Jane's F-15: Attack Profiles - Page 1/1


Created on 2004-12-22

Title: Jane's F-15: Attack Profiles
By: Eric Marlow
Date: August 7th, 1998 3285
Flashback: Orig. Multipage Version
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Attack Profiles

"In the brief they told us not to hit the shrine and we said, 'Okay, we won't.' That was it. It wasn't a concern. The airplane is accurate." - Capt. Mark "Bones" Wetzel

Although it's easy to see that in the F-15E you have a lot of tools at your disposal to put ordnance accurately on target, proper planning for attack setup is still required. In our first F-15 Tips and Tactics article, we explored the overview process on missions planning. This article will delve into the ways you should set up for the attack. Selection and execution of your attack profile will allow you to put your bombs on-target even when the SAMs and AAA start flying, enemy planes are in the air, and target identification becomes and issue.

Ground Attack Patterns

Part of the mission planning process involves how you will approach, attack, and leave your target. When planning your method of attack the flight commander should take into consideration the following factors:

  • Target - location, size, composition, coordinates, and photos
  • Threats - location, type, numbers, status, and capability
  • Force composition - flight size and support assets
  • Weapons - guided/dumb and numbers
  • Delivery - target designation, weapons accuracy/effectiveness radar/visual

The final attack profile will take into consideration all these factors and will provide the best compromise between target destruction and crew safety. Let's take a look at several available attack profiles and highlight the strengths and weaknesses of each.

Level - Also called a Laydown or Low Altitude Release Bomb (LARB), this profile is usually conducted from low altitude (< 5,000 AGL) and should be conducted (depending on the size of the ordnance) below 1000 ft. Level delivery involves tracking the target along your approach heading in a strait and level flight path. Altitude and speed are constant as you near the target. Once the ordnance is dropped, you may egress from the target along any chosen flight path. Because the target can be difficult to see when approaching strait and level (low altitude approaches do not give you a lot of sighting distance), the preferred launch profile is usually AUTO. Because of the use of AUTO mode, this attack profile is sometimes called a Systems Delivery.


Click the illustration for a full size drawing.

Advantages include less maneuvering for ease of control, capability to attack under a low cloud cover, reduced exposure to air and ground threats, and lower overall crew workload. Disadvantages include visual acquisition difficulty and frag de-confliction (separation) between formation members. Due to the disadvantages of the level attack profile and the accuracy of the F-15E using other profiles, it is usually the last choice, forced by weather, degraded systems, or weapon tactics restrictions.

High Altitude Release Bomb (HARB) - Also called High Altitude Systems Delivery (HASD), this attack profile is similar in nature to the Level profile, but differs in its bomb release height. Heights can vary from 5000 ft. AGL to upwards of 25,000 ft. AGL, but is dependent on weapon release and ballistic characteristics. This profile relies on the AUTO release mode, and is better suited to LGBs. CDIP release mode can be used, but is affected by possible trajectory/release point (pilot) errors as well as system management/ranging (computer) errors.

Like the Level profile, the HARB has the advantages of less maneuvering and lower crew workload and adds the advantages of reduced exposure to AAA, potential energy in dealing with SAM threats, and frag de-confliction. Disadvantages include increased exposure to air threats and ground-based high-altitude SAMS, poor target visibility, and increased exposure to variations in atmospheric conditions that may affect bomb performance.

Loft - This profile combines the standoff from the fragmentation envelope and threat advantages of a medium altitude level delivery with the low exposure profile of a low altitude level attack. Although visual acquisition is not a viable back up for this delivery, with a good target designation and use of the AUTO LOFT release mode, the loft delivery can be as accurate as a level delivery with F-15E avionics. Munitions such as CBUs can be delivered from low altitude using the loft maneuver, something not possible in a low altitude level attack. Due to the standoff aspect of this delivery, fragmentation clearance is not a factor for the attacking flight, but maneuvering during a loft attack and the subsequent egress can be complex. Other disadvantages include increased exposure to threat envelopes, but this is partially mitigated by the three dimensional maneuvering of the profile and the standoff range from the target. Another disadvantage is the level of aircrew workload required to accomplish this profile, especially at night.

Given all other profiles, I would tend to look at this one first. The loft profile is simpler that other profiles (though not as simple as the Level delivery), it gives good protection from ground-based and airborne detection, and provides a means to rapidly remove you from any ground threats that are protecting the target area. Because of the higher crew workload than the Level profile, it method requires practice, practice, practice!

Offset Pop - This low altitude profile is used to get the aircraft into a position to delivery low or high drag weapons using CDIP release with minimal exposure. High drag munitions can be delivered from a shallow (10º) dive with low release altitudes, while low drag munitions require a 20º-30º dive and corresponding higher release to satisfy all weapons effects, dive recovery, and frag clearance requirements.

