<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.sourcedcs.page/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Iceman1+1</id>
	<title>SOURCE DCS WIKI - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.sourcedcs.page/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Iceman1+1"/>
	<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php/Special:Contributions/Iceman1_1"/>
	<updated>2026-06-15T13:27:50Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BVR&amp;diff=444</id>
		<title>Procedures/78th/A2A/BVR</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BVR&amp;diff=444"/>
		<updated>2026-06-13T11:13:32Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== SCOPE and MOTIVATION ==&lt;br /&gt;
This Training Unit assumes understanding of [[General/Tactical Communication|Tactical Communication]]&lt;br /&gt;
&lt;br /&gt;
Beyond Visual Range engagements are the most common A2A conflicts that modern era pilots have to master.&lt;br /&gt;
&lt;br /&gt;
This unit aims to teach you how to stay alive minimize blue on blue situations and teach you how to use your weapons most effectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;NOTE:&amp;lt;/u&amp;gt; &#039;&#039;ITALIC&#039;&#039; Phraseology is said on INTRA-FLIGHT. All other Communication is on INTER-FLIGHT (MAGIC)&#039;&#039;&#039;&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== BVR I - Basics ==&lt;br /&gt;
This part is based on [https://www.youtube.com/watch?v=O03KEOxV79M&amp;amp;list=PLd5Qdmhmp3Y7wxYI4cVxcDPdswhj_Zgpi this] video by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
When a fighter is committed to an intercept, the goal is to end up in an offensive position with eyes on the target. But with the proliferation of modern air-to-air missiles, it is very likely that a target may decide to fire on an interceptor before that happens. That fight can happen at Beyond Visual Range, where the only view of the other aircraft is a blip on a radar screen — so how do you survive and win a Beyond Visual Range fight?&lt;br /&gt;
&lt;br /&gt;
The overall strategy to winning any BVR fight is to simply get a weapon solution on your opponent without letting them get a weapon solution on you. (This is an oversimplification of a very complex process.)&lt;br /&gt;
&lt;br /&gt;
=== Identify Friend or Foe (IFF) ===&lt;br /&gt;
Before a fighter can fire on another aircraft, that aircraft needs to be confirmed as a valid target. That process of identification is called IFF (Identify Friend or Foe).&lt;br /&gt;
&lt;br /&gt;
=== Weapon Engagement Zone (WEZ) ===&lt;br /&gt;
There are many ways of preventing an enemy from getting a weapon solution, involving technical countermeasures like jamming, decoys, and chaff, as well as radar-defeating maneuvers like the Notch, and low radar cross-section airframes. All of these are great but share a common flaw: they are not guaranteed to work.&lt;br /&gt;
&lt;br /&gt;
The only solution that always works is staying outside the kinetic range of the enemy&#039;s missiles.&lt;br /&gt;
&lt;br /&gt;
The zone where an enemy&#039;s missile can kinematically reach you is called the Weapon Engagement Zone (WEZ).&lt;br /&gt;
&lt;br /&gt;
For most Red Coalition fighters, a stern WEZ of 14 NM at 30,000 ft and 4 NM at 0 MSL is a good rule of thumb. WEZ is a highly dynamic figure and requires a great amount of experience to estimate correctly, so be conservative with your approximations.&lt;br /&gt;
&lt;br /&gt;
Remember the four A&#039;s: &#039;&#039;&#039;Altitude, Airspeed, Aspect, Angle-off at Launch&#039;&#039;&#039;. High values increase the WEZ; low values decrease it. Altitude is by far the most important factor.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;OUT&amp;quot; Maneuver ===&lt;br /&gt;
This leads to a simple strategy for survival: turn away from the attacker as quickly as possible. This is such an effective strategy that it even has its own name and brevity code.&lt;br /&gt;
&lt;br /&gt;
To execute an OUT, make a tactical turn where you maintain airspeed throughout the turn and put the threat on your 6 o&#039;clock. Unlike standard tactical turns, this maneuver is executed at full afterburner, since survival is the primary concern.&lt;br /&gt;
&lt;br /&gt;
The radio call is:&lt;br /&gt;
  SHADOW11 OUT [DIRECTION]&lt;br /&gt;
&lt;br /&gt;
=== Minimum Abort Range (MAR) ===&lt;br /&gt;
There is a specific distance at which you want to initiate your turn, called the Minimum Abort Range (MAR). We want to begin the turn such that throughout and after the maneuver we remain outside the enemy&#039;s WEZ. To determine this, we need to account for the distance consumed while executing an OUT. Factoring in closure rate and turn rate, this comes out to approximately 4 NM in most scenarios at 30,000 ft, and 2–3 NM at lower altitudes.&lt;br /&gt;
&lt;br /&gt;
Adding this to a WEZ of 14 NM gives a MAR of 17–18 NM; adding one mile of margin gives a MAR of &#039;&#039;&#039;19 NM at 30,000 ft&#039;&#039;&#039;. This is the distance at which you want to execute your OUT.&lt;br /&gt;
&lt;br /&gt;
== BVR II - TACTICS ==&lt;br /&gt;
This part is based on [https://www.youtube.com/watch?v=DSwYS-6InZw this] video by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
[[File:BVRTactics.png|frameless|980x980px]]&lt;br /&gt;
&lt;br /&gt;
== BVR II A - SKATE ==&lt;br /&gt;
In many defensive scenarios where the safety of the intercepting fighter is more important than the destruction of enemy assets, we have launch-and-leave tactics. Just like the name implies, ordnance is launched and then the fighter executes an OUT. Launch-and-leave preserves range between interceptors and the target, thereby keeping them outside of an adversary&#039;s WEZ — but it also points the fighter&#039;s weapons and sensors away from the target. Flying away makes confirmation of weapons effects more difficult and usually results in a lower probability of kill. However, this may be enough to accomplish the mission objective: if firing a missile at a hostile aircraft gets it to leave defended airspace, that&#039;s a win — even if it doesn&#039;t result in a kill.&lt;br /&gt;
&lt;br /&gt;
Launch-and-leave tactics have their own brevity code, known as SKATE:&lt;br /&gt;
  SHADOW11 [SHORT / / LONG] SKATE&lt;br /&gt;
&lt;br /&gt;
To understand the difference between SHORT SKATE, SKATE, and LONG SKATE, we need to introduce two more concepts.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;IN&amp;quot; Maneuver ===&lt;br /&gt;
Similar to the OUT, the IN is a full afterburner turn that maintains airspeed and altitude, but puts the adversary on your 12 o&#039;clock.&lt;br /&gt;
  SHADOW11 IN&lt;br /&gt;
&lt;br /&gt;
The IN has approximately the same distance cost as the OUT.&lt;br /&gt;
&lt;br /&gt;
=== Minimum Out Range / Desired Out Range (MOR / DOR) ===&lt;br /&gt;
The Minimum Out Range (MOR) also called the Desired Out Range is the distance to the adversary at which we can execute an OUT, then an IN, launch a second missile, and execute another OUT — all while staying outside the adversary&#039;s WEZ.&lt;br /&gt;
&lt;br /&gt;
So in addition to the MAR, we account for one IN and one additional OUT maneuver:&lt;br /&gt;
&lt;br /&gt;
  MOR = MAR + cost of IN + cost of OUT = 19 NM + 4 NM + 4 NM = 27 NM&lt;br /&gt;
&lt;br /&gt;
=== SHORT SKATE / SKATE / LONG SKATE ===&lt;br /&gt;
SKATE is the overarching brevity for a launch-and-leave tactic. It is not a maneuver like the IN and OUT, but a tactic.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;SHORT SKATE&#039;&#039;&#039; is defined by executing a single OUT at MAR (19 NM).&lt;br /&gt;
* A &#039;&#039;&#039;SKATE&#039;&#039;&#039; is executed at MOR (27 NM), with the intention of turning back in for a follow-up engagement.&lt;br /&gt;
* A &#039;&#039;&#039;LONG SKATE&#039;&#039;&#039; allows for two additional launch opportunities and is executed at:&lt;br /&gt;
  MOR + cost of IN + cost of OUT = 27 NM + 4 NM + 4 NM = 35 NM&lt;br /&gt;
&lt;br /&gt;
== BVR II B - BANZAI ==&lt;br /&gt;
In some scenarios where Defending a position is Essential to Mission Success a Higher Risk tactic might be acceptable. In a scenario where high risk is acceptable interceptors would lauch their ordinance and cotinoue on toward the target. This allows them to better assess the results of their shots and keep their weapons pointed toward the enemy in caase further shots are needed. Any Plan that follows this logic will fall inot the category of laucnch and decide.&lt;br /&gt;
&lt;br /&gt;
The Brevity for this Doctrine is BANZAI&lt;br /&gt;
 SHADOW11 BANZAI &lt;br /&gt;
and defined as: Executing Launch and Decide Tactics with the INTENT TO MANEUVER INTO THE VISUAL ARENA. This is important since this is the only real way to confirm that a target has been destroyed. Remember that just because you see a Target disappear from your sensors after firiing at it doesn&#039;t mean that it was hit.&lt;br /&gt;
&lt;br /&gt;
=== THE CRANK ===&lt;br /&gt;
The most important Maneuver here is going to be the CRANK like other important conecpts it has its own Breviy.&lt;br /&gt;
 SHADOW11 CRANK [DIRECTION]&lt;br /&gt;
When two aircraft are on a direct intercept (ATA 0, TA 0), the entire speed of both aircraft contributes to closure. Introducing an angular offset eg. placing the bandit at the radar gimbal limit means only the component of speed along the bearing line contributes to closure. The greater the offset, the lower the closure rate.&lt;br /&gt;
&lt;br /&gt;
Practically: cranking at the gimbal limit (typically 60° on the F-16 FCR) cuts closure rate significantly while keeping the bandit on radar. This gives the missile more time to reach the target, forces any incoming missile to turn harder to chase you, and may result in the kinematic defeat of that missile.&lt;br /&gt;
&lt;br /&gt;
Remember: RANGE IS SAFETY&lt;br /&gt;
&lt;br /&gt;
Ex. We are on direct course towards a hostile and Launch a missile at 20NM that isslile finally reaches the target when we are 10NM apart. But if would crank and cut our closure in half then that final range would only be 15NM. with a WEZ of 14NM this can be the difference between life and death. &lt;br /&gt;
&lt;br /&gt;
Since with a BANZAI we plan to get within the Visual Arena having a plan how to stay alive within it is very important. This Topic is called [[Procedures/78th/A2A/ACM|Air Combat Maneuvers (ACM)]]&lt;br /&gt;
&lt;br /&gt;
== BVR III - Shoot Doctrine and Sorting ==&lt;br /&gt;
This part is based on [https://www.youtube.com/watch?v=DSwYS-6InZw this] and [https://youtu.be/7sD6_s00Le4?si=whxh7aM0M90e-HNh this] video by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
=== Shoot Doctrine ===&lt;br /&gt;
There are two ways take shots in BVR. &lt;br /&gt;
&lt;br /&gt;
==== SHOOT-ASESS-SHOOT ====&lt;br /&gt;
Here we intentionally hold on to a follow up shot to find out if another shot is needed. You should use this Doctrine when ordinanace is limited.&lt;br /&gt;
&lt;br /&gt;
==== SHOOT-SHOOT-ASESS ====&lt;br /&gt;
Here we send salvos of missiles in each attack. To fully understand how this helps you need to understand Probability of Kill Which will be covered in BVR VI. For now just Remember that Launching two or missiles increases your Probability of Kill. You should only use the doctrine if you have enough spare Ordinance.&lt;br /&gt;
&lt;br /&gt;
Practically speaking It only makes sense to SHOOT-SHOOT-ASSESS if your certain that the Enemy will not defeat your missiles kinematically. &lt;br /&gt;
&lt;br /&gt;
=== Airspace Sanitization and MELD ===&lt;br /&gt;
Before a flight can focus on an assigned group, the crew first needs to ensure no undetected threats are present elsewhere in the battlespace. This process is called &#039;&#039;&#039;airspace sanitization&#039;&#039;&#039;: each aircraft scans its assigned Area of Responsibility (AoR) with the radar set to maximum azimuth and altitude coverage, sweeping for any contacts that may have gone undetected by other Radars. In a flight of at least two, the radars are typically &#039;&#039;&#039;mated&#039;&#039;&#039;: each pilot covers a different altitude band with a slight overlap. &lt;br /&gt;
&lt;br /&gt;
The flight lead can call &#039;&#039;&#039;MELD&#039;&#039;&#039;. Which is defined as:&lt;br /&gt;
&lt;br /&gt;
==== MELD ====&lt;br /&gt;
Shift radar responsibilities from sanitizing to gaining situational awareness on the assigned GROUP.&lt;br /&gt;
 MAGIC SHADOW11 MELD&lt;br /&gt;
All Fighters now narrow their radar focus onto the assigned group in preparation for sorting and weapon employment.&lt;br /&gt;
&lt;br /&gt;
Later the Flight Lead can call &#039;&#039;&#039;Dropping&#039;&#039;&#039; which indicates continuation of the Sanitization Responsibilities. See more Below.&lt;br /&gt;
&lt;br /&gt;
=== Sorting ===&lt;br /&gt;
Sorting is the process of assigning targets inside a targeted group of adversary&#039;s to your flight members. As with many important concepts there are two brevity&#039;s associated with it&lt;br /&gt;
&lt;br /&gt;
==== SORT ====&lt;br /&gt;
Assignment of responsibility within a GROUP; criteria can be met visually, electromagnetically (e.g.,radar), or both.&lt;br /&gt;
&lt;br /&gt;
==== SORTED ====&lt;br /&gt;
Sort responsibility within a GROUP has been met.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Within the COMMS flow this could look as follows&lt;br /&gt;
 &#039;&#039;FLIGHT SORT LEAD LEFT LOW&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#3 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#4 SORTED&#039;&#039;&lt;br /&gt;
This is said of Intra-flight and conveys the following: &lt;br /&gt;
[[File:SortLeadLeftLow.png|left|frameless]]&lt;br /&gt;
In this Graphic we can see a Friendly Box Formation and a Group of Adversary&#039;s in a Three Ship VIC. Sorting LEAD LEFT LOW implys that the FLIGHT LEAD will take the Adversary Lead aircraft. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;2 Will then SORT again without the Aircraft already covered by #1. #2 tryies to take the LEAD aircraft but since there is no clear Lead between the remaining adversary&#039;s he will fall back to the LEFT aircraft. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;3 Will take the remining aircraft &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;4 Does not Plan on Locking any adversary            &lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
===== Gimbal / Split =====&lt;br /&gt;
Is a Flightmember required to drop the formation to engage his sorted target, the Flightmember will give the &amp;quot;Gimbals&amp;quot; or &amp;quot;Split&amp;quot; call depending on the situation. &lt;br /&gt;
&lt;br /&gt;
If maintaining your Targeting pulls you to far from your FL to stay visual, asses split criteria. If met, call &amp;quot;SPLIT&amp;quot; with group name and BRA&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Viper 2, split trail group, BRA 230/8 12,000&amp;quot;&lt;br /&gt;
&lt;br /&gt;
IF split criteria are not met, call &amp;quot;GIMBALS&amp;quot; unsing the same format&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Viper 2, gimbals trail group, BRA 060/14 14,000&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Make these calls before you lose the visual.&lt;br /&gt;
&lt;br /&gt;
The FL will respond with one of the follwing options:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Negative&amp;quot; this means stay visual with lead, even if it means dropping the group.&lt;br /&gt;
* &amp;quot;Cleared&amp;quot; this means you may drop visual to continue targeting / intercept. You must deconflict from lead until clear of any potential flight path conflict.&lt;br /&gt;
* &amp;quot;Press&amp;quot; this means continue the attack, the FL is coming with you and assuming the supporting role&lt;br /&gt;
&lt;br /&gt;
What has the wingman to do?&lt;br /&gt;
&lt;br /&gt;
If the FL responds positive to your Split / Gimbals call, just obey the directive.&lt;br /&gt;
&lt;br /&gt;
If the FL fails to respond (or you don´t hear it), stay with lead if split criteria are not met, and split if split criteria are met.&lt;br /&gt;
&lt;br /&gt;
== BVR IV - WALL and Grind ==&lt;br /&gt;
Wall and Grind are two different tactics of engagement regarding the engagement geometry. They are usally beeing used to defend large or heavy groups together as a four ship.&lt;br /&gt;
&lt;br /&gt;
A Wall is formed out of two the two elements of a flight splitting up to fly a 3 NM line abreast formation covering a large azimuth.&lt;br /&gt;
&lt;br /&gt;
A Grind is an attack where the flight assembles to for example out of a DCA Station to attack together and fire a intense salvo of ordnance.&lt;br /&gt;
&lt;br /&gt;
[[File:Jshj.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
== BVR V - Defensive Counter Air (DCA) ==&lt;br /&gt;
This part is inspired by [https://www.youtube.com/watch?v=I7m7qk_F59k this] video by [https://www.youtube.com/@FlyAndWire FlyAndWire].&lt;br /&gt;
&lt;br /&gt;
Now that we have an overview of what tactics exist, we need to figure out how to use them to defend a ground target.&lt;br /&gt;
&lt;br /&gt;
=== DCA Lanes ===&lt;br /&gt;
To keep things organized in complex scenarios, the battlespace is divided into DCA lanes.&lt;br /&gt;
&lt;br /&gt;
A lane might look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:DCALane.png|frameless|841x841px]]&lt;br /&gt;
&lt;br /&gt;
==== Threat Range ====&lt;br /&gt;
The prebriefed range at which an untargeted GROUP meeting THREAT criteria triggers a THREAT call. Prebriefed per sortie.&lt;br /&gt;
&lt;br /&gt;
A Group is becomming a threat. FL should evaluate and notice.&lt;br /&gt;
&lt;br /&gt;
==== TAC Range ====&lt;br /&gt;
Default 60 nm from the closest fighter to the closest GROUP. Signals all players to prepare for targeting.&lt;br /&gt;
&lt;br /&gt;
FL should evaluate tactic of engagement if not prebriefed. &lt;br /&gt;
&lt;br /&gt;
==== Targeting range ====&lt;br /&gt;
The prebriefed distance at which all contacts must be intercepted. A GROUP inside this range with no assigned fighter is UNTARGETED. Prebriefed per sortie.&lt;br /&gt;
&lt;br /&gt;
Responsebillity goes to the CAP Aircrafts on station. FL should have a gameplan.&lt;br /&gt;
&lt;br /&gt;
==== Commit Line (CL) ====&lt;br /&gt;
IAW with theater ROE, an adversary crossing this line is declared hostile. The Commit Line will be prebriefed for all DCA sorties.&lt;br /&gt;
&lt;br /&gt;
FL briefes wingmen, notifies TACC and flight sorts. &lt;br /&gt;
&lt;br /&gt;
==== Mission fail line ====&lt;br /&gt;
The line the enemy must not cross for the mission to succeed. Defines the maximum depth of the defensive problem.&lt;br /&gt;
&lt;br /&gt;
Is a Mission abort criteria. &lt;br /&gt;
&lt;br /&gt;
==== Low Risk Engagement Zone (LREZ) ====&lt;br /&gt;
This is the zone where the flight lead should only accept low-risk tactics, since there is no immediate threat. Some form of launch-and-leave would be used.&lt;br /&gt;
&lt;br /&gt;
==== Medium Risk Engagement Zone (MREZ) ====&lt;br /&gt;
Here the flight lead must make a decision. If the force ratio is favorable enough that the risk of loss of life is low, a launch-and-decide tactic may be chosen; otherwise the flight lead should fall back to launch-and-leave tactics.&lt;br /&gt;
&lt;br /&gt;
==== High Risk Engagement Zone (HREZ) ====&lt;br /&gt;
At this point the risk of loss of fighters may be acceptable, so a launch-and-decide tactic is most likely to be chosen.&lt;br /&gt;
&lt;br /&gt;
=== The DCA Flow ===&lt;br /&gt;
Assume a flight of 2 F-16s flying their DCA orbit, as a group of 2 contacts closes in on the Commit Line.&lt;br /&gt;
 MAGIC SHADOW11 PICTURE&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 ONE GROUP NORTH GROUP BULLSEYE 030 40 25 THOUSAND TRACK SOUTH BOGEY 2 CONTACTS&lt;br /&gt;
&lt;br /&gt;
If not prebriefed, now is the time to decide on a DCA plan. On intraflight, the flight lead could call:&lt;br /&gt;
  &#039;&#039;FLIGHT. SKATE 1 SHOT PER GROUP; SHORT SKATE 1 SHOT PER CONTACT AND CRANK; BANZAI 2 SHOTS PER CONTACT AND BRACKET&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2, #3, #4&#039;&#039; &lt;br /&gt;
Here, SHADOW 11 plans to execute a SKATE once the 2 contacts cross the Commit Line and launch one missile.&lt;br /&gt;
&lt;br /&gt;
If the SKATE does not achieve the objective, the flight will RESET (more on that later) and execute a SHORT SKATE once the group crosses into MREZ, with a CRANK, shooting 2 missiles — one per contact.&lt;br /&gt;
&lt;br /&gt;
If that also fails and the group crosses into HREZ, the flight plans to execute a BANZAI and shoot 2 missiles per contact. (BRACKET is covered in [[Procedures/78th/A2A/ACM|Air Combat Maneuvers (ACM)]].)&lt;br /&gt;
&lt;br /&gt;
For this example we will assume the SKATE was successful.&lt;br /&gt;
&lt;br /&gt;
==== The Commit ====&lt;br /&gt;
Once the group of bogeys crosses the Commit Line (CL), the flight lead calls MAGIC:&lt;br /&gt;
  MAGIC SHADOW11 RECOMMEND COMMIT NORTH GROUP&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 MAGIC COMMIT NORTH GROUP BULLSEYE 060 30 25 THOUSAND HOT HOSTILE 2 CONTACTS&lt;br /&gt;
&lt;br /&gt;
  COMMIT NORTH GROUP SHADOW11&lt;br /&gt;
&lt;br /&gt;
Note: A commit can also be called onto multiple groups.&lt;br /&gt;
&lt;br /&gt;
==== Targeting ====&lt;br /&gt;
The next step is targeting. Targeting is an important tool when there are multiple groups inside the lane or battlespace. It signals all surrounding fighters that your flight is taking responsibility for engaging a certain group. Its Common Practice to do the Tactical Decision together with the Targeting Call&lt;br /&gt;
&lt;br /&gt;
There are two brevity calls associated with targeting:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TARGET&#039;&#039;&#039; — Assignment of targeting responsibilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TARGETING&#039;&#039;&#039; — Fighter has acquired the assigned group and assumed responsibility for it.&lt;br /&gt;
&lt;br /&gt;
TARGET is used to assign targeting responsibilities within a commit:&lt;br /&gt;
 SHADOW12 TARGET NORTH GROUP SHADOW FLIGHT SKATE&lt;br /&gt;
&lt;br /&gt;
 #2&lt;br /&gt;
Once the target appears on the fighter&#039;s radar or datalink:&lt;br /&gt;
  SHADOW12 TARGETED NORTH GROUP &lt;br /&gt;
&lt;br /&gt;
Or, if committed on multiple groups:&lt;br /&gt;
  #1,2 TARGET WEST GROUP SKATE; #3,4 TARGET EAST GROUP SHORT SKATE. SHADOW11&lt;br /&gt;
&lt;br /&gt;
Once the targets appear on the fighters&#039; radars:&lt;br /&gt;
  SHADOW11 TARGETED WEST GROUP &lt;br /&gt;
&lt;br /&gt;
  SHADOW12 TARGETED WEST GROUP&lt;br /&gt;
&lt;br /&gt;
  SHADOW13 TARGETED EAST GROUP&lt;br /&gt;
&lt;br /&gt;
  SHADOW14 TARGETED EAST GROUP&lt;br /&gt;
&lt;br /&gt;
==== Meld, Sorting, and JUDY ====&lt;br /&gt;
Now that its clear who is responsible for which Groups the Flight Must wait until their own radar picks up the contacts. Once in Range:&lt;br /&gt;
 MAGIC SHADOW11 MELD&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2 #3 #4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;FLIGHT SORT LEFT LEAD HIGH&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#3 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#4 SORTED&#039;&#039;&lt;br /&gt;
Once All Flight Members have Sorted and the Flight Lead does not need futher Information by the Controller he may call.&lt;br /&gt;
 MAGIC SHADOW11 JUDY&lt;br /&gt;
Judy is defined as: Aircrew has taken control of the intercept and only requires situation awareness information; controller will minimize radio transmissions&lt;br /&gt;
&lt;br /&gt;
==== Transition Range (TR) and Weapon Employment ====&lt;br /&gt;
Finally, we reach the point where a missile can be fired. The Transition Range is defined as the range at which a launched FOX-3 missile will go active before the OUT at DOR. This requires practice and mental arithmetic to get right. A missile may be launched before or after the TR depending on the Situation.&lt;br /&gt;
&lt;br /&gt;
The Flight Lead will instruct his wingman to enagage by calling&lt;br /&gt;
 SHADOW12 ENGAGE&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;2 fires their missile, and the #2 calls on MAGIC:&lt;br /&gt;
  SHADOW12 FOX3 NORTH GROUP LEAD CONTACT&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 MAGIC COPY SHOT&lt;br /&gt;
&lt;br /&gt;
==== The First OUT ====&lt;br /&gt;
  MAGIC SHADOW FLIGHT OUT SOUTH DROPPING NORTH GROUP&lt;br /&gt;
&lt;br /&gt;
The brevity DROPPING signals MAGIC that SHADOW flight has stopped monitoring NORTH GROUP and requires updated information and will return to Airspace Sanitization Radar Settings.&lt;br /&gt;
&lt;br /&gt;
After flying southbound and defeating any missiles the adversary may have launched, SHADOW flight prepares for the IN to confirm weapon effects or launch a second missile if necessary.&lt;br /&gt;
&lt;br /&gt;
==== The IN ====&lt;br /&gt;
 MAGIC SHADOW FLIGHT IN #1,2 TARGETED NORTH GROUP&lt;br /&gt;
&lt;br /&gt;
 MAGIC SHADOW11 MELD&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;FLIGHT SORT RIGHT TRAIL HIGH&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#3 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#4 SORTED&#039;&#039;&lt;br /&gt;
Once SHADOW flight turns around, they confirm via their sensors that the adversary group has turned around and is proceeding back over the Commit Line.&lt;br /&gt;
&lt;br /&gt;
they return to the prebriefed position.&lt;br /&gt;
&lt;br /&gt;
==== RESET ====&lt;br /&gt;
The RESET brevity signals exactly this. It is defined as: &#039;&#039;Proceed to prebriefed position / area of operations.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
RESET implies Dropping and returning the Targeting Responsibility. &lt;br /&gt;
  MAGIC SHADOW11 RESET&lt;br /&gt;
&lt;br /&gt;
== BVR VI - Offensive Counter air (oca) ==&lt;br /&gt;
Is the opposite of DCA. This time, we are not in a lane ourselves other than attacking the enemies CAP station to invade and takeover air superiority either a short time so strike aircrafts can do their tasking or for a longer time to set up a DCA Lane ourselves by clearing the space for a following DCA Flight.&lt;br /&gt;
&lt;br /&gt;
An OCA Flight enters the station by checkin in with TACC2. Thereafter, the flight recieves a picture. If not, the FL should ask for one. &lt;br /&gt;
&lt;br /&gt;
If the flight notices a Group on their sensors it wants to attack a Declaration has to be given by TACC. The FL would tell TAC , that the flight is targeting the specific group. OCA has the following phases:&lt;br /&gt;
&lt;br /&gt;
=== Phases of OCA ===&lt;br /&gt;
 Check in: The flight enters the AOR and builds up SA by recieving the picture.&lt;br /&gt;
&lt;br /&gt;
 Targeting: The FL notifies TACC about the Group, the Flight now is responable for and designs the gameplan if not prebriefed. The gameplan is then to be briefed on intraflight and the flight sorts. Wingmen will call Sorted once the process is completed.&lt;br /&gt;
&lt;br /&gt;
 Tactical Decission: The FL informs other flights in the area on TACC2 about the Tactic the flight uses for the targeted group and that the flight is sorted if so. Also he gives the Meld call to inform about the airspace not longer beeing sanatized.&lt;br /&gt;
&lt;br /&gt;
 Engage Call: FL Tells Wingmen to engage assigned Target. All shots are to be called out. &lt;br /&gt;
&lt;br /&gt;
 OUT or Defensive: The Flight performs a controlled OUT maneuver or each element does a reactive defensive maneuver to avoid incomming ordnance. In each situation a designed call has to be made followed by the direction. &lt;br /&gt;
&lt;br /&gt;
 Dropping: The flight is in cold aspect to the hostiles position and reastablishes Air Space Sanitization. FL will give Dropping call followed by the preaviously targeted group.&lt;br /&gt;
&lt;br /&gt;
 Assesment: Flight approves the effectiveness or ineffectivness of the Attack and states out the status on TACC2. FL will evaluate how to proceed.&lt;br /&gt;
&lt;br /&gt;
 Second IN: If the Attack was unsuccessfull, it may be repeated by doing a second in. FL gives the IN call followed by the group and the procedure itself repeats. A second sorting is only to be done if needed. &lt;br /&gt;
&lt;br /&gt;
=== OCA Range Structure ===&lt;br /&gt;
The same range lines apply as in DCA — Threat Range, Targeting Range, and TAC Range — but all are prebriefed based on the specific mission geometry and threat environment. There is no commit line or mission fail line in OCA.&lt;br /&gt;
&lt;br /&gt;
== BVR VII — Intercept Geometry ==&lt;br /&gt;
This part is based on the [https://www.youtube.com/playlist?list=PLe6o-xSuVEQkIkJwn5CUjG-TOcYVdIxHp FlyAndWire BVR Series] by FlyAndWire.&lt;br /&gt;
&lt;br /&gt;
=== Hot and Cold Side of the Display ===&lt;br /&gt;
At any given moment, one side of your FCR is &#039;&#039;&#039;hot&#039;&#039;&#039; and the other is &#039;&#039;&#039;cold&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hot side&#039;&#039;&#039; — the side where TA is decreasing (geometry is closing). The bandit is drifting toward the hot side.&lt;br /&gt;
* &#039;&#039;&#039;Cold side&#039;&#039;&#039; — the side where TA is increasing (geometry is opening).&lt;br /&gt;
&lt;br /&gt;
Collision Course acts as the dividing line between hot and cold. A target placed on the hot side of CC means your Cut is greater than CC, and TA will decrease over time. A target on the cold side means TA is increasing.&lt;br /&gt;
&lt;br /&gt;
This concept is critical for correcting your geometry before a shot. If your TA is too high for a clean missile employment, you need to drive the bandit to the hot side of the display until TA reaches the desired value, then capture it using CC.&lt;br /&gt;
&lt;br /&gt;
=== Collision Course and Drift ===&lt;br /&gt;
Collision Course (CC) is the condition where neither aircraft&#039;s relative position in space changes over time. If co-altitude, they will collide. CC is the most efficient way to reduce range.&lt;br /&gt;
&lt;br /&gt;
When the aircraft are &#039;&#039;&#039;not&#039;&#039;&#039; on Collision Course, the bandit&#039;s position on your display drifts — it moves left or right over time. This is called &#039;&#039;&#039;Drift&#039;&#039;&#039;, and it has two components:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Turn Drift&#039;&#039;&#039; — caused by your own maneuvering. When you turn, the bandit&#039;s relative position shifts.&lt;br /&gt;
* &#039;&#039;&#039;Intercept Drift&#039;&#039;&#039; — caused by a lack of CC. Even without maneuvering, the bandit moves across your display because the geometry is offset.&lt;br /&gt;
&lt;br /&gt;
Combined, these produce &#039;&#039;&#039;Displayed Drift&#039;&#039;&#039; — what you actually see on the FCR.&lt;br /&gt;
&lt;br /&gt;
Drift is your primary tool for assessing whether you are on CC or not:&lt;br /&gt;
&lt;br /&gt;
* No drift → you are on or near Collision Course&lt;br /&gt;
* Drift left → target is passing in front of you, left side&lt;br /&gt;
* Drift right → target is passing in front of you, right side&lt;br /&gt;
&lt;br /&gt;
On a B-Scope (F-16 FCR), drift appears as horizontal movement of the radar return over time. Monitoring drift is a habit, not a one-time check.&lt;br /&gt;
&lt;br /&gt;
When on Collision Course, the ATA is relabelled &#039;&#039;&#039;CATA&#039;&#039;&#039; (Collision Antenna Train Angle).&lt;br /&gt;
&lt;br /&gt;
=== Geometry Gameplans ===&lt;br /&gt;
Given a target at some TA and ATA, the following rules of thumb apply for managing geometry toward a shot:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Situation&lt;br /&gt;
!Correct Response&lt;br /&gt;
|-&lt;br /&gt;
|TA too low (near 0)&lt;br /&gt;
|Use Cut-Away to build angles; place target on cold side&lt;br /&gt;
|-&lt;br /&gt;
|TA acceptable, LS acceptable&lt;br /&gt;
|Turn to Zero-Cut (parallel) to capture LS&lt;br /&gt;
|-&lt;br /&gt;
|TA acceptable, range must close&lt;br /&gt;
|Turn to Collision Course to capture TA and drive range down&lt;br /&gt;
|-&lt;br /&gt;
|TA too high for shot&lt;br /&gt;
|Place target on hot side; drive TA down to desired value, then capture with CC&lt;br /&gt;
|}&lt;br /&gt;
In practice on the F-16, the most common case before a FOX-3 shot is TA too high. The correction is simple: &#039;&#039;&#039;place the bandit on the hot side of the display and maintain until TA reaches the desired value.&#039;&#039;&#039; Then switch to CC to lock it in.&lt;br /&gt;
&lt;br /&gt;
A note on desired TA for missile employment: the lower the TA at launch, the more efficient the missile&#039;s flight path to the target. A shot taken with TA 0–30 (Hot) is significantly more effective than the same shot taken at TA 90 (Beam). This is not a minor difference — the FlyAndWire series demonstrates a 15% improvement in missile impact speed simply by switching from Pure Pursuit to Collision Course at the same range and TA.&lt;br /&gt;
&lt;br /&gt;
=== Zero-Cut ===&lt;br /&gt;
Zero-Cut deserves special attention. When Cut equals zero, your nose points at the bandit&#039;s reciprocal — you are flying parallel to the bandit&#039;s course in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
Two things happen simultaneously:&lt;br /&gt;
&lt;br /&gt;
# Lateral Separation is captured — it does not change.&lt;br /&gt;
# TA increases predictably — and the rate of increase is geometric: &#039;&#039;&#039;angles double as range halves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This second property makes Zero-Cut an extremely useful estimation tool. If at 40 NM your TA is 20°, at 20 NM it will be approximately 40°. This allows you to project ahead and decide when to act before the geometry becomes unworkable.&lt;br /&gt;
&lt;br /&gt;
=== Missile Employment and Geometry ===&lt;br /&gt;
Three launch conditions, in order of preference:&lt;br /&gt;
&lt;br /&gt;
==== Pure Pursuit (PP) ====&lt;br /&gt;
The fighter&#039;s nose points at the bandit. The missile must curve to intercept. At significant TA values, the missile wastes energy turning and its effective range and impact speed decrease substantially. Acceptable only when TA is near zero.&lt;br /&gt;
&lt;br /&gt;
==== Collision Course (CC) ====&lt;br /&gt;
The fighter is on a collision course with the bandit. The missile&#039;s initial vector is already close to optimal. At the same TA and range, a CC launch produces meaningfully higher impact speed and shorter time of flight than PP. This is the minimum standard for FOX-3 employment.&lt;br /&gt;
&lt;br /&gt;
==== Lead Collision (LC) ====&lt;br /&gt;
The fighter points slightly ahead of CC — not for the aircraft, but to give the missile an even more direct path to the target. On the F-16, the &#039;&#039;&#039;ASE (Allowable Steering Error)&#039;&#039;&#039; steering dot guides the pilot to the LC position. The rule: &#039;&#039;&#039;centre the dot and fire.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For the AIM-120, LC is typically a small offset from CC. The improvement over CC is modest but real, and the cost is only the time to centre the dot — there is no reason not to use it.&lt;br /&gt;
