F-15 Strike Eagle III - The Official Strategy Guide
F-15 Strike Eagle III - The Official Strategy Guide
F-15 Strike Eagle III - The Official Strategy Guide
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F-15 Strike Eagle Ill
The Official Strategy Guide
Lawrence T. Russell
Prima Publishing
P.O. Box 1260BK
Rocklin, CA 95677
(916) 786-0426
Copyright 1993 by Lawrence T. Russell
All rights reserved. No part of this book may be reproduced or transmitted in any form or by any
means, electronic or mechanical, including photocopying, recording, or by any information storage
or retrieval system without written permission from Prima Publishing, except for the inclusion of
quotations in a review.
Prima Publishing
Rocklin, CA 95677-1260
Every effort has been made to supply complete and accurate information. However, neither the
publisher nor the author assume any responsibility for its use, nor for any infringements of patents
or other rights of third parties that would result.
93 94 95 96 RRD 10 9 8 7 6 5 4 3 2 1
Printed in the United States of America
Table of Contents
v
V1 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
lndex .........................................................................319
Preface
One of the funniest questions ever received by MicroProse's Customer
Service staff was in reference to F-15 Strike Eagle III (hereafter Strike
Eagle Ill). A representative called my office one day and said there was a
guy on the phone who wanted to know if there was a "bug" in our F-15
game. Seems that every time he pushed the nose of his aircraft down,
the screen would turn red. He was sure something was wrong with the
program.
Well, sue me. I thought that was hilarious (and I still do) . But then I
realized if there were people out there raising those types of questions, I
hadn't done my job very well as a manual writer. So here I go again. (By
the way, when the screen goes red, that means you 're pulling too many negative
Gs. Blood rushes from your feet and pools in your head, affecting your vision.)
Strike Eagle III was one of the most complex flight simulations ever
produced by MicroProse. Naturally it required an exceptional amount of
documentation. The instruction manual which accompanies the game
was intended to acquaint players with game mechanics and give them
some scenario background only. But even given those modest guidelines,
when the manual exceeded 100,000 words, we knew we had a monster
on our hands. The size of the final draft was surprisingly large.
Originally, we had wanted to include a general discussion of air com-
bat and give players some idea of tactics they could use. Despite our best
efforts to economize space, strategy tips had to be left out if the manual
was going to fit in the box. Aside from a short section on basic air com-
bat, players would be left to devise their own methods for completing
m1ss1ons.
The F-15 Strike Eagle III The Official Strategy Guide was written in
an effort to correct this deficiency. With this single purpose in mind, the
game designers and programmers wanted to create a ready reference to
help players improve their combat and flight skills. In short, they wanted
IX
x F-15 STRIKE EAGLE III: THE O FFICIAL STRATEGY GUIDE
to a new environment, one that won't let you take a full load of bombs
up to 40,000 feet in a vertical climb. How about a flight model that
won't let you pick up speed in a dive but will allow you to pull 9 G turns
all day long? Reality can really be a drag (pun intended;.
The data used in constructing the simulation's flight model comes
directly from unclassified USAF sources. The designers merely tinkered
with the data to reflect actual flight performance and didn't just depend
on paper facts. Given the caliber of the individuals on the team, their
estimates of classified performance data is probably right on target.
Since its release, Strike Eagle III has taken a lot of heat about its
flight model, so perhaps a word of explanation is in order. Some of the
suggestions we've received from customers and budding game designers
have merit. The ones that look most promising are currently being
reviewed for possible incorporation into future versions.
Other comments have come to us off the "boards." It is somewhat
frustrating to witness people quoting this-or-that technical specification,
then calling the simulation "unrealistic." No two of the references used
to produce the flight data ever agreed. We're sorry if the game doesn't
seem real to you because a book says the F-15 can do mach 2.55 and the
game only allows you to do mach 2.5. Rest assured that the designers
saw all those specs, too. We just don't agree with everything we read.
That's not only our job, it's our duty to make the kind of judgment calls
necessary to produce accurate simulations.
With a discerning eye, the designers have done an admirable job of
wading through all the B.S. concerning the F-15E. Before arriving at
their finished model, the designers evaluated all the published flight data
they could lay their hands on. After careful consideration, they decided
not to take all the performance figures at face value for several reasons.
First, much of the published data was derived under clinical test con-
ditions, conditions that are unlikely to occur in the field. Just as the fam-
ily car performs differently once it's out of the dealer's showroom, aircraft
are even more touchy. You can hardly expect laboratory results from an
F-1 SE after spending weeks in the heat and sand of Saudi Arabia.
Secondly, some data quoted to us came from the manufacturer's
own test results. Now we all know that a government contractor would
never overstate a product's capability just to win future funding. That
sort of thing just doesn't happen in America's defense industry. So let's
just say that certain numbers seemed more reliable to us than others.
Chalk the rest up to enthusiastic advertising and let it go at that.
While we appreciate all the public has to say, we couldn't start
changing numbers just because someone pointed to a book and said,
Xll F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
"This plane is supposed to go this high. " There were people involved on
this project that knew from experience what this aircraft was capable of
doing-not just in theory but in fact. And when you're designing a
flight model, it's tough to argue with people that have been there.
The F-15 team tried to draw as fine a line between reality and com-
puter simulation as commercial hardware would allow. It is only natural
then, that this handbook also reflects the designers' goal of authenticity.
No doubt there will be times you will be left wondering whether the
handbook is still discussing the game or has slipped into talking about
actual flight.
A substantial portion of this handbook also deals with multi-player
missions, i.e. playing the game via modem with another person. More
than anything else, modem play is a feature that really adds an element
of pure realism to the game. Nothing beats being able to remove artifi-
cial intelligence and replace it with human intelligence.
Although in conversation it is sometimes easier to refer to this guide
as a "hint book," it is not. To imply that there are "hints" or "shortcuts"
to winning would simply be misleading. So if you purchased this strat-
egy guide with the idea that it contains answers to riddles or clues to
some secret method of winning, you will be disappointed.
Strike Eagle III is a combat flight simulator. It is unlike fantasy or
role-playing computer games because it can't be won by secret moves or
uncovering hidden doors. There is only one way to consistently win this
game and that is to practice, practice, practice. Practice will make you a
good pilot. If you want to become a great pilot, read this guide and go
practice some more.
What you are going to find in this guide is a lot of straight talk
about fighter tactics, bomb delivery, and coming home a winner. If you
are looking for insights into how fighter pilots think and perform, then
this guide is for you. Find out what works best for you and keep in mind
that nothing written here is set in stone. You are free to experiment but
try not to get shot down in the process.
Strike Eagle III is actually two games in one. It can be played with its
features set to Standard mode, in which case it is not unlike its predecessor
F-15 IL Or, for a real challenge, it can be played with its features set to
Authentic mode. Authentic mode faithfully recreates conditions similar to
the sights and sounds experienced by actual pilots flying the actual aircraft.
Unless specifically mentioned, all references in this guidebook
assume that features are set to Authentic mode. Since our goal is to get
players to improve their skills, it only makes sense that we help to under-
stand the sim at its most difficult levels.
PREFACE X111
selves into military experts. Their books are undeniably entertaining. But
lacking a professional's depth and insight, they sometimes distort reality
by giving false perceptions of combat.
Despite a glut of material produced by military analysts and think-
tanks, perfect strategies remain elusive. For example, both the Argentine
and British navies had identical copies of Jane's Fighting Ships during
the 1982 Falklands conflict. But nothing written on those pages man-
aged to keep the Argentine cruiser General Belgrano afloat nor keep the
H.M.S. Sheffield from joining her.
Manuals on strategy can even be counter-productive. Having read
Field Marshall Erwin Rommel's book Infantry Attacks, General George
S. Patton used that knowledge against the German officers in his 1942
North African campaign. This is precisely why publishing plans in
advance immediately renders those plans suspect. The tactical imple-
mentation of those plans then becomes a liability.
Having said all that, you're no doubt left wondering why write a
guidebook since it can't claim to possess foolproof strategies for victory.
Since the majority of your missions will be conducted against a com-
puter, it makes little difference. The computer cannot read, and it
doesn't learn from its earlier mistakes. Its degree of competence is preset
by your selection of a difficulty level.
But the computer does know the tactics discussed in this handbook,
and it will use them against you. Unless you are familiar with ACM, you
will be caught off-guard the first time you encounter a decent pilot on a
high difficulty setting.
Figure P.1 Chalk up Luckily, to become a good pilot we're not asking you just to read
an easy kill for the this guide. You can read this guide while practicing. Keep it next to your
F-15E computer and hit the Pause ([Alt]) while referring back and forth.
This combination of read and play, play
and read will drum these lessons into
your head. Try it for awhile, and then
challenge your first live opponent. Show
him what you know.
When playing in Head-to-Head
mode with the AI element out of the
equation, combat situations tend to be
much more fluid. Computer-generated
pilots are less inclined to try new things.
They tend to react to your moves and
avoid deviating from prescribed courses
of action. They also don ' t do dumb
PREFACE xv
things that human pilots do quite often, like flying into the ground
while trying to escape a missile.
Against a human pilot, you will again be at a distinct disadvantage if
you haven't absorbed the lessons spelled out in this handbook. The chances
are good that your friend has a few tricks up his sleeve, maybe even a few
that he got out of this handbook. If this turns out to be the case, it sure
would be nice to know the proper method of countering his move.
Once again, if you are not familiar with air-to-air tactics, you will
quickly find yourself on the losing end of every fight. This isn't just
speculation, we saw it happen every day while developing this product.
During this simulation's beta testing phase, certain members of the
Quality Assurance staff consistently won their Head-to-Head engage-
ments. This was puzzling since most of them had been playing for about
the same length of time.
Cream rises to the top, and in any group there are always a few indi-
viduals that tend to excel above the others. Guys like MPS pilots Maj.
Destin "Dust-off' Strader and Capt. Vaughn "Wolverine" Thomas
proved to be fantastic pilots. As the inevitable grudge matches and locker
room tallies began to appear, no one wanted to fly against these "aces."
Those who did (including yours truly) quickly found themselves humili-
ated. But in the process of getting "waxed" numerous times, I learned a
few things that I'm only too happy to pass on.
It soon became evident that the most successful pilots were those
individuals who planned ahead, who practiced maneuvers, and who tried
to be ready for any contingency. The knowledge that these few playtest
pilots possessed became somewhat of a hot commodity during the devel-
opment of the game. Everyone wanted to know their secrets, and guys
around the offices started using their hands to talk, describing their latest
maneuver.
Much of the material presented in this guidebook was developed as
a result of extensive playtesting. A core group of top scoring playtest
"aces" began training everyone else. The learning curve snowballed and a
pattern of experimentation like that of WW I began to take shape.
Emerging aces went on to teach their tactics to the rest.
As you enter the high-speed world of the fighter pilot, you have a
chance to develop your own tactics, just as your WW I brethren. They
didn't learn their trade solely from manuals and neither should you.
You've got to get out there and see for yourself. Innovation is sometimes
the key to this simulation (like not breaking in the same direction every
time you are attacked from behind). You will find that predictability is
an absolute killer in this simulation.
XVI F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
The one area that can make or break a flight simulator is the flight
model. Military flight simulations are literally built around the flight
model (or engine) which drives all game-related activities, like dropping
bombs or shooting at planes. The problem for those who design flight
simulations is how to create the impression that one is actually flying a
supersonic jet in combat when in reality a player is sitting in front of a
computer with a soda and a bag of chips.
Granted, most of the persons playing Strike Eagle III will never have
an opportunity to sit in an F-15, much less fly one in combat. There-
fore, simulations such as this must deal primarily in perceptions. The
flight model of a particular simulation must be perceived by the player as
being realistic or the game won't be enjoyable. If the flight model isn't
correct, the simulation won't have the right feel to it. The problem is
that like opinions, everyone has a perception of how a simulation should
feel, and no one flight model is going to satisfy everyone.
The reality is that flying an F-15 is hard work and while it is excit-
ing, it is not always fun. Flying is a painful, tedious job. It is uncomfort-
able and very noisy. Pilots are usually soaked in sweat by the end of a
flight because it is so hot under all those layers of clothing they must
wear. They are forced to draw each breath through an oxygen mask and
relieve themselves into "piddle-paks."
