Hi Aspect BFM
High Aspect BFM
When two aircraft turn toward a mutual head-on attack, they are positionally neutral; however, differences in aircraft performance, ordnance, and pilot abilities keep this from being a "neutral" fight. The assumption in high aspect BFM is both fighters have tally and have turned to point at each other.
Objectives During High Aspect BFM
- Determine your advantage.
- Exploit that advantage into a positional advantage.
- Use offensive BFM to achieve a kill.
- Separate before becoming disadvantaged.
- If unable to separate, perform your best 1 v 1 defensive BFM.
Options At The Pass
Your decision to stay and fight or to separate will be based on many considerations: fuel, ordnance, energy, mission, etc. If your decision is to separate, then the initial pass is usually the best opportunity for a separation. If your decision is to stay and fight, then attempt to gain turning room laterally and vertically prior to the pass. If the bandit allows you to gain turning room prior to the pass, lead turn him to gain a position of advantage. It the bandit does not allow you turning room at the pass, your options are: extend, vertical up, vertical down, pitch, slice, or lateral turn.
Extend
You may extend straight through in order to gain turning room and/or energy. This will force a wider fight which will allow the use of all-aspect ordnance. If the bandit is capable of a high turn rate, it will be difficult for you to gain sufficient turning room prior to the bandit threatening you. However, if your energy is low at the initial pass you may have no option but to extend.
Vertical Up
If you pull straight up at the pass your turn rate will be lower and turn radius will be larger during the first half of the loop. As you maneuver in the vertical, you will become slower, more predictable, and be more exposed to the look-up missile threat. As a general rule, unless the bandit does not have the ability to maneuver in the vertical, going up at the initial pass is not advisable.
Vertical Down
If you pull straight down at the pass, your turn rate will be higher and turn radius, dependent upon airspeed, may be smaller. If you are at corner plateau velocity, a limiter split-S will be the quickest way to turn 180°. The disadvantages of the split-S are that the maneuver is physically demanding, and the tally is extremely difficult to maintain. Additionally, if you are above corner plateau velocity your turn radius can become very large.
Pitch
If you use a pitch at the pass, the effect on your turn rate and turn radius will be similar to the vertical up, but to a smaller degree. The advantages/disadvantages of a pitch are the same as the vertical up; however, a pitch may be used to control excessive airspeed and slow to corner plateau velocity prior to performing a follow-on maneuver such as a lead turn or slice.
One Circle Fight
A fight can be forced one circle by you or the bandit. A one circle fight will be a closer fight and deny all-aspect missile employment.

Against a bandit where you have a turn rate and turn radius advantage a one circle fight will allow you to recognize a quick positional advantage (Figure 4.42). At the pass, turn in a nose low slice away from the bandit to kick him across your tail. You must control your airspeed prior to the pass to avoid getting above corner plateau velocity and increasing you turn radius. With your turn rate and radius advantage you will recognize a positional advantage after 180° of turn. After the first 180° - 210° of single circle turn, you must choose one of two immediate actions: (1) extend for energy prior to turning toward the bandit or (2) reverse the turn direction immediately and start a lead turn inside the bandit's turn circle. As you roll out of an initial right turn, the bandit will be at 12:30 to 1:30 with a right to left LOS rate. Your airspeed should be 350 + 25KCAS if a maximum G turn was accomplished. The next several seconds can be used to unload for energy if airspeed is low or begin a lead turn inside the bandit's turn circle. The turn should begin prior to the pass, but with a constant airspeed pull. Maintain over the top potential. If the bandit remains level, two to four passes may be required to align fuselages enough for a shot. If he recognizes his energy advantage, he may attempt to exploit the vertical. If the bandit zooms, immediately evaluate your energy in light of the aggressiveness of his maneuver. If his energy is significantly greater, you may want to extend momentarily before pursuing in the vertical. From this point, high to low lead turns as the bandit comes down the back side of his loop will result in fuselage alignment. From this position of advantage you can employ offensive BFM to develop a shot opportunity.

Figure 4.42 One Circle-Turn Rate/Radius Advantage
Against a bandit where you have a sustained turn rate advantage, you may or may not achieve a positional advantage after the initial turn. If the bandit uses his instantaneous turn capability, you may meet him at high aspect at the next pass (Figure 4.43). In this case, you will have an energy advantage at the second pass. The key to this fight is patience. If he continues to turn hard, his turn rate will decrease. However, the bandit's turn radius will also be smaller which may allow him to turn inside your turn circle. On subsequent passes, you will realize a positional advantage if you continue to lead turn the bandit. Exercise care to not grossly lead turn out in front of the bandit. A low energy bandit will have a smaller turn radius, but will not be able to follow you into the vertical. If the bandit does not use his instantaneous turn rate capability you will have similar energy but a positional advantage after the first turn. This fight will be similar to the discussion in paragraph (1); however, patience is still the key since the bandit has a good instantaneous turn rate capability.