&lt;br /&gt;
In order of missile performance: LC &amp;gt; CC &amp;gt;&amp;gt; PP.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Action&lt;br /&gt;
!Effect on TA&lt;br /&gt;
!Effect on LS&lt;br /&gt;
!Effect on Range&lt;br /&gt;
|-&lt;br /&gt;
|Cut greater than CC&lt;br /&gt;
|Decreases&lt;br /&gt;
|Decreases&lt;br /&gt;
|Decreases&lt;br /&gt;
|-&lt;br /&gt;
|Cut equals CC&lt;br /&gt;
|Captured&lt;br /&gt;
|Decreases&lt;br /&gt;
|Decreases&lt;br /&gt;
|-&lt;br /&gt;
|Zero-Cut (parallel)&lt;br /&gt;
|Increases&lt;br /&gt;
|Captured&lt;br /&gt;
|Decreases&lt;br /&gt;
|-&lt;br /&gt;
|Cut-Away&lt;br /&gt;
|Increases&lt;br /&gt;
|Increases&lt;br /&gt;
|Increases&lt;br /&gt;
|-&lt;br /&gt;
|Crank (gimbal limit)&lt;br /&gt;
|Increases slowly&lt;br /&gt;
|Increases slowly&lt;br /&gt;
|Decreases slowly&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SA-2_Guidline_/_S-75_Dwina&amp;diff=428</id>
		<title>SA-2 Guidline / S-75 Dwina</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SA-2_Guidline_/_S-75_Dwina&amp;diff=428"/>
		<updated>2026-05-23T19:40:37Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== History ==&lt;br /&gt;
The S-75 Dwina (NATO Codename: SA-2 Guidline) is a SAM site developed in the 1950s in the UDSSR. Until today it is one of the most common and most widely spreadded areal defence systems.&lt;br /&gt;
&lt;br /&gt;
It is supposed to defend american and brittish high flying bombers like the B-52. The first testflights were conducted from 1955. The system was certified combat ready in 1957 and is in duty since 1959. The SA-2 was developed to be a cheap rocket to replace the S-25.&lt;br /&gt;
&lt;br /&gt;
== Units ==&lt;br /&gt;
&lt;br /&gt;
=== Passive units ===&lt;br /&gt;
&lt;br /&gt;
=== Refueler ATMZ-5 ===&lt;br /&gt;
Is A Ural Truck based refueling vehicle carrying the Fuel for the SAM rockets and the site´s generators&lt;br /&gt;
[[File:Army2016-375.jpg|left|frameless|654x654px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ural Truck ===&lt;br /&gt;
Is a simple military all terrain vehicle to supply the SAM site with everything needed&lt;br /&gt;
[[File:Ural-4320-truck-Russian Army.jpg|left|frameless|658x658px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== GPU on Ural Truck ===&lt;br /&gt;
The GPU is supplying the SAM site with electric power&lt;br /&gt;
[[File:Apa-1.jpg|left|frameless|663x663px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mobile Command Center on Truck ===&lt;br /&gt;
The command center operates the SAM site and recieves the orders. The launches are organized from there. It also contains the radar operators.&lt;br /&gt;
[[File:Zil131 nva.jpg|left|frameless|664x664px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Active Units ==&lt;br /&gt;
&lt;br /&gt;
=== SA-2 &amp;quot;Guidline&amp;quot; Launcher ===&lt;br /&gt;
The lauchers host and launch the rockets. The easiest way to identify a SAM visually is by knowing what the launcher with the rocket looks like.&lt;br /&gt;
[[File:S-75-Guideline-Launcher-Egypt-1985-1S.jpg|left|frameless|658x658px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SA-2 Search radar &amp;quot;Flat Face&amp;quot; ===&lt;br /&gt;
The Flat Face search radar scans the airspace around the SAM site fpr enemy fighters and transmitts the contacts over to the track radar.&lt;br /&gt;
[[File:TechMuseumToliatti-1813-X2.jpg|left|frameless|672x672px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SA-2 Track Radar &amp;quot;Fan Song&amp;quot; ===&lt;br /&gt;
The Trackradar guides launches and the rockets after the launch. It only turns during the lock establishment and according to the fighters movements.&lt;br /&gt;
[[File:SNR-75M3-PV-Van-MiroslavGyurosi-1S.jpg|left|frameless|670x670px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical Data ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Launcher / Rocket&lt;br /&gt;
!Maximum Altitude&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|MAXIMIMUM SPEED&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MAXIMUM RANGE &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MINIMUM RANGE &lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/ACM&amp;diff=427</id>
		<title>Procedures/78th/A2A/ACM</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/ACM&amp;diff=427"/>
		<updated>2026-05-23T19:37:24Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== INTRODUCTION TO ACM ==&lt;br /&gt;
Air Combat Maneuvering or ACM describes the szenario that comes in place after a flight merges with an enemy or hostile flight or after an BVR engagement failed. It comes, that it refers to close combat engagements, so called Dogfights. ACM knows two roles to be assigned to the participating aircrafts. The engaged fighter and the supporting fighter. Each role comes with either standard or specific prebriefed tasks. The focus lays on all friendly fighter to survive the situation. At this point all involved enemy aircrafts are declared hostile as shooting in that case is an act of self defense. ACM also requires special rules for IFF and communications. With that come Mutual Support.&lt;br /&gt;
&lt;br /&gt;
== Mutual Support ==&lt;br /&gt;
In an ACM environment Support is not only an act of airmenship other than vital. All members of a flight should support the others with vital informations at all time. Therefore its crucial, that the Flight establishes a tactical formation (usally already in place through past BFM environement). So all members can have a good look on each others 12 and 6 following the usual scanning flow.&lt;br /&gt;
&lt;br /&gt;
=== Mutual Sensor Support ===&lt;br /&gt;
Mutual Snesor Support includes all informations that can be collected via the onboard sensors such as RWR, Radar or IFF contacts. They should be called out as soon as they appear. Following abraviations are to be used:&lt;br /&gt;
&lt;br /&gt;
* Nails: An enemy fighters radar in search mode appears on RWR &lt;br /&gt;
* Spiked: An enemy fighter radar locks you&lt;br /&gt;
* Red Dorito: A red datalink contact appeared &lt;br /&gt;
&lt;br /&gt;
=== Mutual Visual Support ===&lt;br /&gt;
Mutual Visual Support means all informations to be collected visually. Following abraviations are to be used:&lt;br /&gt;
&lt;br /&gt;
* Tally: An enemy fighter is in sight&lt;br /&gt;
* No Joy: An enemy fighter is not in sight&lt;br /&gt;
* Smoke in the air: Enemy ordnance has been fired and is visual usually follewed by a brake direction for the involved member&lt;br /&gt;
&lt;br /&gt;
=== Mutual Weapons support ===&lt;br /&gt;
Is all about knowing your own ordnance, WEZ and flying accordingly to gain shots of oppurtunity. Following abraviations are to be used:&lt;br /&gt;
&lt;br /&gt;
* FOX 1: When launching a semi active radar homing missile&lt;br /&gt;
* FOX 2: When launching an infra red homing missile&lt;br /&gt;
* FOX 3: When launching an active radar homing missile&lt;br /&gt;
&lt;br /&gt;
== Bracket Maneuver and Call ==&lt;br /&gt;
The bracket can be understood as a formation split to opposite directions to force the enemy to choose one aircraft to engage. &lt;br /&gt;
&lt;br /&gt;
The FL will call Bracket and the direction the wingman is supposed to turn. The Lead will do the opposite for the hostile to decide whom to engange. If not as prebriefed or not prebriefed, this is where the roles are beeing assigned.&lt;br /&gt;
&lt;br /&gt;
The Tactical formation is broken by the Bracket call.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
Bracket right 2&lt;br /&gt;
&lt;br /&gt;
Wingmen acknowledge: 2&lt;br /&gt;
&lt;br /&gt;
== Roles and their tasks ==&lt;br /&gt;
The ACM knows two different roles crucial to survive the situation. If they are not prebriefed, FL will assign but they can change dynamically, depending on the enemy´s actions. Depending on the assigned role, the wingmen follows different standard, contract or assigned rules and orders. The FL will advise the Wingmen of the start of the attack and role act by the push call. &lt;br /&gt;
&lt;br /&gt;
=== Engaged Fighter Role ===&lt;br /&gt;
Is the Flightmemember which the enemy decided to attack.&lt;br /&gt;
&lt;br /&gt;
Tasks:&lt;br /&gt;
&lt;br /&gt;
* Maneuver to kill the hostile or negate the hostile´s attack in the minimum time. Fly your best defensive/offensive BFM&lt;br /&gt;
* Maintain situational awareness on the hostile&lt;br /&gt;
* Keep the supporting fighters informed of intention capabilities and future tactical plans.&lt;br /&gt;
&lt;br /&gt;
=== Supporting Fighter Role ===&lt;br /&gt;
Are all Flightmembers who are not engaged.&lt;br /&gt;
&lt;br /&gt;
Tasks: &lt;br /&gt;
&lt;br /&gt;
* Maintain visual and strive for tally&lt;br /&gt;
* Deconflict from the engaged fighter&lt;br /&gt;
* Sanatize the area around the fight visually and electronically&lt;br /&gt;
* Maneuver to avoid the fight and gain or maintain entry parameters on the hostile&lt;br /&gt;
* Employ ordnance if the hostile is in WEZ, without compromising the engaged fighter´s seafty&lt;br /&gt;
* Engage other fighters that are a factor to the element and keep engaged fighter informed&lt;br /&gt;
* Maintain overall situational awareness to include area orientation, fuel and exit avenues.&lt;br /&gt;
* Direct the egress&lt;br /&gt;
&lt;br /&gt;
==== If engaged fighter has no joy ====&lt;br /&gt;
If the engaged fighter looses tally on the hostile, the highest priority of the supporting fighters is to regain the engaged fighters SA by calling out the hostiles position or to change roles as fast as possible. &lt;br /&gt;
&lt;br /&gt;
== Role Change ==&lt;br /&gt;
Role changes can be very dynamic and depend on the hostiles actions and are allways to be called out. If A flightmember was assigned to be a supporting fighter by the flightlead or by briefing and the hostile takes him under attack, he becomes the engaged fighter and his responsebilities change. The Wingeman will state that by for example: 2 engaged. Followed by the previous engaged aircraft calling for example: 1 supported &lt;br /&gt;
&lt;br /&gt;
== Differ friend from foe ==&lt;br /&gt;
In an ACM environment identifying friend or foe (IFF) is one of the most important challenges. Holding on the awareness about IFF is the key factor to avoid blue on blue situation aswell as to keep general and overall SA of the fight. First of all, ofcourse all sensors and options are to be used to IFF. But there is two more things.&lt;br /&gt;
&lt;br /&gt;
=== State Calls ===&lt;br /&gt;
A state call can be requested and done by any member of the flight whenever needed. It gives information about the interrogatet´s role, fight type and status, direction, own and bandits position. It is a situation update to help the flightmembers to IFF.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
2 Status.&lt;br /&gt;
&lt;br /&gt;
2 is engaged, one circle, neutral, north bound bandits low, 2 is high. &lt;br /&gt;
&lt;br /&gt;
=== Flash Calls ===&lt;br /&gt;
Flash calls are all possible ways to IFF visually. They are bad for almost all situations because they require the asked fighter to perform an action, effecting the fight. For Example&lt;br /&gt;
&lt;br /&gt;
* Flash Flares&lt;br /&gt;
* Flash AB&lt;br /&gt;
* Flash Wings&lt;br /&gt;
&lt;br /&gt;
Try to not use them unless absolutely necessary!&lt;br /&gt;
&lt;br /&gt;
== Radio Priority ==&lt;br /&gt;
&#039;&#039;&#039;Radio priority&#039;&#039;&#039; belongs to the engaged fighter. Other flight members subordinate their transmissions to avoid stepping on critical engaged fighter calls. The controller minimizes transmissions entirely and provides only THREAT calls, SA updates, and responses to direct requests.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Role&lt;br /&gt;
!Authority&lt;br /&gt;
!Radio Priority&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flight Lead&#039;&#039;&#039;&lt;br /&gt;
|Full authority over the engagement at all times&lt;br /&gt;
|Secondary — subordinates to engaged fighter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engaged Fighter&#039;&#039;&#039;&lt;br /&gt;
|Manages own engagement IAW FL direction&lt;br /&gt;
|Primary — holds radio priority&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supporting Fighter&#039;&#039;&#039;&lt;br /&gt;
|Executes IAW engaged fighter and FL direction&lt;br /&gt;
|Tertiary — transmits only when necessary&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Controller&#039;&#039;&#039;&lt;br /&gt;
|Provides SA only&lt;br /&gt;
|Minimal — THREAT calls and direct requests only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bug Out contract ==&lt;br /&gt;
The Bug out contract tells all roles what to do in case of an early bugout or after the ACM engagement is over. It is mostly prebriefed.&lt;br /&gt;
&lt;br /&gt;
During an early bugout the supporting fighters are supposed to sanatize the airspace and help the engaged fighter to bug out by, if possible giving him a direction. &lt;br /&gt;
&lt;br /&gt;
For a bugout after the engagement, the FL will call the Flights name, and bugout direction. Wingmen are to be given rejoin orders, otherwise they assume to return to last given formation setting.&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/ACM&amp;diff=426</id>
		<title>Procedures/78th/A2A/ACM</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/ACM&amp;diff=426"/>
		<updated>2026-05-23T19:35:57Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== INTRODUCTION TO ACM ==&lt;br /&gt;
Air Combat Maneuvering or ACM describes the szenario that comes in place after a flight merges with an enemy or hostile flight or after an BVR engagement failed. It comes, that it refers to close combat engagements, so called Dogfights. ACM knows two roles to be assigned to the participating aircrafts. The engaged fighter and the supporting fighter. Each role comes with either standard or specific prebriefed tasks. The focus lays on all friendly fighter to survive the situation. At this point all involved enemy aircrafts are declared hostile as shooting in that case is an act of self defense. ACM also requires special rules for IFF and communications. With that come Mutual Support.&lt;br /&gt;
&lt;br /&gt;
== Mutual Support ==&lt;br /&gt;
In an ACM environment Support is not only an act of airmenship other than vital. All members of a flight should support the others with vital informations at all time. Therefore its crucial, that the Flight establishes a tactical formation (usally already in place through past BFM environement). So all members can have a good look on each others 12 and 6 following the usual scanning flow.&lt;br /&gt;
&lt;br /&gt;
=== Mutual Sensor Support ===&lt;br /&gt;
Mutual Snesor Support includes all informations that can be collected via the onboard sensors such as RWR, Radar or IFF contacts. They should be called out as soon as they appear. Following abraviations are to be used:&lt;br /&gt;
&lt;br /&gt;
* Nails: An enemy fighters radar in search mode appears on RWR &lt;br /&gt;
* Spiked: An enemy fighter radar locks you&lt;br /&gt;
* Red Dorito: A red datalink contact appeared &lt;br /&gt;
&lt;br /&gt;
=== Mutual Visual Support ===&lt;br /&gt;
Mutual Visual Support means all informations to be collected visually. Following abraviations are to be used:&lt;br /&gt;
&lt;br /&gt;
* Tally: An enemy fighter is in sight&lt;br /&gt;
* No Joy: An enemy fighter is not in sight&lt;br /&gt;
* Smoke in the air: Enemy ordnance has been fired and is visual usually follewed by a brake direction for the involved member&lt;br /&gt;
&lt;br /&gt;
=== Mutual Weapons support ===&lt;br /&gt;
Is all about knowing your own ordnance, WEZ and flying accordingly to gain shots of oppurtunity. Following abraviations are to be used:&lt;br /&gt;
&lt;br /&gt;
* FOX 1: When launching a semi active radar homing missile&lt;br /&gt;
* FOX 2: When launching an infra red homing missile&lt;br /&gt;
* FOX 3: When launching an active radar homing missile&lt;br /&gt;
&lt;br /&gt;
== Bracket Maneuver and Call ==&lt;br /&gt;
The bracket can be understood as a formation split to opposite directions to force the enemy to choose one aircraft to engage. &lt;br /&gt;
&lt;br /&gt;
The FL will call Bracket and the direction the wingman is supposed to turn. The Lead will do the opposite for the hostile to decide whom to engange. If not as prebriefed or not prebriefed, this is where the roles are beeing assigned.&lt;br /&gt;
&lt;br /&gt;
The Tactical formation is broken by the Bracket call.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
Bracket right 2&lt;br /&gt;
&lt;br /&gt;
Wingmen acknowledge: 2&lt;br /&gt;
&lt;br /&gt;
== Roles and their tasks ==&lt;br /&gt;
The ACM knows two different roles crucial to survive the situation. If they are not prebriefed, FL will assign but they can change dynamically, depending on the enemy´s actions. Depending on the assigned role, the wigmen follows different standard, contract or assigned rules and orders. The FL will advise the Wingmen of the start of the attack and role act by the push call. &lt;br /&gt;
&lt;br /&gt;
=== Engaged Fighter Role ===&lt;br /&gt;
Is the Flightmemember which the enemy decided to attack.&lt;br /&gt;
&lt;br /&gt;
Tasks:&lt;br /&gt;
&lt;br /&gt;
* Maneuver to kill the hostile or negate the hostile´s attack in the minimum time. Fly your best defensive/offensive BFM&lt;br /&gt;
* Maintain situational awareness on the hostile&lt;br /&gt;
* Keep the supporting fighters informed of intention capabilities and future tactical plans.&lt;br /&gt;
&lt;br /&gt;
=== Supporting Fighter Role ===&lt;br /&gt;
Are all Flightmembers who are not engaged.&lt;br /&gt;
&lt;br /&gt;
Tasks: &lt;br /&gt;
&lt;br /&gt;
* Maintain visual and strive for tally&lt;br /&gt;
* Deconflict from the engaged fighter&lt;br /&gt;
* Sanatize the area around the fight visually and electronically&lt;br /&gt;
* Maneuver to avoid the fight and gain or maintain entry parameters on the hostile&lt;br /&gt;
* Employ ordnance if the hostile is in WEZ, without compromising the engaged fighter´s seafty&lt;br /&gt;
* Engage other fighters that are a factor to the element and keep engaged fighter informed&lt;br /&gt;
* Maintain overall situational awareness to include area orientation, fuel and exit avenues.&lt;br /&gt;
* Direct the egress&lt;br /&gt;
&lt;br /&gt;
==== If engaged fighter has no joy ====&lt;br /&gt;
If the engaged fighter looses tally on the hostile, the highest priority of the supporting fighters is to regain the engaged fighters SA by calling out the hostiles position or to change roles as fast as possible. &lt;br /&gt;
&lt;br /&gt;
== Role Change ==&lt;br /&gt;
Role changes can be very dynamic and depend on the hostiles actions and are allways to be called out. If A flightmember was assigned to be a supporting fighter by the flightlead or by briefing and the hostile takes him under attack, he becomes the engaged fighter and his responsebilities change. The Wingeman will state that by for example: 2 engaged. Followed by the previous engaged aircraft calling for example: 1 supported &lt;br /&gt;
&lt;br /&gt;
== Differ friend from foe ==&lt;br /&gt;
In an ACM environment identifying friend or foe (IFF) is one of the most important challenges. Holding on the awareness about IFF is the key factor to avoid blue on blue situation aswell as to keep general and overall SA of the fight. First of all, ofcourse all sensors and options are to be used to IFF. But there is two more things.&lt;br /&gt;
&lt;br /&gt;
=== State Calls ===&lt;br /&gt;
A state call can be requested and done by any member of the flight whenever needed. It gives information about the interrogatet´s role, fight type and status, direction, own and bandits position. It is a situation update to help the flightmembers to IFF.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
2 Status.&lt;br /&gt;
&lt;br /&gt;
2 is engaged, one circle, neutral, north bound bandits low, 2 is high. &lt;br /&gt;
&lt;br /&gt;
=== Flash Calls ===&lt;br /&gt;
Flash calls are all possible ways to IFF visually. They are bad for almost all situations because they require the asked fighter to perform an action, effecting the fight. For Example&lt;br /&gt;
&lt;br /&gt;
* Flash Flares&lt;br /&gt;
* Flash AB&lt;br /&gt;
* Flash Wings&lt;br /&gt;
&lt;br /&gt;
Try to not use them unless absolutely necessary!&lt;br /&gt;
&lt;br /&gt;
== Radio Priority ==&lt;br /&gt;
&#039;&#039;&#039;Radio priority&#039;&#039;&#039; belongs to the engaged fighter. Other flight members subordinate their transmissions to avoid stepping on critical engaged fighter calls. The controller minimizes transmissions entirely and provides only THREAT calls, SA updates, and responses to direct requests.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Role&lt;br /&gt;
!Authority&lt;br /&gt;
!Radio Priority&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flight Lead&#039;&#039;&#039;&lt;br /&gt;
|Full authority over the engagement at all times&lt;br /&gt;
|Secondary — subordinates to engaged fighter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engaged Fighter&#039;&#039;&#039;&lt;br /&gt;
|Manages own engagement IAW FL direction&lt;br /&gt;
|Primary — holds radio priority&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supporting Fighter&#039;&#039;&#039;&lt;br /&gt;
|Executes IAW engaged fighter and FL direction&lt;br /&gt;
|Tertiary — transmits only when necessary&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Controller&#039;&#039;&#039;&lt;br /&gt;
|Provides SA only&lt;br /&gt;
|Minimal — THREAT calls and direct requests only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bug Out contract ==&lt;br /&gt;
The Bug out contract tells all roles what to do in case of an early bugout or after the ACM engagement is over. It is mostly prebriefed.&lt;br /&gt;
&lt;br /&gt;
During an early bugout the supporting fighters are supposed to sanatize the airspace and help the engaged fighter to bug out by, if possible giving him a direction. &lt;br /&gt;
&lt;br /&gt;
For a bugout after the engagement, the FL will call the Flights name, and bugout direction. Wingmen are to be given rejoin orders, otherwise they assume to return to last given formation setting.&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SA-2_Guidline_/_S-75_Dwina&amp;diff=425</id>
		<title>SA-2 Guidline / S-75 Dwina</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SA-2_Guidline_/_S-75_Dwina&amp;diff=425"/>
		<updated>2026-05-23T19:29:20Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== History ==&lt;br /&gt;
The S-75 Dwina (NATO Codename: SA-2 Guidline) is a SAM site developed in the 1950s in the UDSSR. Until today it is one of the most common and most widely spreadded areal defence systems.&lt;br /&gt;
&lt;br /&gt;
It is supposed to defend american and brittish high flying bombers like the B-52. The first testflights were conducted from 1955. The system was certified combat ready in 1957 and is in duty since 1959. The SA-2 was developed to be a cheap rocket to replace the S-25.&lt;br /&gt;
&lt;br /&gt;
== Units ==&lt;br /&gt;
&lt;br /&gt;
=== Passive units ===&lt;br /&gt;
&lt;br /&gt;
=== Refueler ATMZ-5 ===&lt;br /&gt;
Is A Ural Truck based refueling vehicle carrying the Fuel for the SAM rockets and the site´s generators&lt;br /&gt;
[[File:Army2016-375.jpg|left|frameless|654x654px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ural Truck ===&lt;br /&gt;
Is a simple military all terrain vehicle to supply the SAM site with everything needed&lt;br /&gt;
[[File:Ural-4320-truck-Russian Army.jpg|left|frameless|658x658px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== GPU on Ural Truck ===&lt;br /&gt;
The GPU is supplying the SAM site with electric power&lt;br /&gt;
[[File:Apa-1.jpg|left|frameless|663x663px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mobile Command Center on Truck ===&lt;br /&gt;
The command center operates the SAM site and recieves the orders. The launches are organized from there. It also contains the radar operators.&lt;br /&gt;
[[File:Zil131 nva.jpg|left|frameless|664x664px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Active Units ==&lt;br /&gt;
&lt;br /&gt;
=== SA-2 &amp;quot;Guidline&amp;quot; Launcher ===&lt;br /&gt;
The lauchers host and launch the rockets. The easiest way to identify a SAM visually is by knowing what the launcher with the rocket looks like.&lt;br /&gt;
[[File:S-75-Guideline-Launcher-Egypt-1985-1S.jpg|left|frameless|658x658px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SA-2 Search radar &amp;quot;Flat Face&amp;quot; ===&lt;br /&gt;
The Flat Face search radar scans the airspace around the SAM site fpr enemy fighters and transmitts the contacts over to the track radar.&lt;br /&gt;
[[File:TechMuseumToliatti-1813-X2.jpg|left|frameless|672x672px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SA-2 Track Radar &amp;quot;Fan Song&amp;quot; ===&lt;br /&gt;
The Trackradar guides launches and the rockets after the launch. It only turns during the lock establishment and according to the fighters movements.&lt;br /&gt;
[[File:SNR-75M3-PV-Van-MiroslavGyurosi-1S.jpg|left|frameless|670x670px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical Data ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Launcher / Rocket&lt;br /&gt;
!Maximum Altitude&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|MAXIMIMUM SPEED&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MAXIMUM RANGE &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MINIMUM RANGE &lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SA-2_Guidline_/_S-75_Dwina&amp;diff=424</id>
		<title>SA-2 Guidline / S-75 Dwina</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SA-2_Guidline_/_S-75_Dwina&amp;diff=424"/>
		<updated>2026-05-23T19:28:40Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== History ==&lt;br /&gt;
The S-75 Dwina (NATO Codename: SA-2 Guidline) is a SAM site developed in the 1950s in the UDSSR. Until today it is one of the most common and most widely spreadded areal defence systems.&lt;br /&gt;
&lt;br /&gt;
It is supposed to defend american and brittish high flying bombers like the B-52. The first testflights were conducted from 1955. The system was certified combat ready in 1957 and is in duty since 1959. The SA-2 was developed to be a cheap rocket to replace the S-25.&lt;br /&gt;
&lt;br /&gt;
== Units ==&lt;br /&gt;
&lt;br /&gt;
=== Passive units ===&lt;br /&gt;
&lt;br /&gt;
=== Refueler ATMZ-5 ===&lt;br /&gt;
Is A Ural Truck based refueling vehicle carrying the Fuel for the SAM rockets and the site´s generators&lt;br /&gt;
[[File:Army2016-375.jpg|left|frameless|654x654px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ural Truck ===&lt;br /&gt;
Is a simple military all terrain vehicle to supply the SAM site with everything needed&lt;br /&gt;
[[File:Ural-4320-truck-Russian Army.jpg|left|frameless|658x658px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== GPU on Ural Truck ===&lt;br /&gt;
The GPU is supplying the SAM site with electric power&lt;br /&gt;
[[File:Apa-1.jpg|left|frameless|663x663px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mobile Command Center on Truck ===&lt;br /&gt;
The command center operates the SAM site and recieves the orders. The launches are organized from there. It also contains the radar operators.&lt;br /&gt;
[[File:Zil131 nva.jpg|left|frameless|664x664px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Active Units ==&lt;br /&gt;
&lt;br /&gt;
=== SA-2 &amp;quot;Guidline&amp;quot; Launcher ===&lt;br /&gt;
The lauchers host and launch the rockets. The easiest way to identify a SAM visually is by knowing what the launcher with the rocket looks like.&lt;br /&gt;
[[File:S-75-Guideline-Launcher-Egypt-1985-1S.jpg|left|frameless|658x658px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SA-2 Search radar &amp;quot;Flat Face&amp;quot; ===&lt;br /&gt;
The Flat Face search radar scans the airspace around the SAM site fpr enemy fighters and transmitts the contacts over to the track radar.&lt;br /&gt;
[[File:TechMuseumToliatti-1813-X2.jpg|left|frameless|672x672px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SA-2 Track Radar &amp;quot;Fan Song&amp;quot; ===&lt;br /&gt;
The Trackradar guides launches and the rockets after the launch. It only turns during the lock establishment and according to the fighters movements.&lt;br /&gt;
[[File:SNR-75M3-PV-Van-MiroslavGyurosi-1S.jpg|left|frameless|670x670px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical Data ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Launcher / Rocket&lt;br /&gt;
!Maximum Altitude&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|MAXIMIMUM SPEED&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MAXIMUM RANGE &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MINIMUM RANGE &lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SA-2_Guidline_/_S-75_Dwina&amp;diff=423</id>
		<title>SA-2 Guidline / S-75 Dwina</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SA-2_Guidline_/_S-75_Dwina&amp;diff=423"/>
		<updated>2026-05-23T19:27:50Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== History ==&lt;br /&gt;
The S-75 Dwina (NATO Codename: SA-2 Guidline) is a SAM site developed in the 1950s in the UDSSR. Until today it is one of the most common and most widely spreadded areal defence systems.&lt;br /&gt;
&lt;br /&gt;
It is supposed to defend american and brittish high flying bombers like the B-52. The first testflights were conducted from 1955. The system was certified combat ready in 1957 and is in duty since 1959. The SA-2 was developed to be a cheap rocket to replace the S-25.&lt;br /&gt;
&lt;br /&gt;
== Units ==&lt;br /&gt;
&lt;br /&gt;
=== Passive units ===&lt;br /&gt;
&lt;br /&gt;
=== Refueler ATMZ-5 ===&lt;br /&gt;
Is A Ural Truck based refueling vehicle carrying the Fuel for the SAM rockets and the site´s generators&lt;br /&gt;
[[File:Army2016-375.jpg|left|frameless|654x654px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ural Truck ===&lt;br /&gt;
Is a simple military all terrain vehicle to supply the SAM site with everything needed&lt;br /&gt;
[[File:Ural-4320-truck-Russian Army.jpg|left|frameless|658x658px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== GPU on Ural Truck ===&lt;br /&gt;
The GPU is supplying the SAM site with electric power&lt;br /&gt;
[[File:Apa-1.jpg|left|frameless|663x663px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mobile Command Center on Truck ===&lt;br /&gt;
The command center operates the SAM site and recieves the orders. The launches are organized from there. It also contains the radar operators.&lt;br /&gt;
[[File:Zil131 nva.jpg|left|frameless|664x664px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Active Units ==&lt;br /&gt;
&lt;br /&gt;
=== SA-2 &amp;quot;Guidline&amp;quot; Launcher ===&lt;br /&gt;
The lauchers host and launch the rockets. The easiest way to identify a SAM visually is by knowing what the launcher with the rocket looks like.&lt;br /&gt;
[[File:S-75-Guideline-Launcher-Egypt-1985-1S.jpg|left|frameless|658x658px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SA-2 Search radar &amp;quot;Flat Face&amp;quot; ===&lt;br /&gt;
The Flat Face search radar scans the airspace around the SAM site fpr enemy fighters and transmitts the contacts over to the track radar.&lt;br /&gt;
[[File:TechMuseumToliatti-1813-X2.jpg|left|frameless|672x672px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SA-2 Track Radar &amp;quot;Fan Song&amp;quot; ===&lt;br /&gt;
The Trackradar guides launches and the rockets after the launch. It only turns during the lock establishment and according to the fighters movements.&lt;br /&gt;
[[File:SNR-75M3-PV-Van-MiroslavGyurosi-1S.jpg|left|frameless|670x670px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical Data ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Launcher / Rocket&lt;br /&gt;
!Maximum Altitude&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|MAXIMIMUM SPEED&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MAXIMUM RANGE &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MINIMUM RANGE &lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=File:SNR-75M3-PV-Van-MiroslavGyurosi-1S.jpg&amp;diff=422</id>
		<title>File:SNR-75M3-PV-Van-MiroslavGyurosi-1S.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=File:SNR-75M3-PV-Van-MiroslavGyurosi-1S.jpg&amp;diff=422"/>
		<updated>2026-05-23T19:23:44Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;da&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=File:TechMuseumToliatti-1813-X2.jpg&amp;diff=421</id>
		<title>File:TechMuseumToliatti-1813-X2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=File:TechMuseumToliatti-1813-X2.jpg&amp;diff=421"/>
		<updated>2026-05-23T19:18:18Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;da&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=File:S-75-Guideline-Launcher-Egypt-1985-1S.jpg&amp;diff=420</id>
		<title>File:S-75-Guideline-Launcher-Egypt-1985-1S.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=File:S-75-Guideline-Launcher-Egypt-1985-1S.jpg&amp;diff=420"/>
		<updated>2026-05-23T19:13:35Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;da&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=File:Zil131_nva.jpg&amp;diff=419</id>
		<title>File:Zil131 nva.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=File:Zil131_nva.jpg&amp;diff=419"/>
		<updated>2026-05-23T19:08:23Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;da&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=File:Apa-1.jpg&amp;diff=418</id>
		<title>File:Apa-1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=File:Apa-1.jpg&amp;diff=418"/>
		<updated>2026-05-23T19:03:42Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;dfa&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=File:Ural-4320-truck-Russian_Army.jpg&amp;diff=417</id>
		<title>File:Ural-4320-truck-Russian Army.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=File:Ural-4320-truck-Russian_Army.jpg&amp;diff=417"/>
		<updated>2026-05-23T18:59:07Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;dada&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=File:Army2016-375.jpg&amp;diff=416</id>
		<title>File:Army2016-375.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=File:Army2016-375.jpg&amp;diff=416"/>
		<updated>2026-05-23T18:54:24Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;fa&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SA-2_Guidline_/_S-75_Dwina&amp;diff=415</id>
		<title>SA-2 Guidline / S-75 Dwina</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SA-2_Guidline_/_S-75_Dwina&amp;diff=415"/>
		<updated>2026-05-23T18:44:46Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== History ==&lt;br /&gt;
