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Winging it | History
| Loose Duece | Double Attack
| Plan | Responsibilities
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Disciplines
Basic Rotte Tactics-
Note: this page was gleaned, for the most part, with permission
from Lugnut, of JG54. Sections amended or added to by JG5 members
are highlighted thus.
Winging it!
The purpose of this web page is to try and develop a packaged
approach to wing tactics that makes it easier to adopt war-proven
flight element disciplines into your fighting style. The benefits
derived from adopting wingman (Rotte and Kette) tactics far outweigh
the discipline required. Namely, the ability for two or three fighter
pilots to work in tandem allows for a synergistic increase in combat
efficiency that is greater than the sum of its parts. More
simply put, you can kick more ass together than by yourselves.
Whether it be in the alone in the GA, in a squad night, or in a
Scenario Light, it is all too easy to fly with a lone wolf mentality.
The feeling may be that it is enough work to keep the blue up and
the green down and try to RTB by yourself without worrying about
someone else's butt. Some might refrain from trying it because they
feel that it detracts from over all SA. They are too busy trying
to keep their element leader in the windscreen to notice other threats.
Others feel that by flying in a support role, their opportunity
to score is diminished. I hope we can dispel some of these misconceptions
and prove that the true question to ask is not Why should
I adopt these tactics?, but Why would I want to enter
combat alone? . <top>
History
A little insight from actual WW II tactics is in order, with a
perspective on our particular area of interest, that of the Luftwaffe
fighter pilot. An excerpt from JG26: The Top Guns of the Luftwaffe
by Donald Caldwell:
...In 1937, the Condor Legion (the German
Air Force during the Spanish war - Lugnut) flew in the same close
formation as the rest of the worlds air forces, based upon
the Kette of three aircraft. After its introduction to service,
the Germans quickly realized that the Bf109B, the fastest service
fighter in the world, was unsuited to these close formations. Werner
Moelders, (Adolph) Gallands successor in command of 3/J88,
is credited with the development of the finger four
or Schwarm (flight) formation, so-called because the relationship
of its four aircraft resembled that of the fingertips of an outstretched
hand. His most important innovation, however, was the Rotte, or
element of two aircraft, which became the BASIC FIGHTING UNIT (emphasis
added - Lugnut). The job of the Rottenfueher, or element leader,
was to attack; the job of the Rottenflieger, or wingman, was to
protect or follow his leader. Lateral spacing between the aircraft
was increased to 200 yards, the turning radius of the Bf109. The
aircraft could thus break together, to attack, or towards one other,
for mutual defense. The Schwarm was 600 yards across and was hard
to maneuver as a unit until Moelders developed the cross-over turn,
in which the outside aircraft of the formation made the sharpest
turn. He also staggered the Schwareme (flights) of each Staffel
(12 planes) in altitude, which both improved the ability of the
formations pilots to sight the enemy and made the formation
itself less conspicuous in the glare of the sun. The formation leader
was able to control his widely spaced unit by means of radio....
Utilizing the techniques of those who really yanked the stick in
anger, we will try to adopt standard Luftwaffe Rotte tactics into
the Warbirds experience. We will marry these tactics with those
set forth in the Bible of air combat, Robert Shaw's Fighter Combat
Tactics and Maneuvering. 
<top>
JG5 will normally use a combination of two highly effective winged
pair techniques; Loose Deuce and Double Attack.
Loose Deuce - is the "tag team"
style of fighting, where one fighter is "in" on the bogie.
His job is to maneuver for a shot, and failing this, to bleed the
enemy's energy or force him into a disadvantageous position. He
then calls, "Out" and disengages, hopefully up, to conserver
energy for the next pass, if needed. The other pilot, formerly the
"out" or "perch" pilot can then dive in and
engage the bogie while the other pilot climbs to regain energy,
regain SA and perform the duties of the perch. The idea is usually
for only one plane to be committed at one time; the other, on the
perch, is there to ensure the SA for the entire pair and to watch
the 6 of the "in" pilot, who can concentrate his full
attention on shooting the bogie.The planes continue alternating
positions until the bogie is killed or the overall tactical situation
changes. At that point, it usually becomes necessary for the pair
to either escape or get away from the action to regain their SA...and
then onto the next victim. <top>
Double Attack - is a derivative of Loose Deuce.
