"In the brief they told us not to hit the shrine and we
said, 'Okay, we won't.' That was it. It wasn't a concern.
The airplane is accurate." - Capt. Mark "Bones" Wetzel
Although it's easy to see that in the F-15E you have a lot
of tools at your disposal to put ordnance accurately on
target, proper planning for attack setup is still required.
In our first F-15 Tips and Tactics article, we explored the
overview process on missions planning. This article will
delve into the ways you should set up for the attack.
Selection and execution of your attack profile will allow
you to put your bombs on-target even when the SAMs and AAA
start flying, enemy planes are in the air, and target
identification becomes and issue.
Ground Attack Patterns
Part of the mission planning process involves how you will
approach, attack, and leave your target. When planning your
method of attack the flight commander should take into
consideration the following factors:
Target - location, size, composition, coordinates, and
photos
Threats - location, type, numbers, status, and
capability
Force composition - flight size and support assets
The final attack profile will take into consideration all
these factors and will provide the best compromise between
target destruction and crew safety. Let's take a look at
several available attack profiles and highlight the
strengths and weaknesses of each.
Level - Also called a Laydown or Low Altitude
Release Bomb (LARB), this profile is usually conducted from
low altitude (< 5,000 AGL) and should be conducted
(depending on the size of the ordnance) below 1000 ft.
Level delivery involves tracking the target along your
approach heading in a strait and level flight path.
Altitude and speed are constant as you near the target.
Once the ordnance is dropped, you may egress from the
target along any chosen flight path. Because the target can
be difficult to see when approaching strait and level (low
altitude approaches do not give you a lot of sighting
distance), the preferred launch profile is usually AUTO.
Because of the use of AUTO mode, this attack profile is
sometimes called a Systems Delivery.
Click the illustration for a full size drawing.
Advantages include less maneuvering for ease of control,
capability to attack under a low cloud cover, reduced
exposure to air and ground threats, and lower overall crew
workload. Disadvantages include visual acquisition
difficulty and frag de-confliction (separation) between
formation members. Due to the disadvantages of the level
attack profile and the accuracy of the F-15E using other
profiles, it is usually the last choice, forced by weather,
degraded systems, or weapon tactics restrictions.
High Altitude Release Bomb (HARB) - Also called High
Altitude Systems Delivery (HASD), this attack profile is
similar in nature to the Level profile, but differs in its
bomb release height. Heights can vary from 5000 ft. AGL to
upwards of 25,000 ft. AGL, but is dependent on weapon
release and ballistic characteristics. This profile relies
on the AUTO release mode, and is better suited to LGBs.
CDIP release mode can be used, but is affected by possible
trajectory/release point (pilot) errors as well as system
management/ranging (computer) errors.
Like the Level profile, the HARB has the advantages of less
maneuvering and lower crew workload and adds the advantages
of reduced exposure to AAA, potential energy in dealing
with SAM threats, and frag de-confliction. Disadvantages
include increased exposure to air threats and ground-based
high-altitude SAMS, poor target visibility, and increased
exposure to variations in atmospheric conditions that may
affect bomb performance.
Loft - This profile combines the standoff from the
fragmentation envelope and threat advantages of a medium
altitude level delivery with the low exposure profile of a
low altitude level attack. Although visual acquisition is
not a viable back up for this delivery, with a good target
designation and use of the AUTO LOFT release mode, the loft
delivery can be as accurate as a level delivery with F-15E
avionics. Munitions such as CBUs can be delivered from low
altitude using the loft maneuver, something not possible in
a low altitude level attack. Due to the standoff aspect of
this delivery, fragmentation clearance is not a factor for
the attacking flight, but maneuvering during a loft attack
and the subsequent egress can be complex. Other
disadvantages include increased exposure to threat
envelopes, but this is partially mitigated by the three
dimensional maneuvering of the profile and the standoff
range from the target. Another disadvantage is the level of
aircrew workload required to accomplish this profile,
especially at night.
Given all other profiles, I would tend to look at this one
first. The loft profile is simpler that other profiles
(though not as simple as the Level delivery), it gives good
protection from ground-based and airborne detection, and
provides a means to rapidly remove you from any ground
threats that are protecting the target area. Because of the
higher crew workload than the Level profile, it method
requires practice, practice, practice!
Offset Pop - This low altitude profile is used to
get the aircraft into a position to delivery low or high
drag weapons using CDIP release with minimal exposure. High
drag munitions can be delivered from a shallow (10º)
dive with low release altitudes, while low drag munitions
require a 20º-30º dive and corresponding higher
release to satisfy all weapons effects, dive recovery, and
frag clearance requirements.
A low altitude ingress is flown toward the target area.
