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=== Target Acquisition Brevity ===
=== Target Acquisition Brevity ===
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.
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.
{| class="wikitable" style="width:100%;"
{| class="wikitable" style="width:100%;"
!Brevity
!Brevity
Line 44: Line 44:
|Aircraft is in a position to employ weapons. Used in response to COVER.
|Aircraft is in a position to employ weapons. Used in response to COVER.
|}
|}
=== Threat Reaction ===
When a SAM threat is detected, the aircraft communicates on the mission tactical NET to enable reactive SEAD and maintain the common tactical picture.
{| class="wikitable" style="width:100%;"
!Fidelity
!Format
!Example
|-
|'''Low'''
|Call sign · RWR indication · bearing · DEFENDING with cardinal direction · ownship BULLSEYE
|HORNET 1, SINGER ELEVEN, BEARING 3-6-0, DEFENDING WEST, BULLSEYE 3-4-5/30
|-
|'''High'''
|Call sign · RWR indication · threat BULLSEYE/location · DEFENDING with cardinal direction
|BOLT 1, SINGER ELEVEN, BULLSEYE 3-6-0/32, DEFENDING WEST
|}
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.


=== TRESPASS ===
=== TRESPASS ===
Line 112: Line 95:


== Strike ==
== Strike ==
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.
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.


=== Push ===
=== Find ===
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.
 
{| class="wikitable" style="width:100%;"
=== FIX ===
! style="width:25%;" |Station
 
!Phrase
=== TRACK ===
|-
 
|Attacking Aircraft
=== TARGET ===
|{Controller-CS} {CS} CAPTURED {Target Description or Bullseye} PUSHING TOT {Time}
|-
|Cover Aircraft
|{CS} HOUNDDOG
|}


=== Weapon Away ===
=== ENGAGE ===
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.
{| class="wikitable" style="width:100%;"
! style="width:25%;" |Station
!Phrase
|-
|Attacking Aircraft
|{Controller-CS} {CS} ONE WEAPON AWAY {Target Description} {Time of Flight} SECONDS {LASING / SCANNING if applicable}
|}


=== Assessment ===
=== ASESS ===
The attacking aircraft calls the result. Two outcomes are possible:
{| class="wikitable" style="width:100%;"
! style="width:25%;" |Station
!Phrase
|-
| colspan="2" style="text-align:center;" |''Desired weapon effects generated''
|-
|Attacking Aircraft
|{Controller-CS} {CS} SPLASH {Target Description} SUCCESSFUL
|-
| colspan="2" style="text-align:center;" |''Desired weapon effects not generated''
|-
|Attacking Aircraft
|{Controller-CS} {CS} SPLASH {Target Description} FUMBLE {CLEAN / HIT}
|}
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.


=== Reattack ===
=== Reattack ===
If the primary attack results in FUMBLE, the cover element is directed to reattack.
{| class="wikitable" style="width:100%;"
! style="width:25%;" |Station
!Phrase
|-
|FL
|''(intraflight) {CS} COVER {Target Description or Bullseye} · {Cover CS} PUSH''
|-
|Cover Aircraft
|{Controller-CS} {CS} PUSHING TOT {Time}
|-
|Cover Aircraft
|{Controller-CS} {CS} ONE WEAPON AWAY {Time of Flight} SECONDS
|-
|Cover Aircraft
|{Controller-CS} {CS} SPLASH {Target Description} {SUCCESSFUL / FUMBLE}
|}
=== Egress ===
=== Egress ===
Following the attack, the flight egresses using one of three calls depending on the situation:
Following the attack, the flight egresses using one of three calls depending on the situation:
Line 215: Line 151:
----
----


=== CAS ===
== CAS ==
''Content to be added.''
''Content to be added.''
----
----


=== SEAD ===
== SEAD ==
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.
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.
=== Threat Reaction ===
When a SAM threat is detected, the aircraft communicates on the mission tactical NET to enable reactive SEAD and maintain the common tactical picture.
{| class="wikitable" style="width:100%;"
!Fidelity
!Format
!Example
|-
|'''Low'''
|Call sign · RWR indication · bearing · DEFENDING with cardinal direction · ownship BULLSEYE
|HORNET 1, SINGER ELEVEN, BEARING 3-6-0, DEFENDING WEST, BULLSEYE 3-4-5/30
|-
|'''High'''
|Call sign · RWR indication · threat BULLSEYE/location · DEFENDING with cardinal direction
|BOLT 1, SINGER ELEVEN, BULLSEYE 3-6-0/32, DEFENDING WEST
|}
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.


==== The SEAD Game Plan ====
==== The SEAD Game Plan ====

Revision as of 14:21, 23 May 2026

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 the F2T2EA (Find, Fix, Track, Target, Engage and Assess) chain by both fighters and controllers.

Brevity Definition
DIRT Radar warning receiver indication of a surface threat in search mode. The threat is radiating but has not yet established a track.
MUD Radar warning receiver indication of a surface threat in track mode. The threat has established a track on the aircraft.
SINGER Radar warning receiver indication of a SAM launch. The threat has fired.
SCAN Search the indicated sector and report any contacts.
WORK Directive call to conduct geolocation on a specific target or area.
INVESTIGATE Verify specified elements of ROE, positive identification (PID), and coordination of forces on the referenced target or track.
FIXED Target has been located and its position established. Followed by accuracy qualifier: LOW ACCURACY (inside 1 nm) or HIGH ACCURACY (inside 1,000 ft).
MONITOR Maintain sensor awareness on a specified GROUP or object. Implies tactically significant changes will be communicated.
TRACK Directive call assigning responsibility to an asset for maintaining sensor or visual observation of a defined object or area.
CAPTURED Object has been acquired and is being actively tracked.
COVER Directive call to be ready for reattack or re-engage if weapon effects are not achieved.
HOUNDDOG Aircraft is in a position to employ weapons. Used in response to COVER.

