Mig Alley Strategy
& Tactics
By Ian
Boys
Last Updated
30th August
Strategy for the Spring
Offensive
The USAF found itself fighting right up in the north of
Korea, very close to the Chinese border. This put it in a very disadvantageous
position, as it was fighting at the Sabres' outer range limit and over
enemy territory.
We are not about to do this. We will concentrate on targets
close to the front line - hitting enemy supply depots and bridges to encourage
a swift advance by U.N. ground forces. We aim to capture the enemy forward
airbases within a week and then relocate our squadrons from their bases
in the south.

Worthwhile targets for the first few days are:
-
Wonju Supply Depot
-
Pyontaek Supply Depot
-
Suweon Supply Depot
-
Yangyang Supply Dump
-
Inje Road Bridge
-
Seoul Marshalling Yards
-
Close Air Support
All these targets can be found close behind the front line.
|
Targets
|
Strike Flights
|
|
Bridge
|
Three Flights of
Fighter-Bombers (F-80/84) with 1000lb bombs. |
|
Supply Depots
|
Crack & Burn
Strikes - I usually use F-80Cs for the initial bomb run followed by F-51s
to lay on the Napalm. |
|
Marshalling Yards
|
Perfect Target for
Medium Bombers. |
|
Close Air Support
|
F-51s with Rockets
or Napalm |
The amount of Air Cover I send depends on the Mig threat
and what I know of the current location of the Mig bases. I may add a BARCAP
wave before the strike force to mix it up with the Migs and keep them occupied
so the bombers can do their work.
I never send a Flak suppression flight. If there
is a heavy flak environment why send more targets into it? The only concession
I might make would be to replace F-51s with faster jet bombers to increase
their chances of survival.
The aim is to allow the U.N. ground forces to creep slowly
north by preventing the Reds from getting their supplies to the front.
It is no good hitting a high activity, high capacity target deep in the
enemy rear - we won't affect the front much and we will lose a lot of aircraft.

Essentially the problem is that we will be hitting targets
unprotected by the Migs. This can lead to boredom. However you are vastly
outnumbered and given that the Reds can rotate a new squadron into the
"University" any time they want we are not going to win by trying to clear
the North Korean skies of Migs.
Sooner or later inexperienced commanders will be tempted
to send a big strike against a major Mig base. It really isn't worth it.
The best way to defeat the Red airforces is for our ground forces to capture
the airbases or to get close enough for their status to be listed as "Contended"
- no base commander wants artillery rounds falling on his flightline. Trying
to pound them with the same heavy bombers the Migs were designed to kill
is not the way to win.
The strategy is unglamourous - but it works. Creep forwards
bombing the closest unprotected supply dumps, marshalling yards and bridges.
And don't lose patience and throw it all away. There is enough work to
be done for any pilot - Close Air Support, bridge bombing in the F-84E
and escorts in the Sabre.
Extracts from "The
F-86 v The MiG-15" by Sq.Ldr. W. Harbison RAF, 1952.
| The average age of
fighter pilots in Korea is about 28 years. Some are 37. Experience and
quick thinking are as important as youth and verve. |
| Team work is all
important. Most of the losses of jets occur when foolhary pilots attempt
a "Kill" on their own. The combat team comprises of one attacker and one
wingman. Impatience ... tends to lead to rashness. Pilots must, nevertheless,
be aggressive and immediately ready to take a reasonable chance at an instant's
notice. |
| Good air discipline,
an aggressive spirit, and an ability to fly well, shoot straight and make
good decisions instantaneously are the hall marks of a good leader. |
| Losses of U.N.
Aircraft
(a) 50%
from causes other than enemy action
(b) 43%
from light flak
(c) 7%
from Mig combats |
| The Mig 15 has an
ejector seat and is vulnerable in the engine/cockpit region. Elsewhere
the aircraft can sustain heavy bursts from the 0.5 gun with which the U.S.A.F.
aircraft are armed. |