Figure 4.43 One Circle-Turn Rate Advantage
Advantages to a One Circle Fight:
- Allows a quick positional advantage against a poor turning bandit.
- Unpredictable move at the pass.
- Keeps you inside the bandit's all aspect missile minimum range.
Disadvantages to a One Circle Fight:
- Forcing a one circle fight gives up the lateral turning room between you and the bandit.
- Requires a very hard, energy depleting turn to be effective.
- Normally doesn't allow F/A-18 AIM-9 front aspect employment (inside minimum range).
Two Circle Fight

If both fighters attempt to lead turn, then a two circle fight will result. A two circle fight will be a wider fight and may allow fleeting all-aspect missile shot opportunities. Against a bandit where you have a significant turn rate and turn radius advantage, a two circle fight should allow you to achieve a positional advantage after the first turn (Figure 4.44). At the pass attempt to have 425 - 475 KCAS, select max AB and turn using a nose low slice to increase your turn rate advantage. You must control your airspeed to keep from increasing your turn radius but ensure you maintain a good sustained turn rate (350 - 400 KCAS is a good airspeed range). This first turn may provide an all-aspect missile opportunity. Patience is important. Concentrate on lead turning the bandit at every pass. As you begin to recognize a positional advantage it is important to maintain over-the-top airspeed until the bandit has lost over-the-top capability. If the bandit goes pure vertical, ensure you have sufficient airspeed (within 100 KCAS of his airspeed is highly desired) then go up and look for a low to high lead turn.

Figure 4.44 Two Circle-Turn Rate/Radius Advantage
Against a bandit where you have a sustained turn rate advantage, you may or may not achieve a positional advantage after the initial turn. If the bandit turns hard, you should pass high aspect again (Figure 4.45). At the initial pass, begin a nose low slice to increase your turn rate as described above. Upon roll out, prior to the second pass, a fleeting front aspect AIM-9 opportunity may occur. Nose position vs energy maintainability will dictate the airspeed for both fighters at the pass. If the bandit expends all his energy to point at you, the next pass will be high aspect but you will have an energy advantage. On subsequent passes, an energy advantage and positional advantage will result from lead turning and energy management. As you recognize an offensive position, you must control your airspeed. The bandit will be slow and may transition to a one circle fight on the second pass due to this low energy state. Additionally, be aware that the bandit's turn radius will be small due to his slow airspeed. When you see the bandit's nose on the inside of your turn, but not pointing at you, he is low on energy. You now have exclusive use of the vertical. You can transition to the pure vertical and drive to the bandit's six o'clock.

Figure 4.45 Two Circle-Sustained Turn Rate Advantage. (Energy advantage at this pass)
Keep in mind that either you or the bandit can force a one-or two-circle fight. A fighter pilot should
understand the characteristics of both of these types of fights. Most head-on passes result in
two-circle fights. The reason for this is simple. Usually, fighters lead turn into each other to use the
turning room available in an attempt to reduce angle-off. If you are offset from the bandit and turn
away, you are not using the turning room available, but worse yet, you are letting him use it. This shows
a case where turning away from the bandit will cause you problems.
Two-circle fights have another advantage for an aircraft with a high turn rate. You may
be able to get your nose around fast enough to get a shot at the bandit. A one-circle
fight is far too tight for a heat missile shot after the pass. In fact, that is the principal reason for taking a
fight one-circle. If you are in a fighter without a very good turn rate, you should try to jam the
bandit's missile shot by going one-circle. A last word about one-circle and two-circle fights.
Once you have started your turn, don't reverse it. In other words, if you want to go two-circle but
the bandit turns away from you, just keep turning. You will give up far too many angles by taking
the time to reverse your turn. Just trust me on this one, I have ridden the silk elevator many times
after trying to reverse like that.
High Aspect BFM Game Plan
There may not be a single best way to fight any individual bandit and fighter pilots will always be required to make decisions in the air based on the situation. But it is important to have a sound game plan that will work in most situations before you get to the initial pass. The F/A-18E has an outstanding instantaneous and sustained turn capability. Additionally, the F/A-18's hands-on avionics and relative small size give it an advantage in a visual fight.
To put the game plan together approaching the merge, attempt to gain turning room laterally and below the bandit. As you enter the bandit's turn circle you will begin to see rapid movement aft on your canopy. Begin a low-to-high lead turn. If the bandit turns into you this will force a two circle fight. This also means you are turning in the shortest direction to maintain tally. At the pass, overbank to get your nose below the horizon to take advantage of radial G. Use a maximum G pull until low corner plateau velocity (350 - 400 KCAS is a good window). Analyze the bandit's energy by evaluating his nose rate and movement across the horizon and transition to a sustained turn rate pull. Set up the next pass to be the low man. At the bandit's turn circle, when you begin to recognize definition on his aircraft (approximately 3000'), begin a low-to-high lead turn, overbanking to use radial G, if possible. Do not lose tally or go belly-up. Continue this plan until you achieve a position of advantage. Take shots of opportunity but never give up all your energy for one shot unless it guarantees a kill. It is also important to maintain over-the-top airspeed until the bandit has given up his over-the- top capability. Even with equal performing aircraft, if you lead turn and use radial G to your advantage, you will gain a positional advantage. When you have the positional advantage, transition to offensive BFM and kill the bandit. Off-boresight capabilities must be taken into consideration (Figure 4.46).

