FOX TWO- A quest of high speed Aerial Combat

Introduction 1.4
-Introduction- 1.4

You held the skid for what felt like an eternity, the control column threatening to jump out of your grasp all the while the fighter moved sideways in the air. The airspeed indicator on your control panel ticked down as drag took it's vicious toll, and your altimeter wobbled threateningly.
The Tessari plane streaked past, it had already been burning hard to catch up with your faster jet, and the enemy pilot was obviously unwilling to put their craft into a similarly dangerous maneuver to drop speed and maintain a firing solution.
The blood began to pound in your head, whilst your hands felt cold and numb. Finally the nose began to move back in your direction of travel, and you threw the throttle forward to power out. The Super Shrike was ahead of you now, and beginning a dive to try and extend out and escape your engagement cone.

But it was too late.

Unintended or not, the skid had put you right on the other plane's tail. The HUD pinged pleasingly and a green lock diamond formed around the rapidly diminishing shape.

"Fox two." You shouted again into the mic, and thumbed the firing stud.

The missile thundered off it's rail and sped hungrily towards the glowing hot tail pipe presented to it. The Tessari pilot must have heard their own warning receiver go off, and tried to evade. But it was no use. With a flash the missile ignited it's warhead, blotting out the Super Shrike' silhouette with a burst of orange and white.

Youm waited a moment as your breathing returrned to normal, and then murmured "Splash one bandit." into your mask. Entirely forgetting to hit the send button on the radio.


Now unengaged you pulled your plane into a climb to regain altitude, only briefly looking over your shoulder at the greasy fireball that hung in the sky. A lifetime ago back on the tarmac you had thought you would be exultant now, happy at your first kill. Now however a prickling feeling tugged at your gut, as you thought about how easily that could have been you.

You banished the thought as soon as it wormed its way into your head. There was no room for doubts right now, they could kill you as surely as a bullet. You scanned the sky in front of you, trying to see how the battle was progressing.
Four enemy aircraft remained aloft, twisting and turning to try and get good firing angles on your squadron mates, whilst they attempted the same in turn.
You could see that Rook 1, old Harold Rook himself, the squadron commander, was dueling with a pair of them, using his Spectre's powerful twin engines to mount fast slashing attacks that seemed to be keeping both his opponents off balance, and unable to manuver into firing positions.
Rook 2 however was in trouble. Poor Winston Yang had an enemy Firefly buzzing hot on his tail, and he was having to take his Kestrel lower and slower to avoid its target lock. Eventually he was going to run out of room and airspeed, and then the Tasseri pilot would have him.

You were about to turn your nose in that direction when a strained shout came over the radio.
"Hey Rook 3! I've got a bandit turning hard on me." It was Rook 4, Erin Brocke, your Wingman. "I'd really appreciate it if you could come swat him off."

You checked the radar display for a heading, and twisted your head in that direction. Rook 4 was still high up, in almost entirely the opposite direction to the stricken Yang. She was indeed in a twisting corkscrew chase with the Super Shrike that had escaped your first missile. Neither aircraft currently had the upper hand, but were both vulnerable if a third party interrupted their dance like maneuvers. You had two missiles left and enough altitude to comfortably engage either enemy.


What do you do?

[] Aid Yang
[] Aid Brocke
[] Aid Rook 1





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A/N: So because you held the skid, which is an even better air speed bleeding manuever than the slip roll (albeit a lot more dangerous), your other two rolls were both under target and so you were able to achieve a firing solution and with a perfect six o clock shot your missile guided to target.
 
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[X] Aid Brocke

He's our Wingman first of all, but he's also higher up. If we free him, I think that we'll be much better positioned to then move to assist both Rook 1 & 2.
 
I have added the information for the Mercenary Company on the second post, threadmarked in information.
 
If this is Ace Combat...ish our wingman is either flagged invulnerable or doomed anyway so...

[X] Aid Yang
 
Introduction 1.5
[X] Aid Brocke

-Introduction- 1.5


You banked to the right and continued your climb up towards Rook 4's position. Both Erin's Kestrel and the Tessari Super Shrike were locked into a tight dogfight, each attempting to out turn the other and gain an advantageous position. On paper Erin's plane was slightly more maneuverable than the fighter-bomber, and if they kept at it eventually she should be able to get behind her opponent.

