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Welcome to the site where the story of the battle is as important as the battle itself. Here we will focus on men thrust into extraordinary situations of life and death. They must lead other men with duty and honor to meet their countries objectives. Some will be blessed with great skill, some will carry great shortcomings. No matter what nation, no matter what war, no matter what theater, they are all called to move their Platoon or Squadron forward!

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Sunday, October 4, 2026

How NOT to fight an aerial battle

 Wolf  over at TMP posted about an encounter in 1945 between 8 RN Martlets and 8 ME 109Gs.  The Martlets shot down 4 ME 109s while losing 1.  It appeared to be a perfect example of the Martlets using the only strength of their plane [ turning radius at low altitude] to their advantage while the germans ignored theirs. [ performance, particularly at altitude.] 

Now Boom and Zoom was built on the premise that aerial combat is a triad of  hardware, software and opportunity. The above example illustrates that "software" is the most important of the three.  Could B & Z replicate the above battle?  It was a challenge I couldn't pass up.  

First I only have 6 Wildcats so this would be a 6v6.  Easy and shouldn't effect the outcome.  In the actual battle the ME 109Gs dove on the Martlets, who turned into them, breaking up the attack.  Afterwards a turning dogfight ensued.    So how to set this up using B & Z?

 First, we can have all the Martlet pilots veterans.  We can have all the ME-109G pilots green.  Because I have a heart I will make the German leader average.  Second, although we will start the Germans at Medium low with the initiative, we won't allow them to perform a Boom and Zoom attack.  This will simulate their lack of aggressive start. Third, there are two types of normal attacks in B&Z; high speed slashing and maneuver.  We will prohibit the Germans from using the high speed slashing type.  This will force them to only try to dogfight the Martlets which appears to be what happened.  

Lets look at the hardware and see why this strategy is less than ideal...


    

These are prototype cards but will illustrate our points.  First we don't know what type of "G" the Germans used.  After the "G-6" they were all pretty similar as far as we are concerned except for the ones with underwing cannons added and I doubt these would have been in Norway.  The British in 1945 used the Martlet VI which was the export version of the Wildcat FM-2.  Take a beloved wildcat, remove 2 MGs, give it a bigger engine, taller tail and you have a FM-2.  The theory was to lighten the plane and improve performance.  Since it was to operate off of jeep carriers it was fleet defense so 4 guns were deemed sufficient and low altitude performance was sought.   For our purposed the FM-2 climbs better and has a little better speed below 6Kft. 

If you compare the middle columns of the aircraft you see the ME-109 has better performance at all altitudes. A differential of "3" is so significant that the poor Martlet would lose a performance die each turn should the German coax the British up that high.  Once at Medium low or higher their maneuverability is similar.  So as a german pilot your strategy SHOULD be to fight above 5K ft if possible.  Below that keep your speed up and use slashing attacks; preferably from above.  Your hardware is better.  Your pilots are worse so you SHOULD use proper tactics to exploit your hardware as the opportunities present themselves.


     6 v 6 off the Norwegian coast.  [ Apologize I don't have RN Martlets.  They would look cool.]


The Germans attack and get in close.  They fail to gain position on the nimble Martlets.

[ In fairness, the pair on the end won the maneuver battle but as a rookie pilot, the german was forced to re roll and lost.]


 The nearest pair of Martlets has a good opportunity to make a slashing attack, severely damaging the ME-109. The middle pair maneuver against the Germans and fail. The far pair maneuver successfully to the tail of a german fighter but fail to score hits.  However, he now has the advantage of that German. 


 With the end of turn phase, two of of the German pairs break up.  Four of the aircraft have moved lower to 2K feet as the battles swirl. 

The British gain initiative! 

The near pair of Martlets maneuver against the damaged German fighter. It is easier without a German wingman to protect his tail.  The Martlet succeeds and send the German into the water!


 The German leader climbs up to knock the Martlet off his fellows pilot tail. Unfortunately, the attempt fails as the Navy wingman keeps them at bay.  

This allows the Martlet leader to continue to fire at his victim and he crashes into the sea!

