Floggers vs Sea Harrier… concluded


Philip Markgraf
 

Harrier corkscrews up in hopes of avoiding Flogger 1, while keeping the nose on Flogger 2. Without a fix, Flogger 1 slipped off to one side and the Sea Harrier got a Sidewinder off the rail. In preparation of escape, Flogger 2 put the wings back, but was limited to a maximum G of 3.5, which made evasion very difficult. What followed was a 99 attack roll on the 24 column, 07 defense roll on the 6 column… warhead roll of 80 yields 7 damage points.

With Flogger 1 and the SHar roughly neutral, we knocked off.

— Shaken - out —


Thomas Russ
 



On Sun, Jan 22, 2023 at 5:05 PM Philip Markgraf via groups.io <philip_markgraf=mac.com@groups.io> wrote:
Harrier corkscrews up in hopes of avoiding Flogger 1, while keeping the nose on Flogger 2. Without a fix, Flogger 1 slipped off to one side and the Sea Harrier got a Sidewinder off the rail. In preparation of escape, Flogger 2 put the wings back, but was limited to a maximum G of 3.5, which made evasion very difficult. What followed was a 99 attack roll on the 24 column, 07 defense roll on the 6 column… warhead roll of 80 yields 7 damage points.

Bonehead move #2:
Not calling "break right" to my wingman. Who broke left and away from me, as I didn't have a fix on Shaken.

It wouldn't have changed that much, since I overshot vertically (vertical dive vs shallow dive will do that even if you are 2000' higher) and the Harrier was dialed in on the attack. But it would have put me in a better offensive position rather than having the planes heading 90° apart.


 

With Flogger 1 and the SHar roughly neutral, we knocked off.

— Shaken - out —