On paper.

As you had just nearly experienced reality could be quite different, and it would only take one mistake for Rook 4 to end up under the mercy of the Tessari's missiles.

You were actually already in missile range of the duo, and could have locked and fired upon the enemy right now. However given the looping and weaving maneuvers the two were taking it would not be a sure shot, and might even run the risk of the IR seeker acquiring the wrong aircraft.
As you saw it you had two obvious options. You could tell Erin to level out and accelerate away from the target, when the enemy followed this would give you a clear shot, but it might also give an opportunity for the Super Shrike to get a firing solution on her. Or you could get closer and enter the furball yourself. If you timed it right, you should be able to slot in right behind the Tessari pilot as they looped round to follow Erin's maneuvering. However doing so did risk you getting caught up in the same turn fight. Especially if they saw you coming.

What do you do?

[] Tell Erin to level out.
[] Engage in close quarters.
[] Take the long shot anyway.
[] Write in
 
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[x] Engage in close quarters.
We have two missiles left and our internal gun right? The info sheet isn't super clear.
 
[x] Engage in close quarters.
We have two missiles left and our internal gun right? The info sheet isn't super clear.

This is correct. The Firefly started with four missiles, and has launched two. Two remain along with the internal gun.

The weapons on the plane info sheets are there to show possible loadouts in the ace combat style division between the standard missiles and special weapons. In this quest standard missiles can also be mounted to special weapon hardpoints, which is the case for this first mission. The Firefly has two standard hardpoints and two special. So in future missions two of the four missiles may be exchanged for unguided bombs. Additional special weapons, and even upgraded standard missile variants will be available for purchase later in the quest.
 
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Introduction 1.6
-Introduction- 1.6

You had to get in close, any other option would put Erin at too much risk. You keyed your mic .
"Hold on Rook 4, I'm on my way." You steered your fighters nose into arc that would bring you onto a parallel course with the enemy aircraft.

"Turn left after your next loop." You advised her. "When this guys turns to follow, i'll break hard right, and get on his six."

"Got it." She replied. It sounded like she was trying to be confident, but her clipped tone made you think that it was a front she was putitng on.

Understandable, it was her first time in actual combat, just like you.

Erin reached the bottom of her loop, and then turned right, starting to climb back out. The Tessari fighter followed the turn, eager to get a shot on their quarry. You took a deep breath and pushed your fighter into a ninety degree snap turn, and felt the g-forces push you firmly into your seat. Despite this you held the stick steady and brought your Firefly on target, a deft flick of a switch on the weapns panel armed one of your two remaining missiles.
The lock reticle began forming around your target, and you tensed your finger over the firing stud.

Suddenly the enemy plane flipped it's left wing over and rolled into a dive.


Roll 2 d100

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A/N: So here by communciating with Erin you were able to use her to lure the nemy fighter into a position where you gain advantage with little effort. However the enemy has been alerted to you lock on attempt, and because you closed it has allowed the enemy to manuever to escape your engagement cone.
You must now roll to see if you recongize what maneuver they are about to attempt, and to repeat it yourself. If you are successful in both you will maintain advantage and be in a position to fire.
 
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so they caught our radio talks or what?

oops
Varder threw 1 2-faced dice. Reason: maneuver Total: 2
2 2
Varder threw 2 100-faced dice. Reason: maneuver Total: 130
46 46 84 84
 
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so they caught our radio talks or what?

No.

In Ace Combat all aircraft have a threat warning reciever that goes off whenever they are being missile locked by enemy aircraft. (This is not techncially accurate to real life where IR missiles don't trigger such warnings) I'm simualting this in the system with the pilot making an alert check and then having an opportunity to evade, just like you did at the beginning. This pilot made their check and is now trying to get out of danger by performing a split-s dive.
 
Introduction 1.7
Okay so you really don't like doing roll manuevers...



-Introduction- 1.7

Your eyes widened slightly as you recognized the enemy plan turning into a split-s dive.

"Oh no you don't." You muttered under you breath and jerked the flight stick to the side, putting your own fighter into a roll to follow. As your right wing went past vertical you pulled back on the control column and pointed the nose down into a dive. All the while keeping your eyes fixed on the Super Shrike that had now completed its own manuever and was beginning to extend out.

The controls shook, and became sluggish.

