
Flying Tigers - Volunteer USAAC flyers in China before Pearl Harbor.
This is a compilation of posts to the RAF BBS Training topic. Hope it helps everyone who reads it. RAF_SaberFlash
It's time for us to review
our good 'ol wingman skills. Fortunately, this topic has been covered extremely
well by Falvo and others.
Unfortunately, however, the subject is one of the most overlooked and
under practiced topics. This is
most likely because of the extraordinary concentration and prior ACM knowledge
needed for good wingman flying. The amount of situational awareness needed is double
that of a solo fight, plus you must relay your situation to your wingman
and vise versa.
The knowledge is here:
Wingman
flying?
PG.5
Team
Tactics
PG.8
Section
Tactics (wingman tactics) PG.12
Brevity Code _ Follow
Link
That should keep you busy
for a while.
Apply
all this and you'll rule the skies. ![]()
Aside from what has been
previously covered, I'd like to mention some of the glaring mistakes wingman
teams often make that lead to their downfall:
1. Sticking to the deck
during separation. Altitude is energy and energy is life. Staying low and
slow, or even low and fast, will get you neatly shot down by higher relative
energy pilots.
2. Conflict with
wingman over tactical style. For example, you are determined to fly BnZ,
while your wingman is set on turn-and-burn. In this situation, mutual protection
is all but impossible. Unless the BnZ pilot abandons his superior position, his
wingman is toast. The T&B pilot will lack the energy to join his BnZ
wingman.
3. Overly strict target
selection. Selecting a target each at the start of a dogfight is fine, but
keeping with the target long into the game almost always becomes a handicap.
Play it loose and keep in contact with your wingman as to target selection.
Essentially, the key is
communication. The rest is simply smart ACM on the part of both pilots. For
every mistake you make, your wingman must also pay.
GL
I have been researching
articles on Wingman and I have concentrated a fair amount of information on the
subject. Thus in order to make it easier for all to comment on, will break it
down to smaller parts.
PART I. Communication.
It is a fact Voice Com. is
absolutely necessary in order to practice Wingman Tactics. The very essence of
Wingman Tactics (the sum of 1 and 1 is greater than 2, in other words SYNERGY)
dictates that Communication is the foundation for Wingman. As communication
breaks down so does teamwork.
As most of us know, and
all will read in parts 2 and 3, Wingman Tactics are based on swift clear
commands between the 2 pilots who do engage in effective formation patterns,
often changing while they encounter challenging offensive and defensive
situations.
So if you try to practice
Wingman, first thing you should do is start Roger Wilco. Even if you have no
idea about Wingman Tactics just by being on RW with another pilot, you are
already in a Teamwork Situation.
PART
II
Down to specifics. You
have Voice Com. with your teammate, first order of business is to decide who
will be leader and who will fly Wingman. Keep in mind that while engaging in a
dogfight the various offensive or defensive situations will dictate that you
switch Roles with your teammate continuously.
Lets examine closer most
possible situation the 2 Pilot will encounter and the possible commands to deal
with the situations accordingly.
A. Hold........ The leader
has acquired his target and is maneuvering for a shot. At this point the Wingman
is checking for bogies possible threats and the sky is clear. The leader has a
firing solution and there is no reason to change Roles with his partner. Hold is
at all times the default, until a situation arises.
B. Reverse......The leader has a target but the bogie pulled a successful defensive maneuver and the leader has no effective firing solution. At this time the leader will ask his wingman to reverse Roles and allow the Wingman who is further behind to acquire a firing solution on the Bogie.
As you will read in Part 3
under possible formation patterns for Wingman Tactics, many times the leader
will force the bogie into a path in order for his wingman to get an easy shot
and bring the dogfight to an end in a shorter period of time. This will
avoid time consuming maneuvering on the part of the leader. ( if you have flown
with Austin you have already tested this...hehe )
C. Release...... The
leader has a target and is in pursuit, but this time the Wingman has spotted a
Bogie on his own tail closing in. The Wingman has informed the Leader, that at
this time the Wingman is under fire or the Bogie is closing in and about to
fire. In order for the Leader to protect his Wingman he can decide to release
him so that the Wingman can take evasive maneuvers.
