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Rise of Flight - 4th mission

By 33LIMA,

Stachel learns to follow, as well as to lead!
My next PWCG/RoF mission for Jasta Boelcke is something different - balloon defense. In Germany's First Air Force, Peter Kilduff - better known for his Red Baron biographies - devotes a chapter to the work of the crews of German observation balloons. Being tethered close to the front, attack from the air wasn't the only deadly danger they faced, as related by Leutnant der Reserve Peter Rieper:
"We were constantly bombarded, this time by 15cm incendiary shells which made a frightful crash when the explosions hit anywhere near the balloon. That was really not nice. One did not want to do the French a favour and haul down the balloon. There was nothing else to do but to have the balloon constantly raised and lowered between 700 and 1,500 metres to make it more difficult for the enemy battery commander to regulate the explosions.
"While I got off with twenty holes in the balloon in this manner, it did little good for my neighbour. He was shot down in flames. Both observers jumped out with parachutes and, while one came down smoothly, the other, hit in the carotid artery by a shell fragment, was a corpse when he hit the ground."
The other difference, this mission, was that for a change, I accepted a slot behind another leader - the staffelfuhrer, Lambrecht Bing (a fictitious pilot I think - the Aerodrome reports that Jasta Boekcke's real CO was Franz Walz, during this period). No matter - I know that like me, my RoF alter ego Richard Stachel dislikes formation-flying, but he needs to learn a bit of discipline. So he'll be one of the four pilots flying behind the boss today, 10 April, 1917.
I forgot to take a picture of the mission briefing but before we leave Pat Wilson's Campaign Generator to fly the sortie in RoF, here's the PWCG intelligence map, which I have not illustrated before. As seen below, you can click on any marked airfield and see displayed what squadrons are based there - in this case, that 25, 29 and 60 Squadrons are based at Savy-Berlette. The last squadron I recognise - it's a famous fighter outfit, whose many famous pilots included Canadian Billy Bishop. The red arrows obviously denote the current British offensives - the Battle of Arras, April 1917, above whch was fought 'Bloody April'.
I did remember to take a pic of the mission map in RoF, though, and here it is. We have to fly up to the north west to the balloon position, which you can see is not far behind our lines, opposite the town of Arras itself.
Here I am, lined up at Pronville in the middle of five OAW-built Albatros D.IIIs. The boss is far left, and engines are already being run up for take-off. I have forgotten to swap my mauve and green camouflaged bird for the one with brown and green, which doesn't have the pixellated wings, but never mind!
Now, a confession: first try, I cracked up on take-off, tipping over and bending a wingtip, then nosing over and damaging my prop. The windsock was fluttering briskly and seemed to indicate a strong crosswind from my left. But instead, as soon as I began to roll, I swung dramatically left into the wind, not away from it. The replay isn't much better, and I have to cross my controls, with a lot of opposite aileron, to keep the wings level. As to the direction I take off...well, let's just say I make it off the ground, this time.
I have a bit of catching up to do but I am soon slotting into my number three position in our echelon right formation. I don't know why, but the formation flying doesn't seem nearly as much a chore or as difficult as the last time I did this in RoF. Despite that, I'm not going to make a habit of flying behind somebody else, but today, I'm quite glad I'm giving it a shot.
Soon, we are climbing steadily to the north-west. So far, so good!
...to be continued!
Rise of Flight - a red letter day