The S-75 Dwina (NATO Codename: SA-2 Guidline) is a SAM site developed in the 1950s in the UDSSR. Until today it is one of the most common and most widely spreadded areal defence systems.&lt;br /&gt;
&lt;br /&gt;
It is supposed to defend american and brittish high flying bombers like the B-52. The first testflights were conducted from 1955. The system was certified combat ready in 1957 and is in duty since 1959. The SA-2 was developed to be a cheap rocket to replace the S-25.&lt;br /&gt;
&lt;br /&gt;
== Parts ==&lt;br /&gt;
&lt;br /&gt;
=== Passive Parts ===&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/ACM&amp;diff=414</id>
		<title>Procedures/78th/A2A/ACM</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/ACM&amp;diff=414"/>
		<updated>2026-05-23T18:33:32Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== INTRODUCTION TO ACM ==&lt;br /&gt;
Air Combat Maneuvering or ACM describes the szenario that comes in place after a flight merges with an enemy or hostile flight or after an BVR engagement failed. It comes, that it refers to close combat engagements, so called Dogfights. ACM knows two roles to be assigned to the participating aircrafts. The engaged fighter and the supporting fighter. Each role comes with either standard or specific prebriefed tasks. The focus lays on all friendly fighter to survive the situation. At this point all involved enemy aircrafts are declared hostile as shooting in that case is an act of self defense. ACM also requires special rules for IFF and communications. With that come Mutual Support.&lt;br /&gt;
&lt;br /&gt;
== Mutual Support ==&lt;br /&gt;
In an ACM environment Support is not only an act of airmenship other than vital. All members of a flight should support the others with vital informations at all time. Therefore its crucial, that the Flight establishes a tactical formation (usally already in place through past BFM environement). So all members can have a good look on each others 12 and 6 following the usual scanning flow.&lt;br /&gt;
&lt;br /&gt;
=== Mutual Sensor Support ===&lt;br /&gt;
Mutual Snesor Support includes all informations that can be collected via the onboard sensors such as RWR, Radar or IFF contacts. They should be called out as soon as they appear. Following abraviations are to be used:&lt;br /&gt;
&lt;br /&gt;
* Nails: An enemy fighters radar in search mode appears on RWR &lt;br /&gt;
* Spiked: An enemy fighter radar locks you&lt;br /&gt;
* Red Dorito: A red datalink contact appeared &lt;br /&gt;
&lt;br /&gt;
=== Mutual Visual Support ===&lt;br /&gt;
Mutual Visual Support means all informations to be collected visually. Following abraviations are to be used:&lt;br /&gt;
&lt;br /&gt;
* Tally: An enemy fighter is in sight&lt;br /&gt;
* No Joy: An enemy fighter is not in sight&lt;br /&gt;
* Smoke in the air: Enemy ordnance has been fired and is visual usually follewed by a brake direction for the involved member&lt;br /&gt;
&lt;br /&gt;
=== Mutual Weapons support ===&lt;br /&gt;
Is all about knowing your own ordnance, WEZ and flying accordingly to gain shots of oppurtunity. Following abraviations are to be used:&lt;br /&gt;
&lt;br /&gt;
* FOX 1: When launching a semi active radar homing missile&lt;br /&gt;
* FOX 2: When launching an infra red homing missile&lt;br /&gt;
* FOX 3: When launching an active radar homing missile&lt;br /&gt;
&lt;br /&gt;
== Bracket Maneuver and Call ==&lt;br /&gt;
The bracket can be understood as a formation split to opposite directions to force the enemy to choose one aircraft to engage. &lt;br /&gt;
&lt;br /&gt;
The FL will call Bracket and the direction the wingman is supposed to turn. The Lead will do the opposite for the hostile to decide whom to engange. If not as prebriefed or not prebriefed, this is where the roles are beeing assigned.&lt;br /&gt;
&lt;br /&gt;
The Tactical formation is broken by the Bracket call.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
Bracket right 2&lt;br /&gt;
&lt;br /&gt;
Wingmen Acknoledge: 2&lt;br /&gt;
&lt;br /&gt;
== Roles and their tasks ==&lt;br /&gt;
The ACM knows two different roles crucial to survive the situation. If they are not prebriefed, FL will assign but they can change dynamically, depending on the enemy´s actions. Depending on the assigned role, the wigmen follows different standard, contract or assigned rules and orders. The FL will advise the Wingmen of the start of the attack and role act by the push call. &lt;br /&gt;
&lt;br /&gt;
=== Engaged Fighter Role ===&lt;br /&gt;
Is the Flightmemember which the enemy decided to attack.&lt;br /&gt;
&lt;br /&gt;
Tasks:&lt;br /&gt;
&lt;br /&gt;
* Maneuver to kill the hostile or negate the hostile´s attack in the minimum time. Fly your best defensive/offensive BFM&lt;br /&gt;
* Maintain situational awareness on the hostile&lt;br /&gt;
* Keep the supporting fighters informed of intention capabilities and future tactical plans.&lt;br /&gt;
&lt;br /&gt;
=== Supporting Fighter Role ===&lt;br /&gt;
Are all Flightmembers who are not engaged.&lt;br /&gt;
&lt;br /&gt;
Tasks: &lt;br /&gt;
&lt;br /&gt;
* Maintain visual and strive for tally&lt;br /&gt;
* Deconflict from the engaged fighter&lt;br /&gt;
* Sanatize the area around the fight visually and electronically&lt;br /&gt;
* Maneuver to avoid the fight and gain or maintain entry parameters on the hostile&lt;br /&gt;
* Employ ordnance if the hostile is in WEZ, without compromising the engaged fighter´s seafty&lt;br /&gt;
* Engage other fighters that are a factor to the element and keep engaged fighter informed&lt;br /&gt;
* Maintain overall situational awareness to include area orientation, fuel and exit avenues.&lt;br /&gt;
* Direct the egress&lt;br /&gt;
&lt;br /&gt;
==== If engaged fighter has no joy ====&lt;br /&gt;
If the engaged fighter looses tally on the hostile, the highest priority of the supporting fighters is to regain the engaged fighters SA by calling out the hostiles position or to change roles as fast as possible. &lt;br /&gt;
&lt;br /&gt;
== Role Change ==&lt;br /&gt;
Role changes can be very dynamic and depend on the hostiles actions and are allways to be called out. If A flightmember was assigned to be a supporting fighter by the flightlead or by briefing and the hostile takes him under attack, he becomes the engaged fighter and his responsebilities change. The Wingeman will state that by for example: 2 engaged. Followed by the previous engaged aircraft calling for example: 1 supported &lt;br /&gt;
&lt;br /&gt;
== Differ friend from foe ==&lt;br /&gt;
In an ACM environment identifying friend or foe (IFF) is one of the most important challenges. Holding on the awareness about IFF is the key factor to avoid blue on blue situation aswell as to keep general and overall SA of the fight. First of all, ofcourse all sensors and options are to be used to IFF. But there is two more things.&lt;br /&gt;
&lt;br /&gt;
=== State Calls ===&lt;br /&gt;
A state call can be requested and done by any member of the flight whenever needed. It gives information about the interrogatet´s role, fight type and status, direction, own and bandits position. It is a situation update to help the flightmembers to IFF.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
2 Status.&lt;br /&gt;
&lt;br /&gt;
2 is engaged, one circle, neutral, north bound bandits low, 2 is high. &lt;br /&gt;
&lt;br /&gt;
=== Flash Calls ===&lt;br /&gt;
Flash calls are all possible ways to IFF visually. They are bad for almost all situations because they require the asked fighter to perform an action, effecting the fight. For Example&lt;br /&gt;
&lt;br /&gt;
* Flash Flares&lt;br /&gt;
* Flash AB&lt;br /&gt;
* Flash Wings&lt;br /&gt;
&lt;br /&gt;
Try to not use them unless absolutely necessary!&lt;br /&gt;
&lt;br /&gt;
== Radio Priority ==&lt;br /&gt;
&#039;&#039;&#039;Radio priority&#039;&#039;&#039; belongs to the engaged fighter. Other flight members subordinate their transmissions to avoid stepping on critical engaged fighter calls. The controller minimizes transmissions entirely and provides only THREAT calls, SA updates, and responses to direct requests.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Role&lt;br /&gt;
!Authority&lt;br /&gt;
!Radio Priority&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flight Lead&#039;&#039;&#039;&lt;br /&gt;
|Full authority over the engagement at all times&lt;br /&gt;
|Secondary — subordinates to engaged fighter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engaged Fighter&#039;&#039;&#039;&lt;br /&gt;
|Manages own engagement IAW FL direction&lt;br /&gt;
|Primary — holds radio priority&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supporting Fighter&#039;&#039;&#039;&lt;br /&gt;
|Executes IAW engaged fighter and FL direction&lt;br /&gt;
|Tertiary — transmits only when necessary&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Controller&#039;&#039;&#039;&lt;br /&gt;
|Provides SA only&lt;br /&gt;
|Minimal — THREAT calls and direct requests only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bug Out contract ==&lt;br /&gt;
The Bug out contract tells all roles what to do in case of an early bugout or after the ACM engagement is over. It is mostly prebriefed.&lt;br /&gt;
&lt;br /&gt;
During an early bugout the supporting fighters are supposed to sanatize the airspace and help the engaged fighter to bug out by, if possible giving him a direction. &lt;br /&gt;
&lt;br /&gt;
For a bugout after the engagement, the FL will call the Flights name, and bugout direction. Wingmen are to be given rejoin orders, otherwise they assume to return to last given formation setting.&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/ACM&amp;diff=413</id>
		<title>Procedures/78th/A2A/ACM</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/ACM&amp;diff=413"/>
		<updated>2026-05-23T18:25:52Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== INTRODUCTION TO ACM ==&lt;br /&gt;
Air Combat Maneuvering or ACM describes the szenario that comes in place after a flight merges with an enemy or hostile flight or after an BVR engagement failed. It comes, that it refers to close combat engagements, so called Dogfights. ACM knows two roles to be assigned to the participating aircrafts. The engaged fighter and the supporting fighter. Each role comes with either standard or specific prebriefed tasks. The focus lays on all friendly fighter to survive the situation. At this point all involved enemy aircrafts are declared hostile as shooting in that case is an act of self defense. ACM also requires special rules for IFF and communications. With that come Mutual Support.&lt;br /&gt;
&lt;br /&gt;
== Mutual Support ==&lt;br /&gt;
In an ACM environment Support is not only an act of airmenship other than vital. All members of a flight should support the others with vital informations at all time. Therefore its crucial, that the Flight establishes a tactical formation (usally already in place through past BFM environement). So all members can have a good look on each others 12 and 6 following the usual scanning flow.&lt;br /&gt;
&lt;br /&gt;
=== Mutual Sensor Support ===&lt;br /&gt;
Mutual Snesor Support includes all informations that can be collected via the onboard sensors such as RWR, Radar or IFF contacts. They should be called out as soon as they appear. Following abraviations are to be used:&lt;br /&gt;
&lt;br /&gt;
* Nails: An enemy fighters radar in search mode appears on RWR &lt;br /&gt;
* Spiked: An enemy fighter radar locks you&lt;br /&gt;
* Red Dorito: A red datalink contact appeared &lt;br /&gt;
&lt;br /&gt;
=== Mutual Visual Support ===&lt;br /&gt;
Mutual Visual Support means all informations to be collected visually. Following abraviations are to be used:&lt;br /&gt;
&lt;br /&gt;
* Tally: An enemy fighter is in sight&lt;br /&gt;
* No Joy: An enemy fighter is not in sight&lt;br /&gt;
* Smoke in the air: Enemy ordnance has been fired and is visual usually follewed by a brake direction for the involved member&lt;br /&gt;
&lt;br /&gt;
=== Mutual Weapons support ===&lt;br /&gt;
Is all about knowing your own ordnance, WEZ and flying accordingly to gain shots of oppurtunity. Following abraviations are to be used:&lt;br /&gt;
&lt;br /&gt;
* FOX 1: When launching a semi active radar homing missile&lt;br /&gt;
* FOX 2: When launching an infra red homing missile&lt;br /&gt;
* FOX 3: When launching an active radar homing missile&lt;br /&gt;
&lt;br /&gt;
== Bracket Maneuver and Call ==&lt;br /&gt;
The FL will call Bracket and the direction the wingman is supposed to turn. The Lead will do the opposite for the hostile to decide whom to engange. If not as prebriefed or not prebriefed, this is where the roles are beeing assigned.&lt;br /&gt;
&lt;br /&gt;
The Tactical formation is broken by the Bracket call.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
Bracket right 2&lt;br /&gt;
&lt;br /&gt;
Wingmen Acknoledge: 2&lt;br /&gt;
&lt;br /&gt;
== Roles and their tasks ==&lt;br /&gt;
The ACM knows two different roles crucial to survive the situation. If they are not prebriefed, FL will assign but they can change dynamically, depending on the enemy´s actions. Depending on the assigned role, the wigmen follows different standard, contract or assigned rules and orders. The FL will advise the Wingmen of the start of the attack and role act by the push call. &lt;br /&gt;
&lt;br /&gt;
=== Engaged Fighter Role ===&lt;br /&gt;
Is the Flightmemember which the enemy decided to attack.&lt;br /&gt;
&lt;br /&gt;
Tasks:&lt;br /&gt;
&lt;br /&gt;
* Maneuver to kill the hostile or negate the hostile´s attack in the minimum time. Fly your best defensive/offensive BFM&lt;br /&gt;
* Maintain situational awareness on the hostile&lt;br /&gt;
* Keep the supporting fighters informed of intention capabilities and future tactical plans.&lt;br /&gt;
&lt;br /&gt;
=== Supporting Fighter Role ===&lt;br /&gt;
Are all Flightmembers who are not engaged.&lt;br /&gt;
&lt;br /&gt;
Tasks: &lt;br /&gt;
&lt;br /&gt;
* Maintain visual and strive for tally&lt;br /&gt;
* Deconflict from the engaged fighter&lt;br /&gt;
* Sanatize the area around the fight visually and electronically&lt;br /&gt;
* Maneuver to avoid the fight and gain or maintain entry parameters on the hostile&lt;br /&gt;
* Employ ordnance if the hostile is in WEZ, without compromising the engaged fighter´s seafty&lt;br /&gt;
* Engage other fighters that are a factor to the element and keep engaged fighter informed&lt;br /&gt;
* Maintain overall situational awareness to include area orientation, fuel and exit avenues.&lt;br /&gt;
* Direct the egress&lt;br /&gt;
&lt;br /&gt;
==== If engaged fighter has no joy ====&lt;br /&gt;
If the engaged fighter looses tally on the hostile, the highest priority of the supporting fighters is to regain the engaged fighters SA by calling out the hostiles position or to change roles as fast as possible. &lt;br /&gt;
&lt;br /&gt;
== Role Change ==&lt;br /&gt;
Role changes can be very dynamic and depend on the hostiles actions and are allways to be called out. If A flightmember was assigned to be a supporting fighter by the flightlead or by briefing and the hostile takes him under attack, he becomes the engaged fighter and his responsebilities change. The Wingeman will state that by for example: 2 engaged. Followed by the previous engaged aircraft calling for example: 1 supported &lt;br /&gt;
&lt;br /&gt;
== Differ friend from foe ==&lt;br /&gt;
In an ACM environment identifying friend or foe (IFF) is one of the most important challenges. Holding on the awareness about IFF is the key factor to avoid blue on blue situation aswell as to keep general and overall SA of the fight. First of all, ofcourse all sensors and options are to be used to IFF. But there is two more things.&lt;br /&gt;
&lt;br /&gt;
=== State Calls ===&lt;br /&gt;
A state call can be requested and done by any member of the flight whenever needed. It gives information about the interrogatet´s role, fight type and status, direction, own and bandits position. It is a situation update to help the flightmembers to IFF.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
2 Status.&lt;br /&gt;
&lt;br /&gt;
2 is engaged, one circle, neutral, north bound bandits low, 2 is high. &lt;br /&gt;
&lt;br /&gt;
=== Flash Calls ===&lt;br /&gt;
Flash calls are all possible ways to IFF visually. They are bad for almost all situations because they require the asked fighter to perform an action, effecting the fight. For Example&lt;br /&gt;
&lt;br /&gt;
* Flash Flares&lt;br /&gt;
* Flash AB&lt;br /&gt;
* Flash Wings&lt;br /&gt;
&lt;br /&gt;
Try to not use them unless absolutely necessary!&lt;br /&gt;
&lt;br /&gt;
== Radio Priority ==&lt;br /&gt;
&#039;&#039;&#039;Radio priority&#039;&#039;&#039; belongs to the engaged fighter. Other flight members subordinate their transmissions to avoid stepping on critical engaged fighter calls. The controller minimizes transmissions entirely and provides only THREAT calls, SA updates, and responses to direct requests.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Role&lt;br /&gt;
!Authority&lt;br /&gt;
!Radio Priority&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flight Lead&#039;&#039;&#039;&lt;br /&gt;
|Full authority over the engagement at all times&lt;br /&gt;
|Secondary — subordinates to engaged fighter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engaged Fighter&#039;&#039;&#039;&lt;br /&gt;
|Manages own engagement IAW FL direction&lt;br /&gt;
|Primary — holds radio priority&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supporting Fighter&#039;&#039;&#039;&lt;br /&gt;
|Executes IAW engaged fighter and FL direction&lt;br /&gt;
|Tertiary — transmits only when necessary&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Controller&#039;&#039;&#039;&lt;br /&gt;
|Provides SA only&lt;br /&gt;
|Minimal — THREAT calls and direct requests only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bug Out contract ==&lt;br /&gt;
The Bug out contract tells all roles what to do in case of an early bugout or after the ACM engagement is over. It is mostly prebriefed.&lt;br /&gt;
&lt;br /&gt;
During an early bugout the supporting fighters are supposed to sanatize the airspace and help the engaged fighter to bug out by, if possible giving him a direction. &lt;br /&gt;
&lt;br /&gt;
For a bugout after the engagement, the FL will call the Flights name, and bugout direction. Wingmen are to be given rejoin orders, otherwise they assume to return to last given formation setting.&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/ACM&amp;diff=398</id>
		<title>Procedures/78th/A2A/ACM</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/ACM&amp;diff=398"/>
		<updated>2026-05-23T17:02:29Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== INTRODUCTION TO ACM ==&lt;br /&gt;
Air Combat Maneuvering or ACM describes the szenario that comes in place after a flight merges with an enemy or hostile flight or after an BVR engagement failed. It comes, that it refers to close combat engagements, so called Dogfights. ACM knows two roles to be assigned to the participating aircrafts. The engaged fighter and the supporting fighter. Each role comes with either standard or specific prebriefed tasks. The focus lays on all friendly fighter to survive the situation. At this point all involved enemy aircrafts are declared hostile as shooting in that case is an act of self defense. ACM also requires special rules for IFF and communications. With that come Mutual Support.&lt;br /&gt;
&lt;br /&gt;
== Mutual Support ==&lt;br /&gt;
In an ACM environment Support is not only an act of airmenship other than vital. All members of a flight should support the others with vital informations at all time. Therefore its crucial, that the Flight establishes a tactical formation (usally already in place through past BFM environement). So all members can have a good look on each others 12 and 6 following the usual scanning flow.&lt;br /&gt;
&lt;br /&gt;
=== Mutual Sensor Support ===&lt;br /&gt;
Mutual Snesor Support includes all informations that can be collected via the onboard sensors such as RWR, Radar or IFF contacts. They should be called out as soon as they appear. Following abraviations are to be used:&lt;br /&gt;
&lt;br /&gt;
* Nails: An enemy fighters radar in search mode appears on RWR &lt;br /&gt;
* Spiked: An enemy fighter radar locks you&lt;br /&gt;
* Red Dorito: A red datalink contact appeared &lt;br /&gt;
&lt;br /&gt;
=== Mutual Visual Support ===&lt;br /&gt;
Mutual Visual Support means all informations to be collected visually. Following abraviations are to be used:&lt;br /&gt;
&lt;br /&gt;
* Tally: An enemy fighter is in sight&lt;br /&gt;
* No Joy: An enemy fighter is not in sight&lt;br /&gt;
* Smoke in the air: Enemy ordnance has been fired and is visual usually follewed by a brake direction for the involved member&lt;br /&gt;
&lt;br /&gt;
=== Mutual Weapons support ===&lt;br /&gt;
Is all about knowing your own ordnance, WEZ and flying accordingly to gain shots of oppurtunity. Following abraviations are to be used:&lt;br /&gt;
&lt;br /&gt;
* FOX 1: When launching a semi active radar homing missile&lt;br /&gt;
* FOX 2: When launching an infra red homing missile&lt;br /&gt;
* FOX 3: When launching an active radar homing missile&lt;br /&gt;
&lt;br /&gt;
== Roles and their tasks ==&lt;br /&gt;
The ACM knows two different roles crucial to survive the situation. If they are not prebriefed, FL will assign but they can change dynamically, depending on the enemy´s actions. Depending on the assigned role, the wigmen follows different standard, contract or assigned rules and orders.&lt;br /&gt;
&lt;br /&gt;
=== Engaged Fighter Role ===&lt;br /&gt;
Is the Flightmemember which the enemy decided to attack.&lt;br /&gt;
&lt;br /&gt;
Tasks:&lt;br /&gt;
&lt;br /&gt;
* Maneuver to kill the hostile or negate the hostile´s attack in the minimum time. Fly your best defensive/offensive BFM&lt;br /&gt;
* Maintain situational awareness on the hostile&lt;br /&gt;
* Keep the supporting fighters informed of intention capabilities and future tactical plans.&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BVR&amp;diff=391</id>
		<title>Procedures/78th/A2A/BVR</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BVR&amp;diff=391"/>
		<updated>2026-05-23T15:39:29Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== SCOPE and MOTIVATION ==&lt;br /&gt;
This Training Unit assumes understanding of [[General/Tactical Communication|Tactical Communication]]&lt;br /&gt;
&lt;br /&gt;
Beyond Visual Range engagements are the most common A2A conflicts that modern era pilots have to master.&lt;br /&gt;
&lt;br /&gt;
This unit aims to teach you how to stay alive minimize blue on blue situations and teach you how to use your weapons most effectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;NOTE:&amp;lt;/u&amp;gt; &#039;&#039;ITALIC&#039;&#039; Phraseology is said on INTRA-FLIGHT. All other Communication is on INTER-FLIGHT (MAGIC)&#039;&#039;&#039;&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== BVR I - Basics ==&lt;br /&gt;
This part is based on [https://www.youtube.com/watch?v=O03KEOxV79M&amp;amp;list=PLd5Qdmhmp3Y7wxYI4cVxcDPdswhj_Zgpi this] video by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
When a fighter is committed to an intercept, the goal is to end up in an offensive position with eyes on the target. But with the proliferation of modern air-to-air missiles, it is very likely that a target may decide to fire on an interceptor before that happens. That fight can happen at Beyond Visual Range, where the only view of the other aircraft is a blip on a radar screen — so how do you survive and win a Beyond Visual Range fight?&lt;br /&gt;
&lt;br /&gt;
The overall strategy to winning any BVR fight is to simply get a weapon solution on your opponent without letting them get a weapon solution on you. (This is an oversimplification of a very complex process.)&lt;br /&gt;
&lt;br /&gt;
=== Identify Friend or Foe (IFF) ===&lt;br /&gt;
Before a fighter can fire on another aircraft, that aircraft needs to be confirmed as a valid target. That process of identification is called IFF (Identify Friend or Foe).&lt;br /&gt;
&lt;br /&gt;
=== Weapon Engagement Zone (WEZ) ===&lt;br /&gt;
There are many ways of preventing an enemy from getting a weapon solution, involving technical countermeasures like jamming, decoys, and chaff, as well as radar-defeating maneuvers like the Notch, and low radar cross-section airframes. All of these are great but share a common flaw: they are not guaranteed to work.&lt;br /&gt;
&lt;br /&gt;
The only solution that always works is staying outside the kinetic range of the enemy&#039;s missiles.&lt;br /&gt;
&lt;br /&gt;
The zone where an enemy&#039;s missile can kinematically reach you is called the Weapon Engagement Zone (WEZ).&lt;br /&gt;
&lt;br /&gt;
For most Red Coalition fighters, a stern WEZ of 14 NM at 30,000 ft and 4 NM at 0 MSL is a good rule of thumb. WEZ is a highly dynamic figure and requires a great amount of experience to estimate correctly, so be conservative with your approximations.&lt;br /&gt;
&lt;br /&gt;
Remember the four A&#039;s: &#039;&#039;&#039;Altitude, Airspeed, Aspect, Angle-off at Launch&#039;&#039;&#039;. High values increase the WEZ; low values decrease it. Altitude is by far the most important factor.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;OUT&amp;quot; Maneuver ===&lt;br /&gt;
This leads to a simple strategy for survival: turn away from the attacker as quickly as possible. This is such an effective strategy that it even has its own name and brevity code.&lt;br /&gt;
&lt;br /&gt;
To execute an OUT, make a tactical turn where you maintain airspeed throughout the turn and put the threat on your 6 o&#039;clock. Unlike standard tactical turns, this maneuver is executed at full afterburner, since survival is the primary concern.&lt;br /&gt;
&lt;br /&gt;
The radio call is:&lt;br /&gt;
  SHADOW11 OUT [DIRECTION]&lt;br /&gt;
&lt;br /&gt;
=== Minimum Abort Range (MAR) ===&lt;br /&gt;
There is a specific distance at which you want to initiate your turn, called the Minimum Abort Range (MAR). We want to begin the turn such that throughout and after the maneuver we remain outside the enemy&#039;s WEZ. To determine this, we need to account for the distance consumed while executing an OUT. Factoring in closure rate and turn rate, this comes out to approximately 4 NM in most scenarios at 30,000 ft, and 2–3 NM at lower altitudes.&lt;br /&gt;
&lt;br /&gt;
Adding this to a WEZ of 14 NM gives a MAR of 17–18 NM; adding one mile of margin gives a MAR of &#039;&#039;&#039;19 NM at 30,000 ft&#039;&#039;&#039;. This is the distance at which you want to execute your OUT.&lt;br /&gt;
&lt;br /&gt;
== BVR II - TACTICS ==&lt;br /&gt;
This part is based on [https://www.youtube.com/watch?v=DSwYS-6InZw this] video by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
[[File:BVRTactics.png|frameless|980x980px]]&lt;br /&gt;
&lt;br /&gt;
== BVR II A - SKATE ==&lt;br /&gt;
In many defensive scenarios where the safety of the intercepting fighter is more important than the destruction of enemy assets, we have launch-and-leave tactics. Just like the name implies, ordnance is launched and then the fighter executes an OUT. Launch-and-leave preserves range between interceptors and the target, thereby keeping them outside of an adversary&#039;s WEZ — but it also points the fighter&#039;s weapons and sensors away from the target. Flying away makes confirmation of weapons effects more difficult and usually results in a lower probability of kill. However, this may be enough to accomplish the mission objective: if firing a missile at a hostile aircraft gets it to leave defended airspace, that&#039;s a win — even if it doesn&#039;t result in a kill.&lt;br /&gt;
&lt;br /&gt;
Launch-and-leave tactics have their own brevity code, known as SKATE:&lt;br /&gt;
  SHADOW11 [SHORT / / LONG] SKATE&lt;br /&gt;
&lt;br /&gt;
To understand the difference between SHORT SKATE, SKATE, and LONG SKATE, we need to introduce two more concepts.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;IN&amp;quot; Maneuver ===&lt;br /&gt;
Similar to the OUT, the IN is a full afterburner turn that maintains airspeed and altitude, but puts the adversary on your 12 o&#039;clock.&lt;br /&gt;
  SHADOW11 IN&lt;br /&gt;
&lt;br /&gt;
The IN has approximately the same distance cost as the OUT.&lt;br /&gt;
&lt;br /&gt;
=== Minimum Out Range / Desired Out Range (MOR / DOR) ===&lt;br /&gt;
The Minimum Out Range (MOR) also called the Desired Out Range is the distance to the adversary at which we can execute an OUT, then an IN, launch a second missile, and execute another OUT — all while staying outside the adversary&#039;s WEZ.&lt;br /&gt;
&lt;br /&gt;
So in addition to the MAR, we account for one IN and one additional OUT maneuver:&lt;br /&gt;
&lt;br /&gt;
  MOR = MAR + cost of IN + cost of OUT = 19 NM + 4 NM + 4 NM = 27 NM&lt;br /&gt;
&lt;br /&gt;
=== SHORT SKATE / SKATE / LONG SKATE ===&lt;br /&gt;
SKATE is the overarching brevity for a launch-and-leave tactic. It is not a maneuver like the IN and OUT, but a tactic.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;SHORT SKATE&#039;&#039;&#039; is defined by executing a single OUT at MAR (19 NM).&lt;br /&gt;
* A &#039;&#039;&#039;SKATE&#039;&#039;&#039; is executed at MOR (27 NM), with the intention of turning back in for a follow-up engagement.&lt;br /&gt;
* A &#039;&#039;&#039;LONG SKATE&#039;&#039;&#039; allows for two additional launch opportunities and is executed at:&lt;br /&gt;
  MOR + cost of IN + cost of OUT = 27 NM + 4 NM + 4 NM = 35 NM&lt;br /&gt;
&lt;br /&gt;
== BVR II B - BANZAI ==&lt;br /&gt;
In some scenarios where Defending a position is Essential to Mission Success a Higher Risk tactic might be acceptable. In a scenario where high risk is acceptable interceptors would lauch their ordinance and cotinoue on toward the target. This allows them to better assess the results of their shots and keep their weapons pointed toward the enemy in caase further shots are needed. Any Plan that follows this logic will fall inot the category of laucnch and decide.&lt;br /&gt;
&lt;br /&gt;
The Brevity for this Doctrine is BANZAI&lt;br /&gt;
 SHADOW11 BANZAI &lt;br /&gt;
and defined as: Executing Launch and Decide Tactics with the INTENT TO MANEUVER INTO THE VISUAL ARENA. This is important since this is the only real way to confirm that a target has been destroyed. Remember that just because you see a Target disappear from your sensors after firiing at it doesn&#039;t mean that it was hit.&lt;br /&gt;
&lt;br /&gt;
=== THE CRANK ===&lt;br /&gt;
The most important Maneuver here is going to be the CRANK like other important conecpts it has its own Breviy.&lt;br /&gt;
 SHADOW11 CRANK [DIRECTION]&lt;br /&gt;
When two aircraft are on a direct intercept (ATA 0, TA 0), the entire speed of both aircraft contributes to closure. Introducing an angular offset eg. placing the bandit at the radar gimbal limit means only the component of speed along the bearing line contributes to closure. The greater the offset, the lower the closure rate.&lt;br /&gt;
&lt;br /&gt;
Practically: cranking at the gimbal limit (typically 60° on the F-16 FCR) cuts closure rate significantly while keeping the bandit on radar. This gives the missile more time to reach the target, forces any incoming missile to turn harder to chase you, and may result in the kinematic defeat of that missile.&lt;br /&gt;
&lt;br /&gt;
Remember: RANGE IS SAFETY&lt;br /&gt;
&lt;br /&gt;
Ex. We are on direct course towards a hostile and Launch a missile at 20NM that isslile finally reaches the target when we are 10NM apart. But if would crank and cut our closure in half then that final range would only be 15NM. with a WEZ of 14NM this can be the difference between life and death. &lt;br /&gt;
&lt;br /&gt;
Since with a BANZAI we plan to get within the Visual Arena having a plan how to stay alive within it is very important. This Topic is called [[Procedures/78th/A2A/ACM|Air Combat Maneuvers (ACM)]]&lt;br /&gt;
&lt;br /&gt;
== BVR III - Shoot Doctrine and Sorting ==&lt;br /&gt;
This part is based on [https://www.youtube.com/watch?v=DSwYS-6InZw this] and [https://youtu.be/7sD6_s00Le4?si=whxh7aM0M90e-HNh this] video by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
=== Shoot Doctrine ===&lt;br /&gt;
There are two ways take shots in BVR. &lt;br /&gt;
&lt;br /&gt;
==== SHOOT-ASESS-SHOOT ====&lt;br /&gt;
Here we intentionally hold on to a follow up shot to find out if another shot is needed. You should use this Doctrine when ordinanace is limited.&lt;br /&gt;
&lt;br /&gt;
==== SHOOT-SHOOT-ASESS ====&lt;br /&gt;
Here we send salvos of missiles in each attack. To fully understand how this helps you need to understand Probability of Kill Which will be covered in BVR VI. For now just Remember that Launching two or missiles increases your Probability of Kill. You should only use the doctrine if you have enough spare Ordinance.&lt;br /&gt;
&lt;br /&gt;
Practically speaking It only makes sense to SHOOT-SHOOT-ASSESS if your certain that the Enemy will not defeat your missiles kinematically. &lt;br /&gt;
&lt;br /&gt;
=== Airspace Sanitization and MELD ===&lt;br /&gt;
Before a flight can focus on an assigned group, the crew first needs to ensure no undetected threats are present elsewhere in the battlespace. This process is called &#039;&#039;&#039;airspace sanitization&#039;&#039;&#039;: each aircraft scans its assigned Area of Responsibility (AoR) with the radar set to maximum azimuth and altitude coverage, sweeping for any contacts that may have gone undetected by other Radars. In a flight of at least two, the radars are typically &#039;&#039;&#039;mated&#039;&#039;&#039;: each pilot covers a different altitude band with a slight overlap. &lt;br /&gt;
&lt;br /&gt;
The flight lead can call &#039;&#039;&#039;MELD&#039;&#039;&#039;. Which is defined as:&lt;br /&gt;
&lt;br /&gt;
==== MELD ====&lt;br /&gt;
Shift radar responsibilities from sanitizing to gaining situational awareness on the assigned GROUP.&lt;br /&gt;
 MAGIC SHADOW11 MELD&lt;br /&gt;
All Fighters now narrow their radar focus onto the assigned group in preparation for sorting and weapon employment.&lt;br /&gt;
&lt;br /&gt;
Later the Flight Lead can call &#039;&#039;&#039;Dropping&#039;&#039;&#039; which indicates continuation of the Sanitization Responsibilities. See more Below.&lt;br /&gt;
&lt;br /&gt;
=== Sorting ===&lt;br /&gt;
Sorting is the process of assigning targets inside a targeted group of adversary&#039;s to your flight members. As with many important concepts there are two brevity&#039;s associated with it&lt;br /&gt;
&lt;br /&gt;
==== SORT ====&lt;br /&gt;
Assignment of responsibility within a GROUP; criteria can be met visually, electromagnetically (e.g.,radar), or both.&lt;br /&gt;
&lt;br /&gt;
==== SORTED ====&lt;br /&gt;
Sort responsibility within a GROUP has been met.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Within the COMMS flow this could look as follows&lt;br /&gt;