The whole time pilots spend in the air, they are continually being
jostled by turbulence (some minor and some not). If something goes
wrong with a piece of equipment there's no place to pull over. (AAA has
an entirely different meaning when you are flying rather than driving.) All a
pilot can do in this case is worry about the problem until he is able to
land safely again. In short, flying isn't a lot of fun. It's scary stuff that
doesn't leave room for mistakes.
Fortunately, there was no shortage of technical data available to the
design team when the flight model was being developed. Programmers
and designers alike had access to a wealth of unclassified test data,
including wind-tunnel testing and manufacturer's spec sheets.
Not all of the data was consistent. In fact, much time was spent
researching the reliabiliry of the figures presented by certain independent
sources. When the data was contradictory, technical experts were called
in to act as "umpires," so to speak. Many judgment calls had to be made,
and in most cases the design team erred on the side of conservatism. One
thing they didn't do was take a performance figure out of a book and
consider it to be the gospel truth.
The Authentic mode flight model in its current form is the result of
a team effort lasting many months. It is as realistic a model as one can
PREFACE XVll
of the words he or him throughout this guide is done for simplicity and
continuity's sake only. It is in no way meant to exclude female
players/pilots from the discussion nor to ignore their real-life contribu-
tions to military aviation.
One word of caution is in order. The F-15 Strike
Introduction
A Day in the Life ...
The flight briefings are over. You've made that last important stop
and answered nature's call. fu you suit up in the P.E. room, sounds of
the usual bravado can be heard. You ignore the light-hearted macho ban-
ter; that's just part of the job. All that tough talk just takes everyone's
mind off the danger.
Your "Wizzo" makes like your shadow. He silently follows your
every move. Now and then, he interrupts with a question. But for the
most part, you are alone in your own private world. You haven't left the
ground yet, and already your brain is doing mach 2, lost in thoughts
about tactics and the mission.
As you ride down the flight line in the "bread truck," everyone
makes sure they have their two tapes, an eagle eye, and no more ques-
tions. The ramp is quiet and somewhat dreamlike this early in the morn-
ing. But even at "Oh-dark-thirty" the smell of JP-4 snaps your mind
back to reality.
You call out your tail number. fu the truck slows down, you hop
onto the tarmac. Ben, an imposing NCO with more years of service then
you care to count, snaps a salute.
"Good morning, sir. She's ready," he barks, thrusting out a thick
Twenty minutes and several hundred miles later, Gecko gets the first
sign of trouble on the TEWS. Audio chirps coming over the headset
begin indicating radar search hits.
"They're looking for us, all right," Gecko says needlessly. The same
chirps have been going off in your headset, too. Just to be on the safe
side, you decide to clear for action.
"Bat 2, go tactical." According to a well practiced battle drill, your
wingman peels off and takes up a station some miles away. As the forma-
tion spreads out, the knot in your stomach tightens. Gecko is on the
AWACS controller's freq and you don't like what you're hearing.
"Multiple bogeys bearing 340 at 80. Looks like they're inbound"
"So soon," you think, "jeez I just got here."
"Roger. Pass it on to Goobs next door." You've flown with Goobs
many times and know him to be a heads-up pilot.
"Bandits ... Snap ... 340 ... 40." AWACS gives your two-ship the
go-ahead to mix it up.
"Goobs ... fence in ... Burners on my mark ... mark." You and
Goobs correct your heading to 340. The wet thrust of the afterburner
pushes you back in the seat. Gecko is working magic on the displays.
The captain's bars bracket the closest dot on the screen.
"Goobs ... I got the leader. You take out the trailer." Your thumb
presses the fire button. The adrenaline blocks out other sounds and tem-
poral distortion takes over. Everything seems to slow down even though
the closure rate has speeded up.
"Fox 3," you call out to no one in particular. A missile appears from
underneath your aircraft and heads off towards the target. You think to
yourself, "BFM this, pal! You're mine."
"Splash," yells Gecko. Within seconds, a large fireball appears in the
sky off in the distance.
"Roger, Splash," you call back. But there is little time for satisfac-
tion. As the bandits continue to close, you pick up a visual on a second
MiG. Pulling your nose into him, you bore-sight a "heater."
"Your 'six' is clear. You're clear to shoot," says Goobs, who is now
flying high and to your right, "Press."
"Roger ... Fox 2." Another missile leaps off the rail. Arcing off into
the distance, the missile erupts into a second fireball. This one is much
closer. It's a good thing these missiles can travel farther than the opposi-
tion's. The thought of being on the receiving end and having to duck
one of these babies makes you cringe.
"Good chutes . .. good chutes. Call it in. Splash two ... !"
Before long the RWR starts to beep and warble. The ground
PREFACE XXlll
defenses are awakening to your presence, and pretty soon the sky will fill
with SAM trails.
"Spike mud."
"Take it down." Your rwo-ship begins a combat descent to 500 feet.
The best way to beat SAMs is to get down low to avoid their supporting
radars. You and Goobs press on to the primary. Another radar spike
reminds you that the enemy is still looking. You take it down to 300 feet
and engage the Terrain Following Radar.
Even though you can't see him and don't dare turn around at this
altitude to look, you know that Gecko has his head in the cockpit.
Instead of looking outside, he's working feverishly to get his attack dis-
plays just right. Another guy might be concerned, sitting in back of a
streaking rocket this close to the ground, but not Gecko. Just as you
trust him with the weapons, he trusts your flying ability.
Even with the TFR engaged, one eye is always on the horizon. T er-
rain whips by so fast it barely has time to register in your mind. One slip
at this altitude and it's all over. Gecko already has the target, a large
chemical producing complex, painted on radar. He's waiting for a High
Resolution Map of the area to come up.
As you approach the target area, you punch up your air speed to 540
knots. With the target designated, you line up for the run to the target.
Goobs is maintaining his position a little over 5 knots behind you. He'll
overfly the target right after your bombs have detonated and drop his
own load of Mk. 82 iron.
A large concrete structure comes into view on the horizon. It looks
exactly like the photos passed around during the briefing. This is must
the target. The Target Designator is already highlighting the complex,
thanks to Gecko. No doubt he has the laser pointed at a construction
seam or other weak spot in the building's facade.
"Leads up. " At a range of three miles, you begin your Pop-up
maneuver. A brief climbing sensation is all you feel as the aircraft streaks
upward to 2,000 feet. No sign of triple-A yet; it'll soon be too late for
that anyway.
Nosing the aircraft over, you make a minor course correction, all
that's needed to line the target diamond up dead center within the reti-
cle. Gecko knows you like bombing in CDIP, so he has designated the
target and passed you a hot pickle button.
"Good to go," he calls out from in back, "Three seconds . . . rwo
seconds ... pickle!" The Mk. 82s drop off the rails at the touch of a but-
ton. No one says "Bombs away" anymore. Like yelling "Geronimo"
when jumping out of an aircraft, it's no longer a cool thing to do.
XXIV F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
Designer's Notes
Seldom is a development team, or an individual for that matter,
afforded the opportunity to work on a project as exciting as F-15 Strike
Eagle III. This was one of those rare opportunities that had the best of
everything going for it-great subject matter and an equally great team.
With many other excellent simulation products on the market, it
was acknowledged early on that this one had to make its mark in new
areas. Evaluating what other companies and MicroProse do best, we
decided to concentrate on the avionics systems and aircraft performance
models. It was fairly certain that we could blaze new trails in these areas.
We were fortunate to complete the product within the time window and
still essentially meet our objectives.
F-15 Strike Eagle III is, without a doubt, the most accurate represen-
tation of a modern, high performance jet aircraft to date. We wanted to
demonstrate to the flight sim fans what it was really like to manage one
of these highly sophisticated aircraft. These systems and models were
going to be accurate-no questions asked. This product slammed down
the gauntlet.
The first step was to accurately model the crew's working environ-
ment-the cockpits. The pilot and WSO's cockpits virtually mirror their
counterparts in the real F-15E. If any question remains, just take a look
at pages 32 to 35 in the original manual. It can't get much closer; very
few liberties were taken in this area. Yes, most of the analog gauges are
only for show, but this aircraft is about as close to "all-glass" as you can
get. The best part about it is that this bird is more than just skin deep.
There really is something behind those seven displays.
The avionics suite in F-15 Strike Eagle !!!is highly representative of
the actual systems. Painstaking care was taken in the visual presentation
of each display. But that isn't where it stopped. An equal, if not greater,
effort was expended to ensure accurate functionality.
The AN/APG-70 radar system is the heart of the avionics suite.
Never before has a simulated radar system functioned with such authen-
tic capabilities. The AA and AG modes available in the sim are those
used by the actual F-15E crews. The other systems are also equal to the
task. The LANTIRN pods, navigation displays, and weapon systems also
function as near to reality as you can get. There isn't much the real live
crews have over your aircraft, and yours didn't cost $50 million.
The second area we're quite pleased with is the flight modeling. This
XXVl F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
aircraft has captured the essence of true flight, but without this very
important element, what would be the point? The reality of this might
be a shock at first. Many of you may have become accustomed to other
examples of this very important facet. This is not to say that those exam-
ples are wrong; this one is just more right. Unlearning perceived realities
can be a difficult struggle; much more so than learning them the first
time around. Convincing the masses of this reality was a difficult task at
first, but the truth usually wins out.
F-15 Strike Eagle III was recently paid one of its highest compli-
ments when a reviewer for a popular gaming magazine stated, "Micro-
Prose deserves a solid A for accurate aircraft performance." The reviewer
is an F-16NC instructor pilot. When you receive compliments like that
from an individual who flies the real thing, it makes all the long hours
worth the effort.
I hope that all our future opportunities are as fun and personally ful-
filling as developing F-15 Strike Eagle III has been. I know I speak for all
the team members when I say they all should be this superb.
-Jim Day
Figure 1.3 The World's March, 1993
greatest MiG killers,
"The Chiefs"
2
CHAPTER
1
Basic Flight Training
3
4 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
FLIGHT Your success in Strike Eagle III depends almost entirely on your ability to
fly the aircraft in combat. Flying an F-15 even in ideal peacetime
DYNAMICS
conditions is an exceedingly complex affair. Add the element of combat
and you begin to realize just what is required of a pilot. Eagle drivers are
required to take a six month course just to be considered qualified to
pilot the F-1 SE. This course is in addition to time spent just learning
how to fly in the first place.
Obviously, this book can't possibly cover the art of flying in any-
thing but the most general terms. Any discussion on the technical
aspects of flight would probably bore most readers to tears. Still, no
pilot can possibly expect to max perform the aircraft without being at
least a little bit familiar with the four farces which affect flight in our
atmosphere.
CHAPTER 1: BASIC FLIGHT TRAINING 5
Thrust
Thrust is the force which propels the aircraft through the air. More
importantly, though, Thrust makes it possible for air to be forced past
the wing. The faster a wing travels through the air, the greater the vol-
ume of air forced past the wing. The more air that is forced past the
wing, the more Lift is potentially generated. The principle remains the
same whether the aircraft is pulled through air by a propeller or pushed
from behind by a jet engine.
Modern fighter aircraft have fantastic performance envelopes
because the difference between their weight and the Thrust they are able
to generate is very great indeed. This is what pilots are talking about
when you hear them speak of thrust-to-weight ratio. The F-15E's two
Pratt & Whitney engines generate approximately 58,000 lbs. of after-
6 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
burning thrust. When fully armed and fueled, the Eagle has a maximum
take-off weight of 81,000 lbs. Its T/W ratio doesn't begin to approach
1: 1 until well into the return trip home.
Just as Lift and Weight counter-act each other in the vertical plane,
Thrust and Drag counter-act each other in the horizontal plane. Thrust
is used to overcome resistance to movement in the direction of flight.
This resistance is known as Drag.
Drag
Drag is another force which is often misunderstood. Drag is any force
which acts in opposition to movement. There are two types of Drag
which act upon an aircraft; Induced and Parasitic. Both of these terms are
defined later in this section.