If the Second Bogie
decides to stay with the leader, the wingman can come back and protect
effectively this time as the Leader either finishes or just aborts because the
second bogie is too close. Now the Leader calls out....Reverse..... and he takes
his position as wingman as the new leader is in pursuit of the second bogie.
D. Brake
Left....Right.....High and Right.....or any other ACM...The leader has a target
and maneuvering for a shot, but his time there is a bogie on the leader's tail.
Now the Wingman will inform the Leader and decide to advise him on a maneuver
that either will protect the leader better or assist the wingman to destroy the
target by bringing him closer, before the Bogie gets to the Leader.
Here the Wingman has
better visibility and depending on his proximity and angle he has to advise the
Leader on a maneuver that will effectively protect him, either by firing on the
bogie or just spoil the Bogie's shot.
Essential in all of this
is that both Pilots make swift decisions and make proper use of the Release and
Reverse Commands. Loosing time by staying longer on a specific pattern will be
very damaging to both pilots. If you are the leader you might get the Win but
your partner is down and it is possible the Bogie lands a few rounds on you
also.
Therefore practice with
another and make sure you change Roles all the time....release and reverse!
S!
Communication Examples of typical situations for Wingman.
Call sign's changed to a lethal pair of bogies me and my Wing, "Rusty
Savage", had the misfortune to practice with last night...hehe
Jackal: con
purp brk! "contact purple break away"
Hawkeye: cc
"roger"
Jackal: 38
to me take im "P38 going to my side. You take him"
Hawkeye: in
"engaging contact"
Jackal: cc
out hi "roger disengaging
Hawkeye: out
"shot lost disengaging"
Jackal: in
drag s "engaging target head south (target follows)
Hawkeye: cc
"roger"
Jackal: ck
"Got him"
Hawkeye: gk
J piece "congratulations I hit him too"
*cc: Means
"Roger" or "OK." Legend has it that in order to keep down
radio traffic, WWII pilots would just click the radio mike twice to indicate the
affirmative. Hence "Click Click" or CC.
Part
III Gents! ![]()
Tactical Formations.
Have you practiced flying
with another? Since I know you have....than all that is stated here you already
know about one way or another. This Part will help you understand that you can
fly Wingman Tactics and be very effective, even if you are not flying 200ft from
the wing of your leader. Try to visualize the positions you read here and you
will see your Wingman ability RISE greatly.......so that next time your friend
calls out "Bogie" on the radio you know the Bogie is going
downnnnnnnnn because you are in position.
The first formation that
comes to mind when we think of Wingman is the WELDED WING.
One is designated the lead. His primary tasks are navigation, forward view
search for attack, planning and maneuvering. The other is wing, maintaining a
rear view look out, positioned at 600ft behind, left or right wing often
changing position within the 4 and 8 O’clock of the leader and a little higher
in altitude. During W.W.II this was also a mentor role for younger pilots to
gain experience. The traditional Wing was 600ft, right wing 4 O'clock.
Pros: Requires less
training and experience on the part of the Wingman.
Cons: Only one is engaged
in attacking. Also may frustrate the more experienced Wingman to do more chasing
than killing.
DOUBLE ATTACK ( deadly....... when done right) The next 2 formations fall under
the double attack category and should be practiced when both pilots are
disciplined and experienced in maneuvering. ATTENTION, the leader hierarchy is
still retained.
a) Line Abreast. Places
both pilots with each other's 3 and 9 O’clock respectively, with the Wing
ALWAYS maintaining the altitude advantage. Here a greater spread is required,
800 to 1200 ft. The model offers several defensive and offensive opportunities
against an approaching Bogie.
The maneuvers names are self explanatory as you read visualize the 2 planes
perform. Offensive Split or Defensive Split, High-Low Split, Beam Defense and
Bracket. THE OBJECTIVE here is to commit the enemy Bogie to pursuit one of the 2
planes so that the free plane can maneuver to kill.
Pros: Bogie becomes
predictable, thus dead!!
