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		<id>https://wiki.wwiionline.com/index.php?title=Bf109&amp;diff=3686</id>
		<title>Bf109</title>
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		<updated>2020-11-06T06:35:53Z</updated>

		<summary type="html">&lt;p&gt;Ltarflak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Messerschmitt Bf 109E-1=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Ac_de_bf109_e1.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Messerschmitt Bf 109E-1'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Fighter&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 4 x 7.9 mm Machine Guns&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 1 (Pilot)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,573kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Top Speed''' || 554km/h&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armored Glass Windscreen''' || No&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Pilot Armor (back/head)''' || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Almost doomed by the bureaucracy of the RLM prior to its maiden flight, the Messerschmitt Bf 109 went on to become the most numerously produced German fighter of the war. Its design was simple; a compact slender airframe with plenty of power and a heavy gun package.&lt;br /&gt;
&lt;br /&gt;
The Bf 109 combat lineage began with the Spanish Civil war when in October 1936 a handful of early Bf 109 prototypes were hastily sent as reinforcement to the embattled Nationalist air force. All in all some 140 Bf 109s of different variants were engaged in Spain between 1936 and 1939. Thus, by the outbreak of WWII the E model was a combat tested fighter aircraft of proven quality. Equally important, the 'field test' in Spain had given its pilots and leaders plenty of experience with this new generation of high-speed monoplane aircraft that led to development of new tactics and procedures that have held true through to this day.&lt;br /&gt;
&lt;br /&gt;
The Bf 109 enjoyed a good turn of speed and a very high rate of climb as its most useful performance attributes, and good combat pilots learned how to employ this against opponents who could not climb as quickly. The 109 series had certain shortcomings, chief among them a very short operational range, a narrow and cramped cockpit and bad handling on bumpy grass airstrips due to the very narrow landing gear footprint.&lt;br /&gt;
&lt;br /&gt;
The Bf 109E-1, first fielded in 1939, was the first variant to feature the excellent DB 601 engine. With four rifle-calibre machine guns it has the lightest firepower of all Bf 109 variants. This same lightness also makes it the most manoeuvrable of all variants, especially in turn radius. Though its weaponry carries less punch than later variants the E-1 machine guns are belted with incendiary ammunition and offer a high rate of fire that ultimately yields more destructive power than a cursory glance may lead to believe.&lt;br /&gt;
&lt;br /&gt;
NOTE: the Bf = Me, as in Me-109. For a time Bayerische Flugzeugwerke (Bavarian Aircraft Works) was the name of the company, before it was reconstituted as Messerschmitt AG on July 11, 1938 (with Willy Messerschmitt as chairman and managing director). The renaming of BFW resulted in the company's RLM designation changing from Bf to Me. Existing types, such as the Bf 109 and 110, retained their earlier designation in official documents, although sometimes the newer designations were used as well. In practise, all BFW/Messerschmitt aircraft from 108 to 163 (not the same plane as the Me 163) were prefixed Bf, all later types with Me.&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
The Bf 109E-1 is the &amp;quot;turningest&amp;quot; of all German fighters in the WWIIOL:BE inventory. Light, fast and nimble, this aircraft possesses all the traits vital to an air superiority fighter. It does almost everything better than the opposition in its tier: it is superior in climb, in level speed and in dive performance. These traits allows it to attain superior altitude with which it can dominate any contender, and to engage and disengage at will - features a true energy fighter will appreciate.&lt;br /&gt;
&lt;br /&gt;
The E-1 can hold its own in a turning fight as well: it rolls well, its initial and sustained rate of turn is superlative and it can go toe to toe with any enemy fighter in its tier. While the E-1 may not be able to out-turn a Hurricane or a H-75 in a prolonged stall fight on the deck, it can easily dominate these opponents by operating in the vertical.&lt;br /&gt;
&lt;br /&gt;
Although lacking cannons, its four machine guns pack a considerable punch: a high rate of fire, a high muzzle velocity, and a plentiful allowance of hard-hitting incendiary ammunition is more than sufficient to down any target - though you will need to fly close to your man and fire a concentrated volley.&lt;br /&gt;
&lt;br /&gt;
The Bf 109E-1 sports, or lacks, one other conspicious feature: it has no armour plate behind the pilot's head (though the seat itself is armoured). This gives the pilot an unrestricted view aft at the price of a more vulnerable head. A clear view gives the pilot better situational awareness, a feature that is incomparably more valuable than any piece of armour.&lt;br /&gt;
&lt;br /&gt;
The pilot who masters the Bf 109E-1 will eventually notice how much it has in common with the E-4 variant, and appreciate it for its clean and unladen character - the E-1 is a true hot rod, but as such, it demands discipline of its operator to give its best.&lt;br /&gt;
&lt;br /&gt;
=Messerschmitt Bf 109E-4=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Ac_de_bf109_e4.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Messerschmitt Bf 109E-4'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Fighter&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 2 x 20 mm Cannon,&amp;lt;br&amp;gt;2 x 7.9 mm Machine Guns&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 1 (Pilot)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,608kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Top Speed''' || 574km/h&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armored Glass Windscreen''' || ?&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Pilot Armor (back/head)''' || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Deployed in quantity during the spring of 1940, the Bf 109E-4 variant was a significant upgrade over the original Emils. The original DB 601A-1 powerplant was replaced by the more powerful DB 601Aa, and firepower was vastly improved in weight of fire and destructive potential as each wing now packed one 20 mm MG-FF/M cannon.&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
The Bf 109E-4 variant is fast and carries the heaviest armament of the Bf 109 series until the later G variant is introduced, with two 20mm cannon in the wings. However, with but 60 rounds per gun it pays to get close and only fire when certain to score a hit. Light and nimble and possessing of excellent dive characteristics, the Bf 109E-4 can mix it up in circling combats as well as stick to fast diving attacks. The Emil can be effective against any enemy type using coordinated wingman tactics, but when fighting without such support the pilot must rely on its speed and climb rate to survive an encounter against bad odds. Combine its overall good performance with a cool headed and confident pilot and the E can hold its own through an entire campaign. In the early stages of a WWIOL:BE campaign the Bf 109E does well to avoid typical protracted dogfights as all Allied aircraft can out turn the Bf 109E-4 with relative ease. Climbing, spiralling turns with but a small initial energy advantage, followed by slashing high-speed attacks, is the Bf 109E's forte. As the campaign progresses the Bf 109E-4 loses its speed advantage but gains in turn radius, requiring (and allowing) the pilot to rethink his approach to air combat.&lt;br /&gt;
&lt;br /&gt;
While it is difficult for many players to grasp the advantages of a climbing turn style of combat, where the ability to bleed your opponent's energy to the point of stall while you remain above them awaiting the moment to drop on their head like a sledge hammer, it remains one of the most effective forms of air superiority combat tactics you can learn and master.&lt;br /&gt;
&lt;br /&gt;
Another tactic that works well in the 109E is the scissors style where a series of slicing reversals one after another will force a pursuing fighter with a better turn rate (but less roll rate) out in front of your guns. Again, this is a difficult style of combat to learn but extremely effective if you ever do manage to learn how to master such a method.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Messerschmitt Bf 109E-4B=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:BF109E4B.png|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Messerschmitt Bf 109E-4B'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Fighter&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 2 x 20 mm Cannon,&amp;lt;br&amp;gt;2 x 7.9 mm Machine Guns &amp;lt;br&amp;gt; 1x250kg bomb&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 1 (Pilot)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,608kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Top Speed''' || 574km/h&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armored Glass Windscreen''' || ?&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Pilot Armor (back/head)''' || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The standard Luftwaffe fighter-interceptor the ME1904EF  was fitted with a centreline bomb rack in the Sumner of 1940 in order to keep the bombing attack against England going where other bomb-carriers failed. One Staffel (Squadron) per Gruppe (Wing) was typically designated as the Jagdbomber (Jabo) staffel, and sent out to attack airfields, pots and targets of opportunity. This practice was continued on all fronts until the very end, albeit with new and upgraded aircraft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
The E-4 Jabo handles sornewhat more sluggishly while carrying its center-line Sprengbombe Cylindrisch 250 (SC250), but once shot of its cargo the fighter-bomber is as capable as the standard unladen Bf 109 E-4. It is verily the best of all worlds - it can bomb and fight like there is no tomorrow!&lt;br /&gt;
Thus, in all respects except when lugging cargo, the E-4 Jabo does most things pretty well and some things better than its contemporary opponents. It dives well, climbs well, turns well and carries a good punch - just do not engage in prolonged max-rating turning combat at ground level.&lt;br /&gt;
&lt;br /&gt;
=Messerschmitt Bf 109F-2=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Ac_de_bf109_f1.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Messerschmitt Bf 109F-2'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Fighter&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 1 x 20 mm Cannon,&amp;lt;br&amp;gt;2 x 7.9 mm Machine Guns&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 1 (Pilot)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || ?kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Top Speed''' || ?km/h&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armored Glass Windscreen''' || ?&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Pilot Armor (back/head)''' || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Me-109F-2 version of “Franz,” as its pilots called it, the F-2 received the 1,175 PS (1,159 hp, 864 kW) DB 601N engine driving a VDM 9-11207 propeller and replaced the MG FF with a higher velocity 15mm MG 151 cannon. As the harder-hitting 20 mm Mauser MG 151/20 version become available, a number of F-2s were retrofitted with it in the field. About 1,230 F-2s were built between October 1940 and August 1941 by AGO, Arado, Erla, Messerschmitt Regensburg and WNF(Wiener Neustädter Flugzeugwerke)&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
he Bf 109F is a favorite fighter for those that cherish climbrate and know how to use both it and speed to create good shooting solutions, rather than just to set off and run at the first sign of trouble. For their opponents however it remains that the “run away” element of speed being a chief performance attribute is all they ever see or all that most ever *seem* to be able to see. For it’s time the Bf 109F is the fastest and the best climbing fighter available in Battleground Europe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Messerschmitt Bf 109F-4=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Ac_de_bf109_f4.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Messerschmitt Bf 109F-4'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Fighter&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 1 x 20 mm Cannon,&amp;lt;br&amp;gt;2 x 7.9 mm Machine Guns&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 1 (Pilot)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,922kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Top Speed''' || 627km/h&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armored Glass Windscreen''' || No&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Pilot Armor (back/head)''' || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Considered by many to be the ultimate expression of the 109 line, the Bf 109F was an improved model over the 109E in almost all respects. It boasted a higher climb rate and top speed, in addition to the new MG151/20 high velocity 20mm cannon mounted to fire through the nose spinner.&lt;br /&gt;
&lt;br /&gt;
While its armament was reduced in terms of mounted cannons (only 1 in place of the previous 2) the 20mm nose cannon was the superior MG151/20 now replacing the earlier aircrafts older style Mauser MGFF cannons. The firing duration was also greatly increased by both a far larger ammunition loadout of 200 rounds and only 1 cannon to expend them from.&lt;br /&gt;
&lt;br /&gt;
In addition to this the centerline mounting gave no convergence issues and favoured accurate shooters. The downside was that combat reports tended to claim that for average or less accurate shooters it was more difficult to down enemy fighters with the centerline cannon than had previously been noted with the earlier wing mounted cannons of the 109E.&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
The Bf 109F is a favorite fighter for those that cherish climbrate and know how to use both it and speed to create good shooting solutions, rather than just to set off and run at the first sign of trouble. For their opponents however it remains that the “run away” element of speed being a chief performance attribute is all they ever see or all that most ever *seem* to be able to see. For it’s time the Bf 109F is the fastest and the best climbing fighter available in Battleground Europe.&lt;br /&gt;
&lt;br /&gt;
Up close and with a good gunner on the trigger, the more powerful MG151 (over the MGFF of the 109E) can rip any aircraft apart, but at longer ranges and higher deflection the rounds drop fast and disperse more wildly. The “Franz” is a fighter for true “experten” pilots, it will reward the studied and practiced pilot who employs skill and training in his fighting at all times, while at the same time it will quickly betray any over confidence and foolhardiness. Get in close, and when you think you are close enough, drive in closer still, then fire.&lt;br /&gt;
&lt;br /&gt;
The Franz will turn competitively with Allied fighters, and with some creative flap usage it can even out turn some of them, but it remains true that to rely on turning alone is a bad choice in a plane that employs speed and climb to better advantage than it can its turn rate. It doesn’t turn well enough to let you rely on that aspect of air to air combat, and unless you are extremely confident in your ability you will die a lot trying to use the 109F as a pure turnfighter. The golden egg in this plane is its power to weight ratio and low drag. These combine to give it exemplary climb performance at any altitude. Indeed when all your cards are played out, a tight spiral climb can leave almost all opponents stalling below you, so remember that your exit in the Franz is always above you. So to is the best attack approach you can ever employ.&lt;br /&gt;
&lt;br /&gt;
=Messerschmitt Bf 109G-2/R1=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:BF-109 G2-R1 &amp;quot;Jabo.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Messerschmitt Bf 109G-2/R1'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Fighter&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 1 x 20 mm MG 151 cannon&amp;lt;br&amp;gt;2 x 13 mm MG131 machine guns&amp;lt;br&amp;gt; 1x250kg SC bomb&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 1 (Pilot)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 3,122kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Top Speed''' || 627km/h&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armored Glass Windscreen''' || No&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Pilot Armor (back/head)''' || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Bf 109G was the next incremental improvement over its predecessor the Bf 109F. Changes were slight: a reinforced wing structure gave it a slightly higher VnE (Velocity Never Exceed), more pilot and fuel tank armour was added and the canopy strengthened. Other than that it was essentially similar to the 109F, with the same armament. It still boasted a high climb rate and top speed, but in t's earlier versions without MW50 injection it was actually no faster than the F, and it's extra weight meant t didn't climb quite as well, although it still beat the Allied Aircraft at climbing for the most part, except for the Spitfire IX.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like virtually all German fighters, the Bf-109 G2 offered a growing variety of Rustsatze. This particular aircraft sports the RI, a standard ETC 501 bomb rack capable of hauling a single SC 250 bomb to wherever it needs to go.&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
=Messerschmitt Bf 109G-6/U4=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Bf109g.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Messerschmitt Bf 109G-6/U4'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Fighter&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 1 x 30 mm Mk 108 cannon&amp;lt;br&amp;gt;2 x 13 mm MG131 machine guns&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 1 (Pilot)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 3,122kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Top Speed''' || 628km/h&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armored Glass Windscreen''' || No&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Pilot Armor (back/head)''' || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The Bf-109G was an improved model over the Bf-109F in some respects, but not in others. It boasted a high climb rate and top speed, but it was no faster than the F in its earlier versions without MW50 injection. And its extra weight meant it didn't climb quite as well, although it still outclimbed the Allied aircraft, except for the Spitfire IX. &lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
The biggest surprise for those caught in its gun sights is going to be the &amp;quot;melon launcher&amp;quot; 30 mm Mk 108 cannon firing HE Mine rounds. This hits with roughly the same authority as a 40 mm Bofors round! However, the increased weight does hurt its turn performance over the lighter, more nimble 109F. The upside of this is that it's actually a little more stable in violent manuevering as a result of the loss of all that edgy nimbleness in its leaner sister. Those who can't handle the feeling of instability in the 109F may find the heavier G more to their liking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Air Units}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airplanes]]&lt;/div&gt;</summary>
		<author><name>Ltarflak</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Bofors_40mm&amp;diff=2806</id>
		<title>Bofors 40mm</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Bofors_40mm&amp;diff=2806"/>
		<updated>2018-09-26T04:30:29Z</updated>

		<summary type="html">&lt;p&gt;Ltarflak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=History=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Aa uk bofors.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Bofors 40mm'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Medium Anti-Aircraft Artillery &lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 40 mm Anti-Aircraft Gun&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Gun Elevation''' || 	L/60: −5°/+90° (55°/s)&lt;br /&gt;
L/70: −20°/+80° (57°/s)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Turret Traverse''' || 360°&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 2 (Commander, Gunner)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,800kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|'''Tow Class''' || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Optic main UkFr Bofors.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Main Gun Optics'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Designation''' || ?&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Magnification''' || ?&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Field of View''' || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Swedish-designed Bofors 40mm found wide acceptance around the world, and was one of the few weapons that would be found in both Allied and Axis service. It could keep up an impressive rate of fire without stopping for reloads.&lt;br /&gt;
&lt;br /&gt;
=Game Play=&lt;br /&gt;
&lt;br /&gt;
In Battleground Europe, the Bofors is an exceptional general purpose weapon against either ground or aerial targets. You have an ample ammunition supply, no reloader pause, and a flat trajectory making it effective with little round drop all the way out to 2km. If that enemy aircraft is even remotely within what you think is hitting range, then fire away! You’ll soon learn what is and what is not considered good range to give away your position to that enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
Crew 1, the commander, has 2-stage magnification for target acquisition as well as a crosshair and rangefinder. Crew two looks through the open ring sight. This sight is particularly useful against fast-moving air targets but the lack of a magnified gunner’s sight is particularly noticed when trying to engage ground targets at range, especially if they are somewhat camouflaged. When using the Bofors against aircraft, be aggressive. Slew rate for the 360 degree gun platform is very fast, you can engage close-flying aircraft even at high angle off and track the aircraft without too much difficulty. Against ground targets, you will notice that the dispersion of the rather lightweight 40mm HE shells is fairly high, and you will likely have to walk your fire across your target. 40mm HE doesn’t penetrate armor particularly well, but explosive effects will jar any target making it nearly impossible for them to successfully fire back at you.&lt;br /&gt;
&lt;br /&gt;
Since it is a heavy gun, the Bofors can be manhandled but only very slowly. It’s better to get a prime mover to pull you to a location with clear fields of fire in all directions. A very good location is on the steep side of a hill, deploying just below the crest will keep you from skylining badly where your silhouette is obvious, it will reduce the arc of sky you need to cover to about 180 degrees, and, if attacked by infantry or otherwise under fire, you can simply undeploy the gun. This will cause you to start rolling downhill away from trouble. Re-deploy to stop rolling. Keep in mind that you have no gunshield, so you are particularly vulnerable to even a lone sniper.&lt;br /&gt;
&lt;br /&gt;
Learn how to use the Bofors in the AA guide - AirQuake! The AA gunner's guide to an empty sky &lt;br /&gt;
&lt;br /&gt;
=In German Service as the Flak. 28=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Flak. 28'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Medium Anti-Aircraft Artillery &lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 40 mm Anti-Aircraft Gun&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Gun Elevation''' || 	L/60: −5°/+90° (55°/s)&lt;br /&gt;
L/70: −20°/+80° (57°/s)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Turret Traverse''' || 360°&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 2 (Commander, Gunner)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,800kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|'''Tow Class''' || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
40mm Bofors and the German 3,7cm were in the same class--the 40mm had a little longer range, but this was negated by the shell's self destruct, either by spin degradation or tracer burn out at ranges of 3000 to 7000 yards--way short of the theoretical range of 11,000 yards. The 3,7cm had a maximum range of about 7,000m and a self destruct by spin degradation at about 5000-6000m, to maximum effective ranges were similar. In point of fact, the 40mm was used by the German Navy from about 1944 on some ships. The German 3,7cm M42 had a higher rate of fire of than the Bofors, although practical rate was probably similar. To cover that undefended space between the medium and heavy flak, a somewhat larger weapon was needed, such as the planned 5,5cm Geraet 58 which was a true intermediate to handle just that weakness in AA defence.&lt;br /&gt;
&lt;br /&gt;
[[Category:Field Pieces]]&lt;/div&gt;</summary>
		<author><name>Ltarflak</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Bofors_40mm&amp;diff=2805</id>
		<title>Bofors 40mm</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Bofors_40mm&amp;diff=2805"/>
		<updated>2018-09-26T04:28:05Z</updated>

