"The Wingman Series" Part 5 - "Egressing
the Fight"
by WW_Sensei
There are two times
to egress the fight:
1) The target
is dead, or
2) The bandit lives,
but an outside factor determines that it is time to leave.
In case one, the Primary has killed the
target or perhaps the Secondary engaged
and made the killing shot. In either case the wingman with
the higher SA should
direct the
egress. In general, the egress vector will be toward friendly lines.
Occasionally this cannot be done for other reasons (like a
superior enemy force in
your way)
so the higher SA should consider that. In most cases the Secondary will
be the one with the higher SA and should have been looking
at possible egress
vectors all
along.
Now,
let's look at the second option where the target is not dead, but some other
factor has made egress a possible option. Usually, this
means more bad guys are
coming or
you both are out of ammo. If superior numbers are coming then a
"tactical retreat" is in order. If you both ran out of ammo
trying to kill one plane
definetly
get some gunnery training in! :-) OK, so you are the Secondary and your
N key picks up 3 or 4 unknown bogies coming from the
general direction of the
bad guy
homeland. Checking the Team chat offers no hope that it's friendlies on the
way back from a deep strike. You decide to call off the
fight and head for safer
skies.
The Primary acknowledges the egress call.
At this point there are three possible
things your target will do:
1) Continue to engage the Primary
2) Turn and engage the Secondary
3) Run away
If the target turns to engage the Primary then the
Secondary should engage and
make
the kill shot. At this point it isn't necessary to kill the target--just make
him
break off allowing you to
egress. Remember you don't have a lot of time. If the
target turns on the Secondary this will either give your
Primary a good
opportunity or you
can use your superior energy state to deny him the kill and
possibly even get off a burst or two. If the Primary
engages he must also
remember not
to get target locked. Do whatever it takes to break the attack and
then get out of there. If the enemy chooses to disengage
and leave then there isn't
anything for the two of you to do but leave. You have denied the enemy the free
use of your airspace and forced him to leave. It is a
victory.
This
concludes the series on Wingman Tactics Primer. This series is not meant to
be everything there is to know about being a wingman, but
hopefully I have
provided some
basics. I struck upon the idea after seeing the question asked by
many fliers, both squad affliated and independent. My aim
was to help provide
some common
ground for people to build their tactics from. The scenario's I
described focused on a 2 vs 1 situation, but many of the
same tactics can be
scaled up. If
two 4-ships engage the enemy one 4-ship can be Primary and the
other Secondary for example.
As I stated before, this is not original
material. I based a lot of it on sources from
the net like www.combatsim.com, Worr on Wingman Tactics,
Bullethead's
excellent series and
a variety of other Warbirds, Air Warrior and other combat
sims. It is also based on my experiences both real life and
in sims. My primary
contribution
was in scaling the numbers down or adjusting different things for Red
Baron MMP play. For those that have made kind comments I
Thank You. I hope
this has been of
some help...