Feature
May 2001
Brevity Code
by Vince
"Beer Camel" Putze
Fighter
pilot "slang" has invaded the vocabulary of everyday
folk. Prior to the movie Top Gun, I cant recall ANYBODY
outside of the tactical flying community using the word "ballistic."
I hear it often now. Most folk that use this term cannot define
it, nor explain its origin. I guess slang is "cool"
to use, but "Fighter Pilot Slang" was very serious
business to those warriors that first developed it. Its
a protocol that met a wartime requirement for effective tactical
command and control of a "Flight." In combat, good
R/T discipline could mean the difference between life and
death. The official term is "Brevity Code".
The objective
is to communicate the maximum amount of information with minimum
words. The requirement for concise, timely, and understood
information in air combat has been present ever since man
first took to the air to kill his fellow human being. It all
began in World War 1 with visual hand and aircraft signals
(still in use today, although not as tactically important
as then).
Between
the World Wars, air combat technology evolved to include the
radio. The early radios were notoriously unreliable. This
was probably the most likely reason for the development of
official brevity code terminology. A second impetus was only
realized after the great WWII air battles had begun
mass confusion. As soon as a fight began, everybody talked
on the radio at the same time. Factor in fear, low situational
awareness, inexperience, possible radio jamming, and you can
easily imagine a scene of total chaos. So much for post merge
mutual support! The solution, although only a partial one,
was official "brief" radio terminology
Brevity
Code.
Brevity
Code, when used properly, can be a very powerful tool in air
combat. There are a few caveats, though. The first is; everybody
must understand all of the terminology. Secondly, it
must specifically describe an event, observation, action,
or status. The radio call "Bandits," is worthless
unless accompanied by who it applies to and a relative position
call. Third, it must be structured to insure that its
understood by whom its intended for. Conversely, it
mustnt be misinterpreted by other flights on the same
frequency. An example would be the typical "bad bandit
call." Imagine youre escorting a flight of strikers,
and out of the blue you hear "BANDITS! BREAK LEFT!!"
What do you think EVERYONE on that frequency is going to do?
By now
I can almost hear everybody thinking
yeah, yeah, very
interesting, but
how does this apply to PC flight simulations?
WELL
todays multiplayer flight simulations are
rapidly reaching the realism level where effective "Comm"
is an advantage. The addition of tools like BattleComm
and other voice programs make effective Brevity Code desirable,
if not essential. The best "Comm" scenario would
be at a LAN meet where everybody can talk to each other. Imagine
a 4v4 guns only furball. All the same requirements of the
real thing are present, along with some additional limitations
imposed by the single dimension monitor we view the fight
through. Online multiplayer scenarios impose even more factors
that require effective communication. "Good R/T discipline"
can be a force multiplier that improves your performance,
hence your satisfaction, in the modern PC flight simulation.

Now that
weve established a need... exactly how do we implement
a logical solution? My answer: Mimic the protocols and structure
of the US fighter force - why reinvent the wheel? The USAF
considers this so important that its a graded item on
pilot "TAC Checks" and combat readiness inspections.
Later in this article theres a summary of the "Code
words," but a few general concepts must be understood
in order to ensure effective use.
There
are two distinctive types of Tactical R/T. Theyre Directive,
and Descriptive. Each has their own unique function
and structure. The Directive radio call is just what
it sounds like, you tell someone (like your wingie) to do
something. The Descriptive call is used to describe
an event, status, or object. Here are examples of how each
of these calls are "built":
Directive:
(Call Sign of whom you are talking to) + (Brevity Code words)
Example:
"Numb Skull one two, Break left!"
Descriptive:
(Your Call Sign) + (Brevity Code words)
Example:
"Studly one one, Tally two left eleven, one mile,
slightly high!"
Directive calls, once the action
is initiated, are generally followed by a Descriptive
call. If, for some reason, the Directive call is not
complied with, it should be issued again until it is. Only
then should the accompanying Descriptive call be issued.
In other words, get your wingman turning to negate
the threat before you describe the situation to him.
This would be a textbook example of a "combo" Directive
/ Descriptive radio call:
Directive
/ Descriptive: (Call Sign of whom you are talking
to) + (Brevity Code words) + (Your Call Sign if required
for clarity) + (Brevity Code words)
Example
1: "Numb Skull one two, BREAK left! (He begins
his break turn) Bandit YOUR left seven, one mile, level."
