| Feature Article
Combat Mission Planning Considerations,
Part Two - Ingress, Attack, and Egress
Feature by Andy
Bush
Introduction
In Part
One, you examined a number of real life preliminary mission
planning considerations that can be replicated in todays
air combat simulations. These considerations gave you an overview
of the target and outlined avionics and weapon planning factors.
Part Two is where "the rubber meets the road." We
now put our books and manuals away...we have just crossed
into bad guy country. Our switches are "hot" and
its time to get to work!!
The part of your mission from your
base to the target is known as the "ingress" phase.
In many respects, the ingress can be just as challenging and
exciting as the actual attack. As someone once said, "Getting
there is half the fun." Do not be complacent about the
ingress. There are many dangers and obstacles lurking along
the route to the target. You are going to have to either overcome
these challenges or maneuver to avoid them.
The bottom line is that you need to
arrive at the target with enough fuel, weapons, and aircraft
to guarantee target destruction. If you lack any or all of
these because of enroute mistakes, then the mission is blown
before it even gets started. You do not want this to happen,
and attention to ingress considerations is an excellent way
to ensure this.
Ingress Considerations
Formation Procedures
Choose a suitable formation for
your flight. In general, the type of formation is determined
by the nature of the threat and the difficulty of the route
of flight. Line abreast formations are known as "spread"
formations and are good for flights at medium to high altitude
and where an air threat is likely. They provide the best six
oclock lookout for all flight members, but they are
the most difficult formation to maneuver. Angled back formations
such as wedge are much easier to maneuver since the
wingmen are behind the leader instead of being on his 3/9
line. Wedge formations are well suited for low level flight
where terrain avoidance is a significant consideration. Regardless
of formation type, the two ship is the basic formation element.
Larger formations are multiples of two ships.
Align your formation depending on
threat detection and environmental considerations. As a rule,
have your wingmen looking into the anticipated direction of
the threat. If the sun is a factor, you may elect to have
your wingman look into the sun on the assumption that is the
direction that the attack will come from.
Spread your line abreast formation
out 6,000-12,000 feet apart. Position your wingman in wedge
formation back on a 30-45 degree line as much as 6,000
foot range. Terrain or visibility conditions permitting, stack
your formation at varying altitudes. A 3,000-5,000
foot split is optimal.
Navigation Considerations
Most sims today include high
quality maps of the entire region of the mission. Often the
routes are shown as straight lines between way points that
disregard any opportunity to take advantage of terrain. Do
not accept this if you can use the map to plan a more effective
route in and out of the target area. Replot your waypoints
to take advantage of terrain.
Initial Point (IP) Selection
The initial point (IP)
is the geographical reference that you use to begin the attack
phase of your mission. It is the foundation for all attack
navigation and timing. You should take the time in your target
study to locate a suitable IP. Please observe these considerations
when selecting your IP:
The IP should first and foremost be
easy to find. The last thing you want to do in an attack is
to mill around looking for your IP. Do not choose a feature
as your IP if there are other similar features in the immediate
vicinity. Try to find a feature that is unique and sticks
out like a "sore thumb!" Be sure you take into consideration
your ingress altitude when you look for a suitable IP. Something
that is easily seen from 10,,000 feet may not be as easily
seen from low altitude. IPs used for low altitude approaches
should have definite vertical definition, such a unique
hill or tower. IPs used for medium or high altitude approaches
should have a horizontal definition, such as a lake or crossroad.
Your IP should be far enough away from the target to allow
you to remain undetected visually by target area defenses.
Pick an IP that will allow you to remain below the line-of-sight
of any threat radars in the vicinity of the target...for this
reason, IPs in valleys are better than on mountain tops!
Plan to locate your IP no more than
two to three minutes from the target...at typical attack speeds,
this equates to about 15 to 25 miles. If you locate your IP
much further away, you run the risk of getting off course
during your run in from the IP to the target. Try not to plan
an IP to target course that will require full attention to
navigation. Your priority during the run in should be target
location, target ID, threat activity, followed by navigation.
