TBF - F4F - F6F - F4U
From Slydr (VT-19A):
Keep my TBF protected & give me a clear view of the target I'll guarantee a hit with my fish. Haven't missed with one yet using the following attack profile:
Approach on 100% power at 150' altitude & try to be lined up by the time you're 3-4k from target - arm your fish when you're 2-3k out & chop the throttle, when airspeed drops below 150IAS return the throttle to 40-50% to maintain that speed.
Torpedeos need 200yds to arm & will peter-out by the time they reach
2k so get as close in as possible [or as close as you dare] before releasing
your fish - you can use any gun sight, the dive bomb sight, or no sight
at all by just filling your front windshield with the target. Pickle your
fish at or just under 1k from the target, then Immediately firewall the
throttle and bob & weave like crazy as you get the heck out of the
area as fast as possible!
From A51 (VF-19C):
The F4F is a very early war plane. It actually was developed in the 1930's as a biplane. Although it is out done by the Japanese zero in almost every way it was still used successfully throughout the entire Pacific campaign. The reason for this is that it was small and the ideal plane for carriers. Enough of the historic end ... on to the F4F in Air Warrior.
The Wildcat sports 4, .50 caliber machine guns in the wings. 235 rounds for each inner gun and 225 rounds per each outer gun. The Wildcat is slow and climbs like a brick with wings. To put it another way don't try to run and don't try to out climb anything. The best attribute since it is so slow is that it turns very well. Not well enough to out turn the Zero, but enough to make it a good slow dog fighter. The only point the Wildcat has over the Zero is durability. Most American planes have this characteristic and the Wildcat is no exception.
Some pointers for flying the F4F. Practice in it for starters. You will find out straight from takeoff how speed, climb rate, and control effect this aircraft. Go into a dog fight with as much speed as you can. This doesn't mean dive bomb into a fur ball and try to start turning. 250 to 300 is a good speed. Use full rudder at about 155 and leave them on unless you need to gain E. Like any plane flaps and rudder are a must. Don't start turning with a Zero or you will be finished before you start. Use good opening moves and always have a wing man. If you find yourself alone don't expect to fight Zeros on the deck and win. The F4F turns well, but remember the Zero and KI turn better. I know it isn't much for pointers and you may have known this before. The key to staying alive in this scenario is always stay with friends.
You have a better chance of surviving -g-
From FOZZIE (VF-18A)
I will be honest with you guys. The f4u corsair will tear apart all off the jap planes. BUT YOU MUST KNOW HOW TO FLY IT TO YOUR ADVANTAGE!. The F4u is not a very forgiving fighter and needs to be flown with extreme discipline in order to work . In order to do this we must do a few things. First of all, we need to establish good communication and obey the flight leader, dice. 2nd, in my opinion , It is a must to maintain e over the opponent at all times. This means never going into the turnfight. Many people will go in the turnfight in the hog. This is wrong for our situation. You need to have the discipline to E fight the opponent. This means roping him or B and Zing him. In order to do this , you need to make the opponent come to you and fight your fight. RR is a little different then FR in this , but by making the opponent come to you are assuring your e advantage. I can reiterate how important it is not to give into your urges to get a fast shot. You need to make the japs fight your fight. You need to keep your e over him. Also keep in mind that retreating and running is a lot more wiser then killing yourself. If we need to go grab some more and come back , then so be it. I recommend people who do not consider themselves aces at roping to do b and z passes on the bogies. But you must not dive under the bogie. I wouldn't recommend that we ever go under 15k in this scenario except landing and taking off. I assure you there will be guys higher then the moon in this scenario. What we want to do is extend the other way together and come back later when we have E. This means you need to have good SA. Off course, since we are winging, we do have the ability to communicate with each other.
Basically put , Do Not Get under the jap planes or fight their fight . Energy Fight!. We will tear them apart if we maintain disciplined.
FIGHT SMART OR DON'T FIGHT AT ALL!
Click here for picture of combat spread