A low altitude ingress is flown toward the target area. The aircraft can be flown directly at the target and "actioned" left or right just prior to pull-up, or can be flown directly to the pull-up point. At the pull-up point the aircraft is flown at a steep climb angle with the target offset to the side for easier visual acquisition. For a predetermined pull-down altitude, the aircraft is flown to CDIP release parameters, then an escape maneuver is flown to avoid the frag and return to low altitude.

Because the pilot uses a CDIP designation and minimum release range, this profile is very accurate. The aggressive maneuvering in the pull-up, pull-down, and escape maneuvers make the aircraft difficult to track, and exposure is planned to be the minimum required. Formation support is enhanced, as the flight members in the pop are easily visible to those at low altitude. With a high enough release altitude, frag de-confliction is simplified, and several aircraft can attack the target in just a few seconds.

This profile is not very flexible, however. It requires precise planning and execution, and is task saturating, especially in multi-ship formations. A minor navigation error can plan the aircraft either well inside or outside planned attack parameters. During the tacking period, the aircraft must be flown in a strait and level attitude to ensure accurate CDIP pipper placement.

Direct Pop - This delivery adapts the pop-up attack to night LANTIRN operations. By using a straight-ahead pull-up and pull-down (zero off angle), no offset to the pull-up point is required - just a range to the target. Using the N-F HUD display, the pilot can confirm the target area visually at night, re-designate (if required) and attack the target with AUTO or CDIP. The direct pop is planned as a primary attack or as a back up to a LOFT.

In most cases, however, the disadvantages make this a delivery adapted to very few situations. For range to the target to accomplish the maneuver, the pilot still requires an accurate designation. The maneuver can be very disorienting, and there is a potential for the pilot to misinterpret the HUD/ADI displays. First-look target identification in the N-F is feasible only for large targets, such as buildings, industrial complexes, or airfields. There may be situations, however, where the direct pop gives the best combination of threat avoidance and target detection and destruction.

Dive Toss - This delivery is a low altitude attack profile which combines standoff capability with visual acquisition/designation benefits. Initially, the profile is like an Offset Pop, but with a pull-up 2-3nm further away from the target. This results in a shallow dive to enable finding and designating the target with the HUD pipper or TD diamond, followed by an AUTO or CDIP release and recovery outside threat ranges.

Advantages in addition to standoff from threats and frag include liberal tracking parameters, positive visual ID of the target, and the ability to designate the target and then select a different attack axis. Disadvantages are similar to those for the loft delivery, including task saturation, exposure to threats, difficulty in visual acquisition from longer ranges, and less accuracy than a CDIP delivery.

HRM/Patch Map process - IP setup

After your basic attack profile and approach angle have been selected, it will be important to select several aim points by which you can make radar system updates and target designations. To obtain usable HRM presentations without excessive maneuvering or exposure to threats, several factors must be considered during the approach to target.

  • Plan your HRM designation leg 15-25 nm from target - this is of course dependent on attack profile, but 15-25 nm should be a good starting point for most approaches
  • The HRM mapping leg should have you offset from the target - a good rule-of-thumb is to take the map between 30º and 50º off the nose - your approach angle should reflect this offset to target
  • Based on how you set up your waypoints, you may have to turn off autopilot (or use ALT HOLD A/P only) to offset the aircraft to the proper angle for HRM map generation
  • During your HRM mapping leg make sure that your line of sight to the target falls within the parameters of good HRM illumination - intervening terrain, distance, and offset angle can all affect the proper map generation
  • If conditions permit, take as many maps as necessary to properly designate the target - continue to step down in resolution to get the most accurate picture of the target
  • Do not allow the aircraft to be exposed longer than is necessary during the HRM mapping process
  • Using your briefing data, identify significant features such as large bridges, buildings, or airfields during map generation - this will help you get a solid bearing on your DMPI
  • Remember that the briefing intel is always aligned to the north and your angle of approach may not be with this heading - try to visualize your approach and remember than the view of the target may look a little different than it did in the target briefing.

Within F-15 you have the option during the initial briefing to assign waypoints that reflect a proper flight path that gives you enough time to create a good HRM. Plan your route accordingly and make sure you are familiar with the assigned WPs for target illumination and designation.

Target ID and designation

Target identification and designation is probably one of the most difficult aspects of mud moving. This is complicated when the target(s) are located in a object-rich environment such as a city or airbase. ID'ing a fixed SCUD launcher in the middle of AAA, SAM, vehicle and building objects is problematic. Suffice to say that only careful planning will achieve success.