The concept of Drag must first be distinguished from the idea of
weight. Weight is counteracted by increasing Lift. Drag can only be
counteracted by altering the shape of an aircraft in flight (variable-geom-
etry or swept wings) or by performing less Drag inducing maneuvers.
Increasing Thrust does not overcome Drag, it only enables the aircraft to
travel faster despite it.
All aircraft create a certain amount of Drag no matter how aerody-
namically well constructed they may be. It is a function of a particular
aircraft's size and shape (design). An aircraft which exposes a large
frontal area to the direction of flight creates a lot of Drag. This type of
Drag is known as Parasitic. It can be reduced by aerodynamic streamlin-
ing or by making the aircraft smaller and reducing its frontal area.
Parasitic Drag is a major concern to aircraft designers. The size of an
aircraft is usually dictated by the avionics carried, the size of the radar,
and the amount of payload (including crew members) required. These
factors cannot be changed to any great degree once an aircraft is in flight.
Therefore, the amount of Parasitic Drag is generally fixed.
Some aircraft, however, are capable of changing the sweep of their
wings from 90 to something almost flush with the fuselage. These vari-
able-geometry fighters are able to cut down on the effects of Parasitic
Drag by adjusting their wings and thereby exposing less critical surface
to the direction of flight. Wings are extended forward for maneuverabil-
ity and retracted for speed.
The process by which an aircraft generates Lift also creates a small
measure of Drag. This type of Drag is known as Induced Drag. Modern
aircraft are powerful enough to disregard the effects of Induced Drag for
practical purposes. The affects of Induced Drag have been discounted in
Strike Eagle Ill
CHAPTER 1: BASIC FLIGHT TRAINING 7
Gravity
Gravity (weight) is the last of the four forces we need to discuss before
proceeding. Gravity is the force generated by the spinning motion of the
earth which keeps us all from flying out into space. It draws all objects
(including aircraft) toward the core of this rotation.
For an aircraft to remain airborne, the Lift being generated must
equal or exceed the force of Gravity at all times. If Gravity exceeds the
amount of Lift being produced the aircraft will start to sink at a rate in
proportion to the difference. Remember the old saying, "What goes up,
must come down." Gravity causes every flight to end sooner or later.
Gravity is measured in Gs where one G equals the normal force of
gravity (3 Gs equals three times the normal force of gravity) . In straight
and level flight a pilot and aircraft experience 1 G. If that same pilot pulls
a hard turn, centrifugal force will "load" additional gravity on his wings.
attitude. Aircraft attitude and Angle of Attack are two different things.
For instance, let's say you are performing a Zoom climb in order to shake
a bandit off your tail. Your aircraft would have a very nose-high attitude
(pointed straight up) and yet have a very low Angle of Attack.
The wings of an aircraft form a plane known as the chord line. The
difference between the chord line and the position of the Waterline
mark is known as the Angle of Incidence. The Angle of Incidence is so
small that it can be safely ignored (for our purposes) in favor of the
larger Angle of Attack.
The Stall
A common misconception among the non-flying public is that the term
stalling means trouble with the engines. They instantly picture a stall as a
sputtering, coughing motor. Actually, use of the word "stall" in the con-
text of flying has nothing to do with the engines. Certain aircraft, specif-
ically gliders, fly very well without any engines at all. These aircraft are
certainly subject to stalls but the lack of an engine is not to blame.
A Stall has nothing to do with speed either. A Stall condition may
occur with the engines going full tilt and at any speed but it can only
happen when the aircraft's Angle of Attack is too great to produce Lift.
Trying to fly the aircraft at too great an Angle of Attack is the one sure
way to cause a stall.
An aircraft can be flown at an Angle of Attack which produces insuf-
ficient Lift to maintain level flight, this is not a Stall. A Stall is caused by
an actual separation of the air flow from the upper surface of the wing.
CHAPTER 1: BASIC FLIGHT TRAINING 9
The air flow travels over the wing surface ends in an area of disturbed air
extending forward from the trailing edge. This condition causes the air-
craft to "depart controlled flight."
To understand a Stall, try this little experiment. Climb to about
10,000 feet and assume a level flight profile. Once you are flying straight
and level, engage your Automatic pilot by pressing Automatic Pilot ([f]).
Now, gradually back down your throttle by pressing Decrease
Throttle (G). Watch your airspeed (in the center left of the HUD)
begin to decrease. As your airspeed bleeds off, notice that the Automatic
pilot is increasing your Angle of Attack to keep you from losing altitude.
At the same time, however, the Velocity Vector indicating the path of
actual flight is slightly downward. Not enough Lift is being generated to
sustain flight bur the aircraft has not as yet entered a Stall.
If you perform this experiment carefully and avoid abrupt changes
in pitch and speed, you can fly for quite a long distance at slow speeds
without stalling. Continue to decrease the throttle and as your airspeed
falls off, the Stall warning will sound. It will appear that, all of a sudden,
the bottom has dropped out from underneath you. Well, it has. The air-
craft will lose altitude and convert this loss into forward airspeed. As the
airspeed rises, your wings will once again begin generating Lift.
In Strike Eagle Ill, the effects of a Stall have been minimized. All
that usually happens is the nose of the aircraft dips to find an attitude
compatible with continued flight. Fortunately the aircraft does not enter
a spin which would be fatal at low altitude.
Load Factor
The ratio of Lift being produced as compared to the weight of the air-
craft is known as the Load Factor. It consists of the sum of normal grav-
ity and centrifugal force as expressed in measurements of gravity or Gs.
In straight and level flight, the weight of the aircraft is offset exactly by
the Lift being produced. The load factor on the wings is 1 G or one times
the force ofgravity.
If a pilot suddenly has to bank the aircraft, to avoid a missile for
example, the Load factor on the wings is dramatically increased. The
combination of gravity and centrifugal force produced by banking makes
greater demands on the Lift being produced. Depending upon how
steeply the wings are banked, the G force exerted on aircraft and pilot is
increased sharply. The amount of Lift (or Load factor) required to coun-
teract this higher G force also increases sharply.
One term that is often used when comparing the performance of
10 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
various aircraft is wing loading. This term refers to the aircraft's gross
weight to wing area ratio. In simple terms, an aircraft with a low wing-
loading is generally more maneuverable and has a lower stall speed than
of a high wing-loaded aircraft.
These are obvious points of comparison because hanging tons of
bombs on the wing of an aircraft cannot be good for performance. The
F-15E has a wingspan the size of a "tennis court" and chat gives it the
ability to carry quite a few bombs. A fully loaded Eagle has a high wing-
loading on take-off. After completing its mission, the same Eagle has a
low wing-loading for the return trip home.
Aircraft with a high wing-loading also have a longer cake-off roll. In
terms of Strike Eagle III, chis condition requires chat a loaded F-15 use
its afterburner to take off. Without the afterburner engaged, its high
wing-loaded condition would cause it to roll off the end of the runway.
Thrust-to-Weight Ratio
Many players have expressed the misconception that given the Eagles'
potential Thrust-co-Weight ratio, it should be able to perform accelerat-
ing vertical climbs. There are no front line fighter aircraft that can per-
form such a climb while configured for combat. This type of climb is
reserved for Saturn 5s, ICBMs and the national debt.
The F-15E's two Pratt & Whitney F-100-PW-229 series engines
each produce approximately 29,000 lbs. of afterburning thrust for a total
of 58,000 lbs. That is a huge amount of power being generated by a sin-
gle aircraft. Given the Eagles' standing empty weight of 32, 100 lbs. this
is more than enough thrust to push it around the taxiway.
Sitting in the hangar gets boring so you decide to take her for a spin.
First you load the aircraft with fuel. This instantly drives the weight of
the aircraft up to 45,311 lbs. Configured clean and using internal fuel
only, the F-15E still has over 10,000 lbs of thrust/weight co play with.
The aircraft never flies without its two CFTs, so add an additional
13,667 lbs. Right now, in this configuration, the aircraft weighs 58,978
lbs. You are already exceeding a 1: 1 T /W ratio. The aircraft still needs a
crew to go anywhere so add in another 400 lbs. to account the for two
crew members and their personal gear.
Flying around in an F-15 is expensive especially if you're just up
there burning fuel for no reason. Taxpayers tend to get irate at funding
joyrides, so fly like you have a purpose in life. Because there are people
who cake exception to your flying overhead with 20,000 lbs. of bombs,
it's probably a good idea to take some bullets along for self defense.
CHAPTER 1: BASIC FLIGHT TRAINING 11
Putting bullets in your gun adds another 289 lbs. to the aircraft. If
the idea is to retain a positive thrust-to-weight ratio, forget it. Before you
put a single bullet onboard you've already busted your maximum allow-
able weight.
It might be nice to have a few missiles handy also. The Eagle can
carry four AIM-120AAMRAAMs, so let's take them just in case. At 338
lbs. each, this medium-range peace of mind weighs an additional 1,400
lbs. For short-range work take along four Sidewinders, another 800 lbs.
There's no sense letting the enemy shoot at you if you can't shoot
back. After all, the F-15E is nicknamed the "Mudhen" for a reason and
unless you can drop bombs it's hardly worth making the trip. Be fore-
warned, however, air-to-ground ordnance really puts weight on an air-
craft. Give up any thoughts of preserving a decent flight envelope. The
LANTIRN Navigation and Targeting Pods alone weigh in at over half a
ton and that's before you even hang your first pound of explosive.
The point to all this is simple: you should not overly concern your-
self with the F-15E's thrust-to-weight (T/W) ratio. The Strike Eagle can
produce more than enough thrust to carry you, the aircraft, and a full
load of bombs to the target and back. You will never preserve a positive
T /W ratio like that of the F- l 5C, however. The function and design of
pure dogfighting machines are quite different. The Strike Eagle's mission
is not to go out and mix it up with enemy fighters.
Once you start worrying about thrust and weight, you'll start doing
dumb things. Think how embarrassed you'll be if you run out of gas on
the way to the target or worse, arrive at the target without bombs to
drop. Sure, the F-15E can make vertical climbs but only oflimited dura-
tion. No pilot should expect to rock a Strike Eagle back on its heels and
shoot for the moon. Kinetic energy bleeds off very quickly in a climb.
Once that energy is gone, so is the aircraft's ability to climb.
The Strike Eagle has only one purpose in life and that is to drop
bombs with equal precision in all weather conditions and at night. Pack
the aircraft with as many bombs and missiles as will fit on the wings.
Take every drop of fuel that you have room for and go do your mission.
Leave all those T /W considerations to the F- l 5Cs.
Airspeed
One of the major sources of consternation players have had with Strike
Eagle Ill has been the mix up over airspeed. Why is it that the higher the
aircraft goes, the slower it seems to be traveling? You would think that
with the air being less dense the aircraft would fly faster in the upper
12 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
G Forces
The F-15E is constructed in such a manner as to withstand many times
the force of gravity. The human body is not. Having discussed G forces
and their affect on flight performance, consider their affect on the pilot.
In Strike Eagle III, the force of gravity manifests itself in two distinct
ways; positive Gs and negative Gs. It is important to note the difference
between the two because each affects the human body differently.
Lift
Weight
the nose or diving. If the aircraft were inverted, pushing the stick for-
ward would cause the nose to rise. In either case, negative Gs are built
up, which like positive Gs, have physiological effects on pilots.
Instead of pooling in the feet, blood is pulled from the lower
extremities and forced into the head. The arterial network of the brain is
swelled by this additional fluid. In particular, the small blood vessels
within the eyes (capillaries) are stretched and sometimes burst. This con-
dition causes what is known as red-out. Red-outs occur at as little as
-3Gs can lead to a pilot becoming temporarily blinded.
When a player has blacked-out or lost consciousness, player control
of the simulation is momentarily suspended. A red-out, on the other
hand, does not involve any loss of consciousness. The player retains full
control over the aircraft. What red-outs do is effectively blind pilots. The
screen remains red (indicating a red-out condition) until such time as
the negative G stress is removed. Following that, it takes an additional
brief amount of time for the pilot to recover.
Because red-outs happen at as little as 3.0 Gs, they are likely to
occur more frequently than black-outs. Fortunately, once you learn the
following technique, you will never be bothered by them again. (In fact,
I have not had a single red-out in any of my last 50 missions.)