		<summary type="html">&lt;p&gt;Ltarflak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=History=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Aa uk bofors.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Bofors 40mm'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Medium Anti-Aircraft Artillery &lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 40 mm Anti-Aircraft Gun&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Gun Elevation''' || 	L/60: −5°/+90° (55°/s)&lt;br /&gt;
L/70: −20°/+80° (57°/s)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Turret Traverse''' || 360°&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 2 (Commander, Gunner)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,800kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|'''Tow Class''' || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Optic main UkFr Bofors.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Main Gun Optics'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Designation''' || ?&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Magnification''' || ?&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Field of View''' || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Swedish-designed Bofors 40mm found wide acceptance around the world, and was one of the few weapons that would be found in both Allied and Axis service. It could keep up an impressive rate of fire without stopping for reloads.&lt;br /&gt;
&lt;br /&gt;
=Game Play=&lt;br /&gt;
&lt;br /&gt;
In Battleground Europe, the Bofors is an exceptional general purpose weapon against either ground or aerial targets. You have an ample ammunition supply, no reloader pause, and a flat trajectory making it effective with little round drop all the way out to 2km. If that enemy aircraft is even remotely within what you think is hitting range, then fire away! You’ll soon learn what is and what is not considered good range to give away your position to that enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
Crew 1, the commander, has 2-stage magnification for target acquisition as well as a crosshair and rangefinder. Crew two looks through the open ring sight. This sight is particularly useful against fast-moving air targets but the lack of a magnified gunner’s sight is particularly noticed when trying to engage ground targets at range, especially if they are somewhat camouflaged. When using the Bofors against aircraft, be aggressive. Slew rate for the 360 degree gun platform is very fast, you can engage close-flying aircraft even at high angle off and track the aircraft without too much difficulty. Against ground targets, you will notice that the dispersion of the rather lightweight 40mm HE shells is fairly high, and you will likely have to walk your fire across your target. 40mm HE doesn’t penetrate armor particularly well, but explosive effects will jar any target making it nearly impossible for them to successfully fire back at you.&lt;br /&gt;
&lt;br /&gt;
Since it is a heavy gun, the Bofors can be manhandled but only very slowly. It’s better to get a prime mover to pull you to a location with clear fields of fire in all directions. A very good location is on the steep side of a hill, deploying just below the crest will keep you from skylining badly where your silhouette is obvious, it will reduce the arc of sky you need to cover to about 180 degrees, and, if attacked by infantry or otherwise under fire, you can simply undeploy the gun. This will cause you to start rolling downhill away from trouble. Re-deploy to stop rolling. Keep in mind that you have no gunshield, so you are particularly vulnerable to even a lone sniper.&lt;br /&gt;
&lt;br /&gt;
Learn how to use the Bofors in the AA guide - AirQuake! The AA gunner's guide to an empty sky &lt;br /&gt;
&lt;br /&gt;
=In German Service as the FlaK. 28=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''FlaK. 28'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Medium Anti-Aircraft Artillery &lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 40 mm Anti-Aircraft Gun&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Gun Elevation''' || 	L/60: −5°/+90° (55°/s)&lt;br /&gt;
L/70: −20°/+80° (57°/s)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Turret Traverse''' || 360°&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 2 (Commander, Gunner)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,800kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|'''Tow Class''' || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
40mm Bofors and the German 3,7cm were in the same class--the 40mm had a little longer range, but this was negated by the shell's self destruct, either by spin degradation or tracer burn out at ranges of 3000 to 7000 yards--way short of the theoretical range of 11,000 yards. The 3,7cm had a maximum range of about 7,000m and a self destruct by spin degradation at about 5000-6000m, to maximum effective ranges were similar. In point of fact, the 40mm was used by the German Navy from about 1944 on some ships. The German 3,7cm M42 had a higher rate of fire of than the Bofors, although practical rate was probably similar. To cover that undefended space between the medium and heavy flak, a somewhat larger weapon was needed, such as the planned 5,5cm Geraet 58 which was a true intermediate to handle just that weakness in AA defence.&lt;br /&gt;
&lt;br /&gt;
[[Category:Field Pieces]]&lt;/div&gt;</summary>
		<author><name>Ltarflak</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Bofors_40mm&amp;diff=2804</id>
		<title>Bofors 40mm</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Bofors_40mm&amp;diff=2804"/>
		<updated>2018-09-21T05:29:52Z</updated>

		<summary type="html">&lt;p&gt;Ltarflak: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=History=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Aa uk bofors.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Bofors 40mm'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Medium Anti-Aircraft Artillery &lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 40 mm Anti-Aircraft Gun&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Gun Elevation''' || 	L/60: −5°/+90° (55°/s)&lt;br /&gt;
L/70: −20°/+80° (57°/s)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Turret Traverse''' || 360°&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 2 (Commander, Gunner)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,800kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|'''Tow Class''' || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Optic main UkFr Bofors.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Main Gun Optics'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Designation''' || ?&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Magnification''' || ?&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Field of View''' || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Swedish-designed Bofors 40mm found wide acceptance around the world, and was one of the few weapons that would be found in both Allied and Axis service. It could keep up an impressive rate of fire without stopping for reloads.&lt;br /&gt;
&lt;br /&gt;
=Game Play=&lt;br /&gt;
&lt;br /&gt;
In Battleground Europe, the Bofors is an exceptional general purpose weapon against either ground or aerial targets. You have an ample ammunition supply, no reloader pause, and a flat trajectory making it effective with little round drop all the way out to 2km. If that enemy aircraft is even remotely within what you think is hitting range, then fire away! You’ll soon learn what is and what is not considered good range to give away your position to that enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
Crew 1, the commander, has 2-stage magnification for target acquisition as well as a crosshair and rangefinder. Crew two looks through the open ring sight. This sight is particularly useful against fast-moving air targets but the lack of a magnified gunner’s sight is particularly noticed when trying to engage ground targets at range, especially if they are somewhat camouflaged. When using the Bofors against aircraft, be aggressive. Slew rate for the 360 degree gun platform is very fast, you can engage close-flying aircraft even at high angle off and track the aircraft without too much difficulty. Against ground targets, you will notice that the dispersion of the rather lightweight 40mm HE shells is fairly high, and you will likely have to walk your fire across your target. 40mm HE doesn’t penetrate armor particularly well, but explosive effects will jar any target making it nearly impossible for them to successfully fire back at you.&lt;br /&gt;
&lt;br /&gt;
Since it is a heavy gun, the Bofors can be manhandled but only very slowly. It’s better to get a prime mover to pull you to a location with clear fields of fire in all directions. A very good location is on the steep side of a hill, deploying just below the crest will keep you from skylining badly where your silhouette is obvious, it will reduce the arc of sky you need to cover to about 180 degrees, and, if attacked by infantry or otherwise under fire, you can simply undeploy the gun. This will cause you to start rolling downhill away from trouble. Re-deploy to stop rolling. Keep in mind that you have no gunshield, so you are particularly vulnerable to even a lone sniper.&lt;br /&gt;
&lt;br /&gt;
Learn how to use the Bofors in the AA guide - AirQuake! The AA gunner's guide to an empty sky &lt;br /&gt;
&lt;br /&gt;
=In German Service as the FlaK. 28=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Aa de flak 28-bofors.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''FlaK. 28'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Medium Anti-Aircraft Artillery &lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 40 mm Anti-Aircraft Gun&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Gun Elevation''' || 	L/60: −5°/+90° (55°/s)&lt;br /&gt;
L/70: −20°/+80° (57°/s)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Turret Traverse''' || 360°&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 2 (Commander, Gunner)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,800kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|'''Tow Class''' || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
40mm Bofors and the German 3,7cm were in the same class--the 40mm had a little longer range, but this was negated by the shell's self destruct, either by spin degradation or tracer burn out at ranges of 3000 to 7000 yards--way short of the theoretical range of 11,000 yards. The 3,7cm had a maximum range of about 7,000m and a self destruct by spin degradation at about 5000-6000m, to maximum effective ranges were similar. In point of fact, the 40mm was used by the German Navy from about 1944 on some ships. The German 3,7cm M42 had a higher rate of fire of than the Bofors, although practical rate was probably similar. To cover that undefended space between the medium and heavy flak, a somewhat larger weapon was needed, such as the planned 5,5cm Geraet 58 which was a true intermediate to handle just that weakness in AA defence.&lt;br /&gt;
&lt;br /&gt;
[[Category:Field Pieces]]&lt;/div&gt;</summary>
		<author><name>Ltarflak</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Bofors_40mm&amp;diff=2803</id>
		<title>Bofors 40mm</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Bofors_40mm&amp;diff=2803"/>
		<updated>2018-09-21T05:29:31Z</updated>

		<summary type="html">&lt;p&gt;Ltarflak: /* In German Service as the FlaK. 28 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=History=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Aa uk bofors.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Bofors 40mm'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Medium Anti-Aircraft Artillery &lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 40 mm Anti-Aircraft Gun&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Gun Elevation''' || ?&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Turret Traverse''' || 360°&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 2 (Commander, Gunner)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,800kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|'''Tow Class''' || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Optic main UkFr Bofors.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Main Gun Optics'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Designation''' || ?&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Magnification''' || ?&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Field of View''' || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Swedish-designed Bofors 40mm found wide acceptance around the world, and was one of the few weapons that would be found in both Allied and Axis service. It could keep up an impressive rate of fire without stopping for reloads.&lt;br /&gt;
&lt;br /&gt;
=Game Play=&lt;br /&gt;
&lt;br /&gt;
In Battleground Europe, the Bofors is an exceptional general purpose weapon against either ground or aerial targets. You have an ample ammunition supply, no reloader pause, and a flat trajectory making it effective with little round drop all the way out to 2km. If that enemy aircraft is even remotely within what you think is hitting range, then fire away! You’ll soon learn what is and what is not considered good range to give away your position to that enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
Crew 1, the commander, has 2-stage magnification for target acquisition as well as a crosshair and rangefinder. Crew two looks through the open ring sight. This sight is particularly useful against fast-moving air targets but the lack of a magnified gunner’s sight is particularly noticed when trying to engage ground targets at range, especially if they are somewhat camouflaged. When using the Bofors against aircraft, be aggressive. Slew rate for the 360 degree gun platform is very fast, you can engage close-flying aircraft even at high angle off and track the aircraft without too much difficulty. Against ground targets, you will notice that the dispersion of the rather lightweight 40mm HE shells is fairly high, and you will likely have to walk your fire across your target. 40mm HE doesn’t penetrate armor particularly well, but explosive effects will jar any target making it nearly impossible for them to successfully fire back at you.&lt;br /&gt;
&lt;br /&gt;
Since it is a heavy gun, the Bofors can be manhandled but only very slowly. It’s better to get a prime mover to pull you to a location with clear fields of fire in all directions. A very good location is on the steep side of a hill, deploying just below the crest will keep you from skylining badly where your silhouette is obvious, it will reduce the arc of sky you need to cover to about 180 degrees, and, if attacked by infantry or otherwise under fire, you can simply undeploy the gun. This will cause you to start rolling downhill away from trouble. Re-deploy to stop rolling. Keep in mind that you have no gunshield, so you are particularly vulnerable to even a lone sniper.&lt;br /&gt;
&lt;br /&gt;
Learn how to use the Bofors in the AA guide - AirQuake! The AA gunner's guide to an empty sky &lt;br /&gt;
&lt;br /&gt;
=In German Service as the FlaK. 28=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Aa de flak 28-bofors.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''FlaK. 28'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Medium Anti-Aircraft Artillery &lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 40 mm Anti-Aircraft Gun&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Gun Elevation''' || 	L/60: −5°/+90° (55°/s)&lt;br /&gt;
L/70: −20°/+80° (57°/s)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Turret Traverse''' || 360°&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 2 (Commander, Gunner)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,800kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|'''Tow Class''' || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
40mm Bofors and the German 3,7cm were in the same class--the 40mm had a little longer range, but this was negated by the shell's self destruct, either by spin degradation or tracer burn out at ranges of 3000 to 7000 yards--way short of the theoretical range of 11,000 yards. The 3,7cm had a maximum range of about 7,000m and a self destruct by spin degradation at about 5000-6000m, to maximum effective ranges were similar. In point of fact, the 40mm was used by the German Navy from about 1944 on some ships. The German 3,7cm M42 had a higher rate of fire of than the Bofors, although practical rate was probably similar. To cover that undefended space between the medium and heavy flak, a somewhat larger weapon was needed, such as the planned 5,5cm Geraet 58 which was a true intermediate to handle just that weakness in AA defence.&lt;br /&gt;
&lt;br /&gt;
[[Category:Field Pieces]]&lt;/div&gt;</summary>
		<author><name>Ltarflak</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Bofors_40mm&amp;diff=2802</id>
		<title>Bofors 40mm</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Bofors_40mm&amp;diff=2802"/>
		<updated>2018-09-21T05:28:27Z</updated>

		<summary type="html">&lt;p&gt;Ltarflak: /* In German Service as the FlaK. 28 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=History=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Aa uk bofors.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Bofors 40mm'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Medium Anti-Aircraft Artillery &lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 40 mm Anti-Aircraft Gun&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Gun Elevation''' || ?&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Turret Traverse''' || 360°&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 2 (Commander, Gunner)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,800kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|'''Tow Class''' || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Optic main UkFr Bofors.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Main Gun Optics'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Designation''' || ?&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Magnification''' || ?&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Field of View''' || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Swedish-designed Bofors 40mm found wide acceptance around the world, and was one of the few weapons that would be found in both Allied and Axis service. It could keep up an impressive rate of fire without stopping for reloads.&lt;br /&gt;
&lt;br /&gt;
=Game Play=&lt;br /&gt;
&lt;br /&gt;
In Battleground Europe, the Bofors is an exceptional general purpose weapon against either ground or aerial targets. You have an ample ammunition supply, no reloader pause, and a flat trajectory making it effective with little round drop all the way out to 2km. If that enemy aircraft is even remotely within what you think is hitting range, then fire away! You’ll soon learn what is and what is not considered good range to give away your position to that enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
Crew 1, the commander, has 2-stage magnification for target acquisition as well as a crosshair and rangefinder. Crew two looks through the open ring sight. This sight is particularly useful against fast-moving air targets but the lack of a magnified gunner’s sight is particularly noticed when trying to engage ground targets at range, especially if they are somewhat camouflaged. When using the Bofors against aircraft, be aggressive. Slew rate for the 360 degree gun platform is very fast, you can engage close-flying aircraft even at high angle off and track the aircraft without too much difficulty. Against ground targets, you will notice that the dispersion of the rather lightweight 40mm HE shells is fairly high, and you will likely have to walk your fire across your target. 40mm HE doesn’t penetrate armor particularly well, but explosive effects will jar any target making it nearly impossible for them to successfully fire back at you.&lt;br /&gt;
&lt;br /&gt;
Since it is a heavy gun, the Bofors can be manhandled but only very slowly. It’s better to get a prime mover to pull you to a location with clear fields of fire in all directions. A very good location is on the steep side of a hill, deploying just below the crest will keep you from skylining badly where your silhouette is obvious, it will reduce the arc of sky you need to cover to about 180 degrees, and, if attacked by infantry or otherwise under fire, you can simply undeploy the gun. This will cause you to start rolling downhill away from trouble. Re-deploy to stop rolling. Keep in mind that you have no gunshield, so you are particularly vulnerable to even a lone sniper.&lt;br /&gt;
&lt;br /&gt;
Learn how to use the Bofors in the AA guide - AirQuake! The AA gunner's guide to an empty sky &lt;br /&gt;
&lt;br /&gt;
=In German Service as the FlaK. 28=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Aa de flak 28-bofors.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''FlaK. 28'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Medium Anti-Aircraft Artillery &lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 40 mm Anti-Aircraft Gun&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Gun Elevation''' || ?&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Turret Traverse''' || 360°&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 2 (Commander, Gunner)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,800kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|'''Tow Class''' || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
40mm Bofors and the German 3,7cm were in the same class--the 40mm had a little longer range, but this was negated by the shell's self destruct, either by spin degradation or tracer burn out at ranges of 3000 to 7000 yards--way short of the theoretical range of 11,000 yards. The 3,7cm had a maximum range of about 7,000m and a self destruct by spin degradation at about 5000-6000m, to maximum effective ranges were similar. In point of fact, the 40mm was used by the German Navy from about 1944 on some ships. The German 3,7cm M42 had a higher rate of fire of than the Bofors, although practical rate was probably similar. To cover that undefended space between the medium and heavy flak, a somewhat larger weapon was needed, such as the planned 5,5cm Geraet 58 which was a true intermediate to handle just that weakness in AA defence.&lt;br /&gt;
&lt;br /&gt;
[[Category:Field Pieces]]&lt;/div&gt;</summary>
		<author><name>Ltarflak</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Bofors_40mm&amp;diff=2801</id>
		<title>Bofors 40mm</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Bofors_40mm&amp;diff=2801"/>
		<updated>2018-09-21T05:27:55Z</updated>

