Wingman Tactics
When we say close it up, we mean "Real Close".
"A Starting Point"
by
Bob "Greywolf" King
Background Music: Panzerlied, from the Movie Battle of the Bulge.
First of all, lets settle on terminology, I am going to refer to a team of two fighters acting in concert against an enemy as a SECTION. This also happens to coincide with the correct United States Air Force terminology. While flying in any type of combat flight simulation ie..Air Warrior, European Air War, etc..etc.., there are going to be blind spots that you will have difficulty checking while in flight. The undersides of your aircraft, and directly behind and slightly below your aircraft are two of the most notorious. Even though you can check these "BLIND" areas by rolling and turning your aircraft, this might not be enough when an enemy is closing rapidly. This is especially true if you also happen to be fixated on an enemy plane directly in front of you. In theory two fighters working together in concert can alleviate, or OFFSET these blind spots.
A section is further broken down into two seperate components, these are called the "LEAD", and the "COVER". Over the course of many refinements this has become known as the "LEADER", and the "WINGMAN". So to put this bluntly, the Leader "Leads" and the Wingman "Covers". When flying with a wingman, some type of formation is almost always used.
FORMATIONS
ECHELON:
LINE ABREAST:
THE STACK:
There are two basic types of Tactics that can be applied well to any flight sim, these are Offensive Tactics and Defensive Tactics.
Section Tactics are going to be specific to one of the three formations listed above, and can be either offensive or defensive in nature. I will try to break down the most commonly used tactics, and try to include both the PROS & CONS of each of these separate tactics.
Please keep this in mind when reviewing the tactics. I also ask that if anybody feels a need to revise this document, please feel free to do so. I am no expert on these tactics but only offer this as a starting point for anyone interested in learning what I have learned through many years of flight simulator experience.
"Never break your formation into less than two-ship elements. Stay in pairs. A man by himself is a liability; a two-ship team is an asset. If you and your wingman become separated, join up immediately with other friendly aircraft."
Major Thomas B. "Tommy" McGuire USAAF
Second Leading U.S. Ace, in WWII
38 Air Combat Victories
For Voice Comm's in Flight, Roger Wilco has the NJG/88 Seal of Approval
OFFENSIVE TACTICS
FLYING WING (also known as Welded Wing)
In this style, one fighter is designated the "leader", and the other is the "wingman". It is VERY important to remember that these positions may become reversed once the action gets intense, or when 1 or the other gets into trouble. Because of this I strongly suggest that you get into the habit of flying from both positions to gain experience in both. The Flying Wing is not really a formation at all, but a TACTICAL DOCTRINE. Flight formations can be used, such as flying in echelon with the wingman slightly behind and to the left or right diagonal from the leader. (This is the formation we often think of when we visualize a two-man team in flight.) The wingman may also fly directly abreast of the leader in what is called "line abreast formation", or "combat spread formation". Echelon is best for defensive flying and following the leader through maneuvers, where line abreast or combat spread is better for attacking 1 or 2 opponents.
Once the engagement begins, the leader essentially fights the opponent one vs. one, while the wingman hangs on for dear life. The wingman should maintain enough space or distance to give himself the best possible view of his leader’s 6, but not too much separation as to be undefended against the attack of any additional bogie, either attacking the leader or himself.
One of the advantages of the Flying Wing is the concentration of firepower, since the leader commands two gun platforms instead of just one. If the bogie makes an unexpected turn that puts him in range of the wingmans guns, by all means FIRE.
PROS:
CONS:
LOOSE DEUCE "The Double Attack"
The difference between the "Flying Wing", and the "Loose Deuce" is in the spacing between the Leader and the Wingman. With the Flying Wing the spacing is tighter, in the Loose Deuce the tight formation is abandoned in favor of a more loosely spaced stack formation. The wingman does not need to stay closely behind the leader in this formation, as he will be a more active member of the attack. This is probably the most widely used tactic in Air Warrior, and a favorite of some of the best Focke Wulfe pilots. Perhaps you even had it done to you at one time or another and didn’t even know it was happening to you. Usually the leader and the wingman maintain a spacing of 10,000 to 12,000 yds. from each other. This separation is desirable because it allows the wingman the opportunity to get his guns trained on the enemy upon an engagement. With this attack doctrine, the lowest fighter assumes the role of leader, and the wingman positions himself above the fight, but close enough to assume the lead if the leader loses the advantage. At the first sign that the leader has lost the advantage the engaged fighter should attempt to exit the fight, and call out the wingman to assist. Then the leader – wingman duties will change. The exiting fighter should regain his "E" as quickly as possible and position himself so that he can reenter the fight if needed. There is also a variation of this attack. Known as the "Rope-a-Dope" in which the engaged fighter intentionally attempts to force the enemy into a "E" draining state thus becoming an easy target for the wingman who at a higher alt and higher "E" state can easily enter the fight and get the quick kill.
