2.0 Combat Tactics and Weapons Deployment
This section contains recommendations specifically related to
combat, including use of wingmen, escort, A2A engagement, and
weapons deployment in both air and ground engagements.
2.1 A2A Combat
This section contains information relating to all
aspects of A2A engagement including A2A combat, avionics,
weapons specifications and launch parameters.
2.1.1 A2A HUD
The best way to avoid death in the EF2000, especially on a
strike mission, is to NOT engage the enemy by avoiding
detection. Given this thesis, it is sometimes impossible to
avoid an AA conflict. There are a few key elements to the HUD
which will ensure that youmaintain proper situational
awareness (SA) during a BRV or close-in engagement.
The virtual cockpit (F10 for view at right, F2 for wide
angle) allows one to keep track of the bandits position
relative to the aircraft and the overlayed HUD will tell
the pilot the (a) range of the aircraft (b) type (c)
closing speed (d) altitidue and (e) aspect angle.
Radar must be acitvated to get the following information.
Again, turning on radar will loose all elements of surprise
and scramble the ground and air forces. Details on
controlling the Wingman will be discussed later.
(a) range of the aircraft: As can be seen in the white
crayon circle, the R:001 stands for Range of bandit
001 miles.
(b) type of aircraft: Indicated by the "U" where F=Fighter,
B=Bomber, R=Refueller, A=AWACS, U=UFO.
(c) closing speed: The closing speed calculates your
airspeed and the airspeed of the enemy you have targeted
giving your speed relative to the target. For example, if
you are driving in your car at 60 miles per hour
approaching a brick wall your closing speed is 60mph
(assuming the wall is not moving). If, however, you are
approaching a Truck traveling 60mph your closing speed is
120mph. A negative number indicates the bandit is running
away at a higher velocity than you are traveling. In the
above example, the closing speed against the evil F18
defector is 452 mph (340mph is my speed and 112 the
bandits).
(d) altitude: The altitude of the bandit.
(e) aspect angle: This is a very important - albeit
difficult - part of combat skills which is required to plan
your strategy for the next maneuver. The caret (show above
circled in blue) represents the direction the bandits nose
is facing in relation to your own.
In the example above, the information in the white circle
tells you that the bandit is closing at 452 mph and its
nose is pointed opposite of your own. If the caret were on
the bottom of the box then the nose would be pointed in the
same direction as your own. It does not matter WHEREyour
head is looking. If you are in virtual cockpit mode and see
the bandit to your left yet the caret is at 12 O'clock this
tells you the bandits nose is pointed in the opposite
direction of your own.
This information will allow the pilot to understand the
direction the bandit is heading. In the example above, the
enemy plane has its nose pointed opposite of yours (at you)
and is closing at 452 mph. Thus the enemy MUST be heading
directly at you.
Note, however, that aspect angle is NOT always correctly
represented in the latest incarnation of the Eurofighter
HUD...
2.1.2 Air Combat Weapons
This section covers all weapons used in A2A engagement,
including radar and IR missiles, and cannon. NATO missiles
are generally a match for Russian weapons, the notable
exception being certain Russian Infra Red missiles.
2.1.2.1 NATO Missiles
AIM-9M Sidewinder
The AIM-9M sidewinder is the worst choice in EF2000. Its PK
is low - even with a good apect angle, and it has a tendency
to fly into the sun.
All aspect infra-red tracking, active laser fusing with
11.4 kg warhead.
Steered by four double delta planes located at the
front of the missile, with additional control coming from
the rear wings in the form of "rollerons."
Can accelerate to mach 2.5 in 2 seconds.
Lock indicated by a growling tone.
Best PK fired from rear quarter (8 to 10 o'clock) at
five miles or less.
This is a very important point and is related to the
information above. The pilot MUST assess the heading and
aspect angle of the target.
The example below shows a lucky kill with an AIM-9M missile.
The range of the bandit was 6 miles and this EF2000 pilot was
closing (+67mph). Furthermore the missile was fired from
ABOVEthe enemy increasing the PK. The bandits nose was
pointed slightly to the right so the shot was taken at a near
rear-aspect angle..
