EF2000 Intelligence Report - Page 2/3


Created on 2005-01-14
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Title: EF2000 Intelligence Report
By: Select Article Author Name
Date: 2000-03-30 3166
Flashback: Orig. Multipage Version
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EF2000 Intelligence Report Part II

2.0 Combat Tactics and Weapons Deployment
This section contains recommendations specifically related to combat, including use of wingmen, escort, A2A engagement, and weapons deployment in both air and ground engagements.

2.1 A2A Combat
This section contains information relating to all aspects of A2A engagement including A2A combat, avionics, weapons specifications and launch parameters.

2.1.1 A2A HUD



The best way to avoid death in the EF2000, especially on a strike mission, is to NOT engage the enemy by avoiding detection. Given this thesis, it is sometimes impossible to avoid an AA conflict. There are a few key elements to the HUD which will ensure that youmaintain proper situational awareness (SA) during a BRV or close-in engagement.

The virtual cockpit (F10 for view at right, F2 for wide angle) allows one to keep track of the bandits position relative to the aircraft and the overlayed HUD will tell the pilot the (a) range of the aircraft (b) type (c) closing speed (d) altitidue and (e) aspect angle.

Radar must be acitvated to get the following information. Again, turning on radar will loose all elements of surprise and scramble the ground and air forces. Details on controlling the Wingman will be discussed later.

(a) range of the aircraft: As can be seen in the white crayon circle, the R:001 stands for Range of bandit 001 miles.

(b) type of aircraft: Indicated by the "U" where F=Fighter, B=Bomber, R=Refueller, A=AWACS, U=UFO.

(c) closing speed: The closing speed calculates your airspeed and the airspeed of the enemy you have targeted giving your speed relative to the target. For example, if you are driving in your car at 60 miles per hour approaching a brick wall your closing speed is 60mph (assuming the wall is not moving). If, however, you are approaching a Truck traveling 60mph your closing speed is 120mph. A negative number indicates the bandit is running away at a higher velocity than you are traveling. In the above example, the closing speed against the evil F18 defector is 452 mph (340mph is my speed and 112 the bandits).

(d) altitude: The altitude of the bandit.

(e) aspect angle: This is a very important - albeit difficult - part of combat skills which is required to plan your strategy for the next maneuver. The caret (show above circled in blue) represents the direction the bandits nose is facing in relation to your own.

In the example above, the information in the white circle tells you that the bandit is closing at 452 mph and its nose is pointed opposite of your own. If the caret were on the bottom of the box then the nose would be pointed in the same direction as your own. It does not matter WHEREyour head is looking. If you are in virtual cockpit mode and see the bandit to your left yet the caret is at 12 O'clock this tells you the bandits nose is pointed in the opposite direction of your own.

This information will allow the pilot to understand the direction the bandit is heading. In the example above, the enemy plane has its nose pointed opposite of yours (at you) and is closing at 452 mph. Thus the enemy MUST be heading directly at you.

Note, however, that aspect angle is NOT always correctly represented in the latest incarnation of the Eurofighter HUD...



2.1.2 Air Combat Weapons
This section covers all weapons used in A2A engagement, including radar and IR missiles, and cannon. NATO missiles are generally a match for Russian weapons, the notable exception being certain Russian Infra Red missiles.

2.1.2.1 NATO Missiles
AIM-9M Sidewinder
The AIM-9M sidewinder is the worst choice in EF2000. Its PK is low - even with a good apect angle, and it has a tendency to fly into the sun.
  • All aspect infra-red tracking, active laser fusing with 11.4 kg warhead.
  • Steered by four double delta planes located at the front of the missile, with additional control coming from the rear wings in the form of "rollerons."
  • Can accelerate to mach 2.5 in 2 seconds.
  • Lock indicated by a growling tone.
  • Best PK fired from rear quarter (8 to 10 o'clock) at five miles or less.
This is a very important point and is related to the information above. The pilot MUST assess the heading and aspect angle of the target.

