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		<id>https://wiki.sourcedcs.page/index.php?title=MTTP/A2A&amp;diff=443</id>
		<title>MTTP/A2A</title>
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		<updated>2026-06-11T15:57:13Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 01 / Overview ==&lt;br /&gt;
Air combat is primarily carried out by CAP aircraft. The two main mission types are &#039;&#039;&#039;DCA&#039;&#039;&#039; (Defensive Counter Air) and &#039;&#039;&#039;OCA&#039;&#039;&#039; (Offensive Counter Air).&lt;br /&gt;
&lt;br /&gt;
=== Groups and Contacts ===&lt;br /&gt;
A &#039;&#039;&#039;GROUP&#039;&#039;&#039; is any number of air contacts within 3 nm in azimuth and range of each other. A &#039;&#039;&#039;CONTACT&#039;&#039;&#039; is an individual radar return within a GROUP. Single contact is the assumed strength for all GROUPs unless otherwise specified. A GROUP with three or more contacts is called &#039;&#039;&#039;HEAVY&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;PICTURE&#039;&#039;&#039; establishes a common tactical air image and describes the spatial relationship of GROUPs. It is always communicated in BULLSEYE format unless briefed otherwise. Only the Three GROUPs with highest Priority are Conveyed&lt;br /&gt;
&lt;br /&gt;
=== Contact Declaration ===&lt;br /&gt;
Before a fighter can engage, a contact must be declared. Declaration is performed by the controller in response to a DECLARE request.&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;
! Declaration !! Meaning !! Engagement Authority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BOGEY&#039;&#039;&#039; || Identity unknown || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OUTLAW&#039;&#039;&#039; || Originates from known or suspected hostile area || Not cleared to engage; escalation criteria apply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SPADES&#039;&#039;&#039; || No valid IFF response on interrogation || Not cleared to engage; escalation criteria apply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BANDIT&#039;&#039;&#039; || Positively identified as enemy IAW theater ID criteria || Not cleared to engage; does not imply authority to fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HOSTILE&#039;&#039;&#039; || Confirmed enemy; clearance to fire authorized IAW ROE || Cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NEUTRAL&#039;&#039;&#039; || Positively identified as neutral || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FRIENDLY&#039;&#039;&#039; || Positively identified as friendly || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FURBALL&#039;&#039;&#039; || Friendly and non-friendly aircraft within 5 nm || Employment not authorized until resolved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A BOGEY, BANDIT, OUTLAW, or SPADES classification does not authorize engagement. HOSTILE is the only declaration that authorizes weapons employment IAW ROE.&lt;br /&gt;
&lt;br /&gt;
== 02 / Important Concepts ==&lt;br /&gt;
&lt;br /&gt;
=== Communication Cadence by Phase ===&lt;br /&gt;
Communication priority shifts between the controller and fighters depending on the phase of the intercept.&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;
! Phase !! Priority Communicators&lt;br /&gt;
|-&lt;br /&gt;
| Pre-COMMIT / Marshal || 1. Controller · 2. Fighters&lt;br /&gt;
|-&lt;br /&gt;
| Post-COMMIT / Push || 1. Controller · 2. Fighter&lt;br /&gt;
|-&lt;br /&gt;
| Targeting / Weapons Employment || 1. Fighters · 2. Controller&lt;br /&gt;
|-&lt;br /&gt;
| Merge || 1. Engaged Fighter · 2. Supporting Fighters · 3. Controller&lt;br /&gt;
|-&lt;br /&gt;
| Post-Merge || 1. Fighter Clearing Merge · 2. Supporting Fighters · 3. Controller&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TAC Range ===&lt;br /&gt;
Called at 60 nm (default) by the first asset to recognize the separation. Signals all players to prepare for targeting. Pre-commit SA building continues until this point.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller or Fighter || {CS} {Group Label} TAC RANGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Airspace Sanitization ===&lt;br /&gt;
A Section consists of two aircraft, each equipped with its own radar. Regardless of the number of bars or maximum azimuth a single radar supports, no single system can cover the entire sky. To compensate, both radars are stacked and assigned to different portions of the airspace — each portion is called an &#039;&#039;&#039;Area of Responsibility (AOR)&#039;&#039;&#039;. This technique, known as &#039;&#039;&#039;Radar Mating&#039;&#039;&#039;, vastly increases the total volume scanned and ensures that no unknown contacts are operating in the area beyond already-tracked groups. The exact parameters depend on the aircraft type: the US Navy recommends RWS, 140°, 6 bars, end scale 80 nm, with radars mated at 25 nm: placing the flight lead between 40,000 and 15,000 ft, and the wingman from ground level to 25,000 ft.&lt;br /&gt;
&lt;br /&gt;
The process of actively scanning assigned AORs to confirm no unknown contacts are present is called &#039;&#039;&#039;Sanitisation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Because both Radar Mating parameters and Sanitisation responsibilities directly affect how an engagement develops, all of this must be &#039;&#039;&#039;pre-briefed&#039;&#039;&#039; and set as a &#039;&#039;&#039;contract&#039;&#039;&#039; before the mission. Time pressure may not always permit a thorough sanitisation pass, and how to handle that contingency should likewise be agreed upon in the brief.&lt;br /&gt;
&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
The flight assigns GROUP responsibility and confirms classification.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} DECLARE {Group Label or Bullseye Position}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {Group Label} DECLARED {HOSTILE / BOGEY / FRIENDLY / UNABLE / FURBALL}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGET {Group Label} {Tactic}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Once group appears on radar&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGETED {Group Label} BULLSEYE {Bearing/Range}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;No response if information correlates. Comparative response if correction is required.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 03 / Common Calls ==&lt;br /&gt;
&lt;br /&gt;
=== DECLARE ===&lt;br /&gt;
Inquiry as to the identity of a specified GROUP. Full positional data in BULLSEYE format must accompany all responses.&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
  EAGLE 11, NORTH GROUP BULLSEYE 2-7-3/27, TWENTY-TWO THOUSAND, TRACK EAST, BOGEY SPADES.&lt;br /&gt;
&lt;br /&gt;
=== BOGEY DOPE ===&lt;br /&gt;
Request for BRAA information on the indicated GROUP or the closest GROUP if not specified. Does not imply fighter targeting.&lt;br /&gt;
  MIKE, EAGLE 11, BOGEY DOPE NORTH GROUP.&lt;br /&gt;
  EAGLE 11, NORTH GROUP BRAA 2-1-0/28, THIRTY-EIGHT THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
=== NAILS ===&lt;br /&gt;
Fighter&#039;s radar warning receiver is detecting an airborne interceptor radar in search mode. Called with bearing or cardinal direction.&lt;br /&gt;
  EAGLE 1, NAILS 2-7-0.&lt;br /&gt;
&lt;br /&gt;
=== SPIKED ===&lt;br /&gt;
Fighter is being actively tracked by an airborne radar. Called with bearing or cardinal direction. Controller correlates to a GROUP within ±30 degrees and responds with range, altitude, aspect, declaration, and GROUP name.&lt;br /&gt;
  EAGLE 1, SPIKED 2-7-0.&lt;br /&gt;
  EAGLE 1, SPIKE RANGE 17, THIRTY THOUSAND, HOSTILE EAST GROUP, TWO CONTACTS.&lt;br /&gt;
&lt;br /&gt;
=== THREAT Call ===&lt;br /&gt;
If a fighter will pierce THREAT range to an untargeted GROUP, the controller makes a THREAT call in BRAA format no later than THREAT range.&lt;br /&gt;
  HEAT 31, ADDITIONAL GROUP THREAT, BRAA 1-2-5/35, THIRTY-FIVE THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
If the THREAT is within 5 nm of friendly fighters:&lt;br /&gt;
  BOLT 1, THREAT NORTH THREE, TEN THOUSAND, TRACK SOUTH, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
=== FADED and VANISHED ===&lt;br /&gt;
&#039;&#039;&#039;FADED&#039;&#039;&#039; — a previously tracked GROUP not updated by sensors for 30 seconds. The controller reports the GROUP as FADED with last known BULLSEYE position. Fighters maintain MONITOR responsibility if they can maintain correlation. FADED is not used for friendly aircraft — controllers use NEGATIVE CONTACT for friendlies not held on sensors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VANISHED&#039;&#039;&#039; — a special case of FADED used when the GROUP is not in a known blind zone and is correlated to a friendly shot that meets parameters for successful termination. &lt;br /&gt;
&lt;br /&gt;
=== Unexpected Contacts ===&lt;br /&gt;
Three distinct call types exist for contacts not part of the established picture:&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;
! Call !! Criteria !! Format&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039; || Newly detected outside targeting range, or does not fit traditional label || BULLSEYE&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039; || Previously undetected; appears inside targeting range but outside THREAT range || BULLSEYE&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039; || Undetected or unreported GROUP meeting briefed THREAT criteria || BRAA to the closest aircraft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  DARKSTAR, POP-UP GROUP BULLSEYE 2-7-0/15, FIVE THOUSAND, TRACK WEST, BOGEY SPADES.&lt;br /&gt;
  RAMBO 2, THREAT GROUP BRAA 2-7-0/13, ONE THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
== 04 / Engagement ==&lt;br /&gt;
The engagement loop is the core sequence executed by all fighter flights once committed and targeting is established. It repeats until the GROUP is splashed, leaves the area, or the flight resets.&lt;br /&gt;
&lt;br /&gt;
=== MELD ===&lt;br /&gt;
The flight lead directs all flight members to shift their radars from wide sanitization to focused SA on the assigned GROUP. This transition narrows the radar from maximum azimuth and altitude coverage to a tighter volume centered on the target. Sanitization of the surrounding airspace ceases until DROPPING is called.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} MELD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;All flight members shift radar from sanitization to the assigned GROUP&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SORT ===&lt;br /&gt;
The flight lead assigns individual contacts within the GROUP to specific flight members. Each member acknowledges with SORTED when they have confirmed their assigned contact on radar and are prepared to engage it. If a member cannot confirm their assigned contact, SORTED is withheld until resolution.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || &#039;&#039;(intraflight) FLIGHT SORT {Criteria}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #2 || &#039;&#039;(intraflight) #2 SORTED&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #3 || &#039;&#039;(intraflight) #3 SORTED&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #4 || &#039;&#039;(intraflight) #4 SORTED&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== JUDY ===&lt;br /&gt;
Called by the flight lead when the flight no longer requires controller guidance to prosecute the intercept. From this point, the controller minimizes transmissions and provides situational awareness information only. JUDY is not always called.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} JUDY&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Minimizes transmissions. Provides SA and THREAT calls only.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ENGAGE ===&lt;br /&gt;
Directive call from the flight lead to a specific wingman to employ weapons. The flight lead may also direct simultaneous employment by multiple members.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} ENGAGE&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || {CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Employment ===&lt;br /&gt;
The firing aircraft calls the shot on TACC2 NET immediately after employment. The call includes shot type, GROUP label, contact description, BULLSEYE position, and altitude. The controller acknowledges with COPY SHOT.&lt;br /&gt;
&lt;br /&gt;
If a fighter determines a GROUP HOSTILE and ROE has been met, the fighter may employ autonomously and include HOSTILE in the shot transmission.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft || {TACC2-CS} {CS} FOX THREE {Group Label} {Contact Description} BULLSEYE {Bearing/Range} {Altitude}&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} COPY SHOT&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Autonomous HOSTILE employment&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft || {Controller-CS} {CS} FOX THREE {Group Label} BULLSEYE {Bearing/Range} {Altitude} HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} COPY SHOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Multiple shots in one transmission are acceptable:&lt;br /&gt;
  SHADOW12 FOX THREE NORTH GROUP LEAD CONTACT BULLSEYE 2-7-0/20 TWENTY THOUSAND; SHADOW11 FOX THREE NORTH GROUP TRAIL CONTACT.&lt;br /&gt;
&lt;br /&gt;
=== OUT / DEFENDING ===&lt;br /&gt;
Following weapon employment the flight turns away from the threat. OUT is a planned maneuver executed at a prebriefed range. DEFENDING indicates a reactive maneuver against an incoming weapon and is called with the cardinal direction of the defensive turn.&lt;br /&gt;
&lt;br /&gt;
OUT cancels targeting responsibility&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} OUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;or, if reacting to an incoming weapon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft || {CS} DEFENDING {Direction}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DROPPING ===&lt;br /&gt;
May be called in conjunction with OUT. Signals the controller that the flight has ceased monitoring the GROUP and is returning to sanitization radar settings. Monitoring responsibility transfers back to the controller. Targeting responsibility is cancelled &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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} OUT {Direction} DROPPING {Group Label}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Controller resumes monitoring of the dropped GROUP&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Resumes monitoring.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Assessment ===&lt;br /&gt;
The flight assesses weapon effects from sensor data or controller reports. Three outcomes are possible:&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;
! Outcome !! Action&lt;br /&gt;
|-&lt;br /&gt;
| GROUP splashed || Call SPLASH&lt;br /&gt;
|-&lt;br /&gt;
| GROUP remains a factor, follow-up shot required || Turn IN, return to MELD&lt;br /&gt;
|-&lt;br /&gt;
| GROUP has left the area or is no longer a factor || Proceed with Tasking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== IN (Follow-up Engagement) ===&lt;br /&gt;
If the GROUP remains a factor and the tactic permits a follow-up shot, the flight turns back toward the GROUP. The IN call triggers a new cycle beginning at MELD.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} IN {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} MELD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Re-sort as required, then return to ENGAGE&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SPLASH ===&lt;br /&gt;
Called when weapon effects confirm the GROUP or contact is destroyed.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft or Controller || {CS} SPLASH {Group Label or Contact Description}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 05 / Defensive Counter Air (DCA) ==&lt;br /&gt;
DCA is the use of fighter aircraft to defend a ground asset or airspace against hostile air threats. It uses prebriefed lanes and defined ranges.&lt;br /&gt;
&lt;br /&gt;
=== DCA Range Structure ===&lt;br /&gt;
All ranges are prebriefed per sortie. The following are the standard range lines used in DCA:&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;
! Range Line !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Fail Line&#039;&#039;&#039; || 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;
| &#039;&#039;&#039;Commit Line (CL)&#039;&#039;&#039; || The line at which a bogey is declared HOSTILE IAW theater ROE and the flight is authorized to commit. Prebriefed for all DCA sorties.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Targeting Range&#039;&#039;&#039; || 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;
| &#039;&#039;&#039;TAC Range&#039;&#039;&#039; || Default 60 nm from the closest fighter to the closest GROUP. Signals all players to prepare for targeting.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Threat Range&#039;&#039;&#039; || The prebriefed range at which an untargeted GROUP meeting THREAT criteria triggers a THREAT call. Prebriefed per sortie.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMMIT Authority ===&lt;br /&gt;
COMMIT authority is derived from the combatant commander and delegated through the chain of command. Any of the following may hold or recommend COMMIT authority depending on what is delegated:&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;
! Role !! Abbreviation !! Authority&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || FL || Usually holds COMMIT authority unless delegated&lt;br /&gt;
|-&lt;br /&gt;
| Team Lead || TL || May hold COMMIT authority if delegated&lt;br /&gt;
|-&lt;br /&gt;
| Mission Commander || MC || May hold COMMIT authority if delegated&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || — || May hold COMMIT authority if delegated&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If only the MC, TL, or FL holds COMMIT authority, the controller may only recommend COMMIT. If the controller holds COMMIT authority, the MC and TL may only recommend.&lt;br /&gt;
&lt;br /&gt;
=== DCA Flow ===&lt;br /&gt;
&lt;br /&gt;
==== Lane Handover ====&lt;br /&gt;
When an outgoing flight is relieved on station by an incoming flight, a positive lane handover is required before the outgoing flight departs.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Off-going Lane Commander || {CS} MOVE FORWARD&lt;br /&gt;
|-&lt;br /&gt;
| On-coming Lane Commander || {CS}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;On-coming aircraft may enter the lane. Lane commander authority has not yet transferred.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Off-going Lane Commander || {CS} YOU HAVE THE LANE&lt;br /&gt;
|-&lt;br /&gt;
| On-coming Lane Commander || {CS} HAS THE LANE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The off-going flight passes critical mission information to the controller before departing. The controller passes big-picture information to the on-coming flight before pushing them to the tactical frequency.&lt;br /&gt;
&lt;br /&gt;
==== Pre-Commit ====&lt;br /&gt;
The flight arrives at its prebriefed CAP position with FENCE IN complete and radars in sanitization configuration. The controller holds picture responsibility.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} PICTURE&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} {Nr of Groups} {Group Label} BULLSEYE {Bearing/Range} {Altitude} TRACK {Direction} {Declaration} {Nr of Contacts}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The flight evaluates commit criteria continuously. Pictures are requested as needed to maintain SA.&lt;br /&gt;
&lt;br /&gt;
==== Commit ====&lt;br /&gt;
&lt;br /&gt;
===== FIGHTER AUTHORITY COMMIT =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} {BULLSEYE CALL} Recommend {CS} COMMIT &lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} COMMIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== CONTROLLER AUTHORITY COMMIT =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} Recommend Commit&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} {BULLSEYE CALL} {CS} COMMIT &lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After COMMIT, fighters hold radio priority.&lt;br /&gt;
&lt;br /&gt;
=== Engagement Loop ===&lt;br /&gt;
The flight executes the standard engagement loop as defined above The loop repeats until the GROUP is splashed, leaves the lane, or:&lt;br /&gt;
&lt;br /&gt;
Once the Engagement is Complete the flight &#039;&#039;&#039;RESETS&#039;&#039;&#039; back to the briefed Position&lt;br /&gt;
&lt;br /&gt;
==== RESET ====&lt;br /&gt;
Directs the flight to return to its prebriefed position or area of operations. RESET implies DROPPING and returns all targeting responsibility to the controller.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} RESET&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Flight returns to prebriefed CAP position. Controller resumes full picture responsibility&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Offensive Counter Air (OCA) ==&lt;br /&gt;
OCA is the use of fighter aircraft to suppress, destroy, or neutralize enemy air assets before they can threaten friendly forces. Unlike DCA, OCA is not lane-based and does not require a commit line. The flight pushes into the threat environment rather than waiting for the threat to approach.&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;
=== OCA Flow ===&lt;br /&gt;
OCA does not have a lane handover or a commit phase. The flight checks in, receives the picture, establishes targeting, and executes the engagement loop.&lt;br /&gt;
&lt;br /&gt;
==== FULL COMMUNICATIONS EXAMPLE ====&lt;br /&gt;
In this Scenario, SHADOW11 four-ship F16C on OCA. TACC2 Agency CS THUMPER executing Positive Control. The Example begins after the Handover. Check In was done on the previous Frequency. TAC RANGE 60, THREAT RANGE 30  &lt;br /&gt;
 THUMPER SHADOW11 PICTURE&lt;br /&gt;
&lt;br /&gt;
 THUMPER PICTURE TEN GROUPS GROUP BULLSEYE 0-2-0/25, TWENTY-SEVEN THOUSAND, THOUSAND, TRACK EAST, HOSTILE, HEAVY, THREE CONTACTS. GROUP BULLSEYE 2-7-0/25, FIFTEEN THOUSAND, TRACK WEST, HOSTILE. GROUP BULLSEYE 2-9-0/35, TEN THOUSAND, TRACK WEST, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 TARGETED GROUP BULLSEYE 0-2-0/25 &lt;br /&gt;
&lt;br /&gt;
 SHADOW11 GROUP BULLSEYE 0-2-0/25 TAC RANGE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 SKATE, MELD&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 SORTED&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 FOX3 BULLSEYE 0-2-0/25&lt;br /&gt;
&lt;br /&gt;
 THUMPER COPY SHOT&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 OUT SOUTH DROPPING&lt;br /&gt;
&lt;br /&gt;
 THUMPER&lt;br /&gt;
&lt;br /&gt;
 THUMPER SHADOW11 BOGEYDOPE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 EAST GROUP BRAA 2-1-0/28, FIFTEEN-THOUSAND, COLD, HOSTILE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 IN, MELD&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 SORTED&lt;br /&gt;
&lt;br /&gt;
 THUMPER SHADOW11 SPLASH EAST GROUP&lt;br /&gt;
&lt;br /&gt;
 THUMPER&lt;br /&gt;
In the Following Example additional Adversarys Pop Up within Threat Range of SHADOW11&lt;br /&gt;
 SHADOW11 THUMPER THREAT GROUP, BRAA 1-2-5/28, FIVE-THOUSAND, HOT, HOSTILE, 2 CONTACTS&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 TARGETED SORTED LEAD, FOX 3 LEADER, FOX3 TRAILER, BULLSEYE 0-5-0/45, FIVE-THOUSAND&lt;br /&gt;
&lt;br /&gt;
 THUMPER COPY SHOTS &lt;br /&gt;
&lt;br /&gt;
 SHADOW11 DEFENDING SOUTH, DROPPING&lt;br /&gt;
&lt;br /&gt;
 THUMPER&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 THUMPER THREAT GROUP, BRAA 0-6-0/15, TWO-THOUSAND, COLD, HOSTILE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 IN &lt;br /&gt;
&lt;br /&gt;
 SHADOW11 FOX3 BULLSEYE 0-6-0/15, TWO-THOUSAND&lt;br /&gt;
&lt;br /&gt;
 THUMPER COPY SHOT&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 THUMPER THREAT GROUP VANISHED&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / QRA ==&lt;br /&gt;
&lt;br /&gt;
== 08 / Intercept (VID) ==&lt;br /&gt;
A Visual Identification (VID) intercept is conducted when a contact cannot be declared HOSTILE or FRIENDLY by electronic means alone, and visual confirmation of aircraft type, markings, or behavior is required before engagement authority can be granted or withheld.&lt;br /&gt;
&lt;br /&gt;
VID intercepts follow a structured sequence: the controller guides the fighter to a position from which a visual identification pass can be made, then the fighter reports the result and awaits further direction.&lt;br /&gt;
&lt;br /&gt;
=== Intercept Flow ===&lt;br /&gt;
&lt;br /&gt;
==== Commit ====&lt;br /&gt;
The controller or flight lead initiates the intercept against the unidentified contact.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} COMMIT {Group Label} BULLSEYE {Bearing/Range} {Altitude} {Declaration} {Nr of Contacts}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} COMMIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidance ====&lt;br /&gt;
The controller provides vectors to position the fighter for a VID pass. This is the only phase where the controller takes positive close control of the intercept geometry. BRAA format is used throughout.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} BRAA {Bearing/Range} {Altitude} {Aspect} {Declaration}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Controller continues to provide updated vectors until fighter calls JUDY&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== JUDY ====&lt;br /&gt;
The fighter calls JUDY when radar contact is established and no further controller guidance is required. The controller minimizes transmissions from this point.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} JUDY&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Minimizes transmissions. Continues to provide SA information only.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tally ====&lt;br /&gt;
The fighter calls TALLY when visual contact is established with the target.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TALLY {Position}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Identification ====&lt;br /&gt;
The fighter conducts the VID pass and reports the result to the controller. The report includes aircraft type, markings, and behavior observed.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} IDENTIFIED {Aircraft Type} {Markings / Behavior}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} {Further Instructions / Declaration Update}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the contact is identified as HOSTILE following the VID pass, the controller issues the updated declaration and the flight may proceed to engagement IAW ROE. If the contact is FRIENDLY or NEUTRAL, the flight disengages and returns to its prebriefed position.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 09 / Merge ==&lt;br /&gt;
A merge occurs when friendly and target aircraft arrive in the visual arena, within 3–5 nm of each other. At the merge, radar resolution becomes limiting and the engagement transitions from BVR to Within Visual Range (WVR). The engagement is now managed through ACM contracts and direct communication between flight members.&lt;br /&gt;
&lt;br /&gt;
=== Authority and Radio Priority ===&lt;br /&gt;
Two distinct concepts govern merge communications: &#039;&#039;&#039;authority&#039;&#039;&#039; and &#039;&#039;&#039;radio priority&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Authority&#039;&#039;&#039; remains with the Flight Lead throughout the engagement. The FL can override, redirect, or terminate the engagement at any time regardless of who is engaged.&lt;br /&gt;
&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;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Role !! Authority !! Radio Priority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flight Lead&#039;&#039;&#039; || Full authority over the engagement at all times || Secondary — subordinates to engaged fighter&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engaged Fighter&#039;&#039;&#039; || Manages own engagement IAW FL direction || Primary — holds radio priority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supporting Fighter&#039;&#039;&#039; || Executes IAW engaged fighter and FL direction || Tertiary — transmits only when necessary&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Controller&#039;&#039;&#039; || Provides SA only || Minimal — THREAT calls and direct requests only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== MERGED ===&lt;br /&gt;
The controller calls MERGED when radar tracks come together within 3–5 nm, or the engaged fighter calls it when visual contact is made at the merge.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller or Engaged Fighter || {CS} MERGED {Group Label}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Role Assignment ===&lt;br /&gt;
At or before the merge, engaged and supporting roles must be clearly established. By default the flight lead is engaged. Roles can be assigned or transferred in two ways:&lt;br /&gt;
&lt;br /&gt;
==== Wingman-Initiated Transfer ====&lt;br /&gt;
The wingman identifies he is the engaged fighter based on the bandit&#039;s plane of motion and lift vector orientation, and calls it.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || #2 ENGAGED&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || PRESS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Flight Lead-Initiated Transfer ====&lt;br /&gt;
The flight lead recognizes the wingman is the engaged fighter and assigns the role.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || #2 PRESS&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || #2 ENGAGED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bandit Switches ====&lt;br /&gt;
If the bandit maneuvers to engage the other fighter, the currently engaged fighter communicates the change.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || BANDIT SWITCHED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Roles are reassessed and reassigned as required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engaged Fighter SA Calls ===&lt;br /&gt;
The engaged fighter is responsible for narrating the fight to maintain the supporting fighter&#039;s situational awareness. This enables the supporting fighter to position correctly and employ at the right moment. SA calls include the fight geometry, altitude, and direction.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || {CS} ENGAGED {ONE / TWO CIRCLE} {Direction} {Altitude}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  VIPER 1, ENGAGED ONE CIRCLE CLIMBING THROUGH FIFTEEN THOUSAND.&lt;br /&gt;
  VIPER 1, ENGAGED TWO CIRCLE NORTHBOUND BANDITS LOW TWO&#039;S HIGH.&lt;br /&gt;
&lt;br /&gt;
These calls are made continuously as the fight develops, not just once at the merge. The supporting fighter cannot position or employ safely without them.&lt;br /&gt;
&lt;br /&gt;
=== STATUS Calls ===&lt;br /&gt;
STATUS is a request from the supporting fighter for a specific situational update from the engaged fighter. It is the primary tool for IFF at the merge. A generic STATUS call returns a general update. A specific STATUS call asks a targeted question and returns a more useful answer.&lt;br /&gt;
&lt;br /&gt;
The supporting fighter should tailor the STATUS call to the specific information needed to resolve the IFF situation. Generic STATUS calls are acceptable but specific calls are faster and more effective.&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;
! Call !! Question Being Asked !! Example Response&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS&#039;&#039;&#039; || General situation update || ENGAGED ONE CIRCLE NORTHBOUND BANDITS LOW TWO&#039;S HIGH&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS HIGH/LOW&#039;&#039;&#039; || Which aircraft is higher || BANDITS LOW TWO&#039;S HIGH&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS NOSE HIGH/NOSE LOW&#039;&#039;&#039; || Which aircraft has nose above or below horizon || TWO&#039;S NOSE HIGH BANDIT NOSE LOW&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS LEFT/RIGHT&#039;&#039;&#039; || Which aircraft is left or right || TWO&#039;S LEFT BANDIT RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS NORTH/SOUTH/EAST/WEST&#039;&#039;&#039; || Cardinal orientation of aircraft in the fight || TWO&#039;S NORTH BANDIT SOUTH&lt;br /&gt;
|}&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || {CS} STATUS {Qualifier if applicable}&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || {Specific SA answer to the STATUS question}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Supporting Fighter: TWO STATUS HIGH LOW.&lt;br /&gt;
  Engaged Fighter: BANDITS LOW TWO&#039;S HIGH.&lt;br /&gt;
&lt;br /&gt;
If a STATUS call returns an ambiguous response, rephrase with a more specific qualifier before resorting to a FLASH call.&lt;br /&gt;
&lt;br /&gt;
As a last resort, a FLASH call can be used to add physical confirmation to IFF — for example FLASH FLARES or FLASH BURNER. This directs the wingman to briefly activate the specified system so the supporting fighter can visually confirm identity. Exercise extreme caution — the bandit may also be employing flares, and a mistaken identification cannot be undone.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || FLASH {FLARES / BURNER}&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || &#039;&#039;(executes flash of specified system briefly)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== IFF Brevity ===&lt;br /&gt;
Standard brevity calls for visual identification status:&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;
! Term !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TALLY&#039;&#039;&#039; || Visual contact established on the target or bandit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NO JOY&#039;&#039;&#039; || No visual contact with the target or bandit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VISUAL&#039;&#039;&#039; || Visual contact established on a friendly aircraft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BLIND&#039;&#039;&#039; || No visual contact with a friendly aircraft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
IFF must be confirmed before employment. Do not rely on aircraft visuals alone — use STATUS calls to confirm orientation before taking a shot.&lt;br /&gt;
&lt;br /&gt;
=== Talk-On ===&lt;br /&gt;
If the supporting fighter loses visual on the engaged fighter (BLIND) after the merge, the engaged fighter or flight lead can provide a talk-on to re-establish visual.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter or FL || {CS} {Clock Position} {Range} {Altitude Qualifier}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  VIPER 1, THREE O&#039;CLOCK ONE AND A HALF MILES LOW.&lt;br /&gt;
&lt;br /&gt;
Once visual is re-established:&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || {CS} VISUAL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Employment ===&lt;br /&gt;
Once IFF is confirmed and a valid shot opportunity exists, the supporting fighter employs. The call includes weapon type and target description.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting or Engaged Fighter || {Controller-CS} {CS} FOX TWO {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || COPY SHOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gun employment:&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting or Engaged Fighter || {Controller-CS} {CS} GUNS {Target Description}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The flight lead retains authority to call NEGATIVE if employment is unsafe or premature, regardless of who holds radio priority.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || NEGATIVE {CS} {Reason if required}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SPLASH ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged or Supporting Fighter || {Controller-CS} {CS} SPLASH {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} COPY SPLASH&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bug Out ===&lt;br /&gt;
Following SPLASH, or when the flight lead determines the engagement should end, the supporting fighter directs the egress. The supporting fighter holds the best big-picture SA at this point and is best placed to select a safe egress direction.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || {CS} BUG OUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;All flight members flow in the stated direction&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  VIPER&#039;S BUG OUT 0-9-0.&lt;br /&gt;
&lt;br /&gt;
If the flight lead was the supporting fighter and the wingman is now visual after the bug out, conventional flight roles are re-established:&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || {CS} VISUAL PRESS&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || ENGAGED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Following the bug out the flight calls RESET on the TAC C2 NET and returns to the prebriefed position unless directed otherwise.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || {Controller-CS} {CS} RESET&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=442</id>
		<title>General/Tactical Communication Revision 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=442"/>
		<updated>2026-06-11T15:35:43Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* RV Alpha Procedure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:1.1em; color:#660000; font-weight:bold;&amp;quot;&amp;gt;SOURCE — Tactical Communications Guide&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.85em; font-weight:bold;&amp;quot;&amp;gt;Covers: Airspace Control · TACADMIN · Check-In · Force Packaging · Air-to-Air Communication · Brevity&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.8em; color:#555;&amp;quot;&amp;gt;&#039;&#039;Based on ATP 3-52.4 / MCRP 3-20F.10 / NTTP 6-02.9 / AFTTP 3-2.8, October 2024. Adapted for DCS.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 01 / Airspace Control ==&lt;br /&gt;
Airspace control is the exercise of delegated authority over designated airspace and users through control procedures and coordination measures to maximize operational effectiveness.&lt;br /&gt;
&lt;br /&gt;
There are two methods of airspace control:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Positive Control&#039;&#039;&#039; relies on positive identification, tracking, and direction of aircraft within an airspace, conducted with electronic means by an agency having the authority and responsibility therein. It requires sensors to locate and identify airspace users in real time and communications to maintain continuous contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Procedural Control&#039;&#039;&#039; relies on a combination of previously agreed upon and promulgated orders and procedures. Examples include air defense identification procedures, voice and digital communications between aircraft and airspace control elements, and airspace control measures such as coordinating altitudes and restricted operating zones.&lt;br /&gt;
&lt;br /&gt;
=== Tactical Command and Control (TAC C2) ===&lt;br /&gt;
TAC C2 agencies use positive and/or procedural control methods to control airspace and manage air operations. Throughout this guide, &#039;&#039;&#039;Controller&#039;&#039;&#039; is used as a generic term for the individual providing tactical control, whether airborne or ground-based.&lt;br /&gt;
&lt;br /&gt;
Primary TAC C2 responsibilities:&lt;br /&gt;
&lt;br /&gt;
* Enable the flow of forces to and from an objective area&lt;br /&gt;
* Provide threat warning information and maintain situational awareness&lt;br /&gt;
* Maintain SA of supporting asset status, threat information, and target area information&lt;br /&gt;
* Maintain air asset deconfliction to and from a working area&lt;br /&gt;
&lt;br /&gt;
=== Transmission Types ===&lt;br /&gt;
All radio transmissions are associated with a call sign. There are three transmission types:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive&#039;&#039;&#039; — the call sign of the entity being directed is used.&lt;br /&gt;
  HORNET 2, TARGET NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Interrogative&#039;&#039;&#039; — requests a response; format is [entity speaking to], [speaking entity].&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Informative&#039;&#039;&#039; — provides information without requiring a response; format is [speaking entity].&lt;br /&gt;
  EAGLE 11, FUEL YELLOW.&lt;br /&gt;
&lt;br /&gt;
=== AUTHORITY ===&lt;br /&gt;
Their are the following party&#039;s that hold decreasing levels of control. &lt;br /&gt;
&lt;br /&gt;
# Tactical Control Center - TACC2&lt;br /&gt;
# Mission Commander - MC&lt;br /&gt;
# Team Lead (previously called Package Lead) - TL&lt;br /&gt;
# Flight Lead - FL&lt;br /&gt;
# Element Lead - EL&lt;br /&gt;
# Wingman - WM&lt;br /&gt;
&lt;br /&gt;
Within this squadron MC&#039;s duties will be taken over by TACC2 or TL (due to missing personal)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 02 / TACADMIN ==&lt;br /&gt;
Tactical Administration (TACADMIN) consists of all processes and procedures that occur in the TAC C2 area of operations. It covers interflight and intraflight procedures and airborne mission preparation that directly supports executing the tactical mission objective. Examples include weapon arming, sensor management, and tactical communication checks.&lt;br /&gt;
&lt;br /&gt;
=== Fuel and Weapons Status ===&lt;br /&gt;
Aircraft are &#039;&#039;&#039;assumed GREEN&#039;&#039;&#039; unless otherwise reported.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Status&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|GREEN&lt;br /&gt;
|Sufficient for continued mission execution&lt;br /&gt;
|-&lt;br /&gt;
|YELLOW&lt;br /&gt;
|Approaching a level insufficient to continue execution&lt;br /&gt;
|-&lt;br /&gt;
|RED&lt;br /&gt;
|Insufficient to continue execution&lt;br /&gt;
|}&lt;br /&gt;
Aircraft must relay YELLOW to the controller. The controller is responsible for coordinating on-station relief before an aircraft communicates RED.&lt;br /&gt;
  RAMBO 01, FUEL RED, WEAPONS GREEN.&lt;br /&gt;
&lt;br /&gt;
=== BRAA and BULLSEYE CallS ===&lt;br /&gt;
Tactical control format: &#039;&#039;&#039;Bearing, Range, Altitude, Aspect&#039;&#039;&#039; relative to the specified friendly aircraft. Used by the controller when information pertains to one specific aircraft, or in response to BOGEY DOPE, SNAPLOCK, and THREAT calls.&lt;br /&gt;
&lt;br /&gt;
Bullseye format: Bearing and Range from BULLSEYE, Altitude, Aspect. Use for description of GROUP and TARGET &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Format&lt;br /&gt;
!Bearing&lt;br /&gt;
!Range (nm)&lt;br /&gt;
!Altitude (ft)&lt;br /&gt;
!Aspect&lt;br /&gt;
|-&lt;br /&gt;
|BRAA&lt;br /&gt;
|3 2 0&lt;br /&gt;
|30&lt;br /&gt;
|20 thousand&lt;br /&gt;
|Flanking&lt;br /&gt;
|-&lt;br /&gt;
|BULLSEYE&lt;br /&gt;
|1 1 0&lt;br /&gt;
|30 &lt;br /&gt;
|25 thousand&lt;br /&gt;
|HOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flight Check / Frequency Change ===&lt;br /&gt;
When Switching a Frequency it is important to ensure that all Flight Members arrive on that Frequency. To ensure this the FL will execute a &#039;&#039;&#039;Flight Check&#039;&#039;&#039; a procedure that requires all wingman to respond on that frequency with their inflight Nr. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|FL &lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;FL (intraflight)&#039;&#039;&lt;br /&gt;
|&#039;&#039;Flight Push {UHF/VHF, Radio 1/2} Button #&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;All flight members switch to the new Frequency&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Check&lt;br /&gt;
|-&lt;br /&gt;
|WM&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|EL&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|2nd WM&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Authentication (DRYAD) ===&lt;br /&gt;
Verifies contact with an allied unit. A challenging station picks a letter from the leftmost column and a second from that row. The responding station replies with the letter directly below the second chosen letter. The DRYAD table is issued in the pre-mission briefing. Pilots are responsible for initiating authentication with the controlling station.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{TACC2-CS} {CS} Authenticate E-A&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Come back G&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authenticate J-U&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|Come back R&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authentication Sweet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ALPHA CHECK ===&lt;br /&gt;
Alpha Checks are used to ensure all parties use the same Georeference by correlating what the Controller and Aircraft sees.&lt;br /&gt;
&lt;br /&gt;
ALPHA CHECK correlation is defined as within 3 nm. Solving for correlation rests with the aircraft checking in.&lt;br /&gt;
 DARKSTAR, SHADOW11 Request ALPHA CHECK BULLSEYE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11, DARKSTAR ALPHA CHECK BULLSYE 0 6 0 / 30&lt;br /&gt;
&lt;br /&gt;
 SAME, SHADOW11&lt;br /&gt;
&lt;br /&gt;
== 03 / Check-In Procedures ==&lt;br /&gt;
The purpose of check-in is to establish contact between aircrew and TAC C2, allow the controller to establish accountability, and pass critical mission information before handoff to the final controller.&lt;br /&gt;
&lt;br /&gt;
Check-in accomplishes the following before and after mission execution: positive friendly identification via IFF and/or data link, ALPHA CHECK from BULLSEYE, safety-of-flight information, and weather update.&lt;br /&gt;
&lt;br /&gt;
Note: BULLSEYE cannot be used for initial position calls — only valid after ALPHA CHECK.&lt;br /&gt;
&lt;br /&gt;
=== Check In ON TACC2 NET (MNPOPCA Format) ===&lt;br /&gt;
The MNPOPCA format outlines the informations a aircrew should prepare before beginning the Check in process:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |MNPOPCA Format&lt;br /&gt;
|-&lt;br /&gt;
|Mission Number&lt;br /&gt;
|-&lt;br /&gt;
|Number and Type of Aircraft&lt;br /&gt;
|-&lt;br /&gt;
|Position and Altitude&lt;br /&gt;
|-&lt;br /&gt;
|Ordnance (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
|Playtime&lt;br /&gt;
|-&lt;br /&gt;
|Capabilities (e.g., laser, infrared pod, data link)&lt;br /&gt;
|-&lt;br /&gt;
|Abort Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in AS FRAGGED ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# as Fragged, Request Alpha Check from Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS}, {Controller-CS} Contact, Alpha Check Bullseye {Position}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}, SAME&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in WITH EXCEPTIONS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# Checking in with Exceptions. Request Alpha Check Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|{CS}, Alpha Check Bullseye {Position} continue with Check In&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} SAME, {State Exceptions in plain Language}, &lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 04 / Force Packaging ==&lt;br /&gt;
Before entering a target area or leaving the MARSHAL Hold the MC will ensure that all Flight are able to operate. &lt;br /&gt;
&lt;br /&gt;
=== Roll Call ===&lt;br /&gt;
Roll call is initiated by the controller or MC at a predetermined time to confirm force accountability. Each flight lead or team lead responds with call sign in sequence.&lt;br /&gt;
  MC:       PACKAGE BRAVO WHISKEY, ROLL CALL.&lt;br /&gt;
  FLs:      EAGLE. VIPER WITH EXCEPTIONS. BONES. GROWL. MOJO.&lt;br /&gt;
  MC:       VIPER, GO WITH EXCEPTIONS.&lt;br /&gt;
  VIPER FL: VIPER MINUS 2.&lt;br /&gt;
=== Timing Changes ===&lt;br /&gt;
&#039;&#039;&#039;ROLEX&#039;&#039;&#039; — timeline adjustment in minutes, always referenced from the original preplanned mission execution time. PLUS is assumed. Not additive.&lt;br /&gt;
  PACKAGE WHISKEY ALPHA, ROLEX 10. (Original 1500Z → New 1510Z)&lt;br /&gt;
&#039;&#039;&#039;SLIP&#039;&#039;&#039; — time delay to an individual flight or element event. Not additive.&lt;br /&gt;
  HOSS 1, SLIP TOT 6 MINUTES. (Original 1500Z → New 1506Z)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Air-to-Air Refueling ==&lt;br /&gt;
AAR requires close coordination with the tanker around a pre-briefed Rendezvous (RV). SOURCE uses &#039;&#039;&#039;RV Alpha (Fixed Anchor)&#039;&#039;&#039; for all operations. (due to DCS limitations)&lt;br /&gt;
&lt;br /&gt;
=== Tanker Orbit Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Usage&lt;br /&gt;
!ex.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039;&lt;br /&gt;
|Receivers departing · Emergency&lt;br /&gt;
|FL210&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAVO&#039;&#039;&#039;&lt;br /&gt;
|Tanker base level&lt;br /&gt;
|FL200&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHARLIE&#039;&#039;&#039;&lt;br /&gt;
|Receiver evasive&lt;br /&gt;
|FL190&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DELTA&#039;&#039;&#039;&lt;br /&gt;
|Receivers approaching&lt;br /&gt;
|FL180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== RV Alpha Procedure ===&lt;br /&gt;
Receiver: fly 2,000 ft below AAR altitude · follow controller heading · declare JUDY on radar contact · declare VISUAL when in sight · weapons safe and radar off · take ECHELON LEFT when authorized.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Proceed Tanker BRAA {BRAA}, RV Alpha, Tanker Freq {Freq} {Instructions}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Roger, RV Alpha, Tanker Freq {Freq} {Readback}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once flight does not need further guidance to the tanker (ex. Sensor Contact)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Flight Name} Judy 1, Weapons Safe&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once tanker is in sight&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Nose Cold, visual with tanker&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Roger, contact boom&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Switch to DCS tanker frequency and join up&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
FL must confirm Nose Cold / Weapons Safe with wingmen on intraflight before reporting to the controller.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / Positive Identification (PID) ==&lt;br /&gt;
PID proves, to a defensible standard, that the contact is a legitimate target under the ROE. Proof may come from sensors, behavior, location, declarations, or higher authority.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electronic PID&#039;&#039;&#039;&lt;br /&gt;
|IFF interrogation, data link picture, NCTR, controller declaration. Most common form in BVR.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Visual PID (VID)&#039;&#039;&#039;&lt;br /&gt;
|Confirm number, type, livery, armament, heading, speed. Requires merge or VID pass.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ground Targets&#039;&#039;&#039;&lt;br /&gt;
|Correlate with pre-briefed target.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 08 / Air-to-Air Combat ==&lt;br /&gt;
[[MTTP/A2A|Air to Air Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Air-to-Surface Combat ==&lt;br /&gt;
[[MTTP/A2S|Air to Surface Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Brevity Words ==&lt;br /&gt;
&lt;br /&gt;
=== Situational Awareness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA CHECK&#039;&#039;&#039;&lt;br /&gt;
|Verification of ownship position relative to BULLSEYE. Used at check-in to confirm navigation accuracy. ALPHA CHECK correlation is defined as within 3 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANGELS&#039;&#039;&#039;&lt;br /&gt;
|Height of friendly aircraft in thousands of feet MSL (e.g., ANGELS TWENTY = 20,000 ft).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY DOPE&#039;&#039;&#039;&lt;br /&gt;
|Request for BRAA information on the indicated or nearest GROUP. Does not imply targeting.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAA&#039;&#039;&#039;&lt;br /&gt;
|Bearing, Range, Altitude, and Aspect relative to the specified friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BULLSEYE&#039;&#039;&#039;&lt;br /&gt;
|A pre-briefed reference point from which the position of an object is referred to by magnetic bearing and range in nm. Not to be truncated to &amp;quot;BULL.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLEAN&#039;&#039;&#039;&lt;br /&gt;
|1. No sensor information on a GROUP of interest.&lt;br /&gt;
2. No visible battle damage. &lt;br /&gt;
3. Aircraft not carrying external stores. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLARA&#039;&#039;&#039;&lt;br /&gt;
|Radar scope is clear of contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Individual radar return within a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FADED&#039;&#039;&#039;&lt;br /&gt;
|A previously tracked GROUP not updated by sensors for 30 seconds. Last known position implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GROUP&#039;&#039;&#039;&lt;br /&gt;
|Any number of air contacts within 3 nm in azimuth and range of each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HEAVY&#039;&#039;&#039;&lt;br /&gt;
|A GROUP known to contain three or more contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JUDY&#039;&#039;&#039;&lt;br /&gt;
|Aircrew has taken control of the intercept and requires only situational awareness information. Controller minimizes transmissions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MERGED&#039;&#039;&#039;&lt;br /&gt;
|Friendlies and targets have arrived in the visual arena, within 3–5 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEGATIVE CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Used for friendly aircraft not held on sensors. FADED is not used for friendlies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NO JOY&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with the target or bandit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Request for a description of all GROUPs and their spatial relationships in BULLSEYE format.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PLAYTIME&#039;&#039;&#039;&lt;br /&gt;
|Time aircraft can remain on station, given in hours plus minutes (e.g., ONE PLUS THIRTY).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TALLY&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a target or enemy aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VANISHED&#039;&#039;&#039;&lt;br /&gt;
|A FADED GROUP correlated to a successful friendly shot. Assessed as killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VISUAL&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a friendly aircraft, ground unit, or ship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contact Status and Declaration ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANDIT&#039;&#039;&#039;&lt;br /&gt;
|Positively identified as enemy IAW theater ID criteria. Does not imply authority to engage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY&#039;&#039;&#039;&lt;br /&gt;
|Contact whose identity is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DECLARE&#039;&#039;&#039;&lt;br /&gt;
|Inquiry as to the identity of a specified track or GROUP. Responses include: FRIENDLY, BOGEY, BANDIT, HOSTILE, NEUTRAL, UNABLE, CLEAN, or FURBALL. Full positional data (BULLSEYE) must accompany responses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FRIENDLY&#039;&#039;&#039;&lt;br /&gt;
|Positively identified friendly aircraft, ship, or ground position.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FURBALL&#039;&#039;&#039;&lt;br /&gt;
|Non-friendly and friendly aircraft within 5 nm of each other. May be a response to a DECLARE request.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HIGH&#039;&#039;&#039;&lt;br /&gt;
|Contact is above 40,000 ft MSL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOSTILE&#039;&#039;&#039;&lt;br /&gt;
|Contact identified as enemy upon which clearance to fire is authorized IAW ROE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEUTRAL&#039;&#039;&#039;&lt;br /&gt;
|Positively identified aircraft whose characteristics indicate it is neither supporting nor opposing friendly forces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUTLAW&#039;&#039;&#039;&lt;br /&gt;
|Contact originating from a known or suspected hostile airfield or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPADES&#039;&#039;&#039;&lt;br /&gt;
|Contact returns no or invalid IFF response on interrogation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed 660–900 knots ground speed or Mach 1.1–1.5.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VERY FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed above 900 knots or Mach 1.5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Picture Labels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AZIMUTH&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated laterally at approximately the same range from the fighters. Named by cardinal directions (e.g., NORTH GROUP, SOUTH GROUP).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RANGE&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated in depth along the threat axis. Named LEAD GROUP and TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WALL&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in azimuth with depth ≤5 nm or closing. Outer GROUPs named by cardinal directions; inner GROUPs named MIDDLE GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHAMPAGNE&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with two closest to fighters in azimuth and one in trail. LEAD GROUPs named with cardinal direction; TRAIL GROUP in range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VIC&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with one closest to fighters and two in trail separated in azimuth. LEAD GROUP closest; TRAIL GROUPs named with cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOX&#039;&#039;&#039;&lt;br /&gt;
|Four GROUPs with two in azimuth closest to fighters and two in azimuth farthest. Named LEAD GROUP (cardinal) and TRAIL GROUP (cardinal).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LADDER&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in range. Named LEAD GROUP, MIDDLE GROUP (or SECOND, THIRD), TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;STACK&#039;&#039;&#039;&lt;br /&gt;
|Two or more contacts in a GROUP with ≥10,000 ft altitude separation. Higher altitude stated first.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LEADING EDGE&#039;&#039;&#039;&lt;br /&gt;
|The GROUPs the fighters expect to target in the upcoming intercept. Follow-on GROUPs are communicated as WAVES (SECOND WAVE, THIRD WAVE, etc.).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEW PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Tactical picture has changed. Supersedes all previous calls and reestablishes the picture for all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039;&lt;br /&gt;
|Newly detected GROUP outside targeting range that does not fit the current picture label.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039;&lt;br /&gt;
|Previously undetected GROUP appearing inside targeting range but outside THREAT range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039;&lt;br /&gt;
|Undetected or unreported GROUP meeting briefed THREAT criteria. Communicated in BRAA format to the closest aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OPENING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is increasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLOSING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is decreasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WEIGHTED&#039;&#039;&#039;&lt;br /&gt;
|Picture with three or more GROUPs where one or more GROUPs are offset from an equidistant arrangement. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ECHELON&#039;&#039;&#039;&lt;br /&gt;
|GROUPs in a traditional label that are not directly in azimuth or range with one another. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PASSING&#039;&#039;&#039;&lt;br /&gt;
|Two named GROUPs with a RANGE relationship maneuvering to opposite sides in a RANGE relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CROSSING&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs with an AZIMUTH relationship maneuvering to opposite sides in an AZIMUTH relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JOINED&#039;&#039;&#039;&lt;br /&gt;
|Two or more named GROUPs maneuver to meet and maintain GROUP criteria.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|A GROUP inside targeting range with no assigned fighter. Used by the controller to flag priority GROUPs at risk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Targeting and Responsibility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COMMIT&#039;&#039;&#039;&lt;br /&gt;
|Directive to move to intercept or engage a specified GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGET&#039;&#039;&#039;&lt;br /&gt;
|Assignment of targeting responsibility for a specific GROUP to a flight or section.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&lt;br /&gt;
|Fighter has acquired the assigned GROUP and assumed responsibility for it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|GROUP inside targeting range with no fighter assigned.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DROPPING&#039;&#039;&#039;&lt;br /&gt;
|Stop monitoring a specified GROUP or emitter and resume search responsibilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RESET&#039;&#039;&#039;&lt;br /&gt;
|Proceed to prebriefed position or area of operations. Implies DROPPING and return of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MELD&#039;&#039;&#039;&lt;br /&gt;
|Shift radar responsibilities from airspace sanitization to gaining situational awareness on the assigned GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SORTED&#039;&#039;&#039;&lt;br /&gt;
|Sort responsibility within a GROUP has been met by the calling fighter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANCHORED&#039;&#039;&#039;&lt;br /&gt;
|Turning engagement at the specified location. Fighter is engaged and not flowing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SEPARATION&#039;&#039;&#039;&lt;br /&gt;
|Request or information call stating the distance in nm between two GROUPs or WAVES.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE CROSSER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maneuvers into a different area of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE RIDER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maintains a track direction on or near the boundary between targeting areas.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Employment ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ENGAGE&#039;&#039;&#039;&lt;br /&gt;
|Directive to fire on a designated target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX ONE&#039;&#039;&#039;&lt;br /&gt;
|Semi-active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX TWO&#039;&#039;&#039;&lt;br /&gt;
|Infrared-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX THREE&#039;&#039;&#039;&lt;br /&gt;
|Active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPLASH&#039;&#039;&#039;&lt;br /&gt;
|Missile has impacted. Target is assessed as destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SNAPLOCK&#039;&#039;&#039;&lt;br /&gt;
|Fighter has gained sensor contact to a GROUP inside THREAT range with BEAM or hotter aspect. BRAA and aspect implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPIKED&#039;&#039;&#039;&lt;br /&gt;
|Fighter is being painted by an airborne radar. Called with bearing or cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUSIC&#039;&#039;&#039;&lt;br /&gt;
|Fighter is experiencing radar electromagnetic deceptive jamming from a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PRESS&#039;&#039;&#039;&lt;br /&gt;
|Requested action is approved and mutual support will be maintained. Assumes VISUAL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANZAI&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-decide tactics with intent to maneuver into the visual arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SKATE&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-leave tactics.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEFEND(ING)&#039;&#039;&#039;&lt;br /&gt;
|Fighter is maneuvering defensively against a threat. Called with cardinal direction of defensive turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maneuver and Flow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BREAK&#039;&#039;&#039;&lt;br /&gt;
|(Direction) Immediate maximum-performance turn. Safety of flight or to defeat a weapons solution.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUSTER&#039;&#039;&#039;&lt;br /&gt;
|Fly at maximum continuous speed without afterburner (military power).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GATE&#039;&#039;&#039;&lt;br /&gt;
|Fly as fast as possible; use afterburner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FLOW COLD&#039;&#039;&#039;&lt;br /&gt;
|Initiate a turn away from the anticipated threat; begin COLD operations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning toward the threat or target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUT&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning away from the threat.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CRANK&#039;&#039;&#039;&lt;br /&gt;
|Maneuver in the indicated direction while maintaining radar contact on the bandit at the radar gimbal limit. Reduces closure rate while sustaining illumination.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NOTCH&#039;&#039;&#039;&lt;br /&gt;
|Maneuver to place a radar-guided threat on the beam to defeat its Doppler filter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRESPASS&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has entered a known or pop-up SAM MEZ. Directive call to snap 180 degrees away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARD&#039;&#039;&#039;&lt;br /&gt;
|High-G-force, energy sustaining turn in the indicated direction (default is a 180-degree turn).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMPLETION and ABORT ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;MILLER TIME&#039;&#039;&#039;&lt;br /&gt;
|Last striker in the package has completed the attack&lt;br /&gt;
|{Controller-CS} {CS} MILLER TIME&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUGOUT&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and has no intention to return&lt;br /&gt;
|{Controller-CS} {CS} BUGOUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OFF&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and is repositioning or egressing within the area&lt;br /&gt;
|{Controller-CS} {CS} OFF {Direction}&lt;br /&gt;
|}&lt;br /&gt;
=== AIR TO SURFACE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRT&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUD&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SINGER&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a SAM launch. The threat has fired.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SCAN&#039;&#039;&#039;&lt;br /&gt;
|Search the indicated sector and report any contacts.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WORK&#039;&#039;&#039;&lt;br /&gt;
|Directive call to conduct geolocation on a specific target or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039;&lt;br /&gt;
|Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FIXED&#039;&#039;&#039;&lt;br /&gt;
|Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRACK&#039;&#039;&#039;&lt;br /&gt;
|Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CAPTURED&#039;&#039;&#039;&lt;br /&gt;
|Object has been acquired and is being actively tracked.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COVER&#039;&#039;&#039;&lt;br /&gt;
|Directive call to be ready for reattack or re-engage if weapon effects are not achieved.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOUNDDOG&#039;&#039;&#039;&lt;br /&gt;
|Aircraft is in a position to employ weapons. Used in response to COVER.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARM INBOUND&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] High-speed antiradiation missile already employed&lt;br /&gt;
|ARM is already in the air — the threat is being engaged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MAGNUM&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] Launch of FRIENDLY antiradiation missile&lt;br /&gt;
|ARM is being launched now in response to this call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ARIZONA&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] No antiradiation missile ordnance remaining&lt;br /&gt;
|SEAD aircraft is Winchester on ARMs&lt;br /&gt;
|}&lt;br /&gt;
=== Status and Administrative ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AS FRAGGED&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform exactly as briefed or scheduled per the ATO.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WITH EXCEPTIONS&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform as briefed with stated deviations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AUTHENTICATE&#039;&#039;&#039;&lt;br /&gt;
|Request to verify contact with an allied unit using the DRYAD table.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BLIND&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with a friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FENCE IN / OUT&#039;&#039;&#039;&lt;br /&gt;
|Perform the combat configuration checklist entering or exiting the hostile area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LOWDOWN&#039;&#039;&#039;&lt;br /&gt;
|Request for the current tactical electromagnetic support or ground/surface picture.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ROLEX&#039;&#039;&#039;&lt;br /&gt;
|Timeline adjustment in minutes from original planned execution time. PLUS assumed. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SLIP&#039;&#039;&#039;&lt;br /&gt;
|Time delay to an individual flight or element event. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNABLE&#039;&#039;&#039;&lt;br /&gt;
|Cannot comply as requested or directed.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=441</id>
		<title>General/Tactical Communication Revision 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=441"/>
		<updated>2026-06-11T15:35:16Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* RV Alpha Procedure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:1.1em; color:#660000; font-weight:bold;&amp;quot;&amp;gt;SOURCE — Tactical Communications Guide&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.85em; font-weight:bold;&amp;quot;&amp;gt;Covers: Airspace Control · TACADMIN · Check-In · Force Packaging · Air-to-Air Communication · Brevity&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.8em; color:#555;&amp;quot;&amp;gt;&#039;&#039;Based on ATP 3-52.4 / MCRP 3-20F.10 / NTTP 6-02.9 / AFTTP 3-2.8, October 2024. Adapted for DCS.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 01 / Airspace Control ==&lt;br /&gt;
Airspace control is the exercise of delegated authority over designated airspace and users through control procedures and coordination measures to maximize operational effectiveness.&lt;br /&gt;
&lt;br /&gt;
There are two methods of airspace control:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Positive Control&#039;&#039;&#039; relies on positive identification, tracking, and direction of aircraft within an airspace, conducted with electronic means by an agency having the authority and responsibility therein. It requires sensors to locate and identify airspace users in real time and communications to maintain continuous contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Procedural Control&#039;&#039;&#039; relies on a combination of previously agreed upon and promulgated orders and procedures. Examples include air defense identification procedures, voice and digital communications between aircraft and airspace control elements, and airspace control measures such as coordinating altitudes and restricted operating zones.&lt;br /&gt;
&lt;br /&gt;
=== Tactical Command and Control (TAC C2) ===&lt;br /&gt;
TAC C2 agencies use positive and/or procedural control methods to control airspace and manage air operations. Throughout this guide, &#039;&#039;&#039;Controller&#039;&#039;&#039; is used as a generic term for the individual providing tactical control, whether airborne or ground-based.&lt;br /&gt;
&lt;br /&gt;
Primary TAC C2 responsibilities:&lt;br /&gt;
&lt;br /&gt;
* Enable the flow of forces to and from an objective area&lt;br /&gt;
* Provide threat warning information and maintain situational awareness&lt;br /&gt;
* Maintain SA of supporting asset status, threat information, and target area information&lt;br /&gt;
* Maintain air asset deconfliction to and from a working area&lt;br /&gt;
&lt;br /&gt;
=== Transmission Types ===&lt;br /&gt;
All radio transmissions are associated with a call sign. There are three transmission types:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive&#039;&#039;&#039; — the call sign of the entity being directed is used.&lt;br /&gt;
  HORNET 2, TARGET NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Interrogative&#039;&#039;&#039; — requests a response; format is [entity speaking to], [speaking entity].&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Informative&#039;&#039;&#039; — provides information without requiring a response; format is [speaking entity].&lt;br /&gt;
  EAGLE 11, FUEL YELLOW.&lt;br /&gt;
&lt;br /&gt;
=== AUTHORITY ===&lt;br /&gt;
Their are the following party&#039;s that hold decreasing levels of control. &lt;br /&gt;
&lt;br /&gt;
# Tactical Control Center - TACC2&lt;br /&gt;
# Mission Commander - MC&lt;br /&gt;
# Team Lead (previously called Package Lead) - TL&lt;br /&gt;
# Flight Lead - FL&lt;br /&gt;
# Element Lead - EL&lt;br /&gt;
# Wingman - WM&lt;br /&gt;
&lt;br /&gt;
Within this squadron MC&#039;s duties will be taken over by TACC2 or TL (due to missing personal)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 02 / TACADMIN ==&lt;br /&gt;
Tactical Administration (TACADMIN) consists of all processes and procedures that occur in the TAC C2 area of operations. It covers interflight and intraflight procedures and airborne mission preparation that directly supports executing the tactical mission objective. Examples include weapon arming, sensor management, and tactical communication checks.&lt;br /&gt;
&lt;br /&gt;
=== Fuel and Weapons Status ===&lt;br /&gt;
Aircraft are &#039;&#039;&#039;assumed GREEN&#039;&#039;&#039; unless otherwise reported.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Status&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|GREEN&lt;br /&gt;
|Sufficient for continued mission execution&lt;br /&gt;
|-&lt;br /&gt;
|YELLOW&lt;br /&gt;
|Approaching a level insufficient to continue execution&lt;br /&gt;
|-&lt;br /&gt;
|RED&lt;br /&gt;
|Insufficient to continue execution&lt;br /&gt;
|}&lt;br /&gt;
Aircraft must relay YELLOW to the controller. The controller is responsible for coordinating on-station relief before an aircraft communicates RED.&lt;br /&gt;
  RAMBO 01, FUEL RED, WEAPONS GREEN.&lt;br /&gt;
&lt;br /&gt;
=== BRAA and BULLSEYE CallS ===&lt;br /&gt;
Tactical control format: &#039;&#039;&#039;Bearing, Range, Altitude, Aspect&#039;&#039;&#039; relative to the specified friendly aircraft. Used by the controller when information pertains to one specific aircraft, or in response to BOGEY DOPE, SNAPLOCK, and THREAT calls.&lt;br /&gt;
&lt;br /&gt;
Bullseye format: Bearing and Range from BULLSEYE, Altitude, Aspect. Use for description of GROUP and TARGET &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Format&lt;br /&gt;
!Bearing&lt;br /&gt;
!Range (nm)&lt;br /&gt;
!Altitude (ft)&lt;br /&gt;
!Aspect&lt;br /&gt;
|-&lt;br /&gt;
|BRAA&lt;br /&gt;
|3 2 0&lt;br /&gt;
|30&lt;br /&gt;
|20 thousand&lt;br /&gt;
|Flanking&lt;br /&gt;
|-&lt;br /&gt;
|BULLSEYE&lt;br /&gt;
|1 1 0&lt;br /&gt;
|30 &lt;br /&gt;
|25 thousand&lt;br /&gt;
|HOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flight Check / Frequency Change ===&lt;br /&gt;
When Switching a Frequency it is important to ensure that all Flight Members arrive on that Frequency. To ensure this the FL will execute a &#039;&#039;&#039;Flight Check&#039;&#039;&#039; a procedure that requires all wingman to respond on that frequency with their inflight Nr. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|FL &lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;FL (intraflight)&#039;&#039;&lt;br /&gt;
|&#039;&#039;Flight Push {UHF/VHF, Radio 1/2} Button #&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;All flight members switch to the new Frequency&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Check&lt;br /&gt;
|-&lt;br /&gt;
|WM&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|EL&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|2nd WM&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Authentication (DRYAD) ===&lt;br /&gt;
Verifies contact with an allied unit. A challenging station picks a letter from the leftmost column and a second from that row. The responding station replies with the letter directly below the second chosen letter. The DRYAD table is issued in the pre-mission briefing. Pilots are responsible for initiating authentication with the controlling station.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{TACC2-CS} {CS} Authenticate E-A&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Come back G&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authenticate J-U&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|Come back R&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authentication Sweet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ALPHA CHECK ===&lt;br /&gt;
Alpha Checks are used to ensure all parties use the same Georeference by correlating what the Controller and Aircraft sees.&lt;br /&gt;
&lt;br /&gt;
ALPHA CHECK correlation is defined as within 3 nm. Solving for correlation rests with the aircraft checking in.&lt;br /&gt;
 DARKSTAR, SHADOW11 Request ALPHA CHECK BULLSEYE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11, DARKSTAR ALPHA CHECK BULLSYE 0 6 0 / 30&lt;br /&gt;
&lt;br /&gt;
 SAME, SHADOW11&lt;br /&gt;
&lt;br /&gt;
== 03 / Check-In Procedures ==&lt;br /&gt;
The purpose of check-in is to establish contact between aircrew and TAC C2, allow the controller to establish accountability, and pass critical mission information before handoff to the final controller.&lt;br /&gt;
&lt;br /&gt;
Check-in accomplishes the following before and after mission execution: positive friendly identification via IFF and/or data link, ALPHA CHECK from BULLSEYE, safety-of-flight information, and weather update.&lt;br /&gt;
&lt;br /&gt;
Note: BULLSEYE cannot be used for initial position calls — only valid after ALPHA CHECK.&lt;br /&gt;
&lt;br /&gt;
=== Check In ON TACC2 NET (MNPOPCA Format) ===&lt;br /&gt;
The MNPOPCA format outlines the informations a aircrew should prepare before beginning the Check in process:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |MNPOPCA Format&lt;br /&gt;
|-&lt;br /&gt;
|Mission Number&lt;br /&gt;
|-&lt;br /&gt;
|Number and Type of Aircraft&lt;br /&gt;
|-&lt;br /&gt;
|Position and Altitude&lt;br /&gt;
|-&lt;br /&gt;
|Ordnance (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
|Playtime&lt;br /&gt;
|-&lt;br /&gt;
|Capabilities (e.g., laser, infrared pod, data link)&lt;br /&gt;
|-&lt;br /&gt;
|Abort Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in AS FRAGGED ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# as Fragged, Request Alpha Check from Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS}, {Controller-CS} Contact, Alpha Check Bullseye {Position}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}, SAME&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in WITH EXCEPTIONS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# Checking in with Exceptions. Request Alpha Check Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|{CS}, Alpha Check Bullseye {Position} continue with Check In&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} SAME, {State Exceptions in plain Language}, &lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 04 / Force Packaging ==&lt;br /&gt;
Before entering a target area or leaving the MARSHAL Hold the MC will ensure that all Flight are able to operate. &lt;br /&gt;
&lt;br /&gt;
=== Roll Call ===&lt;br /&gt;
Roll call is initiated by the controller or MC at a predetermined time to confirm force accountability. Each flight lead or team lead responds with call sign in sequence.&lt;br /&gt;
  MC:       PACKAGE BRAVO WHISKEY, ROLL CALL.&lt;br /&gt;
  FLs:      EAGLE. VIPER WITH EXCEPTIONS. BONES. GROWL. MOJO.&lt;br /&gt;
  MC:       VIPER, GO WITH EXCEPTIONS.&lt;br /&gt;
  VIPER FL: VIPER MINUS 2.&lt;br /&gt;
=== Timing Changes ===&lt;br /&gt;
&#039;&#039;&#039;ROLEX&#039;&#039;&#039; — timeline adjustment in minutes, always referenced from the original preplanned mission execution time. PLUS is assumed. Not additive.&lt;br /&gt;
  PACKAGE WHISKEY ALPHA, ROLEX 10. (Original 1500Z → New 1510Z)&lt;br /&gt;
&#039;&#039;&#039;SLIP&#039;&#039;&#039; — time delay to an individual flight or element event. Not additive.&lt;br /&gt;
  HOSS 1, SLIP TOT 6 MINUTES. (Original 1500Z → New 1506Z)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Air-to-Air Refueling ==&lt;br /&gt;
AAR requires close coordination with the tanker around a pre-briefed Rendezvous (RV). SOURCE uses &#039;&#039;&#039;RV Alpha (Fixed Anchor)&#039;&#039;&#039; for all operations. (due to DCS limitations)&lt;br /&gt;
&lt;br /&gt;
=== Tanker Orbit Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Usage&lt;br /&gt;
!ex.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039;&lt;br /&gt;
|Receivers departing · Emergency&lt;br /&gt;
|FL210&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAVO&#039;&#039;&#039;&lt;br /&gt;
|Tanker base level&lt;br /&gt;
|FL200&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHARLIE&#039;&#039;&#039;&lt;br /&gt;
|Receiver evasive&lt;br /&gt;
|FL190&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DELTA&#039;&#039;&#039;&lt;br /&gt;
|Receivers approaching&lt;br /&gt;
|FL180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== RV Alpha Procedure ===&lt;br /&gt;
Receiver: fly 2,000 ft below AAR altitude · follow controller heading · declare JUDY on radar contact · declare VISUAL when in sight · weapons safe and radar off · take ECHELON LEFT when authorized.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Proceed Tanker BRAA {BRAA}, RV Alpha, Tanker Freq {Freq} {Instructions}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Roger, RV Alpha, Tanker Freq {Freq} {Readback}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once flight does not need further guidance to the tanker (ex. Sensor Contact)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Flight Name} Judy 1, Weapons Safe&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once tanker is in sight&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Tanker {x} o&#039;clock, report visual&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Nose Cold, visual with tanker&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Roger, contact boom&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Switch to DCS tanker frequency and join up&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
FL must confirm Nose Cold / Weapons Safe with wingmen on intraflight before reporting to the controller.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / Positive Identification (PID) ==&lt;br /&gt;
PID proves, to a defensible standard, that the contact is a legitimate target under the ROE. Proof may come from sensors, behavior, location, declarations, or higher authority.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electronic PID&#039;&#039;&#039;&lt;br /&gt;
|IFF interrogation, data link picture, NCTR, controller declaration. Most common form in BVR.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Visual PID (VID)&#039;&#039;&#039;&lt;br /&gt;
|Confirm number, type, livery, armament, heading, speed. Requires merge or VID pass.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ground Targets&#039;&#039;&#039;&lt;br /&gt;
|Correlate with pre-briefed target.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 08 / Air-to-Air Combat ==&lt;br /&gt;
[[MTTP/A2A|Air to Air Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Air-to-Surface Combat ==&lt;br /&gt;
[[MTTP/A2S|Air to Surface Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Brevity Words ==&lt;br /&gt;
&lt;br /&gt;
=== Situational Awareness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA CHECK&#039;&#039;&#039;&lt;br /&gt;
|Verification of ownship position relative to BULLSEYE. Used at check-in to confirm navigation accuracy. ALPHA CHECK correlation is defined as within 3 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANGELS&#039;&#039;&#039;&lt;br /&gt;
|Height of friendly aircraft in thousands of feet MSL (e.g., ANGELS TWENTY = 20,000 ft).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY DOPE&#039;&#039;&#039;&lt;br /&gt;
|Request for BRAA information on the indicated or nearest GROUP. Does not imply targeting.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAA&#039;&#039;&#039;&lt;br /&gt;
|Bearing, Range, Altitude, and Aspect relative to the specified friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BULLSEYE&#039;&#039;&#039;&lt;br /&gt;
|A pre-briefed reference point from which the position of an object is referred to by magnetic bearing and range in nm. Not to be truncated to &amp;quot;BULL.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLEAN&#039;&#039;&#039;&lt;br /&gt;
|1. No sensor information on a GROUP of interest.&lt;br /&gt;
2. No visible battle damage. &lt;br /&gt;
3. Aircraft not carrying external stores. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLARA&#039;&#039;&#039;&lt;br /&gt;
|Radar scope is clear of contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Individual radar return within a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FADED&#039;&#039;&#039;&lt;br /&gt;
|A previously tracked GROUP not updated by sensors for 30 seconds. Last known position implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GROUP&#039;&#039;&#039;&lt;br /&gt;
|Any number of air contacts within 3 nm in azimuth and range of each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HEAVY&#039;&#039;&#039;&lt;br /&gt;
|A GROUP known to contain three or more contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JUDY&#039;&#039;&#039;&lt;br /&gt;
|Aircrew has taken control of the intercept and requires only situational awareness information. Controller minimizes transmissions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MERGED&#039;&#039;&#039;&lt;br /&gt;
|Friendlies and targets have arrived in the visual arena, within 3–5 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEGATIVE CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Used for friendly aircraft not held on sensors. FADED is not used for friendlies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NO JOY&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with the target or bandit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Request for a description of all GROUPs and their spatial relationships in BULLSEYE format.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PLAYTIME&#039;&#039;&#039;&lt;br /&gt;
|Time aircraft can remain on station, given in hours plus minutes (e.g., ONE PLUS THIRTY).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TALLY&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a target or enemy aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VANISHED&#039;&#039;&#039;&lt;br /&gt;
|A FADED GROUP correlated to a successful friendly shot. Assessed as killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VISUAL&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a friendly aircraft, ground unit, or ship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contact Status and Declaration ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANDIT&#039;&#039;&#039;&lt;br /&gt;
|Positively identified as enemy IAW theater ID criteria. Does not imply authority to engage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY&#039;&#039;&#039;&lt;br /&gt;
|Contact whose identity is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DECLARE&#039;&#039;&#039;&lt;br /&gt;
|Inquiry as to the identity of a specified track or GROUP. Responses include: FRIENDLY, BOGEY, BANDIT, HOSTILE, NEUTRAL, UNABLE, CLEAN, or FURBALL. Full positional data (BULLSEYE) must accompany responses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FRIENDLY&#039;&#039;&#039;&lt;br /&gt;
|Positively identified friendly aircraft, ship, or ground position.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FURBALL&#039;&#039;&#039;&lt;br /&gt;
|Non-friendly and friendly aircraft within 5 nm of each other. May be a response to a DECLARE request.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HIGH&#039;&#039;&#039;&lt;br /&gt;
|Contact is above 40,000 ft MSL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOSTILE&#039;&#039;&#039;&lt;br /&gt;
|Contact identified as enemy upon which clearance to fire is authorized IAW ROE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEUTRAL&#039;&#039;&#039;&lt;br /&gt;
|Positively identified aircraft whose characteristics indicate it is neither supporting nor opposing friendly forces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUTLAW&#039;&#039;&#039;&lt;br /&gt;
|Contact originating from a known or suspected hostile airfield or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPADES&#039;&#039;&#039;&lt;br /&gt;
|Contact returns no or invalid IFF response on interrogation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed 660–900 knots ground speed or Mach 1.1–1.5.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VERY FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed above 900 knots or Mach 1.5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Picture Labels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AZIMUTH&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated laterally at approximately the same range from the fighters. Named by cardinal directions (e.g., NORTH GROUP, SOUTH GROUP).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RANGE&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated in depth along the threat axis. Named LEAD GROUP and TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WALL&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in azimuth with depth ≤5 nm or closing. Outer GROUPs named by cardinal directions; inner GROUPs named MIDDLE GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHAMPAGNE&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with two closest to fighters in azimuth and one in trail. LEAD GROUPs named with cardinal direction; TRAIL GROUP in range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VIC&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with one closest to fighters and two in trail separated in azimuth. LEAD GROUP closest; TRAIL GROUPs named with cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOX&#039;&#039;&#039;&lt;br /&gt;
|Four GROUPs with two in azimuth closest to fighters and two in azimuth farthest. Named LEAD GROUP (cardinal) and TRAIL GROUP (cardinal).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LADDER&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in range. Named LEAD GROUP, MIDDLE GROUP (or SECOND, THIRD), TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;STACK&#039;&#039;&#039;&lt;br /&gt;
|Two or more contacts in a GROUP with ≥10,000 ft altitude separation. Higher altitude stated first.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LEADING EDGE&#039;&#039;&#039;&lt;br /&gt;
|The GROUPs the fighters expect to target in the upcoming intercept. Follow-on GROUPs are communicated as WAVES (SECOND WAVE, THIRD WAVE, etc.).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEW PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Tactical picture has changed. Supersedes all previous calls and reestablishes the picture for all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039;&lt;br /&gt;
|Newly detected GROUP outside targeting range that does not fit the current picture label.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039;&lt;br /&gt;
|Previously undetected GROUP appearing inside targeting range but outside THREAT range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039;&lt;br /&gt;
|Undetected or unreported GROUP meeting briefed THREAT criteria. Communicated in BRAA format to the closest aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OPENING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is increasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLOSING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is decreasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WEIGHTED&#039;&#039;&#039;&lt;br /&gt;
|Picture with three or more GROUPs where one or more GROUPs are offset from an equidistant arrangement. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ECHELON&#039;&#039;&#039;&lt;br /&gt;
|GROUPs in a traditional label that are not directly in azimuth or range with one another. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PASSING&#039;&#039;&#039;&lt;br /&gt;
|Two named GROUPs with a RANGE relationship maneuvering to opposite sides in a RANGE relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CROSSING&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs with an AZIMUTH relationship maneuvering to opposite sides in an AZIMUTH relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JOINED&#039;&#039;&#039;&lt;br /&gt;
|Two or more named GROUPs maneuver to meet and maintain GROUP criteria.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|A GROUP inside targeting range with no assigned fighter. Used by the controller to flag priority GROUPs at risk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Targeting and Responsibility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COMMIT&#039;&#039;&#039;&lt;br /&gt;
|Directive to move to intercept or engage a specified GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGET&#039;&#039;&#039;&lt;br /&gt;
|Assignment of targeting responsibility for a specific GROUP to a flight or section.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&lt;br /&gt;
|Fighter has acquired the assigned GROUP and assumed responsibility for it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|GROUP inside targeting range with no fighter assigned.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DROPPING&#039;&#039;&#039;&lt;br /&gt;
|Stop monitoring a specified GROUP or emitter and resume search responsibilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RESET&#039;&#039;&#039;&lt;br /&gt;
|Proceed to prebriefed position or area of operations. Implies DROPPING and return of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MELD&#039;&#039;&#039;&lt;br /&gt;
|Shift radar responsibilities from airspace sanitization to gaining situational awareness on the assigned GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SORTED&#039;&#039;&#039;&lt;br /&gt;
|Sort responsibility within a GROUP has been met by the calling fighter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANCHORED&#039;&#039;&#039;&lt;br /&gt;
|Turning engagement at the specified location. Fighter is engaged and not flowing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SEPARATION&#039;&#039;&#039;&lt;br /&gt;
|Request or information call stating the distance in nm between two GROUPs or WAVES.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE CROSSER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maneuvers into a different area of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE RIDER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maintains a track direction on or near the boundary between targeting areas.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Employment ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ENGAGE&#039;&#039;&#039;&lt;br /&gt;
|Directive to fire on a designated target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX ONE&#039;&#039;&#039;&lt;br /&gt;
|Semi-active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX TWO&#039;&#039;&#039;&lt;br /&gt;
|Infrared-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX THREE&#039;&#039;&#039;&lt;br /&gt;
|Active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPLASH&#039;&#039;&#039;&lt;br /&gt;
|Missile has impacted. Target is assessed as destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SNAPLOCK&#039;&#039;&#039;&lt;br /&gt;
|Fighter has gained sensor contact to a GROUP inside THREAT range with BEAM or hotter aspect. BRAA and aspect implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPIKED&#039;&#039;&#039;&lt;br /&gt;
|Fighter is being painted by an airborne radar. Called with bearing or cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUSIC&#039;&#039;&#039;&lt;br /&gt;
|Fighter is experiencing radar electromagnetic deceptive jamming from a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PRESS&#039;&#039;&#039;&lt;br /&gt;
|Requested action is approved and mutual support will be maintained. Assumes VISUAL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANZAI&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-decide tactics with intent to maneuver into the visual arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SKATE&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-leave tactics.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEFEND(ING)&#039;&#039;&#039;&lt;br /&gt;
|Fighter is maneuvering defensively against a threat. Called with cardinal direction of defensive turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maneuver and Flow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BREAK&#039;&#039;&#039;&lt;br /&gt;
|(Direction) Immediate maximum-performance turn. Safety of flight or to defeat a weapons solution.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUSTER&#039;&#039;&#039;&lt;br /&gt;
|Fly at maximum continuous speed without afterburner (military power).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GATE&#039;&#039;&#039;&lt;br /&gt;
|Fly as fast as possible; use afterburner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FLOW COLD&#039;&#039;&#039;&lt;br /&gt;
|Initiate a turn away from the anticipated threat; begin COLD operations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning toward the threat or target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUT&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning away from the threat.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CRANK&#039;&#039;&#039;&lt;br /&gt;
|Maneuver in the indicated direction while maintaining radar contact on the bandit at the radar gimbal limit. Reduces closure rate while sustaining illumination.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NOTCH&#039;&#039;&#039;&lt;br /&gt;
|Maneuver to place a radar-guided threat on the beam to defeat its Doppler filter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRESPASS&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has entered a known or pop-up SAM MEZ. Directive call to snap 180 degrees away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARD&#039;&#039;&#039;&lt;br /&gt;
|High-G-force, energy sustaining turn in the indicated direction (default is a 180-degree turn).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMPLETION and ABORT ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;MILLER TIME&#039;&#039;&#039;&lt;br /&gt;
|Last striker in the package has completed the attack&lt;br /&gt;
|{Controller-CS} {CS} MILLER TIME&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUGOUT&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and has no intention to return&lt;br /&gt;
|{Controller-CS} {CS} BUGOUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OFF&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and is repositioning or egressing within the area&lt;br /&gt;
|{Controller-CS} {CS} OFF {Direction}&lt;br /&gt;
|}&lt;br /&gt;
=== AIR TO SURFACE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRT&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUD&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SINGER&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a SAM launch. The threat has fired.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SCAN&#039;&#039;&#039;&lt;br /&gt;
|Search the indicated sector and report any contacts.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WORK&#039;&#039;&#039;&lt;br /&gt;
|Directive call to conduct geolocation on a specific target or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039;&lt;br /&gt;
|Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FIXED&#039;&#039;&#039;&lt;br /&gt;
|Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRACK&#039;&#039;&#039;&lt;br /&gt;
|Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CAPTURED&#039;&#039;&#039;&lt;br /&gt;
|Object has been acquired and is being actively tracked.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COVER&#039;&#039;&#039;&lt;br /&gt;
|Directive call to be ready for reattack or re-engage if weapon effects are not achieved.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOUNDDOG&#039;&#039;&#039;&lt;br /&gt;
|Aircraft is in a position to employ weapons. Used in response to COVER.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARM INBOUND&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] High-speed antiradiation missile already employed&lt;br /&gt;
|ARM is already in the air — the threat is being engaged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MAGNUM&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] Launch of FRIENDLY antiradiation missile&lt;br /&gt;
|ARM is being launched now in response to this call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ARIZONA&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] No antiradiation missile ordnance remaining&lt;br /&gt;
|SEAD aircraft is Winchester on ARMs&lt;br /&gt;
|}&lt;br /&gt;
=== Status and Administrative ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AS FRAGGED&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform exactly as briefed or scheduled per the ATO.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WITH EXCEPTIONS&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform as briefed with stated deviations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AUTHENTICATE&#039;&#039;&#039;&lt;br /&gt;
|Request to verify contact with an allied unit using the DRYAD table.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BLIND&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with a friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FENCE IN / OUT&#039;&#039;&#039;&lt;br /&gt;
|Perform the combat configuration checklist entering or exiting the hostile area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LOWDOWN&#039;&#039;&#039;&lt;br /&gt;
|Request for the current tactical electromagnetic support or ground/surface picture.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ROLEX&#039;&#039;&#039;&lt;br /&gt;
|Timeline adjustment in minutes from original planned execution time. PLUS assumed. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SLIP&#039;&#039;&#039;&lt;br /&gt;
|Time delay to an individual flight or element event. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNABLE&#039;&#039;&#039;&lt;br /&gt;
|Cannot comply as requested or directed.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=440</id>
		<title>General/Tactical Communication Revision 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=440"/>
		<updated>2026-06-11T15:17:48Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* Check in WITH EXCEPTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:1.1em; color:#660000; font-weight:bold;&amp;quot;&amp;gt;SOURCE — Tactical Communications Guide&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.85em; font-weight:bold;&amp;quot;&amp;gt;Covers: Airspace Control · TACADMIN · Check-In · Force Packaging · Air-to-Air Communication · Brevity&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.8em; color:#555;&amp;quot;&amp;gt;&#039;&#039;Based on ATP 3-52.4 / MCRP 3-20F.10 / NTTP 6-02.9 / AFTTP 3-2.8, October 2024. Adapted for DCS.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 01 / Airspace Control ==&lt;br /&gt;
Airspace control is the exercise of delegated authority over designated airspace and users through control procedures and coordination measures to maximize operational effectiveness.&lt;br /&gt;
&lt;br /&gt;
There are two methods of airspace control:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Positive Control&#039;&#039;&#039; relies on positive identification, tracking, and direction of aircraft within an airspace, conducted with electronic means by an agency having the authority and responsibility therein. It requires sensors to locate and identify airspace users in real time and communications to maintain continuous contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Procedural Control&#039;&#039;&#039; relies on a combination of previously agreed upon and promulgated orders and procedures. Examples include air defense identification procedures, voice and digital communications between aircraft and airspace control elements, and airspace control measures such as coordinating altitudes and restricted operating zones.&lt;br /&gt;
&lt;br /&gt;
=== Tactical Command and Control (TAC C2) ===&lt;br /&gt;
TAC C2 agencies use positive and/or procedural control methods to control airspace and manage air operations. Throughout this guide, &#039;&#039;&#039;Controller&#039;&#039;&#039; is used as a generic term for the individual providing tactical control, whether airborne or ground-based.&lt;br /&gt;
&lt;br /&gt;
Primary TAC C2 responsibilities:&lt;br /&gt;
&lt;br /&gt;
* Enable the flow of forces to and from an objective area&lt;br /&gt;
* Provide threat warning information and maintain situational awareness&lt;br /&gt;
* Maintain SA of supporting asset status, threat information, and target area information&lt;br /&gt;
* Maintain air asset deconfliction to and from a working area&lt;br /&gt;
&lt;br /&gt;
=== Transmission Types ===&lt;br /&gt;
All radio transmissions are associated with a call sign. There are three transmission types:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive&#039;&#039;&#039; — the call sign of the entity being directed is used.&lt;br /&gt;
  HORNET 2, TARGET NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Interrogative&#039;&#039;&#039; — requests a response; format is [entity speaking to], [speaking entity].&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Informative&#039;&#039;&#039; — provides information without requiring a response; format is [speaking entity].&lt;br /&gt;
  EAGLE 11, FUEL YELLOW.&lt;br /&gt;
&lt;br /&gt;
=== AUTHORITY ===&lt;br /&gt;
Their are the following party&#039;s that hold decreasing levels of control. &lt;br /&gt;
&lt;br /&gt;
# Tactical Control Center - TACC2&lt;br /&gt;
# Mission Commander - MC&lt;br /&gt;
# Team Lead (previously called Package Lead) - TL&lt;br /&gt;
# Flight Lead - FL&lt;br /&gt;
# Element Lead - EL&lt;br /&gt;
# Wingman - WM&lt;br /&gt;
&lt;br /&gt;
Within this squadron MC&#039;s duties will be taken over by TACC2 or TL (due to missing personal)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 02 / TACADMIN ==&lt;br /&gt;
Tactical Administration (TACADMIN) consists of all processes and procedures that occur in the TAC C2 area of operations. It covers interflight and intraflight procedures and airborne mission preparation that directly supports executing the tactical mission objective. Examples include weapon arming, sensor management, and tactical communication checks.&lt;br /&gt;
&lt;br /&gt;
=== Fuel and Weapons Status ===&lt;br /&gt;
Aircraft are &#039;&#039;&#039;assumed GREEN&#039;&#039;&#039; unless otherwise reported.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Status&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|GREEN&lt;br /&gt;
|Sufficient for continued mission execution&lt;br /&gt;
|-&lt;br /&gt;
|YELLOW&lt;br /&gt;
|Approaching a level insufficient to continue execution&lt;br /&gt;
|-&lt;br /&gt;
|RED&lt;br /&gt;
|Insufficient to continue execution&lt;br /&gt;
|}&lt;br /&gt;
Aircraft must relay YELLOW to the controller. The controller is responsible for coordinating on-station relief before an aircraft communicates RED.&lt;br /&gt;
  RAMBO 01, FUEL RED, WEAPONS GREEN.&lt;br /&gt;
&lt;br /&gt;
=== BRAA and BULLSEYE CallS ===&lt;br /&gt;
Tactical control format: &#039;&#039;&#039;Bearing, Range, Altitude, Aspect&#039;&#039;&#039; relative to the specified friendly aircraft. Used by the controller when information pertains to one specific aircraft, or in response to BOGEY DOPE, SNAPLOCK, and THREAT calls.&lt;br /&gt;
&lt;br /&gt;
Bullseye format: Bearing and Range from BULLSEYE, Altitude, Aspect. Use for description of GROUP and TARGET &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Format&lt;br /&gt;
!Bearing&lt;br /&gt;
!Range (nm)&lt;br /&gt;
!Altitude (ft)&lt;br /&gt;
!Aspect&lt;br /&gt;
|-&lt;br /&gt;
|BRAA&lt;br /&gt;
|3 2 0&lt;br /&gt;
|30&lt;br /&gt;
|20 thousand&lt;br /&gt;
|Flanking&lt;br /&gt;
|-&lt;br /&gt;
|BULLSEYE&lt;br /&gt;
|1 1 0&lt;br /&gt;
|30 &lt;br /&gt;
|25 thousand&lt;br /&gt;
|HOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flight Check / Frequency Change ===&lt;br /&gt;
When Switching a Frequency it is important to ensure that all Flight Members arrive on that Frequency. To ensure this the FL will execute a &#039;&#039;&#039;Flight Check&#039;&#039;&#039; a procedure that requires all wingman to respond on that frequency with their inflight Nr. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|FL &lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;FL (intraflight)&#039;&#039;&lt;br /&gt;
|&#039;&#039;Flight Push {UHF/VHF, Radio 1/2} Button #&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;All flight members switch to the new Frequency&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Check&lt;br /&gt;
|-&lt;br /&gt;
|WM&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|EL&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|2nd WM&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Authentication (DRYAD) ===&lt;br /&gt;
Verifies contact with an allied unit. A challenging station picks a letter from the leftmost column and a second from that row. The responding station replies with the letter directly below the second chosen letter. The DRYAD table is issued in the pre-mission briefing. Pilots are responsible for initiating authentication with the controlling station.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{TACC2-CS} {CS} Authenticate E-A&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Come back G&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authenticate J-U&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|Come back R&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authentication Sweet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ALPHA CHECK ===&lt;br /&gt;
Alpha Checks are used to ensure all parties use the same Georeference by correlating what the Controller and Aircraft sees.&lt;br /&gt;
&lt;br /&gt;
ALPHA CHECK correlation is defined as within 3 nm. Solving for correlation rests with the aircraft checking in.&lt;br /&gt;
 DARKSTAR, SHADOW11 Request ALPHA CHECK BULLSEYE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11, DARKSTAR ALPHA CHECK BULLSYE 0 6 0 / 30&lt;br /&gt;
&lt;br /&gt;
 SAME, SHADOW11&lt;br /&gt;
&lt;br /&gt;
== 03 / Check-In Procedures ==&lt;br /&gt;
The purpose of check-in is to establish contact between aircrew and TAC C2, allow the controller to establish accountability, and pass critical mission information before handoff to the final controller.&lt;br /&gt;
&lt;br /&gt;
Check-in accomplishes the following before and after mission execution: positive friendly identification via IFF and/or data link, ALPHA CHECK from BULLSEYE, safety-of-flight information, and weather update.&lt;br /&gt;
&lt;br /&gt;
Note: BULLSEYE cannot be used for initial position calls — only valid after ALPHA CHECK.&lt;br /&gt;
&lt;br /&gt;
=== Check In ON TACC2 NET (MNPOPCA Format) ===&lt;br /&gt;
The MNPOPCA format outlines the informations a aircrew should prepare before beginning the Check in process:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |MNPOPCA Format&lt;br /&gt;
|-&lt;br /&gt;
|Mission Number&lt;br /&gt;
|-&lt;br /&gt;
|Number and Type of Aircraft&lt;br /&gt;
|-&lt;br /&gt;
|Position and Altitude&lt;br /&gt;
|-&lt;br /&gt;
|Ordnance (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
|Playtime&lt;br /&gt;
|-&lt;br /&gt;
|Capabilities (e.g., laser, infrared pod, data link)&lt;br /&gt;
|-&lt;br /&gt;
|Abort Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in AS FRAGGED ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# as Fragged, Request Alpha Check from Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS}, {Controller-CS} Contact, Alpha Check Bullseye {Position}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}, SAME&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in WITH EXCEPTIONS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# Checking in with Exceptions. Request Alpha Check Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|{CS}, Alpha Check Bullseye {Position} continue with Check In&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} SAME, {State Exceptions in plain Language}, &lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 04 / Force Packaging ==&lt;br /&gt;
Before entering a target area or leaving the MARSHAL Hold the MC will ensure that all Flight are able to operate. &lt;br /&gt;
&lt;br /&gt;
=== Roll Call ===&lt;br /&gt;
Roll call is initiated by the controller or MC at a predetermined time to confirm force accountability. Each flight lead or team lead responds with call sign in sequence.&lt;br /&gt;
  MC:       PACKAGE BRAVO WHISKEY, ROLL CALL.&lt;br /&gt;
  FLs:      EAGLE. VIPER WITH EXCEPTIONS. BONES. GROWL. MOJO.&lt;br /&gt;
  MC:       VIPER, GO WITH EXCEPTIONS.&lt;br /&gt;
  VIPER FL: VIPER MINUS 2.&lt;br /&gt;
=== Timing Changes ===&lt;br /&gt;
&#039;&#039;&#039;ROLEX&#039;&#039;&#039; — timeline adjustment in minutes, always referenced from the original preplanned mission execution time. PLUS is assumed. Not additive.&lt;br /&gt;
  PACKAGE WHISKEY ALPHA, ROLEX 10. (Original 1500Z → New 1510Z)&lt;br /&gt;
&#039;&#039;&#039;SLIP&#039;&#039;&#039; — time delay to an individual flight or element event. Not additive.&lt;br /&gt;
  HOSS 1, SLIP TOT 6 MINUTES. (Original 1500Z → New 1506Z)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Air-to-Air Refueling ==&lt;br /&gt;
AAR requires close coordination with the tanker around a pre-briefed Rendezvous (RV). SOURCE uses &#039;&#039;&#039;RV Alpha (Fixed Anchor)&#039;&#039;&#039; for all operations. (due to DCS limitations)&lt;br /&gt;
&lt;br /&gt;
=== Tanker Orbit Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Usage&lt;br /&gt;
!ex.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039;&lt;br /&gt;
|Receivers departing · Emergency&lt;br /&gt;
|FL210&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAVO&#039;&#039;&#039;&lt;br /&gt;
|Tanker base level&lt;br /&gt;
|FL200&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHARLIE&#039;&#039;&#039;&lt;br /&gt;
|Receiver evasive&lt;br /&gt;
|FL190&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DELTA&#039;&#039;&#039;&lt;br /&gt;
|Receivers approaching&lt;br /&gt;
|FL180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== RV Alpha Procedure ===&lt;br /&gt;
Receiver: fly 2,000 ft below AAR altitude · follow controller heading · declare JUDY on radar contact · declare VISUAL when in sight · weapons safe and radar off · take ECHELON LEFT when authorized.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Proceed Tanker BRAA {BRAA}, RV Alpha, Tanker Freq {Freq} {Instructions}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Roger, RV Alpha, Tanker Freq {Freq} {Readback}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once flight has radar contact with tanker&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Flight Name} Judy 1, Weapons Safe&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once tanker is in sight&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Tanker {x} o&#039;clock, report visual&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Nose Cold, visual with tanker&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Roger, contact boom&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Switch to DCS tanker frequency and join up&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
FL must confirm Nose Cold / Weapons Safe with wingmen on intraflight before reporting to the controller.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / Positive Identification (PID) ==&lt;br /&gt;
PID proves, to a defensible standard, that the contact is a legitimate target under the ROE. Proof may come from sensors, behavior, location, declarations, or higher authority.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electronic PID&#039;&#039;&#039;&lt;br /&gt;
|IFF interrogation, data link picture, NCTR, controller declaration. Most common form in BVR.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Visual PID (VID)&#039;&#039;&#039;&lt;br /&gt;
|Confirm number, type, livery, armament, heading, speed. Requires merge or VID pass.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ground Targets&#039;&#039;&#039;&lt;br /&gt;
|Correlate with pre-briefed target.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 08 / Air-to-Air Combat ==&lt;br /&gt;
[[MTTP/A2A|Air to Air Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Air-to-Surface Combat ==&lt;br /&gt;
[[MTTP/A2S|Air to Surface Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Brevity Words ==&lt;br /&gt;
&lt;br /&gt;
=== Situational Awareness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA CHECK&#039;&#039;&#039;&lt;br /&gt;
|Verification of ownship position relative to BULLSEYE. Used at check-in to confirm navigation accuracy. ALPHA CHECK correlation is defined as within 3 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANGELS&#039;&#039;&#039;&lt;br /&gt;
|Height of friendly aircraft in thousands of feet MSL (e.g., ANGELS TWENTY = 20,000 ft).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY DOPE&#039;&#039;&#039;&lt;br /&gt;
|Request for BRAA information on the indicated or nearest GROUP. Does not imply targeting.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAA&#039;&#039;&#039;&lt;br /&gt;
|Bearing, Range, Altitude, and Aspect relative to the specified friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BULLSEYE&#039;&#039;&#039;&lt;br /&gt;
|A pre-briefed reference point from which the position of an object is referred to by magnetic bearing and range in nm. Not to be truncated to &amp;quot;BULL.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLEAN&#039;&#039;&#039;&lt;br /&gt;
|1. No sensor information on a GROUP of interest.&lt;br /&gt;
2. No visible battle damage. &lt;br /&gt;
3. Aircraft not carrying external stores. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLARA&#039;&#039;&#039;&lt;br /&gt;
|Radar scope is clear of contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Individual radar return within a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FADED&#039;&#039;&#039;&lt;br /&gt;
|A previously tracked GROUP not updated by sensors for 30 seconds. Last known position implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GROUP&#039;&#039;&#039;&lt;br /&gt;
|Any number of air contacts within 3 nm in azimuth and range of each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HEAVY&#039;&#039;&#039;&lt;br /&gt;
|A GROUP known to contain three or more contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JUDY&#039;&#039;&#039;&lt;br /&gt;
|Aircrew has taken control of the intercept and requires only situational awareness information. Controller minimizes transmissions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MERGED&#039;&#039;&#039;&lt;br /&gt;
|Friendlies and targets have arrived in the visual arena, within 3–5 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEGATIVE CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Used for friendly aircraft not held on sensors. FADED is not used for friendlies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NO JOY&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with the target or bandit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Request for a description of all GROUPs and their spatial relationships in BULLSEYE format.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PLAYTIME&#039;&#039;&#039;&lt;br /&gt;
|Time aircraft can remain on station, given in hours plus minutes (e.g., ONE PLUS THIRTY).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TALLY&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a target or enemy aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VANISHED&#039;&#039;&#039;&lt;br /&gt;
|A FADED GROUP correlated to a successful friendly shot. Assessed as killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VISUAL&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a friendly aircraft, ground unit, or ship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contact Status and Declaration ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANDIT&#039;&#039;&#039;&lt;br /&gt;
|Positively identified as enemy IAW theater ID criteria. Does not imply authority to engage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY&#039;&#039;&#039;&lt;br /&gt;
|Contact whose identity is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DECLARE&#039;&#039;&#039;&lt;br /&gt;
|Inquiry as to the identity of a specified track or GROUP. Responses include: FRIENDLY, BOGEY, BANDIT, HOSTILE, NEUTRAL, UNABLE, CLEAN, or FURBALL. Full positional data (BULLSEYE) must accompany responses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FRIENDLY&#039;&#039;&#039;&lt;br /&gt;
|Positively identified friendly aircraft, ship, or ground position.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FURBALL&#039;&#039;&#039;&lt;br /&gt;
|Non-friendly and friendly aircraft within 5 nm of each other. May be a response to a DECLARE request.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HIGH&#039;&#039;&#039;&lt;br /&gt;
|Contact is above 40,000 ft MSL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOSTILE&#039;&#039;&#039;&lt;br /&gt;
|Contact identified as enemy upon which clearance to fire is authorized IAW ROE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEUTRAL&#039;&#039;&#039;&lt;br /&gt;
|Positively identified aircraft whose characteristics indicate it is neither supporting nor opposing friendly forces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUTLAW&#039;&#039;&#039;&lt;br /&gt;
|Contact originating from a known or suspected hostile airfield or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPADES&#039;&#039;&#039;&lt;br /&gt;
|Contact returns no or invalid IFF response on interrogation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed 660–900 knots ground speed or Mach 1.1–1.5.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VERY FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed above 900 knots or Mach 1.5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Picture Labels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AZIMUTH&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated laterally at approximately the same range from the fighters. Named by cardinal directions (e.g., NORTH GROUP, SOUTH GROUP).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RANGE&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated in depth along the threat axis. Named LEAD GROUP and TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WALL&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in azimuth with depth ≤5 nm or closing. Outer GROUPs named by cardinal directions; inner GROUPs named MIDDLE GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHAMPAGNE&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with two closest to fighters in azimuth and one in trail. LEAD GROUPs named with cardinal direction; TRAIL GROUP in range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VIC&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with one closest to fighters and two in trail separated in azimuth. LEAD GROUP closest; TRAIL GROUPs named with cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOX&#039;&#039;&#039;&lt;br /&gt;
|Four GROUPs with two in azimuth closest to fighters and two in azimuth farthest. Named LEAD GROUP (cardinal) and TRAIL GROUP (cardinal).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LADDER&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in range. Named LEAD GROUP, MIDDLE GROUP (or SECOND, THIRD), TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;STACK&#039;&#039;&#039;&lt;br /&gt;
|Two or more contacts in a GROUP with ≥10,000 ft altitude separation. Higher altitude stated first.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LEADING EDGE&#039;&#039;&#039;&lt;br /&gt;
|The GROUPs the fighters expect to target in the upcoming intercept. Follow-on GROUPs are communicated as WAVES (SECOND WAVE, THIRD WAVE, etc.).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEW PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Tactical picture has changed. Supersedes all previous calls and reestablishes the picture for all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039;&lt;br /&gt;
|Newly detected GROUP outside targeting range that does not fit the current picture label.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039;&lt;br /&gt;
|Previously undetected GROUP appearing inside targeting range but outside THREAT range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039;&lt;br /&gt;
|Undetected or unreported GROUP meeting briefed THREAT criteria. Communicated in BRAA format to the closest aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OPENING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is increasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLOSING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is decreasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WEIGHTED&#039;&#039;&#039;&lt;br /&gt;
|Picture with three or more GROUPs where one or more GROUPs are offset from an equidistant arrangement. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ECHELON&#039;&#039;&#039;&lt;br /&gt;
|GROUPs in a traditional label that are not directly in azimuth or range with one another. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PASSING&#039;&#039;&#039;&lt;br /&gt;
|Two named GROUPs with a RANGE relationship maneuvering to opposite sides in a RANGE relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CROSSING&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs with an AZIMUTH relationship maneuvering to opposite sides in an AZIMUTH relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JOINED&#039;&#039;&#039;&lt;br /&gt;
|Two or more named GROUPs maneuver to meet and maintain GROUP criteria.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|A GROUP inside targeting range with no assigned fighter. Used by the controller to flag priority GROUPs at risk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Targeting and Responsibility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COMMIT&#039;&#039;&#039;&lt;br /&gt;
|Directive to move to intercept or engage a specified GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGET&#039;&#039;&#039;&lt;br /&gt;
|Assignment of targeting responsibility for a specific GROUP to a flight or section.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&lt;br /&gt;
|Fighter has acquired the assigned GROUP and assumed responsibility for it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|GROUP inside targeting range with no fighter assigned.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DROPPING&#039;&#039;&#039;&lt;br /&gt;
|Stop monitoring a specified GROUP or emitter and resume search responsibilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RESET&#039;&#039;&#039;&lt;br /&gt;
|Proceed to prebriefed position or area of operations. Implies DROPPING and return of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MELD&#039;&#039;&#039;&lt;br /&gt;
|Shift radar responsibilities from airspace sanitization to gaining situational awareness on the assigned GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SORTED&#039;&#039;&#039;&lt;br /&gt;
|Sort responsibility within a GROUP has been met by the calling fighter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANCHORED&#039;&#039;&#039;&lt;br /&gt;
|Turning engagement at the specified location. Fighter is engaged and not flowing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SEPARATION&#039;&#039;&#039;&lt;br /&gt;
|Request or information call stating the distance in nm between two GROUPs or WAVES.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE CROSSER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maneuvers into a different area of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE RIDER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maintains a track direction on or near the boundary between targeting areas.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Employment ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ENGAGE&#039;&#039;&#039;&lt;br /&gt;
|Directive to fire on a designated target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX ONE&#039;&#039;&#039;&lt;br /&gt;
|Semi-active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX TWO&#039;&#039;&#039;&lt;br /&gt;
|Infrared-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX THREE&#039;&#039;&#039;&lt;br /&gt;
|Active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPLASH&#039;&#039;&#039;&lt;br /&gt;
|Missile has impacted. Target is assessed as destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SNAPLOCK&#039;&#039;&#039;&lt;br /&gt;
|Fighter has gained sensor contact to a GROUP inside THREAT range with BEAM or hotter aspect. BRAA and aspect implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPIKED&#039;&#039;&#039;&lt;br /&gt;
|Fighter is being painted by an airborne radar. Called with bearing or cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUSIC&#039;&#039;&#039;&lt;br /&gt;
|Fighter is experiencing radar electromagnetic deceptive jamming from a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PRESS&#039;&#039;&#039;&lt;br /&gt;
|Requested action is approved and mutual support will be maintained. Assumes VISUAL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANZAI&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-decide tactics with intent to maneuver into the visual arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SKATE&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-leave tactics.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEFEND(ING)&#039;&#039;&#039;&lt;br /&gt;
|Fighter is maneuvering defensively against a threat. Called with cardinal direction of defensive turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maneuver and Flow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BREAK&#039;&#039;&#039;&lt;br /&gt;
|(Direction) Immediate maximum-performance turn. Safety of flight or to defeat a weapons solution.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUSTER&#039;&#039;&#039;&lt;br /&gt;
|Fly at maximum continuous speed without afterburner (military power).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GATE&#039;&#039;&#039;&lt;br /&gt;
|Fly as fast as possible; use afterburner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FLOW COLD&#039;&#039;&#039;&lt;br /&gt;
|Initiate a turn away from the anticipated threat; begin COLD operations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning toward the threat or target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUT&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning away from the threat.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CRANK&#039;&#039;&#039;&lt;br /&gt;
|Maneuver in the indicated direction while maintaining radar contact on the bandit at the radar gimbal limit. Reduces closure rate while sustaining illumination.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NOTCH&#039;&#039;&#039;&lt;br /&gt;
|Maneuver to place a radar-guided threat on the beam to defeat its Doppler filter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRESPASS&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has entered a known or pop-up SAM MEZ. Directive call to snap 180 degrees away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARD&#039;&#039;&#039;&lt;br /&gt;
|High-G-force, energy sustaining turn in the indicated direction (default is a 180-degree turn).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMPLETION and ABORT ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;MILLER TIME&#039;&#039;&#039;&lt;br /&gt;
|Last striker in the package has completed the attack&lt;br /&gt;
|{Controller-CS} {CS} MILLER TIME&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUGOUT&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and has no intention to return&lt;br /&gt;
|{Controller-CS} {CS} BUGOUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OFF&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and is repositioning or egressing within the area&lt;br /&gt;
|{Controller-CS} {CS} OFF {Direction}&lt;br /&gt;
|}&lt;br /&gt;
=== AIR TO SURFACE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRT&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUD&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SINGER&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a SAM launch. The threat has fired.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SCAN&#039;&#039;&#039;&lt;br /&gt;
|Search the indicated sector and report any contacts.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WORK&#039;&#039;&#039;&lt;br /&gt;
|Directive call to conduct geolocation on a specific target or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039;&lt;br /&gt;
|Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FIXED&#039;&#039;&#039;&lt;br /&gt;
|Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRACK&#039;&#039;&#039;&lt;br /&gt;
|Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CAPTURED&#039;&#039;&#039;&lt;br /&gt;
|Object has been acquired and is being actively tracked.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COVER&#039;&#039;&#039;&lt;br /&gt;
|Directive call to be ready for reattack or re-engage if weapon effects are not achieved.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOUNDDOG&#039;&#039;&#039;&lt;br /&gt;
|Aircraft is in a position to employ weapons. Used in response to COVER.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARM INBOUND&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] High-speed antiradiation missile already employed&lt;br /&gt;
|ARM is already in the air — the threat is being engaged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MAGNUM&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] Launch of FRIENDLY antiradiation missile&lt;br /&gt;
|ARM is being launched now in response to this call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ARIZONA&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] No antiradiation missile ordnance remaining&lt;br /&gt;
|SEAD aircraft is Winchester on ARMs&lt;br /&gt;
|}&lt;br /&gt;
=== Status and Administrative ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AS FRAGGED&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform exactly as briefed or scheduled per the ATO.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WITH EXCEPTIONS&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform as briefed with stated deviations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AUTHENTICATE&#039;&#039;&#039;&lt;br /&gt;
|Request to verify contact with an allied unit using the DRYAD table.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BLIND&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with a friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FENCE IN / OUT&#039;&#039;&#039;&lt;br /&gt;
|Perform the combat configuration checklist entering or exiting the hostile area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LOWDOWN&#039;&#039;&#039;&lt;br /&gt;
|Request for the current tactical electromagnetic support or ground/surface picture.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ROLEX&#039;&#039;&#039;&lt;br /&gt;
|Timeline adjustment in minutes from original planned execution time. PLUS assumed. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SLIP&#039;&#039;&#039;&lt;br /&gt;
|Time delay to an individual flight or element event. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNABLE&#039;&#039;&#039;&lt;br /&gt;
|Cannot comply as requested or directed.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=439</id>
		<title>General/Tactical Communication Revision 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=439"/>
		<updated>2026-06-11T15:17:00Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* Check in AS FRAGGED */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:1.1em; color:#660000; font-weight:bold;&amp;quot;&amp;gt;SOURCE — Tactical Communications Guide&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.85em; font-weight:bold;&amp;quot;&amp;gt;Covers: Airspace Control · TACADMIN · Check-In · Force Packaging · Air-to-Air Communication · Brevity&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.8em; color:#555;&amp;quot;&amp;gt;&#039;&#039;Based on ATP 3-52.4 / MCRP 3-20F.10 / NTTP 6-02.9 / AFTTP 3-2.8, October 2024. Adapted for DCS.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 01 / Airspace Control ==&lt;br /&gt;
Airspace control is the exercise of delegated authority over designated airspace and users through control procedures and coordination measures to maximize operational effectiveness.&lt;br /&gt;
&lt;br /&gt;
There are two methods of airspace control:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Positive Control&#039;&#039;&#039; relies on positive identification, tracking, and direction of aircraft within an airspace, conducted with electronic means by an agency having the authority and responsibility therein. It requires sensors to locate and identify airspace users in real time and communications to maintain continuous contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Procedural Control&#039;&#039;&#039; relies on a combination of previously agreed upon and promulgated orders and procedures. Examples include air defense identification procedures, voice and digital communications between aircraft and airspace control elements, and airspace control measures such as coordinating altitudes and restricted operating zones.&lt;br /&gt;
&lt;br /&gt;
=== Tactical Command and Control (TAC C2) ===&lt;br /&gt;
TAC C2 agencies use positive and/or procedural control methods to control airspace and manage air operations. Throughout this guide, &#039;&#039;&#039;Controller&#039;&#039;&#039; is used as a generic term for the individual providing tactical control, whether airborne or ground-based.&lt;br /&gt;
&lt;br /&gt;
Primary TAC C2 responsibilities:&lt;br /&gt;
&lt;br /&gt;
* Enable the flow of forces to and from an objective area&lt;br /&gt;
* Provide threat warning information and maintain situational awareness&lt;br /&gt;
* Maintain SA of supporting asset status, threat information, and target area information&lt;br /&gt;
* Maintain air asset deconfliction to and from a working area&lt;br /&gt;
&lt;br /&gt;
=== Transmission Types ===&lt;br /&gt;
All radio transmissions are associated with a call sign. There are three transmission types:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive&#039;&#039;&#039; — the call sign of the entity being directed is used.&lt;br /&gt;
  HORNET 2, TARGET NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Interrogative&#039;&#039;&#039; — requests a response; format is [entity speaking to], [speaking entity].&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Informative&#039;&#039;&#039; — provides information without requiring a response; format is [speaking entity].&lt;br /&gt;
  EAGLE 11, FUEL YELLOW.&lt;br /&gt;
&lt;br /&gt;
=== AUTHORITY ===&lt;br /&gt;
Their are the following party&#039;s that hold decreasing levels of control. &lt;br /&gt;
&lt;br /&gt;
# Tactical Control Center - TACC2&lt;br /&gt;
# Mission Commander - MC&lt;br /&gt;
# Team Lead (previously called Package Lead) - TL&lt;br /&gt;
# Flight Lead - FL&lt;br /&gt;
# Element Lead - EL&lt;br /&gt;
# Wingman - WM&lt;br /&gt;
&lt;br /&gt;
Within this squadron MC&#039;s duties will be taken over by TACC2 or TL (due to missing personal)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 02 / TACADMIN ==&lt;br /&gt;
Tactical Administration (TACADMIN) consists of all processes and procedures that occur in the TAC C2 area of operations. It covers interflight and intraflight procedures and airborne mission preparation that directly supports executing the tactical mission objective. Examples include weapon arming, sensor management, and tactical communication checks.&lt;br /&gt;
&lt;br /&gt;
=== Fuel and Weapons Status ===&lt;br /&gt;
Aircraft are &#039;&#039;&#039;assumed GREEN&#039;&#039;&#039; unless otherwise reported.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Status&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|GREEN&lt;br /&gt;
|Sufficient for continued mission execution&lt;br /&gt;
|-&lt;br /&gt;
|YELLOW&lt;br /&gt;
|Approaching a level insufficient to continue execution&lt;br /&gt;
|-&lt;br /&gt;
|RED&lt;br /&gt;
|Insufficient to continue execution&lt;br /&gt;
|}&lt;br /&gt;
Aircraft must relay YELLOW to the controller. The controller is responsible for coordinating on-station relief before an aircraft communicates RED.&lt;br /&gt;
  RAMBO 01, FUEL RED, WEAPONS GREEN.&lt;br /&gt;
&lt;br /&gt;
=== BRAA and BULLSEYE CallS ===&lt;br /&gt;
Tactical control format: &#039;&#039;&#039;Bearing, Range, Altitude, Aspect&#039;&#039;&#039; relative to the specified friendly aircraft. Used by the controller when information pertains to one specific aircraft, or in response to BOGEY DOPE, SNAPLOCK, and THREAT calls.&lt;br /&gt;
&lt;br /&gt;
Bullseye format: Bearing and Range from BULLSEYE, Altitude, Aspect. Use for description of GROUP and TARGET &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Format&lt;br /&gt;
!Bearing&lt;br /&gt;
!Range (nm)&lt;br /&gt;
!Altitude (ft)&lt;br /&gt;
!Aspect&lt;br /&gt;
|-&lt;br /&gt;
|BRAA&lt;br /&gt;
|3 2 0&lt;br /&gt;
|30&lt;br /&gt;
|20 thousand&lt;br /&gt;
|Flanking&lt;br /&gt;
|-&lt;br /&gt;
|BULLSEYE&lt;br /&gt;
|1 1 0&lt;br /&gt;
|30 &lt;br /&gt;
|25 thousand&lt;br /&gt;
|HOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flight Check / Frequency Change ===&lt;br /&gt;
When Switching a Frequency it is important to ensure that all Flight Members arrive on that Frequency. To ensure this the FL will execute a &#039;&#039;&#039;Flight Check&#039;&#039;&#039; a procedure that requires all wingman to respond on that frequency with their inflight Nr. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|FL &lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;FL (intraflight)&#039;&#039;&lt;br /&gt;
|&#039;&#039;Flight Push {UHF/VHF, Radio 1/2} Button #&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;All flight members switch to the new Frequency&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Check&lt;br /&gt;
|-&lt;br /&gt;
|WM&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|EL&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|2nd WM&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Authentication (DRYAD) ===&lt;br /&gt;
Verifies contact with an allied unit. A challenging station picks a letter from the leftmost column and a second from that row. The responding station replies with the letter directly below the second chosen letter. The DRYAD table is issued in the pre-mission briefing. Pilots are responsible for initiating authentication with the controlling station.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{TACC2-CS} {CS} Authenticate E-A&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Come back G&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authenticate J-U&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|Come back R&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authentication Sweet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ALPHA CHECK ===&lt;br /&gt;
Alpha Checks are used to ensure all parties use the same Georeference by correlating what the Controller and Aircraft sees.&lt;br /&gt;
&lt;br /&gt;
ALPHA CHECK correlation is defined as within 3 nm. Solving for correlation rests with the aircraft checking in.&lt;br /&gt;
 DARKSTAR, SHADOW11 Request ALPHA CHECK BULLSEYE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11, DARKSTAR ALPHA CHECK BULLSYE 0 6 0 / 30&lt;br /&gt;
&lt;br /&gt;
 SAME, SHADOW11&lt;br /&gt;
&lt;br /&gt;
== 03 / Check-In Procedures ==&lt;br /&gt;
The purpose of check-in is to establish contact between aircrew and TAC C2, allow the controller to establish accountability, and pass critical mission information before handoff to the final controller.&lt;br /&gt;
&lt;br /&gt;
Check-in accomplishes the following before and after mission execution: positive friendly identification via IFF and/or data link, ALPHA CHECK from BULLSEYE, safety-of-flight information, and weather update.&lt;br /&gt;
&lt;br /&gt;
Note: BULLSEYE cannot be used for initial position calls — only valid after ALPHA CHECK.&lt;br /&gt;
&lt;br /&gt;
=== Check In ON TACC2 NET (MNPOPCA Format) ===&lt;br /&gt;
The MNPOPCA format outlines the informations a aircrew should prepare before beginning the Check in process:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |MNPOPCA Format&lt;br /&gt;
|-&lt;br /&gt;
|Mission Number&lt;br /&gt;
|-&lt;br /&gt;
|Number and Type of Aircraft&lt;br /&gt;
|-&lt;br /&gt;
|Position and Altitude&lt;br /&gt;
|-&lt;br /&gt;
|Ordnance (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
|Playtime&lt;br /&gt;
|-&lt;br /&gt;
|Capabilities (e.g., laser, infrared pod, data link)&lt;br /&gt;
|-&lt;br /&gt;
|Abort Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in AS FRAGGED ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# as Fragged, Request Alpha Check from Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS}, {Controller-CS} Contact, Alpha Check Bullseye {Position}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}, SAME&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in WITH EXCEPTIONS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# Checking in with Exceptions. Request Alpha Check Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|{CS}, Alpha Check Bullseye {Position} continue with Check In&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} {State Exceptions in plain Language}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 04 / Force Packaging ==&lt;br /&gt;
Before entering a target area or leaving the MARSHAL Hold the MC will ensure that all Flight are able to operate. &lt;br /&gt;
&lt;br /&gt;
=== Roll Call ===&lt;br /&gt;
Roll call is initiated by the controller or MC at a predetermined time to confirm force accountability. Each flight lead or team lead responds with call sign in sequence.&lt;br /&gt;
  MC:       PACKAGE BRAVO WHISKEY, ROLL CALL.&lt;br /&gt;
  FLs:      EAGLE. VIPER WITH EXCEPTIONS. BONES. GROWL. MOJO.&lt;br /&gt;
  MC:       VIPER, GO WITH EXCEPTIONS.&lt;br /&gt;
  VIPER FL: VIPER MINUS 2.&lt;br /&gt;
=== Timing Changes ===&lt;br /&gt;
&#039;&#039;&#039;ROLEX&#039;&#039;&#039; — timeline adjustment in minutes, always referenced from the original preplanned mission execution time. PLUS is assumed. Not additive.&lt;br /&gt;
  PACKAGE WHISKEY ALPHA, ROLEX 10. (Original 1500Z → New 1510Z)&lt;br /&gt;
&#039;&#039;&#039;SLIP&#039;&#039;&#039; — time delay to an individual flight or element event. Not additive.&lt;br /&gt;
  HOSS 1, SLIP TOT 6 MINUTES. (Original 1500Z → New 1506Z)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Air-to-Air Refueling ==&lt;br /&gt;
AAR requires close coordination with the tanker around a pre-briefed Rendezvous (RV). SOURCE uses &#039;&#039;&#039;RV Alpha (Fixed Anchor)&#039;&#039;&#039; for all operations. (due to DCS limitations)&lt;br /&gt;
&lt;br /&gt;
=== Tanker Orbit Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Usage&lt;br /&gt;
!ex.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039;&lt;br /&gt;
|Receivers departing · Emergency&lt;br /&gt;
|FL210&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAVO&#039;&#039;&#039;&lt;br /&gt;
|Tanker base level&lt;br /&gt;
|FL200&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHARLIE&#039;&#039;&#039;&lt;br /&gt;
|Receiver evasive&lt;br /&gt;
|FL190&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DELTA&#039;&#039;&#039;&lt;br /&gt;
|Receivers approaching&lt;br /&gt;
|FL180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== RV Alpha Procedure ===&lt;br /&gt;
Receiver: fly 2,000 ft below AAR altitude · follow controller heading · declare JUDY on radar contact · declare VISUAL when in sight · weapons safe and radar off · take ECHELON LEFT when authorized.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Proceed Tanker BRAA {BRAA}, RV Alpha, Tanker Freq {Freq} {Instructions}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Roger, RV Alpha, Tanker Freq {Freq} {Readback}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once flight has radar contact with tanker&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Flight Name} Judy 1, Weapons Safe&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once tanker is in sight&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Tanker {x} o&#039;clock, report visual&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Nose Cold, visual with tanker&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Roger, contact boom&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Switch to DCS tanker frequency and join up&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
FL must confirm Nose Cold / Weapons Safe with wingmen on intraflight before reporting to the controller.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / Positive Identification (PID) ==&lt;br /&gt;
PID proves, to a defensible standard, that the contact is a legitimate target under the ROE. Proof may come from sensors, behavior, location, declarations, or higher authority.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electronic PID&#039;&#039;&#039;&lt;br /&gt;
|IFF interrogation, data link picture, NCTR, controller declaration. Most common form in BVR.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Visual PID (VID)&#039;&#039;&#039;&lt;br /&gt;
|Confirm number, type, livery, armament, heading, speed. Requires merge or VID pass.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ground Targets&#039;&#039;&#039;&lt;br /&gt;
|Correlate with pre-briefed target.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 08 / Air-to-Air Combat ==&lt;br /&gt;
[[MTTP/A2A|Air to Air Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Air-to-Surface Combat ==&lt;br /&gt;
[[MTTP/A2S|Air to Surface Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Brevity Words ==&lt;br /&gt;
&lt;br /&gt;
=== Situational Awareness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA CHECK&#039;&#039;&#039;&lt;br /&gt;
|Verification of ownship position relative to BULLSEYE. Used at check-in to confirm navigation accuracy. ALPHA CHECK correlation is defined as within 3 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANGELS&#039;&#039;&#039;&lt;br /&gt;
|Height of friendly aircraft in thousands of feet MSL (e.g., ANGELS TWENTY = 20,000 ft).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY DOPE&#039;&#039;&#039;&lt;br /&gt;
|Request for BRAA information on the indicated or nearest GROUP. Does not imply targeting.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAA&#039;&#039;&#039;&lt;br /&gt;
|Bearing, Range, Altitude, and Aspect relative to the specified friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BULLSEYE&#039;&#039;&#039;&lt;br /&gt;
|A pre-briefed reference point from which the position of an object is referred to by magnetic bearing and range in nm. Not to be truncated to &amp;quot;BULL.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLEAN&#039;&#039;&#039;&lt;br /&gt;
|1. No sensor information on a GROUP of interest.&lt;br /&gt;
2. No visible battle damage. &lt;br /&gt;
3. Aircraft not carrying external stores. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLARA&#039;&#039;&#039;&lt;br /&gt;
|Radar scope is clear of contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Individual radar return within a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FADED&#039;&#039;&#039;&lt;br /&gt;
|A previously tracked GROUP not updated by sensors for 30 seconds. Last known position implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GROUP&#039;&#039;&#039;&lt;br /&gt;
|Any number of air contacts within 3 nm in azimuth and range of each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HEAVY&#039;&#039;&#039;&lt;br /&gt;
|A GROUP known to contain three or more contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JUDY&#039;&#039;&#039;&lt;br /&gt;
|Aircrew has taken control of the intercept and requires only situational awareness information. Controller minimizes transmissions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MERGED&#039;&#039;&#039;&lt;br /&gt;
|Friendlies and targets have arrived in the visual arena, within 3–5 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEGATIVE CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Used for friendly aircraft not held on sensors. FADED is not used for friendlies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NO JOY&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with the target or bandit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Request for a description of all GROUPs and their spatial relationships in BULLSEYE format.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PLAYTIME&#039;&#039;&#039;&lt;br /&gt;
|Time aircraft can remain on station, given in hours plus minutes (e.g., ONE PLUS THIRTY).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TALLY&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a target or enemy aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VANISHED&#039;&#039;&#039;&lt;br /&gt;
|A FADED GROUP correlated to a successful friendly shot. Assessed as killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VISUAL&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a friendly aircraft, ground unit, or ship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contact Status and Declaration ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANDIT&#039;&#039;&#039;&lt;br /&gt;
|Positively identified as enemy IAW theater ID criteria. Does not imply authority to engage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY&#039;&#039;&#039;&lt;br /&gt;
|Contact whose identity is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DECLARE&#039;&#039;&#039;&lt;br /&gt;
|Inquiry as to the identity of a specified track or GROUP. Responses include: FRIENDLY, BOGEY, BANDIT, HOSTILE, NEUTRAL, UNABLE, CLEAN, or FURBALL. Full positional data (BULLSEYE) must accompany responses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FRIENDLY&#039;&#039;&#039;&lt;br /&gt;
|Positively identified friendly aircraft, ship, or ground position.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FURBALL&#039;&#039;&#039;&lt;br /&gt;
|Non-friendly and friendly aircraft within 5 nm of each other. May be a response to a DECLARE request.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HIGH&#039;&#039;&#039;&lt;br /&gt;
|Contact is above 40,000 ft MSL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOSTILE&#039;&#039;&#039;&lt;br /&gt;
|Contact identified as enemy upon which clearance to fire is authorized IAW ROE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEUTRAL&#039;&#039;&#039;&lt;br /&gt;
|Positively identified aircraft whose characteristics indicate it is neither supporting nor opposing friendly forces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUTLAW&#039;&#039;&#039;&lt;br /&gt;
|Contact originating from a known or suspected hostile airfield or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPADES&#039;&#039;&#039;&lt;br /&gt;
|Contact returns no or invalid IFF response on interrogation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed 660–900 knots ground speed or Mach 1.1–1.5.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VERY FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed above 900 knots or Mach 1.5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Picture Labels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AZIMUTH&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated laterally at approximately the same range from the fighters. Named by cardinal directions (e.g., NORTH GROUP, SOUTH GROUP).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RANGE&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated in depth along the threat axis. Named LEAD GROUP and TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WALL&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in azimuth with depth ≤5 nm or closing. Outer GROUPs named by cardinal directions; inner GROUPs named MIDDLE GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHAMPAGNE&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with two closest to fighters in azimuth and one in trail. LEAD GROUPs named with cardinal direction; TRAIL GROUP in range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VIC&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with one closest to fighters and two in trail separated in azimuth. LEAD GROUP closest; TRAIL GROUPs named with cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOX&#039;&#039;&#039;&lt;br /&gt;