Cons: Requires great skill on part of Wing.... one sec more and the fish will
swallow the bait before you reel him in.
b) LOOSE DUCE. ( stay away
from Austin and his wing or you will discover who is Loose and who is Duce......lol)
This formation is one you don’t see very easy. It is less disciplined but
requires the same amount of teamwork. No shape in the sky although you will
notice the Wing staying higher than the Lead. The OBJECTIVE here is the lead to
engage and drain the power of the Bogie setting him up for the Loose Wing to
slap him when he is ready and sitting duck. The lead forces a predictable
maneuver for the Bogie and the Wing is there to merge in attack from above.
Loose Duce is less
aggressive than Line Abreast. It takes more time to finish and should be
practiced when no risk for another surprise attack from a second Bogie.
FOR PRACTICE.
When you practice Wingman
remember to practice both Roles WING and LEAD. Notice the different
responsibilities for each role. The Lead has to make quick decisions and use his
Wing effectively or all Wingman advantages are lost. If you are Wing always
maintain visual contact of your Lead and a few ft altitude advantage over him.
The lead works more so if you are Wing don’t fall a sleep , you are his eyes
and his iron hand. Wing should take special care staying in position to be
effective.
So remember Lead- quick
decisions.........Wing in position.
![]()
Very, very important when in formation turn at the point in space your lead
turns at, not at the moment in time when he turns as this will put you out of
position to protect him. Don’t cut the corners, try to visualize his path and
follow it.
most of all......have FUN!
I
think we all agree that assigned wingmen are a good idea. But, what should our
tactics be? Personally, I found that blinding following my leader results in two
deaths. Yet, I know Bucko's wingmen tactics are a wonderful idea. So I post this
to engender discussion as to how we should implement the idea. It is a great
idea, but how do we work it? That is the question.
------------------
S!
Here is my two cents worth. Practicing flying welded wing tactics is a lot of
fun and helps in learning aircraft control. In the typical team game furball, it
is suicide, unless you have a great numerical or skill advantage.
------------------
I am hosting a wingman
tactic practice for Lima ....
OK First wingman tactics
are really not like a follow the leader...its working together, and your
absolutely right when pilots don’t really know how a wingman formation works
you both end up in parachutes, if you are the lead pilot and your wingman is on
your right side to avoid both being shot down is the job of BOTH pilots, you aft
pilot should stay within gunfire of is leader around 600-900 or so.
So when and if your aft wingman is being engage the bogey behind the aft
wingman, the lead wingman is out of clear and long range of the bogey ....BUT if
you both work together your lead wingman should have put some hole in the bogey
that you have engaged....so it working fast and efficient "together"
is the key....fire and get the h*ll outa there!!!!!
shhhhhh don’t tell Lima I've been here telling trade secrets. ![]()
Just something to ponder. Hope it
helps to get a clear picture. There is a lot to learn about wingman tactics.
S! Working within the
limits of the computer it is difficult to follow you wing man. As Bulldog
pointed out communication is critical. Pre-planned maneuvers also help and lots
of practice. As an old Sensei told me once, practice, practice, practice. There
is no substitute for hard work. ![]()
I was going to ramble on
some about loose deuce and other team tactics, but decided to post in the ACM
forum, please have a look, I'd be interested in your comments.
This
is a continuation of a reply to a post on the Alpha board, where I began to
question the value of wingman tactics in CFS. I feel the reason for this is the
nature of the virtual game. Performance of planes is usually equal or near equal
between teams. The number of players is usually equal between teams. If two
players are flying welded wing and following one bogey, the left over bogey is
free to stalk them at his leisure. Surprise and altitude advantage is usually
not a factor, at least strategically, in CFS team combat. We have all seen how
difficult it is to avoid head to head passes against alert opponents.
The more modern loose
deuce formation (attack in parallel combat spread, with either flyer free to
engage depending on opportunity) may have some merit in an air rules last alive
situation. This offers the opportunity for some mutual support, but allows both
pilots freedom to tie up an opponent if the need arises. They should also be
willing and able to swap targets if it becomes advantageous. I believe this
tactic was flirted with by individual pilots in WW2, adopted somewhat by the
outnumbered Finnish Air Force in the Winter War, and became US doctrine in
Vietnam through the Top Gun and similar Air Force programs. It is described in
great detail in the ACM bible, "Fighter Combat, Tactics and
Maneuvering" by Robert Shaw, which is a must read for anyone interested in
the theory of Air Combat. The excellent link Bulldog posted on the Alpha Board
string looks like parts of it might have been borrowed from this book.
