1 st Virtual Fighter Wing 6 FEB 2016
1 st Virtual Fighter Wing 6 FEB 2016 1900 z 1 st Virtual Fighter Wing 2
Motherhood Items • 5 flights, each in its own package (TS Flights = Callsign #) • Knight 1 4 x F-16 AM (RNLAF) – CAS Training • Boxer 2 4 x F-16 I w/ CFT (IAF) – MIL Training (KOTAR) • Cougar 3 4 x F-16 C 50 – DEAD / Missile Evasion • Elvis 4 4 x F-16 C 52 – BARCAP / A-A DACT / Mutual Support • Viper 5 4 x F/A-18 C – BARCAP / A-A DACT / Mutual Support • Depart on time. SID required from Kunsan (weather and visibility is very poor). Rolling takeoffs due to 1 min interval between flights. • Air refuel on any tanker as needed or as briefed. • Flight Leads can change their mission plan as long as the wingmen agree. If you move steerpoints, make sure T/O is the same. • Flight leads can change loadouts. • Recover back at Kunsan ILS approach (F/A-18 s can RTB to Kunsan or go to the Vinson – weather at the Vinson is clear) • Turn invulnerability on if your mission requires it. Make sure you turn it on, close BMS, and relaunch it making sure it is still enabled. • 1 rejoin to the server allowed if you have an issue. • Pay attention to firing live missile towards friendly aircraft. There is a lot of traffic in theater. • Datacards have radios and TCN for each flight 1 st Virtual Fighter Wing 3
Training Area Viper/Elvis Knight Boxer Cougar Orangeland 1 st Virtual Fighter Wing 4
Surface Threats 1 st Virtual Fighter Wing 5
Flight 1 – Knight - CAS 1 st Virtual Fighter Wing 6
Knight 1 Weather Brief 1 st Virtual Fighter Wing 7
Flight 2 – Boxer - KOTAR 1 st Virtual Fighter Wing 8
Boxer 2 Weather Brief 1 st Virtual Fighter Wing 9
Flight 3 – Cougar - DEAD 1 st Virtual Fighter Wing 10
Cougar 3 Weather Brief 1 st Virtual Fighter Wing 11
Flight 4 – Elvis - BARCAP 1 st Virtual Fighter Wing 12
Elvis 4 Weather Brief 1 st Virtual Fighter Wing 13
Flight 5 – Viper - BARCAP file: ///. file/id=6 571367. 179677 54 1 st Virtual Fighter Wing 14
Viper 5 Weather Brief 1 st Virtual Fighter Wing 15
APPENDIX 1 st Virtual Fighter Wing 16
FAC Training Slides TRAINING FLOW 1. 2. 3. 4. Practice Check-Ins w/ FAC Keyhole Template IP Gameplan and 9 -line Repeat as Needed COMMS EXAMPLE Check In: “Mother 11, this is Knight 12, Mission Number 4967, 1 by F-16 C, 10 miles east of Ford, block 20 -21, 6 by Mk-82, 510 rounds 20 mm, playtime 20 minutes on station, IDM 12, abort in the clear” Keyhole Template: “FAC: Keyhole template in effect, advise when ready to copy coordinates” CAS Player: Ready to copy FAC: Coordinates to follow, N 38. 15. 128, E 127, 15. 021, how copy? CAS Player: I copy N 38. 15. 128, E 127. 15. 021 FAC: Good readback, proceed Alpha 8 at block 15 -16, report established. CAS Player (when he gets to keyhole IP): Established Alpha 8, angels 15” Gameplan Examples: “FAC: Knight 12, type 2, bomb on target, 2 by Mk-82, simultaneous impacts, best fuzing by Knight 12, advise when ready to copy 9 -line. ” “FAC: Knight 12, this will be a type 1, bomb on target, with your guns only, sequential attacks, advise when ready for 9 -line” “FAC: Knight 12, this will be type 2, bomb on coordinate, one GBU-12 off each aircraft with Mother 11 LASER code 1688, instantaneous fusing , 2 minute spacing, advise when ready for 1 st 9 -line” Virtual Fighter Wing 17
FAC Training Slides 9 -LINE EXAMPLE 9 -Line Example: [After the Gameplan] “FAC: Elevation 416 feet FROG 7 vehicles in the open N 38. 15. 221 break E. 134. 39. 091 No mark South 10 NM Egress left pull back to overhead block 15 -16 Advise when ready remarks” “CAS Player: Ready remarks” “FAC: Final attack heading 270 plus or minus 30. Call in with heading expect clearance on final. Push when ready, go with read backs when able” “CAS Player: Knight 12 copies 416 feet, N 38. 15. 221, break, E 134. 39. 091, final attack heading 270 plus or minus 30. ” “FAC: Good readback, continue” “CAS Player: “Knight 12, IN from the east” “FAC: Knight 12, cleared hot” “CAS Player (after release): 2 away, off west” 1 st Virtual Fighter Wing 18
