With the advent of LAN play, which has been around for
quite some time, and now Internet multi-player options,
wingman responsibilities and wingman tactics are more
important than ever. Many sims have fairly comprehensive
wingman instruction menus, but many people are not really
sure what they are commanding the wingman to do or when to
use these commands. While this article will emphasize
tactics for multi-player situations, many of the basics
here will easily and readily apply to solo player
situations as well.
First I want to start out with an excerpt from an actual
Air Force Training manual:
Wingman Responsibilities
"Wingmen have the supporting role in a flight. They help
the leader plan and organize the mission. They have visual
lookout and radar responsibilities, and perform backup
navigation tasks. Wingmen engage as briefed or when
directed by the leader and support when the leader engages.
It is essential that the wingmen understand their briefed
responsibilities and execute their offensive or defensive
contract in a disciplined manner."
What I would like to emphasize from this short paragraph is
the "SUPPORT" function. Many of us play solo play like we
are "MAVERICK" from the movie TOPGUN. And we do it quite
successfully despite the likelihood that it would not work
in real life. But if you coordinate and plan attacks, you
will be stunned how much easier the same exact situation
becomes. Prime example here is the many posts from people
that have a difficult time winning a campaign in the EF2000
family of products. Solo players get the feeling of me
against the world. In LAN play, the feeling is still there,
except for a slight twist … now it's YOU and 7 or
more of your friends against the world. But if we all
decide we are a hot shot pilot that will win the war on our
own … we will fail. If we work as a team, victory
becomes much more likely.
The 209th VFS Delta Hawks operate as "2-ship elements" and
"4-ship flights". Missions are picked by the lead based on
what would be the most effective mission at this point in
the war. Formations are formed and tasked based on pilot
mission preferences and flight requirements. Each 4-ship
flight has a flight leader. The flight leader is considered
the primary point of contact for any information. Flight
leaders communicate between themselves and then pass this
information along to their respective flights (flight leads
usually have at least a 2 radio set up at our meets,
command uses a different frequency from the flights, and
each wing has a specified frequency. This helps eliminate
cross-talking and mass confusion during A2A contact or
strike actions).
During our meets, the wingman offers information from their
radar sweeps, and visual information. They take commands
from the flight lead for various tasks (Radar Sweeps,
formations, Drag or Bracket Engage, etc.). Wingmen will
also offer up suggestions during missions (when to perform
radar sweeps, potential tactics, terrain features that may
prove beneficial, etc.) We switch off Flight Lead
responsibilities so everyone that wants the responsibility
of Flight Lead gets the opportunity.
Hopefully you now understand from the above, that
discipline needs to play an important part of your
multi-player experiences to gain the full benefit. Your
human wingmen have a latitude and flexibility that computer
wingmen do not have. Use this feature to your advantage. If
the situation changes, change your tactics immediately.
"Flexibility is the Key to Airpower...Indecision is the Key
to Flexibility"
Warner "Fozzie Bear" Trest
Much of the information included in this article has been
derived from several actual Air Force and Navy combat
manuals as well as various strategy guides written for some
of the flight sims current and past. Most of these tactics
are used very effectively in LAN play by the 209th VFS
Delta Hawks. Since many flight simulations model various
aspects better than others do, I am trying to include
everything that may be pertinent. Some of the cautions
taken on various maneuvers may be executed in vain in some
sims, while mandatory in others. These tactics would work
very well in actual air combat.
It should also be noted that ranges are based upon accurate
weapons modeling. Increase ranges accordingly for weapons
carried that have a greater accurate kill range. (Note:
Even S225's in EF2000/TACTCOM have a relatively low PK at
long range. I regularly wait until about 15NM before
launching even these missiles. They do get the bandits
attention at long range and may buy you precious time, but
do not count on a kill. At 15NM or less, they are almost a
certain kill. The same goes for AIM -120's in EF2000.)
While not stated in the actual maneuvers, fighters should
maintain about 3,000 feet or so of separation between each
other during an intercept. Formation placement is offered
as a positional reference. A good example of this is to
watch your computer run wingmen in EF2000/TACTCOM when you
give the "COMBAT SPREAD" maneuver command from flight
formation. Watch the fighters develop vertical and
horizontal separation, but the formation stays pretty much
the same.
You will see several quotes from Major Robey Price USAFR.
Major Price has spent 15 1/2 years in the Air Force and Air
National Guard which included flying various fighter
aircraft (including the F-16 Falcon). I would like to thank
Major Price for proof-reading and his insightful real world
input. Where at all possible, I have opted for the F-16
pilots perspective as opposed to the various other Air
Force and Navy documents used in this article.