By 33LIMA,

Richard Stachel's quest for glory continues, apace!
It's been a long time since I kept up with the mission reports all the way through a campaign. But I think I'll make an exception and follow my PWCG/RoF career flying as Richard Stachel for Jasta Boelcke; in between such other reports that take my fancy.
Will Richard beat his more famous brother Bruno to the Blue Max? If you want to find out, read on - and watch out for further installments!
Here's the PWCG briefing for my third mission, the date having advanced to 7th April. I have been tasked with leading a patrol up to the lines near Foncquevillers. Although we don't know it, we are a couple of days away from the start of the big British push that will become known as the Battle of Arras. You can see the town of that name just west of the lines, somewhat north of our patrol route.
I don't know if PWCG/RoF will reflect the battle in any way, for example in terms of levels of ground or air activity. I have but an early Core 2 Quad PC and a 1Gb GTS 250 which nevertheless enables me to have graphics settings quite high, but so as not to push it, I keep ground object density (in PWCG) set to low. Nor have I activated the 'moving front' option. Wings over Flanders Fields has several variants of the lines to suit different phases of the war, but like First Eagles, I think the trenchlines are visually static in Rise of Flight, with the 'moving front' changing the territory occupied by each side, not the in-game visual or map representation of the front.
I decided to go with the five aircraft allocated, and didn't need to swap pilots to get to lead, as I am the senior officer detailed for the patrol. One of the neat features of the First Eagles campaigns is that replacements can be slow to arrive and in picking pilots for each mission, you need to strike the right balance between having a strong enough force in the air and conserving staffel strength.At any rate, German staffels were smaller than RFC/RAF squadrons and in PWCG/RoF, it's probably realistic enough that we are putting one patrol into the air, at any point in time.
Here we are, lined up and ready to start engines. Once my motor's running, my pilot will automatically wave his hand above his head and the others will then start up, too. You can see to my right is no less than Verner Voss in his colourfully-marked machine. This should probably be an earlier model built by the parent firm rather than OAW, with the straight rudder. You can see that the white swastika/hakenkreuz marking has been 'Bowdlerised', for obvious reasons. The reason the lighting is dull is because we're under the moving shadow of a cloud.
This time, I make a greater effort not to drift to the left on takeoff and succeed, possibly as there's less of a crosswind. I'm also beginning to learn that I can allow my machine to fly itself off the ground, if I avoid flying like 'heavy-handed Hans'. 2
I begin a left hand circuit to let the others catch up, with the little of village of Pronville, from our base which takes its name, a short distance away.
I have settled for an echelon right formation, in part because this gives me more space to turn hard to the left, if need should arise. In that sense, I am following the pattern noted by WW2 USAAF P-47 ace Robert S. Johnston, who observed that enemy fighters he suprised from behind usually broke left, perhaps because that was more natural to right-handed pilots 1.
One of the nice things about this campaign is that flight time to the front is quite short, enabling everything to be flown comfortably in real time, with no resort to time acceleration. It also helps that by default, our patrol altitudes are quite low - in the order of 2,000 metres.
We have hardly reached the front when I observe a line of aircraft heading our way, somewhat higher up. I turn anxiously towards them, climbing hard. If they are enemy scouts, this is going to be a rather dangerous start to the mission. I try to padlock the nearest and fail, realising why as they pass over and I get a good look at them from below. They are five Albatrosses, like our own.
I use the RoF view system to lock onto one and get a screenshot. I don't recognise the yellow markings; Jasta 10 was known for this colour on its Albatrosses and Pfalzes so perhaps it's them. As you will have gathered, I neglected to check in PWCG which other units were operating in our area!
We don't have to wait too long for the real enemy to show up, however, and this time, I padlock him just fine. He's coming right at us and it's only as we close that another one, hidden by my upper wing, comes into view - there are two of them.
I get off a few rounds head on and then come hard around after my chosen target. The two Englishmen are in Sopwith Pups. Our formation breaks up to attack them and I stay above the scrap. Three of my comrades go for one of the Sopwiths, the last one for the other, the one I'm watching now. After some twisting and turning, the Sopwith goes one way, the Albatross the other, so now it's my turn. I drop onto the enemy's tail and begin shooting.
He can turn inside me easily enough, but I stay above and behind him, until I can make another pass, with a wary eye behind - not so much for anothe enemy, but for flight-mates attacking recklessly, as is their wont. Instead of the slow-firing 'pop-pop-pop gun' described by Pup pilot Arthur Gould Lee 3, I have two faster-firing MGs and their fire soon takes effect. The Sopwith's prop spins to a halt, then his right-hand wing strtcture collapses and tears away.
I look around for the other enemy and see him well below, still fighting against three Albatrosses. Suddenly, it's two Albatrosses; one of my flight makes an unusual movement then falls away, trailing white smoke. I can only hope that my comrade will get down in one piece and, if he force-lands between the trenches, make it back to our side of the lines.
The others waste no more time in exacting retribution, and soon the Sopwith is shot down, too.
As usual after a fight, I begin a spiral climb to clear my tail and assess the situation. I throttle back as I see my flight-mates begin to spiral up after me.
They seem a bit slow to rejoin formation so I give the recall order, firing a green flare which bursts astern, lighting up my machine. Almost certainly that was superfluous, but they can't fail to get the message now!
However, instead of rejoining, my flight-mates seem even more hesitant. Now what?
I know instinctively what the answer must be and look behind, where it must surely lie. And there they are - two pusher-type fighters, known by the Germans as Vickers but in this case, DH2s, are falling like a pair of hawks onto my comrades below.
Naturally, I bank around after them. You can see what I mean, about how much farther away planes can look from the cockpit view. They are three against two but the sooner I get over there and into action against those impertinent Englishmen, the happier I will be!
...to be continued!
1. Recounted by Martin Caidin in Me 109, Purnell, 1969
2. Heavy-handed Hans flies Halberstadts
In handy Halberstadters, for a flight our Hans does start
His CO says 'Oh dash it! For I fear that he will crash it!'
See how heavy-handed Hans ham-handles handy Halberstadts!
Royal Flying Corps song, c.1917
3. No Parachute and Open Cockpit
Rise of Flight revisited