http://www.56thfightergroup.org/tac.html
I haven't flown that much
2 vs. 2 but in 4 vs. 4 or more, the team strategy I've seen to be the most
effective is hit and run. This involves wounding bogeys and then going on to the
next available target, keeping your energy up by not engaging in long turning
battles or following a hurt bogey to the deck. Hit someone a good blast, and
pick the next most available target, preferably in front of you. If one or more
of your opponents is hurting, your team has effectively gained a numeric
advantage. Now you can double-team the remaining bogeys. The wounded bogey will
either go down on his own, or someone will get him later.
None of this means you
shouldn't keep track of your teammates, or help them when you can. Situational
awareness means being aware of both your opponents and team mates locations and
situations. From what I've seen though, when you realize one of your mates is in
trouble, by the time you get there it is often too late to save them. You can
however usually pounce on their killer and get an easy shot at someone who has
been bleeding energy in a turning battle.
I like flying formation
and practicing welded wing flying, but I think we should also work on a more
flexible mutual support strategy more suited to the somewhat artificial virtual
air combat world.
I'll get off my soapbox
now, but I'd be very interested in reading anyone's comments on this issue.
Good points. Wingman
tactics are extremely effective in CFS, but the "welded wing"
concept is hardly useful in any given team game for the reasons you motioned.
However, in a No-FUN team game, the welded wing tactics can be very useful if
the wingman communicate efficiently. In No-FUN games, half of the challenge is
spotting your enemy as well as keeping an eye on your teammates, and by using
the welded wing you can make use of two sets of eyes rather than one.
For an average all-aids
game however, any player who knows his targeting and radar systems is capable of
being supremely aware of his situation and that of his wingmen. Much more
aware than was certainly the case in actual aerial combat in WW2.
That being the case, the ideal advantage of surprise is completely abolished.
What this does in a team dogfight is force players to make ACM decisions based
on their foe's status in order to gain situational advantages: speed, altitude,
and angle.
The team who is able to attain and sustain those advantages as well as cover
each other while remaining aware of the situation as a whole will be the victor.
------------------
TEAM
TACTICS
S!
Since joining RAF662, I haven't seen much discussion on larger team tactics
(i.e. 4 vs. 4). These tips came from Shadow_of_Sin (a very successful virtual
pilot, in a very competent team game squad) on the Comm Central website. Any
comments, agreements or disagreements?
Some important tips to a
good team game
1. Be aggressive,
2.Turn only when you have
to,
3.Hit everyone and come
back for the wounded
4. Always pick up the new
guys coming into a fur ball with a new plane
5. Communication is a big
key to winning
6. Hold your plane up as
long as possible
7. If out of ammo don't
eject, shield your teammates, fly between his attacker and him, and take his
rounds your going down anyway
8. If a teammate calls for
help it takes priority over everything
9. Avoid all collisions if
possible, could give the other team the winning kill, or make your squadron look
bad.
10. Eject just before
hitting the ground to avoid late hits
11.Never pull up in a team
game. go side to side
Here is a typical coming
into the fur ball for my after getting shot down
I get shot down ,I come
back into the fight, as soon as I see targets on my radar, I look for the
closest one and what he's doing, I have a pilot coming at me and behind him is
the fur ball of pilots,
I turn for a head on with
the closest one, I hit him and instead of turning back to finish him off. I head
toward the fur ball, I see a teammate with a target on his six, by watching my
teammate I know what the target chasing him will do, what ever my teammate does
he will follow, I use that to line up my shot.
I line him up to take him
out as I pass, and now quickly before I shoot him, I look for a parting
direction or a second target. On the fly by I will take out the threat to my
teammate and turn looking for the second target, using my hat switch or padlock,
I take him out.
Before I loose my speed
I'll turn in one direction, using my hat switch up ill locate all the planes who
have been wounded or lost their speed and are at ground level, using my speed
and hat switch I line up each shot and switch to the gun site and finish him
off, I will pick each one off as I go around, once all the targets are down I
will then line up for a head to head shot on targets coming back in with new
planes.