		<summary type="html">&lt;p&gt;Ltarflak: /* In German Service as the FlaK. 28 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=History=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Aa uk bofors.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Bofors 40mm'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Medium Anti-Aircraft Artillery &lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 40 mm Anti-Aircraft Gun&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Gun Elevation''' || ?&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Turret Traverse''' || 360°&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 2 (Commander, Gunner)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,800kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|'''Tow Class''' || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Optic main UkFr Bofors.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Main Gun Optics'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Designation''' || ?&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Magnification''' || ?&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Field of View''' || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Swedish-designed Bofors 40mm found wide acceptance around the world, and was one of the few weapons that would be found in both Allied and Axis service. It could keep up an impressive rate of fire without stopping for reloads.&lt;br /&gt;
&lt;br /&gt;
=Game Play=&lt;br /&gt;
&lt;br /&gt;
In Battleground Europe, the Bofors is an exceptional general purpose weapon against either ground or aerial targets. You have an ample ammunition supply, no reloader pause, and a flat trajectory making it effective with little round drop all the way out to 2km. If that enemy aircraft is even remotely within what you think is hitting range, then fire away! You’ll soon learn what is and what is not considered good range to give away your position to that enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
Crew 1, the commander, has 2-stage magnification for target acquisition as well as a crosshair and rangefinder. Crew two looks through the open ring sight. This sight is particularly useful against fast-moving air targets but the lack of a magnified gunner’s sight is particularly noticed when trying to engage ground targets at range, especially if they are somewhat camouflaged. When using the Bofors against aircraft, be aggressive. Slew rate for the 360 degree gun platform is very fast, you can engage close-flying aircraft even at high angle off and track the aircraft without too much difficulty. Against ground targets, you will notice that the dispersion of the rather lightweight 40mm HE shells is fairly high, and you will likely have to walk your fire across your target. 40mm HE doesn’t penetrate armor particularly well, but explosive effects will jar any target making it nearly impossible for them to successfully fire back at you.&lt;br /&gt;
&lt;br /&gt;
Since it is a heavy gun, the Bofors can be manhandled but only very slowly. It’s better to get a prime mover to pull you to a location with clear fields of fire in all directions. A very good location is on the steep side of a hill, deploying just below the crest will keep you from skylining badly where your silhouette is obvious, it will reduce the arc of sky you need to cover to about 180 degrees, and, if attacked by infantry or otherwise under fire, you can simply undeploy the gun. This will cause you to start rolling downhill away from trouble. Re-deploy to stop rolling. Keep in mind that you have no gunshield, so you are particularly vulnerable to even a lone sniper.&lt;br /&gt;
&lt;br /&gt;
Learn how to use the Bofors in the AA guide - AirQuake! The AA gunner's guide to an empty sky &lt;br /&gt;
&lt;br /&gt;
=In German Service as the FlaK. 28=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Aa de flak 28-bofors.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''FlaK. 28'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Medium Anti-Aircraft Artillery &lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 40 mm Anti-Aircraft Gun&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Gun Elevation''' || ?&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Turret Traverse''' || 360°&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 2 (Commander, Gunner)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,800kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|'''Tow Class''' || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
40mm Bofors and the German 3,7cm were in the same class--the 40mm had a little longer range, but this was negated by the shell's self destruct, either by spin degradation or tracer burn out at ranges of 3000 to 7000 yards--way short of the theoretical range of 11,000 yards. The 3,7cm had a maximum range of about 7,000m and a self destruct by spin degradation at about 5000-6000m, to maximum effective ranges were similar. In point of fact, the 40mm was used by the German Navy from about 1944 on some ships. The German 3,7cm M42 had a higher rate of fire of than the Bofors, although practical rate was probably similar. To cover that undefended space between the medium and heavy flak, a somewhat larger weapon was needed, such as the planned 5,5cm Geraet 58 which was a true intermediate to handle just that weakness in AA defence.&lt;br /&gt;
&lt;br /&gt;
[[Category:Field Pieces]]&lt;/div&gt;</summary>
		<author><name>Ltarflak</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Bofors_40mm&amp;diff=2800</id>
		<title>Bofors 40mm</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Bofors_40mm&amp;diff=2800"/>
		<updated>2018-09-21T05:27:34Z</updated>

		<summary type="html">&lt;p&gt;Ltarflak: /* In German Service as the FlaK. 28 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=History=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Aa uk bofors.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Bofors 40mm'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Medium Anti-Aircraft Artillery &lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 40 mm Anti-Aircraft Gun&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Gun Elevation''' || ?&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Turret Traverse''' || 360°&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 2 (Commander, Gunner)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,800kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|'''Tow Class''' || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Optic main UkFr Bofors.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Main Gun Optics'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Designation''' || ?&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Magnification''' || ?&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Field of View''' || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Swedish-designed Bofors 40mm found wide acceptance around the world, and was one of the few weapons that would be found in both Allied and Axis service. It could keep up an impressive rate of fire without stopping for reloads.&lt;br /&gt;
&lt;br /&gt;
=Game Play=&lt;br /&gt;
&lt;br /&gt;
In Battleground Europe, the Bofors is an exceptional general purpose weapon against either ground or aerial targets. You have an ample ammunition supply, no reloader pause, and a flat trajectory making it effective with little round drop all the way out to 2km. If that enemy aircraft is even remotely within what you think is hitting range, then fire away! You’ll soon learn what is and what is not considered good range to give away your position to that enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
Crew 1, the commander, has 2-stage magnification for target acquisition as well as a crosshair and rangefinder. Crew two looks through the open ring sight. This sight is particularly useful against fast-moving air targets but the lack of a magnified gunner’s sight is particularly noticed when trying to engage ground targets at range, especially if they are somewhat camouflaged. When using the Bofors against aircraft, be aggressive. Slew rate for the 360 degree gun platform is very fast, you can engage close-flying aircraft even at high angle off and track the aircraft without too much difficulty. Against ground targets, you will notice that the dispersion of the rather lightweight 40mm HE shells is fairly high, and you will likely have to walk your fire across your target. 40mm HE doesn’t penetrate armor particularly well, but explosive effects will jar any target making it nearly impossible for them to successfully fire back at you.&lt;br /&gt;
&lt;br /&gt;
Since it is a heavy gun, the Bofors can be manhandled but only very slowly. It’s better to get a prime mover to pull you to a location with clear fields of fire in all directions. A very good location is on the steep side of a hill, deploying just below the crest will keep you from skylining badly where your silhouette is obvious, it will reduce the arc of sky you need to cover to about 180 degrees, and, if attacked by infantry or otherwise under fire, you can simply undeploy the gun. This will cause you to start rolling downhill away from trouble. Re-deploy to stop rolling. Keep in mind that you have no gunshield, so you are particularly vulnerable to even a lone sniper.&lt;br /&gt;
&lt;br /&gt;
Learn how to use the Bofors in the AA guide - AirQuake! The AA gunner's guide to an empty sky &lt;br /&gt;
&lt;br /&gt;
=In German Service as the FlaK. 28=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Aa de flak 28-bofors.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''FlaK. 28'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Medium Anti-Aircraft Artillery &lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 40 mm Anti-Aircraft Gun&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Gun Elevation''' || ?&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Turret Traverse''' || 360°&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 2 (Commander, Gunner)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,800kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|'''Tow Class''' || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
40mm Bofors and the German 3,7cm were in the same class--the 40mm had a little longer range, but this was negated by the shell's self destruct, either by spin degradation or tracer burn out at ranges of 3000 to 7000 yards--way short of the theoretical range of 11,000 yards. The 3,7cm had a maximum range of about 7,000m and a self destruct by spin degradation at about 5000-6000m, to maximum effective ranges were similar. In point of fact, the 40mm was used by the German Navy from about 1944 on some ships. The German 3,7cm M42 had a higher rate of fire of than the Bofors, although practical rate was probably similar. To cover that undefended space between the medium and heavy flak, a somewhat larger weapon was needed, such as the planned 5,5cm Geraet 58 which was a true intermediate to handle just that weakness in AA defence.&lt;br /&gt;
&lt;br /&gt;
[[Category:Field Pieces]]&lt;/div&gt;</summary>
		<author><name>Ltarflak</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Bofors_40mm&amp;diff=2799</id>
		<title>Bofors 40mm</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Bofors_40mm&amp;diff=2799"/>
		<updated>2018-09-21T05:27:12Z</updated>

		<summary type="html">&lt;p&gt;Ltarflak: /* In German Service as the FlaK. 28 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=History=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Aa uk bofors.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Bofors 40mm'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Medium Anti-Aircraft Artillery &lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 40 mm Anti-Aircraft Gun&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Gun Elevation''' || ?&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Turret Traverse''' || 360°&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 2 (Commander, Gunner)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,800kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|'''Tow Class''' || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Optic main UkFr Bofors.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Main Gun Optics'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Designation''' || ?&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Magnification''' || ?&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Field of View''' || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Swedish-designed Bofors 40mm found wide acceptance around the world, and was one of the few weapons that would be found in both Allied and Axis service. It could keep up an impressive rate of fire without stopping for reloads.&lt;br /&gt;
&lt;br /&gt;
=Game Play=&lt;br /&gt;
&lt;br /&gt;
In Battleground Europe, the Bofors is an exceptional general purpose weapon against either ground or aerial targets. You have an ample ammunition supply, no reloader pause, and a flat trajectory making it effective with little round drop all the way out to 2km. If that enemy aircraft is even remotely within what you think is hitting range, then fire away! You’ll soon learn what is and what is not considered good range to give away your position to that enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
Crew 1, the commander, has 2-stage magnification for target acquisition as well as a crosshair and rangefinder. Crew two looks through the open ring sight. This sight is particularly useful against fast-moving air targets but the lack of a magnified gunner’s sight is particularly noticed when trying to engage ground targets at range, especially if they are somewhat camouflaged. When using the Bofors against aircraft, be aggressive. Slew rate for the 360 degree gun platform is very fast, you can engage close-flying aircraft even at high angle off and track the aircraft without too much difficulty. Against ground targets, you will notice that the dispersion of the rather lightweight 40mm HE shells is fairly high, and you will likely have to walk your fire across your target. 40mm HE doesn’t penetrate armor particularly well, but explosive effects will jar any target making it nearly impossible for them to successfully fire back at you.&lt;br /&gt;
&lt;br /&gt;
Since it is a heavy gun, the Bofors can be manhandled but only very slowly. It’s better to get a prime mover to pull you to a location with clear fields of fire in all directions. A very good location is on the steep side of a hill, deploying just below the crest will keep you from skylining badly where your silhouette is obvious, it will reduce the arc of sky you need to cover to about 180 degrees, and, if attacked by infantry or otherwise under fire, you can simply undeploy the gun. This will cause you to start rolling downhill away from trouble. Re-deploy to stop rolling. Keep in mind that you have no gunshield, so you are particularly vulnerable to even a lone sniper.&lt;br /&gt;
&lt;br /&gt;
Learn how to use the Bofors in the AA guide - AirQuake! The AA gunner's guide to an empty sky &lt;br /&gt;
&lt;br /&gt;
=In German Service as the FlaK. 28=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Aa de flak 28-bofors.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''FlaK. 28'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Medium Anti-Aircraft Artillery &lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 40 mm Anti-Aircraft Gun&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Gun Elevation''' || ?&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Turret Traverse''' || 360°&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 2 (Commander, Gunner)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,800kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|'''Tow Class''' || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
40mm Bofors and the German 3,7cm were in the same class--the 40mm had a little longer range, but this was negated by the shell's self destruct, either by spin degradation or tracer burn out at ranges of 3000 to 7000 yards--way short of the theoretical range of 11,000 yards. The 3,7cm had a maximum range of about 7,000m and a self destruct by spin degradation at about 5000-6000m, to maximum effective ranges were similar. In point of fact, the 40mm was used by the German Navy from about 1944 on some ships. The German 3,7cm M42 had a higher rate of fire of than the Bofors, although practical rate was probably similar. To cover that undefended space between the medium and heavy flak, a somewhat larger weapon was needed, such as the planned 5,5cm Geraet 58 which was a true intermediate to handle just that weakness in AA defence.&lt;br /&gt;
&lt;br /&gt;
[[Category:Field Pieces]]&lt;/div&gt;</summary>
		<author><name>Ltarflak</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Bf109&amp;diff=2769</id>
		<title>Bf109</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Bf109&amp;diff=2769"/>
		<updated>2018-03-19T15:17:31Z</updated>

