WINGMAN TACTICS

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 Tactics Part I                 PG.2

Wingman Tactics Part II                PG.2

Wingman Tactics Part III               PG.4

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

Wingman Tactics have been an argument among RAF Members. The post here will provide the opportunity to examine Wingman Tactics in depth, with a little research, understand them better and discover if the concept is applicable to CFS and under which cir***stances. Hopefully we will have much fun in the process.

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.

In practice break it down to understand it better in slow motion.  Even if you are an experienced Pilot, every time you fly a maneuver, you learn. Try to practice with limited numbers in the room for starters. If you have more than 4 RAF Pilots in the room ask them to land and observe until is time to switch places with them....................................

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!

 

WINGMAN FLYING

 

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.

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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.

 

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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.

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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

- - - - - - 56th Fighter Group - - - - - -


Fuel 100. Basic ammo. Convergence 300 yards. Go!

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.

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.

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.
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.


Defensive objectives. Neutralize the threat and transition to the attack. If unable to attack safely, disengage.
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.

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.


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.
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.
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.

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.
 

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First Day of air combat training