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Feature
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Tactics 101
- Offensive & Defensive Maneuvers
by Ed "Skater" Lynch
For those who've made it this
far, welcome to Tactics 101 Part 3. Here's where we talk about
some more complicated maneuvers. This course will now concentrate
on specific offensive and defensive maneuvers against specific
threats, both from the air and from the ground. Get a frosty
beverage now, this is gonna be a long one.
First, here are a few more F-driver
words and acronyms to add to paste to your O-mask
ASL:
Above Sea Level. Any altitude level that is above the mean
sea level, which is a constant.
AGL:
Above Ground Level. Any altitude above the current elevation
of the ground level below you. This is not a constant.
Wizzo:
WSO, Weapons System Officer. Also known as GIB (Guy In Back).
In the Navy, they are known as B/N's (Bombardier/Navigator)
and RIO's (Radar Intercept Officer).
HARM:
AGM-88 High Speed Anti-Radiation Missile (HARM). Missile used
into persecuting radar guided surface to air missile sites
and radar installations.
SMOKER:
Jet engine. Generally a reference to the smoky J-79 engines
that power the American versions of the F-4, but can be used
in reference to any jet engine.
Lesson Three - 13 JUL 98 - Defensive
Maneuvers versus Ground Threats or "How to Move Mud Without
Getting Dirty"
We are gonna break from the offensive
for a bit and talk a little about how to survive when a dirt-eating
non-pilot is trying to kill you. Defending against the ground
threat can get quite hairy at times, particularily because
ground-based weapons systems are big, powerful, highly capable,
and in many cases (like the SA-10 and SA-12), very, very,
deadly.
Let's start with the most common of
all ground threats
Guns. Trip-A comes in all shapes
and sizes, and every one of them, down to the 82-year old
farmer with a flintlock, can be the beginning of a very bad
day.
The easiest way to defeat gun systems
is to fly above their effective altitude. In most cases this
is an altitude between 8,000 and 13,000 feet AGL. Integrated
Trip-A defensive systems have rings of guns that are of varying
calibre and guidance. The most elaborate of these have multiple
targeting systems (laser, optical, radar, etc.) and multiple
altitude levels can be blanketed with fire from varying calibre
gun systems. These are the most dangerous, as they are more
effective, and tightly directed and concentrated. For these
systems, flying above their effective altitude is probably
not an option except for the most sophisticated and modern
aircraft and weapons, because their effective altitude may
reach as high as 20,000 feet AGL or higher. Few targeting
systems can accurately place iron on target from that altitude.
An F-117 can place the pickles in the barrel from Angels 20,
so can an expert Mudhen Wizzo do it with an LGB from that
alt, but an F-4 can't, and an AV-8B, no way. For less sophisticated
aircraft and weapons systems, we're gonna havta get doity!
(I'm a Noo Yawka and proud of it!)
Target approach to a heavily defended
integrated air-defense system should be made at a relatively
high altitude. I like to ingress at about Angels 08. This
allows me to get a good view of the target and surrounding
area, as well as staying above much of the smaller calibre
trip-a, and at the extreme altitude range of the man-portable
SAM's. Take this time to jink port and starboard for a few
seconds each to get a good view of just what is out there.
Your best visuals are gonna come from the port and starboard
Plexiglas. Keep one eye on the threat display. Look out for
any SAM radar's just lighting up for a look-see. If you see
any Gladiator's (SA-12/S-300) or Grumble's (SA-10), hit the
deck fast! Get as low as possible, and rush at them. They
WILL kill you. Hope for good Weasel support, or get your HARM
off ASAP. If you don't have a HARM, then start praying. Chances
are better than good that these systems are either going to
get you, or they are gonna cause you to get light in a hurry,
and either way, they win. If there are tracers coming up around
you, the trip-a has your altitude, and it's time to start
jinking. Make your flight path erratic, and unpredictable.
If you fly at a constant altitude or on a continuous heading,
you will get got. Move the nose around the horizon, roll around
a bit, change altitude in the positive and negative, go faster.
All of these things are effective countermeasures against
guided and unguided anti-aircraft weapons.
Once you've got the target in sight
and everything is greened up, then choose a direct route to
the target, taking into effect any threats you've managed
to eyeball from the IP. Put the nose on that vector and go
fast! The only thing that will get you out of a bad area faster
is more speed on the nose and more fire on the tail. Keep
your eyes peeled for bandits; don't get fixated on the ground
threat. When you've got a good target picture, put the nose
in a shallow dive at the target, place the dot on the baddies,
and pickle away! Your very next motion should be to slam the
throttle all the way forward pull the nose up about 10 degrees
(or head for the deck if you have heavy duty SAM's in the
area) pick a vector, and get outta Dodge at the speed-o-heat!