There are still the "in" and "out" pilots, but
the "out" pilot is more actively involved in the attack,
not just waiting on the perch until the engaged pilot calls him
down. This approach demands very close contact, and is not recommended
if voice comms are not working properly. JG5 pairs will mostly use
the Loose Deuce, holding the Double Attack for situations where
it is reasonably sure that there will be no reinforcements to undermine
the SA of the pair. <top>
For the most part, we are assuming that each member will have
enough experience to be able to handle his responsibilities, regardless
of whether you are the Rottenfueher ("in" fighter) or
the Rottenflieger/Katchmarek (wingman or "out/perch" fighter).
Plan Before Leaving The Tower
Good planning is the key to success in any mission, more so in
respect to Rotte tactics. The more you both understand the conditions
of the mission from start to finish up front, the less communication
details you have worry about when you engage the enemy. Here is
a basic checklist of things to outline that can either be added
to or cut depending upon your preferences:
Mission Objectives Know your objectives, whether it be a
CAP, Sweep, Jabo, Capture, Recon, or Escort mission. Outline your
travel plans, details such as :
- Destination coordinates (or field #) - self explanatory
- Waypoints set map coordinates for transit routes (i.e.
1, 2, 6) in case of separation
- Ingress altitude altitude is E is life. Make
sure yours is set appropriately high. Also try to avoid maximum
climb rates so you can maintain minimal separation between the
Rotte mates
- Hard deck Setting a reasonable bar
here also helps make the support role easier. It's especially
important for Focke Wulf 190s, as they really need emergency altitude
for escape.
- Cruise speed and/or throttle settings - In transit, 70-75%
works well, and saves fuel. Besides, if your wingie is trying
to catch up, and you're at 100% throttle, he wont have a
chance unless he wastes his WEP to maintain position.
Assignments Decide who will be the element leader, and
who will be the wing. Decide and stick with it through the duration
of the sortie. I recommend swapping roles after every sortie, to
make sure each person gets an equal opportunity at the helm.
If using Double Attack, assign the initial leader. It may be possible
to agree that the pilot who sees a bogie first is assumed to have
the lead until further notice.
Plane Type - Utilize same variants when possible to ensure similar
handling characteristics. A 109G wingman will have a tough time
covering the tail of a 109F element leader in a tight turning dogfight.
Try to fly a plane both parties are comfortable with.
Fuel Load Weight plays a role in handling characteristics,
level the playing field between you and match fuel loads.
Also, with the increased distances and transit times in the 2.0
arena, make sure you have double checked your estimates for your
fuel requirements.
Ordnance Loadout Is it just fighter escort or a Jabo field
capture? Take enough iron to get the job done, but take similar
loadouts. If you dont match (on purpose), your weight, and
consequently your climbing, handling, and dive characteristics will
be different between you.
Coordinate Comms If using voice, set your channels on the
ground and test comm quality to ensure both parties can understand
each other clearly. If either one can not, both should use the text
buffer. It is best up Radio One to 110, the squad frequency whenever
possible. If the Scenario Lite calls for a special channel for a
group of planes, use another Radio channel for squad, or 110. But
be sure to assign squad radio, and prepare yourself to use the proper
channels (nothing worse than sending a help message for your wingman
out on country channel, where it mixes in with a lot of other chatter).
Whenever possible, after any type of radio comms respond with a
cc or else assume it wasnt received (perhaps when
dragging or tight maneuvering it may not be possible). This applies
to both the element leader and the wing. If not confirmed after
several seconds respond with copy? to elicit a response.
If you have a programmable joystick, reserve at least one button
to open a radio channel, preferably the one assigned to your wing.
If you have a nice setup, with multiple hats, I recommend
assigning the first hat for views, the next one for radio.
Formation Because of the problems of microwarps and
other internet-related stuff, it's really hard to keep good tight
formations in WarBirds. For this reason, I recommend a spacing of
about d2 - d4 for wingmen. Following wingmen should try *not* to
fly directly behind the leader; he can't see you back there. Rather,
fly to his 5:00 or 7:00, or off to one side. Try to stay in the
same relative position, you can sap a lot of SA when your wingmen
are trying to find *you* as well as the enemy.
Leaders should attempt to announce direction and altituude changes
several seconds *before* making them, so that wingmen know what
to expect. As examples: "Turning right to SW in 3 seconds,
over". Wait for a "cc", count off to three and make
the turn. "Or, climbing to 10K full power starting 3 seconds,
over" <top>
Responsibilities
Rottenfueher/"In" Fighter You call the shots.
