BASIC COURSE

Aerodynamic concepts
Red Baron commands

Basic communications
Basic manoeuvres take off –landing – turns – dive and climb
Formation flight

Server Setup

 

Formation flight

Air Mission Tactics and Procedures

FORMATION AND LEADERS

Formations:

Line Abreast (right):

 Echelon (right):

Line Astern (In Trail):

Wedge Vee (right):

Stacking:

Spread:

 

LEAD PLANE, NAVIGATOR, BOMBARDIER

FLIGHT PLAN

Takeoff to Assembly Point:

Out Transit:

Ingress:

Bomb Run:

Egress:

Flight Home:

Landing:

CALL SIGNS AND COMMUNICATION DISCIPLINE (Roger Wilco)

Pilot Talk:

 

Air Mission Tactics and Procedures

In the spirit of a little something for everyone, I wanted to talk about the issues around the control and command of air units before and during missions. This particularly applies to bomber groups, but is certainly relevant to fighter squadrons as well. The difficulties in coordinating ground forces are nothing compared to the art of air command and control, and in an online game, the successful outcome of missions will largely depend on how coherent the players are in the air.

FORMATION AND LEADERS

Setting up the formation of the squadron before flight is essential. Everyone should know what their position is, and basic formation doctrine. I know that there are many different formations in real life, but in computer flight sims there is usually only one practical formation (unfortunately). The difference between real formation flying and sim formations is that a real pilot can look from side to side with ease, without even turning his head. The computer pilot has a limited and often fixed view directly ahead. Sure there are view keys that allow you to look to your sides, but try maintaining a tight formation with your friends using the view keys for 5 minutes and you will see the handicap. This makes flying in formation difficult and dangerous in any type of formation except Line Astern Low. Line Astern should be called the "Flight Sim Formation" as far as I am concerned.

Whatever formation you decide to use, be sure to pair off everyone in your squadron with another pilot. It's a good idea to pair off a newbie with an experienced pilot. This is the German WWII system that every modern air force uses today. The wing leader flies in front and concentrates on looking out for targets; the wingman follows his every move and protects his 6 o'clock, making sure that no one slides into position behind him during combat. This system is tried, tested and true…ignore it at your own peril. Each group of two pilots is then paired with another group, to form 4 plane "wings". Then you arrange the wings together into the formation of your choice. My experience is that larger formations than 4 planes are unmanageable and dangerous.

Each plane in the wing is numbered based on his position and rank from 1 to 4. Thus the wing leader is 1, his wingman is 2, the 2I/C is 3 and his wingman is 4. Name each wing using numbers or a name, it doesn't matter which, but the key is to stick to the designation during the mission. This is to make it easier for the squadron leader to manage his team. He can thus call out to specific aircraft and groups of aircraft simply by using their wing and position number. He doesn't have to know who is flying the plane, or ask who is in charge. This saves precious time in combat.

Formations: Formations are important to prevent mid-air collisions and organize people into fighting groups. In order to illustrate the formation, I used numbers corresponding to the Wing system I described above. All formations have a "Left" and "Right" configuration, indicating on which side of the leader the other planes line up on. All of the following illustrations are in the Formation Right configuration, the default (so if the leader doesn't mention which side he wants the formation on, assume its right)

Line Abreast (right): Very basic, everyone flies side-by-side. Good if crossing over either to north (left) or south (right) of main fight path. Once again the unwary (Situational Aware) pilot won’t check for your team mates.

(1    2)   (3    4)

Echelon (right): This formation looks like a diagonal line. Same usefulness as line abreast.

(1
    2)
        (3
            4)

Line Astern (In Trail): This is the easiest formation to maintain for online pilots. Also with this formation when the enemy detects the first plane and fails to keep checking (SA) he’s going to be in a world of hurt.

(1
2)
(3
4)

Wedge, Vee or schwarm (right): A variation on the Echelon. Also called "Finger Four".  

Note how the DR1 form is all in pairs wingmen/section.

   1
  2  3
        4

After the Luftwaffe fighters suffered heavy losses flying in tight three-plane formations during the Spanish Civil War, German ace Werner Molders developed and tested a loose fighter formation. Known as the Schwarm,

it consisted of four fighters flying in pairs, or Rotten. The leader (Rottenführer) of this formation was the best pilot and best shot, and always flew ahead of the other three fighters. The second aircraft was the Leader’s protective wingman (Katschmarek) , and his job was to never leave the Leader’s side. The wingman always flew on the side of the leader where the sun was, though at a lower altitude so that the other aircraft would flot have to look into the sun to see him. On the opposite side from the wingman was the leader of the second Rotte, and at his side, though at a higher altitude, was his wingman. The second wingman always had the job of scanning the sky around the sun, and watching for enemy attacks from that direction. Since the Schwarm was so spread out, it was harder for enemy fighters to spot it, and it had the added benefit of minimizing the risk of collision within a formation. The result was a high rate of kills for the Luftwaffe fighters during the remainder of the Spanish Civil War and the early stages of the Battle of Britain.

Stacking:

Stacking is the altitude that each aircraft in a wing takes in relation to each other (leader). High stacking means that each plane after the leader flies at a slightly higher altitude relative to the next plane. The planes form a bit of a ladder when viewed from head-on. Level Stacking means that all planes fly at the same altitude in the formation, and low stacking is the opposite of High, with each plane taking a lower altitude relative to the next in the formation. I strongly recommend that online pilots adopt the Line Astern Low formation as the standard, because it is easier to keep an eye on your leader when he is in front and slightly above you. I would recommend stacking by section IE: two man teams.

