MURPHY’S RULES FOR AIR SIMS
- The enemy never watches until you forgot your
ass.
- Remember, a retreating enemy is probably just
falling back and regrouping.
- If it's stupid but it works, it isn't stupid.
- Try to be seen important, they may be low on
ammo.
- The enemy diversion you have been ignoring will
be the main attack.
- If you're short of everything but the enemy,
you're in a combat zone.
- Exceptions prove the rule, and destroy the
battle plan.
- When you are low on supplies, the enemy decides
to attack that moment.
- If the enemy is in range, so are you. Incoming
fire has the right of way.
- The enemy invariably attacks on two occasions:
- when you're ready for them.
- when you're not ready for them.
- If your attack is going well, you have walked
into an ambush.
- Never draw fire, it irritates everyone around
you.
- Never share a foxhole with anyone braver than
yourself.
- Field experience is something you don't get
until just after you need it.
- The one item you need is always in short supply.
- The important things are always simple. The
simple things are always hard.
- When both sides are convinced they are about to
lose, they're both right.
SOME QUESTIONS FROM MURPHY…
- Why one enemy plane is never enough, but two is
entirely too many ?
- Why everyone, who play air sims wear eye-glasses
in front of the monitor but not a real Ray-Ban?
- Have you ever thought why “cockpit” is
called “cock-pit”?
- Why none of the air sim pilots encountered an
UFO, while in real world a lot of them did ?
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