Figure 4.46 Off-Boresight Capable Adversary
Break Away Turn Away
If the bandit breaks away from the supporting fighter (Figure 4.47), the quickest way to achieve fight separation and a supporting position is to simple check 30 degrees away and extend with afterburner. Again attempt to maintain 450 knots or greater during the extension and build needed separation.
Figure 4.47 Break Away
Break Into
If the bandit breaks into the element (Figure 4.48 & Figure 4.49), the supporting fighter has three basic options to option the desired fight separation; Straight Ahead Extension, Lag the fight, and Bracket.
Figure 4.48 Break Into (Turn Into)
Figure 4.49 Break Into (Turn Away)
Straight Ahead Extension
Fly BFM to meet the bandit with high-aspect(Figure 4.50) and split plane to extend through the fight. Once to the outside of the fight the supporting fighter should turn in the direction that is easiest to maintain tally/visual with the fight. Whether your turn places you Co-Flow, same turn direction as the fight, or Counter-Flow, opposite turn direction as the fight, it doesn't matter. The point is your position away from the fight will offer you an entry if the engaged fighter needs your help. Advantage of this is it allows the supporting fighter to unload and extend gaining knots while the bandit is bleeding down energy due to the defensive turn. Also, if the bandit blows up, the element is in a excellent position to egress the fight with good mutual support.
Figure 4.50 Straight Ahead Extension
Lag The Fight
This option has the supporting fighter point at the lag entry window (as you did in offensive BFM) and flying behind the engaged fighter. This will place the engaged fighter and the bandit on the same side of your canopy and place you in lag with the fight. A high tactical airspeed is required to fly the larger circle about the fight. Ensure to select afterburner at the beginning of the maneuver. Again attempt to split plane in the opposite direction as the fight. This position will allow the supporting fighter to visually check the six of the engaged fighter and radar sanitize the supporting fighter's soon to be six as he turns to keep the fight on the beam. A Co-flow/Fan geometry is setup from this maneuver.
Bracket
Bracket is similar to the break away turn away initial move however, a vertical spilt is definitely required. Simply check away from the fight to place the bandit between the engaged fighter and you. Once the bandit's nose rotates through you are outside the fight and can maneuver accordingly based on fight status. Advantage of this is if the engaged fighter is denied an offensive position due to effective bandit reactions the supporting fighter is in a good position to engage quickly for a shot of opportunity or an exchange of roles. The disadvantage to this maneuver is that without a vertical split the supporting fighter can find himself in the bandit's WEZ and possibly have to defensively react to survive.
Fight Entries
The supporting fighter may need to engage the bandit in several situations. These can be classified into two cases: (1) When the engaged fighter is defensive, and (2) When the engaged fighter is in a high-aspect hence neutral fight that may take a long time to resolve. There are two types of entries, entries from the vertical (above or below), or from outside the bandit's TC in the form of Co-Flow (turning in the same direction as the fight) or Counter-Flow (turning in the opposite direction of the fight). Both entries require vertical turning room to be tactically sound. During an engagement where the engaged fighter is offensive the supporting fighter should not be primarily concerned with shots of opportunity unless the engaged fighter either requests it or survival requires it. A survival issue occurs when the engaged fighter has lost the offensive, hence neutral, or as in a high-aspect pass, or a greater number of threats are inbound that the supporting fighter can't split to engage offensive (i.e. the motherload is 10 miles away and heading your way). The reasonable amount of time the engaged fighter now has to maneuver to achieve a kill has been constrained and the flight needs to communicate this to each other. If the engaged fighter cannot immediately place the bandit in a WEZ and shoot, then the engaged fighter should ask for help and clear the supporting fighter to shoot. The supporting fighter has set up the support structure and is in a position of advantage, usually high to the inside of the fight. This out of plane position, not normally seen in the BFM phase, offers an entry from above. The entry from below is difficult since most turning engagements go downhill very quickly taking away any turning room you've gained. If the bandit elects to take it up, an entry from below may be available. Vertical entries are fleeting opportunities and must be accurately timed in order for an offensive entry to achieve a WEZ on the Bandit.
Outside Entry
The other type of entry is from the outside of the Bandit's TC. The supporting fighter gets to this position either because he is outside the Bandit's TC at the initial merge or because he passed through the TC once the fight started. There are two types of outside entries Co-Flow and the Counter-Flow.
Co-Flow Entry
As the name implies both the supporting fighter and the Bandit are turning in the same direction (Figure 4.51). You can get a Co-Flow entry if you are outside the Bandit's TC and as the Bandit's extended 3-9 line passes through your aircraft. As you make the entry it resembles the Heat portion of the Heat-To-Guns exercise. For this entry to work the supporting fighter has to be split plane with the Bandit. If the supporting fighter is in plane with the Bandit, then the potential of getting shot as the Bandit's nose passes through you is very likely. That will probably result in the supporting fighter reacting defensively to the Bandit's threatening nose and does nothing to support killing the Bandit. If in the proper supporting position 2-3 NM offset and with 4000 feet of split plane, the supporting fighter is turning in the same direction as the fight, flying straight lines and hooks. As the bandit's turn brings his 3 - 9 line to your jet, start a turn back into the fight to place it at left 10 or right 2 O'Clock, whichever way is easier to maintain sight. Remember you're supporting and at this moment all you should be doing is denying the Bandit a WEZ by rotating you're heat source away from the Bandit. As the Bandit's nose rotates through you it should, based on range and aspect, it may offer a shot of opportunity, or a position from which a Co-Flow entry into the fight can be made if the engaged fighter needs your help. If the engaged fighter does not need help, continue to sanitize with the radar and visually sanitize your 6 o'clock and the engaged fighter's. If no entry is available or required, check away from the fight by placing it at your 5 or 7 o'clock. The bottom line: don't put the fight on the nose unless you are taking a shot.

