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Don’t get too wrapped around the axle with this explanation of the vertical fight. It’s included only because you may have an opportunity in a head-on fight to take advantage of a bandit who has gotten slow. When this happens, you can convert the fight into the vertical, as I did in the fight with Butch, and gain turning room that the bandit can’t use. The time to use the vertical fight is after you pass the bandit the third time using one of the first two options. If you can tell he is slow, you may want to take it into the vertical. How do you know if a bandit is slow? He can’t rate his nose.

Remember, if you are committed to going vertical, roll wings-level and make your initial pull straight up. Then roll to find the bandit and pull for him. Do not go into the oblique, or you will give the bandit turning room. An old fighter pilot saying from the Vietnam era is “You meet a better class of people in the vertical.” This is still true today.

Basic Geometry: One-Circle and Two-Circle Fights

The options that we discussed at the pass can result in either a one-circle or two-circle fight. If both fighters start a lead turn, the fight will go two-circle, as shown in Figure 4-9. This means that two distinct turn circles are created.

If one of the players turns away, then the fight goes one-circle, as shown in Figure 4-10.

Keep in mind that either you or the bandit can force a one-or two-circle fight. A fighter pilot should understand the characteristics of both of these types of fights. Most head-on passes result in two-circle fights. The reason for this is simple. Usually, fighters lead turn into each other to use the turning room available in an attempt to reduce angle-off. If you are offset from the bandit and turn away, you are not using the turning room available, but worse yet, you are letting him use it. Figure 4-11 shows a case where turning away from the bandit will cause you problems.

Two-circle fights have another advantage for an aircraft with a high turn rate and an all-aspect heat missile. You may be able to get your nose around fast enough to get a shot at the bandit. A one-circle fight is far too tight for a heat missile shot after the pass. In fact, that is the principal reason for taking a fight one-circle. If you are in a fighter without an all-aspect heat missile, you should try to jam the bandit’s missile by going one-circle.

A last word about one-circle and two-circle fights. Once you have started your turn, don’t reverse it. In other words, if you want to go two-circle but the bandit turns away from you, just keep turning. You will give up far too many angles by taking the time to reverse your turn.

Fighter Pilot Training Sorties: Head-on BFM

These sorties will help you understand the principles of head-on BFM. In these sorties, the opponents will fight a few different types of aircraft. This will help you develop game plans for each enemy aircraft. Here, you will discover that if you are flying a superior turning aircraft, like the F-16, a lead turning fight, either level or nose-low into the bandit, is the most efficient way to turn energy into a weapons shot.

About the Training Sorties

When practicing head-on BFM in similar aircraft (such as two F-16s), it is important that one fighter fly as a training aid for the other. When you are flying two similar aircraft, one fighter will fight at a disadvantage, as outlined in the scenarios below.

In all the scenarios below, the fighter that is practicing his BFM is full up (that is, he has no restrictions on his throttle setting). This fighter should arrive at the head-on pass at whatever airspeed is necessary to execute his head-on BFM game plan. The other fighter’s parameters are discussed below, along with the mechanics of the fight. There are two primary ways that fighter pilots practice head-on engagements. The first is that no fighter can maneuver until 3/9 line is passed. The other way to practice head-on engagement is to allow maneuvering as soon as both fighters see each other.

Scenario #1

Head-on pass with a “Fight’s on” call as soon as one fighter passes the 3/9 line of the other. One fighter is full up, and the other is restricted to military power.

Scenario #2

Head-on pass with a “Fight’s on” call when both fighters have a tally. One fighter is full up, and the other is restricted to military power.

Scenario #3

Head-on pass with a “Fight’s on” call at the 3/9 line pass. One fighter is full up, and the other fighter makes every effort to use no more than 6 Gs.

Scenario #4

Head-on pass with a “Fight’s on” call when both fighters have a tally. The restricted fighter can only use pure pursuit against the full up fighter and cannot lead turn on the first pass.

Conclusion

Head-on fights are very demanding due to the maneuvering required to get to the bandit’s 6 o’clock. You should think through your head-on BFM options and come up with a game plan well before you find yourself in a head-on pass with a bandit. There are no easy ways to get a shot in most head-on BFM engagements. Be patient and execute your game plan. Remember, you will win more fights if you strive to keep the jet turning at corner velocity.

Chapter 5

INTRODUCTION TO THE BEYOND VISUAL RANGE (BVR) FIGHT

The chapters so far in Art of the Kill have addressed the basic building blocks of air combat. All air combat is built on BFM — 1V1 maneuvering within visual range. BFM is the first subject taught to all fighter pilots. Once a fighter pilot learns how to maneuver against targets he can see, it is time to learn to maneuver against targets that are beyond visual range (BVR). The only objective in this section of the book is to peel back the cover slightly on BVR air combat and expose you to the next subject area taught to fighter pilots after basic fighter maneuvers.

Modern fighters are equipped with sensors that can be used to detect targets out beyond visual range. The most common sensor used to find the enemy is the radar. When a target is found on radar, a series of tactical reactions are set in motion. These reactions to the enemy are called tactical intercepts. Tactical intercepts consist of a specific set of procedures using the radar taken by a fighter to gain an advantage on the enemy. There are six basic steps or phases to a tactical intercept. They are:

1. Detection

2. Sorting

3. Targeting

4. Intercept

5. Engage

6. Separate

A fighter pilot must understand and execute each phase. Failure to successfully execute any one of these phases will cause the breakdown of your tactical game plan. Before you fly a mission with your wingman, you should address each one of these tactical intercept phases and figure out how the flight will accomplish them.

Detection

You can’t do anything until you find the enemy on your radar. At first glance, this seems straightforward. You just get pointed at the bandit, and he should appear on the scope. Not so fast. Radars have specific search volumes that are limited in elevation and azimuth. Modern fighter radars move a radar beam across 120° of azimuth as shown in Figure 5a. This sweep is called a “bar.” The pilot can usually select the number of bars, up to the radar’s maximum capability (usually 4 to 6 bars). In Figure 5a, the pilot has selected a 1-bar scan, while Figure 5b shows a 4-bar scan.