Step 1 - Study the TARGETING map carefully in the mission briefing. Take note (and I do mean take note - write/draw if necessary) of major landmarks near the target such as a bridge, runway, large building, etc. Memorize their relative distance/direction from the target area. Zoom in and out to get a good perspective of the situation. Make note of your approach angle and relative heading during your target run and egress.

Step 2 - Look for each Direct Mean Point of Impact (DMPI, or dimpy) in the TARGETING view.

These markers will reflect the mission goals. You usually must destroy each DMPI to receive a successful rating (this is dependent on how the mission was designed). Look at each DMPI and its relative location to other objects nearby. Close scrutinization should reveal a pattern in the object deployment that you can use to target from. Certain target types have a repeating pattern (Large SAMs in star shape, Fixed SCUD location like a smiley face).

Step 3 - Depending on how many DPMIs exist and how many planes in your flight exist, you may want to double up or reassign targets. Take the toughest one for yourself. AI wingmen generally do not have a problem locating targets like you do, but they may get shot down on ingress. You can re-designate to spread out the area effect of the blasts. This way you can kill more will less - though make sure each DMPI is covered properly.

Step 4 - Plan your route and ingress formation carefully. Make sure you give yourself enough time and altitude to do a proper HRM. Start with a medium resolution and then get a finer one. This will allow you to orient yourself from the information you gathered in Step 1.

Step 5 - Plan your ordnance carefully. Study the target type and what type of bomb will be required to destroy it. In the case of Fixed SCUD sites, CBUs do not do a good job - go for Mk82s/84s. Set up your bombs to ripple delivery to create a wide swath of destruction. You AI wingmen will probably only drop 2 bombs per run, so its better that you do as much destruction as possible in your run.

Step 6 - Make your attack run and don't forget to command your flight to attack. Try very hard to only make one attack run. Each subsequent run on the target only increases your flight's chances of taking causalities. The SAM/AAA AI will start to key in on you, so a second run will probably get you shot down!

Weapon Release Preferences

One of them most confusing things to me was the Weapon Release Option (WRO) and its related settings. It was not so much that I didn't understand what it did, but it was in determining the best settings. When was it more proper to use the 1/STA vs. RP SGL? When was RP MPL called for? What is the optimum CBU Height of Burst (HOB)? What is the optimum Weapon Release Interval (WRI)?

Let's list the various WROs and the related settings:

  • Weapon Station Selection
  • Set Release Quantity
  • Bomb Release Modes
  • Weapon Release Options (1/STA, RP SGL, RP MPL)
  • Set Weapon Release Interval
  • CBU Height of Burst (HOB)

Weapon Station Selection - Depending what ordnance you have loaded up, you may have the option of enabling the PBs that correspond to the various weapons stations on the F-15: Left Wing, Left Conformal, Center Line, Right Conformal, and Right Wing. There are really only two questions to answer here: which bomb to you want, and for that bomb - how many stations to you want to enable.

You cannot enable the weapons stations from two different ordnance types, so stick with the primary bomb of choice when setting up for your attack run. In the event that you have dumb/smart bombs loaded plus Mavericks, enable the dumb/smarts first and use the AGM-65 to mop up later or during a (heaven forbid!) second pass or secondary target run.

Since it is better according to aerodynamic and gravity principals to distribute the drag and weight evenly, it would make better sense to enable corresponding weapons stations for the ordnance you want selected (i.e. enable Left Conformal and Right Conformal simultaneously). You can use the WROs to control how many bombs to drop on each pass.

Set Release Quantity - One thing to keep in mind here: this setting only affects how many bombs are dropped when the RP SGL and RP MPL options are selected. 1/STA is not effected because its purpose is to only drop one bomb per selected weapons station regardless.

Setting the release quantity will depend on the five attack profile selections factors noted above. Also, refresh you memory by reading the F-15 Tips and Tactics article "ordnance Selection and Delivery". Depending on what type of target you have, you may need to drop more of what you are carrying. If you are using PGMs, you will want to keep the number low, as they are generally more accurate. If you are using unguided iron or cluster bombs, you may want a maximum area effect so select more.

Typically what I do is to select 1 or 2 for PGMs (soft or hard targets) or half of my bomb load if I am carrying iron/cluster bombs. Of course this is mission-specific and you will have to be the final judge based on your mission profile.

Bomb Release Modes - There are three bombing modes provided in F-15. The bomb release mode controls what symbology appears on the HUD to guide you to weapons release.

