DACM Flashcards

1
Q

Free Roles

A
  • 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
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2
Q

Engaged Roles

A
  • 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
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3
Q

Define Control Zone

A

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.

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4
Q

One Circle Fight

A

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.

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5
Q

Two Circle Fight

A

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.

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6
Q

Pitch Back

A

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.

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7
Q

Counter to the Pitch Back

A

Pitch Back

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8
Q

Lead Pursuit

A

Exists when the AH-1s nose is pointed in front of the bandit. Lead pursuit increases closure and maintains or increases aspect angle.

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9
Q

Lag Pursuit

A

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.

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10
Q

Pure Pursuit

A

Exists when the AH-1s nose is pointed directly at the bandit. Pure pursuit allows a constant nose track on the bandit.

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11
Q

The Weave

A

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.

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12
Q

High Yo-Yo

A

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.

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13
Q

Counter to High Yo-Yo

A

Defenders may be able to turn sharply into and beneath the attackers, causing them to lose sight.

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14
Q

Low Yo-Yo

A

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.

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15
Q

Counter to the Low Yo-Yo

A

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.

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16
Q

Evasive Quickstop

A

Should be used as a defensive measure employed as a last resort. Attempts to give the appearance of a turn or climb while drastically decelerating the defending aircraft. This may cause the attacking aircraft to overshoot.

17
Q

Counter to Evasive Quickstop

A

Best countered with a High Yo-Yo maneuver intended to reposition the attacking aircraft to direct weapons against the energy-depleted adversary.

18
Q

Evasive Dive

A

Can be utilized if attacked while operating at high altitudes. Diving at maximum airspeed and descent rate affords a defense against IR missiles due to ground clutter. Unpredictable turning maneuvers will further hinder enemy weapon employment.

19
Q

Counter to Evasive Dive

A

Attacker should maintain a tail chase position within the control zone of the defender until the defender runs out of altitude. Trading potential energy for kinetic energy will allow the attacker to maintain position within the control zone.

20
Q

Time of Flight and Half Time of Flight distances for 20mm

A

TOF = 2500’, 1/2 TOF = 1500’

21
Q

Gravity Drop for 20mm

A

1/2 TOF = 4’, TOF = 16’