		<summary type="html">&lt;p&gt;Ltarflak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Messerschmitt Bf 109E-1=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Ac_de_bf109_e1.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Messerschmitt Bf 109E-1'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Fighter&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 4 x 7.9 mm Machine Guns&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 1 (Pilot)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,573kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Top Speed''' || 554km/h&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armored Glass Windscreen''' || ?&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Pilot Armor (back/head)''' || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Almost doomed by the bureaucracy of the RLM prior to its maiden flight, the Messerschmitt Bf 109 went on to become the most numerously produced German fighter of the war. Its design was simple; a compact slender airframe with plenty of power and a heavy gun package.&lt;br /&gt;
&lt;br /&gt;
The Bf 109 combat lineage began with the Spanish Civil war when in October 1936 a handful of early Bf 109 prototypes were hastily sent as reinforcement to the embattled Nationalist air force. All in all some 140 Bf 109s of different variants were engaged in Spain between 1936 and 1939. Thus, by the outbreak of WWII the E model was a combat tested fighter aircraft of proven quality. Equally important, the 'field test' in Spain had given its pilots and leaders plenty of experience with this new generation of high-speed monoplane aircraft that led to development of new tactics and procedures that have held true through to this day.&lt;br /&gt;
&lt;br /&gt;
The Bf 109 enjoyed a good turn of speed and a very high rate of climb as its most useful performance attributes, and good combat pilots learned how to employ this against opponents who could not climb as quickly. The 109 series had certain shortcomings, chief among them a very short operational range, a narrow and cramped cockpit and bad handling on bumpy grass airstrips due to the very narrow landing gear footprint.&lt;br /&gt;
&lt;br /&gt;
The Bf 109E-1, first fielded in 1939, was the first variant to feature the excellent DB 601 engine. With four rifle-calibre machine guns it has the lightest firepower of all Bf 109 variants. This same lightness also makes it the most manoeuvrable of all variants, especially in turn radius. Though its weaponry carries less punch than later variants the E-1 machine guns are belted with incendiary ammunition and offer a high rate of fire that ultimately yields more destructive power than a cursory glance may lead to believe.&lt;br /&gt;
&lt;br /&gt;
NOTE: the Bf = Me, as in Me-109. For a time Bayerische Flugzeugwerke (Bavarian Aircraft Works) was the name of the company, before it was reconstituted as Messerschmitt AG on July 11, 1938 (with Willy Messerschmitt as chairman and managing director). The renaming of BFW resulted in the company's RLM designation changing from Bf to Me. Existing types, such as the Bf 109 and 110, retained their earlier designation in official documents, although sometimes the newer designations were used as well. In practise, all BFW/Messerschmitt aircraft from 108 to 163 (not the same plane as the Me 163) were prefixed Bf, all later types with Me.&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
The Bf 109E-1 is the &amp;quot;turningest&amp;quot; of all German fighters in the WWIIOL:BE inventory. Light, fast and nimble, this aircraft possesses all the traits vital to an air superiority fighter. It does almost everything better than the opposition in its tier: it is superior in climb, in level speed and in dive performance. These traits allows it to attain superior altitude with which it can dominate any contender, and to engage and disengage at will - features a true energy fighter will appreciate.&lt;br /&gt;
&lt;br /&gt;
The E-1 can hold its own in a turning fight as well: it rolls well, its initial and sustained rate of turn is superlative and it can go toe to toe with any enemy fighter in its tier. While the E-1 may not be able to out-turn a Hurricane or a H-75 in a prolonged stall fight on the deck, it can easily dominate these opponents by operating in the vertical.&lt;br /&gt;
&lt;br /&gt;
Although lacking cannons, its four machine guns pack a considerable punch: a high rate of fire, a high muzzle velocity, and a plentiful allowance of hard-hitting incendiary ammunition is more than sufficient to down any target - though you will need to fly close to your man and fire a concentrated volley.&lt;br /&gt;
&lt;br /&gt;
The Bf 109E-1 sports, or lacks, one other conspicious feature: it has no armour plate behind the pilot's head (though the seat itself is armoured). This gives the pilot an unrestricted view aft at the price of a more vulnerable head. A clear view gives the pilot better situational awareness, a feature that is incomparably more valuable than any piece of armour.&lt;br /&gt;
&lt;br /&gt;
The pilot who masters the Bf 109E-1 will eventually notice how much it has in common with the E-4 variant, and appreciate it for its clean and unladen character - the E-1 is a true hot rod, but as such, it demands discipline of its operator to give its best.&lt;br /&gt;
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=Messerschmitt Bf 109E-4=&lt;br /&gt;
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{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
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|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Messerschmitt Bf 109E-4'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Fighter&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 2 x 20 mm Cannon,&amp;lt;br&amp;gt;2 x 7.9 mm Machine Guns&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 1 (Pilot)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,608kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Top Speed''' || 554km/h&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armored Glass Windscreen''' || ?&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Pilot Armor (back/head)''' || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Deployed in quantity during the spring of 1940, the Bf 109E-4 variant was a significant upgrade over the original Emils. The original DB 601A-1 powerplant was replaced by the more powerful DB 601Aa, and firepower was vastly improved in weight of fire and destructive potential as each wing now packed one 20 mm MG-FF/M cannon.&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
The Bf 109E-4 variant is fast and carries the heaviest armament of the Bf 109 series until the later G variant is introduced, with two 20mm cannon in the wings. However, with but 60 rounds per gun it pays to get close and only fire when certain to score a hit. Light and nimble and possessing of excellent dive characteristics, the Bf 109E-4 can mix it up in circling combats as well as stick to fast diving attacks. The Emil can be effective against any enemy type using coordinated wingman tactics, but when fighting without such support the pilot must rely on its speed and climb rate to survive an encounter against bad odds. Combine its overall good performance with a cool headed and confident pilot and the E can hold its own through an entire campaign. In the early stages of a WWIOL:BE campaign the Bf 109E does well to avoid typical protracted dogfights as all Allied aircraft can out turn the Bf 109E-4 with relative ease. Climbing, spiralling turns with but a small initial energy advantage, followed by slashing high-speed attacks, is the Bf 109E's forte. As the campaign progresses the Bf 109E-4 loses its speed advantage but gains in turn radius, requiring (and allowing) the pilot to rethink his approach to air combat.&lt;br /&gt;
&lt;br /&gt;
While it is difficult for many players to grasp the advantages of a climbing turn style of combat, where the ability to bleed your opponent's energy to the point of stall while you remain above them awaiting the moment to drop on their head like a sledge hammer, it remains one of the most effective forms of air superiority combat tactics you can learn and master.&lt;br /&gt;
&lt;br /&gt;
Another tactic that works well in the 109E is the scissors style where a series of slicing reversals one after another will force a pursuing fighter with a better turn rate (but less roll rate) out in front of your guns. Again, this is a difficult style of combat to learn but extremely effective if you ever do manage to learn how to master such a method.&lt;br /&gt;
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=Messerschmitt Bf 109F-2=&lt;br /&gt;
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{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Ac_de_bf109_f1.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Messerschmitt Bf 109F-2'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Fighter&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 1 x 20 mm Cannon,&amp;lt;br&amp;gt;2 x 7.9 mm Machine Guns&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 1 (Pilot)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || ?kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Top Speed''' || ?km/h&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armored Glass Windscreen''' || ?&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Pilot Armor (back/head)''' || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
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==Game Play==&lt;br /&gt;
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=Messerschmitt Bf 109F-4=&lt;br /&gt;
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{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
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|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Messerschmitt Bf 109F-4'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Fighter&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 1 x 20 mm Cannon,&amp;lt;br&amp;gt;2 x 7.9 mm Machine Guns&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 1 (Pilot)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,922kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Top Speed''' || 627km/h&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armored Glass Windscreen''' || No&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Pilot Armor (back/head)''' || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Considered by many to be the ultimate expression of the 109 line, the Bf 109F was an improved model over the 109E in almost all respects. It boasted a higher climb rate and top speed, in addition to the new MG151/20 high velocity 20mm cannon mounted to fire through the nose spinner.&lt;br /&gt;
&lt;br /&gt;
While its armament was reduced in terms of mounted cannons (only 1 in place of the previous 2) the 20mm nose cannon was the superior MG151/20 now replacing the earlier aircrafts older style Mauser MGFF cannons. The firing duration was also greatly increased by both a far larger ammunition loadout of 200 rounds and only 1 cannon to expend them from.&lt;br /&gt;
&lt;br /&gt;
In addition to this the centerline mounting gave no convergence issues and favoured accurate shooters. The downside was that combat reports tended to claim that for average or less accurate shooters it was more difficult to down enemy fighters with the centerline cannon than had previously been noted with the earlier wing mounted cannons of the 109E.&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
The Bf 109F is a favorite fighter for those that cherish climbrate and know how to use both it and speed to create good shooting solutions, rather than just to set off and run at the first sign of trouble. For their opponents however it remains that the “run away” element of speed being a chief performance attribute is all they ever see or all that most ever *seem* to be able to see. For it’s time the Bf 109F is the fastest and the best climbing fighter available in Battleground Europe.&lt;br /&gt;
&lt;br /&gt;
Up close and with a good gunner on the trigger, the more powerful MG151 (over the MGFF of the 109E) can rip any aircraft apart, but at longer ranges and higher deflection the rounds drop fast and disperse more wildly. The “Franz” is a fighter for true “experten” pilots, it will reward the studied and practiced pilot who employs skill and training in his fighting at all times, while at the same time it will quickly betray any over confidence and foolhardiness. Get in close, and when you think you are close enough, drive in closer still, then fire.&lt;br /&gt;
&lt;br /&gt;
The Franz will turn competitively with Allied fighters, and with some creative flap usage it can even out turn some of them, but it remains true that to rely on turning alone is a bad choice in a plane that employs speed and climb to better advantage than it can its turn rate. It doesn’t turn well enough to let you rely on that aspect of air to air combat, and unless you are extremely confident in your ability you will die a lot trying to use the 109F as a pure turnfighter. The golden egg in this plane is its power to weight ratio and low drag. These combine to give it exemplary climb performance at any altitude. Indeed when all your cards are played out, a tight spiral climb can leave almost all opponents stalling below you, so remember that your exit in the Franz is always above you. So to is the best attack approach you can ever employ.&lt;br /&gt;
&lt;br /&gt;
=Messerschmitt Bf 109G-6/U4=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Bf109g.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Messerschmitt Bf 109G-6/U4'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Fighter&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 1 x 30 mm Mk 108 cannon&amp;lt;br&amp;gt;2 x 13 mm MG131 machine guns&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 1 (Pilot)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 3,122kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Top Speed''' || 628km/h&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armored Glass Windscreen''' || No&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Pilot Armor (back/head)''' || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The Bf-109G was an improved model over the Bf-109F in some respects, but not in others. It boasted a high climb rate and top speed, but it was no faster than the F in its earlier versions without MW50 injection. And its extra weight meant it didn't climb quite as well, although it still outclimbed the Allied aircraft, except for the Spitfire IX. The biggest surprise for those caught in its gun sights is going to be the &amp;quot;melon launcher&amp;quot; 30 mm Mk 108 cannon firing HE Mine rounds. This hits with roughly the same authority as a 40 mm Bofors round! However, the increased weight does hurt its turn performance over the lighter, more nimble 109F. The upside of this is that it's actually a little more stable in violent manuevering as a result of the loss of all that edgy nimbleness in its leaner sister. Those who can't handle the feeling of instability in the 109F may find the heavier G more to their liking. &lt;br /&gt;
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==Game Play==&lt;br /&gt;
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[[Category:Airplanes]]&lt;/div&gt;</summary>
		<author><name>Ltarflak</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Bf109&amp;diff=2768</id>
		<title>Bf109</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Bf109&amp;diff=2768"/>
		<updated>2018-03-19T15:14:51Z</updated>

		<summary type="html">&lt;p&gt;Ltarflak: /* Messerschmitt Bf 109G-6/U4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Messerschmitt Bf 109E-1=&lt;br /&gt;
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{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
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|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Messerschmitt Bf 109E-1'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Fighter&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 4 x 7.9 mm Machine Guns&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 1 (Pilot)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,573kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Top Speed''' || 554km/h&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armored Glass Windscreen''' || ?&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Pilot Armor (back/head)''' || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Almost doomed by the bureaucracy of the RLM prior to its maiden flight, the Messerschmitt Bf 109 went on to become the most numerously produced German fighter of the war. Its design was simple; a compact slender airframe with plenty of power and a heavy gun package.&lt;br /&gt;
&lt;br /&gt;
The Bf 109 combat lineage began with the Spanish Civil war when in October 1936 a handful of early Bf 109 prototypes were hastily sent as reinforcement to the embattled Nationalist air force. All in all some 140 Bf 109s of different variants were engaged in Spain between 1936 and 1939. Thus, by the outbreak of WWII the E model was a combat tested fighter aircraft of proven quality. Equally important, the 'field test' in Spain had given its pilots and leaders plenty of experience with this new generation of high-speed monoplane aircraft that led to development of new tactics and procedures that have held true through to this day.&lt;br /&gt;
&lt;br /&gt;
The Bf 109 enjoyed a good turn of speed and a very high rate of climb as its most useful performance attributes, and good combat pilots learned how to employ this against opponents who could not climb as quickly. The 109 series had certain shortcomings, chief among them a very short operational range, a narrow and cramped cockpit and bad handling on bumpy grass airstrips due to the very narrow landing gear footprint.&lt;br /&gt;
&lt;br /&gt;
The Bf 109E-1, first fielded in 1939, was the first variant to feature the excellent DB 601 engine. With four rifle-calibre machine guns it has the lightest firepower of all Bf 109 variants. This same lightness also makes it the most manoeuvrable of all variants, especially in turn radius. Though its weaponry carries less punch than later variants the E-1 machine guns are belted with incendiary ammunition and offer a high rate of fire that ultimately yields more destructive power than a cursory glance may lead to believe.&lt;br /&gt;
&lt;br /&gt;
NOTE: the Bf = Me, as in Me-109. For a time Bayerische Flugzeugwerke (Bavarian Aircraft Works) was the name of the company, before it was reconstituted as Messerschmitt AG on July 11, 1938 (with Willy Messerschmitt as chairman and managing director). The renaming of BFW resulted in the company's RLM designation changing from Bf to Me. Existing types, such as the Bf 109 and 110, retained their earlier designation in official documents, although sometimes the newer designations were used as well. In practise, all BFW/Messerschmitt aircraft from 108 to 163 (not the same plane as the Me 163) were prefixed Bf, all later types with Me.&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
The Bf 109E-1 is the &amp;quot;turningest&amp;quot; of all German fighters in the WWIIOL:BE inventory. Light, fast and nimble, this aircraft possesses all the traits vital to an air superiority fighter. It does almost everything better than the opposition in its tier: it is superior in climb, in level speed and in dive performance. These traits allows it to attain superior altitude with which it can dominate any contender, and to engage and disengage at will - features a true energy fighter will appreciate.&lt;br /&gt;
&lt;br /&gt;
The E-1 can hold its own in a turning fight as well: it rolls well, its initial and sustained rate of turn is superlative and it can go toe to toe with any enemy fighter in its tier. While the E-1 may not be able to out-turn a Hurricane or a H-75 in a prolonged stall fight on the deck, it can easily dominate these opponents by operating in the vertical.&lt;br /&gt;
&lt;br /&gt;
Although lacking cannons, its four machine guns pack a considerable punch: a high rate of fire, a high muzzle velocity, and a plentiful allowance of hard-hitting incendiary ammunition is more than sufficient to down any target - though you will need to fly close to your man and fire a concentrated volley.&lt;br /&gt;
&lt;br /&gt;
The Bf 109E-1 sports, or lacks, one other conspicious feature: it has no armour plate behind the pilot's head (though the seat itself is armoured). This gives the pilot an unrestricted view aft at the price of a more vulnerable head. A clear view gives the pilot better situational awareness, a feature that is incomparably more valuable than any piece of armour.&lt;br /&gt;
&lt;br /&gt;
The pilot who masters the Bf 109E-1 will eventually notice how much it has in common with the E-4 variant, and appreciate it for its clean and unladen character - the E-1 is a true hot rod, but as such, it demands discipline of its operator to give its best.&lt;br /&gt;
&lt;br /&gt;
=Messerschmitt Bf 109E-4=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Ac_de_bf109_e4.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Messerschmitt Bf 109E-4'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Fighter&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 2 x 20 mm Cannon,&amp;lt;br&amp;gt;2 x 7.9 mm Machine Guns&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 1 (Pilot)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,608kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Top Speed''' || 554km/h&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armored Glass Windscreen''' || ?&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Pilot Armor (back/head)''' || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Deployed in quantity during the spring of 1940, the Bf 109E-4 variant was a significant upgrade over the original Emils. The original DB 601A-1 powerplant was replaced by the more powerful DB 601Aa, and firepower was vastly improved in weight of fire and destructive potential as each wing now packed one 20 mm MG-FF/M cannon.&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
The Bf 109E-4 variant is fast and carries the heaviest armament of the Bf 109 series until the later G variant is introduced, with two 20mm cannon in the wings. However, with but 60 rounds per gun it pays to get close and only fire when certain to score a hit. Light and nimble and possessing of excellent dive characteristics, the Bf 109E-4 can mix it up in circling combats as well as stick to fast diving attacks. The Emil can be effective against any enemy type using coordinated wingman tactics, but when fighting without such support the pilot must rely on its speed and climb rate to survive an encounter against bad odds. Combine its overall good performance with a cool headed and confident pilot and the E can hold its own through an entire campaign. In the early stages of a WWIOL:BE campaign the Bf 109E does well to avoid typical protracted dogfights as all Allied aircraft can out turn the Bf 109E-4 with relative ease. Climbing, spiralling turns with but a small initial energy advantage, followed by slashing high-speed attacks, is the Bf 109E's forte. As the campaign progresses the Bf 109E-4 loses its speed advantage but gains in turn radius, requiring (and allowing) the pilot to rethink his approach to air combat.&lt;br /&gt;
&lt;br /&gt;
While it is difficult for many players to grasp the advantages of a climbing turn style of combat, where the ability to bleed your opponent's energy to the point of stall while you remain above them awaiting the moment to drop on their head like a sledge hammer, it remains one of the most effective forms of air superiority combat tactics you can learn and master.&lt;br /&gt;
&lt;br /&gt;
Another tactic that works well in the 109E is the scissors style where a series of slicing reversals one after another will force a pursuing fighter with a better turn rate (but less roll rate) out in front of your guns. Again, this is a difficult style of combat to learn but extremely effective if you ever do manage to learn how to master such a method.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Messerschmitt Bf 109F-2=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Ac_de_bf109_f1.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Messerschmitt Bf 109F-2'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Fighter&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 1 x 20 mm Cannon,&amp;lt;br&amp;gt;2 x 7.9 mm Machine Guns&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 1 (Pilot)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || ?kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Top Speed''' || ?km/h&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armored Glass Windscreen''' || ?&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Pilot Armor (back/head)''' || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=Messerschmitt Bf 109F-4=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Ac_de_bf109_f4.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Messerschmitt Bf 109F-4'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Fighter&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 1 x 20 mm Cannon,&amp;lt;br&amp;gt;2 x 7.9 mm Machine Guns&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 1 (Pilot)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 2,922kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Top Speed''' || 627km/h&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armored Glass Windscreen''' || ?&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Pilot Armor (back/head)''' || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Considered by many to be the ultimate expression of the 109 line, the Bf 109F was an improved model over the 109E in almost all respects. It boasted a higher climb rate and top speed, in addition to the new MG151/20 high velocity 20mm cannon mounted to fire through the nose spinner.&lt;br /&gt;
&lt;br /&gt;
While its armament was reduced in terms of mounted cannons (only 1 in place of the previous 2) the 20mm nose cannon was the superior MG151/20 now replacing the earlier aircrafts older style Mauser MGFF cannons. The firing duration was also greatly increased by both a far larger ammunition loadout of 200 rounds and only 1 cannon to expend them from.&lt;br /&gt;
&lt;br /&gt;
In addition to this the centerline mounting gave no convergence issues and favoured accurate shooters. The downside was that combat reports tended to claim that for average or less accurate shooters it was more difficult to down enemy fighters with the centerline cannon than had previously been noted with the earlier wing mounted cannons of the 109E.&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
The Bf 109F is a favorite fighter for those that cherish climbrate and know how to use both it and speed to create good shooting solutions, rather than just to set off and run at the first sign of trouble. For their opponents however it remains that the “run away” element of speed being a chief performance attribute is all they ever see or all that most ever *seem* to be able to see. For it’s time the Bf 109F is the fastest and the best climbing fighter available in Battleground Europe.&lt;br /&gt;
&lt;br /&gt;
Up close and with a good gunner on the trigger, the more powerful MG151 (over the MGFF of the 109E) can rip any aircraft apart, but at longer ranges and higher deflection the rounds drop fast and disperse more wildly. The “Franz” is a fighter for true “experten” pilots, it will reward the studied and practiced pilot who employs skill and training in his fighting at all times, while at the same time it will quickly betray any over confidence and foolhardiness. Get in close, and when you think you are close enough, drive in closer still, then fire.&lt;br /&gt;
&lt;br /&gt;
The Franz will turn competitively with Allied fighters, and with some creative flap usage it can even out turn some of them, but it remains true that to rely on turning alone is a bad choice in a plane that employs speed and climb to better advantage than it can its turn rate. It doesn’t turn well enough to let you rely on that aspect of air to air combat, and unless you are extremely confident in your ability you will die a lot trying to use the 109F as a pure turnfighter. The golden egg in this plane is its power to weight ratio and low drag. These combine to give it exemplary climb performance at any altitude. Indeed when all your cards are played out, a tight spiral climb can leave almost all opponents stalling below you, so remember that your exit in the Franz is always above you. So to is the best attack approach you can ever employ.&lt;br /&gt;
&lt;br /&gt;
=Messerschmitt Bf 109G-6/U4=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Bf109g.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Messerschmitt Bf 109G-6/U4'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Fighter&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 1 x 30 mm Mk 108 cannon&amp;lt;br&amp;gt;2 x 13 mm MG131 machine guns&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 1 (Pilot)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 3,122kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Top Speed''' || 628km/h&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armored Glass Windscreen''' || No&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Pilot Armor (back/head)''' || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The Bf-109G was an improved model over the Bf-109F in some respects, but not in others. It boasted a high climb rate and top speed, but it was no faster than the F in its earlier versions without MW50 injection. And its extra weight meant it didn't climb quite as well, although it still outclimbed the Allied aircraft, except for the Spitfire IX. The biggest surprise for those caught in its gun sights is going to be the &amp;quot;melon launcher&amp;quot; 30 mm Mk 108 cannon firing HE Mine rounds. This hits with roughly the same authority as a 40 mm Bofors round! However, the increased weight does hurt its turn performance over the lighter, more nimble 109F. The upside of this is that it's actually a little more stable in violent manuevering as a result of the loss of all that edgy nimbleness in its leaner sister. Those who can't handle the feeling of instability in the 109F may find the heavier G more to their liking. &lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
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{{Template:Air Units}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airplanes]]&lt;/div&gt;</summary>
		<author><name>Ltarflak</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Fw190&amp;diff=2763</id>
		<title>Fw190</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Fw190&amp;diff=2763"/>
		<updated>2018-03-02T03:35:30Z</updated>

