Tiger-A Independence Flight: Difference between revisions

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The Independence Flight is made up of three squadrons: Freedom Squadron (Lead by the CAG), Justice Squadron (Lead by the DCAG), and Opportunity Squadron (Lead by the Senior Pilot). Each squadron is made up of two flights (pairs of fighters) for a total of four fighters per squadron. Each fighter is made up of a Pilot and a Tactical Systems Operator (TSO) in the second seat. However, in an emergency situation a fighter can be manned by just a pilot. On the USS Tiger, maintenance and engineering crew are not assigned to a specific fighter, as is normally the case, but rather share responsibility for all fighters in order to conserve resources. When the Independence Flight is deployed the OAG reports to the bridge (often taking the Helm position) to coordinate the action with the Tiger.
The Independence Flight is made up of three squadrons: Freedom Squadron (Lead by the CAG), Justice Squadron (Lead by the DCAG), and Opportunity Squadron (Lead by the Senior Pilot). Each squadron is made up of two flights (pairs of fighters) for a total of four fighters per squadron. Each fighter is made up of a Pilot and a Tactical Systems Operator (TSO) in the second seat. However, in an emergency situation a fighter can be manned by just a pilot. On the USS Tiger, maintenance and engineering crew are not assigned to a specific fighter, as is normally the case, but rather share responsibility for all fighters in order to conserve resources. When the Independence Flight is deployed the OAG reports to the bridge (often taking the Helm position) to coordinate the action with the Tiger.
===Freedom Squadron===
{| border='2' cellspacing='0'
|-
!  style="background:maroon; width:600px;" |<center><font
color=white>'''Freedom'''</font></center>
{| border='1' cellspacing='0' class="sortable"
|-
! style="background:#c4bfb8; width:100px;" |'''Ship Designation'''
! style="background:#c4bfb8; width:200px;" |'''Ship Name'''
! style="background:#c4bfb8; width:175px;" |'''Pilot'''
! style="background:#c4bfb8; width:175px;" |'''TSO'''
|-
!style="background:#c4bfb8;" |Freedom 1
!style="background:#c4bfb8;" |
! style="background:#c4bfb8;" |[[Jorey, Brayden|Brayden Jorey]]
!style="background:#c4bfb8;" |OPEN
|-
!style="background:#c4bfb8;" |Freedom 2
!style="background:#c4bfb8;" |
! style="background:#c4bfb8;" |OPEN
!style="background:#c4bfb8;" |OPEN
|-
!style="background:#c4bfb8;" |Freedom 3
!style="background:#c4bfb8;" |
! style="background:#c4bfb8;" |OPEN
!style="background:#c4bfb8;" |OPEN
|-
!style="background:#c4bfb8;" |Freedom 4
!style="background:#c4bfb8;" |
! style="background:#c4bfb8;" |OPEN
!style="background:#c4bfb8;" |OPEN
|-
|}
|}
===Justice Squadron===
{| border='2' cellspacing='0'
|-
!  style="background:maroon; width:600px;" |<center><font
color=white>'''Justice'''</font></center>
{| border='1' cellspacing='0' class="sortable"
|-
! style="background:#c4bfb8; width:100px;" |'''Ship Designation'''
! style="background:#c4bfb8; width:200px;" |'''Ship Name'''
! style="background:#c4bfb8; width:175px;" |'''Pilot'''
! style="background:#c4bfb8; width:175px;" |'''TSO'''
|-
!style="background:#c4bfb8;" |Justice 1
!style="background:#c4bfb8;" |
! style="background:#c4bfb8;" |[[Rysegard, John|John Rysegard]]
!style="background:#c4bfb8;" |OPEN
|-
!style="background:#c4bfb8;" |Justice 2
!style="background:#c4bfb8;" |
! style="background:#c4bfb8;" |OPEN
!style="background:#c4bfb8;" |OPEN
|-
!style="background:#c4bfb8;" |Justice 3
!style="background:#c4bfb8;" |
! style="background:#c4bfb8;" |OPEN
!style="background:#c4bfb8;" |OPEN
|-
!style="background:#c4bfb8;" |Justice 4
!style="background:#c4bfb8;" |
! style="background:#c4bfb8;" |OPEN
!style="background:#c4bfb8;" |OPEN
|-
|}
|}
===Opportunity Squadron===
{| border='2' cellspacing='0'
|-
!  style="background:maroon; width:600px;" |<center><font
color=white>'''Opportunity'''</font></center>
{| border='1' cellspacing='0' class="sortable"
|-
! style="background:#c4bfb8; width:100px;" |'''Ship Designation'''
! style="background:#c4bfb8; width:200px;" |'''Ship Name'''
! style="background:#c4bfb8; width:175px;" |'''Pilot'''
! style="background:#c4bfb8; width:175px;" |'''TSO'''
|-
!style="background:#c4bfb8;" |Opportunity 1
!style="background:#c4bfb8;" |
! style="background:#c4bfb8;" |OPEN
!style="background:#c4bfb8;" |OPEN
|-
!style="background:#c4bfb8;" |Opportunity 2
!style="background:#c4bfb8;" |
! style="background:#c4bfb8;" |OPEN
!style="background:#c4bfb8;" |OPEN
|-
!style="background:#c4bfb8;" |Opportunity 3
!style="background:#c4bfb8;" |
! style="background:#c4bfb8;" |OPEN
!style="background:#c4bfb8;" |OPEN
|-
!style="background:#c4bfb8;" |Opportunity 4
!style="background:#c4bfb8;" |
! style="background:#c4bfb8;" |OPEN
!style="background:#c4bfb8;" |OPEN
|-
|}
|}
<br>