If you ever need to use AIM9 missiles (head to head
KOTSplay) remember:
Rear aspect
Growling tone
Carrot near the 6 O'clock position
A positive closing speed
Altitude at or above the enemy.
AIM-132 ASRAAM
The ASRAAM is an all aspect missile which performs best when:
The bandit is below the aircraft
The closing speed is less than 500mph if the bandit is
flying directly at you
The bandit is in front of the aircraft and at least 2
miles away
Within 10 miles
While the ASRAAM can be fired when the bandit is at
other positions, the PKdecreases dramatically.
AIM-120 AMRAAM
This is a radar guided all aspect missile. It can be
fired from a greater range than the ASRAAM. Again:
Keep the bandit, if possible below the aircraft
The missile lock tone is constant. IF the lock tone is
turning off and on the missile is being jammed by enemy
ECM.
A diamond X across the HUD indicates that the bandit is
too close
This missile works well, if fired from a good PK. It
can also be used in conjunction with the S-225 below. After
firing an S225 at long range against the enemy, launch an
AMRAAMas soon as the enemy is in range. As it bleeds speed
to avoid the S-225, the AMRAAMwill have a high probability
of kill.
S-225 LRAAM
This is a radar guided all aspect missile. It can be fired
from a greater range than the ASRAAM. Again:
If possible, stay at a higher altitude than the bandit.
The missile lock tone should be constant. IF the lock
tone is turning off and on the missile is being jammed by
enemy ECM.
A diamond X across the HUD indicates that the bandit is
too close
If the bandit closes to under 15 miles, switch to
ASRAAM and fire
This missile works well, if fired from a good PK. After
firing an S225 at long range against the enemy, launch an
AMRAAMas soon as the enemy is in range. As it bleeds
speed to avoid the S-225, the AMRAAMwill have a high
probability of kill.
2.1.2.2 30 mm Cannon and
Snake
The cannon and SNAKEin the EF2000 is not as sophisticated
as that in the newer Russian aircraft which have a
trainable gun. Thus, great skill is needed to succeed in
close combat.
As seen in this example, getting a gun kill means you
must be close to the enemy. The range circle (blue outline)
gives you information on:
PK of the bandit. The more "dotted" appearance of the
range circle the higher PK value you have
As seen in the example, the "white" crayon represents
the dotted part of the range circle.
The dotted part is about 30% of the total circle. This
is the minumum required to get a good kill
The "SNAKE" or line you see represents the path the
shells will fall. The Range Circle, if placed on the enemy,
represents where the shells will fall IFthe bandit and
EF2000 pilot stay on the same course.
Due to NATO cutbacks, the range circle is not very
accurate. The pilot SHOULD be able to place the circle on
the bandit, press the trigger, and get a kill.
Unfortunately, the predictor site needs a bit of "help" in
that you must lead the bandit
If the bandit is turning right, place the circle just
in front of the bandit
If the bandit is climbing, place it just above the
bandit
2.1.3 Air Combat Tactics
General
Before engaging AA threats order
Battle GO! This will prevent losses from friendly fire
ECMON
RADARON
Gain as much altitude as posslble. Radar guided
missiles (S225) work best from an altitude ABOVE the enemy.
Use of Bracket
Bracket the opponents before you reach the initial
merge.
After calling bracket take a good 45 degree turn away
for a few seconds for a wide bracket setup. This causes the
opponents to split their attacks or leave one of you
un-threatened.
This maneuver also helps you distinguish between
missiles which are heading at you and those heading at your
wingman and increases the odds of your missiles hitting
since the enemy has to avoid shots from two directions.
If your wingman has already fired on the enemy you will
see the cross appear in the target lock box.
Since the probability of kill increases dramatically
when more than one missile is allocated per target, it is
useful for you to fire another missile at each target.
Watch your JTIDS display to see how the enemy is
reacting. Get ready to issue a Drag or Reverse depending on
whether your target turns towards your wingman or towards
you.
