Aces
Section 3

Flying & Combat

How to read the screen, keep your aircraft flying, and put guns, bombs and torpedoes on target, plus what the enemy will do and the habits that keep you alive.

Reading the HUD

The HUD is the information drawn over the view. In the cockpit view, your hull strength and ammunition also appear on the instrument panel.

Heading tape (top centre)
Your compass heading in degrees, marked with N, E, S and W. North is 000. Use it to hold a course to a target or back home.
Airspeed and altitude (bottom)
AIRSPEED is in km/h and ALTITUDE is in metres above the sea. The throttle bar is at the bottom-left.
Weapons count (bottom centre)
Rounds of ammunition left, plus bombs or your torpedo. AMMO OUT means your guns are empty. On practice missions it reads UNLIMITED.
Objectives (upper-left)
Your tasks for this mission. Each one is ticked off as you complete it, or marked as failed.
Kills (upper-right)
Aircraft you've shot down this sortie. Below it, the kill feed reports hits, kills, ships sunk and torpedo results.
Radio (under the heading tape)
Your wingman's calls. "Break! Bandit on your six!" means an enemy is close behind you: turn hard now. "I'm hit, could use some help!" means your wingman is in trouble.
Aircraft target box and lead pipper
Corner brackets around the enemy aircraft closest to your nose, with a small bar showing its remaining health. The amber pipper shows where to aim so your bullets meet it. See Gunnery.
Ship box (blue-green)
Your selected ship, with its name, range in metres and a health bar. T changes the selected target.
Ground target diamond (khaki)
Your selected vehicle, parked aircraft or building, with its name, range and health bar.
IMPACT circle (orange)
Shown while you carry bombs: where a bomb dropped right now would land.
LEAD diamond (amber)
Shown while you carry a torpedo and have a ship selected: where to point your nose so the torpedo meets the moving ship.
Zones
Mission zones, such as the fleet you're defending or the base you return to, are drawn as blue-green rings on the sea with a faint glowing wall rising above them, so you can see them from a long way off. A defended zone turns red when enemy aircraft are inside it.
STALL – LOW AIRSPEED
A flashing warning that you're too slow to keep flying. Lower the nose and add throttle.

Flying the aircraft

The flight model is arcade-style, so there's no take-off, landing, fuel or engine management to worry about. Only a few rules matter:

Gunnery

Two markers matter when you're shooting at aircraft:

Put the pipper on your fixed sight, then fire. Against a turning enemy the two markers separate, and the gap between them is how far you need to aim ahead of it. Straight behind a target they sit on top of each other.

Gunnery tips.

Bombing

Press B to drop a bomb. Bombs have no altitude or speed limits: you can drop one whenever you have one. The orange IMPACT circle shows where a bomb released now would land. Fly so the circle sits on the target, then drop.

Torpedo attacks

Only the TBF Avenger and B5N Kate carry a torpedo, and only one. There's no second chance, so it pays to learn this properly on Torpedo Training first.

1. Get into the drop envelope

A torpedo is only released if you're low and slow. If you press B outside these limits, nothing drops, and the kill feed tells you which limit you broke and by how much, for example TORPEDO NOT RELEASED – alt 140m (need <= 90).

AircraftMax altitudeMax speedArming run
TBF Avenger90 m378 km/h65 m
B5N Kate70 m342 km/h70 m

2. Aim at the LEAD diamond, not the ship

Once dropped, a torpedo runs dead straight at a slow, constant speed of about 21 m/s (75 km/h). You can't steer it. If you aim at where the ship is, it will have moved by the time the torpedo gets there. The amber LEAD diamond already allows for the ship's course and speed, so point your nose at the diamond, not the ship.

3. Release at the right distance

The torpedo has to run a short distance (the arming run above) before it can explode, so a drop right under the ship's side won't work. Don't drop from too far out either: at 21 m/s a torpedo takes nearly a minute to cover 1 km, and the ship has more time to move out of the way. A good release range is 300–800 m, with the LEAD diamond on your sight.

4. Get away low

After the drop, stay low and head for your home zone. Climbing back up just puts you among the enemy fighters that cover the ships (the CAP).

Tip. Descend early, well before you're in range of the ship. Enemy fighters are waiting for a bomber that's high and slow. If you're already down at 60 m and at the right speed when they arrive, you have far fewer problems.

Strafing ground targets

Trucks, tanks, parked aircraft, gun pits, hangars and huts can all be destroyed with guns as well as bombs. Ships can't: only bombs and torpedoes damage ships. Parked aircraft and trucks break up after a short burst. Hangars and buildings take much more.

Flak

In the Wake missions, ships and gun pits fire back at you. (In the other missions they still don't.) Heavy anti-aircraft guns fire at where you will be when the shell arrives, which can be several seconds away at long range, and the shell bursts there as a black puff. Machine guns only reach about 1 km, fire quickly, and show as small bright flashes.

Wingmen

On many missions you fly with one or more friendly aircraft. A wingman flies loosely beside you until an enemy comes close, then breaks off to fight it and rejoins you afterwards. You can't give wingmen orders, but you can use them:

How the enemy fights

Knowing the AI's habits makes it much easier to beat:

The bombers you're told to stop head for their target no matter what. They don't dogfight. Their escorts will, though.

Objectives & winning

The Objectives panel lists what you need to do. There are a few different kinds:

ObjectiveWhat it means
Destroy / shoot downEvery enemy aircraft of the listed type or group must be shot down.
Keep them out of a zoneA defended zone, such as a fleet or convoy. The mission fails the moment any enemy aircraft enters it, whether or not it does any damage. Meet the enemy far out.
Sink shipsSink every listed ship, or at least the number stated.
Destroy vehicles / ground targetsDestroy every enemy vehicle, parked aircraft and building in the target area.
Fly through a zoneJust reach it. A blue diamond marker points the way.
Return to base / egressFly into your home zone. This ends the mission immediately. You win if everything else is already done, and fail if it isn't.

Don't fly home early. On missions with a return-to-base objective, check the Objectives panel before you reach your home zone. As soon as you enter it, the mission is judged on what you've done so far.

General tips

  1. Know your aircraft's strengths. Japanese fighters (Zero, Oscar) out-turn everything. American fighters (Hellcat, Corsair, P-38) are faster, climb better and are much tougher. See matchups.
  2. Don't turn with a Zero in an American fighter. Dive through, shoot, and keep going (boom and zoom). Climb back up and repeat. Speed is your advantage, so don't waste it in a turning fight.
  3. Check your six. Hold / for a quick look behind you, especially after a firing pass. The "Break!" radio call means act now.
  4. Break, don't run straight. If something's behind you, a hard turn into it spoils its aim. Flying in a straight line away from a faster aircraft only gives it an easy shot.
  5. Save height and speed for the fight. Climb before you meet the enemy, not during the fight.
  6. Hit bombers first on defence missions. In a protect-the-fleet mission, the escorts can't fail the mission for you, but one bomber getting through can.
  7. On strike missions, deal with the fighters first, while you still have height and speed. You're at your most exposed when you're low and slow, working on ground targets.
  8. Use Recon and F9. Look at the map before you fly, or fly the mission once in invulnerable mode to learn where everything comes from.
  9. Try the cockpit view. It's harder, but the gunsight is excellent for precise shooting. The chase view gives you a better sense of what's around you. Switch whenever you like with C.
  10. Watch your replays. F8 after a lost fight shows exactly where the enemy came from.