|Four GROUPs with two in azimuth closest to fighters and two in azimuth farthest. Named LEAD GROUP (cardinal) and TRAIL GROUP (cardinal).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LADDER&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in range. Named LEAD GROUP, MIDDLE GROUP (or SECOND, THIRD), TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;STACK&#039;&#039;&#039;&lt;br /&gt;
|Two or more contacts in a GROUP with ≥10,000 ft altitude separation. Higher altitude stated first.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LEADING EDGE&#039;&#039;&#039;&lt;br /&gt;
|The GROUPs the fighters expect to target in the upcoming intercept. Follow-on GROUPs are communicated as WAVES (SECOND WAVE, THIRD WAVE, etc.).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEW PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Tactical picture has changed. Supersedes all previous calls and reestablishes the picture for all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039;&lt;br /&gt;
|Newly detected GROUP outside targeting range that does not fit the current picture label.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039;&lt;br /&gt;
|Previously undetected GROUP appearing inside targeting range but outside THREAT range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039;&lt;br /&gt;
|Undetected or unreported GROUP meeting briefed THREAT criteria. Communicated in BRAA format to the closest aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OPENING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is increasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLOSING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is decreasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WEIGHTED&#039;&#039;&#039;&lt;br /&gt;
|Picture with three or more GROUPs where one or more GROUPs are offset from an equidistant arrangement. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ECHELON&#039;&#039;&#039;&lt;br /&gt;
|GROUPs in a traditional label that are not directly in azimuth or range with one another. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PASSING&#039;&#039;&#039;&lt;br /&gt;
|Two named GROUPs with a RANGE relationship maneuvering to opposite sides in a RANGE relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CROSSING&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs with an AZIMUTH relationship maneuvering to opposite sides in an AZIMUTH relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JOINED&#039;&#039;&#039;&lt;br /&gt;
|Two or more named GROUPs maneuver to meet and maintain GROUP criteria.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|A GROUP inside targeting range with no assigned fighter. Used by the controller to flag priority GROUPs at risk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Targeting and Responsibility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COMMIT&#039;&#039;&#039;&lt;br /&gt;
|Directive to move to intercept or engage a specified GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGET&#039;&#039;&#039;&lt;br /&gt;
|Assignment of targeting responsibility for a specific GROUP to a flight or section.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&lt;br /&gt;
|Fighter has acquired the assigned GROUP and assumed responsibility for it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|GROUP inside targeting range with no fighter assigned.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DROPPING&#039;&#039;&#039;&lt;br /&gt;
|Stop monitoring a specified GROUP or emitter and resume search responsibilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RESET&#039;&#039;&#039;&lt;br /&gt;
|Proceed to prebriefed position or area of operations. Implies DROPPING and return of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MELD&#039;&#039;&#039;&lt;br /&gt;
|Shift radar responsibilities from airspace sanitization to gaining situational awareness on the assigned GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SORTED&#039;&#039;&#039;&lt;br /&gt;
|Sort responsibility within a GROUP has been met by the calling fighter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANCHORED&#039;&#039;&#039;&lt;br /&gt;
|Turning engagement at the specified location. Fighter is engaged and not flowing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SEPARATION&#039;&#039;&#039;&lt;br /&gt;
|Request or information call stating the distance in nm between two GROUPs or WAVES.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE CROSSER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maneuvers into a different area of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE RIDER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maintains a track direction on or near the boundary between targeting areas.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Employment ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ENGAGE&#039;&#039;&#039;&lt;br /&gt;
|Directive to fire on a designated target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX ONE&#039;&#039;&#039;&lt;br /&gt;
|Semi-active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX TWO&#039;&#039;&#039;&lt;br /&gt;
|Infrared-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX THREE&#039;&#039;&#039;&lt;br /&gt;
|Active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPLASH&#039;&#039;&#039;&lt;br /&gt;
|Missile has impacted. Target is assessed as destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SNAPLOCK&#039;&#039;&#039;&lt;br /&gt;
|Fighter has gained sensor contact to a GROUP inside THREAT range with BEAM or hotter aspect. BRAA and aspect implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPIKED&#039;&#039;&#039;&lt;br /&gt;
|Fighter is being painted by an airborne radar. Called with bearing or cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUSIC&#039;&#039;&#039;&lt;br /&gt;
|Fighter is experiencing radar electromagnetic deceptive jamming from a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PRESS&#039;&#039;&#039;&lt;br /&gt;
|Requested action is approved and mutual support will be maintained. Assumes VISUAL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANZAI&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-decide tactics with intent to maneuver into the visual arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SKATE&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-leave tactics.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEFEND(ING)&#039;&#039;&#039;&lt;br /&gt;
|Fighter is maneuvering defensively against a threat. Called with cardinal direction of defensive turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maneuver and Flow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BREAK&#039;&#039;&#039;&lt;br /&gt;
|(Direction) Immediate maximum-performance turn. Safety of flight or to defeat a weapons solution.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUSTER&#039;&#039;&#039;&lt;br /&gt;
|Fly at maximum continuous speed without afterburner (military power).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GATE&#039;&#039;&#039;&lt;br /&gt;
|Fly as fast as possible; use afterburner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FLOW COLD&#039;&#039;&#039;&lt;br /&gt;
|Initiate a turn away from the anticipated threat; begin COLD operations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning toward the threat or target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUT&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning away from the threat.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CRANK&#039;&#039;&#039;&lt;br /&gt;
|Maneuver in the indicated direction while maintaining radar contact on the bandit at the radar gimbal limit. Reduces closure rate while sustaining illumination.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NOTCH&#039;&#039;&#039;&lt;br /&gt;
|Maneuver to place a radar-guided threat on the beam to defeat its Doppler filter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRESPASS&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has entered a known or pop-up SAM MEZ. Directive call to snap 180 degrees away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARD&#039;&#039;&#039;&lt;br /&gt;
|High-G-force, energy sustaining turn in the indicated direction (default is a 180-degree turn).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMPLETION and ABORT ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;MILLER TIME&#039;&#039;&#039;&lt;br /&gt;
|Last striker in the package has completed the attack&lt;br /&gt;
|{Controller-CS} {CS} MILLER TIME&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUGOUT&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and has no intention to return&lt;br /&gt;
|{Controller-CS} {CS} BUGOUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OFF&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and is repositioning or egressing within the area&lt;br /&gt;
|{Controller-CS} {CS} OFF {Direction}&lt;br /&gt;
|}&lt;br /&gt;
=== AIR TO SURFACE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRT&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUD&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SINGER&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a SAM launch. The threat has fired.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SCAN&#039;&#039;&#039;&lt;br /&gt;
|Search the indicated sector and report any contacts.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WORK&#039;&#039;&#039;&lt;br /&gt;
|Directive call to conduct geolocation on a specific target or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039;&lt;br /&gt;
|Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FIXED&#039;&#039;&#039;&lt;br /&gt;
|Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRACK&#039;&#039;&#039;&lt;br /&gt;
|Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CAPTURED&#039;&#039;&#039;&lt;br /&gt;
|Object has been acquired and is being actively tracked.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COVER&#039;&#039;&#039;&lt;br /&gt;
|Directive call to be ready for reattack or re-engage if weapon effects are not achieved.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOUNDDOG&#039;&#039;&#039;&lt;br /&gt;
|Aircraft is in a position to employ weapons. Used in response to COVER.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARM INBOUND&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] High-speed antiradiation missile already employed&lt;br /&gt;
|ARM is already in the air — the threat is being engaged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MAGNUM&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] Launch of FRIENDLY antiradiation missile&lt;br /&gt;
|ARM is being launched now in response to this call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ARIZONA&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] No antiradiation missile ordnance remaining&lt;br /&gt;
|SEAD aircraft is Winchester on ARMs&lt;br /&gt;
|}&lt;br /&gt;
=== Status and Administrative ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AS FRAGGED&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform exactly as briefed or scheduled per the ATO.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WITH EXCEPTIONS&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform as briefed with stated deviations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AUTHENTICATE&#039;&#039;&#039;&lt;br /&gt;
|Request to verify contact with an allied unit using the DRYAD table.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BLIND&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with a friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FENCE IN / OUT&#039;&#039;&#039;&lt;br /&gt;
|Perform the combat configuration checklist entering or exiting the hostile area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LOWDOWN&#039;&#039;&#039;&lt;br /&gt;
|Request for the current tactical electromagnetic support or ground/surface picture.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ROLEX&#039;&#039;&#039;&lt;br /&gt;
|Timeline adjustment in minutes from original planned execution time. PLUS assumed. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SLIP&#039;&#039;&#039;&lt;br /&gt;
|Time delay to an individual flight or element event. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNABLE&#039;&#039;&#039;&lt;br /&gt;
|Cannot comply as requested or directed.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=438</id>
		<title>General/Tactical Communication Revision 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=438"/>
		<updated>2026-06-11T15:16:13Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* ALPHA CHECK */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:1.1em; color:#660000; font-weight:bold;&amp;quot;&amp;gt;SOURCE — Tactical Communications Guide&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.85em; font-weight:bold;&amp;quot;&amp;gt;Covers: Airspace Control · TACADMIN · Check-In · Force Packaging · Air-to-Air Communication · Brevity&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.8em; color:#555;&amp;quot;&amp;gt;&#039;&#039;Based on ATP 3-52.4 / MCRP 3-20F.10 / NTTP 6-02.9 / AFTTP 3-2.8, October 2024. Adapted for DCS.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 01 / Airspace Control ==&lt;br /&gt;
Airspace control is the exercise of delegated authority over designated airspace and users through control procedures and coordination measures to maximize operational effectiveness.&lt;br /&gt;
&lt;br /&gt;
There are two methods of airspace control:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Positive Control&#039;&#039;&#039; relies on positive identification, tracking, and direction of aircraft within an airspace, conducted with electronic means by an agency having the authority and responsibility therein. It requires sensors to locate and identify airspace users in real time and communications to maintain continuous contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Procedural Control&#039;&#039;&#039; relies on a combination of previously agreed upon and promulgated orders and procedures. Examples include air defense identification procedures, voice and digital communications between aircraft and airspace control elements, and airspace control measures such as coordinating altitudes and restricted operating zones.&lt;br /&gt;
&lt;br /&gt;
=== Tactical Command and Control (TAC C2) ===&lt;br /&gt;
TAC C2 agencies use positive and/or procedural control methods to control airspace and manage air operations. Throughout this guide, &#039;&#039;&#039;Controller&#039;&#039;&#039; is used as a generic term for the individual providing tactical control, whether airborne or ground-based.&lt;br /&gt;
&lt;br /&gt;
Primary TAC C2 responsibilities:&lt;br /&gt;
&lt;br /&gt;
* Enable the flow of forces to and from an objective area&lt;br /&gt;
* Provide threat warning information and maintain situational awareness&lt;br /&gt;
* Maintain SA of supporting asset status, threat information, and target area information&lt;br /&gt;
* Maintain air asset deconfliction to and from a working area&lt;br /&gt;
&lt;br /&gt;
=== Transmission Types ===&lt;br /&gt;
All radio transmissions are associated with a call sign. There are three transmission types:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive&#039;&#039;&#039; — the call sign of the entity being directed is used.&lt;br /&gt;
  HORNET 2, TARGET NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Interrogative&#039;&#039;&#039; — requests a response; format is [entity speaking to], [speaking entity].&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Informative&#039;&#039;&#039; — provides information without requiring a response; format is [speaking entity].&lt;br /&gt;
  EAGLE 11, FUEL YELLOW.&lt;br /&gt;
&lt;br /&gt;
=== AUTHORITY ===&lt;br /&gt;
Their are the following party&#039;s that hold decreasing levels of control. &lt;br /&gt;
&lt;br /&gt;
# Tactical Control Center - TACC2&lt;br /&gt;
# Mission Commander - MC&lt;br /&gt;
# Team Lead (previously called Package Lead) - TL&lt;br /&gt;
# Flight Lead - FL&lt;br /&gt;
# Element Lead - EL&lt;br /&gt;
# Wingman - WM&lt;br /&gt;
&lt;br /&gt;
Within this squadron MC&#039;s duties will be taken over by TACC2 or TL (due to missing personal)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 02 / TACADMIN ==&lt;br /&gt;
Tactical Administration (TACADMIN) consists of all processes and procedures that occur in the TAC C2 area of operations. It covers interflight and intraflight procedures and airborne mission preparation that directly supports executing the tactical mission objective. Examples include weapon arming, sensor management, and tactical communication checks.&lt;br /&gt;
&lt;br /&gt;
=== Fuel and Weapons Status ===&lt;br /&gt;
Aircraft are &#039;&#039;&#039;assumed GREEN&#039;&#039;&#039; unless otherwise reported.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Status&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|GREEN&lt;br /&gt;
|Sufficient for continued mission execution&lt;br /&gt;
|-&lt;br /&gt;
|YELLOW&lt;br /&gt;
|Approaching a level insufficient to continue execution&lt;br /&gt;
|-&lt;br /&gt;
|RED&lt;br /&gt;
|Insufficient to continue execution&lt;br /&gt;
|}&lt;br /&gt;
Aircraft must relay YELLOW to the controller. The controller is responsible for coordinating on-station relief before an aircraft communicates RED.&lt;br /&gt;
  RAMBO 01, FUEL RED, WEAPONS GREEN.&lt;br /&gt;
&lt;br /&gt;
=== BRAA and BULLSEYE CallS ===&lt;br /&gt;
Tactical control format: &#039;&#039;&#039;Bearing, Range, Altitude, Aspect&#039;&#039;&#039; relative to the specified friendly aircraft. Used by the controller when information pertains to one specific aircraft, or in response to BOGEY DOPE, SNAPLOCK, and THREAT calls.&lt;br /&gt;
&lt;br /&gt;
Bullseye format: Bearing and Range from BULLSEYE, Altitude, Aspect. Use for description of GROUP and TARGET &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Format&lt;br /&gt;
!Bearing&lt;br /&gt;
!Range (nm)&lt;br /&gt;
!Altitude (ft)&lt;br /&gt;
!Aspect&lt;br /&gt;
|-&lt;br /&gt;
|BRAA&lt;br /&gt;
|3 2 0&lt;br /&gt;
|30&lt;br /&gt;
|20 thousand&lt;br /&gt;
|Flanking&lt;br /&gt;
|-&lt;br /&gt;
|BULLSEYE&lt;br /&gt;
|1 1 0&lt;br /&gt;
|30 &lt;br /&gt;
|25 thousand&lt;br /&gt;
|HOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flight Check / Frequency Change ===&lt;br /&gt;
When Switching a Frequency it is important to ensure that all Flight Members arrive on that Frequency. To ensure this the FL will execute a &#039;&#039;&#039;Flight Check&#039;&#039;&#039; a procedure that requires all wingman to respond on that frequency with their inflight Nr. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|FL &lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;FL (intraflight)&#039;&#039;&lt;br /&gt;
|&#039;&#039;Flight Push {UHF/VHF, Radio 1/2} Button #&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;All flight members switch to the new Frequency&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Check&lt;br /&gt;
|-&lt;br /&gt;
|WM&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|EL&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|2nd WM&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Authentication (DRYAD) ===&lt;br /&gt;
Verifies contact with an allied unit. A challenging station picks a letter from the leftmost column and a second from that row. The responding station replies with the letter directly below the second chosen letter. The DRYAD table is issued in the pre-mission briefing. Pilots are responsible for initiating authentication with the controlling station.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{TACC2-CS} {CS} Authenticate E-A&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Come back G&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authenticate J-U&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|Come back R&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authentication Sweet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ALPHA CHECK ===&lt;br /&gt;
Alpha Checks are used to ensure all parties use the same Georeference by correlating what the Controller and Aircraft sees.&lt;br /&gt;
&lt;br /&gt;
ALPHA CHECK correlation is defined as within 3 nm. Solving for correlation rests with the aircraft checking in.&lt;br /&gt;
 DARKSTAR, SHADOW11 Request ALPHA CHECK BULLSEYE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11, DARKSTAR ALPHA CHECK BULLSYE 0 6 0 / 30&lt;br /&gt;
&lt;br /&gt;
 SAME, SHADOW11&lt;br /&gt;
&lt;br /&gt;
== 03 / Check-In Procedures ==&lt;br /&gt;
The purpose of check-in is to establish contact between aircrew and TAC C2, allow the controller to establish accountability, and pass critical mission information before handoff to the final controller.&lt;br /&gt;
&lt;br /&gt;
Check-in accomplishes the following before and after mission execution: positive friendly identification via IFF and/or data link, ALPHA CHECK from BULLSEYE, safety-of-flight information, and weather update.&lt;br /&gt;
&lt;br /&gt;
Note: BULLSEYE cannot be used for initial position calls — only valid after ALPHA CHECK.&lt;br /&gt;
&lt;br /&gt;
=== Check In ON TACC2 NET (MNPOPCA Format) ===&lt;br /&gt;
The MNPOPCA format outlines the informations a aircrew should prepare before beginning the Check in process:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |MNPOPCA Format&lt;br /&gt;
|-&lt;br /&gt;
|Mission Number&lt;br /&gt;
|-&lt;br /&gt;
|Number and Type of Aircraft&lt;br /&gt;
|-&lt;br /&gt;
|Position and Altitude&lt;br /&gt;
|-&lt;br /&gt;
|Ordnance (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
|Playtime&lt;br /&gt;
|-&lt;br /&gt;
|Capabilities (e.g., laser, infrared pod, data link)&lt;br /&gt;
|-&lt;br /&gt;
|Abort Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in AS FRAGGED ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# as Fragged, Request Alpha Check from Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS}, {Controller-CS} Contact, Alpha Check Bullseye {Position}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in WITH EXCEPTIONS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# Checking in with Exceptions. Request Alpha Check Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|{CS}, Alpha Check Bullseye {Position} continue with Check In&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} {State Exceptions in plain Language}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 04 / Force Packaging ==&lt;br /&gt;
Before entering a target area or leaving the MARSHAL Hold the MC will ensure that all Flight are able to operate. &lt;br /&gt;
&lt;br /&gt;
=== Roll Call ===&lt;br /&gt;
Roll call is initiated by the controller or MC at a predetermined time to confirm force accountability. Each flight lead or team lead responds with call sign in sequence.&lt;br /&gt;
  MC:       PACKAGE BRAVO WHISKEY, ROLL CALL.&lt;br /&gt;
  FLs:      EAGLE. VIPER WITH EXCEPTIONS. BONES. GROWL. MOJO.&lt;br /&gt;
  MC:       VIPER, GO WITH EXCEPTIONS.&lt;br /&gt;
  VIPER FL: VIPER MINUS 2.&lt;br /&gt;
=== Timing Changes ===&lt;br /&gt;
&#039;&#039;&#039;ROLEX&#039;&#039;&#039; — timeline adjustment in minutes, always referenced from the original preplanned mission execution time. PLUS is assumed. Not additive.&lt;br /&gt;
  PACKAGE WHISKEY ALPHA, ROLEX 10. (Original 1500Z → New 1510Z)&lt;br /&gt;
&#039;&#039;&#039;SLIP&#039;&#039;&#039; — time delay to an individual flight or element event. Not additive.&lt;br /&gt;
  HOSS 1, SLIP TOT 6 MINUTES. (Original 1500Z → New 1506Z)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Air-to-Air Refueling ==&lt;br /&gt;
AAR requires close coordination with the tanker around a pre-briefed Rendezvous (RV). SOURCE uses &#039;&#039;&#039;RV Alpha (Fixed Anchor)&#039;&#039;&#039; for all operations. (due to DCS limitations)&lt;br /&gt;
&lt;br /&gt;
=== Tanker Orbit Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Usage&lt;br /&gt;
!ex.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039;&lt;br /&gt;
|Receivers departing · Emergency&lt;br /&gt;
|FL210&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAVO&#039;&#039;&#039;&lt;br /&gt;
|Tanker base level&lt;br /&gt;
|FL200&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHARLIE&#039;&#039;&#039;&lt;br /&gt;
|Receiver evasive&lt;br /&gt;
|FL190&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DELTA&#039;&#039;&#039;&lt;br /&gt;
|Receivers approaching&lt;br /&gt;
|FL180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== RV Alpha Procedure ===&lt;br /&gt;
Receiver: fly 2,000 ft below AAR altitude · follow controller heading · declare JUDY on radar contact · declare VISUAL when in sight · weapons safe and radar off · take ECHELON LEFT when authorized.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Proceed Tanker BRAA {BRAA}, RV Alpha, Tanker Freq {Freq} {Instructions}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Roger, RV Alpha, Tanker Freq {Freq} {Readback}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once flight has radar contact with tanker&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Flight Name} Judy 1, Weapons Safe&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once tanker is in sight&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Tanker {x} o&#039;clock, report visual&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Nose Cold, visual with tanker&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Roger, contact boom&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Switch to DCS tanker frequency and join up&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
FL must confirm Nose Cold / Weapons Safe with wingmen on intraflight before reporting to the controller.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / Positive Identification (PID) ==&lt;br /&gt;
PID proves, to a defensible standard, that the contact is a legitimate target under the ROE. Proof may come from sensors, behavior, location, declarations, or higher authority.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electronic PID&#039;&#039;&#039;&lt;br /&gt;
|IFF interrogation, data link picture, NCTR, controller declaration. Most common form in BVR.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Visual PID (VID)&#039;&#039;&#039;&lt;br /&gt;
|Confirm number, type, livery, armament, heading, speed. Requires merge or VID pass.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ground Targets&#039;&#039;&#039;&lt;br /&gt;
|Correlate with pre-briefed target.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 08 / Air-to-Air Combat ==&lt;br /&gt;
[[MTTP/A2A|Air to Air Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Air-to-Surface Combat ==&lt;br /&gt;
[[MTTP/A2S|Air to Surface Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Brevity Words ==&lt;br /&gt;
&lt;br /&gt;
=== Situational Awareness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA CHECK&#039;&#039;&#039;&lt;br /&gt;
|Verification of ownship position relative to BULLSEYE. Used at check-in to confirm navigation accuracy. ALPHA CHECK correlation is defined as within 3 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANGELS&#039;&#039;&#039;&lt;br /&gt;
|Height of friendly aircraft in thousands of feet MSL (e.g., ANGELS TWENTY = 20,000 ft).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY DOPE&#039;&#039;&#039;&lt;br /&gt;
|Request for BRAA information on the indicated or nearest GROUP. Does not imply targeting.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAA&#039;&#039;&#039;&lt;br /&gt;
|Bearing, Range, Altitude, and Aspect relative to the specified friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BULLSEYE&#039;&#039;&#039;&lt;br /&gt;
|A pre-briefed reference point from which the position of an object is referred to by magnetic bearing and range in nm. Not to be truncated to &amp;quot;BULL.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLEAN&#039;&#039;&#039;&lt;br /&gt;
|1. No sensor information on a GROUP of interest.&lt;br /&gt;
2. No visible battle damage. &lt;br /&gt;
3. Aircraft not carrying external stores. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLARA&#039;&#039;&#039;&lt;br /&gt;
|Radar scope is clear of contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Individual radar return within a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FADED&#039;&#039;&#039;&lt;br /&gt;
|A previously tracked GROUP not updated by sensors for 30 seconds. Last known position implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GROUP&#039;&#039;&#039;&lt;br /&gt;
|Any number of air contacts within 3 nm in azimuth and range of each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HEAVY&#039;&#039;&#039;&lt;br /&gt;
|A GROUP known to contain three or more contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JUDY&#039;&#039;&#039;&lt;br /&gt;
|Aircrew has taken control of the intercept and requires only situational awareness information. Controller minimizes transmissions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MERGED&#039;&#039;&#039;&lt;br /&gt;
|Friendlies and targets have arrived in the visual arena, within 3–5 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEGATIVE CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Used for friendly aircraft not held on sensors. FADED is not used for friendlies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NO JOY&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with the target or bandit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Request for a description of all GROUPs and their spatial relationships in BULLSEYE format.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PLAYTIME&#039;&#039;&#039;&lt;br /&gt;
|Time aircraft can remain on station, given in hours plus minutes (e.g., ONE PLUS THIRTY).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TALLY&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a target or enemy aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VANISHED&#039;&#039;&#039;&lt;br /&gt;
|A FADED GROUP correlated to a successful friendly shot. Assessed as killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VISUAL&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a friendly aircraft, ground unit, or ship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contact Status and Declaration ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANDIT&#039;&#039;&#039;&lt;br /&gt;
|Positively identified as enemy IAW theater ID criteria. Does not imply authority to engage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY&#039;&#039;&#039;&lt;br /&gt;
|Contact whose identity is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DECLARE&#039;&#039;&#039;&lt;br /&gt;
|Inquiry as to the identity of a specified track or GROUP. Responses include: FRIENDLY, BOGEY, BANDIT, HOSTILE, NEUTRAL, UNABLE, CLEAN, or FURBALL. Full positional data (BULLSEYE) must accompany responses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FRIENDLY&#039;&#039;&#039;&lt;br /&gt;
|Positively identified friendly aircraft, ship, or ground position.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FURBALL&#039;&#039;&#039;&lt;br /&gt;
|Non-friendly and friendly aircraft within 5 nm of each other. May be a response to a DECLARE request.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HIGH&#039;&#039;&#039;&lt;br /&gt;
|Contact is above 40,000 ft MSL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOSTILE&#039;&#039;&#039;&lt;br /&gt;
|Contact identified as enemy upon which clearance to fire is authorized IAW ROE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEUTRAL&#039;&#039;&#039;&lt;br /&gt;
|Positively identified aircraft whose characteristics indicate it is neither supporting nor opposing friendly forces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUTLAW&#039;&#039;&#039;&lt;br /&gt;
|Contact originating from a known or suspected hostile airfield or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPADES&#039;&#039;&#039;&lt;br /&gt;
|Contact returns no or invalid IFF response on interrogation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed 660–900 knots ground speed or Mach 1.1–1.5.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VERY FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed above 900 knots or Mach 1.5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Picture Labels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AZIMUTH&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated laterally at approximately the same range from the fighters. Named by cardinal directions (e.g., NORTH GROUP, SOUTH GROUP).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RANGE&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated in depth along the threat axis. Named LEAD GROUP and TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WALL&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in azimuth with depth ≤5 nm or closing. Outer GROUPs named by cardinal directions; inner GROUPs named MIDDLE GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHAMPAGNE&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with two closest to fighters in azimuth and one in trail. LEAD GROUPs named with cardinal direction; TRAIL GROUP in range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VIC&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with one closest to fighters and two in trail separated in azimuth. LEAD GROUP closest; TRAIL GROUPs named with cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOX&#039;&#039;&#039;&lt;br /&gt;
|Four GROUPs with two in azimuth closest to fighters and two in azimuth farthest. Named LEAD GROUP (cardinal) and TRAIL GROUP (cardinal).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LADDER&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in range. Named LEAD GROUP, MIDDLE GROUP (or SECOND, THIRD), TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;STACK&#039;&#039;&#039;&lt;br /&gt;
|Two or more contacts in a GROUP with ≥10,000 ft altitude separation. Higher altitude stated first.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LEADING EDGE&#039;&#039;&#039;&lt;br /&gt;
|The GROUPs the fighters expect to target in the upcoming intercept. Follow-on GROUPs are communicated as WAVES (SECOND WAVE, THIRD WAVE, etc.).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEW PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Tactical picture has changed. Supersedes all previous calls and reestablishes the picture for all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039;&lt;br /&gt;
|Newly detected GROUP outside targeting range that does not fit the current picture label.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039;&lt;br /&gt;
|Previously undetected GROUP appearing inside targeting range but outside THREAT range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039;&lt;br /&gt;
|Undetected or unreported GROUP meeting briefed THREAT criteria. Communicated in BRAA format to the closest aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OPENING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is increasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLOSING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is decreasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WEIGHTED&#039;&#039;&#039;&lt;br /&gt;
|Picture with three or more GROUPs where one or more GROUPs are offset from an equidistant arrangement. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ECHELON&#039;&#039;&#039;&lt;br /&gt;
|GROUPs in a traditional label that are not directly in azimuth or range with one another. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PASSING&#039;&#039;&#039;&lt;br /&gt;
|Two named GROUPs with a RANGE relationship maneuvering to opposite sides in a RANGE relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CROSSING&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs with an AZIMUTH relationship maneuvering to opposite sides in an AZIMUTH relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JOINED&#039;&#039;&#039;&lt;br /&gt;
|Two or more named GROUPs maneuver to meet and maintain GROUP criteria.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|A GROUP inside targeting range with no assigned fighter. Used by the controller to flag priority GROUPs at risk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Targeting and Responsibility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COMMIT&#039;&#039;&#039;&lt;br /&gt;
|Directive to move to intercept or engage a specified GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGET&#039;&#039;&#039;&lt;br /&gt;
|Assignment of targeting responsibility for a specific GROUP to a flight or section.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&lt;br /&gt;
|Fighter has acquired the assigned GROUP and assumed responsibility for it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|GROUP inside targeting range with no fighter assigned.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DROPPING&#039;&#039;&#039;&lt;br /&gt;
|Stop monitoring a specified GROUP or emitter and resume search responsibilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RESET&#039;&#039;&#039;&lt;br /&gt;
|Proceed to prebriefed position or area of operations. Implies DROPPING and return of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MELD&#039;&#039;&#039;&lt;br /&gt;
|Shift radar responsibilities from airspace sanitization to gaining situational awareness on the assigned GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SORTED&#039;&#039;&#039;&lt;br /&gt;
|Sort responsibility within a GROUP has been met by the calling fighter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANCHORED&#039;&#039;&#039;&lt;br /&gt;
|Turning engagement at the specified location. Fighter is engaged and not flowing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SEPARATION&#039;&#039;&#039;&lt;br /&gt;
|Request or information call stating the distance in nm between two GROUPs or WAVES.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE CROSSER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maneuvers into a different area of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE RIDER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maintains a track direction on or near the boundary between targeting areas.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Employment ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ENGAGE&#039;&#039;&#039;&lt;br /&gt;
|Directive to fire on a designated target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX ONE&#039;&#039;&#039;&lt;br /&gt;
|Semi-active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX TWO&#039;&#039;&#039;&lt;br /&gt;
|Infrared-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX THREE&#039;&#039;&#039;&lt;br /&gt;
|Active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPLASH&#039;&#039;&#039;&lt;br /&gt;
|Missile has impacted. Target is assessed as destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SNAPLOCK&#039;&#039;&#039;&lt;br /&gt;
|Fighter has gained sensor contact to a GROUP inside THREAT range with BEAM or hotter aspect. BRAA and aspect implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPIKED&#039;&#039;&#039;&lt;br /&gt;
|Fighter is being painted by an airborne radar. Called with bearing or cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUSIC&#039;&#039;&#039;&lt;br /&gt;
|Fighter is experiencing radar electromagnetic deceptive jamming from a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PRESS&#039;&#039;&#039;&lt;br /&gt;
|Requested action is approved and mutual support will be maintained. Assumes VISUAL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANZAI&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-decide tactics with intent to maneuver into the visual arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SKATE&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-leave tactics.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEFEND(ING)&#039;&#039;&#039;&lt;br /&gt;
|Fighter is maneuvering defensively against a threat. Called with cardinal direction of defensive turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maneuver and Flow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BREAK&#039;&#039;&#039;&lt;br /&gt;
|(Direction) Immediate maximum-performance turn. Safety of flight or to defeat a weapons solution.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUSTER&#039;&#039;&#039;&lt;br /&gt;
|Fly at maximum continuous speed without afterburner (military power).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GATE&#039;&#039;&#039;&lt;br /&gt;
|Fly as fast as possible; use afterburner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FLOW COLD&#039;&#039;&#039;&lt;br /&gt;
|Initiate a turn away from the anticipated threat; begin COLD operations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning toward the threat or target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUT&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning away from the threat.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CRANK&#039;&#039;&#039;&lt;br /&gt;
|Maneuver in the indicated direction while maintaining radar contact on the bandit at the radar gimbal limit. Reduces closure rate while sustaining illumination.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NOTCH&#039;&#039;&#039;&lt;br /&gt;
|Maneuver to place a radar-guided threat on the beam to defeat its Doppler filter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRESPASS&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has entered a known or pop-up SAM MEZ. Directive call to snap 180 degrees away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARD&#039;&#039;&#039;&lt;br /&gt;
|High-G-force, energy sustaining turn in the indicated direction (default is a 180-degree turn).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMPLETION and ABORT ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;MILLER TIME&#039;&#039;&#039;&lt;br /&gt;
|Last striker in the package has completed the attack&lt;br /&gt;
|{Controller-CS} {CS} MILLER TIME&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUGOUT&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and has no intention to return&lt;br /&gt;
|{Controller-CS} {CS} BUGOUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OFF&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and is repositioning or egressing within the area&lt;br /&gt;
|{Controller-CS} {CS} OFF {Direction}&lt;br /&gt;
|}&lt;br /&gt;
=== AIR TO SURFACE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRT&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUD&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SINGER&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a SAM launch. The threat has fired.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SCAN&#039;&#039;&#039;&lt;br /&gt;
|Search the indicated sector and report any contacts.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WORK&#039;&#039;&#039;&lt;br /&gt;
|Directive call to conduct geolocation on a specific target or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039;&lt;br /&gt;
|Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FIXED&#039;&#039;&#039;&lt;br /&gt;
|Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRACK&#039;&#039;&#039;&lt;br /&gt;
|Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CAPTURED&#039;&#039;&#039;&lt;br /&gt;
|Object has been acquired and is being actively tracked.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COVER&#039;&#039;&#039;&lt;br /&gt;
|Directive call to be ready for reattack or re-engage if weapon effects are not achieved.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOUNDDOG&#039;&#039;&#039;&lt;br /&gt;
|Aircraft is in a position to employ weapons. Used in response to COVER.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARM INBOUND&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] High-speed antiradiation missile already employed&lt;br /&gt;
|ARM is already in the air — the threat is being engaged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MAGNUM&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] Launch of FRIENDLY antiradiation missile&lt;br /&gt;
|ARM is being launched now in response to this call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ARIZONA&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] No antiradiation missile ordnance remaining&lt;br /&gt;
|SEAD aircraft is Winchester on ARMs&lt;br /&gt;
|}&lt;br /&gt;
=== Status and Administrative ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AS FRAGGED&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform exactly as briefed or scheduled per the ATO.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WITH EXCEPTIONS&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform as briefed with stated deviations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AUTHENTICATE&#039;&#039;&#039;&lt;br /&gt;
|Request to verify contact with an allied unit using the DRYAD table.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BLIND&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with a friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FENCE IN / OUT&#039;&#039;&#039;&lt;br /&gt;
|Perform the combat configuration checklist entering or exiting the hostile area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LOWDOWN&#039;&#039;&#039;&lt;br /&gt;
|Request for the current tactical electromagnetic support or ground/surface picture.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ROLEX&#039;&#039;&#039;&lt;br /&gt;
|Timeline adjustment in minutes from original planned execution time. PLUS assumed. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SLIP&#039;&#039;&#039;&lt;br /&gt;
|Time delay to an individual flight or element event. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNABLE&#039;&#039;&#039;&lt;br /&gt;
|Cannot comply as requested or directed.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=437</id>
		<title>General/Tactical Communication Revision 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=437"/>
		<updated>2026-06-11T15:13:44Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* Check in AS FRAGGED */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:1.1em; color:#660000; font-weight:bold;&amp;quot;&amp;gt;SOURCE — Tactical Communications Guide&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.85em; font-weight:bold;&amp;quot;&amp;gt;Covers: Airspace Control · TACADMIN · Check-In · Force Packaging · Air-to-Air Communication · Brevity&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.8em; color:#555;&amp;quot;&amp;gt;&#039;&#039;Based on ATP 3-52.4 / MCRP 3-20F.10 / NTTP 6-02.9 / AFTTP 3-2.8, October 2024. Adapted for DCS.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 01 / Airspace Control ==&lt;br /&gt;
Airspace control is the exercise of delegated authority over designated airspace and users through control procedures and coordination measures to maximize operational effectiveness.&lt;br /&gt;
&lt;br /&gt;
There are two methods of airspace control:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Positive Control&#039;&#039;&#039; relies on positive identification, tracking, and direction of aircraft within an airspace, conducted with electronic means by an agency having the authority and responsibility therein. It requires sensors to locate and identify airspace users in real time and communications to maintain continuous contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Procedural Control&#039;&#039;&#039; relies on a combination of previously agreed upon and promulgated orders and procedures. Examples include air defense identification procedures, voice and digital communications between aircraft and airspace control elements, and airspace control measures such as coordinating altitudes and restricted operating zones.&lt;br /&gt;
&lt;br /&gt;
=== Tactical Command and Control (TAC C2) ===&lt;br /&gt;
TAC C2 agencies use positive and/or procedural control methods to control airspace and manage air operations. Throughout this guide, &#039;&#039;&#039;Controller&#039;&#039;&#039; is used as a generic term for the individual providing tactical control, whether airborne or ground-based.&lt;br /&gt;
&lt;br /&gt;
Primary TAC C2 responsibilities:&lt;br /&gt;
&lt;br /&gt;
* Enable the flow of forces to and from an objective area&lt;br /&gt;
* Provide threat warning information and maintain situational awareness&lt;br /&gt;
* Maintain SA of supporting asset status, threat information, and target area information&lt;br /&gt;
* Maintain air asset deconfliction to and from a working area&lt;br /&gt;
&lt;br /&gt;
=== Transmission Types ===&lt;br /&gt;
All radio transmissions are associated with a call sign. There are three transmission types:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive&#039;&#039;&#039; — the call sign of the entity being directed is used.&lt;br /&gt;
  HORNET 2, TARGET NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Interrogative&#039;&#039;&#039; — requests a response; format is [entity speaking to], [speaking entity].&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Informative&#039;&#039;&#039; — provides information without requiring a response; format is [speaking entity].&lt;br /&gt;
  EAGLE 11, FUEL YELLOW.&lt;br /&gt;
&lt;br /&gt;
=== AUTHORITY ===&lt;br /&gt;
Their are the following party&#039;s that hold decreasing levels of control. &lt;br /&gt;
&lt;br /&gt;
# Tactical Control Center - TACC2&lt;br /&gt;
# Mission Commander - MC&lt;br /&gt;
# Team Lead (previously called Package Lead) - TL&lt;br /&gt;
# Flight Lead - FL&lt;br /&gt;
# Element Lead - EL&lt;br /&gt;
# Wingman - WM&lt;br /&gt;
&lt;br /&gt;
Within this squadron MC&#039;s duties will be taken over by TACC2 or TL (due to missing personal)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 02 / TACADMIN ==&lt;br /&gt;
Tactical Administration (TACADMIN) consists of all processes and procedures that occur in the TAC C2 area of operations. It covers interflight and intraflight procedures and airborne mission preparation that directly supports executing the tactical mission objective. Examples include weapon arming, sensor management, and tactical communication checks.&lt;br /&gt;
&lt;br /&gt;
=== Fuel and Weapons Status ===&lt;br /&gt;
Aircraft are &#039;&#039;&#039;assumed GREEN&#039;&#039;&#039; unless otherwise reported.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Status&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|GREEN&lt;br /&gt;
|Sufficient for continued mission execution&lt;br /&gt;
|-&lt;br /&gt;
|YELLOW&lt;br /&gt;
|Approaching a level insufficient to continue execution&lt;br /&gt;
|-&lt;br /&gt;
|RED&lt;br /&gt;
|Insufficient to continue execution&lt;br /&gt;
|}&lt;br /&gt;
Aircraft must relay YELLOW to the controller. The controller is responsible for coordinating on-station relief before an aircraft communicates RED.&lt;br /&gt;
  RAMBO 01, FUEL RED, WEAPONS GREEN.&lt;br /&gt;
&lt;br /&gt;
=== BRAA and BULLSEYE CallS ===&lt;br /&gt;
Tactical control format: &#039;&#039;&#039;Bearing, Range, Altitude, Aspect&#039;&#039;&#039; relative to the specified friendly aircraft. Used by the controller when information pertains to one specific aircraft, or in response to BOGEY DOPE, SNAPLOCK, and THREAT calls.&lt;br /&gt;
&lt;br /&gt;
Bullseye format: Bearing and Range from BULLSEYE, Altitude, Aspect. Use for description of GROUP and TARGET &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Format&lt;br /&gt;
!Bearing&lt;br /&gt;
!Range (nm)&lt;br /&gt;
!Altitude (ft)&lt;br /&gt;
!Aspect&lt;br /&gt;
|-&lt;br /&gt;
|BRAA&lt;br /&gt;
|3 2 0&lt;br /&gt;
|30&lt;br /&gt;
|20 thousand&lt;br /&gt;
|Flanking&lt;br /&gt;
|-&lt;br /&gt;
|BULLSEYE&lt;br /&gt;
|1 1 0&lt;br /&gt;
|30 &lt;br /&gt;
|25 thousand&lt;br /&gt;
|HOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flight Check / Frequency Change ===&lt;br /&gt;
When Switching a Frequency it is important to ensure that all Flight Members arrive on that Frequency. To ensure this the FL will execute a &#039;&#039;&#039;Flight Check&#039;&#039;&#039; a procedure that requires all wingman to respond on that frequency with their inflight Nr. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|FL &lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;FL (intraflight)&#039;&#039;&lt;br /&gt;
|&#039;&#039;Flight Push {UHF/VHF, Radio 1/2} Button #&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;All flight members switch to the new Frequency&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Check&lt;br /&gt;
|-&lt;br /&gt;
|WM&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|EL&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|2nd WM&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Authentication (DRYAD) ===&lt;br /&gt;
Verifies contact with an allied unit. A challenging station picks a letter from the leftmost column and a second from that row. The responding station replies with the letter directly below the second chosen letter. The DRYAD table is issued in the pre-mission briefing. Pilots are responsible for initiating authentication with the controlling station.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{TACC2-CS} {CS} Authenticate E-A&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Come back G&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authenticate J-U&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|Come back R&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authentication Sweet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ALPHA CHECK ===&lt;br /&gt;
Alpha Checks are used to ensure all parties use the same Georeference&lt;br /&gt;
 DARKSTAR, SHADOW11 Request ALPHA CHECK BULLSEYE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11, DARKSTAR ALPHA CHECK BULLSYE 0 6 0 / 30&lt;br /&gt;
&lt;br /&gt;
 SAME, SHADOW11&lt;br /&gt;
&lt;br /&gt;
== 03 / Check-In Procedures ==&lt;br /&gt;
The purpose of check-in is to establish contact between aircrew and TAC C2, allow the controller to establish accountability, and pass critical mission information before handoff to the final controller.&lt;br /&gt;
&lt;br /&gt;
Check-in accomplishes the following before and after mission execution: positive friendly identification via IFF and/or data link, ALPHA CHECK from BULLSEYE, safety-of-flight information, and weather update.&lt;br /&gt;
&lt;br /&gt;
Note: BULLSEYE cannot be used for initial position calls — only valid after ALPHA CHECK.&lt;br /&gt;
&lt;br /&gt;
=== Check In ON TACC2 NET (MNPOPCA Format) ===&lt;br /&gt;
The MNPOPCA format outlines the informations a aircrew should prepare before beginning the Check in process:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |MNPOPCA Format&lt;br /&gt;
|-&lt;br /&gt;
|Mission Number&lt;br /&gt;
|-&lt;br /&gt;
|Number and Type of Aircraft&lt;br /&gt;
|-&lt;br /&gt;
|Position and Altitude&lt;br /&gt;
|-&lt;br /&gt;
|Ordnance (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
|Playtime&lt;br /&gt;
|-&lt;br /&gt;
|Capabilities (e.g., laser, infrared pod, data link)&lt;br /&gt;
|-&lt;br /&gt;
|Abort Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in AS FRAGGED ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# as Fragged, Request Alpha Check from Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS}, {Controller-CS} Contact, Alpha Check Bullseye {Position}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in WITH EXCEPTIONS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# Checking in with Exceptions. Request Alpha Check Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|{CS}, Alpha Check Bullseye {Position} continue with Check In&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} {State Exceptions in plain Language}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 04 / Force Packaging ==&lt;br /&gt;
Before entering a target area or leaving the MARSHAL Hold the MC will ensure that all Flight are able to operate. &lt;br /&gt;
&lt;br /&gt;
=== Roll Call ===&lt;br /&gt;
Roll call is initiated by the controller or MC at a predetermined time to confirm force accountability. Each flight lead or team lead responds with call sign in sequence.&lt;br /&gt;
  MC:       PACKAGE BRAVO WHISKEY, ROLL CALL.&lt;br /&gt;
  FLs:      EAGLE. VIPER WITH EXCEPTIONS. BONES. GROWL. MOJO.&lt;br /&gt;
  MC:       VIPER, GO WITH EXCEPTIONS.&lt;br /&gt;
  VIPER FL: VIPER MINUS 2.&lt;br /&gt;
=== Timing Changes ===&lt;br /&gt;
&#039;&#039;&#039;ROLEX&#039;&#039;&#039; — timeline adjustment in minutes, always referenced from the original preplanned mission execution time. PLUS is assumed. Not additive.&lt;br /&gt;
  PACKAGE WHISKEY ALPHA, ROLEX 10. (Original 1500Z → New 1510Z)&lt;br /&gt;
&#039;&#039;&#039;SLIP&#039;&#039;&#039; — time delay to an individual flight or element event. Not additive.&lt;br /&gt;
  HOSS 1, SLIP TOT 6 MINUTES. (Original 1500Z → New 1506Z)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Air-to-Air Refueling ==&lt;br /&gt;
AAR requires close coordination with the tanker around a pre-briefed Rendezvous (RV). SOURCE uses &#039;&#039;&#039;RV Alpha (Fixed Anchor)&#039;&#039;&#039; for all operations. (due to DCS limitations)&lt;br /&gt;
&lt;br /&gt;
=== Tanker Orbit Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Usage&lt;br /&gt;
!ex.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039;&lt;br /&gt;
|Receivers departing · Emergency&lt;br /&gt;
|FL210&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAVO&#039;&#039;&#039;&lt;br /&gt;
|Tanker base level&lt;br /&gt;
|FL200&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHARLIE&#039;&#039;&#039;&lt;br /&gt;
|Receiver evasive&lt;br /&gt;
|FL190&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DELTA&#039;&#039;&#039;&lt;br /&gt;
|Receivers approaching&lt;br /&gt;
|FL180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== RV Alpha Procedure ===&lt;br /&gt;
Receiver: fly 2,000 ft below AAR altitude · follow controller heading · declare JUDY on radar contact · declare VISUAL when in sight · weapons safe and radar off · take ECHELON LEFT when authorized.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Proceed Tanker BRAA {BRAA}, RV Alpha, Tanker Freq {Freq} {Instructions}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Roger, RV Alpha, Tanker Freq {Freq} {Readback}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once flight has radar contact with tanker&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Flight Name} Judy 1, Weapons Safe&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once tanker is in sight&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Tanker {x} o&#039;clock, report visual&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Nose Cold, visual with tanker&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Roger, contact boom&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Switch to DCS tanker frequency and join up&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
FL must confirm Nose Cold / Weapons Safe with wingmen on intraflight before reporting to the controller.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / Positive Identification (PID) ==&lt;br /&gt;
PID proves, to a defensible standard, that the contact is a legitimate target under the ROE. Proof may come from sensors, behavior, location, declarations, or higher authority.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electronic PID&#039;&#039;&#039;&lt;br /&gt;
|IFF interrogation, data link picture, NCTR, controller declaration. Most common form in BVR.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Visual PID (VID)&#039;&#039;&#039;&lt;br /&gt;
|Confirm number, type, livery, armament, heading, speed. Requires merge or VID pass.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ground Targets&#039;&#039;&#039;&lt;br /&gt;
|Correlate with pre-briefed target.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 08 / Air-to-Air Combat ==&lt;br /&gt;
[[MTTP/A2A|Air to Air Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Air-to-Surface Combat ==&lt;br /&gt;
[[MTTP/A2S|Air to Surface Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Brevity Words ==&lt;br /&gt;
&lt;br /&gt;
=== Situational Awareness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA CHECK&#039;&#039;&#039;&lt;br /&gt;
|Verification of ownship position relative to BULLSEYE. Used at check-in to confirm navigation accuracy. ALPHA CHECK correlation is defined as within 3 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANGELS&#039;&#039;&#039;&lt;br /&gt;
|Height of friendly aircraft in thousands of feet MSL (e.g., ANGELS TWENTY = 20,000 ft).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY DOPE&#039;&#039;&#039;&lt;br /&gt;
|Request for BRAA information on the indicated or nearest GROUP. Does not imply targeting.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAA&#039;&#039;&#039;&lt;br /&gt;
|Bearing, Range, Altitude, and Aspect relative to the specified friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BULLSEYE&#039;&#039;&#039;&lt;br /&gt;
|A pre-briefed reference point from which the position of an object is referred to by magnetic bearing and range in nm. Not to be truncated to &amp;quot;BULL.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLEAN&#039;&#039;&#039;&lt;br /&gt;
|1. No sensor information on a GROUP of interest.&lt;br /&gt;
2. No visible battle damage. &lt;br /&gt;
3. Aircraft not carrying external stores. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLARA&#039;&#039;&#039;&lt;br /&gt;
|Radar scope is clear of contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Individual radar return within a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FADED&#039;&#039;&#039;&lt;br /&gt;
|A previously tracked GROUP not updated by sensors for 30 seconds. Last known position implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GROUP&#039;&#039;&#039;&lt;br /&gt;
|Any number of air contacts within 3 nm in azimuth and range of each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HEAVY&#039;&#039;&#039;&lt;br /&gt;
|A GROUP known to contain three or more contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JUDY&#039;&#039;&#039;&lt;br /&gt;
|Aircrew has taken control of the intercept and requires only situational awareness information. Controller minimizes transmissions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MERGED&#039;&#039;&#039;&lt;br /&gt;
|Friendlies and targets have arrived in the visual arena, within 3–5 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEGATIVE CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Used for friendly aircraft not held on sensors. FADED is not used for friendlies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NO JOY&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with the target or bandit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Request for a description of all GROUPs and their spatial relationships in BULLSEYE format.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PLAYTIME&#039;&#039;&#039;&lt;br /&gt;
|Time aircraft can remain on station, given in hours plus minutes (e.g., ONE PLUS THIRTY).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TALLY&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a target or enemy aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VANISHED&#039;&#039;&#039;&lt;br /&gt;
|A FADED GROUP correlated to a successful friendly shot. Assessed as killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VISUAL&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a friendly aircraft, ground unit, or ship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contact Status and Declaration ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANDIT&#039;&#039;&#039;&lt;br /&gt;
|Positively identified as enemy IAW theater ID criteria. Does not imply authority to engage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY&#039;&#039;&#039;&lt;br /&gt;
|Contact whose identity is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DECLARE&#039;&#039;&#039;&lt;br /&gt;
|Inquiry as to the identity of a specified track or GROUP. Responses include: FRIENDLY, BOGEY, BANDIT, HOSTILE, NEUTRAL, UNABLE, CLEAN, or FURBALL. Full positional data (BULLSEYE) must accompany responses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FRIENDLY&#039;&#039;&#039;&lt;br /&gt;
|Positively identified friendly aircraft, ship, or ground position.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FURBALL&#039;&#039;&#039;&lt;br /&gt;
|Non-friendly and friendly aircraft within 5 nm of each other. May be a response to a DECLARE request.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HIGH&#039;&#039;&#039;&lt;br /&gt;
|Contact is above 40,000 ft MSL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOSTILE&#039;&#039;&#039;&lt;br /&gt;
|Contact identified as enemy upon which clearance to fire is authorized IAW ROE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEUTRAL&#039;&#039;&#039;&lt;br /&gt;
|Positively identified aircraft whose characteristics indicate it is neither supporting nor opposing friendly forces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUTLAW&#039;&#039;&#039;&lt;br /&gt;
|Contact originating from a known or suspected hostile airfield or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPADES&#039;&#039;&#039;&lt;br /&gt;
|Contact returns no or invalid IFF response on interrogation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed 660–900 knots ground speed or Mach 1.1–1.5.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VERY FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed above 900 knots or Mach 1.5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Picture Labels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AZIMUTH&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated laterally at approximately the same range from the fighters. Named by cardinal directions (e.g., NORTH GROUP, SOUTH GROUP).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RANGE&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated in depth along the threat axis. Named LEAD GROUP and TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WALL&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in azimuth with depth ≤5 nm or closing. Outer GROUPs named by cardinal directions; inner GROUPs named MIDDLE GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHAMPAGNE&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with two closest to fighters in azimuth and one in trail. LEAD GROUPs named with cardinal direction; TRAIL GROUP in range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VIC&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with one closest to fighters and two in trail separated in azimuth. LEAD GROUP closest; TRAIL GROUPs named with cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOX&#039;&#039;&#039;&lt;br /&gt;
|Four GROUPs with two in azimuth closest to fighters and two in azimuth farthest. Named LEAD GROUP (cardinal) and TRAIL GROUP (cardinal).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LADDER&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in range. Named LEAD GROUP, MIDDLE GROUP (or SECOND, THIRD), TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;STACK&#039;&#039;&#039;&lt;br /&gt;
|Two or more contacts in a GROUP with ≥10,000 ft altitude separation. Higher altitude stated first.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LEADING EDGE&#039;&#039;&#039;&lt;br /&gt;
|The GROUPs the fighters expect to target in the upcoming intercept. Follow-on GROUPs are communicated as WAVES (SECOND WAVE, THIRD WAVE, etc.).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEW PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Tactical picture has changed. Supersedes all previous calls and reestablishes the picture for all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039;&lt;br /&gt;
|Newly detected GROUP outside targeting range that does not fit the current picture label.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039;&lt;br /&gt;
|Previously undetected GROUP appearing inside targeting range but outside THREAT range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039;&lt;br /&gt;
|Undetected or unreported GROUP meeting briefed THREAT criteria. Communicated in BRAA format to the closest aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OPENING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is increasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLOSING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is decreasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WEIGHTED&#039;&#039;&#039;&lt;br /&gt;
|Picture with three or more GROUPs where one or more GROUPs are offset from an equidistant arrangement. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ECHELON&#039;&#039;&#039;&lt;br /&gt;
|GROUPs in a traditional label that are not directly in azimuth or range with one another. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PASSING&#039;&#039;&#039;&lt;br /&gt;
|Two named GROUPs with a RANGE relationship maneuvering to opposite sides in a RANGE relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CROSSING&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs with an AZIMUTH relationship maneuvering to opposite sides in an AZIMUTH relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JOINED&#039;&#039;&#039;&lt;br /&gt;
|Two or more named GROUPs maneuver to meet and maintain GROUP criteria.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|A GROUP inside targeting range with no assigned fighter. Used by the controller to flag priority GROUPs at risk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Targeting and Responsibility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COMMIT&#039;&#039;&#039;&lt;br /&gt;
|Directive to move to intercept or engage a specified GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGET&#039;&#039;&#039;&lt;br /&gt;
|Assignment of targeting responsibility for a specific GROUP to a flight or section.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&lt;br /&gt;
|Fighter has acquired the assigned GROUP and assumed responsibility for it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|GROUP inside targeting range with no fighter assigned.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DROPPING&#039;&#039;&#039;&lt;br /&gt;
|Stop monitoring a specified GROUP or emitter and resume search responsibilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RESET&#039;&#039;&#039;&lt;br /&gt;
|Proceed to prebriefed position or area of operations. Implies DROPPING and return of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MELD&#039;&#039;&#039;&lt;br /&gt;
|Shift radar responsibilities from airspace sanitization to gaining situational awareness on the assigned GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SORTED&#039;&#039;&#039;&lt;br /&gt;
|Sort responsibility within a GROUP has been met by the calling fighter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANCHORED&#039;&#039;&#039;&lt;br /&gt;
|Turning engagement at the specified location. Fighter is engaged and not flowing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SEPARATION&#039;&#039;&#039;&lt;br /&gt;
|Request or information call stating the distance in nm between two GROUPs or WAVES.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE CROSSER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maneuvers into a different area of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE RIDER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maintains a track direction on or near the boundary between targeting areas.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Employment ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ENGAGE&#039;&#039;&#039;&lt;br /&gt;
|Directive to fire on a designated target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX ONE&#039;&#039;&#039;&lt;br /&gt;
|Semi-active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX TWO&#039;&#039;&#039;&lt;br /&gt;
|Infrared-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX THREE&#039;&#039;&#039;&lt;br /&gt;
|Active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPLASH&#039;&#039;&#039;&lt;br /&gt;
|Missile has impacted. Target is assessed as destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SNAPLOCK&#039;&#039;&#039;&lt;br /&gt;
|Fighter has gained sensor contact to a GROUP inside THREAT range with BEAM or hotter aspect. BRAA and aspect implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPIKED&#039;&#039;&#039;&lt;br /&gt;
|Fighter is being painted by an airborne radar. Called with bearing or cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUSIC&#039;&#039;&#039;&lt;br /&gt;
|Fighter is experiencing radar electromagnetic deceptive jamming from a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PRESS&#039;&#039;&#039;&lt;br /&gt;
|Requested action is approved and mutual support will be maintained. Assumes VISUAL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANZAI&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-decide tactics with intent to maneuver into the visual arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SKATE&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-leave tactics.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEFEND(ING)&#039;&#039;&#039;&lt;br /&gt;
|Fighter is maneuvering defensively against a threat. Called with cardinal direction of defensive turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maneuver and Flow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BREAK&#039;&#039;&#039;&lt;br /&gt;
|(Direction) Immediate maximum-performance turn. Safety of flight or to defeat a weapons solution.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUSTER&#039;&#039;&#039;&lt;br /&gt;
|Fly at maximum continuous speed without afterburner (military power).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GATE&#039;&#039;&#039;&lt;br /&gt;
|Fly as fast as possible; use afterburner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FLOW COLD&#039;&#039;&#039;&lt;br /&gt;
|Initiate a turn away from the anticipated threat; begin COLD operations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning toward the threat or target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUT&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning away from the threat.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CRANK&#039;&#039;&#039;&lt;br /&gt;
|Maneuver in the indicated direction while maintaining radar contact on the bandit at the radar gimbal limit. Reduces closure rate while sustaining illumination.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NOTCH&#039;&#039;&#039;&lt;br /&gt;
|Maneuver to place a radar-guided threat on the beam to defeat its Doppler filter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRESPASS&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has entered a known or pop-up SAM MEZ. Directive call to snap 180 degrees away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARD&#039;&#039;&#039;&lt;br /&gt;
|High-G-force, energy sustaining turn in the indicated direction (default is a 180-degree turn).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMPLETION and ABORT ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;MILLER TIME&#039;&#039;&#039;&lt;br /&gt;
|Last striker in the package has completed the attack&lt;br /&gt;
|{Controller-CS} {CS} MILLER TIME&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUGOUT&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and has no intention to return&lt;br /&gt;
|{Controller-CS} {CS} BUGOUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OFF&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and is repositioning or egressing within the area&lt;br /&gt;
|{Controller-CS} {CS} OFF {Direction}&lt;br /&gt;
|}&lt;br /&gt;
=== AIR TO SURFACE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRT&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUD&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SINGER&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a SAM launch. The threat has fired.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SCAN&#039;&#039;&#039;&lt;br /&gt;
|Search the indicated sector and report any contacts.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WORK&#039;&#039;&#039;&lt;br /&gt;
|Directive call to conduct geolocation on a specific target or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039;&lt;br /&gt;
|Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FIXED&#039;&#039;&#039;&lt;br /&gt;
|Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRACK&#039;&#039;&#039;&lt;br /&gt;
|Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CAPTURED&#039;&#039;&#039;&lt;br /&gt;
|Object has been acquired and is being actively tracked.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COVER&#039;&#039;&#039;&lt;br /&gt;
|Directive call to be ready for reattack or re-engage if weapon effects are not achieved.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOUNDDOG&#039;&#039;&#039;&lt;br /&gt;
|Aircraft is in a position to employ weapons. Used in response to COVER.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARM INBOUND&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] High-speed antiradiation missile already employed&lt;br /&gt;
|ARM is already in the air — the threat is being engaged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MAGNUM&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] Launch of FRIENDLY antiradiation missile&lt;br /&gt;
|ARM is being launched now in response to this call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ARIZONA&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] No antiradiation missile ordnance remaining&lt;br /&gt;
|SEAD aircraft is Winchester on ARMs&lt;br /&gt;
|}&lt;br /&gt;
=== Status and Administrative ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AS FRAGGED&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform exactly as briefed or scheduled per the ATO.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WITH EXCEPTIONS&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform as briefed with stated deviations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AUTHENTICATE&#039;&#039;&#039;&lt;br /&gt;
|Request to verify contact with an allied unit using the DRYAD table.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BLIND&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with a friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FENCE IN / OUT&#039;&#039;&#039;&lt;br /&gt;
|Perform the combat configuration checklist entering or exiting the hostile area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LOWDOWN&#039;&#039;&#039;&lt;br /&gt;
|Request for the current tactical electromagnetic support or ground/surface picture.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ROLEX&#039;&#039;&#039;&lt;br /&gt;
|Timeline adjustment in minutes from original planned execution time. PLUS assumed. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SLIP&#039;&#039;&#039;&lt;br /&gt;
|Time delay to an individual flight or element event. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNABLE&#039;&#039;&#039;&lt;br /&gt;
|Cannot comply as requested or directed.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=436</id>
		<title>General/Tactical Communication Revision 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=436"/>
		<updated>2026-06-11T15:11:06Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* Check in AS FRAGGED */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:1.1em; color:#660000; font-weight:bold;&amp;quot;&amp;gt;SOURCE — Tactical Communications Guide&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.85em; font-weight:bold;&amp;quot;&amp;gt;Covers: Airspace Control · TACADMIN · Check-In · Force Packaging · Air-to-Air Communication · Brevity&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.8em; color:#555;&amp;quot;&amp;gt;&#039;&#039;Based on ATP 3-52.4 / MCRP 3-20F.10 / NTTP 6-02.9 / AFTTP 3-2.8, October 2024. Adapted for DCS.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 01 / Airspace Control ==&lt;br /&gt;
Airspace control is the exercise of delegated authority over designated airspace and users through control procedures and coordination measures to maximize operational effectiveness.&lt;br /&gt;
&lt;br /&gt;
There are two methods of airspace control:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Positive Control&#039;&#039;&#039; relies on positive identification, tracking, and direction of aircraft within an airspace, conducted with electronic means by an agency having the authority and responsibility therein. It requires sensors to locate and identify airspace users in real time and communications to maintain continuous contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Procedural Control&#039;&#039;&#039; relies on a combination of previously agreed upon and promulgated orders and procedures. Examples include air defense identification procedures, voice and digital communications between aircraft and airspace control elements, and airspace control measures such as coordinating altitudes and restricted operating zones.&lt;br /&gt;
&lt;br /&gt;
=== Tactical Command and Control (TAC C2) ===&lt;br /&gt;
TAC C2 agencies use positive and/or procedural control methods to control airspace and manage air operations. Throughout this guide, &#039;&#039;&#039;Controller&#039;&#039;&#039; is used as a generic term for the individual providing tactical control, whether airborne or ground-based.&lt;br /&gt;
&lt;br /&gt;
Primary TAC C2 responsibilities:&lt;br /&gt;
&lt;br /&gt;
* Enable the flow of forces to and from an objective area&lt;br /&gt;
* Provide threat warning information and maintain situational awareness&lt;br /&gt;
* Maintain SA of supporting asset status, threat information, and target area information&lt;br /&gt;
* Maintain air asset deconfliction to and from a working area&lt;br /&gt;
&lt;br /&gt;
=== Transmission Types ===&lt;br /&gt;
All radio transmissions are associated with a call sign. There are three transmission types:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive&#039;&#039;&#039; — the call sign of the entity being directed is used.&lt;br /&gt;
  HORNET 2, TARGET NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Interrogative&#039;&#039;&#039; — requests a response; format is [entity speaking to], [speaking entity].&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Informative&#039;&#039;&#039; — provides information without requiring a response; format is [speaking entity].&lt;br /&gt;
  EAGLE 11, FUEL YELLOW.&lt;br /&gt;
&lt;br /&gt;
=== AUTHORITY ===&lt;br /&gt;
Their are the following party&#039;s that hold decreasing levels of control. &lt;br /&gt;
&lt;br /&gt;
# Tactical Control Center - TACC2&lt;br /&gt;
# Mission Commander - MC&lt;br /&gt;
# Team Lead (previously called Package Lead) - TL&lt;br /&gt;
# Flight Lead - FL&lt;br /&gt;
# Element Lead - EL&lt;br /&gt;
# Wingman - WM&lt;br /&gt;
&lt;br /&gt;
Within this squadron MC&#039;s duties will be taken over by TACC2 or TL (due to missing personal)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 02 / TACADMIN ==&lt;br /&gt;
Tactical Administration (TACADMIN) consists of all processes and procedures that occur in the TAC C2 area of operations. It covers interflight and intraflight procedures and airborne mission preparation that directly supports executing the tactical mission objective. Examples include weapon arming, sensor management, and tactical communication checks.&lt;br /&gt;
&lt;br /&gt;
=== Fuel and Weapons Status ===&lt;br /&gt;
Aircraft are &#039;&#039;&#039;assumed GREEN&#039;&#039;&#039; unless otherwise reported.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Status&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|GREEN&lt;br /&gt;
|Sufficient for continued mission execution&lt;br /&gt;
|-&lt;br /&gt;
|YELLOW&lt;br /&gt;
|Approaching a level insufficient to continue execution&lt;br /&gt;
|-&lt;br /&gt;
|RED&lt;br /&gt;
|Insufficient to continue execution&lt;br /&gt;
|}&lt;br /&gt;
Aircraft must relay YELLOW to the controller. The controller is responsible for coordinating on-station relief before an aircraft communicates RED.&lt;br /&gt;
  RAMBO 01, FUEL RED, WEAPONS GREEN.&lt;br /&gt;
&lt;br /&gt;
=== BRAA and BULLSEYE CallS ===&lt;br /&gt;
Tactical control format: &#039;&#039;&#039;Bearing, Range, Altitude, Aspect&#039;&#039;&#039; relative to the specified friendly aircraft. Used by the controller when information pertains to one specific aircraft, or in response to BOGEY DOPE, SNAPLOCK, and THREAT calls.&lt;br /&gt;
&lt;br /&gt;
Bullseye format: Bearing and Range from BULLSEYE, Altitude, Aspect. Use for description of GROUP and TARGET &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Format&lt;br /&gt;
!Bearing&lt;br /&gt;
!Range (nm)&lt;br /&gt;
!Altitude (ft)&lt;br /&gt;
!Aspect&lt;br /&gt;
|-&lt;br /&gt;
|BRAA&lt;br /&gt;
|3 2 0&lt;br /&gt;
|30&lt;br /&gt;
|20 thousand&lt;br /&gt;
|Flanking&lt;br /&gt;
|-&lt;br /&gt;
|BULLSEYE&lt;br /&gt;
|1 1 0&lt;br /&gt;
|30 &lt;br /&gt;
|25 thousand&lt;br /&gt;
|HOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flight Check / Frequency Change ===&lt;br /&gt;
When Switching a Frequency it is important to ensure that all Flight Members arrive on that Frequency. To ensure this the FL will execute a &#039;&#039;&#039;Flight Check&#039;&#039;&#039; a procedure that requires all wingman to respond on that frequency with their inflight Nr. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|FL &lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;FL (intraflight)&#039;&#039;&lt;br /&gt;
|&#039;&#039;Flight Push {UHF/VHF, Radio 1/2} Button #&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;All flight members switch to the new Frequency&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Check&lt;br /&gt;
|-&lt;br /&gt;
|WM&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|EL&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|2nd WM&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Authentication (DRYAD) ===&lt;br /&gt;
Verifies contact with an allied unit. A challenging station picks a letter from the leftmost column and a second from that row. The responding station replies with the letter directly below the second chosen letter. The DRYAD table is issued in the pre-mission briefing. Pilots are responsible for initiating authentication with the controlling station.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{TACC2-CS} {CS} Authenticate E-A&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Come back G&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authenticate J-U&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|Come back R&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authentication Sweet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 03 / Check-In Procedures ==&lt;br /&gt;
The purpose of check-in is to establish contact between aircrew and TAC C2, allow the controller to establish accountability, and pass critical mission information before handoff to the final controller.&lt;br /&gt;
&lt;br /&gt;
Check-in accomplishes the following before and after mission execution: positive friendly identification via IFF and/or data link, ALPHA CHECK from BULLSEYE, safety-of-flight information, and weather update.&lt;br /&gt;
&lt;br /&gt;
Note: BULLSEYE cannot be used for initial position calls — only valid after ALPHA CHECK.&lt;br /&gt;
&lt;br /&gt;
=== Check In ON TACC2 NET (MNPOPCA Format) ===&lt;br /&gt;
The MNPOPCA format outlines the informations a aircrew should prepare before beginning the Check in process:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |MNPOPCA Format&lt;br /&gt;
|-&lt;br /&gt;
|Mission Number&lt;br /&gt;
|-&lt;br /&gt;
|Number and Type of Aircraft&lt;br /&gt;
|-&lt;br /&gt;
|Position and Altitude&lt;br /&gt;
|-&lt;br /&gt;
|Ordnance (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
|Playtime&lt;br /&gt;
|-&lt;br /&gt;
|Capabilities (e.g., laser, infrared pod, data link)&lt;br /&gt;
|-&lt;br /&gt;
|Abort Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in AS FRAGGED ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# as Fragged, Request Alpha Check from Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS}, {Controller-CS} Contact, Alpha Check Bullseye {Position}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in WITH EXCEPTIONS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# Checking in with Exceptions. Request Alpha Check Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|{CS}, Alpha Check Bullseye {Position} continue with Check In&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} {State Exceptions in plain Language}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 04 / Force Packaging ==&lt;br /&gt;
Before entering a target area or leaving the MARSHAL Hold the MC will ensure that all Flight are able to operate. &lt;br /&gt;
&lt;br /&gt;
=== Roll Call ===&lt;br /&gt;
Roll call is initiated by the controller or MC at a predetermined time to confirm force accountability. Each flight lead or team lead responds with call sign in sequence.&lt;br /&gt;
  MC:       PACKAGE BRAVO WHISKEY, ROLL CALL.&lt;br /&gt;
  FLs:      EAGLE. VIPER WITH EXCEPTIONS. BONES. GROWL. MOJO.&lt;br /&gt;
  MC:       VIPER, GO WITH EXCEPTIONS.&lt;br /&gt;
  VIPER FL: VIPER MINUS 2.&lt;br /&gt;
=== Timing Changes ===&lt;br /&gt;
&#039;&#039;&#039;ROLEX&#039;&#039;&#039; — timeline adjustment in minutes, always referenced from the original preplanned mission execution time. PLUS is assumed. Not additive.&lt;br /&gt;
  PACKAGE WHISKEY ALPHA, ROLEX 10. (Original 1500Z → New 1510Z)&lt;br /&gt;
&#039;&#039;&#039;SLIP&#039;&#039;&#039; — time delay to an individual flight or element event. Not additive.&lt;br /&gt;
  HOSS 1, SLIP TOT 6 MINUTES. (Original 1500Z → New 1506Z)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Air-to-Air Refueling ==&lt;br /&gt;
AAR requires close coordination with the tanker around a pre-briefed Rendezvous (RV). SOURCE uses &#039;&#039;&#039;RV Alpha (Fixed Anchor)&#039;&#039;&#039; for all operations. (due to DCS limitations)&lt;br /&gt;
&lt;br /&gt;
=== Tanker Orbit Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Usage&lt;br /&gt;
!ex.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039;&lt;br /&gt;
|Receivers departing · Emergency&lt;br /&gt;
|FL210&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAVO&#039;&#039;&#039;&lt;br /&gt;
|Tanker base level&lt;br /&gt;
|FL200&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHARLIE&#039;&#039;&#039;&lt;br /&gt;
|Receiver evasive&lt;br /&gt;
|FL190&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DELTA&#039;&#039;&#039;&lt;br /&gt;
|Receivers approaching&lt;br /&gt;
|FL180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== RV Alpha Procedure ===&lt;br /&gt;
Receiver: fly 2,000 ft below AAR altitude · follow controller heading · declare JUDY on radar contact · declare VISUAL when in sight · weapons safe and radar off · take ECHELON LEFT when authorized.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Proceed Tanker BRAA {BRAA}, RV Alpha, Tanker Freq {Freq} {Instructions}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Roger, RV Alpha, Tanker Freq {Freq} {Readback}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once flight has radar contact with tanker&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Flight Name} Judy 1, Weapons Safe&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once tanker is in sight&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Tanker {x} o&#039;clock, report visual&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Nose Cold, visual with tanker&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Roger, contact boom&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Switch to DCS tanker frequency and join up&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
FL must confirm Nose Cold / Weapons Safe with wingmen on intraflight before reporting to the controller.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / Positive Identification (PID) ==&lt;br /&gt;
PID proves, to a defensible standard, that the contact is a legitimate target under the ROE. Proof may come from sensors, behavior, location, declarations, or higher authority.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electronic PID&#039;&#039;&#039;&lt;br /&gt;
|IFF interrogation, data link picture, NCTR, controller declaration. Most common form in BVR.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Visual PID (VID)&#039;&#039;&#039;&lt;br /&gt;
|Confirm number, type, livery, armament, heading, speed. Requires merge or VID pass.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ground Targets&#039;&#039;&#039;&lt;br /&gt;
|Correlate with pre-briefed target.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 08 / Air-to-Air Combat ==&lt;br /&gt;
[[MTTP/A2A|Air to Air Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Air-to-Surface Combat ==&lt;br /&gt;
[[MTTP/A2S|Air to Surface Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Brevity Words ==&lt;br /&gt;
&lt;br /&gt;
=== Situational Awareness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA CHECK&#039;&#039;&#039;&lt;br /&gt;
|Verification of ownship position relative to BULLSEYE. Used at check-in to confirm navigation accuracy. ALPHA CHECK correlation is defined as within 3 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANGELS&#039;&#039;&#039;&lt;br /&gt;
|Height of friendly aircraft in thousands of feet MSL (e.g., ANGELS TWENTY = 20,000 ft).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY DOPE&#039;&#039;&#039;&lt;br /&gt;
|Request for BRAA information on the indicated or nearest GROUP. Does not imply targeting.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAA&#039;&#039;&#039;&lt;br /&gt;
|Bearing, Range, Altitude, and Aspect relative to the specified friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BULLSEYE&#039;&#039;&#039;&lt;br /&gt;
|A pre-briefed reference point from which the position of an object is referred to by magnetic bearing and range in nm. Not to be truncated to &amp;quot;BULL.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLEAN&#039;&#039;&#039;&lt;br /&gt;
|1. No sensor information on a GROUP of interest.&lt;br /&gt;
2. No visible battle damage. &lt;br /&gt;
3. Aircraft not carrying external stores. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLARA&#039;&#039;&#039;&lt;br /&gt;
|Radar scope is clear of contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Individual radar return within a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FADED&#039;&#039;&#039;&lt;br /&gt;
|A previously tracked GROUP not updated by sensors for 30 seconds. Last known position implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GROUP&#039;&#039;&#039;&lt;br /&gt;
|Any number of air contacts within 3 nm in azimuth and range of each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HEAVY&#039;&#039;&#039;&lt;br /&gt;
|A GROUP known to contain three or more contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JUDY&#039;&#039;&#039;&lt;br /&gt;
|Aircrew has taken control of the intercept and requires only situational awareness information. Controller minimizes transmissions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MERGED&#039;&#039;&#039;&lt;br /&gt;
|Friendlies and targets have arrived in the visual arena, within 3–5 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEGATIVE CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Used for friendly aircraft not held on sensors. FADED is not used for friendlies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NO JOY&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with the target or bandit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Request for a description of all GROUPs and their spatial relationships in BULLSEYE format.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PLAYTIME&#039;&#039;&#039;&lt;br /&gt;
|Time aircraft can remain on station, given in hours plus minutes (e.g., ONE PLUS THIRTY).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TALLY&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a target or enemy aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VANISHED&#039;&#039;&#039;&lt;br /&gt;
|A FADED GROUP correlated to a successful friendly shot. Assessed as killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VISUAL&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a friendly aircraft, ground unit, or ship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contact Status and Declaration ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANDIT&#039;&#039;&#039;&lt;br /&gt;
|Positively identified as enemy IAW theater ID criteria. Does not imply authority to engage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY&#039;&#039;&#039;&lt;br /&gt;
|Contact whose identity is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DECLARE&#039;&#039;&#039;&lt;br /&gt;
|Inquiry as to the identity of a specified track or GROUP. Responses include: FRIENDLY, BOGEY, BANDIT, HOSTILE, NEUTRAL, UNABLE, CLEAN, or FURBALL. Full positional data (BULLSEYE) must accompany responses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FRIENDLY&#039;&#039;&#039;&lt;br /&gt;
|Positively identified friendly aircraft, ship, or ground position.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FURBALL&#039;&#039;&#039;&lt;br /&gt;
|Non-friendly and friendly aircraft within 5 nm of each other. May be a response to a DECLARE request.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HIGH&#039;&#039;&#039;&lt;br /&gt;
|Contact is above 40,000 ft MSL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOSTILE&#039;&#039;&#039;&lt;br /&gt;
|Contact identified as enemy upon which clearance to fire is authorized IAW ROE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEUTRAL&#039;&#039;&#039;&lt;br /&gt;
|Positively identified aircraft whose characteristics indicate it is neither supporting nor opposing friendly forces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUTLAW&#039;&#039;&#039;&lt;br /&gt;
|Contact originating from a known or suspected hostile airfield or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPADES&#039;&#039;&#039;&lt;br /&gt;
|Contact returns no or invalid IFF response on interrogation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed 660–900 knots ground speed or Mach 1.1–1.5.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VERY FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed above 900 knots or Mach 1.5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Picture Labels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AZIMUTH&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated laterally at approximately the same range from the fighters. Named by cardinal directions (e.g., NORTH GROUP, SOUTH GROUP).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RANGE&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated in depth along the threat axis. Named LEAD GROUP and TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WALL&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in azimuth with depth ≤5 nm or closing. Outer GROUPs named by cardinal directions; inner GROUPs named MIDDLE GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHAMPAGNE&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with two closest to fighters in azimuth and one in trail. LEAD GROUPs named with cardinal direction; TRAIL GROUP in range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VIC&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with one closest to fighters and two in trail separated in azimuth. LEAD GROUP closest; TRAIL GROUPs named with cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOX&#039;&#039;&#039;&lt;br /&gt;
|Four GROUPs with two in azimuth closest to fighters and two in azimuth farthest. Named LEAD GROUP (cardinal) and TRAIL GROUP (cardinal).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LADDER&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in range. Named LEAD GROUP, MIDDLE GROUP (or SECOND, THIRD), TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;STACK&#039;&#039;&#039;&lt;br /&gt;
|Two or more contacts in a GROUP with ≥10,000 ft altitude separation. Higher altitude stated first.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LEADING EDGE&#039;&#039;&#039;&lt;br /&gt;
|The GROUPs the fighters expect to target in the upcoming intercept. Follow-on GROUPs are communicated as WAVES (SECOND WAVE, THIRD WAVE, etc.).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEW PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Tactical picture has changed. Supersedes all previous calls and reestablishes the picture for all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039;&lt;br /&gt;
|Newly detected GROUP outside targeting range that does not fit the current picture label.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039;&lt;br /&gt;
|Previously undetected GROUP appearing inside targeting range but outside THREAT range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039;&lt;br /&gt;
|Undetected or unreported GROUP meeting briefed THREAT criteria. Communicated in BRAA format to the closest aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OPENING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is increasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLOSING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is decreasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WEIGHTED&#039;&#039;&#039;&lt;br /&gt;
|Picture with three or more GROUPs where one or more GROUPs are offset from an equidistant arrangement. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ECHELON&#039;&#039;&#039;&lt;br /&gt;
|GROUPs in a traditional label that are not directly in azimuth or range with one another. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PASSING&#039;&#039;&#039;&lt;br /&gt;
|Two named GROUPs with a RANGE relationship maneuvering to opposite sides in a RANGE relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CROSSING&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs with an AZIMUTH relationship maneuvering to opposite sides in an AZIMUTH relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JOINED&#039;&#039;&#039;&lt;br /&gt;
|Two or more named GROUPs maneuver to meet and maintain GROUP criteria.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|A GROUP inside targeting range with no assigned fighter. Used by the controller to flag priority GROUPs at risk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Targeting and Responsibility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COMMIT&#039;&#039;&#039;&lt;br /&gt;
|Directive to move to intercept or engage a specified GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGET&#039;&#039;&#039;&lt;br /&gt;
|Assignment of targeting responsibility for a specific GROUP to a flight or section.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&lt;br /&gt;
|Fighter has acquired the assigned GROUP and assumed responsibility for it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|GROUP inside targeting range with no fighter assigned.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DROPPING&#039;&#039;&#039;&lt;br /&gt;
|Stop monitoring a specified GROUP or emitter and resume search responsibilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RESET&#039;&#039;&#039;&lt;br /&gt;
|Proceed to prebriefed position or area of operations. Implies DROPPING and return of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MELD&#039;&#039;&#039;&lt;br /&gt;
|Shift radar responsibilities from airspace sanitization to gaining situational awareness on the assigned GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SORTED&#039;&#039;&#039;&lt;br /&gt;
|Sort responsibility within a GROUP has been met by the calling fighter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANCHORED&#039;&#039;&#039;&lt;br /&gt;
|Turning engagement at the specified location. Fighter is engaged and not flowing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SEPARATION&#039;&#039;&#039;&lt;br /&gt;
|Request or information call stating the distance in nm between two GROUPs or WAVES.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE CROSSER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maneuvers into a different area of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE RIDER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maintains a track direction on or near the boundary between targeting areas.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Employment ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ENGAGE&#039;&#039;&#039;&lt;br /&gt;
|Directive to fire on a designated target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX ONE&#039;&#039;&#039;&lt;br /&gt;
|Semi-active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX TWO&#039;&#039;&#039;&lt;br /&gt;
|Infrared-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX THREE&#039;&#039;&#039;&lt;br /&gt;
|Active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPLASH&#039;&#039;&#039;&lt;br /&gt;
|Missile has impacted. Target is assessed as destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SNAPLOCK&#039;&#039;&#039;&lt;br /&gt;
|Fighter has gained sensor contact to a GROUP inside THREAT range with BEAM or hotter aspect. BRAA and aspect implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPIKED&#039;&#039;&#039;&lt;br /&gt;
|Fighter is being painted by an airborne radar. Called with bearing or cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUSIC&#039;&#039;&#039;&lt;br /&gt;
|Fighter is experiencing radar electromagnetic deceptive jamming from a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PRESS&#039;&#039;&#039;&lt;br /&gt;
|Requested action is approved and mutual support will be maintained. Assumes VISUAL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANZAI&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-decide tactics with intent to maneuver into the visual arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SKATE&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-leave tactics.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEFEND(ING)&#039;&#039;&#039;&lt;br /&gt;
|Fighter is maneuvering defensively against a threat. Called with cardinal direction of defensive turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maneuver and Flow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BREAK&#039;&#039;&#039;&lt;br /&gt;
|(Direction) Immediate maximum-performance turn. Safety of flight or to defeat a weapons solution.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUSTER&#039;&#039;&#039;&lt;br /&gt;
|Fly at maximum continuous speed without afterburner (military power).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GATE&#039;&#039;&#039;&lt;br /&gt;
|Fly as fast as possible; use afterburner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FLOW COLD&#039;&#039;&#039;&lt;br /&gt;
|Initiate a turn away from the anticipated threat; begin COLD operations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning toward the threat or target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUT&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning away from the threat.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CRANK&#039;&#039;&#039;&lt;br /&gt;
|Maneuver in the indicated direction while maintaining radar contact on the bandit at the radar gimbal limit. Reduces closure rate while sustaining illumination.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NOTCH&#039;&#039;&#039;&lt;br /&gt;
|Maneuver to place a radar-guided threat on the beam to defeat its Doppler filter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRESPASS&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has entered a known or pop-up SAM MEZ. Directive call to snap 180 degrees away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARD&#039;&#039;&#039;&lt;br /&gt;
|High-G-force, energy sustaining turn in the indicated direction (default is a 180-degree turn).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMPLETION and ABORT ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;MILLER TIME&#039;&#039;&#039;&lt;br /&gt;
|Last striker in the package has completed the attack&lt;br /&gt;
|{Controller-CS} {CS} MILLER TIME&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUGOUT&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and has no intention to return&lt;br /&gt;
|{Controller-CS} {CS} BUGOUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OFF&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and is repositioning or egressing within the area&lt;br /&gt;
|{Controller-CS} {CS} OFF {Direction}&lt;br /&gt;
|}&lt;br /&gt;
=== AIR TO SURFACE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRT&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUD&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SINGER&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a SAM launch. The threat has fired.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SCAN&#039;&#039;&#039;&lt;br /&gt;
|Search the indicated sector and report any contacts.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WORK&#039;&#039;&#039;&lt;br /&gt;
|Directive call to conduct geolocation on a specific target or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039;&lt;br /&gt;
|Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FIXED&#039;&#039;&#039;&lt;br /&gt;
|Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRACK&#039;&#039;&#039;&lt;br /&gt;
|Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CAPTURED&#039;&#039;&#039;&lt;br /&gt;
|Object has been acquired and is being actively tracked.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COVER&#039;&#039;&#039;&lt;br /&gt;
|Directive call to be ready for reattack or re-engage if weapon effects are not achieved.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOUNDDOG&#039;&#039;&#039;&lt;br /&gt;
|Aircraft is in a position to employ weapons. Used in response to COVER.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARM INBOUND&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] High-speed antiradiation missile already employed&lt;br /&gt;
|ARM is already in the air — the threat is being engaged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MAGNUM&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] Launch of FRIENDLY antiradiation missile&lt;br /&gt;
|ARM is being launched now in response to this call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ARIZONA&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] No antiradiation missile ordnance remaining&lt;br /&gt;
|SEAD aircraft is Winchester on ARMs&lt;br /&gt;
|}&lt;br /&gt;
=== Status and Administrative ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AS FRAGGED&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform exactly as briefed or scheduled per the ATO.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WITH EXCEPTIONS&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform as briefed with stated deviations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AUTHENTICATE&#039;&#039;&#039;&lt;br /&gt;
|Request to verify contact with an allied unit using the DRYAD table.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BLIND&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with a friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FENCE IN / OUT&#039;&#039;&#039;&lt;br /&gt;
|Perform the combat configuration checklist entering or exiting the hostile area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LOWDOWN&#039;&#039;&#039;&lt;br /&gt;
|Request for the current tactical electromagnetic support or ground/surface picture.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ROLEX&#039;&#039;&#039;&lt;br /&gt;
|Timeline adjustment in minutes from original planned execution time. PLUS assumed. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SLIP&#039;&#039;&#039;&lt;br /&gt;
|Time delay to an individual flight or element event. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNABLE&#039;&#039;&#039;&lt;br /&gt;
|Cannot comply as requested or directed.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=435</id>
		<title>General/Tactical Communication Revision 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=435"/>
		<updated>2026-06-11T15:10:11Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* Check in AS FRAGGED */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:1.1em; color:#660000; font-weight:bold;&amp;quot;&amp;gt;SOURCE — Tactical Communications Guide&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.85em; font-weight:bold;&amp;quot;&amp;gt;Covers: Airspace Control · TACADMIN · Check-In · Force Packaging · Air-to-Air Communication · Brevity&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.8em; color:#555;&amp;quot;&amp;gt;&#039;&#039;Based on ATP 3-52.4 / MCRP 3-20F.10 / NTTP 6-02.9 / AFTTP 3-2.8, October 2024. Adapted for DCS.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 01 / Airspace Control ==&lt;br /&gt;
Airspace control is the exercise of delegated authority over designated airspace and users through control procedures and coordination measures to maximize operational effectiveness.&lt;br /&gt;
&lt;br /&gt;
There are two methods of airspace control:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Positive Control&#039;&#039;&#039; relies on positive identification, tracking, and direction of aircraft within an airspace, conducted with electronic means by an agency having the authority and responsibility therein. It requires sensors to locate and identify airspace users in real time and communications to maintain continuous contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Procedural Control&#039;&#039;&#039; relies on a combination of previously agreed upon and promulgated orders and procedures. Examples include air defense identification procedures, voice and digital communications between aircraft and airspace control elements, and airspace control measures such as coordinating altitudes and restricted operating zones.&lt;br /&gt;
&lt;br /&gt;
=== Tactical Command and Control (TAC C2) ===&lt;br /&gt;
TAC C2 agencies use positive and/or procedural control methods to control airspace and manage air operations. Throughout this guide, &#039;&#039;&#039;Controller&#039;&#039;&#039; is used as a generic term for the individual providing tactical control, whether airborne or ground-based.&lt;br /&gt;
&lt;br /&gt;
Primary TAC C2 responsibilities:&lt;br /&gt;
&lt;br /&gt;
* Enable the flow of forces to and from an objective area&lt;br /&gt;
* Provide threat warning information and maintain situational awareness&lt;br /&gt;
* Maintain SA of supporting asset status, threat information, and target area information&lt;br /&gt;
* Maintain air asset deconfliction to and from a working area&lt;br /&gt;
&lt;br /&gt;
=== Transmission Types ===&lt;br /&gt;
All radio transmissions are associated with a call sign. There are three transmission types:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive&#039;&#039;&#039; — the call sign of the entity being directed is used.&lt;br /&gt;
  HORNET 2, TARGET NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Interrogative&#039;&#039;&#039; — requests a response; format is [entity speaking to], [speaking entity].&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Informative&#039;&#039;&#039; — provides information without requiring a response; format is [speaking entity].&lt;br /&gt;
  EAGLE 11, FUEL YELLOW.&lt;br /&gt;
&lt;br /&gt;
=== AUTHORITY ===&lt;br /&gt;
Their are the following party&#039;s that hold decreasing levels of control. &lt;br /&gt;
&lt;br /&gt;
# Tactical Control Center - TACC2&lt;br /&gt;
# Mission Commander - MC&lt;br /&gt;
# Team Lead (previously called Package Lead) - TL&lt;br /&gt;
# Flight Lead - FL&lt;br /&gt;
# Element Lead - EL&lt;br /&gt;
# Wingman - WM&lt;br /&gt;
&lt;br /&gt;
Within this squadron MC&#039;s duties will be taken over by TACC2 or TL (due to missing personal)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 02 / TACADMIN ==&lt;br /&gt;
Tactical Administration (TACADMIN) consists of all processes and procedures that occur in the TAC C2 area of operations. It covers interflight and intraflight procedures and airborne mission preparation that directly supports executing the tactical mission objective. Examples include weapon arming, sensor management, and tactical communication checks.&lt;br /&gt;
&lt;br /&gt;
=== Fuel and Weapons Status ===&lt;br /&gt;
Aircraft are &#039;&#039;&#039;assumed GREEN&#039;&#039;&#039; unless otherwise reported.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Status&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|GREEN&lt;br /&gt;
|Sufficient for continued mission execution&lt;br /&gt;
|-&lt;br /&gt;
|YELLOW&lt;br /&gt;
|Approaching a level insufficient to continue execution&lt;br /&gt;
|-&lt;br /&gt;
|RED&lt;br /&gt;
|Insufficient to continue execution&lt;br /&gt;
|}&lt;br /&gt;
Aircraft must relay YELLOW to the controller. The controller is responsible for coordinating on-station relief before an aircraft communicates RED.&lt;br /&gt;
  RAMBO 01, FUEL RED, WEAPONS GREEN.&lt;br /&gt;
&lt;br /&gt;
=== BRAA and BULLSEYE CallS ===&lt;br /&gt;
Tactical control format: &#039;&#039;&#039;Bearing, Range, Altitude, Aspect&#039;&#039;&#039; relative to the specified friendly aircraft. Used by the controller when information pertains to one specific aircraft, or in response to BOGEY DOPE, SNAPLOCK, and THREAT calls.&lt;br /&gt;
&lt;br /&gt;
Bullseye format: Bearing and Range from BULLSEYE, Altitude, Aspect. Use for description of GROUP and TARGET &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Format&lt;br /&gt;
!Bearing&lt;br /&gt;
!Range (nm)&lt;br /&gt;
!Altitude (ft)&lt;br /&gt;
!Aspect&lt;br /&gt;
|-&lt;br /&gt;
|BRAA&lt;br /&gt;
|3 2 0&lt;br /&gt;
|30&lt;br /&gt;
|20 thousand&lt;br /&gt;
|Flanking&lt;br /&gt;
|-&lt;br /&gt;
|BULLSEYE&lt;br /&gt;
|1 1 0&lt;br /&gt;
|30 &lt;br /&gt;
|25 thousand&lt;br /&gt;
|HOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flight Check / Frequency Change ===&lt;br /&gt;
When Switching a Frequency it is important to ensure that all Flight Members arrive on that Frequency. To ensure this the FL will execute a &#039;&#039;&#039;Flight Check&#039;&#039;&#039; a procedure that requires all wingman to respond on that frequency with their inflight Nr. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|FL &lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;FL (intraflight)&#039;&#039;&lt;br /&gt;
|&#039;&#039;Flight Push {UHF/VHF, Radio 1/2} Button #&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;All flight members switch to the new Frequency&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Check&lt;br /&gt;
|-&lt;br /&gt;
|WM&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|EL&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|2nd WM&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Authentication (DRYAD) ===&lt;br /&gt;
Verifies contact with an allied unit. A challenging station picks a letter from the leftmost column and a second from that row. The responding station replies with the letter directly below the second chosen letter. The DRYAD table is issued in the pre-mission briefing. Pilots are responsible for initiating authentication with the controlling station.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{TACC2-CS} {CS} Authenticate E-A&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Come back G&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authenticate J-U&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|Come back R&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authentication Sweet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 03 / Check-In Procedures ==&lt;br /&gt;
The purpose of check-in is to establish contact between aircrew and TAC C2, allow the controller to establish accountability, and pass critical mission information before handoff to the final controller.&lt;br /&gt;
&lt;br /&gt;
Check-in accomplishes the following before and after mission execution: positive friendly identification via IFF and/or data link, ALPHA CHECK from BULLSEYE, safety-of-flight information, and weather update.&lt;br /&gt;
&lt;br /&gt;
Note: BULLSEYE cannot be used for initial position calls — only valid after ALPHA CHECK.&lt;br /&gt;
&lt;br /&gt;
=== Check In ON TACC2 NET (MNPOPCA Format) ===&lt;br /&gt;
The MNPOPCA format outlines the informations a aircrew should prepare before beginning the Check in process:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |MNPOPCA Format&lt;br /&gt;
|-&lt;br /&gt;
|Mission Number&lt;br /&gt;
|-&lt;br /&gt;
|Number and Type of Aircraft&lt;br /&gt;
|-&lt;br /&gt;
|Position and Altitude&lt;br /&gt;
|-&lt;br /&gt;
|Ordnance (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
|Playtime&lt;br /&gt;
|-&lt;br /&gt;
|Capabilities (e.g., laser, infrared pod, data link)&lt;br /&gt;
|-&lt;br /&gt;
|Abort Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in AS FRAGGED ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# as Fragged, Request Alpha Check from Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS}, Identified, {Control Type}, Alpha Check Bullseye {Position}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in WITH EXCEPTIONS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# Checking in with Exceptions. Request Alpha Check Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|{CS}, Alpha Check Bullseye {Position} continue with Check In&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} {State Exceptions in plain Language}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 04 / Force Packaging ==&lt;br /&gt;
Before entering a target area or leaving the MARSHAL Hold the MC will ensure that all Flight are able to operate. &lt;br /&gt;
&lt;br /&gt;
=== Roll Call ===&lt;br /&gt;
Roll call is initiated by the controller or MC at a predetermined time to confirm force accountability. Each flight lead or team lead responds with call sign in sequence.&lt;br /&gt;
  MC:       PACKAGE BRAVO WHISKEY, ROLL CALL.&lt;br /&gt;
  FLs:      EAGLE. VIPER WITH EXCEPTIONS. BONES. GROWL. MOJO.&lt;br /&gt;
  MC:       VIPER, GO WITH EXCEPTIONS.&lt;br /&gt;
  VIPER FL: VIPER MINUS 2.&lt;br /&gt;
=== Timing Changes ===&lt;br /&gt;
&#039;&#039;&#039;ROLEX&#039;&#039;&#039; — timeline adjustment in minutes, always referenced from the original preplanned mission execution time. PLUS is assumed. Not additive.&lt;br /&gt;
  PACKAGE WHISKEY ALPHA, ROLEX 10. (Original 1500Z → New 1510Z)&lt;br /&gt;
&#039;&#039;&#039;SLIP&#039;&#039;&#039; — time delay to an individual flight or element event. Not additive.&lt;br /&gt;
  HOSS 1, SLIP TOT 6 MINUTES. (Original 1500Z → New 1506Z)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Air-to-Air Refueling ==&lt;br /&gt;
AAR requires close coordination with the tanker around a pre-briefed Rendezvous (RV). SOURCE uses &#039;&#039;&#039;RV Alpha (Fixed Anchor)&#039;&#039;&#039; for all operations. (due to DCS limitations)&lt;br /&gt;
&lt;br /&gt;
=== Tanker Orbit Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Usage&lt;br /&gt;
!ex.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039;&lt;br /&gt;
|Receivers departing · Emergency&lt;br /&gt;
|FL210&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAVO&#039;&#039;&#039;&lt;br /&gt;
|Tanker base level&lt;br /&gt;
|FL200&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHARLIE&#039;&#039;&#039;&lt;br /&gt;
|Receiver evasive&lt;br /&gt;
|FL190&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DELTA&#039;&#039;&#039;&lt;br /&gt;
|Receivers approaching&lt;br /&gt;
|FL180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== RV Alpha Procedure ===&lt;br /&gt;
Receiver: fly 2,000 ft below AAR altitude · follow controller heading · declare JUDY on radar contact · declare VISUAL when in sight · weapons safe and radar off · take ECHELON LEFT when authorized.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Proceed Tanker BRAA {BRAA}, RV Alpha, Tanker Freq {Freq} {Instructions}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Roger, RV Alpha, Tanker Freq {Freq} {Readback}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once flight has radar contact with tanker&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Flight Name} Judy 1, Weapons Safe&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once tanker is in sight&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Tanker {x} o&#039;clock, report visual&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Nose Cold, visual with tanker&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Roger, contact boom&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Switch to DCS tanker frequency and join up&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
FL must confirm Nose Cold / Weapons Safe with wingmen on intraflight before reporting to the controller.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / Positive Identification (PID) ==&lt;br /&gt;
PID proves, to a defensible standard, that the contact is a legitimate target under the ROE. Proof may come from sensors, behavior, location, declarations, or higher authority.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electronic PID&#039;&#039;&#039;&lt;br /&gt;
|IFF interrogation, data link picture, NCTR, controller declaration. Most common form in BVR.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Visual PID (VID)&#039;&#039;&#039;&lt;br /&gt;
|Confirm number, type, livery, armament, heading, speed. Requires merge or VID pass.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ground Targets&#039;&#039;&#039;&lt;br /&gt;
|Correlate with pre-briefed target.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 08 / Air-to-Air Combat ==&lt;br /&gt;
[[MTTP/A2A|Air to Air Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Air-to-Surface Combat ==&lt;br /&gt;
[[MTTP/A2S|Air to Surface Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Brevity Words ==&lt;br /&gt;
&lt;br /&gt;
=== Situational Awareness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA CHECK&#039;&#039;&#039;&lt;br /&gt;
|Verification of ownship position relative to BULLSEYE. Used at check-in to confirm navigation accuracy. ALPHA CHECK correlation is defined as within 3 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANGELS&#039;&#039;&#039;&lt;br /&gt;
|Height of friendly aircraft in thousands of feet MSL (e.g., ANGELS TWENTY = 20,000 ft).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY DOPE&#039;&#039;&#039;&lt;br /&gt;
|Request for BRAA information on the indicated or nearest GROUP. Does not imply targeting.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAA&#039;&#039;&#039;&lt;br /&gt;
|Bearing, Range, Altitude, and Aspect relative to the specified friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BULLSEYE&#039;&#039;&#039;&lt;br /&gt;
|A pre-briefed reference point from which the position of an object is referred to by magnetic bearing and range in nm. Not to be truncated to &amp;quot;BULL.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLEAN&#039;&#039;&#039;&lt;br /&gt;
|1. No sensor information on a GROUP of interest.&lt;br /&gt;
2. No visible battle damage. &lt;br /&gt;
3. Aircraft not carrying external stores. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLARA&#039;&#039;&#039;&lt;br /&gt;
|Radar scope is clear of contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Individual radar return within a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FADED&#039;&#039;&#039;&lt;br /&gt;
|A previously tracked GROUP not updated by sensors for 30 seconds. Last known position implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GROUP&#039;&#039;&#039;&lt;br /&gt;
|Any number of air contacts within 3 nm in azimuth and range of each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HEAVY&#039;&#039;&#039;&lt;br /&gt;
|A GROUP known to contain three or more contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JUDY&#039;&#039;&#039;&lt;br /&gt;
|Aircrew has taken control of the intercept and requires only situational awareness information. Controller minimizes transmissions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MERGED&#039;&#039;&#039;&lt;br /&gt;
|Friendlies and targets have arrived in the visual arena, within 3–5 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEGATIVE CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Used for friendly aircraft not held on sensors. FADED is not used for friendlies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NO JOY&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with the target or bandit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Request for a description of all GROUPs and their spatial relationships in BULLSEYE format.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PLAYTIME&#039;&#039;&#039;&lt;br /&gt;
|Time aircraft can remain on station, given in hours plus minutes (e.g., ONE PLUS THIRTY).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TALLY&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a target or enemy aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VANISHED&#039;&#039;&#039;&lt;br /&gt;
|A FADED GROUP correlated to a successful friendly shot. Assessed as killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VISUAL&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a friendly aircraft, ground unit, or ship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contact Status and Declaration ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANDIT&#039;&#039;&#039;&lt;br /&gt;
|Positively identified as enemy IAW theater ID criteria. Does not imply authority to engage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY&#039;&#039;&#039;&lt;br /&gt;
|Contact whose identity is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DECLARE&#039;&#039;&#039;&lt;br /&gt;
|Inquiry as to the identity of a specified track or GROUP. Responses include: FRIENDLY, BOGEY, BANDIT, HOSTILE, NEUTRAL, UNABLE, CLEAN, or FURBALL. Full positional data (BULLSEYE) must accompany responses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FRIENDLY&#039;&#039;&#039;&lt;br /&gt;
|Positively identified friendly aircraft, ship, or ground position.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FURBALL&#039;&#039;&#039;&lt;br /&gt;
|Non-friendly and friendly aircraft within 5 nm of each other. May be a response to a DECLARE request.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HIGH&#039;&#039;&#039;&lt;br /&gt;
|Contact is above 40,000 ft MSL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOSTILE&#039;&#039;&#039;&lt;br /&gt;
|Contact identified as enemy upon which clearance to fire is authorized IAW ROE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEUTRAL&#039;&#039;&#039;&lt;br /&gt;
|Positively identified aircraft whose characteristics indicate it is neither supporting nor opposing friendly forces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUTLAW&#039;&#039;&#039;&lt;br /&gt;
|Contact originating from a known or suspected hostile airfield or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPADES&#039;&#039;&#039;&lt;br /&gt;
|Contact returns no or invalid IFF response on interrogation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed 660–900 knots ground speed or Mach 1.1–1.5.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VERY FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed above 900 knots or Mach 1.5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Picture Labels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AZIMUTH&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated laterally at approximately the same range from the fighters. Named by cardinal directions (e.g., NORTH GROUP, SOUTH GROUP).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RANGE&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated in depth along the threat axis. Named LEAD GROUP and TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WALL&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in azimuth with depth ≤5 nm or closing. Outer GROUPs named by cardinal directions; inner GROUPs named MIDDLE GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHAMPAGNE&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with two closest to fighters in azimuth and one in trail. LEAD GROUPs named with cardinal direction; TRAIL GROUP in range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VIC&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with one closest to fighters and two in trail separated in azimuth. LEAD GROUP closest; TRAIL GROUPs named with cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOX&#039;&#039;&#039;&lt;br /&gt;
|Four GROUPs with two in azimuth closest to fighters and two in azimuth farthest. Named LEAD GROUP (cardinal) and TRAIL GROUP (cardinal).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LADDER&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in range. Named LEAD GROUP, MIDDLE GROUP (or SECOND, THIRD), TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;STACK&#039;&#039;&#039;&lt;br /&gt;
|Two or more contacts in a GROUP with ≥10,000 ft altitude separation. Higher altitude stated first.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LEADING EDGE&#039;&#039;&#039;&lt;br /&gt;
|The GROUPs the fighters expect to target in the upcoming intercept. Follow-on GROUPs are communicated as WAVES (SECOND WAVE, THIRD WAVE, etc.).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEW PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Tactical picture has changed. Supersedes all previous calls and reestablishes the picture for all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039;&lt;br /&gt;
|Newly detected GROUP outside targeting range that does not fit the current picture label.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039;&lt;br /&gt;
|Previously undetected GROUP appearing inside targeting range but outside THREAT range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039;&lt;br /&gt;
|Undetected or unreported GROUP meeting briefed THREAT criteria. Communicated in BRAA format to the closest aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OPENING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is increasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLOSING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is decreasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WEIGHTED&#039;&#039;&#039;&lt;br /&gt;
|Picture with three or more GROUPs where one or more GROUPs are offset from an equidistant arrangement. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ECHELON&#039;&#039;&#039;&lt;br /&gt;
|GROUPs in a traditional label that are not directly in azimuth or range with one another. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PASSING&#039;&#039;&#039;&lt;br /&gt;
|Two named GROUPs with a RANGE relationship maneuvering to opposite sides in a RANGE relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CROSSING&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs with an AZIMUTH relationship maneuvering to opposite sides in an AZIMUTH relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JOINED&#039;&#039;&#039;&lt;br /&gt;
|Two or more named GROUPs maneuver to meet and maintain GROUP criteria.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|A GROUP inside targeting range with no assigned fighter. Used by the controller to flag priority GROUPs at risk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Targeting and Responsibility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COMMIT&#039;&#039;&#039;&lt;br /&gt;
|Directive to move to intercept or engage a specified GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGET&#039;&#039;&#039;&lt;br /&gt;
|Assignment of targeting responsibility for a specific GROUP to a flight or section.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&lt;br /&gt;
|Fighter has acquired the assigned GROUP and assumed responsibility for it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|GROUP inside targeting range with no fighter assigned.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DROPPING&#039;&#039;&#039;&lt;br /&gt;
|Stop monitoring a specified GROUP or emitter and resume search responsibilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RESET&#039;&#039;&#039;&lt;br /&gt;
|Proceed to prebriefed position or area of operations. Implies DROPPING and return of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MELD&#039;&#039;&#039;&lt;br /&gt;
|Shift radar responsibilities from airspace sanitization to gaining situational awareness on the assigned GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SORTED&#039;&#039;&#039;&lt;br /&gt;
|Sort responsibility within a GROUP has been met by the calling fighter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANCHORED&#039;&#039;&#039;&lt;br /&gt;
|Turning engagement at the specified location. Fighter is engaged and not flowing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SEPARATION&#039;&#039;&#039;&lt;br /&gt;
|Request or information call stating the distance in nm between two GROUPs or WAVES.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE CROSSER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maneuvers into a different area of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE RIDER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maintains a track direction on or near the boundary between targeting areas.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Employment ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ENGAGE&#039;&#039;&#039;&lt;br /&gt;
|Directive to fire on a designated target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX ONE&#039;&#039;&#039;&lt;br /&gt;
|Semi-active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX TWO&#039;&#039;&#039;&lt;br /&gt;
|Infrared-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX THREE&#039;&#039;&#039;&lt;br /&gt;
|Active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPLASH&#039;&#039;&#039;&lt;br /&gt;
|Missile has impacted. Target is assessed as destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SNAPLOCK&#039;&#039;&#039;&lt;br /&gt;
|Fighter has gained sensor contact to a GROUP inside THREAT range with BEAM or hotter aspect. BRAA and aspect implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPIKED&#039;&#039;&#039;&lt;br /&gt;
|Fighter is being painted by an airborne radar. Called with bearing or cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUSIC&#039;&#039;&#039;&lt;br /&gt;
|Fighter is experiencing radar electromagnetic deceptive jamming from a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PRESS&#039;&#039;&#039;&lt;br /&gt;
|Requested action is approved and mutual support will be maintained. Assumes VISUAL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANZAI&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-decide tactics with intent to maneuver into the visual arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SKATE&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-leave tactics.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEFEND(ING)&#039;&#039;&#039;&lt;br /&gt;
|Fighter is maneuvering defensively against a threat. Called with cardinal direction of defensive turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maneuver and Flow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BREAK&#039;&#039;&#039;&lt;br /&gt;
|(Direction) Immediate maximum-performance turn. Safety of flight or to defeat a weapons solution.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUSTER&#039;&#039;&#039;&lt;br /&gt;
|Fly at maximum continuous speed without afterburner (military power).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GATE&#039;&#039;&#039;&lt;br /&gt;
|Fly as fast as possible; use afterburner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FLOW COLD&#039;&#039;&#039;&lt;br /&gt;
|Initiate a turn away from the anticipated threat; begin COLD operations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning toward the threat or target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUT&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning away from the threat.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CRANK&#039;&#039;&#039;&lt;br /&gt;
|Maneuver in the indicated direction while maintaining radar contact on the bandit at the radar gimbal limit. Reduces closure rate while sustaining illumination.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NOTCH&#039;&#039;&#039;&lt;br /&gt;
|Maneuver to place a radar-guided threat on the beam to defeat its Doppler filter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRESPASS&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has entered a known or pop-up SAM MEZ. Directive call to snap 180 degrees away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARD&#039;&#039;&#039;&lt;br /&gt;
|High-G-force, energy sustaining turn in the indicated direction (default is a 180-degree turn).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMPLETION and ABORT ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;MILLER TIME&#039;&#039;&#039;&lt;br /&gt;
|Last striker in the package has completed the attack&lt;br /&gt;
|{Controller-CS} {CS} MILLER TIME&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUGOUT&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and has no intention to return&lt;br /&gt;
|{Controller-CS} {CS} BUGOUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OFF&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and is repositioning or egressing within the area&lt;br /&gt;
|{Controller-CS} {CS} OFF {Direction}&lt;br /&gt;
|}&lt;br /&gt;
=== AIR TO SURFACE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRT&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUD&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SINGER&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a SAM launch. The threat has fired.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SCAN&#039;&#039;&#039;&lt;br /&gt;
|Search the indicated sector and report any contacts.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WORK&#039;&#039;&#039;&lt;br /&gt;
|Directive call to conduct geolocation on a specific target or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039;&lt;br /&gt;
|Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FIXED&#039;&#039;&#039;&lt;br /&gt;
|Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRACK&#039;&#039;&#039;&lt;br /&gt;
|Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CAPTURED&#039;&#039;&#039;&lt;br /&gt;
|Object has been acquired and is being actively tracked.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COVER&#039;&#039;&#039;&lt;br /&gt;
|Directive call to be ready for reattack or re-engage if weapon effects are not achieved.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOUNDDOG&#039;&#039;&#039;&lt;br /&gt;
|Aircraft is in a position to employ weapons. Used in response to COVER.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARM INBOUND&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] High-speed antiradiation missile already employed&lt;br /&gt;
|ARM is already in the air — the threat is being engaged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MAGNUM&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] Launch of FRIENDLY antiradiation missile&lt;br /&gt;
|ARM is being launched now in response to this call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ARIZONA&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] No antiradiation missile ordnance remaining&lt;br /&gt;
|SEAD aircraft is Winchester on ARMs&lt;br /&gt;
|}&lt;br /&gt;
=== Status and Administrative ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AS FRAGGED&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform exactly as briefed or scheduled per the ATO.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WITH EXCEPTIONS&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform as briefed with stated deviations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AUTHENTICATE&#039;&#039;&#039;&lt;br /&gt;
|Request to verify contact with an allied unit using the DRYAD table.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BLIND&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with a friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FENCE IN / OUT&#039;&#039;&#039;&lt;br /&gt;
|Perform the combat configuration checklist entering or exiting the hostile area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LOWDOWN&#039;&#039;&#039;&lt;br /&gt;
|Request for the current tactical electromagnetic support or ground/surface picture.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ROLEX&#039;&#039;&#039;&lt;br /&gt;
|Timeline adjustment in minutes from original planned execution time. PLUS assumed. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SLIP&#039;&#039;&#039;&lt;br /&gt;
|Time delay to an individual flight or element event. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNABLE&#039;&#039;&#039;&lt;br /&gt;
|Cannot comply as requested or directed.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=434</id>
		<title>General/Tactical Communication Revision 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=434"/>
		<updated>2026-06-11T15:08:30Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* Check In ON TACC2 NET (MNPOPCA Format) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:1.1em; color:#660000; font-weight:bold;&amp;quot;&amp;gt;SOURCE — Tactical Communications Guide&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.85em; font-weight:bold;&amp;quot;&amp;gt;Covers: Airspace Control · TACADMIN · Check-In · Force Packaging · Air-to-Air Communication · Brevity&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.8em; color:#555;&amp;quot;&amp;gt;&#039;&#039;Based on ATP 3-52.4 / MCRP 3-20F.10 / NTTP 6-02.9 / AFTTP 3-2.8, October 2024. Adapted for DCS.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 01 / Airspace Control ==&lt;br /&gt;
Airspace control is the exercise of delegated authority over designated airspace and users through control procedures and coordination measures to maximize operational effectiveness.&lt;br /&gt;
&lt;br /&gt;
There are two methods of airspace control:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Positive Control&#039;&#039;&#039; relies on positive identification, tracking, and direction of aircraft within an airspace, conducted with electronic means by an agency having the authority and responsibility therein. It requires sensors to locate and identify airspace users in real time and communications to maintain continuous contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Procedural Control&#039;&#039;&#039; relies on a combination of previously agreed upon and promulgated orders and procedures. Examples include air defense identification procedures, voice and digital communications between aircraft and airspace control elements, and airspace control measures such as coordinating altitudes and restricted operating zones.&lt;br /&gt;
&lt;br /&gt;
=== Tactical Command and Control (TAC C2) ===&lt;br /&gt;
TAC C2 agencies use positive and/or procedural control methods to control airspace and manage air operations. Throughout this guide, &#039;&#039;&#039;Controller&#039;&#039;&#039; is used as a generic term for the individual providing tactical control, whether airborne or ground-based.&lt;br /&gt;
&lt;br /&gt;
Primary TAC C2 responsibilities:&lt;br /&gt;
&lt;br /&gt;
* Enable the flow of forces to and from an objective area&lt;br /&gt;
* Provide threat warning information and maintain situational awareness&lt;br /&gt;
* Maintain SA of supporting asset status, threat information, and target area information&lt;br /&gt;
* Maintain air asset deconfliction to and from a working area&lt;br /&gt;
&lt;br /&gt;
=== Transmission Types ===&lt;br /&gt;
All radio transmissions are associated with a call sign. There are three transmission types:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive&#039;&#039;&#039; — the call sign of the entity being directed is used.&lt;br /&gt;
  HORNET 2, TARGET NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Interrogative&#039;&#039;&#039; — requests a response; format is [entity speaking to], [speaking entity].&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Informative&#039;&#039;&#039; — provides information without requiring a response; format is [speaking entity].&lt;br /&gt;
  EAGLE 11, FUEL YELLOW.&lt;br /&gt;
&lt;br /&gt;
=== AUTHORITY ===&lt;br /&gt;
Their are the following party&#039;s that hold decreasing levels of control. &lt;br /&gt;
&lt;br /&gt;
# Tactical Control Center - TACC2&lt;br /&gt;
# Mission Commander - MC&lt;br /&gt;
# Team Lead (previously called Package Lead) - TL&lt;br /&gt;
# Flight Lead - FL&lt;br /&gt;
# Element Lead - EL&lt;br /&gt;
# Wingman - WM&lt;br /&gt;
&lt;br /&gt;
Within this squadron MC&#039;s duties will be taken over by TACC2 or TL (due to missing personal)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 02 / TACADMIN ==&lt;br /&gt;
Tactical Administration (TACADMIN) consists of all processes and procedures that occur in the TAC C2 area of operations. It covers interflight and intraflight procedures and airborne mission preparation that directly supports executing the tactical mission objective. Examples include weapon arming, sensor management, and tactical communication checks.&lt;br /&gt;
&lt;br /&gt;
=== Fuel and Weapons Status ===&lt;br /&gt;
Aircraft are &#039;&#039;&#039;assumed GREEN&#039;&#039;&#039; unless otherwise reported.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Status&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|GREEN&lt;br /&gt;
|Sufficient for continued mission execution&lt;br /&gt;
|-&lt;br /&gt;
|YELLOW&lt;br /&gt;
|Approaching a level insufficient to continue execution&lt;br /&gt;
|-&lt;br /&gt;
|RED&lt;br /&gt;
|Insufficient to continue execution&lt;br /&gt;
|}&lt;br /&gt;
Aircraft must relay YELLOW to the controller. The controller is responsible for coordinating on-station relief before an aircraft communicates RED.&lt;br /&gt;
  RAMBO 01, FUEL RED, WEAPONS GREEN.&lt;br /&gt;
&lt;br /&gt;
=== BRAA and BULLSEYE CallS ===&lt;br /&gt;
Tactical control format: &#039;&#039;&#039;Bearing, Range, Altitude, Aspect&#039;&#039;&#039; relative to the specified friendly aircraft. Used by the controller when information pertains to one specific aircraft, or in response to BOGEY DOPE, SNAPLOCK, and THREAT calls.&lt;br /&gt;
&lt;br /&gt;
Bullseye format: Bearing and Range from BULLSEYE, Altitude, Aspect. Use for description of GROUP and TARGET &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Format&lt;br /&gt;
!Bearing&lt;br /&gt;
!Range (nm)&lt;br /&gt;
!Altitude (ft)&lt;br /&gt;
!Aspect&lt;br /&gt;
|-&lt;br /&gt;
|BRAA&lt;br /&gt;
|3 2 0&lt;br /&gt;
|30&lt;br /&gt;
|20 thousand&lt;br /&gt;
|Flanking&lt;br /&gt;
|-&lt;br /&gt;
|BULLSEYE&lt;br /&gt;
|1 1 0&lt;br /&gt;
|30 &lt;br /&gt;
|25 thousand&lt;br /&gt;
|HOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flight Check / Frequency Change ===&lt;br /&gt;
When Switching a Frequency it is important to ensure that all Flight Members arrive on that Frequency. To ensure this the FL will execute a &#039;&#039;&#039;Flight Check&#039;&#039;&#039; a procedure that requires all wingman to respond on that frequency with their inflight Nr. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|FL &lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;FL (intraflight)&#039;&#039;&lt;br /&gt;
|&#039;&#039;Flight Push {UHF/VHF, Radio 1/2} Button #&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;All flight members switch to the new Frequency&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Check&lt;br /&gt;
|-&lt;br /&gt;
|WM&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|EL&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|2nd WM&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Authentication (DRYAD) ===&lt;br /&gt;
Verifies contact with an allied unit. A challenging station picks a letter from the leftmost column and a second from that row. The responding station replies with the letter directly below the second chosen letter. The DRYAD table is issued in the pre-mission briefing. Pilots are responsible for initiating authentication with the controlling station.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{TACC2-CS} {CS} Authenticate E-A&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Come back G&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authenticate J-U&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|Come back R&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authentication Sweet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 03 / Check-In Procedures ==&lt;br /&gt;
The purpose of check-in is to establish contact between aircrew and TAC C2, allow the controller to establish accountability, and pass critical mission information before handoff to the final controller.&lt;br /&gt;
&lt;br /&gt;
Check-in accomplishes the following before and after mission execution: positive friendly identification via IFF and/or data link, ALPHA CHECK from BULLSEYE, safety-of-flight information, and weather update.&lt;br /&gt;
&lt;br /&gt;
Note: BULLSEYE cannot be used for initial position calls — only valid after ALPHA CHECK.&lt;br /&gt;
&lt;br /&gt;
=== Check In ON TACC2 NET (MNPOPCA Format) ===&lt;br /&gt;
The MNPOPCA format outlines the informations a aircrew should prepare before beginning the Check in process:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |MNPOPCA Format&lt;br /&gt;
|-&lt;br /&gt;
|Mission Number&lt;br /&gt;
|-&lt;br /&gt;
|Number and Type of Aircraft&lt;br /&gt;
|-&lt;br /&gt;
|Position and Altitude&lt;br /&gt;
|-&lt;br /&gt;
|Ordnance (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
|Playtime&lt;br /&gt;
|-&lt;br /&gt;
|Capabilities (e.g., laser, infrared pod, data link)&lt;br /&gt;
|-&lt;br /&gt;
|Abort Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in AS FRAGGED ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} as Fragged, Request Alpha Check from Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS}, Identified, {Control Type}, Alpha Check Bullseye {Position}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in WITH EXCEPTIONS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# Checking in with Exceptions. Request Alpha Check Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|{CS}, Alpha Check Bullseye {Position} continue with Check In&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} {State Exceptions in plain Language}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 04 / Force Packaging ==&lt;br /&gt;
Before entering a target area or leaving the MARSHAL Hold the MC will ensure that all Flight are able to operate. &lt;br /&gt;
&lt;br /&gt;
=== Roll Call ===&lt;br /&gt;
Roll call is initiated by the controller or MC at a predetermined time to confirm force accountability. Each flight lead or team lead responds with call sign in sequence.&lt;br /&gt;
  MC:       PACKAGE BRAVO WHISKEY, ROLL CALL.&lt;br /&gt;
  FLs:      EAGLE. VIPER WITH EXCEPTIONS. BONES. GROWL. MOJO.&lt;br /&gt;
  MC:       VIPER, GO WITH EXCEPTIONS.&lt;br /&gt;
  VIPER FL: VIPER MINUS 2.&lt;br /&gt;
=== Timing Changes ===&lt;br /&gt;
&#039;&#039;&#039;ROLEX&#039;&#039;&#039; — timeline adjustment in minutes, always referenced from the original preplanned mission execution time. PLUS is assumed. Not additive.&lt;br /&gt;
  PACKAGE WHISKEY ALPHA, ROLEX 10. (Original 1500Z → New 1510Z)&lt;br /&gt;
&#039;&#039;&#039;SLIP&#039;&#039;&#039; — time delay to an individual flight or element event. Not additive.&lt;br /&gt;
  HOSS 1, SLIP TOT 6 MINUTES. (Original 1500Z → New 1506Z)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Air-to-Air Refueling ==&lt;br /&gt;
AAR requires close coordination with the tanker around a pre-briefed Rendezvous (RV). SOURCE uses &#039;&#039;&#039;RV Alpha (Fixed Anchor)&#039;&#039;&#039; for all operations. (due to DCS limitations)&lt;br /&gt;
&lt;br /&gt;
=== Tanker Orbit Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Usage&lt;br /&gt;
!ex.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039;&lt;br /&gt;
|Receivers departing · Emergency&lt;br /&gt;
|FL210&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAVO&#039;&#039;&#039;&lt;br /&gt;
|Tanker base level&lt;br /&gt;
|FL200&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHARLIE&#039;&#039;&#039;&lt;br /&gt;
|Receiver evasive&lt;br /&gt;
|FL190&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DELTA&#039;&#039;&#039;&lt;br /&gt;
|Receivers approaching&lt;br /&gt;
|FL180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== RV Alpha Procedure ===&lt;br /&gt;
Receiver: fly 2,000 ft below AAR altitude · follow controller heading · declare JUDY on radar contact · declare VISUAL when in sight · weapons safe and radar off · take ECHELON LEFT when authorized.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Proceed Tanker BRAA {BRAA}, RV Alpha, Tanker Freq {Freq} {Instructions}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Roger, RV Alpha, Tanker Freq {Freq} {Readback}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once flight has radar contact with tanker&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Flight Name} Judy 1, Weapons Safe&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once tanker is in sight&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Tanker {x} o&#039;clock, report visual&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Nose Cold, visual with tanker&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Roger, contact boom&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Switch to DCS tanker frequency and join up&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
FL must confirm Nose Cold / Weapons Safe with wingmen on intraflight before reporting to the controller.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / Positive Identification (PID) ==&lt;br /&gt;
PID proves, to a defensible standard, that the contact is a legitimate target under the ROE. Proof may come from sensors, behavior, location, declarations, or higher authority.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electronic PID&#039;&#039;&#039;&lt;br /&gt;