Up individual:

                        4

                3

        2

1

Up by section:

                            3    4

1    2

Stacking down is exactly opposite:

1     2

                3     4

Spread:

This defines the proximity to each other in a formation. Tight spread means about 100 feet of spacing between planes. Standard Spread is about 300, and Combat Spread is about 500 feet. Combat spread is usually adopted by bombing formations just before entering a flak zone. The exact distances between planes is not written in stone, and each squadron can have their own definition of the exact spacing for the three types of spread.


LEAD PLANE, NAVIGATOR, BOMBARDIER

Every mission will require a mission commander. However, more complex missions may require the assignment of a Lead Navigator or Lead Bomber, depending on the type of plane. The function of these individuals is to increase the chances of the mission's success by the assigning the responsibility of getting the flight to the target, and hitting it, to one individual, usually the most qualified bomber/navigator. The lead navigator guides the entire squadron through the flight plan, and if the formation gets lost he is responsible for getting them back on track. The critical job of the lead navigator is to make the call for formation turns at each waypoint (See Flight Plan below). Whenever the flight plan calls for heading change onto a new leg, the lead navigator has to get on the radio and tell all the planes in the formation to turn on his signal. The second critical job is to make sure that the entire formation is on the correct heading for the bomb run. Getting on the bomb run vector is a difficult and precise art, and if you miss, you will go through a hell of flak for nothing. The Lead Bombardier's job is much simpler; basically he gives the signal for the entire formation to drop its bombs for maximum impact. The lead bombardier is the final arbiter on whether the target can be hit or not.

FLIGHT PLAN

The mission flight plan should include exact details on each leg of the mission, from takeoff to landing. A leg is a portion of a flight in a straight line. The total flight plan is made of several legs connected by waypoints. Very few missions will involve flying directly from the airstrip to the target. Flight plans often zigzag and take indirect paths to confuse the enemy about your real target and to avoid Flak defenses and/or fighter airstrips. Each leg of a trip should include a compass direction (from 000 to 360), an altitude and a target speed. The typical flight plan should include the following basic legs:

Takeoff to Assembly Point: Assigning a takeoff order to your squadron really helps limit confusion. Takeoff orders should follow the position each pilot is supposed to take in the flight formation, thus the lead plane takes off first, and then his wingman, then No. 2, his wingman (and so on and so forth). Assembly is in principle a very basic concept, but in practice can be the more frustratingly difficult part of the mission. Getting everyone in the right position, up to the right altitude and the right speed requires a little discipline and skill. The first plane that takes off should do a clockwise circle pattern around the airfield at low throttle and low altitude. The second plane then just has to find the first and form up. The low speed circling should continue until everyone is airborne and assembled in the proper formation. Either way ensure you sort everyone out before you start the mission.

Out Transit: However direct your path to the target is, make sure all waypoints have clearly indicated altitude and compass direction, as well as time targets/speed (Time might have to be "real" time as opposed to game time). Avoid unnecessary flight over enemy territory, and if possible avoid Flak concentrations. Remember that aircraft will be considerably slowed down by ordinance and fuel on route to the target.

Ingress: Ingress is the final vector the squadron takes before lining up for the bomb run. It's a last chance to correct navigational errors, confirm that you are at the right location, assign targets and get your head together. Ingress should not be plotted over known Flak. It also should be the final leg for climbing/descending to attack altitude.

Bomb Run: This is the attack plot directly over the target. Straight and level, baby.

Egress: The start of the Egress waypoint is plotted a few miles out from the target, to give everyone time to handle the new speed (no more bombs) and check the bomb damage. Egress is plotted directly away from the target and Flak, if possible. Try to line up the Egress vector with a direction that points close to home.

Flight Home: The return home leg (s) doesn't have to be as indirect as the Out Transit, since the enemy already knows what you are up to. However, fighter squadrons will still be trying to block your way home so don't be too obvious about your return trip. Remember that the aircraft have less fuel and no bombs now so you can climb higher and fly faster.


Landing: By the time you have returned over your airfield, your squadron has probably been shot to ribbons and is by now a disorganized gaggle of bullet-riddled planes. Landing is at your discretion, starting with the ones with the lowest fuel, and ending with the most damaged (save them for last because they may block the runway if they wipe out). Don't get fancy though, and don't be too concerned about landing at your home base, in an emergency any friendly airstrip will do. One last note, don't land with bombs or other ordinance attached to the wings or inside bomb bays. Dump it over water or enemy territory before returning home if you didn't get a chance to drop them over a target. If you don't think you can land your plane because of damage, then bail out over friendly territory, but do everyone a favor and point the aircraft into the sea before you bail, so that it doesn't end up crashing into someone's airstrip.

CALL SIGNS AND COMMUNICATION DISCIPLINE (Roger Wilco)

Target types, as well as locations, are usually given codenames (call signs), used for transmission during the mission. This helps curtail enemy players conducting espionage on your side. You can tell everyone what your target is if you want, but if the enemy somehow shows up with a swarm of fighters don't be surprised. Code words allow you to discuss mission details without having to name the target. Assign a call sign to the Primary and Secondary target, and let the navigators or pilots know what they are before the mission starts. Even better, only share the target information with people you know for sure can be trusted. During radio transmissions (chat), use the call signs for the target so that if you have an "enemy passenger" in your flight he won't be able to call his buddies and prepare a welcome for you. I don't think that this kind of cheating will occur very often in Red Baron, but you can discourage it with simple security procedures.
Communication discipline is also part of mission success. The squadron leaders can't compete with mindless chatter on the radio net when trying to give orders. Try to limit idle conversation and discussing sensitive information. Keep the radio channel free for the mission leader to use. If using voice com software, try to use radio discipline procedures, otherwise it will be render the tool useless. Identify yourself by your call sign before talking and end your transmission with "over" when you are finished and "out" when the conversation is done. It sounds cheesy but it really helps.

 

 

Salute and happy hunting.

JGS4FUBAR78