Remember the less you have to think about over the TA, the
better. Get everything for getting bombs off and the target
destroyed done BEFORE the ingress. You don't wanna
be looking for the Master Arm switch 2 Mikes from the target
with AAA and SAM's flying all around you.
Ok, now we know what to do while over
a defended target, but you say you are running into individual
or groups of air-defenses en route to the TA. What do you
do then? Well, in those cases, it is best to dissect the threat,
and defeat the actual threat with a proven effect defensive
measure. So, let's talk about the behavior of certain threats...
SAM's:
Surface to Air Missiles are usually large, and fairly easy
to spot. If they hit you, you will usually go down in flames.
Few aircraft outside of the A-10 and Su-25 can survive even
a single hit by a SAM. They move very fast, and carry with
them a significant amount of kinetic energy. They also contain
a highly explosive fuel, and usually, a very large warhead.
Suffice it to say, a direct hit by a SAM is usually a lose-lose
situation, and even a peripheral hit or concussion hit can
kill your aircraft, and you. A concussion hit will do the
least damage, but it can still down you. To successfully defeat
a missile, you first have to SEE it. Next, employ countermeasures,
and last MOVE. When employing countermeasures remember two
things. One, too much is better than not enough, and Two,
you have just enough time to react, no time to think. SAM's
almost always fly PURE PURSUIT to you, and at a very
high rate of speed (most fly at speeds beyond Mach 3). Only
the most sophisticated SAM systems (Gladiator, Grumble and
Patriot PAC-II and PAC-III) can fly LEAD PURSUIT and
course correct in flight to achieve a high PK. You should
place a SAM on your beam, drop chaff and flares, and make
a hard turn into the missile as it gets near to you. This
is a judgement call, but don't wait too long. At Mach 4 or
5, that golf ball sized missile will be telephone pole sized
in a few seconds flat! Turning hard into the missile causes
the missile's guidance system to turn hard to correct its
flight path so that it achieves a direct hit. While you may
only be pulling 8 or 9 g's, the missile may be pulling 40-60
g's. In most cases, you will out turn the missile. In others,
your parents will be burying a sponge in Arlington. I have
put together a little anti-SAM checklist. If you follow it,
you should be alright.
- Eyeball the missile.
- Put the missile on your beam (90
degrees off the nose. i.e. off the port or starboard wing).
- Deploy countermeasures (chaff AND
flares, don't worry about if the missile is IR or RADAR
guided, just dump both).
- Turn on the music.
- Turn hard INTO the missile.
- Pray.
Trip-A:
The best way to avoid AAA is to stay above it. If that is
not possible, the best way to survive it is to not get hit.
:-) To do that, you need to jink wildly, and generally make
your flight path as unpredictable as possible. As I stated
before, move the nose up, down, left, and right. Roll all
over. Climb and dive. Just be generally as ornery as you can
be. It just may save your life, and your airframe, and in
most cases both, because if you bring your bird home with
holes in it, that Crew Chief with his name plastered on the
starboard side of your aircraft will kill you. Again, you
need to eyeball the threat. This is easy, cause when guns
fire on you, they usually miss before they hit, and the tracers
look real purty too. Place the gun on your beam, turn on the
music if you have a threat radar indication on the TEWS, and
pump up the volume on the smoker. No where does the credo
"Speed is Life" count more than it does here. Keep
jinking until you are out of range. Let's go to the Trip-A
checklist...
- Eyeball the threat gun.
- Turn on the music if you have to.
- Place the gun on your beam.
- Put fire on the tail.
- JINK JINK JINK!
- Jink some more Kemosabe!
DLO:
The DLO for this lesson is basically that there is no substitute
for practice and good old fashioned hard maneuvering. If you
have a missile on you, follow the checklist, and move. If
you have a gun firing on you, follow the checklist and move.
There is no substitute. Practice the checklist's against simulated
threats in instant action or against designer missions that
you have set up. When flying in a campaign, a competition,
online against a friend, or with a group of buds over the
LAN, you get only one chance. No do-overs. It's do or die
at that point. Practice, practice, practice, and maybe you
won't die. The checklists should soon become second nature,
and you should live a bit longer. At least until you fly against
me. :-)
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