By 33LIMA,

Back to the front with 1C/777's World War 1 air combat sim!
'Is Rise of Flight dead?' is a question that's been asked online, of late. There have been no new planes or updates for some time, while the developers have been concentrating on other products. By my definition - for whatever that's worth - a game's dead, not when the developers lose interest, but when people cease to play and enjoy it. I had ceased, mostly, despite buying a good many individual planes, like the Pfalz D.XII...
...the Fokker Dr.I...
...and the Nieuport 28...
Heck, I even got the Gotha and some two-seaters, including the rather unlovely RE8...
Not that you need to pay anything, of course, since RoF is free, with the Albatros D.V and SPAD XIII flyable and the others appearing as AI-flown unless & until purchased. And the D.V is one of my favourite WW1 birds, sleek, often colourful, and in RoF guise, free to boot - what's not to like about that?
However, RoF never really took off for me (dire pun intended). I have zero interest in multi-player, for one thing. And RoF single player could be a bit...well, anaemic, once you got used to the generally very attractive graphics. The campaigns seemed to me to be a tad unengaging, and the AI a bit of a mixed bag, from sniper-like gunner/observers to fighter jockeys with a rather repetitive box of tricks (if attacked, turn a bit, then go low and turn a lot more, on the deck).
Even after Pat Wilson's Campaign Generator came along to offer an alternative single player campaign system, I still never caught the RoF bug. Mainly, the combat zone seemed dead. There could be enemy flights going about their business - you could cycle through them using the very capable view system - but unless you had the 'AWACS map' active, they might as well have been flying under a cloak of invisibility. In First Eagles and to a large extent Wings over Flanders Fields, many enemy flights would have been rendered visible through being engaged by friendly flak, at least over the lines or your own territory. Not very often, in RoF. Many's the time, bored with the empty skies, I would cycle views to an enemy flight, then once I had established its location with reference to the scenery, be dumfounded as to why it was invisible from the player's aircraft.
But the other day, CombatAce forum member Jeanba posted a favourable comment about the improvements the mods had made to RoF, so I thought, well, I'll give it another go, what have I got to lose. And you know what - RoF's still got some 'little foibles', but I'm glad I did. This double mission report will, I hope, explain why!
...to be continued!
Iron Front - sniper!