|IFF interrogation, data link picture, NCTR, controller declaration. Most common form in BVR.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Visual PID (VID)&#039;&#039;&#039;&lt;br /&gt;
|Confirm number, type, livery, armament, heading, speed. Requires merge or VID pass.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ground Targets&#039;&#039;&#039;&lt;br /&gt;
|Correlate with pre-briefed target.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 08 / Air-to-Air Combat ==&lt;br /&gt;
[[MTTP/A2A|Air to Air Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Air-to-Surface Combat ==&lt;br /&gt;
[[MTTP/A2S|Air to Surface Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Brevity Words ==&lt;br /&gt;
&lt;br /&gt;
=== Situational Awareness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA CHECK&#039;&#039;&#039;&lt;br /&gt;
|Verification of ownship position relative to BULLSEYE. Used at check-in to confirm navigation accuracy. ALPHA CHECK correlation is defined as within 3 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANGELS&#039;&#039;&#039;&lt;br /&gt;
|Height of friendly aircraft in thousands of feet MSL (e.g., ANGELS TWENTY = 20,000 ft).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY DOPE&#039;&#039;&#039;&lt;br /&gt;
|Request for BRAA information on the indicated or nearest GROUP. Does not imply targeting.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAA&#039;&#039;&#039;&lt;br /&gt;
|Bearing, Range, Altitude, and Aspect relative to the specified friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BULLSEYE&#039;&#039;&#039;&lt;br /&gt;
|A pre-briefed reference point from which the position of an object is referred to by magnetic bearing and range in nm. Not to be truncated to &amp;quot;BULL.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLEAN&#039;&#039;&#039;&lt;br /&gt;
|1. No sensor information on a GROUP of interest.&lt;br /&gt;
2. No visible battle damage. &lt;br /&gt;
3. Aircraft not carrying external stores. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLARA&#039;&#039;&#039;&lt;br /&gt;
|Radar scope is clear of contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Individual radar return within a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FADED&#039;&#039;&#039;&lt;br /&gt;
|A previously tracked GROUP not updated by sensors for 30 seconds. Last known position implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GROUP&#039;&#039;&#039;&lt;br /&gt;
|Any number of air contacts within 3 nm in azimuth and range of each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HEAVY&#039;&#039;&#039;&lt;br /&gt;
|A GROUP known to contain three or more contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JUDY&#039;&#039;&#039;&lt;br /&gt;
|Aircrew has taken control of the intercept and requires only situational awareness information. Controller minimizes transmissions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MERGED&#039;&#039;&#039;&lt;br /&gt;
|Friendlies and targets have arrived in the visual arena, within 3–5 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEGATIVE CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Used for friendly aircraft not held on sensors. FADED is not used for friendlies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NO JOY&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with the target or bandit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Request for a description of all GROUPs and their spatial relationships in BULLSEYE format.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PLAYTIME&#039;&#039;&#039;&lt;br /&gt;
|Time aircraft can remain on station, given in hours plus minutes (e.g., ONE PLUS THIRTY).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TALLY&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a target or enemy aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VANISHED&#039;&#039;&#039;&lt;br /&gt;
|A FADED GROUP correlated to a successful friendly shot. Assessed as killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VISUAL&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a friendly aircraft, ground unit, or ship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contact Status and Declaration ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANDIT&#039;&#039;&#039;&lt;br /&gt;
|Positively identified as enemy IAW theater ID criteria. Does not imply authority to engage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY&#039;&#039;&#039;&lt;br /&gt;
|Contact whose identity is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DECLARE&#039;&#039;&#039;&lt;br /&gt;
|Inquiry as to the identity of a specified track or GROUP. Responses include: FRIENDLY, BOGEY, BANDIT, HOSTILE, NEUTRAL, UNABLE, CLEAN, or FURBALL. Full positional data (BULLSEYE) must accompany responses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FRIENDLY&#039;&#039;&#039;&lt;br /&gt;
|Positively identified friendly aircraft, ship, or ground position.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FURBALL&#039;&#039;&#039;&lt;br /&gt;
|Non-friendly and friendly aircraft within 5 nm of each other. May be a response to a DECLARE request.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HIGH&#039;&#039;&#039;&lt;br /&gt;
|Contact is above 40,000 ft MSL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOSTILE&#039;&#039;&#039;&lt;br /&gt;
|Contact identified as enemy upon which clearance to fire is authorized IAW ROE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEUTRAL&#039;&#039;&#039;&lt;br /&gt;
|Positively identified aircraft whose characteristics indicate it is neither supporting nor opposing friendly forces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUTLAW&#039;&#039;&#039;&lt;br /&gt;
|Contact originating from a known or suspected hostile airfield or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPADES&#039;&#039;&#039;&lt;br /&gt;
|Contact returns no or invalid IFF response on interrogation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed 660–900 knots ground speed or Mach 1.1–1.5.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VERY FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed above 900 knots or Mach 1.5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Picture Labels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AZIMUTH&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated laterally at approximately the same range from the fighters. Named by cardinal directions (e.g., NORTH GROUP, SOUTH GROUP).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RANGE&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated in depth along the threat axis. Named LEAD GROUP and TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WALL&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in azimuth with depth ≤5 nm or closing. Outer GROUPs named by cardinal directions; inner GROUPs named MIDDLE GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHAMPAGNE&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with two closest to fighters in azimuth and one in trail. LEAD GROUPs named with cardinal direction; TRAIL GROUP in range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VIC&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with one closest to fighters and two in trail separated in azimuth. LEAD GROUP closest; TRAIL GROUPs named with cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOX&#039;&#039;&#039;&lt;br /&gt;
|Four GROUPs with two in azimuth closest to fighters and two in azimuth farthest. Named LEAD GROUP (cardinal) and TRAIL GROUP (cardinal).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LADDER&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in range. Named LEAD GROUP, MIDDLE GROUP (or SECOND, THIRD), TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;STACK&#039;&#039;&#039;&lt;br /&gt;
|Two or more contacts in a GROUP with ≥10,000 ft altitude separation. Higher altitude stated first.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LEADING EDGE&#039;&#039;&#039;&lt;br /&gt;
|The GROUPs the fighters expect to target in the upcoming intercept. Follow-on GROUPs are communicated as WAVES (SECOND WAVE, THIRD WAVE, etc.).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEW PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Tactical picture has changed. Supersedes all previous calls and reestablishes the picture for all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039;&lt;br /&gt;
|Newly detected GROUP outside targeting range that does not fit the current picture label.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039;&lt;br /&gt;
|Previously undetected GROUP appearing inside targeting range but outside THREAT range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039;&lt;br /&gt;
|Undetected or unreported GROUP meeting briefed THREAT criteria. Communicated in BRAA format to the closest aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OPENING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is increasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLOSING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is decreasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WEIGHTED&#039;&#039;&#039;&lt;br /&gt;
|Picture with three or more GROUPs where one or more GROUPs are offset from an equidistant arrangement. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ECHELON&#039;&#039;&#039;&lt;br /&gt;
|GROUPs in a traditional label that are not directly in azimuth or range with one another. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PASSING&#039;&#039;&#039;&lt;br /&gt;
|Two named GROUPs with a RANGE relationship maneuvering to opposite sides in a RANGE relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CROSSING&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs with an AZIMUTH relationship maneuvering to opposite sides in an AZIMUTH relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JOINED&#039;&#039;&#039;&lt;br /&gt;
|Two or more named GROUPs maneuver to meet and maintain GROUP criteria.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|A GROUP inside targeting range with no assigned fighter. Used by the controller to flag priority GROUPs at risk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Targeting and Responsibility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COMMIT&#039;&#039;&#039;&lt;br /&gt;
|Directive to move to intercept or engage a specified GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGET&#039;&#039;&#039;&lt;br /&gt;
|Assignment of targeting responsibility for a specific GROUP to a flight or section.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&lt;br /&gt;
|Fighter has acquired the assigned GROUP and assumed responsibility for it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|GROUP inside targeting range with no fighter assigned.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DROPPING&#039;&#039;&#039;&lt;br /&gt;
|Stop monitoring a specified GROUP or emitter and resume search responsibilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RESET&#039;&#039;&#039;&lt;br /&gt;
|Proceed to prebriefed position or area of operations. Implies DROPPING and return of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MELD&#039;&#039;&#039;&lt;br /&gt;
|Shift radar responsibilities from airspace sanitization to gaining situational awareness on the assigned GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SORTED&#039;&#039;&#039;&lt;br /&gt;
|Sort responsibility within a GROUP has been met by the calling fighter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANCHORED&#039;&#039;&#039;&lt;br /&gt;
|Turning engagement at the specified location. Fighter is engaged and not flowing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SEPARATION&#039;&#039;&#039;&lt;br /&gt;
|Request or information call stating the distance in nm between two GROUPs or WAVES.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE CROSSER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maneuvers into a different area of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE RIDER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maintains a track direction on or near the boundary between targeting areas.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Employment ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ENGAGE&#039;&#039;&#039;&lt;br /&gt;
|Directive to fire on a designated target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX ONE&#039;&#039;&#039;&lt;br /&gt;
|Semi-active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX TWO&#039;&#039;&#039;&lt;br /&gt;
|Infrared-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX THREE&#039;&#039;&#039;&lt;br /&gt;
|Active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPLASH&#039;&#039;&#039;&lt;br /&gt;
|Missile has impacted. Target is assessed as destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SNAPLOCK&#039;&#039;&#039;&lt;br /&gt;
|Fighter has gained sensor contact to a GROUP inside THREAT range with BEAM or hotter aspect. BRAA and aspect implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPIKED&#039;&#039;&#039;&lt;br /&gt;
|Fighter is being painted by an airborne radar. Called with bearing or cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUSIC&#039;&#039;&#039;&lt;br /&gt;
|Fighter is experiencing radar electromagnetic deceptive jamming from a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PRESS&#039;&#039;&#039;&lt;br /&gt;
|Requested action is approved and mutual support will be maintained. Assumes VISUAL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANZAI&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-decide tactics with intent to maneuver into the visual arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SKATE&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-leave tactics.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEFEND(ING)&#039;&#039;&#039;&lt;br /&gt;
|Fighter is maneuvering defensively against a threat. Called with cardinal direction of defensive turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maneuver and Flow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BREAK&#039;&#039;&#039;&lt;br /&gt;
|(Direction) Immediate maximum-performance turn. Safety of flight or to defeat a weapons solution.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUSTER&#039;&#039;&#039;&lt;br /&gt;
|Fly at maximum continuous speed without afterburner (military power).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GATE&#039;&#039;&#039;&lt;br /&gt;
|Fly as fast as possible; use afterburner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FLOW COLD&#039;&#039;&#039;&lt;br /&gt;
|Initiate a turn away from the anticipated threat; begin COLD operations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning toward the threat or target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUT&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning away from the threat.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CRANK&#039;&#039;&#039;&lt;br /&gt;
|Maneuver in the indicated direction while maintaining radar contact on the bandit at the radar gimbal limit. Reduces closure rate while sustaining illumination.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NOTCH&#039;&#039;&#039;&lt;br /&gt;
|Maneuver to place a radar-guided threat on the beam to defeat its Doppler filter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRESPASS&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has entered a known or pop-up SAM MEZ. Directive call to snap 180 degrees away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARD&#039;&#039;&#039;&lt;br /&gt;
|High-G-force, energy sustaining turn in the indicated direction (default is a 180-degree turn).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMPLETION and ABORT ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;MILLER TIME&#039;&#039;&#039;&lt;br /&gt;
|Last striker in the package has completed the attack&lt;br /&gt;
|{Controller-CS} {CS} MILLER TIME&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUGOUT&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and has no intention to return&lt;br /&gt;
|{Controller-CS} {CS} BUGOUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OFF&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and is repositioning or egressing within the area&lt;br /&gt;
|{Controller-CS} {CS} OFF {Direction}&lt;br /&gt;
|}&lt;br /&gt;
=== AIR TO SURFACE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRT&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUD&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SINGER&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a SAM launch. The threat has fired.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SCAN&#039;&#039;&#039;&lt;br /&gt;
|Search the indicated sector and report any contacts.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WORK&#039;&#039;&#039;&lt;br /&gt;
|Directive call to conduct geolocation on a specific target or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039;&lt;br /&gt;
|Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FIXED&#039;&#039;&#039;&lt;br /&gt;
|Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRACK&#039;&#039;&#039;&lt;br /&gt;
|Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CAPTURED&#039;&#039;&#039;&lt;br /&gt;
|Object has been acquired and is being actively tracked.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COVER&#039;&#039;&#039;&lt;br /&gt;
|Directive call to be ready for reattack or re-engage if weapon effects are not achieved.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOUNDDOG&#039;&#039;&#039;&lt;br /&gt;
|Aircraft is in a position to employ weapons. Used in response to COVER.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARM INBOUND&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] High-speed antiradiation missile already employed&lt;br /&gt;
|ARM is already in the air — the threat is being engaged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MAGNUM&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] Launch of FRIENDLY antiradiation missile&lt;br /&gt;
|ARM is being launched now in response to this call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ARIZONA&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] No antiradiation missile ordnance remaining&lt;br /&gt;
|SEAD aircraft is Winchester on ARMs&lt;br /&gt;
|}&lt;br /&gt;
=== Status and Administrative ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AS FRAGGED&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform exactly as briefed or scheduled per the ATO.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WITH EXCEPTIONS&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform as briefed with stated deviations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AUTHENTICATE&#039;&#039;&#039;&lt;br /&gt;
|Request to verify contact with an allied unit using the DRYAD table.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BLIND&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with a friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FENCE IN / OUT&#039;&#039;&#039;&lt;br /&gt;
|Perform the combat configuration checklist entering or exiting the hostile area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LOWDOWN&#039;&#039;&#039;&lt;br /&gt;
|Request for the current tactical electromagnetic support or ground/surface picture.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ROLEX&#039;&#039;&#039;&lt;br /&gt;
|Timeline adjustment in minutes from original planned execution time. PLUS assumed. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SLIP&#039;&#039;&#039;&lt;br /&gt;
|Time delay to an individual flight or element event. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNABLE&#039;&#039;&#039;&lt;br /&gt;
|Cannot comply as requested or directed.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=433</id>
		<title>General/Tactical Communication Revision 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=433"/>
		<updated>2026-06-11T15:07:52Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* Check In ON TACC2 NET (MNPOPCA Format) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:1.1em; color:#660000; font-weight:bold;&amp;quot;&amp;gt;SOURCE — Tactical Communications Guide&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.85em; font-weight:bold;&amp;quot;&amp;gt;Covers: Airspace Control · TACADMIN · Check-In · Force Packaging · Air-to-Air Communication · Brevity&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.8em; color:#555;&amp;quot;&amp;gt;&#039;&#039;Based on ATP 3-52.4 / MCRP 3-20F.10 / NTTP 6-02.9 / AFTTP 3-2.8, October 2024. Adapted for DCS.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 01 / Airspace Control ==&lt;br /&gt;
Airspace control is the exercise of delegated authority over designated airspace and users through control procedures and coordination measures to maximize operational effectiveness.&lt;br /&gt;
&lt;br /&gt;
There are two methods of airspace control:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Positive Control&#039;&#039;&#039; relies on positive identification, tracking, and direction of aircraft within an airspace, conducted with electronic means by an agency having the authority and responsibility therein. It requires sensors to locate and identify airspace users in real time and communications to maintain continuous contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Procedural Control&#039;&#039;&#039; relies on a combination of previously agreed upon and promulgated orders and procedures. Examples include air defense identification procedures, voice and digital communications between aircraft and airspace control elements, and airspace control measures such as coordinating altitudes and restricted operating zones.&lt;br /&gt;
&lt;br /&gt;
=== Tactical Command and Control (TAC C2) ===&lt;br /&gt;
TAC C2 agencies use positive and/or procedural control methods to control airspace and manage air operations. Throughout this guide, &#039;&#039;&#039;Controller&#039;&#039;&#039; is used as a generic term for the individual providing tactical control, whether airborne or ground-based.&lt;br /&gt;
&lt;br /&gt;
Primary TAC C2 responsibilities:&lt;br /&gt;
&lt;br /&gt;
* Enable the flow of forces to and from an objective area&lt;br /&gt;
* Provide threat warning information and maintain situational awareness&lt;br /&gt;
* Maintain SA of supporting asset status, threat information, and target area information&lt;br /&gt;
* Maintain air asset deconfliction to and from a working area&lt;br /&gt;
&lt;br /&gt;
=== Transmission Types ===&lt;br /&gt;
All radio transmissions are associated with a call sign. There are three transmission types:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive&#039;&#039;&#039; — the call sign of the entity being directed is used.&lt;br /&gt;
  HORNET 2, TARGET NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Interrogative&#039;&#039;&#039; — requests a response; format is [entity speaking to], [speaking entity].&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Informative&#039;&#039;&#039; — provides information without requiring a response; format is [speaking entity].&lt;br /&gt;
  EAGLE 11, FUEL YELLOW.&lt;br /&gt;
&lt;br /&gt;
=== AUTHORITY ===&lt;br /&gt;
Their are the following party&#039;s that hold decreasing levels of control. &lt;br /&gt;
&lt;br /&gt;
# Tactical Control Center - TACC2&lt;br /&gt;
# Mission Commander - MC&lt;br /&gt;
# Team Lead (previously called Package Lead) - TL&lt;br /&gt;
# Flight Lead - FL&lt;br /&gt;
# Element Lead - EL&lt;br /&gt;
# Wingman - WM&lt;br /&gt;
&lt;br /&gt;
Within this squadron MC&#039;s duties will be taken over by TACC2 or TL (due to missing personal)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 02 / TACADMIN ==&lt;br /&gt;
Tactical Administration (TACADMIN) consists of all processes and procedures that occur in the TAC C2 area of operations. It covers interflight and intraflight procedures and airborne mission preparation that directly supports executing the tactical mission objective. Examples include weapon arming, sensor management, and tactical communication checks.&lt;br /&gt;
&lt;br /&gt;
=== Fuel and Weapons Status ===&lt;br /&gt;
Aircraft are &#039;&#039;&#039;assumed GREEN&#039;&#039;&#039; unless otherwise reported.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Status&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|GREEN&lt;br /&gt;
|Sufficient for continued mission execution&lt;br /&gt;
|-&lt;br /&gt;
|YELLOW&lt;br /&gt;
|Approaching a level insufficient to continue execution&lt;br /&gt;
|-&lt;br /&gt;
|RED&lt;br /&gt;
|Insufficient to continue execution&lt;br /&gt;
|}&lt;br /&gt;
Aircraft must relay YELLOW to the controller. The controller is responsible for coordinating on-station relief before an aircraft communicates RED.&lt;br /&gt;
  RAMBO 01, FUEL RED, WEAPONS GREEN.&lt;br /&gt;
&lt;br /&gt;
=== BRAA and BULLSEYE CallS ===&lt;br /&gt;
Tactical control format: &#039;&#039;&#039;Bearing, Range, Altitude, Aspect&#039;&#039;&#039; relative to the specified friendly aircraft. Used by the controller when information pertains to one specific aircraft, or in response to BOGEY DOPE, SNAPLOCK, and THREAT calls.&lt;br /&gt;
&lt;br /&gt;
Bullseye format: Bearing and Range from BULLSEYE, Altitude, Aspect. Use for description of GROUP and TARGET &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Format&lt;br /&gt;
!Bearing&lt;br /&gt;
!Range (nm)&lt;br /&gt;
!Altitude (ft)&lt;br /&gt;
!Aspect&lt;br /&gt;
|-&lt;br /&gt;
|BRAA&lt;br /&gt;
|3 2 0&lt;br /&gt;
|30&lt;br /&gt;
|20 thousand&lt;br /&gt;
|Flanking&lt;br /&gt;
|-&lt;br /&gt;
|BULLSEYE&lt;br /&gt;
|1 1 0&lt;br /&gt;
|30 &lt;br /&gt;
|25 thousand&lt;br /&gt;
|HOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flight Check / Frequency Change ===&lt;br /&gt;
When Switching a Frequency it is important to ensure that all Flight Members arrive on that Frequency. To ensure this the FL will execute a &#039;&#039;&#039;Flight Check&#039;&#039;&#039; a procedure that requires all wingman to respond on that frequency with their inflight Nr. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|FL &lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;FL (intraflight)&#039;&#039;&lt;br /&gt;
|&#039;&#039;Flight Push {UHF/VHF, Radio 1/2} Button #&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;All flight members switch to the new Frequency&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Check&lt;br /&gt;
|-&lt;br /&gt;
|WM&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|EL&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|2nd WM&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Authentication (DRYAD) ===&lt;br /&gt;
Verifies contact with an allied unit. A challenging station picks a letter from the leftmost column and a second from that row. The responding station replies with the letter directly below the second chosen letter. The DRYAD table is issued in the pre-mission briefing. Pilots are responsible for initiating authentication with the controlling station.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{TACC2-CS} {CS} Authenticate E-A&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Come back G&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authenticate J-U&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|Come back R&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authentication Sweet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 03 / Check-In Procedures ==&lt;br /&gt;
The purpose of check-in is to establish contact between aircrew and TAC C2, allow the controller to establish accountability, and pass critical mission information before handoff to the final controller.&lt;br /&gt;
&lt;br /&gt;
Check-in accomplishes the following before and after mission execution: positive friendly identification via IFF and/or data link, ALPHA CHECK from BULLSEYE, safety-of-flight information, and weather update.&lt;br /&gt;
&lt;br /&gt;
Note: BULLSEYE cannot be used for initial position calls — only valid after ALPHA CHECK.&lt;br /&gt;
&lt;br /&gt;
=== Check In ON TACC2 NET (MNPOPCA Format) ===&lt;br /&gt;
The MNPOPCA format outlines the informations a aircrew should prepare before beginning the Check in process:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |MNPOPCA Format&lt;br /&gt;
|-&lt;br /&gt;
!Mission Number&lt;br /&gt;
|-&lt;br /&gt;
|Number and Type of Aircraft&lt;br /&gt;
|-&lt;br /&gt;
|Position and Altitude&lt;br /&gt;
|-&lt;br /&gt;
|Ordnance (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
|PLAYTIME&lt;br /&gt;
|-&lt;br /&gt;
|Capabilities (e.g., laser, infrared pod, data link)&lt;br /&gt;
|-&lt;br /&gt;
|Abort Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in AS FRAGGED ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} as Fragged, Request Alpha Check from Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS}, Identified, {Control Type}, Alpha Check Bullseye {Position}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in WITH EXCEPTIONS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# Checking in with Exceptions. Request Alpha Check Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|{CS}, Alpha Check Bullseye {Position} continue with Check In&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} {State Exceptions in plain Language}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 04 / Force Packaging ==&lt;br /&gt;
Before entering a target area or leaving the MARSHAL Hold the MC will ensure that all Flight are able to operate. &lt;br /&gt;
&lt;br /&gt;
=== Roll Call ===&lt;br /&gt;
Roll call is initiated by the controller or MC at a predetermined time to confirm force accountability. Each flight lead or team lead responds with call sign in sequence.&lt;br /&gt;
  MC:       PACKAGE BRAVO WHISKEY, ROLL CALL.&lt;br /&gt;
  FLs:      EAGLE. VIPER WITH EXCEPTIONS. BONES. GROWL. MOJO.&lt;br /&gt;
  MC:       VIPER, GO WITH EXCEPTIONS.&lt;br /&gt;
  VIPER FL: VIPER MINUS 2.&lt;br /&gt;
=== Timing Changes ===&lt;br /&gt;
&#039;&#039;&#039;ROLEX&#039;&#039;&#039; — timeline adjustment in minutes, always referenced from the original preplanned mission execution time. PLUS is assumed. Not additive.&lt;br /&gt;
  PACKAGE WHISKEY ALPHA, ROLEX 10. (Original 1500Z → New 1510Z)&lt;br /&gt;
&#039;&#039;&#039;SLIP&#039;&#039;&#039; — time delay to an individual flight or element event. Not additive.&lt;br /&gt;
  HOSS 1, SLIP TOT 6 MINUTES. (Original 1500Z → New 1506Z)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Air-to-Air Refueling ==&lt;br /&gt;
AAR requires close coordination with the tanker around a pre-briefed Rendezvous (RV). SOURCE uses &#039;&#039;&#039;RV Alpha (Fixed Anchor)&#039;&#039;&#039; for all operations. (due to DCS limitations)&lt;br /&gt;
&lt;br /&gt;
=== Tanker Orbit Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Usage&lt;br /&gt;
!ex.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039;&lt;br /&gt;
|Receivers departing · Emergency&lt;br /&gt;
|FL210&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAVO&#039;&#039;&#039;&lt;br /&gt;
|Tanker base level&lt;br /&gt;
|FL200&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHARLIE&#039;&#039;&#039;&lt;br /&gt;
|Receiver evasive&lt;br /&gt;
|FL190&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DELTA&#039;&#039;&#039;&lt;br /&gt;
|Receivers approaching&lt;br /&gt;
|FL180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== RV Alpha Procedure ===&lt;br /&gt;
Receiver: fly 2,000 ft below AAR altitude · follow controller heading · declare JUDY on radar contact · declare VISUAL when in sight · weapons safe and radar off · take ECHELON LEFT when authorized.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Proceed Tanker BRAA {BRAA}, RV Alpha, Tanker Freq {Freq} {Instructions}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Roger, RV Alpha, Tanker Freq {Freq} {Readback}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once flight has radar contact with tanker&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Flight Name} Judy 1, Weapons Safe&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once tanker is in sight&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Tanker {x} o&#039;clock, report visual&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Nose Cold, visual with tanker&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Roger, contact boom&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Switch to DCS tanker frequency and join up&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
FL must confirm Nose Cold / Weapons Safe with wingmen on intraflight before reporting to the controller.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / Positive Identification (PID) ==&lt;br /&gt;
PID proves, to a defensible standard, that the contact is a legitimate target under the ROE. Proof may come from sensors, behavior, location, declarations, or higher authority.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electronic PID&#039;&#039;&#039;&lt;br /&gt;
|IFF interrogation, data link picture, NCTR, controller declaration. Most common form in BVR.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Visual PID (VID)&#039;&#039;&#039;&lt;br /&gt;
|Confirm number, type, livery, armament, heading, speed. Requires merge or VID pass.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ground Targets&#039;&#039;&#039;&lt;br /&gt;
|Correlate with pre-briefed target.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 08 / Air-to-Air Combat ==&lt;br /&gt;
[[MTTP/A2A|Air to Air Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Air-to-Surface Combat ==&lt;br /&gt;
[[MTTP/A2S|Air to Surface Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Brevity Words ==&lt;br /&gt;
&lt;br /&gt;
=== Situational Awareness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA CHECK&#039;&#039;&#039;&lt;br /&gt;
|Verification of ownship position relative to BULLSEYE. Used at check-in to confirm navigation accuracy. ALPHA CHECK correlation is defined as within 3 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANGELS&#039;&#039;&#039;&lt;br /&gt;
|Height of friendly aircraft in thousands of feet MSL (e.g., ANGELS TWENTY = 20,000 ft).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY DOPE&#039;&#039;&#039;&lt;br /&gt;
|Request for BRAA information on the indicated or nearest GROUP. Does not imply targeting.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAA&#039;&#039;&#039;&lt;br /&gt;
|Bearing, Range, Altitude, and Aspect relative to the specified friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BULLSEYE&#039;&#039;&#039;&lt;br /&gt;
|A pre-briefed reference point from which the position of an object is referred to by magnetic bearing and range in nm. Not to be truncated to &amp;quot;BULL.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLEAN&#039;&#039;&#039;&lt;br /&gt;
|1. No sensor information on a GROUP of interest.&lt;br /&gt;
2. No visible battle damage. &lt;br /&gt;
3. Aircraft not carrying external stores. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLARA&#039;&#039;&#039;&lt;br /&gt;
|Radar scope is clear of contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Individual radar return within a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FADED&#039;&#039;&#039;&lt;br /&gt;
|A previously tracked GROUP not updated by sensors for 30 seconds. Last known position implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GROUP&#039;&#039;&#039;&lt;br /&gt;
|Any number of air contacts within 3 nm in azimuth and range of each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HEAVY&#039;&#039;&#039;&lt;br /&gt;
|A GROUP known to contain three or more contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JUDY&#039;&#039;&#039;&lt;br /&gt;
|Aircrew has taken control of the intercept and requires only situational awareness information. Controller minimizes transmissions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MERGED&#039;&#039;&#039;&lt;br /&gt;
|Friendlies and targets have arrived in the visual arena, within 3–5 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEGATIVE CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Used for friendly aircraft not held on sensors. FADED is not used for friendlies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NO JOY&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with the target or bandit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Request for a description of all GROUPs and their spatial relationships in BULLSEYE format.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PLAYTIME&#039;&#039;&#039;&lt;br /&gt;
|Time aircraft can remain on station, given in hours plus minutes (e.g., ONE PLUS THIRTY).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TALLY&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a target or enemy aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VANISHED&#039;&#039;&#039;&lt;br /&gt;
|A FADED GROUP correlated to a successful friendly shot. Assessed as killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VISUAL&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a friendly aircraft, ground unit, or ship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contact Status and Declaration ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANDIT&#039;&#039;&#039;&lt;br /&gt;
|Positively identified as enemy IAW theater ID criteria. Does not imply authority to engage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY&#039;&#039;&#039;&lt;br /&gt;
|Contact whose identity is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DECLARE&#039;&#039;&#039;&lt;br /&gt;
|Inquiry as to the identity of a specified track or GROUP. Responses include: FRIENDLY, BOGEY, BANDIT, HOSTILE, NEUTRAL, UNABLE, CLEAN, or FURBALL. Full positional data (BULLSEYE) must accompany responses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FRIENDLY&#039;&#039;&#039;&lt;br /&gt;
|Positively identified friendly aircraft, ship, or ground position.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FURBALL&#039;&#039;&#039;&lt;br /&gt;
|Non-friendly and friendly aircraft within 5 nm of each other. May be a response to a DECLARE request.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HIGH&#039;&#039;&#039;&lt;br /&gt;
|Contact is above 40,000 ft MSL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOSTILE&#039;&#039;&#039;&lt;br /&gt;
|Contact identified as enemy upon which clearance to fire is authorized IAW ROE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEUTRAL&#039;&#039;&#039;&lt;br /&gt;
|Positively identified aircraft whose characteristics indicate it is neither supporting nor opposing friendly forces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUTLAW&#039;&#039;&#039;&lt;br /&gt;
|Contact originating from a known or suspected hostile airfield or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPADES&#039;&#039;&#039;&lt;br /&gt;
|Contact returns no or invalid IFF response on interrogation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed 660–900 knots ground speed or Mach 1.1–1.5.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VERY FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed above 900 knots or Mach 1.5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Picture Labels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AZIMUTH&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated laterally at approximately the same range from the fighters. Named by cardinal directions (e.g., NORTH GROUP, SOUTH GROUP).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RANGE&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated in depth along the threat axis. Named LEAD GROUP and TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WALL&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in azimuth with depth ≤5 nm or closing. Outer GROUPs named by cardinal directions; inner GROUPs named MIDDLE GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHAMPAGNE&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with two closest to fighters in azimuth and one in trail. LEAD GROUPs named with cardinal direction; TRAIL GROUP in range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VIC&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with one closest to fighters and two in trail separated in azimuth. LEAD GROUP closest; TRAIL GROUPs named with cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOX&#039;&#039;&#039;&lt;br /&gt;
|Four GROUPs with two in azimuth closest to fighters and two in azimuth farthest. Named LEAD GROUP (cardinal) and TRAIL GROUP (cardinal).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LADDER&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in range. Named LEAD GROUP, MIDDLE GROUP (or SECOND, THIRD), TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;STACK&#039;&#039;&#039;&lt;br /&gt;
|Two or more contacts in a GROUP with ≥10,000 ft altitude separation. Higher altitude stated first.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LEADING EDGE&#039;&#039;&#039;&lt;br /&gt;
|The GROUPs the fighters expect to target in the upcoming intercept. Follow-on GROUPs are communicated as WAVES (SECOND WAVE, THIRD WAVE, etc.).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEW PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Tactical picture has changed. Supersedes all previous calls and reestablishes the picture for all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039;&lt;br /&gt;
|Newly detected GROUP outside targeting range that does not fit the current picture label.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039;&lt;br /&gt;
|Previously undetected GROUP appearing inside targeting range but outside THREAT range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039;&lt;br /&gt;
|Undetected or unreported GROUP meeting briefed THREAT criteria. Communicated in BRAA format to the closest aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OPENING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is increasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLOSING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is decreasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WEIGHTED&#039;&#039;&#039;&lt;br /&gt;
|Picture with three or more GROUPs where one or more GROUPs are offset from an equidistant arrangement. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ECHELON&#039;&#039;&#039;&lt;br /&gt;
|GROUPs in a traditional label that are not directly in azimuth or range with one another. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PASSING&#039;&#039;&#039;&lt;br /&gt;
|Two named GROUPs with a RANGE relationship maneuvering to opposite sides in a RANGE relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CROSSING&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs with an AZIMUTH relationship maneuvering to opposite sides in an AZIMUTH relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JOINED&#039;&#039;&#039;&lt;br /&gt;
|Two or more named GROUPs maneuver to meet and maintain GROUP criteria.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|A GROUP inside targeting range with no assigned fighter. Used by the controller to flag priority GROUPs at risk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Targeting and Responsibility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COMMIT&#039;&#039;&#039;&lt;br /&gt;
|Directive to move to intercept or engage a specified GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGET&#039;&#039;&#039;&lt;br /&gt;
|Assignment of targeting responsibility for a specific GROUP to a flight or section.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&lt;br /&gt;
|Fighter has acquired the assigned GROUP and assumed responsibility for it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|GROUP inside targeting range with no fighter assigned.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DROPPING&#039;&#039;&#039;&lt;br /&gt;
|Stop monitoring a specified GROUP or emitter and resume search responsibilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RESET&#039;&#039;&#039;&lt;br /&gt;
|Proceed to prebriefed position or area of operations. Implies DROPPING and return of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MELD&#039;&#039;&#039;&lt;br /&gt;
|Shift radar responsibilities from airspace sanitization to gaining situational awareness on the assigned GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SORTED&#039;&#039;&#039;&lt;br /&gt;
|Sort responsibility within a GROUP has been met by the calling fighter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANCHORED&#039;&#039;&#039;&lt;br /&gt;
|Turning engagement at the specified location. Fighter is engaged and not flowing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SEPARATION&#039;&#039;&#039;&lt;br /&gt;
|Request or information call stating the distance in nm between two GROUPs or WAVES.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE CROSSER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maneuvers into a different area of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE RIDER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maintains a track direction on or near the boundary between targeting areas.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Employment ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ENGAGE&#039;&#039;&#039;&lt;br /&gt;
|Directive to fire on a designated target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX ONE&#039;&#039;&#039;&lt;br /&gt;
|Semi-active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX TWO&#039;&#039;&#039;&lt;br /&gt;
|Infrared-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX THREE&#039;&#039;&#039;&lt;br /&gt;
|Active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPLASH&#039;&#039;&#039;&lt;br /&gt;
|Missile has impacted. Target is assessed as destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SNAPLOCK&#039;&#039;&#039;&lt;br /&gt;
|Fighter has gained sensor contact to a GROUP inside THREAT range with BEAM or hotter aspect. BRAA and aspect implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPIKED&#039;&#039;&#039;&lt;br /&gt;
|Fighter is being painted by an airborne radar. Called with bearing or cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUSIC&#039;&#039;&#039;&lt;br /&gt;
|Fighter is experiencing radar electromagnetic deceptive jamming from a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PRESS&#039;&#039;&#039;&lt;br /&gt;
|Requested action is approved and mutual support will be maintained. Assumes VISUAL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANZAI&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-decide tactics with intent to maneuver into the visual arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SKATE&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-leave tactics.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEFEND(ING)&#039;&#039;&#039;&lt;br /&gt;
|Fighter is maneuvering defensively against a threat. Called with cardinal direction of defensive turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maneuver and Flow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BREAK&#039;&#039;&#039;&lt;br /&gt;
|(Direction) Immediate maximum-performance turn. Safety of flight or to defeat a weapons solution.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUSTER&#039;&#039;&#039;&lt;br /&gt;
|Fly at maximum continuous speed without afterburner (military power).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GATE&#039;&#039;&#039;&lt;br /&gt;
|Fly as fast as possible; use afterburner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FLOW COLD&#039;&#039;&#039;&lt;br /&gt;
|Initiate a turn away from the anticipated threat; begin COLD operations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning toward the threat or target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUT&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning away from the threat.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CRANK&#039;&#039;&#039;&lt;br /&gt;
|Maneuver in the indicated direction while maintaining radar contact on the bandit at the radar gimbal limit. Reduces closure rate while sustaining illumination.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NOTCH&#039;&#039;&#039;&lt;br /&gt;
|Maneuver to place a radar-guided threat on the beam to defeat its Doppler filter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRESPASS&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has entered a known or pop-up SAM MEZ. Directive call to snap 180 degrees away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARD&#039;&#039;&#039;&lt;br /&gt;
|High-G-force, energy sustaining turn in the indicated direction (default is a 180-degree turn).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMPLETION and ABORT ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;MILLER TIME&#039;&#039;&#039;&lt;br /&gt;
|Last striker in the package has completed the attack&lt;br /&gt;
|{Controller-CS} {CS} MILLER TIME&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUGOUT&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and has no intention to return&lt;br /&gt;
|{Controller-CS} {CS} BUGOUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OFF&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and is repositioning or egressing within the area&lt;br /&gt;
|{Controller-CS} {CS} OFF {Direction}&lt;br /&gt;
|}&lt;br /&gt;
=== AIR TO SURFACE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRT&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUD&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SINGER&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a SAM launch. The threat has fired.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SCAN&#039;&#039;&#039;&lt;br /&gt;
|Search the indicated sector and report any contacts.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WORK&#039;&#039;&#039;&lt;br /&gt;
|Directive call to conduct geolocation on a specific target or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039;&lt;br /&gt;
|Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FIXED&#039;&#039;&#039;&lt;br /&gt;
|Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRACK&#039;&#039;&#039;&lt;br /&gt;
|Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CAPTURED&#039;&#039;&#039;&lt;br /&gt;
|Object has been acquired and is being actively tracked.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COVER&#039;&#039;&#039;&lt;br /&gt;
|Directive call to be ready for reattack or re-engage if weapon effects are not achieved.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOUNDDOG&#039;&#039;&#039;&lt;br /&gt;
|Aircraft is in a position to employ weapons. Used in response to COVER.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARM INBOUND&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] High-speed antiradiation missile already employed&lt;br /&gt;
|ARM is already in the air — the threat is being engaged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MAGNUM&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] Launch of FRIENDLY antiradiation missile&lt;br /&gt;
|ARM is being launched now in response to this call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ARIZONA&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] No antiradiation missile ordnance remaining&lt;br /&gt;
|SEAD aircraft is Winchester on ARMs&lt;br /&gt;
|}&lt;br /&gt;
=== Status and Administrative ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AS FRAGGED&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform exactly as briefed or scheduled per the ATO.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WITH EXCEPTIONS&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform as briefed with stated deviations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AUTHENTICATE&#039;&#039;&#039;&lt;br /&gt;
|Request to verify contact with an allied unit using the DRYAD table.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BLIND&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with a friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FENCE IN / OUT&#039;&#039;&#039;&lt;br /&gt;
|Perform the combat configuration checklist entering or exiting the hostile area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LOWDOWN&#039;&#039;&#039;&lt;br /&gt;
|Request for the current tactical electromagnetic support or ground/surface picture.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ROLEX&#039;&#039;&#039;&lt;br /&gt;
|Timeline adjustment in minutes from original planned execution time. PLUS assumed. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SLIP&#039;&#039;&#039;&lt;br /&gt;
|Time delay to an individual flight or element event. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNABLE&#039;&#039;&#039;&lt;br /&gt;
|Cannot comply as requested or directed.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Airspace_Classifications&amp;diff=432</id>
		<title>Airspace Classifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Airspace_Classifications&amp;diff=432"/>
		<updated>2026-06-03T15:26:57Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* Class D */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:1.1em; color:#660000; font-weight:bold;&amp;quot;&amp;gt;SOURCE — Airspace Classifications&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:0.85em; font-weight:bold;&amp;quot;&amp;gt;Covers: Airspace Types · Restricted Areas · Brevity &amp;amp; Terminology&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:0.8em; color:#555;&amp;quot;&amp;gt;&#039;&#039;Information is based on real-world procedures but modified to cater to DCS limitations&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Airspace Classifications =&lt;br /&gt;
&lt;br /&gt;
Airspace is divided into defined categories and classes, each with its own rules governing who may fly within it, what equipment is required, what level of ATC interaction is expected, and under what conditions — VFR or IFR — flight is permitted. Understanding these classifications is fundamental to flight planning, whether in the real world or in DCS. This page covers the standard ICAO-based airspace classes used in most of the world, as well as the special use and restricted airspace designations that pilots are likely to encounter.&lt;br /&gt;
== Controlled vs Uncontrolled Airspace ==&lt;br /&gt;
&lt;br /&gt;
At the broadest level, airspace is divided into two categories: &#039;&#039;&#039;controlled&#039;&#039;&#039; and &#039;&#039;&#039;uncontrolled&#039;&#039;&#039;. Controlled airspace is airspace within which ATC service is provided to IFR flights and, depending on the class, to VFR flights as well. Uncontrolled airspace is airspace where no ATC separation service is provided — pilots are responsible for their own separation from terrain and other traffic. This does not mean uncontrolled airspace is ungoverned; VFR weather minimums and other rules still apply. The key distinction is simply whether ATC is actively involved in managing traffic within that volume of airspace.&lt;br /&gt;
&lt;br /&gt;
Beyond controlled and uncontrolled, there is a third broad category: &#039;&#039;&#039;special use airspace (SUA)&#039;&#039;&#039;, which encompasses areas where normal flight operations are limited, restricted, or prohibited for reasons of military activity, security, or hazard. SUA is covered in detail in the second half of this page.&lt;br /&gt;
&lt;br /&gt;
== ICAO Airspace Classes ==&lt;br /&gt;
[[File:Airspace-Classification-by-FAA-3752383478.png|left|thumb|800x800px|Airspace Classes]]&lt;br /&gt;
The International Civil Aviation Organisation (ICAO) defines seven classes of airspace, designated A through G. Classes A through E are controlled; classes F and G are uncontrolled (with F rarely used in practice). Each class specifies different requirements for pilot certification, equipment, communications, and the services provided by ATC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Class A ===&lt;br /&gt;
&lt;br /&gt;
Class A is the most restrictive class of controlled airspace. In the United States, it begins at 18,000 feet MSL and extends to FL600. &#039;&#039;&#039;All flights in Class A must be conducted under IFR&#039;&#039;&#039; — VFR flight is not permitted. An IFR flight plan must be filed and an ATC clearance received before entering. ATC provides separation to all aircraft.&lt;br /&gt;
&lt;br /&gt;
=== Class B ===&lt;br /&gt;
&lt;br /&gt;
Class B airspace surrounds the busiest airports — those with the highest volume of IFR operations and passenger traffic. It typically extends from the surface up to 10,000 feet MSL and has a layered, tiered structure, sometimes described as an upside-down wedding cake. &#039;&#039;&#039;An ATC clearance is required for all aircraft, both IFR and VFR, to enter Class B airspace&#039;&#039;&#039;, and ATC provides separation to all traffic within it. Required equipment includes a two-way radio and a transponder with Mode C altitude reporting.&lt;br /&gt;
&lt;br /&gt;
=== Class C ===&lt;br /&gt;
&lt;br /&gt;
Class C airspace surrounds airports that have a control tower and radar approach control, with a significant but lower level of traffic than Class B airports. Pilots must establish &#039;&#039;&#039;radio contact with ATC prior to entering&#039;&#039;&#039; Class C airspace. IFR and VFR aircraft are sequenced and separated from each other within the Class C area by ATC. A transponder with Mode C is required.&lt;br /&gt;
&lt;br /&gt;
=== Class D ===&lt;br /&gt;
&lt;br /&gt;
Class D airspace surrounds airports with an operational control tower but no radar approach control. Pilots must establish &#039;&#039;&#039;radio communications with the control tower&#039;&#039;&#039; and acquire an &#039;&#039;&#039;clearance&#039;&#039;&#039; before entering Class D airspace. No separation services are provided to VFR aircraft, though controllers will issue traffic advisories. Class D becomes Class E or Class G when the tower is not in operation.&lt;br /&gt;
&lt;br /&gt;
=== Class E ===&lt;br /&gt;
&lt;br /&gt;
Class E does not require communication with ATC for VFR flight. IFR flights in Class E receive full ATC separation services; VFR flights receive no separation but still must maintain VFR weather minimums. A transponder with Mode C is required above 10,000 feet MSL.&lt;br /&gt;
&lt;br /&gt;
=== Class F ===&lt;br /&gt;
&lt;br /&gt;
Class F is an ICAO designation for airspace where advisory services are available but ATC separation is not guaranteed. It is rarely used in practice and is not employed in the United States. Some other ICAO member states use it in limited circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Class G ===&lt;br /&gt;
&lt;br /&gt;
Class G is uncontrolled airspace — airspace not designated as any other class. It typically exists from the surface up to the base of overlying Class E airspace. No ATC services are provided to any aircraft in Class G. Pilots are responsible for maintaining their own separation and must comply with VFR weather minimums, which are less stringent in Class G than in controlled airspace — particularly for low-altitude daytime flight.&lt;br /&gt;
&lt;br /&gt;
== VFR Weather Minimums by Class (SUBJ TO CHANGE) ==&lt;br /&gt;
&lt;br /&gt;
The table below summarises the basic VFR weather minimums applicable in each airspace class: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Airspace Class !! Visibility !! Cloud Clearance&lt;br /&gt;
|-&lt;br /&gt;
| A || Not applicable (IFR only) || Not applicable&lt;br /&gt;
|-&lt;br /&gt;
| B || 3 SM || Clear of clouds&lt;br /&gt;
|-&lt;br /&gt;
| C || 3 SM || 500 ft below / 1,000 ft above / 2,000 ft horizontal&lt;br /&gt;
|-&lt;br /&gt;
| D || 3 SM || 500 ft below / 1,000 ft above / 2,000 ft horizontal&lt;br /&gt;
|-&lt;br /&gt;
| E (below 10,000 ft MSL) || 3 SM || 500 ft below / 1,000 ft above / 2,000 ft horizontal&lt;br /&gt;
|-&lt;br /&gt;
| E (at or above 10,000 ft MSL) || 5 SM || 1,000 ft below / 1,000 ft above / 1 SM horizontal&lt;br /&gt;
|-&lt;br /&gt;
| G (≤1,200 ft AGL, day) || 1 SM || Clear of clouds&lt;br /&gt;
|-&lt;br /&gt;
| G (≤1,200 ft AGL, night) || 3 SM || 500 ft below / 1,000 ft above / 2,000 ft horizontal&lt;br /&gt;
|-&lt;br /&gt;
| G (&amp;gt;1,200 ft AGL, below 10,000 ft, day) || 1 SM || 500 ft below / 1,000 ft above / 2,000 ft horizontal&lt;br /&gt;
|-&lt;br /&gt;
| G (&amp;gt;1,200 ft AGL, at or above 10,000 ft) || 5 SM || 1,000 ft below / 1,000 ft above / 1 SM horizontal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Use Airspace (SUA) ==&lt;br /&gt;
&lt;br /&gt;
Beyond the standard airspace classes, certain volumes of airspace are designated for specific or restricted purposes. These fall into two broad groups: &#039;&#039;&#039;regulatory&#039;&#039;&#039; SUA (prohibited and restricted areas, established through the formal rulemaking process and codified in law) and &#039;&#039;&#039;nonregulatory&#039;&#039;&#039; SUA (such as MOAs, warning areas, and alert areas, which impose operational guidance without a full legal prohibition). Where overlapping airspace designations apply, the more restrictive designation governs.&lt;br /&gt;
&lt;br /&gt;
In DCS, special use airspace is especially relevant in mission planning — flying into an active restricted or prohibited area without awareness can have serious tactical and narrative consequences.&lt;br /&gt;
&lt;br /&gt;
=== Prohibited Areas ===&lt;br /&gt;
&lt;br /&gt;
Prohibited areas are volumes of airspace within which &#039;&#039;&#039;flight is entirely forbidden&#039;&#039;&#039;, established for reasons of national security or public welfare. No clearance can be obtained to enter a prohibited area — it is a hard exclusion. In the United States, prohibited areas are designated with the prefix &amp;quot;P&amp;quot; (e.g., P-56, which protects airspace over Washington D.C.). In combat environments and in DCS mission scenarios, prohibited areas may correspond to politically sensitive zones, nuclear installations, or high-value ground targets where even overflying is off-limits.&lt;br /&gt;
&lt;br /&gt;
=== Restricted Areas ===&lt;br /&gt;
&lt;br /&gt;
Restricted areas are volumes of airspace where flight is &#039;&#039;&#039;permitted only under specific conditions or with prior authorisation&#039;&#039;&#039; from the controlling agency. They are typically established over areas where hazardous activities occur — artillery firing ranges, missile launch corridors, or live ordnance training. Unlike prohibited areas, entry into a restricted area may be allowed when the area is inactive (i.e., the hazardous activity is not taking place) or when a specific clearance has been obtained. In the US, restricted areas carry the prefix &amp;quot;R&amp;quot;. Pilots approaching a restricted area should contact the controlling authority or ATC to confirm current activity status.&lt;br /&gt;
&lt;br /&gt;
=== Military Operations Areas (MOA) ===&lt;br /&gt;
&lt;br /&gt;
A Military Operations Area is a block of airspace established to &#039;&#039;&#039;separate certain military training activities from IFR traffic&#039;&#039;&#039; and to identify for VFR traffic where those activities take place. MOAs are nonregulatory — they do not legally prohibit civilian entry — but they are a significant hazard indicator. Activities conducted within active MOAs include air combat manoeuvres, intercepts, aerobatics, formation training, and low-altitude tactics. Military aircraft in an active MOA may operate at high speeds and in ways that are unpredictable to civilian traffic.&lt;br /&gt;
&lt;br /&gt;
When a MOA is active, IFR traffic will be rerouted or held clear by ATC unless separation can be positively assured. VFR pilots may legally enter an active MOA without a clearance, but this is strongly inadvisable without first confirming activity status with ATC or Flight Service. On sectional charts, MOAs are shown with magenta hashed boundaries and are labelled with their name, vertical limits, and controlling agency frequency.&lt;br /&gt;
&lt;br /&gt;
=== Warning Areas ===&lt;br /&gt;
&lt;br /&gt;
Warning areas are similar in character to MOAs but are located in &#039;&#039;&#039;international airspace&#039;&#039;&#039; (beyond 12 NM from the US coastline), where the FAA does not have the same authority to issue binding restrictions. A warning area notifies pilots of potentially hazardous activity in that airspace — including military exercises and weapons testing — but cannot legally prohibit civilian entry. Pilots should treat active warning areas with the same caution as MOAs and contact ATC for current activity information before entering.&lt;br /&gt;
&lt;br /&gt;
=== Temporary Reserved Area (TRA) ===&lt;br /&gt;
&lt;br /&gt;
A Temporary Reserved Area is a defined volume of airspace that is &#039;&#039;&#039;temporarily reserved for the exclusive or priority use of a specific aviation authority or user&#039;&#039;&#039;, normally for a limited and published period of time. Unlike a permanently restricted area, a TRA is a flexible structure activated through pre-tactical coordination — typically the day before operations — and published in NOTAMs. It is primarily a European/ICAO concept used under the Flexible Use of Airspace (FUA) framework.&lt;br /&gt;
&lt;br /&gt;
Crucially, a TRA is not necessarily impenetrable: depending on the specific designation, other traffic may be permitted to transit the area if coordinated with the airspace user or the relevant ATC authority. This distinguishes it from a Temporary Segregated Area (TSA), in which transit by non-participating aircraft is not permitted at all. In practice, TRAs are most commonly associated with military training exercises that occur on a recurring but non-permanent basis.&lt;br /&gt;
&lt;br /&gt;
=== Temporary Segregated Area (TSA) ===&lt;br /&gt;
&lt;br /&gt;
A Temporary Segregated Area is the more restrictive counterpart to the TRA. When a TSA is active, &#039;&#039;&#039;no non-participating aircraft may transit the area under any circumstances&#039;&#039;&#039; — it is wholly allocated to the designated user for the duration of activation. TSAs are considered the flexible equivalent of permanent Danger Areas and are activated through the same pre-tactical Airspace Management Cell (AMC) process as TRAs. Once a TSA is activated and published, the only aircraft authorised to operate within it are those of the user who requested the allocation.&lt;br /&gt;
&lt;br /&gt;
=== Danger Areas ===&lt;br /&gt;
&lt;br /&gt;
A Danger Area is a volume of airspace where activities &#039;&#039;&#039;hazardous to the flight of aircraft may occur&#039;&#039;&#039; at specified times. Unlike prohibited or restricted areas, danger areas do not legally prohibit entry — they exist to warn pilots that operations such as artillery firing, rocket launches, anti-hail operations, or other hazardous activities may be taking place. Some danger areas require notification or a permit before entry; others simply require the pilot to be aware of the nature and timing of the hazard. Danger Areas are published in the AIP and charted on aeronautical maps.&lt;br /&gt;
&lt;br /&gt;
=== No-Fly Zone (NFZ) ===&lt;br /&gt;
&lt;br /&gt;
A No-Fly Zone is a broad, sometimes informal term for any area in which flight is prohibited or heavily restricted, often by direct order of a military or governmental authority rather than through standard civil aviation regulatory channels. NFZs are most commonly associated with &#039;&#039;&#039;conflict zones and geopolitical situations&#039;&#039;&#039; — for example, NFZs were established over Bosnia in the 1990s and Libya in 2011 under UN Security Council resolutions. In a military aviation context, an NFZ is typically enforced kinetically: aircraft violating the zone may be intercepted and, depending on the terms of the NFZ, engaged.&lt;br /&gt;
&lt;br /&gt;
In the context of civil aviation and DCS, the term NFZ is also used more loosely to refer to any airspace where flight is entirely prohibited — overlapping with what formal regulations would call a prohibited area. Players and mission designers should treat any designated NFZ as a hard exclusion zone from which violations will draw a response.&lt;br /&gt;
&lt;br /&gt;
=== Temporary Flight Restriction (TFR) ===&lt;br /&gt;
&lt;br /&gt;
A Temporary Flight Restriction is a short-duration restriction on flight within a specified volume of airspace, issued by NOTAM. TFRs can be established for a wide range of reasons: natural disasters, emergency response operations, hazardous material incidents, large-scale public events, presidential movements, or active firefighting operations. Unlike the other SUA types described above, TFRs are not charted in advance — they appear in the NOTAM system and must be checked before each flight. In DCS, TFRs are less commonly modelled explicitly but mission briefings may reference equivalent real-world concepts.&lt;br /&gt;
&lt;br /&gt;
=== Alert Areas ===&lt;br /&gt;
&lt;br /&gt;
Alert areas are charted on aeronautical maps to &#039;&#039;&#039;notify pilots of a high volume of unusual or intensive aerial activity&#039;&#039;&#039; that may present a collision risk, even though that activity is conducted entirely in accordance with regulations. Common examples include areas with heavy flight training, aerobatic activity, or large numbers of student pilots. Alert areas impose no entry restriction — pilots of both participating and non-participating aircraft are equally responsible for collision avoidance within them.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[General/Air Traffic Communication|Air Traffic Communication]]&lt;br /&gt;
* [[Navigation Fundamentals]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=MTTP/A2A&amp;diff=431</id>
		<title>MTTP/A2A</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=MTTP/A2A&amp;diff=431"/>
		<updated>2026-05-31T17:18:39Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* FULL COMMUNICATIONS EXAMPLE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 01 / Overview ==&lt;br /&gt;
Air combat is primarily carried out by CAP aircraft. The two main mission types are &#039;&#039;&#039;DCA&#039;&#039;&#039; (Defensive Counter Air) and &#039;&#039;&#039;OCA&#039;&#039;&#039; (Offensive Counter Air).&lt;br /&gt;
&lt;br /&gt;
=== Groups and Contacts ===&lt;br /&gt;
A &#039;&#039;&#039;GROUP&#039;&#039;&#039; is any number of air contacts within 3 nm in azimuth and range of each other. A &#039;&#039;&#039;CONTACT&#039;&#039;&#039; is an individual radar return within a GROUP. Single contact is the assumed strength for all GROUPs unless otherwise specified. A GROUP with three or more contacts is called &#039;&#039;&#039;HEAVY&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;PICTURE&#039;&#039;&#039; establishes a common tactical air image and describes the spatial relationship of GROUPs. It is always communicated in BULLSEYE format unless briefed otherwise. Only the Three GROUPs with highest Priority are Conveyed&lt;br /&gt;
&lt;br /&gt;
=== Contact Declaration ===&lt;br /&gt;
Before a fighter can engage, a contact must be declared. Declaration is performed by the controller in response to a DECLARE request.&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;
! Declaration !! Meaning !! Engagement Authority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BOGEY&#039;&#039;&#039; || Identity unknown || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OUTLAW&#039;&#039;&#039; || Originates from known or suspected hostile area || Not cleared to engage; escalation criteria apply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SPADES&#039;&#039;&#039; || No valid IFF response on interrogation || Not cleared to engage; escalation criteria apply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BANDIT&#039;&#039;&#039; || Positively identified as enemy IAW theater ID criteria || Not cleared to engage; does not imply authority to fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HOSTILE&#039;&#039;&#039; || Confirmed enemy; clearance to fire authorized IAW ROE || Cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NEUTRAL&#039;&#039;&#039; || Positively identified as neutral || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FRIENDLY&#039;&#039;&#039; || Positively identified as friendly || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FURBALL&#039;&#039;&#039; || Friendly and non-friendly aircraft within 5 nm || Employment not authorized until resolved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A BOGEY, BANDIT, OUTLAW, or SPADES classification does not authorize engagement. HOSTILE is the only declaration that authorizes weapons employment IAW ROE.&lt;br /&gt;
&lt;br /&gt;
== 02 / Important Concepts ==&lt;br /&gt;
&lt;br /&gt;
=== Communication Cadence by Phase ===&lt;br /&gt;
Communication priority shifts between the controller and fighters depending on the phase of the intercept.&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;
! Phase !! Priority Communicators&lt;br /&gt;
|-&lt;br /&gt;
| Pre-COMMIT / Marshal || 1. Controller · 2. Fighters&lt;br /&gt;
|-&lt;br /&gt;
| Post-COMMIT / Push || 1. Controller · 2. Fighter&lt;br /&gt;
|-&lt;br /&gt;
| Targeting / Weapons Employment || 1. Fighters · 2. Controller&lt;br /&gt;
|-&lt;br /&gt;
| Merge || 1. Engaged Fighter · 2. Supporting Fighters · 3. Controller&lt;br /&gt;
|-&lt;br /&gt;
| Post-Merge || 1. Fighter Clearing Merge · 2. Supporting Fighters · 3. Controller&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TAC Range ===&lt;br /&gt;
Called at 60 nm (default) by the first asset to recognize the separation. Signals all players to prepare for targeting. Pre-commit SA building continues until this point.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller or Fighter || {CS} {Group Label} TAC RANGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Airspace Sanitization ===&lt;br /&gt;
A Section consists of two aircraft, each equipped with its own radar. Regardless of the number of bars or maximum azimuth a single radar supports, no single system can cover the entire sky. To compensate, both radars are stacked and assigned to different portions of the airspace — each portion is called an &#039;&#039;&#039;Area of Responsibility (AOR)&#039;&#039;&#039;. This technique, known as &#039;&#039;&#039;Radar Mating&#039;&#039;&#039;, vastly increases the total volume scanned and ensures that no unknown contacts are operating in the area beyond already-tracked groups. The exact parameters depend on the aircraft type: the US Navy recommends RWS, 140°, 6 bars, end scale 80 nm, with radars mated at 25 nm: placing the flight lead between 40,000 and 15,000 ft, and the wingman from ground level to 25,000 ft.&lt;br /&gt;
&lt;br /&gt;
The process of actively scanning assigned AORs to confirm no unknown contacts are present is called &#039;&#039;&#039;Sanitisation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Because both Radar Mating parameters and Sanitisation responsibilities directly affect how an engagement develops, all of this must be &#039;&#039;&#039;pre-briefed&#039;&#039;&#039; and set as a &#039;&#039;&#039;contract&#039;&#039;&#039; before the mission. Time pressure may not always permit a thorough sanitisation pass, and how to handle that contingency should likewise be agreed upon in the brief.&lt;br /&gt;
&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
The flight assigns GROUP responsibility and confirms classification.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} DECLARE {Group Label or Bullseye Position}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {Group Label} DECLARED {HOSTILE / BOGEY / FRIENDLY / UNABLE / FURBALL}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGET {Group Label} {Tactic}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Once group appears on radar&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGETED {Group Label} BULLSEYE {Bearing/Range}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;No response if information correlates. Comparative response if correction is required.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 03 / Common Calls ==&lt;br /&gt;
&lt;br /&gt;
=== DECLARE ===&lt;br /&gt;
Inquiry as to the identity of a specified GROUP. Full positional data in BULLSEYE format must accompany all responses.&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
  EAGLE 11, NORTH GROUP BULLSEYE 2-7-3/27, TWENTY-TWO THOUSAND, TRACK EAST, BOGEY SPADES.&lt;br /&gt;
&lt;br /&gt;
=== BOGEY DOPE ===&lt;br /&gt;
Request for BRAA information on the indicated GROUP or the closest GROUP if not specified. Does not imply fighter targeting.&lt;br /&gt;
  MIKE, EAGLE 11, BOGEY DOPE NORTH GROUP.&lt;br /&gt;
  EAGLE 11, NORTH GROUP BRAA 2-1-0/28, THIRTY-EIGHT THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
=== NAILS ===&lt;br /&gt;
Fighter&#039;s radar warning receiver is detecting an airborne interceptor radar in search mode. Called with bearing or cardinal direction.&lt;br /&gt;
  EAGLE 1, NAILS 2-7-0.&lt;br /&gt;
&lt;br /&gt;
=== SPIKED ===&lt;br /&gt;
Fighter is being actively tracked by an airborne radar. Called with bearing or cardinal direction. Controller correlates to a GROUP within ±30 degrees and responds with range, altitude, aspect, declaration, and GROUP name.&lt;br /&gt;
  EAGLE 1, SPIKED 2-7-0.&lt;br /&gt;
  EAGLE 1, SPIKE RANGE 17, THIRTY THOUSAND, HOSTILE EAST GROUP, TWO CONTACTS.&lt;br /&gt;
&lt;br /&gt;
=== THREAT Call ===&lt;br /&gt;
If a fighter will pierce THREAT range to an untargeted GROUP, the controller makes a THREAT call in BRAA format no later than THREAT range.&lt;br /&gt;
  HEAT 31, ADDITIONAL GROUP THREAT, BRAA 1-2-5/35, THIRTY-FIVE THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
If the THREAT is within 5 nm of friendly fighters:&lt;br /&gt;
  BOLT 1, THREAT NORTH THREE, TEN THOUSAND, TRACK SOUTH, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
=== FADED and VANISHED ===&lt;br /&gt;
&#039;&#039;&#039;FADED&#039;&#039;&#039; — a previously tracked GROUP not updated by sensors for 30 seconds. The controller reports the GROUP as FADED with last known BULLSEYE position. Fighters maintain MONITOR responsibility if they can maintain correlation. FADED is not used for friendly aircraft — controllers use NEGATIVE CONTACT for friendlies not held on sensors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VANISHED&#039;&#039;&#039; — a special case of FADED used when the GROUP is not in a known blind zone and is correlated to a friendly shot that meets parameters for successful termination. &lt;br /&gt;
&lt;br /&gt;
=== Unexpected Contacts ===&lt;br /&gt;
Three distinct call types exist for contacts not part of the established picture:&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;
! Call !! Criteria !! Format&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039; || Newly detected outside targeting range, or does not fit traditional label || BULLSEYE&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039; || Previously undetected; appears inside targeting range but outside THREAT range || BULLSEYE&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039; || Undetected or unreported GROUP meeting briefed THREAT criteria || BRAA to the closest aircraft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  DARKSTAR, POP-UP GROUP BULLSEYE 2-7-0/15, FIVE THOUSAND, TRACK WEST, BOGEY SPADES.&lt;br /&gt;
  RAMBO 2, THREAT GROUP BRAA 2-7-0/13, ONE THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
== 04 / Engagement ==&lt;br /&gt;
The engagement loop is the core sequence executed by all fighter flights once committed and targeting is established. It repeats until the GROUP is splashed, leaves the area, or the flight resets.&lt;br /&gt;
&lt;br /&gt;
=== MELD ===&lt;br /&gt;
The flight lead directs all flight members to shift their radars from wide sanitization to focused SA on the assigned GROUP. This transition narrows the radar from maximum azimuth and altitude coverage to a tighter volume centered on the target. Sanitization of the surrounding airspace ceases until DROPPING is called.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} MELD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;All flight members shift radar from sanitization to the assigned GROUP&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SORT ===&lt;br /&gt;
The flight lead assigns individual contacts within the GROUP to specific flight members. Each member acknowledges with SORTED when they have confirmed their assigned contact on radar and are prepared to engage it. If a member cannot confirm their assigned contact, SORTED is withheld until resolution.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || &#039;&#039;(intraflight) FLIGHT SORT {Criteria}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #2 || &#039;&#039;(intraflight) #2 SORTED&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #3 || &#039;&#039;(intraflight) #3 SORTED&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #4 || &#039;&#039;(intraflight) #4 SORTED&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== JUDY ===&lt;br /&gt;
Called by the flight lead when the flight no longer requires controller guidance to prosecute the intercept. From this point, the controller minimizes transmissions and provides situational awareness information only. JUDY is not always called.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} JUDY&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Minimizes transmissions. Provides SA and THREAT calls only.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ENGAGE ===&lt;br /&gt;
Directive call from the flight lead to a specific wingman to employ weapons. The flight lead may also direct simultaneous employment by multiple members.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} ENGAGE&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || {CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Employment ===&lt;br /&gt;
The firing aircraft calls the shot on TACC2 NET immediately after employment. The call includes shot type, GROUP label, contact description, BULLSEYE position, and altitude. The controller acknowledges with COPY SHOT.&lt;br /&gt;
&lt;br /&gt;
If a fighter determines a GROUP HOSTILE and ROE has been met, the fighter may employ autonomously and include HOSTILE in the shot transmission.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft || {TACC2-CS} {CS} FOX THREE {Group Label} {Contact Description} BULLSEYE {Bearing/Range} {Altitude}&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} COPY SHOT&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Autonomous HOSTILE employment&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft || {Controller-CS} {CS} FOX THREE {Group Label} BULLSEYE {Bearing/Range} {Altitude} HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} COPY SHOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Multiple shots in one transmission are acceptable:&lt;br /&gt;
  SHADOW12 FOX THREE NORTH GROUP LEAD CONTACT BULLSEYE 2-7-0/20 TWENTY THOUSAND; SHADOW11 FOX THREE NORTH GROUP TRAIL CONTACT.&lt;br /&gt;
&lt;br /&gt;
=== OUT / DEFENDING ===&lt;br /&gt;
Following weapon employment the flight turns away from the threat. OUT is a planned maneuver executed at a prebriefed range. DEFENDING indicates a reactive maneuver against an incoming weapon and is called with the cardinal direction of the defensive turn.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} OUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;or, if reacting to an incoming weapon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft || {CS} DEFENDING {Direction}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DROPPING ===&lt;br /&gt;
May be called in conjunction with OUT. Signals the controller that the flight has ceased monitoring the GROUP and is returning to sanitization radar settings. Monitoring responsibility transfers back to the controller. &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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} OUT {Direction} DROPPING {Group Label}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Controller resumes monitoring of the dropped GROUP&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Resumes monitoring.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Assessment ===&lt;br /&gt;
The flight assesses weapon effects from sensor data or controller reports. Three outcomes are possible:&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;
! Outcome !! Action&lt;br /&gt;
|-&lt;br /&gt;
| GROUP splashed || Call SPLASH&lt;br /&gt;
|-&lt;br /&gt;
| GROUP remains a factor, follow-up shot required || Turn IN, return to MELD&lt;br /&gt;
|-&lt;br /&gt;
| GROUP has left the area or is no longer a factor || Proceed with Tasking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== IN (Follow-up Engagement) ===&lt;br /&gt;
If the GROUP remains a factor and the tactic permits a follow-up shot, the flight turns back toward the GROUP. The IN call triggers a new cycle beginning at MELD.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} IN {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} MELD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Re-sort as required, then return to ENGAGE&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SPLASH ===&lt;br /&gt;
Called when weapon effects confirm the GROUP or contact is destroyed.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft or Controller || {CS} SPLASH {Group Label or Contact Description}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 05 / Defensive Counter Air (DCA) ==&lt;br /&gt;
DCA is the use of fighter aircraft to defend a ground asset or airspace against hostile air threats. It uses prebriefed lanes and defined ranges.&lt;br /&gt;
&lt;br /&gt;
=== DCA Range Structure ===&lt;br /&gt;
All ranges are prebriefed per sortie. The following are the standard range lines used in DCA:&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;
! Range Line !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Fail Line&#039;&#039;&#039; || 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;
| &#039;&#039;&#039;Commit Line (CL)&#039;&#039;&#039; || The line at which a bogey is declared HOSTILE IAW theater ROE and the flight is authorized to commit. Prebriefed for all DCA sorties.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Targeting Range&#039;&#039;&#039; || 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;
| &#039;&#039;&#039;TAC Range&#039;&#039;&#039; || Default 60 nm from the closest fighter to the closest GROUP. Signals all players to prepare for targeting.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Threat Range&#039;&#039;&#039; || The prebriefed range at which an untargeted GROUP meeting THREAT criteria triggers a THREAT call. Prebriefed per sortie.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMMIT Authority ===&lt;br /&gt;
COMMIT authority is derived from the combatant commander and delegated through the chain of command. Any of the following may hold or recommend COMMIT authority depending on what is delegated:&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;
! Role !! Abbreviation !! Authority&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || FL || Usually holds COMMIT authority unless delegated&lt;br /&gt;
|-&lt;br /&gt;
| Team Lead || TL || May hold COMMIT authority if delegated&lt;br /&gt;
|-&lt;br /&gt;
| Mission Commander || MC || May hold COMMIT authority if delegated&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || — || May hold COMMIT authority if delegated&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If only the MC, TL, or FL holds COMMIT authority, the controller may only recommend COMMIT. If the controller holds COMMIT authority, the MC and TL may only recommend.&lt;br /&gt;
&lt;br /&gt;
=== DCA Flow ===&lt;br /&gt;
&lt;br /&gt;
==== Lane Handover ====&lt;br /&gt;
When an outgoing flight is relieved on station by an incoming flight, a positive lane handover is required before the outgoing flight departs.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Off-going Lane Commander || {CS} MOVE FORWARD&lt;br /&gt;
|-&lt;br /&gt;
| On-coming Lane Commander || {CS}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;On-coming aircraft may enter the lane. Lane commander authority has not yet transferred.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Off-going Lane Commander || {CS} YOU HAVE THE LANE&lt;br /&gt;
|-&lt;br /&gt;
| On-coming Lane Commander || {CS} HAS THE LANE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The off-going flight passes critical mission information to the controller before departing. The controller passes big-picture information to the on-coming flight before pushing them to the tactical frequency.&lt;br /&gt;
&lt;br /&gt;
==== Pre-Commit ====&lt;br /&gt;
The flight arrives at its prebriefed CAP position with FENCE IN complete and radars in sanitization configuration. The controller holds picture responsibility.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} PICTURE&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} {Nr of Groups} {Group Label} BULLSEYE {Bearing/Range} {Altitude} TRACK {Direction} {Declaration} {Nr of Contacts}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The flight evaluates commit criteria continuously. Pictures are requested as needed to maintain SA.&lt;br /&gt;
&lt;br /&gt;
==== Commit ====&lt;br /&gt;
&lt;br /&gt;
===== FIGHTER AUTHORITY COMMIT =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} {BULLSEYE CALL} Recommend {CS} COMMIT &lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} COMMIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== CONTROLLER AUTHORITY COMMIT =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} Recommend Commit&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} {BULLSEYE CALL} {CS} COMMIT &lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After COMMIT, fighters hold radio priority.&lt;br /&gt;
&lt;br /&gt;
=== Engagement Loop ===&lt;br /&gt;
The flight executes the standard engagement loop as defined above The loop repeats until the GROUP is splashed, leaves the lane, or:&lt;br /&gt;
&lt;br /&gt;
Once the Engagement is Complete the flight &#039;&#039;&#039;RESETS&#039;&#039;&#039; back to the briefed Position&lt;br /&gt;
&lt;br /&gt;
==== RESET ====&lt;br /&gt;
Directs the flight to return to its prebriefed position or area of operations. RESET implies DROPPING and returns all targeting responsibility to the controller.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} RESET&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Flight returns to prebriefed CAP position. Controller resumes full picture responsibility&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Offensive Counter Air (OCA) ==&lt;br /&gt;
OCA is the use of fighter aircraft to suppress, destroy, or neutralize enemy air assets before they can threaten friendly forces. Unlike DCA, OCA is not lane-based and does not require a commit line. The flight pushes into the threat environment rather than waiting for the threat to approach.&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;
=== OCA Flow ===&lt;br /&gt;
OCA does not have a lane handover or a commit phase. The flight checks in, receives the picture, establishes targeting, and executes the engagement loop.&lt;br /&gt;
&lt;br /&gt;
==== FULL COMMUNICATIONS EXAMPLE ====&lt;br /&gt;
In this Scenario, SHADOW11 four-ship F16C on OCA. TACC2 Agency CS THUMPER executing Positive Control. The Example begins after the Handover. Check In was done on the previous Frequency. TAC RANGE 60, THREAT RANGE 30  &lt;br /&gt;
 THUMPER SHADOW11 PICTURE&lt;br /&gt;
&lt;br /&gt;
 THUMPER PICTURE TEN GROUPS GROUP BULLSEYE 0-2-0/25, TWENTY-SEVEN THOUSAND, THOUSAND, TRACK EAST, HOSTILE, HEAVY, THREE CONTACTS. GROUP BULLSEYE 2-7-0/25, FIFTEEN THOUSAND, TRACK WEST, HOSTILE. GROUP BULLSEYE 2-9-0/35, TEN THOUSAND, TRACK WEST, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 TARGETED GROUP BULLSEYE 0-2-0/25 &lt;br /&gt;
&lt;br /&gt;
 SHADOW11 GROUP BULLSEYE 0-2-0/25 TAC RANGE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 SKATE, MELD&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 SORTED&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 FOX3 BULLSEYE 0-2-0/25&lt;br /&gt;
&lt;br /&gt;
 THUMPER COPY SHOT&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 OUT SOUTH DROPPING&lt;br /&gt;
&lt;br /&gt;
 THUMPER&lt;br /&gt;
&lt;br /&gt;
 THUMPER SHADOW11 BOGEYDOPE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 EAST GROUP BRAA 2-1-0/28, FIFTEEN-THOUSAND, COLD, HOSTILE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 IN, MELD&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 SORTED&lt;br /&gt;
&lt;br /&gt;
 THUMPER SHADOW11 SPLASH EAST GROUP&lt;br /&gt;
&lt;br /&gt;
 THUMPER&lt;br /&gt;
In the Following Example additional Adversarys Pop Up within Threat Range of SHADOW11&lt;br /&gt;
 SHADOW11 THUMPER THREAT GROUP, BRAA 1-2-5/28, FIVE-THOUSAND, HOT, HOSTILE, 2 CONTACTS&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 TARGETED SORTED LEAD, FOX 3 LEADER, FOX3 TRAILER, BULLSEYE 0-5-0/45, FIVE-THOUSAND&lt;br /&gt;
&lt;br /&gt;
 THUMPER COPY SHOTS &lt;br /&gt;
&lt;br /&gt;
 SHADOW11 DEFENDING SOUTH, DROPPING&lt;br /&gt;
&lt;br /&gt;
 THUMPER&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 THUMPER THREAT GROUP, BRAA 0-6-0/15, TWO-THOUSAND, COLD, HOSTILE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 IN &lt;br /&gt;
&lt;br /&gt;
 SHADOW11 FOX3 BULLSEYE 0-6-0/15, TWO-THOUSAND&lt;br /&gt;
&lt;br /&gt;
 THUMPER COPY SHOT&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 THUMPER THREAT GROUP VANISHED&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / QRA ==&lt;br /&gt;
&lt;br /&gt;
== 08 / Intercept (VID) ==&lt;br /&gt;
A Visual Identification (VID) intercept is conducted when a contact cannot be declared HOSTILE or FRIENDLY by electronic means alone, and visual confirmation of aircraft type, markings, or behavior is required before engagement authority can be granted or withheld.&lt;br /&gt;
&lt;br /&gt;
VID intercepts follow a structured sequence: the controller guides the fighter to a position from which a visual identification pass can be made, then the fighter reports the result and awaits further direction.&lt;br /&gt;
&lt;br /&gt;
=== Intercept Flow ===&lt;br /&gt;
&lt;br /&gt;
==== Commit ====&lt;br /&gt;
The controller or flight lead initiates the intercept against the unidentified contact.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} COMMIT {Group Label} BULLSEYE {Bearing/Range} {Altitude} {Declaration} {Nr of Contacts}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} COMMIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidance ====&lt;br /&gt;
The controller provides vectors to position the fighter for a VID pass. This is the only phase where the controller takes positive close control of the intercept geometry. BRAA format is used throughout.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} BRAA {Bearing/Range} {Altitude} {Aspect} {Declaration}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Controller continues to provide updated vectors until fighter calls JUDY&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== JUDY ====&lt;br /&gt;
The fighter calls JUDY when radar contact is established and no further controller guidance is required. The controller minimizes transmissions from this point.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} JUDY&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Minimizes transmissions. Continues to provide SA information only.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tally ====&lt;br /&gt;
The fighter calls TALLY when visual contact is established with the target.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TALLY {Position}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Identification ====&lt;br /&gt;
The fighter conducts the VID pass and reports the result to the controller. The report includes aircraft type, markings, and behavior observed.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} IDENTIFIED {Aircraft Type} {Markings / Behavior}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} {Further Instructions / Declaration Update}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the contact is identified as HOSTILE following the VID pass, the controller issues the updated declaration and the flight may proceed to engagement IAW ROE. If the contact is FRIENDLY or NEUTRAL, the flight disengages and returns to its prebriefed position.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 09 / Merge ==&lt;br /&gt;
A merge occurs when friendly and target aircraft arrive in the visual arena, within 3–5 nm of each other. At the merge, radar resolution becomes limiting and the engagement transitions from BVR to Within Visual Range (WVR). The engagement is now managed through ACM contracts and direct communication between flight members.&lt;br /&gt;
&lt;br /&gt;
=== Authority and Radio Priority ===&lt;br /&gt;
Two distinct concepts govern merge communications: &#039;&#039;&#039;authority&#039;&#039;&#039; and &#039;&#039;&#039;radio priority&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Authority&#039;&#039;&#039; remains with the Flight Lead throughout the engagement. The FL can override, redirect, or terminate the engagement at any time regardless of who is engaged.&lt;br /&gt;
&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;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Role !! Authority !! Radio Priority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flight Lead&#039;&#039;&#039; || Full authority over the engagement at all times || Secondary — subordinates to engaged fighter&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engaged Fighter&#039;&#039;&#039; || Manages own engagement IAW FL direction || Primary — holds radio priority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supporting Fighter&#039;&#039;&#039; || Executes IAW engaged fighter and FL direction || Tertiary — transmits only when necessary&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Controller&#039;&#039;&#039; || Provides SA only || Minimal — THREAT calls and direct requests only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== MERGED ===&lt;br /&gt;
The controller calls MERGED when radar tracks come together within 3–5 nm, or the engaged fighter calls it when visual contact is made at the merge.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller or Engaged Fighter || {CS} MERGED {Group Label}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Role Assignment ===&lt;br /&gt;
At or before the merge, engaged and supporting roles must be clearly established. By default the flight lead is engaged. Roles can be assigned or transferred in two ways:&lt;br /&gt;
&lt;br /&gt;
==== Wingman-Initiated Transfer ====&lt;br /&gt;
The wingman identifies he is the engaged fighter based on the bandit&#039;s plane of motion and lift vector orientation, and calls it.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || #2 ENGAGED&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || PRESS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Flight Lead-Initiated Transfer ====&lt;br /&gt;
The flight lead recognizes the wingman is the engaged fighter and assigns the role.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || #2 PRESS&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || #2 ENGAGED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bandit Switches ====&lt;br /&gt;
If the bandit maneuvers to engage the other fighter, the currently engaged fighter communicates the change.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || BANDIT SWITCHED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Roles are reassessed and reassigned as required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engaged Fighter SA Calls ===&lt;br /&gt;
The engaged fighter is responsible for narrating the fight to maintain the supporting fighter&#039;s situational awareness. This enables the supporting fighter to position correctly and employ at the right moment. SA calls include the fight geometry, altitude, and direction.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || {CS} ENGAGED {ONE / TWO CIRCLE} {Direction} {Altitude}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  VIPER 1, ENGAGED ONE CIRCLE CLIMBING THROUGH FIFTEEN THOUSAND.&lt;br /&gt;
  VIPER 1, ENGAGED TWO CIRCLE NORTHBOUND BANDITS LOW TWO&#039;S HIGH.&lt;br /&gt;
&lt;br /&gt;
These calls are made continuously as the fight develops, not just once at the merge. The supporting fighter cannot position or employ safely without them.&lt;br /&gt;
&lt;br /&gt;
=== STATUS Calls ===&lt;br /&gt;
STATUS is a request from the supporting fighter for a specific situational update from the engaged fighter. It is the primary tool for IFF at the merge. A generic STATUS call returns a general update. A specific STATUS call asks a targeted question and returns a more useful answer.&lt;br /&gt;
&lt;br /&gt;
The supporting fighter should tailor the STATUS call to the specific information needed to resolve the IFF situation. Generic STATUS calls are acceptable but specific calls are faster and more effective.&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;
! Call !! Question Being Asked !! Example Response&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS&#039;&#039;&#039; || General situation update || ENGAGED ONE CIRCLE NORTHBOUND BANDITS LOW TWO&#039;S HIGH&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS HIGH/LOW&#039;&#039;&#039; || Which aircraft is higher || BANDITS LOW TWO&#039;S HIGH&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS NOSE HIGH/NOSE LOW&#039;&#039;&#039; || Which aircraft has nose above or below horizon || TWO&#039;S NOSE HIGH BANDIT NOSE LOW&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS LEFT/RIGHT&#039;&#039;&#039; || Which aircraft is left or right || TWO&#039;S LEFT BANDIT RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS NORTH/SOUTH/EAST/WEST&#039;&#039;&#039; || Cardinal orientation of aircraft in the fight || TWO&#039;S NORTH BANDIT SOUTH&lt;br /&gt;
|}&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || {CS} STATUS {Qualifier if applicable}&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || {Specific SA answer to the STATUS question}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Supporting Fighter: TWO STATUS HIGH LOW.&lt;br /&gt;
  Engaged Fighter: BANDITS LOW TWO&#039;S HIGH.&lt;br /&gt;
&lt;br /&gt;
If a STATUS call returns an ambiguous response, rephrase with a more specific qualifier before resorting to a FLASH call.&lt;br /&gt;
&lt;br /&gt;
As a last resort, a FLASH call can be used to add physical confirmation to IFF — for example FLASH FLARES or FLASH BURNER. This directs the wingman to briefly activate the specified system so the supporting fighter can visually confirm identity. Exercise extreme caution — the bandit may also be employing flares, and a mistaken identification cannot be undone.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || FLASH {FLARES / BURNER}&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || &#039;&#039;(executes flash of specified system briefly)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== IFF Brevity ===&lt;br /&gt;
Standard brevity calls for visual identification status:&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;
! Term !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TALLY&#039;&#039;&#039; || Visual contact established on the target or bandit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NO JOY&#039;&#039;&#039; || No visual contact with the target or bandit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VISUAL&#039;&#039;&#039; || Visual contact established on a friendly aircraft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BLIND&#039;&#039;&#039; || No visual contact with a friendly aircraft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
IFF must be confirmed before employment. Do not rely on aircraft visuals alone — use STATUS calls to confirm orientation before taking a shot.&lt;br /&gt;
&lt;br /&gt;
=== Talk-On ===&lt;br /&gt;
If the supporting fighter loses visual on the engaged fighter (BLIND) after the merge, the engaged fighter or flight lead can provide a talk-on to re-establish visual.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter or FL || {CS} {Clock Position} {Range} {Altitude Qualifier}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  VIPER 1, THREE O&#039;CLOCK ONE AND A HALF MILES LOW.&lt;br /&gt;
&lt;br /&gt;
Once visual is re-established:&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || {CS} VISUAL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Employment ===&lt;br /&gt;
Once IFF is confirmed and a valid shot opportunity exists, the supporting fighter employs. The call includes weapon type and target description.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting or Engaged Fighter || {Controller-CS} {CS} FOX TWO {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || COPY SHOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gun employment:&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting or Engaged Fighter || {Controller-CS} {CS} GUNS {Target Description}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The flight lead retains authority to call NEGATIVE if employment is unsafe or premature, regardless of who holds radio priority.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || NEGATIVE {CS} {Reason if required}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SPLASH ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged or Supporting Fighter || {Controller-CS} {CS} SPLASH {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} COPY SPLASH&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bug Out ===&lt;br /&gt;
Following SPLASH, or when the flight lead determines the engagement should end, the supporting fighter directs the egress. The supporting fighter holds the best big-picture SA at this point and is best placed to select a safe egress direction.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || {CS} BUG OUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;All flight members flow in the stated direction&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  VIPER&#039;S BUG OUT 0-9-0.&lt;br /&gt;
&lt;br /&gt;
If the flight lead was the supporting fighter and the wingman is now visual after the bug out, conventional flight roles are re-established:&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || {CS} VISUAL PRESS&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || ENGAGED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Following the bug out the flight calls RESET on the TAC C2 NET and returns to the prebriefed position unless directed otherwise.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || {Controller-CS} {CS} RESET&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=430</id>
		<title>General/Tactical Communication Revision 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=430"/>
		<updated>2026-05-31T17:13:52Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* AUTHORITY */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:1.1em; color:#660000; font-weight:bold;&amp;quot;&amp;gt;SOURCE — Tactical Communications Guide&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.85em; font-weight:bold;&amp;quot;&amp;gt;Covers: Airspace Control · TACADMIN · Check-In · Force Packaging · Air-to-Air Communication · Brevity&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.8em; color:#555;&amp;quot;&amp;gt;&#039;&#039;Based on ATP 3-52.4 / MCRP 3-20F.10 / NTTP 6-02.9 / AFTTP 3-2.8, October 2024. Adapted for DCS.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 01 / Airspace Control ==&lt;br /&gt;
Airspace control is the exercise of delegated authority over designated airspace and users through control procedures and coordination measures to maximize operational effectiveness.&lt;br /&gt;
&lt;br /&gt;
There are two methods of airspace control:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Positive Control&#039;&#039;&#039; relies on positive identification, tracking, and direction of aircraft within an airspace, conducted with electronic means by an agency having the authority and responsibility therein. It requires sensors to locate and identify airspace users in real time and communications to maintain continuous contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Procedural Control&#039;&#039;&#039; relies on a combination of previously agreed upon and promulgated orders and procedures. Examples include air defense identification procedures, voice and digital communications between aircraft and airspace control elements, and airspace control measures such as coordinating altitudes and restricted operating zones.&lt;br /&gt;
&lt;br /&gt;
=== Tactical Command and Control (TAC C2) ===&lt;br /&gt;
TAC C2 agencies use positive and/or procedural control methods to control airspace and manage air operations. Throughout this guide, &#039;&#039;&#039;Controller&#039;&#039;&#039; is used as a generic term for the individual providing tactical control, whether airborne or ground-based.&lt;br /&gt;
&lt;br /&gt;
Primary TAC C2 responsibilities:&lt;br /&gt;
&lt;br /&gt;
* Enable the flow of forces to and from an objective area&lt;br /&gt;
* Provide threat warning information and maintain situational awareness&lt;br /&gt;
* Maintain SA of supporting asset status, threat information, and target area information&lt;br /&gt;
* Maintain air asset deconfliction to and from a working area&lt;br /&gt;
&lt;br /&gt;
=== Transmission Types ===&lt;br /&gt;
All radio transmissions are associated with a call sign. There are three transmission types:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive&#039;&#039;&#039; — the call sign of the entity being directed is used.&lt;br /&gt;
  HORNET 2, TARGET NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Interrogative&#039;&#039;&#039; — requests a response; format is [entity speaking to], [speaking entity].&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Informative&#039;&#039;&#039; — provides information without requiring a response; format is [speaking entity].&lt;br /&gt;
  EAGLE 11, FUEL YELLOW.&lt;br /&gt;
&lt;br /&gt;
=== AUTHORITY ===&lt;br /&gt;
Their are the following party&#039;s that hold decreasing levels of control. &lt;br /&gt;
&lt;br /&gt;
# Tactical Control Center - TACC2&lt;br /&gt;
# Mission Commander - MC&lt;br /&gt;
# Team Lead (previously called Package Lead) - TL&lt;br /&gt;
# Flight Lead - FL&lt;br /&gt;
# Element Lead - EL&lt;br /&gt;
# Wingman - WM&lt;br /&gt;
&lt;br /&gt;
Within this squadron MC&#039;s duties will be taken over by TACC2 or TL (due to missing personal)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 02 / TACADMIN ==&lt;br /&gt;
Tactical Administration (TACADMIN) consists of all processes and procedures that occur in the TAC C2 area of operations. It covers interflight and intraflight procedures and airborne mission preparation that directly supports executing the tactical mission objective. Examples include weapon arming, sensor management, and tactical communication checks.&lt;br /&gt;
&lt;br /&gt;
=== Fuel and Weapons Status ===&lt;br /&gt;
Aircraft are &#039;&#039;&#039;assumed GREEN&#039;&#039;&#039; unless otherwise reported.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Status&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|GREEN&lt;br /&gt;
|Sufficient for continued mission execution&lt;br /&gt;
|-&lt;br /&gt;
|YELLOW&lt;br /&gt;
|Approaching a level insufficient to continue execution&lt;br /&gt;
|-&lt;br /&gt;
|RED&lt;br /&gt;
|Insufficient to continue execution&lt;br /&gt;
|}&lt;br /&gt;
Aircraft must relay YELLOW to the controller. The controller is responsible for coordinating on-station relief before an aircraft communicates RED.&lt;br /&gt;
  RAMBO 01, FUEL RED, WEAPONS GREEN.&lt;br /&gt;
&lt;br /&gt;
=== BRAA and BULLSEYE CallS ===&lt;br /&gt;
Tactical control format: &#039;&#039;&#039;Bearing, Range, Altitude, Aspect&#039;&#039;&#039; relative to the specified friendly aircraft. Used by the controller when information pertains to one specific aircraft, or in response to BOGEY DOPE, SNAPLOCK, and THREAT calls.&lt;br /&gt;
&lt;br /&gt;
Bullseye format: Bearing and Range from BULLSEYE, Altitude, Aspect. Use for description of GROUP and TARGET &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Format&lt;br /&gt;
!Bearing&lt;br /&gt;
!Range (nm)&lt;br /&gt;
!Altitude (ft)&lt;br /&gt;
!Aspect&lt;br /&gt;
|-&lt;br /&gt;
|BRAA&lt;br /&gt;
|3 2 0&lt;br /&gt;
|30&lt;br /&gt;
|20 thousand&lt;br /&gt;
|Flanking&lt;br /&gt;
|-&lt;br /&gt;
|BULLSEYE&lt;br /&gt;
|1 1 0&lt;br /&gt;
|30 &lt;br /&gt;
|25 thousand&lt;br /&gt;
|HOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flight Check / Frequency Change ===&lt;br /&gt;
When Switching a Frequency it is important to ensure that all Flight Members arrive on that Frequency. To ensure this the FL will execute a &#039;&#039;&#039;Flight Check&#039;&#039;&#039; a procedure that requires all wingman to respond on that frequency with their inflight Nr. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|FL &lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;FL (intraflight)&#039;&#039;&lt;br /&gt;
|&#039;&#039;Flight Push {UHF/VHF, Radio 1/2} Button #&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;All flight members switch to the new Frequency&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Check&lt;br /&gt;
|-&lt;br /&gt;
|WM&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|EL&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|2nd WM&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Authentication (DRYAD) ===&lt;br /&gt;
Verifies contact with an allied unit. A challenging station picks a letter from the leftmost column and a second from that row. The responding station replies with the letter directly below the second chosen letter. The DRYAD table is issued in the pre-mission briefing. Pilots are responsible for initiating authentication with the controlling station.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{TACC2-CS} {CS} Authenticate E-A&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Come back G&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authenticate J-U&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|Come back R&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authentication Sweet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 03 / Check-In Procedures ==&lt;br /&gt;
The purpose of check-in is to establish contact between aircrew and TAC C2, allow the controller to establish accountability, and pass critical mission information before handoff to the final controller.&lt;br /&gt;
&lt;br /&gt;
Check-in accomplishes the following before and after mission execution: positive friendly identification via IFF and/or data link, ALPHA CHECK from BULLSEYE, safety-of-flight information, and weather update.&lt;br /&gt;
&lt;br /&gt;
Note: BULLSEYE cannot be used for initial position calls — only valid after ALPHA CHECK.&lt;br /&gt;
&lt;br /&gt;
=== Check In ON TACC2 NET (MNPOPCA Format) ===&lt;br /&gt;
The MNPOPCA format outlines the informations a aircrew should prepare before beginning the Check in process:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |MNPOPCA Format&lt;br /&gt;
|-&lt;br /&gt;
|Number and Type of Aircraft&lt;br /&gt;
|-&lt;br /&gt;
|Position and Altitude&lt;br /&gt;
|-&lt;br /&gt;
|Ordnance (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
|PLAYTIME&lt;br /&gt;
|-&lt;br /&gt;
|Capabilities (e.g., laser, infrared pod, data link)&lt;br /&gt;
|-&lt;br /&gt;
|Abort Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in AS FRAGGED ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} as Fragged, Request Alpha Check from Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS}, Identified, {Control Type}, Alpha Check Bullseye {Position}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in WITH EXCEPTIONS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# Checking in with Exceptions. Request Alpha Check Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|{CS}, Alpha Check Bullseye {Position} continue with Check In&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} {State Exceptions in plain Language}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 04 / Force Packaging ==&lt;br /&gt;
Before entering a target area or leaving the MARSHAL Hold the MC will ensure that all Flight are able to operate. &lt;br /&gt;
&lt;br /&gt;
=== Roll Call ===&lt;br /&gt;
Roll call is initiated by the controller or MC at a predetermined time to confirm force accountability. Each flight lead or team lead responds with call sign in sequence.&lt;br /&gt;
  MC:       PACKAGE BRAVO WHISKEY, ROLL CALL.&lt;br /&gt;
  FLs:      EAGLE. VIPER WITH EXCEPTIONS. BONES. GROWL. MOJO.&lt;br /&gt;
  MC:       VIPER, GO WITH EXCEPTIONS.&lt;br /&gt;
  VIPER FL: VIPER MINUS 2.&lt;br /&gt;
=== Timing Changes ===&lt;br /&gt;
&#039;&#039;&#039;ROLEX&#039;&#039;&#039; — timeline adjustment in minutes, always referenced from the original preplanned mission execution time. PLUS is assumed. Not additive.&lt;br /&gt;
  PACKAGE WHISKEY ALPHA, ROLEX 10. (Original 1500Z → New 1510Z)&lt;br /&gt;
&#039;&#039;&#039;SLIP&#039;&#039;&#039; — time delay to an individual flight or element event. Not additive.&lt;br /&gt;
  HOSS 1, SLIP TOT 6 MINUTES. (Original 1500Z → New 1506Z)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Air-to-Air Refueling ==&lt;br /&gt;
AAR requires close coordination with the tanker around a pre-briefed Rendezvous (RV). SOURCE uses &#039;&#039;&#039;RV Alpha (Fixed Anchor)&#039;&#039;&#039; for all operations. (due to DCS limitations)&lt;br /&gt;
&lt;br /&gt;
=== Tanker Orbit Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Usage&lt;br /&gt;
!ex.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039;&lt;br /&gt;
|Receivers departing · Emergency&lt;br /&gt;
|FL210&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAVO&#039;&#039;&#039;&lt;br /&gt;
|Tanker base level&lt;br /&gt;
|FL200&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHARLIE&#039;&#039;&#039;&lt;br /&gt;
|Receiver evasive&lt;br /&gt;
|FL190&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DELTA&#039;&#039;&#039;&lt;br /&gt;
|Receivers approaching&lt;br /&gt;
|FL180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== RV Alpha Procedure ===&lt;br /&gt;
Receiver: fly 2,000 ft below AAR altitude · follow controller heading · declare JUDY on radar contact · declare VISUAL when in sight · weapons safe and radar off · take ECHELON LEFT when authorized.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Proceed Tanker BRAA {BRAA}, RV Alpha, Tanker Freq {Freq} {Instructions}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Roger, RV Alpha, Tanker Freq {Freq} {Readback}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once flight has radar contact with tanker&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Flight Name} Judy 1, Weapons Safe&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once tanker is in sight&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Tanker {x} o&#039;clock, report visual&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Nose Cold, visual with tanker&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Roger, contact boom&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Switch to DCS tanker frequency and join up&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
FL must confirm Nose Cold / Weapons Safe with wingmen on intraflight before reporting to the controller.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / Positive Identification (PID) ==&lt;br /&gt;
PID proves, to a defensible standard, that the contact is a legitimate target under the ROE. Proof may come from sensors, behavior, location, declarations, or higher authority.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electronic PID&#039;&#039;&#039;&lt;br /&gt;
|IFF interrogation, data link picture, NCTR, controller declaration. Most common form in BVR.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Visual PID (VID)&#039;&#039;&#039;&lt;br /&gt;
|Confirm number, type, livery, armament, heading, speed. Requires merge or VID pass.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ground Targets&#039;&#039;&#039;&lt;br /&gt;
|Correlate with pre-briefed target.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 08 / Air-to-Air Combat ==&lt;br /&gt;
[[MTTP/A2A|Air to Air Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Air-to-Surface Combat ==&lt;br /&gt;
[[MTTP/A2S|Air to Surface Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Brevity Words ==&lt;br /&gt;
&lt;br /&gt;
=== Situational Awareness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA CHECK&#039;&#039;&#039;&lt;br /&gt;
|Verification of ownship position relative to BULLSEYE. Used at check-in to confirm navigation accuracy. ALPHA CHECK correlation is defined as within 3 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANGELS&#039;&#039;&#039;&lt;br /&gt;
|Height of friendly aircraft in thousands of feet MSL (e.g., ANGELS TWENTY = 20,000 ft).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY DOPE&#039;&#039;&#039;&lt;br /&gt;
|Request for BRAA information on the indicated or nearest GROUP. Does not imply targeting.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAA&#039;&#039;&#039;&lt;br /&gt;
|Bearing, Range, Altitude, and Aspect relative to the specified friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BULLSEYE&#039;&#039;&#039;&lt;br /&gt;
|A pre-briefed reference point from which the position of an object is referred to by magnetic bearing and range in nm. Not to be truncated to &amp;quot;BULL.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLEAN&#039;&#039;&#039;&lt;br /&gt;
|1. No sensor information on a GROUP of interest.&lt;br /&gt;
2. No visible battle damage. &lt;br /&gt;
3. Aircraft not carrying external stores. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLARA&#039;&#039;&#039;&lt;br /&gt;
|Radar scope is clear of contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Individual radar return within a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FADED&#039;&#039;&#039;&lt;br /&gt;
|A previously tracked GROUP not updated by sensors for 30 seconds. Last known position implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GROUP&#039;&#039;&#039;&lt;br /&gt;
|Any number of air contacts within 3 nm in azimuth and range of each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HEAVY&#039;&#039;&#039;&lt;br /&gt;
|A GROUP known to contain three or more contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JUDY&#039;&#039;&#039;&lt;br /&gt;
|Aircrew has taken control of the intercept and requires only situational awareness information. Controller minimizes transmissions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MERGED&#039;&#039;&#039;&lt;br /&gt;
|Friendlies and targets have arrived in the visual arena, within 3–5 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEGATIVE CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Used for friendly aircraft not held on sensors. FADED is not used for friendlies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NO JOY&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with the target or bandit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Request for a description of all GROUPs and their spatial relationships in BULLSEYE format.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PLAYTIME&#039;&#039;&#039;&lt;br /&gt;
|Time aircraft can remain on station, given in hours plus minutes (e.g., ONE PLUS THIRTY).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TALLY&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a target or enemy aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VANISHED&#039;&#039;&#039;&lt;br /&gt;
|A FADED GROUP correlated to a successful friendly shot. Assessed as killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VISUAL&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a friendly aircraft, ground unit, or ship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contact Status and Declaration ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANDIT&#039;&#039;&#039;&lt;br /&gt;
|Positively identified as enemy IAW theater ID criteria. Does not imply authority to engage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY&#039;&#039;&#039;&lt;br /&gt;
|Contact whose identity is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DECLARE&#039;&#039;&#039;&lt;br /&gt;
|Inquiry as to the identity of a specified track or GROUP. Responses include: FRIENDLY, BOGEY, BANDIT, HOSTILE, NEUTRAL, UNABLE, CLEAN, or FURBALL. Full positional data (BULLSEYE) must accompany responses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FRIENDLY&#039;&#039;&#039;&lt;br /&gt;
|Positively identified friendly aircraft, ship, or ground position.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FURBALL&#039;&#039;&#039;&lt;br /&gt;
|Non-friendly and friendly aircraft within 5 nm of each other. May be a response to a DECLARE request.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HIGH&#039;&#039;&#039;&lt;br /&gt;
|Contact is above 40,000 ft MSL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOSTILE&#039;&#039;&#039;&lt;br /&gt;
|Contact identified as enemy upon which clearance to fire is authorized IAW ROE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEUTRAL&#039;&#039;&#039;&lt;br /&gt;
|Positively identified aircraft whose characteristics indicate it is neither supporting nor opposing friendly forces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUTLAW&#039;&#039;&#039;&lt;br /&gt;
|Contact originating from a known or suspected hostile airfield or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPADES&#039;&#039;&#039;&lt;br /&gt;
|Contact returns no or invalid IFF response on interrogation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed 660–900 knots ground speed or Mach 1.1–1.5.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VERY FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed above 900 knots or Mach 1.5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Picture Labels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AZIMUTH&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated laterally at approximately the same range from the fighters. Named by cardinal directions (e.g., NORTH GROUP, SOUTH GROUP).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RANGE&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated in depth along the threat axis. Named LEAD GROUP and TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WALL&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in azimuth with depth ≤5 nm or closing. Outer GROUPs named by cardinal directions; inner GROUPs named MIDDLE GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHAMPAGNE&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with two closest to fighters in azimuth and one in trail. LEAD GROUPs named with cardinal direction; TRAIL GROUP in range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VIC&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with one closest to fighters and two in trail separated in azimuth. LEAD GROUP closest; TRAIL GROUPs named with cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOX&#039;&#039;&#039;&lt;br /&gt;
|Four GROUPs with two in azimuth closest to fighters and two in azimuth farthest. Named LEAD GROUP (cardinal) and TRAIL GROUP (cardinal).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LADDER&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in range. Named LEAD GROUP, MIDDLE GROUP (or SECOND, THIRD), TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;STACK&#039;&#039;&#039;&lt;br /&gt;
|Two or more contacts in a GROUP with ≥10,000 ft altitude separation. Higher altitude stated first.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LEADING EDGE&#039;&#039;&#039;&lt;br /&gt;
|The GROUPs the fighters expect to target in the upcoming intercept. Follow-on GROUPs are communicated as WAVES (SECOND WAVE, THIRD WAVE, etc.).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEW PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Tactical picture has changed. Supersedes all previous calls and reestablishes the picture for all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039;&lt;br /&gt;
|Newly detected GROUP outside targeting range that does not fit the current picture label.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039;&lt;br /&gt;
|Previously undetected GROUP appearing inside targeting range but outside THREAT range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039;&lt;br /&gt;
|Undetected or unreported GROUP meeting briefed THREAT criteria. Communicated in BRAA format to the closest aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OPENING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is increasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLOSING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is decreasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WEIGHTED&#039;&#039;&#039;&lt;br /&gt;
|Picture with three or more GROUPs where one or more GROUPs are offset from an equidistant arrangement. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ECHELON&#039;&#039;&#039;&lt;br /&gt;
|GROUPs in a traditional label that are not directly in azimuth or range with one another. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PASSING&#039;&#039;&#039;&lt;br /&gt;
|Two named GROUPs with a RANGE relationship maneuvering to opposite sides in a RANGE relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CROSSING&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs with an AZIMUTH relationship maneuvering to opposite sides in an AZIMUTH relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JOINED&#039;&#039;&#039;&lt;br /&gt;
|Two or more named GROUPs maneuver to meet and maintain GROUP criteria.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|A GROUP inside targeting range with no assigned fighter. Used by the controller to flag priority GROUPs at risk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Targeting and Responsibility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COMMIT&#039;&#039;&#039;&lt;br /&gt;
|Directive to move to intercept or engage a specified GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGET&#039;&#039;&#039;&lt;br /&gt;
|Assignment of targeting responsibility for a specific GROUP to a flight or section.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&lt;br /&gt;
|Fighter has acquired the assigned GROUP and assumed responsibility for it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|GROUP inside targeting range with no fighter assigned.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DROPPING&#039;&#039;&#039;&lt;br /&gt;
|Stop monitoring a specified GROUP or emitter and resume search responsibilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RESET&#039;&#039;&#039;&lt;br /&gt;
|Proceed to prebriefed position or area of operations. Implies DROPPING and return of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MELD&#039;&#039;&#039;&lt;br /&gt;
|Shift radar responsibilities from airspace sanitization to gaining situational awareness on the assigned GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SORTED&#039;&#039;&#039;&lt;br /&gt;
|Sort responsibility within a GROUP has been met by the calling fighter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANCHORED&#039;&#039;&#039;&lt;br /&gt;
|Turning engagement at the specified location. Fighter is engaged and not flowing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SEPARATION&#039;&#039;&#039;&lt;br /&gt;
|Request or information call stating the distance in nm between two GROUPs or WAVES.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE CROSSER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maneuvers into a different area of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE RIDER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maintains a track direction on or near the boundary between targeting areas.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Employment ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ENGAGE&#039;&#039;&#039;&lt;br /&gt;
|Directive to fire on a designated target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX ONE&#039;&#039;&#039;&lt;br /&gt;
|Semi-active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX TWO&#039;&#039;&#039;&lt;br /&gt;
|Infrared-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX THREE&#039;&#039;&#039;&lt;br /&gt;
|Active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPLASH&#039;&#039;&#039;&lt;br /&gt;
|Missile has impacted. Target is assessed as destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SNAPLOCK&#039;&#039;&#039;&lt;br /&gt;
|Fighter has gained sensor contact to a GROUP inside THREAT range with BEAM or hotter aspect. BRAA and aspect implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPIKED&#039;&#039;&#039;&lt;br /&gt;
|Fighter is being painted by an airborne radar. Called with bearing or cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUSIC&#039;&#039;&#039;&lt;br /&gt;
|Fighter is experiencing radar electromagnetic deceptive jamming from a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PRESS&#039;&#039;&#039;&lt;br /&gt;
|Requested action is approved and mutual support will be maintained. Assumes VISUAL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANZAI&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-decide tactics with intent to maneuver into the visual arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SKATE&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-leave tactics.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEFEND(ING)&#039;&#039;&#039;&lt;br /&gt;
|Fighter is maneuvering defensively against a threat. Called with cardinal direction of defensive turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maneuver and Flow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BREAK&#039;&#039;&#039;&lt;br /&gt;
|(Direction) Immediate maximum-performance turn. Safety of flight or to defeat a weapons solution.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUSTER&#039;&#039;&#039;&lt;br /&gt;
|Fly at maximum continuous speed without afterburner (military power).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GATE&#039;&#039;&#039;&lt;br /&gt;
|Fly as fast as possible; use afterburner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FLOW COLD&#039;&#039;&#039;&lt;br /&gt;
|Initiate a turn away from the anticipated threat; begin COLD operations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning toward the threat or target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUT&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning away from the threat.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CRANK&#039;&#039;&#039;&lt;br /&gt;
|Maneuver in the indicated direction while maintaining radar contact on the bandit at the radar gimbal limit. Reduces closure rate while sustaining illumination.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NOTCH&#039;&#039;&#039;&lt;br /&gt;
|Maneuver to place a radar-guided threat on the beam to defeat its Doppler filter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRESPASS&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has entered a known or pop-up SAM MEZ. Directive call to snap 180 degrees away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARD&#039;&#039;&#039;&lt;br /&gt;
|High-G-force, energy sustaining turn in the indicated direction (default is a 180-degree turn).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMPLETION and ABORT ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;MILLER TIME&#039;&#039;&#039;&lt;br /&gt;
|Last striker in the package has completed the attack&lt;br /&gt;
|{Controller-CS} {CS} MILLER TIME&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUGOUT&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and has no intention to return&lt;br /&gt;
|{Controller-CS} {CS} BUGOUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OFF&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and is repositioning or egressing within the area&lt;br /&gt;
|{Controller-CS} {CS} OFF {Direction}&lt;br /&gt;
|}&lt;br /&gt;
=== AIR TO SURFACE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRT&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUD&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SINGER&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a SAM launch. The threat has fired.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SCAN&#039;&#039;&#039;&lt;br /&gt;
|Search the indicated sector and report any contacts.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WORK&#039;&#039;&#039;&lt;br /&gt;
|Directive call to conduct geolocation on a specific target or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039;&lt;br /&gt;
|Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FIXED&#039;&#039;&#039;&lt;br /&gt;
|Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRACK&#039;&#039;&#039;&lt;br /&gt;
|Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CAPTURED&#039;&#039;&#039;&lt;br /&gt;
|Object has been acquired and is being actively tracked.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COVER&#039;&#039;&#039;&lt;br /&gt;
|Directive call to be ready for reattack or re-engage if weapon effects are not achieved.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOUNDDOG&#039;&#039;&#039;&lt;br /&gt;
|Aircraft is in a position to employ weapons. Used in response to COVER.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARM INBOUND&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] High-speed antiradiation missile already employed&lt;br /&gt;
|ARM is already in the air — the threat is being engaged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MAGNUM&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] Launch of FRIENDLY antiradiation missile&lt;br /&gt;
|ARM is being launched now in response to this call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ARIZONA&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] No antiradiation missile ordnance remaining&lt;br /&gt;
|SEAD aircraft is Winchester on ARMs&lt;br /&gt;
|}&lt;br /&gt;
=== Status and Administrative ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AS FRAGGED&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform exactly as briefed or scheduled per the ATO.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WITH EXCEPTIONS&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform as briefed with stated deviations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AUTHENTICATE&#039;&#039;&#039;&lt;br /&gt;
|Request to verify contact with an allied unit using the DRYAD table.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BLIND&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with a friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FENCE IN / OUT&#039;&#039;&#039;&lt;br /&gt;
|Perform the combat configuration checklist entering or exiting the hostile area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LOWDOWN&#039;&#039;&#039;&lt;br /&gt;
|Request for the current tactical electromagnetic support or ground/surface picture.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ROLEX&#039;&#039;&#039;&lt;br /&gt;
|Timeline adjustment in minutes from original planned execution time. PLUS assumed. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SLIP&#039;&#039;&#039;&lt;br /&gt;
|Time delay to an individual flight or element event. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNABLE&#039;&#039;&#039;&lt;br /&gt;
|Cannot comply as requested or directed.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Main_Page&amp;diff=429</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Main_Page&amp;diff=429"/>
		<updated>2026-05-29T11:53:35Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: &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 / multi-Service tactics, techniques, and procedures (MTTP) ==&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;
=== Communication ===&lt;br /&gt;
[[General/Tactical Communication Revision 1|Tactical Communication]] · [[General/CATC Communications Guide|CATC Communications Guide]] · [[General/Air Traffic Communication|Operating within Civil Airspace]] · [[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>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=File:BanditReversal.png&amp;diff=412</id>
		<title>File:BanditReversal.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=File:BanditReversal.png&amp;diff=412"/>
		<updated>2026-05-23T17:58:51Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=File:LeadTurnToEarly.png&amp;diff=411</id>
		<title>File:LeadTurnToEarly.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=File:LeadTurnToEarly.png&amp;diff=411"/>
		<updated>2026-05-23T17:56:01Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=File:TwoCircleEntry.png&amp;diff=410</id>
		<title>File:TwoCircleEntry.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=File:TwoCircleEntry.png&amp;diff=410"/>
		<updated>2026-05-23T17:55:24Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=File:LeadTurnWithoutTurningRoom.png&amp;diff=409</id>
		<title>File:LeadTurnWithoutTurningRoom.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=File:LeadTurnWithoutTurningRoom.png&amp;diff=409"/>
		<updated>2026-05-23T17:54:31Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=File:LeadTurn.png&amp;diff=408</id>
		<title>File:LeadTurn.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=File:LeadTurn.png&amp;diff=408"/>
		<updated>2026-05-23T17:53:44Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=File:TurnCircleEntryWindow.png&amp;diff=407</id>
		<title>File:TurnCircleEntryWindow.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=File:TurnCircleEntryWindow.png&amp;diff=407"/>
		<updated>2026-05-23T17:52:54Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=File:DifferentRateTurns.png&amp;diff=406</id>
		<title>File:DifferentRateTurns.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=File:DifferentRateTurns.png&amp;diff=406"/>
		<updated>2026-05-23T17:52:23Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=File:OffsetTurnCircles.png&amp;diff=405</id>
		<title>File:OffsetTurnCircles.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=File:OffsetTurnCircles.png&amp;diff=405"/>
		<updated>2026-05-23T17:51:34Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=File:OutOfPlaneManeuvre.png&amp;diff=404</id>
		<title>File:OutOfPlaneManeuvre.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=File:OutOfPlaneManeuvre.png&amp;diff=404"/>
		<updated>2026-05-23T17:50:45Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BFM&amp;diff=403</id>
		<title>Procedures/78th/A2A/BFM</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BFM&amp;diff=403"/>
		<updated>2026-05-23T17:50:20Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* The Turn Circle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== BFM I — Energy and the EM Diagram ==&lt;br /&gt;
This part is based on [https://youtube.com/playlist?list=PLd5Qdmhmp3Y5-SDJjOzuUqV3m3mmuieTQ&amp;amp;si=FNdYqWagls5zNQjG this] video series by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Every decision in a dogfight is an energy decision. An aircraft&#039;s energy state is expressed primarily as airspeed and altitude. The faster and higher you are, the more potential energy you have to maneuver. Energy buys turn rate, separation, and shot opportunities. Waste Energy and you will loose.&lt;br /&gt;
&lt;br /&gt;
The First principle of BFM is simple: &#039;&#039;&#039;build energy and save it until you have a reason to spend it.&#039;&#039;&#039; That reason is either a shot on the bandit or denying a shot on yourself. If neither opportunity exists, maintain or build energy. Do not waste.&lt;br /&gt;
&lt;br /&gt;
=== The Energy Maneuverability (EM) Diagram ===&lt;br /&gt;
The EM diagram is the definitive tool for understanding how an aircraft performs in a turning fight. It maps turn rate against airspeed for a specific set of parameters: aircraft weight, altitude, throttle setting, and configuration. Every number on the chart is only valid for those exact conditions.&lt;br /&gt;
&lt;br /&gt;
For the F-16C in DCS the reference diagram is: &#039;&#039;&#039;Full AB · Clean · Sea Level · 12300 kg&#039;&#039;&#039;&lt;br /&gt;
[[File:F16 EM Diagram.png|center|frameless|945x945px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key performance figures from this diagram:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Value&lt;br /&gt;
!Condition&lt;br /&gt;
|-&lt;br /&gt;
|Max instantaneous turn rate&lt;br /&gt;
|24°/s&lt;br /&gt;
|393 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|Max sustained turn rate&lt;br /&gt;
|18°/s&lt;br /&gt;
|523 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|Min sustained turn radius&lt;br /&gt;
|1,462 ft&lt;br /&gt;
|246 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|Min turn radius&lt;br /&gt;
|1,399 ft&lt;br /&gt;
|169 KCAS&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The F-16&#039;s G-limiter schedule is not fully reflected in the upper portion of this diagram. Maximum instantaneous performance may be lower than indicated in practice. The DCS implementation of the F-16 Flight Model also severely limits the F16&#039;s Sustained turn rate.&lt;br /&gt;
&lt;br /&gt;
=== Reading the Diagram ===&lt;br /&gt;
&lt;br /&gt;
==== The Axes ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Horizontal axis&#039;&#039;&#039;: airspeed in Mach (lower) and KCAS (higher)&lt;br /&gt;
* &#039;&#039;&#039;Vertical axis&#039;&#039;&#039;: turn rate in degrees per second (°/s)&lt;br /&gt;
&lt;br /&gt;
Moving up on the chart means higher turn rate.&lt;br /&gt;
&lt;br /&gt;
==== The Lines ====&lt;br /&gt;
&#039;&#039;&#039;The Envelope (red)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The outer boundary of what the aircraft can physically do. It is shaped by three limits:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Structural G limit&#039;&#039;&#039; is the maximum G the airframe can sustain; forms the upper-right boundary&lt;br /&gt;
* &#039;&#039;&#039;Angle of attack limit&#039;&#039;&#039; — the stall boundary; forms the left boundary&lt;br /&gt;
* &#039;&#039;&#039;Speed limit (Vmax)&#039;&#039;&#039; — the right-side boundary (going supersonic will nearly always kill both your turn rate and radius and is not desirable)&lt;br /&gt;
&lt;br /&gt;
No matter what the pilot does, the aircraft cannot operate outside the red envelope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Radius Lines (brown)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These straight lines show turn radius in feet at any given point on the chart. Moving up and left gives a smaller radius.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;G-Load Lines (gray)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Indicate how many G must be pulled to reach that point on the chart. To achieve a Instantaneous Turn rate of 20° at 400CAS the aircraft needs to pull about 7.5G&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ps Lines (solid black)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specific excess power lines are the most important lines on the chart. They show whether the aircraft is gaining or losing energy at any given combination of speed and G.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ps = 0&#039;&#039;&#039; — the aircraft is exactly maintaining its energy state. This is the sustained turn line. The maximum turn rate achievable while sustaining speed and altitude sits on this line.&lt;br /&gt;
* &#039;&#039;&#039;Ps &amp;gt; 0 (positive numbers)&#039;&#039;&#039; — the aircraft is gaining energy. It can accelerate or climb while maintaining the current turn.&lt;br /&gt;
* &#039;&#039;&#039;Ps &amp;lt; 0 (negative numbers)&#039;&#039;&#039; — the aircraft is losing energy. It is spending saved energy for extra turn performance. This is temporary and cannot be maintained indefinitely.&lt;br /&gt;
&lt;br /&gt;
Anything above the Ps = 0 line is an energy expenditure. The higher above it you go, the faster you bleed speed.&lt;br /&gt;
&lt;br /&gt;
=== Corner Velocity ===&lt;br /&gt;
Corner velocity is the airspeed at which the aircraft achieves its maximum instantaneous turn rate — the peak of the envelope. For the F-16C at sea level this occurs at &#039;&#039;&#039;401CAS&#039;&#039;&#039;, producing &#039;&#039;&#039;24°/s&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For the maximum Instantaneous turn the DCS Flight model requires the pilot to pull 9G and decent with over 1200ft/s which is in any way not sustainable unless the a significant amount of Altitude has been built up. DO NOT use this unless you need to safe your life.  &lt;br /&gt;
&lt;br /&gt;
=== Sustained Turn Rate ===&lt;br /&gt;
The sustained turn rate is the maximum turn rate the aircraft can maintain indefinitely without losing speed or altitude. For the F-16C at sea level this is &#039;&#039;&#039;18°/s @ 523 KCAS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In practice, sustained operations happen on or near the Ps = 0 line. The pilot&#039;s job is to find and hold that point. Sadly in DCS to hold and maintain that line is impossible. To Fly Perfect Sustained Turn Rate you need to pull 9G in full afterburner. You will know that you hit the perfect speed if, at max pull, in a level turn, the Jet neither gains nor looses Max energy. &lt;br /&gt;
&lt;br /&gt;
A sustained 9G turn will black out any pilot. To Compensate the Pilot should fly slighly below the Optimal Speed allowing for higher turn rate while loosing a small amount of energy. Once the Jet reaches around 70-80 KTS below optimal speed the pilot should reduce the pull to about 6G for maximum recovery speed. While only pulling 6G the jet will gain energy fast. Once back at optimal speed continue to pull 9G. &lt;br /&gt;
&lt;br /&gt;
If you overshoot the Optimal Speed you will notice that even at max pull the aircraft is still gaining airspeed. In this case execute a spiral climb to return back to Optimal Speed while utilizing the excess Energy.&lt;br /&gt;
&lt;br /&gt;
If you undershoot the Optimal Speed you will notice that at max pull the aircraft is loosing airspeed fast. Either Reduce pull back to 6G until at better speed or trade altitude for extra Energy. &lt;br /&gt;
&lt;br /&gt;
=== Instantaneous vs Sustained ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Instantaneous&lt;br /&gt;
!Sustained&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Definition&#039;&#039;&#039;&lt;br /&gt;
|Maximum turn rate achievable at any moment&lt;br /&gt;
|Maximum turn rate maintainable indefinitely&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;F-16C value (sea level)&#039;&#039;&#039;&lt;br /&gt;
|24°/s @ 393 KCAS&lt;br /&gt;
|18°/s @ 523 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Energy cost&#039;&#039;&#039;&lt;br /&gt;
|High: Far above Ps = 0, bleeding speed fast (expect around 50kts/s)&lt;br /&gt;
|None if optimally flown on Ps = 0 line&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;When to use&#039;&#039;&#039;&lt;br /&gt;
|Short bursts for a shot opportunity or to deny a shot&lt;br /&gt;
|Default gameplan in any sustained turning fight&lt;br /&gt;
|}&lt;br /&gt;
Instantaneous turn rate is spending saved energy. It is a powerful tool but a temporary one. A pilot who pulls to instantaneous continuously will bleed to low speed, and lose the fight on energy.&lt;br /&gt;
&lt;br /&gt;
=== How Altitude and Stores Affect the Diagram ===&lt;br /&gt;
The reference diagram is for sea level, clean, full AB. Both altitude and external stores degrade performance:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Altitude&#039;&#039;&#039;: thinner air reduces lift and engine thrust. Turn rate and sustained performance both decrease. The same airspeed produces a larger turn radius at altitude. &lt;br /&gt;
* &#039;&#039;&#039;Weight:&#039;&#039;&#039; Fuel or Stores will both make you heavy. The heavier you are the worse the performance. As you burn fuel the optimum Sustained turn rate Speed will decrease into manageable Levels. &lt;br /&gt;
&lt;br /&gt;
=== Practical Application ===&lt;br /&gt;
In the fight itself: &#039;&#039;&#039;treat energy like money.&#039;&#039;&#039; Build it, save it, and spend it only when the return is worth it. A valid shot, or surviving by denying the adversary a shot oportunity. Spending energy for no tactical gain is a losing strategy.&lt;br /&gt;
&lt;br /&gt;
== BFM II — Angles and Geometry ==&lt;br /&gt;
&lt;br /&gt;
=== Angles and Definitions ===&lt;br /&gt;
&lt;br /&gt;
[[File:Angles.webp|frameless|715x715px]]&lt;br /&gt;
&lt;br /&gt;
==== Antenna Train Angle (ATA) ====&lt;br /&gt;
The ATA is the position of the bandit left or right of the fighter&#039;s nose on the radar display. ATA 0 means the target is dead ahead. ATA 30R means the target is 30° to the right of your nose.&lt;br /&gt;
&lt;br /&gt;
The ATA is a property of your own aircraft&#039;s orientation. It changes when &#039;&#039;&#039;you&#039;&#039;&#039; maneuver. It does not change instantaneously when the bandit maneuvers.&lt;br /&gt;
&lt;br /&gt;
On the F-16 FCR, ATA is read on the horizontal axis.&lt;br /&gt;
&lt;br /&gt;
==== Target Aspect (TA) ====&lt;br /&gt;
Target Aspect, not to confuse with Aspect Angle is how the bandit appears from your perspective. Specifically, the angle from the bearing line of the fighter to the &#039;&#039;&#039;nose&#039;&#039;&#039; of the target. It describes which part of the bandit you are looking at.&lt;br /&gt;
&lt;br /&gt;
* TA 0 —you are looking at the bandit&#039;s nose (head-on)&lt;br /&gt;
* TA 90 — you are looking at the bandit&#039;s side&lt;br /&gt;
* TA 180 — you are looking at the bandit&#039;s tail (pure stern)&lt;br /&gt;
&lt;br /&gt;
TA is signed left or right depending on which side of the bandit you are observing.&lt;br /&gt;
&lt;br /&gt;
Unlike ATA, Target Aspect is &#039;&#039;&#039;entirely determined by the bandit&#039;s heading&#039;&#039;&#039; relative to the bearing line between you. You cannot change it instantaneously. You can only influence it over time by maneuvering to change the geometry.&lt;br /&gt;
&lt;br /&gt;
The F-16 does not display TA directly. It displays the &#039;&#039;&#039;Aspect Angle (AA)&#039;&#039;&#039;, which is the supplementary angle of TA (AA = 180° − TA). A tail-aspect shot has AA 0; a head-on shot has AA 180.&lt;br /&gt;
[[File:AAvsTA.webp|thumb|600x600px]]&lt;br /&gt;
Common TA labels used in brevity:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!TA&lt;br /&gt;
!AA&lt;br /&gt;
!Label&lt;br /&gt;
|-&lt;br /&gt;
|0°–30°&lt;br /&gt;
|150°–180°&lt;br /&gt;
|Hot&lt;br /&gt;
|-&lt;br /&gt;
|31°–75°&lt;br /&gt;
|105°–149°&lt;br /&gt;
|Flank&lt;br /&gt;
|-&lt;br /&gt;
|76°–110°&lt;br /&gt;
|70°–104°&lt;br /&gt;
|Beam&lt;br /&gt;
|-&lt;br /&gt;
|111°–150°&lt;br /&gt;
|30°–69°&lt;br /&gt;
|Drag&lt;br /&gt;
|-&lt;br /&gt;
|151°–180°&lt;br /&gt;
|0°–29°&lt;br /&gt;
|Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cut ====&lt;br /&gt;
Cut is the angle from the &#039;&#039;&#039;Fighter Heading (FH)&#039;&#039;&#039; to the &#039;&#039;&#039;Bandit Reciprocal (BR)&#039;&#039;&#039;. It describes where your nose is pointing relative to the bandit&#039;s course.&lt;br /&gt;
&lt;br /&gt;
Cut is an older concept but remains one of the most useful tools for predicting how the geometry will evolve. Three reference cases:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cut greater than Collision Course&#039;&#039;&#039; — your nose is in front of the bandit. Over time, TA decreases and Lateral Separation decreases. You are closing the geometry aggressively.&lt;br /&gt;
* &#039;&#039;&#039;Cut equal to Collision Course&#039;&#039;&#039; — the magic case. TA is captured: it does not change. Lateral Separation decreases. If co-altitude, you will eventually collide.&lt;br /&gt;
* &#039;&#039;&#039;Cut less than Collision Course (Zero-Cut / Parallel)&#039;&#039;&#039; — your nose points at the bandit&#039;s reciprocal. TA increases over time. Lateral Separation is captured: it does not change.&lt;br /&gt;
* &#039;&#039;&#039;Cut-Away&#039;&#039;&#039; — your nose points away from the bandit entirely. Both TA and Lateral Separation increase. Used to build angles or lateral room.&lt;br /&gt;
&lt;br /&gt;
==== Degrees to Go (DTG) / Heading Crossing Angle (HCA) ====&lt;br /&gt;
DTG is the number of degrees the fighter needs to turn to be &#039;&#039;&#039;parallel&#039;&#039;&#039; to the bandit&#039;s flight path. It is the supplementary angle of Cut. A useful memory aid: &#039;&#039;Degrees to Go — where? Parallel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Lateral Separation (LS) ====&lt;br /&gt;
Lateral Separation is the perpendicular distance between the two flight paths. It determines how much maneuvering room exists for a conversion. It is approximated as:&lt;br /&gt;
  LS (ft) = TA × SR × 100&lt;br /&gt;
Where SR is slant range in nautical miles. Lateral Separation matters most when planning a stern conversion or assessing whether a shot is geometrically viable.&lt;br /&gt;
&lt;br /&gt;
==== Direction of Passage (DOP) ====&lt;br /&gt;
DOP describes the direction the bandit would cross your flight path if neither aircraft maneuvered. Called as left-to-right or right-to-left. Useful shorthand for building SA quickly.&lt;br /&gt;
&lt;br /&gt;
==== Slant Range (SR) ====&lt;br /&gt;
[[File:SlantRange.webp|thumb|500x500px|center]]&lt;br /&gt;
The straight line-of-sight distance between the two aircraft in three-dimensional space. On the F-16 FCR this is the range displayed on the scope.&lt;br /&gt;
&lt;br /&gt;
=== Pursuit Types ===&lt;br /&gt;
[[File:Pursuit.webp|thumb|700x700px|center]]&lt;br /&gt;
The type of pursuit describes where your nose is pointing relative to the target. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Pursuit Type&lt;br /&gt;
!Nose Position&lt;br /&gt;
!Common Use&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lead Pursuit&#039;&#039;&#039;&lt;br /&gt;
|In front of the target&lt;br /&gt;
|Collision Course, gun employment from RQ&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Pursuit&#039;&#039;&#039;&lt;br /&gt;
|Directly at the target&lt;br /&gt;
|Simple conversions; commonly overused by new pilots&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lag Pursuit&#039;&#039;&#039;&lt;br /&gt;
|Behind the target&lt;br /&gt;
|Geometry management, WVR maneuvering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BFM III — Offensive BFM ==&lt;br /&gt;
