403.03 Flashcards

(73 cards)

1
Q

Pre-commit goal

A

Sanitize AOR

Detect and ID all groups

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2
Q

Pre-commit Tasks/Responsibilities

A

Detect groups
Build picture using core comm
Inform friendlies if commit criteria has been met

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3
Q

Post-Commit Goal

A

Detect, ID, and engage all factor groups

Target all groups in accordance with flow selection

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4
Q

Post-commit tasks/responsibilities

A
Update or label picture
QC targeting
Ensure all groups within targeting depth are targeted
Respond to declare / EA requests
Detect maneuvers
ID groups
Assist fighters with timeline
Assume tracking for untargeted groups
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5
Q

Merge Goal

A

Prepare for optimal merge entry
Employ weapons
Kill/ID adversaries
Survive

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6
Q

Merge Tasks / Responsibilities

A

Communicate threat
Sanitize AOR
Status of C2 targeted groups

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7
Q

Post Merge Goal

A

Survive
Sanitize
Regain mutual support
Provide directive targeting / point outs

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8
Q

Post Merge Tasks and Responsibilities

A
Communicate threats
Update C2 targeting responsibility
Provide follow-on targeting
Rebuild picture
Assist in regaining mutual support
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9
Q

Pre-commit begins when

A

Mission aircraft report ESTABLISHED at CAP or hold point

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10
Q

Post commit begins when

A

Friendly formation commits or reaches MELD range

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11
Q

Merge begins when

A

Fighters are within visual range (5 - 10 NM)

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12
Q

Post Merge begins when

A

All fighters are clear of the merge

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13
Q

MELD

A

Pre briefed range where radars come out of search mode and into targeting mode to find the next highest threat

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14
Q

Desired out range (DOR)

A

Range from the closest group where a fighters out maneuver will defeat any weapons in the air and preserve enough distance to recommit

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15
Q

Minimum Out Range (MOR)

A

Minimum range from the threat to execute an out/exit and kinematically defeat all air-bourne missiles and allow for a recommit by the flight

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16
Q

Minimum Targeting Range (MTR)

A

The range that the element lead needs to target to ensure group elimination.

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17
Q

Shot Depth Transition Range

A

The range from the leading edge where the shot Depth transitions from skate to short skate

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18
Q

Decision Range

A

Min range at which a fighter can execute a notch maneuver and execute an exit that will keep the fighters outside of the stern wez

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19
Q

Minimum Abort Range

A

The range at which aircraft can execute an abort maneuver to kinematically defeat any missile and remain outside weapons engagement zone

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20
Q

Targeting Depth (TD)

A

The maximum distance from the leading edge of a targeting group that a flight member must target. Beyond this range C2 owns targeting responsibility

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21
Q

Shot Depth (SD)

A

The range behind the closest bandit group within which trailing groups will be shot

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22
Q

Factor Range (FR)

A

During merge tactics, the minimum acceptable distance between the group being merged with the next nearest group

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23
Q

A-Pole

A

The distance from the launching aircraft to the target when a missile begins Active guidance

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24
Q

E-Pole

A

The range from a threat aircraft that an abort order will kinematically defeat any missile that a bandit has launched

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25
F-Pole
The separation between the launch aircraft and the target at missile impact
26
Radar Timeline
Guide for when an intercept will occur. Allows anticipation of fighter tactics and provides appropriate SA enhancing comm. Timeline is unique to each fighter and is based on weapon and radar system performance and anticipated threats.
27
Launch and leave skate 45 miles =
MELD
28
Launch and leave Skate 35 miles =
Untargeted
29
Launch and leave Skate 32 miles =
Transition Range (TR)
30
Launch and leave Skate 25 miles =
Desired out range (DOR)
31
Launch and leave skate 13 +/- 4 =
Minimum Abort Range (MAR) +/- 4 is every 10000 add or subtract 4 miles depending on high or low
32
Launch and leave Skate 5 miles after 0 =
Shot Depth
33
Skate
Informative call to execute launch and leave tactics and be out NLT DOR; Preserves enough range for fighters to recommit and execute short skate / banzai
34
Short Skate
Directive call to execute launch and leave tactics NLT MAR, MOR, or NR
35
BANZAI
Directive call to execute launch and decide tactics with intent to maneuver into the visual arena
36
Ways to kinematically defeat a missile
1. Notch it | 2. Out run it
37
Stern WEZ
Range that adversary missiles can reach from stern position while friendly aircraft are cold Short Radar = 7nm Long Radar = 13nm Active Radar = 14nm
38
Staggerback
Intra-element tactic where naked element pitches back while spiked fighter continues until reaching pitchback criteria
39
Notchback
Intra-element tactic where the naked fighter pitches in while the spiked fighter notches
40
Greaseback
Intra-element tactic wher both fighters pitch in
41
Spike Comm
Spike range, altitude, aspect, group name, fill ins "MR04, spike range 25, 27000, hot, hostile, south group, heavy, 3 contacts"
42
Strobe Comm
Strobe range, altitude, aspect, declaration, group name "MR04, strobe range 25, 39000, hot, hostile, north group"
43
Sort
When multiple fighters are targeted into a single group with multiple contacts, sort defines the targeting within the group
44
Near
Fighter will target the nearest threat
45
Next near
Fighter will target next nearest un-targeted threat
46
Side/Side
Fighter will target threat that is on their side of the formation
47
Owner
Holds primary targeting responsibility
48
Sharer
Provides radar awareness to owner, as well as prepared to engage if owner unable
49
Eyeball
Primary fighter provides ID of unknown aircraft
50
Shooter
Tasked fighter to engage threat upon ID from eyeball
51
How would fighters sort azimuth presentation?
Side/Side
52
How would fighters sort range presentation?
Near / Next near
53
Blue Maneuvers
In Crank Notch Out
54
Red Maneuvers
Hot Flank Beam Drag
55
Maneuver azimuth / range
Group maneuver outside group criteria
56
Maneuver range and azimuth
3 or more contacts maneuver in range / azimuth simultaneously while atleast one contact remains flank / hot
57
Maneuver azimuth and range
3 or more contacts maneuver in azimuth / range simultaneously while contacts beam / drag with no contacts flank / hot
58
Comm priorities
``` Safety Kill verification Defending spike threat Request for controller and fighter targeting SA Respond to EA attack Picture or fill-in Tactical admin ```
59
Cold comm priorities
``` Spikes / threats in stern wez Faded or popup groups Delouse or directive targeting Picture Fighter targeting gameplan ```
60
Pre commit comm cadence
Controller | Fighter
61
Post commit comm cadence
Fighters | Controllers
62
Winning comm cues
``` Contact Locked Sorted Husky Fox 3 ```
63
Losing comm cues
Shots trashed Strobes Music Spike
64
Neutral comm cues
Out In Skate Recommit
65
Merge comm cadence
Engaged fighters Supporting fighters Controller
66
Post Merge comm cadence
Fighters clearing merge Supporting fighters Controllers
67
Crank
Maneuvers in direction indicated
68
Notch
Aircraft is in defensive position with reference to threat
69
In
Turning towards known threat
70
Out
Turn cold relative to known threat
71
Pump range
A briefed maneuver to stop closure with intent to reengage. Used to initiate grinder tactic
72
Notch Range
The range at which a spiked fighter will notch in order to be established prior to threat F-Pole with a pre determined buffer
73
Transition Range
The minimum range that an AIM-120 can be employed and transition to an active state prior to launch-and-leave execution