If I'm wounded I will then
turn in one direction only, no cutting back and forth, If I'm going to get shot
up soon , ill fly level , because I'm harder to hit and ill give a yell to my
teammates for free kills, as the guy is trying to shoot me , my teammates take
him out .
What is your job as a
teammate in a team game ?
1. Take out the nearest
guy on a fly by, after you shoot him track another target and don't turn to get
him unless you have to.
2. Hit everyone on the
other team if they are close to you, just wound them unless you have a kill
shot.
3. protect your wingman
when needed
4. Give a brief shout out
, when you hit someone or notice when someone's not hit.
5. don't worry about kills
just wound everyone.
6. remember to pick up the
fresh guys coming back in, when you can.
7.hold your plane up as
long as possible using trim when damaged
8. If out of bullets
sacrifice your self, shield your teammates
9. If damaged bad try to
bring it around on a new guy coming back into the fur ball.
Good
advice all 'round, but I'd make a few adjustments:
3.Hit
everyone and come back for the wounded -- this rule is a bit too restrictive and
should be re-phrased as "Avoid target obsession and target the most
dangerous foe first."
11.Never
pull up in a team game; go side to side.-- This point is ridiculous, and assumes too
much about aircraft and circumstances. Why limit the dimensions of your
engagement?
1. Take
out the nearest guy on a fly by, after you shoot him track another target and
don't turn to get him unless you have to.-- Head-on passes are a bad
idea. Chances are, the enemy will get as many bullets into you as you get into
him.
Other than that, the points are sound. Nonetheless, the more rules you restrict
yourself to, the fewer options you'll be apt to recognize and your ability to be
unpredictable will decrease.
I tend to
fly a more passive form of ACM than what the above rules dictate, preferring to
engage only when my advantages are at their best, and my opponent is as
disadvantaged as possible. I expect my teammate to do the same. Making the enemy
come to you is not necessarily a loss of initiative, rather it’s a way of
forcing him to play your game, not vice-versa. Unfortunately, not all wingman
are the patient type, and I often end up as a 400+mph diving ambulance rescue
vehicle. ![]()
To
my fellow RAF
One of our best, Flavo7- has requested that I cover wingman tactics for the
members of our group. I have read several of Flavo's pieces in this forum and
admire his love of the game, willingness to seek the knowledge, and the skill he
possess. He is a hard act to follow.
Background- A little about myself, I have a major in Aviation Admin with a minor
in Flight Operations, at that time I also earned a Pvt. Rating.. But to give you
an Idea when last I flew, Sectionals contained ARSA's, TRSA's, and TCA's.. After
a summer at O'Hare's Tower and TRACON , I spent some time in Florida working
toward a Masters of Aeronautical Science. I put it on hold one semester shy of
completion to fulfill another life long dream. My appointment to the Chicago
Fire Dept. were I earned the rank Fire Fighter..
My love for aviation is still present and I don't mind a detail to the crash
rigs at O'Hare or Air Sea Rescue. Watching a DC-10 land while waiting on the
taxi way, or the sound of a Bell Chopper gets my blood flowing.
Knowledge is built on the shoulders of others who came before us. This is
especially true for air combat tactics. The knowledge on this subject is not my
own, but comes from the many books I was exposed to throughout my studies. Also,
a good number of my old instructors were retired fighter pilots who liked to
tell stories and recommend books.. CFS is a great venue to apply the doctrines
and tactics I have heard and read about...
In order to discuss wing
tactics with some justice the reader must have an understanding of the basic
doctrines of air combat. Such as one versus one similar aircraft and one versus
one dissimilar aircraft. The angles fight and the energy fight and when to
assume their roles.. Such as a hurricane vs. a mustang would be angle fighter
vrs. high thrust to weight ratio energy fighter respectfully. Yet, Mustang vs.
FW190 would be low thrust to weight ratio angle fighter vs. energy fighter
respectfully. And FW190 vs. cardboard box, which fell out of a cargo plane,
would be angle fighter vrs. energy fighter. The FW190 has a better turn radius
than the Cardboard box and could thus gain an angular advantage. Aside from one
vs. one, the reader has to have an idea of one vs. two and two vrs. one tactics.