Example
2: "Numb Skull one two, hard right! Numb
skull one one tally two right three, one mile, level."
Sound confusing? It can be! But that
is exactly why this stuff needs to be so structured and organized.
Remember, our objective is to convey our exact meaning in
as few words as possible. The next consideration is R/T technique.
The first and most important technique
is to Think before you Talk. It is much more
expeditious to pause a second, think about what you are going
to say
Then key the mic and talk. The most common error
I see is holding the mic button while the individual is thinking.
This is what it sounds like : "ahh
um..ah Numb
Skull
..ah em
one two
.. um
. Ah
is Bingo plus three." A three second Descriptive
R/T call just took three times as long as it should have!
In a time critical environment this is UNSAT! Besides, It
doesnt even sound cool!! I even see it in the airline
industry. I occasionally have a First Officer at FedEx that
stumbles on the radio in this manner. I make it a point to
SPECIFICALLY debrief him / her on it. Chicago OHare
is no place to "Comm Jam" the radio with stupidity!
Technique two is simple! Know your
brevity code! That means the terminology and definitions!
This also applies to civilian pilots. The Airmans Information
Manual (AIM) has a chapter on standard aviation terminology.
It serves the same, and in fact overlapping, function as USAF
3-1 brevity code.
Ok, we now understand the basics of
R/T discipline and Brevity Code. Let's take a look at a few
examples; the good, the bad, and the ugly!
Example
1: "Stab one two is engaged offensive with
two Bogies, right two, one mile, low!"
There are a few big mistakes in this
one! First is the basic structure. Too many unnecessary words.
Brevity codes primary function is to reduce the amount
of talk it takes to convey an idea. The major error is improper
Brevity Code terminology. A "Bogie" is an
UNKNOWN radar or visual contact. Why is he "Offensive"
on a possible friendly and / or neutral? Accidentally whack
a friendly and youll find yourself with a one-way ticket
to "The Big House on the Prairie" at Fort Leavenworth.
If "Stab 12" really means "Bogie,"
they may indeed be "Bandits," and you need
to be cautious until you know, but the term "Offensive"
indicates he is maneuvering to employ ordnance. If I actually
heard this, Id assume hed identified the contacts
as adversary. A more correct version would be:
"Stab one two engaged offensive!
Two bandits right two, one mile, low! "
Or...
"Stab one two engaged offensive!
Tally two, right two, one mile, low!"
The word "Tally"
is short for "Tally Ho!"
meaning
you see "Bandits"
not an unknown "Bogie."
"Tally Ho Bandits"is redundant.
Example
2: "Stab one two visual Two, left two, 1
mile, low"
Huh? What does he mean by "left
two"? Well, he most likely means "left ten"
and has confused his "clock" position. This is exactly
the reason USAF fighter units generally preface "clock"
position with a "left" or "right" prefix.
Studies have determined that most folks will correctly identified
relative position (Left or Right) with a much higher accuracy
rate than "clock" position. Misidentification of
"clock" position increases aft of the 3-9 line.
If you hear a call with an incongruent relative position versus
clock position, you can almost always assume "clock"
position is wrong. By the way, this radio call means that
your wingman has two contacts identified as friendly at left
10:00, 1 mi., lower than your flight. Overall, it is actually
a pretty good radio call, and most people would understand
the intent and meaning.
OK, here comes the final exam. Translate
the following brevity code and determine what is good or bad
about it:
Example 3:
"Stab one two tally, visual, press!"
This is a textbook example demonstrating
how much can be said with very few words. This simple line
translates into: I have you in sight, I see the bandit,
I am in a position to support you, I am supporting you, your
six is clear...continue your attack. This would typically
be used when the flight lead engages offensively on an unwary
bandit and the wingmans sole responsibility is to support
and protect his lead.
Conclusion
You now know basically everything
required to effectively communicate in the tactical arena.
Like all learned skills, practice will make you proficient.
The next time you engage in a multiplayer scenario, concentrate
on the proper use of brevity code. I think you will find the
effort worthwhile. I have included a list of the most common
words useful for PC flight simulation. This list is by all
means not a complete list; a lot of brevity code words
are not really useful in PC flight simulation. (Besides, I
cant remember all of them!!)
Check six... see
you on the "radio."
Brevity
Code - Terms and Definitions
ABORT:
Directive commentary to terminate. Applicable to a specific
attack maneuver or entire mission.