<h2 style="margin:0; background:maroon; font-size:120%; font-weight:bold; border:1px solid #F0E68C; text-align:center; color:#ffffff; padding:0.2em 0.4em;">The FA-150 Fast Attack Space Superiority Gunship (Maul) </h2>
<h2 style="margin:0; background:maroon; font-size:120%; font-weight:bold; border:1px solid #F0E68C; text-align:center; color:#ffffff; padding:0.2em 0.4em;">The FA-150 Fast Attack Space Superiority Gunship (Maul) </h2>
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<br>
<br>


<h2 style="margin:0; background:maroon; font-size:120%; font-weight:bold; border:1px solid #F0E68C; text-align:center; color:#ffffff; padding:0.2em 0.4em;">IMPORTANT INFO FOR PILOTS AND TSO's</h2>
<h2 style="margin:0; background:maroon; font-size:120%; font-weight:bold; border:1px solid #F0E68C; text-align:center; color:#ffffff; padding:0.2em 0.4em;"> Pilots and TSO's</h2>


===Pilot and TSO Responsibilities===
===Pilot and TSO Responsibilities===
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The Tactical Systems Operator (or TSO) is responsible for operating all offensive and defensive systems in fighters which have two operators. This frees the pilot to handle only the operation of the aerospacecraft. Most TSOs are also trained as pilots, for circumstances when the main pilot of the fighter is incapacitated or killed but the craft is still servicable. The TSO answers to the Flight Leader, and is generally subordinate to the Fighter Pilot operating his/her craft.
The Tactical Systems Operator (or TSO) is responsible for operating all offensive and defensive systems in fighters which have two operators. This frees the pilot to handle only the operation of the aerospacecraft. Most TSOs are also trained as pilots, for circumstances when the main pilot of the fighter is incapacitated or killed but the craft is still servicable. The TSO answers to the Flight Leader, and is generally subordinate to the Fighter Pilot operating his/her craft.