Order your wingman to attack your target often. He
tends to fall into a "You engage, I'll cover" defensive
posture unless you stay on him to attack.
Watch your airspeed and stay between 250 and 350 kts
for best turn rate in a knife fight.
Note that the EF2000's engines are very powerful.
Leaving your throttle in AB may result in you staying very
fast (500 kts) and describing very large circles in the
sky. Pilots transitioning from earlier aircraft such as the
F-16 (Falcon 3.0) especially need to monitor their
airspeed.
If you wingmen get into trouble, it is not always
necessary to kill the wingman threat in order to perform a
rescue. Locking and launching on your wingman threat can
sometimes produce sufficient distraction for your wingman
to prevail.
Defeat missiles by BLEEDing them: Break their Lock with
ECM or terrain-masking, Escape their range by turning away
if they are still far away, Evade them with severe
maneuvering (see the Threat section below), and Decoy them
with flares or chaff when they are close.
2.1.4 A2A Weapons Deployment and
PK
Probability of kill (PK) is greatly affected by shooter's
speed and relative altitude to the target, the target's
speed, aspect, and maneuverability. The faster and higher you
are, the longer the effective range of your missiles.
However, your speed and altitude will not be so great a
factor if your target is higher than you. Conversely, when
your target is shooting at you, his missiles will have more
trouble if they have to climb uphill.
Missiles can achieve target lock-on at ranges and aspects
outside their effective kill envelopes, however, your PK
will be low. The range bar and shoot cue take the current
launch conditions into account and are better indicators
than the ideal range dspecified in the manufacturer
documentation. Do not fire unless you have a shoot cue.
ASRAAMs and Aim-9Ms can lock onto a head-on aspect target
but PK is low. A tail-aspect angle is preferable before
firing any heat-seeking missiles (8 o'clock to 4 o'clock)
unless you are desperate and hoping to distract your
opponent. "Lock-on" is only the first step in successfully
employing a missile.
2.2 Strike Combat
This section covers armament, tactics, escort coordination,
and navigation issues.
2.2.1 Armament
See the discussion on ground attack weapons and
deployment
2.2.2 Tactics:
General
Depending on your read of the enemy defenses it may be
wise to replace some of your ordinance with Alarms that can
be fired indirectly just before reaching the target area.
Do not, however, fire more than one missile in Indirect
mode, since these missiles are not "smart" and will likely
both target the same radar emission.
Your wingmen are more likely to successfully strike
their targets if the air defenses are few and no enemy
aircraft are nearby. You may wish to engage enemy aircraft
personally as soon as possible so that your wingmen will
head for their targets sooner.
If time and ordinance load permit re-attacks, try to
hit anti-aircraft sites and remember to command "running
in" to get your wingmen to attack as well. You may have to
reset your waypoint back to the target waypoint for your
wingmen to understand to re-attack the area.
If you have used Heading AP to approach the target
waypoint beyond its initial placement, your wingmen may
have trouble flying their attack patterns (EF2 manual,
p.201-202).
Remember to order ECM on prior to reaching the target
to maximize survival of your wingmen. It is also wise to
jettison fuel tanks to reduce radar signature and increase
manoeuvrability.
2.2.3 Wingmen
Coordination
Check the takeoff times and routes for the other
flights in your strike package. Note that you will almost
always have the same route to follow, including tanking
facilities.
Hit the tanker on the way out if that's part of your
flight plan and you will be able to maintain correct timing
with the rest of your package. Watch for them ahead/behind
of you following the same route as you. Stay within 50
miles of your companion flights if possible.
Escort flights use your current waypoint setting to
coordinate their flight time with you. By advancing the
waypoint on your nav gear but flying all the points
yourself directly, you can get your escorts to take the
point out in front of you.
On the same principle, it is possible to turn escorts
around by retracting the waypoint setting.
Be prepared to abort your mission if defenses prove too
heavy. There are only a limited number of aircraft in
theatre (including reserves that appear steadily) so don't
sacrifice them on hopeless causes. If chances of reaching
your target are slim, head for home. Advance your waypoint
to the home airfield so that your escorts will abort and
return with you.