This is why you took the time to plan that "big picture
to specific target" concept during your target study.
As much as possible, you want the run in to be a "no
brainer."
Controlling Your Airspeed
On your way to the target, you
must decide what speed to fly. It is simply not just a matter
of "pedal to the metal." There are a number of considerations
to look at...depending on the mission, you may have to observe
all or only some of these. Here are the major factors to consider.
When you decide to fly your simulation in a full realism mode,
you will need to think about how these factors will impact
your mission.
A real life fighter pilot thinks fuel
flow when he considers his airspeed. You should do the same
in your sim planning. Fortunately, some of the newer simulations
include charts for computing fuel flow versus airspeed. These
charts become particularly important for those of you who
enjoy building your own missions with the simulation mission
builder. You must compute a fuel "burn" based upon
the distance to be flown and your chosen airspeed. Do you
have the required fuel? If not, pick a more economical speed
and altitude to fly at. This usually means flying higher and
slower. You must be very careful when considering the tradeoffs
in fuel flow considerations. Remember, you must also allow
for target area fuel burn and for defensive reactions. Both
often require the use of afterburner. Afterburner use is very
expensive...use it sparingly when fuel is short.
Fuel versus Range
When you look at the distance
to the target, you must think fuel flow. Fuel flow in fighters
is measured in pounds per hour. Since you know how much fuel
you have to begin the mission with, you can easily compute
how much fuel you have to "play" with during the
mission. Your "playtime" is the difference between
your beginning fuel and your desired minimum at landing. Your
playtime has to be sufficient to fly to and from the target
at the planned speed. It must allow for maneuvering in the
target area. It must also include a "pad" to allow
for defensive reaction to threats encountered along the way.
So the question becomes, how do you plan your fuel flow...which
is to say, how do you plan your enroute speed?
Ingress/Egress
Profiles
The discussion of fuel requirements leads directly to the
choice of mission profile. Mission profiles define the altitude
structure of the route of flight and are typically described
in terms of "ingress altitude - attack altitude - egress
altitude." For example, typical profiles range from "high-high-high"
to "low-low-low." The high profile has the most
economical fuel expenditure, and the low has the highest fuel
expenditure. For missions flown at the maximum range of the
aircraft, a common profile choice is "high-low-high."
This profile saves fuel to and from the target but allows
a low altitude attack. When you choose your profile, keep
in mind the threat along the way. A high ingress may be advantageous
from a fuel burn perspective, but may be ill conceived when
taking into consideration enroute air or SAM threats.
Timing Considerations
Another consideration when planning
your ingress is the question of timing. In past simulations,
no emphasis was placed on when you got to the target. However,
this is changing as simulations strive to become ever more
realistic. When you plan your mission, you may have timing
requirements to meet. Examples include meeting the tanker
at a specific time, rendezvousing with AWACS or other support
forces, and hitting the target at a given time. Target time
is particularly important. Fighter pilots refer to this as
TOT..."time on target." Your TOT may be one
of the highest priority goals of the entire mission. In the
real world, hitting your TOT is a "pass/fail" item.
As simulations continue to develop in complexity, simulation
pilots will be required to pay increasing attention to timing
factors as a measure of mission success.
"Fight or Flight"
Lets consider whether or
not your ingress to the target is unopposed. What are the
implications of an attack on your flight as you make your
way to the target? Should you engage, or should you attempt
to avoid contact? Your decision may hinge on factors beyond
your control. You may not have the fuel to engage in defensive
maneuvering. You may not be carrying weapons suitable for
a prolonged defensive engagement. The "fight or flight"
decision must be made beforehand. Know your mission fuel
and time limitations. Decide ahead of time what you will do
in a given defensive situation.
