn techniques== | ||
<!-- Mostly pure bred examples. Note that Energy fighters have their own page, hence La-5s and Bf 109s are not listed here, even though the Overview section mentions them! --> | <!-- Mostly pure bred examples. Note that Energy fighters have their own page, hence La-5s and Bf 109s are not listed here, even though the Overview section mentions them! --> | ||
* Most reserve and [[:Category:First_rank_aircraft|Rank I]] aircraft | * Most reserve and [[:Category:First_rank_aircraft|Rank I]] aircraft | ||
− | ** As always exceptions break the monotony. The [[P-26 (Family)|P-26 | + | ** As always exceptions break the monotony. The [[P-26 (Family)|P-26]] is a fair [[Boom & Zoom]]er and the [[Ki-10 (Family)|Ki-10]]'s rate of climb enables it to do [[Energy fighting]] very well. |
* Non-reserve biplane fighters | * Non-reserve biplane fighters | ||
− | * [[G.50 (Family)|G.50 | + | * [[G.50 (Family)|G.50]] |
* The [[:Category:Japan_aircraft|Japanese]] put great emphasis manoeuvrability and nearly all fighters are very capable in this style | * The [[:Category:Japan_aircraft|Japanese]] put great emphasis manoeuvrability and nearly all fighters are very capable in this style | ||
− | ** Classic example: [[A6M (Family)|A6M | + | ** Classic example: [[A6M (Family)|A6M]] series |
** Exceptions: [[J2M (Family)|J2M series]] and [[J7W1]] | ** Exceptions: [[J2M (Family)|J2M series]] and [[J7W1]] | ||
* Every [[Spitfire (Family)|Spitfire]] with the Merlin Engine: [[Spitfire Mk Ia|Mk.I]], [[Spitfire Mk IIa|Mk.II]], [[Spitfire Mk Vc|Mk.V]], [[Spitfire F Mk IX|Mk.IX]] and [[Spitfire F Mk XVI|Mk.XVI]] | * Every [[Spitfire (Family)|Spitfire]] with the Merlin Engine: [[Spitfire Mk Ia|Mk.I]], [[Spitfire Mk IIa|Mk.II]], [[Spitfire Mk Vc|Mk.V]], [[Spitfire F Mk IX|Mk.IX]] and [[Spitfire F Mk XVI|Mk.XVI]] | ||
− | * [[I-16 (Family)|I-16 | + | * [[I-16 (Family)|I-16]] |
− | == Aircraft | + | == Aircraft not to engage a turnfight in == |
− | Please note the following list is | + | {{Notice|Please note the following list is incomplete and should be seen as a guidance tool. All aircraft can perform Turn & Burn combat. However, the following fighters are very often misused for various reasons like flat-turning and hence are listed below:}} |
* Many US fighters: | * Many US fighters: | ||
** The entire US [[:Category:USA_aircraft|Navy fighter tree]] starting with the [[F4U-1A]] | ** The entire US [[:Category:USA_aircraft|Navy fighter tree]] starting with the [[F4U-1A]] | ||
** All [[P-51 (Family)|P-51 Mustangs]] | ** All [[P-51 (Family)|P-51 Mustangs]] | ||
− | ** All [[P-47 (Family)| | + | ** All [[P-47 (Family)|P-47 Thunderbolts]] |
− | * | + | * [[Fw 190 (Family)|Fw 190s]] |
* [[MiG-3 (Family)|MiG-3s]] | * [[MiG-3 (Family)|MiG-3s]] | ||
* [[Typhoon (Family)|Typhoons]] | * [[Typhoon (Family)|Typhoons]] | ||
− | == | + | ==Media== |
− | + | {{Youtube-gallery|KB68ZWG35hc|'''Turn and Burn''' - ''GrmlZGaming''|NNgqRLrp8VI|'''Turning & Burning'''- ''SorcererDave''|pjeqk1h_WU8|'''How not to get Boomed and Zoomed in a turn fighter''' - ''Green Fury''}} | |
− | |||
− | == | + | == See also == |
− | + | <!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:'' | |
+ | * ''reference to the tactic;'' | ||
+ | * ''links to approximate analogues of other nations and research trees.'' --> | ||
+ | |||
+ | * [[Energy fighting]] | ||
+ | * [[Boom & Run]] | ||
+ | * [[Boom & Zoom]] | ||
+ | |||
+ | == External links == | ||
+ | <!-- ''Paste links to sources and external resources, such as:'' | ||
+ | * ''topic on the official game forum;'' | ||
+ | * ''other literature.'' --> | ||
+ | * This page could be endless, further material and guides can be found at [https://forum.warthunder.com/index.php?/forum/161-the-academy-players-helping-players/ War Thunder Forum] which is an excellent place to learn much more and engage with seasoned War Thunder pilots. | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] | ||
− |
Latest revision as of 12:34, 14 May 2024
Contents
Overview
Turn and Burn is a method of flying commonly known as "turnfighting," though said term is a rather limited description. In essence, the name already tells a lot. Most manoeuvres are loops of various lengths and angles ("turn") and involve the reduction of energy in altitude and/or speed ("burn"). This can be further split into two categories depending on the flown aircraft.
