Our Squad LIVES for FSO. We consider the time in the MA’s between FSO’s as FSO Practice & Training time. We’ve done FSO like missions on off-Fridays. And we’ve got the gambit of players – one of the nice side effects of having a larger squad. We’ve got the history buffs, (I count myself as one,) who thrill at the somewhat historical recreations. We’ve got our last minute regulars, who show up just in time for the mission briefing. We’ve got our welded wing formation flyers who never leave their wing man, and we’ve got our lone-wolf’s who depart from the mission profile at the first sign of enemy con.
I actually love the variatibility, and view assessing the strengths and weaknesses of my squad as I determine assignments to be the hallmark of a good leader. If I’ve got a guy who’s a great stick, but a lone wolf, (and I always refer to him as my “rabid dog of war”) and I know if I stick that guy in formation it’s setting him, and that division, up for failure. So I always assign him a scout position, or as a “Stringer”, so that if we get engaged going to target his job will be to: “go mix it up and kill what you can before you die.” I know that he’s an expendable resource; I factor that in to my equations. I merely try to hold him leashed until the last possible minute, then I let him go do his thing when it’s most beneficial to the mission, and at that point he lives and dies at his on hand – it’s AMF YoYo (Adios My Friend, Your on Your Own.). The awesome part is - he loves it! He’ll die gloriously in a 10 v 1 loosing fight. But he loves it anyway. The rest of us who are death averse – myself included – are then able to fly away, guilt free, knowing it was inevitable, but it cost 1 plane instead of 5.
I can only imagine, and perhaps one day I won’t have to imagine, that a CIC will have the same sort of thing, only at a squad level. If you’ve got a squad that likes to mix it up until dead, then use that squad as a disposable resource. But YOU pick the time when they go and throw themselves to the wolves. Making sure their death’s will somehow benefit the overall mission – even if that means using them to pop base defenses before a bomber strike. They’ll rush in, first in line at the all-you-can-kill buffet, leaving a strike force with a low or non-existent defense. The sacrificial squad is happy, they got to kill stuff, the bombers are happy they got to strike the target largely un-opposed, and the CIC is happy because everything went to plan.
Now, I’ll share this little “Mission Overview” from the mission I planed in Frame 1 of Target’s of Opportunity. Our squad was tasked to go snap to target. I had changed that a bit so us and the other two cap squads would arrive over our targets more ore less at the same time. Oh, and as you read it, just imagine me delivering the brief with a British accent.
OVERVIEW:
Gentlemen, we are going to France! Our objective is to CAP Berck Sur Mer (A47), and Saint-Inglevert (A46), in the Pas-de-Calais region, and suppress ALL fighter activity over these two bases. My intention is to go in high and fast, and push their fighter defense down to the deck. Expected resistance will be the 109, they will have a light fuel load, and their anticipated refuel point will be St Omer Wizernes (A49), so watch for re-uppers coming from that field. Do not De-ACK the field as there are no points for taking out an ACK, and it only serves to bleed our ammo reserve.
SIERRA:
Sierra 1 will Depart North East out of Swingfield (A14) and turn SNAP to RP Orange, and will Auto climb. It’s expected they will arrive at RP Orange at T + 15, and at 12K to 14K. They will then rush into the gap between Saint-Inglevert (A46) and Calais-Dunkerque (A48). Enemy Scouts at this location are anticipated. If encountered you are to destroy them. Once the Airspace between Saint-Inglevert (A46) and Calais-Dunkerque (A48) is clear, proceed to rush into Berck Sur Mer (A47) at 14 K. Do not engage the fighters at Berck Sur Mer (A47), but merely show your presence and draw them down as you run back to the gap between Saint-Inglevert (A46) and Calais-Dunkerque (A48). By this time Abel should be over top of your position and can help destroy any pursuing fighters. Maintain your position in the gap between Saint-Inglevert (A46) and Calais-Dunkerque (A48) to cover Abel’s egress route. Only leave when Abel Egresses and you leave with them. Or, you reach JOKER or WINDCHESTER.
