Pairs Tactical Flying

The Section:

A section (pair) is the basic unit in which we fight.
This pair should not be split under normal circumstances. Inside the pair one pilot is considered the "section leader" and the other is his "wingman". The "leader's" job is to steer the pair. ie: his wingman, unless of course he's also the formation (4some) leader.

In the tactical sense, both these pilots are equal - both attack and watch out for each other.

for some info about how to keep in formation, and turning the formation see the "Formation Flyin" page.

 

2 vs. 1 Situations:

  1. A head-on situation vs. a single bandit.
  2. If there is enough time to get orgenized, spread should not be very large so bandit would point close to a head-on with both planes and keep the symmetry. When in doubt, open the spread immediatly.
  3. At about d3.5-4.0 the pair splits and widens the spread up to d1.0-1.2 so bandit would have to make a choise between the two.
  4. Defending to one side, bandit turns his 6 to the other.
  5. Important: best bandits reaction (by his POV) is to choose side early, going over/under one wingman and turning toward the other. Thus he would turn his side and not his 6 to the other wingman - good but not best. Splitting too late or not wide enough, would not give enough seperation to turn into the bandits 3 and 9.
  6. Here is a rough sketch:

  1. In this situation, the pair finds a bandit on their tail, too close to "cross-split" toward him.
  2. The pair starts to increase the spread so the bandit has to choose a side.
  3. When his choise is clear, the attacked wingman preform gun defence, dragging the bandit.
  4. Second wingman closing back, attacking bandit's 5/7 direction.
  5. Timed right, this might enable the second wingman to take a snapshot at the bandit, as he crosses his flight path. Should the badit try to "saddle up", he'll find hiself sadwitched.
  6. The general principle here is good for a lot of situations (example, see below about "dragging") : Got a badits long and closing on your 6? cut infront of your wingman's nose (and let him know what you are doing!).
  7. On the blackboard you can find drawnings of these moves:

  1. In this situation the wingmen are in a furball and no longer in formation.
  2. One wingmember is dragging a bandit and turns toward his wingman to help closing the distance.
  3. While dragging try to lower the bandit - lower than your wingman.
  4. DO NOT go under/above your wingman. Instead, break 90 degrees to one side and drag the bandit ACROSS the wingman's nose. Timing should be so that wingman would be able to catch up with you.
  5. Bandit faces 2 options:
  6. The drawing is on the blackboard:

 

2 vs. 2 Situations:

There is much more veriety here but here are 2 basic options:

 

 

The Furball:

Once entangeled in a furball, formations breaks. But that doesn't mean that the pair breaks or stop working together. The wingman and leader should stay within the same furball, watching each other all the time! Do not run-off chasing bandits, always keep a fair distance from your wingman/leader so you can help him / ask for help and give 6 calls.

A good strategy with E fighters, when in an advantage, is to co-ordinate attacks by the pair on the same bandit. Taking them out one-by-one is the best way to go.

For some general guidlines about pairs in a furball check: Guidlines for pair fighting.



 

give credit where credit is due:
thx to "56th figher group" for giving ideas for the illustrations here, and correct english terms.