 &#039;&#039;FLIGHT SORT LEAD LEFT LOW&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#3 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#4 SORTED&#039;&#039;&lt;br /&gt;
This is said of Intra-flight and conveys the following: &lt;br /&gt;
[[File:SortLeadLeftLow.png|left|frameless]]&lt;br /&gt;
In this Graphic we can see a Friendly Box Formation and a Group of Adversary&#039;s in a Three Ship VIC. Sorting LEAD LEFT LOW implys that the FLIGHT LEAD will take the Adversary Lead aircraft. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;2 Will then SORT again without the Aircraft already covered by #1. #2 tryies to take the LEAD aircraft but since there is no clear Lead between the remaining adversary&#039;s he will fall back to the LEFT aircraft. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;3 Will take the remining aircraft &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;4 Does not Plan on Locking any adversary            &lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== BVR IV - WALL and Grind ==&lt;br /&gt;
Wall and Grind are two different tactics of engagement regarding the engagement geometry. They are usally beeing used to defend large or heavy groups together as a four ship.&lt;br /&gt;
&lt;br /&gt;
A Wall is formed out of two the two elements of a flight splitting up to fly a 3 NM line abreast formation covering a large azimuth.&lt;br /&gt;
&lt;br /&gt;
A Grind is an attack where the flight assembles to for example out of a DCA Station to attack together and fire a intense salvo of ordnance.&lt;br /&gt;
&lt;br /&gt;
[[File:Jshj.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
== BVR V - Defensive Counter Air (DCA) ==&lt;br /&gt;
This part is inspired by [https://www.youtube.com/watch?v=I7m7qk_F59k this] video by [https://www.youtube.com/@FlyAndWire FlyAndWire].&lt;br /&gt;
&lt;br /&gt;
Now that we have an overview of what tactics exist, we need to figure out how to use them to defend a ground target.&lt;br /&gt;
&lt;br /&gt;
=== DCA Lanes ===&lt;br /&gt;
To keep things organized in complex scenarios, the battlespace is divided into DCA lanes.&lt;br /&gt;
&lt;br /&gt;
A lane might look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:DCALane.png|frameless|841x841px]]&lt;br /&gt;
&lt;br /&gt;
==== Threat Range ====&lt;br /&gt;
The prebriefed range at which an untargeted GROUP meeting THREAT criteria triggers a THREAT call. Prebriefed per sortie.&lt;br /&gt;
&lt;br /&gt;
A Group is becomming a threat. FL should evaluate and notice.&lt;br /&gt;
&lt;br /&gt;
==== TAC Range ====&lt;br /&gt;
Default 60 nm from the closest fighter to the closest GROUP. Signals all players to prepare for targeting.&lt;br /&gt;
&lt;br /&gt;
FL should evaluate tactic of engagement if not prebriefed. &lt;br /&gt;
&lt;br /&gt;
==== Targeting range ====&lt;br /&gt;
The prebriefed distance at which all contacts must be intercepted. A GROUP inside this range with no assigned fighter is UNTARGETED. Prebriefed per sortie.&lt;br /&gt;
&lt;br /&gt;
Responsebillity goes to the CAP Aircrafts on station. FL should have a gameplan.&lt;br /&gt;
&lt;br /&gt;
==== Commit Line (CL) ====&lt;br /&gt;
IAW with theater ROE, an adversary crossing this line is declared hostile. The Commit Line will be prebriefed for all DCA sorties.&lt;br /&gt;
&lt;br /&gt;
FL briefes wingmen, notifies TACC and flight sorts. &lt;br /&gt;
&lt;br /&gt;
==== Mission fail line ====&lt;br /&gt;
The line the enemy must not cross for the mission to succeed. Defines the maximum depth of the defensive problem.&lt;br /&gt;
&lt;br /&gt;
Is a Mission abort criteria. &lt;br /&gt;
&lt;br /&gt;
==== Low Risk Engagement Zone (LREZ) ====&lt;br /&gt;
This is the zone where the flight lead should only accept low-risk tactics, since there is no immediate threat. Some form of launch-and-leave would be used.&lt;br /&gt;
&lt;br /&gt;
==== Medium Risk Engagement Zone (MREZ) ====&lt;br /&gt;
Here the flight lead must make a decision. If the force ratio is favorable enough that the risk of loss of life is low, a launch-and-decide tactic may be chosen; otherwise the flight lead should fall back to launch-and-leave tactics.&lt;br /&gt;
&lt;br /&gt;
==== High Risk Engagement Zone (HREZ) ====&lt;br /&gt;
At this point the risk of loss of fighters may be acceptable, so a launch-and-decide tactic is most likely to be chosen.&lt;br /&gt;
&lt;br /&gt;
=== The DCA Flow ===&lt;br /&gt;
Assume a flight of 2 F-16s flying their DCA orbit, as a group of 2 contacts closes in on the Commit Line.&lt;br /&gt;
 MAGIC SHADOW11 PICTURE&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 ONE GROUP NORTH GROUP BULLSEYE 030 40 25 THOUSAND TRACK SOUTH BOGEY 2 CONTACTS&lt;br /&gt;
&lt;br /&gt;
If not prebriefed, now is the time to decide on a DCA plan. On intraflight, the flight lead could call:&lt;br /&gt;
  &#039;&#039;FLIGHT. SKATE 1 SHOT PER GROUP; SHORT SKATE 1 SHOT PER CONTACT AND CRANK; BANZAI 2 SHOTS PER CONTACT AND BRACKET&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2, #3, #4&#039;&#039; &lt;br /&gt;
Here, SHADOW 11 plans to execute a SKATE once the 2 contacts cross the Commit Line and launch one missile.&lt;br /&gt;
&lt;br /&gt;
If the SKATE does not achieve the objective, the flight will RESET (more on that later) and execute a SHORT SKATE once the group crosses into MREZ, with a CRANK, shooting 2 missiles — one per contact.&lt;br /&gt;
&lt;br /&gt;
If that also fails and the group crosses into HREZ, the flight plans to execute a BANZAI and shoot 2 missiles per contact. (BRACKET is covered in [[Procedures/78th/A2A/ACM|Air Combat Maneuvers (ACM)]].)&lt;br /&gt;
&lt;br /&gt;
For this example we will assume the SKATE was successful.&lt;br /&gt;
&lt;br /&gt;
==== The Commit ====&lt;br /&gt;
Once the group of bogeys crosses the Commit Line (CL), the flight lead calls MAGIC:&lt;br /&gt;
  MAGIC SHADOW11 RECOMMEND COMMIT NORTH GROUP&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 MAGIC COMMIT NORTH GROUP BULLSEYE 060 30 25 THOUSAND HOT HOSTILE 2 CONTACTS&lt;br /&gt;
&lt;br /&gt;
  COMMIT NORTH GROUP SHADOW11&lt;br /&gt;
&lt;br /&gt;
Note: A commit can also be called onto multiple groups.&lt;br /&gt;
&lt;br /&gt;
==== Targeting ====&lt;br /&gt;
The next step is targeting. Targeting is an important tool when there are multiple groups inside the lane or battlespace. It signals all surrounding fighters that your flight is taking responsibility for engaging a certain group. Its Common Practice to do the Tactical Decision together with the Targeting Call&lt;br /&gt;
&lt;br /&gt;
There are two brevity calls associated with targeting:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TARGET&#039;&#039;&#039; — Assignment of targeting responsibilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TARGETING&#039;&#039;&#039; — Fighter has acquired the assigned group and assumed responsibility for it.&lt;br /&gt;
&lt;br /&gt;
TARGET is used to assign targeting responsibilities within a commit:&lt;br /&gt;
 SHADOW12 TARGET NORTH GROUP SHADOW FLIGHT SKATE&lt;br /&gt;
&lt;br /&gt;
 #2&lt;br /&gt;
Once the target appears on the fighter&#039;s radar or datalink:&lt;br /&gt;
  SHADOW12 TARGETED NORTH GROUP &lt;br /&gt;
&lt;br /&gt;
Or, if committed on multiple groups:&lt;br /&gt;
  #1,2 TARGET WEST GROUP SKATE; #3,4 TARGET EAST GROUP SHORT SKATE. SHADOW11&lt;br /&gt;
&lt;br /&gt;
Once the targets appear on the fighters&#039; radars:&lt;br /&gt;
  SHADOW11 TARGETED WEST GROUP &lt;br /&gt;
&lt;br /&gt;
  SHADOW12 TARGETED WEST GROUP&lt;br /&gt;
&lt;br /&gt;
  SHADOW13 TARGETED EAST GROUP&lt;br /&gt;
&lt;br /&gt;
  SHADOW14 TARGETED EAST GROUP&lt;br /&gt;
&lt;br /&gt;
==== Meld, Sorting, and JUDY ====&lt;br /&gt;
Now that its clear who is responsible for which Groups the Flight Must wait until their own radar picks up the contacts. Once in Range:&lt;br /&gt;
 MAGIC SHADOW11 MELD&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2 #3 #4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;FLIGHT SORT LEFT LEAD HIGH&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#3 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#4 SORTED&#039;&#039;&lt;br /&gt;
Once All Flight Members have Sorted and the Flight Lead does not need futher Information by the Controller he may call.&lt;br /&gt;
 MAGIC SHADOW11 JUDY&lt;br /&gt;
Judy is defined as: Aircrew has taken control of the intercept and only requires situation awareness information; controller will minimize radio transmissions&lt;br /&gt;
&lt;br /&gt;
==== Transition Range (TR) and Weapon Employment ====&lt;br /&gt;
Finally, we reach the point where a missile can be fired. The Transition Range is defined as the range at which a launched FOX-3 missile will go active before the OUT at DOR. This requires practice and mental arithmetic to get right. A missile may be launched before or after the TR depending on the Situation.&lt;br /&gt;
&lt;br /&gt;
The Flight Lead will instruct his wingman to enagage by calling&lt;br /&gt;
 SHADOW12 ENGAGE&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;2 fires their missile, and the #2 calls on MAGIC:&lt;br /&gt;
  SHADOW12 FOX3 NORTH GROUP LEAD CONTACT&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 MAGIC COPY SHOT&lt;br /&gt;
&lt;br /&gt;
==== The First OUT ====&lt;br /&gt;
  MAGIC SHADOW FLIGHT OUT SOUTH DROPPING NORTH GROUP&lt;br /&gt;
&lt;br /&gt;
The brevity DROPPING signals MAGIC that SHADOW flight has stopped monitoring NORTH GROUP and requires updated information and will return to Airspace Sanitization Radar Settings.&lt;br /&gt;
&lt;br /&gt;
After flying southbound and defeating any missiles the adversary may have launched, SHADOW flight prepares for the IN to confirm weapon effects or launch a second missile if necessary.&lt;br /&gt;
&lt;br /&gt;
==== The IN ====&lt;br /&gt;
 MAGIC SHADOW FLIGHT IN #1,2 TARGETED NORTH GROUP&lt;br /&gt;
&lt;br /&gt;
 MAGIC SHADOW11 MELD&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;FLIGHT SORT RIGHT TRAIL HIGH&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#3 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#4 SORTED&#039;&#039;&lt;br /&gt;
Once SHADOW flight turns around, they confirm via their sensors that the adversary group has turned around and is proceeding back over the Commit Line.&lt;br /&gt;
&lt;br /&gt;
they return to the prebriefed position.&lt;br /&gt;
&lt;br /&gt;
==== RESET ====&lt;br /&gt;
The RESET brevity signals exactly this. It is defined as: &#039;&#039;Proceed to prebriefed position / area of operations.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
RESET implies Dropping and returning the Targeting Responsibility. &lt;br /&gt;
  MAGIC SHADOW11 RESET&lt;br /&gt;
&lt;br /&gt;
== BVR VI - Offensive Counter air (oca) ==&lt;br /&gt;
Is the opposite of DCA. This time, we are not in a lane ourselves other than attacking the enemies CAP station to invade and takeover air superiority either a short time so strike aircrafts can do their tasking or for a longer time to set up a DCA Lane ourselves by clearing the space for a following DCA Flight.&lt;br /&gt;
&lt;br /&gt;
An OCA Flight enters the station by checkin in with TACC2. Thereafter, the flight recieves a picture. If not, the FL should ask for one. &lt;br /&gt;
&lt;br /&gt;
If the flight notices a Group on their sensors it wants to attack a Declaration has to be given by TACC. The FL would tell TAC , that the flight is targeting the specific group. OCA has the following phases:&lt;br /&gt;
&lt;br /&gt;
=== Phases of OCA ===&lt;br /&gt;
 Check in: The flight enters the AOR and builds up SA by recieving the picture.&lt;br /&gt;
&lt;br /&gt;
 Targeting: The FL notifies TACC about the Group, the Flight now is responable for and designs the gameplan if not prebriefed. The gameplan is then to be briefed on intraflight and the flight sorts. Wingmen will call Sorted once the process is completed.&lt;br /&gt;
&lt;br /&gt;
 Tactical Decission: The FL informs other flights in the area on TACC2 about the Tactic the flight uses for the targeted group and that the flight is sorted if so. Also he gives the Meld call to inform about the airspace not longer beeing sanatized.&lt;br /&gt;
&lt;br /&gt;
 Engage Call: FL Tells Wingmen to engage assigned Target. All shots are to be called out. &lt;br /&gt;
&lt;br /&gt;
 OUT or Defensive: The Flight performs a controlled OUT maneuver or each element does a reactive defensive maneuver to avoid incomming ordnance. In each situation a designed call has to be made followed by the direction. &lt;br /&gt;
&lt;br /&gt;
 Dropping: The flight is in cold aspect to the hostiles position and reastablishes Air Space Sanitization. FL will give Dropping call followed by the preaviously targeted group.&lt;br /&gt;
&lt;br /&gt;
 Assesment: Flight approves the effectiveness or ineffectivness of the Attack and states out the status on TACC2. FL will evaluate how to proceed.&lt;br /&gt;
&lt;br /&gt;
 Second IN: If the Attack was unsuccessfull, it may be repeated by doing a second in. FL gives the IN call followed by the group and the procedure itself repeats. A second sorting is only to be done if needed. &lt;br /&gt;
&lt;br /&gt;
=== OCA Range Structure ===&lt;br /&gt;
The same range lines apply as in DCA — Threat Range, Targeting Range, and TAC Range — but all are prebriefed based on the specific mission geometry and threat environment. There is no commit line or mission fail line in OCA.&lt;br /&gt;
&lt;br /&gt;
== BVR VII — Intercept Geometry ==&lt;br /&gt;
This part is based on the [https://www.youtube.com/playlist?list=PLe6o-xSuVEQkIkJwn5CUjG-TOcYVdIxHp FlyAndWire BVR Series] by FlyAndWire.&lt;br /&gt;
&lt;br /&gt;
=== Hot and Cold Side of the Display ===&lt;br /&gt;
At any given moment, one side of your FCR is &#039;&#039;&#039;hot&#039;&#039;&#039; and the other is &#039;&#039;&#039;cold&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hot side&#039;&#039;&#039; — the side where TA is decreasing (geometry is closing). The bandit is drifting toward the hot side.&lt;br /&gt;
* &#039;&#039;&#039;Cold side&#039;&#039;&#039; — the side where TA is increasing (geometry is opening).&lt;br /&gt;
&lt;br /&gt;
Collision Course acts as the dividing line between hot and cold. A target placed on the hot side of CC means your Cut is greater than CC, and TA will decrease over time. A target on the cold side means TA is increasing.&lt;br /&gt;
&lt;br /&gt;
This concept is critical for correcting your geometry before a shot. If your TA is too high for a clean missile employment, you need to drive the bandit to the hot side of the display until TA reaches the desired value, then capture it using CC.&lt;br /&gt;
&lt;br /&gt;
=== Collision Course and Drift ===&lt;br /&gt;
Collision Course (CC) is the condition where neither aircraft&#039;s relative position in space changes over time. If co-altitude, they will collide. CC is the most efficient way to reduce range.&lt;br /&gt;
&lt;br /&gt;
When the aircraft are &#039;&#039;&#039;not&#039;&#039;&#039; on Collision Course, the bandit&#039;s position on your display drifts — it moves left or right over time. This is called &#039;&#039;&#039;Drift&#039;&#039;&#039;, and it has two components:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Turn Drift&#039;&#039;&#039; — caused by your own maneuvering. When you turn, the bandit&#039;s relative position shifts.&lt;br /&gt;
* &#039;&#039;&#039;Intercept Drift&#039;&#039;&#039; — caused by a lack of CC. Even without maneuvering, the bandit moves across your display because the geometry is offset.&lt;br /&gt;
&lt;br /&gt;
Combined, these produce &#039;&#039;&#039;Displayed Drift&#039;&#039;&#039; — what you actually see on the FCR.&lt;br /&gt;
&lt;br /&gt;
Drift is your primary tool for assessing whether you are on CC or not:&lt;br /&gt;
&lt;br /&gt;
* No drift → you are on or near Collision Course&lt;br /&gt;
* Drift left → target is passing in front of you, left side&lt;br /&gt;
* Drift right → target is passing in front of you, right side&lt;br /&gt;
&lt;br /&gt;
On a B-Scope (F-16 FCR), drift appears as horizontal movement of the radar return over time. Monitoring drift is a habit, not a one-time check.&lt;br /&gt;
&lt;br /&gt;
When on Collision Course, the ATA is relabelled &#039;&#039;&#039;CATA&#039;&#039;&#039; (Collision Antenna Train Angle).&lt;br /&gt;
&lt;br /&gt;
=== Geometry Gameplans ===&lt;br /&gt;
Given a target at some TA and ATA, the following rules of thumb apply for managing geometry toward a shot:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Situation&lt;br /&gt;
!Correct Response&lt;br /&gt;
|-&lt;br /&gt;
|TA too low (near 0)&lt;br /&gt;
|Use Cut-Away to build angles; place target on cold side&lt;br /&gt;
|-&lt;br /&gt;
|TA acceptable, LS acceptable&lt;br /&gt;
|Turn to Zero-Cut (parallel) to capture LS&lt;br /&gt;
|-&lt;br /&gt;
|TA acceptable, range must close&lt;br /&gt;
|Turn to Collision Course to capture TA and drive range down&lt;br /&gt;
|-&lt;br /&gt;
|TA too high for shot&lt;br /&gt;
|Place target on hot side; drive TA down to desired value, then capture with CC&lt;br /&gt;
|}&lt;br /&gt;
In practice on the F-16, the most common case before a FOX-3 shot is TA too high. The correction is simple: &#039;&#039;&#039;place the bandit on the hot side of the display and maintain until TA reaches the desired value.&#039;&#039;&#039; Then switch to CC to lock it in.&lt;br /&gt;
&lt;br /&gt;
A note on desired TA for missile employment: the lower the TA at launch, the more efficient the missile&#039;s flight path to the target. A shot taken with TA 0–30 (Hot) is significantly more effective than the same shot taken at TA 90 (Beam). This is not a minor difference — the FlyAndWire series demonstrates a 15% improvement in missile impact speed simply by switching from Pure Pursuit to Collision Course at the same range and TA.&lt;br /&gt;
&lt;br /&gt;
=== Zero-Cut ===&lt;br /&gt;
Zero-Cut deserves special attention. When Cut equals zero, your nose points at the bandit&#039;s reciprocal — you are flying parallel to the bandit&#039;s course in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
Two things happen simultaneously:&lt;br /&gt;
&lt;br /&gt;
# Lateral Separation is captured — it does not change.&lt;br /&gt;
# TA increases predictably — and the rate of increase is geometric: &#039;&#039;&#039;angles double as range halves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This second property makes Zero-Cut an extremely useful estimation tool. If at 40 NM your TA is 20°, at 20 NM it will be approximately 40°. This allows you to project ahead and decide when to act before the geometry becomes unworkable.&lt;br /&gt;
&lt;br /&gt;
=== Missile Employment and Geometry ===&lt;br /&gt;
Three launch conditions, in order of preference:&lt;br /&gt;
&lt;br /&gt;
==== Pure Pursuit (PP) ====&lt;br /&gt;
The fighter&#039;s nose points at the bandit. The missile must curve to intercept. At significant TA values, the missile wastes energy turning and its effective range and impact speed decrease substantially. Acceptable only when TA is near zero.&lt;br /&gt;
&lt;br /&gt;
==== Collision Course (CC) ====&lt;br /&gt;
The fighter is on a collision course with the bandit. The missile&#039;s initial vector is already close to optimal. At the same TA and range, a CC launch produces meaningfully higher impact speed and shorter time of flight than PP. This is the minimum standard for FOX-3 employment.&lt;br /&gt;
&lt;br /&gt;
==== Lead Collision (LC) ====&lt;br /&gt;
The fighter points slightly ahead of CC — not for the aircraft, but to give the missile an even more direct path to the target. On the F-16, the &#039;&#039;&#039;ASE (Allowable Steering Error)&#039;&#039;&#039; steering dot guides the pilot to the LC position. The rule: &#039;&#039;&#039;centre the dot and fire.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For the AIM-120, LC is typically a small offset from CC. The improvement over CC is modest but real, and the cost is only the time to centre the dot — there is no reason not to use it.&lt;br /&gt;
&lt;br /&gt;
In order of missile performance: LC &amp;gt; CC &amp;gt;&amp;gt; PP.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Action&lt;br /&gt;
!Effect on TA&lt;br /&gt;
!Effect on LS&lt;br /&gt;
!Effect on Range&lt;br /&gt;
|-&lt;br /&gt;
|Cut greater than CC&lt;br /&gt;
|Decreases&lt;br /&gt;
|Decreases&lt;br /&gt;
|Decreases&lt;br /&gt;
|-&lt;br /&gt;
|Cut equals CC&lt;br /&gt;
|Captured&lt;br /&gt;
|Decreases&lt;br /&gt;
|Decreases&lt;br /&gt;
|-&lt;br /&gt;
|Zero-Cut (parallel)&lt;br /&gt;
|Increases&lt;br /&gt;
|Captured&lt;br /&gt;
|Decreases&lt;br /&gt;
|-&lt;br /&gt;
|Cut-Away&lt;br /&gt;
|Increases&lt;br /&gt;
|Increases&lt;br /&gt;
|Increases&lt;br /&gt;
|-&lt;br /&gt;
|Crank (gimbal limit)&lt;br /&gt;
|Increases slowly&lt;br /&gt;
|Increases slowly&lt;br /&gt;
|Decreases slowly&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BVR&amp;diff=390</id>
		<title>Procedures/78th/A2A/BVR</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BVR&amp;diff=390"/>
		<updated>2026-05-23T15:38:26Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== SCOPE and MOTIVATION ==&lt;br /&gt;
This Training Unit assumes understanding of [[General/Tactical Communication|Tactical Communication]]&lt;br /&gt;
&lt;br /&gt;
Beyond Visual Range engagements are the most common A2A conflicts that modern era pilots have to master.&lt;br /&gt;
&lt;br /&gt;
This unit aims to teach you how to stay alive minimize blue on blue situations and teach you how to use your weapons most effectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;NOTE:&amp;lt;/u&amp;gt; &#039;&#039;ITALIC&#039;&#039; Phraseology is said on INTRA-FLIGHT. All other Communication is on INTER-FLIGHT (MAGIC)&#039;&#039;&#039;&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== BVR I - Basics ==&lt;br /&gt;
This part is based on [https://www.youtube.com/watch?v=O03KEOxV79M&amp;amp;list=PLd5Qdmhmp3Y7wxYI4cVxcDPdswhj_Zgpi this] video by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
When a fighter is committed to an intercept, the goal is to end up in an offensive position with eyes on the target. But with the proliferation of modern air-to-air missiles, it is very likely that a target may decide to fire on an interceptor before that happens. That fight can happen at Beyond Visual Range, where the only view of the other aircraft is a blip on a radar screen — so how do you survive and win a Beyond Visual Range fight?&lt;br /&gt;
&lt;br /&gt;
The overall strategy to winning any BVR fight is to simply get a weapon solution on your opponent without letting them get a weapon solution on you. (This is an oversimplification of a very complex process.)&lt;br /&gt;
&lt;br /&gt;
=== Identify Friend or Foe (IFF) ===&lt;br /&gt;
Before a fighter can fire on another aircraft, that aircraft needs to be confirmed as a valid target. That process of identification is called IFF (Identify Friend or Foe).&lt;br /&gt;
&lt;br /&gt;
=== Weapon Engagement Zone (WEZ) ===&lt;br /&gt;
There are many ways of preventing an enemy from getting a weapon solution, involving technical countermeasures like jamming, decoys, and chaff, as well as radar-defeating maneuvers like the Notch, and low radar cross-section airframes. All of these are great but share a common flaw: they are not guaranteed to work.&lt;br /&gt;
&lt;br /&gt;
The only solution that always works is staying outside the kinetic range of the enemy&#039;s missiles.&lt;br /&gt;
&lt;br /&gt;
The zone where an enemy&#039;s missile can kinematically reach you is called the Weapon Engagement Zone (WEZ).&lt;br /&gt;
&lt;br /&gt;
For most Red Coalition fighters, a stern WEZ of 14 NM at 30,000 ft and 4 NM at 0 MSL is a good rule of thumb. WEZ is a highly dynamic figure and requires a great amount of experience to estimate correctly, so be conservative with your approximations.&lt;br /&gt;
&lt;br /&gt;
Remember the four A&#039;s: &#039;&#039;&#039;Altitude, Airspeed, Aspect, Angle-off at Launch&#039;&#039;&#039;. High values increase the WEZ; low values decrease it. Altitude is by far the most important factor.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;OUT&amp;quot; Maneuver ===&lt;br /&gt;
This leads to a simple strategy for survival: turn away from the attacker as quickly as possible. This is such an effective strategy that it even has its own name and brevity code.&lt;br /&gt;
&lt;br /&gt;
To execute an OUT, make a tactical turn where you maintain airspeed throughout the turn and put the threat on your 6 o&#039;clock. Unlike standard tactical turns, this maneuver is executed at full afterburner, since survival is the primary concern.&lt;br /&gt;
&lt;br /&gt;
The radio call is:&lt;br /&gt;
  SHADOW11 OUT [DIRECTION]&lt;br /&gt;
&lt;br /&gt;
=== Minimum Abort Range (MAR) ===&lt;br /&gt;
There is a specific distance at which you want to initiate your turn, called the Minimum Abort Range (MAR). We want to begin the turn such that throughout and after the maneuver we remain outside the enemy&#039;s WEZ. To determine this, we need to account for the distance consumed while executing an OUT. Factoring in closure rate and turn rate, this comes out to approximately 4 NM in most scenarios at 30,000 ft, and 2–3 NM at lower altitudes.&lt;br /&gt;
&lt;br /&gt;
Adding this to a WEZ of 14 NM gives a MAR of 17–18 NM; adding one mile of margin gives a MAR of &#039;&#039;&#039;19 NM at 30,000 ft&#039;&#039;&#039;. This is the distance at which you want to execute your OUT.&lt;br /&gt;
&lt;br /&gt;
== BVR II - TACTICS ==&lt;br /&gt;
This part is based on [https://www.youtube.com/watch?v=DSwYS-6InZw this] video by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
[[File:BVRTactics.png|frameless|980x980px]]&lt;br /&gt;
&lt;br /&gt;
== BVR II A - SKATE ==&lt;br /&gt;
In many defensive scenarios where the safety of the intercepting fighter is more important than the destruction of enemy assets, we have launch-and-leave tactics. Just like the name implies, ordnance is launched and then the fighter executes an OUT. Launch-and-leave preserves range between interceptors and the target, thereby keeping them outside of an adversary&#039;s WEZ — but it also points the fighter&#039;s weapons and sensors away from the target. Flying away makes confirmation of weapons effects more difficult and usually results in a lower probability of kill. However, this may be enough to accomplish the mission objective: if firing a missile at a hostile aircraft gets it to leave defended airspace, that&#039;s a win — even if it doesn&#039;t result in a kill.&lt;br /&gt;
&lt;br /&gt;
Launch-and-leave tactics have their own brevity code, known as SKATE:&lt;br /&gt;
  SHADOW11 [SHORT / / LONG] SKATE&lt;br /&gt;
&lt;br /&gt;
To understand the difference between SHORT SKATE, SKATE, and LONG SKATE, we need to introduce two more concepts.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;IN&amp;quot; Maneuver ===&lt;br /&gt;
Similar to the OUT, the IN is a full afterburner turn that maintains airspeed and altitude, but puts the adversary on your 12 o&#039;clock.&lt;br /&gt;
  SHADOW11 IN&lt;br /&gt;
&lt;br /&gt;
The IN has approximately the same distance cost as the OUT.&lt;br /&gt;
&lt;br /&gt;
=== Minimum Out Range / Desired Out Range (MOR / DOR) ===&lt;br /&gt;
The Minimum Out Range (MOR) also called the Desired Out Range is the distance to the adversary at which we can execute an OUT, then an IN, launch a second missile, and execute another OUT — all while staying outside the adversary&#039;s WEZ.&lt;br /&gt;
&lt;br /&gt;
So in addition to the MAR, we account for one IN and one additional OUT maneuver:&lt;br /&gt;
&lt;br /&gt;
  MOR = MAR + cost of IN + cost of OUT = 19 NM + 4 NM + 4 NM = 27 NM&lt;br /&gt;
&lt;br /&gt;
=== SHORT SKATE / SKATE / LONG SKATE ===&lt;br /&gt;
SKATE is the overarching brevity for a launch-and-leave tactic. It is not a maneuver like the IN and OUT, but a tactic.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;SHORT SKATE&#039;&#039;&#039; is defined by executing a single OUT at MAR (19 NM).&lt;br /&gt;
* A &#039;&#039;&#039;SKATE&#039;&#039;&#039; is executed at MOR (27 NM), with the intention of turning back in for a follow-up engagement.&lt;br /&gt;
* A &#039;&#039;&#039;LONG SKATE&#039;&#039;&#039; allows for two additional launch opportunities and is executed at:&lt;br /&gt;
  MOR + cost of IN + cost of OUT = 27 NM + 4 NM + 4 NM = 35 NM&lt;br /&gt;
&lt;br /&gt;
== BVR II B - BANZAI ==&lt;br /&gt;
In some scenarios where Defending a position is Essential to Mission Success a Higher Risk tactic might be acceptable. In a scenario where high risk is acceptable interceptors would lauch their ordinance and cotinoue on toward the target. This allows them to better assess the results of their shots and keep their weapons pointed toward the enemy in caase further shots are needed. Any Plan that follows this logic will fall inot the category of laucnch and decide.&lt;br /&gt;
&lt;br /&gt;
The Brevity for this Doctrine is BANZAI&lt;br /&gt;
 SHADOW11 BANZAI &lt;br /&gt;
and defined as: Executing Launch and Decide Tactics with the INTENT TO MANEUVER INTO THE VISUAL ARENA. This is important since this is the only real way to confirm that a target has been destroyed. Remember that just because you see a Target disappear from your sensors after firiing at it doesn&#039;t mean that it was hit.&lt;br /&gt;
&lt;br /&gt;
=== THE CRANK ===&lt;br /&gt;
The most important Maneuver here is going to be the CRANK like other important conecpts it has its own Breviy.&lt;br /&gt;
 SHADOW11 CRANK [DIRECTION]&lt;br /&gt;
When two aircraft are on a direct intercept (ATA 0, TA 0), the entire speed of both aircraft contributes to closure. Introducing an angular offset eg. placing the bandit at the radar gimbal limit means only the component of speed along the bearing line contributes to closure. The greater the offset, the lower the closure rate.&lt;br /&gt;
&lt;br /&gt;
Practically: cranking at the gimbal limit (typically 60° on the F-16 FCR) cuts closure rate significantly while keeping the bandit on radar. This gives the missile more time to reach the target, forces any incoming missile to turn harder to chase you, and may result in the kinematic defeat of that missile.&lt;br /&gt;
&lt;br /&gt;
Remember: RANGE IS SAFETY&lt;br /&gt;
&lt;br /&gt;
Ex. We are on direct course towards a hostile and Launch a missile at 20NM that isslile finally reaches the target when we are 10NM apart. But if would crank and cut our closure in half then that final range would only be 15NM. with a WEZ of 14NM this can be the difference between life and death. &lt;br /&gt;
&lt;br /&gt;
Since with a BANZAI we plan to get within the Visual Arena having a plan how to stay alive within it is very important. This Topic is called [[Procedures/78th/A2A/ACM|Air Combat Maneuvers (ACM)]]&lt;br /&gt;
&lt;br /&gt;
== BVR III - Shoot Doctrine and Sorting ==&lt;br /&gt;
This part is based on [https://www.youtube.com/watch?v=DSwYS-6InZw this] and [https://youtu.be/7sD6_s00Le4?si=whxh7aM0M90e-HNh this] video by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
=== Shoot Doctrine ===&lt;br /&gt;
There are two ways take shots in BVR. &lt;br /&gt;
&lt;br /&gt;
==== SHOOT-ASESS-SHOOT ====&lt;br /&gt;
Here we intentionally hold on to a follow up shot to find out if another shot is needed. You should use this Doctrine when ordinanace is limited.&lt;br /&gt;
&lt;br /&gt;
==== SHOOT-SHOOT-ASESS ====&lt;br /&gt;
Here we send salvos of missiles in each attack. To fully understand how this helps you need to understand Probability of Kill Which will be covered in BVR VI. For now just Remember that Launching two or missiles increases your Probability of Kill. You should only use the doctrine if you have enough spare Ordinance.&lt;br /&gt;
&lt;br /&gt;
Practically speaking It only makes sense to SHOOT-SHOOT-ASSESS if your certain that the Enemy will not defeat your missiles kinematically. &lt;br /&gt;
&lt;br /&gt;
=== Airspace Sanitization and MELD ===&lt;br /&gt;
Before a flight can focus on an assigned group, the crew first needs to ensure no undetected threats are present elsewhere in the battlespace. This process is called &#039;&#039;&#039;airspace sanitization&#039;&#039;&#039;: each aircraft scans its assigned Area of Responsibility (AoR) with the radar set to maximum azimuth and altitude coverage, sweeping for any contacts that may have gone undetected by other Radars. In a flight of at least two, the radars are typically &#039;&#039;&#039;mated&#039;&#039;&#039;: each pilot covers a different altitude band with a slight overlap. &lt;br /&gt;
&lt;br /&gt;
The flight lead can call &#039;&#039;&#039;MELD&#039;&#039;&#039;. Which is defined as:&lt;br /&gt;
&lt;br /&gt;
==== MELD ====&lt;br /&gt;
Shift radar responsibilities from sanitizing to gaining situational awareness on the assigned GROUP.&lt;br /&gt;
 MAGIC SHADOW11 MELD&lt;br /&gt;
All Fighters now narrow their radar focus onto the assigned group in preparation for sorting and weapon employment.&lt;br /&gt;
&lt;br /&gt;
Later the Flight Lead can call &#039;&#039;&#039;Dropping&#039;&#039;&#039; which indicates continuation of the Sanitization Responsibilities. See more Below.&lt;br /&gt;
&lt;br /&gt;
=== Sorting ===&lt;br /&gt;
Sorting is the process of assigning targets inside a targeted group of adversary&#039;s to your flight members. As with many important concepts there are two brevity&#039;s associated with it&lt;br /&gt;
&lt;br /&gt;
==== SORT ====&lt;br /&gt;
Assignment of responsibility within a GROUP; criteria can be met visually, electromagnetically (e.g.,radar), or both.&lt;br /&gt;
&lt;br /&gt;
==== SORTED ====&lt;br /&gt;
Sort responsibility within a GROUP has been met.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Within the COMMS flow this could look as follows&lt;br /&gt;
 &#039;&#039;FLIGHT SORT LEAD LEFT LOW&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#3 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#4 SORTED&#039;&#039;&lt;br /&gt;
This is said of Intra-flight and conveys the following: &lt;br /&gt;
[[File:SortLeadLeftLow.png|left|frameless]]&lt;br /&gt;
In this Graphic we can see a Friendly Box Formation and a Group of Adversary&#039;s in a Three Ship VIC. Sorting LEAD LEFT LOW implys that the FLIGHT LEAD will take the Adversary Lead aircraft. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;2 Will then SORT again without the Aircraft already covered by #1. #2 tryies to take the LEAD aircraft but since there is no clear Lead between the remaining adversary&#039;s he will fall back to the LEFT aircraft. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;3 Will take the remining aircraft &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;4 Does not Plan on Locking any adversary            &lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== BVR IV - WALL and Grind ==&lt;br /&gt;
