Difference between revisions of "Air-to-ground basic tactics"

From UOAF Codex
Jump to navigation Jump to search
Line 38: Line 38:
 
:'''Best method of engagement (against SA-10):''' NOE terrain masking with lofted HARMs or guided bombs from behind terrain.
 
:'''Best method of engagement (against SA-10):''' NOE terrain masking with lofted HARMs or guided bombs from behind terrain.
 
:'''Best method of engagement (against SA-11/17):''' Staggered HARM launches (so multiple HARMs don’t target the same launch vehicle), lofting guided bombs from high altitude or from behind terrain.
 
:'''Best method of engagement (against SA-11/17):''' Staggered HARM launches (so multiple HARMs don’t target the same launch vehicle), lofting guided bombs from high altitude or from behind terrain.
 +
 +
[[Category:UOAF]]
 +
[[Category:UOAF: BMS Codex]]

Revision as of 22:27, 5 March 2017

Anti-aircraft artillery

BMS Anti-Aircraft-Artillery are several threats systems that can engage you at low to high altitudes.

Heavy (85mm+) AAA systems are found in AAA battalions which primarily use large-calibre guns firing altitude or proximity fuzed shells (think traditional "flak"). These are often bolstered by the use of a ‘Fire Can’ fire control radar which shortens their bracketing time (the time in which it takes for AAA fire to range and close in on your aircraft) against targets that enter their envelope. If you see explosions bracketing your plane, you should immediately change your altitude and start jinking until out of range.

Smaller calibre (20-40mm) AAA guns and SPAAG (Self Propelled Anti-Aircraft Gun) systems such as the ZSU-23-4 ‘Shilka’ are deployed with other battalions for close-in protection. Once you enter the range of these systems, it can be hard to avoid their fire while in range and line of sight. Using terrain masking or stand-off attacks are the only safe way to avoid them.

An ‘A’ on the RWR designates that a Fire Can or SPAAG is tracking your aircraft.

Most dangerous: If you enter the systems engagement range. SPAAGs are exponentially more dangerous the closer you are to them.
Best method of engagement: Stand-off attacks with ATGMs or lofting/high-altitude attacks with bombs. Anti-Radiation missiles can be employed against Fire Cans, but are unlikely to hit a SPAAG.
IR SAMs and MANPADS

IR SAMs are normally found in HQ, mechanised and tank battalions. Normally these systems are used in conjunction with AAA and mobile Radar SAMs to provide a tighter cone of cover around their parent battalion. Systems include the SA-9 and SA-13 vehicle mounted launchers, and the SA-7,-14,-16, and -18 MANPADS.

While limited compared to their Radar guided counterparts, IR SAMs help to fill gaps that Radar SAM systems can leave at close engagement ranges since they have short acquisition and travel times.

There is no warning when an IR SAM is fired, except for looking for and seeing the launch. The SA-13 will show up on the RWR because it has a ranging radar, but you will still not get a launch warning. Defeat the missile by breaking into or away from it and using flares. The best way to avoid them is by staying high (usually above 10000ft AGL).

Most dangerous: Just below 10-15,000ft.
Best method of engagement: Mavericks or cluster bombs from outside engagement range of system.
Radar SAMs

The most common SAM threat. Radar guided SAMs come in single vehicle systems, typically attached to HQ battalions and some armoured battalions, and long range systems deployed by an entire air defence battalion.

The single vehicle systems are generally shorter ranged and are designed to work as point defence for a battalion, similarly to the IR SAMs described above, but with more range. These vehicles contain both search and fire control radars as well as multiple missile rounds. Examples include the SA-8, -15, and -19 (Tunguska). These missiles are typically very quick and manoeuvrable but with limited range and ceiling. Stay away from them; if they fire they are very difficult to defeat.

The second type are area and theatre defence SAMs. These are generally static or merely mobile, needing to set up in an area before they can fire. These battalions commonly consists of a Fire Control Radar (in reality also one or more search radars, but we don’t have those in BMS) and several launchers, in addition to some support vehicles.

In early models, like the SA-2, -3, -4, -5, and -6, and also the SA-10, there is only one, central, fire control radar that guides the missiles. If you kill that one vehicle, no more missiles can be launched. Later variants of the SA-6, i.e. the SA-11 and SA-17, however, have equipped every launch vehicle with its own radar, meaning that the battery can still fire until you have destroyed every single launcher.

Common to all radar SAMs except the SA-10 is that they will very clearly (and loudly) announce that they’ve launched a missile at you. It is important to look for the missile launch, however, as you have no other indication of where the missile itself is, and seeing it is vital to avoid being hit by it. Use ECM to degrade the range at which a SAM can be launched at you, but if one is launched, use chaff to try to break the radar lock. Unlike in real life, in BMS missiles cannot reacquire a target once the lock is lost.

Most dangerous (mobile systems): Low-medium altitude. Very short engagement and missile flight times.
Most dangerous (air defence battalions): Medium-high altitude where you cannot easily use terrain masking to break or avoid locks.
Best method of engagement (mobile systems): Mavericks or cluster/guided bombs from outside/above engagement range.
Best method of engagement (air defence battalions): Anti-Radiation missile attack on FCR with follow up cluster-munition attacks on launchers.
Best method of engagement (against SA-10): NOE terrain masking with lofted HARMs or guided bombs from behind terrain.
Best method of engagement (against SA-11/17): Staggered HARM launches (so multiple HARMs don’t target the same launch vehicle), lofting guided bombs from high altitude or from behind terrain.