Wingmen are tasked to attack targets near your own on
strike missions. You will be solely responsible for hitting
the particular target shown in the briefing photos.
Wingmen split off at IP to follow individual flight
routes to the target area as described in the EF2000
manual. At this point they are usually unresponsive to
commands until dropping their ordnance.
If wingmen are forced to engage enemy aircraft near the
target, they will not usually drop wing tanks. However, if
you jettison your own tanks when under threat, they will
also jettison theirs.
Wingmen will sometimes abandon the strike mission after
engaging enemy aircraft near the target. Wingmen will
sometimes reattack a target site when you reset the
waypoint back to the target waypoint, head back to the
target area, and select the "Running In" command if
present.
2.2.4 Tactics: Escort
Coordination
In version 2.02 escorts are now clearly visible on JTIDS (the
red dot in the center). By use of your Waypoint AP you can
control their flight. SA is greatly improved by awareness of
the location of escort aircraft, and in turn tactical
possibilities expand. Consider these examples:
Suppose that you have broken away from your current
waypoint heading by switching AP off in order to avoid
contact with approaching enemy aircraft. Your escort flight
will remain on course for the current waypoint, and you
will be able to see them engage the enemy. If the enemy is
approaching from somewhere near your target area in force
you might want to do a 180 while your escort engage.
Suppose that your escort chase the enemy a good while,
drifting far from your flight path. Meantime you have
passed the current waypoint and are vectoring as much as 90
degrees in another direction. By manipulating your waypoint
AP, you can determine the direction that the escort flight
will head. You might want to bypass one waypoint so they
can vector ahead, while setting your AP to Heading mode for
the purpose of keeping your own flight in formation.
You can also use this method to vector your escort to a
location on your six. Suppose that the enemy has shown up
suddenly on your six at fifty miles. By switching the
waypoint to your previous one, your escort flight will turn
around and engage the enemy. Meanwhile, if you switch to
Heading AP, your own flight will stay with you wherever you
go, so long as you have not called IP..
If you abandon the mission for any reason, be certain
to set your waypoint for home base so that your escorts
will return home with you.
2.2.5 Strategic SA and Loss of
AWACS
In the event that you must fly a strike or escort mission
without AWACS, your strategic awareness will be greatly
limited, and your vulnerability increased. Here are some
general rules:
Increase DASS to max range
Approach the target area as normal, but reduce to
terrain following at 150 miles.
If you wingman calls "Spike" assume that enemy fighters
are within 100 miles.
Do not use radar at less than 150 miles from target,
and at more than 5000 feet unless you are prepared for
engagement.
Issue battle spread at 150 miles and jettison any
external tanks.
If enemy fighters are encountered, note carefully
whether they are CAP or outgoing WW.
If enemy fighters are encountered and engagement seems
unavoidable, at 60 miles climb to 25,000 feet for maximum
weapons effectiveness and range and jettison or fire off
any A2G.
order engagement and a bracket maneuver when at alt.
Watch your six! Remember that an IR missile on your six
will NOT show on DASS!!
2.3 Ground Attack
This section contains information relating to all aspects of
air to ground combat including targeting, use of A2G HUD,
weapons specifications and launch parameters.
2.3.1 A2G HUD
2.3.2 Ground Attack Weapons and Deployment
To attack with the following weapons first ensure that the
A2G HUD has been enabled with the BS key. Check the MASTER
ARM INDICATOR (MAI) which must indicate that the relevant
weapon has been selected. If not reapply the BS key to cycle
through available ordnace until the relevant weapon is
selected.
Once you fly towards the (T)arget waypoint you must prepare
your attack. The large "X" indicates the general position
of the programmed target.
All the following Ground Attack advice assumes the HUD
indicates that you have reached the INGRESS POINT and are
actually heading directly towards the target.