- Turnfighters
The first thing that comes to mind when hearing the term "dogfights." It involves low wing-loading (big wing & light), low stall speed, high angle of attack and high control-authority/manoeuvrable aircraft. The goal is to manoeuvre inside the enemy's turn radius and get a firing lead, either at the tail or as a deflection shot. All biplanes and the Zero fighter are examples for this style. Many fighters may look like favourable machines for this playstyle but lack a sustainable turn rate, i.e. they literally fall out of the sky after a few tight turns.
- Energy fighters
Turn and Burn is also favoured by those aircraft which are considered energy fighters. For example, the German Bf 109 fighters. These interceptors maximise the ability to execute vertical reverses to include the Immelmann (half loop flying up), Split-S (half loop flying down) and the Yo-Yo (any turn angled below or above the horizon) manoeuvres. The energy fighters typically have a good power-to-weight ratio, as shown in their excellent climb rate. Thus they can take advantage of typical Boom & Zoom fighters, which cannot regain any altitude or speed advantage they had after an energy costly manoeuvre. In a nutshell, the energy fighter pilot is awaiting the enemy to make the mistake of overextending. Turn and Burn may hence be seen as counter to Boom & Zoom, yet it is a far more mentally taxing combat style, relying on mind games, the pilot's morale and to a certain extent the foe's eagerness to kill.
Stratagem
Getting inside the enemy's turn for a target solution requires good positioning, maintaining one's vehicle's favourable speed and preferably a manoeuvrability advantage.
- Gain energy advantage.
- Seek a fitting target.
- Turn into the enemy.
- Maintain or gain preferred turn speed by using high/low Yo-Yo or even Immelmann/Split-S.
- If the hostile does not want to engage in a turnfight, scare the foe with a few warning shots. The enemy's evasive manoeuvres will decrease the distance too.
- "Burn" the chased aircraft's energy by continuous turning, taking away options and speedy escape routes. Leaving the pursuer on the tail and hence in control.
- Take time and adjust the Yo-Yo's angle to not get into control surface compression speeds, or even force the foe into it.
- Yet be quick. Turnfights lose altitude quickly and may put the survivor in a low energy state competitively.
- Do not blackout. Investing in crew skills for pilots is beneficial, but avoiding prolonged high G-forces is desirable, for one never knows who will black out first.
- Taking the shot. Either a deflection or tail-lead shot.
- Deflection shots require either good timing or plenty of ammo. A high rate of fire important and will leave the enemy severely crippled, almost certainly ensuring a victory.
- Tailgating or tail-leading shots are the classic cinema "have you in my sight" kills. Sitting in a turnfight directly behind the foe's tail does however requires fast-flying projectiles. Otherwise, the necessary lead increases with distance and inverse bullet velocity. Also, the silhouette or profile of the aircraft becomes smaller and thinner, necessitating good aim. The volume of fire may, however, be exchanged for harder-hitting armament such as high calibre cannons.
- Regain lost energy as speed or altitude, favourably both.
Offensive Manoeuvres
Yo-Yo
- High Yo-Yo
- Low Yo-Yo
- Straight Pursuit Yo-Yo
Barrel Roll Attack
Originally called the "Immelmann turn" and also known as "Rollaway."
Off-set Head-on Pass
Defensive Manoeuvres
Break
Effective against tailing enemies with high kinetic energy (speed), this tactic lures the pursuer in and has it lose fire opportunity due to reduced manoeuvrability at high-speeds. Further it overcommits and burns energy of the BnR or BnZ fighter.