TACTICS
I will focus on a standard 2-ship element. These tactics
can easily be applied to a 4-ship flight. In a 4-ship, each
2-ship element would perform as 1 fighter of a 2-ship
element. This would then be evaluated after the first break
where each 2-ship would then determine the best tactic to
use for the current situation. A general and basic rule of
thumb here, and this is really simplifying things: If you
are a strike package and have an Escort … let the
Escort do their job. Do not engage until all other
available options are exhausted. If you have no Escort
flight and are engaged before IP, both 2-ship elements
should engage.
If you have no Escort flight and are engaged after IP, only
the threatened 2-ship element should respond. The
non-threatened 2-ship element should follow through with
its mission.
I will not go into great detail about how to execute these
maneuvers except where necessary. Communication between
these 2 elements is essential during this entire combat
phase. There are many 2-ship intercept options, but most
are variations on three basic profiles: the Bracket, the
Single Side Offset, and the Inside Out.
1. The Bracket
The Bracket intercept is intended to envelop or "squeeze"
the target formation from both sides after a front quarter
merge. In many instances, a Bracket maneuver will be
initiated from a full head on or "High Aspect" merge.
Entry into a Bracket maneuver is initiated with an offset
turn meant to bracket the bandit formation. This offset
turn should be initiated about 20 miles out (this is
assuming the use of AIM-120's as a long-range missile).
Maintain contact with your wingman. Make sure you know
where he is.
You must bracket early enough to get around on the flank of
the bandit formation. Thus your initiation of the Bracket
Maneuver will vary in distance dependant upon the size of
the bandit formation. Ideally, you want to start your
Bracket outside of visual range. An important point here is
the visual range for the Bandit getting a "Tally" on
you...not necessarily you getting the "Tally" on him. If
you're "flying" a large airplane like an F-15 "Eagle" or
F-14 "Tomcat", then you must Bracket farther out than if
you're "flying" a F-16 "Falcon" or MiG-21 "Fishbed".
Maintain contact with your wingman. Make sure you know
where he is.
At about 10 to 15 NM, you should begin the acquisition
phase of targeting. It is imperative that you call your
target. As an example:
Crash and Rhino are heading N-to-S toward a bandit 2-ship.
Crash is on the left side of the formation. Rhino, his
wingman, is deployed on the right side. As Lead, Crash
says, "Crash has the East man...Rhino take the west man."
Rhino acknowledges, "Two."
Use terminology that will not leave any doubt as to your
target. To take the time and effort to maneuver into
position only to have both aircraft launch on the same
target is futile. You can not afford to waste a missile on
an already destroyed aircraft. Also be careful not to
"cross lock', or lock onto the target on opposite side of
the formation while your wingman locks onto the target on
YOUR side of the formation. This will cause an early
collapse of the formation. Constant communication is key
here. Confirm your wingman's location.
At about 12 to 8 NM, you would turn into the bandit
formation for a Pure Pursuit. It is at this time that you
will most susceptible to detection. Again, confirm Wingman
location. The next phase of the intercept will require
close contact and possible support.
Your initial shot would happen about now. Things happen
very fast now. At 8 NM at a closure rate of 1200 or so
knots, you will be "in his chili" almost immediately
… or the bandit will be in yours. Now is the time
you and your wingman must really watch out for each other.
You are into short-range missile range now and if you
didn't hit or kill your target, he is coming around on you
now for his chance.
Go to short range. Lets assume that both aircraft missed
their targets. Follow through your the flight path that
will take you through the bandits formation. This is often
called "Blow Through," as in a directive call from lead to
the formation to "blow through" so that slow speed "knife
fights" don't develop. Stay fast and regroup on the other
side of the bandits' formation. They should be jinking and
trying to come around to shoot back. Lock onto the bandit
that is turning to the outside. If both bandits break in
the same direction, there are very good odds that one of
your flight will have a low aspect, high Pk shot on at
least one of the bandits. At this point you are into close
combat. I will address that later.
Executed well, you should have a shot at the bandits while
denying them a shot at you. All of this assumes that the
bandits cooperate and fly their designated flight path.
2. Bandit Counters
The 3 most common defenses to the Bracket are to maneuver
away, a Wide Split or an Offset maneuver.
Maneuver Away
If the bandits turn away from the intercept, collapse the
bracket and convert the intercept into a single side offset
intercept. It is virtual suicide to continue a bracket in
this event since it will force one of your flight in front
of the bandits. Lead Pursuit may speed you shot parameters
in this event.