At the end of the second turn it is Martlets 2 ME -109s 0.  The game is playing true to form as the combination of rookie pilots and poor tactics are hamstringing the Germans. 

 

After a failed attempt by the german leader to gain the advantage on a Martlet, two Marlets dive from above with a Boom and Zoom attack. Bullets crash into the cockpit destroying the instrument panel.  The German leader must abort.

On the near side the Martlet pilot gains advantage on another rookie German.  This German pilot is seriously wounded and has a Martlet on his tail.  


 The process is repeated on the far side; interestingly with the exact same damage.

At this point the two wounded German pilots are disadvantaged.  They can easily escape using their superior speed and acceleration.  Despite my rules for this scenario I think wounded pilots [even rookie ones] would know enough to do this. So all the Germans leave the field! Final Score 2 ME 109s destroyed, 1 damaged and 2 pilots wounded.  No Martlets damaged.  

The rules and the scenario worked surprisingly well.  What would happen if I used the same set up but allowed the Germans to use any tactics [except initial Boom and Zoom] they wanted?  They would still be rookies but could try to use their planes [ hardware] to the best of their abilities.

So round 2.  Same initial set up. 

The near Germans dive and perform a slashing attack on the Martlets.  They miss and move away. 

The German leader does the same however; he sends a Marlet into the sea!

The third German pair actually try a maneuver attack that fails. 

After the German's turn. 

The middle Martlet tight turns on a German pair, getting on their tail and wounding the pilot. 


 The near Martlets also gain the advantage against the near Germans and splash one!


 The far Martlets manage a high speed attack and puncture the gas tank.  The German has fuel for only 1 more turn.

End of the first turn.  Both sides have lost a plane, the germans have another plane leaking fuel and the German leader is wounded with a Martlet on his tail.   


End of turn phase no element formations break up but two of the dogfights have climbed above 5K ft to medium low.  This is significant because now the performance difference is even greater between the two types of fighters.  Instead of 6 dice the Martlets will be throwing 5. 

The wounded german leader easily pulls away from the tailing Martlet.   


  A separate ME 109 pulls over for a high speed shot; misses then...

pulls away!

The far Martlets manage to latch onto the German's tail who is leaking fuel.  He further damages the plane but it stays up.   He will be able to pull away but probably won't have enough fuel to get back. 


 The near Martlets have been forced to climb to Medium low because that is where the enemy is.  They don't have enough speed to catch any Germans this turn.  

End of turn 2.  Both sides have lost 1 plane.  2 damaged german planes have left.  Now it is 5 Veteran Martlets against 3 rookie ME 109Gs. But everyone is at Medium low altitude.

The single Martlet goes first.  He will let the pairs go in and finish the Germans off.  He climbs to Medium High.  Next turn he can dive on any survivors.  

A single German rookie goes next.  He would much rather fight a single Martlet than a pair.  He climbs after the lone Martlet... 

He sees an opening for a barrel roll followed by a tight turn.  Both planes are average at this height and the German gets a +1  to the maneuver roll... 

the German crushes the maneuvers and winds up on the Martlet's tail.  Or does he?  As a Veteran pilot our Naval aviator can re-roll his die due to his superior skill and he can make the German pilot re roll his die because the German is a rookie...



How embarrassing!!! With a +1 the German pilot ends up on the Martlet's wing.  The ME 109G ends up sawing the Martlet's wing off.  The Naval aviator, not wanting to have to tell his friends what happened, stays with the falling fighter.  

A pair of Martlets takes out another ME 109G.

 

The last pair of Martlets latches onto the tail of the final ME 109G but fail to do any damage. 

At the end of turn 3 both sides have lost 2 planes with 2 German planes aborting secondary to damage.  I felt the Germans would use their speed to leave at this point.  This battle was a more even match and did show how "software" [ pilot skill and tactics] is still more important than hardware but that the player using the opportunities provided him can improve his chances.  

Overall a thoroughly enjoyable 2 battles that each played in less than an hour.  Maybe someone will play this with evenly matched pilots.  I suspect a win for the Germans particularly if the Martlets aren't painted up in Royal Navy colors [colours]!

Enjoy!

 

Joe   

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