Scissors
Favoured Turn Direction
A seldom seen oddity are counter-clockwise rotating propellers, as seen from the pilot. The propeller creates an rotating air slipstream known as "Prop wash." This corkscrew wind stream pushes on the tail fin. Depending on the prop rotation this force either applies from the left or right-hand side, yawing the nose left for clockwise (common) and right for counter-clockwise rotating props. The immediate and sustained turn rate is better in said direction. The prop wash effect is strongest at low speeds and high engine power, as incoming wind speed does not weaken the slipstream. Aircraft with wing mounted engines, pushing design or contra-rotating props (i.e. two sets of propellers in row) do not see this effect.
In conclusion aircraft with clockwise turning propellers, as seen from the cockpit, favour left turns. Aircraft with counter-clockwise turning props favour right-hand turns. When facing a hostile with a different prop rotation, engage in the favoured turn direction. When encountering aircraft with the same revolution direction, the turn's side matters less.
Fighters with counter-clockwise propeller rotation:
- Very common among Soviet fighters
- Hawker Typhoon and Tempest
- Griffon-engine powered Spitfires: Mk XIV, Mk XVII Mk XVIII, Mk 22 & Mk 24
Countering
All of the following considers a flown vehicle of worse manoeuvrability, especially in regards to stall speed and general turn characteristics.
Fending off against any potential Turn and Burn pilots is, unlike most other combat styles, rather easy, in concept: Do not turn, maintain higher speed or altitude, and disengage. Of course not fighting the enemy is often not an option, either for being surprised or for actively seeking combat. The latter is easy and mentioned before: Do not overextend, maintain energy advantage and important patience. The former case is a much harder issue to resolve, as engaging in any manoeuvre is a lost cause. For one the hostile engaged in knowing it can manoeuvre better at lower speeds and second any turn, evasion and dodging done reduces energy, see problem one. This (often literally) downward spiralling chain can only be broken if an edge can be found. This can be a piloting skill or a vehicle's flight characteristics.
Skill Counter
A classic manoeuvre to gain the upper hand against a Turn & Burner is the "Overshoot". Via various means, dropping gear, landing flaps, air brakes, stall manoeuvres (like the Cobra) or simply lowering the throttle, the enemy pursuer is caught off guard and cannot compensate for the speed loss. With the gained speed difference the hostile overshoots into one's field of fire. Several downsides exist though: The energy loss is often substantial and in the wider picture unacceptable, for other enemies could be close by or the ground even closer. Further, it leaves only a short window of opportunity at such speeds which may not be favourable to manoeuvrability. Worse these lower speeds are the desired ones for the turnfighter. However, this tactic has a far superior variant, alas, an even more difficult one: the "Barrel Roll"!
The Barrel Roll or horizontal Corkscrew is a rather complex manoeuvre to fly properly. If done well, nearly all energy is retained while ostensibly losing speed in the horizontal to force an overshoot. If done badly, it will burn up all energy and leave the aircraft stalling upside down. though in this case nearly guaranteeing an overshoot. A barrel roll can be performed at any speed as long as the necessary control authority is not lost due to compression. Yet downsides persist here as well. The initiation of a barrel roll is rather obvious to skilled pilots and countered by performing a barrel roll, too. The proper spatial manoeuvring is rather difficult with mouse and keyboard and is best done with a flight stick or joypad. If both aircraft entered a barrel roll, the similar Scissor may help.
Scissoring is roll dependent and speed consuming. During this manoeuvre, both aircraft are performing semi-turns followed by half-rolls to maintain engagement. From above scissoring looks like a continuous eight, or a two-string braid. A scissor fight can easily be exited by performing either a low Yo-Yo or a half turn but is only recommended once inside the hostile's rolling induced blind spot.
Performance Counter
An edge can be found in the flown vehicle if compared to the enemy. "Roll rate" is a common one and lends itself for scissoring. This manoeuvre is an art of its own, see above. Another common characteristic is control surface lock up speed, or compression. If at sufficient speed, either through diving or starting out fast, a momentary edge is given. A classic example is the P-51D's out turning Bf 109s and even Spitfires at speeds above 500 km/h (310 mph).
Another one is a suicidal dive towards the ground in a Fw 190 and then pulling up. Many hostile pilots are too eager for the kill and follow, only to perish as they can no longer safely pull up, ramming the earth. In a similar manner follows a version of this fool's chase. Forcing an overstepping of the wing's G-tolerances will result in the fatal static failure and a wingless descent to earth.