Fence Check
The "fence check"
is a short checklist each pilot completes just prior to starting
the attack phase of the mission. The word "fence"
refers to the imaginary line separating the good guys from
the bad. Once you cross the "fence," you are in
hostile country and you need to be prepared. The fence check
includes fuel state, EMCON, weapons selection and arming,
TEWS operation, and attack formation. The flight leader makes
the call and the wingmen ensure their items are completed.
Attack Planning Considerations
Now we are getting down to the "nitty-gritty."
The best attack plan is one that assures target destruction
and maximizes the enemys surprise and confusion. The
attack phase starts at the IP. Plan your run in to do two
things...approach the target unobserved or undetected and,
if you have additional flight members, from opposite attack
directions. Use terrain masking to best advantage. You can
split your four ship into two elements to attack from opposing
directions at the same time. If you are in a two ship, you
can still do this and remain in visual support for each other.
Your choice of attack plan will hinge
directly on the threat level of enemy defenses in the target
area. We divide our tactics into two types...either "high
threat" or "low threat". A high threat situation
typically includes SAMs and radar controlled, large caliber
(37mm and above) AAA, while a low threat area is generally
thought of as one having only small arms, light AAA, or man-portable
SAMs.
It used to be that a high threat environment
always dictated a low altitude ingress, while a low threat
situation allowed a more leisurely medium altitude approach
to the target area. At the same time, it was presumed a high
threat defense resulted in pop-up type maneuvers...conversely,
a low threat situation permitted the use of medium altitude
tactics such as the "wheel". Recent advances in
ECM and stand-off weapon capability have mitigated this rule
of thumb to some extent. For our purposes, however, in the
typical sim, you can go with the traditional assumptions regarding
low altitude ingress/terrain masking techniques in a high
threat area, and leave the medium altitude techniques for
a more benign environment. Lets take a general look
at these high and low threat tactics.
Tactics For A High Threat Environment
If the target is well defended
by SAMs and AAA, then plan a low altitude attack using terrain
masking. Two attacks that work well in a high threat environment
are "shooter-cover" and "decoy."
"Shooter-cover" means one pilot attacks the target
while the other looks for a threat and then attacks the threat
if necessary. In a "decoy" attack, one pilot (or
flight, if attacking in elements) exposes himself to the threat
while the other pilot attacks from a different direction.
"Decoy" works particularly well against the sims
SAM AI. Use stand-off weapons or delivery methods whenever
possible. Maverick missiles are excellent against threats
in a "shooter-cover" attack. Use "toss"
deliveries for freefall weapons. Avoid overflight of the target
if at all possible. The pop-up attack is a favored
maneuver for these tactics.
Figure 10 is copied from a map I used
at Red Flag when I flew the A-10. The map shows the target
area and various IPs around it. In the depicted shooter-cover
attack profile, I left the IP and flew at minimum altitude
directly at the target. We used the high terrain between us
and the target to mask our approach. My wingman was on the
left side of the spread formation. We hacked our clocks at
the IP and after about a minute, I cleared the wingman to
split off and take spacing to the south. He remained behind
the hills also. He now was responsible for his own navigation...we
used the INS to help us stay oriented to where the target
was. At this time, he was still clearing my six for air threats.
I planned a Maverick attack on the target and intended to
pop up from behind the hills, acquire the target, and shoot.
When I called "Up," the wingman also climbed and
switched his attention to the target area. Once I got a tally
on the target area, I would be "heads down" as I
located a target and then locked the Maverick on it. While
I was "heads down", the wingman concentrated hard
on the target area looking for a threat reaction. He planned
to use the gun at long range as a suppression weapon. If he
saw a threat come up, he would engage it. If he saw a missile
coming up, he would radio me to "break - missile"
and I would dump chaff and flares and scoot back down behind
the hills for cover. He would break away also. If no threats
came up, he would follow me into my Maverick launch and then
break away with me. He would continue to clear me during the
egress away from the target.