PROS:
CONS:
LINE ABREAST "The Bracket"
The Bracket is an offensive maneuver used primarily when flying in a line abreast (combat spread) formation, and contacting an opponent 2 vs. 1 who is at co-altitude. The two fighters perform a defensive split slightly away from each other in order to get the bogie to settle in on one or the other. After the bogie makes his decision which plane to attack. Then the engaged fighter intentionally turns back toward the enemy plane creating a head on pass. Once the non - engaged fighter sees his teammate swing back forcing the head-on. He will then turn toward the bogie using pure lead pursuit sighting to close the gap quickly. As the bogie lines up his attack on his wingman, and as the first two fighters pass the non - engaged fighter. He should wind up on the bogies six with an excellent shot opportunity. At this point the engaged fighter (the one being chased by the enemy) should then perform either a high yo-yo or climbing banked turn in order to regain position on the engagement. Radio commands in this style of fight must be short, sweet, and to the point. Get with your wingman and develop a code you can both easily understand with the fewest amount of keystrokes. Before you race off to try this one, ask yourself this question first. "Would you offer up yourself in order to sucker in an enemy if you thought your partner could gun him down quickly just when you needed him to do it ?" If the answer is yes, then you are ready for this tactic.
PROS:
CONS:
DEFENSIVE TACTICS
At some point there will come a time when even the best eyes will miss an incoming opponent, especially from behind. This segment will give you and your wingman some options or ideas on how to combat the attacking bogey.
THE DEFENSIVE SPLIT
The Defensive Split can be used when both planes leader and wingman are in a line abreast formation (combat spread), and an attacker has not yet chosen which of the planes to attack. When the call comes out for a defensive split, both the leader and the wingman will turn 45 to 90 degrees away from each other, forcing the attacking enemy plane to quickly choose one or the other. Both the leader and the wingman must remember to maintain as much energy as possible in maneuvering. As in the "Bracket", once the enemy has selected a target. The engaged fighter, will turn to meet his attacker head on, then after passing the enemy fighter he should regain his "E", and attempt to disengage from the fight. The non-engaged fighter should attempt a high yo-yo to get around faster, once he knows that he is not the one under attack. By forcing the enemy to choose one plane over the other, the attacking enemy will lose sight of the other aircraft. That non-engaged aircraft after making his turn. Should find himself above and at the enemy’s six, in a perfect position for the kill. Again communication is imperative. Short easy to type messages such as "split", "brk", "in", "out", are the order of the day, or a Voice Communications program.
PROS:
CONS:
THE SANDWICH
The Sandwich is a most effective way to deal with an attacker who wishes to attack a two-ship unit flying in a combat spread, and he has gotten in close enough to pick out which of you he is after (leader or wingman). When this does occur, the best tactic is for the engaged aircraft to turn away from his wingman. This means you should go opposite to whichever side he is on. In this maneuver the, non-engaged fighter should also turn in the same direction of his wingman. This way if the attacking bogey continues to press his attack on the first fighter. The non-engaged fighter will wind up on the enemy’s tail thus creating the sandwich.
PROS:
CONS:
THE CROSSOVER TURN
Is not necessarily a defensive maneuver, but a method of reversing two aircraft that are flying in a line abreast formation, or combat spread without losing proper your spacing. If both planes turn in the same direction, one plane will lag behind the other in the turn. This trailing wingman is often forced to fly pure lag pursuit and often finds himself pulling pure lead pursuit in this type of turn. This will also burn off a great deal of the trailing wingmans "E". The correct way for a pair of aircraft flying in line abreast formation to reverse their direction is to have both fighters break hard inside one another. The low man will go high, and the high man goes low. They now have reversed themselves with minimal effort and have maintained good position on each other.
My information was garnered from 2 specific web sites, and I think both of them are right on the mark with their thoughts. Since both of these sites mainly commented on wingman tactics for Warbirds simulation, what I have decided to do was to take a little bit from both of them in order to put together a version that is more applicable to Air Warrior, or European Air War. I do however want to give credit where credit is due.
The sites are:
http://www.tradezone.com/901/refmtls/tactics/wnkrwing.htm
http://www.icigames.com/Warbirds/train/wwing.html