By 33LIMA,

Hunting an enemy commander in Normandy!
In between my efforts at practicing section tactics as I knew them in Iron Front, I decided to interleave this more serious business with some light relief. As in, playing some 'regular' missions. Preferably ones which don't over-tax my as-yet-still-developing skills in team command. First choice was to re-start my effort at the German campaign, set on the Eastern Front at the time of the great Soviet summer offensive of 1944, which took the Red Army deep into Poland, where this campaign is set. I had already completed the Operation Flaspoint-style training missions, familiar to any player of the genre. My first real mission began with my squad of replacements being conveyed to the front in the back of an Opel Blitz 3-tonner. Below, you can see our squad with the camo-smock-wearing officer who has been supervising our training. He's stepping through our ranks to hand us over to the officer commanding the position, who is standing to our front with an MP40 SMG and his officer's silver-braided epaulettes shining rather brightly on his shoulders, reminding me of the gormless officer in that Tommy's song from the First World War:
'Brother Bertie went away, to do his bit the other day
With a smile on his lips and his lieutenant's pips upon his shoulders, bright and gay...'
He'll learn the hard way, I'm thinking. At least he's wearing a steel helmet not a peaked cap, reminding us that Iron Front, like ARMA2, is visually and functionally a serious 'soldier sim' and not an arcade shooter. Sehr gut!
Not so 'sehr gut' followed shortly. I managed to stumble quickly enough onto the correct actions to obey my first order, which was to unhitch from the truck the Pak 40 7.5cm anti-tank gun we had brought with us. However, I gave up trying to work out how to push the gun into position. Evidently, I need a bit more practice in object manipulation, ARMA2-style.
Sooo...I needed to find a mission which doesn't overtax either my nascent team command skills or my nearly non-existent object manipulation skills. The one I settled on is called (somewhat unhappily, in these sometimes rather grim days) Beheading the Command - all the English text in Iron Front, like briefings, is a little whymsical. In short, I'm in the US Army, Normandy, July 1944. I'm a sniper, and me and my buddy must make our way across country into enemy territory. We are to go to a point where 'int' - or 'intel', I should be using US not British Army shorthand - tells us that we will find an important enemy commander. Our task once there, reasonably enough, is to kill him. Or 'neutralise' him, if you like. These days, western armies seem strangely reluctant to speak of killing anyone, as if they are scared that the Chattering Classes will think they are bad people, unworthy of their tax dollars. Not me. I'm with George Orwell, who's quoted as saying that we sleep safely in our beds at night because rough men stand ready to do violence on our behalf. Spot on, George.
Here's the mission map. Our starting point is marked 'You start here' in small green text, towards the top right. Our objective is near bottom left, marked in red crosshairs and orange rings. The spot labelled 'Meeting point' is where we are to meet a patrol on the way out, who will cover our withdrawal. Which is liable to be helpful, as the enemy are likely to be not best pleased if we succeed in bumping off their boss. Or maybe not; as one well-known senior British officer observed, few things cheer up the troops like seeing a dead general from time to time.
Remembering at least some of what I learned all those years back, I have marked on the map some rendezvous points, in black - RV1, RV2, and FRV for Final RV (final, before the objective). I could have plotted other stuff like compass bearings between each RV but it's a fairly simple route, just west of due south on the first leg then close to due west on the last two; then north, to get out of it. The most important thing is to site the RVs where there's some cover and on, or hard by, physical features I can recognise on the ground, so that I will know when I'm there.
So, how did I actually get on? We'll make a start on that, next.
...to be continued!
Fire and movement!