The example below shows a lucky kill with an AIM-9M missile. The range of the bandit was 6 miles and this EF2000 pilot was closing (+67mph). Furthermore the missile was fired from ABOVEthe enemy increasing the PK. The bandits nose was pointed slightly to the right so the shot was taken at a near rear-aspect angle..

If you ever need to use AIM9 missiles (head to head KOTSplay) remember:

  • Rear aspect
  • Growling tone
  • Carrot near the 6 O'clock position
  • A positive closing speed
  • Altitude at or above the enemy.

AIM-132 ASRAAM
The ASRAAM is an all aspect missile which performs best when:
  • The bandit is below the aircraft
  • The closing speed is less than 500mph if the bandit is flying directly at you
  • The bandit is in front of the aircraft and at least 2 miles away
  • Within 10 miles
  • While the ASRAAM can be fired when the bandit is at other positions, the PKdecreases dramatically.

AIM-120 AMRAAM
  • This is a radar guided all aspect missile. It can be fired from a greater range than the ASRAAM. Again:
  • Keep the bandit, if possible below the aircraft
  • The missile lock tone is constant. IF the lock tone is turning off and on the missile is being jammed by enemy ECM.
  • A diamond X across the HUD indicates that the bandit is too close
  • This missile works well, if fired from a good PK. It can also be used in conjunction with the S-225 below. After firing an S225 at long range against the enemy, launch an AMRAAMas soon as the enemy is in range. As it bleeds speed to avoid the S-225, the AMRAAMwill have a high probability of kill.

S-225 LRAAM
This is a radar guided all aspect missile. It can be fired from a greater range than the ASRAAM. Again:
  • If possible, stay at a higher altitude than the bandit.
  • The missile lock tone should be constant. IF the lock tone is turning off and on the missile is being jammed by enemy ECM.
  • A diamond X across the HUD indicates that the bandit is too close
  • If the bandit closes to under 15 miles, switch to ASRAAM and fire
This missile works well, if fired from a good PK. After firing an S225 at long range against the enemy, launch an AMRAAMas soon as the enemy is in range. As it bleeds speed to avoid the S-225, the AMRAAMwill have a high probability of kill.

2.1.2.2 30 mm Cannon and Snake
The cannon and SNAKEin the EF2000 is not as sophisticated as that in the newer Russian aircraft which have a trainable gun. Thus, great skill is needed to succeed in close combat.
  • As seen in this example, getting a gun kill means you must be close to the enemy. The range circle (blue outline) gives you information on:
  • PK of the bandit. The more "dotted" appearance of the range circle the higher PK value you have
  • As seen in the example, the "white" crayon represents the dotted part of the range circle.
  • The dotted part is about 30% of the total circle. This is the minumum required to get a good kill
  • The "SNAKE" or line you see represents the path the shells will fall. The Range Circle, if placed on the enemy, represents where the shells will fall IFthe bandit and EF2000 pilot stay on the same course.
  • Due to NATO cutbacks, the range circle is not very accurate. The pilot SHOULD be able to place the circle on the bandit, press the trigger, and get a kill. Unfortunately, the predictor site needs a bit of "help" in that you must lead the bandit
  • If the bandit is turning right, place the circle just in front of the bandit
  • If the bandit is climbing, place it just above the bandit

2.1.3 Air Combat Tactics
General
  • Before engaging AA threats order
  • Battle GO! This will prevent losses from friendly fire
  • ECMON
  • RADARON
  • Gain as much altitude as posslble. Radar guided missiles (S225) work best from an altitude ABOVE the enemy.