Wall and Grind are two different tactics of engagement regarding the engagement geometry. They are usally beeing used to defend large or heavy groups together as a four ship.&lt;br /&gt;
&lt;br /&gt;
A Wall is formed out of two the two elements of a flight splitting up to fly a 3 NM line abreast formation covering a large azimuth.&lt;br /&gt;
&lt;br /&gt;
A Grind is an attack where the flight assembles to for example out of a DCA Station to attack together and fire a intense salvo of ordnance.&lt;br /&gt;
[[File:Jshj.png|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== BVR V - Defensive Counter Air (DCA) ==&lt;br /&gt;
This part is inspired by [https://www.youtube.com/watch?v=I7m7qk_F59k this] video by [https://www.youtube.com/@FlyAndWire FlyAndWire].&lt;br /&gt;
&lt;br /&gt;
Now that we have an overview of what tactics exist, we need to figure out how to use them to defend a ground target.&lt;br /&gt;
&lt;br /&gt;
=== DCA Lanes ===&lt;br /&gt;
To keep things organized in complex scenarios, the battlespace is divided into DCA lanes.&lt;br /&gt;
&lt;br /&gt;
A lane might look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:DCALane.png|frameless|841x841px]]&lt;br /&gt;
&lt;br /&gt;
==== Threat Range ====&lt;br /&gt;
The prebriefed range at which an untargeted GROUP meeting THREAT criteria triggers a THREAT call. Prebriefed per sortie.&lt;br /&gt;
&lt;br /&gt;
A Group is becomming a threat. FL should evaluate and notice.&lt;br /&gt;
&lt;br /&gt;
==== TAC Range ====&lt;br /&gt;
Default 60 nm from the closest fighter to the closest GROUP. Signals all players to prepare for targeting.&lt;br /&gt;
&lt;br /&gt;
FL should evaluate tactic of engagement if not prebriefed. &lt;br /&gt;
&lt;br /&gt;
==== Targeting range ====&lt;br /&gt;
The prebriefed distance at which all contacts must be intercepted. A GROUP inside this range with no assigned fighter is UNTARGETED. Prebriefed per sortie.&lt;br /&gt;
&lt;br /&gt;
Responsebillity goes to the CAP Aircrafts on station. FL should have a gameplan.&lt;br /&gt;
&lt;br /&gt;
==== Commit Line (CL) ====&lt;br /&gt;
IAW with theater ROE, an adversary crossing this line is declared hostile. The Commit Line will be prebriefed for all DCA sorties.&lt;br /&gt;
&lt;br /&gt;
FL briefes wingmen, notifies TACC and flight sorts. &lt;br /&gt;
&lt;br /&gt;
==== Mission fail line ====&lt;br /&gt;
The line the enemy must not cross for the mission to succeed. Defines the maximum depth of the defensive problem.&lt;br /&gt;
&lt;br /&gt;
Is a Mission abort criteria. &lt;br /&gt;
&lt;br /&gt;
==== Low Risk Engagement Zone (LREZ) ====&lt;br /&gt;
This is the zone where the flight lead should only accept low-risk tactics, since there is no immediate threat. Some form of launch-and-leave would be used.&lt;br /&gt;
&lt;br /&gt;
==== Medium Risk Engagement Zone (MREZ) ====&lt;br /&gt;
Here the flight lead must make a decision. If the force ratio is favorable enough that the risk of loss of life is low, a launch-and-decide tactic may be chosen; otherwise the flight lead should fall back to launch-and-leave tactics.&lt;br /&gt;
&lt;br /&gt;
==== High Risk Engagement Zone (HREZ) ====&lt;br /&gt;
At this point the risk of loss of fighters may be acceptable, so a launch-and-decide tactic is most likely to be chosen.&lt;br /&gt;
&lt;br /&gt;
=== The DCA Flow ===&lt;br /&gt;
Assume a flight of 2 F-16s flying their DCA orbit, as a group of 2 contacts closes in on the Commit Line.&lt;br /&gt;
 MAGIC SHADOW11 PICTURE&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 ONE GROUP NORTH GROUP BULLSEYE 030 40 25 THOUSAND TRACK SOUTH BOGEY 2 CONTACTS&lt;br /&gt;
&lt;br /&gt;
If not prebriefed, now is the time to decide on a DCA plan. On intraflight, the flight lead could call:&lt;br /&gt;
  &#039;&#039;FLIGHT. SKATE 1 SHOT PER GROUP; SHORT SKATE 1 SHOT PER CONTACT AND CRANK; BANZAI 2 SHOTS PER CONTACT AND BRACKET&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2, #3, #4&#039;&#039; &lt;br /&gt;
Here, SHADOW 11 plans to execute a SKATE once the 2 contacts cross the Commit Line and launch one missile.&lt;br /&gt;
&lt;br /&gt;
If the SKATE does not achieve the objective, the flight will RESET (more on that later) and execute a SHORT SKATE once the group crosses into MREZ, with a CRANK, shooting 2 missiles — one per contact.&lt;br /&gt;
&lt;br /&gt;
If that also fails and the group crosses into HREZ, the flight plans to execute a BANZAI and shoot 2 missiles per contact. (BRACKET is covered in [[Procedures/78th/A2A/ACM|Air Combat Maneuvers (ACM)]].)&lt;br /&gt;
&lt;br /&gt;
For this example we will assume the SKATE was successful.&lt;br /&gt;
&lt;br /&gt;
==== The Commit ====&lt;br /&gt;
Once the group of bogeys crosses the Commit Line (CL), the flight lead calls MAGIC:&lt;br /&gt;
  MAGIC SHADOW11 RECOMMEND COMMIT NORTH GROUP&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 MAGIC COMMIT NORTH GROUP BULLSEYE 060 30 25 THOUSAND HOT HOSTILE 2 CONTACTS&lt;br /&gt;
&lt;br /&gt;
  COMMIT NORTH GROUP SHADOW11&lt;br /&gt;
&lt;br /&gt;
Note: A commit can also be called onto multiple groups.&lt;br /&gt;
&lt;br /&gt;
==== Targeting ====&lt;br /&gt;
The next step is targeting. Targeting is an important tool when there are multiple groups inside the lane or battlespace. It signals all surrounding fighters that your flight is taking responsibility for engaging a certain group. Its Common Practice to do the Tactical Decision together with the Targeting Call&lt;br /&gt;
&lt;br /&gt;
There are two brevity calls associated with targeting:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TARGET&#039;&#039;&#039; — Assignment of targeting responsibilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TARGETING&#039;&#039;&#039; — Fighter has acquired the assigned group and assumed responsibility for it.&lt;br /&gt;
&lt;br /&gt;
TARGET is used to assign targeting responsibilities within a commit:&lt;br /&gt;
 SHADOW12 TARGET NORTH GROUP SHADOW FLIGHT SKATE&lt;br /&gt;
&lt;br /&gt;
 #2&lt;br /&gt;
Once the target appears on the fighter&#039;s radar or datalink:&lt;br /&gt;
  SHADOW12 TARGETED NORTH GROUP &lt;br /&gt;
&lt;br /&gt;
Or, if committed on multiple groups:&lt;br /&gt;
  #1,2 TARGET WEST GROUP SKATE; #3,4 TARGET EAST GROUP SHORT SKATE. SHADOW11&lt;br /&gt;
&lt;br /&gt;
Once the targets appear on the fighters&#039; radars:&lt;br /&gt;
  SHADOW11 TARGETED WEST GROUP &lt;br /&gt;
&lt;br /&gt;
  SHADOW12 TARGETED WEST GROUP&lt;br /&gt;
&lt;br /&gt;
  SHADOW13 TARGETED EAST GROUP&lt;br /&gt;
&lt;br /&gt;
  SHADOW14 TARGETED EAST GROUP&lt;br /&gt;
&lt;br /&gt;
==== Meld, Sorting, and JUDY ====&lt;br /&gt;
Now that its clear who is responsible for which Groups the Flight Must wait until their own radar picks up the contacts. Once in Range:&lt;br /&gt;
 MAGIC SHADOW11 MELD&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2 #3 #4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;FLIGHT SORT LEFT LEAD HIGH&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#3 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#4 SORTED&#039;&#039;&lt;br /&gt;
Once All Flight Members have Sorted and the Flight Lead does not need futher Information by the Controller he may call.&lt;br /&gt;
 MAGIC SHADOW11 JUDY&lt;br /&gt;
Judy is defined as: Aircrew has taken control of the intercept and only requires situation awareness information; controller will minimize radio transmissions&lt;br /&gt;
&lt;br /&gt;
==== Transition Range (TR) and Weapon Employment ====&lt;br /&gt;
Finally, we reach the point where a missile can be fired. The Transition Range is defined as the range at which a launched FOX-3 missile will go active before the OUT at DOR. This requires practice and mental arithmetic to get right. A missile may be launched before or after the TR depending on the Situation.&lt;br /&gt;
&lt;br /&gt;
The Flight Lead will instruct his wingman to enagage by calling&lt;br /&gt;
 SHADOW12 ENGAGE&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;2 fires their missile, and the #2 calls on MAGIC:&lt;br /&gt;
  SHADOW12 FOX3 NORTH GROUP LEAD CONTACT&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 MAGIC COPY SHOT&lt;br /&gt;
&lt;br /&gt;
==== The First OUT ====&lt;br /&gt;
  MAGIC SHADOW FLIGHT OUT SOUTH DROPPING NORTH GROUP&lt;br /&gt;
&lt;br /&gt;
The brevity DROPPING signals MAGIC that SHADOW flight has stopped monitoring NORTH GROUP and requires updated information and will return to Airspace Sanitization Radar Settings.&lt;br /&gt;
&lt;br /&gt;
After flying southbound and defeating any missiles the adversary may have launched, SHADOW flight prepares for the IN to confirm weapon effects or launch a second missile if necessary.&lt;br /&gt;
&lt;br /&gt;
==== The IN ====&lt;br /&gt;
 MAGIC SHADOW FLIGHT IN #1,2 TARGETED NORTH GROUP&lt;br /&gt;
&lt;br /&gt;
 MAGIC SHADOW11 MELD&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;FLIGHT SORT RIGHT TRAIL HIGH&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#3 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#4 SORTED&#039;&#039;&lt;br /&gt;
Once SHADOW flight turns around, they confirm via their sensors that the adversary group has turned around and is proceeding back over the Commit Line.&lt;br /&gt;
&lt;br /&gt;
they return to the prebriefed position.&lt;br /&gt;
&lt;br /&gt;
==== RESET ====&lt;br /&gt;
The RESET brevity signals exactly this. It is defined as: &#039;&#039;Proceed to prebriefed position / area of operations.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
RESET implies Dropping and returning the Targeting Responsibility. &lt;br /&gt;
  MAGIC SHADOW11 RESET&lt;br /&gt;
&lt;br /&gt;
== BVR VI - Offensive Counter air (oca) ==&lt;br /&gt;
Is the opposite of DCA. This time, we are not in a lane ourselves other than attacking the enemies CAP station to invade and takeover air superiority either a short time so strike aircrafts can do their tasking or for a longer time to set up a DCA Lane ourselves by clearing the space for a following DCA Flight.&lt;br /&gt;
&lt;br /&gt;
An OCA Flight enters the station by checkin in with TACC2. Thereafter, the flight recieves a picture. If not, the FL should ask for one. &lt;br /&gt;
&lt;br /&gt;
If the flight notices a Group on their sensors it wants to attack a Declaration has to be given by TACC. The FL would tell TAC , that the flight is targeting the specific group. OCA has the following phases:&lt;br /&gt;
&lt;br /&gt;
=== Phases of OCA ===&lt;br /&gt;
 Check in: The flight enters the AOR and builds up SA by recieving the picture.&lt;br /&gt;
&lt;br /&gt;
 Targeting: The FL notifies TACC about the Group, the Flight now is responable for and designs the gameplan if not prebriefed. The gameplan is then to be briefed on intraflight and the flight sorts. Wingmen will call Sorted once the process is completed.&lt;br /&gt;
&lt;br /&gt;
 Tactical Decission: The FL informs other flights in the area on TACC2 about the Tactic the flight uses for the targeted group and that the flight is sorted if so. Also he gives the Meld call to inform about the airspace not longer beeing sanatized.&lt;br /&gt;
&lt;br /&gt;
 Engage Call: FL Tells Wingmen to engage assigned Target. All shots are to be called out. &lt;br /&gt;
&lt;br /&gt;
 OUT or Defensive: The Flight performs a controlled OUT maneuver or each element does a reactive defensive maneuver to avoid incomming ordnance. In each situation a designed call has to be made followed by the direction. &lt;br /&gt;
&lt;br /&gt;
 Dropping: The flight is in cold aspect to the hostiles position and reastablishes Air Space Sanitization. FL will give Dropping call followed by the preaviously targeted group.&lt;br /&gt;
&lt;br /&gt;
 Assesment: Flight approves the effectiveness or ineffectivness of the Attack and states out the status on TACC2. FL will evaluate how to proceed.&lt;br /&gt;
&lt;br /&gt;
 Second IN: If the Attack was unsuccessfull, it may be repeated by doing a second in. FL gives the IN call followed by the group and the procedure itself repeats. A second sorting is only to be done if needed. &lt;br /&gt;
&lt;br /&gt;
=== OCA Range Structure ===&lt;br /&gt;
The same range lines apply as in DCA — Threat Range, Targeting Range, and TAC Range — but all are prebriefed based on the specific mission geometry and threat environment. There is no commit line or mission fail line in OCA.&lt;br /&gt;
&lt;br /&gt;
== BVR VII — Intercept Geometry ==&lt;br /&gt;
This part is based on the [https://www.youtube.com/playlist?list=PLe6o-xSuVEQkIkJwn5CUjG-TOcYVdIxHp FlyAndWire BVR Series] by FlyAndWire.&lt;br /&gt;
&lt;br /&gt;
=== Hot and Cold Side of the Display ===&lt;br /&gt;
At any given moment, one side of your FCR is &#039;&#039;&#039;hot&#039;&#039;&#039; and the other is &#039;&#039;&#039;cold&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hot side&#039;&#039;&#039; — the side where TA is decreasing (geometry is closing). The bandit is drifting toward the hot side.&lt;br /&gt;
* &#039;&#039;&#039;Cold side&#039;&#039;&#039; — the side where TA is increasing (geometry is opening).&lt;br /&gt;
&lt;br /&gt;
Collision Course acts as the dividing line between hot and cold. A target placed on the hot side of CC means your Cut is greater than CC, and TA will decrease over time. A target on the cold side means TA is increasing.&lt;br /&gt;
&lt;br /&gt;
This concept is critical for correcting your geometry before a shot. If your TA is too high for a clean missile employment, you need to drive the bandit to the hot side of the display until TA reaches the desired value, then capture it using CC.&lt;br /&gt;
&lt;br /&gt;
=== Collision Course and Drift ===&lt;br /&gt;
Collision Course (CC) is the condition where neither aircraft&#039;s relative position in space changes over time. If co-altitude, they will collide. CC is the most efficient way to reduce range.&lt;br /&gt;
&lt;br /&gt;
When the aircraft are &#039;&#039;&#039;not&#039;&#039;&#039; on Collision Course, the bandit&#039;s position on your display drifts — it moves left or right over time. This is called &#039;&#039;&#039;Drift&#039;&#039;&#039;, and it has two components:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Turn Drift&#039;&#039;&#039; — caused by your own maneuvering. When you turn, the bandit&#039;s relative position shifts.&lt;br /&gt;
* &#039;&#039;&#039;Intercept Drift&#039;&#039;&#039; — caused by a lack of CC. Even without maneuvering, the bandit moves across your display because the geometry is offset.&lt;br /&gt;
&lt;br /&gt;
Combined, these produce &#039;&#039;&#039;Displayed Drift&#039;&#039;&#039; — what you actually see on the FCR.&lt;br /&gt;
&lt;br /&gt;
Drift is your primary tool for assessing whether you are on CC or not:&lt;br /&gt;
&lt;br /&gt;
* No drift → you are on or near Collision Course&lt;br /&gt;
* Drift left → target is passing in front of you, left side&lt;br /&gt;
* Drift right → target is passing in front of you, right side&lt;br /&gt;
&lt;br /&gt;
On a B-Scope (F-16 FCR), drift appears as horizontal movement of the radar return over time. Monitoring drift is a habit, not a one-time check.&lt;br /&gt;
&lt;br /&gt;
When on Collision Course, the ATA is relabelled &#039;&#039;&#039;CATA&#039;&#039;&#039; (Collision Antenna Train Angle).&lt;br /&gt;
&lt;br /&gt;
=== Geometry Gameplans ===&lt;br /&gt;
Given a target at some TA and ATA, the following rules of thumb apply for managing geometry toward a shot:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Situation&lt;br /&gt;
!Correct Response&lt;br /&gt;
|-&lt;br /&gt;
|TA too low (near 0)&lt;br /&gt;
|Use Cut-Away to build angles; place target on cold side&lt;br /&gt;
|-&lt;br /&gt;
|TA acceptable, LS acceptable&lt;br /&gt;
|Turn to Zero-Cut (parallel) to capture LS&lt;br /&gt;
|-&lt;br /&gt;
|TA acceptable, range must close&lt;br /&gt;
|Turn to Collision Course to capture TA and drive range down&lt;br /&gt;
|-&lt;br /&gt;
|TA too high for shot&lt;br /&gt;
|Place target on hot side; drive TA down to desired value, then capture with CC&lt;br /&gt;
|}&lt;br /&gt;
In practice on the F-16, the most common case before a FOX-3 shot is TA too high. The correction is simple: &#039;&#039;&#039;place the bandit on the hot side of the display and maintain until TA reaches the desired value.&#039;&#039;&#039; Then switch to CC to lock it in.&lt;br /&gt;
&lt;br /&gt;
A note on desired TA for missile employment: the lower the TA at launch, the more efficient the missile&#039;s flight path to the target. A shot taken with TA 0–30 (Hot) is significantly more effective than the same shot taken at TA 90 (Beam). This is not a minor difference — the FlyAndWire series demonstrates a 15% improvement in missile impact speed simply by switching from Pure Pursuit to Collision Course at the same range and TA.&lt;br /&gt;
&lt;br /&gt;
=== Zero-Cut ===&lt;br /&gt;
Zero-Cut deserves special attention. When Cut equals zero, your nose points at the bandit&#039;s reciprocal — you are flying parallel to the bandit&#039;s course in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
Two things happen simultaneously:&lt;br /&gt;
&lt;br /&gt;
# Lateral Separation is captured — it does not change.&lt;br /&gt;
# TA increases predictably — and the rate of increase is geometric: &#039;&#039;&#039;angles double as range halves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This second property makes Zero-Cut an extremely useful estimation tool. If at 40 NM your TA is 20°, at 20 NM it will be approximately 40°. This allows you to project ahead and decide when to act before the geometry becomes unworkable.&lt;br /&gt;
&lt;br /&gt;
=== Missile Employment and Geometry ===&lt;br /&gt;
Three launch conditions, in order of preference:&lt;br /&gt;
&lt;br /&gt;
==== Pure Pursuit (PP) ====&lt;br /&gt;
The fighter&#039;s nose points at the bandit. The missile must curve to intercept. At significant TA values, the missile wastes energy turning and its effective range and impact speed decrease substantially. Acceptable only when TA is near zero.&lt;br /&gt;
&lt;br /&gt;
==== Collision Course (CC) ====&lt;br /&gt;
The fighter is on a collision course with the bandit. The missile&#039;s initial vector is already close to optimal. At the same TA and range, a CC launch produces meaningfully higher impact speed and shorter time of flight than PP. This is the minimum standard for FOX-3 employment.&lt;br /&gt;
&lt;br /&gt;
==== Lead Collision (LC) ====&lt;br /&gt;
The fighter points slightly ahead of CC — not for the aircraft, but to give the missile an even more direct path to the target. On the F-16, the &#039;&#039;&#039;ASE (Allowable Steering Error)&#039;&#039;&#039; steering dot guides the pilot to the LC position. The rule: &#039;&#039;&#039;centre the dot and fire.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For the AIM-120, LC is typically a small offset from CC. The improvement over CC is modest but real, and the cost is only the time to centre the dot — there is no reason not to use it.&lt;br /&gt;
&lt;br /&gt;
In order of missile performance: LC &amp;gt; CC &amp;gt;&amp;gt; PP.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Action&lt;br /&gt;
!Effect on TA&lt;br /&gt;
!Effect on LS&lt;br /&gt;
!Effect on Range&lt;br /&gt;
|-&lt;br /&gt;
|Cut greater than CC&lt;br /&gt;
|Decreases&lt;br /&gt;
|Decreases&lt;br /&gt;
|Decreases&lt;br /&gt;
|-&lt;br /&gt;
|Cut equals CC&lt;br /&gt;
|Captured&lt;br /&gt;
|Decreases&lt;br /&gt;
|Decreases&lt;br /&gt;
|-&lt;br /&gt;
|Zero-Cut (parallel)&lt;br /&gt;
|Increases&lt;br /&gt;
|Captured&lt;br /&gt;
|Decreases&lt;br /&gt;
|-&lt;br /&gt;
|Cut-Away&lt;br /&gt;
|Increases&lt;br /&gt;
|Increases&lt;br /&gt;
|Increases&lt;br /&gt;
|-&lt;br /&gt;
|Crank (gimbal limit)&lt;br /&gt;
|Increases slowly&lt;br /&gt;
|Increases slowly&lt;br /&gt;
|Decreases slowly&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=File:Jshj.png&amp;diff=389</id>
		<title>File:Jshj.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=File:Jshj.png&amp;diff=389"/>
		<updated>2026-05-23T15:37:36Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;fds&amp;lt;&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BVR&amp;diff=388</id>
		<title>Procedures/78th/A2A/BVR</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BVR&amp;diff=388"/>
		<updated>2026-05-23T15:26:04Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== SCOPE and MOTIVATION ==&lt;br /&gt;
This Training Unit assumes understanding of [[General/Tactical Communication|Tactical Communication]]&lt;br /&gt;
&lt;br /&gt;
Beyond Visual Range engagements are the most common A2A conflicts that modern era pilots have to master.&lt;br /&gt;
&lt;br /&gt;
This unit aims to teach you how to stay alive minimize blue on blue situations and teach you how to use your weapons most effectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;NOTE:&amp;lt;/u&amp;gt; &#039;&#039;ITALIC&#039;&#039; Phraseology is said on INTRA-FLIGHT. All other Communication is on INTER-FLIGHT (MAGIC)&#039;&#039;&#039;&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== BVR I - Basics ==&lt;br /&gt;
This part is based on [https://www.youtube.com/watch?v=O03KEOxV79M&amp;amp;list=PLd5Qdmhmp3Y7wxYI4cVxcDPdswhj_Zgpi this] video by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
When a fighter is committed to an intercept, the goal is to end up in an offensive position with eyes on the target. But with the proliferation of modern air-to-air missiles, it is very likely that a target may decide to fire on an interceptor before that happens. That fight can happen at Beyond Visual Range, where the only view of the other aircraft is a blip on a radar screen — so how do you survive and win a Beyond Visual Range fight?&lt;br /&gt;
&lt;br /&gt;
The overall strategy to winning any BVR fight is to simply get a weapon solution on your opponent without letting them get a weapon solution on you. (This is an oversimplification of a very complex process.)&lt;br /&gt;
&lt;br /&gt;
=== Identify Friend or Foe (IFF) ===&lt;br /&gt;
Before a fighter can fire on another aircraft, that aircraft needs to be confirmed as a valid target. That process of identification is called IFF (Identify Friend or Foe).&lt;br /&gt;
&lt;br /&gt;
=== Weapon Engagement Zone (WEZ) ===&lt;br /&gt;
There are many ways of preventing an enemy from getting a weapon solution, involving technical countermeasures like jamming, decoys, and chaff, as well as radar-defeating maneuvers like the Notch, and low radar cross-section airframes. All of these are great but share a common flaw: they are not guaranteed to work.&lt;br /&gt;
&lt;br /&gt;
The only solution that always works is staying outside the kinetic range of the enemy&#039;s missiles.&lt;br /&gt;
&lt;br /&gt;
The zone where an enemy&#039;s missile can kinematically reach you is called the Weapon Engagement Zone (WEZ).&lt;br /&gt;
&lt;br /&gt;
For most Red Coalition fighters, a stern WEZ of 14 NM at 30,000 ft and 4 NM at 0 MSL is a good rule of thumb. WEZ is a highly dynamic figure and requires a great amount of experience to estimate correctly, so be conservative with your approximations.&lt;br /&gt;
&lt;br /&gt;
Remember the four A&#039;s: &#039;&#039;&#039;Altitude, Airspeed, Aspect, Angle-off at Launch&#039;&#039;&#039;. High values increase the WEZ; low values decrease it. Altitude is by far the most important factor.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;OUT&amp;quot; Maneuver ===&lt;br /&gt;
This leads to a simple strategy for survival: turn away from the attacker as quickly as possible. This is such an effective strategy that it even has its own name and brevity code.&lt;br /&gt;
&lt;br /&gt;
To execute an OUT, make a tactical turn where you maintain airspeed throughout the turn and put the threat on your 6 o&#039;clock. Unlike standard tactical turns, this maneuver is executed at full afterburner, since survival is the primary concern.&lt;br /&gt;
&lt;br /&gt;
The radio call is:&lt;br /&gt;
  SHADOW11 OUT [DIRECTION]&lt;br /&gt;
&lt;br /&gt;
=== Minimum Abort Range (MAR) ===&lt;br /&gt;
There is a specific distance at which you want to initiate your turn, called the Minimum Abort Range (MAR). We want to begin the turn such that throughout and after the maneuver we remain outside the enemy&#039;s WEZ. To determine this, we need to account for the distance consumed while executing an OUT. Factoring in closure rate and turn rate, this comes out to approximately 4 NM in most scenarios at 30,000 ft, and 2–3 NM at lower altitudes.&lt;br /&gt;
&lt;br /&gt;
Adding this to a WEZ of 14 NM gives a MAR of 17–18 NM; adding one mile of margin gives a MAR of &#039;&#039;&#039;19 NM at 30,000 ft&#039;&#039;&#039;. This is the distance at which you want to execute your OUT.&lt;br /&gt;
&lt;br /&gt;
== BVR II - TACTICS ==&lt;br /&gt;
This part is based on [https://www.youtube.com/watch?v=DSwYS-6InZw this] video by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
[[File:BVRTactics.png|frameless|980x980px]]&lt;br /&gt;
&lt;br /&gt;
== BVR II A - SKATE ==&lt;br /&gt;
In many defensive scenarios where the safety of the intercepting fighter is more important than the destruction of enemy assets, we have launch-and-leave tactics. Just like the name implies, ordnance is launched and then the fighter executes an OUT. Launch-and-leave preserves range between interceptors and the target, thereby keeping them outside of an adversary&#039;s WEZ — but it also points the fighter&#039;s weapons and sensors away from the target. Flying away makes confirmation of weapons effects more difficult and usually results in a lower probability of kill. However, this may be enough to accomplish the mission objective: if firing a missile at a hostile aircraft gets it to leave defended airspace, that&#039;s a win — even if it doesn&#039;t result in a kill.&lt;br /&gt;
&lt;br /&gt;
Launch-and-leave tactics have their own brevity code, known as SKATE:&lt;br /&gt;
  SHADOW11 [SHORT / / LONG] SKATE&lt;br /&gt;
&lt;br /&gt;
To understand the difference between SHORT SKATE, SKATE, and LONG SKATE, we need to introduce two more concepts.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;IN&amp;quot; Maneuver ===&lt;br /&gt;
Similar to the OUT, the IN is a full afterburner turn that maintains airspeed and altitude, but puts the adversary on your 12 o&#039;clock.&lt;br /&gt;
  SHADOW11 IN&lt;br /&gt;
&lt;br /&gt;
The IN has approximately the same distance cost as the OUT.&lt;br /&gt;
&lt;br /&gt;
=== Minimum Out Range / Desired Out Range (MOR / DOR) ===&lt;br /&gt;
The Minimum Out Range (MOR) also called the Desired Out Range is the distance to the adversary at which we can execute an OUT, then an IN, launch a second missile, and execute another OUT — all while staying outside the adversary&#039;s WEZ.&lt;br /&gt;
&lt;br /&gt;
So in addition to the MAR, we account for one IN and one additional OUT maneuver:&lt;br /&gt;
&lt;br /&gt;
  MOR = MAR + cost of IN + cost of OUT = 19 NM + 4 NM + 4 NM = 27 NM&lt;br /&gt;
&lt;br /&gt;
=== SHORT SKATE / SKATE / LONG SKATE ===&lt;br /&gt;
SKATE is the overarching brevity for a launch-and-leave tactic. It is not a maneuver like the IN and OUT, but a tactic.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;SHORT SKATE&#039;&#039;&#039; is defined by executing a single OUT at MAR (19 NM).&lt;br /&gt;
* A &#039;&#039;&#039;SKATE&#039;&#039;&#039; is executed at MOR (27 NM), with the intention of turning back in for a follow-up engagement.&lt;br /&gt;
* A &#039;&#039;&#039;LONG SKATE&#039;&#039;&#039; allows for two additional launch opportunities and is executed at:&lt;br /&gt;
  MOR + cost of IN + cost of OUT = 27 NM + 4 NM + 4 NM = 35 NM&lt;br /&gt;
&lt;br /&gt;
== BVR II B - BANZAI ==&lt;br /&gt;
In some scenarios where Defending a position is Essential to Mission Success a Higher Risk tactic might be acceptable. In a scenario where high risk is acceptable interceptors would lauch their ordinance and cotinoue on toward the target. This allows them to better assess the results of their shots and keep their weapons pointed toward the enemy in caase further shots are needed. Any Plan that follows this logic will fall inot the category of laucnch and decide.&lt;br /&gt;
&lt;br /&gt;
The Brevity for this Doctrine is BANZAI&lt;br /&gt;
 SHADOW11 BANZAI &lt;br /&gt;
and defined as: Executing Launch and Decide Tactics with the INTENT TO MANEUVER INTO THE VISUAL ARENA. This is important since this is the only real way to confirm that a target has been destroyed. Remember that just because you see a Target disappear from your sensors after firiing at it doesn&#039;t mean that it was hit.&lt;br /&gt;
&lt;br /&gt;
=== THE CRANK ===&lt;br /&gt;
The most important Maneuver here is going to be the CRANK like other important conecpts it has its own Breviy.&lt;br /&gt;
 SHADOW11 CRANK [DIRECTION]&lt;br /&gt;
When two aircraft are on a direct intercept (ATA 0, TA 0), the entire speed of both aircraft contributes to closure. Introducing an angular offset eg. placing the bandit at the radar gimbal limit means only the component of speed along the bearing line contributes to closure. The greater the offset, the lower the closure rate.&lt;br /&gt;
&lt;br /&gt;
Practically: cranking at the gimbal limit (typically 60° on the F-16 FCR) cuts closure rate significantly while keeping the bandit on radar. This gives the missile more time to reach the target, forces any incoming missile to turn harder to chase you, and may result in the kinematic defeat of that missile.&lt;br /&gt;
&lt;br /&gt;
Remember: RANGE IS SAFETY&lt;br /&gt;
&lt;br /&gt;
Ex. We are on direct course towards a hostile and Launch a missile at 20NM that isslile finally reaches the target when we are 10NM apart. But if would crank and cut our closure in half then that final range would only be 15NM. with a WEZ of 14NM this can be the difference between life and death. &lt;br /&gt;
&lt;br /&gt;
Since with a BANZAI we plan to get within the Visual Arena having a plan how to stay alive within it is very important. This Topic is called [[Procedures/78th/A2A/ACM|Air Combat Maneuvers (ACM)]]&lt;br /&gt;
&lt;br /&gt;
== BVR III - Shoot Doctrine and Sorting ==&lt;br /&gt;
This part is based on [https://www.youtube.com/watch?v=DSwYS-6InZw this] and [https://youtu.be/7sD6_s00Le4?si=whxh7aM0M90e-HNh this] video by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
=== Shoot Doctrine ===&lt;br /&gt;
There are two ways take shots in BVR. &lt;br /&gt;
&lt;br /&gt;
==== SHOOT-ASESS-SHOOT ====&lt;br /&gt;
Here we intentionally hold on to a follow up shot to find out if another shot is needed. You should use this Doctrine when ordinanace is limited.&lt;br /&gt;
&lt;br /&gt;
==== SHOOT-SHOOT-ASESS ====&lt;br /&gt;
Here we send salvos of missiles in each attack. To fully understand how this helps you need to understand Probability of Kill Which will be covered in BVR VI. For now just Remember that Launching two or missiles increases your Probability of Kill. You should only use the doctrine if you have enough spare Ordinance.&lt;br /&gt;
&lt;br /&gt;
Practically speaking It only makes sense to SHOOT-SHOOT-ASSESS if your certain that the Enemy will not defeat your missiles kinematically. &lt;br /&gt;
&lt;br /&gt;
=== Airspace Sanitization and MELD ===&lt;br /&gt;
Before a flight can focus on an assigned group, the crew first needs to ensure no undetected threats are present elsewhere in the battlespace. This process is called &#039;&#039;&#039;airspace sanitization&#039;&#039;&#039;: each aircraft scans its assigned Area of Responsibility (AoR) with the radar set to maximum azimuth and altitude coverage, sweeping for any contacts that may have gone undetected by other Radars. In a flight of at least two, the radars are typically &#039;&#039;&#039;mated&#039;&#039;&#039;: each pilot covers a different altitude band with a slight overlap. &lt;br /&gt;
&lt;br /&gt;
The flight lead can call &#039;&#039;&#039;MELD&#039;&#039;&#039;. Which is defined as:&lt;br /&gt;
&lt;br /&gt;
==== MELD ====&lt;br /&gt;
Shift radar responsibilities from sanitizing to gaining situational awareness on the assigned GROUP.&lt;br /&gt;
 MAGIC SHADOW11 MELD&lt;br /&gt;
All Fighters now narrow their radar focus onto the assigned group in preparation for sorting and weapon employment.&lt;br /&gt;
&lt;br /&gt;
Later the Flight Lead can call &#039;&#039;&#039;Dropping&#039;&#039;&#039; which indicates continuation of the Sanitization Responsibilities. See more Below.&lt;br /&gt;
&lt;br /&gt;
=== Sorting ===&lt;br /&gt;
Sorting is the process of assigning targets inside a targeted group of adversary&#039;s to your flight members. As with many important concepts there are two brevity&#039;s associated with it&lt;br /&gt;
&lt;br /&gt;
==== SORT ====&lt;br /&gt;
Assignment of responsibility within a GROUP; criteria can be met visually, electromagnetically (e.g.,radar), or both.&lt;br /&gt;
&lt;br /&gt;
==== SORTED ====&lt;br /&gt;
Sort responsibility within a GROUP has been met.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Within the COMMS flow this could look as follows&lt;br /&gt;
 &#039;&#039;FLIGHT SORT LEAD LEFT LOW&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#3 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#4 SORTED&#039;&#039;&lt;br /&gt;
This is said of Intra-flight and conveys the following: &lt;br /&gt;
[[File:SortLeadLeftLow.png|left|frameless]]&lt;br /&gt;
In this Graphic we can see a Friendly Box Formation and a Group of Adversary&#039;s in a Three Ship VIC. Sorting LEAD LEFT LOW implys that the FLIGHT LEAD will take the Adversary Lead aircraft. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;2 Will then SORT again without the Aircraft already covered by #1. #2 tryies to take the LEAD aircraft but since there is no clear Lead between the remaining adversary&#039;s he will fall back to the LEFT aircraft. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;3 Will take the remining aircraft &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;4 Does not Plan on Locking any adversary            &lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== BVR IV - Defensive Counter Air (DCA) ==&lt;br /&gt;
This part is inspired by [https://www.youtube.com/watch?v=I7m7qk_F59k this] video by [https://www.youtube.com/@FlyAndWire FlyAndWire].&lt;br /&gt;
&lt;br /&gt;
Now that we have an overview of what tactics exist, we need to figure out how to use them to defend a ground target.&lt;br /&gt;
&lt;br /&gt;
=== DCA Lanes ===&lt;br /&gt;
To keep things organized in complex scenarios, the battlespace is divided into DCA lanes.&lt;br /&gt;
&lt;br /&gt;
A lane might look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:DCALane.png|frameless|841x841px]]&lt;br /&gt;
&lt;br /&gt;
==== Threat Range ====&lt;br /&gt;
The prebriefed range at which an untargeted GROUP meeting THREAT criteria triggers a THREAT call. Prebriefed per sortie.&lt;br /&gt;
&lt;br /&gt;
A Group is becomming a threat. FL should evaluate and notice.&lt;br /&gt;
&lt;br /&gt;
==== TAC Range ====&lt;br /&gt;