		<summary type="html">&lt;p&gt;Ltarflak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Focke-Wulf Fw 190A-4=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Ac_de_fw190_a4.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Focke-Wulf Fw 190A-4'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Fighter&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 4 x 20 mm Cannon,&amp;lt;br&amp;gt;2 x 7.9 mm Machine Guns&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 1 (Pilot)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 3,985kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Top Speed''' || 671km/h (416.94 mph) &lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armored Glass Windscreen''' || none&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Pilot Armor (back/head)''' || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
As the Bf 109 became increasingly depended on by the Luftwaffe as its primary day fighter, the strain on production of the Daimler Benz DB601 engine it used became untenable. An alternative had to be found and Kurt Tank was the one who offered it.&lt;br /&gt;
&lt;br /&gt;
The Fw 190 was designed to be the Bf 109's stable mate and relied on a radial engine from BMW, the BMW801. With a stout and compact airframe being pulled along by the 1700+ hp BMW, the Focke Wulf Fw 190 boasted speed, acceleration and a climb rate that were better than the current RAF Spitfire Mk V.&lt;br /&gt;
&lt;br /&gt;
While the classic turn radius or turn rate had long been the focus of most air combat maneuvering up until this point in history, the Fw 190 changed all that with its tremendous roll rate. While not able to out turn most of its opponents, the Fw 190 could roll faster and thereby change its maneuver or lift vector (its turning direction) faster than expected and with deceptive ease… and was exceedingly difficult to follow in any other sort of aircraft once the wickedly fast rate of roll came into play.&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
The Fw 190 is a difficult plane to master as it relies on a performance profile that is vastly different from just about any fighter in the game. Certainly those players who have cut their teeth on becoming masters in the Bf 109 series have to completely change their approach and their way of thinking to make the most of the deadly “Butcherbird.” Speed, acceleration, and most critically roll rate, are the assets of the 190 that make the real difference in combat, all that and sheer unadulterated firepower.&lt;br /&gt;
&lt;br /&gt;
Pilots coming from the Bf 109 series must re-calibrate their minds in order to unlock the Fw 190s power. Out roll your opponent to turn a defensive position into an offensive one, particularly useful are the barrel roll suite of maneuvers. To do well in this plane you must master the Barrel Roll Attack and the Lag Roll.&lt;br /&gt;
&lt;br /&gt;
The Focke Wulf retains its speed very well in this type of rolling fight and can easily disengage at will if flown with a cool head and a soft touch. It doesn’t sustain energy well in long extended turning duels, although it does have good instantaneous turn rate which allows you to transition the nose into a guns solution early in a turning fight if you rack it around hard before you unload the airframe and get the hell out of there. Once you get someone in your sights, the four 20mm cannons can make it very short work to knock down any aircraft allowing you to quickly change targets or to unload the stick and use your remaining E to disengage to set up another attack. With the guns widely spread along the wing however, gunnery practice or the &amp;quot;close&amp;quot; shot must be your doctrine.&lt;br /&gt;
&lt;br /&gt;
Players who use the Fw 190 and try to win turning duels or get transfixed into tight turning dogfights will probably come away with a bad impression, never understanding that they actually had one of the deadliest WWII fighter aircraft ever built at their control. Understanding the 190s strengths and how to use them is critical if you are to totally dominate your opponents, but once you can it's easy in the 190. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Air Units}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airplanes]]&lt;/div&gt;</summary>
		<author><name>Ltarflak</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=Fw190&amp;diff=2762</id>
		<title>Fw190</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=Fw190&amp;diff=2762"/>
		<updated>2018-03-02T03:32:48Z</updated>

		<summary type="html">&lt;p&gt;Ltarflak: changed pilot armor to none same with armored glass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Focke-Wulf Fw 190A-4=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | [[File:Ac_de_fw190_a4.jpg|400px]]&lt;br /&gt;
|- style=&amp;quot;background:#666600; color:#fff;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Focke-Wulf Fw 190A-4'''&lt;br /&gt;
|- style=&amp;quot;background:#ddb;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Specifications&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Type''' || Fighter&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armament''' || 4 x 20 mm Cannon,&amp;lt;br&amp;gt;2 x 7.9 mm Machine Guns&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Crew''' || 1 (Pilot)&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Weight''' || 3,985kg&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Top Speed''' || 671km/h&lt;br /&gt;
|- style=&amp;quot;background:#f0f0f0;&amp;quot;&lt;br /&gt;
| '''Armored Glass Windscreen''' || none&lt;br /&gt;
|- style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
| '''Pilot Armor (back/head)''' || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
As the Bf 109 became increasingly depended on by the Luftwaffe as its primary day fighter, the strain on production of the Daimler Benz DB601 engine it used became untenable. An alternative had to be found and Kurt Tank was the one who offered it.&lt;br /&gt;
&lt;br /&gt;
The Fw 190 was designed to be the Bf 109's stable mate and relied on a radial engine from BMW, the BMW801. With a stout and compact airframe being pulled along by the 1700+ hp BMW, the Focke Wulf Fw 190 boasted speed, acceleration and a climb rate that were better than the current RAF Spitfire Mk V.&lt;br /&gt;
&lt;br /&gt;
While the classic turn radius or turn rate had long been the focus of most air combat maneuvering up until this point in history, the Fw 190 changed all that with its tremendous roll rate. While not able to out turn most of its opponents, the Fw 190 could roll faster and thereby change its maneuver or lift vector (its turning direction) faster than expected and with deceptive ease… and was exceedingly difficult to follow in any other sort of aircraft once the wickedly fast rate of roll came into play.&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
The Fw 190 is a difficult plane to master as it relies on a performance profile that is vastly different from just about any fighter in the game. Certainly those players who have cut their teeth on becoming masters in the Bf 109 series have to completely change their approach and their way of thinking to make the most of the deadly “Butcherbird.” Speed, acceleration, and most critically roll rate, are the assets of the 190 that make the real difference in combat, all that and sheer unadulterated firepower.&lt;br /&gt;
&lt;br /&gt;
Pilots coming from the Bf 109 series must re-calibrate their minds in order to unlock the Fw 190s power. Out roll your opponent to turn a defensive position into an offensive one, particularly useful are the barrel roll suite of maneuvers. To do well in this plane you must master the Barrel Roll Attack and the Lag Roll.&lt;br /&gt;
&lt;br /&gt;
The Focke Wulf retains its speed very well in this type of rolling fight and can easily disengage at will if flown with a cool head and a soft touch. It doesn’t sustain energy well in long extended turning duels, although it does have good instantaneous turn rate which allows you to transition the nose into a guns solution early in a turning fight if you rack it around hard before you unload the airframe and get the hell out of there. Once you get someone in your sights, the four 20mm cannons can make it very short work to knock down any aircraft allowing you to quickly change targets or to unload the stick and use your remaining E to disengage to set up another attack. With the guns widely spread along the wing however, gunnery practice or the &amp;quot;close&amp;quot; shot must be your doctrine.&lt;br /&gt;
&lt;br /&gt;
Players who use the Fw 190 and try to win turning duels or get transfixed into tight turning dogfights will probably come away with a bad impression, never understanding that they actually had one of the deadliest WWII fighter aircraft ever built at their control. Understanding the 190s strengths and how to use them is critical if you are to totally dominate your opponents, but once you can it's easy in the 190. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Air Units}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Airplanes]]&lt;/div&gt;</summary>
		<author><name>Ltarflak</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=AA_guide&amp;diff=2753</id>
		<title>AA guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=AA_guide&amp;diff=2753"/>
		<updated>2018-01-29T14:32:18Z</updated>

