DACM Flashcards
Free Roles
- Kill the Bandit
- Call for supporting arms
- Keep track of the fight
- Maintain Energy
- Break phase and plane with the fight
- Maneuver to direct the flight and disengage
- Clear engaged six and your own six
Engaged Roles
- Kill the Bandit
- Remain unpredictable
- Deny the bandit weapons employment
- Drive the engagement
- Force the bandit to lose sight
- Keep sight of the bandit
- Clear own six
Define Control Zone
The most advantageous position from which to employ weapons, deny weapons employment by the bandit, and prevent the bandit from performing an effective counter maneuver. Bandit’s 5 to 7 o’clock, 500-1,500ft aft and 50-75ft above bandit’s rotor arc.
One Circle Fight
An engagement in which the aircraft turns nose-to-nose a the merge and can be recognized by two aircraft commencing turns by lowering opposite wings. Advantage goes to aircraft with smaller turn radius.
Two Circle Fight
An engagement in which the aircraft turns nose-to-tail at the merge and can be recognized by both aircraft commencing their turns by lowering the same wing. Advantage goes to the aircraft with the higher turn rate.
Pitch Back
Commenced at the merge with a high power, climbing turn toward the opponent and is utilized to decrease radius of turn, increase turn rate, and gain an altitude advantage by trading kinetic for potential energy.
Counter to the Pitch Back
Pitch Back
Lead Pursuit
Exists when the AH-1s nose is pointed in front of the bandit. Lead pursuit increases closure and maintains or increases aspect angle.
Lag Pursuit
Exists when the AH-1s nose is pointed behind the bandit. Lag pursuit can build turning room by increasing separation. This can be used to avoid overtaking the bandit.
Pure Pursuit
Exists when the AH-1s nose is pointed directly at the bandit. Pure pursuit allows a constant nose track on the bandit.
The Weave
An offensive flight maneuver executed from the control zone to deliver fires upon an adversary or maintain section positioning in the control zone of a maneuvering adversary.
High Yo-Yo
Used to increase separation from the bandit, avoid an overshoot, or position the aircraft to deliver ordnance. It begins with a climbing turn to the outside of the bandit’s turn radius or away from the bandit if it is wings level trading kinetic for potential energy.
Counter to High Yo-Yo
Defenders may be able to turn sharply into and beneath the attackers, causing them to lose sight.
Low Yo-Yo
Used to decrease separation from the bandit, prevent a reversal, or position the aircraft to deliver ordnance. It begins with a descending, accelerating turn inside the bandit’s turn or towards the bandit if it is wings-level trading potential energy for kinetic energy.
Counter to the Low Yo-Yo
Defender might be able to turn sharply into and above the attacker causing the attacker to lose sight and masking above the attacker’s rotor arc.