Default 60 nm from the closest fighter to the closest GROUP. Signals all players to prepare for targeting.&lt;br /&gt;
&lt;br /&gt;
FL should evaluate tactic of engagement if not prebriefed. &lt;br /&gt;
&lt;br /&gt;
==== Targeting range ====&lt;br /&gt;
The prebriefed distance at which all contacts must be intercepted. A GROUP inside this range with no assigned fighter is UNTARGETED. Prebriefed per sortie.&lt;br /&gt;
&lt;br /&gt;
Responsebillity goes to the CAP Aircrafts on station. FL should have a gameplan.&lt;br /&gt;
&lt;br /&gt;
==== Commit Line (CL) ====&lt;br /&gt;
IAW with theater ROE, an adversary crossing this line is declared hostile. The Commit Line will be prebriefed for all DCA sorties.&lt;br /&gt;
&lt;br /&gt;
FL briefes wingmen, notifies TACC and flight sorts. &lt;br /&gt;
&lt;br /&gt;
==== Mission fail line ====&lt;br /&gt;
The line the enemy must not cross for the mission to succeed. Defines the maximum depth of the defensive problem.&lt;br /&gt;
&lt;br /&gt;
Is a Mission abort criteria. &lt;br /&gt;
&lt;br /&gt;
==== Low Risk Engagement Zone (LREZ) ====&lt;br /&gt;
This is the zone where the flight lead should only accept low-risk tactics, since there is no immediate threat. Some form of launch-and-leave would be used.&lt;br /&gt;
&lt;br /&gt;
==== Medium Risk Engagement Zone (MREZ) ====&lt;br /&gt;
Here the flight lead must make a decision. If the force ratio is favorable enough that the risk of loss of life is low, a launch-and-decide tactic may be chosen; otherwise the flight lead should fall back to launch-and-leave tactics.&lt;br /&gt;
&lt;br /&gt;
==== High Risk Engagement Zone (HREZ) ====&lt;br /&gt;
At this point the risk of loss of fighters may be acceptable, so a launch-and-decide tactic is most likely to be chosen.&lt;br /&gt;
&lt;br /&gt;
=== The DCA Flow ===&lt;br /&gt;
Assume a flight of 2 F-16s flying their DCA orbit, as a group of 2 contacts closes in on the Commit Line.&lt;br /&gt;
 MAGIC SHADOW11 PICTURE&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 ONE GROUP NORTH GROUP BULLSEYE 030 40 25 THOUSAND TRACK SOUTH BOGEY 2 CONTACTS&lt;br /&gt;
&lt;br /&gt;
If not prebriefed, now is the time to decide on a DCA plan. On intraflight, the flight lead could call:&lt;br /&gt;
  &#039;&#039;FLIGHT. SKATE 1 SHOT PER GROUP; SHORT SKATE 1 SHOT PER CONTACT AND CRANK; BANZAI 2 SHOTS PER CONTACT AND BRACKET&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2, #3, #4&#039;&#039; &lt;br /&gt;
Here, SHADOW 11 plans to execute a SKATE once the 2 contacts cross the Commit Line and launch one missile.&lt;br /&gt;
&lt;br /&gt;
If the SKATE does not achieve the objective, the flight will RESET (more on that later) and execute a SHORT SKATE once the group crosses into MREZ, with a CRANK, shooting 2 missiles — one per contact.&lt;br /&gt;
&lt;br /&gt;
If that also fails and the group crosses into HREZ, the flight plans to execute a BANZAI and shoot 2 missiles per contact. (BRACKET is covered in [[Procedures/78th/A2A/ACM|Air Combat Maneuvers (ACM)]].)&lt;br /&gt;
&lt;br /&gt;
For this example we will assume the SKATE was successful.&lt;br /&gt;
&lt;br /&gt;
==== The Commit ====&lt;br /&gt;
Once the group of bogeys crosses the Commit Line (CL), the flight lead calls MAGIC:&lt;br /&gt;
  MAGIC SHADOW11 RECOMMEND COMMIT NORTH GROUP&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 MAGIC COMMIT NORTH GROUP BULLSEYE 060 30 25 THOUSAND HOT HOSTILE 2 CONTACTS&lt;br /&gt;
&lt;br /&gt;
  COMMIT NORTH GROUP SHADOW11&lt;br /&gt;
&lt;br /&gt;
Note: A commit can also be called onto multiple groups.&lt;br /&gt;
&lt;br /&gt;
==== Targeting ====&lt;br /&gt;
The next step is targeting. Targeting is an important tool when there are multiple groups inside the lane or battlespace. It signals all surrounding fighters that your flight is taking responsibility for engaging a certain group. Its Common Practice to do the Tactical Decision together with the Targeting Call&lt;br /&gt;
&lt;br /&gt;
There are two brevity calls associated with targeting:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TARGET&#039;&#039;&#039; — Assignment of targeting responsibilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TARGETING&#039;&#039;&#039; — Fighter has acquired the assigned group and assumed responsibility for it.&lt;br /&gt;
&lt;br /&gt;
TARGET is used to assign targeting responsibilities within a commit:&lt;br /&gt;
 SHADOW12 TARGET NORTH GROUP SHADOW FLIGHT SKATE&lt;br /&gt;
&lt;br /&gt;
 #2&lt;br /&gt;
Once the target appears on the fighter&#039;s radar or datalink:&lt;br /&gt;
  SHADOW12 TARGETED NORTH GROUP &lt;br /&gt;
&lt;br /&gt;
Or, if committed on multiple groups:&lt;br /&gt;
  #1,2 TARGET WEST GROUP SKATE; #3,4 TARGET EAST GROUP SHORT SKATE. SHADOW11&lt;br /&gt;
&lt;br /&gt;
Once the targets appear on the fighters&#039; radars:&lt;br /&gt;
  SHADOW11 TARGETED WEST GROUP &lt;br /&gt;
&lt;br /&gt;
  SHADOW12 TARGETED WEST GROUP&lt;br /&gt;
&lt;br /&gt;
  SHADOW13 TARGETED EAST GROUP&lt;br /&gt;
&lt;br /&gt;
  SHADOW14 TARGETED EAST GROUP&lt;br /&gt;
&lt;br /&gt;
==== Meld, Sorting, and JUDY ====&lt;br /&gt;
Now that its clear who is responsible for which Groups the Flight Must wait until their own radar picks up the contacts. Once in Range:&lt;br /&gt;
 MAGIC SHADOW11 MELD&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2 #3 #4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;FLIGHT SORT LEFT LEAD HIGH&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#3 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#4 SORTED&#039;&#039;&lt;br /&gt;
Once All Flight Members have Sorted and the Flight Lead does not need futher Information by the Controller he may call.&lt;br /&gt;
 MAGIC SHADOW11 JUDY&lt;br /&gt;
Judy is defined as: Aircrew has taken control of the intercept and only requires situation awareness information; controller will minimize radio transmissions&lt;br /&gt;
&lt;br /&gt;
==== Transition Range (TR) and Weapon Employment ====&lt;br /&gt;
Finally, we reach the point where a missile can be fired. The Transition Range is defined as the range at which a launched FOX-3 missile will go active before the OUT at DOR. This requires practice and mental arithmetic to get right. A missile may be launched before or after the TR depending on the Situation.&lt;br /&gt;
&lt;br /&gt;
The Flight Lead will instruct his wingman to enagage by calling&lt;br /&gt;
 SHADOW12 ENGAGE&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;2 fires their missile, and the #2 calls on MAGIC:&lt;br /&gt;
  SHADOW12 FOX3 NORTH GROUP LEAD CONTACT&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 MAGIC COPY SHOT&lt;br /&gt;
&lt;br /&gt;
==== The First OUT ====&lt;br /&gt;
  MAGIC SHADOW FLIGHT OUT SOUTH DROPPING NORTH GROUP&lt;br /&gt;
&lt;br /&gt;
The brevity DROPPING signals MAGIC that SHADOW flight has stopped monitoring NORTH GROUP and requires updated information and will return to Airspace Sanitization Radar Settings.&lt;br /&gt;
&lt;br /&gt;
After flying southbound and defeating any missiles the adversary may have launched, SHADOW flight prepares for the IN to confirm weapon effects or launch a second missile if necessary.&lt;br /&gt;
&lt;br /&gt;
==== The IN ====&lt;br /&gt;
 MAGIC SHADOW FLIGHT IN #1,2 TARGETED NORTH GROUP&lt;br /&gt;
&lt;br /&gt;
 MAGIC SHADOW11 MELD&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;FLIGHT SORT RIGHT TRAIL HIGH&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#3 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#4 SORTED&#039;&#039;&lt;br /&gt;
Once SHADOW flight turns around, they confirm via their sensors that the adversary group has turned around and is proceeding back over the Commit Line.&lt;br /&gt;
&lt;br /&gt;
they return to the prebriefed position.&lt;br /&gt;
&lt;br /&gt;
==== RESET ====&lt;br /&gt;
The RESET brevity signals exactly this. It is defined as: &#039;&#039;Proceed to prebriefed position / area of operations.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
RESET implies Dropping and returning the Targeting Responsibility. &lt;br /&gt;
  MAGIC SHADOW11 RESET&lt;br /&gt;
&lt;br /&gt;
== BVR V - Offensive Counter air (oca) ==&lt;br /&gt;
Is the opposite of DCA. This time, we are not in a lane ourselves other than attacking the enemies CAP station to invade and takeover air superiority either a short time so strike aircrafts can do their tasking or for a longer time to set up a DCA Lane ourselves by clearing the space for a following DCA Flight.&lt;br /&gt;
&lt;br /&gt;
An OCA Flight enters the station by checkin in with TACC2. Thereafter, the flight recieves a picture. If not, the FL should ask for one. &lt;br /&gt;
&lt;br /&gt;
If the flight notices a Group on their sensors it wants to attack a Declaration has to be given by TACC. The FL would tell TAC , that the flight is targeting the specific group. OCA has the following phases:&lt;br /&gt;
&lt;br /&gt;
=== Phases of OCA ===&lt;br /&gt;
 Check in: The flight enters the AOR and builds up SA by recieving the picture.&lt;br /&gt;
&lt;br /&gt;
 Targeting: The FL notifies TACC about the Group, the Flight now is responable for and designs the gameplan if not prebriefed. The gameplan is then to be briefed on intraflight and the flight sorts. Wingmen will call Sorted once the process is completed.&lt;br /&gt;
&lt;br /&gt;
 Tactical Decission: The FL informs other flights in the area on TACC2 about the Tactic the flight uses for the targeted group and that the flight is sorted if so. Also he gives the Meld call to inform about the airspace not longer beeing sanatized.&lt;br /&gt;
&lt;br /&gt;
 Engage Call: FL Tells Wingmen to engage assigned Target. All shots are to be called out. &lt;br /&gt;
&lt;br /&gt;
 OUT or Defensive: The Flight performs a controlled OUT maneuver or each element does a reactive defensive maneuver to avoid incomming ordnance. In each situation a designed call has to be made followed by the direction. &lt;br /&gt;
&lt;br /&gt;
 Dropping: The flight is in cold aspect to the hostiles position and reastablishes Air Space Sanitization. FL will give Dropping call followed by the preaviously targeted group.&lt;br /&gt;
&lt;br /&gt;
 Assesment: Flight approves the effectiveness or ineffectivness of the Attack and states out the status on TACC2. FL will evaluate how to proceed.&lt;br /&gt;
&lt;br /&gt;
 Second IN: If the Attack was unsuccessfull, it may be repeated by doing a second in. FL gives the IN call followed by the group and the procedure itself repeats. A second sorting is only to be done if needed. &lt;br /&gt;
&lt;br /&gt;
=== OCA Range Structure ===&lt;br /&gt;
The same range lines apply as in DCA — Threat Range, Targeting Range, and TAC Range — but all are prebriefed based on the specific mission geometry and threat environment. There is no commit line or mission fail line in OCA.&lt;br /&gt;
&lt;br /&gt;
== BVR VI — Intercept Geometry ==&lt;br /&gt;
This part is based on the [https://www.youtube.com/playlist?list=PLe6o-xSuVEQkIkJwn5CUjG-TOcYVdIxHp FlyAndWire BVR Series] by FlyAndWire.&lt;br /&gt;
&lt;br /&gt;
=== Hot and Cold Side of the Display ===&lt;br /&gt;
At any given moment, one side of your FCR is &#039;&#039;&#039;hot&#039;&#039;&#039; and the other is &#039;&#039;&#039;cold&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hot side&#039;&#039;&#039; — the side where TA is decreasing (geometry is closing). The bandit is drifting toward the hot side.&lt;br /&gt;
* &#039;&#039;&#039;Cold side&#039;&#039;&#039; — the side where TA is increasing (geometry is opening).&lt;br /&gt;
&lt;br /&gt;
Collision Course acts as the dividing line between hot and cold. A target placed on the hot side of CC means your Cut is greater than CC, and TA will decrease over time. A target on the cold side means TA is increasing.&lt;br /&gt;
&lt;br /&gt;
This concept is critical for correcting your geometry before a shot. If your TA is too high for a clean missile employment, you need to drive the bandit to the hot side of the display until TA reaches the desired value, then capture it using CC.&lt;br /&gt;
&lt;br /&gt;
=== Collision Course and Drift ===&lt;br /&gt;
Collision Course (CC) is the condition where neither aircraft&#039;s relative position in space changes over time. If co-altitude, they will collide. CC is the most efficient way to reduce range.&lt;br /&gt;
&lt;br /&gt;
When the aircraft are &#039;&#039;&#039;not&#039;&#039;&#039; on Collision Course, the bandit&#039;s position on your display drifts — it moves left or right over time. This is called &#039;&#039;&#039;Drift&#039;&#039;&#039;, and it has two components:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Turn Drift&#039;&#039;&#039; — caused by your own maneuvering. When you turn, the bandit&#039;s relative position shifts.&lt;br /&gt;
* &#039;&#039;&#039;Intercept Drift&#039;&#039;&#039; — caused by a lack of CC. Even without maneuvering, the bandit moves across your display because the geometry is offset.&lt;br /&gt;
&lt;br /&gt;
Combined, these produce &#039;&#039;&#039;Displayed Drift&#039;&#039;&#039; — what you actually see on the FCR.&lt;br /&gt;
&lt;br /&gt;
Drift is your primary tool for assessing whether you are on CC or not:&lt;br /&gt;
&lt;br /&gt;
* No drift → you are on or near Collision Course&lt;br /&gt;
* Drift left → target is passing in front of you, left side&lt;br /&gt;
* Drift right → target is passing in front of you, right side&lt;br /&gt;
&lt;br /&gt;
On a B-Scope (F-16 FCR), drift appears as horizontal movement of the radar return over time. Monitoring drift is a habit, not a one-time check.&lt;br /&gt;
&lt;br /&gt;
When on Collision Course, the ATA is relabelled &#039;&#039;&#039;CATA&#039;&#039;&#039; (Collision Antenna Train Angle).&lt;br /&gt;
&lt;br /&gt;
=== Geometry Gameplans ===&lt;br /&gt;
Given a target at some TA and ATA, the following rules of thumb apply for managing geometry toward a shot:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Situation&lt;br /&gt;
!Correct Response&lt;br /&gt;
|-&lt;br /&gt;
|TA too low (near 0)&lt;br /&gt;
|Use Cut-Away to build angles; place target on cold side&lt;br /&gt;
|-&lt;br /&gt;
|TA acceptable, LS acceptable&lt;br /&gt;
|Turn to Zero-Cut (parallel) to capture LS&lt;br /&gt;
|-&lt;br /&gt;
|TA acceptable, range must close&lt;br /&gt;
|Turn to Collision Course to capture TA and drive range down&lt;br /&gt;
|-&lt;br /&gt;
|TA too high for shot&lt;br /&gt;
|Place target on hot side; drive TA down to desired value, then capture with CC&lt;br /&gt;
|}&lt;br /&gt;
In practice on the F-16, the most common case before a FOX-3 shot is TA too high. The correction is simple: &#039;&#039;&#039;place the bandit on the hot side of the display and maintain until TA reaches the desired value.&#039;&#039;&#039; Then switch to CC to lock it in.&lt;br /&gt;
&lt;br /&gt;
A note on desired TA for missile employment: the lower the TA at launch, the more efficient the missile&#039;s flight path to the target. A shot taken with TA 0–30 (Hot) is significantly more effective than the same shot taken at TA 90 (Beam). This is not a minor difference — the FlyAndWire series demonstrates a 15% improvement in missile impact speed simply by switching from Pure Pursuit to Collision Course at the same range and TA.&lt;br /&gt;
&lt;br /&gt;
=== Zero-Cut ===&lt;br /&gt;
Zero-Cut deserves special attention. When Cut equals zero, your nose points at the bandit&#039;s reciprocal — you are flying parallel to the bandit&#039;s course in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
Two things happen simultaneously:&lt;br /&gt;
&lt;br /&gt;
# Lateral Separation is captured — it does not change.&lt;br /&gt;
# TA increases predictably — and the rate of increase is geometric: &#039;&#039;&#039;angles double as range halves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This second property makes Zero-Cut an extremely useful estimation tool. If at 40 NM your TA is 20°, at 20 NM it will be approximately 40°. This allows you to project ahead and decide when to act before the geometry becomes unworkable.&lt;br /&gt;
&lt;br /&gt;
=== Missile Employment and Geometry ===&lt;br /&gt;
Three launch conditions, in order of preference:&lt;br /&gt;
&lt;br /&gt;
==== Pure Pursuit (PP) ====&lt;br /&gt;
The fighter&#039;s nose points at the bandit. The missile must curve to intercept. At significant TA values, the missile wastes energy turning and its effective range and impact speed decrease substantially. Acceptable only when TA is near zero.&lt;br /&gt;
&lt;br /&gt;
==== Collision Course (CC) ====&lt;br /&gt;
The fighter is on a collision course with the bandit. The missile&#039;s initial vector is already close to optimal. At the same TA and range, a CC launch produces meaningfully higher impact speed and shorter time of flight than PP. This is the minimum standard for FOX-3 employment.&lt;br /&gt;
&lt;br /&gt;
==== Lead Collision (LC) ====&lt;br /&gt;
The fighter points slightly ahead of CC — not for the aircraft, but to give the missile an even more direct path to the target. On the F-16, the &#039;&#039;&#039;ASE (Allowable Steering Error)&#039;&#039;&#039; steering dot guides the pilot to the LC position. The rule: &#039;&#039;&#039;centre the dot and fire.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For the AIM-120, LC is typically a small offset from CC. The improvement over CC is modest but real, and the cost is only the time to centre the dot — there is no reason not to use it.&lt;br /&gt;
&lt;br /&gt;
In order of missile performance: LC &amp;gt; CC &amp;gt;&amp;gt; PP.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Action&lt;br /&gt;
!Effect on TA&lt;br /&gt;
!Effect on LS&lt;br /&gt;
!Effect on Range&lt;br /&gt;
|-&lt;br /&gt;
|Cut greater than CC&lt;br /&gt;
|Decreases&lt;br /&gt;
|Decreases&lt;br /&gt;
|Decreases&lt;br /&gt;
|-&lt;br /&gt;
|Cut equals CC&lt;br /&gt;
|Captured&lt;br /&gt;
|Decreases&lt;br /&gt;
|Decreases&lt;br /&gt;
|-&lt;br /&gt;
|Zero-Cut (parallel)&lt;br /&gt;
|Increases&lt;br /&gt;
|Captured&lt;br /&gt;
|Decreases&lt;br /&gt;
|-&lt;br /&gt;
|Cut-Away&lt;br /&gt;
|Increases&lt;br /&gt;
|Increases&lt;br /&gt;
|Increases&lt;br /&gt;
|-&lt;br /&gt;
|Crank (gimbal limit)&lt;br /&gt;
|Increases slowly&lt;br /&gt;
|Increases slowly&lt;br /&gt;
|Decreases slowly&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BVR&amp;diff=385</id>
		<title>Procedures/78th/A2A/BVR</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BVR&amp;diff=385"/>
		<updated>2026-05-23T14:28:03Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== SCOPE and MOTIVATION ==&lt;br /&gt;
This Training Unit assumes understanding of [[General/Tactical Communication|Tactical Communication]]&lt;br /&gt;
&lt;br /&gt;
Beyond Visual Range engagements are the most common A2A conflicts that modern era pilots have to master.&lt;br /&gt;
&lt;br /&gt;
This unit aims to teach you how to stay alive minimize blue on blue situations and teach you how to use your weapons most effectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;NOTE:&amp;lt;/u&amp;gt; &#039;&#039;ITALIC&#039;&#039; Phraseology is said on INTRA-FLIGHT. All other Communication is on INTER-FLIGHT (MAGIC)&#039;&#039;&#039;&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== BVR I - Basics ==&lt;br /&gt;
This part is based on [https://www.youtube.com/watch?v=O03KEOxV79M&amp;amp;list=PLd5Qdmhmp3Y7wxYI4cVxcDPdswhj_Zgpi this] video by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
When a fighter is committed to an intercept, the goal is to end up in an offensive position with eyes on the target. But with the proliferation of modern air-to-air missiles, it is very likely that a target may decide to fire on an interceptor before that happens. That fight can happen at Beyond Visual Range, where the only view of the other aircraft is a blip on a radar screen — so how do you survive and win a Beyond Visual Range fight?&lt;br /&gt;
&lt;br /&gt;
The overall strategy to winning any BVR fight is to simply get a weapon solution on your opponent without letting them get a weapon solution on you. (This is an oversimplification of a very complex process.)&lt;br /&gt;
&lt;br /&gt;
=== Identify Friend or Foe (IFF) ===&lt;br /&gt;
Before a fighter can fire on another aircraft, that aircraft needs to be confirmed as a valid target. That process of identification is called IFF (Identify Friend or Foe).&lt;br /&gt;
&lt;br /&gt;
=== Weapon Engagement Zone (WEZ) ===&lt;br /&gt;
There are many ways of preventing an enemy from getting a weapon solution, involving technical countermeasures like jamming, decoys, and chaff, as well as radar-defeating maneuvers like the Notch, and low radar cross-section airframes. All of these are great but share a common flaw: they are not guaranteed to work.&lt;br /&gt;
&lt;br /&gt;
The only solution that always works is staying outside the kinetic range of the enemy&#039;s missiles.&lt;br /&gt;
&lt;br /&gt;
The zone where an enemy&#039;s missile can kinematically reach you is called the Weapon Engagement Zone (WEZ).&lt;br /&gt;
&lt;br /&gt;
For most Red Coalition fighters, a stern WEZ of 14 NM at 30,000 ft and 4 NM at 0 MSL is a good rule of thumb. WEZ is a highly dynamic figure and requires a great amount of experience to estimate correctly, so be conservative with your approximations.&lt;br /&gt;
&lt;br /&gt;
Remember the four A&#039;s: &#039;&#039;&#039;Altitude, Airspeed, Aspect, Angle-off at Launch&#039;&#039;&#039;. High values increase the WEZ; low values decrease it. Altitude is by far the most important factor.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;OUT&amp;quot; Maneuver ===&lt;br /&gt;
This leads to a simple strategy for survival: turn away from the attacker as quickly as possible. This is such an effective strategy that it even has its own name and brevity code.&lt;br /&gt;
&lt;br /&gt;
To execute an OUT, make a tactical turn where you maintain airspeed throughout the turn and put the threat on your 6 o&#039;clock. Unlike standard tactical turns, this maneuver is executed at full afterburner, since survival is the primary concern.&lt;br /&gt;
&lt;br /&gt;
The radio call is:&lt;br /&gt;
  SHADOW11 OUT [DIRECTION]&lt;br /&gt;
&lt;br /&gt;
=== Minimum Abort Range (MAR) ===&lt;br /&gt;
There is a specific distance at which you want to initiate your turn, called the Minimum Abort Range (MAR). We want to begin the turn such that throughout and after the maneuver we remain outside the enemy&#039;s WEZ. To determine this, we need to account for the distance consumed while executing an OUT. Factoring in closure rate and turn rate, this comes out to approximately 4 NM in most scenarios at 30,000 ft, and 2–3 NM at lower altitudes.&lt;br /&gt;
&lt;br /&gt;
Adding this to a WEZ of 14 NM gives a MAR of 17–18 NM; adding one mile of margin gives a MAR of &#039;&#039;&#039;19 NM at 30,000 ft&#039;&#039;&#039;. This is the distance at which you want to execute your OUT.&lt;br /&gt;
&lt;br /&gt;
== BVR II - TACTICS ==&lt;br /&gt;
This part is based on [https://www.youtube.com/watch?v=DSwYS-6InZw this] video by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
[[File:BVRTactics.png|frameless|980x980px]]&lt;br /&gt;
&lt;br /&gt;
== BVR II A - SKATE ==&lt;br /&gt;
In many defensive scenarios where the safety of the intercepting fighter is more important than the destruction of enemy assets, we have launch-and-leave tactics. Just like the name implies, ordnance is launched and then the fighter executes an OUT. Launch-and-leave preserves range between interceptors and the target, thereby keeping them outside of an adversary&#039;s WEZ — but it also points the fighter&#039;s weapons and sensors away from the target. Flying away makes confirmation of weapons effects more difficult and usually results in a lower probability of kill. However, this may be enough to accomplish the mission objective: if firing a missile at a hostile aircraft gets it to leave defended airspace, that&#039;s a win — even if it doesn&#039;t result in a kill.&lt;br /&gt;
&lt;br /&gt;
Launch-and-leave tactics have their own brevity code, known as SKATE:&lt;br /&gt;
  SHADOW11 [SHORT / / LONG] SKATE&lt;br /&gt;
&lt;br /&gt;
To understand the difference between SHORT SKATE, SKATE, and LONG SKATE, we need to introduce two more concepts.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;IN&amp;quot; Maneuver ===&lt;br /&gt;
Similar to the OUT, the IN is a full afterburner turn that maintains airspeed and altitude, but puts the adversary on your 12 o&#039;clock.&lt;br /&gt;
  SHADOW11 IN&lt;br /&gt;
&lt;br /&gt;
The IN has approximately the same distance cost as the OUT.&lt;br /&gt;
&lt;br /&gt;
=== Minimum Out Range / Desired Out Range (MOR / DOR) ===&lt;br /&gt;
The Minimum Out Range (MOR) also called the Desired Out Range is the distance to the adversary at which we can execute an OUT, then an IN, launch a second missile, and execute another OUT — all while staying outside the adversary&#039;s WEZ.&lt;br /&gt;
&lt;br /&gt;
So in addition to the MAR, we account for one IN and one additional OUT maneuver:&lt;br /&gt;
&lt;br /&gt;
  MOR = MAR + cost of IN + cost of OUT = 19 NM + 4 NM + 4 NM = 27 NM&lt;br /&gt;
&lt;br /&gt;
=== SHORT SKATE / SKATE / LONG SKATE ===&lt;br /&gt;
SKATE is the overarching brevity for a launch-and-leave tactic. It is not a maneuver like the IN and OUT, but a tactic.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;SHORT SKATE&#039;&#039;&#039; is defined by executing a single OUT at MAR (19 NM).&lt;br /&gt;
* A &#039;&#039;&#039;SKATE&#039;&#039;&#039; is executed at MOR (27 NM), with the intention of turning back in for a follow-up engagement.&lt;br /&gt;
* A &#039;&#039;&#039;LONG SKATE&#039;&#039;&#039; allows for two additional launch opportunities and is executed at:&lt;br /&gt;
  MOR + cost of IN + cost of OUT = 27 NM + 4 NM + 4 NM = 35 NM&lt;br /&gt;
&lt;br /&gt;
== BVR II B - BANZAI ==&lt;br /&gt;
In some scenarios where Defending a position is Essential to Mission Success a Higher Risk tactic might be acceptable. In a scenario where high risk is acceptable interceptors would lauch their ordinance and cotinoue on toward the target. This allows them to better assess the results of their shots and keep their weapons pointed toward the enemy in caase further shots are needed. Any Plan that follows this logic will fall inot the category of laucnch and decide.&lt;br /&gt;
&lt;br /&gt;
The Brevity for this Doctrine is BANZAI&lt;br /&gt;
 SHADOW11 BANZAI &lt;br /&gt;
and defined as: Executing Launch and Decide Tactics with the INTENT TO MANEUVER INTO THE VISUAL ARENA. This is important since this is the only real way to confirm that a target has been destroyed. Remember that just because you see a Target disappear from your sensors after firiing at it doesn&#039;t mean that it was hit.&lt;br /&gt;
&lt;br /&gt;
=== THE CRANK ===&lt;br /&gt;
The most important Maneuver here is going to be the CRANK like other important conecpts it has its own Breviy.&lt;br /&gt;
 SHADOW11 CRANK [DIRECTION]&lt;br /&gt;
When two aircraft are on a direct intercept (ATA 0, TA 0), the entire speed of both aircraft contributes to closure. Introducing an angular offset eg. placing the bandit at the radar gimbal limit means only the component of speed along the bearing line contributes to closure. The greater the offset, the lower the closure rate.&lt;br /&gt;
&lt;br /&gt;
Practically: cranking at the gimbal limit (typically 60° on the F-16 FCR) cuts closure rate significantly while keeping the bandit on radar. This gives the missile more time to reach the target, forces any incoming missile to turn harder to chase you, and may result in the kinematic defeat of that missile.&lt;br /&gt;
&lt;br /&gt;
Remember: RANGE IS SAFETY&lt;br /&gt;
&lt;br /&gt;
Ex. We are on direct course towards a hostile and Launch a missile at 20NM that isslile finally reaches the target when we are 10NM apart. But if would crank and cut our closure in half then that final range would only be 15NM. with a WEZ of 14NM this can be the difference between life and death. &lt;br /&gt;
&lt;br /&gt;
Since with a BANZAI we plan to get within the Visual Arena having a plan how to stay alive within it is very important. This Topic is called [[Procedures/78th/A2A/ACM|Air Combat Maneuvers (ACM)]]&lt;br /&gt;
&lt;br /&gt;
== BVR III - Shoot Doctrine and Sorting ==&lt;br /&gt;
This part is based on [https://www.youtube.com/watch?v=DSwYS-6InZw this] and [https://youtu.be/7sD6_s00Le4?si=whxh7aM0M90e-HNh this] video by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
=== Shoot Doctrine ===&lt;br /&gt;
There are two ways take shots in BVR. &lt;br /&gt;
&lt;br /&gt;
==== SHOOT-ASESS-SHOOT ====&lt;br /&gt;
Here we intentionally hold on to a follow up shot to find out if another shot is needed. You should use this Doctrine when ordinanace is limited.&lt;br /&gt;
&lt;br /&gt;
==== SHOOT-SHOOT-ASESS ====&lt;br /&gt;
Here we send salvos of missiles in each attack. To fully understand how this helps you need to understand Probability of Kill Which will be covered in BVR VI. For now just Remember that Launching two or missiles increases your Probability of Kill. You should only use the doctrine if you have enough spare Ordinance.&lt;br /&gt;
&lt;br /&gt;
Practically speaking It only makes sense to SHOOT-SHOOT-ASSESS if your certain that the Enemy will not defeat your missiles kinematically. &lt;br /&gt;
&lt;br /&gt;
=== Airspace Sanitization and MELD ===&lt;br /&gt;
Before a flight can focus on an assigned group, the crew first needs to ensure no undetected threats are present elsewhere in the battlespace. This process is called &#039;&#039;&#039;airspace sanitization&#039;&#039;&#039;: each aircraft scans its assigned Area of Responsibility (AoR) with the radar set to maximum azimuth and altitude coverage, sweeping for any contacts that may have gone undetected by other Radars. In a flight of at least two, the radars are typically &#039;&#039;&#039;mated&#039;&#039;&#039;: each pilot covers a different altitude band with a slight overlap. &lt;br /&gt;
&lt;br /&gt;
The flight lead can call &#039;&#039;&#039;MELD&#039;&#039;&#039;. Which is defined as:&lt;br /&gt;
&lt;br /&gt;
==== MELD ====&lt;br /&gt;
Shift radar responsibilities from sanitizing to gaining situational awareness on the assigned GROUP.&lt;br /&gt;
 MAGIC SHADOW11 MELD&lt;br /&gt;
All Fighters now narrow their radar focus onto the assigned group in preparation for sorting and weapon employment.&lt;br /&gt;
&lt;br /&gt;
Later the Flight Lead can call &#039;&#039;&#039;Dropping&#039;&#039;&#039; which indicates continuation of the Sanitization Responsibilities. See more Below.&lt;br /&gt;
&lt;br /&gt;
=== Sorting ===&lt;br /&gt;
Sorting is the process of assigning targets inside a targeted group of adversary&#039;s to your flight members. As with many important concepts there are two brevity&#039;s associated with it&lt;br /&gt;
&lt;br /&gt;
==== SORT ====&lt;br /&gt;
Assignment of responsibility within a GROUP; criteria can be met visually, electromagnetically (e.g.,radar), or both.&lt;br /&gt;
&lt;br /&gt;
==== SORTED ====&lt;br /&gt;
Sort responsibility within a GROUP has been met.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Within the COMMS flow this could look as follows&lt;br /&gt;
 &#039;&#039;FLIGHT SORT LEAD LEFT LOW&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#3 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#4 SORTED&#039;&#039;&lt;br /&gt;
This is said of Intra-flight and conveys the following: &lt;br /&gt;
[[File:SortLeadLeftLow.png|left|frameless]]&lt;br /&gt;
In this Graphic we can see a Friendly Box Formation and a Group of Adversary&#039;s in a Three Ship VIC. Sorting LEAD LEFT LOW implys that the FLIGHT LEAD will take the Adversary Lead aircraft. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;2 Will then SORT again without the Aircraft already covered by #1. #2 tryies to take the LEAD aircraft but since there is no clear Lead between the remaining adversary&#039;s he will fall back to the LEFT aircraft. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;3 Will take the remining aircraft &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;4 Does not Plan on Locking any adversary            &lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== BVR IV - Defensive Counter Air (DCA) ==&lt;br /&gt;
This part is inspired by [https://www.youtube.com/watch?v=I7m7qk_F59k this] video by [https://www.youtube.com/@FlyAndWire FlyAndWire].&lt;br /&gt;
&lt;br /&gt;
Now that we have an overview of what tactics exist, we need to figure out how to use them to defend a ground target.&lt;br /&gt;
&lt;br /&gt;
=== DCA Lanes ===&lt;br /&gt;
To keep things organized in complex scenarios, the battlespace is divided into DCA lanes.&lt;br /&gt;
&lt;br /&gt;
A lane might look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:DCALane.png|frameless|841x841px]]&lt;br /&gt;
&lt;br /&gt;
==== Threat Range ====&lt;br /&gt;
The prebriefed range at which an untargeted GROUP meeting THREAT criteria triggers a THREAT call. Prebriefed per sortie.&lt;br /&gt;
&lt;br /&gt;
A Group is becomming a threat. FL should evaluate and notice.&lt;br /&gt;
&lt;br /&gt;
==== TAC Range ====&lt;br /&gt;
Default 60 nm from the closest fighter to the closest GROUP. Signals all players to prepare for targeting.&lt;br /&gt;
&lt;br /&gt;
FL should evaluate tactic of engagement if not prebriefed. &lt;br /&gt;
&lt;br /&gt;
==== Targeting range ====&lt;br /&gt;
The prebriefed distance at which all contacts must be intercepted. A GROUP inside this range with no assigned fighter is UNTARGETED. Prebriefed per sortie.&lt;br /&gt;
&lt;br /&gt;
Responsebillity goes to the CAP Aircrafts on station. FL should have a gameplan.&lt;br /&gt;
&lt;br /&gt;
==== Commit Line (CL) ====&lt;br /&gt;
IAW with theater ROE, an adversary crossing this line is declared hostile. The Commit Line will be prebriefed for all DCA sorties.&lt;br /&gt;
&lt;br /&gt;
FL briefes wingmen, notifies TACC and flight sorts. &lt;br /&gt;
&lt;br /&gt;
==== Mission fail line ====&lt;br /&gt;
The line the enemy must not cross for the mission to succeed. Defines the maximum depth of the defensive problem.&lt;br /&gt;
&lt;br /&gt;
Is a Mission abort criteria. &lt;br /&gt;
&lt;br /&gt;
==== Low Risk Engagement Zone (LREZ) ====&lt;br /&gt;
This is the zone where the flight lead should only accept low-risk tactics, since there is no immediate threat. Some form of launch-and-leave would be used.&lt;br /&gt;
&lt;br /&gt;
==== Medium Risk Engagement Zone (MREZ) ====&lt;br /&gt;
Here the flight lead must make a decision. If the force ratio is favorable enough that the risk of loss of life is low, a launch-and-decide tactic may be chosen; otherwise the flight lead should fall back to launch-and-leave tactics.&lt;br /&gt;
&lt;br /&gt;
==== High Risk Engagement Zone (HREZ) ====&lt;br /&gt;
At this point the risk of loss of fighters may be acceptable, so a launch-and-decide tactic is most likely to be chosen.&lt;br /&gt;