The aircraft can be flown directly at the target and
"actioned" left or right just prior to pull-up, or can be
flown directly to the pull-up point. At the pull-up point the
aircraft is flown at a steep climb angle with the target
offset to the side for easier visual acquisition. For a
predetermined pull-down altitude, the aircraft is flown to
CDIP release parameters, then an escape maneuver is flown to
avoid the frag and return to low altitude.
Because the pilot uses a CDIP designation and minimum
release range, this profile is very accurate. The
aggressive maneuvering in the pull-up, pull-down, and
escape maneuvers make the aircraft difficult to
track, and exposure is planned to be the minimum
required. Formation support is enhanced, as the
flight members in the pop are easily visible to those
at low altitude. With a high enough release altitude,
frag de-confliction is simplified, and several
aircraft can attack the target in just a few seconds.
This profile is not very flexible, however. It
requires precise planning and execution, and is task
saturating, especially in multi-ship formations. A
minor navigation error can plan the aircraft either
well inside or outside planned attack parameters.
During the tacking period, the aircraft must be flown
in a strait and level attitude to ensure accurate
CDIP pipper placement.
Direct Pop - This delivery adapts the pop-up
attack to night LANTIRN operations. By using a
straight-ahead pull-up and pull-down (zero off
angle), no offset to the pull-up point is required -
just a range to the target. Using the N-F HUD
display, the pilot can confirm the target area
visually at night, re-designate (if required) and
attack the target with AUTO or CDIP. The direct pop
is planned as a primary attack or as a back up to a
LOFT.
In most cases, however, the disadvantages make this a
delivery adapted to very few situations. For range to
the target to accomplish the maneuver, the pilot
still requires an accurate designation. The maneuver
can be very disorienting, and there is a potential
for the pilot to misinterpret the HUD/ADI displays.
First-look target identification in the N-F is
feasible only for large targets, such as buildings,
industrial complexes, or airfields. There may be
situations, however, where the direct pop gives the
best combination of threat avoidance and target
detection and destruction.
Dive Toss - This delivery is a low altitude
attack profile which combines standoff capability
with visual acquisition/designation benefits.
Initially, the profile is like an Offset Pop, but
with a pull-up 2-3nm further away from the target.
This results in a shallow dive to enable finding and
designating the target with the HUD pipper or TD
diamond, followed by an AUTO or CDIP release and
recovery outside threat ranges.
Advantages in addition to standoff from threats and
frag include liberal tracking parameters, positive
visual ID of the target, and the ability to designate
the target and then select a different attack axis.
Disadvantages are similar to those for the loft
delivery, including task saturation, exposure to
threats, difficulty in visual acquisition from longer
ranges, and less accuracy than a CDIP delivery.
HRM/Patch Map process - IP setup
After your basic attack profile and approach angle
have been selected, it will be important to select
several aim points by which you can make radar system
updates and target designations. To obtain usable HRM
presentations without excessive maneuvering or
exposure to threats, several factors must be
considered during the approach to target.
Plan your HRM designation leg 15-25 nm from
target - this is of course dependent on attack
profile, but 15-25 nm should be a good starting point
for most approaches
The HRM mapping leg should have you offset from
the target - a good rule-of-thumb is to take the map
between 30º and 50º off the nose - your
approach angle should reflect this offset to target
Based on how you set up your waypoints, you may
have to turn off autopilot (or use ALT HOLD A/P only)
to offset the aircraft to the proper angle for HRM
map generation
During your HRM mapping leg make sure that your
line of sight to the target falls within the
parameters of good HRM illumination - intervening
terrain, distance, and offset angle can all affect
the proper map generation
If conditions permit, take as many maps as
necessary to properly designate the target - continue
to step down in resolution to get the most accurate
picture of the target
Do not allow the aircraft to be exposed longer
than is necessary during the HRM mapping process
Using your briefing data, identify significant
features such as large bridges, buildings, or
airfields during map generation - this will help you
get a solid bearing on your DMPI
Remember that the briefing intel is always
aligned to the north and your angle of approach may
not be with this heading - try to visualize your
approach and remember than the view of the target may
look a little different than it did in the target
briefing.
Within F-15 you have the option during the initial
briefing to assign waypoints that reflect a proper
flight path that gives you enough time to create a
good HRM. Plan your route accordingly and make sure
you are familiar with the assigned WPs for target
illumination and designation.
Target ID and designation
Target identification and designation is probably one
of the most difficult aspects of mud moving. This is
complicated when the target(s) are located in a
object-rich environment such as a city or airbase.
ID'ing a fixed SCUD launcher in the middle of AAA,
SAM, vehicle and building objects is problematic.
Suffice to say that only careful planning will
achieve success.