And when to assume these guidelines in combat. The reason being sometimes a
leader and his wingman are considered one enemy and sometimes two, depending on
the doctrine of attack they follow. The subjects I brushed on could take up a
whole book. Yet, they must be understood to fully utilize wingman tactics. They
cannot be discussed here due to the nature of their complexity. After all, this
is a piece on sectional tactics.

Section Tactics (wingman)
This is the proper term used to describe two aircraft working together against
the enemy. From this point forward a section will refer to a leader and his
wingman. The idea of two aircraft working together was first realized during WWI
by the famous German Flyers Oswald Boelcke and Max Immelman.(just a note- Max
made the Immelman turn which was a modern "wing over" famous, but by
WWII Immelman was a half loop followed by a half roll. ) Their main use was
guarding the leader from an unseen opponent. By most accounts, aircraft downed
in combat were unaware of their attackers until it was too late. This is due to
blind spots and bandits with high rates of closure. In CFS behind and below is a
good blind spot. Also above and behind. As far as high rates of closure, I have
downed many a plane in FFA with a P47(to the bogeys shock) after coming out of a
dive at over 500mph with eight 50. cal. One sec your back is clear the next a
500mph Jug or 190 is there.
Although one can check his back sporadically this is not sufficient against
bandits with a high rate of closure. Also, in one vs. one combat, the pilot's
full attention is devoted to the opponent he has engaged, leaving no attention
to defend against a second attack.
In theory two planes together can mutually support each other by covering each
other’s blind spot. One plane can engage the enemy knowing that his vulnerable
areas are being protected by his wingman. The principle sounds simple but has
spawned a great number of doctrines to exploit the section. The two doctrines
from which it is argued that all stem from are, the "Fighting Wing"
and the "Double Attack". Within each doctrine are a broad number of
variations. The doctrines and variants are successful in certain situations.
The Fighting Wing
Also known as the welded wing designates a leader and a wingman. It is the
leaders responsibility to navigate the forward hemisphere, seek, and destroy the
enemy. The leader has a secondary duty to the rear hemisphere. It is the
wingman's primary duty guard the rear and act as a "look out' for enemy
aircraft. His secondary duty is to the forward region. The wingman's position in
regard to the leader is comprised of an airspace described as cone shaped and
sixty degrees off to the left or right the leaders tail. The distance between
the leader and wingman vary with the aircraft involved. The distance cannot be
greater that the equivalence of one minimum turn radius or the formation task
becomes impossible. During WWII, The maximum separation between the leader and
wingman was about 600ft. Since turn radius increases with altitude, separation
may be greater(than 600ft)at higher flight levels. So a section does not fly
rigid like the Blue Angles, but the wingman floats around in his airspace.
Once the enemy is engaged
the leader fights the bogey as if it were a one on one, while the wingman, to
quote Shaw, "holds on for dear life". I could go on about some
interesting stuff but this doctrine is not for us.
The wingman in theory has only to cover the rear; but in practice is preoccupied
with maintaining his position in relation with the leader and is of little
defensive value to himself or the team. The leader is so preoccupied with the
bogey that most leaders are unaware that they have lost their wingmen. Neither
is the welded wing conducive to energy tactics. Although the leader may trade
position for energy and pull off a zoom climb, he often leaves his wingman
below, behind and vulnerable. Aside from that, it is more difficult for two
aircraft to sneak up on the enemy than one. This leaves the angles fight. Again
the welded wing, for all practical purposes, is treated as one aircraft. A
welded section vs. a single bogey assumes one vrs. one tactics. The singleton
has the advantage since two aircraft are less maneuverable than one. Although
the Fighting Wing has many applications in the real world, it is superior to
engage one vs. one in a hostile environment(where a hostile environment means
multiple bandits and bogeys). It has been my experience that CFS is a hostile
environment. In CFS, the wingman may warn the leader initially, but the section
will be forced to split and operate as individuals. Therefore, it is my opinion
that this doctrine will not benefit the RAF.