Wide Split
If the bandits split wide, or the formation is wide to
begin with, this could lead to a potential Bracket
situation against your flight. As lead, the easiest counter
here is to position you on the outside of the bandits. This
will most likely leave your wingman with bandits at 10 and
2 o'clock in a bracketed situation. You will be required to
protect the much more vulnerable fighter in this scenario.
You may also attempt an Inside Out maneuver in this
situation. This will be discussed later in detail. Care
must be taken when trying this; it could result in leaving
both aircraft in a very vulnerable position.
Offset
A third less likely used tactic to counter a bracket is the
Bandit Offset. In this maneuver, the bandits will attempt
to counter a bracket by off setting to one side and out
numbering on of your flight. As soon as this is detected,
you must determine the target. This is the "HOT" fighter
(targeted or in a really bad position to allow it to be
targeted soon). The other fighter, "COLD" (this fighter is
not engaged and usually in a position to come into the
fight in a rather advantageous position … if he can
get there fast enough), must take immediate action to
compromise the bandits plans. Become aggressive and get
into the fight. Once you have evened the odds again, you
will be able to reanalyze the situation and determine
another plan of attack. In the offset situation, it is very
possible for the "COLD" aircraft to get in for a 6 shot on
at least 1 of the bandits.
Advantages to the Bracket Intercept are:
a) Multi-axis entry. Complication of the bandits visual
acquisition on both attacking fighter.
Any bandit reaction once the closure phase of the bracket
begins will provide turning room to at least one attacking
fighter that will lead to weapons parameters. At least
1-attacking unit should see enough of a bandit profile to
VID if required (not as critical in a game setting, but
vital in actual air combat ("Unless of course you only
require EID like Desert Storm.", Major Robey Price USAFR))
Allows a "switch" option in the event the bandits attempt
an Inside Out counter.
Disadvantages:
a) A wide split is easily detected by enemy radar.
b) Wingman to wingman visual contact is difficult to
maintain.
c) A bandit Split or Drag counter can force drastic plan
corrections at close range (inside 15 to 20 NM)
The Single Side Offset Intercept
The single side Offset Intercept can begin at virtually
any distance beyond 15 NM. The object here is to get outside
of the enemy radar cone and prevent them from detecting your
flight until you have launched on them within high Pk
(Probability of Kill) parameters. This maneuver has become
increasingly difficult as radar becomes better and the
introduction of JSTARS/AWACS style information availability.
"But the positive aspect is maintaining formation integrity
and isolating the threat to one side. Plus you can get a
good altitude split in your formation and still do an
excellent SSO Intercept." Major Robey Price USAFR
a) At the call from the wing leader, the flight will put
the bandit contacts at a 20 to 55 degree offset (the more
altitude difference between you and the bandits, the less
off set required).
"In the F-16 we did "no lock" intercepts such as you're
describing using 30 to 40 degrees of offset. Hold the
contact there until 10 miles then go pure pursuit (look
through the HUD for the Tally)." Major Robey Price USAFR
If you have already obtained a passive lock, you may pull
to the higher end of this scale. Do not actually lock onto
any of the bandits at this time, as this will alert them of
your presence. You may wish to "sample". "SAMPLING" is very
short radar locks to ascertain altitude and airspeed
(closure). The outside aircraft should set the angle to
prevent exceeding the radar gimbal limits. It is
recommended that the lead take the inside position even if
this requires a cross over maneuver. Flight lead could take
the outside position, which would give him better control
over off set angle, however ….
"Lead taking the outside...maybe...but this forces the
wingman to look Inside of the offset for the bandits and
then look back outside to maintain the Visual on Lead.
However you might permit #2 to drift inside to maintain
radar coverage (same problem). I always wanted #2 on the
outside to clear my 6 and if he loses the radar contact
then he follows me to the merge while clearing my 6." Major
Robey Price USAFR
b) During this phase, a separation of 5000 feet or so
should be affected between your element and the bandits.
This allows turning room and introduces more decisions for
the bandits to make as well and make you more difficult to
spot. You should also determine targets for each fighter.
Based on the formation and the likely formations available
to the bandits, the inside fighter should most likely take
the lead bandit while the outside aircraft takes the
trailing bandit.