ABEL;
Abel’s 1, 2 and 3 will depart North East out of Swingfield (A14) at T+5 and auto-climb out to 10K, then turn to 180 and continue to auto-climb until Rally Point Orange. We will hold at RP Orange for at least 1 minute, and up to 5, to allow stragglers to form up. Then, we will proceed in tight formation to Berck Sur Mer (A47) where we will set up CAP. We will prosecute the CAP until 50% of the squad reaches ¾ Top Fuel, T+40, or the first BINGO. Egress route will be north though the DAR gap between Saint-Inglevert (A46) and Calais-Dunkerque (A48). RTB in formation as some enemy presence in the channel is anticipated. Landing will be at Swingfield (A14), but ANY allied airfield can be used for an emergency.
CONSIDERATIONS:
Fuel management is going to be of paramount concern, so save your WEP for the fight. Also, you only have 5 seconds of continuous cannon fire, so use it sparingly. Saint-Inglevert (A46) is not expected to be used as an Airfield, only a Radar station, but scouts in that sector are anticipated.
ROE: Rules of Engagement
If enemy is encountered during ingress to RP Orange:
Situations
Enemy in-force Low
Enemy in-Force level and does not engage
Enemy scout any altitude and does not engage
Report Bogie Dope on 150 (Location. Altitude, Heading, type of con, strength of force) and push on to RP Orange
Enemy In-Force High
Enemy in-Force level and engages
Enemy Scout engages
Report Bogie Dope on 150 (Location. Altitude, Heading, type of con, strength of force) and detach Abel 2 Lead element (Abel 2-1 and 2-2 wing pair) to delay/destroy contact(s). Abel Wing Element (Abel 2-3 and 2-4) will fold into Abel 3 flight until the return of Abel 2 lead element.
CONTENGENCIES
FEW HI CONS 47: It is expected that the enemy cons over A47 will be lower than 26K when Abel arrives for CAP. If, however, there are still some high con’s over 47 and they are few in number, then Abel 2 Lead element will work to neutralize, or eliminate said high cons. (Abel 2 Second element will assume this role if Abel 2 Lead is un-available)
NUMEROUS HIGH CONS 47: If the high con’s are numerous, then all of Abel will work to neutralize/eliminate hi cons as the priority. Only when there are no high con’s can Abel resume primary role of CAP and crush all enemy air resistance.
Engine Settings
Climb out. Leaders + 10 boost, full RPM.
NO ONE SHOULD USE WEP DURING CLIMBOUT
Level, Angels 26. 2400 RPM +4 boost
Glossary:
Turn Point 1 13/12 KP 1.3
Rally Point Orange 13/11 Kp 1.5
JOKER ½ Top Fuel (1/4 fuel load)
BINGO 3/8 Top Fuel
WINDCHESTER Out of ammo
SEIARA 1 Scout Mission. Color Code - GOLD
ABEL Main Fighter force. Color Code – RED.
A14 (Swingfield) Allied Field of departure and landing
A46 (Saint-Inglevert) Radar Station
A47 (Berck Sur Mer) CAP Target
A48 (Calais-Dunkerque) Axis target for 332nd Flying Mongrels
A45
A44 (Le Touquet) Axis target for 68th Lighting Lancers
As you can see, we departed from the CICs plan a bit, but we kept the spirit. I had to contend with my “Rabid dog of war” and gave him a scout mission. Now, I’ve no problem with the CIC trying different things. Its how we found out those VERY short enemy icons was a bad idea. But having DOT-DAR available when in the tower was a great idea: hope to see more of that soon. And on this frame we encountered no enemy – mostly because we hadn’t realized the low icon settings yet, and in part because the other squads had drawn off some of the defense we may have encountered. But it was a great frame anyway because the plan was so good
