Defensive BFM
4 
The call comes over the virtual radio, "I've been hit!". You execute a Wingman Padlock only to see "2" rolling into a spiraling dive, flames and smoke belching from the aircraft.You think to yourself, "Where did that come from" as you frantically do a search for bandits & you spot him. The MIG that just took out "2" is moving into position on your "6" to take his next ATOLL shot & at you
Welcome to Defensive BFM.
You are in the worst position a fighter pilot can be in & on the defensive. In Chapter 3 we learned the basic Offensive maneuvers to get into and stay in control long enough to take a "Killing" shot. In this lesson, we will learn what to do to keep the bandit out of the "Kill Zone". If that fails, what to do to avoid getting hit by the "Killing" shot.
When you think of Defensive BFM, think of High G, difficult maneuvers that are executed while straining your neck to watch what the bandit behind you is doing. There is no magic move & no, you can not "Just hit the brakes and he will fly right by" like Tom Cruise did (Unless you are flying the Pre-TACTCOM or Pre-Version 2.O versions of EF2000 ... then it works like a charm). To avoid getting killed by the bandit, you're going to have to work pretty darn hard. As in Offensive BFM, you want to keep your movements smooth and fluid, no sudden maneuvers.
Keep in mind, if you fly perfect Defensive BFM and the bandit flies perfect Offensive BFM & "your gonna die". What you want to do is cause BFM problems for the bandit and force him to make a mistake. If he does not, all you can do is make him work for the kill and force him to close to gun parameters, then you must work to defeat his gun shot.
Detection
Most kills are on a target that had no idea he was about to get hit. Before you can execute Defensive BFM, you need to know there is a threat. There are 3 basic ways to detect a threat.
RADAR:
RADAR is probably the best way for detection. It has good range (usually 80 miles), allows you to lock weapons onto your target, can allow you to track his movements & pretty much, if you get a bandit on RADAR, you can keep him there and know what he is doing.
The problem is, RADAR is limited in scan area. You can not always pick up a bandit and you have a rather large blind area to deal with. You may need to use one of the other resources to get a general bearing on the bandit in order to use RADAR. You can also do frequent "sweeps" to search you area. The best way is to use a leapfrog method for sweeping, one aircraft will perform a sweep while the rest of the flight moves along the flight path. If the sweep is negative, he moves back towards the flight. About the time he rejoins the flight, it is time for another sweep. The job gets handed off to the next plane in the wing.
TWS(EW):
TWS (Threat Warning System, DASS also falls into this category, sort of.) will react if RADAR is looking at you. It will pick up airborne as well as ground threats. It does not pickup Electro-Optical targeting devices or threats not using RADAR. So, again we have some limitations.
I am going to lump AWACS and JSTARS into this category as well. Jane's F/A-18 is modeling these systems. AWACS type systems will give you a gods eye view of EVERYTHING in the air. This is regardless of whether or not they are a threat, emitting RADAR, 300+ miles away, etc. They tend to work a bit too well in the gaming environment. But if the game has it as a resource & use it. JSTARS has been modeled similar form to a AWACS type system and will give you informations on ground targets.
VISUAL:
Your eyeballs & probably the best detection device ever. Regardless of how you first detect the bandit, when you get into a furball & you are going to have to rely on the old glasses to keep tabs on him.
THREAT IDENTIFICATION
We know how to find the threat & now how do we identify the threat? I do not mean, is it a MIG-29 or and SU-27, I mean which item in the air RIGHT NOW should you be most concerned with. Probably the most common mistake I see anyone make, and even veterans will get caught in this trap now and again, is not defending against the most immediate threat.
The missile lock klaxon is going off in your cockpit & you KNOW you have a missile inbound, but if you hold this line just a couple more seconds, you can kill this bandit you are tracking. STOP! If you are certain a missile is tracking you, do nothing else but GET OUT OF ITS WAY! As soon as you know you have a missile tracking you, find it using your aircraft's sensors and your eyes and begin evasive tactics.
CRASH'S RULE NUMBER 2: If you have someone or something shooting at you, get out of it's way before you even think about attacking a target.
How do you evade a missile? There are several techniques, some of which are better and more reliable than others are. They all use the same basic root principal & "Fight Missiles with Aspect". What this means is you want to give the missile the most difficult guidance solutions possible by making it maneuver. The first thing you want to do is put the missile on your 3/9 line and "Beam" it.
Your 3/9 line is the imaginary line that goes across your aircraft from left to right. If you look down at the top of your aircraft, and imagine it sitting on a clock face nose pointing to 12 o'clock, you will be able to visualize the "3/9" line. Missiles fly in Lead Pursuit to increase their range, so by putting the missile on your 3/9 line you will cause it to pull maximum lead. As you do this, drop chaff and flares. This may confuse the missile as it tries to create guidance calculations. Do not try and let the missile close in and expect to pull a high G turn to force the missile to over shoot you.