Here is a simple way around red-outs. Rather than push the nose of
your aircraft down and create negative Gs, roll inverted. Once upside-
CHAPTER 1: BASIC FLIGHT TRAINING 17
down, you can pull back on the stick. You are now creating positive Gs
which are much easier to deal with. (You can take up to 8 Gs in most
cases before blacking out.)
When you have reached your desired nose-down attitude just roll
180 again. Now you are right-side up and in the proper dive angle.
Remember, negative Gs are easy to avoid by rolling inverted and creating
positive Gs in their place.
-~
You've been good enough to sit through that rather dry lecture on flight STARTING
fundamentals, now it's time to apply some of what we've learned. Every- THE MISSION
thing in Strike Eagle III revolves around the ability of players to complete
their assigned mission. Even when a player is involved in a campaign,
each mission should be studied as a standalone entity. This section is a
primer on the flight operations that go into starting each mission. Begin-
ning with take-offs, all the necessary information needed to get you to a
level flight profile is contained here.
Taking-Off
Players start each mission either already in flight or parked at the end of
a runway. In-flight missions begin at a KC-10 Refueling tanker and start
you off at 26,000 feet. This gives players plenty of time to get things
under control before starting out toward the target. Missions chat begin
with the player on the ground are somewhat more difficult. They have
certain critical tolerances built into them. For example, taking-off
requires your aircraft to be airborne by the time it reaches the end of the
runway.
At Take-off, the aircraft is the heaviest it will ever get during a mis-
sion. The aircraft is also flying slowly and traveling close to the ground.
Because it is at ground level, the aircraft has no reserve momentum or
energy reserve to call upon. (The pilot is unable to trade altitude for air-
speed in case of a stall.)
The object of every take-off is to propel your 80,000 lb. F-15E for-
ward with enough speed co cause it to leave the ground. The runway
doesn't give you much time to do it. Running off the end of the pave-
ment will destroy the aircraft, so it is important to reach your take-off
speed as soon as possible.
From the moment the aircraft begins rolling, the pilot had better be
on the ball. Take-offs can be very unforgiving if the pilot is not 100% in
18 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
You may shut off the afterburner by pressing Decelerate ([::J) once.
Quickly press Look Down (lIJ) to check the Engine Management Dis-
play (EMD) and insure that you are still at 100% RPM. If there is
plenty of fuel available, leave the afterburner engaged until your airspeed
reaches 350 knots. For the sake of fuel economy, the sooner you are able
to reduce your power setting, the better.
One thing you don't want to do while taking-off is lose either
energy or airspeed. Causing a stall at a low altitude is usually fatal. There
just isn't time to regain control before hitting the ground. Examples of
energy-losing maneuvers would be high G turns (wings banked at 90)
or sharp pitch ups to increase your attitude. The idea is to avoid any-
thing that might cost you airspeed this close to the ground.
Now that you're airborne to stay (at least until your fuel runs out) ,
you can start thinking about completing the mission. We'll worry about
landings at a later time.
Fuel
Other than the enemy and inadvertent contact with the ground, the
only thing that can force an early end to a mission is running out of fuel.
Empty fuel tanks will put an end to your mission as surely as enemy bul-
lets. Therefore, it is important that you remain aware of your fuel state at
all times during the mission. The first step is keeping an eye on the fuel
gauge.
Directly to the right of the EMO is the fuel gauge. Aviation fuel is
not measured in gallons as you are more accustomed to. It is measured
in thousands of pounds (lbs.). One gallon of JP 5 (fuel) weighs roughly
6.1 lbs. The fuel gauge displays the amount of fuel you have remaining
onboard using three digits. A reading of 159 would equal 15.9 thousand
pounds of usable fuel remaining onboard. Note that there is no decimal
place between the second and third digits.
Fuel Configurations
A fully fueled F- l 5E normally carries of 22,600 lbs. of internal and CFT
stored fuel. The centerline tank which can be assigned during the Arm-
ing sequence carries 3,900 additional lbs. of fuel. Wing tanks, which are
also assigned during the Arming sequence, carry an additional 3,900 lbs.
of fuel. With all three tanks on-board your fuel gauge will read 343 or
34,300 lbs. of fuel.
CHAPTER 1: BASIC FLIGHT TRAINING 21
Fuel Conservation
Cruising Speed (80% RPM) gives the aircraft the best mix of power ver-
sus fuel consumption. This setting should be used when you are flying
long distances and still <Fence In>. Once you are <Fence Out> you can
drop your power setting as low as 30%-40%. Do this only when you
anticipate flying for an extended period of time on the same heading.
Making a lot of course corrections can kill what little forward speed is
generated at 30% power. You must constantly be on guard against
stalling the aircraft when trying to conserve fuel in this manner.
Because missions are not timed, you are not penalized for taking too
long. The important thing is to complete the mission even if that means
flying at 240 knots to and from the target. Make no mistake about it,
when your fuel is gone the game is over. You had better already have a
landing spot in mind or the KC-10 in sight 'cause the F-15E has a glide
path like a brick without engines to help out.
All that fuel you save in transit between target and home can be used
up in combat within minutes. Air combat has a way of burning up a
considerable amount of fuel because sustaining high-G maneuvering
requires power. This kind of power only comes from having the after-
burner engaged in many cases.
The Afterburner
An afterburning engine gives a pilot access to enormous additional
Figure 1.7 Flying
power. Kicking in the afterburner allows a pilot to sustain high- G
with the Afterburner maneuvers without losing altitude. It extends the vertical climb ability of
engaged the aircraft and increases its level
flight speed dramatically. All this
extra power does not come with-
out a cost, however. The after-
burner requires a considerable
amount of additional fuel.
The power generated by the
afterburner is known as wet thrust
because raw fuel is literall y
dumped directly into the flaming
exhaust. Notice the fuel flow
reading on your EMD when the
afterburner is engaged. At 90,000
lbs. per hour, fuel is consumed at
9 times the FMP rate. A few
CHAPTER 1: BASIC FLIGHT TRAINING 23
F-15E is a dual-role strike fighter. This means that not only is this air- MASTER
craft expected to deliver ordnance on ground targets, it is also expected MODES
to defeat enemy aircraft along the way. Because of the variety of missions
and roles expected of it, the Strike Eagle must operate in different Mas-
ter modes. As the player alternates between these modes, the aircraft is
reconfigured to perform within a specific environment.
The F-15E has three Master modes of operation; Air-to-Air (AA),
Air-to-Ground (AG), and Navigation (NAY). Each of these Master
modes is designed to assist the pilot and WSO in one specific mode of
operation. In Strike Eagle Ill it is easy to alternate between these modes.
The player merely has to press the Master Mode Toggle (~) to make
the switch. Located just below the Upfront Controller are the Master
Mode indicator lights. These lights are positioned so that you can tell at
glance which Master mode the aircraft is currently operating in.
Except for the HUD and AN/APG-70 radar, aircraft systems gener-
ally carry over from one Master mode to next. The default settings for
the various MPDs have been selected according to their importance in
each individual Master mode.
Air-to-Air (AA)
Air-to-Air mode (AA) is the prescribed mode for combat operations
involving enemy aircraft. In this mode, the AN/APG-70 radar is used
primarily to search for, identify and engage enemy interceptors. The
Head-Up Display gives the pilot critical information about enemy air-
24 F-15 STRIKE EAGLE Ill: THE O FFICIAL STRATEGY GUIDE
craft he detects on radar which he may then use to direct his air-co-air
weapons (guns and missiles).
Air-to-Ground (AG)
Air-to-Ground mode (AG) is the prescribed mode for targeting and
attacking enemy targets on the ground. In this mode, the AN/APG-70
radar is used to designate ground targets and generate High Resolution
Maps (HRMs) of target areas. The Head-Up Display varies according to
the type of weapons carried, and the delivery mode being used. Target-
ing information (such as range, TTGT, TREL, etc.) is displayed on the
HUD where the pilot can see it.
Navigation (NAV)
When not in contact with the enemy, Navigation mode (NAV) is used
to make it easy for the pilot to find his way home and land. The Instru-
ment Landing System (ILS) is only active when the aircraft is in NAV
mode. Limit the use of NAV mode until such time that you are sure
there is no danger of hostile interference. NAV mode is only recom-
mended over friendly airspace (Fence Out) and when nearing a home
airfield, otherwise stick to one of the other modes of operation.
NAVIGATION In the old days pilots had to navigate by dead reckoning, looking for
familiar landmarks on the ground. This used to be known as pilotage and
you don't see much of this anymore. Nowadays, the man in the cockpit
can push a button and engage the automatic pilot. If lost, a pilot can dial
up a satellite and find his location down to the square meter. Given the
speed and altitude at which modern aircraft travel, pilotage is usually not
a viable option. Pilots are often lucky if they can keep track of large ter-
rain features much less the smaller ones needed for proper orientation.
Since the F- l 5E is an all-weather, day or night capable strike fighter,
pilots can't always see the ground they're flying over. Dead reckoning is
only useful in a limited set of circumstances; during daytime when flying
low and slow. That is why pilotage is only used as a secondary means of
getting around. Learning an alternative navigation technique is impor-
tant because pilots hardly ever encounter the ideal flying conditions
needed for pilocage.
CHAPTER 1: BASIC FLIGHT TRAINING 25
-...-
'II-
--~
-~
7
'.;""
point of origin from the sequence point that is farthest
away from that point. This number is known as bingo fuel.
When the fuel remaining onboard falls to this amount, a
message flag alerts you that it's time to start heading home.
If you slept through your pre-flight briefing or have
Figure 1.9 The forgotten the type of targets you are supposed to hit, the
Upfront Controller Upfront Controller can remind you. Pressing the Upfront Controller
([II)) toggles the Upfront Controller to reveal the type of targets you
have been assigned. Press it again and the Upfront Controller will revert
back to the digitized navigation information.
both your position and destination will eventually match. Once the lon-
gitudinal coordinates match you only need to fly a direct heading of
either 360 or 180 to get home. You should at least have an idea
whether you are to the north or south of your home base. In these two
theaters, most targets lay to the north of your airfields.
In the Central American scenario, you will traveling to and from
your targets in a predominately westerly or easterly direction. You will
want to fly a heading so that the latitudinal coordinates of both your
position and destination will eventually match. Once these coordinates
match you only need to fly a direct heading of either 270 or 90 to get
home. You should at least have an idea whether you are to the east or
west of your home base. In these two theaters, most targets lay to the
east of your airfields.
You can judge how well you are navigating by watching the num-
bers in the third text window. If the range is decreasing then you must
be doing something right. If, however, the numbers are increasing you
are heading away from home rather than toward it. Change course 180
and remain on this new heading for a few minutes. You should see the
range decreasing now that you are heading in the general direction of
home.
Don't give up, even if you are frustrated. There is still another way
to navigate even if it isn't exactly legal. Rather than lose your favorite
pilot or have one of those nasty recovery symbols appear in your medal
box, use this simple expedient. First, press a key which brings up an
external view. Any external view works equally well. Now press Declutter
(@). Along the bottom of the screen is displayed your aircraft's speed,
altitude, and most important, its heading.
~
The Head-Up Display (HUD) is a remarkable device. It provides the HEAD-UP
pilot with crucial flight and weapons data. This information is superim- DISPLAY (HUD)
posed on a wide-angle transparent pane placed directly in front of the
pilot. The display is called a HUD because it allows the pilot to keep his
head up and looking outside the cockpit. It also frees him from having
to search around the inside of the cockpit checking gauges to see how his
plane is doing.
The type of information displayed on the HUD depends entirely on
what Master mode the aircraft is operating in. Combat information such
as a missile's ASE circle, Steering dot and Target Designator Box is dis-
played in AA mode. In AG mode, the HUD contains ground targeting
28 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
MULTI- Each F-15E comes equipped with seven Multi-purpose displays (MPD) ,
three in the front seat and four in the back. Several of these MPDs have
PURPOSE
the capability of displaying color images and are known as Multi-pur-
DISPLAYS pose Color Displays (MPCDs). The wide range of displays available to
(MPD) the crew is one of the principal reasons for the Strike Eagle's effective-
ness. Pilots and WSOs can call up any of a number of display screens
and arrange them to suit their individual tastes.