		<summary type="html">&lt;p&gt;Ltarflak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:AA1.jpg|frame]]&lt;br /&gt;
=AirQuake! The AA gunner’s guide to an empty sky=&lt;br /&gt;
&lt;br /&gt;
As a groundpounder in WWIIOL:BE you will no doubt experience times of extreme aerial activity, as in a hail of bombs and bullets that smothers everything and renders any movement impossible. After suffering a series of humiliating and helpless deaths at the spawn point, you too will curse the pilots and wish for multi-barelled AA weapons of doom to teach the pesky enemy fighters a lesson, as have so many before you. &lt;br /&gt;
&lt;br /&gt;
In WWIIOL:BE, air power is immensely strong, arguably stronger than history leads us to believe it should be, for a few simple reasons:&lt;br /&gt;
* Pilots can press their attacks to ridiculously low levels and close ranges with little to no fear of death.&lt;br /&gt;
* Aircraft are a-plenty, and have a very short time to combat (TTC).&lt;br /&gt;
* The game terrain does not offer near enough cover and concealment against aerial observation and attack.&lt;br /&gt;
&lt;br /&gt;
This, in combination with the fact that the available manpower is usually barely sufficient to fulfil the demands of the ground battle, leaves the anti-air defensive requirements far short of adequate. There is simply not enough people around to guard the Forward Base, to scout ahead, to man the tanks, to help the tanks against enemy sappers and anti-tank guns, to capture the depots AND to keep a tight defensive grip on the local sky. However, the same can be said for just about any tactical situation in the game, which leaves the player with but one option: to make do with what there is.&lt;br /&gt;
&lt;br /&gt;
==Expectations==&lt;br /&gt;
Expecting a lone AA gun to succeed against multiple hostile aircraft is about as profitable as expecting to survive a walk through a heavy combined-arms attack. When enemy air is out to get you it is unreasonable to expect survival, and the sooner you come to terms with this and moderate your expectations, your frustration of being gunned down repeatedly will diminsh. In short, do not expect to excel in any situation, but learn to do well in some situations.&lt;br /&gt;
&lt;br /&gt;
AA guns are subject to the same spawn considerations as any other piece of equipment in the game. That means that if the enemy has already established a strong presence in guns range to your spawn point, they have effectively won the fight already. Persistent spawning into a camped spawn point will only serve to make you frustrated and desperate – the only solution then is to accept defeat, yield, and spawn your persona somewhere else where conditions are more favourable. &lt;br /&gt;
&lt;br /&gt;
==Standard deployment routine==&lt;br /&gt;
* Spawn a light machine gunner (LMG) to check out the situation before rolling an expensive and cumbersome gun.&lt;br /&gt;
* If all is clear, ditch the LMG, spawn a gun and PUSH – at least 200 meters away from the spawn point.&lt;br /&gt;
* If all is NOT clear, keep your LMG and seek cover at least 200 meters away from the spawn point, and hose down any low-flying aircraft (see LMG in the AA role).&lt;br /&gt;
* If you have deployed at least 200 meters away from the spawn point, keep pushing to add another 200 meters during lulls in action.&lt;br /&gt;
&lt;br /&gt;
* Push the gun by thrusting your joystick forward while in position 1 (commander).&lt;br /&gt;
* Deploy the gun for firing by pressing z (default) and move to position 2 (gunner)&lt;br /&gt;
* Traverse and elevate the gun with the joystick, and fire with your primary fire button (or F).&lt;br /&gt;
* If opportunity arises, hook up to a prime mover (truck or halftrack) by moving your gun to the rear of the vehicle and pressing T (tow) while in position 1 (commander). Unhitch by pressing T again. Light AA guns – Cmle. 38 and FlaK 30 hitch by the rear while Bofors/FlaK 28 hitch by the barrel.&lt;br /&gt;
&lt;br /&gt;
==Seek cover or stay in the open?==&lt;br /&gt;
[[image:flakdeploy.jpg|frame|This Flak 30 is deployed with the gunner out in the open and with the commander and the carriage tucked into a bush. This practice makes you less visible to enemy aircraft without reducing your view of the sky - until you open fire.]]&lt;br /&gt;
Cover and concealment is as important to the AA gunner as any other unit in the game. However, a well covered and well concealed position may only offer a limited firing arc. Depending on the situation, a lot of cover may or may not be desireable.&lt;br /&gt;
* If heavy fire is expected from a nearby objective or enemy concentration, put something solid such as a berm or structure in between yourself and the enemy. This is called '''frontal cover''' and is most useful.&lt;br /&gt;
* If enemy air is strongly in attendance you will want to position yourself nearby, though not necessarily inside, a piece of foliage. Only move inside foliage if your intent is to hide, however momentarily, from view. Shooting from foliage is difficult as it will easily obscure your view of the sky when you least want it to.&lt;br /&gt;
* Firing from inside structures is sometimes possible, though your field of fire will be strictly limited. This works well if your position is part of a defensive position where numerous guns have interlocking fields of fire. &lt;br /&gt;
* A combination of open fields and accessible cover is usually best, as you can spot and defeat ground threats from a long ways off, while having the opportunity to draw behind hard cover or foliage if need be. Reverse slopes are also especially useful: you may command the air while being reasonably safe from ground threats.&lt;br /&gt;
&lt;br /&gt;
=Spawning at a Forward Base=&lt;br /&gt;
[[image:Fbdeploy2.jpg|frame|Move away from the spawn point - it will save you a ton of grief, and allows you to spot and defeat enemy sappers as well as offer you easy flank shots on enemy aircraft.]]&lt;br /&gt;
* The FB revetment is the bullseye – '''move away from it without delay.'''&lt;br /&gt;
* If you are first, or alone, on the scene, seek to deploy on the ”far side” of the spawn point so that you have the general FB area between you and the enemy-held objective. Thus you can engage both air and enemy sapper parties without being the default victim of either.&lt;br /&gt;
* If there are multiple AA guns at the FB, seek to extend the defensive perimeter to a distance of 500 meters all around.&lt;br /&gt;
&lt;br /&gt;
When the FB is securely defended, position additional guns in cover along the road to the objective: enemy air usually scour the roads, and properly placed AA guns can make a killing here. Do not approach within 1000 m range to the town until other ground troops have established a firm foothold in the town.&lt;br /&gt;
&lt;br /&gt;
When friendly forces have the target largely under control, move in to position yourself at 300-500 m from the town perimeter. This is far enough away from stray enemy infantry and roaming tanks, yet close enough to offer opportunity against enemy aircraft who endeavour to clear the town by bombing and strafing. If you cannot be bothered to push to the town, ask friendly forces for a tow.&lt;br /&gt;
&lt;br /&gt;
Realize that successful AA gunners are patient. Enemy air is not always present at the beginning of a battle, but they are almost always present at the tail end of one! Know also that most battles last for hours, and even if you push at a measly 1 m/s, you will probably overtake the forward edge of battle over the course of your sortie.&lt;br /&gt;
&lt;br /&gt;
=Spawning in the armybase=&lt;br /&gt;
* The patch of ground just in front of the armybase garage, and the armybase area at large, is a giant bullseye for enemy air. '''Move away without delay!'''&lt;br /&gt;
* If you cannot move outside the armybase compound and still persist in manning your gun, deploy in the corners of the AB where you get a small measure of protection from the walls. Do not expect to live for long though - snipers, strafers, mortars, grenades and bombs are par for the course.&lt;br /&gt;
* If the town is not yet infested by enemy infantry and tanks, move to the flanks and to the far side of the town opposite from the enemy ingress direction, to at least 2-300 meters distance away from the town perimeter.&lt;br /&gt;
* If you cannot move out of the town, put a building in between yourself and the enemy and seek protection from close assault by positioning close to friendly infantry and tanks.&lt;br /&gt;
* If you cannot live for more than a minute in the armybase due to intense enemy air, sneaky infantry and the occasional enemy tank, you may want to consider grabbing a rifle or a satchel instead – or go spawn a fighter to clear out the enemy air from above. Sometimes perseverance is no more than plain stupidity.&lt;br /&gt;
&lt;br /&gt;
=When to fire=&lt;br /&gt;
* Fire only when enemy air is in effective range. This is shorter than you think: anything beyond 500 meters is long range.&lt;br /&gt;
* Fire only when the enemy is not actively looking in your direction.&lt;br /&gt;
* Fire only when you are certain of a kill, unless you are part of a large AA concentration for which intimidation is as important as kills.&lt;br /&gt;
* Fire heavily in self-preservation when the enemy is diving straight at you with an intent to kill.&lt;br /&gt;
&lt;br /&gt;
=When NOT to fire=&lt;br /&gt;
* Do not fire if you are still in the immediate vicinity of the spawn point, except when enemy air is diving down to attack YOU. Push instead.&lt;br /&gt;
* Do not fire when EA is out of range – this will only draw attention to yourself.&lt;br /&gt;
* Do not fire when EA is inbound and still have the option to switch targets – to you!&lt;br /&gt;
* Do NOT fire at obvious decoys circling outside your range – for while he circles to draw your fire his buddy is coming in to deal with you.&lt;br /&gt;
* Firing at dogfighting aircraft is futile unless they are very slow and/or very close. &lt;br /&gt;
&lt;br /&gt;
=Think like a pilot=&lt;br /&gt;
When the pilot arrives to your battle area he must first find you if he is to try and destroy you. If you remain in the vicinity of the spawn point, you make it far too easy for him – '''move out!'''&lt;br /&gt;
&lt;br /&gt;
If you are not in the spawn area bullseye the pilot must make repeated low passes, or circle overhead, to spot you. If you are deployed out in the open, you are easy to spot. If you have deployed in or near foliage, he will have a harder time spotting you. If you hold your fire, he may not spot you at all.&lt;br /&gt;
While the pilot is attempting to spot you, he must at some point show his belly or flank to you: this is the time to fire, in range, and heavily. He will crash and die without knowing what hit him or where from the fire came. If you have managed to kill him in this way, and have not been spotted by other aircraft in the vicinity, you can safely remain in your current position.&lt;br /&gt;
&lt;br /&gt;
If your position is compromized (i.e he spots your fire as you kill him), move! You may have 2-3 minutes worth of pushing before he returns to avenge his death, and in that time you can move far enough to keep him guessing. If he does not immediately spot you, he must start a new search and at some point fly so as to show his belly or side: make the most of your opportunity and kill him again – or simply lie doggo until he gives up.&lt;br /&gt;
&lt;br /&gt;
The pilot will usually come in from a predictable direction, often so as to make his first pass towards the revetment opening: directly to front or at right angles. Use this knowledge by positioning yourself so as to recieve him with flanking fire, or with fire from directly below his flight path. You may also find it profitable to position yourselves where he is likely to break off an attack and zoom: here you get excellent belly shots, unseen by the pilot.&lt;br /&gt;
&lt;br /&gt;
When the pilot is attacking, either the spawn point or some other hapless ground target, he is focussed in his zoomed-in gunsight and unable to register action outside this narrow cone: use this knowledge to fire at his flanks and belly during his attack run.&lt;br /&gt;
&lt;br /&gt;
- - -&lt;br /&gt;
&lt;br /&gt;
It pays off to be sneaky when you are well sited. Even if you have a fairly good shot lined up you don't necessarily need to take it at the first opportunity. When EA first arrives at the FB they will be anticipating a hot AA welcome. On their first pass they will have an overhead of energy and anyway fly as fast as they can in avoiding the expected AA fire. So you wait a few passes, biding your time, holding your fire. After a while without opposition they will relax in their vigilance and start flying really low and really slow looking for targets. That's when you can nail two or three of them in 20 seconds flat. Following this action, lie doggo (or displace if all is clear) until opportunity knocks again.&lt;br /&gt;
[Source: Murf64]&lt;br /&gt;
&lt;br /&gt;
- - -&lt;br /&gt;
&lt;br /&gt;
Pilots expect AA to be sited close to the FB and inside the Armybase compound - based on this, they tend to avoid excessive loitering over said places, and many avoid coming near at all. Only the most suicidal or the least proficient pilots will impale themselves on established AA defences: thankfully for the AA gunners, there are plenty of these around! Pilots know that AA gunners are lazy and do not expect to find any ground fire outside these locations. You will reap the richest harvests well away from these zones of exclusion, particularly along roads leading up to hotly contested towns and on the far side of Forward Bases closest to enemy ingress routes. Another sweet spot is the place where pilots go into a zoom climb after a strafing or divebombing pass: though they are receding targets, the rate will be small, and you can choose freely between engaging their belly after they unload at the target and their low astern aspect when they climb away. This spot is generally found some 300 to 600 meters away from a principal objective - another good reason to push that gun!&lt;br /&gt;
&lt;br /&gt;
=Airquaked at the FB? How to lift the aerial siege=&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, how do you begin? Start by assessing the situation: pick a low-cost unit like a rifleman or LMG (light machine gunner) and observe what is going on. If enemy air is heavy in attendance and circling overhead you will have less than a snowball’s chance in hell with heavy equipment. In this case, lie doggo with your rifleman and wait until enemy air leaves the area. Meanwhile, talk your compadres at the FB into following your example – spawn infantry only! Enemy air that is not presented with worthwhile targets will only remain for a few minutes before their impatience gets the better of them – wait those few minutes, then spawn your heavy unit.&lt;br /&gt;
&lt;br /&gt;
If you cannot wait, run a few hundred yards with your LMG to a berm or structure that offers at least some cover, and blaze away at any and all low and slow aircraft that happen into your field of fire. If you can assemble 6-8 machinegunners and spread them out, a decent volume of fire can be delivered to deter at least some of the more brazen enemy fighters – enough to allow a light AA gun to spawn and deploy.&lt;br /&gt;
&lt;br /&gt;
In all enemy air feeding frenzies, there comes a time when the enemy must return for fresh planes, fresh ammo or is elsewhere occupied. Use the respite to quickly build up a heavy concentration of AA guns, and position them well away from the spawn point.&lt;br /&gt;
&lt;br /&gt;
If enemy air is present in the distance but not yet actively targetting the spawn point, spawn a gun and make best time well away from the garage, depot or revetment. Push push push!&lt;br /&gt;
&lt;br /&gt;
==Use decoys==&lt;br /&gt;
Trucks and scout cars are sufficiently fast and manoeuvrable to drive around as decoys while other players spawn AA guns and spread out. Fighters will in nine cases out of ten prioritize vehicles before guns, allowing the defender a small respite sufficient to deploy guns while the vehicle is being hunted down. &lt;br /&gt;
&lt;br /&gt;
Friendly aircraft are also very effective as decoys to draw enemy attention. Enemy fighters will leap like starved dogs after any aerial target: use the respite to tow out a minimum of three or four guns, but be quick about it for the lull is unlikely to last more than thirty seconds per friendly aerial sacrifice. Dispersion is key here: get as many guns out as you can, as far as you can, and do not be shy of opening up indiscriminately – intimidation is also a weapon.&lt;br /&gt;
&lt;br /&gt;
=General gunnery tips=&lt;br /&gt;
[[image:Flak30.gif|frame|A Spitfire comes in low over the Forward Base on a recon run. Range 300 m.]]&lt;br /&gt;
[[image:Flak30slo.gif|frame|Same sequence at 1:4 speed. Notice the target-following (tracking) motion.]]&lt;br /&gt;
* In all your engagements you MUST LEAD the target. That means aiming and firing ahead of the target, in his anticipated future flight path. The faster the target and the farther the range, the longer the lead you need to draw. Watch player-submitted videos (links below) and see how the veterans do it.&lt;br /&gt;
* Use the gunsight’s vector lines to determine the target flight path. E.g. if the target moves perpendicularly (left to right) across your view, line him up with the horizontal line and aim slightly high to allow for the curved trajectory (shell drop).&lt;br /&gt;
* If the enemy is flying a straight path and firing, either at a friendly aircraft or a ground target, seize on the opportunity to determine his vector: aim along his line of tracer, draw lead as required, adjust slightly for shell drop and karumpah his keister.&lt;br /&gt;