TRESPASS

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.

Station Phrase
Controller or Aircraft {CS} SNAP {Heading} TRESPASS {Threat Type} BULLSEYE {Bearing/Range}
 RAMBO 2, SNAP 1-7-0, TRESPASS FIFTEEN BULLSEYE 3-2-0/32.

Game Plan

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

Station Phrase
MC HORNET, BOLT, PYTHON, STANDBY GAME PLAN
FLs "HORNET" "BOLT" "PYTHON"
MC “HORNET, TARGET AND SCAN ALPHA ALPHA 0-1, TWO VEHICLE

CONVOY BULLSEYE 2-7-5/69, MOVING SOUTH, BEST. PUSH AT

21:17 FROM RED OSCAR.”

“BOLT, COVER ALPHA ALPHA 0-1.”

“RAMBO ESCORT AND PYTHON SEAD PER BRIEF.”

FLs “HORNET.” “BOLT.” “PYTHON.”
Station Phrase
FL SHADOW11 #1 AND #2 TARGET {Target Description} · #3 AND #4 COVER {Target Description}
All Members #2 · #3 · #4

Target and cover assignments may be communicated digitally via data link. Each player acknowledges GOOD DATA if received digitally.


Strike

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.

Find

FIX

TRACK

TARGET

ENGAGE

ASESS

Reattack

Egress

Following the attack, the flight egresses using one of three calls depending on the situation:

Call Condition Phrase
MILLER TIME Last striker in the package has completed the attack {Controller-CS} {CS} MILLER TIME
BUGOUT Aircraft has completed its attack and has no intention to return {Controller-CS} {CS} BUGOUT {Direction}
OFF Aircraft has completed its attack and is repositioning or egressing within the area {Controller-CS} {CS} OFF {Direction}

Full Strike Example

 (intraflight) SHADOW FLIGHT STANDBY GAME PLAN
 (intraflight) #2 · #3 · #4
 (intraflight) SHADOW FLIGHT, #1 AND #2 TARGET CONVOY BULLSEYE 0-3-0/15 · #3 AND #4 COVER
 (intraflight) #2 · #3 · #4
 SHADOW11 CAPTURED BULLSEYE 0-3-0/15 PUSHING TOT 21:21:15
 (intraflight) SHADOW13 HOUNDDOG
 SHADOW12 ONE WEAPON AWAY CONVOY BULLSEYE 0-3-0/15 THIRTY SECONDS LASING
 SHADOW11 SPLASH CONVOY BULLSEYE 0-3-0/15 FUMBLE HIT
 (intraflight) SHADOW11 COVER BULLSEYE 0-3-0/15 · SHADOW13 PUSH
 SHADOW13 PUSHING TOT 21:23:50
 SHADOW13 ONE WEAPON AWAY FORTY SECONDS
 SHADOW13 SPLASH CONVOY BULLSEYE 0-3-0/15 SUCCESSFUL
 SHADOW11 MILLER TIME

CAS

Content to be added.


SEAD

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.

Threat Reaction

When a SAM threat is detected, the aircraft communicates on the mission tactical NET to enable reactive SEAD and maintain the common tactical picture.

Fidelity Format Example
Low Call sign · RWR indication · bearing · DEFENDING with cardinal direction · ownship BULLSEYE HORNET 1, SINGER ELEVEN, BEARING 3-6-0, DEFENDING WEST, BULLSEYE 3-4-5/30
High Call sign · RWR indication · threat BULLSEYE/location · DEFENDING with cardinal direction BOLT 1, SINGER ELEVEN, BULLSEYE 3-6-0/32, DEFENDING WEST

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.

The SEAD Game Plan

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.

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.

SEAD aircraft therefore have two primary tools:

  • Hard kill — 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.
  • Soft kill — electromagnetic jamming (CANYON) that degrades the threat radar's ability to track or guide a missile without destroying the system.

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.

Threat Reaction and SEAD Response Contracts

When a friendly aircraft calls DEFENDING, SEAD aircraft respond with one of the following:

Response Definition (ATP 1-02.1) Meaning
HARM INBOUND [A/S] [EW] High-speed antiradiation missile already employed ARM is already in the air — the threat is being engaged
MAGNUM [A/S] [EW] Launch of FRIENDLY antiradiation missile ARM is being launched now in response to this call
ARIZONA [A/S] [EW] No antiradiation missile ordnance remaining SEAD aircraft is Winchester on ARMs

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.

SNIPER and SLAPSHOT

Two directive calls are used to order ARM employment:

SNIPER — 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.

Station Phrase
SEAD Lead {CS} SNIPER {Threat Type} BULLSEYE {Bearing/Range}
SEAD Aircraft {CS} MAGNUM {Threat Type} BULLSEYE {Bearing/Range}

SLAPSHOT — 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.

Station Phrase
SEAD Lead {CS} SLAPSHOT {Threat Type} BEARING {Bearing}
SEAD Aircraft {CS} HARM INBOUND

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.