Use of Bracket
  • Bracket the opponents before you reach the initial merge.
  • After calling bracket take a good 45 degree turn away for a few seconds for a wide bracket setup. This causes the opponents to split their attacks or leave one of you un-threatened.
  • This maneuver also helps you distinguish between missiles which are heading at you and those heading at your wingman and increases the odds of your missiles hitting since the enemy has to avoid shots from two directions.
  • If your wingman has already fired on the enemy you will see the cross appear in the target lock box.
  • Since the probability of kill increases dramatically when more than one missile is allocated per target, it is useful for you to fire another missile at each target.
  • Watch your JTIDS display to see how the enemy is reacting. Get ready to issue a Drag or Reverse depending on whether your target turns towards your wingman or towards you.
  • Order your wingman to attack your target often. He tends to fall into a "You engage, I'll cover" defensive posture unless you stay on him to attack.
  • Watch your airspeed and stay between 250 and 350 kts for best turn rate in a knife fight.
  • Note that the EF2000's engines are very powerful. Leaving your throttle in AB may result in you staying very fast (500 kts) and describing very large circles in the sky. Pilots transitioning from earlier aircraft such as the F-16 (Falcon 3.0) especially need to monitor their airspeed.
  • If you wingmen get into trouble, it is not always necessary to kill the wingman threat in order to perform a rescue. Locking and launching on your wingman threat can sometimes produce sufficient distraction for your wingman to prevail.
  • Defeat missiles by BLEEDing them: Break their Lock with ECM or terrain-masking, Escape their range by turning away if they are still far away, Evade them with severe maneuvering (see the Threat section below), and Decoy them with flares or chaff when they are close.

2.1.4 A2A Weapons Deployment and PK
Probability of kill (PK) is greatly affected by shooter's speed and relative altitude to the target, the target's speed, aspect, and maneuverability. The faster and higher you are, the longer the effective range of your missiles. However, your speed and altitude will not be so great a factor if your target is higher than you. Conversely, when your target is shooting at you, his missiles will have more trouble if they have to climb uphill.

Missiles can achieve target lock-on at ranges and aspects outside their effective kill envelopes, however, your PK will be low. The range bar and shoot cue take the current launch conditions into account and are better indicators than the ideal range dspecified in the manufacturer documentation. Do not fire unless you have a shoot cue.

ASRAAMs and Aim-9Ms can lock onto a head-on aspect target but PK is low. A tail-aspect angle is preferable before firing any heat-seeking missiles (8 o'clock to 4 o'clock) unless you are desperate and hoping to distract your opponent. "Lock-on" is only the first step in successfully employing a missile.


2.2 Strike Combat
This section covers armament, tactics, escort coordination, and navigation issues.

2.2.1 Armament
See the discussion on ground attack weapons and deployment

2.2.2 Tactics: General

  • Depending on your read of the enemy defenses it may be wise to replace some of your ordinance with Alarms that can be fired indirectly just before reaching the target area. Do not, however, fire more than one missile in Indirect mode, since these missiles are not "smart" and will likely both target the same radar emission.
  • Your wingmen are more likely to successfully strike their targets if the air defenses are few and no enemy aircraft are nearby. You may wish to engage enemy aircraft personally as soon as possible so that your wingmen will head for their targets sooner.
  • If time and ordinance load permit re-attacks, try to hit anti-aircraft sites and remember to command "running in" to get your wingmen to attack as well. You may have to reset your waypoint back to the target waypoint for your wingmen to understand to re-attack the area.
  • If you have used Heading AP to approach the target waypoint beyond its initial placement, your wingmen may have trouble flying their attack patterns (EF2 manual, p.201-202).
  • Remember to order ECM on prior to reaching the target to maximize survival of your wingmen. It is also wise to jettison fuel tanks to reduce radar signature and increase manoeuvrability.