* Time allowing, draw lead, fire two-three shots and observe. Correct your aim and fire for effect. &lt;br /&gt;
* Another method is to draw excessive lead and fire heavily at a place in the sky where you expect the target to fly through. You may also combine this with tracking fire (i.e. you follow the target by traversing/elevating and firing at the same time) at a slightly lower rate than the target moves through your sight picture. Thus you maintain a decreasing lead computation while correcting your elevation and throwing out a lot of lead at the same time.&lt;br /&gt;
* How much lead to pull is dependent on range, speed and vector to the target. The greater the range, the higher the speed, and the greater the deflection (to a max of 90 degrees), the more lead you need draw. At short range and small deflection (e.g. the target coming roughly towards you), aim approximately one plane length ahead. At short range and high deflection (i.e. a side shot) you may have to draw as much as three to five plane lengths worth of lead. Only if the target is coming straight at you (zero deflection) can you aim directly at the target – but then he is probably already gunning you down or dropping his bombs. If the target is turning or pulling off a straight path in any way you must make allowance for this and correct your aim incrementally throughout the firing sequence.&lt;br /&gt;
* The easiest by far are belly shots at 500 meters or less at virtually any speed. Line up the target so that he flies toward the gunsight center, track the target gently and hose away until he comes fully into the sight. If you missed this easy shot, draw fresh lead and try again. You will be presented with this easy shot time and time again if you have the fortitude to push some 300-500 meters away from the spawnpoint – as an added bonus the target is completely blind and completely unaware of what is hitting him.&lt;br /&gt;
* Next to the belly shot and the low frontal quarter shot, the flank shot holds the greatest promise. With practice you should be able to score reliable hits out to 1000 m against bombers and other sitting ducks. Fighters at full speed are more difficult to hit – you will need to pull seven to ten plane lengths worth of lead, putting the target well outside the sight ring, to score. The benefit of the flank shot is that the pilot is normally looking straight forward and blissfully unaware of the incoming fire. This allows you to remain in situ after the kill unless his compadres have noted your position.&lt;br /&gt;
* Tracking planes flying away from you is much harder than tracking planes coming toward you. Only attempt the pursuit shot against targets that are slow or presenting little vector change as they fly away.&lt;br /&gt;
* When targetting descending paratroopers, aim at their feet to hit them center mass.&lt;br /&gt;
&lt;br /&gt;
=Range and Lead=&lt;br /&gt;
[[image:Bof1.jpg|frame|Range 750 m]]&lt;br /&gt;
[[image:Bof2.jpg|frame|Range 500 m]]&lt;br /&gt;
[[image:Bof3.jpg|frame|Range 100 m]]&lt;br /&gt;
[[image:Cm1.jpg|frame|Range 300 m]]&lt;br /&gt;
[[image:Cm2.jpg|frame|Range 800 m]]&lt;br /&gt;
Here are some examples from player-submitted videos showing the firing instance that produced hits. Note how the gunner makes allowance for target speed and range, and lines up the target so that its fuselage is pointing toward the middle of the sight picture. Count the plane lengths, make allowance for your muzzle velocity, track (traverse) gently and bang away. These targets are all flying straight paths through the sky and thus make for easy shots at comfortable range – against turning targets, you must compute the target vector and pay less attention to the position of its fuselage. &lt;br /&gt;
&lt;br /&gt;
Vector? Picture for instance a fighter, showing his flank to you, making a loop: his fuselage will be pointing to the side, then up, then to the other side, and finally towards the earth before coming out on his original heading. Scoring a hit against such a target is far more difficult, as the shot calculation is changing through every instant. He might not complete the loop at all but go straight up, or turn fully away from you. Get the picture? Fire at targets that fly straight!&lt;br /&gt;
&lt;br /&gt;
As can be seen in the pictures, the “halo” around the target is not just for good looks: it tells you the range. At 500 m, the halo is quarter-full from 6 to 9 o’clock. At 1000 m, the halo is half from 6 to 12 o’clock. At 2000 m, the halo is full around. &lt;br /&gt;
&lt;br /&gt;
=Using the Bofors/FlaK 28=&lt;br /&gt;
The Swedish-designed [[Bofors_40_mm|Bofors 40 mm AA gun]], ''Fliegerabwehrkanone 28'' in German service, is the heaviest and most potent AA gun currently in the BGE arsenal. Its chief advantage lies in its heavy punch; excellent ring-sight picture; long range and uninterrupted ammunition flow – once you have a target in sight you can bang away without worrying about running out of a short clip. Its main drawbacks are the glacial manual groundspeed; relatively slow rate of fire; relatively slow traverse; relatively slow deployment/undeployment; and its size – the Bofors is a big gun and consequently harder to hide than the 20 and 25 mm guns.&lt;br /&gt;
&lt;br /&gt;
Because the Bofors is so slow to push around people generally stay close to the spawn point. This is a terminal error. Whenever and whatever you spawn into the game world your first objective is to put a healthy distance to the one place where the enemy is bound to look for you: the spawn point. This cannot be emphasized enough: if you stay in or near the spawn, you DIE. You do not want to die – you want to kill! So push that gun, and be happy that you ''can'' push it. Best of all, arrange with a friendly soul to tow you away. The Bofors can be towed only by the [[Trucks#Morris_CDSW|Morris CDSW]], the [[Trucks#Laffly_S20|Laffly S-20]] and the [[Trucks#SdKfz_7|Sdkfz 7]].&lt;br /&gt;
&lt;br /&gt;
The Bofors, while having a hypothetical range of some 4000 m, is best fired at targets inside half that range and better still, inside 1000 m range. Expert marksmen will score hits at maximum range even against fast targets, but if you do not belong to that category, hold your fire until the target is comfortably close: 500 meters or less.&lt;br /&gt;
&lt;br /&gt;
While its heavy shell can down a fighter in a single hit, you will find that it usually takes two or three hits to reliably strike them out of the sky – unless you hit a critical component like the pilot, the engine, the vertical stabilizer or the fuel tank. There are great shots out there who can pluck down any target with just 4-5 shells, and they are rightly feared by pilots for they will give you no warning, just a black screen. &lt;br /&gt;
&lt;br /&gt;
With an abundant supply of ammo, which by the way a supply truck or halftrack can replenish indefinately, the humdrum Bofors gunner bangs away merrily. This is a great way of attracting attention to yourself, and with attention comes bombs and machinegun fire only a short while later. So keep that itchy finger still, and only fire when you are fairly certain to score a hit. For, if you are spotted, you must displace (relocate) without delay.&lt;br /&gt;
&lt;br /&gt;
The one time when you really want to pour on the coal is when you are defending a high-value target in the company of multiple AA guns – the more the merrier. Now your objective is to deter and intimidate, and the Bofors shells does have a strong effect in this department.&lt;br /&gt;
&lt;br /&gt;
The Bofors is also exceptionally capable against ground targets, chiefly the soft variety: infantry, trucks, halftracks and guns. It can hurt, and most certainly annoy through incessant concussion effects, armour as well, and clobber armoured cars beyond recognition. When firing at ground targets beyond 1000 m range, make sure to use your commander’s binoculars to track the fall of shot. This requires some dexterity but should anyway be second nature to the veteran BGE player. The low part if the inner circle is your aiming point at 1000 m range. Fire one shell, observe with commander, correct and fire for effect.&lt;br /&gt;
&lt;br /&gt;
=Using the Canon Mle. 38=&lt;br /&gt;
The 25 mm Hotchkiss Modèle 38 light AA gun is small, fast and nimble with a high rate of fire. It boasts a flat shell trajectory due to its high muzzle velocity, giving it exceptional accuracy at normal engagement ranges, and a decent punch for its caliber. On the debit side, the gunsight is difficult to use for the beginner as it does not have the open wheel-type aiming reticle of the Bofors but a periscope with V-shaped guide lines. This is tricky enough, and to make it worse the gunner must choose between using the standard zoom and its constricted view - or the zoomed-in view which is hard to put in relation to the speed and vector of the target. Additionally the short clip of 15 rounds per magazine requires frequent reloading, usually at the most inappropriate times.&lt;br /&gt;
&lt;br /&gt;
The CAmle 38 has some notable benefits: it is available in great numbers; it can be spawned from all friendly depots; it can be brought forward by all trucks and prime movers; it is easily hidden in foliage and structures; it pushes manually at a fair pace; and it works well in its dual role of ground support thanks to its zoomed-in sight and flat shell trajectory. It is an excellent weapon against soft targets. &lt;br /&gt;
&lt;br /&gt;
Because it moves fast when pushed there is no excuse to remain at or near the spawn point, and with only three or four guns you can quickly establish a passable AA canopy that allows heavier weapons to spawn in relative peace.&lt;br /&gt;
&lt;br /&gt;
Due to its relatively small caliber the CAmle 38 gunner will seldom experience one shot kills against aircraft. While it is not quite as impotent as the FlaK 30, the “Camel” gunner must score multiple hits, preferably against weak parts of the aircraft, to see it plunging down. &lt;br /&gt;
&lt;br /&gt;
The Camle 38’s sight picture is both a blessing and a curse: unlike with the Bofors, you will rarely land hits at targets that crosses perpendicularly at a high rate of speed – particularly at extreme and very close range – because the massive lead required does not fit in the sight picture. For this reason the cunning gunner restricts his fire against targets travelling at a slow rate. This means that the target must be heading more or less straight at the gunner in a narrow cone of opportunity – i.e. at less than 30 degrees angle off – or at a slow turn of speed if the heading is any greater than 30 degrees angle off. The sight is exceptionally tricky to use for overhead shots, e.g. a target flies over from straight ahead to straight behind, as the gun must be traversed and elevated at the same time: a disorientating practice that makes lead computation yet harder. &lt;br /&gt;
&lt;br /&gt;
Tracking shots at high elevation are tricky because the lead changes abruptly, especially at short range. From this follows that the easiest shots are made against low, slow and close targets: anything outside 1000 m should be considered a waste of ammo. &lt;br /&gt;
&lt;br /&gt;
Keep a close eye on the ammo counter in your low left interface panel, or count your shots as you fire: if you have less than 5 shells left in the magazine and expect to need more in the short run, clear the magazine by firing so as to load a fresh one ASAP. And do not fire those stray rounds into the sky – pick a bush some 300 meters away and put your shots there so as not to betray your location to potential onlookers.&lt;br /&gt;
&lt;br /&gt;
The “trick” with the Camle 38 is to fire at close range and to draw somewhat LESS lead than you think you need: the high velocity shell gives it more of a “point-and-click” capacity in comparison with the Bofors.&lt;br /&gt;
&lt;br /&gt;
=Using the FlaK 30=&lt;br /&gt;
[[image:Flak30_2.gif|frame|Spitfire at 500 meter range and close to full speed.]]&lt;br /&gt;
[[image:Flak30_2slo.gif|frame|Same sequence in slow motion. See the slight tracking motion: it keeps fire concentrated while adjusting the lead incrementally - the target flies into a shotgun pattern of shells.]]&lt;br /&gt;
&lt;br /&gt;
The 20 mm Rheinmetall Borsig ''Fliegerabwehrkanone'' 30, or FlaK 30, is the weakest of all BGE AA guns, yet it is not to be trifled with! While it is substantially harder to down EA (enemy aircraft) with the FlaK 30 compared to the Bofors or the CA mle 38, the FlaK 30 can do a creditable job under specific circumstances – and in choosing between an LMG and nothing at all, the FlaK 30 is clearly superior.&lt;br /&gt;
&lt;br /&gt;
Like the CA mle 38 the FlaK 30 is a short-range weapon that requires multiple hits to down its target; it is small, fast and easy to tuck away where pilots least expect it. &lt;br /&gt;
&lt;br /&gt;
The FlaK 30 suffers certain shortcomings that makes it the least effective AA gun in BGE: it fires a light caliber shell with small explosive content; it has a short 20-shell clip that requires frequent reloading; the one-stage zoom sight picture is somewhat restricted by the square rainhood that effectively blots out targets in normal high-deflection situations and makes lead computation more guesswork than science; and when firing at high elevation the unzoomed view does not correspond to the gunsight picture!&lt;br /&gt;
&lt;br /&gt;
For these reasons the FlaK 30 gunner is restricted to short range engagements of low and slow targets that does not require excessive deflection (lead). Hitting anything beyond 600 meters, unless the target moves at minimal rate through the sight, is more a question of luck – or extreme proficiency.&lt;br /&gt;
&lt;br /&gt;
Key to using the FlaK 30 effectively is position and patience – the only other substitute is deployment in mass and density, something that is rarely achieved except by a determined and sizeable force with boots to spare. Selecting your position is by far the most important: with an effective range of 500 meters you must calculate and predict where opportunity will knock, without putting yourself at risk to roaming enemy ground troops. Usually this means that you need to stay within 1000 metes distance to the FB, main attack artery (usually a road) and the target town – beyond this range, EA are likely to be too high and too fast for you to engage effectively.&lt;br /&gt;
&lt;br /&gt;
The FlaK 30 is an effective ground support weapon too, albeit at short to medium range. The HE shell is however quite weak and requires direct hits to do any damage whatsoever: its efficacy lies in suppression and intimidation. On the upside, the FlaK 30 carries AP (armor-piercing) ammunition that is effective against light tanks and scout cars, and AP is also useful against aircraft.&lt;br /&gt;
&lt;br /&gt;
=Using the LMG in the AA role=&lt;br /&gt;
The most basic and most readily available AA weapon is the [[Light_Machine_Gunner|Light Machinegun (LMG)]]: the Bren, the FM 24/29 and the MG 34. While BGE does not as yet incorporate AA mountings for these weapons, they can still be somewhat effective against EA – particularly when employed en masse.&lt;br /&gt;
&lt;br /&gt;
The effective AA range of the LMG is short: do not expect to hit anything outside 300 meters range. You will also find that targets need to be low, slow and/or moving at a small rate (i.e. almost directly toward you) to offer any chance of scoring hits. These criteria dictates that you must seek positions near the EA’s intended target and/or flight path; positions that offer near head-on shots instead of perpendicular (flank) shots; positions that offer a decent view of the sky and most importantly, cover from enemy ground troops and vehicles. &lt;br /&gt;
&lt;br /&gt;
When firing at EA, seek to concentrate your fire by drawing lead and pouring it out in this one direction rather than attempt tracking (target-following) fire. It only takes one bullet to the brain to down that EA, and lashing out a concentrated volley improves that likelihood.&lt;br /&gt;
&lt;br /&gt;
The best positions are found in the windowsills of destroyed town houses on the lee side of enemy ground units, and on the reverse slopes of berms and hills. This latter point is important, as you will want to deploy at a vertical angle to command a greater slice of the sky. Avoid conspicuous positions such as belfrys, depot roofs, garage roofs and similar attention magnets. Get out of the enemy bullseye!&lt;br /&gt;
&lt;br /&gt;
When preparing to receive an EA, do not deploy until you are fairly certain of his vector – and deploy with adequate deflection (lead) already if the target is coming in at any angle off. Fire long bursts, undeploy and reload. If you do hit, you will be greeted by a string of puffs in the wake of the target – and with sufficient weight of fire from the ground, even the hardiest pilot will think twice about coming down low and slow.&lt;br /&gt;
&lt;br /&gt;
=Useful links=&lt;br /&gt;
Sqdrd’s Bofors movie:&lt;br /&gt;
&lt;br /&gt;
http://s104.photobucket.com/albums/m187/squidrd/?action=view&amp;amp;current=SquiddysMovie.flv&lt;br /&gt;
&lt;br /&gt;
Lawndart’s Bofors movies: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;O3I94aGl3v0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;KQ0OMtWwWoA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;uBeUIbE6X38&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gunning the Cmle 38:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;yw0dYma07yg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Advanced_Guides]]&lt;br /&gt;
[[Category:NeedsWork]]&lt;/div&gt;</summary>
		<author><name>Ltarflak</name></author>
	</entry>
	<entry>
		<id>https://wiki.wwiionline.com/index.php?title=AA_guide&amp;diff=2752</id>
		<title>AA guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.wwiionline.com/index.php?title=AA_guide&amp;diff=2752"/>
		<updated>2018-01-29T14:31:55Z</updated>