CDIP - Continuously Displayed Impact Point - This is a manual release option that allows to you press the pickle button and release the weapons on-cue. A small circle appears on the HUD and is provided to show the pilot exactly where the bombs will hit. Because the mode can be less accurate than AUTO and AUTO LOFT, you should only use it when conditions call for it such as when a visual quick snapshot release is called for with no time to generate a patch map.

AUTO - Automatic - AUTO is the primary delivery mode used in the F-15E. Use this mode when accuracy is at a premium, such as when you are using LGBs or dumb bombs from medium/high altitude. Although this mode does not require that a patch map be generated (you can place the HUD designator in priority with AUTO) you should probably try to create one, especially for smaller targets. This is because the patch map designation process is more precise and can be done at a greater distance to allow for steering corrections.

Remember, AUTO bomb mode designates a point on the ground, not an above ground object. As a result AUTO mode should not be used for designation of moving targets. The computer automatically controls the exact time of release, and the pickle button should be depressed just prior to the TREL countdown reaching zero.

Like AUTO mode, AUTO LOFT mode allows you to designate a point on the ground. The difference between AUTO and AUTO LOFT is in the attack profile. With AUTO mode, the preferred method of attack is a Level approach. AUTO LOFT requires a Loft Delivery profile (see above).

When in AUTO LOFT mode, the computer calculates the TPULL and TREL based on your current flight path and angle of attack. These numbers may be re-adjusted or even roll back a bit if you change your heading/AoA rapidly. The computer automatically controls the exact time of release, and the pickle button should be depressed just prior to the TREL countdown reaching zero.

Weapon Release Options - There are three WROs that control how the bombs are released from their stations. Depending on what ordnance you are carrying and what your target is, you can select WROs that correspond to a single PGM release to a massive carpet bombing barrage.

1/STA (One Per Station) - The 1/STA is used when only one bomb from each selected station is desired for release per each press of the pickle button. Quantity and interval settings are ignored. Bomb release on every enabled station is done simultaneously. This setting is a safe bet when using PGMs.

RP SGL (Ripple Single) - When the ripple single options is selected, bombs are released one at a time from each of the selected stations. The total number of bombs dropped is determined by the quantity setting and the distance between releases is determined by the interval setting. This setting is best used to carpet the target in a barrage fashion. You can also place your target designation a little before the target. This will increase the swath of destruction as the bombs are spread out the greatest distance along your aircraft's heading.

RP MPL (Ripple Multiple) - When the ripple multiple option is selected, one weapon is release from all selected stations with each drop. The total number of bombs dropped is determined by the quantity setting, the number of bombs dropped with each release is controlled by the number of stations selected, and the distance between releases is controlled by the interval setting.

In other words, the number set for the quantity determines the total number of bombs released with each press of the pickle button. If the number of bombs specified in the quantity exceed the number of selected stations, the remaining bombs specified in the quantity will be dropped at a distance specified in the interval. If the number of bombs selected in the quantity represents a number less than the number of selected stations, then only that number of bombs specified in the quantity will be dropped.

This is a good way to drop a lot of ordnance in a small target area. Since each selected station's ordnance is dropped at the same time, the blast effect of the combined bomb drop is enhanced. Use this setting when you want to put a lot of bombs on the target, but the target is in a confined or limited space.

Set Weapon Release Interval - Intervals are given in feet of weapon range (i.e. how many feet from the first weapon the second weapon will impact the ground). You must specify an interval for weapons release when either the RP SGL or RP MPL is active.

The default number of 320 feet is probably adequate if you are dropping 2000 lb. bombs. I normally would adjust the WRI to a bit less (100-200 ft.) if I have 500 pounders or CBUs on-board to account for their smaller blast pattern. Smaller WRIs can also be entered if you want to place a lot of ordnance close to a well defined target such as a SAM/EW site, mobile targets, or SCUD launchers.

CBU Height of Burst (HOB) - Although you can adjust this parameter with any ordnance loaded, the CBU HOB is only enabled when you have CBUs or Mk20s loaded. CBUs have different radii of effect, depending on the size and type and the height above the ground at which they explode. As a result, you have control over the blast size and density pattern. The higher the CBU releases its sub-munitions, the larger the area it will damage, but the less intense the damage will be.

Typically I will set the CBU HOB in the range of 600-1000ft. This I feel gives me the best compromise between blast radius and density. Smaller, harder targets such as ships and tanks will be destroyed more readily with smaller HOB settings will larger, softer targets such as POL facilities and troops can be destroyed with larger HOB settings. It makes sense to practice with your CBU of choice prior to the mission to get the feel of how the ordnance will deploy.

Thanks to Neil, Bubba, and Garra for their insight and input on this article. Special thanks to Capt. Sean Long for his interest in keeping us common folk in-the know.

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