Battle of Britain
Section 3

Flying & Combat

How to read the screen, make fifteen seconds of ammunition count, break up a bomber formation, and put bombs and depth charges on target. Also covered: manning a bomber's guns, flying at night, 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, some of it moves onto 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, for example the course home that the bomber leader calls over the radio.
Airspeed and altitude (bottom)
AIRSPEED is in km/h and ALTITUDE is in metres above sea level. Over the Weald and the North Downs, the ground can be a couple of hundred metres above the sea. The throttle bar is at the bottom-left.
Weapons count (bottom centre)
Rounds of ammunition left, and bombs or depth charges. AMMO OUT means your guns are empty. On practice missions it reads UNLIMITED. In the He 111 and Do 17, the bomb stick size is shown next to the bomb count.
FUEL (U-boat hunt)
In missions where fuel matters, a gauge shows how much is left and how many minutes that is at your current throttle. It flashes when you're low.
Objectives (upper-left)
Your tasks for this mission. Each one is ticked off as you complete it, or marked as failed. Press O to pick one. It's marked [>], and the blue bearing marker points to it.
Kills (upper-right)
Aircraft you've shot down this sortie. Below it, the kill feed reports hits, kills, ships sunk, engine and pilot hits from your own gun position, and aircraft breaking off for home.
Radio (under the heading tape)
Calls from your wingman, the controller and your crew. "CONTROL: 9+ bandits plotted" means radar has picked up a new raid of about that size. "Break! Bandit on your six!" means an enemy is close behind you: turn hard now.
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 and ground target diamond
Your selected ship or ground target, with its name, range in metres and a health bar. T changes the selected target.
IMPACT circle (orange)
Shown while you carry bombs or depth charges: where one dropped right now would land. With depth charges it turns amber (CLOSE) or green (ON TARGET) over a U-boat. See Hunting U-boats.
Blue bearing marker
Points to the objective you've picked with O: a zone to reach, the convoy or bombers you're guarding, or the nearest target you know of. Until you pick one, it leads you through the mission's search legs and then home.
Zones
Mission zones are drawn as rings on the ground or the sea with a faint glowing wall rising above them, so you can see them from a long way off.
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. You don't have to take off, land or manage the engine, and only the U-boat hunt makes you watch your fuel. 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.

Fifteen seconds of ammunition

The Spitfire and Hurricane carry eight Browning .303s with about 300 rounds each: barely fifteen seconds of fire with the trigger held down. Real pilots fired bursts of one or two seconds, and so should you. The Bf 109 has the opposite problem. Its two cowling machine guns have plenty of ammunition, but its two 20 mm cannon, which do most of the damage, carry only 60 rounds each and run dry after about seven seconds. Save them for the shots you're sure of.

Convergence

The RAF fighters' eight guns sit out in the wings, angled inward so their streams meet about 230 m ahead. Closer than that, the bullets pass on either side of the target. Much further out, they've crossed and spread apart again. Close to 200–250 m before you fire and the whole weight of fire goes into one spot. The 109's cowling guns fire along the nose and don't have this problem.

Gunnery tips.

Attacking bombers

Every German bomber shoots back. The Do 17 and He 111 carry hand-held MG 15s in the nose, the dorsal position, the ventral gondola and both beam windows, and each gun covers its own arc. The gunners open up at about 550 m and fire in bursts. The more damaged the bomber, the worse they shoot.

Manning a gun

In the He 111, Do 17, Bf 110, Ju 87 and Sunderland you can press 1–5 to leave the controls and man a gun position. 0 takes you back to the controls. While you're at a gun, the autopilot holds the course and height you left it on, and the rest of the crew keep fighting from the other positions. Gunnery Practice is the place to learn this.

Bombing

Press B to drop a bomb. Bombs have no altitude or speed limits, but they have to fall a long way. The orange IMPACT circle shows where a bomb released now would land. Fly so the circle sits on the target, then drop.

Dive-bombing (Ju 87)

The Stuka carries one heavy bomb. Start high, roll into a near-vertical dive with the target ahead, and put the IMPACT circle on it. In a steep dive, the bomb falls almost along your line of sight, so it's very accurate. Release, then pull out early: the Stuka is slow to come out of a dive, and that's when fighters and flak catch it.

Level bombing (He 111, Do 17)

Night raids

Hunting U-boats

Only the Sunderland carries depth charges. The U-boat Hunt mission page has a full walkthrough, but these are the basics:

Wingmen & radar

On many missions you fly with a wingman (your No. 2, or Rottenflieger on the German side). A wingman flies in formation on 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:

Radar gives warning. When a new raid appears, the controller calls it on the radio: "CONTROL: 9+ bandits plotted". The number is the size of the raid. Use the warning to turn toward it and start climbing.

How the enemy fights

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

Objectives & winning

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

ObjectiveWhat it means
Destroy N raidersShoot down at least that many enemy aircraft. Your wingman's and other friendlies' kills count too.
Protect a convoy / an airfieldThe enemy may destroy a few ships or buildings, up to the number the mission allows. One more than that and the mission fails.
Escort the bombersNo more than the stated number of your bombers may be lost. The mission ends when the survivors get home.
Sink ships / destroy targetsSink or destroy at least the number stated.
Reach a zone / make landfallFly into the zone. This ends the mission immediately. You win if everything else is already done, and fail if it isn't.

Don't head for home early. On missions that end when you reach a zone, check the Objectives panel before you get there. As soon as you enter it, the mission is judged on what you've done so far.

General tips

  1. Climb first. In almost every RAF mission you start below the enemy. Turn toward the raid and climb while it closes.
  2. Short bursts from close range. Close to 250 m and fire for a second or two. If you've fired your guns dry before the second raid arrives, you're done.
  3. Hit the bombers, not the escorts. The bombers are what fail your mission. Make one fast pass through them and zoom away before the 109s arrive.
  4. Don't turn with a Spitfire in a 109, and don't dive after a 109 in a Spitfire. The RAF fighters turn better. The 109 climbs and dives better. Fight the way your aircraft is good at. See matchups.
  5. Check your six. Hold / for a quick look behind you, especially after a firing pass. The "Break!" radio call means act now.
  6. Use the cloud. In a bomber, cloud is the best friend you have. In a fighter, a straggler heading for cloud has to be caught before it gets there.
  7. Use Recon and F9. Look at the map before you fly, or fly the mission once in invulnerable mode to learn when and where each raid comes from.
  8. Watch your replays. F8 after a lost fight shows exactly where the enemy came from.