ACTIVE:
An onboard radar self-guidance mode of an advanced AAR like
the AIM 120
ALPHA
CHECK: A request for bearing and distance to a given
point. Generally used to confirm navigational accuracy
ANCHOR:
1.) Begin an orbit at a specific point or location. 2.)
A refueling track flown by a tanker aircraft.
ANGELS:
Altitude expressed in thousands of feet. Angels 20 means
20,000 ft.
AS FRAGGED:
Perform the event as briefed or planned.
BANDIT:
Known enemy aircraft. Only used when the contact
is confirmed hostile.
BEAM/BEAMER:
Descriptive terminology for an aircraft that maneuvered
to stabilize between 70 degrees 110 degrees aspect. Can
be used to describe your own action. Example: stab 11
beaming North.
BELLY
CHECK: Directive commentary to instruct recipient
to roll over and check for bandits underneath him.
BENT:
Inoperative or "bent" system. "Stab one
one gadget bent"
BINGO
/ BINGO FUEL: A predetermined fuel quantity that
is required to safely return to base.
BLIND:
Lost visual contact with appropriate friendly aircraft.
Generally means that the wingman lost sight of a flight
lead. The opposite of this is VISUAL.
BOGEY:
An unknown radar/visual contact.
BOGEY
DOPE: A request for information about a specific
target or threat. Generally directed toward GCI/AWACS or
other flight members.
BOX:
Groups/contacts/formations in a square, as viewed on a radar
display or from above.
BRACKET:
Indicates geometry where aircraft will maneuver to a position
on opposing sides of a given point / target, either laterally
/ vertically/ or a combination of both. Basically, it is
a relatively short-range pincer maneuver.
BREAK:
(Up/Down/Right/Left) Directive to perform an
immediate maximum performance turn. Assumes a defensive
situation that requires immediate action.
BREVITY:
Denotes radio frequency is becoming saturated/degraded/jammed
and more concise/less R/T transmissions should be used.
BUDDY
SPIKE: Illumination by friendly AI RWR.
BUG OUT:
Separate from the engagement and head for a safe area or
home.
BULLSEYE:
A pre-briefed reference point. It is used to describe your
position or that of the target.
CLEAN:
1.) No radar contacts, i.e. your radar scope is clean.
2.) An aircraft configuration without any external stores
or tanks.
CLEARED:
Requested action is approved.
CLEARED
HOT: Ordnance release is approved.
CLOSING:
Bandit/bogey/target is decreasing its range.
COLD:
1.) Attack geometry that will result in a position behind
the target. (lag pursuit) 2.) Pointed away from the anticipated
threats.
COMMITTED/COMMIT:
Intent to engage/intercept.
CONTACT:
Radar/IR contact; should include bearing, range, altitude
(BRA), Bulls-eye, or geographic position information.
CONTINUE:
Continue present maneuver; does not imply clearance to engage
or to shoot.
COVER:
Directive R/T to assume supporting role and responsibilities.
DEFENSIVE:
(Spike/Missile/SAM/Mud/AAA) Subject is in a defensive
position and maneuvering with reference to the threat. If
not explicitly stated, threat is assumed to an air/air threat.
DRAG/DRAGGING:
(Direction) Bogey/Bandit maneuvering to 60 degrees
or less aspect. Can also describe your own actions.
ENGAGED:
Maneuvering with respect to a threat or target in order
to kill or negate an attack.
EXTEND:
(Direction) Directive to temporally depart the immediate
"fight" location gain energy, distance, time,
situational awareness, or a combination of all. The intent
is to reengage as soon as desired parameter is achieved.
FADED:
Radar contact is lost or has "faded"
from your radar display.
FLEET
WET/DRY: Transitioning from flying over water/land.
FENCE
CHECK/FENCE IN/FENCE OUT: Set cockpit switches as
appropriate to your location. Generally means to arm up
weapons as you enter enemy territory and safe them as you
proceed back to friendly airspace.
FLANK/FLANKING:
Target with a stable aspect of 120 degrees to 150 degrees.
FLOAT:
Expand the formation laterally within visual limits. Used
to initiate a "bracket" or to force a commit
from a trailing bandit.
FOX ONE:
Simulated/actual launch of semi-active radar guided missile.
An AIM 7 Sparrow.
FOX TWO:
Simulated/actual launch of an IR guided missile. An AIM
9.