&lt;br /&gt;
=== The DCA Flow ===&lt;br /&gt;
Assume a flight of 2 F-16s flying their DCA orbit, as a group of 2 contacts closes in on the Commit Line.&lt;br /&gt;
 MAGIC SHADOW11 PICTURE&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 ONE GROUP NORTH GROUP BULLSEYE 030 40 25 THOUSAND TRACK SOUTH BOGEY 2 CONTACTS&lt;br /&gt;
&lt;br /&gt;
If not prebriefed, now is the time to decide on a DCA plan. On intraflight, the flight lead could call:&lt;br /&gt;
  &#039;&#039;FLIGHT. SKATE 1 SHOT PER GROUP; SHORT SKATE 1 SHOT PER CONTACT AND CRANK; BANZAI 2 SHOTS PER CONTACT AND BRACKET&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2, #3, #4&#039;&#039; &lt;br /&gt;
Here, SHADOW 11 plans to execute a SKATE once the 2 contacts cross the Commit Line and launch one missile.&lt;br /&gt;
&lt;br /&gt;
If the SKATE does not achieve the objective, the flight will RESET (more on that later) and execute a SHORT SKATE once the group crosses into MREZ, with a CRANK, shooting 2 missiles — one per contact.&lt;br /&gt;
&lt;br /&gt;
If that also fails and the group crosses into HREZ, the flight plans to execute a BANZAI and shoot 2 missiles per contact. (BRACKET is covered in [[Procedures/78th/A2A/ACM|Air Combat Maneuvers (ACM)]].)&lt;br /&gt;
&lt;br /&gt;
For this example we will assume the SKATE was successful.&lt;br /&gt;
&lt;br /&gt;
==== The Commit ====&lt;br /&gt;
Once the group of bogeys crosses the Commit Line (CL), the flight lead calls MAGIC:&lt;br /&gt;
  MAGIC SHADOW11 RECOMMEND COMMIT NORTH GROUP&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 MAGIC COMMIT NORTH GROUP BULLSEYE 060 30 25 THOUSAND HOT HOSTILE 2 CONTACTS&lt;br /&gt;
&lt;br /&gt;
  COMMIT NORTH GROUP SHADOW11&lt;br /&gt;
&lt;br /&gt;
Note: A commit can also be called onto multiple groups.&lt;br /&gt;
&lt;br /&gt;
==== Targeting ====&lt;br /&gt;
The next step is targeting. Targeting is an important tool when there are multiple groups inside the lane or battlespace. It signals all surrounding fighters that your flight is taking responsibility for engaging a certain group. Its Common Practice to do the Tactical Decision together with the Targeting Call&lt;br /&gt;
&lt;br /&gt;
There are two brevity calls associated with targeting:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TARGET&#039;&#039;&#039; — Assignment of targeting responsibilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TARGETING&#039;&#039;&#039; — Fighter has acquired the assigned group and assumed responsibility for it.&lt;br /&gt;
&lt;br /&gt;
TARGET is used to assign targeting responsibilities within a commit:&lt;br /&gt;
 SHADOW12 TARGET NORTH GROUP SHADOW FLIGHT SKATE&lt;br /&gt;
&lt;br /&gt;
 #2&lt;br /&gt;
Once the target appears on the fighter&#039;s radar or datalink:&lt;br /&gt;
  SHADOW12 TARGETED NORTH GROUP &lt;br /&gt;
&lt;br /&gt;
Or, if committed on multiple groups:&lt;br /&gt;
  #1,2 TARGET WEST GROUP SKATE; #3,4 TARGET EAST GROUP SHORT SKATE. SHADOW11&lt;br /&gt;
&lt;br /&gt;
Once the targets appear on the fighters&#039; radars:&lt;br /&gt;
  SHADOW11 TARGETED WEST GROUP &lt;br /&gt;
&lt;br /&gt;
  SHADOW12 TARGETED WEST GROUP&lt;br /&gt;
&lt;br /&gt;
  SHADOW13 TARGETED EAST GROUP&lt;br /&gt;
&lt;br /&gt;
  SHADOW14 TARGETED EAST GROUP&lt;br /&gt;
&lt;br /&gt;
==== Meld, Sorting, and JUDY ====&lt;br /&gt;
Now that its clear who is responsible for which Groups the Flight Must wait until their own radar picks up the contacts. Once in Range:&lt;br /&gt;
 MAGIC SHADOW11 MELD&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2 #3 #4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;FLIGHT SORT LEFT LEAD HIGH&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#3 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#4 SORTED&#039;&#039;&lt;br /&gt;
Once All Flight Members have Sorted and the Flight Lead does not need futher Information by the Controller he may call.&lt;br /&gt;
 MAGIC SHADOW11 JUDY&lt;br /&gt;
Judy is defined as: Aircrew has taken control of the intercept and only requires situation awareness information; controller will minimize radio transmissions&lt;br /&gt;
&lt;br /&gt;
==== Transition Range (TR) and Weapon Employment ====&lt;br /&gt;
Finally, we reach the point where a missile can be fired. The Transition Range is defined as the range at which a launched FOX-3 missile will go active before the OUT at DOR. This requires practice and mental arithmetic to get right. A missile may be launched before or after the TR depending on the Situation.&lt;br /&gt;
&lt;br /&gt;
The Flight Lead will instruct his wingman to enagage by calling&lt;br /&gt;
 SHADOW12 ENGAGE&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;2 fires their missile, and the #2 calls on MAGIC:&lt;br /&gt;
  SHADOW12 FOX3 NORTH GROUP LEAD CONTACT&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 MAGIC COPY SHOT&lt;br /&gt;
&lt;br /&gt;
==== The First OUT ====&lt;br /&gt;
  MAGIC SHADOW FLIGHT OUT SOUTH DROPPING NORTH GROUP&lt;br /&gt;
&lt;br /&gt;
The brevity DROPPING signals MAGIC that SHADOW flight has stopped monitoring NORTH GROUP and requires updated information and will return to Airspace Sanitization Radar Settings.&lt;br /&gt;
&lt;br /&gt;
After flying southbound and defeating any missiles the adversary may have launched, SHADOW flight prepares for the IN to confirm weapon effects or launch a second missile if necessary.&lt;br /&gt;
&lt;br /&gt;
==== The IN ====&lt;br /&gt;
 MAGIC SHADOW FLIGHT IN #1,2 TARGETED NORTH GROUP&lt;br /&gt;
&lt;br /&gt;
 MAGIC SHADOW11 MELD&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;FLIGHT SORT RIGHT TRAIL HIGH&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#2 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#3 SORTED&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;#4 SORTED&#039;&#039;&lt;br /&gt;
Once SHADOW flight turns around, they confirm via their sensors that the adversary group has turned around and is proceeding back over the Commit Line.&lt;br /&gt;
&lt;br /&gt;
they return to the prebriefed position.&lt;br /&gt;
&lt;br /&gt;
==== RESET ====&lt;br /&gt;
The RESET brevity signals exactly this. It is defined as: &#039;&#039;Proceed to prebriefed position / area of operations.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
RESET implies Dropping and returning the Targeting Responsibility. &lt;br /&gt;
  MAGIC SHADOW11 RESET&lt;br /&gt;
&lt;br /&gt;
== BVR V — Intercept Geometry ==&lt;br /&gt;
This part is based on the [https://www.youtube.com/playlist?list=PLe6o-xSuVEQkIkJwn5CUjG-TOcYVdIxHp FlyAndWire BVR Series] by FlyAndWire.&lt;br /&gt;
&lt;br /&gt;
=== Hot and Cold Side of the Display ===&lt;br /&gt;
At any given moment, one side of your FCR is &#039;&#039;&#039;hot&#039;&#039;&#039; and the other is &#039;&#039;&#039;cold&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hot side&#039;&#039;&#039; — the side where TA is decreasing (geometry is closing). The bandit is drifting toward the hot side.&lt;br /&gt;
* &#039;&#039;&#039;Cold side&#039;&#039;&#039; — the side where TA is increasing (geometry is opening).&lt;br /&gt;
&lt;br /&gt;
Collision Course acts as the dividing line between hot and cold. A target placed on the hot side of CC means your Cut is greater than CC, and TA will decrease over time. A target on the cold side means TA is increasing.&lt;br /&gt;
&lt;br /&gt;
This concept is critical for correcting your geometry before a shot. If your TA is too high for a clean missile employment, you need to drive the bandit to the hot side of the display until TA reaches the desired value, then capture it using CC.&lt;br /&gt;
&lt;br /&gt;
=== Collision Course and Drift ===&lt;br /&gt;
Collision Course (CC) is the condition where neither aircraft&#039;s relative position in space changes over time. If co-altitude, they will collide. CC is the most efficient way to reduce range.&lt;br /&gt;
&lt;br /&gt;
When the aircraft are &#039;&#039;&#039;not&#039;&#039;&#039; on Collision Course, the bandit&#039;s position on your display drifts — it moves left or right over time. This is called &#039;&#039;&#039;Drift&#039;&#039;&#039;, and it has two components:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Turn Drift&#039;&#039;&#039; — caused by your own maneuvering. When you turn, the bandit&#039;s relative position shifts.&lt;br /&gt;
* &#039;&#039;&#039;Intercept Drift&#039;&#039;&#039; — caused by a lack of CC. Even without maneuvering, the bandit moves across your display because the geometry is offset.&lt;br /&gt;
&lt;br /&gt;
Combined, these produce &#039;&#039;&#039;Displayed Drift&#039;&#039;&#039; — what you actually see on the FCR.&lt;br /&gt;
&lt;br /&gt;
Drift is your primary tool for assessing whether you are on CC or not:&lt;br /&gt;
&lt;br /&gt;
* No drift → you are on or near Collision Course&lt;br /&gt;
* Drift left → target is passing in front of you, left side&lt;br /&gt;
* Drift right → target is passing in front of you, right side&lt;br /&gt;
&lt;br /&gt;
On a B-Scope (F-16 FCR), drift appears as horizontal movement of the radar return over time. Monitoring drift is a habit, not a one-time check.&lt;br /&gt;
&lt;br /&gt;
When on Collision Course, the ATA is relabelled &#039;&#039;&#039;CATA&#039;&#039;&#039; (Collision Antenna Train Angle).&lt;br /&gt;
&lt;br /&gt;
=== Geometry Gameplans ===&lt;br /&gt;
Given a target at some TA and ATA, the following rules of thumb apply for managing geometry toward a shot:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Situation&lt;br /&gt;
!Correct Response&lt;br /&gt;
|-&lt;br /&gt;
|TA too low (near 0)&lt;br /&gt;
|Use Cut-Away to build angles; place target on cold side&lt;br /&gt;
|-&lt;br /&gt;
|TA acceptable, LS acceptable&lt;br /&gt;
|Turn to Zero-Cut (parallel) to capture LS&lt;br /&gt;
|-&lt;br /&gt;
|TA acceptable, range must close&lt;br /&gt;
|Turn to Collision Course to capture TA and drive range down&lt;br /&gt;
|-&lt;br /&gt;
|TA too high for shot&lt;br /&gt;
|Place target on hot side; drive TA down to desired value, then capture with CC&lt;br /&gt;
|}&lt;br /&gt;
In practice on the F-16, the most common case before a FOX-3 shot is TA too high. The correction is simple: &#039;&#039;&#039;place the bandit on the hot side of the display and maintain until TA reaches the desired value.&#039;&#039;&#039; Then switch to CC to lock it in.&lt;br /&gt;
&lt;br /&gt;
A note on desired TA for missile employment: the lower the TA at launch, the more efficient the missile&#039;s flight path to the target. A shot taken with TA 0–30 (Hot) is significantly more effective than the same shot taken at TA 90 (Beam). This is not a minor difference — the FlyAndWire series demonstrates a 15% improvement in missile impact speed simply by switching from Pure Pursuit to Collision Course at the same range and TA.&lt;br /&gt;
&lt;br /&gt;
=== Zero-Cut ===&lt;br /&gt;
Zero-Cut deserves special attention. When Cut equals zero, your nose points at the bandit&#039;s reciprocal — you are flying parallel to the bandit&#039;s course in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
Two things happen simultaneously:&lt;br /&gt;
&lt;br /&gt;
# Lateral Separation is captured — it does not change.&lt;br /&gt;
# TA increases predictably — and the rate of increase is geometric: &#039;&#039;&#039;angles double as range halves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This second property makes Zero-Cut an extremely useful estimation tool. If at 40 NM your TA is 20°, at 20 NM it will be approximately 40°. This allows you to project ahead and decide when to act before the geometry becomes unworkable.&lt;br /&gt;
&lt;br /&gt;
=== Missile Employment and Geometry ===&lt;br /&gt;
Three launch conditions, in order of preference:&lt;br /&gt;
&lt;br /&gt;
==== Pure Pursuit (PP) ====&lt;br /&gt;
The fighter&#039;s nose points at the bandit. The missile must curve to intercept. At significant TA values, the missile wastes energy turning and its effective range and impact speed decrease substantially. Acceptable only when TA is near zero.&lt;br /&gt;
&lt;br /&gt;
==== Collision Course (CC) ====&lt;br /&gt;
The fighter is on a collision course with the bandit. The missile&#039;s initial vector is already close to optimal. At the same TA and range, a CC launch produces meaningfully higher impact speed and shorter time of flight than PP. This is the minimum standard for FOX-3 employment.&lt;br /&gt;
&lt;br /&gt;
==== Lead Collision (LC) ====&lt;br /&gt;
The fighter points slightly ahead of CC — not for the aircraft, but to give the missile an even more direct path to the target. On the F-16, the &#039;&#039;&#039;ASE (Allowable Steering Error)&#039;&#039;&#039; steering dot guides the pilot to the LC position. The rule: &#039;&#039;&#039;centre the dot and fire.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For the AIM-120, LC is typically a small offset from CC. The improvement over CC is modest but real, and the cost is only the time to centre the dot — there is no reason not to use it.&lt;br /&gt;
&lt;br /&gt;
In order of missile performance: LC &amp;gt; CC &amp;gt;&amp;gt; PP.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Action&lt;br /&gt;
!Effect on TA&lt;br /&gt;
!Effect on LS&lt;br /&gt;
!Effect on Range&lt;br /&gt;
|-&lt;br /&gt;
|Cut greater than CC&lt;br /&gt;
|Decreases&lt;br /&gt;
|Decreases&lt;br /&gt;
|Decreases&lt;br /&gt;
|-&lt;br /&gt;
|Cut equals CC&lt;br /&gt;
|Captured&lt;br /&gt;
|Decreases&lt;br /&gt;
|Decreases&lt;br /&gt;
|-&lt;br /&gt;
|Zero-Cut (parallel)&lt;br /&gt;
|Increases&lt;br /&gt;
|Captured&lt;br /&gt;
|Decreases&lt;br /&gt;
|-&lt;br /&gt;
|Cut-Away&lt;br /&gt;
|Increases&lt;br /&gt;
|Increases&lt;br /&gt;
|Increases&lt;br /&gt;
|-&lt;br /&gt;
|Crank (gimbal limit)&lt;br /&gt;
|Increases slowly&lt;br /&gt;
|Increases slowly&lt;br /&gt;
|Decreases slowly&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SAM_Surface_to_Air_Missile&amp;diff=355</id>
		<title>SAM Surface to Air Missile</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SAM_Surface_to_Air_Missile&amp;diff=355"/>
		<updated>2026-05-22T14:10:21Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SAM short Surface to Air Missile, are the major part when it comes to aerial defence. The units involved in a SAM, form a structure called a SAM Site, except single Vehicle SAMs or shoulder launched solutions. SAMs neutralize their target by searching, tracking and shooting it. It does that while using all units involved the Site. This document differs them into passive and active units. Passive units are all units not directly necessary for a launch. An example could be logistical trucks prividing fuel an munition for the SAM Site. Active units are crucial for the launch of a missile. They could be Search Radars (SR), Track Radars (TR) or Launchers.&lt;br /&gt;
&lt;br /&gt;
The most vunerable unit of a SAM Site is its TR. A SAM can´t launch a missile without its TR because it its also the fire controle radar for all launchers, except those kinds who have a TR build in.&lt;br /&gt;
&lt;br /&gt;
SAMs where produced in multiple versions during the years and by many multiple countries. This Document has its focus on eastern/sovjet SAM Systems.&lt;br /&gt;
&lt;br /&gt;
See: &lt;br /&gt;
&lt;br /&gt;
[[SA-2 Guidline / S-75 Dwina]]&lt;br /&gt;
&lt;br /&gt;
[[SA-3 GOA / S-125 Newa]]&lt;br /&gt;
&lt;br /&gt;
[[SA-5 Gammon / S-200]]&lt;br /&gt;
&lt;br /&gt;
[[SA-6 Gainful / 2K12 Kub]]&lt;br /&gt;
&lt;br /&gt;
[[SA-8 Gecko / 9K33 Osa]]&lt;br /&gt;
&lt;br /&gt;
[[SA-10 Grumble / S-300]]&lt;br /&gt;
&lt;br /&gt;
[[SA-11 Gadfly / 9K37 Buk]]&lt;br /&gt;
&lt;br /&gt;
[[SA-13 Gopher / 9K35 Strela-10]]&lt;br /&gt;
&lt;br /&gt;
[[SA-15 Gauntlet / 9K330 Tor]]&lt;br /&gt;
&lt;br /&gt;
[[SA-18 Grouse / 9K38 Igla]]&lt;br /&gt;
&lt;br /&gt;
[[SA-19 Grison / 2K22 Tunguska]]&lt;br /&gt;
&lt;br /&gt;
[[SA-22 Greyhound / 96K6 Panzir]]&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SAM_Surface_to_Air_Missile&amp;diff=354</id>
		<title>SAM Surface to Air Missile</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SAM_Surface_to_Air_Missile&amp;diff=354"/>
		<updated>2026-05-22T14:06:34Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SAM short Surface to Air Missile, are the major part when it comes to aerial defence. The units involved in a SAM, form a structure called a SAM Site, except single Vehicle SAMs or shoulder launched solutions. SAMs neutralize their target by searching, tracking and shooting it. It does that while using all units involved the Site. This document differs them into passive and active units. Passive units are all units not directly necessary for a launch. An example could be logistical trucks prividing fuel an munition for the SAM Site. Active units are crucial for the launch of a missile. They could be Search Radars (SR), Track Radars (TR) or Launchers.&lt;br /&gt;
&lt;br /&gt;
The most vunerable unit of a SAM Site is its TR. A SAM can´t launch a missile without its TR because it its also the fire controle radar for all launchers, except those kinds who have a TR build in.&lt;br /&gt;
&lt;br /&gt;
SAMs where produced in multiple versions during the years and by many multiple countries. This Document has its focus on eastern/sovjet SAM Systems.&lt;br /&gt;
&lt;br /&gt;
See: &lt;br /&gt;
&lt;br /&gt;
[[SA-2 Guidline / S-75 Dwina]]&lt;br /&gt;
&lt;br /&gt;
[[SA-3 GOA / S-125 Newa]]&lt;br /&gt;
&lt;br /&gt;
[[SA-5 Gammon / S-200]]&lt;br /&gt;
&lt;br /&gt;
[[SA-6 Gainful / 2K12 Kub]]&lt;br /&gt;
&lt;br /&gt;
[[SA-8 Gecko / 9K33 Osa]]&lt;br /&gt;
&lt;br /&gt;
[[SA-10 Grumble / S-300]]&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SA-22_Greyhound_/_96K6_Panzir&amp;diff=353</id>
		<title>SA-22 Greyhound / 96K6 Panzir</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SA-22_Greyhound_/_96K6_Panzir&amp;diff=353"/>
		<updated>2026-05-22T14:04:24Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Panzir&amp;#039;&amp;#039;&amp;#039; ({{ruS|Панцирь|de=Harnisch}}) ist ein russisches Kurzstrecken-Flugabwehrraketen-System. Der NATO-Codename lautet &amp;#039;&amp;#039;&amp;#039;SA-22 Greyhound&amp;#039;&amp;#039;&amp;#039;, der GRAU-Index &amp;#039;&amp;#039;&amp;#039;96K6&amp;#039;&amp;#039;&amp;#039;. Das System ist der Nachfolger des 2K22-Tunguska-Komplexes. Es dient der Flugabwehr über dem Gefechtsfeld und zum Schutz von Fahrzeugverbänden. Die Weiterentwicklungen dieses Raketensystems heißen &amp;#039;&amp;#039;&amp;#039;Panzir-S1&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Panzir-S2&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Panzir-M,&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;Panzir-SM und Panzir-S1M.&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Panzir&#039;&#039;&#039; ({{ruS|Панцирь|de=[[Harnisch]]}}) ist ein russisches Kurzstrecken-Flugabwehrraketen-System. Der NATO-Codename lautet &#039;&#039;&#039;SA-22 Greyhound&#039;&#039;&#039;, der GRAU-Index &#039;&#039;&#039;96K6&#039;&#039;&#039;. Das System ist der Nachfolger des 2K22-Tunguska-Komplexes. Es dient der Flugabwehr über dem Gefechtsfeld und zum Schutz von Fahrzeugverbänden. Die Weiterentwicklungen dieses Raketensystems heißen &#039;&#039;&#039;Panzir-S1&#039;&#039;&#039;, &#039;&#039;&#039;Panzir-S2&#039;&#039;&#039;, &#039;&#039;&#039;Panzir-M,&#039;&#039;&#039; &#039;&#039;&#039;Panzir-SM und Panzir-S1M.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SA-19_Grison_/_2K22_Tunguska&amp;diff=352</id>
		<title>SA-19 Grison / 2K22 Tunguska</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SA-19_Grison_/_2K22_Tunguska&amp;diff=352"/>
		<updated>2026-05-22T14:02:23Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: Created page with &amp;quot;Der &amp;#039;&amp;#039;&amp;#039;2K22 Tunguska&amp;#039;&amp;#039;&amp;#039; (russisch Тунгуска) ist ein Flugabwehrpanzer aus sowjetisch/russischer Produktion. Das Fahrzeug trägt den Systemindex &amp;#039;&amp;#039;&amp;#039;2S6&amp;#039;&amp;#039;&amp;#039;, der NATO-Codename lautet &amp;#039;&amp;#039;&amp;#039;SA-19 Grison&amp;#039;&amp;#039;&amp;#039;.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Der &#039;&#039;&#039;2K22 Tunguska&#039;&#039;&#039; (russisch Тунгуска) ist ein Flugabwehrpanzer aus sowjetisch/russischer Produktion. Das Fahrzeug trägt den Systemindex &#039;&#039;&#039;2S6&#039;&#039;&#039;, der NATO-Codename lautet &#039;&#039;&#039;SA-19 Grison&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SA-18_Grouse_/_9K38_Igla&amp;diff=351</id>
		<title>SA-18 Grouse / 9K38 Igla</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SA-18_Grouse_/_9K38_Igla&amp;diff=351"/>
		<updated>2026-05-22T14:01:54Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Die &#039;&#039;&#039;9K38 Igla&#039;&#039;&#039; (russ.: {{lang|ru|9К38 Игла|de=Nadel}}) ist eine schultergestützte Flugabwehrrakete aus Russland. Der NATO-Codename lautet &#039;&#039;&#039;SA-18 Grouse&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SA-18_Grouse_/_9K38_Igla&amp;diff=350</id>
		<title>SA-18 Grouse / 9K38 Igla</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SA-18_Grouse_/_9K38_Igla&amp;diff=350"/>
		<updated>2026-05-22T13:59:00Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: Created page with &amp;quot;Die &amp;#039;&amp;#039;&amp;#039;9K38 Igla&amp;#039;&amp;#039;&amp;#039; (russ.: {{lang|ru|9К38 Игла|de=Nadel}}) ist eine schultergestützte Flugabwehrrakete aus Russland. Der NATO-Codename lautet &amp;#039;&amp;#039;&amp;#039;SA-18 Grouse&amp;#039;&amp;#039;&amp;#039;.&amp;lt;ref name=&amp;quot;jlbad&amp;quot; /&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Die &#039;&#039;&#039;9K38 Igla&#039;&#039;&#039; (russ.: {{lang|ru|9К38 Игла|de=Nadel}}) ist eine schultergestützte Flugabwehrrakete aus Russland. Der NATO-Codename lautet &#039;&#039;&#039;SA-18 Grouse&#039;&#039;&#039;.&amp;lt;ref name=&amp;quot;jlbad&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SA-15_Gauntlet_/_9K330_Tor&amp;diff=349</id>
		<title>SA-15 Gauntlet / 9K330 Tor</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SA-15_Gauntlet_/_9K330_Tor&amp;diff=349"/>
		<updated>2026-05-22T13:57:53Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;9K330 Tor&amp;#039;&amp;#039;&amp;#039; (russisch Тор, lat. „Torus“) ist ein Kurzstrecken-Flugabwehrraketen-System aus der Sowjetunion. Der NATO-Codename lautet &amp;#039;&amp;#039;&amp;#039;SA-15 Gauntlet&amp;#039;&amp;#039;&amp;#039;.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;9K330 Tor&#039;&#039;&#039; (russisch Тор, lat. „Torus“) ist ein Kurzstrecken-Flugabwehrraketen-System aus der Sowjetunion. Der NATO-Codename lautet &#039;&#039;&#039;SA-15 Gauntlet&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SA-13_Gopher_/_9K35_Strela-10&amp;diff=348</id>
		<title>SA-13 Gopher / 9K35 Strela-10</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SA-13_Gopher_/_9K35_Strela-10&amp;diff=348"/>
		<updated>2026-05-22T13:55:25Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: Created page with &amp;quot;Das &amp;#039;&amp;#039;&amp;#039;9K35 „Strela-10“&amp;#039;&amp;#039;&amp;#039; (russisch Стрела &amp;#039;&amp;#039;Pfeil&amp;#039;&amp;#039;, NATO-Codename: &amp;#039;&amp;#039;SA-13 Gopher&amp;#039;&amp;#039;) ist ein sowjetisches Kurzstrecken-Flugabwehrsystem. Das System wurde zum Schutz mechanisierter Verbände entwickelt. Hauptziel ist die Bekämpfung tieffliegender Flugzeuge und Hubschrauber auf den Vormarschwegen. Es wird auf Brigadeebene eingesetzt.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Das &#039;&#039;&#039;9K35 „Strela-10“&#039;&#039;&#039; (russisch Стрела &#039;&#039;Pfeil&#039;&#039;, NATO-Codename: &#039;&#039;SA-13 Gopher&#039;&#039;) ist ein sowjetisches Kurzstrecken-Flugabwehrsystem. Das System wurde zum Schutz mechanisierter Verbände entwickelt. Hauptziel ist die Bekämpfung tieffliegender Flugzeuge und Hubschrauber auf den Vormarschwegen. Es wird auf Brigadeebene eingesetzt.&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SA-11_Gadfly_/_9K37_Buk&amp;diff=347</id>
		<title>SA-11 Gadfly / 9K37 Buk</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SA-11_Gadfly_/_9K37_Buk&amp;diff=347"/>
		<updated>2026-05-22T13:53:58Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: Created page with &amp;quot;Das &amp;#039;&amp;#039;&amp;#039;9K37 Buk&amp;#039;&amp;#039;&amp;#039; (russisch Бук М1, „Buche“) ist ein mobiles Mittelstrecken-Boden-Luft-Lenkwaffensystem, das in der Sowjetunion entwickelt wurde und heute unter anderem von den Streitkräften Russlands verwendet wird. Die NATO-Codenamen lauten je nach Ausführung &amp;#039;&amp;#039;&amp;#039;SA-11 Gadfly&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;SA-17 Grizzly&amp;#039;&amp;#039;&amp;#039; und &amp;#039;&amp;#039;&amp;#039;SA-27&amp;#039;&amp;#039;&amp;#039;.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Das &#039;&#039;&#039;9K37 Buk&#039;&#039;&#039; (russisch Бук М1, „Buche“) ist ein mobiles Mittelstrecken-Boden-Luft-Lenkwaffensystem, das in der Sowjetunion entwickelt wurde und heute unter anderem von den Streitkräften Russlands verwendet wird. Die NATO-Codenamen lauten je nach Ausführung &#039;&#039;&#039;SA-11 Gadfly&#039;&#039;&#039;, &#039;&#039;&#039;SA-17 Grizzly&#039;&#039;&#039; und &#039;&#039;&#039;SA-27&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SA-10_Grumble_/_S-300&amp;diff=346</id>
		<title>SA-10 Grumble / S-300</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SA-10_Grumble_/_S-300&amp;diff=346"/>
		<updated>2026-05-22T13:51:34Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;S-300P&amp;#039;&amp;#039;&amp;#039; (russisch С-300П, NATO-Codename &amp;#039;&amp;#039;&amp;#039;SA-10 Grumble&amp;#039;&amp;#039;&amp;#039; und &amp;#039;&amp;#039;&amp;#039;SA-20 Gargoyle&amp;#039;&amp;#039;&amp;#039;) ist ein Langstrecken-Boden-Luft-Lenkwaffensystem, das in der Sowjetunion entwickelt wurde und heute unter anderem von den russischen Streitkräften verwendet wird. Es handelt sich um eine Variante des S-300-Flugabwehrraketensystems. Das System S-300P ist nicht mit dem System S-300W (NATO-Codename: SA-12A Gladiator, SA-12B Giant) zu verwechseln.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;S-300P&#039;&#039;&#039; (russisch С-300П, NATO-Codename &#039;&#039;&#039;SA-10 Grumble&#039;&#039;&#039; und &#039;&#039;&#039;SA-20 Gargoyle&#039;&#039;&#039;) ist ein Langstrecken-Boden-Luft-Lenkwaffensystem, das in der Sowjetunion entwickelt wurde und heute unter anderem von den russischen Streitkräften verwendet wird. Es handelt sich um eine Variante des S-300-Flugabwehrraketensystems. Das System S-300P ist nicht mit dem System S-300W (NATO-Codename: SA-12A Gladiator, SA-12B Giant) zu verwechseln.&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SA-9_Gaskin_/_9k31_Strela_1&amp;diff=345</id>
		<title>SA-9 Gaskin / 9k31 Strela 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SA-9_Gaskin_/_9k31_Strela_1&amp;diff=345"/>
		<updated>2026-05-22T13:50:07Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: Created page with &amp;quot;Die Entwicklung begann 1960 im OKB-16 (Konstruktionsbüro Nudelman). Die ersten Systeme wurden 1968 an die sowjetischen Landstreitkräfte ausgeliefert. Die Strela-1 wurde zum Schutz von mechanisierten Formationen entwickelt.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Die Entwicklung begann 1960 im OKB-16 (Konstruktionsbüro Nudelman). Die ersten Systeme wurden 1968 an die sowjetischen Landstreitkräfte ausgeliefert. Die Strela-1 wurde zum Schutz von mechanisierten Formationen entwickelt.&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SA-8_Gecko_/_9K33_Osa&amp;diff=344</id>
		<title>SA-8 Gecko / 9K33 Osa</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SA-8_Gecko_/_9K33_Osa&amp;diff=344"/>
		<updated>2026-05-22T13:48:11Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: Created page with &amp;quot;Die &amp;#039;&amp;#039;&amp;#039;9K33 Osa&amp;#039;&amp;#039;&amp;#039; (NATO-Codename: &amp;#039;&amp;#039;&amp;#039;SA-8 Gecko&amp;#039;&amp;#039;&amp;#039;) ist ein Flugabwehrraketen-System der ehem. Sowjetunion und Russlands, das in den 1960er Jahren entwickelt und 1975 in Dienst gestellt wurde. Es dient zur Bekämpfung von Hubschraubern und Kampfflugzeugen in niedriger bis mittlerer Flughöhe und ist heute noch bei vielen Armeen im Einsatz. Der GRAU-Index lautet &amp;#039;&amp;#039;9K33 Osa&amp;#039;&amp;#039; (russisch Оса – &amp;#039;&amp;#039;Wespe&amp;#039;&amp;#039;). Als Nachfolger gilt das System 9K330 Tor.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Die &#039;&#039;&#039;9K33 Osa&#039;&#039;&#039; (NATO-Codename: &#039;&#039;&#039;SA-8 Gecko&#039;&#039;&#039;) ist ein Flugabwehrraketen-System der ehem. Sowjetunion und Russlands, das in den 1960er Jahren entwickelt und 1975 in Dienst gestellt wurde. Es dient zur Bekämpfung von Hubschraubern und Kampfflugzeugen in niedriger bis mittlerer Flughöhe und ist heute noch bei vielen Armeen im Einsatz. Der GRAU-Index lautet &#039;&#039;9K33 Osa&#039;&#039; (russisch Оса – &#039;&#039;Wespe&#039;&#039;). Als Nachfolger gilt das System 9K330 Tor.&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SAM_Surface_to_Air_Missile&amp;diff=343</id>
		<title>SAM Surface to Air Missile</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SAM_Surface_to_Air_Missile&amp;diff=343"/>
		<updated>2026-05-22T13:45:58Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SAM short Surface to Air Missile, are the major part when it comes to aerial defence. The units involved in a SAM, form a structure called a SAM Site, except single Vehicle SAMs or shoulder launched solutions. SAMs neutralize their target by searching, tracking and shooting it. It does that while using all units involved the Site. This document differs them into passive and active units. Passive units are all units not directly necessary for a launch. An example could be logistical trucks prividing fuel an munition for the SAM Site. Active units are crucial for the launch of a missile. They could be Search Radars (SR), Track Radars (TR) or Launchers.&lt;br /&gt;
&lt;br /&gt;
The most vunerable unit of a SAM Site is its TR. A SAM can´t launch a missile without its TR because it its also the fire controle radar for all launchers, except those kinds who have a TR build in.&lt;br /&gt;
&lt;br /&gt;
SAMs where produced in multiple versions during the years and by many multiple countries. This Document has its focus on eastern/sovjet SAM Systems.&lt;br /&gt;
&lt;br /&gt;
See: &lt;br /&gt;
&lt;br /&gt;
[[SA-2 Guidline / S-75 Dwina]]&lt;br /&gt;
&lt;br /&gt;
[[SA-3 GOA / S-125 Newa]]&lt;br /&gt;
&lt;br /&gt;
[[SA-5 Gammon / S-200]]&lt;br /&gt;
&lt;br /&gt;
[[SA-6 Gainful / 2K12 Kub]]&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SA-6_Gainful_/_2K12_Kub&amp;diff=342</id>
		<title>SA-6 Gainful / 2K12 Kub</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SA-6_Gainful_/_2K12_Kub&amp;diff=342"/>
		<updated>2026-05-22T13:45:10Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;2K12 „Kub“&amp;#039;&amp;#039;&amp;#039; (russisch Куб &amp;#039;&amp;#039;Würfel&amp;#039;&amp;#039;, NATO-Codename: &amp;#039;&amp;#039;SA-6 Gainful&amp;#039;&amp;#039;) ist ein sowjetisches Flugabwehrraketensystem. Die Exportversion &amp;#039;&amp;#039;&amp;#039;2K12 „Kwadrat“&amp;#039;&amp;#039;&amp;#039; mit eingeschränkten Gefechtsmöglichkeiten (russisch: Квадрат – Quadrat) wird von der NATO ebenfalls &amp;#039;&amp;#039;SA-6 Gainful&amp;#039;&amp;#039; genannt.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;2K12 „Kub“&#039;&#039;&#039; (russisch Куб &#039;&#039;Würfel&#039;&#039;, NATO-Codename: &#039;&#039;SA-6 Gainful&#039;&#039;) ist ein sowjetisches Flugabwehrraketensystem. Die Exportversion &#039;&#039;&#039;2K12 „Kwadrat“&#039;&#039;&#039; mit eingeschränkten Gefechtsmöglichkeiten (russisch: Квадрат – Quadrat) wird von der NATO ebenfalls &#039;&#039;SA-6 Gainful&#039;&#039; genannt.&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SA-5_Gammon_/_S-200&amp;diff=341</id>
		<title>SA-5 Gammon / S-200</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SA-5_Gammon_/_S-200&amp;diff=341"/>
		<updated>2026-05-22T13:43:02Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: Created page with &amp;quot;Die &amp;#039;&amp;#039;&amp;#039;S-200&amp;#039;&amp;#039;&amp;#039; ist ein stationäres allwetterfähiges Langstrecken-Flugabwehrsystem, das in der Sowjetunion entwickelt und erstmals 1967 dort stationiert wurde. Der NATO-Code des Systems lautet &amp;#039;&amp;#039;&amp;#039;SA-5 Gammon&amp;#039;&amp;#039;&amp;#039;.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Die &#039;&#039;&#039;S-200&#039;&#039;&#039; ist ein stationäres allwetterfähiges Langstrecken-Flugabwehrsystem, das in der Sowjetunion entwickelt und erstmals 1967 dort stationiert wurde. Der NATO-Code des Systems lautet &#039;&#039;&#039;SA-5 Gammon&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SA-3_GOA_/_S-125_Newa&amp;diff=340</id>
		<title>SA-3 GOA / S-125 Newa</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SA-3_GOA_/_S-125_Newa&amp;diff=340"/>
		<updated>2026-05-22T13:39:33Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: Created page with &amp;quot;Das &amp;#039;&amp;#039;&amp;#039;S-125 Newa&amp;#039;&amp;#039;&amp;#039; (russisch С-125 &amp;#039;&amp;#039;Нева&amp;#039;&amp;#039;, NATO-Codename: &amp;#039;&amp;#039;&amp;#039;SA-3 GOA&amp;#039;&amp;#039;&amp;#039;) ist ein radargeleitetes Flugabwehrraketensystem mit einer zweistufigen Rakete, das in der Sowjetunion vom Konstruktionsbüro Issajew entwickelt wurde und ab 1961 bei den Streitkräften des Warschauer Pakts im Einsatz war.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Das &#039;&#039;&#039;S-125 Newa&#039;&#039;&#039; (russisch С-125 &#039;&#039;Нева&#039;&#039;, NATO-Codename: &#039;&#039;&#039;SA-3 GOA&#039;&#039;&#039;) ist ein radargeleitetes Flugabwehrraketensystem mit einer zweistufigen Rakete, das in der Sowjetunion vom Konstruktionsbüro Issajew entwickelt wurde und ab 1961 bei den Streitkräften des Warschauer Pakts im Einsatz war.&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SAM_Surface_to_Air_Missile&amp;diff=339</id>
		<title>SAM Surface to Air Missile</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SAM_Surface_to_Air_Missile&amp;diff=339"/>
		<updated>2026-05-22T13:36:54Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SAM short Surface to Air Missile, are the major part when it comes to aerial defence. The units involved in a SAM, form a structure called a SAM Site, except single Vehicle SAMs or shoulder launched solutions. SAMs neutralize their target by searching, tracking and shooting it. It does that while using all units involved the Site. This document differs them into passive and active units. Passive units are all units not directly necessary for a launch. An example could be logistical trucks prividing fuel an munition for the SAM Site. Active units are crucial for the launch of a missile. They could be Search Radars (SR), Track Radars (TR) or Launchers.&lt;br /&gt;