Offensive BFM begins with you in a position of advantage. The bandit is somewhere in your forward hemisphere and your job is to convert that advantage into a weapons solution before he can deny it.&lt;br /&gt;
&lt;br /&gt;
=== The Turn Circle ===&lt;br /&gt;
[[File:TurnCircleEntry.png|frameless|900x900px]]&lt;br /&gt;
&lt;br /&gt;
Every maneuvering aircraft has a turn circle, the circular path it is flying at any given moment. To employ weapons on the bandit you must get inside his turn circle, or at minimum align with it. Getting outside means you are turning wider than he is and falling behind.&lt;br /&gt;
&lt;br /&gt;
The cue for turn circle entry is a high LOS rate (see below). As you approach the edge of the bandit&#039;s circle the bandit will begin moving rapidly across your field of view. Turn at that moment. Turn too early and you cross inside his radius, giving him a reversal opportunity. Turn too late and you end up outside his circle with AA too high to employ.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight Rate ===&lt;br /&gt;
Line of Sight (LOS) rate is the speed at which the bandit moves across your field of view. It is one of the most important diagnostic tools in BFM and appears throughout offensive, defensive, and high aspect engagements.&lt;br /&gt;
&lt;br /&gt;
A high LOS rate means the bandit is moving quickly across your canopy. A low or zero LOS rate means the bandit is stable relative to your nose. LOS rate tells you two things:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Where are you relative to the bandit&#039;s turn circle&#039;&#039;&#039;? A sudden spike in LOS rate signals that you have reached the edge of his turn circle. Inside his circle, LOS rate is high. Outside it, LOS rate is low.&lt;br /&gt;
* &#039;&#039;&#039;What is the Geometry doing?&#039;&#039;&#039; Aft LOS movement means the bandit is drifting toward your 6; forward LOS movement means he is drifting toward your 12. The direction and speed of that drift tells you whether the geometry is improving or deteriorating.&lt;br /&gt;
&lt;br /&gt;
Learning to read LOS rate is not an instrument skill. It is a visual habit and requires practice.&lt;br /&gt;
&lt;br /&gt;
=== The Control Zone ===&lt;br /&gt;
The control zone is the offensive firing position, located in the bandit&#039;s rear quarter. From the control zone you have sufficient range for weapon employment, a manageable aspect angle, and controlled closure.&lt;br /&gt;
&lt;br /&gt;
Getting into the control zone is not enough. You must &#039;&#039;&#039;assess&#039;&#039;&#039; before employing. The assessment uses the &#039;&#039;&#039;Rule of Threes&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Value&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Range&lt;br /&gt;
|~3,000 ft&lt;br /&gt;
|Read from HUD or FCR&lt;br /&gt;
|-&lt;br /&gt;
|Aspect Angle&lt;br /&gt;
|≤30°&lt;br /&gt;
|Draw an imaginary box around the bandit — square silhouette means ~30° AA&lt;br /&gt;
|-&lt;br /&gt;
|Closure&lt;br /&gt;
|Steady and controlled&lt;br /&gt;
|Not increasing, not zero&lt;br /&gt;
|}&lt;br /&gt;
All three must be satisfied before moving in for a gun solution. If any are not met, reposition first.&lt;br /&gt;
&lt;br /&gt;
=== Repositions ===&lt;br /&gt;
Repositions are controlled adjustments to fix range, closure, or aspect problems from the control zone.&lt;br /&gt;
&lt;br /&gt;
==== Lead Reposition ====&lt;br /&gt;
Used when the bandit is pulling away and range is increasing. Pull lead pursuit to close the gap. Do not overshoot.&lt;br /&gt;
&lt;br /&gt;
==== Lag Reposition ====&lt;br /&gt;
Used when closure is too high. Pull lag pursuit to slow closure and improve aspect. The bandit will drift aft in your field of view. Reassess once closure is controlled.&lt;br /&gt;
&lt;br /&gt;
==== Ease Reposition ====&lt;br /&gt;
Used when range and closure are acceptable but aspect is slightly high. Ease back on the stick to widen your turn circle slightly. AA will decrease as the geometry opens. Once AA is acceptable, resume the original pull and reassess. This is a small correction — if aspect is significantly high, use a lag reposition instead.&lt;br /&gt;
&lt;br /&gt;
=== Visual Aspect Estimation ===&lt;br /&gt;
Without looking at instruments, AA can be estimated by the shape of the bandit&#039;s silhouette:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rectangle&#039;&#039;&#039; (fuselage longer than wingspan) means AA is above 30°, too high for a clean gun solution&lt;br /&gt;
* &#039;&#039;&#039;Square&#039;&#039;&#039; (fuselage approximately equal to wingspan) means AA is approximately 30°, Rule of Threes satisfied&lt;br /&gt;
* &#039;&#039;&#039;Narrowing toward a point&#039;&#039;&#039; means AA is near 0°, pure tail-aspect&lt;br /&gt;
&lt;br /&gt;
This visual check is faster than any instrument cross-check in a close turning fight.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Employment ===&lt;br /&gt;
&lt;br /&gt;
==== Heat Seeker (FOX-2) ====&lt;br /&gt;
A valid FOX-2 shot requires a confirmed seeker tone and AA within the missile&#039;s acquisition envelope, typically ≤60° for rear-quarter shots. Do not fire without tone. At significant AA the seeker may struggle to acquire, so use a lag or ease reposition to reduce AA before attempting the shot.&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
A valid gun solution requires the Rule of Threes to be fully satisfied with the pipper placed on the bandit. In a turning fight this requires lead pursuit. Your nose must be ahead of the bandit&#039;s projected path, not pointed at him. The amount of lead required varies with range and closure rate.&lt;br /&gt;
&lt;br /&gt;
A tracking shot requires the pipper to remain on the bandit for a sustained period. A snapshot is a momentary pipper-on opportunity taken when it presents itself, lower probability but sometimes the only option available.&lt;br /&gt;
&lt;br /&gt;
=== The Quarter Plane ===&lt;br /&gt;
The quarter plane is a last-resort maneuver used when closure rate has become dangerously high and an overshoot is imminent. It is not a reposition.&lt;br /&gt;
&lt;br /&gt;
The cue to act is approximately 1,000 ft of range, at which point the bandit&#039;s wingspan will fill roughly half the EEGS funnel on the HUD.&lt;br /&gt;
&lt;br /&gt;
Execution:&lt;br /&gt;
&lt;br /&gt;
# Roll wings level with the horizon&lt;br /&gt;
# Set idle power&lt;br /&gt;
# Pull maximum performance up and out of the bandit&#039;s plane of motion&lt;br /&gt;
&lt;br /&gt;
This arrests closure and separates you vertically from the bandit&#039;s plane. Once clear, roll back into a turn toward the bandit and reassess. The quarter plane costs significant energy and altitude. Use it only when nothing else will prevent the overshoot.&lt;br /&gt;
&lt;br /&gt;
=== Common Errors ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Error&lt;br /&gt;
!Consequence&lt;br /&gt;
!Correction&lt;br /&gt;
|-&lt;br /&gt;
|Late turn circle entry&lt;br /&gt;
|End up outside the bandit&#039;s circle with AA too high&lt;br /&gt;
|Watch for the LOS rate spike and turn at that moment&lt;br /&gt;
|-&lt;br /&gt;
|Early turn circle entry&lt;br /&gt;
|Cross inside bandit&#039;s radius, give him a reversal picture&lt;br /&gt;
|Wait for the LOS rate spike&lt;br /&gt;
|-&lt;br /&gt;
|Firing without satisfying Rule of Threes&lt;br /&gt;
|Low probability shot&lt;br /&gt;
|Reposition first, assess before employing&lt;br /&gt;
|-&lt;br /&gt;
|Pure pursuit at significant AA&lt;br /&gt;
|Missile must curve hard, degraded effectiveness&lt;br /&gt;
|Use CC or LC geometry for missile employment&lt;br /&gt;
|-&lt;br /&gt;
|Uncontrolled closure&lt;br /&gt;
|Overshoot, offensive position lost&lt;br /&gt;
|Use lag reposition early, quarter plane as last resort&lt;br /&gt;
|-&lt;br /&gt;
|Spending energy without reason&lt;br /&gt;
|Slow speed, large radius, advantage lost&lt;br /&gt;
|Maintain AB, only pull above sustained rate for a specific reason&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BFM IV — Defensive BFM ==&lt;br /&gt;
This part is based on [https://www.youtube.com/playlist?list=PLd5Qdmhmp3Y5-SDJjOzuUqV3m3mmuieTQ this] video series by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
The objectives of defensive BFM are, in order of priority: survive, deny the bandit a weapons solution, and create the conditions for a role reversal. Survival is the primary objective. A fighter that remains in the fight presents a continuous problem to the attacker — he must maintain focus on the defender, consuming energy and attention that could otherwise be used offensively. Every second the defender survives is a second for supporting elements to close.&lt;br /&gt;
&lt;br /&gt;
=== The Defensive Gameplan ===&lt;br /&gt;
The foundation of defensive BFM is the sustained rate turn. The defender should establish and maintain best sustained turn rate as the default gameplan. This accomplishes two things simultaneously: it maximizes the defender&#039;s turn performance for the duration of the engagement, and it preserves energy for subsequent maneuvering.&lt;br /&gt;
&lt;br /&gt;
Deviation from the sustained rate gameplan should only occur when a specific threat — an imminent gun or missile shot — requires a more aggressive response. Expending energy prematurely leaves the defender slow, with a large turn radius and reduced options.&lt;br /&gt;
&lt;br /&gt;
=== Cross-Check Discipline ===&lt;br /&gt;
In defensive BFM the pilot&#039;s attention is predominantly outside the cockpit on the bandit. However, three parameters must be periodically cross-checked throughout the engagement:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Significance&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lift Vector&#039;&#039;&#039;&lt;br /&gt;
|Determines plane of motion and available turn rate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;G&#039;&#039;&#039;&lt;br /&gt;
|Confirms correct turn performance is being applied&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Airspeed&#039;&#039;&#039;&lt;br /&gt;
|Identifies energy state; confirms sustained rate speed is maintained&lt;br /&gt;
|}&lt;br /&gt;
The cross-check must not interrupt tally on the bandit for extended periods. Brief instrument scans returning immediately to visual are the correct technique. Loss of tally in a defensive engagement is a significant threat to survival.&lt;br /&gt;
&lt;br /&gt;
=== Altitude Management ===&lt;br /&gt;
Altitude is a reserve of potential energy. Trading altitude for airspeed in a defensive turn temporarily increases available turn rate above the Ps = 0 line by lowering the lift vector below the horizon. This option is only available until the floor is reached. At that point the defender is constrained to a level sustained rate turn and loses the altitude trading option entirely.&lt;br /&gt;
&lt;br /&gt;
=== Reading the Bandit&#039;s Intentions ===&lt;br /&gt;
The defender must continuously assess the bandit&#039;s pursuit course to anticipate his next action. The pursuit course is read visually:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Pursuit Course&lt;br /&gt;
!Visual Cue&lt;br /&gt;
!Likely Intent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure pursuit&#039;&#039;&#039;&lt;br /&gt;
|Narrow nose-on profile&lt;br /&gt;
|Missile shot setup; seeker acquisition in progress&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lead pursuit&#039;&#039;&#039;&lt;br /&gt;
|Bandit&#039;s belly visible; nose pulled ahead of defender&lt;br /&gt;
|Gun shot imminent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lag pursuit&#039;&#039;&#039;&lt;br /&gt;
|Top of bandit&#039;s aircraft visible; aft LOS movement&lt;br /&gt;
|Controlling closure; repositioning for follow-on attack&lt;br /&gt;
|}&lt;br /&gt;
Transition from lag to pure to lead is the signature sequence of an impending gun attack. Recognition of this sequence is the primary defensive cross-check task outside the cockpit.&lt;br /&gt;
&lt;br /&gt;
Range assessment is equally important. The bandit&#039;s size relative to your field of view gives a continuous indication of closure. A bandit that fills a significant portion of your view is inside 2,500 ft and approaching gun parameters.&lt;br /&gt;
&lt;br /&gt;
=== Maneuvers ===&lt;br /&gt;
&lt;br /&gt;
==== Tighten Down ====&lt;br /&gt;
The tighten down is the first and most conservative response to a bandit closing into gun parameters. It is executed by increasing back pressure on the stick while already in a sustained rate turn, transitioning from sustained rate to a higher instantaneous turn rate.&lt;br /&gt;
&lt;br /&gt;
The tighten down achieves two simultaneous effects. First, it rotates the defender&#039;s vulnerable rear quarter away from the attacker, driving the bandit outside the weapon employment zone. Second, the sudden airspeed reduction caused by the increased G creates a high closure rate problem for the attacker, forcing him to reposition to satisfy the Rule of Threes. This repositioning produces aft LOS movement and potentially a reversal picture.&lt;br /&gt;
&lt;br /&gt;
The tighten down is an energy expenditure. It should be released once the immediate threat is defeated, returning to slightly below sustained rate and allowing AB to restore the energy state.&lt;br /&gt;
&lt;br /&gt;
==== Out-of-Plane Maneuver (OOP) ====&lt;br /&gt;
The out-of-plane maneuver removes the defender from the attacker&#039;s plane of motion, forcing the attacker to reset his geometry. In a sustained rate turn both aircraft are operating in approximately the same plane of motion. Moving out of that plane disrupts the attacker&#039;s sight picture and solution geometry.&lt;br /&gt;
&lt;br /&gt;
Execution:&lt;br /&gt;
&lt;br /&gt;
# Unload the aircraft — reduce back pressure to below 1G&lt;br /&gt;
# Reposition the lift vector off the bandit, above or below his plane of motion&lt;br /&gt;
# Apply smooth back pressure to establish a turn in the new plane of motion&lt;br /&gt;
# Allow sufficient time for the aircraft to develop movement in the new plane before any follow-on maneuver&lt;br /&gt;
# Assess LOS rate and bandit pursuit course in the new plane&lt;br /&gt;
&lt;br /&gt;
The unloaded roll is critical. Rolling while pulling G consumes energy without producing useful turning room. The unload must precede the roll.&lt;br /&gt;
&lt;br /&gt;
Upon establishing the new plane of motion, assess for a reversal opportunity. If high aft LOS rate combined with high HCA and close range is observed, a reversal may be executed. Otherwise, continue maneuvering in the new plane.&lt;br /&gt;
&lt;br /&gt;
==== Jink ====&lt;br /&gt;
The jink is a last-resort maneuver executed when a gun shot is assessed as imminent and neither the tighten down nor the OOP has defeated the attacker&#039;s solution. It combines elements of both into a single aggressive sequence designed to spoil the attacker&#039;s plane of motion and create a closure problem simultaneously.&lt;br /&gt;
&lt;br /&gt;
Execution:&lt;br /&gt;
&lt;br /&gt;
# Set throttle to idle&lt;br /&gt;
# Unload the aircraft&lt;br /&gt;
# Position the lift vector below the bandit&lt;br /&gt;
# Apply maximum onset rate back pressure and hold until aerodynamic buffet onset&lt;br /&gt;
&lt;br /&gt;
The resulting airspeed reduction is severe and deliberate. The attacker is presented with a sudden, unforecast closure rate and a simultaneous change in plane of motion. If the attacker does not immediately reposition he will overshoot. If he does reposition, aft LOS movement will develop and a reversal picture may emerge.&lt;br /&gt;
&lt;br /&gt;
If a reversal picture does not present after the first jink, execute a second jink to the opposite side:&lt;br /&gt;
&lt;br /&gt;
# Idle power maintained&lt;br /&gt;
# Unload&lt;br /&gt;
# Reposition lift vector to the opposite side of the bandit&lt;br /&gt;
# Maximum onset back pressure&lt;br /&gt;
&lt;br /&gt;
Continue until the attacker is forced into lag or a reversal picture develops. The jink sequence trades altitude at a high rate. Do not initiate within 1,500 to 2,000 ft of the floor. The jink is the highest energy expenditure maneuver in defensive BFM and is reserved strictly for imminent gun shot situations.&lt;br /&gt;
&lt;br /&gt;
=== The Reversal ===&lt;br /&gt;
A reversal is a turn at an opportune moment in the opposite direction, executed to transition from a defensive position to a neutral or offensive one. Correctly timed, a reversal exploits the attacker&#039;s angles and closure to reposition the defender onto an advantageous bearing. Incorrectly timed, it degrades the defender&#039;s position further.&lt;br /&gt;
&lt;br /&gt;
The opportunity for a correct reversal is rare and may only be available for a few seconds. More often than not a reversal will degrade the situation rather than improve it. Patience and recognition of the correct picture are essential.&lt;br /&gt;
&lt;br /&gt;
==== The Reversal Picture ====&lt;br /&gt;
The reversal picture is the combination of visual conditions that indicate a reversal opportunity exists:&lt;br /&gt;
&lt;br /&gt;
* High heading crossing angle (HCA), combined with&lt;br /&gt;
* Close range, and or high aft LOS rate&lt;br /&gt;
&lt;br /&gt;
A practical assessment question: &#039;&#039;does it appear that the bandit will cross behind my tail with minimal assistance from me?&#039;&#039; If the answer is yes, execute. If there is any doubt, do not reverse. A premature reversal presents the attacker with a stable, predictable target and makes his job easier.&lt;br /&gt;
&lt;br /&gt;
==== Execution ====&lt;br /&gt;
The reversal is executed using an unloaded roll:&lt;br /&gt;
&lt;br /&gt;
# Reduce back pressure to unload the aircraft&lt;br /&gt;
# Roll to the opposite direction&lt;br /&gt;
# Resume back pressure once established in the new turn&lt;br /&gt;
# Shift visual focus to the opposite side to regain tally on the bandit&lt;br /&gt;
&lt;br /&gt;
Lift vector placement after the reversal depends on range. At close range, position the lift vector above or below the bandit to build turning room before pulling into his plane of motion. At greater range, place the lift vector directly on the bandit.&lt;br /&gt;
&lt;br /&gt;
A successful reversal will typically result in a scissors — a neutral position from which either pilot may gain an advantage. This is a significant improvement over the defensive.&lt;br /&gt;
&lt;br /&gt;
=== Maneuver Selection Summary ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Situation&lt;br /&gt;
!Maneuver&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Bandit in lag or pure pursuit, not yet in gun parameters&lt;br /&gt;
|Sustained rate turn&lt;br /&gt;
|Conserve energy; maintain cross-check&lt;br /&gt;
|-&lt;br /&gt;
|Bandit transitioning to lead pursuit, gun shot developing&lt;br /&gt;
|Tighten down&lt;br /&gt;
|First response; moderate energy cost&lt;br /&gt;
|-&lt;br /&gt;
|Tighten down insufficient; bandit maintaining solution&lt;br /&gt;
|Out-of-plane maneuver&lt;br /&gt;
|Disrupts attacker geometry; assess for reversal&lt;br /&gt;
|-&lt;br /&gt;
|Gun shot imminent; no other option&lt;br /&gt;
|Jink&lt;br /&gt;
|Last resort; high energy cost; do not use prematurely&lt;br /&gt;
|-&lt;br /&gt;
|Reversal picture present&lt;br /&gt;
|Reversal&lt;br /&gt;
|Execute with unloaded roll; if in doubt, do not reverse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BFM V — High Aspect BFM ==&lt;br /&gt;
This part is based on [https://www.youtube.com/playlist?list=PLd5Qdmhmp3Y5-SDJjOzuUqV3m3mmuieTQ this] video series by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
High aspect BFM occurs when neither aircraft has a positional advantage at the merge. Both aircraft are nose-to-nose and the engagement begins from a neutral position. The name comes from the fact that at the merge, both aircraft are presenting high aspect to each other.&lt;br /&gt;
&lt;br /&gt;
There are two reasons a pilot ends up in a high aspect fight. Either the bandit turns his nose toward you at the conclusion of a BVR intercept, or a BFM error led to the loss of an offensive position. The response is the same in either case.&lt;br /&gt;
&lt;br /&gt;
=== The Lead Turn ===&lt;br /&gt;
The lead turn is the single most important concept in high aspect BFM. It is executed before the merge and determines the starting position of the fight.&lt;br /&gt;
&lt;br /&gt;
Rather than waiting until the bandit&#039;s 3-9 line to begin turning — which produces a neutral merge — the pilot initiates the turn early. This builds an angular advantage before the first pass. At the sustained turn rate of the F-16, every additional second of turn produces more than 10° of angular advantage that the bandit must make up. Even two seconds of early turning can produce an advantage that a bandit in the same aircraft cannot recover from.&lt;br /&gt;
&lt;br /&gt;
The lead turn cue is a rapidly increasing LOS rate from 11 to 10 o&#039;clock for a left-side pass, or 1 to 2 o&#039;clock for a right-side pass. This is the correct moment to turn. Turning too late leaves you behind the bandit with an energy problem. Turning too early gives the bandit a reversal picture.&lt;br /&gt;
&lt;br /&gt;
If the lead turn is started too late there is little that can be done — accept the problem and manage it. If the lead turn is started too early, ease off the G momentarily until the bandit&#039;s LOS rate resumes, then resume the pull.&lt;br /&gt;
&lt;br /&gt;
When executed correctly, the lead turn produces a &#039;&#039;&#039;stern conversion&#039;&#039;&#039; — the pilot arrives at the bandit&#039;s six o&#039;clock within gun range without requiring further maneuvering.&lt;br /&gt;
&lt;br /&gt;
=== Turning Room ===&lt;br /&gt;
Turning room is the separation between the two aircraft that is available to turn into. It can be built vertically or laterally, but never to the outside of the bandit&#039;s turn circle — floating outside gives the bandit more time and reduces the angular advantage gained in the lead turn.&lt;br /&gt;
&lt;br /&gt;
The overriding factor when deciding whether to climb or descend is ease of tally on the bandit, and denying the bandit tally on you. Use the environment — put the bandit against a cloud, get between the bandit and the sun, avoid staying at the same altitude as the bandit. Tally is survival.&lt;br /&gt;
&lt;br /&gt;
Vertical turning room comes with an energy cost that must be accounted for. A descent toward the bandit will add approximately 100 KCAS at the merge. A climb will cost approximately 100 KCAS. If this is not managed, the pilot will either overshoot the bandit or arrive too slow to sustain a competitive turn rate. Adjust entry speed before the turn-in accordingly. The fastest way to build speed without turning is to unload the aircraft — do this in the seconds between the turn-in and the merge.&lt;br /&gt;
&lt;br /&gt;
Lateral turning room is always built to the inside of the bandit&#039;s turn circle. There is no useful lateral room to the outside.&lt;br /&gt;
&lt;br /&gt;
=== Determining Fight Geometry ===&lt;br /&gt;
At the merge, the direction the bandit turns determines the geometry of the fight. &#039;&#039;&#039;The last aircraft to turn decides whether the engagement becomes a one-circle or two-circle fight.&#039;&#039;&#039; This is a deliberate choice — a pilot who executes a lead turn gives up the ability to choose the fight geometry, because the bandit turns last. The lead turn advantage is generally worth this tradeoff.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bandit turns toward you&#039;&#039;&#039; → two-circle fight. Both aircraft chase each other&#039;s tails. Ground track resembles two separate circles.&lt;br /&gt;
* &#039;&#039;&#039;Bandit turns away from you&#039;&#039;&#039; → one-circle fight. Both aircraft circle back toward each other for a second nose-to-nose pass. Ground track resembles a single circle.&lt;br /&gt;
&lt;br /&gt;
Identifying which geometry has been established requires only one visual check: if the bandit is nose-to-tail relative to you, it is a two-circle fight. If it is nose-to-nose, it is a one-circle fight.&lt;br /&gt;
&lt;br /&gt;
=== Losing Tally ===&lt;br /&gt;
Losing visual on the bandit in a turning fight is dangerous. Two rules apply immediately:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not fly straight and level while searching.&#039;&#039;&#039; Straight flight makes the defender&#039;s job trivial. Maintain the turn at all times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Search along the turn circle.&#039;&#039;&#039; The bandit&#039;s most likely position is in the high-probability kill zone behind and above — the high-Pk WEZ. When the area behind you is clear, scan upward along the turn circle. The bandit will be somewhere along that arc if still engaged.&lt;br /&gt;
&lt;br /&gt;
== BFM V-A — Two-Circle Fight ==&lt;br /&gt;
A two-circle fight begins when the bandit turns away from you at the merge. Both aircraft are now chasing each other&#039;s tail, producing a ground track that resembles two separate circles. The fight is a turn rate contest — the aircraft that can sustain a higher turn rate will eventually work its nose onto the the tail of the other.&lt;br /&gt;
&lt;br /&gt;
=== The Default Gameplan ===&lt;br /&gt;
In a two-circle fight, maintain best sustained turn rate. Do not deviate from this. The temptation to pull into lead or pure pursuit to force a quick shot will produce a predictable result: range closes rapidly, aspect increases to beam or beyond, and the bandit drifts aft on the canopy. The fight resets to where it started. This yo-yoing effect will repeat indefinitely if the pilot keeps chasing the shot prematurely. Stay on the sustained rate turn and let the geometry develop.&lt;br /&gt;
&lt;br /&gt;
=== Reading the Fight ===&lt;br /&gt;
As both aircraft complete the first circle, the bandit&#039;s position on the canopy provides continuous information about how the fight is developing. Three conditions are possible:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Visual Cue&lt;br /&gt;
!Assessment&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
|Bandit moving forward on the canopy, aspect stagnant or decreasing&lt;br /&gt;
|Winning — angular advantage is building&lt;br /&gt;
|Continue sustained rate turn; prepare for lead turn at next merge&lt;br /&gt;
|-&lt;br /&gt;
|Bandit moving forward on the canopy, aspect increasing toward nose-to-nose&lt;br /&gt;
|Neutral — neither pilot has an advantage&lt;br /&gt;
|Assess energy state; choose one-circle or two-circle at the next merge&lt;br /&gt;
|-&lt;br /&gt;
|Bandit&#039;s motion stagnant or drifting aft, bandit showing narrow nose-on profile&lt;br /&gt;
|Losing — bandit is gaining angular advantage&lt;br /&gt;
|Check G — increase to moderate buffet; if insufficient, transition to defensive BFM&lt;br /&gt;
|}&lt;br /&gt;
When neutral cues are present, the decision between one-circle and two-circle at the next merge is based on energy state. Above approximately 350 KCAS the aircraft has sufficient energy for a sustained rate two-circle game plan. Below that, the turn radius is already small enough that a one-circle minimum radius game plan is more effective.&lt;br /&gt;
&lt;br /&gt;
=== Turn Circle Extension (TCX) ===&lt;br /&gt;
Even with a turn rate advantage, the two turn circles will not be perfectly aligned after the first pass. The bandit will yo-yo up and down the canopy as the circles overlap and separate. Forcing a shot during this phase produces the same premature high-aspect result described above. The solution is the turn circle extension.&lt;br /&gt;
&lt;br /&gt;
A TCX is two to three seconds of easing off the G — not a full unload, just a reduction in back pressure that allows the center of the turn circle to shift. This repositions the turn circle to better align with the bandit&#039;s. It is not a straight line, though it can be. It is simply a brief relaxation of the sustained rate pull followed by resumption.&lt;br /&gt;
&lt;br /&gt;
The cue to extend is the bandit sliding into the assessment window — approximately 45 to 60 degrees AA — combined with aft LOS movement. This is the same assessment window used in offensive BFM. If the bandit&#039;s aspect is above 30 degrees, ease back on the G. That easing is the TCX.&lt;br /&gt;
&lt;br /&gt;
Timing matters. A TCX initiated too early shifts the turn circle sideways without closing the gap. A TCX initiated too late pushes both circles further apart. The correct moment is when the bandit is in the assessment window with aft LOS developing.&lt;br /&gt;
&lt;br /&gt;
Multiple TCX corrections should be expected before the turn circles align. The manual notes that this process can require between 500 and 1,000 degrees of turning — approximately three times around the circle. Do not force it. Once the circles align, the fight transitions naturally into offensive BFM.&lt;br /&gt;
&lt;br /&gt;
=== Regaining Tally ===&lt;br /&gt;
If tally is lost during a two-circle fight, apply the rules from the fundamentals section: maintain the turn and scan along the turn circle upward through the high-Pk zone. In a nose-to-tail fight the bandit will be somewhere along that arc. Do not level the wings.&lt;br /&gt;
&lt;br /&gt;
== BFM V-B — One-Circle Fight ==&lt;br /&gt;
A one-circle fight begins when the bandit turns toward you at the merge. Both aircraft are now circling back to meet each other in a second nose-to-nose pass. The ground track resembles a single circle. Unlike the two-circle fight where turn rate is the deciding factor, the one-circle fight is a &#039;&#039;&#039;turn radius contest&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Why Radius and Not Rate ===&lt;br /&gt;
In a two-circle fight, a smaller radius produces no advantage because both aircraft are always on opposite sides of their respective circles and never converge to a point where the nose can be brought to bear. Turn rate determines who gets there first.&lt;br /&gt;
&lt;br /&gt;
In a one-circle fight the geometry is different. Both aircraft are converging on the same point — the next merge. The aircraft with the smaller radius gets its nose pointed at the bandit sooner, creating an opportunity for a lead turn or even a shot before the second pass. The aircraft with the larger radius arrives late and with less angular advantage.&lt;br /&gt;
&lt;br /&gt;
=== The Minimum Radius Gameplan ===&lt;br /&gt;
To minimize turn radius in the F-16, pull enough G to reach a moderate aerodynamic buffet. The buffet indicates the aircraft is operating above the sustained turn rate and approaching the maximum lift line on the EM diagram — the region of minimum radius. Do not stall. A moderate buffet is the target.&lt;br /&gt;
&lt;br /&gt;
The F-16 does not have an audio cue for this in DCS. Use the physical buffet as the indicator. If nothing is shaking, more G is needed.&lt;br /&gt;
&lt;br /&gt;
=== Reading the Fight ===&lt;br /&gt;
As both aircraft come around the circle toward the second merge, the bandit&#039;s position on the canopy indicates whether the radius fight is being won or lost:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Visual Cue&lt;br /&gt;
!Assessment&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
|Bandit moving forward on the canopy, aspect stagnant or decreasing, top of bandit&#039;s aircraft visible&lt;br /&gt;
|Winning — angular advantage is building&lt;br /&gt;
|Execute lead turn at next merge to convert to offensive BFM&lt;br /&gt;
|-&lt;br /&gt;
|Bandit near or inside the canopy, nose pointed at you, bandit showing narrow nose-on profile&lt;br /&gt;
|Neutral — neither pilot has significant advantage&lt;br /&gt;
|Assess energy state; choose fight geometry at next merge&lt;br /&gt;
|-&lt;br /&gt;
|Bandit&#039;s motion stagnant or drifting aft, bandit showing narrow nose-on profile&lt;br /&gt;
|Losing — bandit is gaining the angular advantage&lt;br /&gt;
|Increase G to moderate buffet; if insufficient, transition to defensive BFM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== At the Next Merge ===&lt;br /&gt;
A one-circle fight always leads to a second merge. Three outcomes are possible at that merge:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Another one-circle&#039;&#039;&#039; — bandit turns away again. Continue minimum radius game plan.&lt;br /&gt;
* &#039;&#039;&#039;Two-circle&#039;&#039;&#039; — bandit turns toward you. Transition to sustained rate game plan.&lt;br /&gt;
* &#039;&#039;&#039;Scissors&#039;&#039;&#039; — both aircraft begin reversing rapidly on each other. See below.&lt;br /&gt;
&lt;br /&gt;
The decision between one-circle and two-circle at the second merge is based on energy state. Above approximately 350 KCAS the aircraft has enough energy for a sustained rate two-circle game plan. Below that, the turn radius is already small and one-circle minimum radius is more effective. Do not be indecisive — the last fighter to turn determines the fight geometry. Commit to a direction.&lt;br /&gt;
&lt;br /&gt;
=== The Scissors ===&lt;br /&gt;
The scissors develops when both aircraft are reversing rapidly on each other and neither can establish a clean angular advantage. Both aircraft are within the other&#039;s turn circle. The ground track resembles scissor blades opening and closing.&lt;br /&gt;
&lt;br /&gt;
The gameplan in a scissors is identical to the one-circle minimum radius game plan: minimize forward ground track by minimizing turn radius. Pull to moderate buffet, place the lift vector on the bandit, and select max afterburner. The aircraft with the smaller forward ground track will eventually fall behind the other and transition to an offensive position.&lt;br /&gt;
&lt;br /&gt;
One-circle fights and scissors consume energy at a high rate due to the sustained high-G maneuvering required. Be aware of airspeed throughout — winning the radius fight but arriving slow leaves the bandit with an energy advantage that may be unrecoverable.&lt;br /&gt;
&lt;br /&gt;
=== Losing the One-Circle ===&lt;br /&gt;
If the bandit is gaining the angular advantage, the symptoms are: the bandit&#039;s motion on the canopy goes stagnant or drifts aft, and the bandit&#039;s profile narrows to a pure pursuit nose-on silhouette. This is the bandit executing the same minimum radius game plan successfully.&lt;br /&gt;
&lt;br /&gt;
When losing cues are present, first confirm G is sufficient — pull to moderate buffet if not already there. If the situation continues to deteriorate, transition to defensive BFM immediately. The one-circle fight has become a defensive situation and should be treated as one.&lt;br /&gt;
&lt;br /&gt;
Never stop maneuvering. A neutral position is always recoverable.&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BFM&amp;diff=402</id>
		<title>Procedures/78th/A2A/BFM</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BFM&amp;diff=402"/>
		<updated>2026-05-23T17:46:46Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* BFM V-B — One-Circle Fight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== BFM I — Energy and the EM Diagram ==&lt;br /&gt;
This part is based on [https://youtube.com/playlist?list=PLd5Qdmhmp3Y5-SDJjOzuUqV3m3mmuieTQ&amp;amp;si=FNdYqWagls5zNQjG this] video series by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Every decision in a dogfight is an energy decision. An aircraft&#039;s energy state is expressed primarily as airspeed and altitude. The faster and higher you are, the more potential energy you have to maneuver. Energy buys turn rate, separation, and shot opportunities. Waste Energy and you will loose.&lt;br /&gt;
&lt;br /&gt;
The First principle of BFM is simple: &#039;&#039;&#039;build energy and save it until you have a reason to spend it.&#039;&#039;&#039; That reason is either a shot on the bandit or denying a shot on yourself. If neither opportunity exists, maintain or build energy. Do not waste.&lt;br /&gt;
&lt;br /&gt;
=== The Energy Maneuverability (EM) Diagram ===&lt;br /&gt;
The EM diagram is the definitive tool for understanding how an aircraft performs in a turning fight. It maps turn rate against airspeed for a specific set of parameters: aircraft weight, altitude, throttle setting, and configuration. Every number on the chart is only valid for those exact conditions.&lt;br /&gt;
&lt;br /&gt;
For the F-16C in DCS the reference diagram is: &#039;&#039;&#039;Full AB · Clean · Sea Level · 12300 kg&#039;&#039;&#039;&lt;br /&gt;
[[File:F16 EM Diagram.png|center|frameless|945x945px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key performance figures from this diagram:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Value&lt;br /&gt;
!Condition&lt;br /&gt;
|-&lt;br /&gt;
|Max instantaneous turn rate&lt;br /&gt;
|24°/s&lt;br /&gt;
|393 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|Max sustained turn rate&lt;br /&gt;
|18°/s&lt;br /&gt;
|523 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|Min sustained turn radius&lt;br /&gt;
|1,462 ft&lt;br /&gt;
|246 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|Min turn radius&lt;br /&gt;
|1,399 ft&lt;br /&gt;
|169 KCAS&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The F-16&#039;s G-limiter schedule is not fully reflected in the upper portion of this diagram. Maximum instantaneous performance may be lower than indicated in practice. The DCS implementation of the F-16 Flight Model also severely limits the F16&#039;s Sustained turn rate.&lt;br /&gt;
&lt;br /&gt;
=== Reading the Diagram ===&lt;br /&gt;
&lt;br /&gt;
==== The Axes ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Horizontal axis&#039;&#039;&#039;: airspeed in Mach (lower) and KCAS (higher)&lt;br /&gt;
* &#039;&#039;&#039;Vertical axis&#039;&#039;&#039;: turn rate in degrees per second (°/s)&lt;br /&gt;
&lt;br /&gt;
Moving up on the chart means higher turn rate.&lt;br /&gt;
&lt;br /&gt;
==== The Lines ====&lt;br /&gt;
&#039;&#039;&#039;The Envelope (red)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The outer boundary of what the aircraft can physically do. It is shaped by three limits:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Structural G limit&#039;&#039;&#039; is the maximum G the airframe can sustain; forms the upper-right boundary&lt;br /&gt;
* &#039;&#039;&#039;Angle of attack limit&#039;&#039;&#039; — the stall boundary; forms the left boundary&lt;br /&gt;
* &#039;&#039;&#039;Speed limit (Vmax)&#039;&#039;&#039; — the right-side boundary (going supersonic will nearly always kill both your turn rate and radius and is not desirable)&lt;br /&gt;
&lt;br /&gt;
No matter what the pilot does, the aircraft cannot operate outside the red envelope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Radius Lines (brown)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These straight lines show turn radius in feet at any given point on the chart. Moving up and left gives a smaller radius.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;G-Load Lines (gray)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Indicate how many G must be pulled to reach that point on the chart. To achieve a Instantaneous Turn rate of 20° at 400CAS the aircraft needs to pull about 7.5G&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ps Lines (solid black)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specific excess power lines are the most important lines on the chart. They show whether the aircraft is gaining or losing energy at any given combination of speed and G.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ps = 0&#039;&#039;&#039; — the aircraft is exactly maintaining its energy state. This is the sustained turn line. The maximum turn rate achievable while sustaining speed and altitude sits on this line.&lt;br /&gt;
* &#039;&#039;&#039;Ps &amp;gt; 0 (positive numbers)&#039;&#039;&#039; — the aircraft is gaining energy. It can accelerate or climb while maintaining the current turn.&lt;br /&gt;
* &#039;&#039;&#039;Ps &amp;lt; 0 (negative numbers)&#039;&#039;&#039; — the aircraft is losing energy. It is spending saved energy for extra turn performance. This is temporary and cannot be maintained indefinitely.&lt;br /&gt;
&lt;br /&gt;
Anything above the Ps = 0 line is an energy expenditure. The higher above it you go, the faster you bleed speed.&lt;br /&gt;
&lt;br /&gt;
=== Corner Velocity ===&lt;br /&gt;
Corner velocity is the airspeed at which the aircraft achieves its maximum instantaneous turn rate — the peak of the envelope. For the F-16C at sea level this occurs at &#039;&#039;&#039;401CAS&#039;&#039;&#039;, producing &#039;&#039;&#039;24°/s&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For the maximum Instantaneous turn the DCS Flight model requires the pilot to pull 9G and decent with over 1200ft/s which is in any way not sustainable unless the a significant amount of Altitude has been built up. DO NOT use this unless you need to safe your life.  &lt;br /&gt;
&lt;br /&gt;
=== Sustained Turn Rate ===&lt;br /&gt;
The sustained turn rate is the maximum turn rate the aircraft can maintain indefinitely without losing speed or altitude. For the F-16C at sea level this is &#039;&#039;&#039;18°/s @ 523 KCAS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In practice, sustained operations happen on or near the Ps = 0 line. The pilot&#039;s job is to find and hold that point. Sadly in DCS to hold and maintain that line is impossible. To Fly Perfect Sustained Turn Rate you need to pull 9G in full afterburner. You will know that you hit the perfect speed if, at max pull, in a level turn, the Jet neither gains nor looses Max energy. &lt;br /&gt;
&lt;br /&gt;
A sustained 9G turn will black out any pilot. To Compensate the Pilot should fly slighly below the Optimal Speed allowing for higher turn rate while loosing a small amount of energy. Once the Jet reaches around 70-80 KTS below optimal speed the pilot should reduce the pull to about 6G for maximum recovery speed. While only pulling 6G the jet will gain energy fast. Once back at optimal speed continue to pull 9G. &lt;br /&gt;
&lt;br /&gt;
If you overshoot the Optimal Speed you will notice that even at max pull the aircraft is still gaining airspeed. In this case execute a spiral climb to return back to Optimal Speed while utilizing the excess Energy.&lt;br /&gt;
&lt;br /&gt;
If you undershoot the Optimal Speed you will notice that at max pull the aircraft is loosing airspeed fast. Either Reduce pull back to 6G until at better speed or trade altitude for extra Energy. &lt;br /&gt;
&lt;br /&gt;
=== Instantaneous vs Sustained ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Instantaneous&lt;br /&gt;
!Sustained&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Definition&#039;&#039;&#039;&lt;br /&gt;
|Maximum turn rate achievable at any moment&lt;br /&gt;
|Maximum turn rate maintainable indefinitely&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;F-16C value (sea level)&#039;&#039;&#039;&lt;br /&gt;
|24°/s @ 393 KCAS&lt;br /&gt;
|18°/s @ 523 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Energy cost&#039;&#039;&#039;&lt;br /&gt;
|High: Far above Ps = 0, bleeding speed fast (expect around 50kts/s)&lt;br /&gt;
|None if optimally flown on Ps = 0 line&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;When to use&#039;&#039;&#039;&lt;br /&gt;
|Short bursts for a shot opportunity or to deny a shot&lt;br /&gt;
|Default gameplan in any sustained turning fight&lt;br /&gt;
|}&lt;br /&gt;
Instantaneous turn rate is spending saved energy. It is a powerful tool but a temporary one. A pilot who pulls to instantaneous continuously will bleed to low speed, and lose the fight on energy.&lt;br /&gt;
&lt;br /&gt;
=== How Altitude and Stores Affect the Diagram ===&lt;br /&gt;
The reference diagram is for sea level, clean, full AB. Both altitude and external stores degrade performance:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Altitude&#039;&#039;&#039;: thinner air reduces lift and engine thrust. Turn rate and sustained performance both decrease. The same airspeed produces a larger turn radius at altitude. &lt;br /&gt;
* &#039;&#039;&#039;Weight:&#039;&#039;&#039; Fuel or Stores will both make you heavy. The heavier you are the worse the performance. As you burn fuel the optimum Sustained turn rate Speed will decrease into manageable Levels. &lt;br /&gt;
&lt;br /&gt;
=== Practical Application ===&lt;br /&gt;
In the fight itself: &#039;&#039;&#039;treat energy like money.&#039;&#039;&#039; Build it, save it, and spend it only when the return is worth it. A valid shot, or surviving by denying the adversary a shot oportunity. Spending energy for no tactical gain is a losing strategy.&lt;br /&gt;
&lt;br /&gt;
== BFM II — Angles and Geometry ==&lt;br /&gt;
&lt;br /&gt;
=== Angles and Definitions ===&lt;br /&gt;
&lt;br /&gt;
[[File:Angles.webp|frameless|715x715px]]&lt;br /&gt;
&lt;br /&gt;
==== Antenna Train Angle (ATA) ====&lt;br /&gt;
The ATA is the position of the bandit left or right of the fighter&#039;s nose on the radar display. ATA 0 means the target is dead ahead. ATA 30R means the target is 30° to the right of your nose.&lt;br /&gt;
&lt;br /&gt;
The ATA is a property of your own aircraft&#039;s orientation. It changes when &#039;&#039;&#039;you&#039;&#039;&#039; maneuver. It does not change instantaneously when the bandit maneuvers.&lt;br /&gt;
&lt;br /&gt;
On the F-16 FCR, ATA is read on the horizontal axis.&lt;br /&gt;
&lt;br /&gt;
==== Target Aspect (TA) ====&lt;br /&gt;
Target Aspect, not to confuse with Aspect Angle is how the bandit appears from your perspective. Specifically, the angle from the bearing line of the fighter to the &#039;&#039;&#039;nose&#039;&#039;&#039; of the target. It describes which part of the bandit you are looking at.&lt;br /&gt;
&lt;br /&gt;
* TA 0 —you are looking at the bandit&#039;s nose (head-on)&lt;br /&gt;
* TA 90 — you are looking at the bandit&#039;s side&lt;br /&gt;
* TA 180 — you are looking at the bandit&#039;s tail (pure stern)&lt;br /&gt;
&lt;br /&gt;
TA is signed left or right depending on which side of the bandit you are observing.&lt;br /&gt;
&lt;br /&gt;
Unlike ATA, Target Aspect is &#039;&#039;&#039;entirely determined by the bandit&#039;s heading&#039;&#039;&#039; relative to the bearing line between you. You cannot change it instantaneously. You can only influence it over time by maneuvering to change the geometry.&lt;br /&gt;
&lt;br /&gt;
The F-16 does not display TA directly. It displays the &#039;&#039;&#039;Aspect Angle (AA)&#039;&#039;&#039;, which is the supplementary angle of TA (AA = 180° − TA). A tail-aspect shot has AA 0; a head-on shot has AA 180.&lt;br /&gt;
[[File:AAvsTA.webp|thumb|600x600px]]&lt;br /&gt;
Common TA labels used in brevity:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!TA&lt;br /&gt;
!AA&lt;br /&gt;
!Label&lt;br /&gt;
|-&lt;br /&gt;
|0°–30°&lt;br /&gt;
|150°–180°&lt;br /&gt;
|Hot&lt;br /&gt;
|-&lt;br /&gt;
|31°–75°&lt;br /&gt;
|105°–149°&lt;br /&gt;
|Flank&lt;br /&gt;
|-&lt;br /&gt;
|76°–110°&lt;br /&gt;
|70°–104°&lt;br /&gt;
|Beam&lt;br /&gt;
|-&lt;br /&gt;
|111°–150°&lt;br /&gt;
|30°–69°&lt;br /&gt;
|Drag&lt;br /&gt;
|-&lt;br /&gt;
|151°–180°&lt;br /&gt;
|0°–29°&lt;br /&gt;
|Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cut ====&lt;br /&gt;
Cut is the angle from the &#039;&#039;&#039;Fighter Heading (FH)&#039;&#039;&#039; to the &#039;&#039;&#039;Bandit Reciprocal (BR)&#039;&#039;&#039;. It describes where your nose is pointing relative to the bandit&#039;s course.&lt;br /&gt;
&lt;br /&gt;
Cut is an older concept but remains one of the most useful tools for predicting how the geometry will evolve. Three reference cases:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cut greater than Collision Course&#039;&#039;&#039; — your nose is in front of the bandit. Over time, TA decreases and Lateral Separation decreases. You are closing the geometry aggressively.&lt;br /&gt;
* &#039;&#039;&#039;Cut equal to Collision Course&#039;&#039;&#039; — the magic case. TA is captured: it does not change. Lateral Separation decreases. If co-altitude, you will eventually collide.&lt;br /&gt;
* &#039;&#039;&#039;Cut less than Collision Course (Zero-Cut / Parallel)&#039;&#039;&#039; — your nose points at the bandit&#039;s reciprocal. TA increases over time. Lateral Separation is captured: it does not change.&lt;br /&gt;
* &#039;&#039;&#039;Cut-Away&#039;&#039;&#039; — your nose points away from the bandit entirely. Both TA and Lateral Separation increase. Used to build angles or lateral room.&lt;br /&gt;
&lt;br /&gt;
==== Degrees to Go (DTG) / Heading Crossing Angle (HCA) ====&lt;br /&gt;
DTG is the number of degrees the fighter needs to turn to be &#039;&#039;&#039;parallel&#039;&#039;&#039; to the bandit&#039;s flight path. It is the supplementary angle of Cut. A useful memory aid: &#039;&#039;Degrees to Go — where? Parallel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Lateral Separation (LS) ====&lt;br /&gt;
Lateral Separation is the perpendicular distance between the two flight paths. It determines how much maneuvering room exists for a conversion. It is approximated as:&lt;br /&gt;
  LS (ft) = TA × SR × 100&lt;br /&gt;
Where SR is slant range in nautical miles. Lateral Separation matters most when planning a stern conversion or assessing whether a shot is geometrically viable.&lt;br /&gt;
&lt;br /&gt;
==== Direction of Passage (DOP) ====&lt;br /&gt;
DOP describes the direction the bandit would cross your flight path if neither aircraft maneuvered. Called as left-to-right or right-to-left. Useful shorthand for building SA quickly.&lt;br /&gt;
&lt;br /&gt;
==== Slant Range (SR) ====&lt;br /&gt;
[[File:SlantRange.webp|thumb|500x500px|center]]&lt;br /&gt;
The straight line-of-sight distance between the two aircraft in three-dimensional space. On the F-16 FCR this is the range displayed on the scope.&lt;br /&gt;
&lt;br /&gt;
=== Pursuit Types ===&lt;br /&gt;
[[File:Pursuit.webp|thumb|700x700px|center]]&lt;br /&gt;
The type of pursuit describes where your nose is pointing relative to the target. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Pursuit Type&lt;br /&gt;
!Nose Position&lt;br /&gt;
!Common Use&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lead Pursuit&#039;&#039;&#039;&lt;br /&gt;
|In front of the target&lt;br /&gt;
|Collision Course, gun employment from RQ&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Pursuit&#039;&#039;&#039;&lt;br /&gt;
|Directly at the target&lt;br /&gt;
|Simple conversions; commonly overused by new pilots&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lag Pursuit&#039;&#039;&#039;&lt;br /&gt;
|Behind the target&lt;br /&gt;
|Geometry management, WVR maneuvering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BFM III — Offensive BFM ==&lt;br /&gt;
Offensive BFM begins with you in a position of advantage. The bandit is somewhere in your forward hemisphere and your job is to convert that advantage into a weapons solution before he can deny it.&lt;br /&gt;
&lt;br /&gt;
=== The Turn Circle ===&lt;br /&gt;
Every maneuvering aircraft has a turn circle, the circular path it is flying at any given moment. To employ weapons on the bandit you must get inside his turn circle, or at minimum align with it. Getting outside means you are turning wider than he is and falling behind.&lt;br /&gt;
&lt;br /&gt;
The cue for turn circle entry is a high LOS rate (see below). As you approach the edge of the bandit&#039;s circle the bandit will begin moving rapidly across your field of view. Turn at that moment. Turn too early and you cross inside his radius, giving him a reversal opportunity. Turn too late and you end up outside his circle with AA too high to employ.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight Rate ===&lt;br /&gt;
Line of Sight (LOS) rate is the speed at which the bandit moves across your field of view. It is one of the most important diagnostic tools in BFM and appears throughout offensive, defensive, and high aspect engagements.&lt;br /&gt;
&lt;br /&gt;
A high LOS rate means the bandit is moving quickly across your canopy. A low or zero LOS rate means the bandit is stable relative to your nose. LOS rate tells you two things:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Where are you relative to the bandit&#039;s turn circle&#039;&#039;&#039;? A sudden spike in LOS rate signals that you have reached the edge of his turn circle. Inside his circle, LOS rate is high. Outside it, LOS rate is low.&lt;br /&gt;
* &#039;&#039;&#039;What is the Geometry doing?&#039;&#039;&#039; Aft LOS movement means the bandit is drifting toward your 6; forward LOS movement means he is drifting toward your 12. The direction and speed of that drift tells you whether the geometry is improving or deteriorating.&lt;br /&gt;
&lt;br /&gt;
Learning to read LOS rate is not an instrument skill. It is a visual habit and requires practice.&lt;br /&gt;
&lt;br /&gt;
=== The Control Zone ===&lt;br /&gt;
The control zone is the offensive firing position, located in the bandit&#039;s rear quarter. From the control zone you have sufficient range for weapon employment, a manageable aspect angle, and controlled closure.&lt;br /&gt;
&lt;br /&gt;
Getting into the control zone is not enough. You must &#039;&#039;&#039;assess&#039;&#039;&#039; before employing. The assessment uses the &#039;&#039;&#039;Rule of Threes&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Value&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Range&lt;br /&gt;
|~3,000 ft&lt;br /&gt;
|Read from HUD or FCR&lt;br /&gt;
|-&lt;br /&gt;
|Aspect Angle&lt;br /&gt;
|≤30°&lt;br /&gt;
|Draw an imaginary box around the bandit — square silhouette means ~30° AA&lt;br /&gt;
|-&lt;br /&gt;
|Closure&lt;br /&gt;
|Steady and controlled&lt;br /&gt;
|Not increasing, not zero&lt;br /&gt;
|}&lt;br /&gt;
All three must be satisfied before moving in for a gun solution. If any are not met, reposition first.&lt;br /&gt;
&lt;br /&gt;
=== Repositions ===&lt;br /&gt;
Repositions are controlled adjustments to fix range, closure, or aspect problems from the control zone.&lt;br /&gt;
&lt;br /&gt;
==== Lead Reposition ====&lt;br /&gt;
Used when the bandit is pulling away and range is increasing. Pull lead pursuit to close the gap. Do not overshoot.&lt;br /&gt;
&lt;br /&gt;
==== Lag Reposition ====&lt;br /&gt;
Used when closure is too high. Pull lag pursuit to slow closure and improve aspect. The bandit will drift aft in your field of view. Reassess once closure is controlled.&lt;br /&gt;
&lt;br /&gt;
==== Ease Reposition ====&lt;br /&gt;
Used when range and closure are acceptable but aspect is slightly high. Ease back on the stick to widen your turn circle slightly. AA will decrease as the geometry opens. Once AA is acceptable, resume the original pull and reassess. This is a small correction — if aspect is significantly high, use a lag reposition instead.&lt;br /&gt;
&lt;br /&gt;
=== Visual Aspect Estimation ===&lt;br /&gt;
Without looking at instruments, AA can be estimated by the shape of the bandit&#039;s silhouette:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rectangle&#039;&#039;&#039; (fuselage longer than wingspan) means AA is above 30°, too high for a clean gun solution&lt;br /&gt;
* &#039;&#039;&#039;Square&#039;&#039;&#039; (fuselage approximately equal to wingspan) means AA is approximately 30°, Rule of Threes satisfied&lt;br /&gt;
* &#039;&#039;&#039;Narrowing toward a point&#039;&#039;&#039; means AA is near 0°, pure tail-aspect&lt;br /&gt;
&lt;br /&gt;
This visual check is faster than any instrument cross-check in a close turning fight.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Employment ===&lt;br /&gt;
&lt;br /&gt;
==== Heat Seeker (FOX-2) ====&lt;br /&gt;
A valid FOX-2 shot requires a confirmed seeker tone and AA within the missile&#039;s acquisition envelope, typically ≤60° for rear-quarter shots. Do not fire without tone. At significant AA the seeker may struggle to acquire, so use a lag or ease reposition to reduce AA before attempting the shot.&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
A valid gun solution requires the Rule of Threes to be fully satisfied with the pipper placed on the bandit. In a turning fight this requires lead pursuit. Your nose must be ahead of the bandit&#039;s projected path, not pointed at him. The amount of lead required varies with range and closure rate.&lt;br /&gt;
&lt;br /&gt;
A tracking shot requires the pipper to remain on the bandit for a sustained period. A snapshot is a momentary pipper-on opportunity taken when it presents itself, lower probability but sometimes the only option available.&lt;br /&gt;
&lt;br /&gt;
=== The Quarter Plane ===&lt;br /&gt;
The quarter plane is a last-resort maneuver used when closure rate has become dangerously high and an overshoot is imminent. It is not a reposition.&lt;br /&gt;
&lt;br /&gt;
The cue to act is approximately 1,000 ft of range, at which point the bandit&#039;s wingspan will fill roughly half the EEGS funnel on the HUD.&lt;br /&gt;
&lt;br /&gt;
Execution:&lt;br /&gt;
&lt;br /&gt;
# Roll wings level with the horizon&lt;br /&gt;
# Set idle power&lt;br /&gt;
# Pull maximum performance up and out of the bandit&#039;s plane of motion&lt;br /&gt;
&lt;br /&gt;
This arrests closure and separates you vertically from the bandit&#039;s plane. Once clear, roll back into a turn toward the bandit and reassess. The quarter plane costs significant energy and altitude. Use it only when nothing else will prevent the overshoot.&lt;br /&gt;
&lt;br /&gt;
=== Common Errors ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Error&lt;br /&gt;
!Consequence&lt;br /&gt;
!Correction&lt;br /&gt;
|-&lt;br /&gt;
|Late turn circle entry&lt;br /&gt;
|End up outside the bandit&#039;s circle with AA too high&lt;br /&gt;
|Watch for the LOS rate spike and turn at that moment&lt;br /&gt;
|-&lt;br /&gt;
|Early turn circle entry&lt;br /&gt;
|Cross inside bandit&#039;s radius, give him a reversal picture&lt;br /&gt;
|Wait for the LOS rate spike&lt;br /&gt;
|-&lt;br /&gt;
|Firing without satisfying Rule of Threes&lt;br /&gt;
|Low probability shot&lt;br /&gt;
|Reposition first, assess before employing&lt;br /&gt;
|-&lt;br /&gt;
|Pure pursuit at significant AA&lt;br /&gt;
|Missile must curve hard, degraded effectiveness&lt;br /&gt;
|Use CC or LC geometry for missile employment&lt;br /&gt;
|-&lt;br /&gt;
|Uncontrolled closure&lt;br /&gt;
|Overshoot, offensive position lost&lt;br /&gt;
|Use lag reposition early, quarter plane as last resort&lt;br /&gt;
|-&lt;br /&gt;
|Spending energy without reason&lt;br /&gt;
|Slow speed, large radius, advantage lost&lt;br /&gt;
|Maintain AB, only pull above sustained rate for a specific reason&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BFM IV — Defensive BFM ==&lt;br /&gt;
This part is based on [https://www.youtube.com/playlist?list=PLd5Qdmhmp3Y5-SDJjOzuUqV3m3mmuieTQ this] video series by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
The objectives of defensive BFM are, in order of priority: survive, deny the bandit a weapons solution, and create the conditions for a role reversal. Survival is the primary objective. A fighter that remains in the fight presents a continuous problem to the attacker — he must maintain focus on the defender, consuming energy and attention that could otherwise be used offensively. Every second the defender survives is a second for supporting elements to close.&lt;br /&gt;
&lt;br /&gt;
=== The Defensive Gameplan ===&lt;br /&gt;
The foundation of defensive BFM is the sustained rate turn. The defender should establish and maintain best sustained turn rate as the default gameplan. This accomplishes two things simultaneously: it maximizes the defender&#039;s turn performance for the duration of the engagement, and it preserves energy for subsequent maneuvering.&lt;br /&gt;
&lt;br /&gt;
Deviation from the sustained rate gameplan should only occur when a specific threat — an imminent gun or missile shot — requires a more aggressive response. Expending energy prematurely leaves the defender slow, with a large turn radius and reduced options.&lt;br /&gt;
&lt;br /&gt;
=== Cross-Check Discipline ===&lt;br /&gt;
In defensive BFM the pilot&#039;s attention is predominantly outside the cockpit on the bandit. However, three parameters must be periodically cross-checked throughout the engagement:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Significance&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lift Vector&#039;&#039;&#039;&lt;br /&gt;
|Determines plane of motion and available turn rate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;G&#039;&#039;&#039;&lt;br /&gt;
|Confirms correct turn performance is being applied&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Airspeed&#039;&#039;&#039;&lt;br /&gt;
|Identifies energy state; confirms sustained rate speed is maintained&lt;br /&gt;
|}&lt;br /&gt;
The cross-check must not interrupt tally on the bandit for extended periods. Brief instrument scans returning immediately to visual are the correct technique. Loss of tally in a defensive engagement is a significant threat to survival.&lt;br /&gt;
&lt;br /&gt;
=== Altitude Management ===&lt;br /&gt;
Altitude is a reserve of potential energy. Trading altitude for airspeed in a defensive turn temporarily increases available turn rate above the Ps = 0 line by lowering the lift vector below the horizon. This option is only available until the floor is reached. At that point the defender is constrained to a level sustained rate turn and loses the altitude trading option entirely.&lt;br /&gt;
&lt;br /&gt;
=== Reading the Bandit&#039;s Intentions ===&lt;br /&gt;
The defender must continuously assess the bandit&#039;s pursuit course to anticipate his next action. The pursuit course is read visually:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Pursuit Course&lt;br /&gt;
!Visual Cue&lt;br /&gt;
!Likely Intent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure pursuit&#039;&#039;&#039;&lt;br /&gt;
|Narrow nose-on profile&lt;br /&gt;
|Missile shot setup; seeker acquisition in progress&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lead pursuit&#039;&#039;&#039;&lt;br /&gt;
|Bandit&#039;s belly visible; nose pulled ahead of defender&lt;br /&gt;
|Gun shot imminent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lag pursuit&#039;&#039;&#039;&lt;br /&gt;
|Top of bandit&#039;s aircraft visible; aft LOS movement&lt;br /&gt;
|Controlling closure; repositioning for follow-on attack&lt;br /&gt;
|}&lt;br /&gt;
Transition from lag to pure to lead is the signature sequence of an impending gun attack. Recognition of this sequence is the primary defensive cross-check task outside the cockpit.&lt;br /&gt;
&lt;br /&gt;
Range assessment is equally important. The bandit&#039;s size relative to your field of view gives a continuous indication of closure. A bandit that fills a significant portion of your view is inside 2,500 ft and approaching gun parameters.&lt;br /&gt;
&lt;br /&gt;
=== Maneuvers ===&lt;br /&gt;
&lt;br /&gt;
==== Tighten Down ====&lt;br /&gt;
The tighten down is the first and most conservative response to a bandit closing into gun parameters. It is executed by increasing back pressure on the stick while already in a sustained rate turn, transitioning from sustained rate to a higher instantaneous turn rate.&lt;br /&gt;
&lt;br /&gt;
The tighten down achieves two simultaneous effects. First, it rotates the defender&#039;s vulnerable rear quarter away from the attacker, driving the bandit outside the weapon employment zone. Second, the sudden airspeed reduction caused by the increased G creates a high closure rate problem for the attacker, forcing him to reposition to satisfy the Rule of Threes. This repositioning produces aft LOS movement and potentially a reversal picture.&lt;br /&gt;
&lt;br /&gt;
The tighten down is an energy expenditure. It should be released once the immediate threat is defeated, returning to slightly below sustained rate and allowing AB to restore the energy state.&lt;br /&gt;
&lt;br /&gt;
==== Out-of-Plane Maneuver (OOP) ====&lt;br /&gt;
The out-of-plane maneuver removes the defender from the attacker&#039;s plane of motion, forcing the attacker to reset his geometry. In a sustained rate turn both aircraft are operating in approximately the same plane of motion. Moving out of that plane disrupts the attacker&#039;s sight picture and solution geometry.&lt;br /&gt;
&lt;br /&gt;
Execution:&lt;br /&gt;
&lt;br /&gt;
# Unload the aircraft — reduce back pressure to below 1G&lt;br /&gt;
# Reposition the lift vector off the bandit, above or below his plane of motion&lt;br /&gt;
# Apply smooth back pressure to establish a turn in the new plane of motion&lt;br /&gt;
# Allow sufficient time for the aircraft to develop movement in the new plane before any follow-on maneuver&lt;br /&gt;
# Assess LOS rate and bandit pursuit course in the new plane&lt;br /&gt;
&lt;br /&gt;
The unloaded roll is critical. Rolling while pulling G consumes energy without producing useful turning room. The unload must precede the roll.&lt;br /&gt;
&lt;br /&gt;
Upon establishing the new plane of motion, assess for a reversal opportunity. If high aft LOS rate combined with high HCA and close range is observed, a reversal may be executed. Otherwise, continue maneuvering in the new plane.&lt;br /&gt;
&lt;br /&gt;
==== Jink ====&lt;br /&gt;
The jink is a last-resort maneuver executed when a gun shot is assessed as imminent and neither the tighten down nor the OOP has defeated the attacker&#039;s solution. It combines elements of both into a single aggressive sequence designed to spoil the attacker&#039;s plane of motion and create a closure problem simultaneously.&lt;br /&gt;
&lt;br /&gt;
Execution:&lt;br /&gt;
&lt;br /&gt;
# Set throttle to idle&lt;br /&gt;
# Unload the aircraft&lt;br /&gt;
# Position the lift vector below the bandit&lt;br /&gt;
# Apply maximum onset rate back pressure and hold until aerodynamic buffet onset&lt;br /&gt;
&lt;br /&gt;
The resulting airspeed reduction is severe and deliberate. The attacker is presented with a sudden, unforecast closure rate and a simultaneous change in plane of motion. If the attacker does not immediately reposition he will overshoot. If he does reposition, aft LOS movement will develop and a reversal picture may emerge.&lt;br /&gt;
&lt;br /&gt;
If a reversal picture does not present after the first jink, execute a second jink to the opposite side:&lt;br /&gt;
&lt;br /&gt;
# Idle power maintained&lt;br /&gt;
# Unload&lt;br /&gt;
# Reposition lift vector to the opposite side of the bandit&lt;br /&gt;
# Maximum onset back pressure&lt;br /&gt;
&lt;br /&gt;
Continue until the attacker is forced into lag or a reversal picture develops. The jink sequence trades altitude at a high rate. Do not initiate within 1,500 to 2,000 ft of the floor. The jink is the highest energy expenditure maneuver in defensive BFM and is reserved strictly for imminent gun shot situations.&lt;br /&gt;
&lt;br /&gt;
=== The Reversal ===&lt;br /&gt;
A reversal is a turn at an opportune moment in the opposite direction, executed to transition from a defensive position to a neutral or offensive one. Correctly timed, a reversal exploits the attacker&#039;s angles and closure to reposition the defender onto an advantageous bearing. Incorrectly timed, it degrades the defender&#039;s position further.&lt;br /&gt;
&lt;br /&gt;
The opportunity for a correct reversal is rare and may only be available for a few seconds. More often than not a reversal will degrade the situation rather than improve it. Patience and recognition of the correct picture are essential.&lt;br /&gt;
&lt;br /&gt;
==== The Reversal Picture ====&lt;br /&gt;
The reversal picture is the combination of visual conditions that indicate a reversal opportunity exists:&lt;br /&gt;
&lt;br /&gt;
* High heading crossing angle (HCA), combined with&lt;br /&gt;
* Close range, and or high aft LOS rate&lt;br /&gt;
&lt;br /&gt;
A practical assessment question: &#039;&#039;does it appear that the bandit will cross behind my tail with minimal assistance from me?&#039;&#039; If the answer is yes, execute. If there is any doubt, do not reverse. A premature reversal presents the attacker with a stable, predictable target and makes his job easier.&lt;br /&gt;
&lt;br /&gt;
==== Execution ====&lt;br /&gt;
The reversal is executed using an unloaded roll:&lt;br /&gt;
&lt;br /&gt;
# Reduce back pressure to unload the aircraft&lt;br /&gt;
# Roll to the opposite direction&lt;br /&gt;
# Resume back pressure once established in the new turn&lt;br /&gt;
# Shift visual focus to the opposite side to regain tally on the bandit&lt;br /&gt;
&lt;br /&gt;
Lift vector placement after the reversal depends on range. At close range, position the lift vector above or below the bandit to build turning room before pulling into his plane of motion. At greater range, place the lift vector directly on the bandit.&lt;br /&gt;
&lt;br /&gt;
A successful reversal will typically result in a scissors — a neutral position from which either pilot may gain an advantage. This is a significant improvement over the defensive.&lt;br /&gt;
&lt;br /&gt;
=== Maneuver Selection Summary ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Situation&lt;br /&gt;
!Maneuver&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Bandit in lag or pure pursuit, not yet in gun parameters&lt;br /&gt;
|Sustained rate turn&lt;br /&gt;
|Conserve energy; maintain cross-check&lt;br /&gt;
|-&lt;br /&gt;
|Bandit transitioning to lead pursuit, gun shot developing&lt;br /&gt;
|Tighten down&lt;br /&gt;
|First response; moderate energy cost&lt;br /&gt;
|-&lt;br /&gt;
|Tighten down insufficient; bandit maintaining solution&lt;br /&gt;
|Out-of-plane maneuver&lt;br /&gt;
|Disrupts attacker geometry; assess for reversal&lt;br /&gt;
|-&lt;br /&gt;
|Gun shot imminent; no other option&lt;br /&gt;
|Jink&lt;br /&gt;
|Last resort; high energy cost; do not use prematurely&lt;br /&gt;
|-&lt;br /&gt;
|Reversal picture present&lt;br /&gt;
|Reversal&lt;br /&gt;
|Execute with unloaded roll; if in doubt, do not reverse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BFM V — High Aspect BFM ==&lt;br /&gt;
This part is based on [https://www.youtube.com/playlist?list=PLd5Qdmhmp3Y5-SDJjOzuUqV3m3mmuieTQ this] video series by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
High aspect BFM occurs when neither aircraft has a positional advantage at the merge. Both aircraft are nose-to-nose and the engagement begins from a neutral position. The name comes from the fact that at the merge, both aircraft are presenting high aspect to each other.&lt;br /&gt;
&lt;br /&gt;
There are two reasons a pilot ends up in a high aspect fight. Either the bandit turns his nose toward you at the conclusion of a BVR intercept, or a BFM error led to the loss of an offensive position. The response is the same in either case.&lt;br /&gt;
&lt;br /&gt;
=== The Lead Turn ===&lt;br /&gt;
The lead turn is the single most important concept in high aspect BFM. It is executed before the merge and determines the starting position of the fight.&lt;br /&gt;
&lt;br /&gt;
Rather than waiting until the bandit&#039;s 3-9 line to begin turning — which produces a neutral merge — the pilot initiates the turn early. This builds an angular advantage before the first pass. At the sustained turn rate of the F-16, every additional second of turn produces more than 10° of angular advantage that the bandit must make up. Even two seconds of early turning can produce an advantage that a bandit in the same aircraft cannot recover from.&lt;br /&gt;
&lt;br /&gt;
The lead turn cue is a rapidly increasing LOS rate from 11 to 10 o&#039;clock for a left-side pass, or 1 to 2 o&#039;clock for a right-side pass. This is the correct moment to turn. Turning too late leaves you behind the bandit with an energy problem. Turning too early gives the bandit a reversal picture.&lt;br /&gt;
&lt;br /&gt;
If the lead turn is started too late there is little that can be done — accept the problem and manage it. If the lead turn is started too early, ease off the G momentarily until the bandit&#039;s LOS rate resumes, then resume the pull.&lt;br /&gt;
&lt;br /&gt;
When executed correctly, the lead turn produces a &#039;&#039;&#039;stern conversion&#039;&#039;&#039; — the pilot arrives at the bandit&#039;s six o&#039;clock within gun range without requiring further maneuvering.&lt;br /&gt;
&lt;br /&gt;
=== Turning Room ===&lt;br /&gt;
Turning room is the separation between the two aircraft that is available to turn into. It can be built vertically or laterally, but never to the outside of the bandit&#039;s turn circle — floating outside gives the bandit more time and reduces the angular advantage gained in the lead turn.&lt;br /&gt;
&lt;br /&gt;
The overriding factor when deciding whether to climb or descend is ease of tally on the bandit, and denying the bandit tally on you. Use the environment — put the bandit against a cloud, get between the bandit and the sun, avoid staying at the same altitude as the bandit. Tally is survival.&lt;br /&gt;
&lt;br /&gt;
Vertical turning room comes with an energy cost that must be accounted for. A descent toward the bandit will add approximately 100 KCAS at the merge. A climb will cost approximately 100 KCAS. If this is not managed, the pilot will either overshoot the bandit or arrive too slow to sustain a competitive turn rate. Adjust entry speed before the turn-in accordingly. The fastest way to build speed without turning is to unload the aircraft — do this in the seconds between the turn-in and the merge.&lt;br /&gt;
&lt;br /&gt;
Lateral turning room is always built to the inside of the bandit&#039;s turn circle. There is no useful lateral room to the outside.&lt;br /&gt;
&lt;br /&gt;
=== Determining Fight Geometry ===&lt;br /&gt;
At the merge, the direction the bandit turns determines the geometry of the fight. &#039;&#039;&#039;The last aircraft to turn decides whether the engagement becomes a one-circle or two-circle fight.&#039;&#039;&#039; This is a deliberate choice — a pilot who executes a lead turn gives up the ability to choose the fight geometry, because the bandit turns last. The lead turn advantage is generally worth this tradeoff.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bandit turns toward you&#039;&#039;&#039; → two-circle fight. Both aircraft chase each other&#039;s tails. Ground track resembles two separate circles.&lt;br /&gt;
* &#039;&#039;&#039;Bandit turns away from you&#039;&#039;&#039; → one-circle fight. Both aircraft circle back toward each other for a second nose-to-nose pass. Ground track resembles a single circle.&lt;br /&gt;
&lt;br /&gt;
Identifying which geometry has been established requires only one visual check: if the bandit is nose-to-tail relative to you, it is a two-circle fight. If it is nose-to-nose, it is a one-circle fight.&lt;br /&gt;
&lt;br /&gt;
=== Losing Tally ===&lt;br /&gt;
Losing visual on the bandit in a turning fight is dangerous. Two rules apply immediately:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not fly straight and level while searching.&#039;&#039;&#039; Straight flight makes the defender&#039;s job trivial. Maintain the turn at all times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Search along the turn circle.&#039;&#039;&#039; The bandit&#039;s most likely position is in the high-probability kill zone behind and above — the high-Pk WEZ. When the area behind you is clear, scan upward along the turn circle. The bandit will be somewhere along that arc if still engaged.&lt;br /&gt;
&lt;br /&gt;
== BFM V-A — Two-Circle Fight ==&lt;br /&gt;
A two-circle fight begins when the bandit turns away from you at the merge. Both aircraft are now chasing each other&#039;s tail, producing a ground track that resembles two separate circles. The fight is a turn rate contest — the aircraft that can sustain a higher turn rate will eventually work its nose onto the the tail of the other.&lt;br /&gt;
&lt;br /&gt;
=== The Default Gameplan ===&lt;br /&gt;
In a two-circle fight, maintain best sustained turn rate. Do not deviate from this. The temptation to pull into lead or pure pursuit to force a quick shot will produce a predictable result: range closes rapidly, aspect increases to beam or beyond, and the bandit drifts aft on the canopy. The fight resets to where it started. This yo-yoing effect will repeat indefinitely if the pilot keeps chasing the shot prematurely. Stay on the sustained rate turn and let the geometry develop.&lt;br /&gt;
&lt;br /&gt;
=== Reading the Fight ===&lt;br /&gt;
As both aircraft complete the first circle, the bandit&#039;s position on the canopy provides continuous information about how the fight is developing. Three conditions are possible:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Visual Cue&lt;br /&gt;
!Assessment&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
|Bandit moving forward on the canopy, aspect stagnant or decreasing&lt;br /&gt;
|Winning — angular advantage is building&lt;br /&gt;
|Continue sustained rate turn; prepare for lead turn at next merge&lt;br /&gt;
|-&lt;br /&gt;
|Bandit moving forward on the canopy, aspect increasing toward nose-to-nose&lt;br /&gt;
|Neutral — neither pilot has an advantage&lt;br /&gt;
|Assess energy state; choose one-circle or two-circle at the next merge&lt;br /&gt;
|-&lt;br /&gt;
|Bandit&#039;s motion stagnant or drifting aft, bandit showing narrow nose-on profile&lt;br /&gt;
|Losing — bandit is gaining angular advantage&lt;br /&gt;
|Check G — increase to moderate buffet; if insufficient, transition to defensive BFM&lt;br /&gt;
|}&lt;br /&gt;
When neutral cues are present, the decision between one-circle and two-circle at the next merge is based on energy state. Above approximately 350 KCAS the aircraft has sufficient energy for a sustained rate two-circle game plan. Below that, the turn radius is already small enough that a one-circle minimum radius game plan is more effective.&lt;br /&gt;
&lt;br /&gt;
=== Turn Circle Extension (TCX) ===&lt;br /&gt;
Even with a turn rate advantage, the two turn circles will not be perfectly aligned after the first pass. The bandit will yo-yo up and down the canopy as the circles overlap and separate. Forcing a shot during this phase produces the same premature high-aspect result described above. The solution is the turn circle extension.&lt;br /&gt;
&lt;br /&gt;
A TCX is two to three seconds of easing off the G — not a full unload, just a reduction in back pressure that allows the center of the turn circle to shift. This repositions the turn circle to better align with the bandit&#039;s. It is not a straight line, though it can be. It is simply a brief relaxation of the sustained rate pull followed by resumption.&lt;br /&gt;
&lt;br /&gt;
The cue to extend is the bandit sliding into the assessment window — approximately 45 to 60 degrees AA — combined with aft LOS movement. This is the same assessment window used in offensive BFM. If the bandit&#039;s aspect is above 30 degrees, ease back on the G. That easing is the TCX.&lt;br /&gt;
&lt;br /&gt;
Timing matters. A TCX initiated too early shifts the turn circle sideways without closing the gap. A TCX initiated too late pushes both circles further apart. The correct moment is when the bandit is in the assessment window with aft LOS developing.&lt;br /&gt;
&lt;br /&gt;
Multiple TCX corrections should be expected before the turn circles align. The manual notes that this process can require between 500 and 1,000 degrees of turning — approximately three times around the circle. Do not force it. Once the circles align, the fight transitions naturally into offensive BFM.&lt;br /&gt;
&lt;br /&gt;
=== Regaining Tally ===&lt;br /&gt;
If tally is lost during a two-circle fight, apply the rules from the fundamentals section: maintain the turn and scan along the turn circle upward through the high-Pk zone. In a nose-to-tail fight the bandit will be somewhere along that arc. Do not level the wings.&lt;br /&gt;
&lt;br /&gt;
== BFM V-B — One-Circle Fight ==&lt;br /&gt;
A one-circle fight begins when the bandit turns toward you at the merge. Both aircraft are now circling back to meet each other in a second nose-to-nose pass. The ground track resembles a single circle. Unlike the two-circle fight where turn rate is the deciding factor, the one-circle fight is a &#039;&#039;&#039;turn radius contest&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Why Radius and Not Rate ===&lt;br /&gt;
In a two-circle fight, a smaller radius produces no advantage because both aircraft are always on opposite sides of their respective circles and never converge to a point where the nose can be brought to bear. Turn rate determines who gets there first.&lt;br /&gt;
&lt;br /&gt;
In a one-circle fight the geometry is different. Both aircraft are converging on the same point — the next merge. The aircraft with the smaller radius gets its nose pointed at the bandit sooner, creating an opportunity for a lead turn or even a shot before the second pass. The aircraft with the larger radius arrives late and with less angular advantage.&lt;br /&gt;
&lt;br /&gt;
=== The Minimum Radius Gameplan ===&lt;br /&gt;
To minimize turn radius in the F-16, pull enough G to reach a moderate aerodynamic buffet. The buffet indicates the aircraft is operating above the sustained turn rate and approaching the maximum lift line on the EM diagram — the region of minimum radius. Do not stall. A moderate buffet is the target.&lt;br /&gt;
&lt;br /&gt;
The F-16 does not have an audio cue for this in DCS. Use the physical buffet as the indicator. If nothing is shaking, more G is needed.&lt;br /&gt;
&lt;br /&gt;
=== Reading the Fight ===&lt;br /&gt;
As both aircraft come around the circle toward the second merge, the bandit&#039;s position on the canopy indicates whether the radius fight is being won or lost:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Visual Cue&lt;br /&gt;
!Assessment&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
|Bandit moving forward on the canopy, aspect stagnant or decreasing, top of bandit&#039;s aircraft visible&lt;br /&gt;
|Winning — angular advantage is building&lt;br /&gt;
|Execute lead turn at next merge to convert to offensive BFM&lt;br /&gt;
|-&lt;br /&gt;
|Bandit near or inside the canopy, nose pointed at you, bandit showing narrow nose-on profile&lt;br /&gt;
|Neutral — neither pilot has significant advantage&lt;br /&gt;
|Assess energy state; choose fight geometry at next merge&lt;br /&gt;
|-&lt;br /&gt;
|Bandit&#039;s motion stagnant or drifting aft, bandit showing narrow nose-on profile&lt;br /&gt;
|Losing — bandit is gaining the angular advantage&lt;br /&gt;
|Increase G to moderate buffet; if insufficient, transition to defensive BFM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== At the Next Merge ===&lt;br /&gt;
A one-circle fight always leads to a second merge. Three outcomes are possible at that merge:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Another one-circle&#039;&#039;&#039; — bandit turns away again. Continue minimum radius game plan.&lt;br /&gt;
* &#039;&#039;&#039;Two-circle&#039;&#039;&#039; — bandit turns toward you. Transition to sustained rate game plan.&lt;br /&gt;
* &#039;&#039;&#039;Scissors&#039;&#039;&#039; — both aircraft begin reversing rapidly on each other. See below.&lt;br /&gt;
&lt;br /&gt;
The decision between one-circle and two-circle at the second merge is based on energy state. Above approximately 350 KCAS the aircraft has enough energy for a sustained rate two-circle game plan. Below that, the turn radius is already small and one-circle minimum radius is more effective. Do not be indecisive — the last fighter to turn determines the fight geometry. Commit to a direction.&lt;br /&gt;
&lt;br /&gt;
=== The Scissors ===&lt;br /&gt;
The scissors develops when both aircraft are reversing rapidly on each other and neither can establish a clean angular advantage. Both aircraft are within the other&#039;s turn circle. The ground track resembles scissor blades opening and closing.&lt;br /&gt;
&lt;br /&gt;
The gameplan in a scissors is identical to the one-circle minimum radius game plan: minimize forward ground track by minimizing turn radius. Pull to moderate buffet, place the lift vector on the bandit, and select max afterburner. The aircraft with the smaller forward ground track will eventually fall behind the other and transition to an offensive position.&lt;br /&gt;
&lt;br /&gt;
One-circle fights and scissors consume energy at a high rate due to the sustained high-G maneuvering required. Be aware of airspeed throughout — winning the radius fight but arriving slow leaves the bandit with an energy advantage that may be unrecoverable.&lt;br /&gt;
&lt;br /&gt;
=== Losing the One-Circle ===&lt;br /&gt;
If the bandit is gaining the angular advantage, the symptoms are: the bandit&#039;s motion on the canopy goes stagnant or drifts aft, and the bandit&#039;s profile narrows to a pure pursuit nose-on silhouette. This is the bandit executing the same minimum radius game plan successfully.&lt;br /&gt;
&lt;br /&gt;
When losing cues are present, first confirm G is sufficient — pull to moderate buffet if not already there. If the situation continues to deteriorate, transition to defensive BFM immediately. The one-circle fight has become a defensive situation and should be treated as one.&lt;br /&gt;
&lt;br /&gt;
Never stop maneuvering. A neutral position is always recoverable.&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BFM&amp;diff=401</id>
		<title>Procedures/78th/A2A/BFM</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BFM&amp;diff=401"/>
		<updated>2026-05-23T17:40:13Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* Losing Tally */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== BFM I — Energy and the EM Diagram ==&lt;br /&gt;
This part is based on [https://youtube.com/playlist?list=PLd5Qdmhmp3Y5-SDJjOzuUqV3m3mmuieTQ&amp;amp;si=FNdYqWagls5zNQjG this] video series by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Every decision in a dogfight is an energy decision. An aircraft&#039;s energy state is expressed primarily as airspeed and altitude. The faster and higher you are, the more potential energy you have to maneuver. Energy buys turn rate, separation, and shot opportunities. Waste Energy and you will loose.&lt;br /&gt;
&lt;br /&gt;
The First principle of BFM is simple: &#039;&#039;&#039;build energy and save it until you have a reason to spend it.&#039;&#039;&#039; That reason is either a shot on the bandit or denying a shot on yourself. If neither opportunity exists, maintain or build energy. Do not waste.&lt;br /&gt;
&lt;br /&gt;
=== The Energy Maneuverability (EM) Diagram ===&lt;br /&gt;
The EM diagram is the definitive tool for understanding how an aircraft performs in a turning fight. It maps turn rate against airspeed for a specific set of parameters: aircraft weight, altitude, throttle setting, and configuration. Every number on the chart is only valid for those exact conditions.&lt;br /&gt;
&lt;br /&gt;
For the F-16C in DCS the reference diagram is: &#039;&#039;&#039;Full AB · Clean · Sea Level · 12300 kg&#039;&#039;&#039;&lt;br /&gt;
[[File:F16 EM Diagram.png|center|frameless|945x945px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key performance figures from this diagram:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Value&lt;br /&gt;
!Condition&lt;br /&gt;
|-&lt;br /&gt;
|Max instantaneous turn rate&lt;br /&gt;
|24°/s&lt;br /&gt;
|393 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|Max sustained turn rate&lt;br /&gt;
|18°/s&lt;br /&gt;
|523 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|Min sustained turn radius&lt;br /&gt;
|1,462 ft&lt;br /&gt;
|246 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|Min turn radius&lt;br /&gt;
|1,399 ft&lt;br /&gt;
|169 KCAS&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The F-16&#039;s G-limiter schedule is not fully reflected in the upper portion of this diagram. Maximum instantaneous performance may be lower than indicated in practice. The DCS implementation of the F-16 Flight Model also severely limits the F16&#039;s Sustained turn rate.&lt;br /&gt;
&lt;br /&gt;
=== Reading the Diagram ===&lt;br /&gt;
&lt;br /&gt;
==== The Axes ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Horizontal axis&#039;&#039;&#039;: airspeed in Mach (lower) and KCAS (higher)&lt;br /&gt;
* &#039;&#039;&#039;Vertical axis&#039;&#039;&#039;: turn rate in degrees per second (°/s)&lt;br /&gt;
&lt;br /&gt;
Moving up on the chart means higher turn rate.&lt;br /&gt;
&lt;br /&gt;
==== The Lines ====&lt;br /&gt;
&#039;&#039;&#039;The Envelope (red)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The outer boundary of what the aircraft can physically do. It is shaped by three limits:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Structural G limit&#039;&#039;&#039; is the maximum G the airframe can sustain; forms the upper-right boundary&lt;br /&gt;
* &#039;&#039;&#039;Angle of attack limit&#039;&#039;&#039; — the stall boundary; forms the left boundary&lt;br /&gt;
* &#039;&#039;&#039;Speed limit (Vmax)&#039;&#039;&#039; — the right-side boundary (going supersonic will nearly always kill both your turn rate and radius and is not desirable)&lt;br /&gt;
&lt;br /&gt;
No matter what the pilot does, the aircraft cannot operate outside the red envelope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Radius Lines (brown)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These straight lines show turn radius in feet at any given point on the chart. Moving up and left gives a smaller radius.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;G-Load Lines (gray)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Indicate how many G must be pulled to reach that point on the chart. To achieve a Instantaneous Turn rate of 20° at 400CAS the aircraft needs to pull about 7.5G&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ps Lines (solid black)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specific excess power lines are the most important lines on the chart. They show whether the aircraft is gaining or losing energy at any given combination of speed and G.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ps = 0&#039;&#039;&#039; — the aircraft is exactly maintaining its energy state. This is the sustained turn line. The maximum turn rate achievable while sustaining speed and altitude sits on this line.&lt;br /&gt;
* &#039;&#039;&#039;Ps &amp;gt; 0 (positive numbers)&#039;&#039;&#039; — the aircraft is gaining energy. It can accelerate or climb while maintaining the current turn.&lt;br /&gt;
* &#039;&#039;&#039;Ps &amp;lt; 0 (negative numbers)&#039;&#039;&#039; — the aircraft is losing energy. It is spending saved energy for extra turn performance. This is temporary and cannot be maintained indefinitely.&lt;br /&gt;
&lt;br /&gt;
Anything above the Ps = 0 line is an energy expenditure. The higher above it you go, the faster you bleed speed.&lt;br /&gt;
&lt;br /&gt;
=== Corner Velocity ===&lt;br /&gt;
Corner velocity is the airspeed at which the aircraft achieves its maximum instantaneous turn rate — the peak of the envelope. For the F-16C at sea level this occurs at &#039;&#039;&#039;401CAS&#039;&#039;&#039;, producing &#039;&#039;&#039;24°/s&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For the maximum Instantaneous turn the DCS Flight model requires the pilot to pull 9G and decent with over 1200ft/s which is in any way not sustainable unless the a significant amount of Altitude has been built up. DO NOT use this unless you need to safe your life.  &lt;br /&gt;
&lt;br /&gt;
=== Sustained Turn Rate ===&lt;br /&gt;
The sustained turn rate is the maximum turn rate the aircraft can maintain indefinitely without losing speed or altitude. For the F-16C at sea level this is &#039;&#039;&#039;18°/s @ 523 KCAS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In practice, sustained operations happen on or near the Ps = 0 line. The pilot&#039;s job is to find and hold that point. Sadly in DCS to hold and maintain that line is impossible. To Fly Perfect Sustained Turn Rate you need to pull 9G in full afterburner. You will know that you hit the perfect speed if, at max pull, in a level turn, the Jet neither gains nor looses Max energy. &lt;br /&gt;
&lt;br /&gt;
A sustained 9G turn will black out any pilot. To Compensate the Pilot should fly slighly below the Optimal Speed allowing for higher turn rate while loosing a small amount of energy. Once the Jet reaches around 70-80 KTS below optimal speed the pilot should reduce the pull to about 6G for maximum recovery speed. While only pulling 6G the jet will gain energy fast. Once back at optimal speed continue to pull 9G. &lt;br /&gt;
&lt;br /&gt;
If you overshoot the Optimal Speed you will notice that even at max pull the aircraft is still gaining airspeed. In this case execute a spiral climb to return back to Optimal Speed while utilizing the excess Energy.&lt;br /&gt;
&lt;br /&gt;
If you undershoot the Optimal Speed you will notice that at max pull the aircraft is loosing airspeed fast. Either Reduce pull back to 6G until at better speed or trade altitude for extra Energy. &lt;br /&gt;
&lt;br /&gt;
=== Instantaneous vs Sustained ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Instantaneous&lt;br /&gt;
!Sustained&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Definition&#039;&#039;&#039;&lt;br /&gt;
|Maximum turn rate achievable at any moment&lt;br /&gt;
|Maximum turn rate maintainable indefinitely&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;F-16C value (sea level)&#039;&#039;&#039;&lt;br /&gt;
|24°/s @ 393 KCAS&lt;br /&gt;
|18°/s @ 523 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Energy cost&#039;&#039;&#039;&lt;br /&gt;
|High: Far above Ps = 0, bleeding speed fast (expect around 50kts/s)&lt;br /&gt;
|None if optimally flown on Ps = 0 line&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;When to use&#039;&#039;&#039;&lt;br /&gt;
|Short bursts for a shot opportunity or to deny a shot&lt;br /&gt;
|Default gameplan in any sustained turning fight&lt;br /&gt;
|}&lt;br /&gt;
Instantaneous turn rate is spending saved energy. It is a powerful tool but a temporary one. A pilot who pulls to instantaneous continuously will bleed to low speed, and lose the fight on energy.&lt;br /&gt;
&lt;br /&gt;
=== How Altitude and Stores Affect the Diagram ===&lt;br /&gt;
The reference diagram is for sea level, clean, full AB. Both altitude and external stores degrade performance:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Altitude&#039;&#039;&#039;: thinner air reduces lift and engine thrust. Turn rate and sustained performance both decrease. The same airspeed produces a larger turn radius at altitude. &lt;br /&gt;
* &#039;&#039;&#039;Weight:&#039;&#039;&#039; Fuel or Stores will both make you heavy. The heavier you are the worse the performance. As you burn fuel the optimum Sustained turn rate Speed will decrease into manageable Levels. &lt;br /&gt;
&lt;br /&gt;
=== Practical Application ===&lt;br /&gt;
In the fight itself: &#039;&#039;&#039;treat energy like money.&#039;&#039;&#039; Build it, save it, and spend it only when the return is worth it. A valid shot, or surviving by denying the adversary a shot oportunity. Spending energy for no tactical gain is a losing strategy.&lt;br /&gt;
&lt;br /&gt;
== BFM II — Angles and Geometry ==&lt;br /&gt;
&lt;br /&gt;
=== Angles and Definitions ===&lt;br /&gt;
&lt;br /&gt;
[[File:Angles.webp|frameless|715x715px]]&lt;br /&gt;
&lt;br /&gt;
==== Antenna Train Angle (ATA) ====&lt;br /&gt;
The ATA is the position of the bandit left or right of the fighter&#039;s nose on the radar display. ATA 0 means the target is dead ahead. ATA 30R means the target is 30° to the right of your nose.&lt;br /&gt;
&lt;br /&gt;
The ATA is a property of your own aircraft&#039;s orientation. It changes when &#039;&#039;&#039;you&#039;&#039;&#039; maneuver. It does not change instantaneously when the bandit maneuvers.&lt;br /&gt;
&lt;br /&gt;
On the F-16 FCR, ATA is read on the horizontal axis.&lt;br /&gt;
&lt;br /&gt;
==== Target Aspect (TA) ====&lt;br /&gt;
Target Aspect, not to confuse with Aspect Angle is how the bandit appears from your perspective. Specifically, the angle from the bearing line of the fighter to the &#039;&#039;&#039;nose&#039;&#039;&#039; of the target. It describes which part of the bandit you are looking at.&lt;br /&gt;
&lt;br /&gt;
* TA 0 —you are looking at the bandit&#039;s nose (head-on)&lt;br /&gt;
* TA 90 — you are looking at the bandit&#039;s side&lt;br /&gt;
* TA 180 — you are looking at the bandit&#039;s tail (pure stern)&lt;br /&gt;
&lt;br /&gt;
TA is signed left or right depending on which side of the bandit you are observing.&lt;br /&gt;
&lt;br /&gt;
Unlike ATA, Target Aspect is &#039;&#039;&#039;entirely determined by the bandit&#039;s heading&#039;&#039;&#039; relative to the bearing line between you. You cannot change it instantaneously. You can only influence it over time by maneuvering to change the geometry.&lt;br /&gt;
&lt;br /&gt;
The F-16 does not display TA directly. It displays the &#039;&#039;&#039;Aspect Angle (AA)&#039;&#039;&#039;, which is the supplementary angle of TA (AA = 180° − TA). A tail-aspect shot has AA 0; a head-on shot has AA 180.&lt;br /&gt;
[[File:AAvsTA.webp|thumb|600x600px]]&lt;br /&gt;
Common TA labels used in brevity:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!TA&lt;br /&gt;
!AA&lt;br /&gt;
!Label&lt;br /&gt;
|-&lt;br /&gt;
|0°–30°&lt;br /&gt;
|150°–180°&lt;br /&gt;
|Hot&lt;br /&gt;
|-&lt;br /&gt;
|31°–75°&lt;br /&gt;
|105°–149°&lt;br /&gt;
|Flank&lt;br /&gt;
|-&lt;br /&gt;
|76°–110°&lt;br /&gt;
|70°–104°&lt;br /&gt;
|Beam&lt;br /&gt;
|-&lt;br /&gt;
|111°–150°&lt;br /&gt;
|30°–69°&lt;br /&gt;
|Drag&lt;br /&gt;
|-&lt;br /&gt;
|151°–180°&lt;br /&gt;
|0°–29°&lt;br /&gt;
|Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cut ====&lt;br /&gt;
Cut is the angle from the &#039;&#039;&#039;Fighter Heading (FH)&#039;&#039;&#039; to the &#039;&#039;&#039;Bandit Reciprocal (BR)&#039;&#039;&#039;. It describes where your nose is pointing relative to the bandit&#039;s course.&lt;br /&gt;
&lt;br /&gt;
Cut is an older concept but remains one of the most useful tools for predicting how the geometry will evolve. Three reference cases:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cut greater than Collision Course&#039;&#039;&#039; — your nose is in front of the bandit. Over time, TA decreases and Lateral Separation decreases. You are closing the geometry aggressively.&lt;br /&gt;
* &#039;&#039;&#039;Cut equal to Collision Course&#039;&#039;&#039; — the magic case. TA is captured: it does not change. Lateral Separation decreases. If co-altitude, you will eventually collide.&lt;br /&gt;
* &#039;&#039;&#039;Cut less than Collision Course (Zero-Cut / Parallel)&#039;&#039;&#039; — your nose points at the bandit&#039;s reciprocal. TA increases over time. Lateral Separation is captured: it does not change.&lt;br /&gt;
* &#039;&#039;&#039;Cut-Away&#039;&#039;&#039; — your nose points away from the bandit entirely. Both TA and Lateral Separation increase. Used to build angles or lateral room.&lt;br /&gt;
&lt;br /&gt;
==== Degrees to Go (DTG) / Heading Crossing Angle (HCA) ====&lt;br /&gt;
DTG is the number of degrees the fighter needs to turn to be &#039;&#039;&#039;parallel&#039;&#039;&#039; to the bandit&#039;s flight path. It is the supplementary angle of Cut. A useful memory aid: &#039;&#039;Degrees to Go — where? Parallel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Lateral Separation (LS) ====&lt;br /&gt;
Lateral Separation is the perpendicular distance between the two flight paths. It determines how much maneuvering room exists for a conversion. It is approximated as:&lt;br /&gt;
  LS (ft) = TA × SR × 100&lt;br /&gt;
Where SR is slant range in nautical miles. Lateral Separation matters most when planning a stern conversion or assessing whether a shot is geometrically viable.&lt;br /&gt;
&lt;br /&gt;
==== Direction of Passage (DOP) ====&lt;br /&gt;
DOP describes the direction the bandit would cross your flight path if neither aircraft maneuvered. Called as left-to-right or right-to-left. Useful shorthand for building SA quickly.&lt;br /&gt;
&lt;br /&gt;
==== Slant Range (SR) ====&lt;br /&gt;
[[File:SlantRange.webp|thumb|500x500px|center]]&lt;br /&gt;
The straight line-of-sight distance between the two aircraft in three-dimensional space. On the F-16 FCR this is the range displayed on the scope.&lt;br /&gt;
&lt;br /&gt;
=== Pursuit Types ===&lt;br /&gt;
[[File:Pursuit.webp|thumb|700x700px|center]]&lt;br /&gt;
The type of pursuit describes where your nose is pointing relative to the target. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Pursuit Type&lt;br /&gt;
!Nose Position&lt;br /&gt;
!Common Use&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lead Pursuit&#039;&#039;&#039;&lt;br /&gt;
|In front of the target&lt;br /&gt;
|Collision Course, gun employment from RQ&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Pursuit&#039;&#039;&#039;&lt;br /&gt;
|Directly at the target&lt;br /&gt;
|Simple conversions; commonly overused by new pilots&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lag Pursuit&#039;&#039;&#039;&lt;br /&gt;
|Behind the target&lt;br /&gt;
|Geometry management, WVR maneuvering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BFM III — Offensive BFM ==&lt;br /&gt;
Offensive BFM begins with you in a position of advantage. The bandit is somewhere in your forward hemisphere and your job is to convert that advantage into a weapons solution before he can deny it.&lt;br /&gt;
&lt;br /&gt;
=== The Turn Circle ===&lt;br /&gt;
Every maneuvering aircraft has a turn circle, the circular path it is flying at any given moment. To employ weapons on the bandit you must get inside his turn circle, or at minimum align with it. Getting outside means you are turning wider than he is and falling behind.&lt;br /&gt;
&lt;br /&gt;
The cue for turn circle entry is a high LOS rate (see below). As you approach the edge of the bandit&#039;s circle the bandit will begin moving rapidly across your field of view. Turn at that moment. Turn too early and you cross inside his radius, giving him a reversal opportunity. Turn too late and you end up outside his circle with AA too high to employ.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight Rate ===&lt;br /&gt;
Line of Sight (LOS) rate is the speed at which the bandit moves across your field of view. It is one of the most important diagnostic tools in BFM and appears throughout offensive, defensive, and high aspect engagements.&lt;br /&gt;
&lt;br /&gt;
A high LOS rate means the bandit is moving quickly across your canopy. A low or zero LOS rate means the bandit is stable relative to your nose. LOS rate tells you two things:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Where are you relative to the bandit&#039;s turn circle&#039;&#039;&#039;? A sudden spike in LOS rate signals that you have reached the edge of his turn circle. Inside his circle, LOS rate is high. Outside it, LOS rate is low.&lt;br /&gt;
* &#039;&#039;&#039;What is the Geometry doing?&#039;&#039;&#039; Aft LOS movement means the bandit is drifting toward your 6; forward LOS movement means he is drifting toward your 12. The direction and speed of that drift tells you whether the geometry is improving or deteriorating.&lt;br /&gt;
&lt;br /&gt;
Learning to read LOS rate is not an instrument skill. It is a visual habit and requires practice.&lt;br /&gt;
&lt;br /&gt;
=== The Control Zone ===&lt;br /&gt;
The control zone is the offensive firing position, located in the bandit&#039;s rear quarter. From the control zone you have sufficient range for weapon employment, a manageable aspect angle, and controlled closure.&lt;br /&gt;
&lt;br /&gt;
Getting into the control zone is not enough. You must &#039;&#039;&#039;assess&#039;&#039;&#039; before employing. The assessment uses the &#039;&#039;&#039;Rule of Threes&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Value&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Range&lt;br /&gt;
|~3,000 ft&lt;br /&gt;
|Read from HUD or FCR&lt;br /&gt;
|-&lt;br /&gt;
|Aspect Angle&lt;br /&gt;
|≤30°&lt;br /&gt;
|Draw an imaginary box around the bandit — square silhouette means ~30° AA&lt;br /&gt;
|-&lt;br /&gt;
|Closure&lt;br /&gt;
|Steady and controlled&lt;br /&gt;
|Not increasing, not zero&lt;br /&gt;
|}&lt;br /&gt;
All three must be satisfied before moving in for a gun solution. If any are not met, reposition first.&lt;br /&gt;
&lt;br /&gt;
=== Repositions ===&lt;br /&gt;
Repositions are controlled adjustments to fix range, closure, or aspect problems from the control zone.&lt;br /&gt;
&lt;br /&gt;
==== Lead Reposition ====&lt;br /&gt;
Used when the bandit is pulling away and range is increasing. Pull lead pursuit to close the gap. Do not overshoot.&lt;br /&gt;
&lt;br /&gt;
==== Lag Reposition ====&lt;br /&gt;
Used when closure is too high. Pull lag pursuit to slow closure and improve aspect. The bandit will drift aft in your field of view. Reassess once closure is controlled.&lt;br /&gt;
&lt;br /&gt;
==== Ease Reposition ====&lt;br /&gt;
Used when range and closure are acceptable but aspect is slightly high. Ease back on the stick to widen your turn circle slightly. AA will decrease as the geometry opens. Once AA is acceptable, resume the original pull and reassess. This is a small correction — if aspect is significantly high, use a lag reposition instead.&lt;br /&gt;
&lt;br /&gt;
=== Visual Aspect Estimation ===&lt;br /&gt;
Without looking at instruments, AA can be estimated by the shape of the bandit&#039;s silhouette:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rectangle&#039;&#039;&#039; (fuselage longer than wingspan) means AA is above 30°, too high for a clean gun solution&lt;br /&gt;
* &#039;&#039;&#039;Square&#039;&#039;&#039; (fuselage approximately equal to wingspan) means AA is approximately 30°, Rule of Threes satisfied&lt;br /&gt;
* &#039;&#039;&#039;Narrowing toward a point&#039;&#039;&#039; means AA is near 0°, pure tail-aspect&lt;br /&gt;
&lt;br /&gt;
This visual check is faster than any instrument cross-check in a close turning fight.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Employment ===&lt;br /&gt;
&lt;br /&gt;
==== Heat Seeker (FOX-2) ====&lt;br /&gt;
A valid FOX-2 shot requires a confirmed seeker tone and AA within the missile&#039;s acquisition envelope, typically ≤60° for rear-quarter shots. Do not fire without tone. At significant AA the seeker may struggle to acquire, so use a lag or ease reposition to reduce AA before attempting the shot.&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
A valid gun solution requires the Rule of Threes to be fully satisfied with the pipper placed on the bandit. In a turning fight this requires lead pursuit. Your nose must be ahead of the bandit&#039;s projected path, not pointed at him. The amount of lead required varies with range and closure rate.&lt;br /&gt;
&lt;br /&gt;
A tracking shot requires the pipper to remain on the bandit for a sustained period. A snapshot is a momentary pipper-on opportunity taken when it presents itself, lower probability but sometimes the only option available.&lt;br /&gt;
&lt;br /&gt;
=== The Quarter Plane ===&lt;br /&gt;
The quarter plane is a last-resort maneuver used when closure rate has become dangerously high and an overshoot is imminent. It is not a reposition.&lt;br /&gt;
&lt;br /&gt;
The cue to act is approximately 1,000 ft of range, at which point the bandit&#039;s wingspan will fill roughly half the EEGS funnel on the HUD.&lt;br /&gt;
&lt;br /&gt;
Execution:&lt;br /&gt;
&lt;br /&gt;
# Roll wings level with the horizon&lt;br /&gt;
# Set idle power&lt;br /&gt;
# Pull maximum performance up and out of the bandit&#039;s plane of motion&lt;br /&gt;
&lt;br /&gt;
This arrests closure and separates you vertically from the bandit&#039;s plane. Once clear, roll back into a turn toward the bandit and reassess. The quarter plane costs significant energy and altitude. Use it only when nothing else will prevent the overshoot.&lt;br /&gt;
&lt;br /&gt;
=== Common Errors ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Error&lt;br /&gt;
!Consequence&lt;br /&gt;
!Correction&lt;br /&gt;
|-&lt;br /&gt;
|Late turn circle entry&lt;br /&gt;
|End up outside the bandit&#039;s circle with AA too high&lt;br /&gt;
|Watch for the LOS rate spike and turn at that moment&lt;br /&gt;
|-&lt;br /&gt;
|Early turn circle entry&lt;br /&gt;
|Cross inside bandit&#039;s radius, give him a reversal picture&lt;br /&gt;
|Wait for the LOS rate spike&lt;br /&gt;
|-&lt;br /&gt;
|Firing without satisfying Rule of Threes&lt;br /&gt;
|Low probability shot&lt;br /&gt;
|Reposition first, assess before employing&lt;br /&gt;
|-&lt;br /&gt;
|Pure pursuit at significant AA&lt;br /&gt;
|Missile must curve hard, degraded effectiveness&lt;br /&gt;
|Use CC or LC geometry for missile employment&lt;br /&gt;
|-&lt;br /&gt;
|Uncontrolled closure&lt;br /&gt;
|Overshoot, offensive position lost&lt;br /&gt;
|Use lag reposition early, quarter plane as last resort&lt;br /&gt;
|-&lt;br /&gt;
|Spending energy without reason&lt;br /&gt;
|Slow speed, large radius, advantage lost&lt;br /&gt;
|Maintain AB, only pull above sustained rate for a specific reason&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BFM IV — Defensive BFM ==&lt;br /&gt;
This part is based on [https://www.youtube.com/playlist?list=PLd5Qdmhmp3Y5-SDJjOzuUqV3m3mmuieTQ this] video series by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
The objectives of defensive BFM are, in order of priority: survive, deny the bandit a weapons solution, and create the conditions for a role reversal. Survival is the primary objective. A fighter that remains in the fight presents a continuous problem to the attacker — he must maintain focus on the defender, consuming energy and attention that could otherwise be used offensively. Every second the defender survives is a second for supporting elements to close.&lt;br /&gt;
&lt;br /&gt;
=== The Defensive Gameplan ===&lt;br /&gt;
The foundation of defensive BFM is the sustained rate turn. The defender should establish and maintain best sustained turn rate as the default gameplan. This accomplishes two things simultaneously: it maximizes the defender&#039;s turn performance for the duration of the engagement, and it preserves energy for subsequent maneuvering.&lt;br /&gt;
&lt;br /&gt;
Deviation from the sustained rate gameplan should only occur when a specific threat — an imminent gun or missile shot — requires a more aggressive response. Expending energy prematurely leaves the defender slow, with a large turn radius and reduced options.&lt;br /&gt;
&lt;br /&gt;
=== Cross-Check Discipline ===&lt;br /&gt;
In defensive BFM the pilot&#039;s attention is predominantly outside the cockpit on the bandit. However, three parameters must be periodically cross-checked throughout the engagement:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Significance&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lift Vector&#039;&#039;&#039;&lt;br /&gt;
|Determines plane of motion and available turn rate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;G&#039;&#039;&#039;&lt;br /&gt;
|Confirms correct turn performance is being applied&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Airspeed&#039;&#039;&#039;&lt;br /&gt;
|Identifies energy state; confirms sustained rate speed is maintained&lt;br /&gt;
|}&lt;br /&gt;
The cross-check must not interrupt tally on the bandit for extended periods. Brief instrument scans returning immediately to visual are the correct technique. Loss of tally in a defensive engagement is a significant threat to survival.&lt;br /&gt;
&lt;br /&gt;
=== Altitude Management ===&lt;br /&gt;
Altitude is a reserve of potential energy. Trading altitude for airspeed in a defensive turn temporarily increases available turn rate above the Ps = 0 line by lowering the lift vector below the horizon. This option is only available until the floor is reached. At that point the defender is constrained to a level sustained rate turn and loses the altitude trading option entirely.&lt;br /&gt;
&lt;br /&gt;
=== Reading the Bandit&#039;s Intentions ===&lt;br /&gt;
The defender must continuously assess the bandit&#039;s pursuit course to anticipate his next action. The pursuit course is read visually:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Pursuit Course&lt;br /&gt;
!Visual Cue&lt;br /&gt;
!Likely Intent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure pursuit&#039;&#039;&#039;&lt;br /&gt;
|Narrow nose-on profile&lt;br /&gt;
|Missile shot setup; seeker acquisition in progress&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lead pursuit&#039;&#039;&#039;&lt;br /&gt;
|Bandit&#039;s belly visible; nose pulled ahead of defender&lt;br /&gt;
|Gun shot imminent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lag pursuit&#039;&#039;&#039;&lt;br /&gt;
|Top of bandit&#039;s aircraft visible; aft LOS movement&lt;br /&gt;
|Controlling closure; repositioning for follow-on attack&lt;br /&gt;
|}&lt;br /&gt;
Transition from lag to pure to lead is the signature sequence of an impending gun attack. Recognition of this sequence is the primary defensive cross-check task outside the cockpit.&lt;br /&gt;
&lt;br /&gt;
Range assessment is equally important. The bandit&#039;s size relative to your field of view gives a continuous indication of closure. A bandit that fills a significant portion of your view is inside 2,500 ft and approaching gun parameters.&lt;br /&gt;
&lt;br /&gt;
=== Maneuvers ===&lt;br /&gt;
&lt;br /&gt;
==== Tighten Down ====&lt;br /&gt;
The tighten down is the first and most conservative response to a bandit closing into gun parameters. It is executed by increasing back pressure on the stick while already in a sustained rate turn, transitioning from sustained rate to a higher instantaneous turn rate.&lt;br /&gt;
&lt;br /&gt;
The tighten down achieves two simultaneous effects. First, it rotates the defender&#039;s vulnerable rear quarter away from the attacker, driving the bandit outside the weapon employment zone. Second, the sudden airspeed reduction caused by the increased G creates a high closure rate problem for the attacker, forcing him to reposition to satisfy the Rule of Threes. This repositioning produces aft LOS movement and potentially a reversal picture.&lt;br /&gt;
&lt;br /&gt;
The tighten down is an energy expenditure. It should be released once the immediate threat is defeated, returning to slightly below sustained rate and allowing AB to restore the energy state.&lt;br /&gt;
&lt;br /&gt;
==== Out-of-Plane Maneuver (OOP) ====&lt;br /&gt;
The out-of-plane maneuver removes the defender from the attacker&#039;s plane of motion, forcing the attacker to reset his geometry. In a sustained rate turn both aircraft are operating in approximately the same plane of motion. Moving out of that plane disrupts the attacker&#039;s sight picture and solution geometry.&lt;br /&gt;
&lt;br /&gt;
Execution:&lt;br /&gt;
&lt;br /&gt;
# Unload the aircraft — reduce back pressure to below 1G&lt;br /&gt;
# Reposition the lift vector off the bandit, above or below his plane of motion&lt;br /&gt;
# Apply smooth back pressure to establish a turn in the new plane of motion&lt;br /&gt;
# Allow sufficient time for the aircraft to develop movement in the new plane before any follow-on maneuver&lt;br /&gt;
# Assess LOS rate and bandit pursuit course in the new plane&lt;br /&gt;
&lt;br /&gt;
The unloaded roll is critical. Rolling while pulling G consumes energy without producing useful turning room. The unload must precede the roll.&lt;br /&gt;
&lt;br /&gt;
Upon establishing the new plane of motion, assess for a reversal opportunity. If high aft LOS rate combined with high HCA and close range is observed, a reversal may be executed. Otherwise, continue maneuvering in the new plane.&lt;br /&gt;
&lt;br /&gt;
==== Jink ====&lt;br /&gt;
The jink is a last-resort maneuver executed when a gun shot is assessed as imminent and neither the tighten down nor the OOP has defeated the attacker&#039;s solution. It combines elements of both into a single aggressive sequence designed to spoil the attacker&#039;s plane of motion and create a closure problem simultaneously.&lt;br /&gt;
&lt;br /&gt;
Execution:&lt;br /&gt;
&lt;br /&gt;
# Set throttle to idle&lt;br /&gt;
# Unload the aircraft&lt;br /&gt;
# Position the lift vector below the bandit&lt;br /&gt;
# Apply maximum onset rate back pressure and hold until aerodynamic buffet onset&lt;br /&gt;
&lt;br /&gt;
The resulting airspeed reduction is severe and deliberate. The attacker is presented with a sudden, unforecast closure rate and a simultaneous change in plane of motion. If the attacker does not immediately reposition he will overshoot. If he does reposition, aft LOS movement will develop and a reversal picture may emerge.&lt;br /&gt;
&lt;br /&gt;
If a reversal picture does not present after the first jink, execute a second jink to the opposite side:&lt;br /&gt;
&lt;br /&gt;
# Idle power maintained&lt;br /&gt;
# Unload&lt;br /&gt;
# Reposition lift vector to the opposite side of the bandit&lt;br /&gt;
# Maximum onset back pressure&lt;br /&gt;
&lt;br /&gt;
Continue until the attacker is forced into lag or a reversal picture develops. The jink sequence trades altitude at a high rate. Do not initiate within 1,500 to 2,000 ft of the floor. The jink is the highest energy expenditure maneuver in defensive BFM and is reserved strictly for imminent gun shot situations.&lt;br /&gt;
&lt;br /&gt;
=== The Reversal ===&lt;br /&gt;
A reversal is a turn at an opportune moment in the opposite direction, executed to transition from a defensive position to a neutral or offensive one. Correctly timed, a reversal exploits the attacker&#039;s angles and closure to reposition the defender onto an advantageous bearing. Incorrectly timed, it degrades the defender&#039;s position further.&lt;br /&gt;
&lt;br /&gt;
The opportunity for a correct reversal is rare and may only be available for a few seconds. More often than not a reversal will degrade the situation rather than improve it. Patience and recognition of the correct picture are essential.&lt;br /&gt;
&lt;br /&gt;
==== The Reversal Picture ====&lt;br /&gt;
The reversal picture is the combination of visual conditions that indicate a reversal opportunity exists:&lt;br /&gt;
&lt;br /&gt;
* High heading crossing angle (HCA), combined with&lt;br /&gt;
* Close range, and or high aft LOS rate&lt;br /&gt;
&lt;br /&gt;
A practical assessment question: &#039;&#039;does it appear that the bandit will cross behind my tail with minimal assistance from me?&#039;&#039; If the answer is yes, execute. If there is any doubt, do not reverse. A premature reversal presents the attacker with a stable, predictable target and makes his job easier.&lt;br /&gt;
&lt;br /&gt;
==== Execution ====&lt;br /&gt;
The reversal is executed using an unloaded roll:&lt;br /&gt;
&lt;br /&gt;
# Reduce back pressure to unload the aircraft&lt;br /&gt;
# Roll to the opposite direction&lt;br /&gt;
# Resume back pressure once established in the new turn&lt;br /&gt;
# Shift visual focus to the opposite side to regain tally on the bandit&lt;br /&gt;
&lt;br /&gt;
Lift vector placement after the reversal depends on range. At close range, position the lift vector above or below the bandit to build turning room before pulling into his plane of motion. At greater range, place the lift vector directly on the bandit.&lt;br /&gt;
&lt;br /&gt;
A successful reversal will typically result in a scissors — a neutral position from which either pilot may gain an advantage. This is a significant improvement over the defensive.&lt;br /&gt;
&lt;br /&gt;
=== Maneuver Selection Summary ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Situation&lt;br /&gt;
!Maneuver&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Bandit in lag or pure pursuit, not yet in gun parameters&lt;br /&gt;
|Sustained rate turn&lt;br /&gt;
|Conserve energy; maintain cross-check&lt;br /&gt;
|-&lt;br /&gt;
|Bandit transitioning to lead pursuit, gun shot developing&lt;br /&gt;
|Tighten down&lt;br /&gt;
|First response; moderate energy cost&lt;br /&gt;
|-&lt;br /&gt;
|Tighten down insufficient; bandit maintaining solution&lt;br /&gt;
|Out-of-plane maneuver&lt;br /&gt;
|Disrupts attacker geometry; assess for reversal&lt;br /&gt;
|-&lt;br /&gt;
|Gun shot imminent; no other option&lt;br /&gt;
|Jink&lt;br /&gt;
|Last resort; high energy cost; do not use prematurely&lt;br /&gt;
|-&lt;br /&gt;
|Reversal picture present&lt;br /&gt;
|Reversal&lt;br /&gt;
|Execute with unloaded roll; if in doubt, do not reverse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BFM V — High Aspect BFM ==&lt;br /&gt;
This part is based on [https://www.youtube.com/playlist?list=PLd5Qdmhmp3Y5-SDJjOzuUqV3m3mmuieTQ this] video series by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
High aspect BFM occurs when neither aircraft has a positional advantage at the merge. Both aircraft are nose-to-nose and the engagement begins from a neutral position. The name comes from the fact that at the merge, both aircraft are presenting high aspect to each other.&lt;br /&gt;
&lt;br /&gt;
There are two reasons a pilot ends up in a high aspect fight. Either the bandit turns his nose toward you at the conclusion of a BVR intercept, or a BFM error led to the loss of an offensive position. The response is the same in either case.&lt;br /&gt;
&lt;br /&gt;
=== The Lead Turn ===&lt;br /&gt;
The lead turn is the single most important concept in high aspect BFM. It is executed before the merge and determines the starting position of the fight.&lt;br /&gt;
&lt;br /&gt;
Rather than waiting until the bandit&#039;s 3-9 line to begin turning — which produces a neutral merge — the pilot initiates the turn early. This builds an angular advantage before the first pass. At the sustained turn rate of the F-16, every additional second of turn produces more than 10° of angular advantage that the bandit must make up. Even two seconds of early turning can produce an advantage that a bandit in the same aircraft cannot recover from.&lt;br /&gt;
&lt;br /&gt;
The lead turn cue is a rapidly increasing LOS rate from 11 to 10 o&#039;clock for a left-side pass, or 1 to 2 o&#039;clock for a right-side pass. This is the correct moment to turn. Turning too late leaves you behind the bandit with an energy problem. Turning too early gives the bandit a reversal picture.&lt;br /&gt;
&lt;br /&gt;
If the lead turn is started too late there is little that can be done — accept the problem and manage it. If the lead turn is started too early, ease off the G momentarily until the bandit&#039;s LOS rate resumes, then resume the pull.&lt;br /&gt;
&lt;br /&gt;
When executed correctly, the lead turn produces a &#039;&#039;&#039;stern conversion&#039;&#039;&#039; — the pilot arrives at the bandit&#039;s six o&#039;clock within gun range without requiring further maneuvering.&lt;br /&gt;
&lt;br /&gt;
=== Turning Room ===&lt;br /&gt;
Turning room is the separation between the two aircraft that is available to turn into. It can be built vertically or laterally, but never to the outside of the bandit&#039;s turn circle — floating outside gives the bandit more time and reduces the angular advantage gained in the lead turn.&lt;br /&gt;
&lt;br /&gt;
The overriding factor when deciding whether to climb or descend is ease of tally on the bandit, and denying the bandit tally on you. Use the environment — put the bandit against a cloud, get between the bandit and the sun, avoid staying at the same altitude as the bandit. Tally is survival.&lt;br /&gt;
&lt;br /&gt;
Vertical turning room comes with an energy cost that must be accounted for. A descent toward the bandit will add approximately 100 KCAS at the merge. A climb will cost approximately 100 KCAS. If this is not managed, the pilot will either overshoot the bandit or arrive too slow to sustain a competitive turn rate. Adjust entry speed before the turn-in accordingly. The fastest way to build speed without turning is to unload the aircraft — do this in the seconds between the turn-in and the merge.&lt;br /&gt;
&lt;br /&gt;
Lateral turning room is always built to the inside of the bandit&#039;s turn circle. There is no useful lateral room to the outside.&lt;br /&gt;
&lt;br /&gt;
=== Determining Fight Geometry ===&lt;br /&gt;
At the merge, the direction the bandit turns determines the geometry of the fight. &#039;&#039;&#039;The last aircraft to turn decides whether the engagement becomes a one-circle or two-circle fight.&#039;&#039;&#039; This is a deliberate choice — a pilot who executes a lead turn gives up the ability to choose the fight geometry, because the bandit turns last. The lead turn advantage is generally worth this tradeoff.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bandit turns toward you&#039;&#039;&#039; → two-circle fight. Both aircraft chase each other&#039;s tails. Ground track resembles two separate circles.&lt;br /&gt;
* &#039;&#039;&#039;Bandit turns away from you&#039;&#039;&#039; → one-circle fight. Both aircraft circle back toward each other for a second nose-to-nose pass. Ground track resembles a single circle.&lt;br /&gt;
&lt;br /&gt;
Identifying which geometry has been established requires only one visual check: if the bandit is nose-to-tail relative to you, it is a two-circle fight. If it is nose-to-nose, it is a one-circle fight.&lt;br /&gt;
&lt;br /&gt;
=== Losing Tally ===&lt;br /&gt;
Losing visual on the bandit in a turning fight is dangerous. Two rules apply immediately:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not fly straight and level while searching.&#039;&#039;&#039; Straight flight makes the defender&#039;s job trivial. Maintain the turn at all times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Search along the turn circle.&#039;&#039;&#039; The bandit&#039;s most likely position is in the high-probability kill zone behind and above — the high-Pk WEZ. When the area behind you is clear, scan upward along the turn circle. The bandit will be somewhere along that arc if still engaged.&lt;br /&gt;
&lt;br /&gt;
== BFM V-A — Two-Circle Fight ==&lt;br /&gt;
A two-circle fight begins when the bandit turns away from you at the merge. Both aircraft are now chasing each other&#039;s tail, producing a ground track that resembles two separate circles. The fight is a turn rate contest — the aircraft that can sustain a higher turn rate will eventually work its nose onto the the tail of the other.&lt;br /&gt;
&lt;br /&gt;
=== The Default Gameplan ===&lt;br /&gt;
In a two-circle fight, maintain best sustained turn rate. Do not deviate from this. The temptation to pull into lead or pure pursuit to force a quick shot will produce a predictable result: range closes rapidly, aspect increases to beam or beyond, and the bandit drifts aft on the canopy. The fight resets to where it started. This yo-yoing effect will repeat indefinitely if the pilot keeps chasing the shot prematurely. Stay on the sustained rate turn and let the geometry develop.&lt;br /&gt;
&lt;br /&gt;
=== Reading the Fight ===&lt;br /&gt;
As both aircraft complete the first circle, the bandit&#039;s position on the canopy provides continuous information about how the fight is developing. Three conditions are possible:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Visual Cue&lt;br /&gt;
!Assessment&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
|Bandit moving forward on the canopy, aspect stagnant or decreasing&lt;br /&gt;
|Winning — angular advantage is building&lt;br /&gt;
|Continue sustained rate turn; prepare for lead turn at next merge&lt;br /&gt;
|-&lt;br /&gt;
|Bandit moving forward on the canopy, aspect increasing toward nose-to-nose&lt;br /&gt;
|Neutral — neither pilot has an advantage&lt;br /&gt;
|Assess energy state; choose one-circle or two-circle at the next merge&lt;br /&gt;
|-&lt;br /&gt;
|Bandit&#039;s motion stagnant or drifting aft, bandit showing narrow nose-on profile&lt;br /&gt;
|Losing — bandit is gaining angular advantage&lt;br /&gt;
|Check G — increase to moderate buffet; if insufficient, transition to defensive BFM&lt;br /&gt;
|}&lt;br /&gt;
When neutral cues are present, the decision between one-circle and two-circle at the next merge is based on energy state. Above approximately 350 KCAS the aircraft has sufficient energy for a sustained rate two-circle game plan. Below that, the turn radius is already small enough that a one-circle minimum radius game plan is more effective.&lt;br /&gt;
&lt;br /&gt;
=== Turn Circle Extension (TCX) ===&lt;br /&gt;
Even with a turn rate advantage, the two turn circles will not be perfectly aligned after the first pass. The bandit will yo-yo up and down the canopy as the circles overlap and separate. Forcing a shot during this phase produces the same premature high-aspect result described above. The solution is the turn circle extension.&lt;br /&gt;
&lt;br /&gt;
A TCX is two to three seconds of easing off the G — not a full unload, just a reduction in back pressure that allows the center of the turn circle to shift. This repositions the turn circle to better align with the bandit&#039;s. It is not a straight line, though it can be. It is simply a brief relaxation of the sustained rate pull followed by resumption.&lt;br /&gt;
&lt;br /&gt;
The cue to extend is the bandit sliding into the assessment window — approximately 45 to 60 degrees AA — combined with aft LOS movement. This is the same assessment window used in offensive BFM. If the bandit&#039;s aspect is above 30 degrees, ease back on the G. That easing is the TCX.&lt;br /&gt;
&lt;br /&gt;
Timing matters. A TCX initiated too early shifts the turn circle sideways without closing the gap. A TCX initiated too late pushes both circles further apart. The correct moment is when the bandit is in the assessment window with aft LOS developing.&lt;br /&gt;
&lt;br /&gt;
Multiple TCX corrections should be expected before the turn circles align. The manual notes that this process can require between 500 and 1,000 degrees of turning — approximately three times around the circle. Do not force it. Once the circles align, the fight transitions naturally into offensive BFM.&lt;br /&gt;
&lt;br /&gt;
=== Regaining Tally ===&lt;br /&gt;
If tally is lost during a two-circle fight, apply the rules from the fundamentals section: maintain the turn and scan along the turn circle upward through the high-Pk zone. In a nose-to-tail fight the bandit will be somewhere along that arc. Do not level the wings.&lt;br /&gt;
&lt;br /&gt;
== BFM V-B — One-Circle Fight ==&lt;br /&gt;
A one-circle fight begins when the bandit turns toward you at the merge. Both aircraft are now circling back to meet each other in a second nose-to-nose pass. The ground track resembles a single circle. Unlike the two-circle fight where turn rate is the deciding factor, the one-circle fight is a &#039;&#039;&#039;turn radius contest&#039;&#039;&#039;. The aircraft that can get its nose around the circle faster — by minimizing turn radius — will arrive at the next merge with an angular advantage.&lt;br /&gt;
&lt;br /&gt;
=== Why Radius and Not Rate ===&lt;br /&gt;
In a two-circle fight, a smaller radius produces no advantage because both aircraft are always on opposite sides of their respective circles and never converge to a point where the nose can be brought to bear. Turn rate determines who gets there first.&lt;br /&gt;
&lt;br /&gt;
In a one-circle fight the geometry is different. Both aircraft are converging on the same point — the next merge. The aircraft with the smaller radius gets its nose pointed at the bandit sooner, creating an opportunity for a lead turn or even a shot before the second pass. The aircraft with the larger radius arrives late and with less angular advantage.&lt;br /&gt;
&lt;br /&gt;
=== The Minimum Radius Gameplan ===&lt;br /&gt;
To minimize turn radius in the F-16, pull enough G to reach a moderate aerodynamic buffet. The buffet indicates the aircraft is operating above the sustained turn rate and approaching the maximum lift line on the EM diagram — the region of minimum radius. Do not stall. A moderate buffet is the target, not maximum back pressure.&lt;br /&gt;
&lt;br /&gt;
The F-16 does not have an audio cue for this in DCS. Use the physical buffet as the indicator. If nothing is shaking, more G is needed.&lt;br /&gt;
&lt;br /&gt;
Select maximum afterburner throughout. The minimum radius game plan costs energy — AB partially offsets this bleed and maintains options for subsequent maneuvering.&lt;br /&gt;
&lt;br /&gt;
=== Reading the Fight ===&lt;br /&gt;
As both aircraft come around the circle toward the second merge, the bandit&#039;s position on the canopy indicates whether the radius fight is being won or lost:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Visual Cue&lt;br /&gt;
!Assessment&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
|Bandit moving forward on the canopy, aspect stagnant or decreasing, top of bandit&#039;s aircraft visible&lt;br /&gt;
|Winning — angular advantage is building&lt;br /&gt;
|Execute lead turn at next merge to convert to offensive BFM&lt;br /&gt;
|-&lt;br /&gt;
|Bandit near or inside the canopy, nose pointed at you, bandit showing narrow nose-on profile&lt;br /&gt;
|Neutral — neither pilot has significant advantage&lt;br /&gt;
|Assess energy state; choose fight geometry at next merge&lt;br /&gt;
|-&lt;br /&gt;
|Bandit&#039;s motion stagnant or drifting aft, bandit showing narrow nose-on profile&lt;br /&gt;
|Losing — bandit is gaining the angular advantage&lt;br /&gt;
|Increase G to moderate buffet; if insufficient, transition to defensive BFM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== At the Next Merge ===&lt;br /&gt;
A one-circle fight always leads to a second merge. Three outcomes are possible at that merge:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Another one-circle&#039;&#039;&#039; — bandit turns away again. Continue minimum radius game plan.&lt;br /&gt;
* &#039;&#039;&#039;Two-circle&#039;&#039;&#039; — bandit turns toward you. Transition to sustained rate game plan.&lt;br /&gt;
* &#039;&#039;&#039;Scissors&#039;&#039;&#039; — both aircraft begin reversing rapidly on each other. See below.&lt;br /&gt;
&lt;br /&gt;
The decision between one-circle and two-circle at the second merge is based on energy state. Above approximately 350 KCAS the aircraft has enough energy for a sustained rate two-circle game plan. Below that, the turn radius is already small and one-circle minimum radius is more effective. Do not be indecisive — the last fighter to turn determines the fight geometry. Commit to a direction.&lt;br /&gt;
&lt;br /&gt;
=== The Scissors ===&lt;br /&gt;
The scissors develops when both aircraft are reversing rapidly on each other and neither can establish a clean angular advantage. Both aircraft are within the other&#039;s turn circle. The ground track resembles scissor blades opening and closing.&lt;br /&gt;
&lt;br /&gt;
The gameplan in a scissors is identical to the one-circle minimum radius game plan: minimize forward ground track by minimizing turn radius. Pull to moderate buffet, place the lift vector on the bandit, and select max afterburner. The aircraft with the smaller forward ground track will eventually fall behind the other and transition to an offensive position.&lt;br /&gt;
&lt;br /&gt;
One-circle fights and scissors consume energy at a high rate due to the sustained high-G maneuvering required. Be aware of airspeed throughout — winning the radius fight but arriving slow leaves the bandit with an energy advantage that may be unrecoverable.&lt;br /&gt;
&lt;br /&gt;
=== Losing the One-Circle ===&lt;br /&gt;
If the bandit is gaining the angular advantage, the symptoms are: the bandit&#039;s motion on the canopy goes stagnant or drifts aft, and the bandit&#039;s profile narrows to a pure pursuit nose-on silhouette. This is the bandit executing the same minimum radius game plan successfully.&lt;br /&gt;
&lt;br /&gt;
When losing cues are present, first confirm G is sufficient — pull to moderate buffet if not already there. If the situation continues to deteriorate, transition to defensive BFM immediately. The one-circle fight has become a defensive situation and should be treated as one.&lt;br /&gt;
&lt;br /&gt;
Never stop maneuvering. A neutral position is always recoverable. A position lost by giving up is not.&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BFM&amp;diff=400</id>
		<title>Procedures/78th/A2A/BFM</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BFM&amp;diff=400"/>
		<updated>2026-05-23T17:10:46Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* Turning Room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== BFM I — Energy and the EM Diagram ==&lt;br /&gt;
This part is based on [https://youtube.com/playlist?list=PLd5Qdmhmp3Y5-SDJjOzuUqV3m3mmuieTQ&amp;amp;si=FNdYqWagls5zNQjG this] video series by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Every decision in a dogfight is an energy decision. An aircraft&#039;s energy state is expressed primarily as airspeed and altitude. The faster and higher you are, the more potential energy you have to maneuver. Energy buys turn rate, separation, and shot opportunities. Waste Energy and you will loose.&lt;br /&gt;
&lt;br /&gt;
The First principle of BFM is simple: &#039;&#039;&#039;build energy and save it until you have a reason to spend it.&#039;&#039;&#039; That reason is either a shot on the bandit or denying a shot on yourself. If neither opportunity exists, maintain or build energy. Do not waste.&lt;br /&gt;
&lt;br /&gt;
=== The Energy Maneuverability (EM) Diagram ===&lt;br /&gt;
The EM diagram is the definitive tool for understanding how an aircraft performs in a turning fight. It maps turn rate against airspeed for a specific set of parameters: aircraft weight, altitude, throttle setting, and configuration. Every number on the chart is only valid for those exact conditions.&lt;br /&gt;
&lt;br /&gt;
For the F-16C in DCS the reference diagram is: &#039;&#039;&#039;Full AB · Clean · Sea Level · 12300 kg&#039;&#039;&#039;&lt;br /&gt;
[[File:F16 EM Diagram.png|center|frameless|945x945px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key performance figures from this diagram:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Value&lt;br /&gt;
!Condition&lt;br /&gt;
|-&lt;br /&gt;
|Max instantaneous turn rate&lt;br /&gt;
|24°/s&lt;br /&gt;
|393 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|Max sustained turn rate&lt;br /&gt;
|18°/s&lt;br /&gt;
|523 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|Min sustained turn radius&lt;br /&gt;
|1,462 ft&lt;br /&gt;
|246 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|Min turn radius&lt;br /&gt;
|1,399 ft&lt;br /&gt;
|169 KCAS&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The F-16&#039;s G-limiter schedule is not fully reflected in the upper portion of this diagram. Maximum instantaneous performance may be lower than indicated in practice. The DCS implementation of the F-16 Flight Model also severely limits the F16&#039;s Sustained turn rate.&lt;br /&gt;
&lt;br /&gt;
=== Reading the Diagram ===&lt;br /&gt;
&lt;br /&gt;
==== The Axes ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Horizontal axis&#039;&#039;&#039;: airspeed in Mach (lower) and KCAS (higher)&lt;br /&gt;
* &#039;&#039;&#039;Vertical axis&#039;&#039;&#039;: turn rate in degrees per second (°/s)&lt;br /&gt;
&lt;br /&gt;
Moving up on the chart means higher turn rate.&lt;br /&gt;
&lt;br /&gt;
==== The Lines ====&lt;br /&gt;
&#039;&#039;&#039;The Envelope (red)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The outer boundary of what the aircraft can physically do. It is shaped by three limits:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Structural G limit&#039;&#039;&#039; is the maximum G the airframe can sustain; forms the upper-right boundary&lt;br /&gt;
* &#039;&#039;&#039;Angle of attack limit&#039;&#039;&#039; — the stall boundary; forms the left boundary&lt;br /&gt;
* &#039;&#039;&#039;Speed limit (Vmax)&#039;&#039;&#039; — the right-side boundary (going supersonic will nearly always kill both your turn rate and radius and is not desirable)&lt;br /&gt;
&lt;br /&gt;
No matter what the pilot does, the aircraft cannot operate outside the red envelope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Radius Lines (brown)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These straight lines show turn radius in feet at any given point on the chart. Moving up and left gives a smaller radius.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;G-Load Lines (gray)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Indicate how many G must be pulled to reach that point on the chart. To achieve a Instantaneous Turn rate of 20° at 400CAS the aircraft needs to pull about 7.5G&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ps Lines (solid black)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specific excess power lines are the most important lines on the chart. They show whether the aircraft is gaining or losing energy at any given combination of speed and G.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ps = 0&#039;&#039;&#039; — the aircraft is exactly maintaining its energy state. This is the sustained turn line. The maximum turn rate achievable while sustaining speed and altitude sits on this line.&lt;br /&gt;
* &#039;&#039;&#039;Ps &amp;gt; 0 (positive numbers)&#039;&#039;&#039; — the aircraft is gaining energy. It can accelerate or climb while maintaining the current turn.&lt;br /&gt;
* &#039;&#039;&#039;Ps &amp;lt; 0 (negative numbers)&#039;&#039;&#039; — the aircraft is losing energy. It is spending saved energy for extra turn performance. This is temporary and cannot be maintained indefinitely.&lt;br /&gt;
&lt;br /&gt;
Anything above the Ps = 0 line is an energy expenditure. The higher above it you go, the faster you bleed speed.&lt;br /&gt;
&lt;br /&gt;
=== Corner Velocity ===&lt;br /&gt;
Corner velocity is the airspeed at which the aircraft achieves its maximum instantaneous turn rate — the peak of the envelope. For the F-16C at sea level this occurs at &#039;&#039;&#039;401CAS&#039;&#039;&#039;, producing &#039;&#039;&#039;24°/s&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For the maximum Instantaneous turn the DCS Flight model requires the pilot to pull 9G and decent with over 1200ft/s which is in any way not sustainable unless the a significant amount of Altitude has been built up. DO NOT use this unless you need to safe your life.  &lt;br /&gt;
&lt;br /&gt;
=== Sustained Turn Rate ===&lt;br /&gt;
The sustained turn rate is the maximum turn rate the aircraft can maintain indefinitely without losing speed or altitude. For the F-16C at sea level this is &#039;&#039;&#039;18°/s @ 523 KCAS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In practice, sustained operations happen on or near the Ps = 0 line. The pilot&#039;s job is to find and hold that point. Sadly in DCS to hold and maintain that line is impossible. To Fly Perfect Sustained Turn Rate you need to pull 9G in full afterburner. You will know that you hit the perfect speed if, at max pull, in a level turn, the Jet neither gains nor looses Max energy. &lt;br /&gt;
&lt;br /&gt;
A sustained 9G turn will black out any pilot. To Compensate the Pilot should fly slighly below the Optimal Speed allowing for higher turn rate while loosing a small amount of energy. Once the Jet reaches around 70-80 KTS below optimal speed the pilot should reduce the pull to about 6G for maximum recovery speed. While only pulling 6G the jet will gain energy fast. Once back at optimal speed continue to pull 9G. &lt;br /&gt;
&lt;br /&gt;
If you overshoot the Optimal Speed you will notice that even at max pull the aircraft is still gaining airspeed. In this case execute a spiral climb to return back to Optimal Speed while utilizing the excess Energy.&lt;br /&gt;
&lt;br /&gt;
If you undershoot the Optimal Speed you will notice that at max pull the aircraft is loosing airspeed fast. Either Reduce pull back to 6G until at better speed or trade altitude for extra Energy. &lt;br /&gt;
&lt;br /&gt;
=== Instantaneous vs Sustained ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Instantaneous&lt;br /&gt;
!Sustained&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Definition&#039;&#039;&#039;&lt;br /&gt;
|Maximum turn rate achievable at any moment&lt;br /&gt;
|Maximum turn rate maintainable indefinitely&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;F-16C value (sea level)&#039;&#039;&#039;&lt;br /&gt;
|24°/s @ 393 KCAS&lt;br /&gt;
|18°/s @ 523 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Energy cost&#039;&#039;&#039;&lt;br /&gt;
|High: Far above Ps = 0, bleeding speed fast (expect around 50kts/s)&lt;br /&gt;
|None if optimally flown on Ps = 0 line&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;When to use&#039;&#039;&#039;&lt;br /&gt;
|Short bursts for a shot opportunity or to deny a shot&lt;br /&gt;
|Default gameplan in any sustained turning fight&lt;br /&gt;
|}&lt;br /&gt;
Instantaneous turn rate is spending saved energy. It is a powerful tool but a temporary one. A pilot who pulls to instantaneous continuously will bleed to low speed, and lose the fight on energy.&lt;br /&gt;
&lt;br /&gt;
=== How Altitude and Stores Affect the Diagram ===&lt;br /&gt;
The reference diagram is for sea level, clean, full AB. Both altitude and external stores degrade performance:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Altitude&#039;&#039;&#039;: thinner air reduces lift and engine thrust. Turn rate and sustained performance both decrease. The same airspeed produces a larger turn radius at altitude. &lt;br /&gt;
* &#039;&#039;&#039;Weight:&#039;&#039;&#039; Fuel or Stores will both make you heavy. The heavier you are the worse the performance. As you burn fuel the optimum Sustained turn rate Speed will decrease into manageable Levels. &lt;br /&gt;
&lt;br /&gt;
=== Practical Application ===&lt;br /&gt;
In the fight itself: &#039;&#039;&#039;treat energy like money.&#039;&#039;&#039; Build it, save it, and spend it only when the return is worth it. A valid shot, or surviving by denying the adversary a shot oportunity. Spending energy for no tactical gain is a losing strategy.&lt;br /&gt;
&lt;br /&gt;
== BFM II — Angles and Geometry ==&lt;br /&gt;
&lt;br /&gt;
=== Angles and Definitions ===&lt;br /&gt;
&lt;br /&gt;
[[File:Angles.webp|frameless|715x715px]]&lt;br /&gt;
&lt;br /&gt;
==== Antenna Train Angle (ATA) ====&lt;br /&gt;
The ATA is the position of the bandit left or right of the fighter&#039;s nose on the radar display. ATA 0 means the target is dead ahead. ATA 30R means the target is 30° to the right of your nose.&lt;br /&gt;
&lt;br /&gt;
The ATA is a property of your own aircraft&#039;s orientation. It changes when &#039;&#039;&#039;you&#039;&#039;&#039; maneuver. It does not change instantaneously when the bandit maneuvers.&lt;br /&gt;
&lt;br /&gt;
On the F-16 FCR, ATA is read on the horizontal axis.&lt;br /&gt;
&lt;br /&gt;
==== Target Aspect (TA) ====&lt;br /&gt;
Target Aspect, not to confuse with Aspect Angle is how the bandit appears from your perspective. Specifically, the angle from the bearing line of the fighter to the &#039;&#039;&#039;nose&#039;&#039;&#039; of the target. It describes which part of the bandit you are looking at.&lt;br /&gt;
&lt;br /&gt;
* TA 0 —you are looking at the bandit&#039;s nose (head-on)&lt;br /&gt;
* TA 90 — you are looking at the bandit&#039;s side&lt;br /&gt;
* TA 180 — you are looking at the bandit&#039;s tail (pure stern)&lt;br /&gt;
&lt;br /&gt;
TA is signed left or right depending on which side of the bandit you are observing.&lt;br /&gt;
&lt;br /&gt;
Unlike ATA, Target Aspect is &#039;&#039;&#039;entirely determined by the bandit&#039;s heading&#039;&#039;&#039; relative to the bearing line between you. You cannot change it instantaneously. You can only influence it over time by maneuvering to change the geometry.&lt;br /&gt;
&lt;br /&gt;
The F-16 does not display TA directly. It displays the &#039;&#039;&#039;Aspect Angle (AA)&#039;&#039;&#039;, which is the supplementary angle of TA (AA = 180° − TA). A tail-aspect shot has AA 0; a head-on shot has AA 180.&lt;br /&gt;
[[File:AAvsTA.webp|thumb|600x600px]]&lt;br /&gt;
Common TA labels used in brevity:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!TA&lt;br /&gt;
!AA&lt;br /&gt;
!Label&lt;br /&gt;
|-&lt;br /&gt;
|0°–30°&lt;br /&gt;
|150°–180°&lt;br /&gt;
|Hot&lt;br /&gt;
|-&lt;br /&gt;
|31°–75°&lt;br /&gt;
|105°–149°&lt;br /&gt;
|Flank&lt;br /&gt;
|-&lt;br /&gt;
|76°–110°&lt;br /&gt;
|70°–104°&lt;br /&gt;
|Beam&lt;br /&gt;
|-&lt;br /&gt;
|111°–150°&lt;br /&gt;
|30°–69°&lt;br /&gt;
|Drag&lt;br /&gt;
|-&lt;br /&gt;
|151°–180°&lt;br /&gt;
|0°–29°&lt;br /&gt;
|Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cut ====&lt;br /&gt;
Cut is the angle from the &#039;&#039;&#039;Fighter Heading (FH)&#039;&#039;&#039; to the &#039;&#039;&#039;Bandit Reciprocal (BR)&#039;&#039;&#039;. It describes where your nose is pointing relative to the bandit&#039;s course.&lt;br /&gt;
&lt;br /&gt;
Cut is an older concept but remains one of the most useful tools for predicting how the geometry will evolve. Three reference cases:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cut greater than Collision Course&#039;&#039;&#039; — your nose is in front of the bandit. Over time, TA decreases and Lateral Separation decreases. You are closing the geometry aggressively.&lt;br /&gt;
* &#039;&#039;&#039;Cut equal to Collision Course&#039;&#039;&#039; — the magic case. TA is captured: it does not change. Lateral Separation decreases. If co-altitude, you will eventually collide.&lt;br /&gt;
* &#039;&#039;&#039;Cut less than Collision Course (Zero-Cut / Parallel)&#039;&#039;&#039; — your nose points at the bandit&#039;s reciprocal. TA increases over time. Lateral Separation is captured: it does not change.&lt;br /&gt;
* &#039;&#039;&#039;Cut-Away&#039;&#039;&#039; — your nose points away from the bandit entirely. Both TA and Lateral Separation increase. Used to build angles or lateral room.&lt;br /&gt;
&lt;br /&gt;
==== Degrees to Go (DTG) / Heading Crossing Angle (HCA) ====&lt;br /&gt;
DTG is the number of degrees the fighter needs to turn to be &#039;&#039;&#039;parallel&#039;&#039;&#039; to the bandit&#039;s flight path. It is the supplementary angle of Cut. A useful memory aid: &#039;&#039;Degrees to Go — where? Parallel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Lateral Separation (LS) ====&lt;br /&gt;
Lateral Separation is the perpendicular distance between the two flight paths. It determines how much maneuvering room exists for a conversion. It is approximated as:&lt;br /&gt;
  LS (ft) = TA × SR × 100&lt;br /&gt;
Where SR is slant range in nautical miles. Lateral Separation matters most when planning a stern conversion or assessing whether a shot is geometrically viable.&lt;br /&gt;
&lt;br /&gt;
==== Direction of Passage (DOP) ====&lt;br /&gt;
DOP describes the direction the bandit would cross your flight path if neither aircraft maneuvered. Called as left-to-right or right-to-left. Useful shorthand for building SA quickly.&lt;br /&gt;
&lt;br /&gt;
==== Slant Range (SR) ====&lt;br /&gt;
[[File:SlantRange.webp|thumb|500x500px|center]]&lt;br /&gt;
The straight line-of-sight distance between the two aircraft in three-dimensional space. On the F-16 FCR this is the range displayed on the scope.&lt;br /&gt;
&lt;br /&gt;
=== Pursuit Types ===&lt;br /&gt;
[[File:Pursuit.webp|thumb|700x700px|center]]&lt;br /&gt;
The type of pursuit describes where your nose is pointing relative to the target. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Pursuit Type&lt;br /&gt;
!Nose Position&lt;br /&gt;
!Common Use&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lead Pursuit&#039;&#039;&#039;&lt;br /&gt;
|In front of the target&lt;br /&gt;
|Collision Course, gun employment from RQ&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Pursuit&#039;&#039;&#039;&lt;br /&gt;
|Directly at the target&lt;br /&gt;
|Simple conversions; commonly overused by new pilots&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lag Pursuit&#039;&#039;&#039;&lt;br /&gt;
|Behind the target&lt;br /&gt;
|Geometry management, WVR maneuvering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BFM III — Offensive BFM ==&lt;br /&gt;
Offensive BFM begins with you in a position of advantage. The bandit is somewhere in your forward hemisphere and your job is to convert that advantage into a weapons solution before he can deny it.&lt;br /&gt;
&lt;br /&gt;
=== The Turn Circle ===&lt;br /&gt;
Every maneuvering aircraft has a turn circle, the circular path it is flying at any given moment. To employ weapons on the bandit you must get inside his turn circle, or at minimum align with it. Getting outside means you are turning wider than he is and falling behind.&lt;br /&gt;
&lt;br /&gt;
The cue for turn circle entry is a high LOS rate (see below). As you approach the edge of the bandit&#039;s circle the bandit will begin moving rapidly across your field of view. Turn at that moment. Turn too early and you cross inside his radius, giving him a reversal opportunity. Turn too late and you end up outside his circle with AA too high to employ.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight Rate ===&lt;br /&gt;
Line of Sight (LOS) rate is the speed at which the bandit moves across your field of view. It is one of the most important diagnostic tools in BFM and appears throughout offensive, defensive, and high aspect engagements.&lt;br /&gt;
&lt;br /&gt;
A high LOS rate means the bandit is moving quickly across your canopy. A low or zero LOS rate means the bandit is stable relative to your nose. LOS rate tells you two things:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Where are you relative to the bandit&#039;s turn circle&#039;&#039;&#039;? A sudden spike in LOS rate signals that you have reached the edge of his turn circle. Inside his circle, LOS rate is high. Outside it, LOS rate is low.&lt;br /&gt;
* &#039;&#039;&#039;What is the Geometry doing?&#039;&#039;&#039; Aft LOS movement means the bandit is drifting toward your 6; forward LOS movement means he is drifting toward your 12. The direction and speed of that drift tells you whether the geometry is improving or deteriorating.&lt;br /&gt;
&lt;br /&gt;
Learning to read LOS rate is not an instrument skill. It is a visual habit and requires practice.&lt;br /&gt;
&lt;br /&gt;
=== The Control Zone ===&lt;br /&gt;
The control zone is the offensive firing position, located in the bandit&#039;s rear quarter. From the control zone you have sufficient range for weapon employment, a manageable aspect angle, and controlled closure.&lt;br /&gt;
&lt;br /&gt;
Getting into the control zone is not enough. You must &#039;&#039;&#039;assess&#039;&#039;&#039; before employing. The assessment uses the &#039;&#039;&#039;Rule of Threes&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Value&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Range&lt;br /&gt;
|~3,000 ft&lt;br /&gt;
|Read from HUD or FCR&lt;br /&gt;
|-&lt;br /&gt;
|Aspect Angle&lt;br /&gt;
|≤30°&lt;br /&gt;
|Draw an imaginary box around the bandit — square silhouette means ~30° AA&lt;br /&gt;
|-&lt;br /&gt;
|Closure&lt;br /&gt;
|Steady and controlled&lt;br /&gt;
|Not increasing, not zero&lt;br /&gt;
|}&lt;br /&gt;
All three must be satisfied before moving in for a gun solution. If any are not met, reposition first.&lt;br /&gt;
&lt;br /&gt;
=== Repositions ===&lt;br /&gt;
Repositions are controlled adjustments to fix range, closure, or aspect problems from the control zone.&lt;br /&gt;
&lt;br /&gt;
==== Lead Reposition ====&lt;br /&gt;
Used when the bandit is pulling away and range is increasing. Pull lead pursuit to close the gap. Do not overshoot.&lt;br /&gt;
&lt;br /&gt;
==== Lag Reposition ====&lt;br /&gt;
Used when closure is too high. Pull lag pursuit to slow closure and improve aspect. The bandit will drift aft in your field of view. Reassess once closure is controlled.&lt;br /&gt;
&lt;br /&gt;
==== Ease Reposition ====&lt;br /&gt;
Used when range and closure are acceptable but aspect is slightly high. Ease back on the stick to widen your turn circle slightly. AA will decrease as the geometry opens. Once AA is acceptable, resume the original pull and reassess. This is a small correction — if aspect is significantly high, use a lag reposition instead.&lt;br /&gt;
&lt;br /&gt;
=== Visual Aspect Estimation ===&lt;br /&gt;
Without looking at instruments, AA can be estimated by the shape of the bandit&#039;s silhouette:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rectangle&#039;&#039;&#039; (fuselage longer than wingspan) means AA is above 30°, too high for a clean gun solution&lt;br /&gt;
* &#039;&#039;&#039;Square&#039;&#039;&#039; (fuselage approximately equal to wingspan) means AA is approximately 30°, Rule of Threes satisfied&lt;br /&gt;
* &#039;&#039;&#039;Narrowing toward a point&#039;&#039;&#039; means AA is near 0°, pure tail-aspect&lt;br /&gt;
&lt;br /&gt;
This visual check is faster than any instrument cross-check in a close turning fight.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Employment ===&lt;br /&gt;
&lt;br /&gt;
==== Heat Seeker (FOX-2) ====&lt;br /&gt;
A valid FOX-2 shot requires a confirmed seeker tone and AA within the missile&#039;s acquisition envelope, typically ≤60° for rear-quarter shots. Do not fire without tone. At significant AA the seeker may struggle to acquire, so use a lag or ease reposition to reduce AA before attempting the shot.&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
A valid gun solution requires the Rule of Threes to be fully satisfied with the pipper placed on the bandit. In a turning fight this requires lead pursuit. Your nose must be ahead of the bandit&#039;s projected path, not pointed at him. The amount of lead required varies with range and closure rate.&lt;br /&gt;
&lt;br /&gt;
A tracking shot requires the pipper to remain on the bandit for a sustained period. A snapshot is a momentary pipper-on opportunity taken when it presents itself, lower probability but sometimes the only option available.&lt;br /&gt;
&lt;br /&gt;
=== The Quarter Plane ===&lt;br /&gt;
The quarter plane is a last-resort maneuver used when closure rate has become dangerously high and an overshoot is imminent. It is not a reposition.&lt;br /&gt;
&lt;br /&gt;
The cue to act is approximately 1,000 ft of range, at which point the bandit&#039;s wingspan will fill roughly half the EEGS funnel on the HUD.&lt;br /&gt;
&lt;br /&gt;
Execution:&lt;br /&gt;
&lt;br /&gt;
# Roll wings level with the horizon&lt;br /&gt;
# Set idle power&lt;br /&gt;
# Pull maximum performance up and out of the bandit&#039;s plane of motion&lt;br /&gt;
&lt;br /&gt;