2.2.3 Wingmen Coordination
  • Check the takeoff times and routes for the other flights in your strike package. Note that you will almost always have the same route to follow, including tanking facilities.
  • Hit the tanker on the way out if that's part of your flight plan and you will be able to maintain correct timing with the rest of your package. Watch for them ahead/behind of you following the same route as you. Stay within 50 miles of your companion flights if possible.
  • Escort flights use your current waypoint setting to coordinate their flight time with you. By advancing the waypoint on your nav gear but flying all the points yourself directly, you can get your escorts to take the point out in front of you.
  • On the same principle, it is possible to turn escorts around by retracting the waypoint setting.
  • Be prepared to abort your mission if defenses prove too heavy. There are only a limited number of aircraft in theatre (including reserves that appear steadily) so don't sacrifice them on hopeless causes. If chances of reaching your target are slim, head for home. Advance your waypoint to the home airfield so that your escorts will abort and return with you.
  • Wingmen are tasked to attack targets near your own on strike missions. You will be solely responsible for hitting the particular target shown in the briefing photos.
  • Wingmen split off at IP to follow individual flight routes to the target area as described in the EF2000 manual. At this point they are usually unresponsive to commands until dropping their ordnance.
  • If wingmen are forced to engage enemy aircraft near the target, they will not usually drop wing tanks. However, if you jettison your own tanks when under threat, they will also jettison theirs.
  • Wingmen will sometimes abandon the strike mission after engaging enemy aircraft near the target. Wingmen will sometimes reattack a target site when you reset the waypoint back to the target waypoint, head back to the target area, and select the "Running In" command if present.


2.2.4 Tactics: Escort Coordination
In version 2.02 escorts are now clearly visible on JTIDS (the red dot in the center). By use of your Waypoint AP you can control their flight. SA is greatly improved by awareness of the location of escort aircraft, and in turn tactical possibilities expand. Consider these examples:
  • Suppose that you have broken away from your current waypoint heading by switching AP off in order to avoid contact with approaching enemy aircraft. Your escort flight will remain on course for the current waypoint, and you will be able to see them engage the enemy. If the enemy is approaching from somewhere near your target area in force you might want to do a 180 while your escort engage.
  • Suppose that your escort chase the enemy a good while, drifting far from your flight path. Meantime you have passed the current waypoint and are vectoring as much as 90 degrees in another direction. By manipulating your waypoint AP, you can determine the direction that the escort flight will head. You might want to bypass one waypoint so they can vector ahead, while setting your AP to Heading mode for the purpose of keeping your own flight in formation.
  • You can also use this method to vector your escort to a location on your six. Suppose that the enemy has shown up suddenly on your six at fifty miles. By switching the waypoint to your previous one, your escort flight will turn around and engage the enemy. Meanwhile, if you switch to Heading AP, your own flight will stay with you wherever you go, so long as you have not called IP..
  • If you abandon the mission for any reason, be certain to set your waypoint for home base so that your escorts will return home with you.


2.2.5 Strategic SA and Loss of AWACS
In the event that you must fly a strike or escort mission without AWACS, your strategic awareness will be greatly limited, and your vulnerability increased. Here are some general rules:
  • Increase DASS to max range
  • Approach the target area as normal, but reduce to terrain following at 150 miles.
  • If you wingman calls "Spike" assume that enemy fighters are within 100 miles.
  • Do not use radar at less than 150 miles from target, and at more than 5000 feet unless you are prepared for engagement.
  • Issue battle spread at 150 miles and jettison any external tanks.
  • If enemy fighters are encountered, note carefully whether they are CAP or outgoing WW.
  • If enemy fighters are encountered and engagement seems unavoidable, at 60 miles climb to 25,000 feet for maximum weapons effectiveness and range and jettison or fire off any A2G.
  • order engagement and a bracket maneuver when at alt.
  • Watch your six! Remember that an IR missile on your six will NOT show on DASS!!



2.3 Ground Attack
This section contains information relating to all aspects of air to ground combat including targeting, use of A2G HUD, weapons specifications and launch parameters.

2.3.1 A2G HUD
A2G Hud


2.3.2 Ground Attack Weapons and Deployment
To attack with the following weapons first ensure that the A2G HUD has been enabled with the BS key. Check the MASTER ARM INDICATOR (MAI) which must indicate that the relevant weapon has been selected. If not reapply the BS key to cycle through available ordnace until the relevant weapon is selected.

Once you fly towards the (T)arget waypoint you must prepare your attack. The large "X" indicates the general position of the programmed target.

