MTTP/A2S
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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 the F2T2EA 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. |
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.
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. 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
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.
| Station | Phrase |
|---|---|
| Attacking Aircraft | {Controller-CS} {CS} CAPTURED {Target Description or Bullseye} PUSHING TOT {Time} |
| Cover Aircraft | {CS} HOUNDDOG |
Weapon Away
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.
| Station | Phrase |
|---|---|
| Attacking Aircraft | {Controller-CS} {CS} ONE WEAPON AWAY {Target Description} {Time of Flight} SECONDS {LASING / SCANNING if applicable} |
Assessment
The attacking aircraft calls the result. Two outcomes are possible:
| Station | Phrase |
|---|---|
| Desired weapon effects generated | |
| Attacking Aircraft | {Controller-CS} {CS} SPLASH {Target Description} SUCCESSFUL |
| 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
If the primary attack results in FUMBLE, the cover element is directed to reattack.
| 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
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.
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.