The decisions to engage, disengage, prioritize cons and choose targets
and attack tactics rest solely in your hands. Whenever possible,
you also call out additional cons/threats as deemed relevant to
your position. While in transit, both parties are responsible for
maintaining SA and being on the look out for cons in all directions.
Once engaged with an opponent, assume your 6 is clear unless informed
otherwise by your wingman, or if he tells you he is out of position
at a considerable range, in which case you are on your own. Part
of the benefit of a wing is the unattended SA on your 6 position
that allows you to concentrate on the task at hand. If you lose
position on a bogey, due to maneuvering, you maintain the
option of handing over the lead to your wing if his separation affords
him a better angle. Be sure to call "out" if you are breaking
off contact or are climbing back up. This is the signal to change
leads, and your wingman is then clear to come down off the perch
to engage.
If your wingman on the perch calls a bogey on your 6, you should
assume three things:
- That he is telling you because he wants you to know he is aware
of its presence
- He wants you to be aware of its presence, so dont panic
right away if you see tracers
- He is dealing with the bogie and not to engage in any crazy
multi-vector defensive maneuvers that will spoil his guns solution.
A suggested addendum to #3 would be that it is OK to do some basic
jinks and rolls to throw off your bogey's solution, but you want
to try and maintain the same vector you are presently flying on
so your wing can kill the threat with a minimum of maneuvering.
If the wing decides further action is required on your part to deal
with the bogie, he will call out break left, turn
right, Immelman or whatever ACM will help develop
his guns solution. This should be the one area where the wingman
calls the shots. He is in a much better position than you are to
see if you are about to get smoked. If he makes the decision to
have you break off your attack and engage in a defensive maneuver
so he can help you save your own hide, assume he knows whats
best and follow his orders post haste.
After this type of engagement, inform your wing of any status changes
to your plane, i.e. WEP gone, out of ammo, elevator gone, damage
report, etc, or any other info that he would not otherwise be aware
of. It's also a good idea for the pair to climb out and get tactical
cohesion, reaffirm the lead, etc.
The other tactical situation involving attacking bogies is when
your wing announces that there is a bogie on HIS six. The leader
then has three options.
Hold - Tell him to maintain his wing position for now.
Unless you are within a hairs breadth from killing the bogie
you are engaged with, and there is a bandit on your six that your
wing is trying to remove, this is a risky business. If there are
no other significant threats in the area and your 6 is clear this
is not advised. If he eats your wingman for lunch, you are most
likely the next course on the menu.
Release - Release the wing so that he can take solo
evasive maneuvers while you finish your business. After which, you
can assist his efforts by trying to pry the barnacle off of his
tail.
You lead This means two things, reverse roles
so that you are now the wing to his lead, and reverse directions
180 so you can gain an angle on his bogie. The change of lead
command can be followed by an ACM acronym indicating which maneuver
you want him to reverse with (break left, break right, Immelman,
high yo-yo, split-s), so you can mirror it and know where his position
will be when you reverse. Only do this if you have good situational
awareness on his bogie, and don't call out a manuever that will
hurt his position.
The default mode will be Hold so that the wing does
not go skittering off unannounced, but the onus is upon the leader/in
fighter to decide as quickly as possible what course to take. If
you do not respond in a reasonable time frame, your wing will consider
himself released and make the decision whether to stay or disengage.
Rottenflieger/Katchmarek - You are the element leader's guardian
angel and extra eyes in the back of his head. Your goal is to maintain
a reasonable distance behind and above the element leader such that
any bogies that try to park themselves D4 off of his stern wind
up in your sights with a minimum of fuss in as short a time as possible.
Report any cons or threats in the area that have not already been
identified and that may be relevant to your objectives.
If a bogie winds up on the "in" fighter's six, report
it immediately. If you feel you are in a position to either kill
it or make it break off its attack before it causes him harm then
do so. Otherwise call out a defensive maneuver to the leader that
will best allow you to position the bogie in your sights from a
straight six position, not a momentary snap shot. Again, use lag
pursuit tactics to maintain adequate separation and stay in
proper position behind the element leader. Resist the temptation
to dive in and "help" the leader unless he asks you to.
Check your own six and check it often. Bogies arent stupid,
if they see two planes in a row, they tend to attack the rearmost
one first. Thats you, bonehead! Use S turns and check your
low 6 as well.
