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Hog Basics: RAF Bentwaters
Tactics Guide, 1982
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The Airborne Flight Planning Room
Congratulations,
big guy! Through your canny use of standard formations and
procedures (and your own bag of tricks at times), youve
brought your Hogs to the contact point unscathed. Now the
tough part begins! Unless you were fragged against a specific
target and got your ducks in line before takeoff, youll
have to choreograph you act at the CP. Obviously, youll
need some more information before you can start. The standard
forward air controller (FAC) briefing is the most likely source
for this info... you remember its main points: target location,
heading from IP, distance, time, location of friendlies, best
bailout direction, wind speed and direction, the name of the
FACs parakeet, etc, etc. This
can all be very helpful (well, well forget about the
parakeet)... but the important point is this. You can plan
your entire attack when knowing only the target location.
Everything else is gravy.
But theres
one glaring limitation to this concept. You cant plan
an attack while warting along at 100 feet or less. Youll
probably have to slow things down a bit and set up a holding
pattern at the CP. What kind of holding pattern? Weve
already mentioned a couple of options
the bone
or racetrack (crossturn holding) or the circle... take
your pick. Once in the hold, use the time that is available
to... (1) get the FAC
briefing and plot it out on your map, or
(2) if FAC instructions are not available, plot the target
on your map and work out your own plan.
Lets
talk about the second option... making your own plan.
Well
start with our flight at the CP. You are far enough from the
target to allow a little planning without being distracted
by glowing golf balls or flying telephone poles... as for
an air threat, thats what the wingie looks out for while
you are doing the planning. Youve got the target coordinates...
first, refold your map so that the target is centered. Now
check the map for the big picture. Since an unobserved
ingress to the target is a most desirable thing, lets
begin by getting a good overview of the terrain. We want to
look for terrain that does two things for us... (1) allows
us to remain masked for as long as possible as we approach
the target, and (2) consists of readily identifiable features
that we can easily find in the heat of battle.
This
map study begins with the locating of the IP that we will
use to begin the attack from. If possible, try to plan at
least two IPs. Look for vertical terrain or features
such as towers that you expect to be able to easily see when
on the deck. This vertical feature does not have to be the
IP... it only needs to be close enough so that you can easily
find the IP.
For this
article, Im going to use a map that I had when flying
Hogs in England. We used to make up practice scenarios and
would fly simulated attacks from them. One of my favorites
was west of Bentwaters and had some nice terrain features
to work with. The following map is the exact map I used. There
were real life areas that we had to avoid (such as airfields
and little old ladies that didnt like jet noise). I
colored these red and designated them as SAM avoidance areas
or friendly no-fly zones, etc. On this map, you will see two
IPs (Bravo 601 and 602). B601 is a 200 tower on
the top of a hill, and B602 is an old WW2 airfield (Market
Harborough). The CP is another WW2 airfield, Bruntingthorpe.
Our jets had an inertial navigation system (INS), and so I
included an INS update point (a small lake) that we would
fly over enroute from the CP to either IP. The target in real
life was a bridge, but for our scenario purposes, it could
be anything we wanted. The large red circles to the east of
the target (RAF airfield no-fly zones) represented enemy SAM
rings, and the smaller red circles to the west of the IPs
represented friendly no-fly zones.
To get
an idea of the scale of this map. Look at the vertical grid
lines. Those tick marks are one nm in length (6000)...
so for a typical line formation, an A-10 flight would be one
tick mark apart or less.

Tactical
UK Map
(click on the above for the full screen image)
Ok...
back to the map study. Next, check the terrain between the
IP and the target. Plan an ingress route that follows the
terrain... your game plan is to keep that terrain between
you and the target as long as possible. That means you may
not fly a straight line from the IP to the target. In fact,
if you use terrain wisely, its a good bet that this
will be the case. Your heading plot to the target only gives
you a general bearing to fly... its your use of the
intervening terrain that will often spell success or failure
when it comes to the element of surprise.
Now,
with the map features in mind, consider the type of attack
formation and tactic that is best suited for your specific
circumstances. Begin this assessment by looking at the target
itself and the anticipated threat. The nature of the target
will determine whether you fly a simultaneous or sequenced
attack and will also determine the shooter and cover roles
for the flight. If the target is a unitary object and is heavily
defended (like a bridge), then you might choose a shooter/cover,
one pass/haul ass attack. On the other hand, if the target
is made up of numerous objects that are lightly defended (such
as a truck convoy), then you might consider a simultaneous
shooter/shooter attack.
With
the general game plan in mind, now reference the map for action
points... these will be readily recognizable features
that you will use to transition from the low altitude ingress
to the actual weapons delivery pass. It is the point that
you typically unmask to begin the weapons release
run in. Depending on attack delivery, this will either be
the bump point (for gun and maverick attacks)
or the pop-up point for dive bomb attacks. This
action point varies with type of weapon and may be as close
as 2nm for a gun attack to 5nm for a maverick bump. If no
terrain feature is available, then plan a back-up time to
fly from the IP to the action point... but this should be
considered a poor second choice since timing can go bad in
the heat of the moment.
Lets
look at our UK scenario map again. The rising terrain east
of IP B601 is a good 5nm action point, and the powerline/road
intersection east of IP B602 should be easily recognizable
as well.

Action
Points
(click on the above for the full screen image)
Finally,
plan your egress. Dont be predictable
going out
the same way you came in is not nearly as good as having a
different egress route that uses terrain to hide behind. This
is where having more than one IP comes in handy
you ingress
from one and egress to the other. With these ideas in mind,
lets move on to the actual attacks themselves.
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