2.3.2.1 Free Fall Bombs.
These consist of the 2 "IRON BOMBS" the Mk-82 and the
Mk-83. Both are fitted with High explosive warheads, the
Mk-82 having the smaller 89kg warhead with the Mk-83
warhead being nearly 3 times larger at 202kg.
Ensure that either "MK82" or "MK83" is displayed on the MAI
using the BS key. This will cause the HUD to display a
vertical BOMB FALL LINE (BFL) that is actually used to
align your heading with the target "X". The BFL is
connected to the CONTINUOUSLY COMPUTED IMPACT POINT (CCIP)
which indicates the computed impact point of the free fall
bomb at any given time.
The Manual offers assistance in the delivery method of the
Mk80 series but practice has indicated that simple rules
apply. Once you reach a Time Off Target (TOT) of about 60
seconds the A2G HUD will display a count down clock that
surrounds the BFL. This circle is terminated with a short
bar that informs the pilot of the remaining seconds to
optimum launch The display accords exactly with a clock
face so that when half of the circle remains and the
terminator bar is positioned EXACTLY on the BFL you have 30
seconds until launch.
The idea is to fly the aircraft smoothly towards the "X" in
order that the target travels down the BFL in the HUD until
the CCIP is positioned on the target. It is advisable to
switch the cockpit display OFF when delivering the Mk80
series as the lower section of the BFL and the CCIP may
become hidden. Maximum visibility is essential.
The angle of dive is completely flexible and depends on air
speed and current altitude. The lower the altitude the less
dive is required. It is entirely possible to hit the target
from a perpendicular dive if ground defenses force a very
late delivery.
The BFL is also greatly effected by altitude, being
extremely short at low altitude and long at high altitudes.
To gain proficiency in use of the Mk80 series it is
recommended that the WEAPONS TRAINING MISSION within the
SIMULATOR be flown repeatedly. During this training it is
advisable to try various approches to the Power Station
Target.
Start with a delivery from around 8000ft and progress to
delivery from 300ft. Notice how the BFL is effected by
altitude and how quickly the CCIP becomes visible at low
altitude. Finally try a perpendicular deliver and note how
the CCIP sits right on the Velocity Vector Indicator.
When delivery is required under fire try to remain calm.
Dump missile decoys at regular intervals and do not be
afraid to abort if overwhelming odds are encountered.
Typical Targets : SMALL, MEDIUM or LARGE BUILDINGS (Use
Mk83 For LARGE TARGETS)
2.3.2.2 Rocket And Cannon
Attack methods for both the CRV-7 Rocket System and the
MAUSER 27mm CANNON are very similar, only range to target
being a variable. We shall concentrate on rocket attacks
here but the targetting data is equally applicable to the
cannon.
The CRV-7 is the weapon of choice for a real rush. The
instant visual feedback from a rocket attack is incredibly
exciting and may result in loss of SA in the face of
intense enemy ground defenses. BEWARE!!!.
Confirm that the A2G HUD is selected and that "ROK" is
displayed on the MAI.
The HUD will now display an A2G PREDICTOR SIGHT. This is a
mini-version of the count down clock displayed when using
the Mk80 Series. The DOT in the sight centre is the ACTUAL
IMPACT POINT of the rockets or cannon shells. The 2
vertical terminators at the top of the sight will remain
together until you are about 2 miles away from the target
on which the central dot is positioned.
At 2 miles away the sight predictor will begin to change as
the 2 vertical terminators part with the left one
"unwinding" to reveal replacement dots. The range indicated
is such that at I mile off target the left most terminator
will be at the 6 o'clock position.
Simply place the central dot on the target and pull the
trigger.
Be VERY aware of your approach speed and dive angle and
listen for Naggin Nora if she warns of impending ground
collision.
It is advisable to use the rockets within 2 miles although
in adverse conditions it is possible to hit targets from
further out. Use of the MAUSER CANNON of course requires
closer attacks.
Typical Targets : SMALL BUIDINGS, CONTROL TOWERS, PERSONNEL
CARRIERS STATIONERY AIRCRAFT, RADAR EQUIPMENT.