FOX THREE:
Simulated/actual launch of a fully active missile. AN AMRAAM/Phoenix.
GADGET:
Radar or sensor equipment.
GIMBALL:
(Direction) Radar target of interest is approaching
azimuth or elevation limits of your radar and you are about
to loose contact.
GORILLA:
A large number of unknown contacts that appear to maneuver
to a common objective.
GROUP:
Radar Contacts that appear to operate together within approximately
3 Nm of each other.
HARD
LEFT/RIGHT: Directive call to initiate a High-G,
energy sustaining turn. Generally used when entering a fight
offensively. A break turn is used for a defensive
situation.
HIGH:
Target altitude at or above 30,000 feet MSL.
HIT:
A Radar return on the Radar scope (A/A).
HOLDING
HANDS: Aircraft together in a coordinated visual
formation.
HOME
PLATE: Home airfield.
HOT:
1.) For an AI intercept hot describes
geometry will result in roll out in front of target 2.)
Pointing toward the anticipated threats in a CAP (A/A).
3.) Weapons employment authorized.
IN PLACE:
(Left/Right) Simultaneously maneuvering the whole
flight in the specified direction.
JOKER:
Has had several definitions 1.) Fuel state is such that
the mission can continue to the target via scheduled
route and RTB, but with little or no reserve. 2.) Fuel state
is such that the entire mission can be flown and all the
ordnance carried all the way back to home plate. Generally
used when the target is obscured by WX and Higher Headquarter
directives preclude jettisoning bombs prior to RTB.
KILL:
Commit and kill specified target.
LADDER:
Three or more groups in trail formations. It appears as
a "ladder" on the radar display
LINE
ABREAST: A side-by-side formation.
LOCKED:
(BRA/Direction) Radar Lock on. DOES NOT ASSUME SORT
OR TARGETNING responsibilities are met unless specifically
stated.
LOW:
Target altitude below 10,000 feet MSL
MEDIUM:
Target altitude between 10,000 and 30,00 feet MSL.
MERGE/
MERGED: 1.) Bandits and friendlies are in the visual
arena. 2.) Radar returns have come together.
MUSIC:
Electronic radar jamming.
NO JOY:
Lost or no visual contact with the target/bandit; opposite
of TALLY.
NOTCH:
(Direction) Radar missile defensive maneuver to place
threat radar/missile near the beam.
PADLOCKED:
Aircrew cannot take eyes off target without risk of losing
tally/visual.
PAINT:
Friendly AAI/APX interrogation return.
PICTURE:
Situation briefing given by AWACS or GCI that provides a
general tactical overview.
POSIT:
Request for a position report.
PRESS:
Continue the attack; mutual support will be maintained.
SEPARATE:
Leaving a specific engagement.
SHACKLE:
A weave or a single crossing of flight paths in order to
regain formation geometry.
SHOOTER:
Aircraft that will employ ordnance or "shoot"
SLOW:
speed of less than 300 knots.
SNAP:
(object, destination, location.) An immediate vector
to the requested target or geographic point.
SORTED:
Pre-briefed criteria has been met insuring each flight member
have separate targets.
SPIKE:
RWR indication of AI threat.
SPITTER:
(Direction) An Aircraft that has departed from the
engagement.
STACK:
Two or more groups with a high/low altitude separation.
STATUS:
Request for an individuals tactical situation; generally
described as "offensive," "defensive,"
or "neutral."
STINGER:
Formation with single Bogey/Bandit in trail.
SWITCH/SWITCHED:
Indicates an attacker is changing from one aircraft to another.
TALLY:
Bandit in sight; opposite of "NO JOY."
TARGET:
Specific sort responsibility
TRAIL:
Formation of two or more aircraft following one another.
TRAILER:
The last aircraft in a formation.
TRASHED:
Missile in flight has been defeated.
TUMBLEWEED:
Indicates limited situation awareness, no tally, no visual,
a request for information.
VEE/VIC:
Vic formation, single aircraft in the lead and an element
in trail.
VISUAL:
Friendly aircraft in sight; opposite of "BLIND."
WALL:
Three or more groups in line abreast/side-by-side
formation.
WEDGE:
Tactical formation of two or more aircraft with the single
in front and two line abreast behind: Same as a "Vee"
formation.
WEEDS:
Very low altitude.
WINCHESTER:
No ordnance remaining.
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