Missiles are designed to explode if they over shoot, (Now you know why you keep getting hit even though the missile went past you) your attempt to pull around the missile will bring you close enough to it that on explosion, you will take damage. (Note: missile damage is frequently collateral damage, direct hits are not required to kill you. A common missile design throws steel bars in a wide ball shaped area when it explodes). You need to judge timing for a break away from the missile as you drop chaff and flares. Near the end of the missiles flight (after the motor has burned out) you want to pull a high G turn causing the missile to try and pull a turn with you. The chaff and flares may confuse the missile as it tries to track you and it may lock onto that leaving you a get away. Don't wait too long or, once again, you will be in the blast radius of the missile.
I mentioned motor burn out, once a missile motor is burned out, it loses maneuvering and any high G turn it is forced to make becomes unrecoverable energy that causes it to slow down. Jane's F/A-18 doas a very good job of this, and these types of maneuvers will work wery good.
DEFENSIVE BFM
Remember I told you that the first turn, BFM maneuver, in a fight is the most important? There are a couple of reasons I say that. Pete Bonanni makes an excellent point in "Art of the Kill", when you pull that first high G maneuver, not only are you creating BFM problems for the bandit to resolve, you are making a clear statement that "I am going to stay alive. If you are going to kill me & your gonna have to work hard for it." (Pete said it with a little more flamboyance & "Its you and me for all the wine and women in the world".) A mid or low level G turn is almost a surrender ... at this point you might as well just fly straight and level and let him shoot you.
The other reason, as we mentioned, is to create BFM problems for your new friend back there. We know we want to get to corner velocity. If you are not there yet, start your maneuver anyway and try to get there. Slowing down is easy, cut the throttle pull your Gs and make your speed. Speeding up is not so easy & good argument for cruising at or above corner velocity. (I know of no one that flies slower on purpose, but you should pay attention). Pull your turn, put your velocity vector ON THE BANDIT. If you do not, you will create additional turning room for the bandit when you are trying to take it away.
Figure 4-1 shows a defending aircraft creating turning room for his attacker.
OUTSIDE THE TURN CIRCLE
You want to begin your BFM turn as soon as possible. If you spot the bandit early enough and can begin your BFM while he is still out side of your Turn Circle, you can turn a defensive position into at least a Head On Pass, or even an offensive position.
So there is no missile and you have a bandit on your six, you begin Defensive BFM. How do you know what to do next? How do you know what you are doing is working? If your turn is moving the bandit away from your 6 o'clock position and up towards your 3/9 line, it is working. You want to get the bandit forward of your 3/9 line. If you start your turn while the bandit is outside your turn circle, and you put your lift vector on him and execute the turn correctly, you should force the bandit in front of your 3/9 line. Here is where it gets a little tricky.
If the bandit pulls a Lead Pursuit while you are executing the turn that is forcing him in front of your 3/9 line, he will get the opportunity for a gun shot as he over shoots. Watch out for this. If he starts to pull Lead Pursuit the best way to defend for this is to quickly pull out of plane. At this point, you have to judge when to make your "jink" out of plane. Don't wait too long, if you're too late ... your dead, if your too early, you just need to "jink" again. Better too early that too late.
If the bandit is inside your turn circle when you begin BFM, there is a much different scenario that plays out. First you need to determine how serious the pilot behind you is. If he intends to get in on your 6 and take a shot at you, he will have to fly Lag Pursuit to get to your entry window. If he pulls into a Lag Pursuit, he wants to party and you better be ready.
Your best shot here is to pull a high G turn at Corner Velocity. At this point it is imperative you are at Corner Velocity. You want to keep his nose in Lag. Your best chance for survival is to keep turning hard and see if he can get around on you for a shot. If he can, get ready for Guns Defense. There is also the school of thought that you should unload and extend (release the G and accelerate for distance). The problem here is that the bandit will quickly get deep into your 6 o'clock and probably take a missile shot at you.
Now you can not count on the bandit to do everything you want him to. And he may try to trick you into making a mistake as well. He may try to go vertical. Keep pulling hard and put your Lift Vector on him. As you start to climb, watch him. If he pulls down, back into a Lag Pursuit as you climb, you got a hot shot on your hands and he will quickly move in for a gun shot. But if he continues going up, keep your pull and follow him. You should be able to hang onto enough speed to be able to pull your nose around on him and take a shot (most likely a snapshot, but a shot never the less). See Figure 4-3.
Figure 4-3
Now you have probably gotten into a "Scissors" fight. Better than having him on your 6, now the odds are much more even. A "Scissors" is when you and the bandit are in a Line Abreast or side by side situation. Both planes pull towards each other as they try to bleed speed and thus, get behind the opponent. The fighter that can slow his aircraft the fastest usually wins this one. Use every trick you know to do this, air brakes, flaps, barrel rolls. I know I don't recommend it, but if the fight gets slow enough, throw out your gear ... just get behind him! Figure 4-4 is a Scissors.