The Fighting Wing or
Welded Wing was the doctrine of the USAAF in the European theater during WWII. A
few experienced pilots however recognized the flaws of the welded wing and
developed their own doctrines. One of these teams was one of the Eighth Air
Forces Deadliest Duos. Captains John Godfry and Don Gentile. Legend has it that
these two were such a menace to the Luftwaffe, that Herrmann Goering supposedly
stated, he would trade two of his best squadrons for their capture. They adopted
the "Double Attack".
The "bracket" tactic is the bread and butter of the "Double
Attack" section and can be the RAF's bread and butter too. Here is an
account from "The Look of Eagles" where Don and John bracket an Me109
in a Double Attack.
"Break! Break! One
coming in at 4 o'clock to you!"
"Okay, break starboard," said Gentile.
They broke together and the 109 made a head on pass
"All right, Johnny," said Gentile, "when he comes back around on
the next turn you break right and I'll break left."
They circled and the 109 came boring in for another head on attack. He looked
mean and vicious. He was bold enough to joust with two Mustangs. As the planes
bored straight at each others spinner, Gentile ordered the foxing maneuver.
"Now!"
Gentile broke sharply to the left; Godfrey to the right. They honked their
sticks back, climbed and came barreling down on the 109's tail."
That's it for now. In a
few days I'll start writing tactics on the double attack. One at a time and in
detail. Roger Wilco is a must-But guys might be able to slide by with a series
of codes. Only time will tell. Until then I will leave you with this.
"It was my view that
no kill was worth the life of a wingman.....Pilots who lost wingmen on this
basis were prohibited from leading. They were made to fly as wingmen,
instead." Colonel Eric "Bubi" Hartman GAF World's Leading Ace 352
Victories.
That is all.... RAF
Burntwing out
Special thx to Robert
Shaw, WWII AIR WAR, Jane's Combat Fighters, Fighter PILOT,USAAF Fighter Weapons
Review
S! There are many articles
here in this forum covering Formation flying and Wingman Tactics. Reason being
that learning to fly and fight together is really a very challenging task.
It involves much more than just good flying and fighting skills!
I am sure you all understand since I know all of you have flow in teams to
realize that winning will certainly be the outcome of good teamwork!
Another good resource in
relation is the link below...Enjoy!
...and don’t forget to
read the rest of the stuff on this subject under this forum...make sure your
settings are showing all posts.
http://www.56thfightergroup.org/tac.html

Fuel 100. Basic ammo. Convergence 300 yards. Go!
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Combat spread. The
core of 56th FG fighting is the wingman relationship. Our standard
formation is combat spread, or line
abreast. Never ever fly in line astern formation. If you find
yourself in trail, make a simultaneous 90 degree turn to regain combat
spread, then return to the desired heading with the use of an in-place
turn, also known as the tactical turn (see below).
The element in line abreast is next to invulnerable. Given a lateral spacing of 500-1000 yards, the blind spot is virtually nonexistent even in the P47-C. The team can handle multiple bandits in any direction, at any energy state. However, while cruising, if you lose separation you're blinding yourself and your wingman. Work with throttle, separation and comms to maintain the spread. |
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Tac turn. The tactical turn allows the element to change heading swiftly while retaining the combat spread and maintaining visual coverage to astern. The trick is to trade places in the turn by allowing the "outside" fighter to turn first. As the "inside" fighter, still on the old heading, observe his wingman sliding into his seven or five o'clock, he too initiates the turn. It's easy once you get the hang of it. Maintain speed throughout the turn - don't lose energy by pulling too hard. You may need to work a bit with throttle, lateral separation and small changes in altitude to reform. With practice, you should be able to turn together as swiftly and efficiently as you do on your own. | |
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Offensive objectives. Remember that you're not flying in line abreast because it's pretty. You're there to KILL! And enjoy better security while doing it. The line abreast is not defensive, it's offensive at all times. |
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Bracket attack. Bandit
spotted either co-alt or slightly lower in the team's forward quarter (i.e
in any position forward of the wingline). The team positions for attack
by opening
up separation to put the bandit in the middle. Both fighters commit
to the attack using sustained inward turns. The bandit must choose to
defend against either, he cannot defend against both. Endgame. If
endgame does not occur, keep working with separation, and use
drag&bag as necessary.