The default setting and positioning of these displays is the result of
careful study. At the start of each mission, the MPDs are set and located
according to what the design team believed is the optimum arrangement.
Of course, players are free to arrange the displays in any manner they
choose.
MPDs #1, #2, and #3 are accessed from the pilot's seat in front.
MPDs #1 and #2 are the upper displays running left to right. MPD #3
is the central display. To view MPD #3, you must first use the Look
Down (CZJ). It is also the only front seat MPD which gives color images.
The WSO has access to four MPDs in the rear seat arranged left to
CHAPTER 1: BASIC FLIGHT TRAINING 29
right: MPDs #4, #5, #6, and #7. For example, MPD #7 is the far right
display in the rear cockpit. The two outside displays (#4 and #7) are
MPCDs and give color images.
ously. For example, if you want to change the display screen of the far
right display in the rear seat, hold down [Shift) and press the numeric CZ].
Continually pressing these two keys simultaneously toggles the display
until you arrive at the screen you want.
Air-to-Air mode
You cannot be successful at Strike Eagle III without knowing the "ins
and outs" of the AN/APG-70 radar. It gives this aircraft a qualitative
advantage over most, if not all, of the enemy interceptors you will
encounter. When the Strike Eagle is toggled
to the Air-to-Air Master mode, the radar is
TRnc placed in an air-to-air role as well.
In the Air-to-Air role, the radar is used
exclusively against aircraft and is capable of
detecting multiple airborne targets up to 80
nautical miles away. But in this mode it sacri-
fices any ability to detect targets on the
Figure 1.12 The Air-to-Air radar (Long-range scan) ground.
Air-to-Ground Mode
The AN/APG-70 radar in the Air-to-Ground mode produces a display
known as the Real Beam Map. When toggled to this Master mode, the
radar gives up its ability to detect aerial targets.
The RBM display shows ground targets in much the same way as
the radar shows aerial targets.
not flash. You do receive audio warnings, however. In addition, the [AI]
Cockpit instrument light illuminates. Again, the missile appears on the
TEWS display as a small unnumbered square.
If a SAM installation launches a radar-guided missile, its icon begins
flashing and the [SJ cockpit instrument light also illuminates. The mis-
sile icon is visible as it leaves the flashing SAM installation and begins
heading toward your aircraft. This should give you plenty of time to
deploy countermeasures or maneuver to defeat it. Although the TEWS is
merely a backup system for detecting enemy aircraft, it's absolutely
essential in dealing with the SAM threat.
Keep in mind that heat-seeking missiles are not displayed on the
Authentic mode TEWS. Since they are passive trackers, they do not emit
energy that the TEWS is able to detect. Players are given an audio warn-
ing when a heat-seeking missile is launched, however. Although this is
not strictly realistic, the designers were feeling generous and gave players a
gift. Without the warning, a bandit could conceivably close in, fire a heat-
seeker, and destroy your aircraft without you ever knowing it was there.
YOUR FLIGHT Now that the aircraft is off the ground and you've adjusted your displays
the way you like them, you can now begin planning your flight profile.
PROFILE T he two principal things to consider when planning a flight profile are:
1) your fuel status and 2) enemy deployment. Flight profiles are broken
down into three mission segments, each of which need to be looked at in
terms of these principal considerations.
ENDING THE Not every mission ends with you returning safely to base, either on foot or
otherwise. There are a bewildering number of ways in which you can end
MISSION
a mission, some of which can be quite unintentional. Be careful how a
mission ends. It can have unforeseen affects on your career and future mis-
sions. Before you go and do something you'll regret later (like cost yourself
points toward promotion) take a minute to look over this section.
career point total will be where it was prior to beginning the mission. Of
course, you won't get credit for any points you may have scored during
the mission.
Quit to DOS
You can end the mission in progress by pressing Quit to DOS ([~J [Q))
or by using Menu bar prompt. Quitting the mission in this manner does
not give you credit for any points you may have scored prior to leaving.
You may as well have pulled the plug. Like cutting the power, chis
option may be exercised at any time during play. Your computer is
returned to DOS.
Aborting a Mission
Use the Menu bar prompt to abort the mission. Ending the mission in
chis manner does not give you credit for any points you may have scored
prior to leaving. It returns you immediately to the Home Screen where
you are free to begin a new mission. This option may also be exercised at
any time during play.
Crashing
Crashing into the ground is a bad thing. Try not co be in the aircraft if
this happens. If you have safely ejected prior co crashing, you receive a
point score roughly half of what it would have been had you made it
back to base. If you failed to exit the aircraft prior to contacting the
ground, start your career over or Recover the pilot.
now calculated then added to your career total. If you are eligible,
awards and promotions are handed out at this time.
Ejecting ([Shift]~)
When you decide that either you or your aircraft has had enough, it's
time to "punch Elvis." In other words, it's time to yank the ejection han-
dles and hit the silk. This isn't always an easy decision. You never want
to bail out prematurely because, back at headquarters, the boss tends to
keep track of little things like this. Return without your aircraft more
than three times, and you might as well not come back.
Well, at least don't come back expecting to fly combat missions any-
more. At $50 million a pop, you've already cost the taxpayers more than
the GNP of many small countries. Because you're so good at spending
taxpayer's money, the Air Force will now reward you with a desk job and
a retirement check. Remember, if you bail out of more than three air-
craft and you're done flying jets for the U.S .
Think twice before you decide to use the "hangin' hanky." Even
heavily damaged aircraft can successfully return to base with a little luck.
On the other hand, don't wait too long to bail out, either. Running out
of altitude has a way of making up your mind for you. If you're at
30,000 feet, you have plenty of time. If you get hit by triple-A at 300
feet, it probably is too late already.
If your aircraft suffers a fatal hit it will become uncontrollable. It
will nose over and begin a series of slow rolls until it impacts with the
ground. There is nothing you can do to save the aircraft once this hap-
pens so don't waste your time trying. You have only one task left and
that is to get out before it hits something solid.
There are two things which have an affect on whether or not you are
able to punch out safely. The first is airspeed. Punching out at any speed
over 400 knots is a show stopper. Timing is everything. You must stay
with a damaged aircraft and "ride it in" until your forward airspeed
drops to a point at which you can get out in one piece.
Unfortunately, once your aircraft begins its terminal dive it tends to
pick up airspeed, not lose it. If you're going to get out, it's sometimes
best to decide early.
The second thing which affects bailing out is attitude- not yours,
the aircraft's. You cannot eject while the aircraft is upside down. Again,
timing is everything. Once the aircraft begins spiraling down you must
wait until it is right-side up before ejecting. If you eject downward, you
will not survive your body's contact with the vertical "stabs."
CHAPTER 1: BASIC FLIGHT TRAINING 41
Once you have ejected, your mission is essentially over. You can no
longer control events. Although your view instantly changes to an exte-
rior perspective, this is not meant to represent a parachute view. If it
were, you'd be spending a good deal of computer time floating to the
ground. As it is, the exterior view follows your aircraft until it "augers
in." Both the view and the aircraft reach the ground simultaneously. The
mission ends and your final score for the mission is tabulated.
Air-to-Air Combat
2
Although the focus of Strike Eagle III is Air-to-Ground opera-
tions, enemy aircraft are out in force. These interceptors require
you to be able to defend yourself. In all three theaters, intercep-
tors are scrambled from their heavily guarded bases to shoot you
down or force you to abort your mission. They are equipped, in
some cases, with Air-to-Air missiles which rival your own in
lethality. Depending upon the difficulty level, enemy pilots can
range from downright "turkeys" to experienced "aces."
Air combat was touched on only briefly in the original
instruction manual. That section was trimmed in favor of others
that were deemed more important at the time. Now, without the
length restrictions which plague all writers, a more in-depth look
at the Air-to-Air aspect of Strike Eagle III can be explored.
No matter how technologically advanced aerial warfare
becomes in the future, the general public has already formed its
own mental image of air combat. Most people instinctively pic-
ture a twisting, twirling affair reminiscent of WW I biplanes fly-
ing over the trenches. Those images are hard to dispel. The
mystique and romanticism associated with early flight lingers on.
I doubt if there is a fighter pilot alive today who doesn't
secretly wish to get behind the stick of one of those early canvas
machines. Back in those days, being a fighter pilot was the ulti-
mate expression of freedom. In the solitude of his cockpit, a pilot
could remove himself entirely from his surroundings. He could
become one with his machine without a radio to link him with
the ground.
Forgetting for moment that a war was going on, the simple
act of climbing into the cockpit took courage. It was a brave
43
44 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
HESITANT When war came in 1914, air combat was to be prosecuted only by gen-
tlemen of the highest moral caliber. Like medieval knights at a joust,
BEGINNINGS pilots were expected to abide by a code of unwritten rules. No shooting
helpless opponents. Fights were to be called off if guns jammed, and
pilots were not to seek unfair advantages before attacking. It was all sup-
posed to be very sporting. One toasted one's victories with champagne
while mourning friend and foe alike.
But it didn't take long for the harsh reality of World War I to sweep
aside any chivalrous notions. Waves and salutes were soon replaced by
pistol and rifle shots. Some pilots even began dropping bricks on their
unsuspecting opponents. Far from being chivalrous or gallant, the pre-
ferred method for attacking an enemy was to sneak up on him from
behind. With skillful aim and a little luck, a crafty pilot would gun
down his unsuspecting enemy before he had a chance to react.
The horror of warfare on the ground that many fliers had sought to
escape was very quickly duplicated in the air. The nature of aerial war-
fare changed drastically in those early formative years. Attrition was
killing off each country's well-healed subjects at an alarming rate. Life
expectancy fell to less than a month on average, far less than what the
privates and young subalterns wallowing about in the trench mud were
expenencmg.
In time, air warfare would mature to become every bit as gruesome
and on certain sectors of the front even more deadly. Yes, war in the sky
was hardly sporting anymore. No Queen's regulations in force here.
Pilots began to seek any advantage they could think of. Some used
stealth, attacking from below or from out of the sun. Others used stunt
CHAPTER 2: AIR-TO-AIR COMBAT 45
Out of this early shepherding, formalized squadron tactics came into
vogue. Order began to take shape out of chaos. Those pilots who man-
aged to survive long enough to gain combat experience had a good
GENESIS OF
AERIAL
TACTICS
chance of making it through the war. These men provided the cadre of
trainers by improvising their own tactics and passing this knowledge on.
The dicta of the famous German WW I ace Oswald Boelcke, for
example, trained a generation of Luftwaffe pilots starting with
Richtofen's Flying Circus squadron. A natural leader, Boelcke tried to
46 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
institute some order into what was becoming nothing more than an
aerial bar fight.
Gradually, he got his young pilots to respond in unison to prear-
ranged signals. But once the enemy had been engaged, combat quickly
reverted back to its old form. No one was going to take his eyes off the
enemy to catch a glimpse of his flight leader's hand signals, especially
when more often than not the flight leader was too busy to send any.
Boelcke himself was killed in a mid-air collision while teaching for-
mation flying to his students. It had been a decent beginning, however,
and playing follow-the-leader kept many pilots alive who othetwise would
have been shot down. From those hesitant first steps, both sides began to
develop standard combat procedures that were easy to teach and quick to
grasp. After a brief introduction to combat during flight school, the
novice pilot could expect to be paired with a more experienced flyer once
assigned to a squadron. From this point on, the novice acted as a wing-
man, staying close to his flight leader and imitating his maneuvers. If the
novice pilot made it through his first five missions, studies showed his
chances of surviving the war were dramatically increased.
By the middle years of World War I, air combat began to take its rec-
ognizable form, the dogfight. But in order for a dogfight to materialize,
both sides had to start from positions of relative parity. Othetwise the
engagement would consist of a single attack pass. It is important to point
out that dogfights usually happened by mutual consent or when one side
wanted to get away and couldn't. As pilots learned how to detect incom-
ing aircraft, dogfights began to occur with a greater frequency.