Figure 11 is a large scale map of
Germany close to the former West German border. I used this
map during the 80s to train for combat against a Warsaw
Pact tank attack on NATO forces. We knew the bad guys would
come out of the east and would try to use the existing roads
to speed up their advance. Us Hog drivers were there to put
a kink in their plans. We wanted to catch the commie tanks
at a choke point if possible. We expected the gomers to advance
west along the road leading into the depicted target area.
There, they had to get across a small bridge and through an
intersection. We planned to nail them as they approached the
bridge. Because of the relatively flat terrain, we needed
to maximize our ability to stay masked...and we wanted to
use the technique of deception to draw their attention away
from the real attack direction. This situation is ready-made
for the "decoy" tactic. This attack was best flown
using two two-ships, but we could do it with a single two-ship,
if necessary. I would take the flight to the IP and then split.
I was the attacking element (or single)
and the supporting element (or my wingman, if we were by ourselves)
was the decoy. I angled off to the south and the decoy went
north-east. I used the forested area to mask my approach,
while the decoy used the town to hide behind as he drove in.
The attack was based on simple timing. The decoy planned to
pop up from the north-west of the target area and engage the
target with long range strafe. He made the radio call "Up"
when he began his pop. He used his eyes and his RHAW to alert
him to enemy threat reaction. His objective was to get a quick
shot in, call "Off," and then dive back to minimum
altitude while dispensing flares and chaff. Hopefully, this
would result in a bunch of gomers all looking in his direction.
Meanwhile, I was moving south along the tree line. When I
heard the decoy call "up," I would be ready to turn
hard to the north-east towards the target. At his "off"
call, I would begin my pop to acquire the target. If I had
a wingman, he would fly a cover position. I planned a Maverick
attack or long range strafe on the lead vehicle. Our objective
was to stop the commie advance and make them "button
up"...meaning get inside their vehicles. This would force
them into a radar acquisition mode and slowed their attack.
We would then follow up this attack as the situation permitted
using shooter-cover tactics.
The pop-up attack is a often flown
tactic in the low altitude, high threat environment. It works
well with both shooter-cover and decoy attacks. The target
is approached at minimum altitude and at weapons release airspeed
or higher. At this time the target may not be in sight. At
approximately three miles from the target, the attacking pilot
begins a climb, acquires the target, and then rolls inverted
and pulls down to the desired dive angle for the attack. The
cover or decoy pilot flies a similar maneuver and offsets
his flight path as necessary from the attacker. The cover
pilot offsets only enough to establish visual contact with
the target area, and begins his pop-up at the same time as
the attacker. The decoy pilot takes a greater offset...he
typically turns away 30 degrees from the attacker and times
his turn back towards the target to achieve approximately
a 90 degree difference in attack heading. The decoy pilot
begins his pop-up before the attacker...the objective is to
draw the defenders attention well away from the direction
the attacker will come from.
The pop-up attack is often thought
of as a "fast mover" attack profile. In the
traditional sense, the attack is planned in great detail using
large scale maps. The attack profile is planned for a specific
dive angle and release altitude...math formulas are used to
compute the required distances from the target. The calculations
are used to find the "pop" point and the "pull
down" point. Once these are known, the map is used to
plan an approach to the pop point. A ground feature close
to the pop point will be used as a close-in IP. The pilot
will fly over that point on a specific heading and hack his
clock. The pilot will have computed a "fly off"
time to fly from this IP. When that time expires, the pilot
will be at the planned pop point. He then goes full power,
pulls up to a pre-planned climb angle, and stays on his approach
heading. Once at the desired climb angle, he unloads and watches
his altimeter as he looks for the target. With the target
in sight, the pilot then continues his climb to the planned
"pull down" altitude. At this altitude, he then
rolls inverted and begins his pull towards the target. The
wait for the pull down altitude ensures the pilot is on or
close to the pre-planned dive angle. Once pointed at the target,
the pilot makes any necessary last second aiming corrections
prior to releasing his weapon.