This arrests closure and separates you vertically from the bandit&#039;s plane. Once clear, roll back into a turn toward the bandit and reassess. The quarter plane costs significant energy and altitude. Use it only when nothing else will prevent the overshoot.&lt;br /&gt;
&lt;br /&gt;
=== Common Errors ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Error&lt;br /&gt;
!Consequence&lt;br /&gt;
!Correction&lt;br /&gt;
|-&lt;br /&gt;
|Late turn circle entry&lt;br /&gt;
|End up outside the bandit&#039;s circle with AA too high&lt;br /&gt;
|Watch for the LOS rate spike and turn at that moment&lt;br /&gt;
|-&lt;br /&gt;
|Early turn circle entry&lt;br /&gt;
|Cross inside bandit&#039;s radius, give him a reversal picture&lt;br /&gt;
|Wait for the LOS rate spike&lt;br /&gt;
|-&lt;br /&gt;
|Firing without satisfying Rule of Threes&lt;br /&gt;
|Low probability shot&lt;br /&gt;
|Reposition first, assess before employing&lt;br /&gt;
|-&lt;br /&gt;
|Pure pursuit at significant AA&lt;br /&gt;
|Missile must curve hard, degraded effectiveness&lt;br /&gt;
|Use CC or LC geometry for missile employment&lt;br /&gt;
|-&lt;br /&gt;
|Uncontrolled closure&lt;br /&gt;
|Overshoot, offensive position lost&lt;br /&gt;
|Use lag reposition early, quarter plane as last resort&lt;br /&gt;
|-&lt;br /&gt;
|Spending energy without reason&lt;br /&gt;
|Slow speed, large radius, advantage lost&lt;br /&gt;
|Maintain AB, only pull above sustained rate for a specific reason&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BFM IV — Defensive BFM ==&lt;br /&gt;
This part is based on [https://www.youtube.com/playlist?list=PLd5Qdmhmp3Y5-SDJjOzuUqV3m3mmuieTQ this] video series by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
The objectives of defensive BFM are, in order of priority: survive, deny the bandit a weapons solution, and create the conditions for a role reversal. Survival is the primary objective. A fighter that remains in the fight presents a continuous problem to the attacker — he must maintain focus on the defender, consuming energy and attention that could otherwise be used offensively. Every second the defender survives is a second for supporting elements to close.&lt;br /&gt;
&lt;br /&gt;
=== The Defensive Gameplan ===&lt;br /&gt;
The foundation of defensive BFM is the sustained rate turn. The defender should establish and maintain best sustained turn rate as the default gameplan. This accomplishes two things simultaneously: it maximizes the defender&#039;s turn performance for the duration of the engagement, and it preserves energy for subsequent maneuvering.&lt;br /&gt;
&lt;br /&gt;
Deviation from the sustained rate gameplan should only occur when a specific threat — an imminent gun or missile shot — requires a more aggressive response. Expending energy prematurely leaves the defender slow, with a large turn radius and reduced options.&lt;br /&gt;
&lt;br /&gt;
=== Cross-Check Discipline ===&lt;br /&gt;
In defensive BFM the pilot&#039;s attention is predominantly outside the cockpit on the bandit. However, three parameters must be periodically cross-checked throughout the engagement:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Significance&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lift Vector&#039;&#039;&#039;&lt;br /&gt;
|Determines plane of motion and available turn rate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;G&#039;&#039;&#039;&lt;br /&gt;
|Confirms correct turn performance is being applied&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Airspeed&#039;&#039;&#039;&lt;br /&gt;
|Identifies energy state; confirms sustained rate speed is maintained&lt;br /&gt;
|}&lt;br /&gt;
The cross-check must not interrupt tally on the bandit for extended periods. Brief instrument scans returning immediately to visual are the correct technique. Loss of tally in a defensive engagement is a significant threat to survival.&lt;br /&gt;
&lt;br /&gt;
=== Altitude Management ===&lt;br /&gt;
Altitude is a reserve of potential energy. Trading altitude for airspeed in a defensive turn temporarily increases available turn rate above the Ps = 0 line by lowering the lift vector below the horizon. This option is only available until the floor is reached. At that point the defender is constrained to a level sustained rate turn and loses the altitude trading option entirely.&lt;br /&gt;
&lt;br /&gt;
=== Reading the Bandit&#039;s Intentions ===&lt;br /&gt;
The defender must continuously assess the bandit&#039;s pursuit course to anticipate his next action. The pursuit course is read visually:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Pursuit Course&lt;br /&gt;
!Visual Cue&lt;br /&gt;
!Likely Intent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure pursuit&#039;&#039;&#039;&lt;br /&gt;
|Narrow nose-on profile&lt;br /&gt;
|Missile shot setup; seeker acquisition in progress&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lead pursuit&#039;&#039;&#039;&lt;br /&gt;
|Bandit&#039;s belly visible; nose pulled ahead of defender&lt;br /&gt;
|Gun shot imminent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lag pursuit&#039;&#039;&#039;&lt;br /&gt;
|Top of bandit&#039;s aircraft visible; aft LOS movement&lt;br /&gt;
|Controlling closure; repositioning for follow-on attack&lt;br /&gt;
|}&lt;br /&gt;
Transition from lag to pure to lead is the signature sequence of an impending gun attack. Recognition of this sequence is the primary defensive cross-check task outside the cockpit.&lt;br /&gt;
&lt;br /&gt;
Range assessment is equally important. The bandit&#039;s size relative to your field of view gives a continuous indication of closure. A bandit that fills a significant portion of your view is inside 2,500 ft and approaching gun parameters.&lt;br /&gt;
&lt;br /&gt;
=== Maneuvers ===&lt;br /&gt;
&lt;br /&gt;
==== Tighten Down ====&lt;br /&gt;
The tighten down is the first and most conservative response to a bandit closing into gun parameters. It is executed by increasing back pressure on the stick while already in a sustained rate turn, transitioning from sustained rate to a higher instantaneous turn rate.&lt;br /&gt;
&lt;br /&gt;
The tighten down achieves two simultaneous effects. First, it rotates the defender&#039;s vulnerable rear quarter away from the attacker, driving the bandit outside the weapon employment zone. Second, the sudden airspeed reduction caused by the increased G creates a high closure rate problem for the attacker, forcing him to reposition to satisfy the Rule of Threes. This repositioning produces aft LOS movement and potentially a reversal picture.&lt;br /&gt;
&lt;br /&gt;
The tighten down is an energy expenditure. It should be released once the immediate threat is defeated, returning to slightly below sustained rate and allowing AB to restore the energy state.&lt;br /&gt;
&lt;br /&gt;
==== Out-of-Plane Maneuver (OOP) ====&lt;br /&gt;
The out-of-plane maneuver removes the defender from the attacker&#039;s plane of motion, forcing the attacker to reset his geometry. In a sustained rate turn both aircraft are operating in approximately the same plane of motion. Moving out of that plane disrupts the attacker&#039;s sight picture and solution geometry.&lt;br /&gt;
&lt;br /&gt;
Execution:&lt;br /&gt;
&lt;br /&gt;
# Unload the aircraft — reduce back pressure to below 1G&lt;br /&gt;
# Reposition the lift vector off the bandit, above or below his plane of motion&lt;br /&gt;
# Apply smooth back pressure to establish a turn in the new plane of motion&lt;br /&gt;
# Allow sufficient time for the aircraft to develop movement in the new plane before any follow-on maneuver&lt;br /&gt;
# Assess LOS rate and bandit pursuit course in the new plane&lt;br /&gt;
&lt;br /&gt;
The unloaded roll is critical. Rolling while pulling G consumes energy without producing useful turning room. The unload must precede the roll.&lt;br /&gt;
&lt;br /&gt;
Upon establishing the new plane of motion, assess for a reversal opportunity. If high aft LOS rate combined with high HCA and close range is observed, a reversal may be executed. Otherwise, continue maneuvering in the new plane.&lt;br /&gt;
&lt;br /&gt;
==== Jink ====&lt;br /&gt;
The jink is a last-resort maneuver executed when a gun shot is assessed as imminent and neither the tighten down nor the OOP has defeated the attacker&#039;s solution. It combines elements of both into a single aggressive sequence designed to spoil the attacker&#039;s plane of motion and create a closure problem simultaneously.&lt;br /&gt;
&lt;br /&gt;
Execution:&lt;br /&gt;
&lt;br /&gt;
# Set throttle to idle&lt;br /&gt;
# Unload the aircraft&lt;br /&gt;
# Position the lift vector below the bandit&lt;br /&gt;
# Apply maximum onset rate back pressure and hold until aerodynamic buffet onset&lt;br /&gt;
&lt;br /&gt;
The resulting airspeed reduction is severe and deliberate. The attacker is presented with a sudden, unforecast closure rate and a simultaneous change in plane of motion. If the attacker does not immediately reposition he will overshoot. If he does reposition, aft LOS movement will develop and a reversal picture may emerge.&lt;br /&gt;
&lt;br /&gt;
If a reversal picture does not present after the first jink, execute a second jink to the opposite side:&lt;br /&gt;
&lt;br /&gt;
# Idle power maintained&lt;br /&gt;
# Unload&lt;br /&gt;
# Reposition lift vector to the opposite side of the bandit&lt;br /&gt;
# Maximum onset back pressure&lt;br /&gt;
&lt;br /&gt;
Continue until the attacker is forced into lag or a reversal picture develops. The jink sequence trades altitude at a high rate. Do not initiate within 1,500 to 2,000 ft of the floor. The jink is the highest energy expenditure maneuver in defensive BFM and is reserved strictly for imminent gun shot situations.&lt;br /&gt;
&lt;br /&gt;
=== The Reversal ===&lt;br /&gt;
A reversal is a turn at an opportune moment in the opposite direction, executed to transition from a defensive position to a neutral or offensive one. Correctly timed, a reversal exploits the attacker&#039;s angles and closure to reposition the defender onto an advantageous bearing. Incorrectly timed, it degrades the defender&#039;s position further.&lt;br /&gt;
&lt;br /&gt;
The opportunity for a correct reversal is rare and may only be available for a few seconds. More often than not a reversal will degrade the situation rather than improve it. Patience and recognition of the correct picture are essential.&lt;br /&gt;
&lt;br /&gt;
==== The Reversal Picture ====&lt;br /&gt;
The reversal picture is the combination of visual conditions that indicate a reversal opportunity exists:&lt;br /&gt;
&lt;br /&gt;
* High heading crossing angle (HCA), combined with&lt;br /&gt;
* Close range, and or high aft LOS rate&lt;br /&gt;
&lt;br /&gt;
A practical assessment question: &#039;&#039;does it appear that the bandit will cross behind my tail with minimal assistance from me?&#039;&#039; If the answer is yes, execute. If there is any doubt, do not reverse. A premature reversal presents the attacker with a stable, predictable target and makes his job easier.&lt;br /&gt;
&lt;br /&gt;
==== Execution ====&lt;br /&gt;
The reversal is executed using an unloaded roll:&lt;br /&gt;
&lt;br /&gt;
# Reduce back pressure to unload the aircraft&lt;br /&gt;
# Roll to the opposite direction&lt;br /&gt;
# Resume back pressure once established in the new turn&lt;br /&gt;
# Shift visual focus to the opposite side to regain tally on the bandit&lt;br /&gt;
&lt;br /&gt;
Lift vector placement after the reversal depends on range. At close range, position the lift vector above or below the bandit to build turning room before pulling into his plane of motion. At greater range, place the lift vector directly on the bandit.&lt;br /&gt;
&lt;br /&gt;
A successful reversal will typically result in a scissors — a neutral position from which either pilot may gain an advantage. This is a significant improvement over the defensive.&lt;br /&gt;
&lt;br /&gt;
=== Maneuver Selection Summary ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Situation&lt;br /&gt;
!Maneuver&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Bandit in lag or pure pursuit, not yet in gun parameters&lt;br /&gt;
|Sustained rate turn&lt;br /&gt;
|Conserve energy; maintain cross-check&lt;br /&gt;
|-&lt;br /&gt;
|Bandit transitioning to lead pursuit, gun shot developing&lt;br /&gt;
|Tighten down&lt;br /&gt;
|First response; moderate energy cost&lt;br /&gt;
|-&lt;br /&gt;
|Tighten down insufficient; bandit maintaining solution&lt;br /&gt;
|Out-of-plane maneuver&lt;br /&gt;
|Disrupts attacker geometry; assess for reversal&lt;br /&gt;
|-&lt;br /&gt;
|Gun shot imminent; no other option&lt;br /&gt;
|Jink&lt;br /&gt;
|Last resort; high energy cost; do not use prematurely&lt;br /&gt;
|-&lt;br /&gt;
|Reversal picture present&lt;br /&gt;
|Reversal&lt;br /&gt;
|Execute with unloaded roll; if in doubt, do not reverse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BFM V — High Aspect BFM ==&lt;br /&gt;
This part is based on [https://www.youtube.com/playlist?list=PLd5Qdmhmp3Y5-SDJjOzuUqV3m3mmuieTQ this] video series by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
High aspect BFM occurs when neither aircraft has a positional advantage at the merge. Both aircraft are nose-to-nose and the engagement begins from a neutral position. The name comes from the fact that at the merge, both aircraft are presenting high aspect to each other.&lt;br /&gt;
&lt;br /&gt;
There are two reasons a pilot ends up in a high aspect fight. Either the bandit turns his nose toward you at the conclusion of a BVR intercept, or a BFM error led to the loss of an offensive position. The response is the same in either case.&lt;br /&gt;
&lt;br /&gt;
=== The Lead Turn ===&lt;br /&gt;
The lead turn is the single most important concept in high aspect BFM. It is executed before the merge and determines the starting position of the fight.&lt;br /&gt;
&lt;br /&gt;
Rather than waiting until the bandit&#039;s 3-9 line to begin turning — which produces a neutral merge — the pilot initiates the turn early. This builds an angular advantage before the first pass. At the sustained turn rate of the F-16, every additional second of turn produces more than 10° of angular advantage that the bandit must make up. Even two seconds of early turning can produce an advantage that a bandit in the same aircraft cannot recover from.&lt;br /&gt;
&lt;br /&gt;
The lead turn cue is a rapidly increasing LOS rate from 11 to 10 o&#039;clock for a left-side pass, or 1 to 2 o&#039;clock for a right-side pass. This is the correct moment to turn. Turning too late leaves you behind the bandit with an energy problem. Turning too early gives the bandit a reversal picture.&lt;br /&gt;
&lt;br /&gt;
If the lead turn is started too late there is little that can be done — accept the problem and manage it. If the lead turn is started too early, ease off the G momentarily until the bandit&#039;s LOS rate resumes, then resume the pull.&lt;br /&gt;
&lt;br /&gt;
When executed correctly, the lead turn produces a &#039;&#039;&#039;stern conversion&#039;&#039;&#039; — the pilot arrives at the bandit&#039;s six o&#039;clock within gun range without requiring further maneuvering.&lt;br /&gt;
&lt;br /&gt;
=== Turning Room ===&lt;br /&gt;
Turning room is the separation between the two aircraft that is available to turn into. It can be built vertically or laterally, but never to the outside of the bandit&#039;s turn circle — floating outside gives the bandit more time and reduces the angular advantage gained in the lead turn.&lt;br /&gt;
&lt;br /&gt;
The overriding factor when deciding whether to climb or descend is ease of tally on the bandit, and denying the bandit tally on you. Use the environment — put the bandit against a cloud, get between the bandit and the sun, avoid staying at the same altitude as the bandit. Tally is survival.&lt;br /&gt;
&lt;br /&gt;
Vertical turning room comes with an energy cost that must be accounted for. A descent toward the bandit will add approximately 100 KCAS at the merge. A climb will cost approximately 100 KCAS. If this is not managed, the pilot will either overshoot the bandit or arrive too slow to sustain a competitive turn rate. Adjust entry speed before the turn-in accordingly. The fastest way to build speed without turning is to unload the aircraft — do this in the seconds between the turn-in and the merge.&lt;br /&gt;
&lt;br /&gt;
Lateral turning room is always built to the inside of the bandit&#039;s turn circle. There is no useful lateral room to the outside.&lt;br /&gt;
&lt;br /&gt;
=== Determining Fight Geometry ===&lt;br /&gt;
At the merge, the direction the bandit turns determines the geometry of the fight. &#039;&#039;&#039;The last aircraft to turn decides whether the engagement becomes a one-circle or two-circle fight.&#039;&#039;&#039; This is a deliberate choice — a pilot who executes a lead turn gives up the ability to choose the fight geometry, because the bandit turns last. The lead turn advantage is generally worth this tradeoff.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bandit turns toward you&#039;&#039;&#039; → two-circle fight. Both aircraft chase each other&#039;s tails. Ground track resembles two separate circles.&lt;br /&gt;
* &#039;&#039;&#039;Bandit turns away from you&#039;&#039;&#039; → one-circle fight. Both aircraft circle back toward each other for a second nose-to-nose pass. Ground track resembles a single circle.&lt;br /&gt;
&lt;br /&gt;
Identifying which geometry has been established requires only one visual check: if the bandit is nose-to-tail relative to you, it is a two-circle fight. If it is nose-to-nose, it is a one-circle fight.&lt;br /&gt;
&lt;br /&gt;
=== Losing Tally ===&lt;br /&gt;
Losing visual on the bandit in a turning fight is dangerous. Two rules apply immediately:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not fly straight and level while searching.&#039;&#039;&#039; Straight flight makes the defender&#039;s job trivial. Maintain the turn at all times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Search along the turn circle.&#039;&#039;&#039; The bandit&#039;s most likely position is in the high-probability kill zone behind and above — the high-Pk WEZ. When the area behind you is clear, scan upward along the turn circle. The bandit will be somewhere along that arc if still engaged.&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BFM&amp;diff=399</id>
		<title>Procedures/78th/A2A/BFM</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BFM&amp;diff=399"/>
		<updated>2026-05-23T17:10:40Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* Maneuver Selection Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== BFM I — Energy and the EM Diagram ==&lt;br /&gt;
This part is based on [https://youtube.com/playlist?list=PLd5Qdmhmp3Y5-SDJjOzuUqV3m3mmuieTQ&amp;amp;si=FNdYqWagls5zNQjG this] video series by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Every decision in a dogfight is an energy decision. An aircraft&#039;s energy state is expressed primarily as airspeed and altitude. The faster and higher you are, the more potential energy you have to maneuver. Energy buys turn rate, separation, and shot opportunities. Waste Energy and you will loose.&lt;br /&gt;
&lt;br /&gt;
The First principle of BFM is simple: &#039;&#039;&#039;build energy and save it until you have a reason to spend it.&#039;&#039;&#039; That reason is either a shot on the bandit or denying a shot on yourself. If neither opportunity exists, maintain or build energy. Do not waste.&lt;br /&gt;
&lt;br /&gt;
=== The Energy Maneuverability (EM) Diagram ===&lt;br /&gt;
The EM diagram is the definitive tool for understanding how an aircraft performs in a turning fight. It maps turn rate against airspeed for a specific set of parameters: aircraft weight, altitude, throttle setting, and configuration. Every number on the chart is only valid for those exact conditions.&lt;br /&gt;
&lt;br /&gt;
For the F-16C in DCS the reference diagram is: &#039;&#039;&#039;Full AB · Clean · Sea Level · 12300 kg&#039;&#039;&#039;&lt;br /&gt;
[[File:F16 EM Diagram.png|center|frameless|945x945px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key performance figures from this diagram:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Value&lt;br /&gt;
!Condition&lt;br /&gt;
|-&lt;br /&gt;
|Max instantaneous turn rate&lt;br /&gt;
|24°/s&lt;br /&gt;
|393 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|Max sustained turn rate&lt;br /&gt;
|18°/s&lt;br /&gt;
|523 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|Min sustained turn radius&lt;br /&gt;
|1,462 ft&lt;br /&gt;
|246 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|Min turn radius&lt;br /&gt;
|1,399 ft&lt;br /&gt;
|169 KCAS&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The F-16&#039;s G-limiter schedule is not fully reflected in the upper portion of this diagram. Maximum instantaneous performance may be lower than indicated in practice. The DCS implementation of the F-16 Flight Model also severely limits the F16&#039;s Sustained turn rate.&lt;br /&gt;
&lt;br /&gt;
=== Reading the Diagram ===&lt;br /&gt;
&lt;br /&gt;
==== The Axes ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Horizontal axis&#039;&#039;&#039;: airspeed in Mach (lower) and KCAS (higher)&lt;br /&gt;
* &#039;&#039;&#039;Vertical axis&#039;&#039;&#039;: turn rate in degrees per second (°/s)&lt;br /&gt;
&lt;br /&gt;
Moving up on the chart means higher turn rate.&lt;br /&gt;
&lt;br /&gt;
==== The Lines ====&lt;br /&gt;
&#039;&#039;&#039;The Envelope (red)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The outer boundary of what the aircraft can physically do. It is shaped by three limits:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Structural G limit&#039;&#039;&#039; is the maximum G the airframe can sustain; forms the upper-right boundary&lt;br /&gt;
* &#039;&#039;&#039;Angle of attack limit&#039;&#039;&#039; — the stall boundary; forms the left boundary&lt;br /&gt;
* &#039;&#039;&#039;Speed limit (Vmax)&#039;&#039;&#039; — the right-side boundary (going supersonic will nearly always kill both your turn rate and radius and is not desirable)&lt;br /&gt;
&lt;br /&gt;
No matter what the pilot does, the aircraft cannot operate outside the red envelope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Radius Lines (brown)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These straight lines show turn radius in feet at any given point on the chart. Moving up and left gives a smaller radius.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;G-Load Lines (gray)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Indicate how many G must be pulled to reach that point on the chart. To achieve a Instantaneous Turn rate of 20° at 400CAS the aircraft needs to pull about 7.5G&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ps Lines (solid black)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specific excess power lines are the most important lines on the chart. They show whether the aircraft is gaining or losing energy at any given combination of speed and G.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ps = 0&#039;&#039;&#039; — the aircraft is exactly maintaining its energy state. This is the sustained turn line. The maximum turn rate achievable while sustaining speed and altitude sits on this line.&lt;br /&gt;
* &#039;&#039;&#039;Ps &amp;gt; 0 (positive numbers)&#039;&#039;&#039; — the aircraft is gaining energy. It can accelerate or climb while maintaining the current turn.&lt;br /&gt;
* &#039;&#039;&#039;Ps &amp;lt; 0 (negative numbers)&#039;&#039;&#039; — the aircraft is losing energy. It is spending saved energy for extra turn performance. This is temporary and cannot be maintained indefinitely.&lt;br /&gt;
&lt;br /&gt;
Anything above the Ps = 0 line is an energy expenditure. The higher above it you go, the faster you bleed speed.&lt;br /&gt;
&lt;br /&gt;
=== Corner Velocity ===&lt;br /&gt;
Corner velocity is the airspeed at which the aircraft achieves its maximum instantaneous turn rate — the peak of the envelope. For the F-16C at sea level this occurs at &#039;&#039;&#039;401CAS&#039;&#039;&#039;, producing &#039;&#039;&#039;24°/s&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For the maximum Instantaneous turn the DCS Flight model requires the pilot to pull 9G and decent with over 1200ft/s which is in any way not sustainable unless the a significant amount of Altitude has been built up. DO NOT use this unless you need to safe your life.  &lt;br /&gt;
&lt;br /&gt;
=== Sustained Turn Rate ===&lt;br /&gt;
The sustained turn rate is the maximum turn rate the aircraft can maintain indefinitely without losing speed or altitude. For the F-16C at sea level this is &#039;&#039;&#039;18°/s @ 523 KCAS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In practice, sustained operations happen on or near the Ps = 0 line. The pilot&#039;s job is to find and hold that point. Sadly in DCS to hold and maintain that line is impossible. To Fly Perfect Sustained Turn Rate you need to pull 9G in full afterburner. You will know that you hit the perfect speed if, at max pull, in a level turn, the Jet neither gains nor looses Max energy. &lt;br /&gt;
&lt;br /&gt;
A sustained 9G turn will black out any pilot. To Compensate the Pilot should fly slighly below the Optimal Speed allowing for higher turn rate while loosing a small amount of energy. Once the Jet reaches around 70-80 KTS below optimal speed the pilot should reduce the pull to about 6G for maximum recovery speed. While only pulling 6G the jet will gain energy fast. Once back at optimal speed continue to pull 9G. &lt;br /&gt;
&lt;br /&gt;
If you overshoot the Optimal Speed you will notice that even at max pull the aircraft is still gaining airspeed. In this case execute a spiral climb to return back to Optimal Speed while utilizing the excess Energy.&lt;br /&gt;
&lt;br /&gt;
If you undershoot the Optimal Speed you will notice that at max pull the aircraft is loosing airspeed fast. Either Reduce pull back to 6G until at better speed or trade altitude for extra Energy. &lt;br /&gt;
&lt;br /&gt;
=== Instantaneous vs Sustained ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Instantaneous&lt;br /&gt;
!Sustained&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Definition&#039;&#039;&#039;&lt;br /&gt;
|Maximum turn rate achievable at any moment&lt;br /&gt;
|Maximum turn rate maintainable indefinitely&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;F-16C value (sea level)&#039;&#039;&#039;&lt;br /&gt;
|24°/s @ 393 KCAS&lt;br /&gt;
|18°/s @ 523 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Energy cost&#039;&#039;&#039;&lt;br /&gt;
|High: Far above Ps = 0, bleeding speed fast (expect around 50kts/s)&lt;br /&gt;
|None if optimally flown on Ps = 0 line&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;When to use&#039;&#039;&#039;&lt;br /&gt;
|Short bursts for a shot opportunity or to deny a shot&lt;br /&gt;
|Default gameplan in any sustained turning fight&lt;br /&gt;
|}&lt;br /&gt;
Instantaneous turn rate is spending saved energy. It is a powerful tool but a temporary one. A pilot who pulls to instantaneous continuously will bleed to low speed, and lose the fight on energy.&lt;br /&gt;
&lt;br /&gt;
=== How Altitude and Stores Affect the Diagram ===&lt;br /&gt;
The reference diagram is for sea level, clean, full AB. Both altitude and external stores degrade performance:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Altitude&#039;&#039;&#039;: thinner air reduces lift and engine thrust. Turn rate and sustained performance both decrease. The same airspeed produces a larger turn radius at altitude. &lt;br /&gt;
* &#039;&#039;&#039;Weight:&#039;&#039;&#039; Fuel or Stores will both make you heavy. The heavier you are the worse the performance. As you burn fuel the optimum Sustained turn rate Speed will decrease into manageable Levels. &lt;br /&gt;
&lt;br /&gt;
=== Practical Application ===&lt;br /&gt;
In the fight itself: &#039;&#039;&#039;treat energy like money.&#039;&#039;&#039; Build it, save it, and spend it only when the return is worth it. A valid shot, or surviving by denying the adversary a shot oportunity. Spending energy for no tactical gain is a losing strategy.&lt;br /&gt;
&lt;br /&gt;
== BFM II — Angles and Geometry ==&lt;br /&gt;
&lt;br /&gt;
=== Angles and Definitions ===&lt;br /&gt;
&lt;br /&gt;
[[File:Angles.webp|frameless|715x715px]]&lt;br /&gt;
&lt;br /&gt;
==== Antenna Train Angle (ATA) ====&lt;br /&gt;
The ATA is the position of the bandit left or right of the fighter&#039;s nose on the radar display. ATA 0 means the target is dead ahead. ATA 30R means the target is 30° to the right of your nose.&lt;br /&gt;
&lt;br /&gt;
The ATA is a property of your own aircraft&#039;s orientation. It changes when &#039;&#039;&#039;you&#039;&#039;&#039; maneuver. It does not change instantaneously when the bandit maneuvers.&lt;br /&gt;
&lt;br /&gt;
On the F-16 FCR, ATA is read on the horizontal axis.&lt;br /&gt;
&lt;br /&gt;
==== Target Aspect (TA) ====&lt;br /&gt;
Target Aspect, not to confuse with Aspect Angle is how the bandit appears from your perspective. Specifically, the angle from the bearing line of the fighter to the &#039;&#039;&#039;nose&#039;&#039;&#039; of the target. It describes which part of the bandit you are looking at.&lt;br /&gt;
&lt;br /&gt;
* TA 0 —you are looking at the bandit&#039;s nose (head-on)&lt;br /&gt;
* TA 90 — you are looking at the bandit&#039;s side&lt;br /&gt;
* TA 180 — you are looking at the bandit&#039;s tail (pure stern)&lt;br /&gt;
&lt;br /&gt;
TA is signed left or right depending on which side of the bandit you are observing.&lt;br /&gt;
&lt;br /&gt;
Unlike ATA, Target Aspect is &#039;&#039;&#039;entirely determined by the bandit&#039;s heading&#039;&#039;&#039; relative to the bearing line between you. You cannot change it instantaneously. You can only influence it over time by maneuvering to change the geometry.&lt;br /&gt;
&lt;br /&gt;
The F-16 does not display TA directly. It displays the &#039;&#039;&#039;Aspect Angle (AA)&#039;&#039;&#039;, which is the supplementary angle of TA (AA = 180° − TA). A tail-aspect shot has AA 0; a head-on shot has AA 180.&lt;br /&gt;
[[File:AAvsTA.webp|thumb|600x600px]]&lt;br /&gt;
Common TA labels used in brevity:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!TA&lt;br /&gt;
!AA&lt;br /&gt;
!Label&lt;br /&gt;
|-&lt;br /&gt;
|0°–30°&lt;br /&gt;
|150°–180°&lt;br /&gt;
|Hot&lt;br /&gt;
|-&lt;br /&gt;
|31°–75°&lt;br /&gt;
|105°–149°&lt;br /&gt;
|Flank&lt;br /&gt;
|-&lt;br /&gt;
|76°–110°&lt;br /&gt;
|70°–104°&lt;br /&gt;
|Beam&lt;br /&gt;
|-&lt;br /&gt;
|111°–150°&lt;br /&gt;
|30°–69°&lt;br /&gt;
|Drag&lt;br /&gt;
|-&lt;br /&gt;
|151°–180°&lt;br /&gt;
|0°–29°&lt;br /&gt;
|Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cut ====&lt;br /&gt;
Cut is the angle from the &#039;&#039;&#039;Fighter Heading (FH)&#039;&#039;&#039; to the &#039;&#039;&#039;Bandit Reciprocal (BR)&#039;&#039;&#039;. It describes where your nose is pointing relative to the bandit&#039;s course.&lt;br /&gt;
&lt;br /&gt;
Cut is an older concept but remains one of the most useful tools for predicting how the geometry will evolve. Three reference cases:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cut greater than Collision Course&#039;&#039;&#039; — your nose is in front of the bandit. Over time, TA decreases and Lateral Separation decreases. You are closing the geometry aggressively.&lt;br /&gt;
* &#039;&#039;&#039;Cut equal to Collision Course&#039;&#039;&#039; — the magic case. TA is captured: it does not change. Lateral Separation decreases. If co-altitude, you will eventually collide.&lt;br /&gt;
* &#039;&#039;&#039;Cut less than Collision Course (Zero-Cut / Parallel)&#039;&#039;&#039; — your nose points at the bandit&#039;s reciprocal. TA increases over time. Lateral Separation is captured: it does not change.&lt;br /&gt;
* &#039;&#039;&#039;Cut-Away&#039;&#039;&#039; — your nose points away from the bandit entirely. Both TA and Lateral Separation increase. Used to build angles or lateral room.&lt;br /&gt;
&lt;br /&gt;
==== Degrees to Go (DTG) / Heading Crossing Angle (HCA) ====&lt;br /&gt;
DTG is the number of degrees the fighter needs to turn to be &#039;&#039;&#039;parallel&#039;&#039;&#039; to the bandit&#039;s flight path. It is the supplementary angle of Cut. A useful memory aid: &#039;&#039;Degrees to Go — where? Parallel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Lateral Separation (LS) ====&lt;br /&gt;
Lateral Separation is the perpendicular distance between the two flight paths. It determines how much maneuvering room exists for a conversion. It is approximated as:&lt;br /&gt;
  LS (ft) = TA × SR × 100&lt;br /&gt;
Where SR is slant range in nautical miles. Lateral Separation matters most when planning a stern conversion or assessing whether a shot is geometrically viable.&lt;br /&gt;
&lt;br /&gt;
==== Direction of Passage (DOP) ====&lt;br /&gt;
DOP describes the direction the bandit would cross your flight path if neither aircraft maneuvered. Called as left-to-right or right-to-left. Useful shorthand for building SA quickly.&lt;br /&gt;
&lt;br /&gt;
==== Slant Range (SR) ====&lt;br /&gt;
[[File:SlantRange.webp|thumb|500x500px|center]]&lt;br /&gt;
The straight line-of-sight distance between the two aircraft in three-dimensional space. On the F-16 FCR this is the range displayed on the scope.&lt;br /&gt;
&lt;br /&gt;
=== Pursuit Types ===&lt;br /&gt;
[[File:Pursuit.webp|thumb|700x700px|center]]&lt;br /&gt;
The type of pursuit describes where your nose is pointing relative to the target. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Pursuit Type&lt;br /&gt;
!Nose Position&lt;br /&gt;
!Common Use&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lead Pursuit&#039;&#039;&#039;&lt;br /&gt;
|In front of the target&lt;br /&gt;
|Collision Course, gun employment from RQ&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Pursuit&#039;&#039;&#039;&lt;br /&gt;
|Directly at the target&lt;br /&gt;
|Simple conversions; commonly overused by new pilots&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lag Pursuit&#039;&#039;&#039;&lt;br /&gt;
|Behind the target&lt;br /&gt;
|Geometry management, WVR maneuvering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BFM III — Offensive BFM ==&lt;br /&gt;
Offensive BFM begins with you in a position of advantage. The bandit is somewhere in your forward hemisphere and your job is to convert that advantage into a weapons solution before he can deny it.&lt;br /&gt;
&lt;br /&gt;
=== The Turn Circle ===&lt;br /&gt;
Every maneuvering aircraft has a turn circle, the circular path it is flying at any given moment. To employ weapons on the bandit you must get inside his turn circle, or at minimum align with it. Getting outside means you are turning wider than he is and falling behind.&lt;br /&gt;
&lt;br /&gt;
The cue for turn circle entry is a high LOS rate (see below). As you approach the edge of the bandit&#039;s circle the bandit will begin moving rapidly across your field of view. Turn at that moment. Turn too early and you cross inside his radius, giving him a reversal opportunity. Turn too late and you end up outside his circle with AA too high to employ.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight Rate ===&lt;br /&gt;
Line of Sight (LOS) rate is the speed at which the bandit moves across your field of view. It is one of the most important diagnostic tools in BFM and appears throughout offensive, defensive, and high aspect engagements.&lt;br /&gt;
&lt;br /&gt;
A high LOS rate means the bandit is moving quickly across your canopy. A low or zero LOS rate means the bandit is stable relative to your nose. LOS rate tells you two things:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Where are you relative to the bandit&#039;s turn circle&#039;&#039;&#039;? A sudden spike in LOS rate signals that you have reached the edge of his turn circle. Inside his circle, LOS rate is high. Outside it, LOS rate is low.&lt;br /&gt;
* &#039;&#039;&#039;What is the Geometry doing?&#039;&#039;&#039; Aft LOS movement means the bandit is drifting toward your 6; forward LOS movement means he is drifting toward your 12. The direction and speed of that drift tells you whether the geometry is improving or deteriorating.&lt;br /&gt;
&lt;br /&gt;
Learning to read LOS rate is not an instrument skill. It is a visual habit and requires practice.&lt;br /&gt;
&lt;br /&gt;
=== The Control Zone ===&lt;br /&gt;
The control zone is the offensive firing position, located in the bandit&#039;s rear quarter. From the control zone you have sufficient range for weapon employment, a manageable aspect angle, and controlled closure.&lt;br /&gt;
&lt;br /&gt;
Getting into the control zone is not enough. You must &#039;&#039;&#039;assess&#039;&#039;&#039; before employing. The assessment uses the &#039;&#039;&#039;Rule of Threes&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Value&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Range&lt;br /&gt;
|~3,000 ft&lt;br /&gt;
|Read from HUD or FCR&lt;br /&gt;
|-&lt;br /&gt;
|Aspect Angle&lt;br /&gt;
|≤30°&lt;br /&gt;
|Draw an imaginary box around the bandit — square silhouette means ~30° AA&lt;br /&gt;
|-&lt;br /&gt;
|Closure&lt;br /&gt;
|Steady and controlled&lt;br /&gt;
|Not increasing, not zero&lt;br /&gt;
|}&lt;br /&gt;
All three must be satisfied before moving in for a gun solution. If any are not met, reposition first.&lt;br /&gt;
&lt;br /&gt;
=== Repositions ===&lt;br /&gt;
Repositions are controlled adjustments to fix range, closure, or aspect problems from the control zone.&lt;br /&gt;
&lt;br /&gt;
==== Lead Reposition ====&lt;br /&gt;
Used when the bandit is pulling away and range is increasing. Pull lead pursuit to close the gap. Do not overshoot.&lt;br /&gt;
&lt;br /&gt;
==== Lag Reposition ====&lt;br /&gt;
Used when closure is too high. Pull lag pursuit to slow closure and improve aspect. The bandit will drift aft in your field of view. Reassess once closure is controlled.&lt;br /&gt;
&lt;br /&gt;
==== Ease Reposition ====&lt;br /&gt;
Used when range and closure are acceptable but aspect is slightly high. Ease back on the stick to widen your turn circle slightly. AA will decrease as the geometry opens. Once AA is acceptable, resume the original pull and reassess. This is a small correction — if aspect is significantly high, use a lag reposition instead.&lt;br /&gt;
&lt;br /&gt;
=== Visual Aspect Estimation ===&lt;br /&gt;
Without looking at instruments, AA can be estimated by the shape of the bandit&#039;s silhouette:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rectangle&#039;&#039;&#039; (fuselage longer than wingspan) means AA is above 30°, too high for a clean gun solution&lt;br /&gt;
* &#039;&#039;&#039;Square&#039;&#039;&#039; (fuselage approximately equal to wingspan) means AA is approximately 30°, Rule of Threes satisfied&lt;br /&gt;
* &#039;&#039;&#039;Narrowing toward a point&#039;&#039;&#039; means AA is near 0°, pure tail-aspect&lt;br /&gt;
&lt;br /&gt;
This visual check is faster than any instrument cross-check in a close turning fight.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Employment ===&lt;br /&gt;
&lt;br /&gt;
==== Heat Seeker (FOX-2) ====&lt;br /&gt;
A valid FOX-2 shot requires a confirmed seeker tone and AA within the missile&#039;s acquisition envelope, typically ≤60° for rear-quarter shots. Do not fire without tone. At significant AA the seeker may struggle to acquire, so use a lag or ease reposition to reduce AA before attempting the shot.&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
A valid gun solution requires the Rule of Threes to be fully satisfied with the pipper placed on the bandit. In a turning fight this requires lead pursuit. Your nose must be ahead of the bandit&#039;s projected path, not pointed at him. The amount of lead required varies with range and closure rate.&lt;br /&gt;
&lt;br /&gt;
A tracking shot requires the pipper to remain on the bandit for a sustained period. A snapshot is a momentary pipper-on opportunity taken when it presents itself, lower probability but sometimes the only option available.&lt;br /&gt;
&lt;br /&gt;
=== The Quarter Plane ===&lt;br /&gt;
The quarter plane is a last-resort maneuver used when closure rate has become dangerously high and an overshoot is imminent. It is not a reposition.&lt;br /&gt;
&lt;br /&gt;
The cue to act is approximately 1,000 ft of range, at which point the bandit&#039;s wingspan will fill roughly half the EEGS funnel on the HUD.&lt;br /&gt;
&lt;br /&gt;
Execution:&lt;br /&gt;
&lt;br /&gt;
# Roll wings level with the horizon&lt;br /&gt;
# Set idle power&lt;br /&gt;
# Pull maximum performance up and out of the bandit&#039;s plane of motion&lt;br /&gt;
&lt;br /&gt;
This arrests closure and separates you vertically from the bandit&#039;s plane. Once clear, roll back into a turn toward the bandit and reassess. The quarter plane costs significant energy and altitude. Use it only when nothing else will prevent the overshoot.&lt;br /&gt;
&lt;br /&gt;
=== Common Errors ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Error&lt;br /&gt;
!Consequence&lt;br /&gt;
!Correction&lt;br /&gt;
|-&lt;br /&gt;
|Late turn circle entry&lt;br /&gt;
|End up outside the bandit&#039;s circle with AA too high&lt;br /&gt;
|Watch for the LOS rate spike and turn at that moment&lt;br /&gt;
|-&lt;br /&gt;
|Early turn circle entry&lt;br /&gt;
|Cross inside bandit&#039;s radius, give him a reversal picture&lt;br /&gt;
|Wait for the LOS rate spike&lt;br /&gt;
|-&lt;br /&gt;
|Firing without satisfying Rule of Threes&lt;br /&gt;
|Low probability shot&lt;br /&gt;
|Reposition first, assess before employing&lt;br /&gt;
|-&lt;br /&gt;
|Pure pursuit at significant AA&lt;br /&gt;
|Missile must curve hard, degraded effectiveness&lt;br /&gt;
|Use CC or LC geometry for missile employment&lt;br /&gt;
|-&lt;br /&gt;
|Uncontrolled closure&lt;br /&gt;
|Overshoot, offensive position lost&lt;br /&gt;
|Use lag reposition early, quarter plane as last resort&lt;br /&gt;
|-&lt;br /&gt;
|Spending energy without reason&lt;br /&gt;
|Slow speed, large radius, advantage lost&lt;br /&gt;
|Maintain AB, only pull above sustained rate for a specific reason&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BFM IV — Defensive BFM ==&lt;br /&gt;
This part is based on [https://www.youtube.com/playlist?list=PLd5Qdmhmp3Y5-SDJjOzuUqV3m3mmuieTQ this] video series by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
The objectives of defensive BFM are, in order of priority: survive, deny the bandit a weapons solution, and create the conditions for a role reversal. Survival is the primary objective. A fighter that remains in the fight presents a continuous problem to the attacker — he must maintain focus on the defender, consuming energy and attention that could otherwise be used offensively. Every second the defender survives is a second for supporting elements to close.&lt;br /&gt;
&lt;br /&gt;
=== The Defensive Gameplan ===&lt;br /&gt;
The foundation of defensive BFM is the sustained rate turn. The defender should establish and maintain best sustained turn rate as the default gameplan. This accomplishes two things simultaneously: it maximizes the defender&#039;s turn performance for the duration of the engagement, and it preserves energy for subsequent maneuvering.&lt;br /&gt;
&lt;br /&gt;
Deviation from the sustained rate gameplan should only occur when a specific threat — an imminent gun or missile shot — requires a more aggressive response. Expending energy prematurely leaves the defender slow, with a large turn radius and reduced options.&lt;br /&gt;
&lt;br /&gt;
=== Cross-Check Discipline ===&lt;br /&gt;
In defensive BFM the pilot&#039;s attention is predominantly outside the cockpit on the bandit. However, three parameters must be periodically cross-checked throughout the engagement:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Significance&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lift Vector&#039;&#039;&#039;&lt;br /&gt;
|Determines plane of motion and available turn rate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;G&#039;&#039;&#039;&lt;br /&gt;
|Confirms correct turn performance is being applied&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Airspeed&#039;&#039;&#039;&lt;br /&gt;
|Identifies energy state; confirms sustained rate speed is maintained&lt;br /&gt;
|}&lt;br /&gt;
The cross-check must not interrupt tally on the bandit for extended periods. Brief instrument scans returning immediately to visual are the correct technique. Loss of tally in a defensive engagement is a significant threat to survival.&lt;br /&gt;
&lt;br /&gt;
=== Altitude Management ===&lt;br /&gt;
Altitude is a reserve of potential energy. Trading altitude for airspeed in a defensive turn temporarily increases available turn rate above the Ps = 0 line by lowering the lift vector below the horizon. This option is only available until the floor is reached. At that point the defender is constrained to a level sustained rate turn and loses the altitude trading option entirely.&lt;br /&gt;
&lt;br /&gt;
=== Reading the Bandit&#039;s Intentions ===&lt;br /&gt;
The defender must continuously assess the bandit&#039;s pursuit course to anticipate his next action. The pursuit course is read visually:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Pursuit Course&lt;br /&gt;
!Visual Cue&lt;br /&gt;
!Likely Intent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure pursuit&#039;&#039;&#039;&lt;br /&gt;
|Narrow nose-on profile&lt;br /&gt;
|Missile shot setup; seeker acquisition in progress&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lead pursuit&#039;&#039;&#039;&lt;br /&gt;
|Bandit&#039;s belly visible; nose pulled ahead of defender&lt;br /&gt;
|Gun shot imminent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lag pursuit&#039;&#039;&#039;&lt;br /&gt;
|Top of bandit&#039;s aircraft visible; aft LOS movement&lt;br /&gt;
|Controlling closure; repositioning for follow-on attack&lt;br /&gt;
|}&lt;br /&gt;
Transition from lag to pure to lead is the signature sequence of an impending gun attack. Recognition of this sequence is the primary defensive cross-check task outside the cockpit.&lt;br /&gt;
&lt;br /&gt;
Range assessment is equally important. The bandit&#039;s size relative to your field of view gives a continuous indication of closure. A bandit that fills a significant portion of your view is inside 2,500 ft and approaching gun parameters.&lt;br /&gt;
&lt;br /&gt;
=== Maneuvers ===&lt;br /&gt;
&lt;br /&gt;
==== Tighten Down ====&lt;br /&gt;
The tighten down is the first and most conservative response to a bandit closing into gun parameters. It is executed by increasing back pressure on the stick while already in a sustained rate turn, transitioning from sustained rate to a higher instantaneous turn rate.&lt;br /&gt;
&lt;br /&gt;
The tighten down achieves two simultaneous effects. First, it rotates the defender&#039;s vulnerable rear quarter away from the attacker, driving the bandit outside the weapon employment zone. Second, the sudden airspeed reduction caused by the increased G creates a high closure rate problem for the attacker, forcing him to reposition to satisfy the Rule of Threes. This repositioning produces aft LOS movement and potentially a reversal picture.&lt;br /&gt;
&lt;br /&gt;
The tighten down is an energy expenditure. It should be released once the immediate threat is defeated, returning to slightly below sustained rate and allowing AB to restore the energy state.&lt;br /&gt;
&lt;br /&gt;
==== Out-of-Plane Maneuver (OOP) ====&lt;br /&gt;
The out-of-plane maneuver removes the defender from the attacker&#039;s plane of motion, forcing the attacker to reset his geometry. In a sustained rate turn both aircraft are operating in approximately the same plane of motion. Moving out of that plane disrupts the attacker&#039;s sight picture and solution geometry.&lt;br /&gt;
&lt;br /&gt;
Execution:&lt;br /&gt;
&lt;br /&gt;
# Unload the aircraft — reduce back pressure to below 1G&lt;br /&gt;
# Reposition the lift vector off the bandit, above or below his plane of motion&lt;br /&gt;
# Apply smooth back pressure to establish a turn in the new plane of motion&lt;br /&gt;
# Allow sufficient time for the aircraft to develop movement in the new plane before any follow-on maneuver&lt;br /&gt;
# Assess LOS rate and bandit pursuit course in the new plane&lt;br /&gt;
&lt;br /&gt;
The unloaded roll is critical. Rolling while pulling G consumes energy without producing useful turning room. The unload must precede the roll.&lt;br /&gt;
&lt;br /&gt;
Upon establishing the new plane of motion, assess for a reversal opportunity. If high aft LOS rate combined with high HCA and close range is observed, a reversal may be executed. Otherwise, continue maneuvering in the new plane.&lt;br /&gt;
&lt;br /&gt;
==== Jink ====&lt;br /&gt;
The jink is a last-resort maneuver executed when a gun shot is assessed as imminent and neither the tighten down nor the OOP has defeated the attacker&#039;s solution. It combines elements of both into a single aggressive sequence designed to spoil the attacker&#039;s plane of motion and create a closure problem simultaneously.&lt;br /&gt;
&lt;br /&gt;
Execution:&lt;br /&gt;
&lt;br /&gt;
# Set throttle to idle&lt;br /&gt;
# Unload the aircraft&lt;br /&gt;
# Position the lift vector below the bandit&lt;br /&gt;
# Apply maximum onset rate back pressure and hold until aerodynamic buffet onset&lt;br /&gt;
&lt;br /&gt;
The resulting airspeed reduction is severe and deliberate. The attacker is presented with a sudden, unforecast closure rate and a simultaneous change in plane of motion. If the attacker does not immediately reposition he will overshoot. If he does reposition, aft LOS movement will develop and a reversal picture may emerge.&lt;br /&gt;
&lt;br /&gt;
If a reversal picture does not present after the first jink, execute a second jink to the opposite side:&lt;br /&gt;
&lt;br /&gt;
# Idle power maintained&lt;br /&gt;
# Unload&lt;br /&gt;
# Reposition lift vector to the opposite side of the bandit&lt;br /&gt;
# Maximum onset back pressure&lt;br /&gt;
&lt;br /&gt;
Continue until the attacker is forced into lag or a reversal picture develops. The jink sequence trades altitude at a high rate. Do not initiate within 1,500 to 2,000 ft of the floor. The jink is the highest energy expenditure maneuver in defensive BFM and is reserved strictly for imminent gun shot situations.&lt;br /&gt;
&lt;br /&gt;
=== The Reversal ===&lt;br /&gt;
A reversal is a turn at an opportune moment in the opposite direction, executed to transition from a defensive position to a neutral or offensive one. Correctly timed, a reversal exploits the attacker&#039;s angles and closure to reposition the defender onto an advantageous bearing. Incorrectly timed, it degrades the defender&#039;s position further.&lt;br /&gt;
&lt;br /&gt;
The opportunity for a correct reversal is rare and may only be available for a few seconds. More often than not a reversal will degrade the situation rather than improve it. Patience and recognition of the correct picture are essential.&lt;br /&gt;
&lt;br /&gt;
==== The Reversal Picture ====&lt;br /&gt;
The reversal picture is the combination of visual conditions that indicate a reversal opportunity exists:&lt;br /&gt;
&lt;br /&gt;
* High heading crossing angle (HCA), combined with&lt;br /&gt;
* Close range, and or high aft LOS rate&lt;br /&gt;
&lt;br /&gt;
A practical assessment question: &#039;&#039;does it appear that the bandit will cross behind my tail with minimal assistance from me?&#039;&#039; If the answer is yes, execute. If there is any doubt, do not reverse. A premature reversal presents the attacker with a stable, predictable target and makes his job easier.&lt;br /&gt;
&lt;br /&gt;
==== Execution ====&lt;br /&gt;
The reversal is executed using an unloaded roll:&lt;br /&gt;
&lt;br /&gt;
# Reduce back pressure to unload the aircraft&lt;br /&gt;
# Roll to the opposite direction&lt;br /&gt;
# Resume back pressure once established in the new turn&lt;br /&gt;
# Shift visual focus to the opposite side to regain tally on the bandit&lt;br /&gt;
&lt;br /&gt;
Lift vector placement after the reversal depends on range. At close range, position the lift vector above or below the bandit to build turning room before pulling into his plane of motion. At greater range, place the lift vector directly on the bandit.&lt;br /&gt;
&lt;br /&gt;
A successful reversal will typically result in a scissors — a neutral position from which either pilot may gain an advantage. This is a significant improvement over the defensive.&lt;br /&gt;
&lt;br /&gt;
=== Maneuver Selection Summary ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Situation&lt;br /&gt;
!Maneuver&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Bandit in lag or pure pursuit, not yet in gun parameters&lt;br /&gt;
|Sustained rate turn&lt;br /&gt;
|Conserve energy; maintain cross-check&lt;br /&gt;
|-&lt;br /&gt;
|Bandit transitioning to lead pursuit, gun shot developing&lt;br /&gt;
|Tighten down&lt;br /&gt;
|First response; moderate energy cost&lt;br /&gt;
|-&lt;br /&gt;
|Tighten down insufficient; bandit maintaining solution&lt;br /&gt;
|Out-of-plane maneuver&lt;br /&gt;
|Disrupts attacker geometry; assess for reversal&lt;br /&gt;
|-&lt;br /&gt;
|Gun shot imminent; no other option&lt;br /&gt;
|Jink&lt;br /&gt;
|Last resort; high energy cost; do not use prematurely&lt;br /&gt;
|-&lt;br /&gt;
|Reversal picture present&lt;br /&gt;
|Reversal&lt;br /&gt;
|Execute with unloaded roll; if in doubt, do not reverse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BFM V — High Aspect BFM ==&lt;br /&gt;
This part is based on [https://www.youtube.com/playlist?list=PLd5Qdmhmp3Y5-SDJjOzuUqV3m3mmuieTQ this] video series by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
High aspect BFM occurs when neither aircraft has a positional advantage at the merge. Both aircraft are nose-to-nose and the engagement begins from a neutral position. The name comes from the fact that at the merge, both aircraft are presenting high aspect to each other.&lt;br /&gt;
&lt;br /&gt;
There are two reasons a pilot ends up in a high aspect fight. Either the bandit turns his nose toward you at the conclusion of a BVR intercept, or a BFM error led to the loss of an offensive position. The response is the same in either case.&lt;br /&gt;
&lt;br /&gt;
=== The Lead Turn ===&lt;br /&gt;
The lead turn is the single most important concept in high aspect BFM. It is executed before the merge and determines the starting position of the fight.&lt;br /&gt;
&lt;br /&gt;
Rather than waiting until the bandit&#039;s 3-9 line to begin turning — which produces a neutral merge — the pilot initiates the turn early. This builds an angular advantage before the first pass. At the sustained turn rate of the F-16, every additional second of turn produces more than 10° of angular advantage that the bandit must make up. Even two seconds of early turning can produce an advantage that a bandit in the same aircraft cannot recover from.&lt;br /&gt;
&lt;br /&gt;
The lead turn cue is a rapidly increasing LOS rate from 11 to 10 o&#039;clock for a left-side pass, or 1 to 2 o&#039;clock for a right-side pass. This is the correct moment to turn. Turning too late leaves you behind the bandit with an energy problem. Turning too early gives the bandit a reversal picture.&lt;br /&gt;
&lt;br /&gt;
If the lead turn is started too late there is little that can be done — accept the problem and manage it. If the lead turn is started too early, ease off the G momentarily until the bandit&#039;s LOS rate resumes, then resume the pull.&lt;br /&gt;
&lt;br /&gt;
When executed correctly, the lead turn produces a &#039;&#039;&#039;stern conversion&#039;&#039;&#039; — the pilot arrives at the bandit&#039;s six o&#039;clock within gun range without requiring further maneuvering.&lt;br /&gt;
&lt;br /&gt;
=== Turning Room ===&lt;br /&gt;
Turning room is the separation between the two aircraft that is available to turn into. It can be built vertically or laterally, but not to the outside of the bandit&#039;s turn circle — floating to the outside gives the bandit more time and reduces the available turning room before the merge.&lt;br /&gt;
&lt;br /&gt;
Vertical turning room is built during the check-away turn by climbing or descending. The direction of the climb or descent affects energy state at the merge, which must be managed using the &#039;&#039;&#039;energy atom&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Descending toward the bandit: expect to arrive approximately 100 KCAS faster than the bandit&#039;s speed. Start approximately 100 KCAS slow to compensate.&lt;br /&gt;
* Climbing toward the bandit: expect to arrive approximately 100 KCAS slower. Start approximately 100 KCAS fast.&lt;br /&gt;
* Co-altitude: fly at the bandit&#039;s briefed speed.&lt;br /&gt;
&lt;br /&gt;
These figures are approximate and must be adjusted based on the specific altitude differential involved.&lt;br /&gt;
&lt;br /&gt;
=== Determining Fight Geometry ===&lt;br /&gt;
At the merge, the direction the bandit turns determines the geometry of the fight. &#039;&#039;&#039;The last aircraft to turn decides whether the engagement becomes a one-circle or two-circle fight.&#039;&#039;&#039; This is a deliberate choice — a pilot who executes a lead turn gives up the ability to choose the fight geometry, because the bandit turns last. The lead turn advantage is generally worth this tradeoff.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bandit turns toward you&#039;&#039;&#039; → two-circle fight. Both aircraft chase each other&#039;s tails. Ground track resembles two separate circles.&lt;br /&gt;
* &#039;&#039;&#039;Bandit turns away from you&#039;&#039;&#039; → one-circle fight. Both aircraft circle back toward each other for a second nose-to-nose pass. Ground track resembles a single circle.&lt;br /&gt;
&lt;br /&gt;
Identifying which geometry has been established requires only one visual check: if the bandit is nose-to-tail relative to you, it is a two-circle fight. If it is nose-to-nose, it is a one-circle fight.&lt;br /&gt;
&lt;br /&gt;
=== Losing Tally ===&lt;br /&gt;
Losing visual on the bandit in a turning fight is dangerous. Two rules apply immediately:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not fly straight and level while searching.&#039;&#039;&#039; Straight flight makes the defender&#039;s job trivial. Maintain the turn at all times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Search along the turn circle.&#039;&#039;&#039; The bandit&#039;s most likely position is in the high-probability kill zone behind and above — the high-Pk WEZ. When the area behind you is clear, scan upward along the turn circle. The bandit will be somewhere along that arc if still engaged.&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BFM&amp;diff=397</id>
		<title>Procedures/78th/A2A/BFM</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BFM&amp;diff=397"/>
		<updated>2026-05-23T16:53:44Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* Altitude Management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== BFM I — Energy and the EM Diagram ==&lt;br /&gt;
This part is based on [https://youtube.com/playlist?list=PLd5Qdmhmp3Y5-SDJjOzuUqV3m3mmuieTQ&amp;amp;si=FNdYqWagls5zNQjG this] video series by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Every decision in a dogfight is an energy decision. An aircraft&#039;s energy state is expressed primarily as airspeed and altitude. The faster and higher you are, the more potential energy you have to maneuver. Energy buys turn rate, separation, and shot opportunities. Waste Energy and you will loose.&lt;br /&gt;
&lt;br /&gt;
The First principle of BFM is simple: &#039;&#039;&#039;build energy and save it until you have a reason to spend it.&#039;&#039;&#039; That reason is either a shot on the bandit or denying a shot on yourself. If neither opportunity exists, maintain or build energy. Do not waste.&lt;br /&gt;
&lt;br /&gt;
=== The Energy Maneuverability (EM) Diagram ===&lt;br /&gt;
The EM diagram is the definitive tool for understanding how an aircraft performs in a turning fight. It maps turn rate against airspeed for a specific set of parameters: aircraft weight, altitude, throttle setting, and configuration. Every number on the chart is only valid for those exact conditions.&lt;br /&gt;
&lt;br /&gt;
For the F-16C in DCS the reference diagram is: &#039;&#039;&#039;Full AB · Clean · Sea Level · 12300 kg&#039;&#039;&#039;&lt;br /&gt;
[[File:F16 EM Diagram.png|center|frameless|945x945px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key performance figures from this diagram:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Value&lt;br /&gt;
!Condition&lt;br /&gt;
|-&lt;br /&gt;
|Max instantaneous turn rate&lt;br /&gt;
|24°/s&lt;br /&gt;
|393 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|Max sustained turn rate&lt;br /&gt;
|18°/s&lt;br /&gt;
|523 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|Min sustained turn radius&lt;br /&gt;
|1,462 ft&lt;br /&gt;
|246 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|Min turn radius&lt;br /&gt;
|1,399 ft&lt;br /&gt;
|169 KCAS&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The F-16&#039;s G-limiter schedule is not fully reflected in the upper portion of this diagram. Maximum instantaneous performance may be lower than indicated in practice. The DCS implementation of the F-16 Flight Model also severely limits the F16&#039;s Sustained turn rate.&lt;br /&gt;
&lt;br /&gt;
=== Reading the Diagram ===&lt;br /&gt;
&lt;br /&gt;
==== The Axes ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Horizontal axis&#039;&#039;&#039;: airspeed in Mach (lower) and KCAS (higher)&lt;br /&gt;
* &#039;&#039;&#039;Vertical axis&#039;&#039;&#039;: turn rate in degrees per second (°/s)&lt;br /&gt;
&lt;br /&gt;
Moving up on the chart means higher turn rate.&lt;br /&gt;
&lt;br /&gt;
==== The Lines ====&lt;br /&gt;
&#039;&#039;&#039;The Envelope (red)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The outer boundary of what the aircraft can physically do. It is shaped by three limits:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Structural G limit&#039;&#039;&#039; is the maximum G the airframe can sustain; forms the upper-right boundary&lt;br /&gt;
* &#039;&#039;&#039;Angle of attack limit&#039;&#039;&#039; — the stall boundary; forms the left boundary&lt;br /&gt;
* &#039;&#039;&#039;Speed limit (Vmax)&#039;&#039;&#039; — the right-side boundary (going supersonic will nearly always kill both your turn rate and radius and is not desirable)&lt;br /&gt;
&lt;br /&gt;
No matter what the pilot does, the aircraft cannot operate outside the red envelope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Radius Lines (brown)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These straight lines show turn radius in feet at any given point on the chart. Moving up and left gives a smaller radius.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;G-Load Lines (gray)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Indicate how many G must be pulled to reach that point on the chart. To achieve a Instantaneous Turn rate of 20° at 400CAS the aircraft needs to pull about 7.5G&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ps Lines (solid black)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specific excess power lines are the most important lines on the chart. They show whether the aircraft is gaining or losing energy at any given combination of speed and G.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ps = 0&#039;&#039;&#039; — the aircraft is exactly maintaining its energy state. This is the sustained turn line. The maximum turn rate achievable while sustaining speed and altitude sits on this line.&lt;br /&gt;
* &#039;&#039;&#039;Ps &amp;gt; 0 (positive numbers)&#039;&#039;&#039; — the aircraft is gaining energy. It can accelerate or climb while maintaining the current turn.&lt;br /&gt;
* &#039;&#039;&#039;Ps &amp;lt; 0 (negative numbers)&#039;&#039;&#039; — the aircraft is losing energy. It is spending saved energy for extra turn performance. This is temporary and cannot be maintained indefinitely.&lt;br /&gt;
&lt;br /&gt;
Anything above the Ps = 0 line is an energy expenditure. The higher above it you go, the faster you bleed speed.&lt;br /&gt;
&lt;br /&gt;
=== Corner Velocity ===&lt;br /&gt;
Corner velocity is the airspeed at which the aircraft achieves its maximum instantaneous turn rate — the peak of the envelope. For the F-16C at sea level this occurs at &#039;&#039;&#039;401CAS&#039;&#039;&#039;, producing &#039;&#039;&#039;24°/s&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For the maximum Instantaneous turn the DCS Flight model requires the pilot to pull 9G and decent with over 1200ft/s which is in any way not sustainable unless the a significant amount of Altitude has been built up. DO NOT use this unless you need to safe your life.  &lt;br /&gt;
&lt;br /&gt;
=== Sustained Turn Rate ===&lt;br /&gt;
The sustained turn rate is the maximum turn rate the aircraft can maintain indefinitely without losing speed or altitude. For the F-16C at sea level this is &#039;&#039;&#039;18°/s @ 523 KCAS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In practice, sustained operations happen on or near the Ps = 0 line. The pilot&#039;s job is to find and hold that point. Sadly in DCS to hold and maintain that line is impossible. To Fly Perfect Sustained Turn Rate you need to pull 9G in full afterburner. You will know that you hit the perfect speed if, at max pull, in a level turn, the Jet neither gains nor looses Max energy. &lt;br /&gt;
&lt;br /&gt;
A sustained 9G turn will black out any pilot. To Compensate the Pilot should fly slighly below the Optimal Speed allowing for higher turn rate while loosing a small amount of energy. Once the Jet reaches around 70-80 KTS below optimal speed the pilot should reduce the pull to about 6G for maximum recovery speed. While only pulling 6G the jet will gain energy fast. Once back at optimal speed continue to pull 9G. &lt;br /&gt;
&lt;br /&gt;
If you overshoot the Optimal Speed you will notice that even at max pull the aircraft is still gaining airspeed. In this case execute a spiral climb to return back to Optimal Speed while utilizing the excess Energy.&lt;br /&gt;
&lt;br /&gt;
If you undershoot the Optimal Speed you will notice that at max pull the aircraft is loosing airspeed fast. Either Reduce pull back to 6G until at better speed or trade altitude for extra Energy. &lt;br /&gt;
&lt;br /&gt;
=== Instantaneous vs Sustained ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Instantaneous&lt;br /&gt;
!Sustained&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Definition&#039;&#039;&#039;&lt;br /&gt;
|Maximum turn rate achievable at any moment&lt;br /&gt;
|Maximum turn rate maintainable indefinitely&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;F-16C value (sea level)&#039;&#039;&#039;&lt;br /&gt;
|24°/s @ 393 KCAS&lt;br /&gt;
|18°/s @ 523 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Energy cost&#039;&#039;&#039;&lt;br /&gt;
|High: Far above Ps = 0, bleeding speed fast (expect around 50kts/s)&lt;br /&gt;
|None if optimally flown on Ps = 0 line&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;When to use&#039;&#039;&#039;&lt;br /&gt;
|Short bursts for a shot opportunity or to deny a shot&lt;br /&gt;
|Default gameplan in any sustained turning fight&lt;br /&gt;
|}&lt;br /&gt;
Instantaneous turn rate is spending saved energy. It is a powerful tool but a temporary one. A pilot who pulls to instantaneous continuously will bleed to low speed, and lose the fight on energy.&lt;br /&gt;
&lt;br /&gt;
=== How Altitude and Stores Affect the Diagram ===&lt;br /&gt;
The reference diagram is for sea level, clean, full AB. Both altitude and external stores degrade performance:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Altitude&#039;&#039;&#039;: thinner air reduces lift and engine thrust. Turn rate and sustained performance both decrease. The same airspeed produces a larger turn radius at altitude. &lt;br /&gt;
* &#039;&#039;&#039;Weight:&#039;&#039;&#039; Fuel or Stores will both make you heavy. The heavier you are the worse the performance. As you burn fuel the optimum Sustained turn rate Speed will decrease into manageable Levels. &lt;br /&gt;
&lt;br /&gt;
=== Practical Application ===&lt;br /&gt;
In the fight itself: &#039;&#039;&#039;treat energy like money.&#039;&#039;&#039; Build it, save it, and spend it only when the return is worth it. A valid shot, or surviving by denying the adversary a shot oportunity. Spending energy for no tactical gain is a losing strategy.&lt;br /&gt;
&lt;br /&gt;
== BFM II — Angles and Geometry ==&lt;br /&gt;
&lt;br /&gt;
=== Angles and Definitions ===&lt;br /&gt;
&lt;br /&gt;
[[File:Angles.webp|frameless|715x715px]]&lt;br /&gt;
&lt;br /&gt;
==== Antenna Train Angle (ATA) ====&lt;br /&gt;
The ATA is the position of the bandit left or right of the fighter&#039;s nose on the radar display. ATA 0 means the target is dead ahead. ATA 30R means the target is 30° to the right of your nose.&lt;br /&gt;
&lt;br /&gt;
The ATA is a property of your own aircraft&#039;s orientation. It changes when &#039;&#039;&#039;you&#039;&#039;&#039; maneuver. It does not change instantaneously when the bandit maneuvers.&lt;br /&gt;
&lt;br /&gt;
On the F-16 FCR, ATA is read on the horizontal axis.&lt;br /&gt;
&lt;br /&gt;
==== Target Aspect (TA) ====&lt;br /&gt;
Target Aspect, not to confuse with Aspect Angle is how the bandit appears from your perspective. Specifically, the angle from the bearing line of the fighter to the &#039;&#039;&#039;nose&#039;&#039;&#039; of the target. It describes which part of the bandit you are looking at.&lt;br /&gt;
&lt;br /&gt;
* TA 0 —you are looking at the bandit&#039;s nose (head-on)&lt;br /&gt;
* TA 90 — you are looking at the bandit&#039;s side&lt;br /&gt;
* TA 180 — you are looking at the bandit&#039;s tail (pure stern)&lt;br /&gt;
&lt;br /&gt;
TA is signed left or right depending on which side of the bandit you are observing.&lt;br /&gt;
&lt;br /&gt;
Unlike ATA, Target Aspect is &#039;&#039;&#039;entirely determined by the bandit&#039;s heading&#039;&#039;&#039; relative to the bearing line between you. You cannot change it instantaneously. You can only influence it over time by maneuvering to change the geometry.&lt;br /&gt;
&lt;br /&gt;
The F-16 does not display TA directly. It displays the &#039;&#039;&#039;Aspect Angle (AA)&#039;&#039;&#039;, which is the supplementary angle of TA (AA = 180° − TA). A tail-aspect shot has AA 0; a head-on shot has AA 180.&lt;br /&gt;
[[File:AAvsTA.webp|thumb|600x600px]]&lt;br /&gt;
Common TA labels used in brevity:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!TA&lt;br /&gt;
!AA&lt;br /&gt;
!Label&lt;br /&gt;
|-&lt;br /&gt;
|0°–30°&lt;br /&gt;
|150°–180°&lt;br /&gt;
|Hot&lt;br /&gt;
|-&lt;br /&gt;
|31°–75°&lt;br /&gt;
|105°–149°&lt;br /&gt;
|Flank&lt;br /&gt;
|-&lt;br /&gt;
|76°–110°&lt;br /&gt;
|70°–104°&lt;br /&gt;
|Beam&lt;br /&gt;
|-&lt;br /&gt;
|111°–150°&lt;br /&gt;
|30°–69°&lt;br /&gt;
|Drag&lt;br /&gt;
|-&lt;br /&gt;
|151°–180°&lt;br /&gt;
|0°–29°&lt;br /&gt;
|Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cut ====&lt;br /&gt;
Cut is the angle from the &#039;&#039;&#039;Fighter Heading (FH)&#039;&#039;&#039; to the &#039;&#039;&#039;Bandit Reciprocal (BR)&#039;&#039;&#039;. It describes where your nose is pointing relative to the bandit&#039;s course.&lt;br /&gt;
&lt;br /&gt;
Cut is an older concept but remains one of the most useful tools for predicting how the geometry will evolve. Three reference cases:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cut greater than Collision Course&#039;&#039;&#039; — your nose is in front of the bandit. Over time, TA decreases and Lateral Separation decreases. You are closing the geometry aggressively.&lt;br /&gt;
* &#039;&#039;&#039;Cut equal to Collision Course&#039;&#039;&#039; — the magic case. TA is captured: it does not change. Lateral Separation decreases. If co-altitude, you will eventually collide.&lt;br /&gt;
* &#039;&#039;&#039;Cut less than Collision Course (Zero-Cut / Parallel)&#039;&#039;&#039; — your nose points at the bandit&#039;s reciprocal. TA increases over time. Lateral Separation is captured: it does not change.&lt;br /&gt;
* &#039;&#039;&#039;Cut-Away&#039;&#039;&#039; — your nose points away from the bandit entirely. Both TA and Lateral Separation increase. Used to build angles or lateral room.&lt;br /&gt;
&lt;br /&gt;
==== Degrees to Go (DTG) / Heading Crossing Angle (HCA) ====&lt;br /&gt;
DTG is the number of degrees the fighter needs to turn to be &#039;&#039;&#039;parallel&#039;&#039;&#039; to the bandit&#039;s flight path. It is the supplementary angle of Cut. A useful memory aid: &#039;&#039;Degrees to Go — where? Parallel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Lateral Separation (LS) ====&lt;br /&gt;
Lateral Separation is the perpendicular distance between the two flight paths. It determines how much maneuvering room exists for a conversion. It is approximated as:&lt;br /&gt;
  LS (ft) = TA × SR × 100&lt;br /&gt;
Where SR is slant range in nautical miles. Lateral Separation matters most when planning a stern conversion or assessing whether a shot is geometrically viable.&lt;br /&gt;
&lt;br /&gt;
==== Direction of Passage (DOP) ====&lt;br /&gt;
DOP describes the direction the bandit would cross your flight path if neither aircraft maneuvered. Called as left-to-right or right-to-left. Useful shorthand for building SA quickly.&lt;br /&gt;
&lt;br /&gt;
==== Slant Range (SR) ====&lt;br /&gt;
[[File:SlantRange.webp|thumb|500x500px|center]]&lt;br /&gt;
The straight line-of-sight distance between the two aircraft in three-dimensional space. On the F-16 FCR this is the range displayed on the scope.&lt;br /&gt;
&lt;br /&gt;
=== Pursuit Types ===&lt;br /&gt;
[[File:Pursuit.webp|thumb|700x700px|center]]&lt;br /&gt;
The type of pursuit describes where your nose is pointing relative to the target. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Pursuit Type&lt;br /&gt;
!Nose Position&lt;br /&gt;
!Common Use&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lead Pursuit&#039;&#039;&#039;&lt;br /&gt;
|In front of the target&lt;br /&gt;
|Collision Course, gun employment from RQ&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Pursuit&#039;&#039;&#039;&lt;br /&gt;
|Directly at the target&lt;br /&gt;
|Simple conversions; commonly overused by new pilots&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lag Pursuit&#039;&#039;&#039;&lt;br /&gt;
|Behind the target&lt;br /&gt;
|Geometry management, WVR maneuvering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BFM III — Offensive BFM ==&lt;br /&gt;
Offensive BFM begins with you in a position of advantage. The bandit is somewhere in your forward hemisphere and your job is to convert that advantage into a weapons solution before he can deny it.&lt;br /&gt;
&lt;br /&gt;
=== The Turn Circle ===&lt;br /&gt;
Every maneuvering aircraft has a turn circle, the circular path it is flying at any given moment. To employ weapons on the bandit you must get inside his turn circle, or at minimum align with it. Getting outside means you are turning wider than he is and falling behind.&lt;br /&gt;
&lt;br /&gt;
The cue for turn circle entry is a high LOS rate (see below). As you approach the edge of the bandit&#039;s circle the bandit will begin moving rapidly across your field of view. Turn at that moment. Turn too early and you cross inside his radius, giving him a reversal opportunity. Turn too late and you end up outside his circle with AA too high to employ.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight Rate ===&lt;br /&gt;
Line of Sight (LOS) rate is the speed at which the bandit moves across your field of view. It is one of the most important diagnostic tools in BFM and appears throughout offensive, defensive, and high aspect engagements.&lt;br /&gt;
&lt;br /&gt;
A high LOS rate means the bandit is moving quickly across your canopy. A low or zero LOS rate means the bandit is stable relative to your nose. LOS rate tells you two things:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Where are you relative to the bandit&#039;s turn circle&#039;&#039;&#039;? A sudden spike in LOS rate signals that you have reached the edge of his turn circle. Inside his circle, LOS rate is high. Outside it, LOS rate is low.&lt;br /&gt;
* &#039;&#039;&#039;What is the Geometry doing?&#039;&#039;&#039; Aft LOS movement means the bandit is drifting toward your 6; forward LOS movement means he is drifting toward your 12. The direction and speed of that drift tells you whether the geometry is improving or deteriorating.&lt;br /&gt;
&lt;br /&gt;
Learning to read LOS rate is not an instrument skill. It is a visual habit and requires practice.&lt;br /&gt;
&lt;br /&gt;
=== The Control Zone ===&lt;br /&gt;
The control zone is the offensive firing position, located in the bandit&#039;s rear quarter. From the control zone you have sufficient range for weapon employment, a manageable aspect angle, and controlled closure.&lt;br /&gt;
&lt;br /&gt;
Getting into the control zone is not enough. You must &#039;&#039;&#039;assess&#039;&#039;&#039; before employing. The assessment uses the &#039;&#039;&#039;Rule of Threes&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Value&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Range&lt;br /&gt;
|~3,000 ft&lt;br /&gt;
|Read from HUD or FCR&lt;br /&gt;
|-&lt;br /&gt;
|Aspect Angle&lt;br /&gt;
|≤30°&lt;br /&gt;
|Draw an imaginary box around the bandit — square silhouette means ~30° AA&lt;br /&gt;
|-&lt;br /&gt;
|Closure&lt;br /&gt;
|Steady and controlled&lt;br /&gt;
|Not increasing, not zero&lt;br /&gt;
|}&lt;br /&gt;
All three must be satisfied before moving in for a gun solution. If any are not met, reposition first.&lt;br /&gt;
&lt;br /&gt;
=== Repositions ===&lt;br /&gt;
Repositions are controlled adjustments to fix range, closure, or aspect problems from the control zone.&lt;br /&gt;
&lt;br /&gt;
==== Lead Reposition ====&lt;br /&gt;
Used when the bandit is pulling away and range is increasing. Pull lead pursuit to close the gap. Do not overshoot.&lt;br /&gt;
&lt;br /&gt;
==== Lag Reposition ====&lt;br /&gt;
Used when closure is too high. Pull lag pursuit to slow closure and improve aspect. The bandit will drift aft in your field of view. Reassess once closure is controlled.&lt;br /&gt;
&lt;br /&gt;
==== Ease Reposition ====&lt;br /&gt;
Used when range and closure are acceptable but aspect is slightly high. Ease back on the stick to widen your turn circle slightly. AA will decrease as the geometry opens. Once AA is acceptable, resume the original pull and reassess. This is a small correction — if aspect is significantly high, use a lag reposition instead.&lt;br /&gt;
&lt;br /&gt;
=== Visual Aspect Estimation ===&lt;br /&gt;
Without looking at instruments, AA can be estimated by the shape of the bandit&#039;s silhouette:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rectangle&#039;&#039;&#039; (fuselage longer than wingspan) means AA is above 30°, too high for a clean gun solution&lt;br /&gt;
* &#039;&#039;&#039;Square&#039;&#039;&#039; (fuselage approximately equal to wingspan) means AA is approximately 30°, Rule of Threes satisfied&lt;br /&gt;
* &#039;&#039;&#039;Narrowing toward a point&#039;&#039;&#039; means AA is near 0°, pure tail-aspect&lt;br /&gt;
&lt;br /&gt;
This visual check is faster than any instrument cross-check in a close turning fight.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Employment ===&lt;br /&gt;
&lt;br /&gt;
==== Heat Seeker (FOX-2) ====&lt;br /&gt;
A valid FOX-2 shot requires a confirmed seeker tone and AA within the missile&#039;s acquisition envelope, typically ≤60° for rear-quarter shots. Do not fire without tone. At significant AA the seeker may struggle to acquire, so use a lag or ease reposition to reduce AA before attempting the shot.&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
A valid gun solution requires the Rule of Threes to be fully satisfied with the pipper placed on the bandit. In a turning fight this requires lead pursuit. Your nose must be ahead of the bandit&#039;s projected path, not pointed at him. The amount of lead required varies with range and closure rate.&lt;br /&gt;
&lt;br /&gt;
A tracking shot requires the pipper to remain on the bandit for a sustained period. A snapshot is a momentary pipper-on opportunity taken when it presents itself, lower probability but sometimes the only option available.&lt;br /&gt;
&lt;br /&gt;
=== The Quarter Plane ===&lt;br /&gt;
The quarter plane is a last-resort maneuver used when closure rate has become dangerously high and an overshoot is imminent. It is not a reposition.&lt;br /&gt;
&lt;br /&gt;
The cue to act is approximately 1,000 ft of range, at which point the bandit&#039;s wingspan will fill roughly half the EEGS funnel on the HUD.&lt;br /&gt;
&lt;br /&gt;
Execution:&lt;br /&gt;
&lt;br /&gt;
# Roll wings level with the horizon&lt;br /&gt;
# Set idle power&lt;br /&gt;
# Pull maximum performance up and out of the bandit&#039;s plane of motion&lt;br /&gt;
&lt;br /&gt;
This arrests closure and separates you vertically from the bandit&#039;s plane. Once clear, roll back into a turn toward the bandit and reassess. The quarter plane costs significant energy and altitude. Use it only when nothing else will prevent the overshoot.&lt;br /&gt;
&lt;br /&gt;
=== Common Errors ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Error&lt;br /&gt;
!Consequence&lt;br /&gt;
!Correction&lt;br /&gt;
|-&lt;br /&gt;
|Late turn circle entry&lt;br /&gt;
|End up outside the bandit&#039;s circle with AA too high&lt;br /&gt;
|Watch for the LOS rate spike and turn at that moment&lt;br /&gt;
|-&lt;br /&gt;
|Early turn circle entry&lt;br /&gt;
|Cross inside bandit&#039;s radius, give him a reversal picture&lt;br /&gt;
|Wait for the LOS rate spike&lt;br /&gt;
|-&lt;br /&gt;
|Firing without satisfying Rule of Threes&lt;br /&gt;
|Low probability shot&lt;br /&gt;
|Reposition first, assess before employing&lt;br /&gt;
|-&lt;br /&gt;
|Pure pursuit at significant AA&lt;br /&gt;
|Missile must curve hard, degraded effectiveness&lt;br /&gt;
|Use CC or LC geometry for missile employment&lt;br /&gt;
|-&lt;br /&gt;
|Uncontrolled closure&lt;br /&gt;
|Overshoot, offensive position lost&lt;br /&gt;
|Use lag reposition early, quarter plane as last resort&lt;br /&gt;
|-&lt;br /&gt;
|Spending energy without reason&lt;br /&gt;
|Slow speed, large radius, advantage lost&lt;br /&gt;
|Maintain AB, only pull above sustained rate for a specific reason&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BFM IV — Defensive BFM ==&lt;br /&gt;
This part is based on [https://www.youtube.com/playlist?list=PLd5Qdmhmp3Y5-SDJjOzuUqV3m3mmuieTQ this] video series by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
The objectives of defensive BFM are, in order of priority: survive, deny the bandit a weapons solution, and create the conditions for a role reversal. Survival is the primary objective. A fighter that remains in the fight presents a continuous problem to the attacker — he must maintain focus on the defender, consuming energy and attention that could otherwise be used offensively. Every second the defender survives is a second for supporting elements to close.&lt;br /&gt;
&lt;br /&gt;
=== The Defensive Gameplan ===&lt;br /&gt;
The foundation of defensive BFM is the sustained rate turn. The defender should establish and maintain best sustained turn rate as the default gameplan. This accomplishes two things simultaneously: it maximizes the defender&#039;s turn performance for the duration of the engagement, and it preserves energy for subsequent maneuvering.&lt;br /&gt;
&lt;br /&gt;
Deviation from the sustained rate gameplan should only occur when a specific threat — an imminent gun or missile shot — requires a more aggressive response. Expending energy prematurely leaves the defender slow, with a large turn radius and reduced options.&lt;br /&gt;
&lt;br /&gt;
=== Cross-Check Discipline ===&lt;br /&gt;
In defensive BFM the pilot&#039;s attention is predominantly outside the cockpit on the bandit. However, three parameters must be periodically cross-checked throughout the engagement:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Significance&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lift Vector&#039;&#039;&#039;&lt;br /&gt;
|Determines plane of motion and available turn rate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;G&#039;&#039;&#039;&lt;br /&gt;
|Confirms correct turn performance is being applied&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Airspeed&#039;&#039;&#039;&lt;br /&gt;
|Identifies energy state; confirms sustained rate speed is maintained&lt;br /&gt;
|}&lt;br /&gt;
The cross-check must not interrupt tally on the bandit for extended periods. Brief instrument scans returning immediately to visual are the correct technique. Loss of tally in a defensive engagement is a significant threat to survival.&lt;br /&gt;
&lt;br /&gt;
=== Altitude Management ===&lt;br /&gt;
Altitude is a reserve of potential energy. Trading altitude for airspeed in a defensive turn temporarily increases available turn rate above the Ps = 0 line by lowering the lift vector below the horizon. This option is only available until the floor is reached. At that point the defender is constrained to a level sustained rate turn and loses the altitude trading option entirely.&lt;br /&gt;
&lt;br /&gt;
=== Reading the Bandit&#039;s Intentions ===&lt;br /&gt;
The defender must continuously assess the bandit&#039;s pursuit course to anticipate his next action. The pursuit course is read visually:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Pursuit Course&lt;br /&gt;
!Visual Cue&lt;br /&gt;
!Likely Intent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure pursuit&#039;&#039;&#039;&lt;br /&gt;
|Narrow nose-on profile&lt;br /&gt;
|Missile shot setup; seeker acquisition in progress&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lead pursuit&#039;&#039;&#039;&lt;br /&gt;
|Bandit&#039;s belly visible; nose pulled ahead of defender&lt;br /&gt;
|Gun shot imminent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lag pursuit&#039;&#039;&#039;&lt;br /&gt;
|Top of bandit&#039;s aircraft visible; aft LOS movement&lt;br /&gt;
|Controlling closure; repositioning for follow-on attack&lt;br /&gt;
|}&lt;br /&gt;
Transition from lag to pure to lead is the signature sequence of an impending gun attack. Recognition of this sequence is the primary defensive cross-check task outside the cockpit.&lt;br /&gt;
&lt;br /&gt;
Range assessment is equally important. The bandit&#039;s size relative to your field of view gives a continuous indication of closure. A bandit that fills a significant portion of your view is inside 2,500 ft and approaching gun parameters.&lt;br /&gt;
&lt;br /&gt;
=== Maneuvers ===&lt;br /&gt;
&lt;br /&gt;
==== Tighten Down ====&lt;br /&gt;
The tighten down is the first and most conservative response to a bandit closing into gun parameters. It is executed by increasing back pressure on the stick while already in a sustained rate turn, transitioning from sustained rate to a higher instantaneous turn rate.&lt;br /&gt;
&lt;br /&gt;
The tighten down achieves two simultaneous effects. First, it rotates the defender&#039;s vulnerable rear quarter away from the attacker, driving the bandit outside the weapon employment zone. Second, the sudden airspeed reduction caused by the increased G creates a high closure rate problem for the attacker, forcing him to reposition to satisfy the Rule of Threes. This repositioning produces aft LOS movement and potentially a reversal picture.&lt;br /&gt;
&lt;br /&gt;
The tighten down is an energy expenditure. It should be released once the immediate threat is defeated, returning to slightly below sustained rate and allowing AB to restore the energy state.&lt;br /&gt;
&lt;br /&gt;
==== Out-of-Plane Maneuver (OOP) ====&lt;br /&gt;
The out-of-plane maneuver removes the defender from the attacker&#039;s plane of motion, forcing the attacker to reset his geometry. In a sustained rate turn both aircraft are operating in approximately the same plane of motion. Moving out of that plane disrupts the attacker&#039;s sight picture and solution geometry.&lt;br /&gt;
&lt;br /&gt;
Execution:&lt;br /&gt;
&lt;br /&gt;
# Unload the aircraft — reduce back pressure to below 1G&lt;br /&gt;
# Reposition the lift vector off the bandit, above or below his plane of motion&lt;br /&gt;
# Apply smooth back pressure to establish a turn in the new plane of motion&lt;br /&gt;
# Allow sufficient time for the aircraft to develop movement in the new plane before any follow-on maneuver&lt;br /&gt;
# Assess LOS rate and bandit pursuit course in the new plane&lt;br /&gt;
&lt;br /&gt;
The unloaded roll is critical. Rolling while pulling G consumes energy without producing useful turning room. The unload must precede the roll.&lt;br /&gt;
&lt;br /&gt;
Upon establishing the new plane of motion, assess for a reversal opportunity. If high aft LOS rate combined with high HCA and close range is observed, a reversal may be executed. Otherwise, continue maneuvering in the new plane.&lt;br /&gt;
&lt;br /&gt;
==== Jink ====&lt;br /&gt;
The jink is a last-resort maneuver executed when a gun shot is assessed as imminent and neither the tighten down nor the OOP has defeated the attacker&#039;s solution. It combines elements of both into a single aggressive sequence designed to spoil the attacker&#039;s plane of motion and create a closure problem simultaneously.&lt;br /&gt;
&lt;br /&gt;
Execution:&lt;br /&gt;
&lt;br /&gt;
# Set throttle to idle&lt;br /&gt;
# Unload the aircraft&lt;br /&gt;
# Position the lift vector below the bandit&lt;br /&gt;
# Apply maximum onset rate back pressure and hold until aerodynamic buffet onset&lt;br /&gt;
&lt;br /&gt;
The resulting airspeed reduction is severe and deliberate. The attacker is presented with a sudden, unforecast closure rate and a simultaneous change in plane of motion. If the attacker does not immediately reposition he will overshoot. If he does reposition, aft LOS movement will develop and a reversal picture may emerge.&lt;br /&gt;
&lt;br /&gt;
If a reversal picture does not present after the first jink, execute a second jink to the opposite side:&lt;br /&gt;
&lt;br /&gt;
# Idle power maintained&lt;br /&gt;
# Unload&lt;br /&gt;
# Reposition lift vector to the opposite side of the bandit&lt;br /&gt;
# Maximum onset back pressure&lt;br /&gt;
&lt;br /&gt;
Continue until the attacker is forced into lag or a reversal picture develops. The jink sequence trades altitude at a high rate. Do not initiate within 1,500 to 2,000 ft of the floor. The jink is the highest energy expenditure maneuver in defensive BFM and is reserved strictly for imminent gun shot situations.&lt;br /&gt;
&lt;br /&gt;
=== The Reversal ===&lt;br /&gt;
A reversal is a turn at an opportune moment in the opposite direction, executed to transition from a defensive position to a neutral or offensive one. Correctly timed, a reversal exploits the attacker&#039;s angles and closure to reposition the defender onto an advantageous bearing. Incorrectly timed, it degrades the defender&#039;s position further.&lt;br /&gt;
&lt;br /&gt;
The opportunity for a correct reversal is rare and may only be available for a few seconds. More often than not a reversal will degrade the situation rather than improve it. Patience and recognition of the correct picture are essential.&lt;br /&gt;
&lt;br /&gt;
==== The Reversal Picture ====&lt;br /&gt;
The reversal picture is the combination of visual conditions that indicate a reversal opportunity exists:&lt;br /&gt;
&lt;br /&gt;
* High heading crossing angle (HCA), combined with&lt;br /&gt;
* Close range, and or high aft LOS rate&lt;br /&gt;
&lt;br /&gt;
A practical assessment question: &#039;&#039;does it appear that the bandit will cross behind my tail with minimal assistance from me?&#039;&#039; If the answer is yes, execute. If there is any doubt, do not reverse. A premature reversal presents the attacker with a stable, predictable target and makes his job easier.&lt;br /&gt;
&lt;br /&gt;
==== Execution ====&lt;br /&gt;
The reversal is executed using an unloaded roll:&lt;br /&gt;
&lt;br /&gt;
# Reduce back pressure to unload the aircraft&lt;br /&gt;
# Roll to the opposite direction&lt;br /&gt;
# Resume back pressure once established in the new turn&lt;br /&gt;
# Shift visual focus to the opposite side to regain tally on the bandit&lt;br /&gt;
&lt;br /&gt;
Lift vector placement after the reversal depends on range. At close range, position the lift vector above or below the bandit to build turning room before pulling into his plane of motion. At greater range, place the lift vector directly on the bandit.&lt;br /&gt;
&lt;br /&gt;
A successful reversal will typically result in a scissors — a neutral position from which either pilot may gain an advantage. This is a significant improvement over the defensive.&lt;br /&gt;
&lt;br /&gt;
=== Maneuver Selection Summary ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Situation&lt;br /&gt;
!Maneuver&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Bandit in lag or pure pursuit, not yet in gun parameters&lt;br /&gt;
|Sustained rate turn&lt;br /&gt;
|Conserve energy; maintain cross-check&lt;br /&gt;
|-&lt;br /&gt;
|Bandit transitioning to lead pursuit, gun shot developing&lt;br /&gt;
|Tighten down&lt;br /&gt;
|First response; moderate energy cost&lt;br /&gt;
|-&lt;br /&gt;
|Tighten down insufficient; bandit maintaining solution&lt;br /&gt;
|Out-of-plane maneuver&lt;br /&gt;
|Disrupts attacker geometry; assess for reversal&lt;br /&gt;
|-&lt;br /&gt;
|Gun shot imminent; no other option&lt;br /&gt;
|Jink&lt;br /&gt;
|Last resort; high energy cost; do not use prematurely&lt;br /&gt;
|-&lt;br /&gt;
|Reversal picture present&lt;br /&gt;
|Reversal&lt;br /&gt;
|Execute with unloaded roll; if in doubt, do not reverse&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=MTTP/A2A&amp;diff=396</id>
		<title>MTTP/A2A</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=MTTP/A2A&amp;diff=396"/>
		<updated>2026-05-23T16:35:56Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* Talk-On */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 01 / Overview ==&lt;br /&gt;
Air combat is primarily carried out by CAP aircraft. The two main mission types are &#039;&#039;&#039;DCA&#039;&#039;&#039; (Defensive Counter Air) and &#039;&#039;&#039;OCA&#039;&#039;&#039; (Offensive Counter Air).&lt;br /&gt;
&lt;br /&gt;
=== Groups and Contacts ===&lt;br /&gt;
A &#039;&#039;&#039;GROUP&#039;&#039;&#039; is any number of air contacts within 3 nm in azimuth and range of each other. A &#039;&#039;&#039;CONTACT&#039;&#039;&#039; is an individual radar return within a GROUP. Single contact is the assumed strength for all GROUPs unless otherwise specified. A GROUP with three or more contacts is called &#039;&#039;&#039;HEAVY&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;PICTURE&#039;&#039;&#039; establishes a common tactical air image and describes the spatial relationship of GROUPs. It is always communicated in BULLSEYE format unless briefed otherwise. Only the Three GROUPs with highest Priority are Conveyed&lt;br /&gt;
&lt;br /&gt;
=== Contact Declaration ===&lt;br /&gt;
Before a fighter can engage, a contact must be declared. Declaration is performed by the controller in response to a DECLARE request.&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;
! Declaration !! Meaning !! Engagement Authority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BOGEY&#039;&#039;&#039; || Identity unknown || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OUTLAW&#039;&#039;&#039; || Originates from known or suspected hostile area || Not cleared to engage; escalation criteria apply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SPADES&#039;&#039;&#039; || No valid IFF response on interrogation || Not cleared to engage; escalation criteria apply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BANDIT&#039;&#039;&#039; || Positively identified as enemy IAW theater ID criteria || Not cleared to engage; does not imply authority to fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HOSTILE&#039;&#039;&#039; || Confirmed enemy; clearance to fire authorized IAW ROE || Cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NEUTRAL&#039;&#039;&#039; || Positively identified as neutral || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FRIENDLY&#039;&#039;&#039; || Positively identified as friendly || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FURBALL&#039;&#039;&#039; || Friendly and non-friendly aircraft within 5 nm || Employment not authorized until resolved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A BOGEY, BANDIT, OUTLAW, or SPADES classification does not authorize engagement. HOSTILE is the only declaration that authorizes weapons employment IAW ROE.&lt;br /&gt;
&lt;br /&gt;
== 02 / Important Concepts ==&lt;br /&gt;
&lt;br /&gt;
=== Communication Cadence by Phase ===&lt;br /&gt;
Communication priority shifts between the controller and fighters depending on the phase of the intercept.&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;
! Phase !! Priority Communicators&lt;br /&gt;
|-&lt;br /&gt;
| Pre-COMMIT / Marshal || 1. Controller · 2. Fighters&lt;br /&gt;
|-&lt;br /&gt;
| Post-COMMIT / Push || 1. Controller · 2. Fighter&lt;br /&gt;
|-&lt;br /&gt;
| Targeting / Weapons Employment || 1. Fighters · 2. Controller&lt;br /&gt;
|-&lt;br /&gt;
| Merge || 1. Engaged Fighter · 2. Supporting Fighters · 3. Controller&lt;br /&gt;
|-&lt;br /&gt;
| Post-Merge || 1. Fighter Clearing Merge · 2. Supporting Fighters · 3. Controller&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TAC Range ===&lt;br /&gt;
Called at 60 nm (default) by the first asset to recognize the separation. Signals all players to prepare for targeting. Pre-commit SA building continues until this point.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller or Fighter || {CS} {Group Label} TAC RANGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Airspace Sanitization ===&lt;br /&gt;
A Section consists of two aircraft, each equipped with its own radar. Regardless of the number of bars or maximum azimuth a single radar supports, no single system can cover the entire sky. To compensate, both radars are stacked and assigned to different portions of the airspace — each portion is called an &#039;&#039;&#039;Area of Responsibility (AOR)&#039;&#039;&#039;. This technique, known as &#039;&#039;&#039;Radar Mating&#039;&#039;&#039;, vastly increases the total volume scanned and ensures that no unknown contacts are operating in the area beyond already-tracked groups. The exact parameters depend on the aircraft type: the US Navy recommends RWS, 140°, 6 bars, end scale 80 nm, with radars mated at 25 nm: placing the flight lead between 40,000 and 15,000 ft, and the wingman from ground level to 25,000 ft.&lt;br /&gt;
&lt;br /&gt;
The process of actively scanning assigned AORs to confirm no unknown contacts are present is called &#039;&#039;&#039;Sanitisation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Because both Radar Mating parameters and Sanitisation responsibilities directly affect how an engagement develops, all of this must be &#039;&#039;&#039;pre-briefed&#039;&#039;&#039; and set as a &#039;&#039;&#039;contract&#039;&#039;&#039; before the mission. Time pressure may not always permit a thorough sanitisation pass, and how to handle that contingency should likewise be agreed upon in the brief.&lt;br /&gt;
&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
The flight assigns GROUP responsibility and confirms classification.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} DECLARE {Group Label or Bullseye Position}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {Group Label} DECLARED {HOSTILE / BOGEY / FRIENDLY / UNABLE / FURBALL}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGET {Group Label} {Tactic}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Once group appears on radar&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGETED {Group Label} BULLSEYE {Bearing/Range}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;No response if information correlates. Comparative response if correction is required.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 03 / Common Calls ==&lt;br /&gt;
&lt;br /&gt;
=== DECLARE ===&lt;br /&gt;
Inquiry as to the identity of a specified GROUP. Full positional data in BULLSEYE format must accompany all responses.&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
  EAGLE 11, NORTH GROUP BULLSEYE 2-7-3/27, TWENTY-TWO THOUSAND, TRACK EAST, BOGEY SPADES.&lt;br /&gt;
&lt;br /&gt;
=== BOGEY DOPE ===&lt;br /&gt;
Request for BRAA information on the indicated GROUP or the closest GROUP if not specified. Does not imply fighter targeting.&lt;br /&gt;
  MIKE, EAGLE 11, BOGEY DOPE NORTH GROUP.&lt;br /&gt;
  EAGLE 11, NORTH GROUP BRAA 2-1-0/28, THIRTY-EIGHT THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
=== NAILS ===&lt;br /&gt;
Fighter&#039;s radar warning receiver is detecting an airborne interceptor radar in search mode. Called with bearing or cardinal direction.&lt;br /&gt;
  EAGLE 1, NAILS 2-7-0.&lt;br /&gt;
&lt;br /&gt;
=== SPIKED ===&lt;br /&gt;
Fighter is being actively tracked by an airborne radar. Called with bearing or cardinal direction. Controller correlates to a GROUP within ±30 degrees and responds with range, altitude, aspect, declaration, and GROUP name.&lt;br /&gt;
  EAGLE 1, SPIKED 2-7-0.&lt;br /&gt;
  EAGLE 1, SPIKE RANGE 17, THIRTY THOUSAND, HOSTILE EAST GROUP, TWO CONTACTS.&lt;br /&gt;
&lt;br /&gt;
=== THREAT Call ===&lt;br /&gt;
If a fighter will pierce THREAT range to an untargeted GROUP, the controller makes a THREAT call in BRAA format no later than THREAT range.&lt;br /&gt;
  HEAT 31, ADDITIONAL GROUP THREAT, BRAA 1-2-5/35, THIRTY-FIVE THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
If the THREAT is within 5 nm of friendly fighters:&lt;br /&gt;
  BOLT 1, THREAT NORTH THREE, TEN THOUSAND, TRACK SOUTH, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
=== FADED and VANISHED ===&lt;br /&gt;
&#039;&#039;&#039;FADED&#039;&#039;&#039; — a previously tracked GROUP not updated by sensors for 30 seconds. The controller reports the GROUP as FADED with last known BULLSEYE position. Fighters maintain MONITOR responsibility if they can maintain correlation. FADED is not used for friendly aircraft — controllers use NEGATIVE CONTACT for friendlies not held on sensors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VANISHED&#039;&#039;&#039; — a special case of FADED used when the GROUP is not in a known blind zone and is correlated to a friendly shot that meets parameters for successful termination. &lt;br /&gt;
&lt;br /&gt;
=== Unexpected Contacts ===&lt;br /&gt;
Three distinct call types exist for contacts not part of the established picture:&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;
! Call !! Criteria !! Format&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039; || Newly detected outside targeting range, or does not fit traditional label || BULLSEYE&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039; || Previously undetected; appears inside targeting range but outside THREAT range || BULLSEYE&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039; || Undetected or unreported GROUP meeting briefed THREAT criteria || BRAA to the closest aircraft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  DARKSTAR, POP-UP GROUP BULLSEYE 2-7-0/15, FIVE THOUSAND, TRACK WEST, BOGEY SPADES.&lt;br /&gt;
  RAMBO 2, THREAT GROUP BRAA 2-7-0/13, ONE THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
== 04 / Engagement ==&lt;br /&gt;
The engagement loop is the core sequence executed by all fighter flights once committed and targeting is established. It repeats until the GROUP is splashed, leaves the area, or the flight resets.&lt;br /&gt;
&lt;br /&gt;
=== MELD ===&lt;br /&gt;
The flight lead directs all flight members to shift their radars from wide sanitization to focused SA on the assigned GROUP. This transition narrows the radar from maximum azimuth and altitude coverage to a tighter volume centered on the target. Sanitization of the surrounding airspace ceases until DROPPING is called.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} MELD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;All flight members shift radar from sanitization to the assigned GROUP&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SORT ===&lt;br /&gt;
The flight lead assigns individual contacts within the GROUP to specific flight members. Each member acknowledges with SORTED when they have confirmed their assigned contact on radar and are prepared to engage it. If a member cannot confirm their assigned contact, SORTED is withheld until resolution.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || &#039;&#039;(intraflight) FLIGHT SORT {Criteria}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #2 || &#039;&#039;(intraflight) #2 SORTED&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #3 || &#039;&#039;(intraflight) #3 SORTED&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #4 || &#039;&#039;(intraflight) #4 SORTED&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== JUDY ===&lt;br /&gt;
Called by the flight lead when the flight no longer requires controller guidance to prosecute the intercept. From this point, the controller minimizes transmissions and provides situational awareness information only. JUDY is not always called.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} JUDY&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Minimizes transmissions. Provides SA and THREAT calls only.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ENGAGE ===&lt;br /&gt;
Directive call from the flight lead to a specific wingman to employ weapons. The flight lead may also direct simultaneous employment by multiple members.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} ENGAGE&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || {CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Employment ===&lt;br /&gt;
The firing aircraft calls the shot on TACC2 NET immediately after employment. The call includes shot type, GROUP label, contact description, BULLSEYE position, and altitude. The controller acknowledges with COPY SHOT.&lt;br /&gt;
&lt;br /&gt;
If a fighter determines a GROUP HOSTILE and ROE has been met, the fighter may employ autonomously and include HOSTILE in the shot transmission.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft || {TACC2-CS} {CS} FOX THREE {Group Label} {Contact Description} BULLSEYE {Bearing/Range} {Altitude}&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} COPY SHOT&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Autonomous HOSTILE employment&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft || {Controller-CS} {CS} FOX THREE {Group Label} BULLSEYE {Bearing/Range} {Altitude} HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} COPY SHOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Multiple shots in one transmission are acceptable:&lt;br /&gt;
  SHADOW12 FOX THREE NORTH GROUP LEAD CONTACT BULLSEYE 2-7-0/20 TWENTY THOUSAND; SHADOW11 FOX THREE NORTH GROUP TRAIL CONTACT.&lt;br /&gt;
&lt;br /&gt;
=== OUT / DEFENDING ===&lt;br /&gt;
Following weapon employment the flight turns away from the threat. OUT is a planned maneuver executed at a prebriefed range. DEFENDING indicates a reactive maneuver against an incoming weapon and is called with the cardinal direction of the defensive turn.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} OUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;or, if reacting to an incoming weapon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft || {CS} DEFENDING {Direction}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DROPPING ===&lt;br /&gt;
May be called in conjunction with OUT. Signals the controller that the flight has ceased monitoring the GROUP and is returning to sanitization radar settings. Monitoring responsibility transfers back to the controller. &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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} OUT {Direction} DROPPING {Group Label}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Controller resumes monitoring of the dropped GROUP&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Resumes monitoring.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Assessment ===&lt;br /&gt;
The flight assesses weapon effects from sensor data or controller reports. Three outcomes are possible:&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;
! Outcome !! Action&lt;br /&gt;
|-&lt;br /&gt;
| GROUP splashed || Call SPLASH&lt;br /&gt;
|-&lt;br /&gt;
| GROUP remains a factor, follow-up shot required || Turn IN, return to MELD&lt;br /&gt;
|-&lt;br /&gt;
| GROUP has left the area or is no longer a factor || Proceed with Tasking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== IN (Follow-up Engagement) ===&lt;br /&gt;
If the GROUP remains a factor and the tactic permits a follow-up shot, the flight turns back toward the GROUP. The IN call triggers a new cycle beginning at MELD.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} IN {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} MELD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Re-sort as required, then return to ENGAGE&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SPLASH ===&lt;br /&gt;
Called when weapon effects confirm the GROUP or contact is destroyed.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft or Controller || {CS} SPLASH {Group Label or Contact Description}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 05 / Defensive Counter Air (DCA) ==&lt;br /&gt;
DCA is the use of fighter aircraft to defend a ground asset or airspace against hostile air threats. It uses prebriefed lanes and defined ranges.&lt;br /&gt;
&lt;br /&gt;
=== DCA Range Structure ===&lt;br /&gt;
All ranges are prebriefed per sortie. The following are the standard range lines used in DCA:&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;
! Range Line !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Fail Line&#039;&#039;&#039; || 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;
| &#039;&#039;&#039;Commit Line (CL)&#039;&#039;&#039; || The line at which a bogey is declared HOSTILE IAW theater ROE and the flight is authorized to commit. Prebriefed for all DCA sorties.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Targeting Range&#039;&#039;&#039; || 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;
| &#039;&#039;&#039;TAC Range&#039;&#039;&#039; || Default 60 nm from the closest fighter to the closest GROUP. Signals all players to prepare for targeting.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Threat Range&#039;&#039;&#039; || The prebriefed range at which an untargeted GROUP meeting THREAT criteria triggers a THREAT call. Prebriefed per sortie.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMMIT Authority ===&lt;br /&gt;
COMMIT authority is derived from the combatant commander and delegated through the chain of command. Any of the following may hold or recommend COMMIT authority depending on what is delegated:&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;
! Role !! Abbreviation !! Authority&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || FL || Usually holds COMMIT authority unless delegated&lt;br /&gt;
|-&lt;br /&gt;
| Team Lead || TL || May hold COMMIT authority if delegated&lt;br /&gt;
|-&lt;br /&gt;
| Mission Commander || MC || May hold COMMIT authority if delegated&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || — || May hold COMMIT authority if delegated&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If only the MC, TL, or FL holds COMMIT authority, the controller may only recommend COMMIT. If the controller holds COMMIT authority, the MC and TL may only recommend.&lt;br /&gt;
&lt;br /&gt;
=== DCA Flow ===&lt;br /&gt;
&lt;br /&gt;
==== Lane Handover ====&lt;br /&gt;
When an outgoing flight is relieved on station by an incoming flight, a positive lane handover is required before the outgoing flight departs.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Off-going Lane Commander || {CS} MOVE FORWARD&lt;br /&gt;
|-&lt;br /&gt;
| On-coming Lane Commander || {CS}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;On-coming aircraft may enter the lane. Lane commander authority has not yet transferred.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Off-going Lane Commander || {CS} YOU HAVE THE LANE&lt;br /&gt;
|-&lt;br /&gt;
| On-coming Lane Commander || {CS} HAS THE LANE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The off-going flight passes critical mission information to the controller before departing. The controller passes big-picture information to the on-coming flight before pushing them to the tactical frequency.&lt;br /&gt;
&lt;br /&gt;
==== Pre-Commit ====&lt;br /&gt;
The flight arrives at its prebriefed CAP position with FENCE IN complete and radars in sanitization configuration. The controller holds picture responsibility.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} PICTURE&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} {Nr of Groups} {Group Label} BULLSEYE {Bearing/Range} {Altitude} TRACK {Direction} {Declaration} {Nr of Contacts}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The flight evaluates commit criteria continuously. Pictures are requested as needed to maintain SA.&lt;br /&gt;
&lt;br /&gt;
==== Commit ====&lt;br /&gt;
&lt;br /&gt;
===== FIGHTER AUTHORITY COMMIT =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} {BULLSEYE CALL} Recommend {CS} COMMIT &lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} COMMIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== CONTROLLER AUTHORITY COMMIT =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} Recommend Commit&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} {BULLSEYE CALL} {CS} COMMIT &lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After COMMIT, fighters hold radio priority.&lt;br /&gt;
&lt;br /&gt;
=== Engagement Loop ===&lt;br /&gt;
The flight executes the standard engagement loop as defined above The loop repeats until the GROUP is splashed, leaves the lane, or:&lt;br /&gt;
&lt;br /&gt;
Once the Engagement is Complete the flight &#039;&#039;&#039;RESETS&#039;&#039;&#039; back to the briefed Position&lt;br /&gt;
&lt;br /&gt;
==== RESET ====&lt;br /&gt;
Directs the flight to return to its prebriefed position or area of operations. RESET implies DROPPING and returns all targeting responsibility to the controller.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} RESET&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Flight returns to prebriefed CAP position. Controller resumes full picture responsibility&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Offensive Counter Air (OCA) ==&lt;br /&gt;
OCA is the use of fighter aircraft to suppress, destroy, or neutralize enemy air assets before they can threaten friendly forces. Unlike DCA, OCA is not lane-based and does not require a commit line. The flight pushes into the threat environment rather than waiting for the threat to approach.&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;
=== OCA Flow ===&lt;br /&gt;
OCA does not have a lane handover or a commit phase. The flight checks in, receives the picture, establishes targeting, and executes the engagement loop.&lt;br /&gt;
&lt;br /&gt;
==== FULL COMMUNICATIONS EXAMPLE ====&lt;br /&gt;
In this Scenario, SHADOW11 four-ship F16C on OCA. TACC2 Agency CS THUMPER executing Positive Control. The Example begins after the Handover. Check In was done on the previous Frequency. TAC RANGE 60, THREAT RANGE 30  &lt;br /&gt;
 THUMPER SHADOW11 PICTURE&lt;br /&gt;
&lt;br /&gt;
 THUMPER PICTURE TEN GROUPS GROUP BULLSEYE 0-2-0/25, TWENTY-SEVEN THOUSAND, THOUSAND, TRACK EAST, HOSTILE, HEAVY, THREE CONTACTS. GROUP BULLSEYE 2-7-0/25, FIFTEEN THOUSAND, TRACK WEST, HOSTILE. GROUP BULLSEYE 2-9-0/35, TEN THOUSAND, TRACK WEST, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 TARGETED GROUP BULLSEYE 0-2-0/25 &lt;br /&gt;
&lt;br /&gt;
 SHADOW11 GROUP BULLSEYE 0-2-0/25 TAC RANGE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 SKATE, MELD&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 SORTED&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 FOX3 BULLSEYE 0-2-0/25&lt;br /&gt;
&lt;br /&gt;
 THUMPER COPY SHOT&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 OUT SOUTH DROPPING&lt;br /&gt;
&lt;br /&gt;
 THUMPER&lt;br /&gt;
&lt;br /&gt;
 THUMPER SHADOW11 BOGEYDOPE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 EAST GROUP BRAA 2-1-0/28, FIFTEEN-THOUSAND, COLD, HOSTILE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 IN, MELD, SORTED&lt;br /&gt;
&lt;br /&gt;
 THUMPER SHADOW11 SPLASH EAST GROUP&lt;br /&gt;
&lt;br /&gt;
 THUMPER&lt;br /&gt;
In the Following Example additional Adversarys Pop Up within Threat Range of SHADOW11&lt;br /&gt;
 SHADOW11 THREAT GROUP, BRAA 1-2-5/28, FIVE-THOUSAND, HOT, HOSTILE, 2 CONTACTS&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 TARGETED, SORTED LEAD, FOX 3 LEADER, FOX3 TRAILER, BULLSEYE 0-5-0/45, FIVE-THOUSAND&lt;br /&gt;
&lt;br /&gt;
 THUMPER COPY SHOT &lt;br /&gt;
&lt;br /&gt;
 SHADOW11 DEFENDING SOUTH, DROPPING&lt;br /&gt;
&lt;br /&gt;
 THUMPER&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 THUMPER THREAT GROUP, BRAA 0-6-0/15, TWO-THOUSAND, COLD, HOSTILE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 IN &lt;br /&gt;
&lt;br /&gt;
 SHADOW11 FOX3 BULLSEYE 0-6-0/15, TWO-THOUSAND&lt;br /&gt;
&lt;br /&gt;
 THUMPER COPY SHOT&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 THUMPER THREAT GROUP VANISHED&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / QRA ==&lt;br /&gt;
&lt;br /&gt;
== 08 / Intercept (VID) ==&lt;br /&gt;
A Visual Identification (VID) intercept is conducted when a contact cannot be declared HOSTILE or FRIENDLY by electronic means alone, and visual confirmation of aircraft type, markings, or behavior is required before engagement authority can be granted or withheld.&lt;br /&gt;
&lt;br /&gt;
VID intercepts follow a structured sequence: the controller guides the fighter to a position from which a visual identification pass can be made, then the fighter reports the result and awaits further direction.&lt;br /&gt;
&lt;br /&gt;
=== Intercept Flow ===&lt;br /&gt;
&lt;br /&gt;
==== Commit ====&lt;br /&gt;
The controller or flight lead initiates the intercept against the unidentified contact.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} COMMIT {Group Label} BULLSEYE {Bearing/Range} {Altitude} {Declaration} {Nr of Contacts}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} COMMIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidance ====&lt;br /&gt;
The controller provides vectors to position the fighter for a VID pass. This is the only phase where the controller takes positive close control of the intercept geometry. BRAA format is used throughout.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} BRAA {Bearing/Range} {Altitude} {Aspect} {Declaration}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Controller continues to provide updated vectors until fighter calls JUDY&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== JUDY ====&lt;br /&gt;
The fighter calls JUDY when radar contact is established and no further controller guidance is required. The controller minimizes transmissions from this point.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} JUDY&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Minimizes transmissions. Continues to provide SA information only.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tally ====&lt;br /&gt;
The fighter calls TALLY when visual contact is established with the target.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TALLY {Position}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Identification ====&lt;br /&gt;
The fighter conducts the VID pass and reports the result to the controller. The report includes aircraft type, markings, and behavior observed.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} IDENTIFIED {Aircraft Type} {Markings / Behavior}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} {Further Instructions / Declaration Update}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the contact is identified as HOSTILE following the VID pass, the controller issues the updated declaration and the flight may proceed to engagement IAW ROE. If the contact is FRIENDLY or NEUTRAL, the flight disengages and returns to its prebriefed position.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 09 / Merge ==&lt;br /&gt;
A merge occurs when friendly and target aircraft arrive in the visual arena, within 3–5 nm of each other. At the merge, radar resolution becomes limiting and the engagement transitions from BVR to Within Visual Range (WVR). The engagement is now managed through ACM contracts and direct communication between flight members.&lt;br /&gt;
&lt;br /&gt;
=== Authority and Radio Priority ===&lt;br /&gt;
Two distinct concepts govern merge communications: &#039;&#039;&#039;authority&#039;&#039;&#039; and &#039;&#039;&#039;radio priority&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Authority&#039;&#039;&#039; remains with the Flight Lead throughout the engagement. The FL can override, redirect, or terminate the engagement at any time regardless of who is engaged.&lt;br /&gt;
&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;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Role !! Authority !! Radio Priority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flight Lead&#039;&#039;&#039; || Full authority over the engagement at all times || Secondary — subordinates to engaged fighter&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engaged Fighter&#039;&#039;&#039; || Manages own engagement IAW FL direction || Primary — holds radio priority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supporting Fighter&#039;&#039;&#039; || Executes IAW engaged fighter and FL direction || Tertiary — transmits only when necessary&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Controller&#039;&#039;&#039; || Provides SA only || Minimal — THREAT calls and direct requests only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== MERGED ===&lt;br /&gt;
The controller calls MERGED when radar tracks come together within 3–5 nm, or the engaged fighter calls it when visual contact is made at the merge.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller or Engaged Fighter || {CS} MERGED {Group Label}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Role Assignment ===&lt;br /&gt;
At or before the merge, engaged and supporting roles must be clearly established. By default the flight lead is engaged. Roles can be assigned or transferred in two ways:&lt;br /&gt;
&lt;br /&gt;
==== Wingman-Initiated Transfer ====&lt;br /&gt;
The wingman identifies he is the engaged fighter based on the bandit&#039;s plane of motion and lift vector orientation, and calls it.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || #2 ENGAGED&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || PRESS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Flight Lead-Initiated Transfer ====&lt;br /&gt;
The flight lead recognizes the wingman is the engaged fighter and assigns the role.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || #2 PRESS&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || #2 ENGAGED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bandit Switches ====&lt;br /&gt;
If the bandit maneuvers to engage the other fighter, the currently engaged fighter communicates the change.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || BANDIT SWITCHED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Roles are reassessed and reassigned as required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engaged Fighter SA Calls ===&lt;br /&gt;
The engaged fighter is responsible for narrating the fight to maintain the supporting fighter&#039;s situational awareness. This enables the supporting fighter to position correctly and employ at the right moment. SA calls include the fight geometry, altitude, and direction.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || {CS} ENGAGED {ONE / TWO CIRCLE} {Direction} {Altitude}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  VIPER 1, ENGAGED ONE CIRCLE CLIMBING THROUGH FIFTEEN THOUSAND.&lt;br /&gt;
  VIPER 1, ENGAGED TWO CIRCLE NORTHBOUND BANDITS LOW TWO&#039;S HIGH.&lt;br /&gt;
&lt;br /&gt;
These calls are made continuously as the fight develops, not just once at the merge. The supporting fighter cannot position or employ safely without them.&lt;br /&gt;
&lt;br /&gt;
=== STATUS Calls ===&lt;br /&gt;
STATUS is a request from the supporting fighter for a specific situational update from the engaged fighter. It is the primary tool for IFF at the merge. A generic STATUS call returns a general update. A specific STATUS call asks a targeted question and returns a more useful answer.&lt;br /&gt;
&lt;br /&gt;
The supporting fighter should tailor the STATUS call to the specific information needed to resolve the IFF situation. Generic STATUS calls are acceptable but specific calls are faster and more effective.&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;
! Call !! Question Being Asked !! Example Response&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS&#039;&#039;&#039; || General situation update || ENGAGED ONE CIRCLE NORTHBOUND BANDITS LOW TWO&#039;S HIGH&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS HIGH/LOW&#039;&#039;&#039; || Which aircraft is higher || BANDITS LOW TWO&#039;S HIGH&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS NOSE HIGH/NOSE LOW&#039;&#039;&#039; || Which aircraft has nose above or below horizon || TWO&#039;S NOSE HIGH BANDIT NOSE LOW&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS LEFT/RIGHT&#039;&#039;&#039; || Which aircraft is left or right || TWO&#039;S LEFT BANDIT RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS NORTH/SOUTH/EAST/WEST&#039;&#039;&#039; || Cardinal orientation of aircraft in the fight || TWO&#039;S NORTH BANDIT SOUTH&lt;br /&gt;
|}&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || {CS} STATUS {Qualifier if applicable}&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || {Specific SA answer to the STATUS question}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Supporting Fighter: TWO STATUS HIGH LOW.&lt;br /&gt;
  Engaged Fighter: BANDITS LOW TWO&#039;S HIGH.&lt;br /&gt;
&lt;br /&gt;
If a STATUS call returns an ambiguous response, rephrase with a more specific qualifier before resorting to a FLASH call.&lt;br /&gt;
&lt;br /&gt;
As a last resort, a FLASH call can be used to add physical confirmation to IFF — for example FLASH FLARES or FLASH BURNER. This directs the wingman to briefly activate the specified system so the supporting fighter can visually confirm identity. Exercise extreme caution — the bandit may also be employing flares, and a mistaken identification cannot be undone.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || FLASH {FLARES / BURNER}&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || &#039;&#039;(executes flash of specified system briefly)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== IFF Brevity ===&lt;br /&gt;
Standard brevity calls for visual identification status:&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;
! Term !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TALLY&#039;&#039;&#039; || Visual contact established on the target or bandit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NO JOY&#039;&#039;&#039; || No visual contact with the target or bandit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VISUAL&#039;&#039;&#039; || Visual contact established on a friendly aircraft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BLIND&#039;&#039;&#039; || No visual contact with a friendly aircraft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
IFF must be confirmed before employment. Do not rely on aircraft visuals alone — use STATUS calls to confirm orientation before taking a shot.&lt;br /&gt;
&lt;br /&gt;
=== Talk-On ===&lt;br /&gt;
If the supporting fighter loses visual on the engaged fighter (BLIND) after the merge, the engaged fighter or flight lead can provide a talk-on to re-establish visual.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter or FL || {CS} {Clock Position} {Range} {Altitude Qualifier}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  VIPER 1, THREE O&#039;CLOCK ONE AND A HALF MILES LOW.&lt;br /&gt;
&lt;br /&gt;
Once visual is re-established:&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || {CS} VISUAL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Employment ===&lt;br /&gt;
Once IFF is confirmed and a valid shot opportunity exists, the supporting fighter employs. The call includes weapon type and target description.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting or Engaged Fighter || {Controller-CS} {CS} FOX TWO {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || COPY SHOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gun employment:&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting or Engaged Fighter || {Controller-CS} {CS} GUNS {Target Description}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The flight lead retains authority to call NEGATIVE if employment is unsafe or premature, regardless of who holds radio priority.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || NEGATIVE {CS} {Reason if required}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SPLASH ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged or Supporting Fighter || {Controller-CS} {CS} SPLASH {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} COPY SPLASH&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bug Out ===&lt;br /&gt;
Following SPLASH, or when the flight lead determines the engagement should end, the supporting fighter directs the egress. The supporting fighter holds the best big-picture SA at this point and is best placed to select a safe egress direction.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || {CS} BUG OUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;All flight members flow in the stated direction&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  VIPER&#039;S BUG OUT 0-9-0.&lt;br /&gt;
&lt;br /&gt;
If the flight lead was the supporting fighter and the wingman is now visual after the bug out, conventional flight roles are re-established:&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || {CS} VISUAL PRESS&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || ENGAGED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Following the bug out the flight calls RESET on the TAC C2 NET and returns to the prebriefed position unless directed otherwise.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || {Controller-CS} {CS} RESET&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=MTTP/A2A&amp;diff=395</id>
		<title>MTTP/A2A</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=MTTP/A2A&amp;diff=395"/>
		<updated>2026-05-23T15:52:14Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* 12 / Merge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 01 / Overview ==&lt;br /&gt;
Air combat is primarily carried out by CAP aircraft. The two main mission types are &#039;&#039;&#039;DCA&#039;&#039;&#039; (Defensive Counter Air) and &#039;&#039;&#039;OCA&#039;&#039;&#039; (Offensive Counter Air).&lt;br /&gt;
&lt;br /&gt;
=== Groups and Contacts ===&lt;br /&gt;
A &#039;&#039;&#039;GROUP&#039;&#039;&#039; is any number of air contacts within 3 nm in azimuth and range of each other. A &#039;&#039;&#039;CONTACT&#039;&#039;&#039; is an individual radar return within a GROUP. Single contact is the assumed strength for all GROUPs unless otherwise specified. A GROUP with three or more contacts is called &#039;&#039;&#039;HEAVY&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;PICTURE&#039;&#039;&#039; establishes a common tactical air image and describes the spatial relationship of GROUPs. It is always communicated in BULLSEYE format unless briefed otherwise. Only the Three GROUPs with highest Priority are Conveyed&lt;br /&gt;
&lt;br /&gt;
=== Contact Declaration ===&lt;br /&gt;
Before a fighter can engage, a contact must be declared. Declaration is performed by the controller in response to a DECLARE request.&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;
! Declaration !! Meaning !! Engagement Authority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BOGEY&#039;&#039;&#039; || Identity unknown || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OUTLAW&#039;&#039;&#039; || Originates from known or suspected hostile area || Not cleared to engage; escalation criteria apply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SPADES&#039;&#039;&#039; || No valid IFF response on interrogation || Not cleared to engage; escalation criteria apply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BANDIT&#039;&#039;&#039; || Positively identified as enemy IAW theater ID criteria || Not cleared to engage; does not imply authority to fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HOSTILE&#039;&#039;&#039; || Confirmed enemy; clearance to fire authorized IAW ROE || Cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NEUTRAL&#039;&#039;&#039; || Positively identified as neutral || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FRIENDLY&#039;&#039;&#039; || Positively identified as friendly || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FURBALL&#039;&#039;&#039; || Friendly and non-friendly aircraft within 5 nm || Employment not authorized until resolved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A BOGEY, BANDIT, OUTLAW, or SPADES classification does not authorize engagement. HOSTILE is the only declaration that authorizes weapons employment IAW ROE.&lt;br /&gt;
&lt;br /&gt;
== 02 / Important Concepts ==&lt;br /&gt;
&lt;br /&gt;
=== Communication Cadence by Phase ===&lt;br /&gt;
Communication priority shifts between the controller and fighters depending on the phase of the intercept.&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;
! Phase !! Priority Communicators&lt;br /&gt;
|-&lt;br /&gt;
| Pre-COMMIT / Marshal || 1. Controller · 2. Fighters&lt;br /&gt;
|-&lt;br /&gt;
| Post-COMMIT / Push || 1. Controller · 2. Fighter&lt;br /&gt;
|-&lt;br /&gt;
| Targeting / Weapons Employment || 1. Fighters · 2. Controller&lt;br /&gt;
|-&lt;br /&gt;
| Merge || 1. Engaged Fighter · 2. Supporting Fighters · 3. Controller&lt;br /&gt;
|-&lt;br /&gt;
| Post-Merge || 1. Fighter Clearing Merge · 2. Supporting Fighters · 3. Controller&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TAC Range ===&lt;br /&gt;
Called at 60 nm (default) by the first asset to recognize the separation. Signals all players to prepare for targeting. Pre-commit SA building continues until this point.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller or Fighter || {CS} {Group Label} TAC RANGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Airspace Sanitization ===&lt;br /&gt;
A Section consists of two aircraft, each equipped with its own radar. Regardless of the number of bars or maximum azimuth a single radar supports, no single system can cover the entire sky. To compensate, both radars are stacked and assigned to different portions of the airspace — each portion is called an &#039;&#039;&#039;Area of Responsibility (AOR)&#039;&#039;&#039;. This technique, known as &#039;&#039;&#039;Radar Mating&#039;&#039;&#039;, vastly increases the total volume scanned and ensures that no unknown contacts are operating in the area beyond already-tracked groups. The exact parameters depend on the aircraft type: the US Navy recommends RWS, 140°, 6 bars, end scale 80 nm, with radars mated at 25 nm: placing the flight lead between 40,000 and 15,000 ft, and the wingman from ground level to 25,000 ft.&lt;br /&gt;
&lt;br /&gt;
The process of actively scanning assigned AORs to confirm no unknown contacts are present is called &#039;&#039;&#039;Sanitisation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Because both Radar Mating parameters and Sanitisation responsibilities directly affect how an engagement develops, all of this must be &#039;&#039;&#039;pre-briefed&#039;&#039;&#039; and set as a &#039;&#039;&#039;contract&#039;&#039;&#039; before the mission. Time pressure may not always permit a thorough sanitisation pass, and how to handle that contingency should likewise be agreed upon in the brief.&lt;br /&gt;
&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
The flight assigns GROUP responsibility and confirms classification.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} DECLARE {Group Label or Bullseye Position}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {Group Label} DECLARED {HOSTILE / BOGEY / FRIENDLY / UNABLE / FURBALL}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGET {Group Label} {Tactic}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Once group appears on radar&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGETED {Group Label} BULLSEYE {Bearing/Range}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;No response if information correlates. Comparative response if correction is required.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 03 / Common Calls ==&lt;br /&gt;
&lt;br /&gt;
=== DECLARE ===&lt;br /&gt;
Inquiry as to the identity of a specified GROUP. Full positional data in BULLSEYE format must accompany all responses.&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
  EAGLE 11, NORTH GROUP BULLSEYE 2-7-3/27, TWENTY-TWO THOUSAND, TRACK EAST, BOGEY SPADES.&lt;br /&gt;
&lt;br /&gt;
=== BOGEY DOPE ===&lt;br /&gt;
Request for BRAA information on the indicated GROUP or the closest GROUP if not specified. Does not imply fighter targeting.&lt;br /&gt;
  MIKE, EAGLE 11, BOGEY DOPE NORTH GROUP.&lt;br /&gt;
  EAGLE 11, NORTH GROUP BRAA 2-1-0/28, THIRTY-EIGHT THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
=== NAILS ===&lt;br /&gt;
Fighter&#039;s radar warning receiver is detecting an airborne interceptor radar in search mode. Called with bearing or cardinal direction.&lt;br /&gt;
  EAGLE 1, NAILS 2-7-0.&lt;br /&gt;
&lt;br /&gt;
=== SPIKED ===&lt;br /&gt;
Fighter is being actively tracked by an airborne radar. Called with bearing or cardinal direction. Controller correlates to a GROUP within ±30 degrees and responds with range, altitude, aspect, declaration, and GROUP name.&lt;br /&gt;
  EAGLE 1, SPIKED 2-7-0.&lt;br /&gt;
  EAGLE 1, SPIKE RANGE 17, THIRTY THOUSAND, HOSTILE EAST GROUP, TWO CONTACTS.&lt;br /&gt;
&lt;br /&gt;
=== THREAT Call ===&lt;br /&gt;
If a fighter will pierce THREAT range to an untargeted GROUP, the controller makes a THREAT call in BRAA format no later than THREAT range.&lt;br /&gt;
  HEAT 31, ADDITIONAL GROUP THREAT, BRAA 1-2-5/35, THIRTY-FIVE THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
If the THREAT is within 5 nm of friendly fighters:&lt;br /&gt;
  BOLT 1, THREAT NORTH THREE, TEN THOUSAND, TRACK SOUTH, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
=== FADED and VANISHED ===&lt;br /&gt;
&#039;&#039;&#039;FADED&#039;&#039;&#039; — a previously tracked GROUP not updated by sensors for 30 seconds. The controller reports the GROUP as FADED with last known BULLSEYE position. Fighters maintain MONITOR responsibility if they can maintain correlation. FADED is not used for friendly aircraft — controllers use NEGATIVE CONTACT for friendlies not held on sensors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VANISHED&#039;&#039;&#039; — a special case of FADED used when the GROUP is not in a known blind zone and is correlated to a friendly shot that meets parameters for successful termination. &lt;br /&gt;
&lt;br /&gt;
=== Unexpected Contacts ===&lt;br /&gt;
Three distinct call types exist for contacts not part of the established picture:&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;
! Call !! Criteria !! Format&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039; || Newly detected outside targeting range, or does not fit traditional label || BULLSEYE&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039; || Previously undetected; appears inside targeting range but outside THREAT range || BULLSEYE&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039; || Undetected or unreported GROUP meeting briefed THREAT criteria || BRAA to the closest aircraft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  DARKSTAR, POP-UP GROUP BULLSEYE 2-7-0/15, FIVE THOUSAND, TRACK WEST, BOGEY SPADES.&lt;br /&gt;
  RAMBO 2, THREAT GROUP BRAA 2-7-0/13, ONE THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
== 04 / Engagement ==&lt;br /&gt;
The engagement loop is the core sequence executed by all fighter flights once committed and targeting is established. It repeats until the GROUP is splashed, leaves the area, or the flight resets.&lt;br /&gt;
&lt;br /&gt;
=== MELD ===&lt;br /&gt;
The flight lead directs all flight members to shift their radars from wide sanitization to focused SA on the assigned GROUP. This transition narrows the radar from maximum azimuth and altitude coverage to a tighter volume centered on the target. Sanitization of the surrounding airspace ceases until DROPPING is called.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} MELD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;All flight members shift radar from sanitization to the assigned GROUP&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SORT ===&lt;br /&gt;
The flight lead assigns individual contacts within the GROUP to specific flight members. Each member acknowledges with SORTED when they have confirmed their assigned contact on radar and are prepared to engage it. If a member cannot confirm their assigned contact, SORTED is withheld until resolution.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || &#039;&#039;(intraflight) FLIGHT SORT {Criteria}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #2 || &#039;&#039;(intraflight) #2 SORTED&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #3 || &#039;&#039;(intraflight) #3 SORTED&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #4 || &#039;&#039;(intraflight) #4 SORTED&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== JUDY ===&lt;br /&gt;
Called by the flight lead when the flight no longer requires controller guidance to prosecute the intercept. From this point, the controller minimizes transmissions and provides situational awareness information only. JUDY is not always called.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} JUDY&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Minimizes transmissions. Provides SA and THREAT calls only.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ENGAGE ===&lt;br /&gt;
Directive call from the flight lead to a specific wingman to employ weapons. The flight lead may also direct simultaneous employment by multiple members.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} ENGAGE&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || {CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Employment ===&lt;br /&gt;
The firing aircraft calls the shot on TACC2 NET immediately after employment. The call includes shot type, GROUP label, contact description, BULLSEYE position, and altitude. The controller acknowledges with COPY SHOT.&lt;br /&gt;
&lt;br /&gt;
If a fighter determines a GROUP HOSTILE and ROE has been met, the fighter may employ autonomously and include HOSTILE in the shot transmission.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft || {TACC2-CS} {CS} FOX THREE {Group Label} {Contact Description} BULLSEYE {Bearing/Range} {Altitude}&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} COPY SHOT&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Autonomous HOSTILE employment&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft || {Controller-CS} {CS} FOX THREE {Group Label} BULLSEYE {Bearing/Range} {Altitude} HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} COPY SHOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Multiple shots in one transmission are acceptable:&lt;br /&gt;
  SHADOW12 FOX THREE NORTH GROUP LEAD CONTACT BULLSEYE 2-7-0/20 TWENTY THOUSAND; SHADOW11 FOX THREE NORTH GROUP TRAIL CONTACT.&lt;br /&gt;
&lt;br /&gt;
=== OUT / DEFENDING ===&lt;br /&gt;
Following weapon employment the flight turns away from the threat. OUT is a planned maneuver executed at a prebriefed range. DEFENDING indicates a reactive maneuver against an incoming weapon and is called with the cardinal direction of the defensive turn.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} OUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;or, if reacting to an incoming weapon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft || {CS} DEFENDING {Direction}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DROPPING ===&lt;br /&gt;
May be called in conjunction with OUT. Signals the controller that the flight has ceased monitoring the GROUP and is returning to sanitization radar settings. Monitoring responsibility transfers back to the controller. &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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} OUT {Direction} DROPPING {Group Label}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Controller resumes monitoring of the dropped GROUP&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Resumes monitoring.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Assessment ===&lt;br /&gt;
The flight assesses weapon effects from sensor data or controller reports. Three outcomes are possible:&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;
! Outcome !! Action&lt;br /&gt;
|-&lt;br /&gt;
| GROUP splashed || Call SPLASH&lt;br /&gt;
|-&lt;br /&gt;
| GROUP remains a factor, follow-up shot required || Turn IN, return to MELD&lt;br /&gt;
|-&lt;br /&gt;
| GROUP has left the area or is no longer a factor || Proceed with Tasking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== IN (Follow-up Engagement) ===&lt;br /&gt;
If the GROUP remains a factor and the tactic permits a follow-up shot, the flight turns back toward the GROUP. The IN call triggers a new cycle beginning at MELD.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} IN {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} MELD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Re-sort as required, then return to ENGAGE&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SPLASH ===&lt;br /&gt;
Called when weapon effects confirm the GROUP or contact is destroyed.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft or Controller || {CS} SPLASH {Group Label or Contact Description}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 05 / Defensive Counter Air (DCA) ==&lt;br /&gt;
DCA is the use of fighter aircraft to defend a ground asset or airspace against hostile air threats. It uses prebriefed lanes and defined ranges.&lt;br /&gt;
&lt;br /&gt;
=== DCA Range Structure ===&lt;br /&gt;
All ranges are prebriefed per sortie. The following are the standard range lines used in DCA:&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;
! Range Line !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Fail Line&#039;&#039;&#039; || 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;
| &#039;&#039;&#039;Commit Line (CL)&#039;&#039;&#039; || The line at which a bogey is declared HOSTILE IAW theater ROE and the flight is authorized to commit. Prebriefed for all DCA sorties.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Targeting Range&#039;&#039;&#039; || 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;
| &#039;&#039;&#039;TAC Range&#039;&#039;&#039; || Default 60 nm from the closest fighter to the closest GROUP. Signals all players to prepare for targeting.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Threat Range&#039;&#039;&#039; || The prebriefed range at which an untargeted GROUP meeting THREAT criteria triggers a THREAT call. Prebriefed per sortie.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMMIT Authority ===&lt;br /&gt;
COMMIT authority is derived from the combatant commander and delegated through the chain of command. Any of the following may hold or recommend COMMIT authority depending on what is delegated:&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;
! Role !! Abbreviation !! Authority&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || FL || Usually holds COMMIT authority unless delegated&lt;br /&gt;
|-&lt;br /&gt;
| Team Lead || TL || May hold COMMIT authority if delegated&lt;br /&gt;
|-&lt;br /&gt;
| Mission Commander || MC || May hold COMMIT authority if delegated&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || — || May hold COMMIT authority if delegated&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If only the MC, TL, or FL holds COMMIT authority, the controller may only recommend COMMIT. If the controller holds COMMIT authority, the MC and TL may only recommend.&lt;br /&gt;
&lt;br /&gt;
=== DCA Flow ===&lt;br /&gt;
&lt;br /&gt;
==== Lane Handover ====&lt;br /&gt;
When an outgoing flight is relieved on station by an incoming flight, a positive lane handover is required before the outgoing flight departs.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Off-going Lane Commander || {CS} MOVE FORWARD&lt;br /&gt;
|-&lt;br /&gt;
| On-coming Lane Commander || {CS}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;On-coming aircraft may enter the lane. Lane commander authority has not yet transferred.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Off-going Lane Commander || {CS} YOU HAVE THE LANE&lt;br /&gt;
|-&lt;br /&gt;
| On-coming Lane Commander || {CS} HAS THE LANE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The off-going flight passes critical mission information to the controller before departing. The controller passes big-picture information to the on-coming flight before pushing them to the tactical frequency.&lt;br /&gt;
&lt;br /&gt;
==== Pre-Commit ====&lt;br /&gt;
The flight arrives at its prebriefed CAP position with FENCE IN complete and radars in sanitization configuration. The controller holds picture responsibility.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} PICTURE&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} {Nr of Groups} {Group Label} BULLSEYE {Bearing/Range} {Altitude} TRACK {Direction} {Declaration} {Nr of Contacts}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The flight evaluates commit criteria continuously. Pictures are requested as needed to maintain SA.&lt;br /&gt;
&lt;br /&gt;
==== Commit ====&lt;br /&gt;
&lt;br /&gt;
===== FIGHTER AUTHORITY COMMIT =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} {BULLSEYE CALL} Recommend {CS} COMMIT &lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} COMMIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== CONTROLLER AUTHORITY COMMIT =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} Recommend Commit&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} {BULLSEYE CALL} {CS} COMMIT &lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After COMMIT, fighters hold radio priority.&lt;br /&gt;
&lt;br /&gt;
=== Engagement Loop ===&lt;br /&gt;
The flight executes the standard engagement loop as defined above The loop repeats until the GROUP is splashed, leaves the lane, or:&lt;br /&gt;
&lt;br /&gt;
Once the Engagement is Complete the flight &#039;&#039;&#039;RESETS&#039;&#039;&#039; back to the briefed Position&lt;br /&gt;
&lt;br /&gt;
==== RESET ====&lt;br /&gt;
Directs the flight to return to its prebriefed position or area of operations. RESET implies DROPPING and returns all targeting responsibility to the controller.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} RESET&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Flight returns to prebriefed CAP position. Controller resumes full picture responsibility&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Offensive Counter Air (OCA) ==&lt;br /&gt;
OCA is the use of fighter aircraft to suppress, destroy, or neutralize enemy air assets before they can threaten friendly forces. Unlike DCA, OCA is not lane-based and does not require a commit line. The flight pushes into the threat environment rather than waiting for the threat to approach.&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;
=== OCA Flow ===&lt;br /&gt;
OCA does not have a lane handover or a commit phase. The flight checks in, receives the picture, establishes targeting, and executes the engagement loop.&lt;br /&gt;
&lt;br /&gt;
==== FULL COMMUNICATIONS EXAMPLE ====&lt;br /&gt;
In this Scenario, SHADOW11 four-ship F16C on OCA. TACC2 Agency CS THUMPER executing Positive Control. The Example begins after the Handover. Check In was done on the previous Frequency. TAC RANGE 60, THREAT RANGE 30  &lt;br /&gt;
 THUMPER SHADOW11 PICTURE&lt;br /&gt;
&lt;br /&gt;
 THUMPER PICTURE TEN GROUPS GROUP BULLSEYE 0-2-0/25, TWENTY-SEVEN THOUSAND, THOUSAND, TRACK EAST, HOSTILE, HEAVY, THREE CONTACTS. GROUP BULLSEYE 2-7-0/25, FIFTEEN THOUSAND, TRACK WEST, HOSTILE. GROUP BULLSEYE 2-9-0/35, TEN THOUSAND, TRACK WEST, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 TARGETED GROUP BULLSEYE 0-2-0/25 &lt;br /&gt;
&lt;br /&gt;
 SHADOW11 GROUP BULLSEYE 0-2-0/25 TAC RANGE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 SKATE, MELD&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 SORTED&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 FOX3 BULLSEYE 0-2-0/25&lt;br /&gt;
&lt;br /&gt;
 THUMPER COPY SHOT&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 OUT SOUTH DROPPING&lt;br /&gt;
&lt;br /&gt;
 THUMPER&lt;br /&gt;
&lt;br /&gt;
 THUMPER SHADOW11 BOGEYDOPE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 EAST GROUP BRAA 2-1-0/28, FIFTEEN-THOUSAND, COLD, HOSTILE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 IN, MELD, SORTED&lt;br /&gt;
&lt;br /&gt;
 THUMPER SHADOW11 SPLASH EAST GROUP&lt;br /&gt;
&lt;br /&gt;
 THUMPER&lt;br /&gt;
In the Following Example additional Adversarys Pop Up within Threat Range of SHADOW11&lt;br /&gt;
 SHADOW11 THREAT GROUP, BRAA 1-2-5/28, FIVE-THOUSAND, HOT, HOSTILE, 2 CONTACTS&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 TARGETED, SORTED LEAD, FOX 3 LEADER, FOX3 TRAILER, BULLSEYE 0-5-0/45, FIVE-THOUSAND&lt;br /&gt;
&lt;br /&gt;
 THUMPER COPY SHOT &lt;br /&gt;
&lt;br /&gt;
 SHADOW11 DEFENDING SOUTH, DROPPING&lt;br /&gt;
&lt;br /&gt;
 THUMPER&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 THUMPER THREAT GROUP, BRAA 0-6-0/15, TWO-THOUSAND, COLD, HOSTILE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 IN &lt;br /&gt;
&lt;br /&gt;
 SHADOW11 FOX3 BULLSEYE 0-6-0/15, TWO-THOUSAND&lt;br /&gt;
&lt;br /&gt;
 THUMPER COPY SHOT&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 THUMPER THREAT GROUP VANISHED&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / QRA ==&lt;br /&gt;
&lt;br /&gt;
== 08 / Intercept (VID) ==&lt;br /&gt;
A Visual Identification (VID) intercept is conducted when a contact cannot be declared HOSTILE or FRIENDLY by electronic means alone, and visual confirmation of aircraft type, markings, or behavior is required before engagement authority can be granted or withheld.&lt;br /&gt;
&lt;br /&gt;
VID intercepts follow a structured sequence: the controller guides the fighter to a position from which a visual identification pass can be made, then the fighter reports the result and awaits further direction.&lt;br /&gt;
&lt;br /&gt;
=== Intercept Flow ===&lt;br /&gt;
&lt;br /&gt;
==== Commit ====&lt;br /&gt;
The controller or flight lead initiates the intercept against the unidentified contact.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} COMMIT {Group Label} BULLSEYE {Bearing/Range} {Altitude} {Declaration} {Nr of Contacts}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} COMMIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidance ====&lt;br /&gt;
The controller provides vectors to position the fighter for a VID pass. This is the only phase where the controller takes positive close control of the intercept geometry. BRAA format is used throughout.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} BRAA {Bearing/Range} {Altitude} {Aspect} {Declaration}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Controller continues to provide updated vectors until fighter calls JUDY&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== JUDY ====&lt;br /&gt;
The fighter calls JUDY when radar contact is established and no further controller guidance is required. The controller minimizes transmissions from this point.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} JUDY&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Minimizes transmissions. Continues to provide SA information only.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tally ====&lt;br /&gt;
The fighter calls TALLY when visual contact is established with the target.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TALLY {Position}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Identification ====&lt;br /&gt;
The fighter conducts the VID pass and reports the result to the controller. The report includes aircraft type, markings, and behavior observed.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} IDENTIFIED {Aircraft Type} {Markings / Behavior}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} {Further Instructions / Declaration Update}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the contact is identified as HOSTILE following the VID pass, the controller issues the updated declaration and the flight may proceed to engagement IAW ROE. If the contact is FRIENDLY or NEUTRAL, the flight disengages and returns to its prebriefed position.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 09 / Merge ==&lt;br /&gt;
A merge occurs when friendly and target aircraft arrive in the visual arena, within 3–5 nm of each other. At the merge, radar resolution becomes limiting and the engagement transitions from BVR to Within Visual Range (WVR). The engagement is now managed through ACM contracts and direct communication between flight members.&lt;br /&gt;
&lt;br /&gt;
=== Authority and Radio Priority ===&lt;br /&gt;
Two distinct concepts govern merge communications: &#039;&#039;&#039;authority&#039;&#039;&#039; and &#039;&#039;&#039;radio priority&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Authority&#039;&#039;&#039; remains with the Flight Lead throughout the engagement. The FL can override, redirect, or terminate the engagement at any time regardless of who is engaged.&lt;br /&gt;