===Fighter Pilot Guide===
===Tactical Assaut Craft Guide===
I would suggest that everyone begin by having a look at this [[Tactical Spacecraft Generally|Guide for Fighter Pilots]]. It helps to explain quite a bit about fighter operations. Most important is to make sure you read the section on [http://wiki.starbase118.net/wiki/index.php?title=Tactical_Spacecraft_Generally#What_Tactical_Flight_Operations_Are_Like|What Tactical Flight Operations Are Like].
I would suggest that everyone begin by having a look at this [[Tactical Spacecraft Generally|Guide for Fighter Pilots]]. It helps to explain quite a bit about fighter operations. Most important is to make sure you read the section on [http://wiki.starbase118.net/wiki/index.php?title=Tactical_Spacecraft_Generally#What_Tactical_Flight_Operations_Are_Like|What Tactical Flight Operations Are Like].
<h2 style="margin:0; background:maroon; font-size:120%; font-weight:bold; border:1px solid #F0E68C; text-align:center; color:#ffffff; padding:0.2em 0.4em;"> The Basics: BFM </h2>


===Basic Fighter Manoeuvres (BFM)===
===Basic Fighter Manoeuvres (BFM)===
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'''Guns Defence:''' Guns defence maneuvering, or "guns-D," is the last resort for a defender that fails to outmaneuver the attacker. Guns-D is a series of random changes in the defenders flight path, intended to spoil the attacker's aim by presenting a constantly shifting target, and, hopefully, to maneuver out of the bullet stream. It consists of arbitrary speed changes, yaws, skids, pitch-ups, and rolls, often referred to as "jinking," and is very effective at preventing the attacker from achieving a suitable guns solution. However, guns-D maneuvering still leaves the defender susceptible to stray bullets and "lucky shot" hits, and does little to improve the relative positional situation. Thus, it is only employed as a last-ditch defensive effort when nothing else works.
'''Guns Defence:''' Guns defence maneuvering, or "guns-D," is the last resort for a defender that fails to outmaneuver the attacker. Guns-D is a series of random changes in the defenders flight path, intended to spoil the attacker's aim by presenting a constantly shifting target, and, hopefully, to maneuver out of the bullet stream. It consists of arbitrary speed changes, yaws, skids, pitch-ups, and rolls, often referred to as "jinking," and is very effective at preventing the attacker from achieving a suitable guns solution. However, guns-D maneuvering still leaves the defender susceptible to stray bullets and "lucky shot" hits, and does little to improve the relative positional situation. Thus, it is only employed as a last-ditch defensive effort when nothing else works.


===Independence Flight Communication===
<h2 style="margin:0; background:maroon; font-size:120%; font-weight:bold; border:1px solid #F0E68C; text-align:center; color:#ffffff; padding:0.2em 0.4em;"> Independence Flight Communication</h2>
 
Communications between fighters can be broken up into two types: Directive Comm and Descriptive Comm
Communications between fighters can be broken up into two types: Directive Comm and Descriptive Comm