Your eyes darted to the air speed indicator, and with a surge of panic you realised that you had turned too tightly. The altimeter began to drop, and outside the cockpit you could see the other aircraft begin to drift upward relative to you. You had stalled.

Trying to remain calm and remember your training, you started running through the procedure that had been drilled into you by the instructors.

Roll d100
 
Introduction 1.8
-Introduction- 1.8

Your hands went into action almost by themselves. The repeated drills you had run through in training now paying off. You wrestled the nose downwards, and goosed the throttle, trading the altitude for the airspeed you desperately needs to stay alive.

Out of the croner of the eye you glimpsed the Enemy fighter-bomber. It had climbed and turned sharply around to come back at you. Obviously the Tessari pilot had noticed the stall, and was now prepared to ruthlessly take advantage of it.

You quickly assessed your options.

Continuing the dive would build more airspeed, but the other plane was almost on top of you. Following you down would be easy for them, and when you had to inevitably pull out, they would have a perfect ventral deflection shot.
Pulling out now and going head on would be dangerous, but it might be enough to escape their engagement cone, and perhaps you could snap shot off your own…

The threat warning receiver wailed began to warble.

You made the decision and pulled at the stick. If you were going to go out, at least you would go out fighting.

The tone became solid. They had a lock.


The enemy plane burst into a ball of bright flame, and arrowhead shape dove past spitting fire from its belly.
A wild banshee-like yell sounded over the com.

"Take that arsehole!"

You let yourself take a breath you didn't know you had been holding and levelled your plane. Erin pulled out of her own dive and climbed to form up on your wing. You could just about make out her giving you a thumbs up. You shakily returned the gesture

"Thanks Rook 4, I owe you." You sent over the radio.

"Wouldn't have been able to do it without you distracting them Three. Motherfucking teamwork!"

"Right teamwork." You replied weakly. "Lets get back to the others. I think Two needs help."

"You lead." She said. "I've got your back."

You have earned Erin's trust


You checked your radar display, and reorientated yourself in the combat space. Rook 1 had dispatched the last of the Super Shrikes with a grazing shot. The aircraft in question now tracing a ballistic arc across the sky as it;s pilot drifted to the earth in an ejection seat. Your flight leader was now closing down on one of the enemy Fireflys. His Spectre had all the power necessary to catch up with the nimble interceptor, but it's pilot was using the aging aircrafts maneuverability to frustrate his attempts to obtain a missile lock.

"I'm in trouble!" The call came like a strangled cry over the radio. It was Rook 2, Winston Yang. "They've got me locked up! Trying to evade." You could hear the strain the g-forces were putting on hims as he threw his fighter into a twisting barrel roll, to tray and get the Tessari fighter to overshoot.

"This is Rook 1. We are still engaged. Three and Four can you assist him?" Harold Rook's voice came on the comm. You hadn't known the old man long, but you could hear the tinge of worry in his voice.

"This is Rook 3. We are about ten klicks out, moving to intercept now." You responded.

You checked your fuel gauge. The hectic maneuvers to take out those two Super Shrikes had taken a heavy toll, and you were now below twenty percent. The enemy firefly had Yang locked and was about to fire. You could perhaps reach them in time if you kicked in your afterburners, but it would eat into your already depleted fuel supplies.

What do you do?

[] Use afterburners to reach Yang in time.
[] Try and get there on standard thrust.


You have 46 units of fuel remaining, using afterburners to reach yang will use up 20, getting there on standard thrust will only require 12.
You need at least 16 units of fuel to get back to base.
 
Before I decide @Ato , how much fuel does 1 round of evasive maneuvering take?

I ask because 46 - 20 - 16 = 10 units of fuel left to play with if we engage burners.
 
This decision would be a lot more informed if I had any idea how much fuel we can expect to burn with combat maneuvers but... EDIT : Ninja`d.

[X] Use afterburners to reach Yang in time.
 
This decision would be a lot more informed if I had any idea how much fuel we can expect to burn with combat maneuvers but... EDIT : Ninja`d.

[X] Use afterburners to reach Yang in time.

It entirely depends on what manuevers are being used. The latest round only used six, but the one prior to that involved a lot of climbing and used up 12.
If you use afterburners now the range of options you have for the rest of the engagement will be much more limited.
 
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