By 33LIMA,

Real-world infantry tactics in the Arma2-based Iron Front: Liberation 1944
Hey, you! Get down off that effing skyline!
Section attacks - ask anyone who's had even basic infantry training, and they will tell you it's the point all the training comes together - the weapon handling and marksmanship, camouflage and concealment, tactical movement, formations, field signals, target indication, fire control orders and all the rest of it. Since at least the time of the Romans, whose legionaries were organised into squads of about eight men who trained, ate, slept and fought together, the infantry section ('squad' in US Army terms) has been the very building block of larger units. And by the end of World War 2, the section's tactics had evolved into the same basic form they still follow today. The foundation stone of those tactics is section attacks - the drills the infantry use to accomplish their mission in battle, which is to close with the enemy, day or night in any weather and in any terrain, and destroy him, or force his surrender.
Fire and movement, or fire and manoeuvre, is the foundation of modern infantry tactics. To get close enough to the enemy to destroy him, you must move. To move in the face of his fire, you must supress him, and win the fire-fight. So a section operates in two teams, called fire teams these days. When in contact with the enemy, or when advancing to contact, one team moves while the other fires - or covers, from a position from which it can fire. No movement without fire. No fire without movement.
In my day, infantry sections were organised into a 'gun group' and a 'rifle group'. The former was typically three men, the lance corporal section 2ic (second-in-command) and the number 1 and 2 on a GPMG (spoken as 'gimpy'). The rifle group, under the corporal who was section commander, was five or so men armed with the magnificent SLR, supplemented by smoke and fragmentation grenades and a couple of 'sixty-sixes', disposable AT rocket launchers. We trained and practiced section attacks using 'Section Battle Drills' - Preparation for Battle, Reaction to Effective Enemy Fire, Winning the Fire-fight, The Assault & Fight-through (sometimes taught as two distinct drills) and Re-organisation.
I was quite chuffed to find on Youtube a while back a Services Kinema Corporation training film that nicely illustrates all of this in action - and that I found I still remembered nearly by heart!
https://www.youtube.com/watch?v=ciFnTiacaDU
There were variations of course and one I was taught - and preferred when I was acting as a section or patrol commander - was, having numbered off my rifle group, to put odd numbers on the left in any formation, and even numbers on the right. When the rifle group needed to start skirmishing on its own (typically in the final assault), or just if we needed to move 'tactically' (US 'bounding overwatch') we could move in turns, as odds and evens, better spread out than if people were moving in an 'interleaved' fashion, which was normally the 'official' drill for skirmishing. 'Pairs fire and manoeuvre' is what skirmishing's commonly called in the days of two four-man fire teams.
So, you may be asking by now - if you have read this so far, rather than deciding 'TLDR' - where does the mission report come in? Patience, not long now!
Soldier sims as I see 'em
In my search for a decent simulation of infantry soldiering - the combat part of it, anyway, foot drill we can live without - I have bought and played a good many; single-player only, as I have no interest in multiplayer. I go airsofting, if I want that! After putzing about with Novalogic's Delta Force, Ghost Recon was one of my early purchases, and the first with really decent visuals. But I disliked the 'missions on rails' feeling, with impassable scenery objects regularly channelling my movement. Same with the likes of Call of Duty (1) and Brothers in Arms. I much preferred Hidden and Dangerous, whose 'channeling' seemed less obtrusive, while the ability to 'operate' each of your men in turn, in between the AI controlling them, made the game feel more tactical for me and reduced the impact of AI limitations. And I quite liked the fire-team based concept of Full Spectrum Warrior. But the best of them all for me was Operation Flashpoint - Cold War Crisis. Whole, vast islands to fight over, a real open environment 'sandbox' with driveable cars, AFVs and even helos and jets, all coming together in nicely-scripted campaigns, complete with cutscenes. I was hooked, my favourite campaign being the Red Hammer add-on, fighting as the disaffected ex-Speznaz soldier Dimitri Lukin.
Having found a while back my OFP Game of the Year edition would no longer work in Vista 64, I was delighted to find that developers Bohemia Interactive had released a free version, ARMA Cold War Crisis (the OFP label having moved on, in a different direction) - playable in Vista with my original software key.
in the meantime, I had bought ARMA2 and the Reinforcements add-on which included British forces - even though in desert rather than temperate DPM and with SA80s rather than SLRs. Somehow, I never warmed to ARMA2. It was a bit hot for my system at the time (not that it's much better now!). And I like to play in the 3rd person view except while shooting, but hated the replacement of the full-height OFP view by one from the backside up. One day, I will get the Operation Arrowhead version that works with most of the current mods, including one designed to enable you to adjust the 3rd person view.
Despite some mixed reviews, the one ARMA2 spin-off I did buy, from Gamersgate (also available on Steam), was X1 Software's World War 2 standalone derivative, Iron Front: Liberation 1944. I knew that an Operation Arrowhead-based WW2 mod, Invasion '44, was available, and that modding in Iron Front was limited (to comply with their licence for use of the BI game engine, apparently). Some reviewers really didn't like it, I could see. But it was available at a good price, with a D-Day DLC which added Normandy to the Eastern Front of the original game. Mainly, I was interested in the tanks, and though few are playable, they are great to look at, so I took the plunge...
That, despite the fact that I knew vehicles had never been OFP's strong point and that ARMA2 wasn't much better - stock, anyway. The vehicles don't slip and slide about like hovercraft anymore, but Iron Front's no tanksim. For one thing, the crew are either fully unbuttoned, sitting well out of hatches, or fully closed up - there's no tank commander 'heads out' view. See what I mean?
And closed up, the Tiger I commander has a rotating periscope view, not the ring of fixed episcopes he really had, although the gunner's sight is realistic and functional. Still, all the Iron Front AFVs are lovely renditions, and one day, I will make more of an effort to make the most of Iron Front's tanking. There is a lot to learn, both how best to manage your own tank and control your platoon or other attached forces, and the ARMA2-style keyboard control set-up is truly arcane, more cold-keys than hotkeys as it were.
Nowadays - again if you have ARMA2 OA, which I don't yet - you can install Iron Front as if it were an ARMA2 mod; also for ARMA3. Which sounds promising. One of these days...
But for now, I downloaded several user-made missions for Iron Front - it shares OFP's easy-to-use but powerful Mission Editor - and playing one of these, I found myself as a section commander in a fairly open-ended mission that gave me plenty of scope and time, rather than pitching me quickly into a scary contact. Which you'll appreciate is not an environment conducive to familiarising yourself with a complex system of keyboard commands. This mission report, such as it is, describes a play-through after several efforts to decide on a system and acquire an imperfect but just-about-adequate familiarity with the basic controls. Most of my gameplay in the original OFP was solo missions, so I really have been learning pretty well from scratch, how to play the role of an infantry sectrion commander in an ARMA2-type sim.
How did it work out? Let's find out - it's time to get moving!
...to be continued!
CombatACE Interview with Bitchin' Betty

