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Hog Basics:
RAF Bentwaters Tactics Guide, 1982
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Formations
Two-Ship
We've spent a fair bit of time philosophizing
on the tactical partner concept and spelling out some of the
standard terminology for the limited comm environment. Now,
lets turn our attention to formations. Until the state
of the art allows us to gesture hypnotically and appear at
the IP, you, the Warthog driver, must find a way to get your
armada from the home drome to a point at which you can employ
it. The formations to be discussed are obviously not the only
ones at your disposal... their success will depend
upon a number of factors: weather, terrain, and defenses to
name a few, and they must be modified in response to these
factors. The formations described are to be considered as
wing standards and used as a basis for tactical planning.
We think theyre good formations, but we dont want
to imply that they are the only ones worth using. Flight leads
may (and should) innovate, but if every pilot in the 81st
remembers a few standard parameters, things could be a lot
easier when you join up with a tactical partner who doesnt
know your favorite tricks.
Line Formation
The favorite of many Hog herders.
Flying line does some good things for you good mutual
support for both aircraft, both in terms of visual lookout
and firepower support (the ability to turn and point the
gun at anyone who threatens your partner). On the other
hand, its tougher to fly than others well mention...
it requires more proficiency from both partners, is difficult
for the leader to manage, lacks ease of maneuverability,
and is less than magnificent in poor visibility or rough
terrain. Basically, line is most appropriate when your biggest
threat is enemy aircraft. Heres our shot at a set
of standard parameters:

Line Formation
These numbers are based on an average
lateral separation of 4000 feet. Use your head though
if
you are medium altitude with an air threat, you might want
to spread it out a bit, stack your wingie high or low, and
set up a weave for visual and pod coverage. On the other
hand, if the cirrus makes your partner look as though you
were viewing him through a gunny sack, you might tighten
it up a tad and remember, when you are low, the wingie always
stacks level to high
never low). Four thousand feet
of separation in the semi-gork makes your lost wingman drill
a little easier, but wont do much for your two-ship
employment. Ten degrees of slop is provided both fore and
aft for underpowered Hogs, sun in your eyes, etc
but
the closer you are to line abreast, the happier your leader
will be.
To get into line, a radio call is
easiest:
Cobra, go line."
Once you are in line, you may find
it necessary to turn. A couple rules of thumb apply. First,
all delayed turns should be made using the same parameters
max
power and 3-4 gs. Next, assume that you will be going
to line from either wedge or trail. Finally, the leader
should use an aggressive wing flash to signal which way
the turn will go. Real life used a number of techniques
for turning the flight. For our sim flying, lets keep
it simple. If you are the wingman and lead signals a turn
into you, then he will turn hard into you right away
you
remain wings level until he approaches your wingline (roughly
your 10:30 or 1:30 position)
. Then you turn hard to
join into line. If lead wants to turn away from you, hell
first wingflash in that direction. You immediately turn
hard to that direction
lead will play his turn to roll
out in line using you as a reference. Turns of more than
90 degrees are handled as multiples of the 90-degree technique
Ive just mentioned. As a wingie, vary your g to achieve
the proper spacing and line position.
Heres a further plug for tactical
partnership
as a rule, he who ends up out in front
is responsible for getting back into line. An example. You
are warting along as the wingie when the lead rolls into
a hard 90-degree turn away from you. Other than shouting
come back, Shane
what can you do? The OK
answer is to turn to follow
and then wait for the lead
to maneuver to put you back into line. After all
he
put you into a lag position
now its his responsibility
to maneuver to get you back into line. Why would he turn
away like that and leave you behind? Hes probably
got a good reason. Let him get you back into line and then
hell probably clue you in on whats going on.
Trust your lead
it's part of the contract.
One final responsibility to mention
and this ones important. The wingman is responsible
for collision avoidance in all turns. It may be all well
and good to brief a lead goes low (or high) procedure,
but this requires both pilots to put their attention, at
least momentarily, on deciding where low or high is for
a given turn
and anyway, you may not want anyone to
go high if it means unmasking or exposing yourself to the
threat. In this instance, going wide is a better option.
If the wingman is responsible, lead can concentrate on turning,
navigating, and not hitting the ground. The wingman simply
avoids hitting lead
in all cases. Common sense, however,
must prevail. No contract authorizes anyone to be stupid.
Wedge Formation
Heres the recommended alternative
when all the MiGs are in the washrack, or the weather is
delta sierra, or the terrain is such that your partner wets
his pants during the first delayed 90 turn. Wedge provides
you the flexibility and maneuverability that may be your
best defense when conditions get really lousy. Its
much easier for the wingie to fly and much simpler for lead
to manage. Wedge is an excellent attack formation on its
own, and it can easily be converted into line or trail as
conditions dictate.
No specific signals are needed to
maneuver a wedge formation
the lead turns and the wingie
follows. When the turn is complete, the wingie maneuvers
to regain his wedge position. The most obvious drawback
to wedge is the reduced lookout coverage that lead can give
the wingie. For this reason, the wingie needs to keep his
own six clear and not trust lead to do it for him. Heres
how to fly the formation:

Wedge Formation References
(click on the above for the full
screen image)
This formation can be modified to
meet the situation at hand. The wingie should strive for
a line that is 30 degrees back from the leader
terrain
and weather permitting. This allows the lead to keep track
of him and provide some visual mutual support. However,
there will be situations that require the wingie to fly
further back than the 30 degree line
back to as much
as 60 degrees
for example, narrow valleys, hard maneuvering,
etc. The name of the game in any case is to work to hold
that 30 degree position as much as possible. The wingman
is cordially invited to cross whenever that seems to be
the thing to do
this flexibility gives him the cutoff
needed to hold or regain his position when terrain or maneuvering
forces him into lag. The next picture shows a window
to fly wedge in. Try to keep the leader outside the canopy
bow. Right next to the bow represents the maximum angle
back that you want to fly
the desired is to put the
lead further away from the bow. In LOMAC, you can expand
the cockpit forward view to make this easier to see.

Wedge Positioning
One word of caution
getting
lazy and dropping into trail is a no-no, except for a very
few circumstances (weather, heavy maneuvering, tight terrain).
Put yourself in the place of the ZSU shooter
miss the
first guy, nail the second! The best way to avoid this is
to keep lead outside the canopy bow.
Ménage à Trois (Three-Ship)
For the uninitiated, this catchy little
phrase loosely means doing it with three. Aside
from its everyday context, it has an application in warthogging.
Specifically, that situation when you, the head Hog, wind
up with two wingmen instead of one. Oh heresy,
some might say, knowing that the two ship is the standard
fighting element and the backbone of our tactics. Well
back
off a little. The three ship has a few things going for it.
In the formation were about to discuss, navigation is
easier
the lead has only himself to worry about. Also,
you improve lookout and firepower with the addition of that
extra set of eyeballs. Finally, youve got another buddy
ready to leap into the fray when needed
hell have
to sequence himself in, but that wont be that hard and
the extra firepower will be handy to have.
Certainly there are problems involved
too. Three birds are more of a challenge to manage than two,
both enroute and in the target area, but this is not an insurmountable
problem. Weve got two recommendations for getting your
three ship from point A to point B
vic and wedge.
Vic
The
vic formation is a nifty way to arrange your three ship.
It combines navigational flexibility for the point man with
a good six oclock lookout for the trailing element.
All the pros and cons associated with line apply to the
element
and they have the additional responsibility
to keep up with the leader. Heres the vic:

Three
Ship "Vic" Formation
To the
discerning tactician, this would appear to be nothing more
than our standard line formation behind a singleton. Right
you are! The only difference lies in the way its managed.
First,
lets discuss the point man
usually the leader.
We say that because he may not necessarily be the flight
lead
the best way to get the job done is to let the
best navigator do the leading. That may not be the designated
flight lead
he may choose to temporarily pass off the
lead position to another flight member for selected portions
of the mission. In this instance, the flight lead will fly
as the element lead and retake command of the three ship
when the situation dictates
an in-place turn of 90
degrees is all that is required to put the flight lead back
in front.
Wedge
Wedge
is the other option is available for maneuvering your three
ship. In a three ship, wedge works exactly the same as with
a two ship as far as formation positioning goes. The wingmen
are free to maneuver in their 30 to 60 degree cones. The
number three man places himself back off the number two
and takes the same spacing that number two has off the lead.
The wingmen can cross at will to maintain their spacing
and position.

Three
Ship Wedge Formation
Four Ship
Four ship is not the favorite formation
in the Hog community
our tactics are based on the two
ship
so this is not an attempt to escalate our CAS missions
into thousand plane raids
but there are situations
where more firepower is needed, and you cant hack it
with two. The recommendation here is to hack it with more
than a single pair
well call it sequenced
or coordinated two-ships.
It may or may not be necessary to
get to a given contact point (CP) with all the Hogs at the
same time. If not, your problem is solved
take your wingie
and get to the CP on time. Let the other lead worry about
his arrival time.
But this may not be an option. You
may have to get there in a four ship. If so, then I suggest
multiples of the formations already discussed (line and wedge).
The rationale for choosing one over the other is exactly the
same as for the two ship rationale
when navigation, terrain
clearance, or weather becomes a problem, drop into wedge
otherwise,
fly line.
Box (or Card)
Do not fly four ship line in a line
abreast formation. Instead, fly the elements in standard
line and position the second element behind and offset.
Call this the box or card formation.

Four Ship Box Formation
Wedge
Four ship wedge is formed much the
same way
two elements in standard wedge with the second
element staggered back on the wedge 30-60 degree angle.

Four Ship Wedge Formation
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