All the following Ground Attack advice assumes the HUD indicates that you have reached the INGRESS POINT and are actually heading directly towards the target.

2.3.2.1 Free Fall Bombs.
These consist of the 2 "IRON BOMBS" the Mk-82 and the Mk-83. Both are fitted with High explosive warheads, the Mk-82 having the smaller 89kg warhead with the Mk-83 warhead being nearly 3 times larger at 202kg.

Ensure that either "MK82" or "MK83" is displayed on the MAI using the BS key. This will cause the HUD to display a vertical BOMB FALL LINE (BFL) that is actually used to align your heading with the target "X". The BFL is connected to the CONTINUOUSLY COMPUTED IMPACT POINT (CCIP) which indicates the computed impact point of the free fall bomb at any given time.

The Manual offers assistance in the delivery method of the Mk80 series but practice has indicated that simple rules apply. Once you reach a Time Off Target (TOT) of about 60 seconds the A2G HUD will display a count down clock that surrounds the BFL. This circle is terminated with a short bar that informs the pilot of the remaining seconds to optimum launch The display accords exactly with a clock face so that when half of the circle remains and the terminator bar is positioned EXACTLY on the BFL you have 30 seconds until launch.

The idea is to fly the aircraft smoothly towards the "X" in order that the target travels down the BFL in the HUD until the CCIP is positioned on the target. It is advisable to switch the cockpit display OFF when delivering the Mk80 series as the lower section of the BFL and the CCIP may become hidden. Maximum visibility is essential.

The angle of dive is completely flexible and depends on air speed and current altitude. The lower the altitude the less dive is required. It is entirely possible to hit the target from a perpendicular dive if ground defenses force a very late delivery.

The BFL is also greatly effected by altitude, being extremely short at low altitude and long at high altitudes.

To gain proficiency in use of the Mk80 series it is recommended that the WEAPONS TRAINING MISSION within the SIMULATOR be flown repeatedly. During this training it is advisable to try various approches to the Power Station Target.

Start with a delivery from around 8000ft and progress to delivery from 300ft. Notice how the BFL is effected by altitude and how quickly the CCIP becomes visible at low altitude. Finally try a perpendicular deliver and note how the CCIP sits right on the Velocity Vector Indicator.

When delivery is required under fire try to remain calm. Dump missile decoys at regular intervals and do not be afraid to abort if overwhelming odds are encountered.

Typical Targets : SMALL, MEDIUM or LARGE BUILDINGS (Use Mk83 For LARGE TARGETS)

2.3.2.2 Rocket And Cannon
Attack methods for both the CRV-7 Rocket System and the MAUSER 27mm CANNON are very similar, only range to target being a variable. We shall concentrate on rocket attacks here but the targetting data is equally applicable to the cannon.

The CRV-7 is the weapon of choice for a real rush. The instant visual feedback from a rocket attack is incredibly exciting and may result in loss of SA in the face of intense enemy ground defenses. BEWARE!!!.

Confirm that the A2G HUD is selected and that "ROK" is displayed on the MAI.

The HUD will now display an A2G PREDICTOR SIGHT. This is a mini-version of the count down clock displayed when using the Mk80 Series. The DOT in the sight centre is the ACTUAL IMPACT POINT of the rockets or cannon shells. The 2 vertical terminators at the top of the sight will remain together until you are about 2 miles away from the target on which the central dot is positioned.

At 2 miles away the sight predictor will begin to change as the 2 vertical terminators part with the left one "unwinding" to reveal replacement dots. The range indicated is such that at I mile off target the left most terminator will be at the 6 o'clock position.

Simply place the central dot on the target and pull the trigger.

Be VERY aware of your approach speed and dive angle and listen for Naggin Nora if she warns of impending ground collision.

It is advisable to use the rockets within 2 miles although in adverse conditions it is possible to hit targets from further out. Use of the MAUSER CANNON of course requires closer attacks.