FAC Training Slides KEYHOLE EXAMPLE 1 st Virtual Fighter Wing 19
FAC Training Slides 9 -LINE 1 st Virtual Fighter Wing 20
FAC Training Slides CHECK IN AND CLEARANCE CALLS 1 st Virtual Fighter Wing 21
A-A Training Slides TRAINING FLOW 1. 2. 3. 4. Marshal at STPT 5, Check In w/ Elvis 4 or Viper 5 2 x BVR Engagement – BVR Missile Defense 60 miles starting point 2 x WVR Engagement – Bracket, Single Side Offset, Mutual Support Air Refuel and Repeat or RTB COMMS EXAMPLE READY CALL: “Elvis 4: Fighters ready in the East” “Viper 5: Bandits ready in the West” “Elvis 4: Fights On” “Viper 5: Fights On” ROE HARD DECK: • BVR 10, 000 ft (QNH 29. 92) • WVR 6, 000 ft (QNH 29. 92) • 90 secs from the merge time limit for WVR • “KIO” for safety issues (hard deck, bingo calls) • “Terminate” to end the event due to time or all bandits/fighters killed KILL CRITERIA AND ACTION KILL CRITERIA: • If you are hit by any missile or guns, you are dead for that engagement AFTER KILLED: • Elvis 4 – Turn East towards STPT 5 w/ smoke on • Viper 5 – Turn West towards STPT 5 w/ smoke on 1 st Virtual Fighter Wing 22
A-A Training Slides VISUAL BRACKET The end result spreads out the formation to 3 to 4 NM (or visual limits), and allows the flight to maintain visual mutual support and determine bogey intentions. Communications are critical to determine which fighter the bogey is attempting to engage. A combination of RWR and radar awareness is critical. As the flight lead analyzes aspect and continues to the merge performing a singleside offset intercept, the wingman maneuvers away from the flight to obtain turning room and a vertical separation. At 5 NM the flight lead should go pure pursuit. If the bogey leans on the flight lead, the wingman should have an easy shot of opportunity at the merge. To be effective, the wingman needs to anticipate this shot, and start leaning in to be pointing at the bogey at the merge. After the flight lead passes the identification, the wingman should be able to take a quick shot of opportunity. If the bogey initially leans on the wingman, lead may clear the wingman to engage or remain the engaged fighter. If the bandit points toward the wingman, the wingman will arrive at the merge first. With SA, the wingman should pass the WEZ in-depth (WID) so that the flight lead can employ weapons. 1 st Virtual Fighter Wing 23
A-A Training Slides ROLES EXCHANGE 1 st Virtual Fighter Wing 24
A-A Training Slides ROLES EXCHANGE CONT’D If you have the shot – take it! Don’t worry about roles exchange. Reminder: Never use Hound Dog. 1 st Virtual Fighter Wing 25
A-A Training Slides ROLES EXCHANGE CONT’D Takeaway: You may get in a 2 v 2 with you and your wingman each fighting a bandit. But don’t miss an opportunity to shoot down his bandit. 1 st Virtual Fighter Wing 26
A-A Training Slides A-A RADAR KNEEBOARD 1 st Virtual Fighter Wing 27
DEAD Training Slides 1 st Virtual Fighter Wing 28 Courtesy of Bolt’s SEAD CT
DEAD Training Slides 1 st Virtual Fighter Wing 29 Courtesy of Bolt’s SEAD CT
DEAD Training Slides Cougar 4 –Please work on developing a defensive SEAD tactic against SA-2 or SA-3 and share in the debrief. SA-6 and 11 are more difficult to defeat. 1 st Virtual Fighter Wing 30 Courtesy of Bolt’s SEAD CT
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