&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;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Role !! Authority !! Radio Priority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flight Lead&#039;&#039;&#039; || Full authority over the engagement at all times || Secondary — subordinates to engaged fighter&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engaged Fighter&#039;&#039;&#039; || Manages own engagement IAW FL direction || Primary — holds radio priority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supporting Fighter&#039;&#039;&#039; || Executes IAW engaged fighter and FL direction || Tertiary — transmits only when necessary&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Controller&#039;&#039;&#039; || Provides SA only || Minimal — THREAT calls and direct requests only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== MERGED ===&lt;br /&gt;
The controller calls MERGED when radar tracks come together within 3–5 nm, or the engaged fighter calls it when visual contact is made at the merge.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller or Engaged Fighter || {CS} MERGED {Group Label}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Role Assignment ===&lt;br /&gt;
At or before the merge, engaged and supporting roles must be clearly established. By default the flight lead is engaged. Roles can be assigned or transferred in two ways:&lt;br /&gt;
&lt;br /&gt;
==== Wingman-Initiated Transfer ====&lt;br /&gt;
The wingman identifies he is the engaged fighter based on the bandit&#039;s plane of motion and lift vector orientation, and calls it.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || #2 ENGAGED&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || PRESS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Flight Lead-Initiated Transfer ====&lt;br /&gt;
The flight lead recognizes the wingman is the engaged fighter and assigns the role.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || #2 PRESS&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || #2 ENGAGED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bandit Switches ====&lt;br /&gt;
If the bandit maneuvers to engage the other fighter, the currently engaged fighter communicates the change.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || BANDIT SWITCHED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Roles are reassessed and reassigned as required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engaged Fighter SA Calls ===&lt;br /&gt;
The engaged fighter is responsible for narrating the fight to maintain the supporting fighter&#039;s situational awareness. This enables the supporting fighter to position correctly and employ at the right moment. SA calls include the fight geometry, altitude, and direction.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || {CS} ENGAGED {ONE / TWO CIRCLE} {Direction} {Altitude}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  VIPER 1, ENGAGED ONE CIRCLE CLIMBING THROUGH FIFTEEN THOUSAND.&lt;br /&gt;
  VIPER 1, ENGAGED TWO CIRCLE NORTHBOUND BANDITS LOW TWO&#039;S HIGH.&lt;br /&gt;
&lt;br /&gt;
These calls are made continuously as the fight develops, not just once at the merge. The supporting fighter cannot position or employ safely without them.&lt;br /&gt;
&lt;br /&gt;
=== STATUS Calls ===&lt;br /&gt;
STATUS is a request from the supporting fighter for a specific situational update from the engaged fighter. It is the primary tool for IFF at the merge. A generic STATUS call returns a general update. A specific STATUS call asks a targeted question and returns a more useful answer.&lt;br /&gt;
&lt;br /&gt;
The supporting fighter should tailor the STATUS call to the specific information needed to resolve the IFF situation. Generic STATUS calls are acceptable but specific calls are faster and more effective.&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;
! Call !! Question Being Asked !! Example Response&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS&#039;&#039;&#039; || General situation update || ENGAGED ONE CIRCLE NORTHBOUND BANDITS LOW TWO&#039;S HIGH&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS HIGH/LOW&#039;&#039;&#039; || Which aircraft is higher || BANDITS LOW TWO&#039;S HIGH&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS NOSE HIGH/NOSE LOW&#039;&#039;&#039; || Which aircraft has nose above or below horizon || TWO&#039;S NOSE HIGH BANDIT NOSE LOW&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS LEFT/RIGHT&#039;&#039;&#039; || Which aircraft is left or right || TWO&#039;S LEFT BANDIT RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS NORTH/SOUTH/EAST/WEST&#039;&#039;&#039; || Cardinal orientation of aircraft in the fight || TWO&#039;S NORTH BANDIT SOUTH&lt;br /&gt;
|}&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || {CS} STATUS {Qualifier if applicable}&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || {Specific SA answer to the STATUS question}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Supporting Fighter: TWO STATUS HIGH LOW.&lt;br /&gt;
  Engaged Fighter: BANDITS LOW TWO&#039;S HIGH.&lt;br /&gt;
&lt;br /&gt;
If a STATUS call returns an ambiguous response, rephrase with a more specific qualifier before resorting to a FLASH call.&lt;br /&gt;
&lt;br /&gt;
As a last resort, a FLASH call can be used to add physical confirmation to IFF — for example FLASH FLARES or FLASH BURNER. This directs the wingman to briefly activate the specified system so the supporting fighter can visually confirm identity. Exercise extreme caution — the bandit may also be employing flares, and a mistaken identification cannot be undone.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || FLASH {FLARES / BURNER}&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || &#039;&#039;(executes flash of specified system briefly)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== IFF Brevity ===&lt;br /&gt;
Standard brevity calls for visual identification status:&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;
! Term !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TALLY&#039;&#039;&#039; || Visual contact established on the target or bandit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NO JOY&#039;&#039;&#039; || No visual contact with the target or bandit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VISUAL&#039;&#039;&#039; || Visual contact established on a friendly aircraft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BLIND&#039;&#039;&#039; || No visual contact with a friendly aircraft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
IFF must be confirmed before employment. Do not rely on aircraft visuals alone — use STATUS calls to confirm orientation before taking a shot.&lt;br /&gt;
&lt;br /&gt;
=== Talk-On ===&lt;br /&gt;
If the supporting fighter loses visual on the engaged fighter after the merge, the engaged fighter or flight lead can provide a talk-on to re-establish visual.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter or FL || {CS} {Clock Position} {Range} {Altitude Qualifier}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  VIPER 1, THREE O&#039;CLOCK ONE AND A HALF MILES LOW.&lt;br /&gt;
&lt;br /&gt;
Once visual is re-established:&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || {CS} VISUAL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Employment ===&lt;br /&gt;
Once IFF is confirmed and a valid shot opportunity exists, the supporting fighter employs. The call includes weapon type and target description.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting or Engaged Fighter || {Controller-CS} {CS} FOX TWO {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || COPY SHOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gun employment:&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting or Engaged Fighter || {Controller-CS} {CS} GUNS {Target Description}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The flight lead retains authority to call NEGATIVE if employment is unsafe or premature, regardless of who holds radio priority.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || NEGATIVE {CS} {Reason if required}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SPLASH ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged or Supporting Fighter || {Controller-CS} {CS} SPLASH {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} COPY SPLASH&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bug Out ===&lt;br /&gt;
Following SPLASH, or when the flight lead determines the engagement should end, the supporting fighter directs the egress. The supporting fighter holds the best big-picture SA at this point and is best placed to select a safe egress direction.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || {CS} BUG OUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;All flight members flow in the stated direction&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  VIPER&#039;S BUG OUT 0-9-0.&lt;br /&gt;
&lt;br /&gt;
If the flight lead was the supporting fighter and the wingman is now visual after the bug out, conventional flight roles are re-established:&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || {CS} VISUAL PRESS&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || ENGAGED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Following the bug out the flight calls RESET on the TAC C2 NET and returns to the prebriefed position unless directed otherwise.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || {Controller-CS} {CS} RESET&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=MTTP/A2A&amp;diff=394</id>
		<title>MTTP/A2A</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=MTTP/A2A&amp;diff=394"/>
		<updated>2026-05-23T15:51:50Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* 09 / Merge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 01 / Overview ==&lt;br /&gt;
Air combat is primarily carried out by CAP aircraft. The two main mission types are &#039;&#039;&#039;DCA&#039;&#039;&#039; (Defensive Counter Air) and &#039;&#039;&#039;OCA&#039;&#039;&#039; (Offensive Counter Air).&lt;br /&gt;
&lt;br /&gt;
=== Groups and Contacts ===&lt;br /&gt;
A &#039;&#039;&#039;GROUP&#039;&#039;&#039; is any number of air contacts within 3 nm in azimuth and range of each other. A &#039;&#039;&#039;CONTACT&#039;&#039;&#039; is an individual radar return within a GROUP. Single contact is the assumed strength for all GROUPs unless otherwise specified. A GROUP with three or more contacts is called &#039;&#039;&#039;HEAVY&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;PICTURE&#039;&#039;&#039; establishes a common tactical air image and describes the spatial relationship of GROUPs. It is always communicated in BULLSEYE format unless briefed otherwise. Only the Three GROUPs with highest Priority are Conveyed&lt;br /&gt;
&lt;br /&gt;
=== Contact Declaration ===&lt;br /&gt;
Before a fighter can engage, a contact must be declared. Declaration is performed by the controller in response to a DECLARE request.&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;
! Declaration !! Meaning !! Engagement Authority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BOGEY&#039;&#039;&#039; || Identity unknown || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OUTLAW&#039;&#039;&#039; || Originates from known or suspected hostile area || Not cleared to engage; escalation criteria apply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SPADES&#039;&#039;&#039; || No valid IFF response on interrogation || Not cleared to engage; escalation criteria apply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BANDIT&#039;&#039;&#039; || Positively identified as enemy IAW theater ID criteria || Not cleared to engage; does not imply authority to fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HOSTILE&#039;&#039;&#039; || Confirmed enemy; clearance to fire authorized IAW ROE || Cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NEUTRAL&#039;&#039;&#039; || Positively identified as neutral || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FRIENDLY&#039;&#039;&#039; || Positively identified as friendly || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FURBALL&#039;&#039;&#039; || Friendly and non-friendly aircraft within 5 nm || Employment not authorized until resolved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A BOGEY, BANDIT, OUTLAW, or SPADES classification does not authorize engagement. HOSTILE is the only declaration that authorizes weapons employment IAW ROE.&lt;br /&gt;
&lt;br /&gt;
== 02 / Important Concepts ==&lt;br /&gt;
&lt;br /&gt;
=== Communication Cadence by Phase ===&lt;br /&gt;
Communication priority shifts between the controller and fighters depending on the phase of the intercept.&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;
! Phase !! Priority Communicators&lt;br /&gt;
|-&lt;br /&gt;
| Pre-COMMIT / Marshal || 1. Controller · 2. Fighters&lt;br /&gt;
|-&lt;br /&gt;
| Post-COMMIT / Push || 1. Controller · 2. Fighter&lt;br /&gt;
|-&lt;br /&gt;
| Targeting / Weapons Employment || 1. Fighters · 2. Controller&lt;br /&gt;
|-&lt;br /&gt;
| Merge || 1. Engaged Fighter · 2. Supporting Fighters · 3. Controller&lt;br /&gt;
|-&lt;br /&gt;
| Post-Merge || 1. Fighter Clearing Merge · 2. Supporting Fighters · 3. Controller&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TAC Range ===&lt;br /&gt;
Called at 60 nm (default) by the first asset to recognize the separation. Signals all players to prepare for targeting. Pre-commit SA building continues until this point.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller or Fighter || {CS} {Group Label} TAC RANGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Airspace Sanitization ===&lt;br /&gt;
A Section consists of two aircraft, each equipped with its own radar. Regardless of the number of bars or maximum azimuth a single radar supports, no single system can cover the entire sky. To compensate, both radars are stacked and assigned to different portions of the airspace — each portion is called an &#039;&#039;&#039;Area of Responsibility (AOR)&#039;&#039;&#039;. This technique, known as &#039;&#039;&#039;Radar Mating&#039;&#039;&#039;, vastly increases the total volume scanned and ensures that no unknown contacts are operating in the area beyond already-tracked groups. The exact parameters depend on the aircraft type: the US Navy recommends RWS, 140°, 6 bars, end scale 80 nm, with radars mated at 25 nm: placing the flight lead between 40,000 and 15,000 ft, and the wingman from ground level to 25,000 ft.&lt;br /&gt;
&lt;br /&gt;
The process of actively scanning assigned AORs to confirm no unknown contacts are present is called &#039;&#039;&#039;Sanitisation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Because both Radar Mating parameters and Sanitisation responsibilities directly affect how an engagement develops, all of this must be &#039;&#039;&#039;pre-briefed&#039;&#039;&#039; and set as a &#039;&#039;&#039;contract&#039;&#039;&#039; before the mission. Time pressure may not always permit a thorough sanitisation pass, and how to handle that contingency should likewise be agreed upon in the brief.&lt;br /&gt;
&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
The flight assigns GROUP responsibility and confirms classification.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} DECLARE {Group Label or Bullseye Position}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {Group Label} DECLARED {HOSTILE / BOGEY / FRIENDLY / UNABLE / FURBALL}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGET {Group Label} {Tactic}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Once group appears on radar&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGETED {Group Label} BULLSEYE {Bearing/Range}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;No response if information correlates. Comparative response if correction is required.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 03 / Common Calls ==&lt;br /&gt;
&lt;br /&gt;
=== DECLARE ===&lt;br /&gt;
Inquiry as to the identity of a specified GROUP. Full positional data in BULLSEYE format must accompany all responses.&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
  EAGLE 11, NORTH GROUP BULLSEYE 2-7-3/27, TWENTY-TWO THOUSAND, TRACK EAST, BOGEY SPADES.&lt;br /&gt;
&lt;br /&gt;
=== BOGEY DOPE ===&lt;br /&gt;
Request for BRAA information on the indicated GROUP or the closest GROUP if not specified. Does not imply fighter targeting.&lt;br /&gt;
  MIKE, EAGLE 11, BOGEY DOPE NORTH GROUP.&lt;br /&gt;
  EAGLE 11, NORTH GROUP BRAA 2-1-0/28, THIRTY-EIGHT THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
=== NAILS ===&lt;br /&gt;
Fighter&#039;s radar warning receiver is detecting an airborne interceptor radar in search mode. Called with bearing or cardinal direction.&lt;br /&gt;
  EAGLE 1, NAILS 2-7-0.&lt;br /&gt;
&lt;br /&gt;
=== SPIKED ===&lt;br /&gt;
Fighter is being actively tracked by an airborne radar. Called with bearing or cardinal direction. Controller correlates to a GROUP within ±30 degrees and responds with range, altitude, aspect, declaration, and GROUP name.&lt;br /&gt;
  EAGLE 1, SPIKED 2-7-0.&lt;br /&gt;
  EAGLE 1, SPIKE RANGE 17, THIRTY THOUSAND, HOSTILE EAST GROUP, TWO CONTACTS.&lt;br /&gt;
&lt;br /&gt;
=== THREAT Call ===&lt;br /&gt;
If a fighter will pierce THREAT range to an untargeted GROUP, the controller makes a THREAT call in BRAA format no later than THREAT range.&lt;br /&gt;
  HEAT 31, ADDITIONAL GROUP THREAT, BRAA 1-2-5/35, THIRTY-FIVE THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
If the THREAT is within 5 nm of friendly fighters:&lt;br /&gt;
  BOLT 1, THREAT NORTH THREE, TEN THOUSAND, TRACK SOUTH, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
=== FADED and VANISHED ===&lt;br /&gt;
&#039;&#039;&#039;FADED&#039;&#039;&#039; — a previously tracked GROUP not updated by sensors for 30 seconds. The controller reports the GROUP as FADED with last known BULLSEYE position. Fighters maintain MONITOR responsibility if they can maintain correlation. FADED is not used for friendly aircraft — controllers use NEGATIVE CONTACT for friendlies not held on sensors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VANISHED&#039;&#039;&#039; — a special case of FADED used when the GROUP is not in a known blind zone and is correlated to a friendly shot that meets parameters for successful termination. &lt;br /&gt;
&lt;br /&gt;
=== Unexpected Contacts ===&lt;br /&gt;
Three distinct call types exist for contacts not part of the established picture:&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;
! Call !! Criteria !! Format&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039; || Newly detected outside targeting range, or does not fit traditional label || BULLSEYE&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039; || Previously undetected; appears inside targeting range but outside THREAT range || BULLSEYE&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039; || Undetected or unreported GROUP meeting briefed THREAT criteria || BRAA to the closest aircraft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  DARKSTAR, POP-UP GROUP BULLSEYE 2-7-0/15, FIVE THOUSAND, TRACK WEST, BOGEY SPADES.&lt;br /&gt;
  RAMBO 2, THREAT GROUP BRAA 2-7-0/13, ONE THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
== 04 / Engagement ==&lt;br /&gt;
The engagement loop is the core sequence executed by all fighter flights once committed and targeting is established. It repeats until the GROUP is splashed, leaves the area, or the flight resets.&lt;br /&gt;
&lt;br /&gt;
=== MELD ===&lt;br /&gt;
The flight lead directs all flight members to shift their radars from wide sanitization to focused SA on the assigned GROUP. This transition narrows the radar from maximum azimuth and altitude coverage to a tighter volume centered on the target. Sanitization of the surrounding airspace ceases until DROPPING is called.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} MELD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;All flight members shift radar from sanitization to the assigned GROUP&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SORT ===&lt;br /&gt;
The flight lead assigns individual contacts within the GROUP to specific flight members. Each member acknowledges with SORTED when they have confirmed their assigned contact on radar and are prepared to engage it. If a member cannot confirm their assigned contact, SORTED is withheld until resolution.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || &#039;&#039;(intraflight) FLIGHT SORT {Criteria}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #2 || &#039;&#039;(intraflight) #2 SORTED&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #3 || &#039;&#039;(intraflight) #3 SORTED&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #4 || &#039;&#039;(intraflight) #4 SORTED&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== JUDY ===&lt;br /&gt;
Called by the flight lead when the flight no longer requires controller guidance to prosecute the intercept. From this point, the controller minimizes transmissions and provides situational awareness information only. JUDY is not always called.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} JUDY&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Minimizes transmissions. Provides SA and THREAT calls only.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ENGAGE ===&lt;br /&gt;
Directive call from the flight lead to a specific wingman to employ weapons. The flight lead may also direct simultaneous employment by multiple members.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} ENGAGE&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || {CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Employment ===&lt;br /&gt;
The firing aircraft calls the shot on TACC2 NET immediately after employment. The call includes shot type, GROUP label, contact description, BULLSEYE position, and altitude. The controller acknowledges with COPY SHOT.&lt;br /&gt;
&lt;br /&gt;
If a fighter determines a GROUP HOSTILE and ROE has been met, the fighter may employ autonomously and include HOSTILE in the shot transmission.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft || {TACC2-CS} {CS} FOX THREE {Group Label} {Contact Description} BULLSEYE {Bearing/Range} {Altitude}&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} COPY SHOT&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Autonomous HOSTILE employment&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft || {Controller-CS} {CS} FOX THREE {Group Label} BULLSEYE {Bearing/Range} {Altitude} HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} COPY SHOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Multiple shots in one transmission are acceptable:&lt;br /&gt;
  SHADOW12 FOX THREE NORTH GROUP LEAD CONTACT BULLSEYE 2-7-0/20 TWENTY THOUSAND; SHADOW11 FOX THREE NORTH GROUP TRAIL CONTACT.&lt;br /&gt;
&lt;br /&gt;
=== OUT / DEFENDING ===&lt;br /&gt;
Following weapon employment the flight turns away from the threat. OUT is a planned maneuver executed at a prebriefed range. DEFENDING indicates a reactive maneuver against an incoming weapon and is called with the cardinal direction of the defensive turn.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} OUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;or, if reacting to an incoming weapon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft || {CS} DEFENDING {Direction}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DROPPING ===&lt;br /&gt;
May be called in conjunction with OUT. Signals the controller that the flight has ceased monitoring the GROUP and is returning to sanitization radar settings. Monitoring responsibility transfers back to the controller. &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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} OUT {Direction} DROPPING {Group Label}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Controller resumes monitoring of the dropped GROUP&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Resumes monitoring.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Assessment ===&lt;br /&gt;
The flight assesses weapon effects from sensor data or controller reports. Three outcomes are possible:&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;
! Outcome !! Action&lt;br /&gt;
|-&lt;br /&gt;
| GROUP splashed || Call SPLASH&lt;br /&gt;
|-&lt;br /&gt;
| GROUP remains a factor, follow-up shot required || Turn IN, return to MELD&lt;br /&gt;
|-&lt;br /&gt;
| GROUP has left the area or is no longer a factor || Proceed with Tasking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== IN (Follow-up Engagement) ===&lt;br /&gt;
If the GROUP remains a factor and the tactic permits a follow-up shot, the flight turns back toward the GROUP. The IN call triggers a new cycle beginning at MELD.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} IN {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} MELD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Re-sort as required, then return to ENGAGE&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SPLASH ===&lt;br /&gt;
Called when weapon effects confirm the GROUP or contact is destroyed.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft or Controller || {CS} SPLASH {Group Label or Contact Description}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 05 / Defensive Counter Air (DCA) ==&lt;br /&gt;
DCA is the use of fighter aircraft to defend a ground asset or airspace against hostile air threats. It uses prebriefed lanes and defined ranges.&lt;br /&gt;
&lt;br /&gt;
=== DCA Range Structure ===&lt;br /&gt;
All ranges are prebriefed per sortie. The following are the standard range lines used in DCA:&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;
! Range Line !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Fail Line&#039;&#039;&#039; || 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;
| &#039;&#039;&#039;Commit Line (CL)&#039;&#039;&#039; || The line at which a bogey is declared HOSTILE IAW theater ROE and the flight is authorized to commit. Prebriefed for all DCA sorties.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Targeting Range&#039;&#039;&#039; || 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;
| &#039;&#039;&#039;TAC Range&#039;&#039;&#039; || Default 60 nm from the closest fighter to the closest GROUP. Signals all players to prepare for targeting.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Threat Range&#039;&#039;&#039; || The prebriefed range at which an untargeted GROUP meeting THREAT criteria triggers a THREAT call. Prebriefed per sortie.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMMIT Authority ===&lt;br /&gt;
COMMIT authority is derived from the combatant commander and delegated through the chain of command. Any of the following may hold or recommend COMMIT authority depending on what is delegated:&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;
! Role !! Abbreviation !! Authority&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || FL || Usually holds COMMIT authority unless delegated&lt;br /&gt;
|-&lt;br /&gt;
| Team Lead || TL || May hold COMMIT authority if delegated&lt;br /&gt;
|-&lt;br /&gt;
| Mission Commander || MC || May hold COMMIT authority if delegated&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || — || May hold COMMIT authority if delegated&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If only the MC, TL, or FL holds COMMIT authority, the controller may only recommend COMMIT. If the controller holds COMMIT authority, the MC and TL may only recommend.&lt;br /&gt;
&lt;br /&gt;
=== DCA Flow ===&lt;br /&gt;
&lt;br /&gt;
==== Lane Handover ====&lt;br /&gt;
When an outgoing flight is relieved on station by an incoming flight, a positive lane handover is required before the outgoing flight departs.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Off-going Lane Commander || {CS} MOVE FORWARD&lt;br /&gt;
|-&lt;br /&gt;
| On-coming Lane Commander || {CS}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;On-coming aircraft may enter the lane. Lane commander authority has not yet transferred.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Off-going Lane Commander || {CS} YOU HAVE THE LANE&lt;br /&gt;
|-&lt;br /&gt;
| On-coming Lane Commander || {CS} HAS THE LANE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The off-going flight passes critical mission information to the controller before departing. The controller passes big-picture information to the on-coming flight before pushing them to the tactical frequency.&lt;br /&gt;
&lt;br /&gt;
==== Pre-Commit ====&lt;br /&gt;
The flight arrives at its prebriefed CAP position with FENCE IN complete and radars in sanitization configuration. The controller holds picture responsibility.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} PICTURE&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} {Nr of Groups} {Group Label} BULLSEYE {Bearing/Range} {Altitude} TRACK {Direction} {Declaration} {Nr of Contacts}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The flight evaluates commit criteria continuously. Pictures are requested as needed to maintain SA.&lt;br /&gt;
&lt;br /&gt;
==== Commit ====&lt;br /&gt;
&lt;br /&gt;
===== FIGHTER AUTHORITY COMMIT =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} {BULLSEYE CALL} Recommend {CS} COMMIT &lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} COMMIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== CONTROLLER AUTHORITY COMMIT =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} Recommend Commit&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} {BULLSEYE CALL} {CS} COMMIT &lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After COMMIT, fighters hold radio priority.&lt;br /&gt;
&lt;br /&gt;
=== Engagement Loop ===&lt;br /&gt;
The flight executes the standard engagement loop as defined above The loop repeats until the GROUP is splashed, leaves the lane, or:&lt;br /&gt;
&lt;br /&gt;
Once the Engagement is Complete the flight &#039;&#039;&#039;RESETS&#039;&#039;&#039; back to the briefed Position&lt;br /&gt;
&lt;br /&gt;
==== RESET ====&lt;br /&gt;
Directs the flight to return to its prebriefed position or area of operations. RESET implies DROPPING and returns all targeting responsibility to the controller.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} RESET&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Flight returns to prebriefed CAP position. Controller resumes full picture responsibility&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Offensive Counter Air (OCA) ==&lt;br /&gt;
OCA is the use of fighter aircraft to suppress, destroy, or neutralize enemy air assets before they can threaten friendly forces. Unlike DCA, OCA is not lane-based and does not require a commit line. The flight pushes into the threat environment rather than waiting for the threat to approach.&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;
=== OCA Flow ===&lt;br /&gt;
OCA does not have a lane handover or a commit phase. The flight checks in, receives the picture, establishes targeting, and executes the engagement loop.&lt;br /&gt;
&lt;br /&gt;
==== FULL COMMUNICATIONS EXAMPLE ====&lt;br /&gt;
In this Scenario, SHADOW11 four-ship F16C on OCA. TACC2 Agency CS THUMPER executing Positive Control. The Example begins after the Handover. Check In was done on the previous Frequency. TAC RANGE 60, THREAT RANGE 30  &lt;br /&gt;
 THUMPER SHADOW11 PICTURE&lt;br /&gt;
&lt;br /&gt;
 THUMPER PICTURE TEN GROUPS GROUP BULLSEYE 0-2-0/25, TWENTY-SEVEN THOUSAND, THOUSAND, TRACK EAST, HOSTILE, HEAVY, THREE CONTACTS. GROUP BULLSEYE 2-7-0/25, FIFTEEN THOUSAND, TRACK WEST, HOSTILE. GROUP BULLSEYE 2-9-0/35, TEN THOUSAND, TRACK WEST, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 TARGETED GROUP BULLSEYE 0-2-0/25 &lt;br /&gt;
&lt;br /&gt;
 SHADOW11 GROUP BULLSEYE 0-2-0/25 TAC RANGE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 SKATE, MELD&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 SORTED&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 FOX3 BULLSEYE 0-2-0/25&lt;br /&gt;
&lt;br /&gt;
 THUMPER COPY SHOT&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 OUT SOUTH DROPPING&lt;br /&gt;
&lt;br /&gt;
 THUMPER&lt;br /&gt;
&lt;br /&gt;
 THUMPER SHADOW11 BOGEYDOPE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 EAST GROUP BRAA 2-1-0/28, FIFTEEN-THOUSAND, COLD, HOSTILE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 IN, MELD, SORTED&lt;br /&gt;
&lt;br /&gt;
 THUMPER SHADOW11 SPLASH EAST GROUP&lt;br /&gt;
&lt;br /&gt;
 THUMPER&lt;br /&gt;
In the Following Example additional Adversarys Pop Up within Threat Range of SHADOW11&lt;br /&gt;
 SHADOW11 THREAT GROUP, BRAA 1-2-5/28, FIVE-THOUSAND, HOT, HOSTILE, 2 CONTACTS&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 TARGETED, SORTED LEAD, FOX 3 LEADER, FOX3 TRAILER, BULLSEYE 0-5-0/45, FIVE-THOUSAND&lt;br /&gt;
&lt;br /&gt;
 THUMPER COPY SHOT &lt;br /&gt;
&lt;br /&gt;
 SHADOW11 DEFENDING SOUTH, DROPPING&lt;br /&gt;
&lt;br /&gt;
 THUMPER&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 THUMPER THREAT GROUP, BRAA 0-6-0/15, TWO-THOUSAND, COLD, HOSTILE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 IN &lt;br /&gt;
&lt;br /&gt;
 SHADOW11 FOX3 BULLSEYE 0-6-0/15, TWO-THOUSAND&lt;br /&gt;
&lt;br /&gt;
 THUMPER COPY SHOT&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 THUMPER THREAT GROUP VANISHED&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / QRA ==&lt;br /&gt;
&lt;br /&gt;
== 08 / Intercept (VID) ==&lt;br /&gt;
A Visual Identification (VID) intercept is conducted when a contact cannot be declared HOSTILE or FRIENDLY by electronic means alone, and visual confirmation of aircraft type, markings, or behavior is required before engagement authority can be granted or withheld.&lt;br /&gt;
&lt;br /&gt;
VID intercepts follow a structured sequence: the controller guides the fighter to a position from which a visual identification pass can be made, then the fighter reports the result and awaits further direction.&lt;br /&gt;
&lt;br /&gt;
=== Intercept Flow ===&lt;br /&gt;
&lt;br /&gt;
==== Commit ====&lt;br /&gt;
The controller or flight lead initiates the intercept against the unidentified contact.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} COMMIT {Group Label} BULLSEYE {Bearing/Range} {Altitude} {Declaration} {Nr of Contacts}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} COMMIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidance ====&lt;br /&gt;
The controller provides vectors to position the fighter for a VID pass. This is the only phase where the controller takes positive close control of the intercept geometry. BRAA format is used throughout.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} BRAA {Bearing/Range} {Altitude} {Aspect} {Declaration}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Controller continues to provide updated vectors until fighter calls JUDY&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== JUDY ====&lt;br /&gt;
The fighter calls JUDY when radar contact is established and no further controller guidance is required. The controller minimizes transmissions from this point.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} JUDY&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Minimizes transmissions. Continues to provide SA information only.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tally ====&lt;br /&gt;
The fighter calls TALLY when visual contact is established with the target.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TALLY {Position}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Identification ====&lt;br /&gt;
The fighter conducts the VID pass and reports the result to the controller. The report includes aircraft type, markings, and behavior observed.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} IDENTIFIED {Aircraft Type} {Markings / Behavior}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} {Further Instructions / Declaration Update}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the contact is identified as HOSTILE following the VID pass, the controller issues the updated declaration and the flight may proceed to engagement IAW ROE. If the contact is FRIENDLY or NEUTRAL, the flight disengages and returns to its prebriefed position.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 12 / Merge ==&lt;br /&gt;
A merge occurs when friendly and target aircraft arrive in the visual arena, within 3–5 nm of each other. At the merge, radar resolution becomes limiting and the engagement transitions from BVR to Within Visual Range (WVR). The engagement is now managed through ACM contracts and direct communication between flight members.&lt;br /&gt;
&lt;br /&gt;
=== Authority and Radio Priority ===&lt;br /&gt;
Two distinct concepts govern merge communications: &#039;&#039;&#039;authority&#039;&#039;&#039; and &#039;&#039;&#039;radio priority&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Authority&#039;&#039;&#039; remains with the Flight Lead throughout the engagement. The FL can override, redirect, or terminate the engagement at any time regardless of who is engaged.&lt;br /&gt;
&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;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Role !! Authority !! Radio Priority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flight Lead&#039;&#039;&#039; || Full authority over the engagement at all times || Secondary — subordinates to engaged fighter&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engaged Fighter&#039;&#039;&#039; || Manages own engagement IAW FL direction || Primary — holds radio priority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supporting Fighter&#039;&#039;&#039; || Executes IAW engaged fighter and FL direction || Tertiary — transmits only when necessary&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Controller&#039;&#039;&#039; || Provides SA only || Minimal — THREAT calls and direct requests only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== MERGED ===&lt;br /&gt;
The controller calls MERGED when radar tracks come together within 3–5 nm, or the engaged fighter calls it when visual contact is made at the merge.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller or Engaged Fighter || {CS} MERGED {Group Label}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Role Assignment ===&lt;br /&gt;
At or before the merge, engaged and supporting roles must be clearly established. By default the flight lead is engaged. Roles can be assigned or transferred in two ways:&lt;br /&gt;
&lt;br /&gt;
==== Wingman-Initiated Transfer ====&lt;br /&gt;
The wingman identifies he is the engaged fighter based on the bandit&#039;s plane of motion and lift vector orientation, and calls it.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || #2 ENGAGED&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || PRESS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Flight Lead-Initiated Transfer ====&lt;br /&gt;
The flight lead recognizes the wingman is the engaged fighter and assigns the role.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || #2 PRESS&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || #2 ENGAGED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bandit Switches ====&lt;br /&gt;
If the bandit maneuvers to engage the other fighter, the currently engaged fighter communicates the change.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || BANDIT SWITCHED&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Roles are reassessed and reassigned as required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engaged Fighter SA Calls ===&lt;br /&gt;
The engaged fighter is responsible for narrating the fight to maintain the supporting fighter&#039;s situational awareness. This enables the supporting fighter to position correctly and employ at the right moment. SA calls include the fight geometry, altitude, and direction.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || {CS} ENGAGED {ONE / TWO CIRCLE} {Direction} {Altitude}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  VIPER 1, ENGAGED ONE CIRCLE CLIMBING THROUGH FIFTEEN THOUSAND.&lt;br /&gt;
  VIPER 1, ENGAGED TWO CIRCLE NORTHBOUND BANDITS LOW TWO&#039;S HIGH.&lt;br /&gt;
&lt;br /&gt;
These calls are made continuously as the fight develops, not just once at the merge. The supporting fighter cannot position or employ safely without them.&lt;br /&gt;
&lt;br /&gt;
=== STATUS Calls ===&lt;br /&gt;
STATUS is a request from the supporting fighter for a specific situational update from the engaged fighter. It is the primary tool for IFF at the merge. A generic STATUS call returns a general update. A specific STATUS call asks a targeted question and returns a more useful answer.&lt;br /&gt;
&lt;br /&gt;
The supporting fighter should tailor the STATUS call to the specific information needed to resolve the IFF situation. Generic STATUS calls are acceptable but specific calls are faster and more effective.&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;
! Call !! Question Being Asked !! Example Response&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS&#039;&#039;&#039; || General situation update || ENGAGED ONE CIRCLE NORTHBOUND BANDITS LOW TWO&#039;S HIGH&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS HIGH/LOW&#039;&#039;&#039; || Which aircraft is higher || BANDITS LOW TWO&#039;S HIGH&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS NOSE HIGH/NOSE LOW&#039;&#039;&#039; || Which aircraft has nose above or below horizon || TWO&#039;S NOSE HIGH BANDIT NOSE LOW&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS LEFT/RIGHT&#039;&#039;&#039; || Which aircraft is left or right || TWO&#039;S LEFT BANDIT RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STATUS NORTH/SOUTH/EAST/WEST&#039;&#039;&#039; || Cardinal orientation of aircraft in the fight || TWO&#039;S NORTH BANDIT SOUTH&lt;br /&gt;
|}&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || {CS} STATUS {Qualifier if applicable}&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || {Specific SA answer to the STATUS question}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Supporting Fighter: TWO STATUS HIGH LOW.&lt;br /&gt;
  Engaged Fighter: BANDITS LOW TWO&#039;S HIGH.&lt;br /&gt;
&lt;br /&gt;
If a STATUS call returns an ambiguous response, rephrase with a more specific qualifier before resorting to a FLASH call.&lt;br /&gt;
&lt;br /&gt;
As a last resort, a FLASH call can be used to add physical confirmation to IFF — for example FLASH FLARES or FLASH BURNER. This directs the wingman to briefly activate the specified system so the supporting fighter can visually confirm identity. Exercise extreme caution — the bandit may also be employing flares, and a mistaken identification cannot be undone.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || FLASH {FLARES / BURNER}&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || &#039;&#039;(executes flash of specified system briefly)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== IFF Brevity ===&lt;br /&gt;
Standard brevity calls for visual identification status:&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;
! Term !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TALLY&#039;&#039;&#039; || Visual contact established on the target or bandit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NO JOY&#039;&#039;&#039; || No visual contact with the target or bandit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VISUAL&#039;&#039;&#039; || Visual contact established on a friendly aircraft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BLIND&#039;&#039;&#039; || No visual contact with a friendly aircraft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
IFF must be confirmed before employment. Do not rely on aircraft visuals alone — use STATUS calls to confirm orientation before taking a shot.&lt;br /&gt;
&lt;br /&gt;
=== Talk-On ===&lt;br /&gt;
If the supporting fighter loses visual on the engaged fighter after the merge, the engaged fighter or flight lead can provide a talk-on to re-establish visual.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter or FL || {CS} {Clock Position} {Range} {Altitude Qualifier}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  VIPER 1, THREE O&#039;CLOCK ONE AND A HALF MILES LOW.&lt;br /&gt;
&lt;br /&gt;
Once visual is re-established:&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || {CS} VISUAL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Employment ===&lt;br /&gt;
Once IFF is confirmed and a valid shot opportunity exists, the supporting fighter employs. The call includes weapon type and target description.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting or Engaged Fighter || {Controller-CS} {CS} FOX TWO {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || COPY SHOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gun employment:&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting or Engaged Fighter || {Controller-CS} {CS} GUNS {Target Description}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The flight lead retains authority to call NEGATIVE if employment is unsafe or premature, regardless of who holds radio priority.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || NEGATIVE {CS} {Reason if required}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SPLASH ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged or Supporting Fighter || {Controller-CS} {CS} SPLASH {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} COPY SPLASH&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bug Out ===&lt;br /&gt;
Following SPLASH, or when the flight lead determines the engagement should end, the supporting fighter directs the egress. The supporting fighter holds the best big-picture SA at this point and is best placed to select a safe egress direction.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || {CS} BUG OUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;All flight members flow in the stated direction&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  VIPER&#039;S BUG OUT 0-9-0.&lt;br /&gt;
&lt;br /&gt;
If the flight lead was the supporting fighter and the wingman is now visual after the bug out, conventional flight roles are re-established:&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || {CS} VISUAL PRESS&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || ENGAGED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Following the bug out the flight calls RESET on the TAC C2 NET and returns to the prebriefed position unless directed otherwise.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || {Controller-CS} {CS} RESET&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BFM&amp;diff=393</id>
		<title>Procedures/78th/A2A/BFM</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Procedures/78th/A2A/BFM&amp;diff=393"/>
		<updated>2026-05-23T15:47:42Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* Common Errors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== BFM I — Energy and the EM Diagram ==&lt;br /&gt;
This part is based on [https://youtube.com/playlist?list=PLd5Qdmhmp3Y5-SDJjOzuUqV3m3mmuieTQ&amp;amp;si=FNdYqWagls5zNQjG this] video series by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Every decision in a dogfight is an energy decision. An aircraft&#039;s energy state is expressed primarily as airspeed and altitude. The faster and higher you are, the more potential energy you have to maneuver. Energy buys turn rate, separation, and shot opportunities. Waste Energy and you will loose.&lt;br /&gt;
&lt;br /&gt;
The First principle of BFM is simple: &#039;&#039;&#039;build energy and save it until you have a reason to spend it.&#039;&#039;&#039; That reason is either a shot on the bandit or denying a shot on yourself. If neither opportunity exists, maintain or build energy. Do not waste.&lt;br /&gt;
&lt;br /&gt;
=== The Energy Maneuverability (EM) Diagram ===&lt;br /&gt;
The EM diagram is the definitive tool for understanding how an aircraft performs in a turning fight. It maps turn rate against airspeed for a specific set of parameters: aircraft weight, altitude, throttle setting, and configuration. Every number on the chart is only valid for those exact conditions.&lt;br /&gt;
&lt;br /&gt;
For the F-16C in DCS the reference diagram is: &#039;&#039;&#039;Full AB · Clean · Sea Level · 12300 kg&#039;&#039;&#039;&lt;br /&gt;
[[File:F16 EM Diagram.png|center|frameless|945x945px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key performance figures from this diagram:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Value&lt;br /&gt;
!Condition&lt;br /&gt;
|-&lt;br /&gt;
|Max instantaneous turn rate&lt;br /&gt;
|24°/s&lt;br /&gt;
|393 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|Max sustained turn rate&lt;br /&gt;
|18°/s&lt;br /&gt;
|523 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|Min sustained turn radius&lt;br /&gt;
|1,462 ft&lt;br /&gt;
|246 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|Min turn radius&lt;br /&gt;
|1,399 ft&lt;br /&gt;
|169 KCAS&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The F-16&#039;s G-limiter schedule is not fully reflected in the upper portion of this diagram. Maximum instantaneous performance may be lower than indicated in practice. The DCS implementation of the F-16 Flight Model also severely limits the F16&#039;s Sustained turn rate.&lt;br /&gt;
&lt;br /&gt;
=== Reading the Diagram ===&lt;br /&gt;
&lt;br /&gt;
==== The Axes ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Horizontal axis&#039;&#039;&#039;: airspeed in Mach (lower) and KCAS (higher)&lt;br /&gt;
* &#039;&#039;&#039;Vertical axis&#039;&#039;&#039;: turn rate in degrees per second (°/s)&lt;br /&gt;
&lt;br /&gt;
Moving up on the chart means higher turn rate.&lt;br /&gt;
&lt;br /&gt;
==== The Lines ====&lt;br /&gt;
&#039;&#039;&#039;The Envelope (red)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The outer boundary of what the aircraft can physically do. It is shaped by three limits:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Structural G limit&#039;&#039;&#039; is the maximum G the airframe can sustain; forms the upper-right boundary&lt;br /&gt;
* &#039;&#039;&#039;Angle of attack limit&#039;&#039;&#039; — the stall boundary; forms the left boundary&lt;br /&gt;
* &#039;&#039;&#039;Speed limit (Vmax)&#039;&#039;&#039; — the right-side boundary (going supersonic will nearly always kill both your turn rate and radius and is not desirable)&lt;br /&gt;
&lt;br /&gt;
No matter what the pilot does, the aircraft cannot operate outside the red envelope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Radius Lines (brown)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These straight lines show turn radius in feet at any given point on the chart. Moving up and left gives a smaller radius.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;G-Load Lines (gray)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Indicate how many G must be pulled to reach that point on the chart. To achieve a Instantaneous Turn rate of 20° at 400CAS the aircraft needs to pull about 7.5G&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ps Lines (solid black)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Specific excess power lines are the most important lines on the chart. They show whether the aircraft is gaining or losing energy at any given combination of speed and G.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ps = 0&#039;&#039;&#039; — the aircraft is exactly maintaining its energy state. This is the sustained turn line. The maximum turn rate achievable while sustaining speed and altitude sits on this line.&lt;br /&gt;
* &#039;&#039;&#039;Ps &amp;gt; 0 (positive numbers)&#039;&#039;&#039; — the aircraft is gaining energy. It can accelerate or climb while maintaining the current turn.&lt;br /&gt;
* &#039;&#039;&#039;Ps &amp;lt; 0 (negative numbers)&#039;&#039;&#039; — the aircraft is losing energy. It is spending saved energy for extra turn performance. This is temporary and cannot be maintained indefinitely.&lt;br /&gt;
&lt;br /&gt;
Anything above the Ps = 0 line is an energy expenditure. The higher above it you go, the faster you bleed speed.&lt;br /&gt;
&lt;br /&gt;
=== Corner Velocity ===&lt;br /&gt;
Corner velocity is the airspeed at which the aircraft achieves its maximum instantaneous turn rate — the peak of the envelope. For the F-16C at sea level this occurs at &#039;&#039;&#039;401CAS&#039;&#039;&#039;, producing &#039;&#039;&#039;24°/s&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For the maximum Instantaneous turn the DCS Flight model requires the pilot to pull 9G and decent with over 1200ft/s which is in any way not sustainable unless the a significant amount of Altitude has been built up. DO NOT use this unless you need to safe your life.  &lt;br /&gt;
&lt;br /&gt;
=== Sustained Turn Rate ===&lt;br /&gt;
The sustained turn rate is the maximum turn rate the aircraft can maintain indefinitely without losing speed or altitude. For the F-16C at sea level this is &#039;&#039;&#039;18°/s @ 523 KCAS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In practice, sustained operations happen on or near the Ps = 0 line. The pilot&#039;s job is to find and hold that point. Sadly in DCS to hold and maintain that line is impossible. To Fly Perfect Sustained Turn Rate you need to pull 9G in full afterburner. You will know that you hit the perfect speed if, at max pull, in a level turn, the Jet neither gains nor looses Max energy. &lt;br /&gt;
&lt;br /&gt;
A sustained 9G turn will black out any pilot. To Compensate the Pilot should fly slighly below the Optimal Speed allowing for higher turn rate while loosing a small amount of energy. Once the Jet reaches around 70-80 KTS below optimal speed the pilot should reduce the pull to about 6G for maximum recovery speed. While only pulling 6G the jet will gain energy fast. Once back at optimal speed continue to pull 9G. &lt;br /&gt;
&lt;br /&gt;
If you overshoot the Optimal Speed you will notice that even at max pull the aircraft is still gaining airspeed. In this case execute a spiral climb to return back to Optimal Speed while utilizing the excess Energy.&lt;br /&gt;
&lt;br /&gt;
If you undershoot the Optimal Speed you will notice that at max pull the aircraft is loosing airspeed fast. Either Reduce pull back to 6G until at better speed or trade altitude for extra Energy. &lt;br /&gt;
&lt;br /&gt;
=== Instantaneous vs Sustained ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Instantaneous&lt;br /&gt;
!Sustained&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Definition&#039;&#039;&#039;&lt;br /&gt;
|Maximum turn rate achievable at any moment&lt;br /&gt;
|Maximum turn rate maintainable indefinitely&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;F-16C value (sea level)&#039;&#039;&#039;&lt;br /&gt;
|24°/s @ 393 KCAS&lt;br /&gt;
|18°/s @ 523 KCAS&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Energy cost&#039;&#039;&#039;&lt;br /&gt;
|High: Far above Ps = 0, bleeding speed fast (expect around 50kts/s)&lt;br /&gt;
|None if optimally flown on Ps = 0 line&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;When to use&#039;&#039;&#039;&lt;br /&gt;
|Short bursts for a shot opportunity or to deny a shot&lt;br /&gt;
|Default gameplan in any sustained turning fight&lt;br /&gt;
|}&lt;br /&gt;
Instantaneous turn rate is spending saved energy. It is a powerful tool but a temporary one. A pilot who pulls to instantaneous continuously will bleed to low speed, and lose the fight on energy.&lt;br /&gt;
&lt;br /&gt;
=== How Altitude and Stores Affect the Diagram ===&lt;br /&gt;
The reference diagram is for sea level, clean, full AB. Both altitude and external stores degrade performance:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Altitude&#039;&#039;&#039;: thinner air reduces lift and engine thrust. Turn rate and sustained performance both decrease. The same airspeed produces a larger turn radius at altitude. &lt;br /&gt;
* &#039;&#039;&#039;Weight:&#039;&#039;&#039; Fuel or Stores will both make you heavy. The heavier you are the worse the performance. As you burn fuel the optimum Sustained turn rate Speed will decrease into manageable Levels. &lt;br /&gt;
&lt;br /&gt;
=== Practical Application ===&lt;br /&gt;
In the fight itself: &#039;&#039;&#039;treat energy like money.&#039;&#039;&#039; Build it, save it, and spend it only when the return is worth it. A valid shot, or surviving by denying the adversary a shot oportunity. Spending energy for no tactical gain is a losing strategy.&lt;br /&gt;
&lt;br /&gt;
== BFM II — Angles and Geometry ==&lt;br /&gt;
&lt;br /&gt;
=== Angles and Definitions ===&lt;br /&gt;
&lt;br /&gt;
[[File:Angles.webp|frameless|715x715px]]&lt;br /&gt;
&lt;br /&gt;
==== Antenna Train Angle (ATA) ====&lt;br /&gt;
The ATA is the position of the bandit left or right of the fighter&#039;s nose on the radar display. ATA 0 means the target is dead ahead. ATA 30R means the target is 30° to the right of your nose.&lt;br /&gt;
&lt;br /&gt;
The ATA is a property of your own aircraft&#039;s orientation. It changes when &#039;&#039;&#039;you&#039;&#039;&#039; maneuver. It does not change instantaneously when the bandit maneuvers.&lt;br /&gt;
&lt;br /&gt;
On the F-16 FCR, ATA is read on the horizontal axis.&lt;br /&gt;
&lt;br /&gt;
==== Target Aspect (TA) ====&lt;br /&gt;
Target Aspect, not to confuse with Aspect Angle is how the bandit appears from your perspective. Specifically, the angle from the bearing line of the fighter to the &#039;&#039;&#039;nose&#039;&#039;&#039; of the target. It describes which part of the bandit you are looking at.&lt;br /&gt;
&lt;br /&gt;
* TA 0 —you are looking at the bandit&#039;s nose (head-on)&lt;br /&gt;
* TA 90 — you are looking at the bandit&#039;s side&lt;br /&gt;
* TA 180 — you are looking at the bandit&#039;s tail (pure stern)&lt;br /&gt;
&lt;br /&gt;
TA is signed left or right depending on which side of the bandit you are observing.&lt;br /&gt;
&lt;br /&gt;
Unlike ATA, Target Aspect is &#039;&#039;&#039;entirely determined by the bandit&#039;s heading&#039;&#039;&#039; relative to the bearing line between you. You cannot change it instantaneously. You can only influence it over time by maneuvering to change the geometry.&lt;br /&gt;
&lt;br /&gt;
The F-16 does not display TA directly. It displays the &#039;&#039;&#039;Aspect Angle (AA)&#039;&#039;&#039;, which is the supplementary angle of TA (AA = 180° − TA). A tail-aspect shot has AA 0; a head-on shot has AA 180.&lt;br /&gt;
[[File:AAvsTA.webp|thumb|600x600px]]&lt;br /&gt;
Common TA labels used in brevity:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!TA&lt;br /&gt;
!AA&lt;br /&gt;
!Label&lt;br /&gt;
|-&lt;br /&gt;
|0°–30°&lt;br /&gt;
|150°–180°&lt;br /&gt;
|Hot&lt;br /&gt;
|-&lt;br /&gt;
|31°–75°&lt;br /&gt;
|105°–149°&lt;br /&gt;
|Flank&lt;br /&gt;
|-&lt;br /&gt;
|76°–110°&lt;br /&gt;
|70°–104°&lt;br /&gt;
|Beam&lt;br /&gt;
|-&lt;br /&gt;
|111°–150°&lt;br /&gt;
|30°–69°&lt;br /&gt;
|Drag&lt;br /&gt;
|-&lt;br /&gt;
|151°–180°&lt;br /&gt;
|0°–29°&lt;br /&gt;
|Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cut ====&lt;br /&gt;
Cut is the angle from the &#039;&#039;&#039;Fighter Heading (FH)&#039;&#039;&#039; to the &#039;&#039;&#039;Bandit Reciprocal (BR)&#039;&#039;&#039;. It describes where your nose is pointing relative to the bandit&#039;s course.&lt;br /&gt;
&lt;br /&gt;
Cut is an older concept but remains one of the most useful tools for predicting how the geometry will evolve. Three reference cases:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cut greater than Collision Course&#039;&#039;&#039; — your nose is in front of the bandit. Over time, TA decreases and Lateral Separation decreases. You are closing the geometry aggressively.&lt;br /&gt;
* &#039;&#039;&#039;Cut equal to Collision Course&#039;&#039;&#039; — the magic case. TA is captured: it does not change. Lateral Separation decreases. If co-altitude, you will eventually collide.&lt;br /&gt;
* &#039;&#039;&#039;Cut less than Collision Course (Zero-Cut / Parallel)&#039;&#039;&#039; — your nose points at the bandit&#039;s reciprocal. TA increases over time. Lateral Separation is captured: it does not change.&lt;br /&gt;
* &#039;&#039;&#039;Cut-Away&#039;&#039;&#039; — your nose points away from the bandit entirely. Both TA and Lateral Separation increase. Used to build angles or lateral room.&lt;br /&gt;
&lt;br /&gt;
==== Degrees to Go (DTG) / Heading Crossing Angle (HCA) ====&lt;br /&gt;
DTG is the number of degrees the fighter needs to turn to be &#039;&#039;&#039;parallel&#039;&#039;&#039; to the bandit&#039;s flight path. It is the supplementary angle of Cut. A useful memory aid: &#039;&#039;Degrees to Go — where? Parallel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Lateral Separation (LS) ====&lt;br /&gt;
Lateral Separation is the perpendicular distance between the two flight paths. It determines how much maneuvering room exists for a conversion. It is approximated as:&lt;br /&gt;
  LS (ft) = TA × SR × 100&lt;br /&gt;
Where SR is slant range in nautical miles. Lateral Separation matters most when planning a stern conversion or assessing whether a shot is geometrically viable.&lt;br /&gt;
&lt;br /&gt;
==== Direction of Passage (DOP) ====&lt;br /&gt;
DOP describes the direction the bandit would cross your flight path if neither aircraft maneuvered. Called as left-to-right or right-to-left. Useful shorthand for building SA quickly.&lt;br /&gt;
&lt;br /&gt;
==== Slant Range (SR) ====&lt;br /&gt;
[[File:SlantRange.webp|thumb|500x500px|center]]&lt;br /&gt;
The straight line-of-sight distance between the two aircraft in three-dimensional space. On the F-16 FCR this is the range displayed on the scope.&lt;br /&gt;
&lt;br /&gt;
=== Pursuit Types ===&lt;br /&gt;
[[File:Pursuit.webp|thumb|700x700px|center]]&lt;br /&gt;
The type of pursuit describes where your nose is pointing relative to the target. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Pursuit Type&lt;br /&gt;
!Nose Position&lt;br /&gt;
!Common Use&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lead Pursuit&#039;&#039;&#039;&lt;br /&gt;
|In front of the target&lt;br /&gt;
|Collision Course, gun employment from RQ&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure Pursuit&#039;&#039;&#039;&lt;br /&gt;
|Directly at the target&lt;br /&gt;
|Simple conversions; commonly overused by new pilots&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lag Pursuit&#039;&#039;&#039;&lt;br /&gt;
|Behind the target&lt;br /&gt;
|Geometry management, WVR maneuvering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BFM III — Offensive BFM ==&lt;br /&gt;
Offensive BFM begins with you in a position of advantage. The bandit is somewhere in your forward hemisphere and your job is to convert that advantage into a weapons solution before he can deny it.&lt;br /&gt;
&lt;br /&gt;
=== The Turn Circle ===&lt;br /&gt;
Every maneuvering aircraft has a turn circle, the circular path it is flying at any given moment. To employ weapons on the bandit you must get inside his turn circle, or at minimum align with it. Getting outside means you are turning wider than he is and falling behind.&lt;br /&gt;
&lt;br /&gt;
The cue for turn circle entry is a high LOS rate (see below). As you approach the edge of the bandit&#039;s circle the bandit will begin moving rapidly across your field of view. Turn at that moment. Turn too early and you cross inside his radius, giving him a reversal opportunity. Turn too late and you end up outside his circle with AA too high to employ.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight Rate ===&lt;br /&gt;
Line of Sight (LOS) rate is the speed at which the bandit moves across your field of view. It is one of the most important diagnostic tools in BFM and appears throughout offensive, defensive, and high aspect engagements.&lt;br /&gt;
&lt;br /&gt;
A high LOS rate means the bandit is moving quickly across your canopy. A low or zero LOS rate means the bandit is stable relative to your nose. LOS rate tells you two things:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Where are you relative to the bandit&#039;s turn circle&#039;&#039;&#039;? A sudden spike in LOS rate signals that you have reached the edge of his turn circle. Inside his circle, LOS rate is high. Outside it, LOS rate is low.&lt;br /&gt;
* &#039;&#039;&#039;What is the Geometry doing?&#039;&#039;&#039; Aft LOS movement means the bandit is drifting toward your 6; forward LOS movement means he is drifting toward your 12. The direction and speed of that drift tells you whether the geometry is improving or deteriorating.&lt;br /&gt;
&lt;br /&gt;
Learning to read LOS rate is not an instrument skill. It is a visual habit and requires practice.&lt;br /&gt;
&lt;br /&gt;
=== The Control Zone ===&lt;br /&gt;
The control zone is the offensive firing position, located in the bandit&#039;s rear quarter. From the control zone you have sufficient range for weapon employment, a manageable aspect angle, and controlled closure.&lt;br /&gt;
&lt;br /&gt;
Getting into the control zone is not enough. You must &#039;&#039;&#039;assess&#039;&#039;&#039; before employing. The assessment uses the &#039;&#039;&#039;Rule of Threes&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Value&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Range&lt;br /&gt;
|~3,000 ft&lt;br /&gt;
|Read from HUD or FCR&lt;br /&gt;
|-&lt;br /&gt;
|Aspect Angle&lt;br /&gt;
|≤30°&lt;br /&gt;
|Draw an imaginary box around the bandit — square silhouette means ~30° AA&lt;br /&gt;
|-&lt;br /&gt;
|Closure&lt;br /&gt;
|Steady and controlled&lt;br /&gt;
|Not increasing, not zero&lt;br /&gt;
|}&lt;br /&gt;
All three must be satisfied before moving in for a gun solution. If any are not met, reposition first.&lt;br /&gt;
&lt;br /&gt;
=== Repositions ===&lt;br /&gt;
Repositions are controlled adjustments to fix range, closure, or aspect problems from the control zone.&lt;br /&gt;
&lt;br /&gt;
==== Lead Reposition ====&lt;br /&gt;
Used when the bandit is pulling away and range is increasing. Pull lead pursuit to close the gap. Do not overshoot.&lt;br /&gt;
&lt;br /&gt;
==== Lag Reposition ====&lt;br /&gt;
Used when closure is too high. Pull lag pursuit to slow closure and improve aspect. The bandit will drift aft in your field of view. Reassess once closure is controlled.&lt;br /&gt;
&lt;br /&gt;
==== Ease Reposition ====&lt;br /&gt;
Used when range and closure are acceptable but aspect is slightly high. Ease back on the stick to widen your turn circle slightly. AA will decrease as the geometry opens. Once AA is acceptable, resume the original pull and reassess. This is a small correction — if aspect is significantly high, use a lag reposition instead.&lt;br /&gt;
&lt;br /&gt;
=== Visual Aspect Estimation ===&lt;br /&gt;
Without looking at instruments, AA can be estimated by the shape of the bandit&#039;s silhouette:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rectangle&#039;&#039;&#039; (fuselage longer than wingspan) means AA is above 30°, too high for a clean gun solution&lt;br /&gt;
* &#039;&#039;&#039;Square&#039;&#039;&#039; (fuselage approximately equal to wingspan) means AA is approximately 30°, Rule of Threes satisfied&lt;br /&gt;
* &#039;&#039;&#039;Narrowing toward a point&#039;&#039;&#039; means AA is near 0°, pure tail-aspect&lt;br /&gt;
&lt;br /&gt;
This visual check is faster than any instrument cross-check in a close turning fight.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Employment ===&lt;br /&gt;
&lt;br /&gt;
==== Heat Seeker (FOX-2) ====&lt;br /&gt;
A valid FOX-2 shot requires a confirmed seeker tone and AA within the missile&#039;s acquisition envelope, typically ≤60° for rear-quarter shots. Do not fire without tone. At significant AA the seeker may struggle to acquire, so use a lag or ease reposition to reduce AA before attempting the shot.&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
A valid gun solution requires the Rule of Threes to be fully satisfied with the pipper placed on the bandit. In a turning fight this requires lead pursuit. Your nose must be ahead of the bandit&#039;s projected path, not pointed at him. The amount of lead required varies with range and closure rate.&lt;br /&gt;
&lt;br /&gt;
A tracking shot requires the pipper to remain on the bandit for a sustained period. A snapshot is a momentary pipper-on opportunity taken when it presents itself, lower probability but sometimes the only option available.&lt;br /&gt;
&lt;br /&gt;
=== The Quarter Plane ===&lt;br /&gt;
The quarter plane is a last-resort maneuver used when closure rate has become dangerously high and an overshoot is imminent. It is not a reposition.&lt;br /&gt;
&lt;br /&gt;
The cue to act is approximately 1,000 ft of range, at which point the bandit&#039;s wingspan will fill roughly half the EEGS funnel on the HUD.&lt;br /&gt;
&lt;br /&gt;
Execution:&lt;br /&gt;
&lt;br /&gt;
# Roll wings level with the horizon&lt;br /&gt;
# Set idle power&lt;br /&gt;
# Pull maximum performance up and out of the bandit&#039;s plane of motion&lt;br /&gt;
&lt;br /&gt;
This arrests closure and separates you vertically from the bandit&#039;s plane. Once clear, roll back into a turn toward the bandit and reassess. The quarter plane costs significant energy and altitude. Use it only when nothing else will prevent the overshoot.&lt;br /&gt;
&lt;br /&gt;
=== Common Errors ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Error&lt;br /&gt;
!Consequence&lt;br /&gt;
!Correction&lt;br /&gt;
|-&lt;br /&gt;
|Late turn circle entry&lt;br /&gt;
|End up outside the bandit&#039;s circle with AA too high&lt;br /&gt;
|Watch for the LOS rate spike and turn at that moment&lt;br /&gt;
|-&lt;br /&gt;
|Early turn circle entry&lt;br /&gt;
|Cross inside bandit&#039;s radius, give him a reversal picture&lt;br /&gt;
|Wait for the LOS rate spike&lt;br /&gt;
|-&lt;br /&gt;
|Firing without satisfying Rule of Threes&lt;br /&gt;
|Low probability shot&lt;br /&gt;
|Reposition first, assess before employing&lt;br /&gt;
|-&lt;br /&gt;
|Pure pursuit at significant AA&lt;br /&gt;
|Missile must curve hard, degraded effectiveness&lt;br /&gt;
|Use CC or LC geometry for missile employment&lt;br /&gt;
|-&lt;br /&gt;
|Uncontrolled closure&lt;br /&gt;
|Overshoot, offensive position lost&lt;br /&gt;
|Use lag reposition early, quarter plane as last resort&lt;br /&gt;
|-&lt;br /&gt;
|Spending energy without reason&lt;br /&gt;
|Slow speed, large radius, advantage lost&lt;br /&gt;
|Maintain AB, only pull above sustained rate for a specific reason&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BFM IV — Defensive BFM ==&lt;br /&gt;
This part is based on [https://www.youtube.com/playlist?list=PLd5Qdmhmp3Y5-SDJjOzuUqV3m3mmuieTQ this] video series by [https://www.youtube.com/@TheOpsCenterByMikeSolyom The Ops Center by Mike Solyom].&lt;br /&gt;
&lt;br /&gt;
The objectives of defensive BFM are, in order of priority: survive, deny the bandit a weapons solution, and create the conditions for a role reversal. Survival is the primary objective. A fighter that remains in the fight presents a continuous problem to the attacker — he must maintain focus on the defender, consuming energy and attention that could otherwise be used offensively. Every second the defender survives is a second for supporting elements to close.&lt;br /&gt;
&lt;br /&gt;
=== The Defensive Gameplan ===&lt;br /&gt;
The foundation of defensive BFM is the sustained rate turn. The defender should establish and maintain best sustained turn rate as the default gameplan. This accomplishes two things simultaneously: it maximizes the defender&#039;s turn performance for the duration of the engagement, and it preserves energy for subsequent maneuvering.&lt;br /&gt;
&lt;br /&gt;
Deviation from the sustained rate gameplan should only occur when a specific threat — an imminent gun or missile shot — requires a more aggressive response. Expending energy prematurely leaves the defender slow, with a large turn radius and reduced options.&lt;br /&gt;
&lt;br /&gt;
=== Cross-Check Discipline ===&lt;br /&gt;
In defensive BFM the pilot&#039;s attention is predominantly outside the cockpit on the bandit. However, three parameters must be periodically cross-checked throughout the engagement:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Significance&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lift Vector&#039;&#039;&#039;&lt;br /&gt;
|Determines plane of motion and available turn rate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;G&#039;&#039;&#039;&lt;br /&gt;
|Confirms correct turn performance is being applied&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Airspeed&#039;&#039;&#039;&lt;br /&gt;
|Identifies energy state; confirms sustained rate speed is maintained&lt;br /&gt;
|}&lt;br /&gt;
The cross-check must not interrupt tally on the bandit for extended periods. Brief instrument scans returning immediately to visual are the correct technique. Loss of tally in a defensive engagement is a significant threat to survival.&lt;br /&gt;
&lt;br /&gt;
=== Altitude Management ===&lt;br /&gt;
Altitude is a reserve of potential energy. Trading altitude for airspeed in a defensive turn temporarily increases available turn rate above the Ps = 0 line by lowering the lift vector below the horizon. This option is only available until the floor is reached. At that point the defender is constrained to a level sustained rate turn and loses the altitude trading option entirely.&lt;br /&gt;
&lt;br /&gt;
The floor should be pre-briefed for all BFM training. A minimum of 10,000 ft AGL with a starting altitude of 15,000 ft AGL provides 5,000 ft of maneuvering room. As the floor approaches, cross-check frequency on altitude must increase and the gameplan must transition from altitude-trading to a level sustained rate turn. This transition should be anticipated, not reactive.&lt;br /&gt;
&lt;br /&gt;
=== Reading the Bandit&#039;s Intentions ===&lt;br /&gt;
The defender must continuously assess the bandit&#039;s pursuit course to anticipate his next action. The pursuit course is read visually:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Pursuit Course&lt;br /&gt;
!Visual Cue&lt;br /&gt;
!Likely Intent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pure pursuit&#039;&#039;&#039;&lt;br /&gt;
|Narrow nose-on profile&lt;br /&gt;
|Missile shot setup; seeker acquisition in progress&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lead pursuit&#039;&#039;&#039;&lt;br /&gt;
|Bandit&#039;s belly visible; nose pulled ahead of defender&lt;br /&gt;
|Gun shot imminent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lag pursuit&#039;&#039;&#039;&lt;br /&gt;
|Top of bandit&#039;s aircraft visible; aft LOS movement&lt;br /&gt;
|Controlling closure; repositioning for follow-on attack&lt;br /&gt;
|}&lt;br /&gt;
Transition from lag to pure to lead is the signature sequence of an impending gun attack. Recognition of this sequence is the primary defensive cross-check task outside the cockpit.&lt;br /&gt;
&lt;br /&gt;
Range assessment is equally important. The bandit&#039;s size relative to your field of view gives a continuous indication of closure. A bandit that fills a significant portion of your view is inside 2,500 ft and approaching gun parameters.&lt;br /&gt;
&lt;br /&gt;
=== Maneuvers ===&lt;br /&gt;
&lt;br /&gt;
==== Tighten Down ====&lt;br /&gt;
The tighten down is the first and most conservative response to a bandit closing into gun parameters. It is executed by increasing back pressure on the stick while already in a sustained rate turn, transitioning from sustained rate to a higher instantaneous turn rate.&lt;br /&gt;
&lt;br /&gt;
The tighten down achieves two simultaneous effects. First, it rotates the defender&#039;s vulnerable rear quarter away from the attacker, driving the bandit outside the weapon employment zone. Second, the sudden airspeed reduction caused by the increased G creates a high closure rate problem for the attacker, forcing him to reposition to satisfy the Rule of Threes. This repositioning produces aft LOS movement and potentially a reversal picture.&lt;br /&gt;
&lt;br /&gt;
The tighten down is an energy expenditure. It should be released once the immediate threat is defeated, returning to sustained rate and allowing AB to restore the energy state.&lt;br /&gt;
&lt;br /&gt;
==== Out-of-Plane Maneuver (OOP) ====&lt;br /&gt;
The out-of-plane maneuver removes the defender from the attacker&#039;s plane of motion, forcing the attacker to reset his geometry. In a sustained rate turn both aircraft are operating in approximately the same plane of motion. Moving out of that plane disrupts the attacker&#039;s sight picture and solution geometry.&lt;br /&gt;
&lt;br /&gt;
Execution:&lt;br /&gt;
&lt;br /&gt;
# Unload the aircraft — reduce back pressure to below 1G&lt;br /&gt;
# Reposition the lift vector off the bandit, above or below his plane of motion&lt;br /&gt;
# Apply smooth back pressure to establish a turn in the new plane of motion&lt;br /&gt;
# Allow sufficient time for the aircraft to develop movement in the new plane before any follow-on maneuver&lt;br /&gt;
# Assess LOS rate and bandit pursuit course in the new plane&lt;br /&gt;
&lt;br /&gt;
The unloaded roll is critical. Rolling while pulling G consumes energy without producing useful turning room. The unload must precede the roll.&lt;br /&gt;
&lt;br /&gt;
Upon establishing the new plane of motion, assess for a reversal opportunity. If high aft LOS rate combined with high HCA and close range is observed, a reversal may be executed. Otherwise, continue maneuvering in the new plane.&lt;br /&gt;
&lt;br /&gt;
==== Jink ====&lt;br /&gt;
The jink is a last-resort maneuver executed when a gun shot is assessed as imminent and neither the tighten down nor the OOP has defeated the attacker&#039;s solution. It combines elements of both into a single aggressive sequence designed to spoil the attacker&#039;s plane of motion and create a closure problem simultaneously.&lt;br /&gt;
&lt;br /&gt;
Execution:&lt;br /&gt;
&lt;br /&gt;
# Set throttle to idle&lt;br /&gt;
# Unload the aircraft&lt;br /&gt;
# Position the lift vector below the bandit&lt;br /&gt;
# Apply maximum onset rate back pressure and hold until aerodynamic buffet onset&lt;br /&gt;
&lt;br /&gt;
The resulting airspeed reduction is severe and deliberate. The attacker is presented with a sudden, unforecast closure rate and a simultaneous change in plane of motion. If the attacker does not immediately reposition he will overshoot. If he does reposition, aft LOS movement will develop and a reversal picture may emerge.&lt;br /&gt;
&lt;br /&gt;
If a reversal picture does not present after the first jink, execute a second jink to the opposite side:&lt;br /&gt;
&lt;br /&gt;
# Idle power maintained&lt;br /&gt;
# Unload&lt;br /&gt;
# Reposition lift vector to the opposite side of the bandit&lt;br /&gt;
# Maximum onset back pressure&lt;br /&gt;
&lt;br /&gt;
Continue until the attacker is forced into lag or a reversal picture develops. The jink sequence trades altitude at a high rate. Do not initiate within 1,500 to 2,000 ft of the floor. The jink is the highest energy expenditure maneuver in defensive BFM and is reserved strictly for imminent gun shot situations.&lt;br /&gt;
&lt;br /&gt;
=== The Reversal ===&lt;br /&gt;
A reversal is a turn at an opportune moment in the opposite direction, executed to transition from a defensive position to a neutral or offensive one. Correctly timed, a reversal exploits the attacker&#039;s angles and closure to reposition the defender onto an advantageous bearing. Incorrectly timed, it degrades the defender&#039;s position further.&lt;br /&gt;
&lt;br /&gt;
The opportunity for a correct reversal is rare and may only be available for a few seconds. More often than not a reversal will degrade the situation rather than improve it. Patience and recognition of the correct picture are essential.&lt;br /&gt;
&lt;br /&gt;
==== The Reversal Picture ====&lt;br /&gt;
The reversal picture is the combination of visual conditions that indicate a reversal opportunity exists:&lt;br /&gt;
&lt;br /&gt;
* High heading crossing angle (HCA), combined with&lt;br /&gt;
* Close range, and or high aft LOS rate&lt;br /&gt;
&lt;br /&gt;
A practical assessment question: &#039;&#039;does it appear that the bandit will cross behind my tail with minimal assistance from me?&#039;&#039; If the answer is yes, execute. If there is any doubt, do not reverse. A premature reversal presents the attacker with a stable, predictable target and makes his job easier.&lt;br /&gt;
&lt;br /&gt;
==== Execution ====&lt;br /&gt;
The reversal is executed using an unloaded roll:&lt;br /&gt;
&lt;br /&gt;
# Reduce back pressure to unload the aircraft&lt;br /&gt;
# Roll to the opposite direction&lt;br /&gt;
# Resume back pressure once established in the new turn&lt;br /&gt;
# Shift visual focus to the opposite side to regain tally on the bandit&lt;br /&gt;
&lt;br /&gt;
Lift vector placement after the reversal depends on range. At close range, position the lift vector above or below the bandit to build turning room before pulling into his plane of motion. At greater range, place the lift vector directly on the bandit.&lt;br /&gt;
&lt;br /&gt;
A successful reversal will typically result in a scissors — a neutral position from which either pilot may gain an advantage. This is a significant improvement over the defensive.&lt;br /&gt;
&lt;br /&gt;
=== Maneuver Selection Summary ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Situation&lt;br /&gt;
!Maneuver&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Bandit in lag or pure pursuit, not yet in gun parameters&lt;br /&gt;
|Sustained rate turn&lt;br /&gt;
|Conserve energy; maintain cross-check&lt;br /&gt;
|-&lt;br /&gt;
|Bandit transitioning to lead pursuit, gun shot developing&lt;br /&gt;
|Tighten down&lt;br /&gt;
|First response; moderate energy cost&lt;br /&gt;
|-&lt;br /&gt;
|Tighten down insufficient; bandit maintaining solution&lt;br /&gt;
|Out-of-plane maneuver&lt;br /&gt;
|Disrupts attacker geometry; assess for reversal&lt;br /&gt;
|-&lt;br /&gt;
|Gun shot imminent; no other option&lt;br /&gt;
|Jink&lt;br /&gt;
|Last resort; high energy cost; do not use prematurely&lt;br /&gt;
|-&lt;br /&gt;
|Reversal picture present&lt;br /&gt;
|Reversal&lt;br /&gt;
|Execute with unloaded roll; if in doubt, do not reverse&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=MTTP/A2A&amp;diff=392</id>
		<title>MTTP/A2A</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=MTTP/A2A&amp;diff=392"/>
		<updated>2026-05-23T15:44:57Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* PRESS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 01 / Overview ==&lt;br /&gt;
Air combat is primarily carried out by CAP aircraft. The two main mission types are &#039;&#039;&#039;DCA&#039;&#039;&#039; (Defensive Counter Air) and &#039;&#039;&#039;OCA&#039;&#039;&#039; (Offensive Counter Air).&lt;br /&gt;
&lt;br /&gt;
=== Groups and Contacts ===&lt;br /&gt;
A &#039;&#039;&#039;GROUP&#039;&#039;&#039; is any number of air contacts within 3 nm in azimuth and range of each other. A &#039;&#039;&#039;CONTACT&#039;&#039;&#039; is an individual radar return within a GROUP. Single contact is the assumed strength for all GROUPs unless otherwise specified. A GROUP with three or more contacts is called &#039;&#039;&#039;HEAVY&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;PICTURE&#039;&#039;&#039; establishes a common tactical air image and describes the spatial relationship of GROUPs. It is always communicated in BULLSEYE format unless briefed otherwise. Only the Three GROUPs with highest Priority are Conveyed&lt;br /&gt;
&lt;br /&gt;
=== Contact Declaration ===&lt;br /&gt;
Before a fighter can engage, a contact must be declared. Declaration is performed by the controller in response to a DECLARE request.&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;
! Declaration !! Meaning !! Engagement Authority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BOGEY&#039;&#039;&#039; || Identity unknown || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OUTLAW&#039;&#039;&#039; || Originates from known or suspected hostile area || Not cleared to engage; escalation criteria apply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SPADES&#039;&#039;&#039; || No valid IFF response on interrogation || Not cleared to engage; escalation criteria apply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BANDIT&#039;&#039;&#039; || Positively identified as enemy IAW theater ID criteria || Not cleared to engage; does not imply authority to fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HOSTILE&#039;&#039;&#039; || Confirmed enemy; clearance to fire authorized IAW ROE || Cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NEUTRAL&#039;&#039;&#039; || Positively identified as neutral || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FRIENDLY&#039;&#039;&#039; || Positively identified as friendly || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FURBALL&#039;&#039;&#039; || Friendly and non-friendly aircraft within 5 nm || Employment not authorized until resolved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A BOGEY, BANDIT, OUTLAW, or SPADES classification does not authorize engagement. HOSTILE is the only declaration that authorizes weapons employment IAW ROE.&lt;br /&gt;
&lt;br /&gt;
== 02 / Important Concepts ==&lt;br /&gt;
&lt;br /&gt;
=== Communication Cadence by Phase ===&lt;br /&gt;
Communication priority shifts between the controller and fighters depending on the phase of the intercept.&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;
! Phase !! Priority Communicators&lt;br /&gt;
|-&lt;br /&gt;
| Pre-COMMIT / Marshal || 1. Controller · 2. Fighters&lt;br /&gt;
|-&lt;br /&gt;
| Post-COMMIT / Push || 1. Controller · 2. Fighter&lt;br /&gt;
|-&lt;br /&gt;
| Targeting / Weapons Employment || 1. Fighters · 2. Controller&lt;br /&gt;
|-&lt;br /&gt;
| Merge || 1. Engaged Fighter · 2. Supporting Fighters · 3. Controller&lt;br /&gt;
|-&lt;br /&gt;
| Post-Merge || 1. Fighter Clearing Merge · 2. Supporting Fighters · 3. Controller&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TAC Range ===&lt;br /&gt;
Called at 60 nm (default) by the first asset to recognize the separation. Signals all players to prepare for targeting. Pre-commit SA building continues until this point.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller or Fighter || {CS} {Group Label} TAC RANGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Airspace Sanitization ===&lt;br /&gt;
A Section consists of two aircraft, each equipped with its own radar. Regardless of the number of bars or maximum azimuth a single radar supports, no single system can cover the entire sky. To compensate, both radars are stacked and assigned to different portions of the airspace — each portion is called an &#039;&#039;&#039;Area of Responsibility (AOR)&#039;&#039;&#039;. This technique, known as &#039;&#039;&#039;Radar Mating&#039;&#039;&#039;, vastly increases the total volume scanned and ensures that no unknown contacts are operating in the area beyond already-tracked groups. The exact parameters depend on the aircraft type: the US Navy recommends RWS, 140°, 6 bars, end scale 80 nm, with radars mated at 25 nm: placing the flight lead between 40,000 and 15,000 ft, and the wingman from ground level to 25,000 ft.&lt;br /&gt;
&lt;br /&gt;
The process of actively scanning assigned AORs to confirm no unknown contacts are present is called &#039;&#039;&#039;Sanitisation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Because both Radar Mating parameters and Sanitisation responsibilities directly affect how an engagement develops, all of this must be &#039;&#039;&#039;pre-briefed&#039;&#039;&#039; and set as a &#039;&#039;&#039;contract&#039;&#039;&#039; before the mission. Time pressure may not always permit a thorough sanitisation pass, and how to handle that contingency should likewise be agreed upon in the brief.&lt;br /&gt;
&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
The flight assigns GROUP responsibility and confirms classification.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} DECLARE {Group Label or Bullseye Position}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {Group Label} DECLARED {HOSTILE / BOGEY / FRIENDLY / UNABLE / FURBALL}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGET {Group Label} {Tactic}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Once group appears on radar&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGETED {Group Label} BULLSEYE {Bearing/Range}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;No response if information correlates. Comparative response if correction is required.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 03 / Common Calls ==&lt;br /&gt;
&lt;br /&gt;
=== DECLARE ===&lt;br /&gt;
Inquiry as to the identity of a specified GROUP. Full positional data in BULLSEYE format must accompany all responses.&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
  EAGLE 11, NORTH GROUP BULLSEYE 2-7-3/27, TWENTY-TWO THOUSAND, TRACK EAST, BOGEY SPADES.&lt;br /&gt;
&lt;br /&gt;
=== BOGEY DOPE ===&lt;br /&gt;
Request for BRAA information on the indicated GROUP or the closest GROUP if not specified. Does not imply fighter targeting.&lt;br /&gt;
  MIKE, EAGLE 11, BOGEY DOPE NORTH GROUP.&lt;br /&gt;
  EAGLE 11, NORTH GROUP BRAA 2-1-0/28, THIRTY-EIGHT THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
=== NAILS ===&lt;br /&gt;
Fighter&#039;s radar warning receiver is detecting an airborne interceptor radar in search mode. Called with bearing or cardinal direction.&lt;br /&gt;
  EAGLE 1, NAILS 2-7-0.&lt;br /&gt;
&lt;br /&gt;
=== SPIKED ===&lt;br /&gt;
Fighter is being actively tracked by an airborne radar. Called with bearing or cardinal direction. Controller correlates to a GROUP within ±30 degrees and responds with range, altitude, aspect, declaration, and GROUP name.&lt;br /&gt;
  EAGLE 1, SPIKED 2-7-0.&lt;br /&gt;
  EAGLE 1, SPIKE RANGE 17, THIRTY THOUSAND, HOSTILE EAST GROUP, TWO CONTACTS.&lt;br /&gt;
&lt;br /&gt;
=== THREAT Call ===&lt;br /&gt;
If a fighter will pierce THREAT range to an untargeted GROUP, the controller makes a THREAT call in BRAA format no later than THREAT range.&lt;br /&gt;
  HEAT 31, ADDITIONAL GROUP THREAT, BRAA 1-2-5/35, THIRTY-FIVE THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
If the THREAT is within 5 nm of friendly fighters:&lt;br /&gt;
  BOLT 1, THREAT NORTH THREE, TEN THOUSAND, TRACK SOUTH, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
=== FADED and VANISHED ===&lt;br /&gt;
&#039;&#039;&#039;FADED&#039;&#039;&#039; — a previously tracked GROUP not updated by sensors for 30 seconds. The controller reports the GROUP as FADED with last known BULLSEYE position. Fighters maintain MONITOR responsibility if they can maintain correlation. FADED is not used for friendly aircraft — controllers use NEGATIVE CONTACT for friendlies not held on sensors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VANISHED&#039;&#039;&#039; — a special case of FADED used when the GROUP is not in a known blind zone and is correlated to a friendly shot that meets parameters for successful termination. &lt;br /&gt;
&lt;br /&gt;
=== Unexpected Contacts ===&lt;br /&gt;
Three distinct call types exist for contacts not part of the established picture:&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;
! Call !! Criteria !! Format&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039; || Newly detected outside targeting range, or does not fit traditional label || BULLSEYE&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039; || Previously undetected; appears inside targeting range but outside THREAT range || BULLSEYE&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039; || Undetected or unreported GROUP meeting briefed THREAT criteria || BRAA to the closest aircraft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  DARKSTAR, POP-UP GROUP BULLSEYE 2-7-0/15, FIVE THOUSAND, TRACK WEST, BOGEY SPADES.&lt;br /&gt;
  RAMBO 2, THREAT GROUP BRAA 2-7-0/13, ONE THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
== 04 / Engagement ==&lt;br /&gt;
The engagement loop is the core sequence executed by all fighter flights once committed and targeting is established. It repeats until the GROUP is splashed, leaves the area, or the flight resets.&lt;br /&gt;
&lt;br /&gt;
=== MELD ===&lt;br /&gt;
The flight lead directs all flight members to shift their radars from wide sanitization to focused SA on the assigned GROUP. This transition narrows the radar from maximum azimuth and altitude coverage to a tighter volume centered on the target. Sanitization of the surrounding airspace ceases until DROPPING is called.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} MELD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;All flight members shift radar from sanitization to the assigned GROUP&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SORT ===&lt;br /&gt;
The flight lead assigns individual contacts within the GROUP to specific flight members. Each member acknowledges with SORTED when they have confirmed their assigned contact on radar and are prepared to engage it. If a member cannot confirm their assigned contact, SORTED is withheld until resolution.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || &#039;&#039;(intraflight) FLIGHT SORT {Criteria}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #2 || &#039;&#039;(intraflight) #2 SORTED&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #3 || &#039;&#039;(intraflight) #3 SORTED&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #4 || &#039;&#039;(intraflight) #4 SORTED&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== JUDY ===&lt;br /&gt;
Called by the flight lead when the flight no longer requires controller guidance to prosecute the intercept. From this point, the controller minimizes transmissions and provides situational awareness information only. JUDY is not always called.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} JUDY&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Minimizes transmissions. Provides SA and THREAT calls only.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ENGAGE ===&lt;br /&gt;
Directive call from the flight lead to a specific wingman to employ weapons. The flight lead may also direct simultaneous employment by multiple members.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} ENGAGE&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || {CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Employment ===&lt;br /&gt;
The firing aircraft calls the shot on TACC2 NET immediately after employment. The call includes shot type, GROUP label, contact description, BULLSEYE position, and altitude. The controller acknowledges with COPY SHOT.&lt;br /&gt;
&lt;br /&gt;
If a fighter determines a GROUP HOSTILE and ROE has been met, the fighter may employ autonomously and include HOSTILE in the shot transmission.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft || {TACC2-CS} {CS} FOX THREE {Group Label} {Contact Description} BULLSEYE {Bearing/Range} {Altitude}&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} COPY SHOT&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Autonomous HOSTILE employment&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft || {Controller-CS} {CS} FOX THREE {Group Label} BULLSEYE {Bearing/Range} {Altitude} HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} COPY SHOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Multiple shots in one transmission are acceptable:&lt;br /&gt;
  SHADOW12 FOX THREE NORTH GROUP LEAD CONTACT BULLSEYE 2-7-0/20 TWENTY THOUSAND; SHADOW11 FOX THREE NORTH GROUP TRAIL CONTACT.&lt;br /&gt;
&lt;br /&gt;
=== OUT / DEFENDING ===&lt;br /&gt;
Following weapon employment the flight turns away from the threat. OUT is a planned maneuver executed at a prebriefed range. DEFENDING indicates a reactive maneuver against an incoming weapon and is called with the cardinal direction of the defensive turn.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} OUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;or, if reacting to an incoming weapon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft || {CS} DEFENDING {Direction}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DROPPING ===&lt;br /&gt;
May be called in conjunction with OUT. Signals the controller that the flight has ceased monitoring the GROUP and is returning to sanitization radar settings. Monitoring responsibility transfers back to the controller. &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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} OUT {Direction} DROPPING {Group Label}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Controller resumes monitoring of the dropped GROUP&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Resumes monitoring.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Assessment ===&lt;br /&gt;
The flight assesses weapon effects from sensor data or controller reports. Three outcomes are possible:&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;
! Outcome !! Action&lt;br /&gt;
|-&lt;br /&gt;
| GROUP splashed || Call SPLASH&lt;br /&gt;
|-&lt;br /&gt;
| GROUP remains a factor, follow-up shot required || Turn IN, return to MELD&lt;br /&gt;
|-&lt;br /&gt;
| GROUP has left the area or is no longer a factor || Proceed with Tasking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== IN (Follow-up Engagement) ===&lt;br /&gt;
If the GROUP remains a factor and the tactic permits a follow-up shot, the flight turns back toward the GROUP. The IN call triggers a new cycle beginning at MELD.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} IN {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} MELD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Re-sort as required, then return to ENGAGE&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SPLASH ===&lt;br /&gt;
Called when weapon effects confirm the GROUP or contact is destroyed.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft or Controller || {CS} SPLASH {Group Label or Contact Description}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 05 / Defensive Counter Air (DCA) ==&lt;br /&gt;
DCA is the use of fighter aircraft to defend a ground asset or airspace against hostile air threats. It uses prebriefed lanes and defined ranges.&lt;br /&gt;
&lt;br /&gt;
=== DCA Range Structure ===&lt;br /&gt;
All ranges are prebriefed per sortie. The following are the standard range lines used in DCA:&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;
! Range Line !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Fail Line&#039;&#039;&#039; || 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;
| &#039;&#039;&#039;Commit Line (CL)&#039;&#039;&#039; || The line at which a bogey is declared HOSTILE IAW theater ROE and the flight is authorized to commit. Prebriefed for all DCA sorties.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Targeting Range&#039;&#039;&#039; || 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;
| &#039;&#039;&#039;TAC Range&#039;&#039;&#039; || Default 60 nm from the closest fighter to the closest GROUP. Signals all players to prepare for targeting.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Threat Range&#039;&#039;&#039; || The prebriefed range at which an untargeted GROUP meeting THREAT criteria triggers a THREAT call. Prebriefed per sortie.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMMIT Authority ===&lt;br /&gt;
COMMIT authority is derived from the combatant commander and delegated through the chain of command. Any of the following may hold or recommend COMMIT authority depending on what is delegated:&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;
! Role !! Abbreviation !! Authority&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || FL || Usually holds COMMIT authority unless delegated&lt;br /&gt;
|-&lt;br /&gt;
| Team Lead || TL || May hold COMMIT authority if delegated&lt;br /&gt;
|-&lt;br /&gt;
| Mission Commander || MC || May hold COMMIT authority if delegated&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || — || May hold COMMIT authority if delegated&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If only the MC, TL, or FL holds COMMIT authority, the controller may only recommend COMMIT. If the controller holds COMMIT authority, the MC and TL may only recommend.&lt;br /&gt;
&lt;br /&gt;
=== DCA Flow ===&lt;br /&gt;
&lt;br /&gt;
==== Lane Handover ====&lt;br /&gt;
When an outgoing flight is relieved on station by an incoming flight, a positive lane handover is required before the outgoing flight departs.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Off-going Lane Commander || {CS} MOVE FORWARD&lt;br /&gt;
|-&lt;br /&gt;
| On-coming Lane Commander || {CS}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;On-coming aircraft may enter the lane. Lane commander authority has not yet transferred.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Off-going Lane Commander || {CS} YOU HAVE THE LANE&lt;br /&gt;
|-&lt;br /&gt;
| On-coming Lane Commander || {CS} HAS THE LANE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The off-going flight passes critical mission information to the controller before departing. The controller passes big-picture information to the on-coming flight before pushing them to the tactical frequency.&lt;br /&gt;
&lt;br /&gt;
==== Pre-Commit ====&lt;br /&gt;
The flight arrives at its prebriefed CAP position with FENCE IN complete and radars in sanitization configuration. The controller holds picture responsibility.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} PICTURE&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} {Nr of Groups} {Group Label} BULLSEYE {Bearing/Range} {Altitude} TRACK {Direction} {Declaration} {Nr of Contacts}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The flight evaluates commit criteria continuously. Pictures are requested as needed to maintain SA.&lt;br /&gt;
&lt;br /&gt;
==== Commit ====&lt;br /&gt;
&lt;br /&gt;
===== FIGHTER AUTHORITY COMMIT =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} {BULLSEYE CALL} Recommend {CS} COMMIT &lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} COMMIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== CONTROLLER AUTHORITY COMMIT =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} Recommend Commit&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} {BULLSEYE CALL} {CS} COMMIT &lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After COMMIT, fighters hold radio priority.&lt;br /&gt;
&lt;br /&gt;
=== Engagement Loop ===&lt;br /&gt;
The flight executes the standard engagement loop as defined above The loop repeats until the GROUP is splashed, leaves the lane, or:&lt;br /&gt;
&lt;br /&gt;
Once the Engagement is Complete the flight &#039;&#039;&#039;RESETS&#039;&#039;&#039; back to the briefed Position&lt;br /&gt;
&lt;br /&gt;
==== RESET ====&lt;br /&gt;
Directs the flight to return to its prebriefed position or area of operations. RESET implies DROPPING and returns all targeting responsibility to the controller.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} RESET&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Flight returns to prebriefed CAP position. Controller resumes full picture responsibility&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Offensive Counter Air (OCA) ==&lt;br /&gt;
OCA is the use of fighter aircraft to suppress, destroy, or neutralize enemy air assets before they can threaten friendly forces. Unlike DCA, OCA is not lane-based and does not require a commit line. The flight pushes into the threat environment rather than waiting for the threat to approach.&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;
=== OCA Flow ===&lt;br /&gt;
OCA does not have a lane handover or a commit phase. The flight checks in, receives the picture, establishes targeting, and executes the engagement loop.&lt;br /&gt;
&lt;br /&gt;
==== FULL COMMUNICATIONS EXAMPLE ====&lt;br /&gt;
In this Scenario, SHADOW11 four-ship F16C on OCA. TACC2 Agency CS THUMPER executing Positive Control. The Example begins after the Handover. Check In was done on the previous Frequency. TAC RANGE 60, THREAT RANGE 30  &lt;br /&gt;
 THUMPER SHADOW11 PICTURE&lt;br /&gt;
&lt;br /&gt;
 THUMPER PICTURE TEN GROUPS GROUP BULLSEYE 0-2-0/25, TWENTY-SEVEN THOUSAND, THOUSAND, TRACK EAST, HOSTILE, HEAVY, THREE CONTACTS. GROUP BULLSEYE 2-7-0/25, FIFTEEN THOUSAND, TRACK WEST, HOSTILE. GROUP BULLSEYE 2-9-0/35, TEN THOUSAND, TRACK WEST, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 TARGETED GROUP BULLSEYE 0-2-0/25 &lt;br /&gt;
&lt;br /&gt;
 SHADOW11 GROUP BULLSEYE 0-2-0/25 TAC RANGE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 SKATE, MELD&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 SORTED&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 FOX3 BULLSEYE 0-2-0/25&lt;br /&gt;
&lt;br /&gt;
 THUMPER COPY SHOT&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 OUT SOUTH DROPPING&lt;br /&gt;
&lt;br /&gt;
 THUMPER&lt;br /&gt;
&lt;br /&gt;
 THUMPER SHADOW11 BOGEYDOPE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 EAST GROUP BRAA 2-1-0/28, FIFTEEN-THOUSAND, COLD, HOSTILE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 IN, MELD, SORTED&lt;br /&gt;
&lt;br /&gt;
 THUMPER SHADOW11 SPLASH EAST GROUP&lt;br /&gt;
&lt;br /&gt;
 THUMPER&lt;br /&gt;
In the Following Example additional Adversarys Pop Up within Threat Range of SHADOW11&lt;br /&gt;
 SHADOW11 THREAT GROUP, BRAA 1-2-5/28, FIVE-THOUSAND, HOT, HOSTILE, 2 CONTACTS&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 TARGETED, SORTED LEAD, FOX 3 LEADER, FOX3 TRAILER, BULLSEYE 0-5-0/45, FIVE-THOUSAND&lt;br /&gt;
&lt;br /&gt;
 THUMPER COPY SHOT &lt;br /&gt;
&lt;br /&gt;
 SHADOW11 DEFENDING SOUTH, DROPPING&lt;br /&gt;
&lt;br /&gt;
 THUMPER&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 THUMPER THREAT GROUP, BRAA 0-6-0/15, TWO-THOUSAND, COLD, HOSTILE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 IN &lt;br /&gt;
&lt;br /&gt;
 SHADOW11 FOX3 BULLSEYE 0-6-0/15, TWO-THOUSAND&lt;br /&gt;
&lt;br /&gt;
 THUMPER COPY SHOT&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 THUMPER THREAT GROUP VANISHED&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / QRA ==&lt;br /&gt;
&lt;br /&gt;
== 08 / Intercept (VID) ==&lt;br /&gt;
A Visual Identification (VID) intercept is conducted when a contact cannot be declared HOSTILE or FRIENDLY by electronic means alone, and visual confirmation of aircraft type, markings, or behavior is required before engagement authority can be granted or withheld.&lt;br /&gt;
&lt;br /&gt;
VID intercepts follow a structured sequence: the controller guides the fighter to a position from which a visual identification pass can be made, then the fighter reports the result and awaits further direction.&lt;br /&gt;
&lt;br /&gt;
=== Intercept Flow ===&lt;br /&gt;
&lt;br /&gt;
==== Commit ====&lt;br /&gt;
The controller or flight lead initiates the intercept against the unidentified contact.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} COMMIT {Group Label} BULLSEYE {Bearing/Range} {Altitude} {Declaration} {Nr of Contacts}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} COMMIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidance ====&lt;br /&gt;
The controller provides vectors to position the fighter for a VID pass. This is the only phase where the controller takes positive close control of the intercept geometry. BRAA format is used throughout.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} BRAA {Bearing/Range} {Altitude} {Aspect} {Declaration}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Controller continues to provide updated vectors until fighter calls JUDY&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== JUDY ====&lt;br /&gt;
The fighter calls JUDY when radar contact is established and no further controller guidance is required. The controller minimizes transmissions from this point.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} JUDY&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Minimizes transmissions. Continues to provide SA information only.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tally ====&lt;br /&gt;
The fighter calls TALLY when visual contact is established with the target.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TALLY {Position}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Identification ====&lt;br /&gt;
The fighter conducts the VID pass and reports the result to the controller. The report includes aircraft type, markings, and behavior observed.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} IDENTIFIED {Aircraft Type} {Markings / Behavior}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} {Further Instructions / Declaration Update}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the contact is identified as HOSTILE following the VID pass, the controller issues the updated declaration and the flight may proceed to engagement IAW ROE. If the contact is FRIENDLY or NEUTRAL, the flight disengages and returns to its prebriefed position.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 09 / Merge ==&lt;br /&gt;
A merge occurs when friendly and target aircraft arrive in the visual arena, within 3–5 nm of each other. At the merge, radar resolution becomes limiting and the engagement transitions from BVR to Within Visual Range (WVR).&lt;br /&gt;
&lt;br /&gt;
=== Communication Priority at the Merge ===&lt;br /&gt;
The engaged fighter holds radio priority. The supporting fighter and controller subordinate their transmissions accordingly.&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;
! Role !! Responsibility&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engaged Fighter&#039;&#039;&#039; || Calls the merge, manages the engagement, and calls employment and results. Holds radio priority.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supporting Fighter&#039;&#039;&#039; || Provides SA to the engaged fighter. Calls PRESS when directed and mutual support is maintained. Subordinates transmissions to the engaged fighter.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Controller&#039;&#039;&#039; || Minimizes transmissions. Provides THREAT calls, SA updates, and responds to fighter requests only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Merge Flow ===&lt;br /&gt;
&lt;br /&gt;
==== MERGED ====&lt;br /&gt;
The controller calls MERGED when radar tracks come together within 3–5 nm, or the engaged fighter calls it when visual contact is made.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller or Engaged Fighter || {CS} MERGED {Group Label}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== IFF Calls ====&lt;br /&gt;
At the merge, positive visual identification of friend or foe is critical before employment. Standard IFF calls apply:&lt;br /&gt;
&lt;br /&gt;
Squadrons should define their own IFF procedures to ensure fast execution&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;
! Term !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TALLY&#039;&#039;&#039; || Visual contact established on the target or bandit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NO JOY&#039;&#039;&#039; || No visual contact with the target or bandit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VISUAL&#039;&#039;&#039; || Visual contact established on a friendly aircraft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BLIND&#039;&#039;&#039; || No visual contact with a friendly aircraft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== PRESS ====&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} PRESS&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || PRESS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Employment ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || {Controller-CS} {CS} FOX TWO {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || COPY SHOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gun employment is called as GUNS with target description.&lt;br /&gt;
&lt;br /&gt;
==== SPLASH ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || {Controller-CS} {CS} SPLASH {Group Label or Contact Description}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} COPY SPLASH&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Following SPLASH the flight disengages, calls RESET, and returns to its prebriefed position unless directed otherwise.&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=MTTP/A2S&amp;diff=387</id>
		<title>MTTP/A2S</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=MTTP/A2S&amp;diff=387"/>
		<updated>2026-05-23T15:05:21Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* Strike */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fundamentals ==&lt;br /&gt;
Air-to-surface operations require a shared vocabulary for describing the progression from finding a target to destroying it. The Find, Fix, Track, Target, Engage, and Assess (F2T2EA) sequence governs the flow of a surface attack and the brevity that supports it.&lt;br /&gt;
&lt;br /&gt;
=== Target Acquisition Brevity ===&lt;br /&gt;
The following brevity codes describe the state of sensor awareness on a surface target. They are used throughout the F2T2EA (Find, Fix, Track, Target, Engage and Assess) chain by both fighters and controllers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Brevity&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRT&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUD&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SINGER&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a SAM launch. The threat has fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SCAN&#039;&#039;&#039;&lt;br /&gt;
|Search the indicated sector and report any contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WORK&#039;&#039;&#039;&lt;br /&gt;
|Directive call to conduct geolocation on a specific target or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039;&lt;br /&gt;
|Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FIXED&#039;&#039;&#039;&lt;br /&gt;
|Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRACK&#039;&#039;&#039;&lt;br /&gt;
|Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CAPTURED&#039;&#039;&#039;&lt;br /&gt;
|Object has been acquired and is being actively tracked.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COVER&#039;&#039;&#039;&lt;br /&gt;
|Directive call to be ready for reattack or re-engage if weapon effects are not achieved.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOUNDDOG&#039;&#039;&#039;&lt;br /&gt;
|Aircraft is in a position to employ weapons. Used in response to COVER.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TRESPASS ===&lt;br /&gt;
Called when an aircraft enters a non-previously-known SAM MEZ or when any non-SEAD aircraft crosses inside the maximum recommended intercept range of a known SAM. The calling entity directs an immediate SNAP heading away from the threat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller or Aircraft&lt;br /&gt;
|{CS} SNAP {Heading} TRESPASS {Threat Type} BULLSEYE {Bearing/Range}&lt;br /&gt;
|}&lt;br /&gt;
  RAMBO 2, SNAP 1-7-0, TRESPASS FIFTEEN BULLSEYE 3-2-0/32.&lt;br /&gt;
&lt;br /&gt;
=== Game Plan ===&lt;br /&gt;
The flight lead issues the game plan before pushing to the target. All flight members acknowledge in sequence. The game plan assigns targeting responsibility, cover responsibility, and establishes the push time and TOT. The Following are two examples for possible Gameplans. Note that this part is highly flxible&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|MC&lt;br /&gt;
|HORNET, BOLT, PYTHON, STANDBY GAME PLAN&lt;br /&gt;
|-&lt;br /&gt;
|FLs&lt;br /&gt;
|&amp;quot;HORNET&amp;quot; &amp;quot;BOLT&amp;quot; &amp;quot;PYTHON&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|MC&lt;br /&gt;
|“HORNET, TARGET AND SCAN ALPHA ALPHA 0-1, TWO VEHICLE&lt;br /&gt;
CONVOY BULLSEYE 2-7-5/69, MOVING SOUTH, BEST. PUSH AT&lt;br /&gt;
&lt;br /&gt;
21:17 FROM RED OSCAR.”&lt;br /&gt;
&lt;br /&gt;
“BOLT, COVER ALPHA ALPHA 0-1.”&lt;br /&gt;
&lt;br /&gt;
“RAMBO ESCORT AND PYTHON SEAD PER BRIEF.”&lt;br /&gt;
|-&lt;br /&gt;
|FLs&lt;br /&gt;
|“HORNET.” “BOLT.” “PYTHON.”&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|SHADOW11 #1 AND #2 TARGET {Target Description} · #3 AND #4 COVER {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
|All Members&lt;br /&gt;
|#2 · #3 · #4&lt;br /&gt;
|}&lt;br /&gt;
Target and cover assignments may be communicated digitally via data link. Each player acknowledges GOOD DATA if received digitally.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strike ==&lt;br /&gt;
A strike is a planned attack against a pre-briefed fixed or moving ground target. The progression from initial detection to confirmed destruction follows the &#039;&#039;&#039;Find, Fix, Track, Target, Engage, and Assess (F2T2EA)&#039;&#039;&#039; sequence. Each step has specific brevity and responsibilities. Not every mission requires the same. A pre-briefed fixed target may enter the chain at Track or Target but every step must be satisfied before weapons can be released.&lt;br /&gt;
&lt;br /&gt;
All communications are on the TAC C2 NET unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Find ===&lt;br /&gt;
FIND is the umbrella term for the search phase. It encompasses two activities: searching an area for a target (WORK) and confirming that a located target meets the requirements for engagement (INVESTIGATE).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WORK&#039;&#039;&#039; is a directive call to conduct geolocation on a specified target or area.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|MC&lt;br /&gt;
|{CS} WORK {Target Description or Area} BULLSEYE {Bearing/Range}&lt;br /&gt;
|-&lt;br /&gt;
|Aircraft&lt;br /&gt;
|{CS} WORKING {Target Description or Area} BULLSEYE {Bearing/Range}&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039; is a directive call to verify specified elements of ROE, PID, and coordination of forces on the referenced target or track before engagement can proceed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|MC&lt;br /&gt;
|{CS} INVESTIGATE {Target Description or Track Number}&lt;br /&gt;
|-&lt;br /&gt;
|Aircraft&lt;br /&gt;
|{CS} INVESTIGATING&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fix ===&lt;br /&gt;
Once the target has been located, its position is established and communicated with a quality assessment. The fix quality determines whether the target is TARGETABLE — that is, whether the position data is accurate enough to support weapon employment.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Accuracy&lt;br /&gt;
!Standard&lt;br /&gt;
!Call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Low Accuracy&#039;&#039;&#039;&lt;br /&gt;
|Inside 1 nm&lt;br /&gt;
|{CS} {Target Description} FIXED BULLSEYE {Bearing/Range} LOW ACCURACY&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High Accuracy&#039;&#039;&#039;&lt;br /&gt;
|Inside 1,000 ft&lt;br /&gt;
|{CS} {Target Description} FIXED BULLSEYE {Bearing/Range} HIGH ACCURACY&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Targetable&#039;&#039;&#039;&lt;br /&gt;
|Fix quality sufficient for weapon employment&lt;br /&gt;
|{CS} {Target Description} FIXED BULLSEYE {Bearing/Range} TARGETABLE&lt;br /&gt;
|}&lt;br /&gt;
TARGETABLE is the advisory call that position data meets the standard required to proceed to TARGET and ENGAGE. Only when TARGETABLE has been established may ordnance be employed against the target.&lt;br /&gt;
  HOSS 3, FIXED CONVOY BULLSEYE 3-1-7/17, TARGETABLE.&lt;br /&gt;
&lt;br /&gt;
=== Track ===&lt;br /&gt;
TRACK assigns responsibility for maintaining continuous sensor or visual observation of the target. MONITOR is used when continuous tracking is not required but tactically significant changes must be reported. CAPTURED confirms the aircraft has acquired and is actively tracking the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|MC&lt;br /&gt;
|{CS} TRACK {Target Description} BULLSEYE {Bearing/Range}&lt;br /&gt;
|-&lt;br /&gt;
|Aircraft&lt;br /&gt;
|{CS} CAPTURED {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;If unable to acquire&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Aircraft&lt;br /&gt;
|{CS} NO JOY&lt;br /&gt;
|}&lt;br /&gt;
  MC: SABRE, TRACK T-72 COLUMN BULLSEYE 0-5-0/55, MOVING NORTH.&lt;br /&gt;
  SABRE: SABRE, CAPTURED, TRACK NUMBER 2-2-2-2-2.&lt;br /&gt;
&lt;br /&gt;
=== Target ===&lt;br /&gt;
TARGET is the assignment of targeting responsibility for a specific object or track. Before TARGET can be called, the following must be satisfied: ROE, PID, coordination of forces, and commander&#039;s guidance requirements on the referenced target. Clear field of fire must also be confirmed prior to employing ordnance.&lt;br /&gt;
&lt;br /&gt;
TARGET is a directive call from the MC or flight lead. It establishes who is responsible for the attack. It does not automatically authorize weapons release — ENGAGE does.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|MC or Flight Lead&lt;br /&gt;
|{CS} TARGET {Target Description} BULLSEYE {Bearing/Range}&lt;br /&gt;
|-&lt;br /&gt;
|Aircraft&lt;br /&gt;
|{CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== COVER ====&lt;br /&gt;
If the flight lead deems a cover element necessary, COVER is assigned at this stage. COVER is a positioning directive — it instructs an aircraft to maneuver to a position from which the target can be reattacked immediately if required. It does not order an attack. HOUNDDOG is the response confirming the aircraft is in position and ready.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Flight Lead&lt;br /&gt;
|{CS} COVER {Target Description or Bullseye}&lt;br /&gt;
|-&lt;br /&gt;
|Cover Aircraft&lt;br /&gt;
|{CS} HOUNDDOG&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engage ===&lt;br /&gt;
Once the target is CAPTURED and all targeting requirements are met, the attacking element pushes. PUSHING is called with the TOT on the TAC C2 NET.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Attacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} CAPTURED {Target Description or Bullseye} PUSHING TOT {Time}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;On weapon release&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Attacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} ONE WEAPON AWAY {Target Description} {Time of Flight} SECONDS {LASING / SCANNING if applicable}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Assess ===&lt;br /&gt;
The attacking aircraft calls the result once weapon effects can be observed. Two outcomes are possible:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Desired weapon effects generated&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Attacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} SPLASH {Target Description} SUCCESSFUL&lt;br /&gt;
|-&lt;br /&gt;
|Attacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} DROPPING {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Desired weapon effects not generated&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Attacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} SPLASH {Target Description} FUMBLE {CLEAN / HIT}&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;FUMBLE CLEAN&#039;&#039;&#039; — no visible battle damage and no weapon impact observed. The weapon missed entirely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FUMBLE HIT&#039;&#039;&#039; — weapon impact was observed within a lethal distance but desired weapon effects were not generated.&lt;br /&gt;
&lt;br /&gt;
=== Reattack ===&lt;br /&gt;
REATTACK is the directive to conduct a follow-up attack on the same target. It can be ordered at any time after a FUMBLE assessment.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|MC or Flight Lead&lt;br /&gt;
|{CS} REATTACK {Target Description or Bullseye}&lt;br /&gt;
|-&lt;br /&gt;
|Reattacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} PUSHING TOT {Time}&lt;br /&gt;
|-&lt;br /&gt;
|Reattacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} ONE WEAPON AWAY {Time of Flight} SECONDS&lt;br /&gt;
|-&lt;br /&gt;
|Reattacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} SPLASH {Target Description} {SUCCESSFUL / FUMBLE}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Egress ===&lt;br /&gt;
Following the attack, the flight egresses using one of three calls depending on the situation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Call&lt;br /&gt;
!Condition&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MILLER TIME&#039;&#039;&#039;&lt;br /&gt;
|Last striker in the package has completed the attack&lt;br /&gt;
|{Controller-CS} {CS} MILLER TIME&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUGOUT&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and has no intention to return&lt;br /&gt;
|{Controller-CS} {CS} BUGOUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OFF&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and is repositioning or egressing within the area&lt;br /&gt;
|{Controller-CS} {CS} OFF {Direction}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SEAD ==&lt;br /&gt;
Suppression of Enemy Air Defenses (SEAD) is the action taken to neutralize, destroy, or temporarily degrade surface-to-air missile systems and associated radar emitters. Its purpose is to allow other aircraft to operate within a threat environment that would otherwise deny or restrict their access.&lt;br /&gt;
&lt;br /&gt;
=== The SEAD Game Plan ===&lt;br /&gt;
Before the mission, the SEAD lead establishes contracts with the rest of the package: who responds to which threat, in what priority order, with which weapon, and under what conditions.&lt;br /&gt;
&lt;br /&gt;
The underlying logic of SEAD is straightforward. A SAM battery that is actively radiating is vulnerable to antiradiation missiles. A SAM battery that goes silent to avoid being targeted is temporarily suppressed and cannot engage aircraft. Either outcome — destruction or suppression — achieves the mission objective of protecting the package.&lt;br /&gt;
&lt;br /&gt;
SEAD aircraft therefore have two primary tools:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hard kill&#039;&#039;&#039; — employment of an antiradiation missile (ARM) against a radiating threat. The ARM homes on the radar emission. If the radar goes silent the missile loses guidance, so the threat must be forced to stay radiating or be caught radiating.&lt;br /&gt;
* &#039;&#039;&#039;Soft kill&#039;&#039;&#039; — electromagnetic jamming (CANYON) that degrades the threat radar&#039;s ability to track or guide a missile without destroying the system.&lt;br /&gt;
&lt;br /&gt;
The decision between hard and soft kill, and between SNIPER (range-known) and SLAPSHOT (range-unknown, immediate), is made based on the quality of targeting data available and the urgency of the situation.&lt;br /&gt;
&lt;br /&gt;
=== Threat Reaction and SEAD Response Contracts ===&lt;br /&gt;
When a SAM threat is detected, the aircraft communicates on the mission tactical NET to enable reactive SEAD and maintain the common tactical picture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Fidelity&lt;br /&gt;
!Format&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|Call sign · RWR indication · bearing · DEFENDING with cardinal direction · ownship BULLSEYE&lt;br /&gt;
|HORNET 1, SINGER ELEVEN, BEARING 3-6-0, DEFENDING WEST, BULLSEYE 3-4-5/30&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|Call sign · RWR indication · threat BULLSEYE/location · DEFENDING with cardinal direction&lt;br /&gt;
|BOLT 1, SINGER ELEVEN, BULLSEYE 3-6-0/32, DEFENDING WEST&lt;br /&gt;
|}&lt;br /&gt;
High fidelity is defined as a 5 nm semi-major ellipse accuracy or better. Use high fidelity when available — it enables SEAD aircraft to engage with precision rather than azimuth alone.&lt;br /&gt;
&lt;br /&gt;
When a friendly aircraft calls DEFENDING, SEAD aircraft respond with one of the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Response&lt;br /&gt;
!Definition&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARM INBOUND&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] High-speed antiradiation missile already employed&lt;br /&gt;
|ARM is already in the air — the threat is being engaged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MAGNUM&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] Launch of FRIENDLY antiradiation missile&lt;br /&gt;
|ARM is being launched now in response to this call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ARIZONA&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] No antiradiation missile ordnance remaining&lt;br /&gt;
|SEAD aircraft is Winchester on ARMs&lt;br /&gt;
|}&lt;br /&gt;
These responses must be pre-briefed as contracts. Every aircraft in the package needs to know which SEAD asset covers which threat axis, what the response will be, and what to do if the SEAD asset is ARIZONA or unable to respond.&lt;br /&gt;
&lt;br /&gt;
==== SNIPER and SLAPSHOT ====&lt;br /&gt;
Two directive calls are used to order ARM employment:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SNIPER&#039;&#039;&#039; — directive call to employ an antiradiation missile against a range-known threat. Used when targeting data is of sufficient quality to give a precise location.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Lead&lt;br /&gt;
|{CS} SNIPER {Threat Type} BULLSEYE {Bearing/Range}&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Aircraft&lt;br /&gt;
|{CS} MAGNUM {Threat Type} BULLSEYE {Bearing/Range}&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;SLAPSHOT&#039;&#039;&#039; — directive call to immediately employ the best available antiradiation missile against a specified threat at the specified bearing. Range is unknown. Used when a threat is actively engaging friendly aircraft and there is no time to refine targeting data.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Lead&lt;br /&gt;
|{CS} SLAPSHOT {Threat Type} BEARING {Bearing}&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Aircraft&lt;br /&gt;
|{CS} HARM INBOUND&lt;br /&gt;
|}&lt;br /&gt;
The distinction matters: SNIPER is deliberate and precise, SLAPSHOT is immediate and azimuth-only. A SLAPSHOT ARM may not hit the radar if it goes silent, but it forces the threat to shut down or risk destruction — either outcome protects the package.&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=MTTP/A2S&amp;diff=386</id>
		<title>MTTP/A2S</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=MTTP/A2S&amp;diff=386"/>
		<updated>2026-05-23T14:31:48Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* Strike */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fundamentals ==&lt;br /&gt;
Air-to-surface operations require a shared vocabulary for describing the progression from finding a target to destroying it. The Find, Fix, Track, Target, Engage, and Assess (F2T2EA) sequence governs the flow of a surface attack and the brevity that supports it.&lt;br /&gt;
&lt;br /&gt;
=== Target Acquisition Brevity ===&lt;br /&gt;
The following brevity codes describe the state of sensor awareness on a surface target. They are used throughout the F2T2EA (Find, Fix, Track, Target, Engage and Assess) chain by both fighters and controllers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Brevity&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRT&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUD&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SINGER&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a SAM launch. The threat has fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SCAN&#039;&#039;&#039;&lt;br /&gt;
|Search the indicated sector and report any contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WORK&#039;&#039;&#039;&lt;br /&gt;
|Directive call to conduct geolocation on a specific target or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039;&lt;br /&gt;
|Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FIXED&#039;&#039;&#039;&lt;br /&gt;
|Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRACK&#039;&#039;&#039;&lt;br /&gt;
|Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CAPTURED&#039;&#039;&#039;&lt;br /&gt;
|Object has been acquired and is being actively tracked.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COVER&#039;&#039;&#039;&lt;br /&gt;
|Directive call to be ready for reattack or re-engage if weapon effects are not achieved.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOUNDDOG&#039;&#039;&#039;&lt;br /&gt;
|Aircraft is in a position to employ weapons. Used in response to COVER.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TRESPASS ===&lt;br /&gt;
Called when an aircraft enters a non-previously-known SAM MEZ or when any non-SEAD aircraft crosses inside the maximum recommended intercept range of a known SAM. The calling entity directs an immediate SNAP heading away from the threat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller or Aircraft&lt;br /&gt;
|{CS} SNAP {Heading} TRESPASS {Threat Type} BULLSEYE {Bearing/Range}&lt;br /&gt;
|}&lt;br /&gt;
  RAMBO 2, SNAP 1-7-0, TRESPASS FIFTEEN BULLSEYE 3-2-0/32.&lt;br /&gt;
&lt;br /&gt;
=== Game Plan ===&lt;br /&gt;
The flight lead issues the game plan before pushing to the target. All flight members acknowledge in sequence. The game plan assigns targeting responsibility, cover responsibility, and establishes the push time and TOT. The Following are two examples for possible Gameplans. Note that this part is highly flxible&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|MC&lt;br /&gt;
|HORNET, BOLT, PYTHON, STANDBY GAME PLAN&lt;br /&gt;
|-&lt;br /&gt;
|FLs&lt;br /&gt;
|&amp;quot;HORNET&amp;quot; &amp;quot;BOLT&amp;quot; &amp;quot;PYTHON&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|MC&lt;br /&gt;
|“HORNET, TARGET AND SCAN ALPHA ALPHA 0-1, TWO VEHICLE&lt;br /&gt;
CONVOY BULLSEYE 2-7-5/69, MOVING SOUTH, BEST. PUSH AT&lt;br /&gt;
&lt;br /&gt;
21:17 FROM RED OSCAR.”&lt;br /&gt;
&lt;br /&gt;
“BOLT, COVER ALPHA ALPHA 0-1.”&lt;br /&gt;
&lt;br /&gt;
“RAMBO ESCORT AND PYTHON SEAD PER BRIEF.”&lt;br /&gt;
|-&lt;br /&gt;
|FLs&lt;br /&gt;
|“HORNET.” “BOLT.” “PYTHON.”&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|SHADOW11 #1 AND #2 TARGET {Target Description} · #3 AND #4 COVER {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
|All Members&lt;br /&gt;
|#2 · #3 · #4&lt;br /&gt;
|}&lt;br /&gt;
Target and cover assignments may be communicated digitally via data link. Each player acknowledges GOOD DATA if received digitally.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Strike ===&lt;br /&gt;
A strike is a planned attack against a pre-briefed fixed or moving ground target. The progression from initial detection to confirmed destruction follows the &#039;&#039;&#039;Find, Fix, Track, Target, Engage, and Assess (F2T2EA)&#039;&#039;&#039; sequence. Each step has specific brevity and responsibilities. Not every step requires the same level of effort — a pre-briefed fixed target may enter the chain at Track or Target — but every step must be satisfied before weapons can be released.&lt;br /&gt;
&lt;br /&gt;
==== Find ====&lt;br /&gt;
FIND is the umbrella term for the search phase. It encompasses two activities: searching an area for a target (WORK) and confirming that a located target meets the requirements for engagement (INVESTIGATE).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WORK&#039;&#039;&#039; is a directive call to conduct geolocation on a specified target or area.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| MC || &#039;&#039;(intraflight) {CS} WORK {Target Description or Area} BULLSEYE {Bearing/Range}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft || &#039;&#039;(intraflight) {CS} WORKING {Target Description or Area} BULLSEYE {Bearing/Range}&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039; is a directive call to verify specified elements of ROE, PID, and coordination of forces on the referenced target or track before engagement can proceed.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| MC || &#039;&#039;(intraflight) {CS} INVESTIGATE {Target Description or Track Number}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft || &#039;&#039;(intraflight) {CS} INVESTIGATING&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fix ====&lt;br /&gt;
Once the target has been located, its position is established and communicated with a quality assessment. The fix quality determines whether the target is TARGETABLE — that is, whether the position data is accurate enough to support weapon employment.&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;
! Accuracy !! Standard !! Call&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Low Accuracy&#039;&#039;&#039; || Inside 1 nm || {CS} {Target Description} FIXED BULLSEYE {Bearing/Range} LOW ACCURACY&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;High Accuracy&#039;&#039;&#039; || Inside 1,000 ft || {CS} {Target Description} FIXED BULLSEYE {Bearing/Range} HIGH ACCURACY&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Targetable&#039;&#039;&#039; || Fix quality sufficient for weapon employment || {CS} {Target Description} FIXED BULLSEYE {Bearing/Range} TARGETABLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
TARGETABLE is the advisory call that the position data meets the standard required to proceed to TARGET and ENGAGE. Only when TARGETABLE has been established may ordnance be employed against the target.&lt;br /&gt;
&lt;br /&gt;
  HOSS 3, FIXED CONVOY BULLSEYE 3-1-7/17, TARGETABLE.&lt;br /&gt;
&lt;br /&gt;
==== Track ====&lt;br /&gt;
TRACK assigns responsibility for maintaining continuous sensor or visual observation of the target. MONITOR is used when continuous tracking is not required but tactically significant changes must be reported. CAPTURED confirms the aircraft has acquired and is actively tracking the target.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| MC || &#039;&#039;(intraflight) {CS} TRACK {Target Description} BULLSEYE {Bearing/Range}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft || &#039;&#039;(intraflight) {CS} CAPTURED {Target Description}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;If unable to acquire&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft || &#039;&#039;(intraflight) {CS} NO JOY&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  MC: SABRE, TRACK T-72 COLUMN BULLSEYE 0-5-0/55, MOVING NORTH.&lt;br /&gt;
  SABRE: SABRE, CAPTURED, TRACK NUMBER 2-2-2-2-2.&lt;br /&gt;
&lt;br /&gt;
==== Target ====&lt;br /&gt;
TARGET is the assignment of targeting responsibility for a specific object or track. Before TARGET can be called, the following must be satisfied: ROE, PID, coordination of forces, and commander&#039;s guidance requirements on the referenced target. Clear field of fire must also be confirmed prior to employing ordnance.&lt;br /&gt;
&lt;br /&gt;
TARGET is a directive call from the MC or flight lead. It does not automatically authorize weapons release — ENGAGE does. TARGET establishes who is responsible for the attack.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| MC or Flight Lead || &#039;&#039;(intraflight) {CS} TARGET {Target Description} BULLSEYE {Bearing/Range}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft || &#039;&#039;(intraflight) {CS}&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a cover element is deemed necessary by the flight lead, it is assigned at this point as part of the game plan. COVER is a positioning directive — it instructs an aircraft to maneuver to a position from which the target can be reattacked immediately if required. It does not order an attack. HOUNDDOG is the response confirming the aircraft is in position and ready.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || &#039;&#039;(intraflight) {CS} COVER {Target Description or Bullseye}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Cover Aircraft || &#039;&#039;(intraflight) {CS} HOUNDDOG&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engage ====&lt;br /&gt;
Once the target is CAPTURED and all targeting requirements are met, the attacking element pushes. PUSHING is called with the TOT.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Attacking Aircraft || {Controller-CS} {CS} CAPTURED {Target Description or Bullseye} PUSHING TOT {Time}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;On weapon release&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Attacking Aircraft || {Controller-CS} {CS} ONE WEAPON AWAY {Target Description} {Time of Flight} SECONDS {LASING / SCANNING if applicable}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Assess ====&lt;br /&gt;
The attacking aircraft calls the result once weapon effects can be observed. Two outcomes:&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Desired weapon effects generated&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Attacking Aircraft || {Controller-CS} {CS} SPLASH {Target Description} SUCCESSFUL&lt;br /&gt;
|-&lt;br /&gt;
| Attacking Aircraft || {Controller-CS} {CS} DROPPING {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Desired weapon effects not generated&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Attacking Aircraft || {Controller-CS} {CS} SPLASH {Target Description} FUMBLE {CLEAN / HIT}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FUMBLE CLEAN&#039;&#039;&#039; — no visible battle damage and no weapon impact observed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FUMBLE HIT&#039;&#039;&#039; — weapon impact was observed within a lethal distance but desired effects were not generated.&lt;br /&gt;
&lt;br /&gt;
==== Reattack ====&lt;br /&gt;
REATTACK is the directive to conduct a follow-up attack on the same target. It can be ordered at any time after a FUMBLE assessment, with or without a pre-positioned cover element. If a cover element was pre-assigned and has called HOUNDDOG, the reattack can be executed immediately.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| MC or Flight Lead || &#039;&#039;(intraflight) {CS} REATTACK {Target Description or Bullseye}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Reattacking Aircraft || {Controller-CS} {CS} PUSHING TOT {Time}&lt;br /&gt;
|-&lt;br /&gt;
| Reattacking Aircraft || {Controller-CS} {CS} ONE WEAPON AWAY {Time of Flight} SECONDS&lt;br /&gt;
|-&lt;br /&gt;
| Reattacking Aircraft || {Controller-CS} {CS} SPLASH {Target Description} {SUCCESSFUL / FUMBLE}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Egress ====&lt;br /&gt;
Following the attack, the flight egresses using one of three calls depending on the situation:&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;
! Call !! Condition !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;MILLER TIME&#039;&#039;&#039; || Last striker in the package has completed the attack || {Controller-CS} {CS} MILLER TIME&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BUGOUT&#039;&#039;&#039; || Aircraft has completed its attack and has no intention to return || {Controller-CS} {CS} BUGOUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OFF&#039;&#039;&#039; || Aircraft has completed its attack and is repositioning or egressing within the area || {Controller-CS} {CS} OFF {Direction}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Full Strike Example ====&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW FLIGHT STANDBY GAME PLAN&#039;&#039;&lt;br /&gt;
  &#039;&#039;(intraflight) #2 · #3 · #4&#039;&#039;&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW FLIGHT, #1 AND #2 TARGET CONVOY BULLSEYE 0-3-0/15 · #3 AND #4 COVER&#039;&#039;&lt;br /&gt;
  &#039;&#039;(intraflight) #2 · #3 · #4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 CAPTURED BULLSEYE 0-3-0/15 PUSHING TOT 21:21:15&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW13 HOUNDDOG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  SHADOW12 ONE WEAPON AWAY CONVOY BULLSEYE 0-3-0/15 THIRTY SECONDS LASING&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 SPLASH CONVOY BULLSEYE 0-3-0/15 FUMBLE HIT&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW13 REATTACK CONVOY BULLSEYE 0-3-0/15&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  SHADOW13 PUSHING TOT 21:23:50&lt;br /&gt;
  SHADOW13 ONE WEAPON AWAY FORTY SECONDS&lt;br /&gt;
&lt;br /&gt;
  SHADOW13 SPLASH CONVOY BULLSEYE 0-3-0/15 SUCCESSFUL&lt;br /&gt;
  SHADOW11 MILLER TIME&lt;br /&gt;
&lt;br /&gt;
== CAS ==&lt;br /&gt;
&#039;&#039;Content to be added.&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== SEAD ==&lt;br /&gt;
Suppression of Enemy Air Defenses (SEAD) is the action taken to neutralize, destroy, or temporarily degrade surface-to-air missile systems and associated radar emitters. Its purpose is to allow other aircraft to operate within a threat environment that would otherwise deny or restrict their access.&lt;br /&gt;
&lt;br /&gt;
=== Threat Reaction ===&lt;br /&gt;
When a SAM threat is detected, the aircraft communicates on the mission tactical NET to enable reactive SEAD and maintain the common tactical picture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Fidelity&lt;br /&gt;
!Format&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|Call sign · RWR indication · bearing · DEFENDING with cardinal direction · ownship BULLSEYE&lt;br /&gt;
|HORNET 1, SINGER ELEVEN, BEARING 3-6-0, DEFENDING WEST, BULLSEYE 3-4-5/30&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|Call sign · RWR indication · threat BULLSEYE/location · DEFENDING with cardinal direction&lt;br /&gt;
|BOLT 1, SINGER ELEVEN, BULLSEYE 3-6-0/32, DEFENDING WEST&lt;br /&gt;
|}&lt;br /&gt;
High fidelity is defined as a 5 nm semi-major ellipse accuracy or better. Use high fidelity when available — it enables SEAD aircraft to engage with precision rather than azimuth alone.&lt;br /&gt;
&lt;br /&gt;
==== The SEAD Game Plan ====&lt;br /&gt;
SEAD is not a reactive afterthought — it is a pre-planned, coordinated element of every strike package that operates in a contested environment. Before the mission, the SEAD lead establishes contracts with the rest of the package: who responds to which threat, in what priority order, with which weapon, and under what conditions.&lt;br /&gt;
&lt;br /&gt;
The underlying logic of SEAD is straightforward. A SAM battery that is actively radiating is vulnerable to antiradiation missiles. A SAM battery that goes silent to avoid being targeted is temporarily suppressed and cannot engage aircraft. Either outcome — destruction or suppression — achieves the mission objective of protecting the strike package.&lt;br /&gt;
&lt;br /&gt;
SEAD aircraft therefore have two primary tools:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hard kill&#039;&#039;&#039; — employment of an antiradiation missile (ARM) against a radiating threat. The ARM homes on the radar emission. If the radar goes silent the missile loses guidance, so the threat must be forced to stay radiating or be caught radiating.&lt;br /&gt;
* &#039;&#039;&#039;Soft kill&#039;&#039;&#039; — electromagnetic jamming (CANYON) that degrades the threat radar&#039;s ability to track or guide a missile without destroying the system.&lt;br /&gt;
&lt;br /&gt;
The decision between hard and soft kill, and between SNIPER (range-known) and SLAPSHOT (range-unknown, immediate), is made based on the quality of targeting data available and the urgency of the situation.&lt;br /&gt;
&lt;br /&gt;
==== Threat Reaction and SEAD Response Contracts ====&lt;br /&gt;
When a friendly aircraft calls DEFENDING, SEAD aircraft respond with one of the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Response&lt;br /&gt;
!Definition (ATP 1-02.1)&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARM INBOUND&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] High-speed antiradiation missile already employed&lt;br /&gt;
|ARM is already in the air — the threat is being engaged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MAGNUM&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] Launch of FRIENDLY antiradiation missile&lt;br /&gt;
|ARM is being launched now in response to this call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ARIZONA&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] No antiradiation missile ordnance remaining&lt;br /&gt;
|SEAD aircraft is Winchester on ARMs&lt;br /&gt;
|}&lt;br /&gt;
These responses must be pre-briefed as contracts. Every aircraft in the package needs to know which SEAD asset covers which threat axis, what the response will be, and what to do if the SEAD asset is ARIZONA or unable to respond.&lt;br /&gt;
&lt;br /&gt;
==== SNIPER and SLAPSHOT ====&lt;br /&gt;
Two directive calls are used to order ARM employment:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SNIPER&#039;&#039;&#039; — directive call to employ an antiradiation missile against a range-known threat. Used when targeting data is of sufficient quality to give a precise location.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Lead&lt;br /&gt;
|{CS} SNIPER {Threat Type} BULLSEYE {Bearing/Range}&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Aircraft&lt;br /&gt;
|{CS} MAGNUM {Threat Type} BULLSEYE {Bearing/Range}&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;SLAPSHOT&#039;&#039;&#039; — directive call to immediately employ the best available antiradiation missile against a specified threat at the specified bearing. Range is unknown. Used when a threat is actively engaging friendly aircraft and there is no time to refine targeting data.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Lead&lt;br /&gt;
|{CS} SLAPSHOT {Threat Type} BEARING {Bearing}&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Aircraft&lt;br /&gt;
|{CS} HARM INBOUND&lt;br /&gt;
|}&lt;br /&gt;
The distinction matters: SNIPER is deliberate and precise, SLAPSHOT is immediate and azimuth-only. A SLAPSHOT ARM may not hit the radar if it goes silent, but it forces the threat to shut down or risk destruction — either outcome protects the package.&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=MTTP/A2S&amp;diff=384</id>
		<title>MTTP/A2S</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=MTTP/A2S&amp;diff=384"/>
		<updated>2026-05-23T14:21:16Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* Fundamentals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fundamentals ==&lt;br /&gt;
Air-to-surface operations require a shared vocabulary for describing the progression from finding a target to destroying it. The Find, Fix, Track, Target, Engage, and Assess (F2T2EA) sequence governs the flow of a surface attack and the brevity that supports it.&lt;br /&gt;
&lt;br /&gt;
=== Target Acquisition Brevity ===&lt;br /&gt;
The following brevity codes describe the state of sensor awareness on a surface target. They are used throughout the F2T2EA (Find, Fix, Track, Target, Engage and Assess) chain by both fighters and controllers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Brevity&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRT&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUD&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SINGER&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a SAM launch. The threat has fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SCAN&#039;&#039;&#039;&lt;br /&gt;
|Search the indicated sector and report any contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WORK&#039;&#039;&#039;&lt;br /&gt;
|Directive call to conduct geolocation on a specific target or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039;&lt;br /&gt;
|Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FIXED&#039;&#039;&#039;&lt;br /&gt;
|Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRACK&#039;&#039;&#039;&lt;br /&gt;
|Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CAPTURED&#039;&#039;&#039;&lt;br /&gt;
|Object has been acquired and is being actively tracked.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COVER&#039;&#039;&#039;&lt;br /&gt;
|Directive call to be ready for reattack or re-engage if weapon effects are not achieved.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOUNDDOG&#039;&#039;&#039;&lt;br /&gt;
|Aircraft is in a position to employ weapons. Used in response to COVER.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TRESPASS ===&lt;br /&gt;
Called when an aircraft enters a non-previously-known SAM MEZ or when any non-SEAD aircraft crosses inside the maximum recommended intercept range of a known SAM. The calling entity directs an immediate SNAP heading away from the threat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller or Aircraft&lt;br /&gt;
|{CS} SNAP {Heading} TRESPASS {Threat Type} BULLSEYE {Bearing/Range}&lt;br /&gt;
|}&lt;br /&gt;
  RAMBO 2, SNAP 1-7-0, TRESPASS FIFTEEN BULLSEYE 3-2-0/32.&lt;br /&gt;
&lt;br /&gt;
=== Game Plan ===&lt;br /&gt;
The flight lead issues the game plan before pushing to the target. All flight members acknowledge in sequence. The game plan assigns targeting responsibility, cover responsibility, and establishes the push time and TOT. The Following are two examples for possible Gameplans. Note that this part is highly flxible&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|MC&lt;br /&gt;
|HORNET, BOLT, PYTHON, STANDBY GAME PLAN&lt;br /&gt;
|-&lt;br /&gt;
|FLs&lt;br /&gt;
|&amp;quot;HORNET&amp;quot; &amp;quot;BOLT&amp;quot; &amp;quot;PYTHON&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|MC&lt;br /&gt;
|“HORNET, TARGET AND SCAN ALPHA ALPHA 0-1, TWO VEHICLE&lt;br /&gt;
CONVOY BULLSEYE 2-7-5/69, MOVING SOUTH, BEST. PUSH AT&lt;br /&gt;
&lt;br /&gt;
21:17 FROM RED OSCAR.”&lt;br /&gt;
&lt;br /&gt;
“BOLT, COVER ALPHA ALPHA 0-1.”&lt;br /&gt;
&lt;br /&gt;
“RAMBO ESCORT AND PYTHON SEAD PER BRIEF.”&lt;br /&gt;
|-&lt;br /&gt;
|FLs&lt;br /&gt;
|“HORNET.” “BOLT.” “PYTHON.”&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|SHADOW11 #1 AND #2 TARGET {Target Description} · #3 AND #4 COVER {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
|All Members&lt;br /&gt;
|#2 · #3 · #4&lt;br /&gt;
|}&lt;br /&gt;
Target and cover assignments may be communicated digitally via data link. Each player acknowledges GOOD DATA if received digitally.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strike ==&lt;br /&gt;
A strike is a planned attack against a pre-briefed fixed or moving ground target and follows the F2T2EA. Strike coordination occurs before and during the attack through a structured game plan, with clear assignment of targeting and cover responsibilities within the package.&lt;br /&gt;
&lt;br /&gt;
=== Find ===&lt;br /&gt;
&lt;br /&gt;
=== FIX ===&lt;br /&gt;
&lt;br /&gt;
=== TRACK ===&lt;br /&gt;
&lt;br /&gt;
=== TARGET ===&lt;br /&gt;
&lt;br /&gt;
=== ENGAGE ===&lt;br /&gt;
&lt;br /&gt;
=== ASESS ===&lt;br /&gt;
&lt;br /&gt;
=== Reattack ===&lt;br /&gt;
=== Egress ===&lt;br /&gt;
Following the attack, the flight egresses using one of three calls depending on the situation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Call&lt;br /&gt;
!Condition&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MILLER TIME&#039;&#039;&#039;&lt;br /&gt;
|Last striker in the package has completed the attack&lt;br /&gt;
|{Controller-CS} {CS} MILLER TIME&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUGOUT&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and has no intention to return&lt;br /&gt;
|{Controller-CS} {CS} BUGOUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OFF&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and is repositioning or egressing within the area&lt;br /&gt;
|{Controller-CS} {CS} OFF {Direction}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Full Strike Example ===&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW FLIGHT STANDBY GAME PLAN&#039;&#039;&lt;br /&gt;
  &#039;&#039;(intraflight) #2 · #3 · #4&#039;&#039;&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW FLIGHT, #1 AND #2 TARGET CONVOY BULLSEYE 0-3-0/15 · #3 AND #4 COVER&#039;&#039;&lt;br /&gt;
  &#039;&#039;(intraflight) #2 · #3 · #4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 CAPTURED BULLSEYE 0-3-0/15 PUSHING TOT 21:21:15&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW13 HOUNDDOG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  SHADOW12 ONE WEAPON AWAY CONVOY BULLSEYE 0-3-0/15 THIRTY SECONDS LASING&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 SPLASH CONVOY BULLSEYE 0-3-0/15 FUMBLE HIT&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW11 COVER BULLSEYE 0-3-0/15 · SHADOW13 PUSH&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  SHADOW13 PUSHING TOT 21:23:50&lt;br /&gt;
  SHADOW13 ONE WEAPON AWAY FORTY SECONDS&lt;br /&gt;
&lt;br /&gt;
  SHADOW13 SPLASH CONVOY BULLSEYE 0-3-0/15 SUCCESSFUL&lt;br /&gt;
  SHADOW11 MILLER TIME&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== CAS ==&lt;br /&gt;
&#039;&#039;Content to be added.&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== SEAD ==&lt;br /&gt;
Suppression of Enemy Air Defenses (SEAD) is the action taken to neutralize, destroy, or temporarily degrade surface-to-air missile systems and associated radar emitters. Its purpose is to allow other aircraft to operate within a threat environment that would otherwise deny or restrict their access.&lt;br /&gt;
&lt;br /&gt;
=== Threat Reaction ===&lt;br /&gt;
When a SAM threat is detected, the aircraft communicates on the mission tactical NET to enable reactive SEAD and maintain the common tactical picture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Fidelity&lt;br /&gt;
!Format&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|Call sign · RWR indication · bearing · DEFENDING with cardinal direction · ownship BULLSEYE&lt;br /&gt;
|HORNET 1, SINGER ELEVEN, BEARING 3-6-0, DEFENDING WEST, BULLSEYE 3-4-5/30&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|Call sign · RWR indication · threat BULLSEYE/location · DEFENDING with cardinal direction&lt;br /&gt;
|BOLT 1, SINGER ELEVEN, BULLSEYE 3-6-0/32, DEFENDING WEST&lt;br /&gt;
|}&lt;br /&gt;
High fidelity is defined as a 5 nm semi-major ellipse accuracy or better. Use high fidelity when available — it enables SEAD aircraft to engage with precision rather than azimuth alone.&lt;br /&gt;
&lt;br /&gt;
==== The SEAD Game Plan ====&lt;br /&gt;
SEAD is not a reactive afterthought — it is a pre-planned, coordinated element of every strike package that operates in a contested environment. Before the mission, the SEAD lead establishes contracts with the rest of the package: who responds to which threat, in what priority order, with which weapon, and under what conditions.&lt;br /&gt;
&lt;br /&gt;