&lt;br /&gt;
The most vunerable unit of a SAM Site is its TR. A SAM can´t launch a missile without its TR because it its also the fire controle radar for all launchers, except those kinds who have a TR build in.&lt;br /&gt;
&lt;br /&gt;
SAMs where produced in multiple versions during the years and by many multiple countries. This Document has its focus on eastern/sovjet SAM Systems.&lt;br /&gt;
&lt;br /&gt;
See: &lt;br /&gt;
&lt;br /&gt;
[[SA-2 Guidline / S-75 Dwina]]&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SAM_Surface_to_Air_Missile&amp;diff=338</id>
		<title>SAM Surface to Air Missile</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SAM_Surface_to_Air_Missile&amp;diff=338"/>
		<updated>2026-05-22T13:36:36Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SAM short Surface to Air Missile, are the major part when it comes to aerial defence. The units involved in a SAM, form a structure called a SAM Site, except single Vehicle SAMs or shoulder launched solutions. SAMs neutralize their target by searching, tracking and shooting it. It does that while using all units involved the Site. This document differs them into passive and active units. Passive units are all units not directly necessary for a launch. An example could be logistical trucks prividing fuel an munition for the SAM Site. Active units are crucial for the launch of a missile. They could be Search Radars (SR), Track Radars (TR) or Launchers.&lt;br /&gt;
&lt;br /&gt;
The most vunerable unit of a SAM Site is its TR. A SAM can´t launch a missile without its TR because it its also the fire controle radar for all launchers, except those kinds who have a TR build in.&lt;br /&gt;
&lt;br /&gt;
SAMs where produced in multiple versions during the years and by many multiple countries. This Document has its focus on eastern/sovjet SAM Systems.&lt;br /&gt;
&lt;br /&gt;
See: [[SA-2 Guidline / S-75 Dwina]]&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SA-2_Guidline_/_S-75_Dwina&amp;diff=337</id>
		<title>SA-2 Guidline / S-75 Dwina</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SA-2_Guidline_/_S-75_Dwina&amp;diff=337"/>
		<updated>2026-05-22T13:36:01Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: Created page with &amp;quot;Das &amp;#039;&amp;#039;&amp;#039;S-75 &amp;#039;&amp;#039;Dwina&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; (NATO-Codename: &amp;#039;&amp;#039;&amp;#039;SA-2 Guideline&amp;#039;&amp;#039;&amp;#039;) ist ein Flugabwehrraketenkomplex, der in den 1950er Jahren in der Sowjetunion entwickelt wurde. Er ist bis heute im Einsatz und eines der am weitesten verbreiteten und genutzten Flugabwehrsysteme.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Das &#039;&#039;&#039;S-75 &#039;&#039;Dwina&#039;&#039;&#039;&#039;&#039; (NATO-Codename: &#039;&#039;&#039;SA-2 Guideline&#039;&#039;&#039;) ist ein Flugabwehrraketenkomplex, der in den 1950er Jahren in der Sowjetunion entwickelt wurde. Er ist bis heute im Einsatz und eines der am weitesten verbreiteten und genutzten Flugabwehrsysteme.&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SAM_Surface_to_Air_Missile&amp;diff=336</id>
		<title>SAM Surface to Air Missile</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SAM_Surface_to_Air_Missile&amp;diff=336"/>
		<updated>2026-05-22T13:31:49Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SAM short Surface to Air Missile, are the major part when it comes to aerial defence. The units involved in a SAM, form a structure called a SAM Site, except single Vehicle SAMs or shoulder launched solutions. SAMs neutralize their target by searching, tracking and shooting it. It does that while using all units involved the Site. This document differs them into passive and active units. Passive units are all units not directly necessary for a launch. An example could be logistical trucks prividing fuel an munition for the SAM Site. Active units are crucial for the launch of a missile. They could be Search Radars (SR), Track Radars (TR) or Launchers.&lt;br /&gt;
&lt;br /&gt;
The most vunerable unit of a SAM Site is its TR. A SAM can´t launch a missile without its TR because it its also the fire controle radar for all launchers, except those kinds who have a TR build in.&lt;br /&gt;
&lt;br /&gt;
SAMs where produced in multiple versions during the years and by many multiple countries. This Document has its focus on eastern/sovjet SAM Systems.&lt;br /&gt;
&lt;br /&gt;
See:&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Main_Page&amp;diff=335</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Main_Page&amp;diff=335"/>
		<updated>2026-05-22T13:28:48Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- HERO --&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid #c8c5bf; padding:48px 32px 36px 32px; margin-bottom:32px; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:0.6rem; letter-spacing:5px; color:#9a9690; margin-bottom:20px;&amp;quot;&amp;gt;&amp;amp;#9632;&amp;amp;#9632;&amp;amp;#9632; UNCLASSIFIED — FOR SOURCE MEMBERS ONLY &amp;amp;#9632;&amp;amp;#9632;&amp;amp;#9632;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-top:1px solid #c8c5bf; max-width:200px; margin:0 auto 24px auto;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Sourcelogosmall.png|100px|center|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:1.6rem; font-weight:600; letter-spacing:8px; margin:20px 0 8px 0;&amp;quot;&amp;gt;SOURCE DCS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:0.72rem; letter-spacing:4px; color:#4a4845; margin-bottom:20px;&amp;quot;&amp;gt;SHADOW OPERATIONS - UNDERSTANDING REAL COMBAT ENVIRONMENTS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-top:1px solid #c8c5bf; max-width:200px; margin:0 auto 16px auto;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:0.62rem; letter-spacing:2px; color:#9a9690;&amp;quot;&amp;gt;&lt;br /&gt;
CURRENT THEATER: SYRIA - &lt;br /&gt;
[[Server Info/Airfields|AIRFIELDS]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 01 / Personnel Onboarding ==&lt;br /&gt;
&lt;br /&gt;
New to SOURCE? Complete all onboarding steps before your first operation. Install required software, read the rules of engagement, and familiarise yourself with communications procedures.&lt;br /&gt;
&lt;br /&gt;
[[Guides/New Member Guide|New Member Guide]] · [[Guides/SRS Setup|SRS Setup]] · [[Guides/Mod Installation|Mod Installation]]&lt;br /&gt;
&lt;br /&gt;
== 02 / General Knowledge ==&lt;br /&gt;
Contains all the Knowledge about the threats we could Face along with tactics to evade an neutralize.&lt;br /&gt;
&lt;br /&gt;
[[SAM Surface to Air Missile]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 03 / Communications &amp;amp; Procedures ==&lt;br /&gt;
&lt;br /&gt;
All personnel are expected to operate within SOURCE standard communications procedures. This includes tactical brevity, ATC phraseology, and carrier comms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IN CASE OF DOUBT USE PLAIN LANGUAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[General/Tactical Communication|Tactical Communication]] · [[General/CATC Communications Guide|CATC Communications Guide]] · [[General/Air Traffic Communication|Airfield Communications]] · [[DDFORM1801|Filing Flight Plans]] · [[How To Read Charts]]&lt;br /&gt;
&lt;br /&gt;
For Unit-Specific Procedures reference ASSIGNED UNITS below&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 04 / Assigned Units ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Squadron !! Aircraft&lt;br /&gt;
|-&lt;br /&gt;
| [[Squadrons/78th VMRS Shadow Knights|78th VMRS Shadow Knights]] || F-16C Viper&lt;br /&gt;
|-&lt;br /&gt;
| [[Squadrons/14th VSFS Top Hatters|14th VSFS Top Hatters]] || F/A-18C Hornet&lt;br /&gt;
|-&lt;br /&gt;
| [[Squadrons/509th VSFS Black Anvils|509th VSFS Black Anvils]] || F-15E Strike Eagle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 05 / Active Operations ==&lt;br /&gt;
&lt;br /&gt;
Current campaign briefings, mission assignments, and sortie records are maintained in the operations section. All flight leads are responsible for keeping mission pages up to date following each operation.&lt;br /&gt;
&lt;br /&gt;
[[Campaigns|View All Campaigns]]&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SAM_Surface_to_Air_Missile&amp;diff=334</id>
		<title>SAM Surface to Air Missile</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SAM_Surface_to_Air_Missile&amp;diff=334"/>
		<updated>2026-05-22T13:27:38Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: Created page with &amp;quot;SAM short Surface to Air Missile, are the major part when it comes to aerial defence. The units involved in a SAM, form a structure called a SAM Site, except single Vehicle SAMs or shoulder launched solutions. SAMs neutralize their target by searching, tracking and shooting it. It does that while using all units involved the Site. This document differs them into passive and active units. Passive units are all units not directly necessary for a launch. An example could be...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SAM short Surface to Air Missile, are the major part when it comes to aerial defence. The units involved in a SAM, form a structure called a SAM Site, except single Vehicle SAMs or shoulder launched solutions. SAMs neutralize their target by searching, tracking and shooting it. It does that while using all units involved the Site. This document differs them into passive and active units. Passive units are all units not directly necessary for a launch. An example could be logistical trucks prividing fuel an munition for the SAM Site. Active units are crucial for the launch of a missile. They could be Search Radars (SR), Track Radars (TR) or Launchers.&lt;br /&gt;
&lt;br /&gt;
The most vunerable unit of a SAM Site is its TR. A SAM can´t launch a missile without its TR because it its also the fire controle radar for all launchers, except those kinds who have a TR build in.&lt;br /&gt;
&lt;br /&gt;
SAMs&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SAM_Surface_to_Air_Missle&amp;diff=333</id>
		<title>SAM Surface to Air Missle</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SAM_Surface_to_Air_Missle&amp;diff=333"/>
		<updated>2026-05-22T13:25:54Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SAM short Surface to Air Missile, are the major part when it comes to aerial defence. The units involved in a SAM, form a structure called a SAM Site, except single Vehicle SAMs or shoulder launched solutions. SAMs neutralize their target by searching, tracking and shooting it. It does that while using all units involved the Site. This document differs them into passive and active units. Passive units are all units not directly necessary for a launch. An example could be logistical trucks prividing fuel an munition for the SAM Site. Active units are crucial for the launch of a missile. They could be Search Radars (SR), Track Radars (TR) or Launchers.&lt;br /&gt;
&lt;br /&gt;
The most vunerable unit of a SAM Site is its TR. A SAM can´t launch a missile without its TR because it its also the fire controle radar for all launchers, except those kinds who have a TR build in.&lt;br /&gt;
&lt;br /&gt;
SAMs&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Main_Page&amp;diff=332</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Main_Page&amp;diff=332"/>
		<updated>2026-05-22T13:06:26Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- HERO --&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid #c8c5bf; padding:48px 32px 36px 32px; margin-bottom:32px; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:0.6rem; letter-spacing:5px; color:#9a9690; margin-bottom:20px;&amp;quot;&amp;gt;&amp;amp;#9632;&amp;amp;#9632;&amp;amp;#9632; UNCLASSIFIED — FOR SOURCE MEMBERS ONLY &amp;amp;#9632;&amp;amp;#9632;&amp;amp;#9632;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-top:1px solid #c8c5bf; max-width:200px; margin:0 auto 24px auto;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Sourcelogosmall.png|100px|center|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:1.6rem; font-weight:600; letter-spacing:8px; margin:20px 0 8px 0;&amp;quot;&amp;gt;SOURCE DCS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:0.72rem; letter-spacing:4px; color:#4a4845; margin-bottom:20px;&amp;quot;&amp;gt;SHADOW OPERATIONS - UNDERSTANDING REAL COMBAT ENVIRONMENTS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-top:1px solid #c8c5bf; max-width:200px; margin:0 auto 16px auto;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:0.62rem; letter-spacing:2px; color:#9a9690;&amp;quot;&amp;gt;&lt;br /&gt;
CURRENT THEATER: SYRIA - &lt;br /&gt;
[[Server Info/Airfields|AIRFIELDS]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 01 / Personnel Onboarding ==&lt;br /&gt;
&lt;br /&gt;
New to SOURCE? Complete all onboarding steps before your first operation. Install required software, read the rules of engagement, and familiarise yourself with communications procedures.&lt;br /&gt;
&lt;br /&gt;
[[Guides/New Member Guide|New Member Guide]] · [[Guides/SRS Setup|SRS Setup]] · [[Guides/Mod Installation|Mod Installation]]&lt;br /&gt;
&lt;br /&gt;
== 02 / General Knowledge ==&lt;br /&gt;
Contains all the Knowledge about the threats we could Face along with tactics to evade an neutralize.&lt;br /&gt;
&lt;br /&gt;
[[SAM Surface to Air Missle]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 03 / Communications &amp;amp; Procedures ==&lt;br /&gt;
&lt;br /&gt;
All personnel are expected to operate within SOURCE standard communications procedures. This includes tactical brevity, ATC phraseology, and carrier comms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IN CASE OF DOUBT USE PLAIN LANGUAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[General/Tactical Communication|Tactical Communication]] · [[General/CATC Communications Guide|CATC Communications Guide]] · [[General/Air Traffic Communication|Airfield Communications]] · [[DDFORM1801|Filing Flight Plans]] · [[How To Read Charts]]&lt;br /&gt;
&lt;br /&gt;
For Unit-Specific Procedures reference ASSIGNED UNITS below&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 04 / Assigned Units ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Squadron !! Aircraft&lt;br /&gt;
|-&lt;br /&gt;
| [[Squadrons/78th VMRS Shadow Knights|78th VMRS Shadow Knights]] || F-16C Viper&lt;br /&gt;
|-&lt;br /&gt;
| [[Squadrons/14th VSFS Top Hatters|14th VSFS Top Hatters]] || F/A-18C Hornet&lt;br /&gt;
|-&lt;br /&gt;
| [[Squadrons/509th VSFS Black Anvils|509th VSFS Black Anvils]] || F-15E Strike Eagle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 05 / Active Operations ==&lt;br /&gt;
&lt;br /&gt;
Current campaign briefings, mission assignments, and sortie records are maintained in the operations section. All flight leads are responsible for keeping mission pages up to date following each operation.&lt;br /&gt;
&lt;br /&gt;
[[Campaigns|View All Campaigns]]&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=SAM_Surface_to_Air_Missle&amp;diff=331</id>
		<title>SAM Surface to Air Missle</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=SAM_Surface_to_Air_Missle&amp;diff=331"/>
		<updated>2026-05-22T11:06:06Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: Created page with &amp;quot;RTers rerafdas&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RTers rerafdas&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Main_Page&amp;diff=330</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Main_Page&amp;diff=330"/>
		<updated>2026-05-22T11:04:35Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- HERO --&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid #c8c5bf; padding:48px 32px 36px 32px; margin-bottom:32px; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:0.6rem; letter-spacing:5px; color:#9a9690; margin-bottom:20px;&amp;quot;&amp;gt;&amp;amp;#9632;&amp;amp;#9632;&amp;amp;#9632; UNCLASSIFIED — FOR SOURCE MEMBERS ONLY &amp;amp;#9632;&amp;amp;#9632;&amp;amp;#9632;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-top:1px solid #c8c5bf; max-width:200px; margin:0 auto 24px auto;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Sourcelogosmall.png|100px|center|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:1.6rem; font-weight:600; letter-spacing:8px; margin:20px 0 8px 0;&amp;quot;&amp;gt;SOURCE DCS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:0.72rem; letter-spacing:4px; color:#4a4845; margin-bottom:20px;&amp;quot;&amp;gt;SHADOW OPERATIONS - UNDERSTANDING REAL COMBAT ENVIRONMENTS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-top:1px solid #c8c5bf; max-width:200px; margin:0 auto 16px auto;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:0.62rem; letter-spacing:2px; color:#9a9690;&amp;quot;&amp;gt;&lt;br /&gt;
CURRENT THEATER: SYRIA - &lt;br /&gt;
[[Server Info/Airfields|AIRFIELDS]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 01 / Personnel Onboarding ==&lt;br /&gt;
&lt;br /&gt;
New to SOURCE? Complete all onboarding steps before your first operation. Install required software, read the rules of engagement, and familiarise yourself with communications procedures.&lt;br /&gt;
&lt;br /&gt;
[[Guides/New Member Guide|New Member Guide]] · [[Guides/SRS Setup|SRS Setup]] · [[Guides/Mod Installation|Mod Installation]]&lt;br /&gt;
&lt;br /&gt;
== 02 / General Knowledge ==&lt;br /&gt;
Contains all the Knowledge about the threats we could Face along with tactics to evade an neutralize.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 03 / Communications &amp;amp; Procedures ==&lt;br /&gt;
&lt;br /&gt;
All personnel are expected to operate within SOURCE standard communications procedures. This includes tactical brevity, ATC phraseology, and carrier comms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IN CASE OF DOUBT USE PLAIN LANGUAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[General/Tactical Communication|Tactical Communication]] · [[General/CATC Communications Guide|CATC Communications Guide]] · [[General/Air Traffic Communication|Airfield Communications]] · [[DDFORM1801|Filing Flight Plans]] · [[How To Read Charts]]&lt;br /&gt;
&lt;br /&gt;
For Unit-Specific Procedures reference ASSIGNED UNITS below&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 04 / Assigned Units ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Squadron !! Aircraft&lt;br /&gt;
|-&lt;br /&gt;
| [[Squadrons/78th VMRS Shadow Knights|78th VMRS Shadow Knights]] || F-16C Viper&lt;br /&gt;
|-&lt;br /&gt;
| [[Squadrons/14th VSFS Top Hatters|14th VSFS Top Hatters]] || F/A-18C Hornet&lt;br /&gt;
|-&lt;br /&gt;
| [[Squadrons/509th VSFS Black Anvils|509th VSFS Black Anvils]] || F-15E Strike Eagle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 05 / Active Operations ==&lt;br /&gt;
&lt;br /&gt;
Current campaign briefings, mission assignments, and sortie records are maintained in the operations section. All flight leads are responsible for keeping mission pages up to date following each operation.&lt;br /&gt;
&lt;br /&gt;
[[Campaigns|View All Campaigns]]&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=How_To_Read_Charts&amp;diff=262</id>
		<title>How To Read Charts</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=How_To_Read_Charts&amp;diff=262"/>
		<updated>2026-05-02T00:47:43Z</updated>

		<summary type="html">&lt;p&gt;Iceman1 1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Charts ==&lt;br /&gt;
An &#039;&#039;&#039;aeronautical chart&#039;&#039;&#039; is a map designed to assist in the navigation of aircraft, much as nautical charts do for watercraft, or a roadmap does for drivers. Using these charts and other tools, pilots are able to determine their position, safe altitude, best route to a destination, navigation aids along the way, alternative landing areas in case of an in-flight emergency, and other useful information such as radio frequencies and airspace boundaries. There are charts for all land masses on Earth, and long-distance charts for trans-oceanic travel.&lt;br /&gt;
&lt;br /&gt;
Specific charts are used for each phase of a flight and may vary from a map of a particular airport facility to an overview of the instrument routes covering an entire continent (e.g., global navigation charts), and many types in between.&lt;br /&gt;
&lt;br /&gt;
Visual flight charts are categorized according to their scale, which is proportional to the size of the area covered by one map. The amount of detail is necessarily reduced when larger areas are represented on a map.&lt;br /&gt;
&lt;br /&gt;
* World aeronautical charts (WACs) have a scale of 1:1,000,000 and cover relatively large areas. Outside of WAC coverage, operational navigation charts (ONC) may be used. They use the same scale as WACs, but omit some useful information such as airspace restrictions.&lt;br /&gt;
* Sectional charts typically cover a total area of about 340x340 miles, printed on both sides of the map. The scale is 1:500,000.&lt;br /&gt;
* VFR terminal area charts are created with a scale and coverage appropriate for the general vicinity of a large airport (1:250,000). They may depict preferred VFR flight routes within areas of congested airspace.&lt;br /&gt;
&lt;br /&gt;
Each Aerodrome has it´s own charts refering to specialized local procedures such as Taxing, Departing, Arriving and Approaching. According to the mentioned topics, Airport Charts can be devided into four to five catagories:&lt;br /&gt;
&lt;br /&gt;
- Standard Terminal Arrival (STAR) Charts&lt;br /&gt;
&lt;br /&gt;
- Approach (APP) Charts&lt;br /&gt;
&lt;br /&gt;
- TAXI Charts&lt;br /&gt;
&lt;br /&gt;
- Standard Instrument Departure (SID) Charts&lt;br /&gt;
&lt;br /&gt;
- Reference (REF) Charts&lt;br /&gt;
&lt;br /&gt;
CAUTION: DO ALLWAYS BRIEF YOURSELF BEFORE ENTERING AN AERODROMES SPHERE OF INFLUENCE. &lt;br /&gt;
&lt;br /&gt;
== Standard terminal Arrival (STAR) Charts ==&lt;br /&gt;
STAR Charts feature informations about multiple Arrival routes to an specific Aerodrome. Along with that, they contain informations about how the routes are to be flown and how the reader can perform the required actions. Arrivals in general lead the Pilots into the following approach. They also give hints about the enviroment and continious NOTAMS&lt;br /&gt;
[[File:RAF Akrotiri.png|thumb|1071x1071px|Example Chart RAF Akrotiri|border]]The given example is an arrival chart for RAF Akrotiri. It contains informations for the ANANE ALPHA, IREA ALPHA, and the MEZUS ALPHA Arrival. The name of an arrival route is about its first leg or in other words its entry leg.&lt;br /&gt;
&lt;br /&gt;
Startet from the actual top, which in the example is the right side each chart has the Airports ICAO code its related to in its upper left corner, The day of publishment in the center and the full name and country in the upper right corner.&lt;br /&gt;
&lt;br /&gt;
Below the first line of information from left to right the chart contains informations about the ATIS Frequency (ex. 125.0) &lt;br /&gt;
&lt;br /&gt;
Followed by the Approach Frequency (ex. 123.6) and the frequencys of the sorrounding centers (ex. NICOSIA CONTROL WEST and EAST) &lt;br /&gt;
&lt;br /&gt;
At last there is the Airport elevations MSL in ft. (ex. 75 ft. MSL)&lt;br /&gt;
&lt;br /&gt;
The third line of informations features the continous NOTAMS for the Aerodrome and its local procedures. In the example there are six given informations about the Transition Altitude, the STARs beeing made for minimum noise production, all arrivals beeing under radar controle, that contact with AKROTIRI APPROACH ist to be made 50 NM prior, that a direct track approach to Akrotiri from the authoritie is quite possible and is to be expected and that the full information about the TACAN´s bearing may be only expierienced below 3500 ft due to terrain masking.&lt;br /&gt;
&lt;br /&gt;
The main part of an arrival chart is usually made of a graphic showing the routes and the involved points, as the airports location, its TACAN and Locator frequency, Position and feather, aswell as their morse codes. (ex. TAC AKR 107x or 116.0; .- -.- .-.; at N34 35.0 E033 00.8) and (LOC DME IAK 109.7; .. .- -.-) &lt;br /&gt;
&lt;br /&gt;
Each described waypoint features its radial and heading aswell as the distance DME &lt;br /&gt;
&lt;br /&gt;
The left bottom corner box contains the exact routing and procedure informations for all mentioned arrivals  &lt;br /&gt;
&lt;br /&gt;
CAUTION: there may be differnt arrivals for differnt approach types and runway directions allways prebrief exactly for your route and intentions&lt;br /&gt;
&lt;br /&gt;
== Appraoch APP Charts ==&lt;br /&gt;
APP Charts in its self divide into differnt kinds regarding the approach type and runway direction. differntly to the STAR charts, APP charts only feature on Approach per document. &lt;br /&gt;
&lt;br /&gt;
There are ILS, RNP and TACAN Approach Charts. &lt;br /&gt;
&lt;br /&gt;
APP Charts contain informations about the approach route, limits, possible obstacales aswell as closer Aerodrome informations and the Missed Approach procedure&lt;br /&gt;
[[File:Navigraph Charts 26.04.2026 20 19 13.png|left|thumb|902x902px|Example Chart Incirlik AB]]&lt;br /&gt;
ARR Chats also beginn with the Aerordromes ICAO Code and Name in the upper left corner, the date of publishment in the center and te Location and Country in the upper right corner along with its purpose (ex. ILS or LOC Rwy 05) &lt;br /&gt;
&lt;br /&gt;
Below there is the box featuring from left to right, frequencys for the ATIS, Incirlic Approach anf Arival along with Tower and ground frequency&lt;br /&gt;
&lt;br /&gt;
In another box below the previous one we can find informations regarding the runway directíon such as the locator frequency (ex. 109.3), the final apprach course (ex. 049°) an altitudinal limitation for a glideslope specific Leg (ex. GOMSE 2300 ft BARO (2131 ft Radio) followed by informations for the Descision Hight or Minimums aswell as the Airport elevation (ex. 232 ft MSL) and the threashold elevation (ex. 169 ft MSL)&lt;br /&gt;
&lt;br /&gt;
The next box is about the missed apprach procedure (ex. Climb to 5000 ft. Baro via DAN TACAN Radial 049° to Tosie and hold as published) &lt;br /&gt;
&lt;br /&gt;
Thereafter the informations about the altimeter and Transition Level are to be found&lt;br /&gt;
&lt;br /&gt;
Followed by the least requirements needed for the described approach&lt;br /&gt;
&lt;br /&gt;
As in the ARR Charts the largest part also here is made by an illustration featuring the exact route aswell as Informations about the mentioned Waypoints. Specific to APP Charts is the fact, that they also contain obstacle and geographical hight informations and if given a feather describing when the ILS Locator will be recived. &lt;br /&gt;
&lt;br /&gt;
Below there is a cross section describing the glideslope as the altitudinal restrictions and minimas for the approach &lt;br /&gt;
&lt;br /&gt;
further down there is a box with approach and missed approach conditions from left to right the approach speed table, the PAPI position graphic (ex left side from approach direction) followed by the missed apprach procedure, (ex. climb 5000 ft BARO via DAN TAC Radial 049° to TOSIE&lt;br /&gt;
&lt;br /&gt;
below that from left to right the differnt decision hights for the differnt approach classes for a straight in landing, The locator decision hight, and the informations about the minimal visual ranges for the TACAN Arc only to be used Northwest of the example runway, aswell as the minimal visual ranges for the straight in approach.&lt;br /&gt;
&lt;br /&gt;
CAUTION: Informations may differ due to differnt approach types&lt;br /&gt;
&lt;br /&gt;
== TAXI Charts ==&lt;br /&gt;
Taxi Charts can look different depending on the kind. A Taxi chart can be merged with an airport diagram, can only show a specific section of an Airport such as a big parking area with multiple spots and specialized operational procedures or can only show the restrictions of Taxiways for different Wingspans and weights. Taxi Charts are providing pilots with the neccessary infromations to conduct the ground ops as defined by the local authoroties. &lt;br /&gt;
[[File:Navigraph Charts 26.04.2026 20 18 41.png|left|thumb|936x936px|Example Aerodrome Diagram Incirlik AB]]&lt;br /&gt;
Again started with the upper left corner informations about the Airports ICAO Code (ex. LTAG) the airport elevation (ex. 232 ft. MSL) aswell as the coordinates (ex. N37 00.1 E035 25.6) The center contains the date of publishment and the upper right corner has the regional location, the country and the Aerodrome´s name.&lt;br /&gt;
&lt;br /&gt;
In the box underneath are the Informations about the relevant frequencys such as ATIS, Ground and Tower&lt;br /&gt;
&lt;br /&gt;
The graphic below features the most important informations like Runway length (ex. 10.000 ft or 3.048 m) Threashold elevations and length of the overruns, Location of specialized areas such as for parking, arming or loading, locations of important buildings and structures and ofcourse the names of the different taxiways and runways&lt;br /&gt;
&lt;br /&gt;
Further below, we find the aditional runwaay informations made by the location of the Precission Approach Path Indicators (PAPI) and Usable lengths for Landing aswell as the runway´s width (ex. 148 ft. or 45 m) We can also find informations about the runway´s pavement. (ex. grooved and NATO standart) &lt;br /&gt;
&lt;br /&gt;
Followed by the Take-off and Departure Procedures, the next box proviedes pilots with informations regarding the mentioned topics. In the example, all runways have different visual departure procedures via a given Radial (Ex. RWY 05 R50 or RWY 23 R24) These ensure a secure departure by avoiding obstacles.&lt;br /&gt;
&lt;br /&gt;
The next box is telling us about the departure procedure it self. In the example, all Runway use published deaparture procedures (SID´s) or radar vectors by ATC are to be expected.&lt;br /&gt;
&lt;br /&gt;
If there is no given SID or Radar Vectors in place, the Example Airport deals with an Omnidirectional Departure described within the last box. In the example, the procedure was asspecially designed to show the minimum climb needed to avoid mountains located in the north (ex. between 265° clockwise to 22°) &lt;br /&gt;
&lt;br /&gt;
Additionaly, procedures for both example runways are precisely described further below.&lt;br /&gt;
&lt;br /&gt;
The last stack of informations is about the Take-off Obstacles that may occure during take-off&lt;br /&gt;
&lt;br /&gt;
CAUTION: Ofcourse, procedures denpend on airport, geo position and country aswell as on the leading and owning Nation.&lt;br /&gt;
&lt;br /&gt;
== Standard Instrument Departure (SID) Charts ==&lt;br /&gt;
Standard Instrument Departure (SID) Charts are the oposite side of APP Charts. They contain the same kind of informations as those for the Approach. Similar to the STAR Charts, SID Charts can feature informations for multiple departure Routes at one aheet.&lt;br /&gt;
&lt;br /&gt;
As for the STARs, the name of a SID is also about the Waypoint they lead to. It follows, that there are differnt SIDs for different directions of Departure aswell as for Runways and their counter headings. &lt;br /&gt;
&lt;br /&gt;
SID Charts contain informations about the departure route, limits, possible obstacales aswell as closer Aerodrome informations.&lt;br /&gt;
[[File:Navigraph Charts 02.05.2026 01 59 37.png|left|thumb|947x947px|Example SID Chart Nellis AFB]]As allways started from the upper left corner, we find the Aerodromes ICAO and its city and location. The center is giving us the date of publishment while the upper right corner has the full name of the Airport. &lt;br /&gt;
&lt;br /&gt;
Below the previous informations, the next box provides informations about the Departure Frequencys (ex. 350.225), the Airport´s elevation (ex. 1869 ft. MSL) and informations about the Transition altitude, aswell as Requirements and advisory.&lt;br /&gt;
&lt;br /&gt;
Further towards the bottom of the sheet, within the next bordered structure, the name of the SID and it´s purpose is written. (ex. MORMON MESA 8 DEPARTURE for all Runways)&lt;br /&gt;
&lt;br /&gt;
As usual for charts, the main part is covered by a graphic showing the pilots the exact route of the SID aswell as limits regarding altitude and radials, Tacan and Beacon inforamtions and a couloured scheme of the sourrounding geography. &lt;br /&gt;
&lt;br /&gt;
The next box features the Take-off obstacle notes, Take off minimums and the minimum climb rates for each runway.&lt;br /&gt;
&lt;br /&gt;
Continued with the next box, it contains the inforamtions about the initial climb it self for all runways, providing the pilots with the what to do. (ex. from RWY 3L Fly Runway Heading to intercept LSV TACAN R028 then direct CUVAX, intercept MMM VORTAC R217 then direct MMM VORTAC.) As to be guessed by the name it also features the altitudes for the initial climb. (ex for Jets: FL230; For Props: 13000 ft.) &lt;br /&gt;
&lt;br /&gt;
The last box is about routing or in other words the &amp;quot;What to do after completing the SID&amp;quot;. In the example chart, Jets maintain FL230 or requested Level, while Maintain 13000 ft. Thereafter follow the assigned and filed route. The filed altitude can be expected 10 Minutes after departure.&lt;br /&gt;
&lt;br /&gt;
CAUTION: Departure Data can change regarding different SID´s and Airports. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reference Charts ==&lt;br /&gt;
Reference charts are mainly used within VFR flying. They provide pilots with pictures of the aerodrome from different directions of approach for them to be able to identify it properly. They can also contain valuable informations about special local procedures and circumstances like typical weather, airspace anomalys or alignment of the glide path. Therfore they can look very different from each other.&lt;br /&gt;
[[File:Navigraph Charts 02.05.2026 02 32 43.png|left|thumb|842x842px|Example Reference Berlin Brandenburg Airport]]&lt;br /&gt;
[[File:Navigraph Charts 02.05.2026 02 35 19.png|thumb|837x837px|Example Reference Nellis AFB]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
Unfortunately, the appearence of charts is not standardized wordwide, which leads to differnt appearence of charts per Airport, location and country. But each chart needs to contain a minimum of information selected by ICAO. &lt;br /&gt;
&lt;br /&gt;
Even though a Chart for ex. an Approach may look different than one from another Aerodrome, it still works the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;R&amp;quot; means Radial&lt;br /&gt;
&lt;br /&gt;
&amp;quot;D&amp;quot; means DME&lt;br /&gt;
&lt;br /&gt;
&amp;quot;V&amp;quot; means Vector or Visual&lt;br /&gt;
[[File:FasfaWS.jpg|left|thumb|316x316px|Definition of occuring symbols]]&lt;/div&gt;</summary>
		<author><name>Iceman1 1</name></author>
	</entry>
</feed>