| The Mig 15 is better
at 35,000 ft than the Sabre-jet or Thunder-jet, both in speed and manouvrability;
but below 35,000 ft the Sabre-jet is better on all counts. The Sabre-jet
is better at diving speeds at all heights. Losses to date average 1 American
jet for every 2 Mig 15s destroyed. |
| The Mig pilot has
learned never to dive away from a fight. He prefers a climbing turn. His
air discipline has improved and rarely do manouvres become sufficiently
violent to split enemy formations into singles. |
| Pilots who have fought
in every theatre in WW II generally agree that the combination of high
speed and the inability to see far enough at altitude creates a fighting
situation that requires more judgement and more skill than any air-to-air
fighter flying they have experienced. |
| The general combat
conditions may be listed as follows:
a. First
and foremost, it appears to be a case of a specialised aircraft, the Mig-15,
in combat with a relatively general purpose aircraft, the F-86-E, under
conditions which favour the specialised type.
b. The
F-86E aircraft are almost invariably outnumbered by extreme odds.
c. The
combat area is at the outer range of the F-86E combat radius and further,
is over enemy territory at all times.
d. The
Mig-15 aircraft are provided with an inviolable sanctuary into which they
may break when they are damaged or wish to avoid combat.
e. [...]
The Mig-15 pilot standards are relatively unknown and vary from extremely
inept to extremely capable and probably reflect the use of the Korean conflict
as a training, combat test and development area. |
Tactics
-
Your wingman is better than in any other flight sim I can
think of. He will stay close to you and watch and, if necessary, clear
your six. If he gets free he will find you and join up again. You can ask
him to confirm your six is clear by pressing C.
He
should come back and tell you that you are clear. He may tell you that
someone is behind you or you may just hear static. In this case your wingman
is either dead or engaged in his own dogfight and is unable to see you.
-
If you are on a Mig and want to check you are clear, don't
use the keypad as this will break your padlock view. Simply press END
to look behind you and when you release the key you will return to the
padlocked view.
-
Damage is area specific and the most vulnerable areas of
your opponent are the cockpit and engine areas. You can kill him by just
hitting the wings but it takes an awful lot longer and wastes ammunition.
Get close enough to aim properly.
-
The AI Migs are no good at very low level flight. OK, so
it doesn't give you enough time to pull out of a spin yourself, but if
you have a whole flight on your tail then drag them down low and a few
may have unintentional violations of the air/ground interface (crash).
50% of UN losses in Korea were due to causes other than enemy action, so
try to encourage your opponents to balance the statistics.
-
The AI Mig pilot will also attempt to keep his energy as
high as possible and many seem unwilling to drop below 220 knots. At this
point they may extend to pick up speed again and you may be able to get
behind them.
-
If you have too many Migs on your tail and your wingman is
nowhere in sight you may be forced to put your aircraft into a spin to
lose them. This is a desperate tactic indeed - you make an easy target,
you lose speed and if you don't have the altitude you can crash. But when
nothing else works it's worth a try, as the Migs often overshoot.
-
In a turning fight consider the use of flaps. Without them
I was finding it very difficult to beat the AI Mig 15 on the Ace setting
during the One on One Single Mission. I also thought that the sudden pitch
up of the target Mig when I hit him was a bug. It wasn't - he had applied
flaps. Use flaps in diving turns to get behind your target or to get out
of a pursuer's gunsight. It makes all the difference between being out-turned
and getting behind the Mig.
-
Be wary of the Mig in a turning fight who suddenly levels
out. You are very hard to hit while you are turning as your opponent has
low muzzle velocity weapons and finds it hard to pull a lead turn for the
shot. But as you follow your "easy" target out of a turn and into level
flight you are setting yourself up for a Mig behind you. In a non-deflection
shot a short burst from the Mig will rip your wings off. Check six.
-
If you have been holed in one wing be aware that the wing
will produce less lift. This means that you will turn slower if it is the
outer wing in a turn and you will stall/spin at much higher speeds if it
is the inside wing in a turn. In a slow turning fight it is generally best
to turn "away" from the damaged wing, i.e. to the right if your left wing
is damaged.
-
If you are in a big furball it is seldom best to follow each
Mig down to the kill. It is much better to seriously damage a Mig then
move on to the next target. Smoking Migs and those losing fuel can pretty
much be left to mop up at the end - otherwise the time you waste putting
those last rounds into the target and the time you take climbing back to
combat altitude may be the time it takes for the other Migs to gain the
upper hand over your team mates.
-
Remember that when turning at low level your wingman, if
he is with you, may not be able to make the turn with you. If he is behind
you, try not to go below 300 feet.
-
Be aware that Migs can be camouflaged. So far I have seen
the aluminium variety, the brown top/light blue underbelly and a green
top, a natty white number with a red tail and, right at the end of the
campaign, a bright crimson squadron. The brown and green ones can be hard
to see when they get under you, so follow the padlock and manoeuvre so
they are silhouetted against the sky.
-
Some Migs will react very capably when you overshoot - I
have overshot a smoking Mig only to have him blow me to bits at close range
with his cannon. If you overshoot turn sharply at once.
-
When bombing a bridge fly along it. This means you will have
to worry much less about the fall line of the bombs. As long as you are
not left or right you should hit one of the spans. AI pilots can attack
"across" the bridge and often fail to hit it at all.
-
The F8 view (Gun Cross) is the easiest for bombing
or firing rockets.
-
Flying Close Air Support (CAS): When you click on the Front
Line Markers (orange) and find that either UN or Communists are attacking,
simply click on Authorise. Then choose the Close Air Support mission. Fly
the Mustang and follow the FAC to the target area. Either let him mark
the target with smoke (works erratically) or use Padlock F3 to find and
attack the targets. When you have dealt with them ask the FAC for more
targets. I have hit infantry and artillery this way.
-
Even without the FAC you can order your flight to attack
ground targets using FAC commands 1 and 6 (Begin Your Run & Leave the
Area).
Settings
Most of these settings refer to the GAME page of
the preferences section. I find that using them increases my enjoyment
of the game as well as the skill required to shoot down a Mig.
-
Set the Target Size to low. This means it becomes harder
to hit the target aircraft, so you spend more time getting into the right
position. This is dangerous, of course, but it means you learn to dogfight
much better
-
Set the turbulence to on - this means that when you cross
the tail of an enemy jet you get a bumpy ride. It is fun and increases
the immersion.
-
Set the enemy to maximum skill of course.
-
Set the gunsight to realistic radar.
-
Don't reload using the cheat. Make your shots count then
bug out. Realistic and challenging.
-
It isn't clear in the manual, but CONTROL and the
keypad (grey) +/- keys will change your field of view. I go fully
zoomed out for maximum SA.
-
In the 3D map, pressing CONTROL M will show you the
location of the enemy flights. It's a cheat, sure, but it saves so much
time.