The underlying logic of SEAD is straightforward. A SAM battery that is actively radiating is vulnerable to antiradiation missiles. A SAM battery that goes silent to avoid being targeted is temporarily suppressed and cannot engage aircraft. Either outcome — destruction or suppression — achieves the mission objective of protecting the strike package.&lt;br /&gt;
&lt;br /&gt;
SEAD aircraft therefore have two primary tools:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hard kill&#039;&#039;&#039; — employment of an antiradiation missile (ARM) against a radiating threat. The ARM homes on the radar emission. If the radar goes silent the missile loses guidance, so the threat must be forced to stay radiating or be caught radiating.&lt;br /&gt;
* &#039;&#039;&#039;Soft kill&#039;&#039;&#039; — electromagnetic jamming (CANYON) that degrades the threat radar&#039;s ability to track or guide a missile without destroying the system.&lt;br /&gt;
&lt;br /&gt;
The decision between hard and soft kill, and between SNIPER (range-known) and SLAPSHOT (range-unknown, immediate), is made based on the quality of targeting data available and the urgency of the situation.&lt;br /&gt;
&lt;br /&gt;
==== Threat Reaction and SEAD Response Contracts ====&lt;br /&gt;
When a friendly aircraft calls DEFENDING, SEAD aircraft respond with one of the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Response&lt;br /&gt;
!Definition (ATP 1-02.1)&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARM INBOUND&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] High-speed antiradiation missile already employed&lt;br /&gt;
|ARM is already in the air — the threat is being engaged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MAGNUM&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] Launch of FRIENDLY antiradiation missile&lt;br /&gt;
|ARM is being launched now in response to this call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ARIZONA&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] No antiradiation missile ordnance remaining&lt;br /&gt;
|SEAD aircraft is Winchester on ARMs&lt;br /&gt;
|}&lt;br /&gt;
These responses must be pre-briefed as contracts. Every aircraft in the package needs to know which SEAD asset covers which threat axis, what the response will be, and what to do if the SEAD asset is ARIZONA or unable to respond.&lt;br /&gt;
&lt;br /&gt;
==== SNIPER and SLAPSHOT ====&lt;br /&gt;
Two directive calls are used to order ARM employment:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SNIPER&#039;&#039;&#039; — directive call to employ an antiradiation missile against a range-known threat. Used when targeting data is of sufficient quality to give a precise location.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Lead&lt;br /&gt;
|{CS} SNIPER {Threat Type} BULLSEYE {Bearing/Range}&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Aircraft&lt;br /&gt;
|{CS} MAGNUM {Threat Type} BULLSEYE {Bearing/Range}&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;SLAPSHOT&#039;&#039;&#039; — directive call to immediately employ the best available antiradiation missile against a specified threat at the specified bearing. Range is unknown. Used when a threat is actively engaging friendly aircraft and there is no time to refine targeting data.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Lead&lt;br /&gt;
|{CS} SLAPSHOT {Threat Type} BEARING {Bearing}&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Aircraft&lt;br /&gt;
|{CS} HARM INBOUND&lt;br /&gt;
|}&lt;br /&gt;
The distinction matters: SNIPER is deliberate and precise, SLAPSHOT is immediate and azimuth-only. A SLAPSHOT ARM may not hit the radar if it goes silent, but it forces the threat to shut down or risk destruction — either outcome protects the package.&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=MTTP/A2A&amp;diff=383</id>
		<title>MTTP/A2A</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=MTTP/A2A&amp;diff=383"/>
		<updated>2026-05-23T12:55:09Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* FULL COMMUNICATIONS EXAMPLE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 01 / Overview ==&lt;br /&gt;
Air combat is primarily carried out by CAP aircraft. The two main mission types are &#039;&#039;&#039;DCA&#039;&#039;&#039; (Defensive Counter Air) and &#039;&#039;&#039;OCA&#039;&#039;&#039; (Offensive Counter Air).&lt;br /&gt;
&lt;br /&gt;
=== Groups and Contacts ===&lt;br /&gt;
A &#039;&#039;&#039;GROUP&#039;&#039;&#039; is any number of air contacts within 3 nm in azimuth and range of each other. A &#039;&#039;&#039;CONTACT&#039;&#039;&#039; is an individual radar return within a GROUP. Single contact is the assumed strength for all GROUPs unless otherwise specified. A GROUP with three or more contacts is called &#039;&#039;&#039;HEAVY&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;PICTURE&#039;&#039;&#039; establishes a common tactical air image and describes the spatial relationship of GROUPs. It is always communicated in BULLSEYE format unless briefed otherwise. Only the Three GROUPs with highest Priority are Conveyed&lt;br /&gt;
&lt;br /&gt;
=== Contact Declaration ===&lt;br /&gt;
Before a fighter can engage, a contact must be declared. Declaration is performed by the controller in response to a DECLARE request.&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;
! Declaration !! Meaning !! Engagement Authority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BOGEY&#039;&#039;&#039; || Identity unknown || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OUTLAW&#039;&#039;&#039; || Originates from known or suspected hostile area || Not cleared to engage; escalation criteria apply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SPADES&#039;&#039;&#039; || No valid IFF response on interrogation || Not cleared to engage; escalation criteria apply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BANDIT&#039;&#039;&#039; || Positively identified as enemy IAW theater ID criteria || Not cleared to engage; does not imply authority to fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HOSTILE&#039;&#039;&#039; || Confirmed enemy; clearance to fire authorized IAW ROE || Cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NEUTRAL&#039;&#039;&#039; || Positively identified as neutral || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FRIENDLY&#039;&#039;&#039; || Positively identified as friendly || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FURBALL&#039;&#039;&#039; || Friendly and non-friendly aircraft within 5 nm || Employment not authorized until resolved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A BOGEY, BANDIT, OUTLAW, or SPADES classification does not authorize engagement. HOSTILE is the only declaration that authorizes weapons employment IAW ROE.&lt;br /&gt;
&lt;br /&gt;
== 02 / Important Concepts ==&lt;br /&gt;
&lt;br /&gt;
=== Communication Cadence by Phase ===&lt;br /&gt;
Communication priority shifts between the controller and fighters depending on the phase of the intercept.&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;
! Phase !! Priority Communicators&lt;br /&gt;
|-&lt;br /&gt;
| Pre-COMMIT / Marshal || 1. Controller · 2. Fighters&lt;br /&gt;
|-&lt;br /&gt;
| Post-COMMIT / Push || 1. Controller · 2. Fighter&lt;br /&gt;
|-&lt;br /&gt;
| Targeting / Weapons Employment || 1. Fighters · 2. Controller&lt;br /&gt;
|-&lt;br /&gt;
| Merge || 1. Engaged Fighter · 2. Supporting Fighters · 3. Controller&lt;br /&gt;
|-&lt;br /&gt;
| Post-Merge || 1. Fighter Clearing Merge · 2. Supporting Fighters · 3. Controller&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TAC Range ===&lt;br /&gt;
Called at 60 nm (default) by the first asset to recognize the separation. Signals all players to prepare for targeting. Pre-commit SA building continues until this point.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller or Fighter || {CS} {Group Label} TAC RANGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Airspace Sanitization ===&lt;br /&gt;
A Section consists of two aircraft, each equipped with its own radar. Regardless of the number of bars or maximum azimuth a single radar supports, no single system can cover the entire sky. To compensate, both radars are stacked and assigned to different portions of the airspace — each portion is called an &#039;&#039;&#039;Area of Responsibility (AOR)&#039;&#039;&#039;. This technique, known as &#039;&#039;&#039;Radar Mating&#039;&#039;&#039;, vastly increases the total volume scanned and ensures that no unknown contacts are operating in the area beyond already-tracked groups. The exact parameters depend on the aircraft type: the US Navy recommends RWS, 140°, 6 bars, end scale 80 nm, with radars mated at 25 nm: placing the flight lead between 40,000 and 15,000 ft, and the wingman from ground level to 25,000 ft.&lt;br /&gt;
&lt;br /&gt;
The process of actively scanning assigned AORs to confirm no unknown contacts are present is called &#039;&#039;&#039;Sanitisation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Because both Radar Mating parameters and Sanitisation responsibilities directly affect how an engagement develops, all of this must be &#039;&#039;&#039;pre-briefed&#039;&#039;&#039; and set as a &#039;&#039;&#039;contract&#039;&#039;&#039; before the mission. Time pressure may not always permit a thorough sanitisation pass, and how to handle that contingency should likewise be agreed upon in the brief.&lt;br /&gt;
&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
The flight assigns GROUP responsibility and confirms classification.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} DECLARE {Group Label or Bullseye Position}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {Group Label} DECLARED {HOSTILE / BOGEY / FRIENDLY / UNABLE / FURBALL}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGET {Group Label} {Tactic}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Once group appears on radar&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGETED {Group Label} BULLSEYE {Bearing/Range}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;No response if information correlates. Comparative response if correction is required.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 03 / Common Calls ==&lt;br /&gt;
&lt;br /&gt;
=== DECLARE ===&lt;br /&gt;
Inquiry as to the identity of a specified GROUP. Full positional data in BULLSEYE format must accompany all responses.&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
  EAGLE 11, NORTH GROUP BULLSEYE 2-7-3/27, TWENTY-TWO THOUSAND, TRACK EAST, BOGEY SPADES.&lt;br /&gt;
&lt;br /&gt;
=== BOGEY DOPE ===&lt;br /&gt;
Request for BRAA information on the indicated GROUP or the closest GROUP if not specified. Does not imply fighter targeting.&lt;br /&gt;
  MIKE, EAGLE 11, BOGEY DOPE NORTH GROUP.&lt;br /&gt;
  EAGLE 11, NORTH GROUP BRAA 2-1-0/28, THIRTY-EIGHT THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
=== NAILS ===&lt;br /&gt;
Fighter&#039;s radar warning receiver is detecting an airborne interceptor radar in search mode. Called with bearing or cardinal direction.&lt;br /&gt;
  EAGLE 1, NAILS 2-7-0.&lt;br /&gt;
&lt;br /&gt;
=== SPIKED ===&lt;br /&gt;
Fighter is being actively tracked by an airborne radar. Called with bearing or cardinal direction. Controller correlates to a GROUP within ±30 degrees and responds with range, altitude, aspect, declaration, and GROUP name.&lt;br /&gt;
  EAGLE 1, SPIKED 2-7-0.&lt;br /&gt;
  EAGLE 1, SPIKE RANGE 17, THIRTY THOUSAND, HOSTILE EAST GROUP, TWO CONTACTS.&lt;br /&gt;
&lt;br /&gt;
=== THREAT Call ===&lt;br /&gt;
If a fighter will pierce THREAT range to an untargeted GROUP, the controller makes a THREAT call in BRAA format no later than THREAT range.&lt;br /&gt;
  HEAT 31, ADDITIONAL GROUP THREAT, BRAA 1-2-5/35, THIRTY-FIVE THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
If the THREAT is within 5 nm of friendly fighters:&lt;br /&gt;
  BOLT 1, THREAT NORTH THREE, TEN THOUSAND, TRACK SOUTH, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
=== FADED and VANISHED ===&lt;br /&gt;
&#039;&#039;&#039;FADED&#039;&#039;&#039; — a previously tracked GROUP not updated by sensors for 30 seconds. The controller reports the GROUP as FADED with last known BULLSEYE position. Fighters maintain MONITOR responsibility if they can maintain correlation. FADED is not used for friendly aircraft — controllers use NEGATIVE CONTACT for friendlies not held on sensors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VANISHED&#039;&#039;&#039; — a special case of FADED used when the GROUP is not in a known blind zone and is correlated to a friendly shot that meets parameters for successful termination. &lt;br /&gt;
&lt;br /&gt;
=== Unexpected Contacts ===&lt;br /&gt;
Three distinct call types exist for contacts not part of the established picture:&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;
! Call !! Criteria !! Format&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039; || Newly detected outside targeting range, or does not fit traditional label || BULLSEYE&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039; || Previously undetected; appears inside targeting range but outside THREAT range || BULLSEYE&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039; || Undetected or unreported GROUP meeting briefed THREAT criteria || BRAA to the closest aircraft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  DARKSTAR, POP-UP GROUP BULLSEYE 2-7-0/15, FIVE THOUSAND, TRACK WEST, BOGEY SPADES.&lt;br /&gt;
  RAMBO 2, THREAT GROUP BRAA 2-7-0/13, ONE THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
== 04 / Engagement ==&lt;br /&gt;
The engagement loop is the core sequence executed by all fighter flights once committed and targeting is established. It repeats until the GROUP is splashed, leaves the area, or the flight resets.&lt;br /&gt;
&lt;br /&gt;
=== MELD ===&lt;br /&gt;
The flight lead directs all flight members to shift their radars from wide sanitization to focused SA on the assigned GROUP. This transition narrows the radar from maximum azimuth and altitude coverage to a tighter volume centered on the target. Sanitization of the surrounding airspace ceases until DROPPING is called.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} MELD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;All flight members shift radar from sanitization to the assigned GROUP&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SORT ===&lt;br /&gt;
The flight lead assigns individual contacts within the GROUP to specific flight members. Each member acknowledges with SORTED when they have confirmed their assigned contact on radar and are prepared to engage it. If a member cannot confirm their assigned contact, SORTED is withheld until resolution.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || &#039;&#039;(intraflight) FLIGHT SORT {Criteria}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #2 || &#039;&#039;(intraflight) #2 SORTED&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #3 || &#039;&#039;(intraflight) #3 SORTED&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #4 || &#039;&#039;(intraflight) #4 SORTED&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== JUDY ===&lt;br /&gt;
Called by the flight lead when the flight no longer requires controller guidance to prosecute the intercept. From this point, the controller minimizes transmissions and provides situational awareness information only. JUDY is not always called.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} JUDY&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Minimizes transmissions. Provides SA and THREAT calls only.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ENGAGE ===&lt;br /&gt;
Directive call from the flight lead to a specific wingman to employ weapons. The flight lead may also direct simultaneous employment by multiple members.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} ENGAGE&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || {CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Employment ===&lt;br /&gt;
The firing aircraft calls the shot on TACC2 NET immediately after employment. The call includes shot type, GROUP label, contact description, BULLSEYE position, and altitude. The controller acknowledges with COPY SHOT.&lt;br /&gt;
&lt;br /&gt;
If a fighter determines a GROUP HOSTILE and ROE has been met, the fighter may employ autonomously and include HOSTILE in the shot transmission.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft || {TACC2-CS} {CS} FOX THREE {Group Label} {Contact Description} BULLSEYE {Bearing/Range} {Altitude}&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} COPY SHOT&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Autonomous HOSTILE employment&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft || {Controller-CS} {CS} FOX THREE {Group Label} BULLSEYE {Bearing/Range} {Altitude} HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} COPY SHOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Multiple shots in one transmission are acceptable:&lt;br /&gt;
  SHADOW12 FOX THREE NORTH GROUP LEAD CONTACT BULLSEYE 2-7-0/20 TWENTY THOUSAND; SHADOW11 FOX THREE NORTH GROUP TRAIL CONTACT.&lt;br /&gt;
&lt;br /&gt;
=== OUT / DEFENDING ===&lt;br /&gt;
Following weapon employment the flight turns away from the threat. OUT is a planned maneuver executed at a prebriefed range. DEFENDING indicates a reactive maneuver against an incoming weapon and is called with the cardinal direction of the defensive turn.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} OUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;or, if reacting to an incoming weapon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft || {CS} DEFENDING {Direction}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DROPPING ===&lt;br /&gt;
May be called in conjunction with OUT. Signals the controller that the flight has ceased monitoring the GROUP and is returning to sanitization radar settings. Monitoring responsibility transfers back to the controller. &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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} OUT {Direction} DROPPING {Group Label}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Controller resumes monitoring of the dropped GROUP&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Resumes monitoring.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Assessment ===&lt;br /&gt;
The flight assesses weapon effects from sensor data or controller reports. Three outcomes are possible:&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;
! Outcome !! Action&lt;br /&gt;
|-&lt;br /&gt;
| GROUP splashed || Call SPLASH&lt;br /&gt;
|-&lt;br /&gt;
| GROUP remains a factor, follow-up shot required || Turn IN, return to MELD&lt;br /&gt;
|-&lt;br /&gt;
| GROUP has left the area or is no longer a factor || Proceed with Tasking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== IN (Follow-up Engagement) ===&lt;br /&gt;
If the GROUP remains a factor and the tactic permits a follow-up shot, the flight turns back toward the GROUP. The IN call triggers a new cycle beginning at MELD.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} IN {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} MELD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Re-sort as required, then return to ENGAGE&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SPLASH ===&lt;br /&gt;
Called when weapon effects confirm the GROUP or contact is destroyed.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft or Controller || {CS} SPLASH {Group Label or Contact Description}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 05 / Defensive Counter Air (DCA) ==&lt;br /&gt;
DCA is the use of fighter aircraft to defend a ground asset or airspace against hostile air threats. It uses prebriefed lanes and defined ranges.&lt;br /&gt;
&lt;br /&gt;
=== DCA Range Structure ===&lt;br /&gt;
All ranges are prebriefed per sortie. The following are the standard range lines used in DCA:&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;
! Range Line !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Fail Line&#039;&#039;&#039; || 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;
| &#039;&#039;&#039;Commit Line (CL)&#039;&#039;&#039; || The line at which a bogey is declared HOSTILE IAW theater ROE and the flight is authorized to commit. Prebriefed for all DCA sorties.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Targeting Range&#039;&#039;&#039; || 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;
| &#039;&#039;&#039;TAC Range&#039;&#039;&#039; || Default 60 nm from the closest fighter to the closest GROUP. Signals all players to prepare for targeting.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Threat Range&#039;&#039;&#039; || The prebriefed range at which an untargeted GROUP meeting THREAT criteria triggers a THREAT call. Prebriefed per sortie.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMMIT Authority ===&lt;br /&gt;
COMMIT authority is derived from the combatant commander and delegated through the chain of command. Any of the following may hold or recommend COMMIT authority depending on what is delegated:&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;
! Role !! Abbreviation !! Authority&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || FL || Usually holds COMMIT authority unless delegated&lt;br /&gt;
|-&lt;br /&gt;
| Team Lead || TL || May hold COMMIT authority if delegated&lt;br /&gt;
|-&lt;br /&gt;
| Mission Commander || MC || May hold COMMIT authority if delegated&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || — || May hold COMMIT authority if delegated&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If only the MC, TL, or FL holds COMMIT authority, the controller may only recommend COMMIT. If the controller holds COMMIT authority, the MC and TL may only recommend.&lt;br /&gt;
&lt;br /&gt;
=== DCA Flow ===&lt;br /&gt;
&lt;br /&gt;
==== Lane Handover ====&lt;br /&gt;
When an outgoing flight is relieved on station by an incoming flight, a positive lane handover is required before the outgoing flight departs.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Off-going Lane Commander || {CS} MOVE FORWARD&lt;br /&gt;
|-&lt;br /&gt;
| On-coming Lane Commander || {CS}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;On-coming aircraft may enter the lane. Lane commander authority has not yet transferred.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Off-going Lane Commander || {CS} YOU HAVE THE LANE&lt;br /&gt;
|-&lt;br /&gt;
| On-coming Lane Commander || {CS} HAS THE LANE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The off-going flight passes critical mission information to the controller before departing. The controller passes big-picture information to the on-coming flight before pushing them to the tactical frequency.&lt;br /&gt;
&lt;br /&gt;
==== Pre-Commit ====&lt;br /&gt;
The flight arrives at its prebriefed CAP position with FENCE IN complete and radars in sanitization configuration. The controller holds picture responsibility.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} PICTURE&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} {Nr of Groups} {Group Label} BULLSEYE {Bearing/Range} {Altitude} TRACK {Direction} {Declaration} {Nr of Contacts}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The flight evaluates commit criteria continuously. Pictures are requested as needed to maintain SA.&lt;br /&gt;
&lt;br /&gt;
==== Commit ====&lt;br /&gt;
&lt;br /&gt;
===== FIGHTER AUTHORITY COMMIT =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} {BULLSEYE CALL} Recommend {CS} COMMIT &lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} COMMIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== CONTROLLER AUTHORITY COMMIT =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} Recommend Commit&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} {BULLSEYE CALL} {CS} COMMIT &lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After COMMIT, fighters hold radio priority.&lt;br /&gt;
&lt;br /&gt;
=== Engagement Loop ===&lt;br /&gt;
The flight executes the standard engagement loop as defined above The loop repeats until the GROUP is splashed, leaves the lane, or:&lt;br /&gt;
&lt;br /&gt;
Once the Engagement is Complete the flight &#039;&#039;&#039;RESETS&#039;&#039;&#039; back to the briefed Position&lt;br /&gt;
&lt;br /&gt;
==== RESET ====&lt;br /&gt;
Directs the flight to return to its prebriefed position or area of operations. RESET implies DROPPING and returns all targeting responsibility to the controller.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} RESET&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Flight returns to prebriefed CAP position. Controller resumes full picture responsibility&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Offensive Counter Air (OCA) ==&lt;br /&gt;
OCA is the use of fighter aircraft to suppress, destroy, or neutralize enemy air assets before they can threaten friendly forces. Unlike DCA, OCA is not lane-based and does not require a commit line. The flight pushes into the threat environment rather than waiting for the threat to approach.&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;
=== OCA Flow ===&lt;br /&gt;
OCA does not have a lane handover or a commit phase. The flight checks in, receives the picture, establishes targeting, and executes the engagement loop.&lt;br /&gt;
&lt;br /&gt;
==== FULL COMMUNICATIONS EXAMPLE ====&lt;br /&gt;
In this Scenario, SHADOW11 four-ship F16C on OCA. TACC2 Agency CS THUMPER executing Positive Control. The Example begins after the Handover. Check In was done on the previous Frequency. TAC RANGE 60, THREAT RANGE 30  &lt;br /&gt;
 THUMPER SHADOW11 PICTURE&lt;br /&gt;
&lt;br /&gt;
 THUMPER PICTURE TEN GROUPS GROUP BULLSEYE 0-2-0/25, TWENTY-SEVEN THOUSAND, THOUSAND, TRACK EAST, HOSTILE, HEAVY, THREE CONTACTS. GROUP BULLSEYE 2-7-0/25, FIFTEEN THOUSAND, TRACK WEST, HOSTILE. GROUP BULLSEYE 2-9-0/35, TEN THOUSAND, TRACK WEST, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 TARGETED GROUP BULLSEYE 0-2-0/25 &lt;br /&gt;
&lt;br /&gt;
 SHADOW11 GROUP BULLSEYE 0-2-0/25 TAC RANGE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 SKATE, MELD&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 SORTED&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 FOX3 BULLSEYE 0-2-0/25&lt;br /&gt;
&lt;br /&gt;
 THUMPER COPY SHOT&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 OUT SOUTH DROPPING&lt;br /&gt;
&lt;br /&gt;
 THUMPER&lt;br /&gt;
&lt;br /&gt;
 THUMPER SHADOW11 BOGEYDOPE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 EAST GROUP BRAA 2-1-0/28, FIFTEEN-THOUSAND, COLD, HOSTILE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 IN, MELD, SORTED&lt;br /&gt;
&lt;br /&gt;
 THUMPER SHADOW11 SPLASH EAST GROUP&lt;br /&gt;
&lt;br /&gt;
 THUMPER&lt;br /&gt;
In the Following Example additional Adversarys Pop Up within Threat Range of SHADOW11&lt;br /&gt;
 SHADOW11 THREAT GROUP, BRAA 1-2-5/28, FIVE-THOUSAND, HOT, HOSTILE, 2 CONTACTS&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 TARGETED, SORTED LEAD, FOX 3 LEADER, FOX3 TRAILER, BULLSEYE 0-5-0/45, FIVE-THOUSAND&lt;br /&gt;
&lt;br /&gt;
 THUMPER COPY SHOT &lt;br /&gt;
&lt;br /&gt;
 SHADOW11 DEFENDING SOUTH, DROPPING&lt;br /&gt;
&lt;br /&gt;
 THUMPER&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 THUMPER THREAT GROUP, BRAA 0-6-0/15, TWO-THOUSAND, COLD, HOSTILE&lt;br /&gt;
&lt;br /&gt;
 SHADOW11&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 IN &lt;br /&gt;
&lt;br /&gt;
 SHADOW11 FOX3 BULLSEYE 0-6-0/15, TWO-THOUSAND&lt;br /&gt;
&lt;br /&gt;
 THUMPER COPY SHOT&lt;br /&gt;
&lt;br /&gt;
 SHADOW11 THUMPER THREAT GROUP VANISHED&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / QRA ==&lt;br /&gt;
&lt;br /&gt;
== 08 / Intercept (VID) ==&lt;br /&gt;
A Visual Identification (VID) intercept is conducted when a contact cannot be declared HOSTILE or FRIENDLY by electronic means alone, and visual confirmation of aircraft type, markings, or behavior is required before engagement authority can be granted or withheld.&lt;br /&gt;
&lt;br /&gt;
VID intercepts follow a structured sequence: the controller guides the fighter to a position from which a visual identification pass can be made, then the fighter reports the result and awaits further direction.&lt;br /&gt;
&lt;br /&gt;
=== Intercept Flow ===&lt;br /&gt;
&lt;br /&gt;
==== Commit ====&lt;br /&gt;
The controller or flight lead initiates the intercept against the unidentified contact.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} COMMIT {Group Label} BULLSEYE {Bearing/Range} {Altitude} {Declaration} {Nr of Contacts}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} COMMIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidance ====&lt;br /&gt;
The controller provides vectors to position the fighter for a VID pass. This is the only phase where the controller takes positive close control of the intercept geometry. BRAA format is used throughout.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} BRAA {Bearing/Range} {Altitude} {Aspect} {Declaration}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Controller continues to provide updated vectors until fighter calls JUDY&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== JUDY ====&lt;br /&gt;
The fighter calls JUDY when radar contact is established and no further controller guidance is required. The controller minimizes transmissions from this point.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} JUDY&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Minimizes transmissions. Continues to provide SA information only.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tally ====&lt;br /&gt;
The fighter calls TALLY when visual contact is established with the target.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TALLY {Position}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Identification ====&lt;br /&gt;
The fighter conducts the VID pass and reports the result to the controller. The report includes aircraft type, markings, and behavior observed.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} IDENTIFIED {Aircraft Type} {Markings / Behavior}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} {Further Instructions / Declaration Update}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the contact is identified as HOSTILE following the VID pass, the controller issues the updated declaration and the flight may proceed to engagement IAW ROE. If the contact is FRIENDLY or NEUTRAL, the flight disengages and returns to its prebriefed position.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 09 / Merge ==&lt;br /&gt;
A merge occurs when friendly and target aircraft arrive in the visual arena, within 3–5 nm of each other. At the merge, radar resolution becomes limiting and the engagement transitions from BVR to Within Visual Range (WVR).&lt;br /&gt;
&lt;br /&gt;
=== Communication Priority at the Merge ===&lt;br /&gt;
The engaged fighter holds radio priority. The supporting fighter and controller subordinate their transmissions accordingly.&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;
! Role !! Responsibility&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engaged Fighter&#039;&#039;&#039; || Calls the merge, manages the engagement, and calls employment and results. Holds radio priority.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supporting Fighter&#039;&#039;&#039; || Provides SA to the engaged fighter. Calls PRESS when directed and mutual support is maintained. Subordinates transmissions to the engaged fighter.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Controller&#039;&#039;&#039; || Minimizes transmissions. Provides THREAT calls, SA updates, and responds to fighter requests only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Merge Flow ===&lt;br /&gt;
&lt;br /&gt;
==== MERGED ====&lt;br /&gt;
The controller calls MERGED when radar tracks come together within 3–5 nm, or the engaged fighter calls it when visual contact is made.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller or Engaged Fighter || {CS} MERGED {Group Label}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== IFF Calls ====&lt;br /&gt;
At the merge, positive visual identification of friend or foe is critical before employment. Standard IFF calls apply:&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;
! Term !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TALLY&#039;&#039;&#039; || Visual contact established on the target or bandit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NO JOY&#039;&#039;&#039; || No visual contact with the target or bandit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VISUAL&#039;&#039;&#039; || Visual contact established on a friendly aircraft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BLIND&#039;&#039;&#039; || No visual contact with a friendly aircraft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== PRESS ====&lt;br /&gt;
The supporting fighter calls PRESS to indicate the requested action is approved and mutual support will be maintained. PRESS assumes VISUAL on the engaged fighter.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || &#039;&#039;(intraflight) {CS} PRESS&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || &#039;&#039;(intraflight) PRESS&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Employment ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || {Controller-CS} {CS} FOX TWO {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || COPY SHOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gun employment is called as GUNS with target description.&lt;br /&gt;
&lt;br /&gt;
==== SPLASH ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || {Controller-CS} {CS} SPLASH {Group Label or Contact Description}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} COPY SPLASH&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Following SPLASH the flight disengages, calls RESET, and returns to its prebriefed position unless directed otherwise.&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=MTTP/A2A&amp;diff=382</id>
		<title>MTTP/A2A</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=MTTP/A2A&amp;diff=382"/>
		<updated>2026-05-23T12:31:49Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* 08 / Air-to-Air Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 01 / Overview ==&lt;br /&gt;
Air combat is primarily carried out by CAP aircraft. The two main mission types are &#039;&#039;&#039;DCA&#039;&#039;&#039; (Defensive Counter Air) and &#039;&#039;&#039;OCA&#039;&#039;&#039; (Offensive Counter Air).&lt;br /&gt;
&lt;br /&gt;
=== Groups and Contacts ===&lt;br /&gt;
A &#039;&#039;&#039;GROUP&#039;&#039;&#039; is any number of air contacts within 3 nm in azimuth and range of each other. A &#039;&#039;&#039;CONTACT&#039;&#039;&#039; is an individual radar return within a GROUP. Single contact is the assumed strength for all GROUPs unless otherwise specified. A GROUP with three or more contacts is called &#039;&#039;&#039;HEAVY&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;PICTURE&#039;&#039;&#039; establishes a common tactical air image and describes the spatial relationship of GROUPs. It is always communicated in BULLSEYE format unless briefed otherwise. Only the Three GROUPs with highest Priority are Conveyed&lt;br /&gt;
&lt;br /&gt;
=== Contact Declaration ===&lt;br /&gt;
Before a fighter can engage, a contact must be declared. Declaration is performed by the controller in response to a DECLARE request.&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;
! Declaration !! Meaning !! Engagement Authority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BOGEY&#039;&#039;&#039; || Identity unknown || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OUTLAW&#039;&#039;&#039; || Originates from known or suspected hostile area || Not cleared to engage; escalation criteria apply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SPADES&#039;&#039;&#039; || No valid IFF response on interrogation || Not cleared to engage; escalation criteria apply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BANDIT&#039;&#039;&#039; || Positively identified as enemy IAW theater ID criteria || Not cleared to engage; does not imply authority to fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HOSTILE&#039;&#039;&#039; || Confirmed enemy; clearance to fire authorized IAW ROE || Cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NEUTRAL&#039;&#039;&#039; || Positively identified as neutral || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FRIENDLY&#039;&#039;&#039; || Positively identified as friendly || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FURBALL&#039;&#039;&#039; || Friendly and non-friendly aircraft within 5 nm || Employment not authorized until resolved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A BOGEY, BANDIT, OUTLAW, or SPADES classification does not authorize engagement. HOSTILE is the only declaration that authorizes weapons employment IAW ROE.&lt;br /&gt;
&lt;br /&gt;
== 02 / Important Concepts ==&lt;br /&gt;
&lt;br /&gt;
=== Communication Cadence by Phase ===&lt;br /&gt;
Communication priority shifts between the controller and fighters depending on the phase of the intercept.&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;
! Phase !! Priority Communicators&lt;br /&gt;
|-&lt;br /&gt;
| Pre-COMMIT / Marshal || 1. Controller · 2. Fighters&lt;br /&gt;
|-&lt;br /&gt;
| Post-COMMIT / Push || 1. Controller · 2. Fighter&lt;br /&gt;
|-&lt;br /&gt;
| Targeting / Weapons Employment || 1. Fighters · 2. Controller&lt;br /&gt;
|-&lt;br /&gt;
| Merge || 1. Engaged Fighter · 2. Supporting Fighters · 3. Controller&lt;br /&gt;
|-&lt;br /&gt;
| Post-Merge || 1. Fighter Clearing Merge · 2. Supporting Fighters · 3. Controller&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TAC Range ===&lt;br /&gt;
Called at 60 nm (default) by the first asset to recognize the separation. Signals all players to prepare for targeting. Pre-commit SA building continues until this point.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller or Fighter || {CS} {Group Label} TAC RANGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Airspace Sanitization ===&lt;br /&gt;
A Section consists of two aircraft, each equipped with its own radar. Regardless of the number of bars or maximum azimuth a single radar supports, no single system can cover the entire sky. To compensate, both radars are stacked and assigned to different portions of the airspace — each portion is called an &#039;&#039;&#039;Area of Responsibility (AOR)&#039;&#039;&#039;. This technique, known as &#039;&#039;&#039;Radar Mating&#039;&#039;&#039;, vastly increases the total volume scanned and ensures that no unknown contacts are operating in the area beyond already-tracked groups. The exact parameters depend on the aircraft type: the US Navy recommends RWS, 140°, 6 bars, end scale 80 nm, with radars mated at 25 nm: placing the flight lead between 40,000 and 15,000 ft, and the wingman from ground level to 25,000 ft.&lt;br /&gt;
&lt;br /&gt;
The process of actively scanning assigned AORs to confirm no unknown contacts are present is called &#039;&#039;&#039;Sanitisation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Because both Radar Mating parameters and Sanitisation responsibilities directly affect how an engagement develops, all of this must be &#039;&#039;&#039;pre-briefed&#039;&#039;&#039; and set as a &#039;&#039;&#039;contract&#039;&#039;&#039; before the mission. Time pressure may not always permit a thorough sanitisation pass, and how to handle that contingency should likewise be agreed upon in the brief.&lt;br /&gt;
&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
The flight assigns GROUP responsibility and confirms classification.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} DECLARE {Group Label or Bullseye Position}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {Group Label} DECLARED {HOSTILE / BOGEY / FRIENDLY / UNABLE / FURBALL}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGET {Group Label} {Tactic}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Once group appears on radar&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGETED {Group Label} BULLSEYE {Bearing/Range}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;No response if information correlates. Comparative response if correction is required.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 03 / Common Calls ==&lt;br /&gt;
&lt;br /&gt;
=== DECLARE ===&lt;br /&gt;
Inquiry as to the identity of a specified GROUP. Full positional data in BULLSEYE format must accompany all responses.&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
  EAGLE 11, NORTH GROUP BULLSEYE 2-7-3/27, TWENTY-TWO THOUSAND, TRACK EAST, BOGEY SPADES.&lt;br /&gt;
&lt;br /&gt;
=== BOGEY DOPE ===&lt;br /&gt;
Request for BRAA information on the indicated GROUP or the closest GROUP if not specified. Does not imply fighter targeting.&lt;br /&gt;
  MIKE, EAGLE 11, BOGEY DOPE NORTH GROUP.&lt;br /&gt;
  EAGLE 11, NORTH GROUP BRAA 2-1-0/28, THIRTY-EIGHT THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
=== NAILS ===&lt;br /&gt;
Fighter&#039;s radar warning receiver is detecting an airborne interceptor radar in search mode. Called with bearing or cardinal direction.&lt;br /&gt;
  EAGLE 1, NAILS 2-7-0.&lt;br /&gt;
&lt;br /&gt;
=== SPIKED ===&lt;br /&gt;
Fighter is being actively tracked by an airborne radar. Called with bearing or cardinal direction. Controller correlates to a GROUP within ±30 degrees and responds with range, altitude, aspect, declaration, and GROUP name.&lt;br /&gt;
  EAGLE 1, SPIKED 2-7-0.&lt;br /&gt;
  EAGLE 1, SPIKE RANGE 17, THIRTY THOUSAND, HOSTILE EAST GROUP, TWO CONTACTS.&lt;br /&gt;
&lt;br /&gt;
=== THREAT Call ===&lt;br /&gt;
If a fighter will pierce THREAT range to an untargeted GROUP, the controller makes a THREAT call in BRAA format no later than THREAT range.&lt;br /&gt;
  HEAT 31, ADDITIONAL GROUP THREAT, BRAA 1-2-5/35, THIRTY-FIVE THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
If the THREAT is within 5 nm of friendly fighters:&lt;br /&gt;
  BOLT 1, THREAT NORTH THREE, TEN THOUSAND, TRACK SOUTH, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
=== FADED and VANISHED ===&lt;br /&gt;
&#039;&#039;&#039;FADED&#039;&#039;&#039; — a previously tracked GROUP not updated by sensors for 30 seconds. The controller reports the GROUP as FADED with last known BULLSEYE position. Fighters maintain MONITOR responsibility if they can maintain correlation. FADED is not used for friendly aircraft — controllers use NEGATIVE CONTACT for friendlies not held on sensors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VANISHED&#039;&#039;&#039; — a special case of FADED used when the GROUP is not in a known blind zone and is correlated to a friendly shot that meets parameters for successful termination. &lt;br /&gt;
&lt;br /&gt;
=== Unexpected Contacts ===&lt;br /&gt;
Three distinct call types exist for contacts not part of the established picture:&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;
! Call !! Criteria !! Format&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039; || Newly detected outside targeting range, or does not fit traditional label || BULLSEYE&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039; || Previously undetected; appears inside targeting range but outside THREAT range || BULLSEYE&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039; || Undetected or unreported GROUP meeting briefed THREAT criteria || BRAA to the closest aircraft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  DARKSTAR, POP-UP GROUP BULLSEYE 2-7-0/15, FIVE THOUSAND, TRACK WEST, BOGEY SPADES.&lt;br /&gt;
  RAMBO 2, THREAT GROUP BRAA 2-7-0/13, ONE THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
== 04 / Engagement ==&lt;br /&gt;
The engagement loop is the core sequence executed by all fighter flights once committed and targeting is established. It repeats until the GROUP is splashed, leaves the area, or the flight resets.&lt;br /&gt;
&lt;br /&gt;
=== MELD ===&lt;br /&gt;
The flight lead directs all flight members to shift their radars from wide sanitization to focused SA on the assigned GROUP. This transition narrows the radar from maximum azimuth and altitude coverage to a tighter volume centered on the target. Sanitization of the surrounding airspace ceases until DROPPING is called.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} MELD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;All flight members shift radar from sanitization to the assigned GROUP&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SORT ===&lt;br /&gt;
The flight lead assigns individual contacts within the GROUP to specific flight members. Each member acknowledges with SORTED when they have confirmed their assigned contact on radar and are prepared to engage it. If a member cannot confirm their assigned contact, SORTED is withheld until resolution.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || &#039;&#039;(intraflight) FLIGHT SORT {Criteria}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #2 || &#039;&#039;(intraflight) #2 SORTED&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #3 || &#039;&#039;(intraflight) #3 SORTED&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #4 || &#039;&#039;(intraflight) #4 SORTED&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== JUDY ===&lt;br /&gt;
Called by the flight lead when the flight no longer requires controller guidance to prosecute the intercept. From this point, the controller minimizes transmissions and provides situational awareness information only. JUDY is not always called.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} JUDY&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Minimizes transmissions. Provides SA and THREAT calls only.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ENGAGE ===&lt;br /&gt;
Directive call from the flight lead to a specific wingman to employ weapons. The flight lead may also direct simultaneous employment by multiple members.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} ENGAGE&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || {CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Employment ===&lt;br /&gt;
The firing aircraft calls the shot on TACC2 NET immediately after employment. The call includes shot type, GROUP label, contact description, BULLSEYE position, and altitude. The controller acknowledges with COPY SHOT.&lt;br /&gt;
&lt;br /&gt;
If a fighter determines a GROUP HOSTILE and ROE has been met, the fighter may employ autonomously and include HOSTILE in the shot transmission.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft || {TACC2-CS} {CS} FOX THREE {Group Label} {Contact Description} BULLSEYE {Bearing/Range} {Altitude}&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} COPY SHOT&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Autonomous HOSTILE employment&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft || {Controller-CS} {CS} FOX THREE {Group Label} BULLSEYE {Bearing/Range} {Altitude} HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} COPY SHOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Multiple shots in one transmission are acceptable:&lt;br /&gt;
  SHADOW12 FOX THREE NORTH GROUP LEAD CONTACT BULLSEYE 2-7-0/20 TWENTY THOUSAND; SHADOW11 FOX THREE NORTH GROUP TRAIL CONTACT.&lt;br /&gt;
&lt;br /&gt;
=== OUT / DEFENDING ===&lt;br /&gt;
Following weapon employment the flight turns away from the threat. OUT is a planned maneuver executed at a prebriefed range. DEFENDING indicates a reactive maneuver against an incoming weapon and is called with the cardinal direction of the defensive turn.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} OUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;or, if reacting to an incoming weapon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft || {CS} DEFENDING {Direction}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DROPPING ===&lt;br /&gt;
May be called in conjunction with OUT. Signals the controller that the flight has ceased monitoring the GROUP and is returning to sanitization radar settings. Monitoring responsibility transfers back to the controller. &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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} OUT {Direction} DROPPING {Group Label}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Controller resumes monitoring of the dropped GROUP&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Resumes monitoring.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Assessment ===&lt;br /&gt;
The flight assesses weapon effects from sensor data or controller reports. Three outcomes are possible:&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;
! Outcome !! Action&lt;br /&gt;
|-&lt;br /&gt;
| GROUP splashed || Call SPLASH&lt;br /&gt;
|-&lt;br /&gt;
| GROUP remains a factor, follow-up shot required || Turn IN, return to MELD&lt;br /&gt;
|-&lt;br /&gt;
| GROUP has left the area or is no longer a factor || Proceed with Tasking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== IN (Follow-up Engagement) ===&lt;br /&gt;
If the GROUP remains a factor and the tactic permits a follow-up shot, the flight turns back toward the GROUP. The IN call triggers a new cycle beginning at MELD.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} IN {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} MELD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Re-sort as required, then return to ENGAGE&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SPLASH ===&lt;br /&gt;
Called when weapon effects confirm the GROUP or contact is destroyed.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft or Controller || {CS} SPLASH {Group Label or Contact Description}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 05 / Defensive Counter Air (DCA) ==&lt;br /&gt;
DCA is the use of fighter aircraft to defend a ground asset or airspace against hostile air threats. It uses prebriefed lanes and defined ranges.&lt;br /&gt;
&lt;br /&gt;
=== DCA Range Structure ===&lt;br /&gt;
All ranges are prebriefed per sortie. The following are the standard range lines used in DCA:&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;
! Range Line !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Fail Line&#039;&#039;&#039; || 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;
| &#039;&#039;&#039;Commit Line (CL)&#039;&#039;&#039; || The line at which a bogey is declared HOSTILE IAW theater ROE and the flight is authorized to commit. Prebriefed for all DCA sorties.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Targeting Range&#039;&#039;&#039; || 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;
| &#039;&#039;&#039;TAC Range&#039;&#039;&#039; || Default 60 nm from the closest fighter to the closest GROUP. Signals all players to prepare for targeting.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Threat Range&#039;&#039;&#039; || The prebriefed range at which an untargeted GROUP meeting THREAT criteria triggers a THREAT call. Prebriefed per sortie.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMMIT Authority ===&lt;br /&gt;
COMMIT authority is derived from the combatant commander and delegated through the chain of command. Any of the following may hold or recommend COMMIT authority depending on what is delegated:&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;
! Role !! Abbreviation !! Authority&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || FL || Usually holds COMMIT authority unless delegated&lt;br /&gt;
|-&lt;br /&gt;
| Team Lead || TL || May hold COMMIT authority if delegated&lt;br /&gt;
|-&lt;br /&gt;
| Mission Commander || MC || May hold COMMIT authority if delegated&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || — || May hold COMMIT authority if delegated&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If only the MC, TL, or FL holds COMMIT authority, the controller may only recommend COMMIT. If the controller holds COMMIT authority, the MC and TL may only recommend.&lt;br /&gt;
&lt;br /&gt;
=== DCA Flow ===&lt;br /&gt;
&lt;br /&gt;
==== Lane Handover ====&lt;br /&gt;
When an outgoing flight is relieved on station by an incoming flight, a positive lane handover is required before the outgoing flight departs.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Off-going Lane Commander || {CS} MOVE FORWARD&lt;br /&gt;
|-&lt;br /&gt;
| On-coming Lane Commander || {CS}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;On-coming aircraft may enter the lane. Lane commander authority has not yet transferred.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Off-going Lane Commander || {CS} YOU HAVE THE LANE&lt;br /&gt;
|-&lt;br /&gt;
| On-coming Lane Commander || {CS} HAS THE LANE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The off-going flight passes critical mission information to the controller before departing. The controller passes big-picture information to the on-coming flight before pushing them to the tactical frequency.&lt;br /&gt;
&lt;br /&gt;
==== Pre-Commit ====&lt;br /&gt;
The flight arrives at its prebriefed CAP position with FENCE IN complete and radars in sanitization configuration. The controller holds picture responsibility.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} PICTURE&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} {Nr of Groups} {Group Label} BULLSEYE {Bearing/Range} {Altitude} TRACK {Direction} {Declaration} {Nr of Contacts}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The flight evaluates commit criteria continuously. Pictures are requested as needed to maintain SA.&lt;br /&gt;
&lt;br /&gt;
==== Commit ====&lt;br /&gt;
&lt;br /&gt;
===== FIGHTER AUTHORITY COMMIT =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} {BULLSEYE CALL} Recommend {CS} COMMIT &lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} COMMIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== CONTROLLER AUTHORITY COMMIT =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} Recommend Commit&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} {BULLSEYE CALL} {CS} COMMIT &lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After COMMIT, fighters hold radio priority.&lt;br /&gt;
&lt;br /&gt;
=== Engagement Loop ===&lt;br /&gt;
The flight executes the standard engagement loop as defined above The loop repeats until the GROUP is splashed, leaves the lane, or:&lt;br /&gt;
&lt;br /&gt;
Once the Engagement is Complete the flight &#039;&#039;&#039;RESETS&#039;&#039;&#039; back to the briefed Position&lt;br /&gt;
&lt;br /&gt;
==== RESET ====&lt;br /&gt;
Directs the flight to return to its prebriefed position or area of operations. RESET implies DROPPING and returns all targeting responsibility to the controller.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} RESET&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Flight returns to prebriefed CAP position. Controller resumes full picture responsibility&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Offensive Counter Air (OCA) ==&lt;br /&gt;
OCA is the use of fighter aircraft to suppress, destroy, or neutralize enemy air assets before they can threaten friendly forces. Unlike DCA, OCA is not lane-based and does not require a commit line. The flight pushes into the threat environment rather than waiting for the threat to approach.&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;
=== OCA Flow ===&lt;br /&gt;
OCA does not have a lane handover or a commit phase. The flight checks in, receives the picture, establishes targeting, and executes the engagement loop.&lt;br /&gt;
&lt;br /&gt;
==== FULL COMMUNICATIONS EXAMPLE ====&lt;br /&gt;
In this Scenario, SHADOW11 four-ship F16C on OCA. TACC2 Agency CS THUMPER executing Positive Control. The Example begins after the Handover. Check In was done on the previous Frequency.  &lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / QRA ==&lt;br /&gt;
&lt;br /&gt;
== 08 / Intercept (VID) ==&lt;br /&gt;
A Visual Identification (VID) intercept is conducted when a contact cannot be declared HOSTILE or FRIENDLY by electronic means alone, and visual confirmation of aircraft type, markings, or behavior is required before engagement authority can be granted or withheld.&lt;br /&gt;
&lt;br /&gt;
VID intercepts follow a structured sequence: the controller guides the fighter to a position from which a visual identification pass can be made, then the fighter reports the result and awaits further direction.&lt;br /&gt;
&lt;br /&gt;
=== Intercept Flow ===&lt;br /&gt;
&lt;br /&gt;
==== Commit ====&lt;br /&gt;
The controller or flight lead initiates the intercept against the unidentified contact.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} COMMIT {Group Label} BULLSEYE {Bearing/Range} {Altitude} {Declaration} {Nr of Contacts}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} COMMIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidance ====&lt;br /&gt;
The controller provides vectors to position the fighter for a VID pass. This is the only phase where the controller takes positive close control of the intercept geometry. BRAA format is used throughout.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} BRAA {Bearing/Range} {Altitude} {Aspect} {Declaration}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Controller continues to provide updated vectors until fighter calls JUDY&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== JUDY ====&lt;br /&gt;
The fighter calls JUDY when radar contact is established and no further controller guidance is required. The controller minimizes transmissions from this point.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} JUDY&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Minimizes transmissions. Continues to provide SA information only.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tally ====&lt;br /&gt;
The fighter calls TALLY when visual contact is established with the target.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TALLY {Position}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Identification ====&lt;br /&gt;
The fighter conducts the VID pass and reports the result to the controller. The report includes aircraft type, markings, and behavior observed.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} IDENTIFIED {Aircraft Type} {Markings / Behavior}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} {Further Instructions / Declaration Update}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the contact is identified as HOSTILE following the VID pass, the controller issues the updated declaration and the flight may proceed to engagement IAW ROE. If the contact is FRIENDLY or NEUTRAL, the flight disengages and returns to its prebriefed position.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 09 / Merge ==&lt;br /&gt;
A merge occurs when friendly and target aircraft arrive in the visual arena, within 3–5 nm of each other. At the merge, radar resolution becomes limiting and the engagement transitions from BVR to Within Visual Range (WVR).&lt;br /&gt;
&lt;br /&gt;
=== Communication Priority at the Merge ===&lt;br /&gt;
The engaged fighter holds radio priority. The supporting fighter and controller subordinate their transmissions accordingly.&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;
! Role !! Responsibility&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engaged Fighter&#039;&#039;&#039; || Calls the merge, manages the engagement, and calls employment and results. Holds radio priority.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supporting Fighter&#039;&#039;&#039; || Provides SA to the engaged fighter. Calls PRESS when directed and mutual support is maintained. Subordinates transmissions to the engaged fighter.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Controller&#039;&#039;&#039; || Minimizes transmissions. Provides THREAT calls, SA updates, and responds to fighter requests only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Merge Flow ===&lt;br /&gt;
&lt;br /&gt;
==== MERGED ====&lt;br /&gt;
The controller calls MERGED when radar tracks come together within 3–5 nm, or the engaged fighter calls it when visual contact is made.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller or Engaged Fighter || {CS} MERGED {Group Label}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== IFF Calls ====&lt;br /&gt;
At the merge, positive visual identification of friend or foe is critical before employment. Standard IFF calls apply:&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;
! Term !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TALLY&#039;&#039;&#039; || Visual contact established on the target or bandit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NO JOY&#039;&#039;&#039; || No visual contact with the target or bandit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VISUAL&#039;&#039;&#039; || Visual contact established on a friendly aircraft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BLIND&#039;&#039;&#039; || No visual contact with a friendly aircraft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== PRESS ====&lt;br /&gt;
The supporting fighter calls PRESS to indicate the requested action is approved and mutual support will be maintained. PRESS assumes VISUAL on the engaged fighter.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || &#039;&#039;(intraflight) {CS} PRESS&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || &#039;&#039;(intraflight) PRESS&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Employment ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || {Controller-CS} {CS} FOX TWO {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || COPY SHOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gun employment is called as GUNS with target description.&lt;br /&gt;
&lt;br /&gt;
==== SPLASH ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || {Controller-CS} {CS} SPLASH {Group Label or Contact Description}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} COPY SPLASH&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Following SPLASH the flight disengages, calls RESET, and returns to its prebriefed position unless directed otherwise.&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=MTTP/A2S&amp;diff=381</id>
		<title>MTTP/A2S</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=MTTP/A2S&amp;diff=381"/>
		<updated>2026-05-23T12:16:04Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* 9 / Air-to-Surface Communication */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fundamentals ==&lt;br /&gt;
Air-to-surface operations require a shared vocabulary for describing the progression from finding a target to destroying it. The Find, Fix, Track, Target, Engage, and Assess (F2T2EA) sequence governs the flow of a surface attack and the brevity that supports it.&lt;br /&gt;
&lt;br /&gt;
=== Target Acquisition Brevity ===&lt;br /&gt;
The following brevity codes describe the state of sensor awareness on a surface target. They are used throughout the F2T2EA chain by both fighters and controllers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Brevity&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRT&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUD&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SINGER&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a SAM launch. The threat has fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SCAN&#039;&#039;&#039;&lt;br /&gt;
|Search the indicated sector and report any contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WORK&#039;&#039;&#039;&lt;br /&gt;
|Directive call to conduct geolocation on a specific target or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039;&lt;br /&gt;
|Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FIXED&#039;&#039;&#039;&lt;br /&gt;
|Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRACK&#039;&#039;&#039;&lt;br /&gt;
|Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CAPTURED&#039;&#039;&#039;&lt;br /&gt;
|Object has been acquired and is being actively tracked.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COVER&#039;&#039;&#039;&lt;br /&gt;
|Directive call to be ready for reattack or re-engage if weapon effects are not achieved.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOUNDDOG&#039;&#039;&#039;&lt;br /&gt;
|Aircraft is in a position to employ weapons. Used in response to COVER.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Threat Reaction ===&lt;br /&gt;
When a SAM threat is detected, the aircraft communicates on the mission tactical NET to enable reactive SEAD and maintain the common tactical picture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Fidelity&lt;br /&gt;
!Format&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|Call sign · RWR indication · bearing · DEFENDING with cardinal direction · ownship BULLSEYE&lt;br /&gt;
|HORNET 1, SINGER ELEVEN, BEARING 3-6-0, DEFENDING WEST, BULLSEYE 3-4-5/30&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|Call sign · RWR indication · threat BULLSEYE/location · DEFENDING with cardinal direction&lt;br /&gt;
|BOLT 1, SINGER ELEVEN, BULLSEYE 3-6-0/32, DEFENDING WEST&lt;br /&gt;
|}&lt;br /&gt;
High fidelity is defined as a 5 nm semi-major ellipse accuracy or better. Use high fidelity when available — it enables SEAD aircraft to engage with precision rather than azimuth alone.&lt;br /&gt;
&lt;br /&gt;
=== TRESPASS ===&lt;br /&gt;
Called when an aircraft enters a non-previously-known SAM MEZ or when any non-SEAD aircraft crosses inside the maximum recommended intercept range of a known SAM. The calling entity directs an immediate SNAP heading away from the threat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller or Aircraft&lt;br /&gt;
|{CS} SNAP {Heading} TRESPASS {Threat Type} BULLSEYE {Bearing/Range}&lt;br /&gt;
|}&lt;br /&gt;
  RAMBO 2, SNAP 1-7-0, TRESPASS FIFTEEN BULLSEYE 3-2-0/32.&lt;br /&gt;
&lt;br /&gt;
=== Game Plan ===&lt;br /&gt;
The flight lead issues the game plan before pushing to the target. All flight members acknowledge in sequence. The game plan assigns targeting responsibility, cover responsibility, and establishes the push time and TOT. The Following are two examples for possible Gameplans. Note that this part is highly flxible&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|MC&lt;br /&gt;
|HORNET, BOLT, PYTHON, STANDBY GAME PLAN&lt;br /&gt;
|-&lt;br /&gt;
|FLs&lt;br /&gt;
|&amp;quot;HORNET&amp;quot; &amp;quot;BOLT&amp;quot; &amp;quot;PYTHON&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|MC&lt;br /&gt;
|“HORNET, TARGET AND SCAN ALPHA ALPHA 0-1, TWO VEHICLE&lt;br /&gt;
CONVOY BULLSEYE 2-7-5/69, MOVING SOUTH, BEST. PUSH AT&lt;br /&gt;
&lt;br /&gt;
21:17 FROM RED OSCAR.”&lt;br /&gt;
&lt;br /&gt;
“BOLT, COVER ALPHA ALPHA 0-1.”&lt;br /&gt;
&lt;br /&gt;
“RAMBO ESCORT AND PYTHON SEAD PER BRIEF.”&lt;br /&gt;
|-&lt;br /&gt;
|FLs&lt;br /&gt;
|“HORNET.” “BOLT.” “PYTHON.”&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|SHADOW11 #1 AND #2 TARGET {Target Description} · #3 AND #4 COVER {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
|All Members&lt;br /&gt;
|#2 · #3 · #4&lt;br /&gt;
|}&lt;br /&gt;
Target and cover assignments may be communicated digitally via data link. Each player acknowledges GOOD DATA if received digitally.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strike ==&lt;br /&gt;
A strike is a planned attack against a pre-briefed fixed or moving ground target. Strike coordination occurs before and during the attack through a structured game plan, with clear assignment of targeting and cover responsibilities within the package.&lt;br /&gt;
&lt;br /&gt;
=== Push ===&lt;br /&gt;
Once the game plan is acknowledged and the push time arrives, the attacking element calls PUSHING with the TOT. The cover element acknowledges readiness with HOUNDDOG, indicating they are in position to employ if the primary attack fails.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Attacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} CAPTURED {Target Description or Bullseye} PUSHING TOT {Time}&lt;br /&gt;
|-&lt;br /&gt;
|Cover Aircraft&lt;br /&gt;
|{CS} HOUNDDOG&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Away ===&lt;br /&gt;
The attacking aircraft calls weapon employment with time of flight. If the weapon requires continued support such as laser designation or scanning, this is added as a fill-in.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Attacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} ONE WEAPON AWAY {Target Description} {Time of Flight} SECONDS {LASING / SCANNING if applicable}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Assessment ===&lt;br /&gt;
The attacking aircraft calls the result. Two outcomes are possible:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Desired weapon effects generated&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Attacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} SPLASH {Target Description} SUCCESSFUL&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Desired weapon effects not generated&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Attacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} SPLASH {Target Description} FUMBLE {CLEAN / HIT}&lt;br /&gt;
|}&lt;br /&gt;
FUMBLE CLEAN indicates no visible battle damage and no weapon impact noted. FUMBLE HIT indicates weapon impact was noted within a lethal distance but desired effects were not generated.&lt;br /&gt;
&lt;br /&gt;
=== Reattack ===&lt;br /&gt;
If the primary attack results in FUMBLE, the cover element is directed to reattack.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|&#039;&#039;(intraflight) {CS} COVER {Target Description or Bullseye} · {Cover CS} PUSH&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cover Aircraft&lt;br /&gt;
|{Controller-CS} {CS} PUSHING TOT {Time}&lt;br /&gt;
|-&lt;br /&gt;
|Cover Aircraft&lt;br /&gt;
|{Controller-CS} {CS} ONE WEAPON AWAY {Time of Flight} SECONDS&lt;br /&gt;
|-&lt;br /&gt;
|Cover Aircraft&lt;br /&gt;
|{Controller-CS} {CS} SPLASH {Target Description} {SUCCESSFUL / FUMBLE}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Egress ===&lt;br /&gt;
Following the attack, the flight egresses using one of three calls depending on the situation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Call&lt;br /&gt;
!Condition&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MILLER TIME&#039;&#039;&#039;&lt;br /&gt;
|Last striker in the package has completed the attack&lt;br /&gt;
|{Controller-CS} {CS} MILLER TIME&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUGOUT&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and has no intention to return&lt;br /&gt;
|{Controller-CS} {CS} BUGOUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OFF&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and is repositioning or egressing within the area&lt;br /&gt;
|{Controller-CS} {CS} OFF {Direction}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Full Strike Example ===&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW FLIGHT STANDBY GAME PLAN&#039;&#039;&lt;br /&gt;
  &#039;&#039;(intraflight) #2 · #3 · #4&#039;&#039;&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW FLIGHT, #1 AND #2 TARGET CONVOY BULLSEYE 0-3-0/15 · #3 AND #4 COVER&#039;&#039;&lt;br /&gt;
  &#039;&#039;(intraflight) #2 · #3 · #4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 CAPTURED BULLSEYE 0-3-0/15 PUSHING TOT 21:21:15&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW13 HOUNDDOG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  SHADOW12 ONE WEAPON AWAY CONVOY BULLSEYE 0-3-0/15 THIRTY SECONDS LASING&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 SPLASH CONVOY BULLSEYE 0-3-0/15 FUMBLE HIT&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW11 COVER BULLSEYE 0-3-0/15 · SHADOW13 PUSH&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  SHADOW13 PUSHING TOT 21:23:50&lt;br /&gt;
  SHADOW13 ONE WEAPON AWAY FORTY SECONDS&lt;br /&gt;
&lt;br /&gt;
  SHADOW13 SPLASH CONVOY BULLSEYE 0-3-0/15 SUCCESSFUL&lt;br /&gt;
  SHADOW11 MILLER TIME&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== CAS ===&lt;br /&gt;
&#039;&#039;Content to be added.&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== SEAD ===&lt;br /&gt;
Suppression of Enemy Air Defenses (SEAD) is the action taken to neutralize, destroy, or temporarily degrade surface-to-air missile systems and associated radar emitters. Its purpose is to allow other aircraft to operate within a threat environment that would otherwise deny or restrict their access.&lt;br /&gt;
&lt;br /&gt;
==== The SEAD Game Plan ====&lt;br /&gt;
SEAD is not a reactive afterthought — it is a pre-planned, coordinated element of every strike package that operates in a contested environment. Before the mission, the SEAD lead establishes contracts with the rest of the package: who responds to which threat, in what priority order, with which weapon, and under what conditions.&lt;br /&gt;
&lt;br /&gt;
The underlying logic of SEAD is straightforward. A SAM battery that is actively radiating is vulnerable to antiradiation missiles. A SAM battery that goes silent to avoid being targeted is temporarily suppressed and cannot engage aircraft. Either outcome — destruction or suppression — achieves the mission objective of protecting the strike package.&lt;br /&gt;
&lt;br /&gt;
SEAD aircraft therefore have two primary tools:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hard kill&#039;&#039;&#039; — employment of an antiradiation missile (ARM) against a radiating threat. The ARM homes on the radar emission. If the radar goes silent the missile loses guidance, so the threat must be forced to stay radiating or be caught radiating.&lt;br /&gt;
* &#039;&#039;&#039;Soft kill&#039;&#039;&#039; — electromagnetic jamming (CANYON) that degrades the threat radar&#039;s ability to track or guide a missile without destroying the system.&lt;br /&gt;
&lt;br /&gt;
The decision between hard and soft kill, and between SNIPER (range-known) and SLAPSHOT (range-unknown, immediate), is made based on the quality of targeting data available and the urgency of the situation.&lt;br /&gt;
&lt;br /&gt;
==== Threat Reaction and SEAD Response Contracts ====&lt;br /&gt;
When a friendly aircraft calls DEFENDING, SEAD aircraft respond with one of the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Response&lt;br /&gt;
!Definition (ATP 1-02.1)&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARM INBOUND&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] High-speed antiradiation missile already employed&lt;br /&gt;
|ARM is already in the air — the threat is being engaged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MAGNUM&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] Launch of FRIENDLY antiradiation missile&lt;br /&gt;
|ARM is being launched now in response to this call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ARIZONA&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] No antiradiation missile ordnance remaining&lt;br /&gt;
|SEAD aircraft is Winchester on ARMs&lt;br /&gt;
|}&lt;br /&gt;
These responses must be pre-briefed as contracts. Every aircraft in the package needs to know which SEAD asset covers which threat axis, what the response will be, and what to do if the SEAD asset is ARIZONA or unable to respond.&lt;br /&gt;
&lt;br /&gt;
==== SNIPER and SLAPSHOT ====&lt;br /&gt;
Two directive calls are used to order ARM employment:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SNIPER&#039;&#039;&#039; — directive call to employ an antiradiation missile against a range-known threat. Used when targeting data is of sufficient quality to give a precise location.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Lead&lt;br /&gt;
|{CS} SNIPER {Threat Type} BULLSEYE {Bearing/Range}&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Aircraft&lt;br /&gt;
|{CS} MAGNUM {Threat Type} BULLSEYE {Bearing/Range}&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;SLAPSHOT&#039;&#039;&#039; — directive call to immediately employ the best available antiradiation missile against a specified threat at the specified bearing. Range is unknown. Used when a threat is actively engaging friendly aircraft and there is no time to refine targeting data.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Lead&lt;br /&gt;
|{CS} SLAPSHOT {Threat Type} BEARING {Bearing}&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Aircraft&lt;br /&gt;
|{CS} HARM INBOUND&lt;br /&gt;
|}&lt;br /&gt;
The distinction matters: SNIPER is deliberate and precise, SLAPSHOT is immediate and azimuth-only. A SLAPSHOT ARM may not hit the radar if it goes silent, but it forces the threat to shut down or risk destruction — either outcome protects the package.&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=380</id>
		<title>General/Tactical Communication Revision 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=380"/>
		<updated>2026-05-23T12:15:16Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* 08 / Air-to-Air Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:1.1em; color:#660000; font-weight:bold;&amp;quot;&amp;gt;SOURCE — Tactical Communications Guide&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.85em; font-weight:bold;&amp;quot;&amp;gt;Covers: Airspace Control · TACADMIN · Check-In · Force Packaging · Air-to-Air Communication · Brevity&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.8em; color:#555;&amp;quot;&amp;gt;&#039;&#039;Based on ATP 3-52.4 / MCRP 3-20F.10 / NTTP 6-02.9 / AFTTP 3-2.8, October 2024. Adapted for DCS.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 01 / Airspace Control ==&lt;br /&gt;
Airspace control is the exercise of delegated authority over designated airspace and users through control procedures and coordination measures to maximize operational effectiveness.&lt;br /&gt;
&lt;br /&gt;
There are two methods of airspace control:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Positive Control&#039;&#039;&#039; relies on positive identification, tracking, and direction of aircraft within an airspace, conducted with electronic means by an agency having the authority and responsibility therein. It requires sensors to locate and identify airspace users in real time and communications to maintain continuous contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Procedural Control&#039;&#039;&#039; relies on a combination of previously agreed upon and promulgated orders and procedures. Examples include air defense identification procedures, voice and digital communications between aircraft and airspace control elements, and airspace control measures such as coordinating altitudes and restricted operating zones.&lt;br /&gt;
&lt;br /&gt;
=== Tactical Command and Control (TAC C2) ===&lt;br /&gt;
TAC C2 agencies use positive and/or procedural control methods to control airspace and manage air operations. Throughout this guide, &#039;&#039;&#039;Controller&#039;&#039;&#039; is used as a generic term for the individual providing tactical control, whether airborne or ground-based.&lt;br /&gt;
&lt;br /&gt;
Primary TAC C2 responsibilities:&lt;br /&gt;
&lt;br /&gt;
* Enable the flow of forces to and from an objective area&lt;br /&gt;
* Provide threat warning information and maintain situational awareness&lt;br /&gt;
* Maintain SA of supporting asset status, threat information, and target area information&lt;br /&gt;
* Maintain air asset deconfliction to and from a working area&lt;br /&gt;
&lt;br /&gt;
=== Transmission Types ===&lt;br /&gt;
All radio transmissions are associated with a call sign. There are three transmission types:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive&#039;&#039;&#039; — the call sign of the entity being directed is used.&lt;br /&gt;
  HORNET 2, TARGET NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Interrogative&#039;&#039;&#039; — requests a response; format is [entity speaking to], [speaking entity].&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Informative&#039;&#039;&#039; — provides information without requiring a response; format is [speaking entity].&lt;br /&gt;
  EAGLE 11, FUEL YELLOW.&lt;br /&gt;
&lt;br /&gt;
=== AUTHORITY ===&lt;br /&gt;
Their are the following party&#039;s that hold decreasing levels of control. &lt;br /&gt;
&lt;br /&gt;
# Tactical Control Center - TACC2&lt;br /&gt;
# Mission Commander - MC&lt;br /&gt;
# Team Lead (previously called Package Lead) - TL&lt;br /&gt;
# Flight Lead - FL&lt;br /&gt;
# Element Lead - EL&lt;br /&gt;
# Wingman - WM&lt;br /&gt;
&lt;br /&gt;
Within this squadron MC&#039;s duties will be taken over by TACC2 (due to missing personal)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 02 / TACADMIN ==&lt;br /&gt;
Tactical Administration (TACADMIN) consists of all processes and procedures that occur in the TAC C2 area of operations. It covers interflight and intraflight procedures and airborne mission preparation that directly supports executing the tactical mission objective. Examples include weapon arming, sensor management, and tactical communication checks.&lt;br /&gt;
&lt;br /&gt;
=== Fuel and Weapons Status ===&lt;br /&gt;
Aircraft are &#039;&#039;&#039;assumed GREEN&#039;&#039;&#039; unless otherwise reported.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Status&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|GREEN&lt;br /&gt;
|Sufficient for continued mission execution&lt;br /&gt;
|-&lt;br /&gt;
|YELLOW&lt;br /&gt;
|Approaching a level insufficient to continue execution&lt;br /&gt;
|-&lt;br /&gt;
|RED&lt;br /&gt;
|Insufficient to continue execution&lt;br /&gt;
|}&lt;br /&gt;
Aircraft must relay YELLOW to the controller. The controller is responsible for coordinating on-station relief before an aircraft communicates RED.&lt;br /&gt;
  RAMBO 01, FUEL RED, WEAPONS GREEN.&lt;br /&gt;
&lt;br /&gt;
=== BRAA and BULLSEYE CallS ===&lt;br /&gt;
Tactical control format: &#039;&#039;&#039;Bearing, Range, Altitude, Aspect&#039;&#039;&#039; relative to the specified friendly aircraft. Used by the controller when information pertains to one specific aircraft, or in response to BOGEY DOPE, SNAPLOCK, and THREAT calls.&lt;br /&gt;
&lt;br /&gt;
Bullseye format: Bearing and Range from BULLSEYE, Altitude, Aspect. Use for description of GROUP and TARGET &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Format&lt;br /&gt;
!Bearing&lt;br /&gt;
!Range&lt;br /&gt;
!Altitude&lt;br /&gt;
!Aspect&lt;br /&gt;
|-&lt;br /&gt;
|BRAA&lt;br /&gt;
|3 2 0&lt;br /&gt;
|30 nm&lt;br /&gt;
|20,000 ft&lt;br /&gt;
|Flanking&lt;br /&gt;
|-&lt;br /&gt;
|BULLSEYE&lt;br /&gt;
|1 1 0&lt;br /&gt;
|30 &lt;br /&gt;
|25 Thousand&lt;br /&gt;
|HOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flight Check / Frequency Change ===&lt;br /&gt;
When Switching a Frequency it is important to ensure that all Flight Members arrive on that Frequency. To ensure this the FL will execute a &#039;&#039;&#039;Flight Check&#039;&#039;&#039; a procedure that requires all wingman to respond on that frequency with their inflight Nr. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;FL (interflight)&#039;&#039;&lt;br /&gt;
|&#039;&#039;{CS} Push Button #&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;FL (intraflight)&#039;&#039;&lt;br /&gt;
|&#039;&#039;Push {UHF/VHF, Radio 1/2} Button #&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;All flight members switch&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Check&lt;br /&gt;
|-&lt;br /&gt;
|WM&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|EL&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|2nd WM&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Authentication (DRYAD) ===&lt;br /&gt;
Verifies contact with an allied unit. A challenging station picks a letter from the leftmost column and a second from that row. The responding station replies with the letter directly below the second chosen letter. The DRYAD table is issued in the pre-mission briefing. Pilots are responsible for initiating authentication with the controlling station.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Authenticate E-A&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Come back G&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authenticate J-U&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|Come back R&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authentication Sweet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 03 / Check-In Procedures ==&lt;br /&gt;
The purpose of check-in is to establish contact between aircrew and TAC C2, allow the controller to establish accountability, and pass critical mission information before handoff to the final controller.&lt;br /&gt;
&lt;br /&gt;
Check-in accomplishes the following before and after mission execution: positive friendly identification via IFF and/or data link, ALPHA CHECK from BULLSEYE, safety-of-flight information, and weather update.&lt;br /&gt;
&lt;br /&gt;
Note: BULLSEYE cannot be used for initial position calls — only valid after ALPHA CHECK.&lt;br /&gt;
&lt;br /&gt;
=== Check In ON TACC2 NET (MNPOPCA Format) ===&lt;br /&gt;
The MNPOPCA format outlines the informations a aircrew should prepare before beginning the Check in process:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |MNPOPCA Format&lt;br /&gt;
|-&lt;br /&gt;
|Number and Type of Aircraft&lt;br /&gt;
|-&lt;br /&gt;
|Position and Altitude&lt;br /&gt;
|-&lt;br /&gt;
|Ordnance (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
|PLAYTIME&lt;br /&gt;
|-&lt;br /&gt;
|Capabilities (e.g., laser, infrared pod, data link)&lt;br /&gt;
|-&lt;br /&gt;
|Abort Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in AS FRAGGED ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} as Fragged, Request Alpha Check from Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS}, Identified, {Control Type}, Alpha Check Bullseye {Position}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in WITH EXCEPTIONS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# Checking in with Exceptions. Request Alpha Check Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|{CS}, Alpha Check Bullseye {Position} continue with Check In&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} {State Exceptions in plain Language}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 04 / Force Packaging ==&lt;br /&gt;
Before entering a target area or leaving the MARSHAL Hold the MC will ensure that all Flight are able to operate. &lt;br /&gt;
&lt;br /&gt;
=== Roll Call ===&lt;br /&gt;
Roll call is initiated by the controller or MC at a predetermined time to confirm force accountability. Each flight lead or team lead responds with call sign in sequence.&lt;br /&gt;
  MC:       PACKAGE BRAVO WHISKEY, ROLL CALL.&lt;br /&gt;
  FLs:      EAGLE. VIPER WITH EXCEPTIONS. BONES. GROWL. MOJO.&lt;br /&gt;
  MC:       VIPER, GO WITH EXCEPTIONS.&lt;br /&gt;
  VIPER FL: VIPER MINUS 2.&lt;br /&gt;
=== Timing Changes ===&lt;br /&gt;
&#039;&#039;&#039;ROLEX&#039;&#039;&#039; — timeline adjustment in minutes, always referenced from the original preplanned mission execution time. PLUS is assumed. Not additive.&lt;br /&gt;
  PACKAGE WHISKEY ALPHA, ROLEX 10. (Original 1500Z → New 1510Z)&lt;br /&gt;
&#039;&#039;&#039;SLIP&#039;&#039;&#039; — time delay to an individual flight or element event. Not additive.&lt;br /&gt;
  HOSS 1, SLIP TOT 6 MINUTES. (Original 1500Z → New 1506Z)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Air-to-Air Refuelling ==&lt;br /&gt;
AAR requires close coordination with the tanker around a pre-briefed Rendezvous (RV). SOURCE uses &#039;&#039;&#039;RV Alpha (Fixed Anchor)&#039;&#039;&#039; for all operations.&lt;br /&gt;
&lt;br /&gt;
=== Tanker Orbit Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Usage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039;&lt;br /&gt;
|Receivers departing · Emergency&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAVO&#039;&#039;&#039;&lt;br /&gt;
|Tanker base level&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHARLIE&#039;&#039;&#039;&lt;br /&gt;
|Receiver evasive&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DELTA&#039;&#039;&#039;&lt;br /&gt;
|Receivers approaching&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== RV Alpha Procedure ===&lt;br /&gt;
Receiver: fly 2,000 ft below AAR altitude · follow controller heading · declare JUDY on radar contact · declare VISUAL when in sight · weapons safe and radar off · take ECHELON LEFT when authorized.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Proceed Tanker BRAA {BRAA}, RV Alpha, Tanker Freq {Freq} {Instructions}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Roger, RV Alpha, Tanker Freq {Freq} {Readback}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once flight has radar contact with tanker&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Flight Name} Judy 1, Weapons Safe&lt;br /&gt;
|-&lt;br /&gt;
|All wingmen (in order)&lt;br /&gt;
|2, 3, 4… Weapons Safe&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once tanker is in sight&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Tanker {x} o&#039;clock, report visual&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Nose Cold, visual with tanker&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Roger, contact boom&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Switch to DCS tanker frequency&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
FL must confirm Nose Cold with wingmen on intraflight before reporting to the controller.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / Positive Identification (PID) ==&lt;br /&gt;
PID proves, to a defensible standard, that the contact is a legitimate target under the ROE. Proof may come from sensors, behavior, location, declarations, or higher authority.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electronic PID&#039;&#039;&#039;&lt;br /&gt;
|IFF interrogation, data link picture, NCTR, controller declaration. Most common form in BVR.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Visual PID&#039;&#039;&#039;&lt;br /&gt;
|Confirm number, type, livery, armament, heading, speed. Requires merge or VID pass.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ground Targets&#039;&#039;&#039;&lt;br /&gt;
|Correlate with pre-briefed target.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 08 / Air-to-Air Combat ==&lt;br /&gt;
[[MTTP/A2A|Air to Air Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Air-to-Surface Combat ==&lt;br /&gt;
[[MTTP/A2S|Air to Surface Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Brevity Words ==&lt;br /&gt;
&lt;br /&gt;
=== Situational Awareness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA CHECK&#039;&#039;&#039;&lt;br /&gt;
|Verification of ownship position relative to BULLSEYE. Used at check-in to confirm navigation accuracy. ALPHA CHECK correlation is defined as within 3 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANGELS&#039;&#039;&#039;&lt;br /&gt;
|Height of friendly aircraft in thousands of feet MSL (e.g., ANGELS TWENTY = 20,000 ft).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY DOPE&#039;&#039;&#039;&lt;br /&gt;
|Request for BRAA information on the indicated or nearest GROUP. Does not imply targeting.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAA&#039;&#039;&#039;&lt;br /&gt;
|Bearing, Range, Altitude, and Aspect relative to the specified friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BULLSEYE&#039;&#039;&#039;&lt;br /&gt;
|A pre-briefed reference point from which the position of an object is referred to by magnetic bearing and range in nm. Not to be truncated to &amp;quot;BULL.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLEAN&#039;&#039;&#039;&lt;br /&gt;
|1. No sensor information on a GROUP of interest.&lt;br /&gt;
2. No visible battle damage. &lt;br /&gt;
3. Aircraft not carrying external stores. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLARA&#039;&#039;&#039;&lt;br /&gt;
|Radar scope is clear of contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Individual radar return within a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FADED&#039;&#039;&#039;&lt;br /&gt;
|A previously tracked GROUP not updated by sensors for 30 seconds. Last known position implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GROUP&#039;&#039;&#039;&lt;br /&gt;
|Any number of air contacts within 3 nm in azimuth and range of each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HEAVY&#039;&#039;&#039;&lt;br /&gt;
|A GROUP known to contain three or more contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JUDY&#039;&#039;&#039;&lt;br /&gt;
|Aircrew has taken control of the intercept and requires only situational awareness information. Controller minimizes transmissions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MERGED&#039;&#039;&#039;&lt;br /&gt;
|Friendlies and targets have arrived in the visual arena, within 3–5 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEGATIVE CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Used for friendly aircraft not held on sensors. FADED is not used for friendlies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NO JOY&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with the target or bandit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Request for a description of all GROUPs and their spatial relationships in BULLSEYE format.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PLAYTIME&#039;&#039;&#039;&lt;br /&gt;
|Time aircraft can remain on station, given in hours plus minutes (e.g., ONE PLUS THIRTY).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TALLY&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a target or enemy aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VANISHED&#039;&#039;&#039;&lt;br /&gt;
|A FADED GROUP correlated to a successful friendly shot. Assessed as killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VISUAL&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a friendly aircraft, ground unit, or ship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contact Status and Declaration ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANDIT&#039;&#039;&#039;&lt;br /&gt;
|Positively identified as enemy IAW theater ID criteria. Does not imply authority to engage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY&#039;&#039;&#039;&lt;br /&gt;
|Contact whose identity is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DECLARE&#039;&#039;&#039;&lt;br /&gt;
|Inquiry as to the identity of a specified track or GROUP. Responses include: FRIENDLY, BOGEY, BANDIT, HOSTILE, NEUTRAL, UNABLE, CLEAN, or FURBALL. Full positional data (BULLSEYE) must accompany responses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FRIENDLY&#039;&#039;&#039;&lt;br /&gt;
|Positively identified friendly aircraft, ship, or ground position.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FURBALL&#039;&#039;&#039;&lt;br /&gt;
|Non-friendly and friendly aircraft within 5 nm of each other. May be a response to a DECLARE request.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HIGH&#039;&#039;&#039;&lt;br /&gt;
|Contact is above 40,000 ft MSL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOSTILE&#039;&#039;&#039;&lt;br /&gt;
|Contact identified as enemy upon which clearance to fire is authorized IAW ROE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEUTRAL&#039;&#039;&#039;&lt;br /&gt;
|Positively identified aircraft whose characteristics indicate it is neither supporting nor opposing friendly forces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUTLAW&#039;&#039;&#039;&lt;br /&gt;
|Contact originating from a known or suspected hostile airfield or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPADES&#039;&#039;&#039;&lt;br /&gt;
|Contact returns no or invalid IFF response on interrogation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed 660–900 knots ground speed or Mach 1.1–1.5.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VERY FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed above 900 knots or Mach 1.5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Picture Labels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AZIMUTH&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated laterally at approximately the same range from the fighters. Named by cardinal directions (e.g., NORTH GROUP, SOUTH GROUP).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RANGE&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated in depth along the threat axis. Named LEAD GROUP and TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WALL&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in azimuth with depth ≤5 nm or closing. Outer GROUPs named by cardinal directions; inner GROUPs named MIDDLE GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHAMPAGNE&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with two closest to fighters in azimuth and one in trail. LEAD GROUPs named with cardinal direction; TRAIL GROUP in range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VIC&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with one closest to fighters and two in trail separated in azimuth. LEAD GROUP closest; TRAIL GROUPs named with cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOX&#039;&#039;&#039;&lt;br /&gt;
|Four GROUPs with two in azimuth closest to fighters and two in azimuth farthest. Named LEAD GROUP (cardinal) and TRAIL GROUP (cardinal).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LADDER&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in range. Named LEAD GROUP, MIDDLE GROUP (or SECOND, THIRD), TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;STACK&#039;&#039;&#039;&lt;br /&gt;
|Two or more contacts in a GROUP with ≥10,000 ft altitude separation. Higher altitude stated first.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LEADING EDGE&#039;&#039;&#039;&lt;br /&gt;
|The GROUPs the fighters expect to target in the upcoming intercept. Follow-on GROUPs are communicated as WAVES (SECOND WAVE, THIRD WAVE, etc.).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEW PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Tactical picture has changed. Supersedes all previous calls and reestablishes the picture for all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039;&lt;br /&gt;
|Newly detected GROUP outside targeting range that does not fit the current picture label.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039;&lt;br /&gt;
|Previously undetected GROUP appearing inside targeting range but outside THREAT range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039;&lt;br /&gt;
|Undetected or unreported GROUP meeting briefed THREAT criteria. Communicated in BRAA format to the closest aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OPENING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is increasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLOSING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is decreasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WEIGHTED&#039;&#039;&#039;&lt;br /&gt;
|Picture with three or more GROUPs where one or more GROUPs are offset from an equidistant arrangement. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ECHELON&#039;&#039;&#039;&lt;br /&gt;
|GROUPs in a traditional label that are not directly in azimuth or range with one another. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PASSING&#039;&#039;&#039;&lt;br /&gt;
|Two named GROUPs with a RANGE relationship maneuvering to opposite sides in a RANGE relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CROSSING&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs with an AZIMUTH relationship maneuvering to opposite sides in an AZIMUTH relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JOINED&#039;&#039;&#039;&lt;br /&gt;
|Two or more named GROUPs maneuver to meet and maintain GROUP criteria.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|A GROUP inside targeting range with no assigned fighter. Used by the controller to flag priority GROUPs at risk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Targeting and Responsibility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COMMIT&#039;&#039;&#039;&lt;br /&gt;
|Directive to move to intercept or engage a specified GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGET&#039;&#039;&#039;&lt;br /&gt;
|Assignment of targeting responsibility for a specific GROUP to a flight or section.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&lt;br /&gt;
|Fighter has acquired the assigned GROUP and assumed responsibility for it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|GROUP inside targeting range with no fighter assigned.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DROPPING&#039;&#039;&#039;&lt;br /&gt;
|Stop monitoring a specified GROUP or emitter and resume search responsibilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RESET&#039;&#039;&#039;&lt;br /&gt;
|Proceed to prebriefed position or area of operations. Implies DROPPING and return of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MELD&#039;&#039;&#039;&lt;br /&gt;
|Shift radar responsibilities from airspace sanitization to gaining situational awareness on the assigned GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SORTED&#039;&#039;&#039;&lt;br /&gt;
|Sort responsibility within a GROUP has been met by the calling fighter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANCHORED&#039;&#039;&#039;&lt;br /&gt;
|Turning engagement at the specified location. Fighter is engaged and not flowing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SEPARATION&#039;&#039;&#039;&lt;br /&gt;
|Request or information call stating the distance in nm between two GROUPs or WAVES.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE CROSSER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maneuvers into a different area of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE RIDER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maintains a track direction on or near the boundary between targeting areas.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Employment ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ENGAGE&#039;&#039;&#039;&lt;br /&gt;
|Directive to fire on a designated target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX ONE&#039;&#039;&#039;&lt;br /&gt;
|Semi-active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX TWO&#039;&#039;&#039;&lt;br /&gt;
|Infrared-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX THREE&#039;&#039;&#039;&lt;br /&gt;
|Active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPLASH&#039;&#039;&#039;&lt;br /&gt;
|Missile has impacted. Target is assessed as destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SNAPLOCK&#039;&#039;&#039;&lt;br /&gt;
|Fighter has gained sensor contact to a GROUP inside THREAT range with BEAM or hotter aspect. BRAA and aspect implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPIKED&#039;&#039;&#039;&lt;br /&gt;
|Fighter is being painted by an airborne radar. Called with bearing or cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUSIC&#039;&#039;&#039;&lt;br /&gt;
|Fighter is experiencing radar electromagnetic deceptive jamming from a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PRESS&#039;&#039;&#039;&lt;br /&gt;
|Requested action is approved and mutual support will be maintained. Assumes VISUAL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANZAI&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-decide tactics with intent to maneuver into the visual arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SKATE&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-leave tactics.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEFEND(ING)&#039;&#039;&#039;&lt;br /&gt;
|Fighter is maneuvering defensively against a threat. Called with cardinal direction of defensive turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maneuver and Flow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BREAK&#039;&#039;&#039;&lt;br /&gt;
|(Direction) Immediate maximum-performance turn. Safety of flight or to defeat a weapons solution.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUSTER&#039;&#039;&#039;&lt;br /&gt;
|Fly at maximum continuous speed without afterburner (military power).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GATE&#039;&#039;&#039;&lt;br /&gt;
|Fly as fast as possible; use afterburner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FLOW COLD&#039;&#039;&#039;&lt;br /&gt;
|Initiate a turn away from the anticipated threat; begin COLD operations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning toward the threat or target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUT&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning away from the threat.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CRANK&#039;&#039;&#039;&lt;br /&gt;
|Maneuver in the indicated direction while maintaining radar contact on the bandit at the radar gimbal limit. Reduces closure rate while sustaining illumination.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NOTCH&#039;&#039;&#039;&lt;br /&gt;
|Maneuver to place a radar-guided threat on the beam to defeat its Doppler filter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRESPASS&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has entered a known or pop-up SAM MEZ. Directive call to snap 180 degrees away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARD&#039;&#039;&#039;&lt;br /&gt;
|High-G-force, energy sustaining turn in the indicated direction (default is a 180-degree turn).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMPLETION and ABORT ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;MILLER TIME&#039;&#039;&#039;&lt;br /&gt;
|Last striker in the package has completed the attack&lt;br /&gt;
|{Controller-CS} {CS} MILLER TIME&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUGOUT&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and has no intention to return&lt;br /&gt;
|{Controller-CS} {CS} BUGOUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OFF&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and is repositioning or egressing within the area&lt;br /&gt;
|{Controller-CS} {CS} OFF {Direction}&lt;br /&gt;
|}&lt;br /&gt;
=== AIR TO SURFACE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRT&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUD&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SINGER&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a SAM launch. The threat has fired.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SCAN&#039;&#039;&#039;&lt;br /&gt;
|Search the indicated sector and report any contacts.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WORK&#039;&#039;&#039;&lt;br /&gt;
|Directive call to conduct geolocation on a specific target or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039;&lt;br /&gt;
|Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FIXED&#039;&#039;&#039;&lt;br /&gt;
|Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRACK&#039;&#039;&#039;&lt;br /&gt;
|Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CAPTURED&#039;&#039;&#039;&lt;br /&gt;
|Object has been acquired and is being actively tracked.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COVER&#039;&#039;&#039;&lt;br /&gt;
|Directive call to be ready for reattack or re-engage if weapon effects are not achieved.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOUNDDOG&#039;&#039;&#039;&lt;br /&gt;
|Aircraft is in a position to employ weapons. Used in response to COVER.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARM INBOUND&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] High-speed antiradiation missile already employed&lt;br /&gt;
|ARM is already in the air — the threat is being engaged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MAGNUM&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] Launch of FRIENDLY antiradiation missile&lt;br /&gt;
|ARM is being launched now in response to this call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ARIZONA&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] No antiradiation missile ordnance remaining&lt;br /&gt;
|SEAD aircraft is Winchester on ARMs&lt;br /&gt;
|}&lt;br /&gt;
=== Status and Administrative ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AS FRAGGED&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform exactly as briefed or scheduled per the ATO.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WITH EXCEPTIONS&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform as briefed with stated deviations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AUTHENTICATE&#039;&#039;&#039;&lt;br /&gt;
|Request to verify contact with an allied unit using the DRYAD table.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BLIND&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with a friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FENCE IN / OUT&#039;&#039;&#039;&lt;br /&gt;
|Perform the combat configuration checklist entering or exiting the hostile area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LOWDOWN&#039;&#039;&#039;&lt;br /&gt;
|Request for the current tactical electromagnetic support or ground/surface picture.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ROLEX&#039;&#039;&#039;&lt;br /&gt;
|Timeline adjustment in minutes from original planned execution time. PLUS assumed. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SLIP&#039;&#039;&#039;&lt;br /&gt;
|Time delay to an individual flight or element event. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNABLE&#039;&#039;&#039;&lt;br /&gt;
|Cannot comply as requested or directed.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=379</id>
		<title>General/Tactical Communication Revision 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=379"/>
		<updated>2026-05-23T12:14:34Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:1.1em; color:#660000; font-weight:bold;&amp;quot;&amp;gt;SOURCE — Tactical Communications Guide&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.85em; font-weight:bold;&amp;quot;&amp;gt;Covers: Airspace Control · TACADMIN · Check-In · Force Packaging · Air-to-Air Communication · Brevity&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.8em; color:#555;&amp;quot;&amp;gt;&#039;&#039;Based on ATP 3-52.4 / MCRP 3-20F.10 / NTTP 6-02.9 / AFTTP 3-2.8, October 2024. Adapted for DCS.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 01 / Airspace Control ==&lt;br /&gt;
Airspace control is the exercise of delegated authority over designated airspace and users through control procedures and coordination measures to maximize operational effectiveness.&lt;br /&gt;
&lt;br /&gt;
There are two methods of airspace control:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Positive Control&#039;&#039;&#039; relies on positive identification, tracking, and direction of aircraft within an airspace, conducted with electronic means by an agency having the authority and responsibility therein. It requires sensors to locate and identify airspace users in real time and communications to maintain continuous contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Procedural Control&#039;&#039;&#039; relies on a combination of previously agreed upon and promulgated orders and procedures. Examples include air defense identification procedures, voice and digital communications between aircraft and airspace control elements, and airspace control measures such as coordinating altitudes and restricted operating zones.&lt;br /&gt;
&lt;br /&gt;
=== Tactical Command and Control (TAC C2) ===&lt;br /&gt;
TAC C2 agencies use positive and/or procedural control methods to control airspace and manage air operations. Throughout this guide, &#039;&#039;&#039;Controller&#039;&#039;&#039; is used as a generic term for the individual providing tactical control, whether airborne or ground-based.&lt;br /&gt;
&lt;br /&gt;
Primary TAC C2 responsibilities:&lt;br /&gt;
&lt;br /&gt;
* Enable the flow of forces to and from an objective area&lt;br /&gt;
* Provide threat warning information and maintain situational awareness&lt;br /&gt;
* Maintain SA of supporting asset status, threat information, and target area information&lt;br /&gt;
* Maintain air asset deconfliction to and from a working area&lt;br /&gt;
&lt;br /&gt;
=== Transmission Types ===&lt;br /&gt;
All radio transmissions are associated with a call sign. There are three transmission types:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive&#039;&#039;&#039; — the call sign of the entity being directed is used.&lt;br /&gt;
  HORNET 2, TARGET NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Interrogative&#039;&#039;&#039; — requests a response; format is [entity speaking to], [speaking entity].&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Informative&#039;&#039;&#039; — provides information without requiring a response; format is [speaking entity].&lt;br /&gt;
  EAGLE 11, FUEL YELLOW.&lt;br /&gt;
&lt;br /&gt;
=== AUTHORITY ===&lt;br /&gt;
Their are the following party&#039;s that hold decreasing levels of control. &lt;br /&gt;
&lt;br /&gt;
# Tactical Control Center - TACC2&lt;br /&gt;
# Mission Commander - MC&lt;br /&gt;
# Team Lead (previously called Package Lead) - TL&lt;br /&gt;
# Flight Lead - FL&lt;br /&gt;
# Element Lead - EL&lt;br /&gt;
# Wingman - WM&lt;br /&gt;
&lt;br /&gt;
Within this squadron MC&#039;s duties will be taken over by TACC2 (due to missing personal)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 02 / TACADMIN ==&lt;br /&gt;
Tactical Administration (TACADMIN) consists of all processes and procedures that occur in the TAC C2 area of operations. It covers interflight and intraflight procedures and airborne mission preparation that directly supports executing the tactical mission objective. Examples include weapon arming, sensor management, and tactical communication checks.&lt;br /&gt;
&lt;br /&gt;
=== Fuel and Weapons Status ===&lt;br /&gt;
Aircraft are &#039;&#039;&#039;assumed GREEN&#039;&#039;&#039; unless otherwise reported.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Status&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|GREEN&lt;br /&gt;
|Sufficient for continued mission execution&lt;br /&gt;
|-&lt;br /&gt;
|YELLOW&lt;br /&gt;
|Approaching a level insufficient to continue execution&lt;br /&gt;
|-&lt;br /&gt;
|RED&lt;br /&gt;
|Insufficient to continue execution&lt;br /&gt;
|}&lt;br /&gt;
Aircraft must relay YELLOW to the controller. The controller is responsible for coordinating on-station relief before an aircraft communicates RED.&lt;br /&gt;
  RAMBO 01, FUEL RED, WEAPONS GREEN.&lt;br /&gt;
&lt;br /&gt;
=== BRAA and BULLSEYE CallS ===&lt;br /&gt;
Tactical control format: &#039;&#039;&#039;Bearing, Range, Altitude, Aspect&#039;&#039;&#039; relative to the specified friendly aircraft. Used by the controller when information pertains to one specific aircraft, or in response to BOGEY DOPE, SNAPLOCK, and THREAT calls.&lt;br /&gt;
&lt;br /&gt;
Bullseye format: Bearing and Range from BULLSEYE, Altitude, Aspect. Use for description of GROUP and TARGET &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Format&lt;br /&gt;
!Bearing&lt;br /&gt;
!Range&lt;br /&gt;
!Altitude&lt;br /&gt;
!Aspect&lt;br /&gt;
|-&lt;br /&gt;
|BRAA&lt;br /&gt;
|3 2 0&lt;br /&gt;
|30 nm&lt;br /&gt;
|20,000 ft&lt;br /&gt;
|Flanking&lt;br /&gt;
|-&lt;br /&gt;
|BULLSEYE&lt;br /&gt;
|1 1 0&lt;br /&gt;
|30 &lt;br /&gt;
|25 Thousand&lt;br /&gt;
|HOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flight Check / Frequency Change ===&lt;br /&gt;
When Switching a Frequency it is important to ensure that all Flight Members arrive on that Frequency. To ensure this the FL will execute a &#039;&#039;&#039;Flight Check&#039;&#039;&#039; a procedure that requires all wingman to respond on that frequency with their inflight Nr. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;FL (interflight)&#039;&#039;&lt;br /&gt;
|&#039;&#039;{CS} Push Button #&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;FL (intraflight)&#039;&#039;&lt;br /&gt;
|&#039;&#039;Push {UHF/VHF, Radio 1/2} Button #&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;All flight members switch&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Check&lt;br /&gt;
|-&lt;br /&gt;
|WM&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|EL&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|2nd WM&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Authentication (DRYAD) ===&lt;br /&gt;
Verifies contact with an allied unit. A challenging station picks a letter from the leftmost column and a second from that row. The responding station replies with the letter directly below the second chosen letter. The DRYAD table is issued in the pre-mission briefing. Pilots are responsible for initiating authentication with the controlling station.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Authenticate E-A&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Come back G&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authenticate J-U&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|Come back R&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authentication Sweet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 03 / Check-In Procedures ==&lt;br /&gt;
The purpose of check-in is to establish contact between aircrew and TAC C2, allow the controller to establish accountability, and pass critical mission information before handoff to the final controller.&lt;br /&gt;
&lt;br /&gt;
Check-in accomplishes the following before and after mission execution: positive friendly identification via IFF and/or data link, ALPHA CHECK from BULLSEYE, safety-of-flight information, and weather update.&lt;br /&gt;
&lt;br /&gt;
Note: BULLSEYE cannot be used for initial position calls — only valid after ALPHA CHECK.&lt;br /&gt;
&lt;br /&gt;
=== Check In ON TACC2 NET (MNPOPCA Format) ===&lt;br /&gt;
The MNPOPCA format outlines the informations a aircrew should prepare before beginning the Check in process:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |MNPOPCA Format&lt;br /&gt;
|-&lt;br /&gt;
|Number and Type of Aircraft&lt;br /&gt;
|-&lt;br /&gt;
|Position and Altitude&lt;br /&gt;
|-&lt;br /&gt;
|Ordnance (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
|PLAYTIME&lt;br /&gt;
|-&lt;br /&gt;
|Capabilities (e.g., laser, infrared pod, data link)&lt;br /&gt;
|-&lt;br /&gt;
|Abort Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in AS FRAGGED ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} as Fragged, Request Alpha Check from Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS}, Identified, {Control Type}, Alpha Check Bullseye {Position}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in WITH EXCEPTIONS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# Checking in with Exceptions. Request Alpha Check Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|{CS}, Alpha Check Bullseye {Position} continue with Check In&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} {State Exceptions in plain Language}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 04 / Force Packaging ==&lt;br /&gt;
Before entering a target area or leaving the MARSHAL Hold the MC will ensure that all Flight are able to operate. &lt;br /&gt;
&lt;br /&gt;
=== Roll Call ===&lt;br /&gt;
Roll call is initiated by the controller or MC at a predetermined time to confirm force accountability. Each flight lead or team lead responds with call sign in sequence.&lt;br /&gt;
  MC:       PACKAGE BRAVO WHISKEY, ROLL CALL.&lt;br /&gt;
  FLs:      EAGLE. VIPER WITH EXCEPTIONS. BONES. GROWL. MOJO.&lt;br /&gt;
  MC:       VIPER, GO WITH EXCEPTIONS.&lt;br /&gt;
  VIPER FL: VIPER MINUS 2.&lt;br /&gt;
=== Timing Changes ===&lt;br /&gt;
&#039;&#039;&#039;ROLEX&#039;&#039;&#039; — timeline adjustment in minutes, always referenced from the original preplanned mission execution time. PLUS is assumed. Not additive.&lt;br /&gt;
  PACKAGE WHISKEY ALPHA, ROLEX 10. (Original 1500Z → New 1510Z)&lt;br /&gt;
&#039;&#039;&#039;SLIP&#039;&#039;&#039; — time delay to an individual flight or element event. Not additive.&lt;br /&gt;
  HOSS 1, SLIP TOT 6 MINUTES. (Original 1500Z → New 1506Z)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Air-to-Air Refuelling ==&lt;br /&gt;
AAR requires close coordination with the tanker around a pre-briefed Rendezvous (RV). SOURCE uses &#039;&#039;&#039;RV Alpha (Fixed Anchor)&#039;&#039;&#039; for all operations.&lt;br /&gt;
&lt;br /&gt;
=== Tanker Orbit Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Usage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039;&lt;br /&gt;
|Receivers departing · Emergency&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAVO&#039;&#039;&#039;&lt;br /&gt;
|Tanker base level&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHARLIE&#039;&#039;&#039;&lt;br /&gt;
|Receiver evasive&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DELTA&#039;&#039;&#039;&lt;br /&gt;
|Receivers approaching&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== RV Alpha Procedure ===&lt;br /&gt;
Receiver: fly 2,000 ft below AAR altitude · follow controller heading · declare JUDY on radar contact · declare VISUAL when in sight · weapons safe and radar off · take ECHELON LEFT when authorized.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Proceed Tanker BRAA {BRAA}, RV Alpha, Tanker Freq {Freq} {Instructions}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Roger, RV Alpha, Tanker Freq {Freq} {Readback}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once flight has radar contact with tanker&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Flight Name} Judy 1, Weapons Safe&lt;br /&gt;
|-&lt;br /&gt;
|All wingmen (in order)&lt;br /&gt;
|2, 3, 4… Weapons Safe&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once tanker is in sight&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Tanker {x} o&#039;clock, report visual&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Nose Cold, visual with tanker&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Roger, contact boom&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Switch to DCS tanker frequency&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
FL must confirm Nose Cold with wingmen on intraflight before reporting to the controller.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / Positive Identification (PID) ==&lt;br /&gt;
PID proves, to a defensible standard, that the contact is a legitimate target under the ROE. Proof may come from sensors, behavior, location, declarations, or higher authority.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electronic PID&#039;&#039;&#039;&lt;br /&gt;
|IFF interrogation, data link picture, NCTR, controller declaration. Most common form in BVR.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Visual PID&#039;&#039;&#039;&lt;br /&gt;
|Confirm number, type, livery, armament, heading, speed. Requires merge or VID pass.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ground Targets&#039;&#039;&#039;&lt;br /&gt;
|Correlate with pre-briefed target.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 08 / Air-to-Air Combat ==&lt;br /&gt;
[[MTTP/A2A|Air to Air Communication Procedures]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 09 / Air-to-Surface Combat&lt;br /&gt;
[[MTTP/A2S|Air to Surface Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
== 09 / Brevity Words ==&lt;br /&gt;
&lt;br /&gt;
=== Situational Awareness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA CHECK&#039;&#039;&#039;&lt;br /&gt;
|Verification of ownship position relative to BULLSEYE. Used at check-in to confirm navigation accuracy. ALPHA CHECK correlation is defined as within 3 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANGELS&#039;&#039;&#039;&lt;br /&gt;
|Height of friendly aircraft in thousands of feet MSL (e.g., ANGELS TWENTY = 20,000 ft).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY DOPE&#039;&#039;&#039;&lt;br /&gt;
|Request for BRAA information on the indicated or nearest GROUP. Does not imply targeting.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAA&#039;&#039;&#039;&lt;br /&gt;
|Bearing, Range, Altitude, and Aspect relative to the specified friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BULLSEYE&#039;&#039;&#039;&lt;br /&gt;
|A pre-briefed reference point from which the position of an object is referred to by magnetic bearing and range in nm. Not to be truncated to &amp;quot;BULL.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLEAN&#039;&#039;&#039;&lt;br /&gt;
|1. No sensor information on a GROUP of interest.&lt;br /&gt;
2. No visible battle damage. &lt;br /&gt;
3. Aircraft not carrying external stores. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLARA&#039;&#039;&#039;&lt;br /&gt;
|Radar scope is clear of contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Individual radar return within a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FADED&#039;&#039;&#039;&lt;br /&gt;
|A previously tracked GROUP not updated by sensors for 30 seconds. Last known position implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GROUP&#039;&#039;&#039;&lt;br /&gt;
|Any number of air contacts within 3 nm in azimuth and range of each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HEAVY&#039;&#039;&#039;&lt;br /&gt;
|A GROUP known to contain three or more contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JUDY&#039;&#039;&#039;&lt;br /&gt;
|Aircrew has taken control of the intercept and requires only situational awareness information. Controller minimizes transmissions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MERGED&#039;&#039;&#039;&lt;br /&gt;
|Friendlies and targets have arrived in the visual arena, within 3–5 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEGATIVE CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Used for friendly aircraft not held on sensors. FADED is not used for friendlies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NO JOY&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with the target or bandit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Request for a description of all GROUPs and their spatial relationships in BULLSEYE format.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PLAYTIME&#039;&#039;&#039;&lt;br /&gt;
|Time aircraft can remain on station, given in hours plus minutes (e.g., ONE PLUS THIRTY).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TALLY&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a target or enemy aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VANISHED&#039;&#039;&#039;&lt;br /&gt;
|A FADED GROUP correlated to a successful friendly shot. Assessed as killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VISUAL&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a friendly aircraft, ground unit, or ship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contact Status and Declaration ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANDIT&#039;&#039;&#039;&lt;br /&gt;
|Positively identified as enemy IAW theater ID criteria. Does not imply authority to engage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY&#039;&#039;&#039;&lt;br /&gt;
|Contact whose identity is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DECLARE&#039;&#039;&#039;&lt;br /&gt;
|Inquiry as to the identity of a specified track or GROUP. Responses include: FRIENDLY, BOGEY, BANDIT, HOSTILE, NEUTRAL, UNABLE, CLEAN, or FURBALL. Full positional data (BULLSEYE) must accompany responses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FRIENDLY&#039;&#039;&#039;&lt;br /&gt;
|Positively identified friendly aircraft, ship, or ground position.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FURBALL&#039;&#039;&#039;&lt;br /&gt;
|Non-friendly and friendly aircraft within 5 nm of each other. May be a response to a DECLARE request.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HIGH&#039;&#039;&#039;&lt;br /&gt;
|Contact is above 40,000 ft MSL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOSTILE&#039;&#039;&#039;&lt;br /&gt;
|Contact identified as enemy upon which clearance to fire is authorized IAW ROE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEUTRAL&#039;&#039;&#039;&lt;br /&gt;
|Positively identified aircraft whose characteristics indicate it is neither supporting nor opposing friendly forces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUTLAW&#039;&#039;&#039;&lt;br /&gt;
|Contact originating from a known or suspected hostile airfield or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPADES&#039;&#039;&#039;&lt;br /&gt;
|Contact returns no or invalid IFF response on interrogation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed 660–900 knots ground speed or Mach 1.1–1.5.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VERY FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed above 900 knots or Mach 1.5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Picture Labels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AZIMUTH&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated laterally at approximately the same range from the fighters. Named by cardinal directions (e.g., NORTH GROUP, SOUTH GROUP).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RANGE&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated in depth along the threat axis. Named LEAD GROUP and TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WALL&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in azimuth with depth ≤5 nm or closing. Outer GROUPs named by cardinal directions; inner GROUPs named MIDDLE GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHAMPAGNE&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with two closest to fighters in azimuth and one in trail. LEAD GROUPs named with cardinal direction; TRAIL GROUP in range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VIC&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with one closest to fighters and two in trail separated in azimuth. LEAD GROUP closest; TRAIL GROUPs named with cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOX&#039;&#039;&#039;&lt;br /&gt;
|Four GROUPs with two in azimuth closest to fighters and two in azimuth farthest. Named LEAD GROUP (cardinal) and TRAIL GROUP (cardinal).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LADDER&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in range. Named LEAD GROUP, MIDDLE GROUP (or SECOND, THIRD), TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;STACK&#039;&#039;&#039;&lt;br /&gt;
|Two or more contacts in a GROUP with ≥10,000 ft altitude separation. Higher altitude stated first.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LEADING EDGE&#039;&#039;&#039;&lt;br /&gt;
|The GROUPs the fighters expect to target in the upcoming intercept. Follow-on GROUPs are communicated as WAVES (SECOND WAVE, THIRD WAVE, etc.).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEW PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Tactical picture has changed. Supersedes all previous calls and reestablishes the picture for all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039;&lt;br /&gt;
|Newly detected GROUP outside targeting range that does not fit the current picture label.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039;&lt;br /&gt;
|Previously undetected GROUP appearing inside targeting range but outside THREAT range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039;&lt;br /&gt;
|Undetected or unreported GROUP meeting briefed THREAT criteria. Communicated in BRAA format to the closest aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OPENING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is increasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLOSING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is decreasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WEIGHTED&#039;&#039;&#039;&lt;br /&gt;
|Picture with three or more GROUPs where one or more GROUPs are offset from an equidistant arrangement. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ECHELON&#039;&#039;&#039;&lt;br /&gt;
|GROUPs in a traditional label that are not directly in azimuth or range with one another. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PASSING&#039;&#039;&#039;&lt;br /&gt;
|Two named GROUPs with a RANGE relationship maneuvering to opposite sides in a RANGE relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CROSSING&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs with an AZIMUTH relationship maneuvering to opposite sides in an AZIMUTH relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JOINED&#039;&#039;&#039;&lt;br /&gt;
|Two or more named GROUPs maneuver to meet and maintain GROUP criteria.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|A GROUP inside targeting range with no assigned fighter. Used by the controller to flag priority GROUPs at risk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Targeting and Responsibility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COMMIT&#039;&#039;&#039;&lt;br /&gt;
|Directive to move to intercept or engage a specified GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGET&#039;&#039;&#039;&lt;br /&gt;
|Assignment of targeting responsibility for a specific GROUP to a flight or section.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&lt;br /&gt;
|Fighter has acquired the assigned GROUP and assumed responsibility for it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|GROUP inside targeting range with no fighter assigned.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DROPPING&#039;&#039;&#039;&lt;br /&gt;
|Stop monitoring a specified GROUP or emitter and resume search responsibilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RESET&#039;&#039;&#039;&lt;br /&gt;
|Proceed to prebriefed position or area of operations. Implies DROPPING and return of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MELD&#039;&#039;&#039;&lt;br /&gt;
|Shift radar responsibilities from airspace sanitization to gaining situational awareness on the assigned GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SORTED&#039;&#039;&#039;&lt;br /&gt;
|Sort responsibility within a GROUP has been met by the calling fighter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANCHORED&#039;&#039;&#039;&lt;br /&gt;
|Turning engagement at the specified location. Fighter is engaged and not flowing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SEPARATION&#039;&#039;&#039;&lt;br /&gt;
|Request or information call stating the distance in nm between two GROUPs or WAVES.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE CROSSER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maneuvers into a different area of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE RIDER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maintains a track direction on or near the boundary between targeting areas.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Employment ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ENGAGE&#039;&#039;&#039;&lt;br /&gt;
|Directive to fire on a designated target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX ONE&#039;&#039;&#039;&lt;br /&gt;
|Semi-active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX TWO&#039;&#039;&#039;&lt;br /&gt;
|Infrared-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX THREE&#039;&#039;&#039;&lt;br /&gt;
|Active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPLASH&#039;&#039;&#039;&lt;br /&gt;
|Missile has impacted. Target is assessed as destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SNAPLOCK&#039;&#039;&#039;&lt;br /&gt;
|Fighter has gained sensor contact to a GROUP inside THREAT range with BEAM or hotter aspect. BRAA and aspect implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPIKED&#039;&#039;&#039;&lt;br /&gt;
|Fighter is being painted by an airborne radar. Called with bearing or cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUSIC&#039;&#039;&#039;&lt;br /&gt;
|Fighter is experiencing radar electromagnetic deceptive jamming from a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PRESS&#039;&#039;&#039;&lt;br /&gt;
|Requested action is approved and mutual support will be maintained. Assumes VISUAL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANZAI&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-decide tactics with intent to maneuver into the visual arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SKATE&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-leave tactics.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEFEND(ING)&#039;&#039;&#039;&lt;br /&gt;
|Fighter is maneuvering defensively against a threat. Called with cardinal direction of defensive turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maneuver and Flow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BREAK&#039;&#039;&#039;&lt;br /&gt;
|(Direction) Immediate maximum-performance turn. Safety of flight or to defeat a weapons solution.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUSTER&#039;&#039;&#039;&lt;br /&gt;
|Fly at maximum continuous speed without afterburner (military power).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GATE&#039;&#039;&#039;&lt;br /&gt;
|Fly as fast as possible; use afterburner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FLOW COLD&#039;&#039;&#039;&lt;br /&gt;
|Initiate a turn away from the anticipated threat; begin COLD operations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning toward the threat or target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUT&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning away from the threat.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CRANK&#039;&#039;&#039;&lt;br /&gt;
|Maneuver in the indicated direction while maintaining radar contact on the bandit at the radar gimbal limit. Reduces closure rate while sustaining illumination.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NOTCH&#039;&#039;&#039;&lt;br /&gt;
|Maneuver to place a radar-guided threat on the beam to defeat its Doppler filter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRESPASS&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has entered a known or pop-up SAM MEZ. Directive call to snap 180 degrees away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARD&#039;&#039;&#039;&lt;br /&gt;
|High-G-force, energy sustaining turn in the indicated direction (default is a 180-degree turn).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMPLETION and ABORT ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;MILLER TIME&#039;&#039;&#039;&lt;br /&gt;
|Last striker in the package has completed the attack&lt;br /&gt;
|{Controller-CS} {CS} MILLER TIME&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUGOUT&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and has no intention to return&lt;br /&gt;
|{Controller-CS} {CS} BUGOUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OFF&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and is repositioning or egressing within the area&lt;br /&gt;
|{Controller-CS} {CS} OFF {Direction}&lt;br /&gt;
|}&lt;br /&gt;
=== AIR TO SURFACE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRT&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUD&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SINGER&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a SAM launch. The threat has fired.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SCAN&#039;&#039;&#039;&lt;br /&gt;
|Search the indicated sector and report any contacts.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WORK&#039;&#039;&#039;&lt;br /&gt;
|Directive call to conduct geolocation on a specific target or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039;&lt;br /&gt;
|Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FIXED&#039;&#039;&#039;&lt;br /&gt;
|Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRACK&#039;&#039;&#039;&lt;br /&gt;
|Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CAPTURED&#039;&#039;&#039;&lt;br /&gt;
|Object has been acquired and is being actively tracked.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COVER&#039;&#039;&#039;&lt;br /&gt;
|Directive call to be ready for reattack or re-engage if weapon effects are not achieved.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOUNDDOG&#039;&#039;&#039;&lt;br /&gt;
|Aircraft is in a position to employ weapons. Used in response to COVER.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARM INBOUND&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] High-speed antiradiation missile already employed&lt;br /&gt;
|ARM is already in the air — the threat is being engaged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MAGNUM&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] Launch of FRIENDLY antiradiation missile&lt;br /&gt;
|ARM is being launched now in response to this call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ARIZONA&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] No antiradiation missile ordnance remaining&lt;br /&gt;
|SEAD aircraft is Winchester on ARMs&lt;br /&gt;
|}&lt;br /&gt;
=== Status and Administrative ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AS FRAGGED&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform exactly as briefed or scheduled per the ATO.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WITH EXCEPTIONS&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform as briefed with stated deviations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AUTHENTICATE&#039;&#039;&#039;&lt;br /&gt;
|Request to verify contact with an allied unit using the DRYAD table.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BLIND&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with a friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FENCE IN / OUT&#039;&#039;&#039;&lt;br /&gt;
|Perform the combat configuration checklist entering or exiting the hostile area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LOWDOWN&#039;&#039;&#039;&lt;br /&gt;
|Request for the current tactical electromagnetic support or ground/surface picture.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ROLEX&#039;&#039;&#039;&lt;br /&gt;
|Timeline adjustment in minutes from original planned execution time. PLUS assumed. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SLIP&#039;&#039;&#039;&lt;br /&gt;
|Time delay to an individual flight or element event. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNABLE&#039;&#039;&#039;&lt;br /&gt;
|Cannot comply as requested or directed.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=MTTP/A2S&amp;diff=378</id>
		<title>MTTP/A2S</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=MTTP/A2S&amp;diff=378"/>
		<updated>2026-05-23T12:14:25Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: Created page with &amp;quot;== 9 / Air-to-Surface Communication ==  === Fundamentals === Air-to-surface operations require a shared vocabulary for describing the progression from finding a target to destroying it. The Find, Fix, Track, Target, Engage, and Assess (F2T2EA) sequence governs the flow of a surface attack and the brevity that supports it.  ==== Target Acquisition Brevity ==== The following brevity codes describe the state of sensor awareness on a surface target. They are used throughout...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 9 / Air-to-Surface Communication ==&lt;br /&gt;
&lt;br /&gt;
=== Fundamentals ===&lt;br /&gt;
Air-to-surface operations require a shared vocabulary for describing the progression from finding a target to destroying it. The Find, Fix, Track, Target, Engage, and Assess (F2T2EA) sequence governs the flow of a surface attack and the brevity that supports it.&lt;br /&gt;
&lt;br /&gt;
==== Target Acquisition Brevity ====&lt;br /&gt;
The following brevity codes describe the state of sensor awareness on a surface target. They are used throughout the F2T2EA chain by both fighters and controllers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Brevity&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRT&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUD&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SINGER&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a SAM launch. The threat has fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SCAN&#039;&#039;&#039;&lt;br /&gt;
|Search the indicated sector and report any contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WORK&#039;&#039;&#039;&lt;br /&gt;
|Directive call to conduct geolocation on a specific target or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039;&lt;br /&gt;
|Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FIXED&#039;&#039;&#039;&lt;br /&gt;
|Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRACK&#039;&#039;&#039;&lt;br /&gt;
|Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CAPTURED&#039;&#039;&#039;&lt;br /&gt;
|Object has been acquired and is being actively tracked.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COVER&#039;&#039;&#039;&lt;br /&gt;
|Directive call to be ready for reattack or re-engage if weapon effects are not achieved.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOUNDDOG&#039;&#039;&#039;&lt;br /&gt;
|Aircraft is in a position to employ weapons. Used in response to COVER.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Threat Reaction ====&lt;br /&gt;
When a SAM threat is detected, the aircraft communicates on the mission tactical NET to enable reactive SEAD and maintain the common tactical picture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Fidelity&lt;br /&gt;
!Format&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|Call sign · RWR indication · bearing · DEFENDING with cardinal direction · ownship BULLSEYE&lt;br /&gt;
|HORNET 1, SINGER ELEVEN, BEARING 3-6-0, DEFENDING WEST, BULLSEYE 3-4-5/30&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|Call sign · RWR indication · threat BULLSEYE/location · DEFENDING with cardinal direction&lt;br /&gt;
|BOLT 1, SINGER ELEVEN, BULLSEYE 3-6-0/32, DEFENDING WEST&lt;br /&gt;
|}&lt;br /&gt;
High fidelity is defined as a 5 nm semi-major ellipse accuracy or better. Use high fidelity when available — it enables SEAD aircraft to engage with precision rather than azimuth alone.&lt;br /&gt;
&lt;br /&gt;
==== TRESPASS ====&lt;br /&gt;
Called when an aircraft enters a non-previously-known SAM MEZ or when any non-SEAD aircraft crosses inside the maximum recommended intercept range of a known SAM. The calling entity directs an immediate SNAP heading away from the threat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller or Aircraft&lt;br /&gt;
|{CS} SNAP {Heading} TRESPASS {Threat Type} BULLSEYE {Bearing/Range}&lt;br /&gt;
|}&lt;br /&gt;
  RAMBO 2, SNAP 1-7-0, TRESPASS FIFTEEN BULLSEYE 3-2-0/32.&lt;br /&gt;
&lt;br /&gt;
==== Game Plan ====&lt;br /&gt;
The flight lead issues the game plan before pushing to the target. All flight members acknowledge in sequence. The game plan assigns targeting responsibility, cover responsibility, and establishes the push time and TOT. The Following are two examples for possible Gameplans. Note that this part is highly flxible&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|MC&lt;br /&gt;
|HORNET, BOLT, PYTHON, STANDBY GAME PLAN&lt;br /&gt;
|-&lt;br /&gt;
|FLs&lt;br /&gt;
|&amp;quot;HORNET&amp;quot; &amp;quot;BOLT&amp;quot; &amp;quot;PYTHON&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|MC&lt;br /&gt;
|“HORNET, TARGET AND SCAN ALPHA ALPHA 0-1, TWO VEHICLE&lt;br /&gt;
CONVOY BULLSEYE 2-7-5/69, MOVING SOUTH, BEST. PUSH AT&lt;br /&gt;
&lt;br /&gt;
21:17 FROM RED OSCAR.”&lt;br /&gt;
&lt;br /&gt;
“BOLT, COVER ALPHA ALPHA 0-1.”&lt;br /&gt;
&lt;br /&gt;
“RAMBO ESCORT AND PYTHON SEAD PER BRIEF.”&lt;br /&gt;
|-&lt;br /&gt;
|FLs&lt;br /&gt;
|“HORNET.” “BOLT.” “PYTHON.”&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|SHADOW11 #1 AND #2 TARGET {Target Description} · #3 AND #4 COVER {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
|All Members&lt;br /&gt;
|#2 · #3 · #4&lt;br /&gt;
|}&lt;br /&gt;
Target and cover assignments may be communicated digitally via data link. Each player acknowledges GOOD DATA if received digitally.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Strike ===&lt;br /&gt;
A strike is a planned attack against a pre-briefed fixed or moving ground target. Strike coordination occurs before and during the attack through a structured game plan, with clear assignment of targeting and cover responsibilities within the package.&lt;br /&gt;
&lt;br /&gt;
==== Push ====&lt;br /&gt;
Once the game plan is acknowledged and the push time arrives, the attacking element calls PUSHING with the TOT. The cover element acknowledges readiness with HOUNDDOG, indicating they are in position to employ if the primary attack fails.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Attacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} CAPTURED {Target Description or Bullseye} PUSHING TOT {Time}&lt;br /&gt;
|-&lt;br /&gt;
|Cover Aircraft&lt;br /&gt;
|{CS} HOUNDDOG&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Weapon Away ====&lt;br /&gt;
The attacking aircraft calls weapon employment with time of flight. If the weapon requires continued support such as laser designation or scanning, this is added as a fill-in.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Attacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} ONE WEAPON AWAY {Target Description} {Time of Flight} SECONDS {LASING / SCANNING if applicable}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Assessment ====&lt;br /&gt;
The attacking aircraft calls the result. Two outcomes are possible:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Desired weapon effects generated&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Attacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} SPLASH {Target Description} SUCCESSFUL&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Desired weapon effects not generated&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Attacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} SPLASH {Target Description} FUMBLE {CLEAN / HIT}&lt;br /&gt;
|}&lt;br /&gt;
FUMBLE CLEAN indicates no visible battle damage and no weapon impact noted. FUMBLE HIT indicates weapon impact was noted within a lethal distance but desired effects were not generated.&lt;br /&gt;
&lt;br /&gt;
==== Reattack ====&lt;br /&gt;
If the primary attack results in FUMBLE, the cover element is directed to reattack.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|&#039;&#039;(intraflight) {CS} COVER {Target Description or Bullseye} · {Cover CS} PUSH&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cover Aircraft&lt;br /&gt;
|{Controller-CS} {CS} PUSHING TOT {Time}&lt;br /&gt;
|-&lt;br /&gt;
|Cover Aircraft&lt;br /&gt;
|{Controller-CS} {CS} ONE WEAPON AWAY {Time of Flight} SECONDS&lt;br /&gt;
|-&lt;br /&gt;
|Cover Aircraft&lt;br /&gt;
|{Controller-CS} {CS} SPLASH {Target Description} {SUCCESSFUL / FUMBLE}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Egress ====&lt;br /&gt;
Following the attack, the flight egresses using one of three calls depending on the situation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Call&lt;br /&gt;
!Condition&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MILLER TIME&#039;&#039;&#039;&lt;br /&gt;
|Last striker in the package has completed the attack&lt;br /&gt;
|{Controller-CS} {CS} MILLER TIME&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUGOUT&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and has no intention to return&lt;br /&gt;
|{Controller-CS} {CS} BUGOUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OFF&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and is repositioning or egressing within the area&lt;br /&gt;
|{Controller-CS} {CS} OFF {Direction}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Full Strike Example ====&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW FLIGHT STANDBY GAME PLAN&#039;&#039;&lt;br /&gt;
  &#039;&#039;(intraflight) #2 · #3 · #4&#039;&#039;&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW FLIGHT, #1 AND #2 TARGET CONVOY BULLSEYE 0-3-0/15 · #3 AND #4 COVER&#039;&#039;&lt;br /&gt;
  &#039;&#039;(intraflight) #2 · #3 · #4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 CAPTURED BULLSEYE 0-3-0/15 PUSHING TOT 21:21:15&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW13 HOUNDDOG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  SHADOW12 ONE WEAPON AWAY CONVOY BULLSEYE 0-3-0/15 THIRTY SECONDS LASING&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 SPLASH CONVOY BULLSEYE 0-3-0/15 FUMBLE HIT&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW11 COVER BULLSEYE 0-3-0/15 · SHADOW13 PUSH&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  SHADOW13 PUSHING TOT 21:23:50&lt;br /&gt;
  SHADOW13 ONE WEAPON AWAY FORTY SECONDS&lt;br /&gt;
&lt;br /&gt;
  SHADOW13 SPLASH CONVOY BULLSEYE 0-3-0/15 SUCCESSFUL&lt;br /&gt;
  SHADOW11 MILLER TIME&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== CAS ===&lt;br /&gt;
&#039;&#039;Content to be added.&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== SEAD ===&lt;br /&gt;
Suppression of Enemy Air Defenses (SEAD) is the action taken to neutralize, destroy, or temporarily degrade surface-to-air missile systems and associated radar emitters. Its purpose is to allow other aircraft to operate within a threat environment that would otherwise deny or restrict their access.&lt;br /&gt;
&lt;br /&gt;
==== The SEAD Game Plan ====&lt;br /&gt;
SEAD is not a reactive afterthought — it is a pre-planned, coordinated element of every strike package that operates in a contested environment. Before the mission, the SEAD lead establishes contracts with the rest of the package: who responds to which threat, in what priority order, with which weapon, and under what conditions.&lt;br /&gt;
&lt;br /&gt;
The underlying logic of SEAD is straightforward. A SAM battery that is actively radiating is vulnerable to antiradiation missiles. A SAM battery that goes silent to avoid being targeted is temporarily suppressed and cannot engage aircraft. Either outcome — destruction or suppression — achieves the mission objective of protecting the strike package.&lt;br /&gt;
&lt;br /&gt;
SEAD aircraft therefore have two primary tools:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hard kill&#039;&#039;&#039; — employment of an antiradiation missile (ARM) against a radiating threat. The ARM homes on the radar emission. If the radar goes silent the missile loses guidance, so the threat must be forced to stay radiating or be caught radiating.&lt;br /&gt;
* &#039;&#039;&#039;Soft kill&#039;&#039;&#039; — electromagnetic jamming (CANYON) that degrades the threat radar&#039;s ability to track or guide a missile without destroying the system.&lt;br /&gt;
&lt;br /&gt;
The decision between hard and soft kill, and between SNIPER (range-known) and SLAPSHOT (range-unknown, immediate), is made based on the quality of targeting data available and the urgency of the situation.&lt;br /&gt;
&lt;br /&gt;
==== Threat Reaction and SEAD Response Contracts ====&lt;br /&gt;
When a friendly aircraft calls DEFENDING, SEAD aircraft respond with one of the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Response&lt;br /&gt;
!Definition (ATP 1-02.1)&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARM INBOUND&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] High-speed antiradiation missile already employed&lt;br /&gt;
|ARM is already in the air — the threat is being engaged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MAGNUM&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] Launch of FRIENDLY antiradiation missile&lt;br /&gt;
|ARM is being launched now in response to this call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ARIZONA&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] No antiradiation missile ordnance remaining&lt;br /&gt;
|SEAD aircraft is Winchester on ARMs&lt;br /&gt;
|}&lt;br /&gt;
These responses must be pre-briefed as contracts. Every aircraft in the package needs to know which SEAD asset covers which threat axis, what the response will be, and what to do if the SEAD asset is ARIZONA or unable to respond.&lt;br /&gt;
&lt;br /&gt;
==== SNIPER and SLAPSHOT ====&lt;br /&gt;
Two directive calls are used to order ARM employment:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SNIPER&#039;&#039;&#039; — directive call to employ an antiradiation missile against a range-known threat. Used when targeting data is of sufficient quality to give a precise location.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Lead&lt;br /&gt;
|{CS} SNIPER {Threat Type} BULLSEYE {Bearing/Range}&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Aircraft&lt;br /&gt;
|{CS} MAGNUM {Threat Type} BULLSEYE {Bearing/Range}&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;SLAPSHOT&#039;&#039;&#039; — directive call to immediately employ the best available antiradiation missile against a specified threat at the specified bearing. Range is unknown. Used when a threat is actively engaging friendly aircraft and there is no time to refine targeting data.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Lead&lt;br /&gt;
|{CS} SLAPSHOT {Threat Type} BEARING {Bearing}&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Aircraft&lt;br /&gt;
|{CS} HARM INBOUND&lt;br /&gt;
|}&lt;br /&gt;
The distinction matters: SNIPER is deliberate and precise, SLAPSHOT is immediate and azimuth-only. A SLAPSHOT ARM may not hit the radar if it goes silent, but it forces the threat to shut down or risk destruction — either outcome protects the package.&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=377</id>
		<title>General/Tactical Communication Revision 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=377"/>
		<updated>2026-05-23T12:12:32Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* 08 / Air-to-Air Combat — Fundamentals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:1.1em; color:#660000; font-weight:bold;&amp;quot;&amp;gt;SOURCE — Tactical Communications Guide&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.85em; font-weight:bold;&amp;quot;&amp;gt;Covers: Airspace Control · TACADMIN · Check-In · Force Packaging · Air-to-Air Communication · Brevity&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.8em; color:#555;&amp;quot;&amp;gt;&#039;&#039;Based on ATP 3-52.4 / MCRP 3-20F.10 / NTTP 6-02.9 / AFTTP 3-2.8, October 2024. Adapted for DCS.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 01 / Airspace Control ==&lt;br /&gt;
Airspace control is the exercise of delegated authority over designated airspace and users through control procedures and coordination measures to maximize operational effectiveness.&lt;br /&gt;
&lt;br /&gt;