Typical Targets : SMALL BUIDINGS, CONTROL TOWERS, PERSONNEL CARRIERS STATIONERY AIRCRAFT, RADAR EQUIPMENT.

2.3.2.3 Smart Bombs


2.3.2.4 ALARM
ALARMS will lock any radar emission, friendly or other. As a result, it is wise to note the position of the front line on your map before takeoff. ALARMs may be fired in one of two modes: Indirect, and Direct. Indirect mode means that you fire the missile prior to a target lock. Direct mode requires a target lock.

Indirect Mode
ALARMs launched in indirect mode do not have the ability to sort targets. That is, they have no way of telling if the locked target is already designated by another ALARM. As a result, if you fire more than one ALARM into a given area, there is an excellent chance that two ALARMs will target one site. The best way to avoid this duplication is to intentionally spread your fire over a wider area. Fire your first missile, change your angle of approach, then fire your second.

Direct Mode
In general, since you have the ability to arm your own plane but cannot affect the loadout of your wingmen, it is helpful to carry a couple of ALARMs. You will not only increase your own chance of survival at the target, but also that of your wingmen. Wild Weasel missions sometimes do not reach the target area, and at other times may employ their weapons in a way that is not very useful to you. Carrying a couple of ALARMs can work for you, and you can usually carry enough additional A2G to take out your target.


Note that Maverick missiles are very heavy. If you get into a situation where you need maximum manoeuvrability, you will have to jettison these missiles.

2.3.2.5 MAVERICKS
Mavericks will lock on quicker and maintain lock longer if you can keep the aircraft steady and level until you fire. Zooming the MFD also decreases the time needed to achieve lock.

2.3.3 Attack Patterns
See the EF2000 Manual for information on attach patterns....


2.4 Escort Missions
Escort missions come in two styles: flying cover for a strike mission, and acting as a ferry captain moving flights of EF2s to new locations. Both missions are of critical importance in the campaign.

2.4.1 Armament
Because only the Lead may arm his own plane, it is helpful to carry a full load of S225s. The longer reach afforded by this missile is an advantage when protecting another flight against an inbound threat since closure rates between the two forces are usually in excess of 1000 knots.

Wherever possible, carry no external tanks or carry only one.

2.4.2 Tactics: General

  • The primary goal of an escort cover is to ensure that the Strike reaches its target. Do not detour after stray bandits or incoming enemy Strike missions: leave these targets for assigned NATO flights.
  • The Escort captain has special responsibility for situation awareness. Escort flights should not spare fuel to engage an incoming threat to the Strike mission. Use afterburners to gain speed and altitude and to pull out ahead of the Strike force.
  • At the first sign of an incoming threat, the Escort force should climb to an altitude exceeding that of the threat, or at least 12,000 feet prior to launching weapons. The greater the altitude, the higher the PK and the sooner that the enemy may be engaged.
  • Whenever possible, split the Escort force to engage a threat. The threat itself may have to split to engage the Escort force, and general SA will improve when multiple missiles are inbound.


3.0 Threat Intelligence
This section contains information gained by study of enemy weapons and systems and from observation of enemy behavior.


3.1 Missiles
Enemy missiles fall into two primary classifications: IR based homing and radar based homing weapons.

Missile

3.1.1 Performance
  • IR missiles have ranges as high as 100 miles and will occasionally be launched from this distance. PK for such a shot is low, however, and the lock can be broken easily by ECM or flares and sometimes by a change of aspect.
  • Russian radar homing missiles vary greatly in efficiency, lethality, and range, and the main types are listed below. Note, however, that the Russians can claim superiority in this area.


3.1.2 Russian IR Missiles
Western analysts studying Russian air-to-air missiles used to think inferior electronics made them heavier without being more effective. This has been discovered to have been false.

The Vympel R-27 medium-range missile (code name AA-10 Alamo), in service since 1983, is more than equivalent to the U.S. AIM-7 Sparrow. Its replacement, the Vympel R-77, is acknowledged to have longer range and greater agility than the Air Force's most modern weapon, the radar-guided advanced medium-range air-to-air missile (AMRAMM).