Boom and Zoom tactics are not lost just because one is chased by a turnfighter. Superior energy retention or top speed can be used for the following manoeuvre: Diving and exceeding the hostile's top speed will result in a loss of energy with every metre the foes loses in altitude and gains in speed. For the coup, the dive is now slowly exited and reversed into a zoom climb. After gaining enough separation normal Boom & Zooming can commence. Alternatively, the zoom climb is exited into the horizontal at speed for Boom & Run tactics. Note that in dives aerodynamics and engine power matter. Initially, many energy fighters can pull ahead of dedicated Boom & Zoomers!
If the propeller's rotation is different, engaging a turn and burning enemy in its opposing favourable turn direction (see above) may not only even the odds, but tip them over, too. A turnfight featuring the Fw 190 A versus La-5 can hence be quite equal.
Common Misconceptions
- Turnfighting is not only done in the horizontal. Doing so is called "flat-turning" and is known as the telltale sign of beginners. Yo-Yos are a specific manoeuvre in which many aces use it as a lure less experienced players.
- Using a Turn & Burn strategy does not mean negating climbing, in fact, most well-turning planes do well at Energy fighting due to a high rate of climb owed to their thrust to weight ratio.
- Some attackers, like the IL-2 or the Ju 87 D have a very good turning circle.
- Turnfighting is not all about turning circles, as planes with poor power loading end up too slow to manoeuvre in a sustained turnfight, they have burned all their energy.
- Depending on the propeller's rotation direction, a left or right-hand turn may be shorter!
Relation to other styles
- Boom & Zoom
- Boom & Zoom is the name of a playstyle which aims for an attacking aircraft to take advantage of a high energy state in order to attack (Boom) an enemy target and avoids any prolonged fighting by immediately returning (Zoom) to a higher altitude. Differing from Turn & Burn, this type of manoeuvre attempts to return the attacking aircraft to a higher perch in the sky to prepare for another attack, allowing the attacker to conserve an altitude advantage over the targeted aircraft that they can convert into speed; as well as staying at a safe distance from a possible retaliation by the target. Instead of burning through both prey's and hunter's energy to control the engagement, this style trades off potential and kinetic energy through diving and climbing during attacks, always maintaining an advantage in potential energy.
- Boom & Run
- During a Boom & Run type of manoeuvre, the attacking aircraft is not necessarily interested in returning to a higher altitude, this could be due to the aircraft already has a speed advantage over the other aircraft in the match. Either way, dropping in from a higher altitude or overall being faster, the attacking aircraft lines up a target, attacks and then attempts to speed away either in a horizontal flight path or in a shallow dive. The goal here is to put as much distance between the target and the attacker to allow the attacker to have enough safe distance in which to turn around or manoeuvre into another attack position. All without the threat of being attacked during this high-velocity process and always maintaining an advantage in kinetic energy. For aircraft which control surfaces start to lock up at higher speeds during a dive, they may have a better chance with a Boom & Run tactic. Boom & Run is useful against a slow but very manoeuvrable fighter with a low stall speed: the moment the attacker climbs back to a safe altitude is the opportunity for the targeted aircraft to get quickly on their 6 and burn their remaining energy in a stall to cripple the attacker and make sure there is no next attack run.
Aircraft which benefit from Turn & Burn techniques
- Most reserve and Rank I aircraft
- As always exceptions break the monotony. The P-26 is a fair Boom & Zoomer and the Ki-10's rate of climb enables it to do Energy fighting very well.
- Non-reserve biplane fighters
- G.50
- The Japanese put great emphasis manoeuvrability and nearly all fighters are very capable in this style
- Classic example: A6M series
- Exceptions: J2M series and J7W1
- Every Spitfire with the Merlin Engine: Mk.I, Mk.II, Mk.V, Mk.IX and Mk.XVI
- I-16
Aircraft not to engage a turnfight in
Please note the following list is incomplete and should be seen as a guidance tool. All aircraft can perform Turn & Burn combat. However, the following fighters are very often misused for various reasons like flat-turning and hence are listed below: |
- Many US fighters:
- The entire US Navy fighter tree starting with the F4U-1A
- All P-51 Mustangs
- All P-47 Thunderbolts
- Fw 190s
- MiG-3s
- Typhoons
Media
See also
External links
- This page could be endless, further material and guides can be found at War Thunder Forum which is an excellent place to learn much more and engage with seasoned War Thunder pilots.