Tactics For A Low Threat Environment
In a low threat environment,
use medium altitude tactics to stay out of the AAA threat.
As a general rule, stay above 5,000 above target elevation
to remain clear of most small arms and light AAA. Trail formation
is a good low threat choice. Orbit the target in a "wheel"
and attack individually. Plan for thirty seconds separation
between each flight members attack for frag avoidance.
If your sim includes "smart" weapons, the low threat
environment is optimum for their use.
Weapons Envelope
Regardless of which attack profile
you fly, at some point you are going to have to deliver the
weapon. Many weapons require the attacking aircraft to overfly
the target area. This results in the need for the attacker
to be aware of and avoid the destructive effects of his own
weapon. Each weapon has a fragmentation (frag) envelope.
This envelope has three parameters...height above ground,
length or width, and duration in seconds. Plan your weapons
release to avoid flying through the effects of your own weapons
explosion or through another pilots weapons frag
envelope.
The best way to avoid fragging yourself
is to follow the minimum release altitude info in your sim
manual. Do not continue your dive below release altitude...the
target may be a "goner," but you may be also. Avoid
fragging your wingman by separating your attacks on a common
target by at least thirty seconds or by simultaneously attacking
targets that are at least one half mile apart.
Re-Attack Considerations
A re-attack of the target should
be avoided if possible. If a re-attack cannot be avoided,
then do not repeat the initial attack plan. Exit the
target area, and use a new IP if you can. Just as in real
life, you can expect your sims AI to be ready for you
the second time around. Since you can expect target area defenses
to be at the ready, your second attack should emphasize threat
suppression along with target destruction. Use shooter-cover
or decoy tactics.
Knock It Off Criteria
To "knock it off" (KIO)
means to stop what you are doing and either regroup or exit
the target area. Newer sims include this call or something
similar in the radio communications options section. There
is no better advice than to stress that you never press on
blindly into the target area when your finely crafted plan
has just turned into a bucket of worms. The smart tactician
will call an immediate halt and order a reposition to figure
things out. A KIO call is serious business and must always
be honored. Brief your flight on your KIO criteria and your
plan on what to do if the call is made. Remember - anyone
can make the call and for any reason. You can sort out the
wisdom of the call later!
Egress Considerations
The egress phase of your mission is
your attempt to "get out of Dodge". Watching your
stick of bombs walk right through the enemy convoy may be
a wonderful sight to behold, but if its the last thing
you see, you can consider yourself a statistic! In our sims,
we can continue this planning exercise by considering the
following tips.
Egress Route
Use your area map to plan your
egress. Do not take the same way out as your ingress route.
Consider your fuel state, tanker location, nearest friendly
border/area, and terrain when planning this route. Plan a
climb to an optimum fuel conservation altitude as soon as
possible, threat permitting.
Emergency Recovery Plan
Have an emergency recovery base
in mind for each portion of the mission. Use your mission
builder to develop a waypoint for your emergency base. Direct
any battle damaged craft to land there. Do not try to fly
a shot up bird all the way home if you can get it on the ground
sooner.
Safe Recovery Procedures
Some simulation missions may
include a safe recovery plan. This is a pre-briefed plan that
allows you to approach your base and be seen as incoming friendlies.
Follow the plan to avoid becoming a victim of "friendly
fire." The safe recovery profile is usually a straight-in
approach flown from a ten mile final. Make sure your EMCON
is configured properly...turn off your ECM...you dont
want to look like the enemy!!
Conclusion
Congratulations! Youve made
it back into the chocks, and now you are off to debrief those
intel weenies on your successful mission. Your prior planning
did prevent poor performance! Good job!!
This concludes our discussion of how
to plan a typical air combat mission in a manner that takes
full advantage of the advances in fighter simulation being
incorporated into todays ultra-realistic flight sims.
As the games continue to improve, you can realize a similar
increase in the enjoyment of your game play by maximizing
your participation in the mission building process.
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