By Skyviper,

CombatACE Interview with Leslie "Bitchin' Betty" Shook
Pull up! Pull up! is a command many of us may be familiar with while using Strike Fighters or DCS simulators. But there are some here at CombatACE who may have heard the real thing. That automated voice is usually referred to as Bitchin' Betty. There are; however, several variants of the automated warning voice. Some call it Barking Bob, Naging Nora, and a few refer to the voice as Sonya, as in gets on ya nerves. Our spotlight; however, will be shining on Leslie Shook, the Bitchin' Betty, for the F-18 Hornets and Super Hornets.
We got in touch with the Boeing Corporation who gladly helped us to set up this interview, with Mrs. Shook.We sent her a list of questions and she took the time to record her responses. The original video is quite lengthy, which is why we've included a 2 minute version that simply goes over the highlights. Lastly there is a bonus feature. Deleted scenes set to a lovely song performed by Jenny's Vision Project. All of the aircraft featured are products of the Boeing Corporation.
It is now our pleasure to present this special CombatACE interview with a wonderful woman who has an amazing story to tell.
We got in touch with the Boeing Corporation who gladly helped us to set up this interview, with Mrs. Shook.We sent her a list of questions and she took the time to record her responses. The original video is quite lengthy, which is why we've included a 2 minute version that simply goes over the highlights. Lastly there is a bonus feature. Deleted scenes set to a lovely song performed by Jenny's Vision Project. All of the aircraft featured are products of the Boeing Corporation.
It is now our pleasure to present this special CombatACE interview with a wonderful woman who has an amazing story to tell.