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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=== | |||
Communications between fighters can be broken up into two types: Directive Comm and Descriptive Comm | |||
'''Directive comm:''' used to immediately drive the section or an individual fighter in order to react to a threat or other situation. It is used to avoid a defensive situation, increase survivability, deconflict, or drive flow. Time is short, so be clear and concise. | |||
'''Descriptive comm:''' used to provide amplifying information. It can be used to describe the location of the bandit or a wingman. It can also be used to deconflict the fighters, or to describe what another fighter is doing to build the picture. Descriptive comm is not required if you are describing something that is apparent to the other fighter. Use it to fill in the SA gaps or bring a low SA fighter back into the mix. | |||
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. Combine directive and descriptive comm to build the whole picture. Avoid running commentaries. Update the fight as it changes. | |||
====Short-Hand Comm==== | |||
'''Anchored:''' turning engagement at a specified location. Ex. "Freedom 2 anchored 19 & 38 for 1000."(Meaning Bearing 019, mark 038, 1000 metres away)) | |||
'''Blind:''' no visual or sensor reference with friendly aircraft. | |||
'''Break (left/right):''' perform an immediate mximum performance turn in the direction indicated. | |||
'''Break (left/right) 90:''' same as break, however limit the turn to 90 degrees of heading change. | |||
'''Defensive:''' fighter is under attack, maneuvering defensively. Ex. "Justice 2 defensive 128 & 49 for 700." | |||
'''Engaged:''' fighter is in an offensive or neutral position. | |||
'''Free:''' fighter is neither defensive or engaged. | |||
'''Kill:''' a fighter call to indicate kill criteria (disable system, destroy, immobilize, etc.) has been fulfilled. | |||
'''Merged:''' friendlies and targets have come together. | |||
'''No Joy:''' aircrew does not have visual or sensor data with non-friendly aircraft. | |||
'''Padlocked:''' aircrew cannot take eyes or sensors off a target without risk of losing tally. | |||
'''Posit:''' request for friendly position. Ex. "Opportunity 2 Posit." | |||
'''Set:''' set (or have set) a particular speed. Ex. "Set half impulse." | |||
'''Status:''' request for an individual's tactical situation and position. | |||
'''Tally:''' sighting of a non-friendly ship. | |||
'''Unable:''' cannot comply as requested or directed. | |||
'''Visual:''' sighting of a friendly aircraft. |
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