Figure 4-4
Then again, the bandit may try a Lead Pursuit immediately. He may overshoot you, but still get a snapshot. The trick here is to pull for all that you are worth. Be at Corner Velocity ... any faster or slower and he will be able to keep behind you. And pull Gs till it hurts (or in this case, until the screen goes black).
Okay, the last thing that the bandit may try this close is a Pure Pursuit. If the bandit has his nose on you and has not launched a missile, you have just met your next Kill Tally. He is maneuvering in HUD BFM ... he is always looking through the HUD. This is VERY common in sims when you are flying H2H (since this is usually the primary view used by most people). At close range, it will lead to an overshoot and suddenly you will find yourself on his 6 ... now you can go back and try stuff you learned in Chapter 3. You are in control and on his 6.
OVERSHOOTS
We have talked about overshoots in several places now. Lets describe what an overshoot is and why it is important to you as a defensive aircraft. There are two basic types of overshoot, the Flight Path Overshoot and the 3/9 Line overshoot. Figure 4-5 shows a Flight Path Overshoot.
Figure 4-5
A Flight path overshoot can be a minor error for the attacker, or a fatal error. If the path causes a minor overshoot as aircraft A in the figure, this will usually mean very little to you as a defender, and very little stress to the attacker. However an excessive overshoot, like aircraft B, could easily give the defender the opportunity to reverse his turn and cause a line abreast situation (which would result in a Scissors) or even on the attackers 6, turning the tables. A 3/9 Line over shoot, as shown in Figure 4-6 puts the attacker in front of the defending aircraft. A quick reversal by the defender and the hunter becomes the hunted.
Figure 4-6
When the bandit over shoots, you have 2 basic ways to reverse your turn. If the bandit is going to overshoot with a high line of sight rate (he is going to pass you very quickly), you will probably want to do an "Unloaded Reversal". You need to release the G load on your aircraft (ease off on the stick), roll your aircraft so that your lift vector is on the bandit and then pull maximum G at him. Only use this method if you are sure he will over shoot. This move will not force an over shoot, but it will get your nose on the bandit quickly when he does.
The other type of reversal is the "Loaded Reversal". Use this move to force an impending over shoot into an over shoot. This is simply maintaining the Gs on your aircraft as you roll you lift vector onto him. Pull for all your worth at maximum G. Figure 4-7 shows a Loaded Reversal.
Figure 4-7
There is one little issue you must consider in a Loaded Reversal. If the bandit doesn't over shoot, you will have him clawing at your underwear, do a quick check to make sure you know where the EJECTION strap is. You will have almost no airspeed after this maneuver, so if he stays behind you, you will have no maneuvering ability. This brings us to the Rules for Reversal. 3 quick thoughts to consider before you decide to reverse on this guy as he over shoots.
1. When in doubt if the bandit will over shoot, don't reverse.
2. Best results are when you reverse when the bandit is within your turn circle with a high line of sight.
3. Do not reverse if the bandit is outside your turn circle. He has way to much room and time to correct.
GUNS
Now your down to the wire. He has closed in range for a gun shot. You need to know the two types of gun shots and what to do.
Snapshot
A Snapshot is when a bandit is passing you at a high line of site rate. To defend against this type of attack you need to break out of plane. The tough part is to decide when to make the break. Early is better than late ... so watch him close.
Tracking Shot
This is where the bandit has maintained control, is on your 6 and tracking you for the kill. This will require multiple "jinks" out of plane. These "jinks" must be rather severe, a 70° or more break is what we are talking about here. Do not lose sight of the bandit, once he begins to line up again, and trust me he will, you need to "jink" again. Make the "jinks" random in direction, sudden, and severe.
This concludes the basics of Defensive BFM. In a nutshell, you need to pull hard with your lift vector on the bandit. Watch him to see if he makes any errors, if he does, jump on the opportunity to turn the tables. If you fly perfect BFM, and the bandit does as well, you will end up defending against his guns attack (not really a consolation prize, but better than already being shot down).
Above all, if you are in a defensive mode, never give up. Do whatever it takes to cause as many problems or the attacker as you can. If he is going to kill you, make him work harder than he ever has before for a kill. Of course, the best Defensive BFM is not to let him on your 6 in the first place.
Jinking
This is a defensive ploy against an attacker who is sitting on the defender's tail within gun range with little or no overtakeing speed. It is a series of random turns, skids, pitch-ups and yaws to spoil the attacker's aim. While the attacker is able to retian the advantage, the longer he is forced to concentrate on attaining a shooting position, the more nervous he is likley to become about what is going on behind him.
Odviously, at this point the defender is in a desperate situation, about to be shot down, following a break with rapidly decaying airspeed. What is called for is application of full reheat, max g in one plane for about 3 to 4 secounds, followed by max minus g in another plane held for 3 to 4 secounds. Speed should have increased by this time. Hopefully, now out of gun range, the defender can now start jinking , separting them by 30 to 60 degrees to avoid the missile envelope-or he can turn back in for a front missile attack (if he has missiles), followed by escape.
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