2.3.2.3 Smart Bombs
2.3.2.4 ALARM
ALARMS will lock any radar emission, friendly or other. As
a result, it is wise to note the position of the front line
on your map before takeoff. ALARMs may be fired in one of
two modes: Indirect, and Direct. Indirect mode means that
you fire the missile prior to a target lock. Direct mode
requires a target lock.
Indirect Mode
ALARMs launched in indirect mode do not have the ability to
sort targets. That is, they have no way of telling if the
locked target is already designated by another ALARM. As a
result, if you fire more than one ALARM into a given area,
there is an excellent chance that two ALARMs will target
one site. The best way to avoid this duplication is to
intentionally spread your fire over a wider area. Fire your
first missile, change your angle of approach, then fire
your second.
Direct Mode
In general, since you have the ability to arm your own
plane but cannot affect the loadout of your wingmen, it is
helpful to carry a couple of ALARMs. You will not only
increase your own chance of survival at the target, but
also that of your wingmen. Wild Weasel missions sometimes
do not reach the target area, and at other times may employ
their weapons in a way that is not very useful to you.
Carrying a couple of ALARMs can work for you, and you can
usually carry enough additional A2G to take out your
target.
Note that Maverick missiles are very heavy. If you get into
a situation where you need maximum manoeuvrability, you
will have to jettison these missiles.
2.3.2.5 MAVERICKS
Mavericks will lock on quicker and maintain lock longer if
you can keep the aircraft steady and level until you fire.
Zooming the MFD also decreases the time needed to achieve
lock.
2.3.3 Attack Patterns
See the EF2000 Manual for information on attach
patterns....
2.4 Escort Missions
Escort missions come in two styles: flying cover for a
strike mission, and acting as a ferry captain moving
flights of EF2s to new locations. Both missions are of
critical importance in the campaign.
2.4.1 Armament
Because only the Lead may arm his own plane, it is helpful
to carry a full load of S225s. The longer reach afforded by
this missile is an advantage when protecting another flight
against an inbound threat since closure rates between the
two forces are usually in excess of 1000 knots.
Wherever possible, carry no external tanks or carry only
one.
2.4.2 Tactics: General
The primary goal of an escort cover is to ensure that
the Strike reaches its target. Do not detour after stray
bandits or incoming enemy Strike missions: leave these
targets for assigned NATO flights.
The Escort captain has special responsibility for
situation awareness. Escort flights should not spare fuel
to engage an incoming threat to the Strike mission. Use
afterburners to gain speed and altitude and to pull out
ahead of the Strike force.
At the first sign of an incoming threat, the Escort
force should climb to an altitude exceeding that of the
threat, or at least 12,000 feet prior to launching weapons.
The greater the altitude, the higher the PK and the sooner
that the enemy may be engaged.
Whenever possible, split the Escort force to engage a
threat. The threat itself may have to split to engage the
Escort force, and general SA will improve when multiple
missiles are inbound.
3.0 Threat Intelligence
This section contains information gained by study of enemy
weapons and systems and from observation of enemy
behavior.
3.1 Missiles
Enemy missiles fall into two primary classifications: IR
based homing and radar based homing weapons.
3.1.1 Performance
IR missiles have ranges as high as 100 miles and will
occasionally be launched from this distance. PK for such a
shot is low, however, and the lock can be broken easily by
ECM or flares and sometimes by a change of aspect.
Russian radar homing missiles vary greatly in
efficiency, lethality, and range, and the main types are
listed below. Note, however, that the Russians can claim
superiority in this area.
3.1.2 Russian IR Missiles
Western analysts studying Russian air-to-air missiles used to
think inferior electronics made them heavier without being
more effective. This has been discovered to have been false.
The Vympel R-27 medium-range missile (code name AA-10
Alamo), in service since 1983, is more than equivalent to
the U.S. AIM-7 Sparrow. Its replacement, the Vympel R-77,
is acknowledged to have longer range and greater agility
than the Air Force's most modern weapon, the radar-guided
advanced medium-range air-to-air missile (AMRAMM).