"Simple game plan ...well sort of simple. High tech bandits
with less than 8 NM between Lead and Trail go for the
Trailers. High tech bandits with more than 8 NM separation
go for the Lead element." Major Robey Price USAFR
c) The outside fighter will actually pull ahead of the 3/9
line of the inside aircraft. Do not reduce power to
maintain a "line abreast" formation. Neither should the
inside fighter power up. As the break into pure pursuit is
made, the fighter will naturally come back into position.
d) At 8 to 12 NM, pure pursuit should be initiated …
turn into the bandits. Put the bandits on the nose, look
through the HUD to get a Tally. By this point, you should
have decided who will attack what bandit. The Bandit will
be on your nose and your merge will be in the 3/9 line area
of the bandit. Exactly how far back will depend on closure
speed and how late you break into Pure Pursuit. You want to
make your merge behind the 3/9 line. This should give you
the advantage of first shot. (In SU-27 version 1.5, it is
very difficult to hold a lock on a bandit that is "BEAMING"
you - showing you his 3/9 line. A Low Aspect merge, rear
quarter, is desirable in this situation.)
Counters to the Offset Intercept.
The Offset Intercept is very flexible for countering bandit
maneuvers. Normally if the bandits Drag or Flank, the
intercept may continue by simply checking further into an
Offset.
The most difficult counter to the Offset to defend against
is the Wide Pincer Maneuver. Basically a wide split
maneuver, a pretty solid defense is to have the inside
fighter follow the farthest bandit to a Pure Pursuit. This
could leave the fighter vulnerable to attack from the near
bandit. It is therefore critical that the outside attacking
fighter "center the dot" on the near bandit for a minimum
time intercept.
An alternate counter for this is a Wide Split for the
intercepting fighter to attack the near bandit. If there is
a 10NM spread between the bandits, this would give you 30
seconds or so to "double team" the near bandit and get the
kill so you could then turn on the second bandit at 2 to 1
odds. This can even be turned into a feint, so that the
inside fighter maintains his lock on the far bandit as he
heads for the near bandit. Once the other fighter launches
at the near bandit, the inside fighter turns on the
incoming bandit. This must be a clean break.
Bandits that turn into the Single Side Offset attack may be
countered by moving into a visual bracket. Which if you
already have the proper altitude split works very easily.
Advantages to the Single Sided Offset
Intercept are:
Outside wingman can visually support inside
wingman.
Quick and easy response to bandit maneuvers.
Disadvantages of the Single Side Offset
Intercept maneuver are:
Single axis entry. Defensive reaction by
bandits negates positional advantages. Bandits will have
easier time of locating interceptors, both visually and by
RADAR. Inside wingman may be forced into trail at pure
pursuit ranges. (Just behind other aircraft in combat
range). Inside wingman can not visually support outside
wingman. ("The reason I want #2 on the outside clearing my
6, while looking in my direction for the Tally on the
bandit." Major Robey Price USAFR)
Inside Out Maneuver
The Inside Out option is useful for Close Range situations
when you are committed to conflict with bandits bracketing
and you have no time to out flank the bracket. This is NOT
recommended as a primary intercept plan.
When faced with a short-range bracket attack with a spread
of a minimum of 7 NM, the Inside Out option can be
attempted. If you attempt this maneuver with a spread of
less than 7 NM, you will leave yourself exposed to a cross
shot while you have no visual or radar [contact] of your
attacker. If there is not at least 7 NM separation,
consider an Offset to one side and leapfrog to the other
bandit after your initial kill.
If you chose an inside out maneuver, you have 2 options:
Turn towards one group or side of bandit. This will
threaten those bandits and may force a reaction. This may
instigate a turning fight at the merge. You must be very
careful when, and if you enter this fight. A
mis-calculation could expose you to a belly or 6 shot from
the opposing side bandit. ("As he makes a blind side
entry...a thing of beauty." Major Robey Price USAFR)
The second option is to maintain your course. This may lull
the bandits into the assumption that they have not been
detected. This may draw them into weapons parameter.
However, the bandits may then have time to set up their own
intercept. (Not good against human opponents!)
Since the Inside Out maneuver maintains the formation in
close proximity, you are able to counter most bandit
initiated maneuvers. A drag or flank attempt can easily be
countered by maintaining formation and altering heading
accordingly.
If the bandit formation collapses but maintains a nose on
aspect, the Inside Out intercept will not work and you
should make a transition to a bracket maneuver or look for
as much vertical separation as possible. If the collapse is
beyond 20 NM, a full bracket may be initiated. The Inside
Out is also a backup to the Bracket. If at 15 NM during a
bracket maneuver, the Bandit Split is too wide, an Inside
Out maneuver may be initiated.
If the bandit formation collapses within 15 NM, a visual
offset for a quick bracket could be attempted. Do not make
a hard break or you will expose yourself to a launch. The
idea here is to create as much turning room as possible
before the merge.