Figure 4.51 Co-Flow Entry
Counter-Flow Entry
As the name implies the supporting fighter and the Bandit's turn are opposite of each other (Figure 4.52).This entry is very similar to the Co-Flow entry. The major difference between the two is the frequency at which an entry opportunity occurs. Since the supporting fighter is flying in the opposite direction the fight is turning, the bandit's 3 - 9 line will pass through him more often than in a Co-Flow entry. The supporting fighter must strive for lateral and vertical offset quickly. The cues for when to turn in are similar to the Co-Flow except you can turn slightly earlier (lead turn). The geometry is similar to the way gears mesh together. Play the turn to get a belly entry to the control zone.
Figure 4.52 Counter-Flow Entry
Role Exchange
Role changes must be positive, clearly communicated, and properly executed by BOTH fighters or grave consequences will arise. The key to success is that both fighters are maneuvering in relationship to the bandit. The engaged fighter is maneuvering to employ ordnance from the "Classic" engaged BFM position and the other is supporting him, not actively employing ordnance until called upon by the engaged fighter. Prolonged turning engagements will only decrease the flight members' situational awareness and could jeopardize survival.
The engaged fighter communicating the need for assistance, during offensive maneuvering, is the key for the supporting fighter to actively work for an entry or take a shot of opportunity. The engaged fighter's proximity to the bandit, and weapon FOV, will dictate when the supporting fighter needs to maneuver for an entry or for a shot of opportunity. The supporting fighter, when not offered a shot of opportunity, should be able to maneuver to the control position at the role.
Egress
When the bandit has been destroyed, the fighter who has the highest situational awareness should initiate the egress. Normally after a turning engagement this will be the supporting fighter's responsibility. By listening to AWACS and maintaining overall situation awareness choose an avenue to egress. Getting the flight moving in the same direction away from the expect threat is the priority.
Remember to use directive then descriptive comm ("Viper 1 reference 180," . . .pause. . "Viper 1 visual right 3 O'Clock slightly high" ). Have the afterburner in and get low to isolate the threats above you. It is not imperative that the element be in perfect formation, but at least visual and heading in the same direction. The fastest fighter will be the one to adjust the formation to regain visual mutual support. Don't have the slow fighter doing excessive maneuvering close to the fireball. Wait until you are 3 - 5 miles away from the fireball and then maneuver the formation to achieve line-abreast. If the slow fighter is out front, the fighter with the higher airspeed will be able close the range and simple fly into position. Get the radar in Range While Search (RWS) mode and visually check 6 o'clock. Once you are assured there are no threats within 10 miles, then resume pre-briefed search responsibilities. AWACS should be queried for a new picture to start building your situational awareness outside of 20 miles. Now continue with your mission objectives.