Every pilot entering a dogfight had to know subconsciously that the
odds were fairly even whether he would come out of it alive. With pilots
pushing their aircraft to the limits, the first to make a mistake would die.
Especially in multi-aircraft engagements when one pilot might temporar-
ily find himself outnumbered, no one willingly risked life and limb
under these conditions.
It is almost heretical to say, but the object of air combat was really to
keep from having to mix it up in a general dogfight. Once involved in a
close quarter battle, pilots threw away any advantage they might have
possessed. If an attack was conducted properly, the object was to make a
single pass, destroy or cripple the unsuspecting opponent, and then
escape unharmed. If the intended victim spotted the attacking aircraft, a
battle of maneuver (a dogfight) would begin in which the attacker could
easily find himself placed on the defensive.
In the days of silent films, movie-makers knew perfectly well that
aircraft locked in twisting, turning dogfights made for great action-
CHAPTER 2: AIR-TO-AIR COMBAT 47
packed footage. Lost on the movie directors was the idea that pilots were
forced into dogfights only if something had gone wrong with their
attack. Or, if the enemy messed up his initial attack, the lucky defender
would start maneuvering to gain an offensive posture early in the fight.
Still, Hollywood rushed in to feed our imaginations and even
though the reality of aerial warfare is quite different, movie myths per-
sist. Hollywood's depiction of air combat is that every pilot's dream is to
throw himself in the middle of a dogfight. This is hardly the case. Every
U.S. pilot's dream is to find himself with a gunsight full of MiG-29,
avoiding a dogfight altogether if possible.
The intervening 50 years between WW I and Vietnam had changed
the conditions of air combat greatly, but not its underlying nature. Boel-
cke had been a prudent tactician. He knew from experience that there
really was no right or wrong solution to the problems posed by air com-
bat. There are only things that you could get away with doing and things
that were likely to get you shot down. Boelcke's general rules were still
being used to train new pilots long after his death. But he would have
been the first to recognize the mistake in adhering to a set of hard and
fast rules.
More than equipment, training was determined to the key factor in
pilot effectiveness and longevity. At the beginning of the war, U.S. pilots
enjoyed an almost 13:1 kill ratio. It subsequently fell to less than 3:1. The
war in Vietnam caused both the Air Force and the Navy to re-evaluate
their pilot programs. Alarmed at their diminishing kill to loss ratio, steps
were taken by both services to rectify the situation. The Air Force insti-
tuted a practice of having a few members of each squadron attend its
48 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
Fighter Weapons School at Nellis AFB. The Navy followed suit with its
own, arguably more well known, "Top Gun" program.
On film at least, today's supersonic fighters still seem to be refighting
the Bloody April battles of 1917. Tom Cruise and Kelly McGillis
notwithstanding, how compelling would the movie Top Gun have been
without all those dramatic scenes of close-in combat? Think how differ-
ent the movie would have been if Mr. Cruise had simply received a
SNAP call from an E-2C, used his F-14's radar to lock-up the target, and
then fired a Phoenix missile at a bandit which was still a 100 miles away.
Beyond Visual Range (BVR) engagements certainly lack the imme-
diacy of seeing our hero grunting and groaning under the stress of a 9-G
turn. Since the movie industry is concerned with drama and selling tick-
ets, money often gets in the way of technical accuracy.
Air combat is an exceeding complex game of "move and shoot,
shoot and move." A good portion of every aerial engagement deals with
pre-attack positioning. The actual dogfight is secondary. A true represen-
tation of air combat would look more like a chess match and less like the
chaotic bar fight it is often perceived to be. Remember though, this chess
match is taking place at hundreds of miles an hour, thousands of feet in
the air.
Air combat is too dynamic to institutionalize textbook responses to
actual situations. You cannot learn how to be a crack fighter pilot from
reading Boelcke's dicta or reading some Air Force publication. At some
point you must get in the aircraft and try things out for yourself. This is
one of the great features to flight simulators. Rather than sitting at home
reading war novels, Strike Eagle III gives you the opportunity to strap
yourself in and become a famous ace.
The art of Air Combat Maneuvering (ACM) is a technical and
sometimes arcane skill. It is a thinking man's game where brains beat
brawn. What makes air combat exciting is its venue. As a pilot, if you
can keep from being distracted by engine noise, caution alarms, radio
chatter, and all the rest, you will do well.
And yet, while conditions have changed, it still boils down to two or
more aircraft in a contest for control of the same airspace. The resulting
conflict can be broken down into five specific combat phases. Each
phase is part of a larger sequence of events, a step progression leading to
a conclusion. Circumstances may dictate that individual phases be
abbreviated or skipped entirely, but the basic choreography is always the
same.
The typical dogfight is just one of five distinct phases that make up
an air engagement. The dogfight (or Attack phase) is neither the begin-
CHAPTER 2: AIR-TO-AIR COMBAT 49
ning nor the end of a particular engagement. It is not even the most
important phase. If a pilot is shot down during a dogfight, it is likely
that he had already lost the battle in a preceding phase. The losing pilot
entered combat living on borrowed time.
The primary reason for this section is to describe tactics that players
can use to defeat artificially intelligent (Al) opponents during the course
of a normal game. However, the tactics detailed in this chapter work even
better against live opponents. In fact, much of what will be discussed was
gleaned from players relating their experiences fighting others.
This engagement again points out that surprise remains the key. In
fact, many engagements still consist of a single pass by an attacking air-
craft which has not been detected by the other side. As demonstrated
quite well in this example, even outnumbered. an undetected aircraft has
the advantage.
In Strike Eagle III, there are many detection methods available in
addition to just "looking around." You should find yourself using all
these methods at one time or another. There is simply no excuse for
being caught unawares. But it still happens all the time.
Detection attempts should begin soon after you take off from your
CHAPTER 2: AIR-TO-AIR COMBAT 51
airbase or are released from the tanker. Obviously, the sooner you find
the enemy, the more reaction time you have before missiles begin head-
ing your way. Many would argue that your detection (and identification)
attempts should begin before your hard drive starts spinning.
ing to your difficulty level. At Difficulty Level I (Easy), the delay equals
approximately I minute. At Difficulty Level 4 (Extreme), the delay
equals approximately 4 minutes.
Knowing when to ask for an AWACS picture and when not to takes
a certain degree of patience. If you don't allow for the required delay
time, you will receive a <Status Unchanged> message. It can prove to be
potentially embarrassing if the situation has in fact changed and you
have a MiG in your area.
As a player, the ideal situation would be to continuously call for a
picture every 5-6 minutes of flight. While the simulation allows you to
do chis, you will usually find yourself too busy to keep this up. With all
the distractions, it is easy to become forgetful or complacent. There are a
few instances, however, in which forgetting to call for an AWACS pic-
ture could be fatal.
First, it is a good idea to get an AWACS picture anytime you find
yourself being tracked by radar, especially a ground control/ intercept
(GCI) radar. You can expect to see enemy aircraft being vectored toward
you very soon after you are spotted.
In Authentic mode, GCI radars are represented on the TEWS by a
square icon with the number 9 inside. These radars are very powerful
and have an extremely long range. They tie together elements of an inte-
grated air defense system, alerting SAM sites and directing fighter air-
craft to your location.
GCI radars demand attention. There's no such thing as ignoring a
GCI when flying a single mission, and especially when involved in a
campaign. Each time you see a 9 icon on the TEWS, think of it as a call
to action. It might be worth rolling in and dumping a "stick" of Mk. 82s
on it, just to shut it off. As a minimum, note its location on a piece of
scrap paper. In a campaign, you can always come back and get it on your
next mission.
If you find yourself being tracked, you must shake it. Repeat-you
must shake it. Otherwise, you will spend the rest of your mission fending
off wave after wave of enemy interceptors. If you cannot escape detec-
tion, at least be sure to frequently check with AWACS to detect these
incoming bandits while they are still far away.
Secondly, every time you manage to shoot down an enemy aircraft,
it is important to call for another picture. Just about the time you relax
and start congratulating yourself, the enemy wingman will show up
unexpectedly. AWACS can help you locate this other aircraft now that
you've dealt with the first guy. You must wait until after your first kill
hits the ground; so again, be patient.
CHAPTER 2: AIR-TO-AIR COMBAT 53
involved in operating the radar in all its modes that an entire volume
could be written on the subject. It fact, one has been written; the Air
Force's F-15E-34-1 (Unclass.) and the F-15E-34-1-1 (Class.) These
"Dash 34s" will tell you anything you want to know about the radar
(and probably a lot more than you care to know) .
Next to the AWACS, the radar is your second best means of detect-
ing enemy aircraft. You should use these two methods (AWACS and
radar) jointly as part of your overall situational awareness effort. Early
radar detection of enemy aircraft will pay big dividends in the long run.
It adds to your situational awareness and gives you the ability to keep the
enemy at arm's length.
However, while the AWACS is undetectable, your radar emits a
cone of energy that can warn an enemy of your presence. The EMIS
light above MPD #1 in the front cockpit illuminates when your aircraft
is emitting detectable radiation. This radiation makes you a beacon in
the sky and literally advertises your presence to the enemy. To cue down
on radar emissions, your radar should be kept in SNIFF mode for as
long as possible. There is no sense in helping the enemy to find you.
SNIFF mode is not the same thing as being turned off. The radar
requires time to warm up just like the family car on a cold morning.
SNIFF mode keeps the radar circuitry warmed up, so it will be ready at a
moment's notice when needed. However, while the radar is in SNIFF
mode, it does not emit radiation and therefore is undetectable.
Just before going <Fence In>, use the AWACS to look around. If
you receive a <Clear> picture, leave your radar off and stay low to avoid
detection. Continue to use the AWACS rather than activating your
radar for as long as possible. But by all means, turn your radar on if the
TEWS display shows enemy air or ground radars tracking you.
If the enemy has already found you, the time to be stealthy has long
since passed. At this point it is far more important to have your radar
turned on in order to determine what's going on around you. Keeping
your radar in SNIFF mode when the enemy is already tracking you only
serves to blind you, not the enemy.
The AN/APG-70 radar has a maximum search and return range of
80 nautical miles. Although the long range horizontal scan is fixed at
120, it can be set to sweep at various altitudes. Aircraft located above or
below this search envelope will not be detected even if within range.
Your radar display screen shows the upper and lower altitude limits
when toggled to Air-to-Air mode. Both of these numbers are located in
the upper-left corner of the display.
The number on the left is the lower altitude limit (expressed in
CHAPTER 2: AIR-TO-AIR COMBAT 55
search cone can be set just below ground level without creating a large
blind zone.
Conversely, when flying at high altitudes, the risk of being attacked
undetected from above is lessened. Your greatest threat will obviously be
coming from below. Therefore, your search cone should be aimed
steeply into the ground. The upper edge should be set only a few thou-
sand feet above your aircraft.
The justification for this is simple. Unless you have been detected by
a GCI at long range, enemy aircraft will not already be at altitude. More
likely, you will detect them scrambling up from their runways to inter-
cept you. Once airborne, opposing aircraft will naturally find themselves
struggling to reach your altitude.
If these aircraft are in your radar search cone (i.e. in front of you),
they will enter the large blind spot beneath your radar footprint. The
closer you get to the target, the larger this blind area will become. Once
underneath your aircraft, you will lose even visual contact with them
unless you reverse your course. If you do not alter your course, these air-
craft will convert on your "six" and remain undetected until they are
ready to fire.
Playing Strike Eagle III with your TEWS set to Standard mode gives
you an unfair and unrealistic advantage. It operates much like an arcade
game radar, the player is given far too much information about what is
going on around him. In actuality, the F-15E's TEWS array does not
operate like this at all. To experience how the actual TEWS operates,
you must switch the setting to Authentic mode.
In Authentic mode, enemy aircraft are only detected when their
radar has locked-on to you; then it's too late. A locked-on radar appears as
a diamond shaped icon with an identifying number inside. Until that
time, enemy aircraft are completely invisible.
This is a big difference from the kind of ultimate God's-eye view
afforded you in the easier mode. Get used to it. As a real fighter pilot,
you shouldn't be looking for shortcuts. But as far as detection goes, this
is an entirely unsatisfactory state of affairs. So forget about using the
TEWS as a method of detecting enemy aircraft.