Advantages to the Inside Out Maneuver:
a) Intentions are hidden until very late in the
intercept.
b) Quick counters to Drag and Flank maneuvers.
c) Visual can be maintained all the way into pure
pursuit.
Disadvantages to the Inside Out Maneuver:
a) Threat may pince the formation.
b) Flight path is predictable until close range (10 NM)
c) Mutual support becomes very difficult in Pure Pursuit
and close combat range.
d) It is possible to give the bandits turning room or a
clean belly/6 shot.
With these 3 maneuvers, there is a multitude of variations
possible. Altitude variants, splits, use of terrain
features are only a few of the parameters that can be used
to create hybrids. There are several more common variants
included in different simulations. The most common and
useful variant is the Drag, affectionately know as the
"Drag and Bag". Make sure you use brevity code words in the
heat of battle and just say Drag as the command of
execution. During this maneuver, one fighter (or flight of
2) will decoy the bandits into following them. Usually a
wide turn, locking up the bandits and engaging ECM will get
their attention.
As this is going on, the other flight will turn the RADAR
off or to STANDBY (STBY), usually gain altitude and try to
gain an undetected entry. As these two maneuvers coincide,
the "Draggers" will regain visual mutual support and a safe
distance from the bandits with room to run or re-enter the
fight, while the "Baggers" maneuver in for a 6 shot and
then re-engage RADAR. By the time the bandits know what is
happening, they have been targeted, they go defensive and
the "Draggers" can turn to engage. More often than not, by
the time the decoys hook up with the "Baggers", the bandits
are "morts" (dead). In the event that the "Baggers" are
detected, they can drag and the Decoys can turn and become
the "Baggers". Once the bandits have a Tally on a "Bagger"
or team of "Baggers" , the bandits usually direct their
full attention to them due to their close proximity.
" My Squadrons would use a sliceback or pitchback maneuver
to head approx 135° from our original heading. This
isn't a Beam/Flank but it doesn't head straight back toward
the trailing Fighters either. I don't recommend trying to
Drag once you've merged. If the Fighters elect to "Blow
Through" a merge they should have a plan. Our plan was
always fairly simple...Get Low, Get Fast, Get Line Abreast
(for visual mutual support.)" Major Robey Price USAFR
There you have a basic, in a nutshell, set of guidelines to
use for Intercept Flights with LAN or Internet wingmen.
Again, this is by no means definitive, but a basic
schooling. So now what? You have made the merge, you have
missed your target, you are moving to slow to "BLOW
THROUGH"? The Meat and Potatoes of Air Combat … the
"Knife Fight". What are a wingman's duties in this
situation? First, you must maintain composure in an arena
of inmense Task Saturation. There is so much happening so
fast … and with a 4-ship flight, it is geometrically
worse. You primary duties in a "Knife Fight" is a rather
short list. After some discussions with Major Robey Price
USAFR, I decided that his words summed it up rather nicely:
"Rule #1-Wingmen support their Flight/Element Lead by
clearing his 6 and positioning themselves to kill their
Lead's bandit if the Lead loses the advantage and becomes
threatened. (This IS NOT like 12 guys in WB all chasing a
single bandit) It's #2 getting above the turning fight were
he can watch Lead's 6 and immediately point at the bandit
if Lead makes a mistake and finds himself on the defensive.
Rule #2-Wingmen stay with their Flight/Element Lead. Wing
should request permission to engage [this is so we don't
waste missiles and ensures at least one set of eyes is
checking 6] UNLESS they become threatened and are engaged
defensive. At that point defend yourself and kill your
bandit."
Other than these basic guidelines, use your BFM to the best
of your ability. There are several good books and video's
available to learn more about single fighter BFM (The Art
of the Kill is an excellent source). But just to get you
started we have a few last words of wisdom from Major
Price:
Kill 'em before the merge. If that fails there are three
basic things you need for a gun kill:
You must be in range.
You must have your nose/gun out in lead pursuit.
For a "tracking" gun kill where you are "saddled up," you
must be in plane with the bandit.
In the F-16, BFM was distilled into two questions (since we
could out-turn everybody then). Am I inside his turn
circle? If YES...Kill him. If NO...see question 2.
How do I get inside his turn circle? Fly to the "elbow" or
control zone (don't just point at the bandit and try to
spear him with your pitot boom.) Align your fuselage with
his and go kill him."
With practice of these maneuvers as well as communications,
you can master these techniques and make your LAN/Internet
sessions much more enjoyable, satisfying , successful and
exciting.