Step 1 - Study the TARGETING map carefully in the
mission briefing. Take note (and I do mean take note
- write/draw if necessary) of major landmarks near
the target such as a bridge, runway, large building,
etc. Memorize their relative distance/direction from
the target area. Zoom in and out to get a good
perspective of the situation. Make note of your
approach angle and relative heading during your
target run and egress.
Step 2 - Look for each Direct Mean Point of Impact
(DMPI, or dimpy) in the TARGETING view.
These markers will reflect the mission goals. You
usually must destroy each DMPI to receive a
successful rating (this is dependent on how the
mission was designed). Look at each DMPI and its
relative location to other objects nearby. Close
scrutinization should reveal a pattern in the object
deployment that you can use to target from. Certain
target types have a repeating pattern (Large SAMs in
star shape, Fixed SCUD location like a smiley face).
Step 3 - Depending on how many DPMIs exist and how
many planes in your flight exist, you may want to
double up or reassign targets. Take the toughest one
for yourself. AI wingmen generally do not have a
problem locating targets like you do, but they may
get shot down on ingress. You can re-designate to
spread out the area effect of the blasts. This way
you can kill more will less - though make sure each
DMPI is covered properly.
Step 4 - Plan your route and ingress formation
carefully. Make sure you give yourself enough time
and altitude to do a proper HRM. Start with a medium
resolution and then get a finer one. This will allow
you to orient yourself from the information you
gathered in Step 1.
Step 5 - Plan your ordnance carefully. Study the
target type and what type of bomb will be required to
destroy it. In the case of Fixed SCUD sites, CBUs do
not do a good job - go for Mk82s/84s. Set up your
bombs to ripple delivery to create a wide swath of
destruction. You AI wingmen will probably only drop 2
bombs per run, so its better that you do as much
destruction as possible in your run.
Step 6 - Make your attack run and don't forget to
command your flight to attack. Try very hard to only
make one attack run. Each subsequent run on the
target only increases your flight's chances of taking
causalities. The SAM/AAA AI will start to key in on
you, so a second run will probably get you shot down!
Weapon Release Preferences
One of them most confusing things to me was the
Weapon Release Option (WRO) and its related settings.
It was not so much that I didn't understand what it
did, but it was in determining the best settings.
When was it more proper to use the 1/STA vs. RP SGL?
When was RP MPL called for? What is the optimum CBU
Height of Burst (HOB)? What is the optimum Weapon
Release Interval (WRI)?
Let's list the various WROs and the related settings:
Weapon Station Selection
Set Release Quantity
Bomb Release Modes
Weapon Release Options (1/STA, RP SGL, RP MPL)
Set Weapon Release Interval
CBU Height of Burst (HOB)
Weapon Station Selection - Depending what
ordnance you have loaded up, you may have the option
of enabling the PBs that correspond to the various
weapons stations on the F-15: Left Wing, Left
Conformal, Center Line, Right Conformal, and Right
Wing. There are really only two questions to answer
here: which bomb to you want, and for that bomb - how
many stations to you want to enable.
You cannot enable the weapons stations from two
different ordnance types, so stick with the primary
bomb of choice when setting up for your attack run.
In the event that you have dumb/smart bombs loaded
plus Mavericks, enable the dumb/smarts first and use
the AGM-65 to mop up later or during a (heaven
forbid!) second pass or secondary target run.
Since it is better according to aerodynamic and
gravity principals to distribute the drag and weight
evenly, it would make better sense to enable
corresponding weapons stations for the ordnance you
want selected (i.e. enable Left Conformal and Right
Conformal simultaneously). You can use the WROs to
control how many bombs to drop on each pass.
Set Release Quantity - One thing to keep in
mind here: this setting only affects how many bombs
are dropped when the RP SGL and RP MPL options are
selected. 1/STA is not effected because its purpose
is to only drop one bomb per selected weapons station
regardless.
Setting the release quantity will depend on the five
attack profile selections factors noted above. Also,
refresh you memory by reading the F-15 Tips and
Tactics article "ordnance Selection and Delivery".
Depending on what type of target you have, you may
need to drop more of what you are carrying. If you
are using PGMs, you will want to keep the number low,
as they are generally more accurate. If you are using
unguided iron or cluster bombs, you may want a
maximum area effect so select more.
Typically what I do is to select 1 or 2 for PGMs
(soft or hard targets) or half of my bomb load if I
am carrying iron/cluster bombs. Of course this is
mission-specific and you will have to be the final
judge based on your mission profile.
Bomb Release Modes - There are three bombing
modes provided in F-15. The bomb release mode
controls what symbology appears on the HUD to guide
you to weapons release.
CDIP - Continuously Displayed Impact Point -
This is a manual release option that allows to you
press the pickle button and release the weapons
on-cue. A small circle appears on the HUD and is
provided to show the pilot exactly where the bombs
will hit. Because the mode can be less accurate than
AUTO and AUTO LOFT, you should only use it when
conditions call for it such as when a visual quick
snapshot release is called for with no time to
generate a patch map.
