AIRCOMBAT
From Battleground Europe Wiki
Of course the basic premise in air combat is to get your guns close enough and pointing at the target so when you fire it will hit.
THE most critical aspect in success it patience, patience, patience, and not hold the trigger more then you need. Use patience to aim on your target, and correctly range so your bullets hit. Memorize the range circle below so you know the best time to fire, you don't want to waste your ammo.
THIS web site explaines all you need to know to be an expert gunner in the game
This site is also highly recommended reading, and then you will know the best convergence to use.
All aircraft in the game have a RANGE HALO to help you estimate distance, needed because of the low resolution of most computer monitors.
As you can see, best range to shoot is up to about 300 to 350 meters. If the target is not moving relative to you, then you can get *LUCKY* hits up to 500m, but beyond that it is a complete waste of ammo. Not only is the chance of missing very high, but the absolute maximum range of most guns only go 600 meters, tops!
Attacking Formations
(As in bomber formations)Its not much different they any other attack. Go in fast, take a few shots, and get away fast and come back once you are have advantage again. If you try and "saddle up" to a bomber's "6"(directly aft), you will be quickly shot down.
The Evolution of Combat in World War 2
A hallmark of this Sim Game is progression of the vehicles from slow, lightly armored, lightly armed to literally tanks with wings. For example, the typical weapon was a tiny 7.2~7.9mm rifle bullet that half the time would bounce off an aircraft skin, to the end of the war where 37~40mm cannons that where more poweful then what the top of the line battle tank carried at the beginning of the war.
The progression is loosely based on a year by year bases and each Tier is roughly a year.
Tier-0 Hurricane I Hawk 75 Bf-110c
A comparison of two of the fighter adversaries authored by "Tempest7":
Which brings us to tier0 with the h75 vs the 110. On the deck, the h75 at full power (max max wep) will out run the 110... it will do so from around 0-1km; however, the difference in speed is marginal at best barely 10kph. But, the 110's engine characteristics allow it to run at full power far far longer than the h75, which is a huge factor in determining if you're going to catch someone in a live scenario. With wep off in the h75 and wep on in the 110 the h75 proves to be about 5-10kph slower than the 110 on the deck. The 110 also demonstrates a marginal climb advantage over the h75 reaching 6km about 40-50 seconds sooner than the h75. The h75 in turn, proves to be a better dive, however, again only marginally so. Therefore the two of these fighters prove to be closely matched in terms of performance, with the defining characteristic of the pair being the h75's maneuverability and the 110's firepower.
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