If a bogie winds up on YOUR six, report it immediately so that the
element leader can determine what you should do. If you receive
no response in more than 5-8 seconds then you can consider yourself
Released to either disengage from the element leader
or stay if he has a bogie on his six that you are in a position
to eliminate. Keep in mind that after you rectify your situation,
your first priority is to get to safe altitude with your wingmate
and regain situational awareness!!! Don't get into any new situations
until you have Rotte integrity. If it's really hairy, it might be
best for the pair to break off and head home, at least until such
a time as you can safely climb out, regain your breath and re-enter
the fray on your terms.
Follow any orders given with a cc to close the communications
loop, or else you can expect a copy? message to confirm
receipt. <top>
Communications
As previously mentioned, clear concise radio communications are
the order of the day when making decisions at 400 MPH. Everyone
has their own lexicon, which is fine as long as both parties understand
it.
Here is a sampling designed to cover most situations, in lowercase,
which is easier to type quickly; modify it to suit your needs:
Alerts:
6 bogie on your 6
m6 bogie on My 6
hl - hold. Issued to wing to stay out when he
reports m6
rl - release. Issued to wing to evade bogie on his 6
rv - reverse. Issued to wing to reverse direction so
lead can engage bogie on his 6. Issued in
conjunction with an ACM acronym from below
ACM:
bl break left
br break right
hyy high yo-yo
lyy low yo-yo
ss split S
imm immelman
[ description of plane/target ] - bracket
sand - sandwich the bogie. Both turn into the bogie as he closes
in on one of the flight members. This will put one plane on the
six of the bogie and one plane dragging him.
Commands:
con - enemy spotted. Given with direction
pointer such as 2-hi (2 oclock high) or 12-lo (12 oclock
low)
vis - confirmation of con alert, you see him also. Also
used to confirm reacquisition of your wingman after separation.
<top>
Other Wingman
Tactical Disciplines
Just to be thorough, I've included some other wingman disciplines;
these are different approaches to the Double Attack/Loose Deuce
method we will normally use. These may be called upon as needed,
so you should be familiar with them as well.
I. WELDED WING This is the formation we often think of when we
visualize a two man team in flight. One is designated the lead the
other wing, and the wing man's position is anterior and defensive.
During the war this was also a mentor role for younger more inexperienced
pilots to gain combat experience at the side of a veteran. The lead's
primary tasks are navigation, forward hemisphere search for attack
planning and engaged maneuvering and he has the secondary responsibility
of rear-hemisphere visual coverage. The Wing man flies a rather
loose formation on the leader. His primary task is maintaining a
rear hemisphere defensive look out and he has secondary forward
hemisphere duties. During WWII the separation was normally 600 ft.
My suggestion would be a range of 6 showing over your lead and with
some alt to the wingman's advantage to close on any bogey that drops
on the lead's tail. Traditional the wing was in the right echelon
position, at about 4 o clock.
Pros:
1) Mentor for new pilot
2) Releases lead for dedicated attack
3) Requires less discipline and training
4) A reserve ac is always there to be called in when needed
Cons:
1) Who watches the wingman's six?
2) Only one ac is engaged in dedicated attack--less pressure on
enemy
3) May frustrate the more experienced wingman to do more chasing
than killing
LINE ABREAST - This formation places both ac at 90 degrees with
each other of the 3 and 9 o clock respectively. A great combat spread
is required, perhaps int he area of 10-12 showing over the partner's
ac. This offers several defensive and offensive maneuvers against
an approaching enema. There is the "Offensive Split" the
"Defensive Split" the "Beam Defense" "High-Low
Split" "Bracket". What these maneuvers do, and we
can cover them in a later post, is they seek to commit the enema
to pursuit of one of the two offensive planes so that the free plane
can maneuver for the kill. As mentioned above, this require a great
deal of discipline and much trust in the gunnery and maneuvering
proficiency of the partner pilot's abilities. Would you offer yourself
to sucker in the enema if you though your partner could gun him
down quickly when you needed him to do it?
Pros:
1) This things kills them dead....it works
2) When enemy is in pursuit he becomes predictable, and thus dead
3) It keeps the maximum pressure on thus leaving the initiative
with you
Cons:
1) To apply this doctrine requires a high proficiency between both
pilots
2) It requires discipline in terms of familiarity with maneuvers
and execution of them
3) It suckers the enemy in, but the fish may swallow the bait before
you reel him in
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