Trail attack. Against an unsuspecting low bandit, or when either fighter attacks much sooner than the other, the wingman will trail into the attack. Picture a low bandit, level or climbing, or a dead six chase. Lead goes in to bounce, preferably from low six or out of the sun. Wingman hangs back, then follow up the lead's attack. If the lead misses, the wingman will get a clean, planform shot at the breaking enemy, or nail the startled bandit as he concentrates on the lead. |
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Defensive objectives. Neutralize the threat and transition to the attack. If unable to attack safely, disengage. |
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Cross Split. This
maneuver allow a swift transition to the attack. The team spots a con at
their six o'clock, his energy state may be negative, neutral or
superior. It doesn't matter - you will turn the table on him regardless.
Break
toward your wingman, making a sustained turn to maintain E and
sufficient separation. The bandit must choose either, he cannot attack
both. The engaged fighter may need to perform guns defense while the
free fighter convert to the bandit's six. Endgame. If endgame does not
occur and the situation allows for engaged maneuvering, make sure to
continue working the bandit from different directions in order to make
him break or overtax his SA. If he breaks off combat, let him go unless
you feel entirely safe to pursue and/or are in a position to kill him
swiftly.
Half Split. Same situation again. This time only one fighter (the wingman) peel off some 45 degrees or enough to keep the bandit in sight, while standing by to turn back immediately if the bandit goes after the lead. Perform guns defense if necessary. In case of the bandit going after the wingman, the lead turns in and dispose of him. Depending on relative E-states, the engagement may lead to a classic sandwich or a bracket fight as above. |
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Drag&Bag. Entice
the bandit to follow either fighter while the other sneak up in his cold
six to dispose of him before he gets into guns range. Faking an
attack with the wingman in trail usually scores easy kills.
Thach Weave. Primarily used when the team is too far from each other to perform any of the above, or wish to exit the general area and still clobber the bandit. Depending on energy state and the need to put distance behind you, scissor the bandit to death by reciprocating S-turns. Note that this is NOT an individual flat scissors, but a TEAM scissors which opens and closes - with the bandit in the middle. The picture shown here is not totally correct in that regard. In a true Thach Weave, you will want to make more pronounced turns. In high speed fights where you wish to extend, the turns are small unless the bandit is in firing range (which will force guns defense and lead to a 2v1 situation). Open up separation, then close it again to let yourself or your wingman to gain angles. The bandit will be totally at a disadvantage if you keep the radius small yet sufficient to gain angles, whereas you will risk head-on shots if you make big turns. Whenever the bandit stops tracking one of you (due to having to perform guns defense), he's meat on the table. How to drag.When you're desperate, don't head straight at a friend since this may force him into an unwanted an unneccessary head-on situation. Use separation and the fact that the bandit will present his cold six and set himself up for imminent eradication should he persist in chasing you. As soon as he breaks off, you're in a good position to reverse your break and exact sweet revenge - provided you're fit to do so. |
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Squadron tactics. With more than one element, we're at liberty to take on vast numbers with a certain degree of security. Whenever the lead element engages, the second element must decide whether to give immediate assistance or to keep station in the most likely threat direction. |
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| Section in combat spread. The two elements making up the section are overlapped with the wingpair maintaining its standard separation. This formation has a rather small signature and navigates well, especially when there are lots of other ships in the vicinity. Don't confuse this with a traditional finger four, which usually has the wingman formatting much closer to the lead ship. The finger four is more suited for welded wing fighting, whereas this formation emphasizes loose deuce tactics. | ||
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Echelon. Also known as sucked
trail. Distance between elements approximately 4000 yards. Makes for a
slightly less conspicious profile, especially on enemy radar screens, and
retains the advantage with little added risk. Don't feel bad if you fall
into elements in trail as long as you maintain combat spread within the
pair. The trailing element usually comes as a very nasty surprise to
bandits maneuvering against the leading pair.
In the very moment the leading element engages, the trailing element is "uncoupled" and is expected to make its own snap decisions according to the situation. As a rule, maintaining separation, i.e room to maneuver, is always good. |
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| Sections in combat spread. Recommended distance between sections approximately 4000 yards. This gives an enormous tactical advantage in any situation. You do not wish to meet us in this configuration. | ||