AUTO - Automatic - AUTO is the primary
delivery mode used in the F-15E. Use this mode when
accuracy is at a premium, such as when you are using
LGBs or dumb bombs from medium/high altitude.
Although this mode does not require that a patch map
be generated (you can place the HUD designator in
priority with AUTO) you should probably try to create
one, especially for smaller targets. This is because
the patch map designation process is more precise and
can be done at a greater distance to allow for
steering corrections.
Remember, AUTO bomb mode designates a point on the
ground, not an above ground object. As a result AUTO
mode should not be used for designation of moving
targets. The computer automatically controls the
exact time of release, and the pickle button should
be depressed just prior to the TREL countdown
reaching zero.
Like AUTO mode, AUTO LOFT mode allows you to
designate a point on the ground. The difference
between AUTO and AUTO LOFT is in the attack profile.
With AUTO mode, the preferred method of attack is a
Level approach. AUTO LOFT requires a Loft Delivery
profile (see above).
When in AUTO LOFT mode, the computer calculates the
TPULL and TREL based on your current flight path and
angle of attack. These numbers may be re-adjusted or
even roll back a bit if you change your heading/AoA
rapidly. The computer automatically controls the
exact time of release, and the pickle button should
be depressed just prior to the TREL countdown
reaching zero.
Weapon Release Options - There are three WROs
that control how the bombs are released from their
stations. Depending on what ordnance you are carrying
and what your target is, you can select WROs that
correspond to a single PGM release to a massive
carpet bombing barrage.
1/STA (One Per Station) - The 1/STA is used when only
one bomb from each selected station is desired for
release per each press of the pickle button. Quantity
and interval settings are ignored. Bomb release on
every enabled station is done simultaneously. This
setting is a safe bet when using PGMs.
RP SGL (Ripple Single) - When the ripple single
options is selected, bombs are released one at a time
from each of the selected stations. The total number
of bombs dropped is determined by the quantity
setting and the distance between releases is
determined by the interval setting. This
setting is best used to carpet the target in a
barrage fashion. You can also place your target
designation a little before the target. This will
increase the swath of destruction as the bombs are
spread out the greatest distance along your
aircraft's heading.
RP MPL (Ripple Multiple) - When the ripple multiple
option is selected, one weapon is release from all
selected stations with each drop. The total number of
bombs dropped is determined by the quantity
setting, the number of bombs dropped with each
release is controlled by the number of stations
selected, and the distance between releases is
controlled by the interval setting.
In other words, the number set for the
quantity determines the total number of bombs
released with each press of the pickle button. If the
number of bombs specified in the quantity
exceed the number of selected stations, the remaining
bombs specified in the quantity will be
dropped at a distance specified in the
interval. If the number of bombs selected in
the quantity represents a number less than the
number of selected stations, then only that number of
bombs specified in the quantity will be dropped.
This is a good way to drop a lot of ordnance in a
small target area. Since each selected station's
ordnance is dropped at the same time, the blast
effect of the combined bomb drop is enhanced. Use
this setting when you want to put a lot of bombs on
the target, but the target is in a confined or
limited space.
Set Weapon Release Interval - Intervals are
given in feet of weapon range (i.e. how many feet
from the first weapon the second weapon will impact
the ground). You must specify an interval for weapons
release when either the RP SGL or RP MPL is active.
The default number of 320 feet is probably adequate
if you are dropping 2000 lb. bombs. I normally would
adjust the WRI to a bit less (100-200 ft.) if I have
500 pounders or CBUs on-board to account for their
smaller blast pattern. Smaller WRIs can also be
entered if you want to place a lot of ordnance close
to a well defined target such as a SAM/EW site,
mobile targets, or SCUD launchers.
CBU Height of Burst (HOB) - Although you can
adjust this parameter with any ordnance loaded, the
CBU HOB is only enabled when you have CBUs or Mk20s
loaded. CBUs have different radii of effect,
depending on the size and type and the height above
the ground at which they explode. As a result, you
have control over the blast size and density pattern.
The higher the CBU releases its sub-munitions, the
larger the area it will damage, but the less intense
the damage will be.
Typically I will set the CBU HOB in the range of
600-1000ft. This I feel gives me the best compromise
between blast radius and density. Smaller, harder
targets such as ships and tanks will be destroyed
more readily with smaller HOB settings will larger,
softer targets such as POL facilities and troops can
be destroyed with larger HOB settings. It makes sense
to practice with your CBU of choice prior to the
mission to get the feel of how the ordnance will
deploy.
Thanks to Neil, Bubba, and Garra for their insight
and input on this article. Special thanks to Capt.
Sean Long for his interest in keeping us common folk
in-the know.