One thing the Authentic mode TEWS has over the other is the abil-
ity to recognize types of radar. The number inside the diamond is a tell-
tale identifier. By being familiar with these numbers, a pilot can
reasonably identify what type of aircraft he is facing. Granted, a pilot
will only see these numbers after the enemy has locked-on.
If, however, you are able to break this radar lock through maneuver
or by spoofing the enemy's opening missile attack with chaff or flares,
you now have a second chance. Enjoy it. Strike Eagle III doesn't give you
many. Use this opportunity fighting to work out a solution based on the
capabilities of the aircraft attacking you.
Target Identification
At a range of 10 to 20 miles, an aircraft looks like a dot. It can easily be
mistaken for a smudge or flyspeck on the canopy windscreen. That's if
you can see it at all much less identify it. One common sense rule of
thumb is to treat every aircraft you detect as potentially hostile. Ir's bet-
ter to feel foolish sneaking up on a friendly than to get caught trying to
fly in formation with a MiG-29 . Unless you have positive identification,
stay tactical at all times.
It is almost possible to visually identify aircraft given the speeds at
which they usually fly in combat. Even in a cloudless sky and perfect
weather conditions, it is a difficult chore. Forget about the finer points
of aircraft recognition such as determining make or model. At a distance
60 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
of twenty miles, you'll be lucky if you can tell a Foxbat from a Flying
Fortress.
There are a number of ways to identify an aircraft other than by
looking at it through the canopy. In fact, you can get a pretty good idea
what you are facing even if the aircraft is BVR. Use the following meth-
ods and see if they don't work for you.
Cheating
Since air combat has long since lost its sportsmanlike character, there
remains one last method of identification-cheating. Realizing of co4rse
that no pilot worth his salt would ever use this method to gain an advan-
tage, it is mentioned only in passing.
When all the legal methods of bogey identification have failed you,
simply press the Reverse Tactical View (I F1 0 J). Getting a look from the
enemy's perspective is wonderfully informative. It gives a good look at
his machine. So if you don't mind using this option and your conscience
will let you get away with it, the FlO view is one of the best ways to ID a
bogey, keeps your aircraft identification skills from getting rusty also.
Remember the fighter pilot's unofficial motto, '1fyou ain't cheatin:
you ain 't trying. "
Closure
The second phase of air combat is known as Closure. During this phase,
you are faced with a number of very basic decisions. After determining
that the contact is hostile, you must decide whether it constitutes a
threat to your mission.
Be aware that the answer to this question is sometimes "no."
Because shooting down aircraft scores points, players have a knee-jerk
reaction anytime one shows its face. There is an immediate impulse to
go shoot it down even if it means diverting 100 miles out of the way.
Not every aircraft poses an immediate threat. It may well be that
the aircraft is on a routine patrol and hasn't yet spotted you. It could
also be an aircraft that is out of ammunition or low on fuel. So if the
answer is "no," continue on with your mission but keep a wary eye on
62 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
Attack
The Closure phase ends when a pilot is first able to bring a weapon to
bear on his opponent. It is at this point in the combat sequence that the
Attack phase takes over. The Attack phase should be thought of as
merely the execution segment of the previous phase.
If the Closure phase has been properly concluded, the Attack phase
should consist of a single pass. This hit-and-run type of slashing attack is
the military equivalent of an L.A. drive-by. It's the ideal situation for an
CHAPTER 2: AIR-TO-AIR COMBAT 65
offensive (attacking) fighter; the enemy is shot down before he can react
and the attacking fighter disengages without being damaged.
The single-pass attack still occurs despite all the modern detection
equipment available. The downing of the two Iraqi F-ls is but one
example. Pilots should count themselves extremely lucky when given
such an opportunity. The single-pass attack is a real gift and should be
considered a special case.
It is more likely that the Closure phase will end with you in one of 3
conditions; advantaged, disadvantaged, or neutral parity. It should be
easy to obtain a kill if you have reached an advantaged position. Chances
are your opponent will be reacting to being disadvantaged. He will have
no other immediate plan except to keep you from shooting him down.
For you as the advantaged party, keep an eye on your opponent and
watch out for reversals. Be on the lookout for maneuvers which are
designed to cause you to overshoot. Sometimes it is best to back off to a
position which is just under the maximum range of your selected
weapon. It is far too easy to be placed on the defensive if you are trying
to close in for guns kill. If you are persistent and continue to work from
a position of advantage you will eventually wear your opponent down.
Select the proper ordnance, push the button, and avoid the debris.
Things are slightly different if you are in a disadvantaged position.
You should forget about the Attack phase and Maneuver phase.
In fact, you should be thinking about going straight to the Disen-
gagement phase. It is imperative that you evade your opponent quickly.
The longer you stay in a position of disadvantage, the more opportunity
you give your opponent and the more likely you are to make a mistake.
As a minimum, you should at least attempt to spoil your opponent's
firing solution. Abrupt changes in altitude, speed, and direction of flight
will often throw him off his game. Of course, you should always be look-
ing for opportunities to cause an overshoot or force a reversal. But your
primary concern from a position of disadvantage should be getting away.
Period.
If neither you nor your opponent has achieved a superior position,
the battle is momentarily a draw (neutral). Under these circumstances,
the first pilot to make a mistake will usually lose the battle. A Parity fight
is dangerous only because it is so unpredictable when compared to the
other two positional situations. There are few second chances in air com-
bat, so don't be the first one to make a mistake. Parity fights give both
pilots ample opportunity.
This stalemate situation leads directly into the Maneuver phase of
combat. Both pilots will be maneuvering to achieve a position of advan-
66 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
Maneuver
The Maneuver phase of air combat is characterized by the twisting and
turning battle so often depicted in the movies. Whether you call it a dog-
fight or a farball, if a mistake is going to made it is usually made during
this phase. Since the Maneuver phase is such a crap shoot, most pilots
would prefer to avoid this phase whenever possible. The instinct for sur-
vival tends to be just as strong in pilots as in other sectors of society.
The chances of making a mistake in this phase are very great. The
penalties are equally great. The first pilot to pick a wrong maneuver or
perform one incorrectly is likely to be the one forced to "hit the silk."
When a pilot makes a mistake in the Maneuver phase, his opponent is
placed in an immediate position of advantage. And as we have seen,
there are very few options available to a pilot in a disadvantaged posi-
tion. He either disengages or gets shot down.
Generally speaking, a pilot enters into the Maneuver phase by acci-
dent or by making a mistake in a preceding phase. An attacker who fails
to destroy his opponent with a single pass during closure has consigned
CHAPTER 2: AIR-TO-AIR COMBAT 67
Disengagement
The Disengagement phase is a critical, yet often neglected, facet of air
combat. In a modern context, it is every bit as important as the Closure
phase. Disengagement can be considered the reverse of closure with one
big exception. Given the reach of modern Air-to-Air missiles, getting out
of a dogfight is much more difficult than getting into one.
68 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
Not surprisingly, the number of aircraft shot down in the act of dis-
engaging is second statistically only to those lost during the Attack phase.
In ancient times, a beaten army suffered most of its casualties after a bat-
tle when being pursued. A routing army fleeing the battlefield stops
defending itself and becomes a mass of individuals whose only concern is
saving their necks. This same phenomenon applies to air combat. Pilots
become so involved in getting away that they stop defending themselves.
Without a doubt, the easiest, safest, and best way to disengage from
combat is to shoot down your opponent. Failing that, getting out of a
fight is going to take careful planning. The time to consider how you are
going to get away is not once you've entered the battle; that's too late. A
good pilot begins planning for disengagement as early as the Closure
phase.
The time to disengage from a fight is when the battle has reached a
stalemate (parity). If a pilot hangs in there hoping to gain the upper
hand and then finds himself disadvantaged, getting away will now be
twice as hard. A pilot should not wait until the last moment to disen-
gage. Make the decision to disengage early, wait for an opportunity, and
then execute your disengagement plan without hesitation. A pilot can
always decide to re-engage at a later time.
The art of disengagement is to figure out a method of quickly
putting some distance between you and the enemy. The trick is to get
the opponent's nose pointed away from the direction you wish to sepa-
rate to. Once a bandit realizes your intentions, the game is up. You must
execute your plan before the enemy realizes what you are up to and
shoots you down while you are trying to get away.
Before the advent of Air-to-Air missiles, disengaging was a much
easier chore. All a pilot had to do was gain enough separation to put
himself out of the range of the enemy's cannons. All that was required
was a momentarily lapse in the enemy's attentiveness. In a few seconds, a
pilot wishing to disengage could be long gone.
Now with both radar-guided and heat-seeking missiles such com-
mon fixtures, disengaging from the middle of a battle takes real skill and
more than just a little luck. A missile-equipped opponent has a much
longer reach. Even if your disengagement is successful, chances are your
opponent will at least get in a parting shot. There's no way to prevent
this launch but skillful maneuvering may keep it from hitting you.
It most cases, the disengaging aircraft just gives the opposing aircraft
a free shot when it is most vulnerable. Imagine trying to disengage from
an aircraft equipped with AIM-120s. To get away clean, a pilot wishing
to exit has to create a gap of over twenty miles before his opponent fig-
CHAPTER 2: AIR-TO-AIR COMBAT 69
ures out he is leaving the fight. Try to do this against a live opponent
when playing Head-to-Head, and you'll quickly realize that it is next to
impossible versus a competent player.
If your opponent is not equipped to carry missiles (or has run out),
the job of disengaging is much easier. All you need do is catch him off
guard with a lateral break that exceeds the range of his guns. If he gets in
your "six" and wants to follow you home, fine.
As a rule, Air-to-Air combat is something that Strike Eagles should avoid AIR COMBAT
rather than seek out. No one ever follows the rules. Most players have a
burning desire to go out and shoot something down. I am guilty of the
MANEUVERING
same thing. There's a certain sense of satisfaction one gets from seeing an
enemy interceptor going down in flames. And nothing, nothing, beats a
guns kill when it comes to a dogfight.
Air-to-Air combat introduces novice pilots to a number of unfamil-
iar terms. It is important that players understand and be able to define
these new concepts before entering into a general discussion. But first,
given the military's passion for acronyms, we must first make our way
through a bewildering alphabetical jungle.
Air Combat Maneuvering (ACM) can be defined as training designed
to achieve proficiency in individual and formation maneuvering. It is a
coordinated application of basic fighter maneuvers. In Strike Eagle III,
the term ACM is used to describe the underlying strategy of Air-to-Air
combat. In this regard, the two terms ACM and Air-to-Air combat, are
considered interchangeable at least for the purposes ofthis book.
Some sources make reference to Air Combat Tactics (ACT). ACT
are defined as the individual employment of basic fighter maneuvers in a
tactical engagement (a dogfight). In other words, ACT is the application
of those maneuvers which a pilot uses to make a kill or throw a bandit
off his six. Because players will often come across the term in other
books, it is mentioned. It will not be used here because the distinction
between ACT and BFM is subtle and would not add to the discussion
for the majority of readers.
Basic Fighter Maneuvers (BFM) are the actual maneuvers used by
pilots to engage and defeat a bandit in combat. They are the tactics
employed to carry out an ACM strategy. Whereas ACM is concerned
with all 5 phases of an engagement, BFM is only applicable to the
maneuver sequence. BFM is the down-and-dirty, turn-and-burn type of
flying that occurs in a direct confrontation between fighters.
70 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
Energy Management
Having touched on the Up, Down, Left, and Right of flying in Chapter
l, let's move on. After all, the previous discussion applies as well to pilot-
ing a Cessna 172 as it does to flying the F-15. As Eagle-drivers, we need
to use these fundamentals of flying and apply them to the fine art of
delivering bombs on military targets. With the obvious power advantage
the F-15 has over a Cessna, a pilot needs to be able to manage all that
additional power without being overwhelmed.
Energy Management is the art of balancing che 4 dynamic forces
which act on all aircraft during flight; Lift, Drag, Thrust, and Gravity
(weight). When a pilot manages energy, he is merely attending to that bal-
ance. Just as personnel managers like to get the most from their people,
energy managers want to get the most from their available energy. They
do this by manipulating the manner in which the principal forces of flight
act upon their aircraft. Good pilots are by necessity, good managers.