		<summary type="html">&lt;p&gt;Ltarflak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:AA1.jpg|frame]]&lt;br /&gt;
=AirQuake! The AA gunner’s guide to an empty sky=&lt;br /&gt;
&lt;br /&gt;
As a groundpounder in WWIIOL:BE you will no doubt experience times of extreme aerial activity, as in a hail of bombs and bullets that smothers everything and renders any movement impossible. After suffering a series of humiliating and helpless deaths at the spawn point, you too will curse the pilots and wish for multi-barelled AA weapons of doom to teach the pesky enemy fighters a lesson, as have so many before you. &lt;br /&gt;
&lt;br /&gt;
In WWIIOL:BE, air power is immensely strong, arguably stronger than history leads us to believe it should be, for a few simple reasons:&lt;br /&gt;
* Pilots can press their attacks to ridiculously low levels and close ranges with little to no fear of death.&lt;br /&gt;
* Aircraft are a-plenty, and have a very short time to combat (TTC).&lt;br /&gt;
* The game terrain does not offer near enough cover and concealment against aerial observation and attack.&lt;br /&gt;
&lt;br /&gt;
This, in combination with the fact that the available manpower is usually barely sufficient to fulfil the demands of the ground battle, leaves the anti-air defensive requirements far short of adequate. There is simply not enough people around to guard the Forward Base, to scout ahead, to man the tanks, to help the tanks against enemy sappers and anti-tank guns, to capture the depots AND to keep a tight defensive grip on the local sky. However, the same can be said for just about any tactical situation in the game, which leaves the player with but one option: to make do with what there is.&lt;br /&gt;
&lt;br /&gt;
==Expectations==&lt;br /&gt;
Expecting a lone AA gun to succeed against multiple hostile aircraft is about as profitable as expecting to survive a walk through a heavy combined-arms attack. When enemy air is out to get you it is unreasonable to expect survival, and the sooner you come to terms with this and moderate your expectations, your frustration of being gunned down repeatedly will diminsh. In short, do not expect to excel in any situation, but learn to do well in some situations.&lt;br /&gt;
&lt;br /&gt;
AA guns are subject to the same spawn considerations as any other piece of equipment in the game. That means that if the enemy has already established a strong presence in guns range to your spawn point, they have effectively won the fight already. Persistent spawning into a camped spawn point will only serve to make you frustrated and desperate – the only solution then is to accept defeat, yield, and spawn your persona somewhere else where conditions are more favourable. &lt;br /&gt;
&lt;br /&gt;
==Standard deployment routine==&lt;br /&gt;
* Spawn a light machine gunner (LMG) to check out the situation before rolling an expensive and cumbersome gun.&lt;br /&gt;
* If all is clear, ditch the LMG, spawn a gun and PUSH – at least 200 meters away from the spawn point.&lt;br /&gt;
* If all is NOT clear, keep your LMG and seek cover at least 200 meters away from the spawn point, and hose down any low-flying aircraft (see LMG in the AA role).&lt;br /&gt;
* If you have deployed at least 200 meters away from the spawn point, keep pushing to add another 200 meters during lulls in action.&lt;br /&gt;
&lt;br /&gt;
* Push the gun by thrusting your joystick forward while in position 1 (commander).&lt;br /&gt;
* Deploy the gun for firing by pressing z (default) and move to position 2 (gunner)&lt;br /&gt;
* Traverse and elevate the gun with the joystick, and fire with your primary fire button (or F).&lt;br /&gt;
* If opportunity arises, hook up to a prime mover (truck or halftrack) by moving your gun to the rear of the vehicle and pressing T (tow) while in position 1 (commander). Unhitch by pressing T again. Light AA guns – Cmle. 38 and FlaK 30 hitch by the rear while Bofors/FlaK 28 hitch by the barrel.&lt;br /&gt;
&lt;br /&gt;
==Seek cover or stay in the open?==&lt;br /&gt;
[[image:flakdeploy.jpg|frame|This Flak 30 is deployed with the gunner out in the open and with the commander and the carriage tucked into a bush. This practice makes you less visible to enemy aircraft without reducing your view of the sky - until you open fire.]]&lt;br /&gt;
Cover and concealment is as important to the AA gunner as any other unit in the game. However, a well covered and well concealed position may only offer a limited firing arc. Depending on the situation, a lot of cover may or may not be desireable.&lt;br /&gt;
* If heavy fire is expected from a nearby objective or enemy concentration, put something solid such as a berm or structure in between yourself and the enemy. This is called '''frontal cover''' and is most useful.&lt;br /&gt;
* If enemy air is strongly in attendance you will want to position yourself nearby, though not necessarily inside, a piece of foliage. Only move inside foliage if your intent is to hide, however momentarily, from view. Shooting from foliage is difficult as it will easily obscure your view of the sky when you least want it to.&lt;br /&gt;
* Firing from inside structures is sometimes possible, though your field of fire will be strictly limited. This works well if your position is part of a defensive position where numerous guns have interlocking fields of fire. &lt;br /&gt;
* A combination of open fields and accessible cover is usually best, as you can spot and defeat ground threats from a long ways off, while having the opportunity to draw behind hard cover or foliage if need be. Reverse slopes are also especially useful: you may command the air while being reasonably safe from ground threats.&lt;br /&gt;
&lt;br /&gt;
=Spawning at a Forward Base=&lt;br /&gt;
[[image:Fbdeploy2.jpg|frame|Move away from the spawn point - it will save you a ton of grief, and allows you to spot and defeat enemy sappers as well as offer you easy flank shots on enemy aircraft.]]&lt;br /&gt;
* The FB revetment is the bullseye – '''move away from it without delay.'''&lt;br /&gt;
* If you are first, or alone, on the scene, seek to deploy on the ”far side” of the spawn point so that you have the general FB area between you and the enemy-held objective. Thus you can engage both air and enemy sapper parties without being the default victim of either.&lt;br /&gt;
* If there are multiple AA guns at the FB, seek to extend the defensive perimeter to a distance of 500 meters all around.&lt;br /&gt;
&lt;br /&gt;
When the FB is securely defended, position additional guns in cover along the road to the objective: enemy air usually scour the roads, and properly placed AA guns can make a killing here. Do not approach within 1000 m range to the town until other ground troops have established a firm foothold in the town.&lt;br /&gt;
&lt;br /&gt;
When friendly forces have the target largely under control, move in to position yourself at 300-500 m from the town perimeter. This is far enough away from stray enemy infantry and roaming tanks, yet close enough to offer opportunity against enemy aircraft who endeavour to clear the town by bombing and strafing. If you cannot be bothered to push to the town, ask friendly forces for a tow.&lt;br /&gt;
&lt;br /&gt;
Realize that successful AA gunners are patient. Enemy air is not always present at the beginning of a battle, but they are almost always present at the tail end of one! Know also that most battles last for hours, and even if you push at a measly 1 m/s, you will probably overtake the forward edge of battle over the course of your sortie.&lt;br /&gt;
&lt;br /&gt;
=Spawning in the armybase=&lt;br /&gt;
* The patch of ground just in front of the armybase garage, and the armybase area at large, is a giant bullseye for enemy air. '''Move away without delay!'''&lt;br /&gt;
* If you cannot move outside the armybase compound and still persist in manning your gun, deploy in the corners of the AB where you get a small measure of protection from the walls. Do not expect to live for long though - snipers, strafers, mortars, grenades and bombs are par for the course.&lt;br /&gt;
* If the town is not yet infested by enemy infantry and tanks, move to the flanks and to the far side of the town opposite from the enemy ingress direction, to at least 2-300 meters distance away from the town perimeter.&lt;br /&gt;
* If you cannot move out of the town, put a building in between yourself and the enemy and seek protection from close assault by positioning close to friendly infantry and tanks.&lt;br /&gt;
* If you cannot live for more than a minute in the armybase due to intense enemy air, sneaky infantry and the occasional enemy tank, you may want to consider grabbing a rifle or a satchel instead – or go spawn a fighter to clear out the enemy air from above. Sometimes perseverance is no more than plain stupidity.&lt;br /&gt;
&lt;br /&gt;
=When to fire=&lt;br /&gt;
* Fire only when enemy air is in effective range. This is shorter than you think: anything beyond 500 meters is long range.&lt;br /&gt;
* Fire only when the enemy is not actively looking in your direction.&lt;br /&gt;
* Fire only when you are certain of a kill, unless you are part of a large AA concentration for which intimidation is as important as kills.&lt;br /&gt;
* Fire heavily in self-preservation when the enemy is diving straight at you with an intent to kill.&lt;br /&gt;
&lt;br /&gt;
=When NOT to fire=&lt;br /&gt;
* Do not fire if you are still in the immediate vicinity of the spawn point, except when enemy air is diving down to attack YOU. Push instead.&lt;br /&gt;
* Do not fire when EA is out of range – this will only draw attention to yourself.&lt;br /&gt;
* Do not fire when EA is inbound and still have the option to switch targets – to you!&lt;br /&gt;
* Do NOT fire at obvious decoys circling outside your range – for while he circles to draw your fire his buddy is coming in to deal with you.&lt;br /&gt;
* Firing at dogfighting aircraft is futile unless they are very slow and/or very close. &lt;br /&gt;
&lt;br /&gt;
=Think like a pilot=&lt;br /&gt;
When the pilot arrives to your battle area he must first find you if he is to try and destroy you. If you remain in the vicinity of the spawn point, you make it far too easy for him – '''move out!'''&lt;br /&gt;
&lt;br /&gt;
If you are not in the spawn area bullseye the pilot must make repeated low passes, or circle overhead, to spot you. If you are deployed out in the open, you are easy to spot. If you have deployed in or near foliage, he will have a harder time spotting you. If you hold your fire, he may not spot you at all.&lt;br /&gt;
While the pilot is attempting to spot you, he must at some point show his belly or flank to you: this is the time to fire, in range, and heavily. He will crash and die without knowing what hit him or where from the fire came. If you have managed to kill him in this way, and have not been spotted by other aircraft in the vicinity, you can safely remain in your current position.&lt;br /&gt;
&lt;br /&gt;
If your position is compromized (i.e he spots your fire as you kill him), move! You may have 2-3 minutes worth of pushing before he returns to avenge his death, and in that time you can move far enough to keep him guessing. If he does not immediately spot you, he must start a new search and at some point fly so as to show his belly or side: make the most of your opportunity and kill him again – or simply lie doggo until he gives up.&lt;br /&gt;
&lt;br /&gt;
The pilot will usually come in from a predictable direction, often so as to make his first pass towards the revetment opening: directly to front or at right angles. Use this knowledge by positioning yourself so as to recieve him with flanking fire, or with fire from directly below his flight path. You may also find it profitable to position yourselves where he is likely to break off an attack and zoom: here you get excellent belly shots, unseen by the pilot.&lt;br /&gt;
&lt;br /&gt;
When the pilot is attacking, either the spawn point or some other hapless ground target, he is focussed in his zoomed-in gunsight and unable to register action outside this narrow cone: use this knowledge to fire at his flanks and belly during his attack run.&lt;br /&gt;
&lt;br /&gt;
- - -&lt;br /&gt;
&lt;br /&gt;
It pays off to be sneaky when you are well sited. Even if you have a fairly good shot lined up you don't necessarily need to take it at the first opportunity. When EA first arrives at the FB they will be anticipating a hot AA welcome. On their first pass they will have an overhead of energy and anyway fly as fast as they can in avoiding the expected AA fire. So you wait a few passes, biding your time, holding your fire. After a while without opposition they will relax in their vigilance and start flying really low and really slow looking for targets. That's when you can nail two or three of them in 20 seconds flat. Following this action, lie doggo (or displace if all is clear) until opportunity knocks again.&lt;br /&gt;
[Source: Murf64]&lt;br /&gt;
&lt;br /&gt;
- - -&lt;br /&gt;
&lt;br /&gt;
Pilots expect AA to be sited close to the FB and inside the Armybase compound - based on this, they tend to avoid excessive loitering over said places, and many avoid coming near at all. Only the most suicidal or the least proficient pilots will impale themselves on established AA defences: thankfully for the AA gunners, there are plenty of these around! Pilots know that AA gunners are lazy and do not expect to find any ground fire outside these locations. You will reap the richest harvests well away from these zones of exclusion, particularly along roads leading up to hotly contested towns and on the far side of Forward Bases closest to enemy ingress routes. Another sweet spot is the place where pilots go into a zoom climb after a strafing or divebombing pass: though they are receding targets, the rate will be small, and you can choose freely between engaging their belly after they unload at the target and their low astern aspect when they climb away. This spot is generally found some 300 to 600 meters away from a principal objective - another good reason to push that gun!&lt;br /&gt;
&lt;br /&gt;
=Airquaked at the FB? How to lift the aerial siege=&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, how do you begin? Start by assessing the situation: pick a low-cost unit like a rifleman or LMG (light machine gunner) and observe what is going on. If enemy air is heavy in attendance and circling overhead you will have less than a snowball’s chance in hell with heavy equipment. In this case, lie doggo with your rifleman and wait until enemy air leaves the area. Meanwhile, talk your compadres at the FB into following your example – spawn infantry only! Enemy air that is not presented with worthwhile targets will only remain for a few minutes before their impatience gets the better of them – wait those few minutes, then spawn your heavy unit.&lt;br /&gt;
&lt;br /&gt;
If you cannot wait, run a few hundred yards with your LMG to a berm or structure that offers at least some cover, and blaze away at any and all low and slow aircraft that happen into your field of fire. If you can assemble 6-8 machinegunners and spread them out, a decent volume of fire can be delivered to deter at least some of the more brazen enemy fighters – enough to allow a light AA gun to spawn and deploy.&lt;br /&gt;
&lt;br /&gt;
In all enemy air feeding frenzies, there comes a time when the enemy must return for fresh planes, fresh ammo or is elsewhere occupied. Use the respite to quickly build up a heavy concentration of AA guns, and position them well away from the spawn point.&lt;br /&gt;
&lt;br /&gt;
If enemy air is present in the distance but not yet actively targetting the spawn point, spawn a gun and make best time well away from the garage, depot or revetment. Push push push!&lt;br /&gt;
&lt;br /&gt;
==Use decoys==&lt;br /&gt;
Trucks and scout cars are sufficiently fast and manoeuvrable to drive around as decoys while other players spawn AA guns and spread out. Fighters will in nine cases out of ten prioritize vehicles before guns, allowing the defender a small respite sufficient to deploy guns while the vehicle is being hunted down. &lt;br /&gt;
&lt;br /&gt;
Friendly aircraft are also very effective as decoys to draw enemy attention. Enemy fighters will leap like starved dogs after any aerial target: use the respite to tow out a minimum of three or four guns, but be quick about it for the lull is unlikely to last more than thirty seconds per friendly aerial sacrifice. Dispersion is key here: get as many guns out as you can, as far as you can, and do not be shy of opening up indiscriminately – intimidation is also a weapon.&lt;br /&gt;
&lt;br /&gt;
=General gunnery tips=&lt;br /&gt;
[[image:Flak30.gif|frame|A Spitfire comes in low over the Forward Base on a recon run. Range 300 m.]]&lt;br /&gt;
[[image:Flak30slo.gif|frame|Same sequence at 1:4 speed. Notice the target-following (tracking) motion.]]&lt;br /&gt;
* In all your engagements you MUST LEAD the target. That means aiming and firing ahead of the target, in his anticipated future flight path. The faster the target and the farther the range, the longer the lead you need to draw. Watch player-submitted videos (links below) and see how the veterans do it.&lt;br /&gt;
* Use the gunsight’s vector lines to determine the target flight path. E.g. if the target moves perpendicularly (left to right) across your view, line him up with the horizontal line and aim slightly high to allow for the curved trajectory (shell drop).&lt;br /&gt;
* If the enemy is flying a straight path and firing, either at a friendly aircraft or a ground target, seize on the opportunity to determine his vector: aim along his line of tracer, draw lead as required, adjust slightly for shell drop and karumpah his keister.&lt;br /&gt;
* Time allowing, draw lead, fire two-three shots and observe. Correct your aim and fire for effect. &lt;br /&gt;
* Another method is to draw excessive lead and fire heavily at a place in the sky where you expect the target to fly through. You may also combine this with tracking fire (i.e. you follow the target by traversing/elevating and firing at the same time) at a slightly lower rate than the target moves through your sight picture. Thus you maintain a decreasing lead computation while correcting your elevation and throwing out a lot of lead at the same time.&lt;br /&gt;
* How much lead to pull is dependent on range, speed and vector to the target. The greater the range, the higher the speed, and the greater the deflection (to a max of 90 degrees), the more lead you need draw. At short range and small deflection (e.g. the target coming roughly towards you), aim approximately one plane length ahead. At short range and high deflection (i.e. a side shot) you may have to draw as much as three to five plane lengths worth of lead. Only if the target is coming straight at you (zero deflection) can you aim directly at the target – but then he is probably already gunning you down or dropping his bombs. If the target is turning or pulling off a straight path in any way you must make allowance for this and correct your aim incrementally throughout the firing sequence.&lt;br /&gt;
* The easiest by far are belly shots at 500 meters or less at virtually any speed. Line up the target so that he flies toward the gunsight center, track the target gently and hose away until he comes fully into the sight. If you missed this easy shot, draw fresh lead and try again. You will be presented with this easy shot time and time again if you have the fortitude to push some 300-500 meters away from the spawnpoint – as an added bonus the target is completely blind and completely unaware of what is hitting him.&lt;br /&gt;
* Next to the belly shot and the low frontal quarter shot, the flank shot holds the greatest promise. With practice you should be able to score reliable hits out to 1000 m against bombers and other sitting ducks. Fighters at full speed are more difficult to hit – you will need to pull seven to ten plane lengths worth of lead, putting the target well outside the sight ring, to score. The benefit of the flank shot is that the pilot is normally looking straight forward and blissfully unaware of the incoming fire. This allows you to remain in situ after the kill unless his compadres have noted your position.&lt;br /&gt;
* Tracking planes flying away from you is much harder than tracking planes coming toward you. Only attempt the pursuit shot against targets that are slow or presenting little vector change as they fly away.&lt;br /&gt;
* When targetting descending paratroopers, aim at their feet to hit them center mass.&lt;br /&gt;
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=Range and Lead=&lt;br /&gt;
[[image:Bof1.jpg|frame|Range 750 m]]&lt;br /&gt;
[[image:Bof2.jpg|frame|Range 500 m]]&lt;br /&gt;
[[image:Bof3.jpg|frame|Range 100 m]]&lt;br /&gt;
[[image:Cm1.jpg|frame|Range 300 m]]&lt;br /&gt;
[[image:Cm2.jpg|frame|Range 800 m]]&lt;br /&gt;
Here are some examples from player-submitted videos showing the firing instance that produced hits. Note how the gunner makes allowance for target speed and range, and lines up the target so that its fuselage is pointing toward the middle of the sight picture. Count the plane lengths, make allowance for your muzzle velocity, track (traverse) gently and bang away. These targets are all flying straight paths through the sky and thus make for easy shots at comfortable range – against turning targets, you must compute the target vector and pay less attention to the position of its fuselage. &lt;br /&gt;
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Vector? Picture for instance a fighter, showing his flank to you, making a loop: his fuselage will be pointing to the side, then up, then to the other side, and finally towards the earth before coming out on his original heading. Scoring a hit against such a target is far more difficult, as the shot calculation is changing through every instant. He might not complete the loop at all but go straight up, or turn fully away from you. Get the picture? Fire at targets that fly straight!&lt;br /&gt;
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As can be seen in the pictures, the “halo” around the target is not just for good looks: it tells you the range. At 500 m, the halo is quarter-full from 6 to 9 o’clock. At 1000 m, the halo is half from 6 to 12 o’clock. At 2000 m, the halo is full around. &lt;br /&gt;
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=Using the Bofors/FlaK 28=&lt;br /&gt;
The Swedish-designed [[Bofors_40_mm|Bofors 40 mm AA gun]], ''Fliegerabwehrkanone 28'' in German service, is the heaviest and most potent AA gun currently in the BGE arsenal. Its chief advantage lies in its heavy punch; excellent ring-sight picture; long range and uninterrupted ammunition flow – once you have a target in sight you can bang away without worrying about running out of a short clip. Its main drawbacks are the glacial manual groundspeed; relatively slow rate of fire; relatively slow traverse; relatively slow deployment/undeployment; and its size – the Bofors is a big gun and consequently harder to hide than the 20 and 25 mm guns.&lt;br /&gt;
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Because the Bofors is so slow to push around people generally stay close to the spawn point. This is a terminal error. Whenever and whatever you spawn into the game world your first objective is to put a healthy distance to the one place where the enemy is bound to look for you: the spawn point. This cannot be emphasized enough: if you stay in or near the spawn, you DIE. You do not want to die – you want to kill! So push that gun, and be happy that you ''can'' push it. Best of all, arrange with a friendly soul to tow you away. The Bofors can be towed only by the [[Trucks#Morris_CDSW|Morris CDSW]], the [[Trucks#Laffly_S20|Laffly S-20]] and the [[Trucks#SdKfz_7|Sdkfz 7]].&lt;br /&gt;
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The Bofors, while having a hypothetical range of some 4000 m, is best fired at targets inside half that range and better still, inside 1000 m range. Expert marksmen will score hits at maximum range even against fast targets, but if you do not belong to that category, hold your fire until the target is comfortably close: 500 meters or less.&lt;br /&gt;
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While its heavy shell can down a fighter in a single hit, you will find that it usually takes two or three hits to reliably strike them out of the sky – unless you hit a critical component like the pilot, the engine, the vertical stabilizer or the fuel tank. There are great shots out there who can pluck down any target with just 4-5 shells, and they are rightly feared by pilots for they will give you no warning, just a black screen. &lt;br /&gt;
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With an abundant supply of ammo, which by the way a supply truck or halftrack can replenish indefinately, the humdrum Bofors gunner bangs away merrily. This is a great way of attracting attention to yourself, and with attention comes bombs and machinegun fire only a short while later. So keep that itchy finger still, and only fire when you are fairly certain to score a hit. For, if you are spotted, you must displace (relocate) without delay.&lt;br /&gt;
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The one time when you really want to pour on the coal is when you are defending a high-value target in the company of multiple AA guns – the more the merrier. Now your objective is to deter and intimidate, and the Bofors shells does have a strong effect in this department.&lt;br /&gt;
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The Bofors is also exceptionally capable against ground targets, chiefly the soft variety: infantry, trucks, halftracks and guns. It can hurt, and most certainly annoy through incessant concussion effects, armour as well, and clobber armoured cars beyond recognition. When firing at ground targets beyond 1000 m range, make sure to use your commander’s binoculars to track the fall of shot. This requires some dexterity but should anyway be second nature to the veteran BGE player. The low part if the inner circle is your aiming point at 1000 m range. Fire one shell, observe with commander, correct and fire for effect.&lt;br /&gt;
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=Using the Canon Mle. 38=&lt;br /&gt;
The 25 mm Hotchkiss Modèle 38 light AA gun is small, fast and nimble with a high rate of fire. It boasts a flat shell trajectory due to its high muzzle velocity, giving it exceptional accuracy at normal engagement ranges, and a decent punch for its caliber. On the debit side, the gunsight is difficult to use for the beginner as it does not have the open wheel-type aiming reticle of the Bofors but a periscope with V-shaped guide lines. This is tricky enough, and to make it worse the gunner must choose between using the standard zoom and its constricted view - or the zoomed-in view which is hard to put in relation to the speed and vector of the target. Additionally the short clip of 15 rounds per magazine requires frequent reloading, usually at the most inappropriate times.&lt;br /&gt;
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The CAmle 38 has some notable benefits: it is available in great numbers; it can be spawned from all friendly depots; it can be brought forward by all trucks and prime movers; it is easily hidden in foliage and structures; it pushes manually at a fair pace; and it works well in its dual role of ground support thanks to its zoomed-in sight and flat shell trajectory. It is an excellent weapon against soft targets. &lt;br /&gt;
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Because it moves fast when pushed there is no excuse to remain at or near the spawn point, and with only three or four guns you can quickly establish a passable AA canopy that allows heavier weapons to spawn in relative peace.&lt;br /&gt;
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Due to its relatively small caliber the CAmle 38 gunner will seldom experience one shot kills against aircraft. While it is not quite as impotent as the FlaK 30, the “Camel” gunner must score multiple hits, preferably against weak parts of the aircraft, to see it plunging down. &lt;br /&gt;
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The Camle 38’s sight picture is both a blessing and a curse: unlike with the Bofors, you will rarely land hits at targets that crosses perpendicularly at a high rate of speed – particularly at extreme and very close range – because the massive lead required does not fit in the sight picture. For this reason the cunning gunner restricts his fire against targets travelling at a slow rate. This means that the target must be heading more or less straight at the gunner in a narrow cone of opportunity – i.e. at less than 30 degrees angle off – or at a slow turn of speed if the heading is any greater than 30 degrees angle off. The sight is exceptionally tricky to use for overhead shots, e.g. a target flies over from straight ahead to straight behind, as the gun must be traversed and elevated at the same time: a disorientating practice that makes lead computation yet harder. &lt;br /&gt;
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Tracking shots at high elevation are tricky because the lead changes abruptly, especially at short range. From this follows that the easiest shots are made against low, slow and close targets: anything outside 1000 m should be considered a waste of ammo. &lt;br /&gt;
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Keep a close eye on the ammo counter in your low left interface panel, or count your shots as you fire: if you have less than 5 shells left in the magazine and expect to need more in the short run, clear the magazine by firing so as to load a fresh one ASAP. And do not fire those stray rounds into the sky – pick a bush some 300 meters away and put your shots there so as not to betray your location to potential onlookers.&lt;br /&gt;
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The “trick” with the Camle 38 is to fire at close range and to draw somewhat LESS lead than you think you need: the high velocity shell gives it more of a “point-and-click” capacity in comparison with the Bofors.&lt;br /&gt;
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=Using the FlaK 30=&lt;br /&gt;
[[image:Flak30_2.gif|frame|Spitfire at 500 meter range and close to full speed.]]&lt;br /&gt;
[[image:Flak30_2slo.gif|frame|Same sequence in slow motion. See the slight tracking motion: it keeps fire concentrated while adjusting the lead incrementally - the target flies into a shotgun pattern of shells.]]&lt;br /&gt;
&lt;br /&gt;
The 20 mm Rheinmetall Borsig ''Fliegerabwehrkanone'' 30, or FlaK 30, is the weakest of all BGE AA guns, yet it is not to be trifled with! While it is substantially harder to down EA (enemy aircraft) with the FlaK 30 compared to the Bofors or the CA mle 38, the FlaK 30 can do a creditable job under specific circumstances – and in choosing between an LMG and nothing at all, the FlaK 30 is clearly superior.&lt;br /&gt;
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Like the CA mle 38 the FlaK 30 is a short-range weapon that requires multiple hits to down its target; it is small, fast and easy to tuck away where pilots least expect it. &lt;br /&gt;
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The FlaK 30 suffers certain shortcomings that makes it the least effective AA gun in BGE: it fires a light caliber shell with small explosive content; it has a short 20-shell clip that requires frequent reloading; the one-stage zoom sight picture is somewhat restricted by the square rainhood that effectively blots out targets in normal high-deflection situations and makes lead computation more guesswork than science; and when firing at high elevation the unzoomed view does not correspond to the gunsight picture!&lt;br /&gt;
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For these reasons the FlaK 30 gunner is restricted to short range engagements of low and slow targets that does not require excessive deflection (lead). Hitting anything beyond 600 meters, unless the target moves at minimal rate through the sight, is more a question of luck – or extreme proficiency.&lt;br /&gt;
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Key to using the FlaK 30 effectively is position and patience – the only other substitute is deployment in mass and density, something that is rarely achieved except by a determined and sizeable force with boots to spare. Selecting your position is by far the most important: with an effective range of 500 meters you must calculate and predict where opportunity will knock, without putting yourself at risk to roaming enemy ground troops. Usually this means that you need to stay within 1000 metes distance to the FB, main attack artery (usually a road) and the target town – beyond this range, EA are likely to be too high and too fast for you to engage effectively.&lt;br /&gt;
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The FlaK 30 is an effective ground support weapon too, albeit at short to medium range. The HE shell is however quite weak and requires direct hits to do any damage whatsoever: its efficacy lies in suppression and intimidation. On the upside, the FlaK 30 carries AP (armor-piercing) ammunition that is effective against light tanks and scout cars, and AP is also useful against aircraft.&lt;br /&gt;
&lt;br /&gt;
=Using the LMG in the AA role=&lt;br /&gt;
The most basic and most readily available AA weapon is the [[Light_Machine_Gunner|Light Machinegun (LMG)]]: the Bren, the FM 24/29 and the MG 34. While BGE does not as yet incorporate AA mountings for these weapons, they can still be somewhat effective against EA – particularly when employed en masse.&lt;br /&gt;
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The effective AA range of the LMG is short: do not expect to hit anything outside 300 meters range. You will also find that targets need to be low, slow and/or moving at a small rate (i.e. almost directly toward you) to offer any chance of scoring hits. These criteria dictates that you must seek positions near the EA’s intended target and/or flight path; positions that offer near head-on shots instead of perpendicular (flank) shots; positions that offer a decent view of the sky and most importantly, cover from enemy ground troops and vehicles. &lt;br /&gt;
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When firing at EA, seek to concentrate your fire by drawing lead and pouring it out in this one direction rather than attempt tracking (target-following) fire. It only takes one bullet to the brain to down that EA, and lashing out a concentrated volley improves that likelihood.&lt;br /&gt;
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The best positions are found in the windowsills of destroyed town houses on the lee side of enemy ground units, and on the reverse slopes of berms and hills. This latter point is important, as you will want to deploy at a vertical angle to command a greater slice of the sky. Avoid conspicuous positions such as belfrys, depot roofs, garage roofs and similar attention magnets. Get out of the enemy bullseye!&lt;br /&gt;
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When preparing to receive an EA, do not deploy until you are fairly certain of his vector – and deploy with adequate deflection (lead) already if the target is coming in at any angle off. Fire long bursts, undeploy and reload. If you do hit, you will be greeted by a string of puffs in the wake of the target – and with sufficient weight of fire from the ground, even the hardiest pilot will think twice about coming down low and slow.&lt;br /&gt;
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=Useful links=&lt;br /&gt;
Sqdrd’s Bofors movie:&lt;br /&gt;
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http://s104.photobucket.com/albums/m187/squidrd/?action=view&amp;amp;current=SquiddysMovie.flv&lt;br /&gt;
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Lawndart’s Bofors movies: &lt;br /&gt;
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&amp;lt;youtube&amp;gt;O3I94aGl3v0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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&amp;lt;youtube&amp;gt;KQ0OMtWwWoA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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&amp;lt;youtube&amp;gt;uBeUIbE6X38&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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Gunning the Cmle 38:&lt;br /&gt;
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&amp;lt;youtube&amp;gt;yw0dYma07yg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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[[Category:Guides]]&lt;br /&gt;
[[Category:Advanced_Guides]]&lt;br /&gt;
[[Category:NeedsWork]]&lt;/div&gt;</summary>
		<author><name>Ltarflak</name></author>
	</entry>
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