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► Your combined angle-off and aspect with the bandit: a head-on pass gives you the best chance for an open escape window.

As you enter a head-on fight, your escape window is usually open. Think carefully before you turn and slam it shut.

Lead Turns

A lead turn is an attempt to decrease angle-off prior to passing the bandit’s 3/9 line. Lead turning is one of the most important concepts in BFM. Lead turns can be used anywhere, but they are used most often in head-on BFM. Lead turns are the most energy efficient way to BFM. Stated more directly, if one fighter lead turns and the other fighter does not, the lead turning fighter will win. Here’s how you execute a lead turn.

As you approach a bandit head-on, watch the line-of-sight rate of the bandit. When you approach an aircraft head-on, it will be relatively stationary on your canopy. As you get closer, the bandit will start to move aft on your canopy. There is a place in space and time, just as you pass the bandit, where the closure will transition from high positive numbers to high negative numbers. What this means is that, as you approach the bandit, the VC (pronounced “V sub C”) is high. Your jets are closing on each other at about 1,000 knots since, head-on, VC will be the sum of your airspeeds. As you pass the bandit’s 3/9 line in this example, the VC will change rapidly from plus 1,000 knots to negative 1,000 knots. When the VC starts to change from positive to negative, it is time to start your lead turn.

Unfortunately, there is no lead turn light in the cockpit and watching the VC in the HUD while simultaneously watching the bandit is very difficult. The best way to judge when to start a lead turn is to watch the bandit’s line-of-sight rate across your canopy. When it starts to increase rapidly, start your turn. This spot where the line-of-sight rate of the bandit increases is usually very close to 30° off your nose. Figure 4-4 shows an F-16 lead turning a MiG-29.

How about the turn itself? Usually lead turns are done at the maximum G possible. When you lead turn, you are closing your escape window and committing yourself to maneuvering combat. Lead turns can be initiated from all aspects and angles-off, but you need to predict the flight path of the bandit and take care not to fly out in front of him while you are doing your lead turn. Figure 4-5 shows a lead turn that is initiated too soon.

There is one particular situation where a lead turn can be used to dominate an adversary. This is the nose-high-to-nose-low pass. Nose-high and nose-low refer to the position of an aircraft’s nose in relation to the horizon. When you are nose-high and passing a bandit who is nose-low, it is time to do a big lead turn at max G. You will have the benefit of using the extra radial G caused by gravity, and the bandit will have to fight gravity. If you blunder into this situation or cleverly maneuver the bandit into this situation, you should be able to use a lead turn to gain an immediate 3/9 line advantage. Figure 4-6 shows a nose-high-to-nose-low lead turn.

You may ask, “If a lead turn is such a potent maneuver, won’t the bandit be lead turning my jet?” The answer is “Yes, he will.” The best way to negate the effects of a bandit’s lead turn is with a lead turn of your own. If you and your clone are both flying F-16s and you each perform a lead turn into the other, the net effect is zero. If you are in an F-16, however, and a bandit is in a MiG-29, and you each perform a lead turn into the other, you will gain a slight advantage, since you have a better-turning jet. The way to counter a lead then is with a lead turn of your own.

Options at the Pass

As you approach a bandit head-on, one of your first thoughts should be “How can I get this over with quick?” Shoot a heat missile if you can, and don’t forget the gun. In most head-on passes, you will have to sacrifice BFM to shoot the gun, so it is not advisable to try to line up for a gun shot. If you are committed to separate, however, you should think about a head-on gun shot. Consider that he might also be lining up for a gun shot against you, and even if he isn’t, head-on gun shots are dangerous because of the high midair-collision potential. For the sake of our discussion, let’s assume you are not going to take a gun shot and you’ve decided to stay and fight. Here are your options:

► You can turn nose low.

► You can turn level.

► You can go straight up in the vertical.

You can do a few other things, like pitch back[23] or split-S,[24] but if you see these type of moves on a head-on pass, it normally indicates that the bandit is in the wrong profession. He should be showing a fat lady something in a size 10D pump instead of fighting you in a fighter.

Anyway, before deciding which maneuver to execute from the options we just mentioned, keep in mind this fighter pilot axiom: “Head-on fights are lost and not won.” Head-on fights require a lot of maneuvering, so the odds that one of the players will make a mistake is high. The biggest mistake made during head-on BFM is losing sight of the bandit. Since you can’t fight what you can’t see, this is a sure way to get your knickers ripped. The absolute best BFM move is no good if you lose sight of the bandit halfway through the maneuver. Some other common head-on BFM mistakes are insufficient G, poor airspeed control, bad lift vector control, failure to lead turn, and trying to BFM in an F-14. (Just kidding on that last one — well, not really.)

So, we are committed to a head-on fight. Let’s talk about each option.

Nose-Low: The Slice

The quickest way to get your nose around on the bandit is by initiating a lead turn slice into the bandit. To do this maneuver, start an immediate 8 G lead turn into the bandit with your nose about 10° below the horizon when the line-of-sight rate of the bandit starts to increase. By pulling around with your nose low, you will gain the use of gravity which will preserve your airspeed and increase your effective turn rate. (Remember radial G?)

The slice is one of the Viper (F-16) pilot’s favorite moves. The reason is simple. The F-16 can out-turn anything in the sky, so a big lead turn executed nose-low will intimidate the bandit. After completing the turn, you will have gained angles on the bandit and still have plenty of energy for the next turn. The disadvantage of the slice is that it is a high-G, nose-low maneuver that places the bandit at deep six and out of sight momentarily. This is not too big a disadvantage if you know where to look for him as you come out of the turn. The bandit should be slightly above the horizon and approaching your 12 o’clock as you complete 180° of turn. Figure 4-7 shows a slice.

The Level Turn

Another good option at the pass is a level turn into the bandit. This option does not get your nose around as fast as the slice, but it has a big advantage over the slice — you can usually maintain a tally throughout the turn. You perform the level turn the same way as you do the slice, except you drag your nose straight across the horizon. Besides slowing down your turn rate, the level turn will slow your airspeed more than the slice does. Don’t forget to lead turn when you execute this maneuver.

The Vertical Fight

The last option is a straight pull-up into the vertical. This move is only included for a few special cases. If you are fighting a bandit and the sun is directly overhead, you may want to consider a pull-up into the vertical. Remember, head-on fights are usually lost and not won. If you take the sun on your first move, the bandit may lose sight. You can usually tell when a bandit has lost sight because he does a “Magellan Act.” You will see him S-turn and rock his wings trying to pick up tally. His lift vector will probably not be pointing at you as he flails around.

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23

pitch back — a climbing high-G turn that ends with the aircraft heading in the opposite direction

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24

split-S — a maneuver that rolls the aircraft 180° to an inverted position, pulls the nose through the horizon and ends up wings-level, heading in the opposite direction