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'''Visual:''' sighting of a friendly aircraft.
'''Visual:''' sighting of a friendly aircraft.
<h2 style="margin:0; background:maroon; font-size:120%; font-weight:bold; border:1px solid #F0E68C; text-align:center; color:#ffffff; padding:0.2em 0.4em;">Section Engaged Manouvering </h2>
Tactical fighter employment has continued to evolve due to advanced weapons technology and a deeper understanding of threat capabilities. Despite these changes, the fact remains that you may find yourself going to the merge with an enemy aircraft. Circumstances leading to this include an electronic attack (EA) environment, a visual identification requirement, an unobserved entry to delouse another fighter, or Beyond Visual Range (BVR) weapons that do not guide and/or fuse on the target. In any case, if a section of fighters finds themselves turning at the merge, they are executing engaged maneuvering. The fighters’ ability to gain tallies, maneuver to achieve a timely kill, and then continue to execute their primary mission is driven by their ability to employ engaged maneuvering fundamentals.
As the name implies, section engaged maneuvering (SEM) employs from the basic fighting element – the section. The most basic SEM environment is two fighters against one adversary, or 2v1. SEM is not, however, limited to 2v1. In the fleet, 2v2 engagements or 2v unknown engagements in the visual arena will be encountered. Understanding the basic principles behind 2v1 will allow you to develop your capabilities in more complex situations.
SEM is one of the most challenging missions for aircrew. It requires you to track multiple aircraft and make timely decisions while employing your aircraft to the edge of its capabilities. To be successful you must be able to apply your 1v1 BFM skills. Your training command experience will be a building block approach, giving you the foundation to be successful in future missions and fleet experiences.
===Formation===
The fighters have two primary formations to choose from: Defensive Combat Spread (DCS) and Offensive Combat Spread (OCS). OCS provides better isolation of each aircraft, but it reduces the ability and effectiveness of the fighters to visually clear the airspace around each other. The fighters will employ out of DCS because it allows maximum visual mutual support. DCS is the best formation to use when “defensive” in nature and expecting to react to threats visually. The wingman must fly a disciplined formation, striving to be directly abeam lead, to maximize visual mutual support.
===Environment===
An understanding of the environment and how it affects your event is important. On a hazy day, a tally may be hard to achieve until the bandit is inside of three nautical miles. This may result in only one of the two fighters, likely the closest fighter, being “tally” while the fighter on the far side of the formation remains “no joy” due to environmentals. Evaluating the environment and compensating for it is an important factor.
===Sensors===
Tactical Assault Craft include a multitude of sensors and systems to enhance aircrew performance. These sensors can be overwhelming at times with almost too much information being delivered. A sound visual lookout cannot be sacrificed. By now you should have a good eyeball cal from your BFM sorties. It is now time to take your calibrated eyeballs and use them to max perform your aircraft in order to be as lethal as possible.
===Communication===
Lastly, before any tactics can be discussed, the fighters must be able to communicate effectively. Clear, concise comm is paramount in a dynamic environment with limited radio time. The section should strive to use proper comm to achieve this goal. As always, prioritize directive comm over descriptive comm, with any fill-ins at the end.
===SEM Fundamentals===
1 Kill the adversary.

2 Avoid becoming defensive.

3 Fly your best 1v1 BFM.
4 Establish Engaged roles/responsibilities/communication.
In order to be successful at SEM, the fighters need to coordinate their attacks. Effective coordination and proper application of the SEM fundamentals requires both fighters to be tally/visual. You must strive to track both aircraft while flying your craft to the limit of its capabilities.
SEM is more than 1v1 plus 1. It is two fighters actively working together to achieve a quick kill. The fighters will be faced with multiple 1v1 BFM gameplan options. You must learn how to adapt your 1v1 BFM decisions based on the section’s current situation or the other fighter’s location. Do not however, do anything contrary to sound 1v1 BFM simply because you are working in section. If either fighter’s best 1v1 breaks down, the bandit will be able to gain the advantage and their job gets much easier once the fighters begin to make mistakes or commit BFM errors.


<h2 style="margin:0; background:maroon; font-size:120%; font-weight:bold; border:1px solid #F0E68C; text-align:center; color:#ffffff; padding:0.2em 0.4em;">Independence Flight Mission Types and Objectives </h2>
<h2 style="margin:0; background:maroon; font-size:120%; font-weight:bold; border:1px solid #F0E68C; text-align:center; color:#ffffff; padding:0.2em 0.4em;">Independence Flight Mission Types and Objectives </h2>
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===Strike Missions===
===Strike Missions===
Strike missions are Fighter-to-ship attacks.  Used mostly as a decoy as Fighters have a low survivability against the heavier weapons of any full-sized Starship.  At the same time even a flight of strike craft properly coordinated can overwhelm a ships defensive systems.  Fighters such as the Maul carry enough of a payload to deliver a devastating attack against most ships.  Because of their maneuverability and overall nimbleness pin-point attacks can cripple or destroy a target, so this is a viable offensive weapon.
Strike missions are Fighter-to-ship attacks.  Used mostly as a decoy as Fighters have a low survivability against the heavier weapons of any full-sized Starship.  At the same time even a flight of strike craft properly coordinated can overwhelm a ships defensive systems.  Fighters such as the Maul carry enough of a payload to deliver a devastating attack against most ships.  Because of their maneuverability and overall nimbleness pin-point attacks can cripple or destroy a target, so this is a viable offensive weapon.
[[Category:USS Tiger-A]]
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