Fighter Combat
Fighter Combat
A turn-based dogfight, one on one. Each turn you and WOPR choose a manoeuvre at the same time. A side view shows height, range and who is on whose tail.
Start it
wopr dogfightOr log on, type LIST GAMES, and pick number 9 from the list. It also answers to 9 and fighter-combat.
Screenshots
Click or tap a screenshot to see it larger.



How to play
- Two hits destroy an aircraft. Destroy WOPR’s to win. DISENGAGE at long range ends the fight even. The fuel lasts 15 turns, and when it is gone the fight also ends even.
- At MANOEUVRE: type PRESS to close the range, EXTEND to open it, or CLIMB to build energy. Or type BREAK to turn hard, FIRE to shoot, or DISENGAGE to leave.
- At medium or long range, FIRE uses a missile (you have two), unless you are on the defensive. At close range, FIRE uses guns, but only from WOPR’s tail. If you have no shot, WOPR refuses FIRE with NO SHOT: and a reason. You lose no turn.
- Shots happen first, then both manoeuvres. Each turn WOPR prints both moves, the range, and your position (ON ITS TAIL, NEUTRAL or ON THE DEFENSIVE). It also prints each side’s energy and missiles.
- CLIMB adds 2 energy and EXTEND adds 1. PRESS costs 1 and BREAK costs 2. Energy runs from 0 to 6. A damaged aircraft trails smoke (~~) in the picture.
Controls
| You type | What it does |
|---|---|
PRESS (or P, CLOSE) | close the range. It costs 1 energy |
EXTEND (or E, RUN) | open the range. It gains 1 energy |
CLIMB (or C, ZOOM) | gain 2 energy, up to 6 |
BREAK (or B, TURN, EVADE) | turn hard: it spoils a shot at you and may shake a pursuer. It costs 2 energy |
FIRE (or F, SHOOT, GUNS, MISSILE) | a missile at medium or long range, or guns at close range from behind |
DISENGAGE (or D, LEAVE, RTB) | end the fight even. Only at long range |
Esc, Esc | leave the fight and return to WOPR |
Tips for winning
- Keep your energy at 4 or more. WOPR fires a missile most turns it has a shot. A missile hits about one time in two against a slow aircraft. Against an aircraft with 4 energy or more, it hits about one time in six. A BREAK spoils a shot just as well, but costs 2 energy.
- Climb early. A climb that leaves you 3 energy above WOPR moves you a step toward its tail. So does a PRESS with more energy than WOPR, unless WOPR breaks.
- Once you are on WOPR’s tail, close the range and use guns. Guns hit harder than missiles and have no limit, and you have only two missiles.
- If you are losing the fight, EXTEND to long range and DISENGAGE. The fight ends even.