The most alarming Russian missile is the Vympel R-73E,
known by its NATO code name AA-11 Archer. It is the "King
Kong of the visual-range fight." Its front and rear control
fins are augmented with a thrust-vectoring system that
deflects hot gases from the rocket motor, greatly enhancing
turning performance. (See Ef2 manual page 167).
A Vympel R-73E can be launched from a fighter that's
turning hard, at a target far off to one side. The instant
it comes off the launch rail, the missile veers sharply
toward its prey. Flight time is short, leaving the target
little time for evasion.
Able to scan 90 degrees off center in any direction, the
R-73E's infrared seeker lets a fighter pilot lock onto any
target in the hemisphere of space in front of his aircraft.
The seeker can even be slaved to the pilots helmet-mounted
sight, so that all the shooter has to do is look at the
enemy and press a button.
Vympel is working on a new missile, based on the R-73E,
which can be fired backward. Designers have been thinking
about rear-defense missiles for years.
Mounting a missile backward is allows its seeker to lock-on
even before the pilot pushes the launch button. But because
the aircraft is moving forward, the missile is actually
flying tail-first and backward as it comes off the rail. It
must then accelerate through zero airspeed before its
aerodynamics flight-control fins can start to work.
Vectored thrust--in which Vympel has a 15-year lead--is the
only way to control such a missile.
The Pentagon has started developing a thrust-vectoring
version of the veteran Sidewinder, called the AIM-9X. When
it is complete, the best the AIM-9X can do is start
leveling the playing field against the Vympel weapons
already in service.
Russian IR missiles compared:
Warhead Range
R-23T (Apex) 217kg IR 35km
R-27T (Alamo-B) 254kg IR 70km
R-27TE (Alamo-C) 350kg IR 120km (!)
R-60 (Aphid) 45kg IR 10km
R-73 (Archer) 110kg IR 40km
R-27
"...It can destroy targets at any aspect angle, both in
daylight and at night, in good or bad weather. Its guidance
system is resistant to natural interference and ECM, and
capable of tracking targets against ground and water
clutter. The R-27 can engage targets ranging in altitude
from 25m to 20km with elevation up to 10km. The targets can
fly at speeds up to 2500km/h and with g-load up to 8 Gs."
The TE model apparently has an added booster to extend its
range.
3.1.3 Russian Radar
Missiles
This section is adequately covered in the original
documentation.....
3.1.4 Threat Missile
Avoidance
Missiles launched at distance are not so great a threat as
missiles launched at 15 miles or less. Consequently, always
zoom DASS into R min when engaging bandits at short range.
Zoom your JTIDS link to 20 miles or less when engaging more
than one bandit so you will know immediately of any bandits
on your six o'clock.
Modern Russian missiles fly intercept courses with large
lead angles. Beam tactics or 3/9 tactics are not very
effective against this type of threat. Instead, keep the
incoming missile near your 10 or 2 o'clock position, (there
are lines on your DASS at these positions) and seconds
before impact, either break into and across the missile's
path or above or below the missile while dropping flares or
chaff. The missile will rarely be able to correct its large
angle in time.
Since this is an end-game strategy you are free to press
your attack and counter-launch your own missiles until the
opposing missiles get within 5-10 miles of you. Don't waste
time counter-maneuvering a missile that is still 30 seconds
away!
A fast target is a difficult target for a missile. To
maximize your chances of survival, stay above 500 kts when
evading missiles.
IR missiles are a special threat, since when launched at
your six you will not normally have any signal on DASS.
Worse yet, a missile like the AA-11 Archer on your six at
less than five miles will not normally miss.
The best way to avoid having an IR missile on your six at
short range is to watch your JTIDS link carefully, and
don't let any bandits maneuver behind you.
Note that your wingmen will not normally engage ECM unless
told to do so. Thus, when you have a ground spike, missile
in the air or distant A2A radar lock, it is time to order
ECM on unless you have good reason to believe that you will
be able to regain a measure of stealth. Your wingmen will
not last long against radar missiles without ECM. This is
doubly true for Strike missions when at the target.