There are two methods of airspace control:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Positive Control&#039;&#039;&#039; relies on positive identification, tracking, and direction of aircraft within an airspace, conducted with electronic means by an agency having the authority and responsibility therein. It requires sensors to locate and identify airspace users in real time and communications to maintain continuous contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Procedural Control&#039;&#039;&#039; relies on a combination of previously agreed upon and promulgated orders and procedures. Examples include air defense identification procedures, voice and digital communications between aircraft and airspace control elements, and airspace control measures such as coordinating altitudes and restricted operating zones.&lt;br /&gt;
&lt;br /&gt;
=== Tactical Command and Control (TAC C2) ===&lt;br /&gt;
TAC C2 agencies use positive and/or procedural control methods to control airspace and manage air operations. Throughout this guide, &#039;&#039;&#039;Controller&#039;&#039;&#039; is used as a generic term for the individual providing tactical control, whether airborne or ground-based.&lt;br /&gt;
&lt;br /&gt;
Primary TAC C2 responsibilities:&lt;br /&gt;
&lt;br /&gt;
* Enable the flow of forces to and from an objective area&lt;br /&gt;
* Provide threat warning information and maintain situational awareness&lt;br /&gt;
* Maintain SA of supporting asset status, threat information, and target area information&lt;br /&gt;
* Maintain air asset deconfliction to and from a working area&lt;br /&gt;
&lt;br /&gt;
=== Transmission Types ===&lt;br /&gt;
All radio transmissions are associated with a call sign. There are three transmission types:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive&#039;&#039;&#039; — the call sign of the entity being directed is used.&lt;br /&gt;
  HORNET 2, TARGET NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Interrogative&#039;&#039;&#039; — requests a response; format is [entity speaking to], [speaking entity].&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Informative&#039;&#039;&#039; — provides information without requiring a response; format is [speaking entity].&lt;br /&gt;
  EAGLE 11, FUEL YELLOW.&lt;br /&gt;
&lt;br /&gt;
=== AUTHORITY ===&lt;br /&gt;
Their are the following party&#039;s that hold decreasing levels of control. &lt;br /&gt;
&lt;br /&gt;
# Tactical Control Center - TACC2&lt;br /&gt;
# Mission Commander - MC&lt;br /&gt;
# Team Lead (previously called Package Lead) - TL&lt;br /&gt;
# Flight Lead - FL&lt;br /&gt;
# Element Lead - EL&lt;br /&gt;
# Wingman - WM&lt;br /&gt;
&lt;br /&gt;
Within this squadron MC&#039;s duties will be taken over by TACC2 (due to missing personal)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 02 / TACADMIN ==&lt;br /&gt;
Tactical Administration (TACADMIN) consists of all processes and procedures that occur in the TAC C2 area of operations. It covers interflight and intraflight procedures and airborne mission preparation that directly supports executing the tactical mission objective. Examples include weapon arming, sensor management, and tactical communication checks.&lt;br /&gt;
&lt;br /&gt;
=== Fuel and Weapons Status ===&lt;br /&gt;
Aircraft are &#039;&#039;&#039;assumed GREEN&#039;&#039;&#039; unless otherwise reported.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Status&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|GREEN&lt;br /&gt;
|Sufficient for continued mission execution&lt;br /&gt;
|-&lt;br /&gt;
|YELLOW&lt;br /&gt;
|Approaching a level insufficient to continue execution&lt;br /&gt;
|-&lt;br /&gt;
|RED&lt;br /&gt;
|Insufficient to continue execution&lt;br /&gt;
|}&lt;br /&gt;
Aircraft must relay YELLOW to the controller. The controller is responsible for coordinating on-station relief before an aircraft communicates RED.&lt;br /&gt;
  RAMBO 01, FUEL RED, WEAPONS GREEN.&lt;br /&gt;
&lt;br /&gt;
=== BRAA and BULLSEYE CallS ===&lt;br /&gt;
Tactical control format: &#039;&#039;&#039;Bearing, Range, Altitude, Aspect&#039;&#039;&#039; relative to the specified friendly aircraft. Used by the controller when information pertains to one specific aircraft, or in response to BOGEY DOPE, SNAPLOCK, and THREAT calls.&lt;br /&gt;
&lt;br /&gt;
Bullseye format: Bearing and Range from BULLSEYE, Altitude, Aspect. Use for description of GROUP and TARGET &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Format&lt;br /&gt;
!Bearing&lt;br /&gt;
!Range&lt;br /&gt;
!Altitude&lt;br /&gt;
!Aspect&lt;br /&gt;
|-&lt;br /&gt;
|BRAA&lt;br /&gt;
|3 2 0&lt;br /&gt;
|30 nm&lt;br /&gt;
|20,000 ft&lt;br /&gt;
|Flanking&lt;br /&gt;
|-&lt;br /&gt;
|BULLSEYE&lt;br /&gt;
|1 1 0&lt;br /&gt;
|30 &lt;br /&gt;
|25 Thousand&lt;br /&gt;
|HOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flight Check / Frequency Change ===&lt;br /&gt;
When Switching a Frequency it is important to ensure that all Flight Members arrive on that Frequency. To ensure this the FL will execute a &#039;&#039;&#039;Flight Check&#039;&#039;&#039; a procedure that requires all wingman to respond on that frequency with their inflight Nr. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;FL (interflight)&#039;&#039;&lt;br /&gt;
|&#039;&#039;{CS} Push Button #&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;FL (intraflight)&#039;&#039;&lt;br /&gt;
|&#039;&#039;Push {UHF/VHF, Radio 1/2} Button #&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;All flight members switch&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Check&lt;br /&gt;
|-&lt;br /&gt;
|WM&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|EL&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|2nd WM&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Authentication (DRYAD) ===&lt;br /&gt;
Verifies contact with an allied unit. A challenging station picks a letter from the leftmost column and a second from that row. The responding station replies with the letter directly below the second chosen letter. The DRYAD table is issued in the pre-mission briefing. Pilots are responsible for initiating authentication with the controlling station.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Authenticate E-A&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Come back G&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authenticate J-U&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|Come back R&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authentication Sweet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 03 / Check-In Procedures ==&lt;br /&gt;
The purpose of check-in is to establish contact between aircrew and TAC C2, allow the controller to establish accountability, and pass critical mission information before handoff to the final controller.&lt;br /&gt;
&lt;br /&gt;
Check-in accomplishes the following before and after mission execution: positive friendly identification via IFF and/or data link, ALPHA CHECK from BULLSEYE, safety-of-flight information, and weather update.&lt;br /&gt;
&lt;br /&gt;
Note: BULLSEYE cannot be used for initial position calls — only valid after ALPHA CHECK.&lt;br /&gt;
&lt;br /&gt;
=== Check In ON TACC2 NET (MNPOPCA Format) ===&lt;br /&gt;
The MNPOPCA format outlines the informations a aircrew should prepare before beginning the Check in process:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |MNPOPCA Format&lt;br /&gt;
|-&lt;br /&gt;
|Number and Type of Aircraft&lt;br /&gt;
|-&lt;br /&gt;
|Position and Altitude&lt;br /&gt;
|-&lt;br /&gt;
|Ordnance (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
|PLAYTIME&lt;br /&gt;
|-&lt;br /&gt;
|Capabilities (e.g., laser, infrared pod, data link)&lt;br /&gt;
|-&lt;br /&gt;
|Abort Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in AS FRAGGED ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} as Fragged, Request Alpha Check from Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS}, Identified, {Control Type}, Alpha Check Bullseye {Position}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in WITH EXCEPTIONS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# Checking in with Exceptions. Request Alpha Check Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|{CS}, Alpha Check Bullseye {Position} continue with Check In&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} {State Exceptions in plain Language}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 04 / Force Packaging ==&lt;br /&gt;
Before entering a target area or leaving the MARSHAL Hold the MC will ensure that all Flight are able to operate. &lt;br /&gt;
&lt;br /&gt;
=== Roll Call ===&lt;br /&gt;
Roll call is initiated by the controller or MC at a predetermined time to confirm force accountability. Each flight lead or team lead responds with call sign in sequence.&lt;br /&gt;
  MC:       PACKAGE BRAVO WHISKEY, ROLL CALL.&lt;br /&gt;
  FLs:      EAGLE. VIPER WITH EXCEPTIONS. BONES. GROWL. MOJO.&lt;br /&gt;
  MC:       VIPER, GO WITH EXCEPTIONS.&lt;br /&gt;
  VIPER FL: VIPER MINUS 2.&lt;br /&gt;
=== Timing Changes ===&lt;br /&gt;
&#039;&#039;&#039;ROLEX&#039;&#039;&#039; — timeline adjustment in minutes, always referenced from the original preplanned mission execution time. PLUS is assumed. Not additive.&lt;br /&gt;
  PACKAGE WHISKEY ALPHA, ROLEX 10. (Original 1500Z → New 1510Z)&lt;br /&gt;
&#039;&#039;&#039;SLIP&#039;&#039;&#039; — time delay to an individual flight or element event. Not additive.&lt;br /&gt;
  HOSS 1, SLIP TOT 6 MINUTES. (Original 1500Z → New 1506Z)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Air-to-Air Refuelling ==&lt;br /&gt;
AAR requires close coordination with the tanker around a pre-briefed Rendezvous (RV). SOURCE uses &#039;&#039;&#039;RV Alpha (Fixed Anchor)&#039;&#039;&#039; for all operations.&lt;br /&gt;
&lt;br /&gt;
=== Tanker Orbit Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Usage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039;&lt;br /&gt;
|Receivers departing · Emergency&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAVO&#039;&#039;&#039;&lt;br /&gt;
|Tanker base level&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHARLIE&#039;&#039;&#039;&lt;br /&gt;
|Receiver evasive&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DELTA&#039;&#039;&#039;&lt;br /&gt;
|Receivers approaching&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== RV Alpha Procedure ===&lt;br /&gt;
Receiver: fly 2,000 ft below AAR altitude · follow controller heading · declare JUDY on radar contact · declare VISUAL when in sight · weapons safe and radar off · take ECHELON LEFT when authorized.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Proceed Tanker BRAA {BRAA}, RV Alpha, Tanker Freq {Freq} {Instructions}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Roger, RV Alpha, Tanker Freq {Freq} {Readback}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once flight has radar contact with tanker&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Flight Name} Judy 1, Weapons Safe&lt;br /&gt;
|-&lt;br /&gt;
|All wingmen (in order)&lt;br /&gt;
|2, 3, 4… Weapons Safe&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once tanker is in sight&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Tanker {x} o&#039;clock, report visual&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Nose Cold, visual with tanker&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Roger, contact boom&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Switch to DCS tanker frequency&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
FL must confirm Nose Cold with wingmen on intraflight before reporting to the controller.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / Positive Identification (PID) ==&lt;br /&gt;
PID proves, to a defensible standard, that the contact is a legitimate target under the ROE. Proof may come from sensors, behavior, location, declarations, or higher authority.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electronic PID&#039;&#039;&#039;&lt;br /&gt;
|IFF interrogation, data link picture, NCTR, controller declaration. Most common form in BVR.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Visual PID&#039;&#039;&#039;&lt;br /&gt;
|Confirm number, type, livery, armament, heading, speed. Requires merge or VID pass.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ground Targets&#039;&#039;&#039;&lt;br /&gt;
|Correlate with pre-briefed target.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 13 / Air-to-Surface Communication ==&lt;br /&gt;
&lt;br /&gt;
=== Fundamentals ===&lt;br /&gt;
Air-to-surface operations require a shared vocabulary for describing the progression from finding a target to destroying it. The Find, Fix, Track, Target, Engage, and Assess (F2T2EA) sequence governs the flow of a surface attack and the brevity that supports it.&lt;br /&gt;
&lt;br /&gt;
==== Target Acquisition Brevity ====&lt;br /&gt;
The following brevity codes describe the state of sensor awareness on a surface target. They are used throughout the F2T2EA chain by both fighters and controllers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Brevity&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRT&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUD&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SINGER&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a SAM launch. The threat has fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SCAN&#039;&#039;&#039;&lt;br /&gt;
|Search the indicated sector and report any contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WORK&#039;&#039;&#039;&lt;br /&gt;
|Directive call to conduct geolocation on a specific target or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039;&lt;br /&gt;
|Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FIXED&#039;&#039;&#039;&lt;br /&gt;
|Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRACK&#039;&#039;&#039;&lt;br /&gt;
|Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CAPTURED&#039;&#039;&#039;&lt;br /&gt;
|Object has been acquired and is being actively tracked.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COVER&#039;&#039;&#039;&lt;br /&gt;
|Directive call to be ready for reattack or re-engage if weapon effects are not achieved.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOUNDDOG&#039;&#039;&#039;&lt;br /&gt;
|Aircraft is in a position to employ weapons. Used in response to COVER.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Threat Reaction ====&lt;br /&gt;
When a SAM threat is detected, the aircraft communicates on the mission tactical NET to enable reactive SEAD and maintain the common tactical picture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Fidelity&lt;br /&gt;
!Format&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|Call sign · RWR indication · bearing · DEFENDING with cardinal direction · ownship BULLSEYE&lt;br /&gt;
|HORNET 1, SINGER ELEVEN, BEARING 3-6-0, DEFENDING WEST, BULLSEYE 3-4-5/30&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|Call sign · RWR indication · threat BULLSEYE/location · DEFENDING with cardinal direction&lt;br /&gt;
|BOLT 1, SINGER ELEVEN, BULLSEYE 3-6-0/32, DEFENDING WEST&lt;br /&gt;
|}&lt;br /&gt;
High fidelity is defined as a 5 nm semi-major ellipse accuracy or better. Use high fidelity when available — it enables SEAD aircraft to engage with precision rather than azimuth alone.&lt;br /&gt;
&lt;br /&gt;
==== TRESPASS ====&lt;br /&gt;
Called when an aircraft enters a non-previously-known SAM MEZ or when any non-SEAD aircraft crosses inside the maximum recommended intercept range of a known SAM. The calling entity directs an immediate SNAP heading away from the threat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller or Aircraft&lt;br /&gt;
|{CS} SNAP {Heading} TRESPASS {Threat Type} BULLSEYE {Bearing/Range}&lt;br /&gt;
|}&lt;br /&gt;
  RAMBO 2, SNAP 1-7-0, TRESPASS FIFTEEN BULLSEYE 3-2-0/32.&lt;br /&gt;
&lt;br /&gt;
==== Game Plan ====&lt;br /&gt;
The flight lead issues the game plan before pushing to the target. All flight members acknowledge in sequence. The game plan assigns targeting responsibility, cover responsibility, and establishes the push time and TOT. The Following are two examples for possible Gameplans. Note that this part is highly flxible&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|MC&lt;br /&gt;
|HORNET, BOLT, PYTHON, STANDBY GAME PLAN&lt;br /&gt;
|-&lt;br /&gt;
|FLs&lt;br /&gt;
|&amp;quot;HORNET&amp;quot; &amp;quot;BOLT&amp;quot; &amp;quot;PYTHON&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|MC&lt;br /&gt;
|“HORNET, TARGET AND SCAN ALPHA ALPHA 0-1, TWO VEHICLE&lt;br /&gt;
CONVOY BULLSEYE 2-7-5/69, MOVING SOUTH, BEST. PUSH AT&lt;br /&gt;
&lt;br /&gt;
21:17 FROM RED OSCAR.”&lt;br /&gt;
&lt;br /&gt;
“BOLT, COVER ALPHA ALPHA 0-1.”&lt;br /&gt;
&lt;br /&gt;
“RAMBO ESCORT AND PYTHON SEAD PER BRIEF.”&lt;br /&gt;
|-&lt;br /&gt;
|FLs&lt;br /&gt;
|“HORNET.” “BOLT.” “PYTHON.”&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|SHADOW11 #1 AND #2 TARGET {Target Description} · #3 AND #4 COVER {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
|All Members&lt;br /&gt;
|#2 · #3 · #4&lt;br /&gt;
|}&lt;br /&gt;
Target and cover assignments may be communicated digitally via data link. Each player acknowledges GOOD DATA if received digitally.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Strike ===&lt;br /&gt;
A strike is a planned attack against a pre-briefed fixed or moving ground target. Strike coordination occurs before and during the attack through a structured game plan, with clear assignment of targeting and cover responsibilities within the package.&lt;br /&gt;
&lt;br /&gt;
==== Push ====&lt;br /&gt;
Once the game plan is acknowledged and the push time arrives, the attacking element calls PUSHING with the TOT. The cover element acknowledges readiness with HOUNDDOG, indicating they are in position to employ if the primary attack fails.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Attacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} CAPTURED {Target Description or Bullseye} PUSHING TOT {Time}&lt;br /&gt;
|-&lt;br /&gt;
|Cover Aircraft&lt;br /&gt;
|{CS} HOUNDDOG&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Weapon Away ====&lt;br /&gt;
The attacking aircraft calls weapon employment with time of flight. If the weapon requires continued support such as laser designation or scanning, this is added as a fill-in.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Attacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} ONE WEAPON AWAY {Target Description} {Time of Flight} SECONDS {LASING / SCANNING if applicable}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Assessment ====&lt;br /&gt;
The attacking aircraft calls the result. Two outcomes are possible:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Desired weapon effects generated&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Attacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} SPLASH {Target Description} SUCCESSFUL&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Desired weapon effects not generated&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Attacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} SPLASH {Target Description} FUMBLE {CLEAN / HIT}&lt;br /&gt;
|}&lt;br /&gt;
FUMBLE CLEAN indicates no visible battle damage and no weapon impact noted. FUMBLE HIT indicates weapon impact was noted within a lethal distance but desired effects were not generated.&lt;br /&gt;
&lt;br /&gt;
==== Reattack ====&lt;br /&gt;
If the primary attack results in FUMBLE, the cover element is directed to reattack.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|&#039;&#039;(intraflight) {CS} COVER {Target Description or Bullseye} · {Cover CS} PUSH&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cover Aircraft&lt;br /&gt;
|{Controller-CS} {CS} PUSHING TOT {Time}&lt;br /&gt;
|-&lt;br /&gt;
|Cover Aircraft&lt;br /&gt;
|{Controller-CS} {CS} ONE WEAPON AWAY {Time of Flight} SECONDS&lt;br /&gt;
|-&lt;br /&gt;
|Cover Aircraft&lt;br /&gt;
|{Controller-CS} {CS} SPLASH {Target Description} {SUCCESSFUL / FUMBLE}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Egress ====&lt;br /&gt;
Following the attack, the flight egresses using one of three calls depending on the situation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Call&lt;br /&gt;
!Condition&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MILLER TIME&#039;&#039;&#039;&lt;br /&gt;
|Last striker in the package has completed the attack&lt;br /&gt;
|{Controller-CS} {CS} MILLER TIME&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUGOUT&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and has no intention to return&lt;br /&gt;
|{Controller-CS} {CS} BUGOUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OFF&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and is repositioning or egressing within the area&lt;br /&gt;
|{Controller-CS} {CS} OFF {Direction}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Full Strike Example ====&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW FLIGHT STANDBY GAME PLAN&#039;&#039;&lt;br /&gt;
  &#039;&#039;(intraflight) #2 · #3 · #4&#039;&#039;&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW FLIGHT, #1 AND #2 TARGET CONVOY BULLSEYE 0-3-0/15 · #3 AND #4 COVER&#039;&#039;&lt;br /&gt;
  &#039;&#039;(intraflight) #2 · #3 · #4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 CAPTURED BULLSEYE 0-3-0/15 PUSHING TOT 21:21:15&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW13 HOUNDDOG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  SHADOW12 ONE WEAPON AWAY CONVOY BULLSEYE 0-3-0/15 THIRTY SECONDS LASING&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 SPLASH CONVOY BULLSEYE 0-3-0/15 FUMBLE HIT&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW11 COVER BULLSEYE 0-3-0/15 · SHADOW13 PUSH&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  SHADOW13 PUSHING TOT 21:23:50&lt;br /&gt;
  SHADOW13 ONE WEAPON AWAY FORTY SECONDS&lt;br /&gt;
&lt;br /&gt;
  SHADOW13 SPLASH CONVOY BULLSEYE 0-3-0/15 SUCCESSFUL&lt;br /&gt;
  SHADOW11 MILLER TIME&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== CAS ===&lt;br /&gt;
&#039;&#039;Content to be added.&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== SEAD ===&lt;br /&gt;
Suppression of Enemy Air Defenses (SEAD) is the action taken to neutralize, destroy, or temporarily degrade surface-to-air missile systems and associated radar emitters. Its purpose is to allow other aircraft to operate within a threat environment that would otherwise deny or restrict their access.&lt;br /&gt;
&lt;br /&gt;
==== The SEAD Game Plan ====&lt;br /&gt;
SEAD is not a reactive afterthought — it is a pre-planned, coordinated element of every strike package that operates in a contested environment. Before the mission, the SEAD lead establishes contracts with the rest of the package: who responds to which threat, in what priority order, with which weapon, and under what conditions.&lt;br /&gt;
&lt;br /&gt;
The underlying logic of SEAD is straightforward. A SAM battery that is actively radiating is vulnerable to antiradiation missiles. A SAM battery that goes silent to avoid being targeted is temporarily suppressed and cannot engage aircraft. Either outcome — destruction or suppression — achieves the mission objective of protecting the strike package.&lt;br /&gt;
&lt;br /&gt;
SEAD aircraft therefore have two primary tools:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hard kill&#039;&#039;&#039; — employment of an antiradiation missile (ARM) against a radiating threat. The ARM homes on the radar emission. If the radar goes silent the missile loses guidance, so the threat must be forced to stay radiating or be caught radiating.&lt;br /&gt;
* &#039;&#039;&#039;Soft kill&#039;&#039;&#039; — electromagnetic jamming (CANYON) that degrades the threat radar&#039;s ability to track or guide a missile without destroying the system.&lt;br /&gt;
&lt;br /&gt;
The decision between hard and soft kill, and between SNIPER (range-known) and SLAPSHOT (range-unknown, immediate), is made based on the quality of targeting data available and the urgency of the situation.&lt;br /&gt;
&lt;br /&gt;
==== Threat Reaction and SEAD Response Contracts ====&lt;br /&gt;
When a friendly aircraft calls DEFENDING, SEAD aircraft respond with one of the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Response&lt;br /&gt;
!Definition (ATP 1-02.1)&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARM INBOUND&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] High-speed antiradiation missile already employed&lt;br /&gt;
|ARM is already in the air — the threat is being engaged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MAGNUM&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] Launch of FRIENDLY antiradiation missile&lt;br /&gt;
|ARM is being launched now in response to this call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ARIZONA&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] No antiradiation missile ordnance remaining&lt;br /&gt;
|SEAD aircraft is Winchester on ARMs&lt;br /&gt;
|}&lt;br /&gt;
These responses must be pre-briefed as contracts. Every aircraft in the package needs to know which SEAD asset covers which threat axis, what the response will be, and what to do if the SEAD asset is ARIZONA or unable to respond.&lt;br /&gt;
&lt;br /&gt;
==== SNIPER and SLAPSHOT ====&lt;br /&gt;
Two directive calls are used to order ARM employment:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SNIPER&#039;&#039;&#039; — directive call to employ an antiradiation missile against a range-known threat. Used when targeting data is of sufficient quality to give a precise location.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Lead&lt;br /&gt;
|{CS} SNIPER {Threat Type} BULLSEYE {Bearing/Range}&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Aircraft&lt;br /&gt;
|{CS} MAGNUM {Threat Type} BULLSEYE {Bearing/Range}&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;SLAPSHOT&#039;&#039;&#039; — directive call to immediately employ the best available antiradiation missile against a specified threat at the specified bearing. Range is unknown. Used when a threat is actively engaging friendly aircraft and there is no time to refine targeting data.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Lead&lt;br /&gt;
|{CS} SLAPSHOT {Threat Type} BEARING {Bearing}&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Aircraft&lt;br /&gt;
|{CS} HARM INBOUND&lt;br /&gt;
|}&lt;br /&gt;
The distinction matters: SNIPER is deliberate and precise, SLAPSHOT is immediate and azimuth-only. A SLAPSHOT ARM may not hit the radar if it goes silent, but it forces the threat to shut down or risk destruction — either outcome protects the package.&lt;br /&gt;
&lt;br /&gt;
== 09 / Brevity Words ==&lt;br /&gt;
&lt;br /&gt;
=== Situational Awareness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA CHECK&#039;&#039;&#039;&lt;br /&gt;
|Verification of ownship position relative to BULLSEYE. Used at check-in to confirm navigation accuracy. ALPHA CHECK correlation is defined as within 3 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANGELS&#039;&#039;&#039;&lt;br /&gt;
|Height of friendly aircraft in thousands of feet MSL (e.g., ANGELS TWENTY = 20,000 ft).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY DOPE&#039;&#039;&#039;&lt;br /&gt;
|Request for BRAA information on the indicated or nearest GROUP. Does not imply targeting.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAA&#039;&#039;&#039;&lt;br /&gt;
|Bearing, Range, Altitude, and Aspect relative to the specified friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BULLSEYE&#039;&#039;&#039;&lt;br /&gt;
|A pre-briefed reference point from which the position of an object is referred to by magnetic bearing and range in nm. Not to be truncated to &amp;quot;BULL.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLEAN&#039;&#039;&#039;&lt;br /&gt;
|1. No sensor information on a GROUP of interest.&lt;br /&gt;
2. No visible battle damage. &lt;br /&gt;
3. Aircraft not carrying external stores. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLARA&#039;&#039;&#039;&lt;br /&gt;
|Radar scope is clear of contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Individual radar return within a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FADED&#039;&#039;&#039;&lt;br /&gt;
|A previously tracked GROUP not updated by sensors for 30 seconds. Last known position implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GROUP&#039;&#039;&#039;&lt;br /&gt;
|Any number of air contacts within 3 nm in azimuth and range of each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HEAVY&#039;&#039;&#039;&lt;br /&gt;
|A GROUP known to contain three or more contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JUDY&#039;&#039;&#039;&lt;br /&gt;
|Aircrew has taken control of the intercept and requires only situational awareness information. Controller minimizes transmissions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MERGED&#039;&#039;&#039;&lt;br /&gt;
|Friendlies and targets have arrived in the visual arena, within 3–5 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEGATIVE CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Used for friendly aircraft not held on sensors. FADED is not used for friendlies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NO JOY&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with the target or bandit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Request for a description of all GROUPs and their spatial relationships in BULLSEYE format.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PLAYTIME&#039;&#039;&#039;&lt;br /&gt;
|Time aircraft can remain on station, given in hours plus minutes (e.g., ONE PLUS THIRTY).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TALLY&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a target or enemy aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VANISHED&#039;&#039;&#039;&lt;br /&gt;
|A FADED GROUP correlated to a successful friendly shot. Assessed as killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VISUAL&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a friendly aircraft, ground unit, or ship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contact Status and Declaration ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANDIT&#039;&#039;&#039;&lt;br /&gt;
|Positively identified as enemy IAW theater ID criteria. Does not imply authority to engage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY&#039;&#039;&#039;&lt;br /&gt;
|Contact whose identity is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DECLARE&#039;&#039;&#039;&lt;br /&gt;
|Inquiry as to the identity of a specified track or GROUP. Responses include: FRIENDLY, BOGEY, BANDIT, HOSTILE, NEUTRAL, UNABLE, CLEAN, or FURBALL. Full positional data (BULLSEYE) must accompany responses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FRIENDLY&#039;&#039;&#039;&lt;br /&gt;
|Positively identified friendly aircraft, ship, or ground position.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FURBALL&#039;&#039;&#039;&lt;br /&gt;
|Non-friendly and friendly aircraft within 5 nm of each other. May be a response to a DECLARE request.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HIGH&#039;&#039;&#039;&lt;br /&gt;
|Contact is above 40,000 ft MSL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOSTILE&#039;&#039;&#039;&lt;br /&gt;
|Contact identified as enemy upon which clearance to fire is authorized IAW ROE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEUTRAL&#039;&#039;&#039;&lt;br /&gt;
|Positively identified aircraft whose characteristics indicate it is neither supporting nor opposing friendly forces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUTLAW&#039;&#039;&#039;&lt;br /&gt;
|Contact originating from a known or suspected hostile airfield or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPADES&#039;&#039;&#039;&lt;br /&gt;
|Contact returns no or invalid IFF response on interrogation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed 660–900 knots ground speed or Mach 1.1–1.5.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VERY FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed above 900 knots or Mach 1.5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Picture Labels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AZIMUTH&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated laterally at approximately the same range from the fighters. Named by cardinal directions (e.g., NORTH GROUP, SOUTH GROUP).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RANGE&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated in depth along the threat axis. Named LEAD GROUP and TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WALL&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in azimuth with depth ≤5 nm or closing. Outer GROUPs named by cardinal directions; inner GROUPs named MIDDLE GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHAMPAGNE&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with two closest to fighters in azimuth and one in trail. LEAD GROUPs named with cardinal direction; TRAIL GROUP in range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VIC&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with one closest to fighters and two in trail separated in azimuth. LEAD GROUP closest; TRAIL GROUPs named with cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOX&#039;&#039;&#039;&lt;br /&gt;
|Four GROUPs with two in azimuth closest to fighters and two in azimuth farthest. Named LEAD GROUP (cardinal) and TRAIL GROUP (cardinal).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LADDER&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in range. Named LEAD GROUP, MIDDLE GROUP (or SECOND, THIRD), TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;STACK&#039;&#039;&#039;&lt;br /&gt;
|Two or more contacts in a GROUP with ≥10,000 ft altitude separation. Higher altitude stated first.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LEADING EDGE&#039;&#039;&#039;&lt;br /&gt;
|The GROUPs the fighters expect to target in the upcoming intercept. Follow-on GROUPs are communicated as WAVES (SECOND WAVE, THIRD WAVE, etc.).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEW PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Tactical picture has changed. Supersedes all previous calls and reestablishes the picture for all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039;&lt;br /&gt;
|Newly detected GROUP outside targeting range that does not fit the current picture label.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039;&lt;br /&gt;
|Previously undetected GROUP appearing inside targeting range but outside THREAT range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039;&lt;br /&gt;
|Undetected or unreported GROUP meeting briefed THREAT criteria. Communicated in BRAA format to the closest aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OPENING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is increasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLOSING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is decreasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WEIGHTED&#039;&#039;&#039;&lt;br /&gt;
|Picture with three or more GROUPs where one or more GROUPs are offset from an equidistant arrangement. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ECHELON&#039;&#039;&#039;&lt;br /&gt;
|GROUPs in a traditional label that are not directly in azimuth or range with one another. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PASSING&#039;&#039;&#039;&lt;br /&gt;
|Two named GROUPs with a RANGE relationship maneuvering to opposite sides in a RANGE relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CROSSING&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs with an AZIMUTH relationship maneuvering to opposite sides in an AZIMUTH relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JOINED&#039;&#039;&#039;&lt;br /&gt;
|Two or more named GROUPs maneuver to meet and maintain GROUP criteria.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|A GROUP inside targeting range with no assigned fighter. Used by the controller to flag priority GROUPs at risk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Targeting and Responsibility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COMMIT&#039;&#039;&#039;&lt;br /&gt;
|Directive to move to intercept or engage a specified GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGET&#039;&#039;&#039;&lt;br /&gt;
|Assignment of targeting responsibility for a specific GROUP to a flight or section.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&lt;br /&gt;
|Fighter has acquired the assigned GROUP and assumed responsibility for it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|GROUP inside targeting range with no fighter assigned.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DROPPING&#039;&#039;&#039;&lt;br /&gt;
|Stop monitoring a specified GROUP or emitter and resume search responsibilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RESET&#039;&#039;&#039;&lt;br /&gt;
|Proceed to prebriefed position or area of operations. Implies DROPPING and return of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MELD&#039;&#039;&#039;&lt;br /&gt;
|Shift radar responsibilities from airspace sanitization to gaining situational awareness on the assigned GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SORTED&#039;&#039;&#039;&lt;br /&gt;
|Sort responsibility within a GROUP has been met by the calling fighter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANCHORED&#039;&#039;&#039;&lt;br /&gt;
|Turning engagement at the specified location. Fighter is engaged and not flowing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SEPARATION&#039;&#039;&#039;&lt;br /&gt;
|Request or information call stating the distance in nm between two GROUPs or WAVES.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE CROSSER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maneuvers into a different area of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE RIDER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maintains a track direction on or near the boundary between targeting areas.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Employment ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ENGAGE&#039;&#039;&#039;&lt;br /&gt;
|Directive to fire on a designated target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX ONE&#039;&#039;&#039;&lt;br /&gt;
|Semi-active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX TWO&#039;&#039;&#039;&lt;br /&gt;
|Infrared-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX THREE&#039;&#039;&#039;&lt;br /&gt;
|Active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPLASH&#039;&#039;&#039;&lt;br /&gt;
|Missile has impacted. Target is assessed as destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SNAPLOCK&#039;&#039;&#039;&lt;br /&gt;
|Fighter has gained sensor contact to a GROUP inside THREAT range with BEAM or hotter aspect. BRAA and aspect implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPIKED&#039;&#039;&#039;&lt;br /&gt;
|Fighter is being painted by an airborne radar. Called with bearing or cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUSIC&#039;&#039;&#039;&lt;br /&gt;
|Fighter is experiencing radar electromagnetic deceptive jamming from a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PRESS&#039;&#039;&#039;&lt;br /&gt;
|Requested action is approved and mutual support will be maintained. Assumes VISUAL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANZAI&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-decide tactics with intent to maneuver into the visual arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SKATE&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-leave tactics.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEFEND(ING)&#039;&#039;&#039;&lt;br /&gt;
|Fighter is maneuvering defensively against a threat. Called with cardinal direction of defensive turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maneuver and Flow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BREAK&#039;&#039;&#039;&lt;br /&gt;
|(Direction) Immediate maximum-performance turn. Safety of flight or to defeat a weapons solution.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUSTER&#039;&#039;&#039;&lt;br /&gt;
|Fly at maximum continuous speed without afterburner (military power).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GATE&#039;&#039;&#039;&lt;br /&gt;
|Fly as fast as possible; use afterburner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FLOW COLD&#039;&#039;&#039;&lt;br /&gt;
|Initiate a turn away from the anticipated threat; begin COLD operations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning toward the threat or target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUT&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning away from the threat.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CRANK&#039;&#039;&#039;&lt;br /&gt;
|Maneuver in the indicated direction while maintaining radar contact on the bandit at the radar gimbal limit. Reduces closure rate while sustaining illumination.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NOTCH&#039;&#039;&#039;&lt;br /&gt;
|Maneuver to place a radar-guided threat on the beam to defeat its Doppler filter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRESPASS&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has entered a known or pop-up SAM MEZ. Directive call to snap 180 degrees away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARD&#039;&#039;&#039;&lt;br /&gt;
|High-G-force, energy sustaining turn in the indicated direction (default is a 180-degree turn).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMPLETION and ABORT ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;MILLER TIME&#039;&#039;&#039;&lt;br /&gt;
|Last striker in the package has completed the attack&lt;br /&gt;
|{Controller-CS} {CS} MILLER TIME&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUGOUT&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and has no intention to return&lt;br /&gt;
|{Controller-CS} {CS} BUGOUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OFF&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and is repositioning or egressing within the area&lt;br /&gt;
|{Controller-CS} {CS} OFF {Direction}&lt;br /&gt;
|}&lt;br /&gt;
=== AIR TO SURFACE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRT&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUD&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SINGER&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a SAM launch. The threat has fired.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SCAN&#039;&#039;&#039;&lt;br /&gt;
|Search the indicated sector and report any contacts.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WORK&#039;&#039;&#039;&lt;br /&gt;
|Directive call to conduct geolocation on a specific target or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039;&lt;br /&gt;
|Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FIXED&#039;&#039;&#039;&lt;br /&gt;
|Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRACK&#039;&#039;&#039;&lt;br /&gt;
|Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CAPTURED&#039;&#039;&#039;&lt;br /&gt;
|Object has been acquired and is being actively tracked.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COVER&#039;&#039;&#039;&lt;br /&gt;
|Directive call to be ready for reattack or re-engage if weapon effects are not achieved.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOUNDDOG&#039;&#039;&#039;&lt;br /&gt;
|Aircraft is in a position to employ weapons. Used in response to COVER.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARM INBOUND&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] High-speed antiradiation missile already employed&lt;br /&gt;
|ARM is already in the air — the threat is being engaged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MAGNUM&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] Launch of FRIENDLY antiradiation missile&lt;br /&gt;
|ARM is being launched now in response to this call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ARIZONA&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] No antiradiation missile ordnance remaining&lt;br /&gt;
|SEAD aircraft is Winchester on ARMs&lt;br /&gt;
|}&lt;br /&gt;
=== Status and Administrative ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AS FRAGGED&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform exactly as briefed or scheduled per the ATO.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WITH EXCEPTIONS&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform as briefed with stated deviations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AUTHENTICATE&#039;&#039;&#039;&lt;br /&gt;
|Request to verify contact with an allied unit using the DRYAD table.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BLIND&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with a friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FENCE IN / OUT&#039;&#039;&#039;&lt;br /&gt;
|Perform the combat configuration checklist entering or exiting the hostile area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LOWDOWN&#039;&#039;&#039;&lt;br /&gt;
|Request for the current tactical electromagnetic support or ground/surface picture.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ROLEX&#039;&#039;&#039;&lt;br /&gt;
|Timeline adjustment in minutes from original planned execution time. PLUS assumed. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SLIP&#039;&#039;&#039;&lt;br /&gt;
|Time delay to an individual flight or element event. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNABLE&#039;&#039;&#039;&lt;br /&gt;
|Cannot comply as requested or directed.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=MTTP/A2A&amp;diff=376</id>
		<title>MTTP/A2A</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=MTTP/A2A&amp;diff=376"/>
		<updated>2026-05-23T12:12:24Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: Created page with &amp;quot;== 08 / Air-to-Air Combat == Air to Air Communication Procedures  Air combat is primarily carried out by CAP aircraft. The two main mission types are &amp;#039;&amp;#039;&amp;#039;DCA&amp;#039;&amp;#039;&amp;#039; (Defensive Counter Air) and &amp;#039;&amp;#039;&amp;#039;OCA&amp;#039;&amp;#039;&amp;#039; (Offensive Counter Air).  === Groups and Contacts === A &amp;#039;&amp;#039;&amp;#039;GROUP&amp;#039;&amp;#039;&amp;#039; is any number of air contacts within 3 nm in azimuth and range of each other. A &amp;#039;&amp;#039;&amp;#039;CONTACT&amp;#039;&amp;#039;&amp;#039; is an individual radar return within a GROUP. Single contact is the assumed strength for all GROUPs un...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 08 / Air-to-Air Combat ==&lt;br /&gt;
[[MTTP/A2A|Air to Air Communication Procedures]]&lt;br /&gt;
&lt;br /&gt;
Air combat is primarily carried out by CAP aircraft. The two main mission types are &#039;&#039;&#039;DCA&#039;&#039;&#039; (Defensive Counter Air) and &#039;&#039;&#039;OCA&#039;&#039;&#039; (Offensive Counter Air).&lt;br /&gt;
&lt;br /&gt;
=== Groups and Contacts ===&lt;br /&gt;
A &#039;&#039;&#039;GROUP&#039;&#039;&#039; is any number of air contacts within 3 nm in azimuth and range of each other. A &#039;&#039;&#039;CONTACT&#039;&#039;&#039; is an individual radar return within a GROUP. Single contact is the assumed strength for all GROUPs unless otherwise specified. A GROUP with three or more contacts is called &#039;&#039;&#039;HEAVY&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;PICTURE&#039;&#039;&#039; establishes a common tactical air image and describes the spatial relationship of GROUPs. It is always communicated in BULLSEYE format unless briefed otherwise. Only the Three GROUPs with highest Priority are Conveyed&lt;br /&gt;
&lt;br /&gt;
=== Contact Declaration ===&lt;br /&gt;
Before a fighter can engage, a contact must be declared. Declaration is performed by the controller in response to a DECLARE request.&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;
! Declaration !! Meaning !! Engagement Authority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BOGEY&#039;&#039;&#039; || Identity unknown || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OUTLAW&#039;&#039;&#039; || Originates from known or suspected hostile area || Not cleared to engage; escalation criteria apply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SPADES&#039;&#039;&#039; || No valid IFF response on interrogation || Not cleared to engage; escalation criteria apply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BANDIT&#039;&#039;&#039; || Positively identified as enemy IAW theater ID criteria || Not cleared to engage; does not imply authority to fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HOSTILE&#039;&#039;&#039; || Confirmed enemy; clearance to fire authorized IAW ROE || Cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NEUTRAL&#039;&#039;&#039; || Positively identified as neutral || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FRIENDLY&#039;&#039;&#039; || Positively identified as friendly || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FURBALL&#039;&#039;&#039; || Friendly and non-friendly aircraft within 5 nm || Employment not authorized until resolved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A BOGEY, BANDIT, OUTLAW, or SPADES classification does not authorize engagement. HOSTILE is the only declaration that authorizes weapons employment IAW ROE.&lt;br /&gt;
&lt;br /&gt;
=== Communication Cadence by Intercept Phase ===&lt;br /&gt;
Communication priority shifts between the controller and fighters depending on the phase of the intercept.&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;
! Phase !! Priority Communicators&lt;br /&gt;
|-&lt;br /&gt;
| Pre-COMMIT / Marshal || 1. Controller · 2. Fighters&lt;br /&gt;
|-&lt;br /&gt;
| Post-COMMIT / Push || 1. Controller · 2. Fighter&lt;br /&gt;
|-&lt;br /&gt;
| Targeting / Weapons Employment || 1. Fighters · 2. Controller&lt;br /&gt;
|-&lt;br /&gt;
| Merge || 1. Engaged Fighter · 2. Supporting Fighters · 3. Controller&lt;br /&gt;
|-&lt;br /&gt;
| Post-Merge || 1. Fighter Clearing Merge · 2. Supporting Fighters · 3. Controller&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TAC Range ===&lt;br /&gt;
Called at 60 nm (default) by the first asset to recognize the separation. Signals all players to prepare for targeting. Pre-commit SA building continues until this point.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller or Fighter || {CS} {Group Label} TAC RANGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Airspace Sanitization ===&lt;br /&gt;
A Section consists of two aircraft, each equipped with its own radar. Regardless of the number of bars or maximum azimuth a single radar supports, no single system can cover the entire sky. To compensate, both radars are stacked and assigned to different portions of the airspace — each portion is called an &#039;&#039;&#039;Area of Responsibility (AOR)&#039;&#039;&#039;. This technique, known as &#039;&#039;&#039;Radar Mating&#039;&#039;&#039;, vastly increases the total volume scanned and ensures that no unknown contacts are operating in the area beyond already-tracked groups. The exact parameters depend on the aircraft type: the US Navy recommends RWS, 140°, 6 bars, end scale 80 nm, with radars mated at 25 nm: placing the flight lead between 40,000 and 15,000 ft, and the wingman from ground level to 25,000 ft.&lt;br /&gt;
&lt;br /&gt;
The process of actively scanning assigned AORs to confirm no unknown contacts are present is called &#039;&#039;&#039;Sanitisation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Because both Radar Mating parameters and Sanitisation responsibilities directly affect how an engagement develops, all of this must be &#039;&#039;&#039;pre-briefed&#039;&#039;&#039; and set as a &#039;&#039;&#039;contract&#039;&#039;&#039; before the mission. Time pressure may not always permit a thorough sanitisation pass, and how to handle that contingency should likewise be agreed upon in the brief.&lt;br /&gt;
&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
The flight assigns GROUP responsibility and confirms classification.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} DECLARE {Group Label or Bullseye Position}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {Group Label} DECLARED {HOSTILE / BOGEY / FRIENDLY / UNABLE / FURBALL}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGET {Group Label} {Tactic}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Once group appears on radar&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGETED {Group Label} BULLSEYE {Bearing/Range}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;No response if information correlates. Comparative response if correction is required.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Engagement Loop ==&lt;br /&gt;
The engagement loop is the core sequence executed by all fighter flights once committed and targeting is established. It repeats until the GROUP is splashed, leaves the area, or the flight resets.&lt;br /&gt;
&lt;br /&gt;
=== MELD ===&lt;br /&gt;
The flight lead directs all flight members to shift their radars from wide sanitization to focused SA on the assigned GROUP. This transition narrows the radar from maximum azimuth and altitude coverage to a tighter volume centered on the target. Sanitization of the surrounding airspace ceases until DROPPING is called.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} MELD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;All flight members shift radar from sanitization to the assigned GROUP&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SORT ===&lt;br /&gt;
The flight lead assigns individual contacts within the GROUP to specific flight members. Each member acknowledges with SORTED when they have confirmed their assigned contact on radar and are prepared to engage it. If a member cannot confirm their assigned contact, SORTED is withheld until resolution.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || &#039;&#039;(intraflight) FLIGHT SORT {Criteria}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #2 || &#039;&#039;(intraflight) #2 SORTED&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #3 || &#039;&#039;(intraflight) #3 SORTED&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #4 || &#039;&#039;(intraflight) #4 SORTED&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== JUDY ===&lt;br /&gt;
Called by the flight lead when the flight no longer requires controller guidance to prosecute the intercept. From this point, the controller minimizes transmissions and provides situational awareness information only. JUDY is not always called.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} JUDY&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Minimizes transmissions. Provides SA and THREAT calls only.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ENGAGE ===&lt;br /&gt;
Directive call from the flight lead to a specific wingman to employ weapons. The flight lead may also direct simultaneous employment by multiple members.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} ENGAGE&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || {CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Employment ===&lt;br /&gt;
The firing aircraft calls the shot on TACC2 NET immediately after employment. The call includes shot type, GROUP label, contact description, BULLSEYE position, and altitude. The controller acknowledges with COPY SHOT.&lt;br /&gt;
&lt;br /&gt;
If a fighter determines a GROUP HOSTILE and ROE has been met, the fighter may employ autonomously and include HOSTILE in the shot transmission.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft || {TACC2-CS} {CS} FOX THREE {Group Label} {Contact Description} BULLSEYE {Bearing/Range} {Altitude}&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} COPY SHOT&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Autonomous HOSTILE employment&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft || {Controller-CS} {CS} FOX THREE {Group Label} BULLSEYE {Bearing/Range} {Altitude} HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} COPY SHOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Multiple shots in one transmission are acceptable:&lt;br /&gt;
  SHADOW12 FOX THREE NORTH GROUP LEAD CONTACT BULLSEYE 2-7-0/20 TWENTY THOUSAND; SHADOW11 FOX THREE NORTH GROUP TRAIL CONTACT.&lt;br /&gt;
&lt;br /&gt;
=== OUT / DEFENDING ===&lt;br /&gt;
Following weapon employment the flight turns away from the threat. OUT is a planned maneuver executed at a prebriefed range. DEFENDING indicates a reactive maneuver against an incoming weapon and is called with the cardinal direction of the defensive turn.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} OUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;or, if reacting to an incoming weapon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft || {CS} DEFENDING {Direction}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DROPPING ===&lt;br /&gt;
May be called in conjunction with OUT. Signals the controller that the flight has ceased monitoring the GROUP and is returning to sanitization radar settings. Monitoring responsibility transfers back to the controller. &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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} OUT {Direction} DROPPING {Group Label}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Controller resumes monitoring of the dropped GROUP&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Resumes monitoring.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Assessment ===&lt;br /&gt;
The flight assesses weapon effects from sensor data or controller reports. Three outcomes are possible:&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;
! Outcome !! Action&lt;br /&gt;
|-&lt;br /&gt;
| GROUP splashed || Call SPLASH&lt;br /&gt;
|-&lt;br /&gt;
| GROUP remains a factor, follow-up shot required || Turn IN, return to MELD&lt;br /&gt;
|-&lt;br /&gt;
| GROUP has left the area or is no longer a factor || Proceed with Tasking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== IN (Follow-up Engagement) ===&lt;br /&gt;
If the GROUP remains a factor and the tactic permits a follow-up shot, the flight turns back toward the GROUP. The IN call triggers a new cycle beginning at MELD.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} IN {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} MELD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Re-sort as required, then return to ENGAGE&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SPLASH ===&lt;br /&gt;
Called when weapon effects confirm the GROUP or contact is destroyed.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft or Controller || {CS} SPLASH {Group Label or Contact Description}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Common Calls ===&lt;br /&gt;
&lt;br /&gt;
==== DECLARE ====&lt;br /&gt;
Inquiry as to the identity of a specified GROUP. Full positional data in BULLSEYE format must accompany all responses.&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
  EAGLE 11, NORTH GROUP BULLSEYE 2-7-3/27, TWENTY-TWO THOUSAND, TRACK EAST, BOGEY SPADES.&lt;br /&gt;
&lt;br /&gt;
==== BOGEY DOPE ====&lt;br /&gt;
Request for BRAA information on the indicated GROUP or the closest GROUP if not specified. Does not imply fighter targeting.&lt;br /&gt;
  MIKE, EAGLE 11, BOGEY DOPE NORTH GROUP.&lt;br /&gt;
  EAGLE 11, NORTH GROUP BRAA 2-1-0/28, THIRTY-EIGHT THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
==== NAILS ====&lt;br /&gt;
Fighter&#039;s radar warning receiver is detecting an airborne interceptor radar in search mode. Called with bearing or cardinal direction.&lt;br /&gt;
  EAGLE 1, NAILS 2-7-0.&lt;br /&gt;
&lt;br /&gt;
==== SPIKED ====&lt;br /&gt;
Fighter is being actively tracked by an airborne radar. Called with bearing or cardinal direction. Controller correlates to a GROUP within ±30 degrees and responds with range, altitude, aspect, declaration, and GROUP name.&lt;br /&gt;
  EAGLE 1, SPIKED 2-7-0.&lt;br /&gt;
  EAGLE 1, SPIKE RANGE 17, THIRTY THOUSAND, HOSTILE EAST GROUP, TWO CONTACTS.&lt;br /&gt;
&lt;br /&gt;
==== FADED and VANISHED ====&lt;br /&gt;
&#039;&#039;&#039;FADED&#039;&#039;&#039; — a previously tracked GROUP not updated by sensors for 30 seconds. The controller reports the GROUP as FADED with last known BULLSEYE position. Fighters maintain MONITOR responsibility if they can maintain correlation. FADED is not used for friendly aircraft — controllers use NEGATIVE CONTACT for friendlies not held on sensors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VANISHED&#039;&#039;&#039; — a special case of FADED used when the GROUP is not in a known blind zone and is correlated to a friendly shot that meets parameters for successful termination. &lt;br /&gt;
&lt;br /&gt;
==== Unexpected Contacts ====&lt;br /&gt;
Three distinct call types exist for contacts not part of the established picture:&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;
! Call !! Criteria !! Format&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039; || Newly detected outside targeting range, or does not fit traditional label || BULLSEYE&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039; || Previously undetected; appears inside targeting range but outside THREAT range || BULLSEYE&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039; || Undetected or unreported GROUP meeting briefed THREAT criteria || BRAA to the closest aircraft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  DARKSTAR, POP-UP GROUP BULLSEYE 2-7-0/15, FIVE THOUSAND, TRACK WEST, BOGEY SPADES.&lt;br /&gt;
  RAMBO 2, THREAT GROUP BRAA 2-7-0/13, ONE THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 09 / Defensive Counter Air (DCA) ==&lt;br /&gt;
DCA is the use of fighter aircraft to defend a ground asset or airspace against hostile air threats. It uses prebriefed lanes and defined ranges.&lt;br /&gt;
&lt;br /&gt;
=== DCA Range Structure ===&lt;br /&gt;
All ranges are prebriefed per sortie. The following are the standard range lines used in DCA:&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;
! Range Line !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Fail Line&#039;&#039;&#039; || 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;
| &#039;&#039;&#039;Commit Line (CL)&#039;&#039;&#039; || The line at which a bogey is declared HOSTILE IAW theater ROE and the flight is authorized to commit. Prebriefed for all DCA sorties.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Targeting Range&#039;&#039;&#039; || 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;
| &#039;&#039;&#039;TAC Range&#039;&#039;&#039; || Default 60 nm from the closest fighter to the closest GROUP. Signals all players to prepare for targeting.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Threat Range&#039;&#039;&#039; || The prebriefed range at which an untargeted GROUP meeting THREAT criteria triggers a THREAT call. Prebriefed per sortie.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMMIT Authority ===&lt;br /&gt;
COMMIT authority is derived from the combatant commander and delegated through the chain of command. Any of the following may hold or recommend COMMIT authority depending on what is delegated:&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;
! Role !! Abbreviation !! Authority&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || FL || Usually holds COMMIT authority unless delegated&lt;br /&gt;
|-&lt;br /&gt;
| Team Lead || TL || May hold COMMIT authority if delegated&lt;br /&gt;
|-&lt;br /&gt;
| Mission Commander || MC || May hold COMMIT authority if delegated&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || — || May hold COMMIT authority if delegated&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If only the MC, TL, or FL holds COMMIT authority, the controller may only recommend COMMIT. If the controller holds COMMIT authority, the MC and TL may only recommend.&lt;br /&gt;
&lt;br /&gt;
=== DCA Flow ===&lt;br /&gt;
&lt;br /&gt;
==== Lane Handover ====&lt;br /&gt;
When an outgoing flight is relieved on station by an incoming flight, a positive lane handover is required before the outgoing flight departs.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Off-going Lane Commander || {CS} MOVE FORWARD&lt;br /&gt;
|-&lt;br /&gt;
| On-coming Lane Commander || {CS}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;On-coming aircraft may enter the lane. Lane commander authority has not yet transferred.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Off-going Lane Commander || {CS} YOU HAVE THE LANE&lt;br /&gt;
|-&lt;br /&gt;
| On-coming Lane Commander || {CS} HAS THE LANE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The off-going flight passes critical mission information to the controller before departing. The controller passes big-picture information to the on-coming flight before pushing them to the tactical frequency.&lt;br /&gt;
&lt;br /&gt;
==== Pre-Commit ====&lt;br /&gt;
The flight arrives at its prebriefed CAP position with FENCE IN complete and radars in sanitization configuration. The controller holds picture responsibility.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} PICTURE&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} {Nr of Groups} {Group Label} BULLSEYE {Bearing/Range} {Altitude} TRACK {Direction} {Declaration} {Nr of Contacts}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The flight evaluates commit criteria continuously. Pictures are requested as needed to maintain SA.&lt;br /&gt;
&lt;br /&gt;
==== Commit ====&lt;br /&gt;
&lt;br /&gt;
===== FIGHTER AUTHORITY COMMIT =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} {BULLSEYE CALL} Recommend {CS} COMMIT &lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} COMMIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== CONTROLLER AUTHORITY COMMIT ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} Recommend Commit&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} {BULLSEYE CALL} {CS} COMMIT &lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After COMMIT, fighters hold radio priority.&lt;br /&gt;
&lt;br /&gt;
==== Targeting ====&lt;br /&gt;
The flight assigns GROUP responsibility and confirms classification.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} DECLARE {Group Label or Bullseye Position}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {Group Label} DECLARED {HOSTILE / BOGEY / FRIENDLY / UNABLE / FURBALL}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGET {Group Label} {Tactic}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Once group appears on radar&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGETED {Group Label} BULLSEYE {Bearing/Range}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;No response if information correlates. Comparative response if correction is required.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If DECLARE returns UNABLE or FURBALL, weapons employment is not authorized until classification is resolved.&lt;br /&gt;
&lt;br /&gt;
==== Engagement Loop ====&lt;br /&gt;
The flight executes the standard engagement loop as defined in [[#08 / Air-to-Air Combat — Fundamentals|section 08]]. The loop repeats until the GROUP is splashed, leaves the lane, or the flight resets.&lt;br /&gt;
&lt;br /&gt;
Once the Engagement is Complete the flight resets back to the briefed Position&lt;br /&gt;
&lt;br /&gt;
==== RESET ====&lt;br /&gt;
Directs the flight to return to its prebriefed position or area of operations. RESET implies DROPPING and returns all targeting responsibility to the controller.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} RESET&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Flight returns to prebriefed CAP position. Controller resumes full picture responsibility&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== THREAT Call ====&lt;br /&gt;
If a fighter will pierce THREAT range to an untargeted GROUP, the controller makes a THREAT call in BRAA format no later than THREAT range.&lt;br /&gt;
  HEAT 31, ADDITIONAL GROUP THREAT, BRAA 1-2-5/35, THIRTY-FIVE THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
If the THREAT is within 5 nm of friendly fighters:&lt;br /&gt;
  BOLT 1, THREAT NORTH THREE, TEN THOUSAND, TRACK SOUTH, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 10 / Offensive Counter Air (OCA) ==&lt;br /&gt;
OCA is the use of fighter aircraft to suppress, destroy, or neutralize enemy air assets before they can threaten friendly forces. Unlike DCA, OCA is not lane-based and does not require a commit line. The flight pushes into the threat environment rather than waiting for the threat to approach.&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;
=== OCA Flow ===&lt;br /&gt;
OCA does not have a lane handover or a commit phase. The flight checks in, receives the picture, establishes targeting, and executes the engagement loop.&lt;br /&gt;
&lt;br /&gt;
==== Pre-Targeting ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} PICTURE&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} {Nr of Groups} {Group Label} BULLSEYE {Bearing/Range} {Altitude} TRACK {Direction} {Declaration} {Nr of Contacts}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Targeting ====&lt;br /&gt;
Identical to DCA targeting. The flight assigns GROUP responsibility, declares, announces the tactical plan on intraflight, and calls TARGETED once the GROUP is on radar.&lt;br /&gt;
&lt;br /&gt;
==== Engagement Loop ====&lt;br /&gt;
The flight executes the standard engagement loop as defined in [[#08 / Air-to-Air Combat — Fundamentals|section 08]].&lt;br /&gt;
&lt;br /&gt;
The primary difference from DCA: in OCA there is no prebriefed position to RESET to in the same sense. RESET in OCA returns the flight to the prebriefed holding or egress point as defined in the mission brief.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 11 / Intercept (VID) ==&lt;br /&gt;
A Visual Identification (VID) intercept is conducted when a contact cannot be declared HOSTILE or FRIENDLY by electronic means alone, and visual confirmation of aircraft type, markings, or behavior is required before engagement authority can be granted or withheld.&lt;br /&gt;
&lt;br /&gt;
VID intercepts follow a structured sequence: the controller guides the fighter to a position from which a visual identification pass can be made, then the fighter reports the result and awaits further direction.&lt;br /&gt;
&lt;br /&gt;
=== Intercept Flow ===&lt;br /&gt;
&lt;br /&gt;
==== Commit ====&lt;br /&gt;
The controller or flight lead initiates the intercept against the unidentified contact.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} COMMIT {Group Label} BULLSEYE {Bearing/Range} {Altitude} {Declaration} {Nr of Contacts}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} COMMIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidance ====&lt;br /&gt;
The controller provides vectors to position the fighter for a VID pass. This is the only phase where the controller takes positive close control of the intercept geometry. BRAA format is used throughout.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} BRAA {Bearing/Range} {Altitude} {Aspect} {Declaration}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Controller continues to provide updated vectors until fighter calls JUDY&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== JUDY ====&lt;br /&gt;
The fighter calls JUDY when radar contact is established and no further controller guidance is required. The controller minimizes transmissions from this point.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} JUDY&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Minimizes transmissions. Continues to provide SA information only.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tally ====&lt;br /&gt;
The fighter calls TALLY when visual contact is established with the target.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TALLY {Position}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Identification ====&lt;br /&gt;
The fighter conducts the VID pass and reports the result to the controller. The report includes aircraft type, markings, and behavior observed.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} IDENTIFIED {Aircraft Type} {Markings / Behavior}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} {Further Instructions / Declaration Update}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the contact is identified as HOSTILE following the VID pass, the controller issues the updated declaration and the flight may proceed to engagement IAW ROE. If the contact is FRIENDLY or NEUTRAL, the flight disengages and returns to its prebriefed position.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 12 / Merge ==&lt;br /&gt;
A merge occurs when friendly and target aircraft arrive in the visual arena, within 3–5 nm of each other. At the merge, radar resolution becomes limiting and the engagement transitions from BVR to Within Visual Range (WVR).&lt;br /&gt;
&lt;br /&gt;
=== Communication Priority at the Merge ===&lt;br /&gt;
The engaged fighter holds radio priority. The supporting fighter and controller subordinate their transmissions accordingly.&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;
! Role !! Responsibility&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engaged Fighter&#039;&#039;&#039; || Calls the merge, manages the engagement, and calls employment and results. Holds radio priority.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supporting Fighter&#039;&#039;&#039; || Provides SA to the engaged fighter. Calls PRESS when directed and mutual support is maintained. Subordinates transmissions to the engaged fighter.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Controller&#039;&#039;&#039; || Minimizes transmissions. Provides THREAT calls, SA updates, and responds to fighter requests only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Merge Flow ===&lt;br /&gt;
&lt;br /&gt;
==== MERGED ====&lt;br /&gt;
The controller calls MERGED when radar tracks come together within 3–5 nm, or the engaged fighter calls it when visual contact is made.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller or Engaged Fighter || {CS} MERGED {Group Label}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== IFF Calls ====&lt;br /&gt;
At the merge, positive visual identification of friend or foe is critical before employment. Standard IFF calls apply:&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;
! Term !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TALLY&#039;&#039;&#039; || Visual contact established on the target or bandit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NO JOY&#039;&#039;&#039; || No visual contact with the target or bandit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VISUAL&#039;&#039;&#039; || Visual contact established on a friendly aircraft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BLIND&#039;&#039;&#039; || No visual contact with a friendly aircraft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== PRESS ====&lt;br /&gt;
The supporting fighter calls PRESS to indicate the requested action is approved and mutual support will be maintained. PRESS assumes VISUAL on the engaged fighter.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || &#039;&#039;(intraflight) {CS} PRESS&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || &#039;&#039;(intraflight) PRESS&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Employment ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || {Controller-CS} {CS} FOX TWO {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || COPY SHOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gun employment is called as GUNS with target description.&lt;br /&gt;
&lt;br /&gt;
==== SPLASH ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || {Controller-CS} {CS} SPLASH {Group Label or Contact Description}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} COPY SPLASH&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Following SPLASH the flight disengages, calls RESET, and returns to its prebriefed position unless directed otherwise.&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=375</id>
		<title>General/Tactical Communication Revision 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=General/Tactical_Communication_Revision_1&amp;diff=375"/>
		<updated>2026-05-23T12:10:54Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* 07 / Positive Identification (PID) and CDE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:1.1em; color:#660000; font-weight:bold;&amp;quot;&amp;gt;SOURCE — Tactical Communications Guide&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.85em; font-weight:bold;&amp;quot;&amp;gt;Covers: Airspace Control · TACADMIN · Check-In · Force Packaging · Air-to-Air Communication · Brevity&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;font-size:0.8em; color:#555;&amp;quot;&amp;gt;&#039;&#039;Based on ATP 3-52.4 / MCRP 3-20F.10 / NTTP 6-02.9 / AFTTP 3-2.8, October 2024. Adapted for DCS.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 01 / Airspace Control ==&lt;br /&gt;
Airspace control is the exercise of delegated authority over designated airspace and users through control procedures and coordination measures to maximize operational effectiveness.&lt;br /&gt;
&lt;br /&gt;
There are two methods of airspace control:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Positive Control&#039;&#039;&#039; relies on positive identification, tracking, and direction of aircraft within an airspace, conducted with electronic means by an agency having the authority and responsibility therein. It requires sensors to locate and identify airspace users in real time and communications to maintain continuous contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Procedural Control&#039;&#039;&#039; relies on a combination of previously agreed upon and promulgated orders and procedures. Examples include air defense identification procedures, voice and digital communications between aircraft and airspace control elements, and airspace control measures such as coordinating altitudes and restricted operating zones.&lt;br /&gt;
&lt;br /&gt;
=== Tactical Command and Control (TAC C2) ===&lt;br /&gt;
TAC C2 agencies use positive and/or procedural control methods to control airspace and manage air operations. Throughout this guide, &#039;&#039;&#039;Controller&#039;&#039;&#039; is used as a generic term for the individual providing tactical control, whether airborne or ground-based.&lt;br /&gt;
&lt;br /&gt;
Primary TAC C2 responsibilities:&lt;br /&gt;
&lt;br /&gt;
* Enable the flow of forces to and from an objective area&lt;br /&gt;
* Provide threat warning information and maintain situational awareness&lt;br /&gt;
* Maintain SA of supporting asset status, threat information, and target area information&lt;br /&gt;
* Maintain air asset deconfliction to and from a working area&lt;br /&gt;
&lt;br /&gt;
=== Transmission Types ===&lt;br /&gt;
All radio transmissions are associated with a call sign. There are three transmission types:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directive&#039;&#039;&#039; — the call sign of the entity being directed is used.&lt;br /&gt;
  HORNET 2, TARGET NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Interrogative&#039;&#039;&#039; — requests a response; format is [entity speaking to], [speaking entity].&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
&#039;&#039;&#039;Informative&#039;&#039;&#039; — provides information without requiring a response; format is [speaking entity].&lt;br /&gt;
  EAGLE 11, FUEL YELLOW.&lt;br /&gt;
&lt;br /&gt;
=== AUTHORITY ===&lt;br /&gt;
Their are the following party&#039;s that hold decreasing levels of control. &lt;br /&gt;
&lt;br /&gt;
# Tactical Control Center - TACC2&lt;br /&gt;
# Mission Commander - MC&lt;br /&gt;
# Team Lead (previously called Package Lead) - TL&lt;br /&gt;
# Flight Lead - FL&lt;br /&gt;
# Element Lead - EL&lt;br /&gt;
# Wingman - WM&lt;br /&gt;
&lt;br /&gt;
Within this squadron MC&#039;s duties will be taken over by TACC2 (due to missing personal)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 02 / TACADMIN ==&lt;br /&gt;
Tactical Administration (TACADMIN) consists of all processes and procedures that occur in the TAC C2 area of operations. It covers interflight and intraflight procedures and airborne mission preparation that directly supports executing the tactical mission objective. Examples include weapon arming, sensor management, and tactical communication checks.&lt;br /&gt;
&lt;br /&gt;
=== Fuel and Weapons Status ===&lt;br /&gt;
Aircraft are &#039;&#039;&#039;assumed GREEN&#039;&#039;&#039; unless otherwise reported.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Status&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|GREEN&lt;br /&gt;
|Sufficient for continued mission execution&lt;br /&gt;
|-&lt;br /&gt;
|YELLOW&lt;br /&gt;
|Approaching a level insufficient to continue execution&lt;br /&gt;
|-&lt;br /&gt;
|RED&lt;br /&gt;
|Insufficient to continue execution&lt;br /&gt;
|}&lt;br /&gt;
Aircraft must relay YELLOW to the controller. The controller is responsible for coordinating on-station relief before an aircraft communicates RED.&lt;br /&gt;
  RAMBO 01, FUEL RED, WEAPONS GREEN.&lt;br /&gt;
&lt;br /&gt;
=== BRAA and BULLSEYE CallS ===&lt;br /&gt;
Tactical control format: &#039;&#039;&#039;Bearing, Range, Altitude, Aspect&#039;&#039;&#039; relative to the specified friendly aircraft. Used by the controller when information pertains to one specific aircraft, or in response to BOGEY DOPE, SNAPLOCK, and THREAT calls.&lt;br /&gt;
&lt;br /&gt;
Bullseye format: Bearing and Range from BULLSEYE, Altitude, Aspect. Use for description of GROUP and TARGET &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Format&lt;br /&gt;
!Bearing&lt;br /&gt;
!Range&lt;br /&gt;
!Altitude&lt;br /&gt;
!Aspect&lt;br /&gt;
|-&lt;br /&gt;
|BRAA&lt;br /&gt;
|3 2 0&lt;br /&gt;
|30 nm&lt;br /&gt;
|20,000 ft&lt;br /&gt;
|Flanking&lt;br /&gt;
|-&lt;br /&gt;
|BULLSEYE&lt;br /&gt;
|1 1 0&lt;br /&gt;
|30 &lt;br /&gt;
|25 Thousand&lt;br /&gt;
|HOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flight Check / Frequency Change ===&lt;br /&gt;
When Switching a Frequency it is important to ensure that all Flight Members arrive on that Frequency. To ensure this the FL will execute a &#039;&#039;&#039;Flight Check&#039;&#039;&#039; a procedure that requires all wingman to respond on that frequency with their inflight Nr. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Push Button #&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;FL (interflight)&#039;&#039;&lt;br /&gt;
|&#039;&#039;{CS} Push Button #&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;FL (intraflight)&#039;&#039;&lt;br /&gt;
|&#039;&#039;Push {UHF/VHF, Radio 1/2} Button #&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;All flight members switch&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Check&lt;br /&gt;
|-&lt;br /&gt;
|WM&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|EL&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|2nd WM&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Authentication (DRYAD) ===&lt;br /&gt;
Verifies contact with an allied unit. A challenging station picks a letter from the leftmost column and a second from that row. The responding station replies with the letter directly below the second chosen letter. The DRYAD table is issued in the pre-mission briefing. Pilots are responsible for initiating authentication with the controlling station.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Authenticate E-A&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Come back G&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authenticate J-U&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|Come back R&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|Authentication Sweet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 03 / Check-In Procedures ==&lt;br /&gt;
The purpose of check-in is to establish contact between aircrew and TAC C2, allow the controller to establish accountability, and pass critical mission information before handoff to the final controller.&lt;br /&gt;
&lt;br /&gt;
Check-in accomplishes the following before and after mission execution: positive friendly identification via IFF and/or data link, ALPHA CHECK from BULLSEYE, safety-of-flight information, and weather update.&lt;br /&gt;
&lt;br /&gt;
Note: BULLSEYE cannot be used for initial position calls — only valid after ALPHA CHECK.&lt;br /&gt;
&lt;br /&gt;
=== Check In ON TACC2 NET (MNPOPCA Format) ===&lt;br /&gt;
The MNPOPCA format outlines the informations a aircrew should prepare before beginning the Check in process:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |MNPOPCA Format&lt;br /&gt;
|-&lt;br /&gt;
|Number and Type of Aircraft&lt;br /&gt;
|-&lt;br /&gt;
|Position and Altitude&lt;br /&gt;
|-&lt;br /&gt;
|Ordnance (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
|PLAYTIME&lt;br /&gt;
|-&lt;br /&gt;
|Capabilities (e.g., laser, infrared pod, data link)&lt;br /&gt;
|-&lt;br /&gt;
|Abort Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in AS FRAGGED ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} as Fragged, Request Alpha Check from Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS}, Identified, {Control Type}, Alpha Check Bullseye {Position}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check in WITH EXCEPTIONS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Flight Check, then Authentication&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Controller-CS} {CS} Mission Nr #-#-#-# Checking in with Exceptions. Request Alpha Check Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|TACC2&lt;br /&gt;
|{CS}, Alpha Check Bullseye {Position} continue with Check In&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} {State Exceptions in plain Language}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 04 / Force Packaging ==&lt;br /&gt;
Before entering a target area or leaving the MARSHAL Hold the MC will ensure that all Flight are able to operate. &lt;br /&gt;
&lt;br /&gt;
=== Roll Call ===&lt;br /&gt;
Roll call is initiated by the controller or MC at a predetermined time to confirm force accountability. Each flight lead or team lead responds with call sign in sequence.&lt;br /&gt;
  MC:       PACKAGE BRAVO WHISKEY, ROLL CALL.&lt;br /&gt;
  FLs:      EAGLE. VIPER WITH EXCEPTIONS. BONES. GROWL. MOJO.&lt;br /&gt;
  MC:       VIPER, GO WITH EXCEPTIONS.&lt;br /&gt;
  VIPER FL: VIPER MINUS 2.&lt;br /&gt;
=== Timing Changes ===&lt;br /&gt;
&#039;&#039;&#039;ROLEX&#039;&#039;&#039; — timeline adjustment in minutes, always referenced from the original preplanned mission execution time. PLUS is assumed. Not additive.&lt;br /&gt;
  PACKAGE WHISKEY ALPHA, ROLEX 10. (Original 1500Z → New 1510Z)&lt;br /&gt;
&#039;&#039;&#039;SLIP&#039;&#039;&#039; — time delay to an individual flight or element event. Not additive.&lt;br /&gt;
  HOSS 1, SLIP TOT 6 MINUTES. (Original 1500Z → New 1506Z)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 06 / Air-to-Air Refuelling ==&lt;br /&gt;
AAR requires close coordination with the tanker around a pre-briefed Rendezvous (RV). SOURCE uses &#039;&#039;&#039;RV Alpha (Fixed Anchor)&#039;&#039;&#039; for all operations.&lt;br /&gt;
&lt;br /&gt;
=== Tanker Orbit Stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Usage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039;&lt;br /&gt;
|Receivers departing · Emergency&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAVO&#039;&#039;&#039;&lt;br /&gt;
|Tanker base level&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHARLIE&#039;&#039;&#039;&lt;br /&gt;
|Receiver evasive&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DELTA&#039;&#039;&#039;&lt;br /&gt;
|Receivers approaching&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== RV Alpha Procedure ===&lt;br /&gt;
Receiver: fly 2,000 ft below AAR altitude · follow controller heading · declare JUDY on radar contact · declare VISUAL when in sight · weapons safe and radar off · take ECHELON LEFT when authorized.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Proceed Tanker BRAA {BRAA}, RV Alpha, Tanker Freq {Freq} {Instructions}&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Roger, RV Alpha, Tanker Freq {Freq} {Readback}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once flight has radar contact with tanker&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{Flight Name} Judy 1, Weapons Safe&lt;br /&gt;
|-&lt;br /&gt;
|All wingmen (in order)&lt;br /&gt;
|2, 3, 4… Weapons Safe&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Once tanker is in sight&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Tanker {x} o&#039;clock, report visual&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS} Nose Cold, visual with tanker&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|{CS} Roger, contact boom&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Switch to DCS tanker frequency&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
FL must confirm Nose Cold with wingmen on intraflight before reporting to the controller.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 07 / Positive Identification (PID) ==&lt;br /&gt;
PID proves, to a defensible standard, that the contact is a legitimate target under the ROE. Proof may come from sensors, behavior, location, declarations, or higher authority.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electronic PID&#039;&#039;&#039;&lt;br /&gt;
|IFF interrogation, data link picture, NCTR, controller declaration. Most common form in BVR.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Visual PID&#039;&#039;&#039;&lt;br /&gt;
|Confirm number, type, livery, armament, heading, speed. Requires merge or VID pass.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ground Targets&#039;&#039;&#039;&lt;br /&gt;
|Correlate with pre-briefed target.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 08 / Air-to-Air Combat — Fundamentals ==&lt;br /&gt;
Air combat is primarily carried out by CAP aircraft. The two main mission types are &#039;&#039;&#039;DCA&#039;&#039;&#039; (Defensive Counter Air) and &#039;&#039;&#039;OCA&#039;&#039;&#039; (Offensive Counter Air).&lt;br /&gt;
&lt;br /&gt;
=== Groups and Contacts ===&lt;br /&gt;
A &#039;&#039;&#039;GROUP&#039;&#039;&#039; is any number of air contacts within 3 nm in azimuth and range of each other. A &#039;&#039;&#039;CONTACT&#039;&#039;&#039; is an individual radar return within a GROUP. Single contact is the assumed strength for all GROUPs unless otherwise specified. A GROUP with three or more contacts is called &#039;&#039;&#039;HEAVY&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;PICTURE&#039;&#039;&#039; establishes a common tactical air image and describes the spatial relationship of GROUPs. It is always communicated in BULLSEYE format unless briefed otherwise. Only the Three GROUPs with highest Priority are Conveyed&lt;br /&gt;
&lt;br /&gt;
=== Contact Declaration ===&lt;br /&gt;
Before a fighter can engage, a contact must be declared. Declaration is performed by the controller in response to a DECLARE request.&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;
! Declaration !! Meaning !! Engagement Authority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BOGEY&#039;&#039;&#039; || Identity unknown || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OUTLAW&#039;&#039;&#039; || Originates from known or suspected hostile area || Not cleared to engage; escalation criteria apply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SPADES&#039;&#039;&#039; || No valid IFF response on interrogation || Not cleared to engage; escalation criteria apply&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BANDIT&#039;&#039;&#039; || Positively identified as enemy IAW theater ID criteria || Not cleared to engage; does not imply authority to fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HOSTILE&#039;&#039;&#039; || Confirmed enemy; clearance to fire authorized IAW ROE || Cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NEUTRAL&#039;&#039;&#039; || Positively identified as neutral || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FRIENDLY&#039;&#039;&#039; || Positively identified as friendly || Not cleared to engage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FURBALL&#039;&#039;&#039; || Friendly and non-friendly aircraft within 5 nm || Employment not authorized until resolved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A BOGEY, BANDIT, OUTLAW, or SPADES classification does not authorize engagement. HOSTILE is the only declaration that authorizes weapons employment IAW ROE.&lt;br /&gt;
&lt;br /&gt;
=== Communication Cadence by Intercept Phase ===&lt;br /&gt;
Communication priority shifts between the controller and fighters depending on the phase of the intercept.&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;
! Phase !! Priority Communicators&lt;br /&gt;
|-&lt;br /&gt;
| Pre-COMMIT / Marshal || 1. Controller · 2. Fighters&lt;br /&gt;
|-&lt;br /&gt;
| Post-COMMIT / Push || 1. Controller · 2. Fighter&lt;br /&gt;
|-&lt;br /&gt;
| Targeting / Weapons Employment || 1. Fighters · 2. Controller&lt;br /&gt;
|-&lt;br /&gt;
| Merge || 1. Engaged Fighter · 2. Supporting Fighters · 3. Controller&lt;br /&gt;
|-&lt;br /&gt;
| Post-Merge || 1. Fighter Clearing Merge · 2. Supporting Fighters · 3. Controller&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TAC Range ===&lt;br /&gt;
Called at 60 nm (default) by the first asset to recognize the separation. Signals all players to prepare for targeting. Pre-commit SA building continues until this point.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller or Fighter || {CS} {Group Label} TAC RANGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Airspace Sanitization ===&lt;br /&gt;
A Section consists of two aircraft, each equipped with its own radar. Regardless of the number of bars or maximum azimuth a single radar supports, no single system can cover the entire sky. To compensate, both radars are stacked and assigned to different portions of the airspace — each portion is called an &#039;&#039;&#039;Area of Responsibility (AOR)&#039;&#039;&#039;. This technique, known as &#039;&#039;&#039;Radar Mating&#039;&#039;&#039;, vastly increases the total volume scanned and ensures that no unknown contacts are operating in the area beyond already-tracked groups. The exact parameters depend on the aircraft type: the US Navy recommends RWS, 140°, 6 bars, end scale 80 nm, with radars mated at 25 nm: placing the flight lead between 40,000 and 15,000 ft, and the wingman from ground level to 25,000 ft.&lt;br /&gt;
&lt;br /&gt;
The process of actively scanning assigned AORs to confirm no unknown contacts are present is called &#039;&#039;&#039;Sanitisation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Because both Radar Mating parameters and Sanitisation responsibilities directly affect how an engagement develops, all of this must be &#039;&#039;&#039;pre-briefed&#039;&#039;&#039; and set as a &#039;&#039;&#039;contract&#039;&#039;&#039; before the mission. Time pressure may not always permit a thorough sanitisation pass, and how to handle that contingency should likewise be agreed upon in the brief.&lt;br /&gt;
&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
The flight assigns GROUP responsibility and confirms classification.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} DECLARE {Group Label or Bullseye Position}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {Group Label} DECLARED {HOSTILE / BOGEY / FRIENDLY / UNABLE / FURBALL}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGET {Group Label} {Tactic}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Once group appears on radar&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGETED {Group Label} BULLSEYE {Bearing/Range}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;No response if information correlates. Comparative response if correction is required.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Engagement Loop ==&lt;br /&gt;
The engagement loop is the core sequence executed by all fighter flights once committed and targeting is established. It repeats until the GROUP is splashed, leaves the area, or the flight resets.&lt;br /&gt;
&lt;br /&gt;
=== MELD ===&lt;br /&gt;
The flight lead directs all flight members to shift their radars from wide sanitization to focused SA on the assigned GROUP. This transition narrows the radar from maximum azimuth and altitude coverage to a tighter volume centered on the target. Sanitization of the surrounding airspace ceases until DROPPING is called.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} MELD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;All flight members shift radar from sanitization to the assigned GROUP&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SORT ===&lt;br /&gt;
The flight lead assigns individual contacts within the GROUP to specific flight members. Each member acknowledges with SORTED when they have confirmed their assigned contact on radar and are prepared to engage it. If a member cannot confirm their assigned contact, SORTED is withheld until resolution.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || &#039;&#039;(intraflight) FLIGHT SORT {Criteria}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #2 || &#039;&#039;(intraflight) #2 SORTED&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #3 || &#039;&#039;(intraflight) #3 SORTED&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| #4 || &#039;&#039;(intraflight) #4 SORTED&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== JUDY ===&lt;br /&gt;
Called by the flight lead when the flight no longer requires controller guidance to prosecute the intercept. From this point, the controller minimizes transmissions and provides situational awareness information only. JUDY is not always called.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} JUDY&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Minimizes transmissions. Provides SA and THREAT calls only.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ENGAGE ===&lt;br /&gt;
Directive call from the flight lead to a specific wingman to employ weapons. The flight lead may also direct simultaneous employment by multiple members.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} ENGAGE&lt;br /&gt;
|-&lt;br /&gt;
| Wingman || {CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Employment ===&lt;br /&gt;
The firing aircraft calls the shot on TACC2 NET immediately after employment. The call includes shot type, GROUP label, contact description, BULLSEYE position, and altitude. The controller acknowledges with COPY SHOT.&lt;br /&gt;
&lt;br /&gt;
If a fighter determines a GROUP HOSTILE and ROE has been met, the fighter may employ autonomously and include HOSTILE in the shot transmission.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft || {TACC2-CS} {CS} FOX THREE {Group Label} {Contact Description} BULLSEYE {Bearing/Range} {Altitude}&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} COPY SHOT&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Autonomous HOSTILE employment&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft || {Controller-CS} {CS} FOX THREE {Group Label} BULLSEYE {Bearing/Range} {Altitude} HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} COPY SHOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Multiple shots in one transmission are acceptable:&lt;br /&gt;
  SHADOW12 FOX THREE NORTH GROUP LEAD CONTACT BULLSEYE 2-7-0/20 TWENTY THOUSAND; SHADOW11 FOX THREE NORTH GROUP TRAIL CONTACT.&lt;br /&gt;
&lt;br /&gt;
=== OUT / DEFENDING ===&lt;br /&gt;
Following weapon employment the flight turns away from the threat. OUT is a planned maneuver executed at a prebriefed range. DEFENDING indicates a reactive maneuver against an incoming weapon and is called with the cardinal direction of the defensive turn.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} OUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;or, if reacting to an incoming weapon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft || {CS} DEFENDING {Direction}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DROPPING ===&lt;br /&gt;
May be called in conjunction with OUT. Signals the controller that the flight has ceased monitoring the GROUP and is returning to sanitization radar settings. Monitoring responsibility transfers back to the controller. &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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} OUT {Direction} DROPPING {Group Label}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Controller resumes monitoring of the dropped GROUP&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Resumes monitoring.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Assessment ===&lt;br /&gt;
The flight assesses weapon effects from sensor data or controller reports. Three outcomes are possible:&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;
! Outcome !! Action&lt;br /&gt;
|-&lt;br /&gt;
| GROUP splashed || Call SPLASH&lt;br /&gt;
|-&lt;br /&gt;
| GROUP remains a factor, follow-up shot required || Turn IN, return to MELD&lt;br /&gt;
|-&lt;br /&gt;
| GROUP has left the area or is no longer a factor || Proceed with Tasking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== IN (Follow-up Engagement) ===&lt;br /&gt;
If the GROUP remains a factor and the tactic permits a follow-up shot, the flight turns back toward the GROUP. The IN call triggers a new cycle beginning at MELD.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} IN {Direction}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} MELD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Re-sort as required, then return to ENGAGE&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SPLASH ===&lt;br /&gt;
Called when weapon effects confirm the GROUP or contact is destroyed.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Firing Aircraft or Controller || {CS} SPLASH {Group Label or Contact Description}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Common Calls ===&lt;br /&gt;
&lt;br /&gt;
==== DECLARE ====&lt;br /&gt;
Inquiry as to the identity of a specified GROUP. Full positional data in BULLSEYE format must accompany all responses.&lt;br /&gt;
  MIKE, EAGLE 11, DECLARE NORTH GROUP.&lt;br /&gt;
  EAGLE 11, NORTH GROUP BULLSEYE 2-7-3/27, TWENTY-TWO THOUSAND, TRACK EAST, BOGEY SPADES.&lt;br /&gt;
&lt;br /&gt;
==== BOGEY DOPE ====&lt;br /&gt;
Request for BRAA information on the indicated GROUP or the closest GROUP if not specified. Does not imply fighter targeting.&lt;br /&gt;
  MIKE, EAGLE 11, BOGEY DOPE NORTH GROUP.&lt;br /&gt;
  EAGLE 11, NORTH GROUP BRAA 2-1-0/28, THIRTY-EIGHT THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
==== NAILS ====&lt;br /&gt;
Fighter&#039;s radar warning receiver is detecting an airborne interceptor radar in search mode. Called with bearing or cardinal direction.&lt;br /&gt;
  EAGLE 1, NAILS 2-7-0.&lt;br /&gt;
&lt;br /&gt;
==== SPIKED ====&lt;br /&gt;
Fighter is being actively tracked by an airborne radar. Called with bearing or cardinal direction. Controller correlates to a GROUP within ±30 degrees and responds with range, altitude, aspect, declaration, and GROUP name.&lt;br /&gt;
  EAGLE 1, SPIKED 2-7-0.&lt;br /&gt;
  EAGLE 1, SPIKE RANGE 17, THIRTY THOUSAND, HOSTILE EAST GROUP, TWO CONTACTS.&lt;br /&gt;
&lt;br /&gt;
==== FADED and VANISHED ====&lt;br /&gt;
&#039;&#039;&#039;FADED&#039;&#039;&#039; — a previously tracked GROUP not updated by sensors for 30 seconds. The controller reports the GROUP as FADED with last known BULLSEYE position. Fighters maintain MONITOR responsibility if they can maintain correlation. FADED is not used for friendly aircraft — controllers use NEGATIVE CONTACT for friendlies not held on sensors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VANISHED&#039;&#039;&#039; — a special case of FADED used when the GROUP is not in a known blind zone and is correlated to a friendly shot that meets parameters for successful termination. &lt;br /&gt;
&lt;br /&gt;
==== Unexpected Contacts ====&lt;br /&gt;
Three distinct call types exist for contacts not part of the established picture:&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;
! Call !! Criteria !! Format&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039; || Newly detected outside targeting range, or does not fit traditional label || BULLSEYE&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039; || Previously undetected; appears inside targeting range but outside THREAT range || BULLSEYE&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039; || Undetected or unreported GROUP meeting briefed THREAT criteria || BRAA to the closest aircraft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  DARKSTAR, POP-UP GROUP BULLSEYE 2-7-0/15, FIVE THOUSAND, TRACK WEST, BOGEY SPADES.&lt;br /&gt;
  RAMBO 2, THREAT GROUP BRAA 2-7-0/13, ONE THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 09 / Defensive Counter Air (DCA) ==&lt;br /&gt;
DCA is the use of fighter aircraft to defend a ground asset or airspace against hostile air threats. It uses prebriefed lanes and defined ranges.&lt;br /&gt;
&lt;br /&gt;
=== DCA Range Structure ===&lt;br /&gt;
All ranges are prebriefed per sortie. The following are the standard range lines used in DCA:&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;
! Range Line !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mission Fail Line&#039;&#039;&#039; || 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;
| &#039;&#039;&#039;Commit Line (CL)&#039;&#039;&#039; || The line at which a bogey is declared HOSTILE IAW theater ROE and the flight is authorized to commit. Prebriefed for all DCA sorties.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Targeting Range&#039;&#039;&#039; || 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;
| &#039;&#039;&#039;TAC Range&#039;&#039;&#039; || Default 60 nm from the closest fighter to the closest GROUP. Signals all players to prepare for targeting.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Threat Range&#039;&#039;&#039; || The prebriefed range at which an untargeted GROUP meeting THREAT criteria triggers a THREAT call. Prebriefed per sortie.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMMIT Authority ===&lt;br /&gt;
COMMIT authority is derived from the combatant commander and delegated through the chain of command. Any of the following may hold or recommend COMMIT authority depending on what is delegated:&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;
! Role !! Abbreviation !! Authority&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lead || FL || Usually holds COMMIT authority unless delegated&lt;br /&gt;
|-&lt;br /&gt;
| Team Lead || TL || May hold COMMIT authority if delegated&lt;br /&gt;
|-&lt;br /&gt;
| Mission Commander || MC || May hold COMMIT authority if delegated&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || — || May hold COMMIT authority if delegated&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If only the MC, TL, or FL holds COMMIT authority, the controller may only recommend COMMIT. If the controller holds COMMIT authority, the MC and TL may only recommend.&lt;br /&gt;
&lt;br /&gt;
=== DCA Flow ===&lt;br /&gt;
&lt;br /&gt;
==== Lane Handover ====&lt;br /&gt;
When an outgoing flight is relieved on station by an incoming flight, a positive lane handover is required before the outgoing flight departs.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Off-going Lane Commander || {CS} MOVE FORWARD&lt;br /&gt;
|-&lt;br /&gt;
| On-coming Lane Commander || {CS}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;On-coming aircraft may enter the lane. Lane commander authority has not yet transferred.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Off-going Lane Commander || {CS} YOU HAVE THE LANE&lt;br /&gt;
|-&lt;br /&gt;
| On-coming Lane Commander || {CS} HAS THE LANE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The off-going flight passes critical mission information to the controller before departing. The controller passes big-picture information to the on-coming flight before pushing them to the tactical frequency.&lt;br /&gt;
&lt;br /&gt;
==== Pre-Commit ====&lt;br /&gt;
The flight arrives at its prebriefed CAP position with FENCE IN complete and radars in sanitization configuration. The controller holds picture responsibility.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} PICTURE&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} {Nr of Groups} {Group Label} BULLSEYE {Bearing/Range} {Altitude} TRACK {Direction} {Declaration} {Nr of Contacts}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The flight evaluates commit criteria continuously. Pictures are requested as needed to maintain SA.&lt;br /&gt;
&lt;br /&gt;
==== Commit ====&lt;br /&gt;
&lt;br /&gt;
===== FIGHTER AUTHORITY COMMIT =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} {BULLSEYE CALL} Recommend {CS} COMMIT &lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} COMMIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== CONTROLLER AUTHORITY COMMIT ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} Recommend Commit&lt;br /&gt;
|-&lt;br /&gt;
| TACC2 || {TACC2-CS} {BULLSEYE CALL} {CS} COMMIT &lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|{CS}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After COMMIT, fighters hold radio priority.&lt;br /&gt;
&lt;br /&gt;
==== Targeting ====&lt;br /&gt;
The flight assigns GROUP responsibility and confirms classification.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} DECLARE {Group Label or Bullseye Position}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {Group Label} DECLARED {HOSTILE / BOGEY / FRIENDLY / UNABLE / FURBALL}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGET {Group Label} {Tactic}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Once group appears on radar&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TARGETED {Group Label} BULLSEYE {Bearing/Range}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;No response if information correlates. Comparative response if correction is required.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If DECLARE returns UNABLE or FURBALL, weapons employment is not authorized until classification is resolved.&lt;br /&gt;
&lt;br /&gt;
==== Engagement Loop ====&lt;br /&gt;
The flight executes the standard engagement loop as defined in [[#08 / Air-to-Air Combat — Fundamentals|section 08]]. The loop repeats until the GROUP is splashed, leaves the lane, or the flight resets.&lt;br /&gt;
&lt;br /&gt;
Once the Engagement is Complete the flight resets back to the briefed Position&lt;br /&gt;
&lt;br /&gt;
==== RESET ====&lt;br /&gt;
Directs the flight to return to its prebriefed position or area of operations. RESET implies DROPPING and returns all targeting responsibility to the controller.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} RESET&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Flight returns to prebriefed CAP position. Controller resumes full picture responsibility&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== THREAT Call ====&lt;br /&gt;
If a fighter will pierce THREAT range to an untargeted GROUP, the controller makes a THREAT call in BRAA format no later than THREAT range.&lt;br /&gt;
  HEAT 31, ADDITIONAL GROUP THREAT, BRAA 1-2-5/35, THIRTY-FIVE THOUSAND, HOT, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
If the THREAT is within 5 nm of friendly fighters:&lt;br /&gt;
  BOLT 1, THREAT NORTH THREE, TEN THOUSAND, TRACK SOUTH, HOSTILE.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 10 / Offensive Counter Air (OCA) ==&lt;br /&gt;
OCA is the use of fighter aircraft to suppress, destroy, or neutralize enemy air assets before they can threaten friendly forces. Unlike DCA, OCA is not lane-based and does not require a commit line. The flight pushes into the threat environment rather than waiting for the threat to approach.&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;
=== OCA Flow ===&lt;br /&gt;
OCA does not have a lane handover or a commit phase. The flight checks in, receives the picture, establishes targeting, and executes the engagement loop.&lt;br /&gt;
&lt;br /&gt;
==== Pre-Targeting ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} PICTURE&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} {Nr of Groups} {Group Label} BULLSEYE {Bearing/Range} {Altitude} TRACK {Direction} {Declaration} {Nr of Contacts}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Targeting ====&lt;br /&gt;
Identical to DCA targeting. The flight assigns GROUP responsibility, declares, announces the tactical plan on intraflight, and calls TARGETED once the GROUP is on radar.&lt;br /&gt;
&lt;br /&gt;
==== Engagement Loop ====&lt;br /&gt;
The flight executes the standard engagement loop as defined in [[#08 / Air-to-Air Combat — Fundamentals|section 08]].&lt;br /&gt;
&lt;br /&gt;
The primary difference from DCA: in OCA there is no prebriefed position to RESET to in the same sense. RESET in OCA returns the flight to the prebriefed holding or egress point as defined in the mission brief.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 11 / Intercept (VID) ==&lt;br /&gt;
A Visual Identification (VID) intercept is conducted when a contact cannot be declared HOSTILE or FRIENDLY by electronic means alone, and visual confirmation of aircraft type, markings, or behavior is required before engagement authority can be granted or withheld.&lt;br /&gt;
&lt;br /&gt;
VID intercepts follow a structured sequence: the controller guides the fighter to a position from which a visual identification pass can be made, then the fighter reports the result and awaits further direction.&lt;br /&gt;
&lt;br /&gt;
=== Intercept Flow ===&lt;br /&gt;
&lt;br /&gt;
==== Commit ====&lt;br /&gt;
The controller or flight lead initiates the intercept against the unidentified contact.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} COMMIT {Group Label} BULLSEYE {Bearing/Range} {Altitude} {Declaration} {Nr of Contacts}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} COMMIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidance ====&lt;br /&gt;
The controller provides vectors to position the fighter for a VID pass. This is the only phase where the controller takes positive close control of the intercept geometry. BRAA format is used throughout.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} BRAA {Bearing/Range} {Altitude} {Aspect} {Declaration}&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;Controller continues to provide updated vectors until fighter calls JUDY&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== JUDY ====&lt;br /&gt;
The fighter calls JUDY when radar contact is established and no further controller guidance is required. The controller minimizes transmissions from this point.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} JUDY&lt;br /&gt;
|-&lt;br /&gt;
| Controller || &#039;&#039;Minimizes transmissions. Continues to provide SA information only.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tally ====&lt;br /&gt;
The fighter calls TALLY when visual contact is established with the target.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {CS} TALLY {Position}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Identification ====&lt;br /&gt;
The fighter conducts the VID pass and reports the result to the controller. The report includes aircraft type, markings, and behavior observed.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| FL || {Controller-CS} {CS} IDENTIFIED {Aircraft Type} {Markings / Behavior}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} {Further Instructions / Declaration Update}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the contact is identified as HOSTILE following the VID pass, the controller issues the updated declaration and the flight may proceed to engagement IAW ROE. If the contact is FRIENDLY or NEUTRAL, the flight disengages and returns to its prebriefed position.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 12 / Merge ==&lt;br /&gt;
A merge occurs when friendly and target aircraft arrive in the visual arena, within 3–5 nm of each other. At the merge, radar resolution becomes limiting and the engagement transitions from BVR to Within Visual Range (WVR).&lt;br /&gt;
&lt;br /&gt;
=== Communication Priority at the Merge ===&lt;br /&gt;
The engaged fighter holds radio priority. The supporting fighter and controller subordinate their transmissions accordingly.&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;
! Role !! Responsibility&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engaged Fighter&#039;&#039;&#039; || Calls the merge, manages the engagement, and calls employment and results. Holds radio priority.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supporting Fighter&#039;&#039;&#039; || Provides SA to the engaged fighter. Calls PRESS when directed and mutual support is maintained. Subordinates transmissions to the engaged fighter.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Controller&#039;&#039;&#039; || Minimizes transmissions. Provides THREAT calls, SA updates, and responds to fighter requests only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Merge Flow ===&lt;br /&gt;
&lt;br /&gt;
==== MERGED ====&lt;br /&gt;
The controller calls MERGED when radar tracks come together within 3–5 nm, or the engaged fighter calls it when visual contact is made.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Controller or Engaged Fighter || {CS} MERGED {Group Label}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== IFF Calls ====&lt;br /&gt;
At the merge, positive visual identification of friend or foe is critical before employment. Standard IFF calls apply:&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;
! Term !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TALLY&#039;&#039;&#039; || Visual contact established on the target or bandit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NO JOY&#039;&#039;&#039; || No visual contact with the target or bandit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VISUAL&#039;&#039;&#039; || Visual contact established on a friendly aircraft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BLIND&#039;&#039;&#039; || No visual contact with a friendly aircraft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== PRESS ====&lt;br /&gt;
The supporting fighter calls PRESS to indicate the requested action is approved and mutual support will be maintained. PRESS assumes VISUAL on the engaged fighter.&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;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || &#039;&#039;(intraflight) {CS} PRESS&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Supporting Fighter || &#039;&#039;(intraflight) PRESS&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Employment ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || {Controller-CS} {CS} FOX TWO {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || COPY SHOT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gun employment is called as GUNS with target description.&lt;br /&gt;
&lt;br /&gt;
==== SPLASH ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; | Station !! Phrase&lt;br /&gt;
|-&lt;br /&gt;
| Engaged Fighter || {Controller-CS} {CS} SPLASH {Group Label or Contact Description}&lt;br /&gt;
|-&lt;br /&gt;
| Controller || {CS} COPY SPLASH&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Following SPLASH the flight disengages, calls RESET, and returns to its prebriefed position unless directed otherwise.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 13 / Air-to-Surface Communication ==&lt;br /&gt;
&lt;br /&gt;
=== Fundamentals ===&lt;br /&gt;
Air-to-surface operations require a shared vocabulary for describing the progression from finding a target to destroying it. The Find, Fix, Track, Target, Engage, and Assess (F2T2EA) sequence governs the flow of a surface attack and the brevity that supports it.&lt;br /&gt;
&lt;br /&gt;
==== Target Acquisition Brevity ====&lt;br /&gt;
The following brevity codes describe the state of sensor awareness on a surface target. They are used throughout the F2T2EA chain by both fighters and controllers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Brevity&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRT&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUD&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SINGER&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a SAM launch. The threat has fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SCAN&#039;&#039;&#039;&lt;br /&gt;
|Search the indicated sector and report any contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WORK&#039;&#039;&#039;&lt;br /&gt;
|Directive call to conduct geolocation on a specific target or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039;&lt;br /&gt;
|Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FIXED&#039;&#039;&#039;&lt;br /&gt;
|Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRACK&#039;&#039;&#039;&lt;br /&gt;
|Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CAPTURED&#039;&#039;&#039;&lt;br /&gt;
|Object has been acquired and is being actively tracked.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COVER&#039;&#039;&#039;&lt;br /&gt;
|Directive call to be ready for reattack or re-engage if weapon effects are not achieved.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOUNDDOG&#039;&#039;&#039;&lt;br /&gt;
|Aircraft is in a position to employ weapons. Used in response to COVER.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Threat Reaction ====&lt;br /&gt;
When a SAM threat is detected, the aircraft communicates on the mission tactical NET to enable reactive SEAD and maintain the common tactical picture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Fidelity&lt;br /&gt;
!Format&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|Call sign · RWR indication · bearing · DEFENDING with cardinal direction · ownship BULLSEYE&lt;br /&gt;
|HORNET 1, SINGER ELEVEN, BEARING 3-6-0, DEFENDING WEST, BULLSEYE 3-4-5/30&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|Call sign · RWR indication · threat BULLSEYE/location · DEFENDING with cardinal direction&lt;br /&gt;
|BOLT 1, SINGER ELEVEN, BULLSEYE 3-6-0/32, DEFENDING WEST&lt;br /&gt;
|}&lt;br /&gt;
High fidelity is defined as a 5 nm semi-major ellipse accuracy or better. Use high fidelity when available — it enables SEAD aircraft to engage with precision rather than azimuth alone.&lt;br /&gt;
&lt;br /&gt;
==== TRESPASS ====&lt;br /&gt;
Called when an aircraft enters a non-previously-known SAM MEZ or when any non-SEAD aircraft crosses inside the maximum recommended intercept range of a known SAM. The calling entity directs an immediate SNAP heading away from the threat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Controller or Aircraft&lt;br /&gt;
|{CS} SNAP {Heading} TRESPASS {Threat Type} BULLSEYE {Bearing/Range}&lt;br /&gt;
|}&lt;br /&gt;
  RAMBO 2, SNAP 1-7-0, TRESPASS FIFTEEN BULLSEYE 3-2-0/32.&lt;br /&gt;
&lt;br /&gt;
==== Game Plan ====&lt;br /&gt;
The flight lead issues the game plan before pushing to the target. All flight members acknowledge in sequence. The game plan assigns targeting responsibility, cover responsibility, and establishes the push time and TOT. The Following are two examples for possible Gameplans. Note that this part is highly flxible&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|MC&lt;br /&gt;
|HORNET, BOLT, PYTHON, STANDBY GAME PLAN&lt;br /&gt;
|-&lt;br /&gt;
|FLs&lt;br /&gt;
|&amp;quot;HORNET&amp;quot; &amp;quot;BOLT&amp;quot; &amp;quot;PYTHON&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|MC&lt;br /&gt;
|“HORNET, TARGET AND SCAN ALPHA ALPHA 0-1, TWO VEHICLE&lt;br /&gt;
CONVOY BULLSEYE 2-7-5/69, MOVING SOUTH, BEST. PUSH AT&lt;br /&gt;
&lt;br /&gt;
21:17 FROM RED OSCAR.”&lt;br /&gt;
&lt;br /&gt;
“BOLT, COVER ALPHA ALPHA 0-1.”&lt;br /&gt;
&lt;br /&gt;
“RAMBO ESCORT AND PYTHON SEAD PER BRIEF.”&lt;br /&gt;
|-&lt;br /&gt;
|FLs&lt;br /&gt;
|“HORNET.” “BOLT.” “PYTHON.”&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|SHADOW11 #1 AND #2 TARGET {Target Description} · #3 AND #4 COVER {Target Description}&lt;br /&gt;
|-&lt;br /&gt;
|All Members&lt;br /&gt;
|#2 · #3 · #4&lt;br /&gt;
|}&lt;br /&gt;
Target and cover assignments may be communicated digitally via data link. Each player acknowledges GOOD DATA if received digitally.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Strike ===&lt;br /&gt;
A strike is a planned attack against a pre-briefed fixed or moving ground target. Strike coordination occurs before and during the attack through a structured game plan, with clear assignment of targeting and cover responsibilities within the package.&lt;br /&gt;
&lt;br /&gt;
==== Push ====&lt;br /&gt;
Once the game plan is acknowledged and the push time arrives, the attacking element calls PUSHING with the TOT. The cover element acknowledges readiness with HOUNDDOG, indicating they are in position to employ if the primary attack fails.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Attacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} CAPTURED {Target Description or Bullseye} PUSHING TOT {Time}&lt;br /&gt;
|-&lt;br /&gt;
|Cover Aircraft&lt;br /&gt;
|{CS} HOUNDDOG&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Weapon Away ====&lt;br /&gt;
The attacking aircraft calls weapon employment with time of flight. If the weapon requires continued support such as laser designation or scanning, this is added as a fill-in.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|Attacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} ONE WEAPON AWAY {Target Description} {Time of Flight} SECONDS {LASING / SCANNING if applicable}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Assessment ====&lt;br /&gt;
The attacking aircraft calls the result. Two outcomes are possible:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Desired weapon effects generated&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Attacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} SPLASH {Target Description} SUCCESSFUL&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;Desired weapon effects not generated&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Attacking Aircraft&lt;br /&gt;
|{Controller-CS} {CS} SPLASH {Target Description} FUMBLE {CLEAN / HIT}&lt;br /&gt;
|}&lt;br /&gt;
FUMBLE CLEAN indicates no visible battle damage and no weapon impact noted. FUMBLE HIT indicates weapon impact was noted within a lethal distance but desired effects were not generated.&lt;br /&gt;
&lt;br /&gt;
==== Reattack ====&lt;br /&gt;
If the primary attack results in FUMBLE, the cover element is directed to reattack.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|FL&lt;br /&gt;
|&#039;&#039;(intraflight) {CS} COVER {Target Description or Bullseye} · {Cover CS} PUSH&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cover Aircraft&lt;br /&gt;
|{Controller-CS} {CS} PUSHING TOT {Time}&lt;br /&gt;
|-&lt;br /&gt;
|Cover Aircraft&lt;br /&gt;
|{Controller-CS} {CS} ONE WEAPON AWAY {Time of Flight} SECONDS&lt;br /&gt;
|-&lt;br /&gt;
|Cover Aircraft&lt;br /&gt;
|{Controller-CS} {CS} SPLASH {Target Description} {SUCCESSFUL / FUMBLE}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Egress ====&lt;br /&gt;
Following the attack, the flight egresses using one of three calls depending on the situation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Call&lt;br /&gt;
!Condition&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MILLER TIME&#039;&#039;&#039;&lt;br /&gt;
|Last striker in the package has completed the attack&lt;br /&gt;
|{Controller-CS} {CS} MILLER TIME&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUGOUT&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and has no intention to return&lt;br /&gt;
|{Controller-CS} {CS} BUGOUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OFF&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and is repositioning or egressing within the area&lt;br /&gt;
|{Controller-CS} {CS} OFF {Direction}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Full Strike Example ====&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW FLIGHT STANDBY GAME PLAN&#039;&#039;&lt;br /&gt;
  &#039;&#039;(intraflight) #2 · #3 · #4&#039;&#039;&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW FLIGHT, #1 AND #2 TARGET CONVOY BULLSEYE 0-3-0/15 · #3 AND #4 COVER&#039;&#039;&lt;br /&gt;
  &#039;&#039;(intraflight) #2 · #3 · #4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 CAPTURED BULLSEYE 0-3-0/15 PUSHING TOT 21:21:15&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW13 HOUNDDOG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  SHADOW12 ONE WEAPON AWAY CONVOY BULLSEYE 0-3-0/15 THIRTY SECONDS LASING&lt;br /&gt;
&lt;br /&gt;
  SHADOW11 SPLASH CONVOY BULLSEYE 0-3-0/15 FUMBLE HIT&lt;br /&gt;
  &#039;&#039;(intraflight) SHADOW11 COVER BULLSEYE 0-3-0/15 · SHADOW13 PUSH&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  SHADOW13 PUSHING TOT 21:23:50&lt;br /&gt;
  SHADOW13 ONE WEAPON AWAY FORTY SECONDS&lt;br /&gt;
&lt;br /&gt;
  SHADOW13 SPLASH CONVOY BULLSEYE 0-3-0/15 SUCCESSFUL&lt;br /&gt;
  SHADOW11 MILLER TIME&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== CAS ===&lt;br /&gt;
&#039;&#039;Content to be added.&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== SEAD ===&lt;br /&gt;
Suppression of Enemy Air Defenses (SEAD) is the action taken to neutralize, destroy, or temporarily degrade surface-to-air missile systems and associated radar emitters. Its purpose is to allow other aircraft to operate within a threat environment that would otherwise deny or restrict their access.&lt;br /&gt;
&lt;br /&gt;
==== The SEAD Game Plan ====&lt;br /&gt;
SEAD is not a reactive afterthought — it is a pre-planned, coordinated element of every strike package that operates in a contested environment. Before the mission, the SEAD lead establishes contracts with the rest of the package: who responds to which threat, in what priority order, with which weapon, and under what conditions.&lt;br /&gt;
&lt;br /&gt;
The underlying logic of SEAD is straightforward. A SAM battery that is actively radiating is vulnerable to antiradiation missiles. A SAM battery that goes silent to avoid being targeted is temporarily suppressed and cannot engage aircraft. Either outcome — destruction or suppression — achieves the mission objective of protecting the strike package.&lt;br /&gt;
&lt;br /&gt;
SEAD aircraft therefore have two primary tools:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hard kill&#039;&#039;&#039; — employment of an antiradiation missile (ARM) against a radiating threat. The ARM homes on the radar emission. If the radar goes silent the missile loses guidance, so the threat must be forced to stay radiating or be caught radiating.&lt;br /&gt;
* &#039;&#039;&#039;Soft kill&#039;&#039;&#039; — electromagnetic jamming (CANYON) that degrades the threat radar&#039;s ability to track or guide a missile without destroying the system.&lt;br /&gt;
&lt;br /&gt;
The decision between hard and soft kill, and between SNIPER (range-known) and SLAPSHOT (range-unknown, immediate), is made based on the quality of targeting data available and the urgency of the situation.&lt;br /&gt;
&lt;br /&gt;
==== Threat Reaction and SEAD Response Contracts ====&lt;br /&gt;
When a friendly aircraft calls DEFENDING, SEAD aircraft respond with one of the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Response&lt;br /&gt;
!Definition (ATP 1-02.1)&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARM INBOUND&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] High-speed antiradiation missile already employed&lt;br /&gt;
|ARM is already in the air — the threat is being engaged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MAGNUM&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] Launch of FRIENDLY antiradiation missile&lt;br /&gt;
|ARM is being launched now in response to this call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ARIZONA&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] No antiradiation missile ordnance remaining&lt;br /&gt;
|SEAD aircraft is Winchester on ARMs&lt;br /&gt;
|}&lt;br /&gt;
These responses must be pre-briefed as contracts. Every aircraft in the package needs to know which SEAD asset covers which threat axis, what the response will be, and what to do if the SEAD asset is ARIZONA or unable to respond.&lt;br /&gt;
&lt;br /&gt;
==== SNIPER and SLAPSHOT ====&lt;br /&gt;
Two directive calls are used to order ARM employment:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SNIPER&#039;&#039;&#039; — directive call to employ an antiradiation missile against a range-known threat. Used when targeting data is of sufficient quality to give a precise location.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Lead&lt;br /&gt;
|{CS} SNIPER {Threat Type} BULLSEYE {Bearing/Range}&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Aircraft&lt;br /&gt;
|{CS} MAGNUM {Threat Type} BULLSEYE {Bearing/Range}&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;SLAPSHOT&#039;&#039;&#039; — directive call to immediately employ the best available antiradiation missile against a specified threat at the specified bearing. Range is unknown. Used when a threat is actively engaging friendly aircraft and there is no time to refine targeting data.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:25%;&amp;quot; |Station&lt;br /&gt;
!Phrase&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Lead&lt;br /&gt;
|{CS} SLAPSHOT {Threat Type} BEARING {Bearing}&lt;br /&gt;
|-&lt;br /&gt;
|SEAD Aircraft&lt;br /&gt;
|{CS} HARM INBOUND&lt;br /&gt;
|}&lt;br /&gt;
The distinction matters: SNIPER is deliberate and precise, SLAPSHOT is immediate and azimuth-only. A SLAPSHOT ARM may not hit the radar if it goes silent, but it forces the threat to shut down or risk destruction — either outcome protects the package.&lt;br /&gt;
&lt;br /&gt;
== 09 / Brevity Words ==&lt;br /&gt;
&lt;br /&gt;
=== Situational Awareness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA CHECK&#039;&#039;&#039;&lt;br /&gt;
|Verification of ownship position relative to BULLSEYE. Used at check-in to confirm navigation accuracy. ALPHA CHECK correlation is defined as within 3 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANGELS&#039;&#039;&#039;&lt;br /&gt;
|Height of friendly aircraft in thousands of feet MSL (e.g., ANGELS TWENTY = 20,000 ft).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY DOPE&#039;&#039;&#039;&lt;br /&gt;
|Request for BRAA information on the indicated or nearest GROUP. Does not imply targeting.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BRAA&#039;&#039;&#039;&lt;br /&gt;
|Bearing, Range, Altitude, and Aspect relative to the specified friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BULLSEYE&#039;&#039;&#039;&lt;br /&gt;
|A pre-briefed reference point from which the position of an object is referred to by magnetic bearing and range in nm. Not to be truncated to &amp;quot;BULL.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLEAN&#039;&#039;&#039;&lt;br /&gt;
|1. No sensor information on a GROUP of interest.&lt;br /&gt;
2. No visible battle damage. &lt;br /&gt;
3. Aircraft not carrying external stores. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLARA&#039;&#039;&#039;&lt;br /&gt;
|Radar scope is clear of contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Individual radar return within a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FADED&#039;&#039;&#039;&lt;br /&gt;
|A previously tracked GROUP not updated by sensors for 30 seconds. Last known position implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GROUP&#039;&#039;&#039;&lt;br /&gt;
|Any number of air contacts within 3 nm in azimuth and range of each other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HEAVY&#039;&#039;&#039;&lt;br /&gt;
|A GROUP known to contain three or more contacts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JUDY&#039;&#039;&#039;&lt;br /&gt;
|Aircrew has taken control of the intercept and requires only situational awareness information. Controller minimizes transmissions.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MERGED&#039;&#039;&#039;&lt;br /&gt;
|Friendlies and targets have arrived in the visual arena, within 3–5 nm.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEGATIVE CONTACT&#039;&#039;&#039;&lt;br /&gt;
|Used for friendly aircraft not held on sensors. FADED is not used for friendlies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NO JOY&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with the target or bandit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Request for a description of all GROUPs and their spatial relationships in BULLSEYE format.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PLAYTIME&#039;&#039;&#039;&lt;br /&gt;
|Time aircraft can remain on station, given in hours plus minutes (e.g., ONE PLUS THIRTY).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TALLY&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a target or enemy aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VANISHED&#039;&#039;&#039;&lt;br /&gt;
|A FADED GROUP correlated to a successful friendly shot. Assessed as killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VISUAL&#039;&#039;&#039;&lt;br /&gt;
|Visual sighting of a friendly aircraft, ground unit, or ship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contact Status and Declaration ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANDIT&#039;&#039;&#039;&lt;br /&gt;
|Positively identified as enemy IAW theater ID criteria. Does not imply authority to engage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOGEY&#039;&#039;&#039;&lt;br /&gt;
|Contact whose identity is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DECLARE&#039;&#039;&#039;&lt;br /&gt;
|Inquiry as to the identity of a specified track or GROUP. Responses include: FRIENDLY, BOGEY, BANDIT, HOSTILE, NEUTRAL, UNABLE, CLEAN, or FURBALL. Full positional data (BULLSEYE) must accompany responses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FRIENDLY&#039;&#039;&#039;&lt;br /&gt;
|Positively identified friendly aircraft, ship, or ground position.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FURBALL&#039;&#039;&#039;&lt;br /&gt;
|Non-friendly and friendly aircraft within 5 nm of each other. May be a response to a DECLARE request.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HIGH&#039;&#039;&#039;&lt;br /&gt;
|Contact is above 40,000 ft MSL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOSTILE&#039;&#039;&#039;&lt;br /&gt;
|Contact identified as enemy upon which clearance to fire is authorized IAW ROE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEUTRAL&#039;&#039;&#039;&lt;br /&gt;
|Positively identified aircraft whose characteristics indicate it is neither supporting nor opposing friendly forces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUTLAW&#039;&#039;&#039;&lt;br /&gt;
|Contact originating from a known or suspected hostile airfield or area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPADES&#039;&#039;&#039;&lt;br /&gt;
|Contact returns no or invalid IFF response on interrogation.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed 660–900 knots ground speed or Mach 1.1–1.5.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VERY FAST&#039;&#039;&#039;&lt;br /&gt;
|Target speed above 900 knots or Mach 1.5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Picture Labels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AZIMUTH&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated laterally at approximately the same range from the fighters. Named by cardinal directions (e.g., NORTH GROUP, SOUTH GROUP).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RANGE&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs separated in depth along the threat axis. Named LEAD GROUP and TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WALL&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in azimuth with depth ≤5 nm or closing. Outer GROUPs named by cardinal directions; inner GROUPs named MIDDLE GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CHAMPAGNE&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with two closest to fighters in azimuth and one in trail. LEAD GROUPs named with cardinal direction; TRAIL GROUP in range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;VIC&#039;&#039;&#039;&lt;br /&gt;
|Three GROUPs with one closest to fighters and two in trail separated in azimuth. LEAD GROUP closest; TRAIL GROUPs named with cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BOX&#039;&#039;&#039;&lt;br /&gt;
|Four GROUPs with two in azimuth closest to fighters and two in azimuth farthest. Named LEAD GROUP (cardinal) and TRAIL GROUP (cardinal).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LADDER&#039;&#039;&#039;&lt;br /&gt;
|Three or more GROUPs separated in range. Named LEAD GROUP, MIDDLE GROUP (or SECOND, THIRD), TRAIL GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;STACK&#039;&#039;&#039;&lt;br /&gt;
|Two or more contacts in a GROUP with ≥10,000 ft altitude separation. Higher altitude stated first.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LEADING EDGE&#039;&#039;&#039;&lt;br /&gt;
|The GROUPs the fighters expect to target in the upcoming intercept. Follow-on GROUPs are communicated as WAVES (SECOND WAVE, THIRD WAVE, etc.).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NEW PICTURE&#039;&#039;&#039;&lt;br /&gt;
|Tactical picture has changed. Supersedes all previous calls and reestablishes the picture for all players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ADDITIONAL GROUP&#039;&#039;&#039;&lt;br /&gt;
|Newly detected GROUP outside targeting range that does not fit the current picture label.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POP-UP GROUP&#039;&#039;&#039;&lt;br /&gt;
|Previously undetected GROUP appearing inside targeting range but outside THREAT range.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;THREAT GROUP&#039;&#039;&#039;&lt;br /&gt;
|Undetected or unreported GROUP meeting briefed THREAT criteria. Communicated in BRAA format to the closest aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OPENING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is increasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CLOSING&#039;&#039;&#039;&lt;br /&gt;
|Distance between GROUPs is decreasing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WEIGHTED&#039;&#039;&#039;&lt;br /&gt;
|Picture with three or more GROUPs where one or more GROUPs are offset from an equidistant arrangement. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ECHELON&#039;&#039;&#039;&lt;br /&gt;
|GROUPs in a traditional label that are not directly in azimuth or range with one another. Accompanied by cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PASSING&#039;&#039;&#039;&lt;br /&gt;
|Two named GROUPs with a RANGE relationship maneuvering to opposite sides in a RANGE relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CROSSING&#039;&#039;&#039;&lt;br /&gt;
|Two GROUPs with an AZIMUTH relationship maneuvering to opposite sides in an AZIMUTH relationship.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;JOINED&#039;&#039;&#039;&lt;br /&gt;
|Two or more named GROUPs maneuver to meet and maintain GROUP criteria.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|A GROUP inside targeting range with no assigned fighter. Used by the controller to flag priority GROUPs at risk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Targeting and Responsibility ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COMMIT&#039;&#039;&#039;&lt;br /&gt;
|Directive to move to intercept or engage a specified GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGET&#039;&#039;&#039;&lt;br /&gt;
|Assignment of targeting responsibility for a specific GROUP to a flight or section.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&lt;br /&gt;
|Fighter has acquired the assigned GROUP and assumed responsibility for it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&lt;br /&gt;
|GROUP inside targeting range with no fighter assigned.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DROPPING&#039;&#039;&#039;&lt;br /&gt;
|Stop monitoring a specified GROUP or emitter and resume search responsibilities.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RESET&#039;&#039;&#039;&lt;br /&gt;
|Proceed to prebriefed position or area of operations. Implies DROPPING and return of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MELD&#039;&#039;&#039;&lt;br /&gt;
|Shift radar responsibilities from airspace sanitization to gaining situational awareness on the assigned GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SORTED&#039;&#039;&#039;&lt;br /&gt;
|Sort responsibility within a GROUP has been met by the calling fighter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ANCHORED&#039;&#039;&#039;&lt;br /&gt;
|Turning engagement at the specified location. Fighter is engaged and not flowing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SEPARATION&#039;&#039;&#039;&lt;br /&gt;
|Request or information call stating the distance in nm between two GROUPs or WAVES.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE CROSSER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maneuvers into a different area of targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LANE RIDER&#039;&#039;&#039;&lt;br /&gt;
|A GROUP that maintains a track direction on or near the boundary between targeting areas.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Employment ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ENGAGE&#039;&#039;&#039;&lt;br /&gt;
|Directive to fire on a designated target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX ONE&#039;&#039;&#039;&lt;br /&gt;
|Semi-active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX TWO&#039;&#039;&#039;&lt;br /&gt;
|Infrared-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FOX THREE&#039;&#039;&#039;&lt;br /&gt;
|Active radar-guided missile fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPLASH&#039;&#039;&#039;&lt;br /&gt;
|Missile has impacted. Target is assessed as destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SNAPLOCK&#039;&#039;&#039;&lt;br /&gt;
|Fighter has gained sensor contact to a GROUP inside THREAT range with BEAM or hotter aspect. BRAA and aspect implied.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SPIKED&#039;&#039;&#039;&lt;br /&gt;
|Fighter is being painted by an airborne radar. Called with bearing or cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUSIC&#039;&#039;&#039;&lt;br /&gt;
|Fighter is experiencing radar electromagnetic deceptive jamming from a GROUP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PRESS&#039;&#039;&#039;&lt;br /&gt;
|Requested action is approved and mutual support will be maintained. Assumes VISUAL.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BANZAI&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-decide tactics with intent to maneuver into the visual arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SKATE&#039;&#039;&#039;&lt;br /&gt;
|Execute launch-and-leave tactics.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEFEND(ING)&#039;&#039;&#039;&lt;br /&gt;
|Fighter is maneuvering defensively against a threat. Called with cardinal direction of defensive turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maneuver and Flow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BREAK&#039;&#039;&#039;&lt;br /&gt;
|(Direction) Immediate maximum-performance turn. Safety of flight or to defeat a weapons solution.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUSTER&#039;&#039;&#039;&lt;br /&gt;
|Fly at maximum continuous speed without afterburner (military power).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GATE&#039;&#039;&#039;&lt;br /&gt;
|Fly as fast as possible; use afterburner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FLOW COLD&#039;&#039;&#039;&lt;br /&gt;
|Initiate a turn away from the anticipated threat; begin COLD operations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning toward the threat or target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OUT&#039;&#039;&#039;&lt;br /&gt;
|Informative call that the fighter is turning away from the threat.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CRANK&#039;&#039;&#039;&lt;br /&gt;
|Maneuver in the indicated direction while maintaining radar contact on the bandit at the radar gimbal limit. Reduces closure rate while sustaining illumination.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NOTCH&#039;&#039;&#039;&lt;br /&gt;
|Maneuver to place a radar-guided threat on the beam to defeat its Doppler filter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRESPASS&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has entered a known or pop-up SAM MEZ. Directive call to snap 180 degrees away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARD&#039;&#039;&#039;&lt;br /&gt;
|High-G-force, energy sustaining turn in the indicated direction (default is a 180-degree turn).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== COMPLETION and ABORT ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;MILLER TIME&#039;&#039;&#039;&lt;br /&gt;
|Last striker in the package has completed the attack&lt;br /&gt;
|{Controller-CS} {CS} MILLER TIME&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BUGOUT&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and has no intention to return&lt;br /&gt;
|{Controller-CS} {CS} BUGOUT {Direction}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OFF&#039;&#039;&#039;&lt;br /&gt;
|Aircraft has completed its attack and is repositioning or egressing within the area&lt;br /&gt;
|{Controller-CS} {CS} OFF {Direction}&lt;br /&gt;
|}&lt;br /&gt;
=== AIR TO SURFACE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRT&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MUD&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SINGER&#039;&#039;&#039;&lt;br /&gt;
|Radar warning receiver indication of a SAM launch. The threat has fired.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SCAN&#039;&#039;&#039;&lt;br /&gt;
|Search the indicated sector and report any contacts.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WORK&#039;&#039;&#039;&lt;br /&gt;
|Directive call to conduct geolocation on a specific target or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INVESTIGATE&#039;&#039;&#039;&lt;br /&gt;
|Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FIXED&#039;&#039;&#039;&lt;br /&gt;
|Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MONITOR&#039;&#039;&#039;&lt;br /&gt;
|Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRACK&#039;&#039;&#039;&lt;br /&gt;
|Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CAPTURED&#039;&#039;&#039;&lt;br /&gt;
|Object has been acquired and is being actively tracked.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;COVER&#039;&#039;&#039;&lt;br /&gt;
|Directive call to be ready for reattack or re-engage if weapon effects are not achieved.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HOUNDDOG&#039;&#039;&#039;&lt;br /&gt;
|Aircraft is in a position to employ weapons. Used in response to COVER.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HARM INBOUND&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] High-speed antiradiation missile already employed&lt;br /&gt;
|ARM is already in the air — the threat is being engaged&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MAGNUM&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] Launch of FRIENDLY antiradiation missile&lt;br /&gt;
|ARM is being launched now in response to this call&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ARIZONA&#039;&#039;&#039;&lt;br /&gt;
|[A/S] [EW] No antiradiation missile ordnance remaining&lt;br /&gt;
|SEAD aircraft is Winchester on ARMs&lt;br /&gt;
|}&lt;br /&gt;
=== Status and Administrative ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AS FRAGGED&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform exactly as briefed or scheduled per the ATO.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;WITH EXCEPTIONS&#039;&#039;&#039;&lt;br /&gt;
|Unit will perform as briefed with stated deviations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AUTHENTICATE&#039;&#039;&#039;&lt;br /&gt;
|Request to verify contact with an allied unit using the DRYAD table.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BLIND&#039;&#039;&#039;&lt;br /&gt;
|No visual contact with a friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FENCE IN / OUT&#039;&#039;&#039;&lt;br /&gt;
|Perform the combat configuration checklist entering or exiting the hostile area.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;LOWDOWN&#039;&#039;&#039;&lt;br /&gt;
|Request for the current tactical electromagnetic support or ground/surface picture.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ROLEX&#039;&#039;&#039;&lt;br /&gt;
|Timeline adjustment in minutes from original planned execution time. PLUS assumed. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SLIP&#039;&#039;&#039;&lt;br /&gt;
|Time delay to an individual flight or element event. Not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UNABLE&#039;&#039;&#039;&lt;br /&gt;
|Cannot comply as requested or directed.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Guides/New_Member_Guide&amp;diff=374</id>
		<title>Guides/New Member Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Guides/New_Member_Guide&amp;diff=374"/>
		<updated>2026-05-23T11:35:03Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: /* The Training Server */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= New Members Guide =&lt;br /&gt;
&lt;br /&gt;
Welcome to the group! This page gives you a quick overview of how things work, where to find information, and what you need to get started. Feel free to jump to whichever section is most relevant to you.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Getting Set Up ==&lt;br /&gt;
&lt;br /&gt;
Before joining the server or attending any events, make sure you have the required mods and SRS installed and configured.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Required Mods:&#039;&#039;&#039; [[Guides/Mod Installation|→ Mod Installation Guide]]&lt;br /&gt;
* &#039;&#039;&#039;SRS:&#039;&#039;&#039; [[Guides/SRS Setup|→ SRS Installation &amp;amp; Setup Guide]]&lt;br /&gt;
&lt;br /&gt;
== The Training Server ==&lt;br /&gt;
&lt;br /&gt;
Our training server is the place to practice, familiarise yourself with procedures, and find official documentation. SOPs — including the LTAG SOPs — are available directly on the server. &lt;br /&gt;
&lt;br /&gt;
=== THEATER ===&lt;br /&gt;
The Current Training Theater is Set in Syria. Our homebase is Incirlik AB. Here you can find the Airport SOP&#039;s: [[Incirlic Air Base|Incirlic AB]]&lt;br /&gt;
&lt;br /&gt;
=== Flight Plans ===&lt;br /&gt;
&lt;br /&gt;
Whenever the server is controlled, file a flight plan.&lt;br /&gt;
&lt;br /&gt;
* [[DDFORM175|→ How to File a Flight Plan]]&lt;br /&gt;
&lt;br /&gt;
== Missions &amp;amp; Briefings ==&lt;br /&gt;
&lt;br /&gt;
Mission briefings are hosted on the ATO Brief website. Before any event, check there for the current ATO, tasking, and relevant mission information.&lt;br /&gt;
&lt;br /&gt;
* [https://ato.sourcedcs.page → ATO Brief]&lt;br /&gt;
&lt;br /&gt;
Make sure you have read the briefing before joining the server for an event.&lt;br /&gt;
&lt;br /&gt;
== TRAINING ==&lt;br /&gt;
You can track your training on our training Page&lt;br /&gt;
&lt;br /&gt;
* [https://sourcedcs.page/skills.html Training Overview]&lt;br /&gt;
&lt;br /&gt;
== Weekly Events ==&lt;br /&gt;
&lt;br /&gt;
We run events on a weekly basis. All events are announced in Discord.&lt;br /&gt;
&lt;br /&gt;
* To sign up, click &#039;&#039;&#039;Interested&#039;&#039;&#039; on the Discord event post.&lt;br /&gt;
* If you can no longer make it, &#039;&#039;&#039;text someone&#039;&#039;&#039; to let the team know in advance — don&#039;t just not show up.&lt;br /&gt;
&lt;br /&gt;
== Where to Find Help ==&lt;br /&gt;
&lt;br /&gt;
If you have questions not covered here, the best place to ask is in the relevant Discord channel. If you&#039;re unsure who to contact, reach out to any of the staff members — someone will point you in the right direction.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Onboarding]]&lt;/div&gt;</summary>
		<author><name>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Main_Page&amp;diff=373</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Main_Page&amp;diff=373"/>
		<updated>2026-05-23T11:32:37Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: &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 / multi-Service tactics, techniques, and procedures (MTTP) ==&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;
=== Communication ===&lt;br /&gt;
[[General/Tactical Communication|Tactical Communication]] · [[General/CATC Communications Guide|CATC Communications Guide]] · [[General/Air Traffic Communication|Operating within Civil Airspace]] · [[DDFORM1801|Filing Flight Plans]] · [[How To Read Charts]]&lt;br /&gt;
&lt;br /&gt;
=== TACTICS ===&lt;br /&gt;
&lt;br /&gt;
==== BVR ====&lt;br /&gt;
&lt;br /&gt;
==== A2S ====&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>Niknam3</name></author>
	</entry>
	<entry>
		<id>https://wiki.sourcedcs.page/index.php?title=Main_Page&amp;diff=372</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.sourcedcs.page/index.php?title=Main_Page&amp;diff=372"/>
		<updated>2026-05-23T11:32:26Z</updated>

		<summary type="html">&lt;p&gt;Niknam3: &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 / multi-Service tactics, techniques, and procedures (MTTP) ==&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;
=== Communication ===&lt;br /&gt;
[[General/Tactical Communication|Tactical Communication]] · [[General/CATC Communications Guide|CATC Communications Guide]] · [[General/Air Traffic Communication|Operating within Civil Airspace]] · [[DDFORM1801|Filing Flight Plans]] · [[How To Read Charts]]&lt;br /&gt;
&lt;br /&gt;
=== TACTICS ===&lt;br /&gt;
&lt;br /&gt;
==== BVR ====&lt;br /&gt;
&lt;br /&gt;
==== BSA ====&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>Niknam3</name></author>
	</entry>
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