The most alarming Russian missile is the Vympel R-73E, known by its NATO code name AA-11 Archer. It is the "King Kong of the visual-range fight." Its front and rear control fins are augmented with a thrust-vectoring system that deflects hot gases from the rocket motor, greatly enhancing turning performance. (See Ef2 manual page 167).

A Vympel R-73E can be launched from a fighter that's turning hard, at a target far off to one side. The instant it comes off the launch rail, the missile veers sharply toward its prey. Flight time is short, leaving the target little time for evasion.

Able to scan 90 degrees off center in any direction, the R-73E's infrared seeker lets a fighter pilot lock onto any target in the hemisphere of space in front of his aircraft. The seeker can even be slaved to the pilots helmet-mounted sight, so that all the shooter has to do is look at the enemy and press a button.

Vympel is working on a new missile, based on the R-73E, which can be fired backward. Designers have been thinking about rear-defense missiles for years.

Mounting a missile backward is allows its seeker to lock-on even before the pilot pushes the launch button. But because the aircraft is moving forward, the missile is actually flying tail-first and backward as it comes off the rail. It must then accelerate through zero airspeed before its aerodynamics flight-control fins can start to work. Vectored thrust--in which Vympel has a 15-year lead--is the only way to control such a missile.

The Pentagon has started developing a thrust-vectoring version of the veteran Sidewinder, called the AIM-9X. When it is complete, the best the AIM-9X can do is start leveling the playing field against the Vympel weapons already in service.

Russian IR missiles compared:


      Warhead   Range
R-23T (Apex)    217kg IR  35km
R-27T (Alamo-B)   254kg IR  70km
R-27TE (Alamo-C)  350kg IR  120km (!)
R-60 (Aphid)    45kg  IR  10km
R-73 (Archer)   110kg IR  40km


R-27

"...It can destroy targets at any aspect angle, both in daylight and at night, in good or bad weather. Its guidance system is resistant to natural interference and ECM, and capable of tracking targets against ground and water clutter. The R-27 can engage targets ranging in altitude from 25m to 20km with elevation up to 10km. The targets can fly at speeds up to 2500km/h and with g-load up to 8 Gs."

The TE model apparently has an added booster to extend its range.

3.1.3 Russian Radar Missiles
This section is adequately covered in the original documentation.....

3.1.4 Threat Missile Avoidance
Missiles launched at distance are not so great a threat as missiles launched at 15 miles or less. Consequently, always zoom DASS into R min when engaging bandits at short range. Zoom your JTIDS link to 20 miles or less when engaging more than one bandit so you will know immediately of any bandits on your six o'clock.

Modern Russian missiles fly intercept courses with large lead angles. Beam tactics or 3/9 tactics are not very effective against this type of threat. Instead, keep the incoming missile near your 10 or 2 o'clock position, (there are lines on your DASS at these positions) and seconds before impact, either break into and across the missile's path or above or below the missile while dropping flares or chaff. The missile will rarely be able to correct its large angle in time.

Since this is an end-game strategy you are free to press your attack and counter-launch your own missiles until the opposing missiles get within 5-10 miles of you. Don't waste time counter-maneuvering a missile that is still 30 seconds away!

A fast target is a difficult target for a missile. To maximize your chances of survival, stay above 500 kts when evading missiles.

IR missiles are a special threat, since when launched at your six you will not normally have any signal on DASS. Worse yet, a missile like the AA-11 Archer on your six at less than five miles will not normally miss.

The best way to avoid having an IR missile on your six at short range is to watch your JTIDS link carefully, and don't let any bandits maneuver behind you.

Note that your wingmen will not normally engage ECM unless told to do so. Thus, when you have a ground spike, missile in the air or distant A2A radar lock, it is time to order ECM on unless you have good reason to believe that you will be able to regain a measure of stealth. Your wingmen will not last long against radar missiles without ECM. This is doubly true for Strike missions when at the target.



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