Air Combat Maneuvering
There are many different scenarios, in regards to geometry, when you arrive at the
merge from a Beyond Visual Range setup. The key to successfully prosecuting a
bandit is to break down the engagement into a series of tasks.
1. First and foremost, both fighters must acquire the bandit (if you turn at a
merge without the threat in sight, you will die).
2. Deny any pre-merge shots the bandit may attempt (e.g., a quick snap on one
fighter, then a switch).
3. One fighter must then engage the bandit in an AGGRESSIVE 1 vs 1 fight,
with the goal of a quick kill. (If we dont press the bandit, he will have the
opportunity to look for the free fighter and switch when appropriate.)
4. Once we have one fighter engaged, then weve established the roles, and
through the use of good comm, the free fighter should be able to extend (out
of plane and out of phase) in the appropriate direction, turn in and kill the
bandit. If a switch occurs, just use the same tactics as in the three-plane
canned sets. Remember also, eventually one fighter will reach Joker fuel,
work the bug. DO NOT be engaged when you reach bingo fuel, call Joker
and work a multi-switch bug scenario....(train like youll fight)!
The following are a few examples of pre-merge scenarios and some post-merge,
1. Bags: Dirt come hard
left, Bandit left eleven
2. Dirt: Tally-visual
3. Bags: Left to Left
5. Dirt: Switch-switch
4. Bandit: Tally-two...
Bandit coming to
Left to Left
me...Left to Left
6. Bandit: Left to Left
7. Dirts ENGAGED, two
8. Bags FREE...extending
Now continue as in the
Remember, the extending
fighter must turn back in if
the Bandits nose becomes
(10-98) Change 1