Energy management is a necessary part of everyday flying but is
absolutely essential once in combat. Not only do you need to remain
aware of your own aircraft's energy status, it is always a good idea to pay
attention to what the other guy is doing with his aircraft. If your oppo-
nent has run his aircraft out of energy, you need to be in a position to
capitalize on his mistake. Most of your Air-to-Air kills will occur when
you catch your opponent "going to the bank."
The Bank
When describing an intangible concept such as energy, it is helpful to
discuss it in the context of something we all understand. Money. In very
basic terms, energy is to an aircraft what money is to a bank. An aircraft
is like a bank in which energy is accumulated, stored, and released as
needed. Without money, a bank cannot operate (unless you want to
extend this metaphor to include S&Ls). Without energy, an aircraft cannot
fly. Following this metaphor to its logical conclusion, flight is simply the
process of depositing and withdrawing of energy from an aircraft.
The art of flying is just knowing when to deposit and when to with-
draw. Deposits give the aircraft additional energy which can be con-
sumed immediately or stored for later use. Energy deposits can be made
in the form of increasing Thrust, reducing Drag, or by converting alti-
tude into forward momentum (speed). All these actions add to an air-
craft's total energy level.
Catching your opponent while he's going to the bank means attack-
ing while the other guy is desperately looking for ways to increase his
CHAPTER 2: AIR-TO-AIR COMBAT 71
energy state. His ability to maneuver will be extremely limited. His abil-
ity to climb will be nil. If his energy state is low, he has few options
other than to unload his wings, drop his nose, and trade altitude for air-
speed. Of course he can always advance his throttle, but it takes time to
gather any appreciable speed in this manner.
Anticipating what the other guy is going to do is half the battle. A
good pilot will use his opponent's lack of energy to his own personal
advantage. If the enemy has managed his energy poorly, he will be vul-
nerable throughout the combat. Like a mugger staking out an auto-
mated teller machine, a pilot must stalk his prey on the way to and
from the bank.
Even so, frequent trips to the bank are unavoidable. Flight causes an
aircraft to spend its energy, and air combat often causes a pilot to over-
spend. When an aircraft has spent all its energy, it's like trying to write
checks on a closed account. The aircraft stops flying at that point even
though a pilot will continue to make demands.
Usually a pilot will try to avoid losing energy but there are times
when this is impossible. When faced with such a situation, a good pilot
will try to minimize the negative effects of energy draining maneuvers.
Natural laws of momentum and inertia point out that it is better to
release energy slowly rather than all at once. Pilots use the phrase "letting
the energy bleed off' to describe this gradual loss.
Energy is usually lost by performing high G turns or by converting
speed into altitude (climbing). Pilots also lose energy by dirtying up the
aircraft so that drag is increased (i.e. extending flaps or applying the
speed brake). Maneuvers which load-up an aircraft (i.e. place a greater Figure 2.8 No amount
than normal amount of Gs on the aircraft) also cause a loss of stored of energy management
energy. Steeply banked or prolonged turns cause an aircraft to convert its is going to save this
OV-10 Bronco.
energy into the additional lift these
maneuvers reqmre.
In Strike Eagle III, judging your
energy is difficult. Much of what
goes into managing energy is an
instinctive feel pilots get from their
aircraft. But seated in front of your
computer, players don't get to feel
their aircraft. This type of sensory
input is the domain of real pilots.
Still, a lot of what goes in to being a
good energy manager comes down
to experience and flight time. Flying
72 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
Energy State
An aircraft's energy state is simply the total of its accumulated energy in
the form of momentum plus the energy produced by having engines
force compressed air out the back. An aircraft which is flying both low
and slow is said to have a low energy state. The pilot cannot accelerate
fast enough to escape, nor can he trade altitude for speed. Low and slow
is a deadly combination. A pilot found in such a situation has few
options if bounced by enemy fighters.
There are two types of energy which combine to make up the air-
craft's energy state. These two types of energy are interchangeable and
can be harnessed to effectively increase an aircraft's performance.
Kinetic Energy
Kinetic energy deals with the energy derived from speed (i.e. motion).
An aircraft which is traveling at a high rate of speed has a wealth of
excess energy. It can convert this energy into maneuvers or use it to gain
CHAPTER 2: AIR-TO-AIR COMBAT 73
altitude. The former option bleeds off the energy by increasing the load
factor of the aircraft. Once an aircraft uses energy to perform ACM, it is
gone for good. Replacing this energy will require that a pilot go to the
bank.
An aircraft which uses excess energy in the form of speed to gain
altitude has now converted its Kinetic energy into Positional energy.
This shows the value of energy in flight. It can be continually juggled
between Kinetic and Positional by trading altitude for air speed and vice
versa. A good pilot should be able to manage the balance between
Kinetic and Position energy.
energy. It will be traveling slowly which makes its turn radius very tight.
Near the bottom of the egg, the aircraft will have picked up speed during
its descent and have a much longer and flatter arc.
Think of the shell of this energy egg as the area of max performance.
This is the region at which the aircraft will be most energy efficient and
also perform the best. The aircraft will be able to perform crisp BFM at
the peak of its capabilities.
Aircraft which are chasing around the outer edge of the egg are wast-
ing energy. These aircraft are expending too much energy performing
maneuvers which could be accomplished more cleanly and efficiently.
Their comparative sluggish flight performance is using up their finite
supply of fuel quickly. These pilots won't remain in the fight for long.
At the other end of the energy spectrum are aircraft with not enough
accumulated energy. When an aircraft's energy state is too low, the pilot
is said to be inside the egg. He will be unable to perform critical maneu-
vers if enemy fighters catch him off-guard. These pilots don't remain in
a fight long either. The difference is that these pilots usually don't have
to worry about the ride home; they never make it.
Corner Velocity
There are pilots who think that the faster they go, the better dogfighters
they become. These guys try to buy their victories at the cost of some jet
fuel. Pilots who take this brute-strength approach to air combat are miss-
ing the finer points of ACM. And it's exactly for these kind of pilots that
this strategy guide was written. Personally, I love running into these gu.ys
when flying Head-to-Head competitions. The looks on their faces when I
consistently cut Lead-Pursuit turns to their "sixes" is worth the price of
admission.
There is a point in air combat at which too much speed is a detri-
ment. Pilots cannot shove the throttles all the way forward and expect to
have a tight turning radius. Speed is a fine thing to have when making
slashing attacks on an unsuspecting target. But when the enemy knows
you're coming and begins his ACM, it's also nice to be able to swing the
nose of your aircraft around the sky at a decent rate.
Air combat requires that pilots balance speed and maneuverability.
On one side of the equation are all the advantages derived from speed;
on the other side are the inherent benefits from being maneuverable.
The point at which these two philosophies converge is known as corner
velocity.
Corner velocity is the speed at which an aircraft makes its quickest,
CHAPTER 2: AIR-TO-AIR COMBAT 75
Situational Awareness
Situational awareness or SA has become a "buzzword" for the 90s. It has
been present since the birth of aerial combat but it wasn't until the past
2 decades that someone first acknowledged SA as a concept. Simply put,
situational awareness is the ability to observe events taking place around
you, even though you may be personally involved in combat action
yourself. It means knowing where your wingman is at all times and what
he may be doing. It means keeping an eye on your six while going after
the MiG in front of you.
Situational awareness is an skill inherent in most successful pilots.
To a large degree, SA can't be taught. It's a catch-22. You can't learn SA
unless you've been in combat, and you shouldn't go into combat with-
out first learning SA. It is one of those elements of flight that is based
solely in the sensoty perception of the individual. SA requires a pilot to
pay attention to details. More than that, however, it requires a sixth
sense to instinctively know which details are important now and which
will be important later.
A detective who arrives at a crime scene must be able to observe the
whole setting and focus in on what is important to solving the case. He
must be able to function amidst all the crowd noises and police sirens.
He must be able to concentrate on what he is doing despite all the activ-
ity and flashing lights.
The same problems that confront a detective at a crime scene are
present when a pilot reaches the merge. A pilot must be able to discern
the critical details of what is going on around him. He must be able to
76 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
function amidst all the bells and whistles going off in his headset, and he
must have a clear idea of what he is going to do. Moreover, a pilot must
be able to sense what his enemy is going to do and use that knowledge
against him.
Situational awareness requires that a pilot detach himself from what is
currently going on that directly involves his aircraft. He has to know when
his wingman is going to take a shot or when his wingman is in trouble and
needs assistance. It is the notion of taking in the whole picture.
New pilots become so focused on their own aircraft that they lose
track of what is going on around them. Good SA allows you to place
yourself not only in your wingman's cockpit, but the enemy's cockpit as
well. Two-seat aircraft, like the F-15, have the advantage of a second
pair of eyes when it comes to SA. The GIB (Guy In Back) is usually
detailed to take some of the work load off the pilot. In return for the free
ride, the Wizzo must be able to spot enemy aircraft that the pilot may
have missed.
Although air combat is a three-dimensional affair, inexperienced
pilots tend to fight in only two. Pilots must learn to fight using space
and time relationships that cut diagonally from the vertical and horizon-
tal planes. This third dimension distorts spatial perceptions and has been
the cause of many a pilot's undoing.
THE AN/APG-70
RADAR
The AN/APG-70 is an extremely complex piece of equipment. For this
reason, the physical operation of the radar was covered in the Basic
Flight Training chapter. This section covers the practical use of the radar
in Air-to-Air combat. Knowing how to get the most from your radar
aids in developing your situational awareness. It also allows you to keep
track of the enemy while performing maneuvers designed to make him
lose sight of you.
The opening phase of any Head-to-Head competition is a battle
between radars. Since the radars are identical, this battle is won by the
pilot who is most skilled in using it. From the start, you and your oppo-
nent will begin maneuvering in order to close in undetected. At the same
time you are trying to stay hidden, you should also be trying to find the
other guy. You can only be successful in this if you learn how to off-set
your radar coverage from your flight path. This tactic is called playing the
angles and is just one of the special techniques you must learn.
For all its complexity, using the radar in an Air-to-Air role only
requires that pilots follow this simple sequence; Search, Designate, Lock,
CHAPTER 2: AIR-TO-AIR COMBAT 77
Shoot, and Track. First, the radar must search for enemy aircraft in either
of the two main search modes; Long Range Scan (LRS) or Short Range
Scan (SRS). After a target (or targets) have been detected, the radar must
be told to concentrate on an individual aircraft. This process is called
designating (or acquiring) the target. Once a target has been designated,
the pilot receives more specific targeting and flight information.
Before a missile can be launched, however, the radar must further
focus its attention on the target. The radar locks-up the target so that the
missile knows who to go after once it is launched. Once the target is
brought within a narrow launch envelope, the pilot receives a shoot-cue.
Shoot-cues indicate that the locked target is within the firing envelope
and that a missile can now be launched.
At this point, your missile selection begins to play an important role
in how you manage your radar. If the missile is a SARH (Semiactive
Radar Homing), you must continue to paint the target with your radar.
Painting the target means keeping the target locked-up on radar through-
out the flight time of the missile. It is not necessary to keep the target
within a firing envelope (i.e. continuing to receive a shoot-cue).
Of the three missiles carried by the F-15E only the AIM-7M Spar-
row requires you to track the target after launch. If your missile was a
fire-and-forget AIM-120A AMRAAM or AIM-9M Sidewinder there is
no further need for the radar.
Note that the AIM-9M Sidewinder is a heat-seeking missile and in
real life does not require assistance from the radar at all. In Strike Eagle
III, it is necessary to "lock" the target on radar prior to launch.
120
80mm 120
80mm
like they are going to fly straight by you. An aircraft in one of the lower
display corners appears far off but is actually right next to you.
There are two principal Search modes, a Long Range Scan (LRS)
and Short Range Scan (SRS). Long Range Scan (LRS) is the radar's
default setting. In LRS, the radar antenna is heading stabilized, i.e. it
always points in the direction of flight. It has a horizontal azimuth width
of 120 and defaults to its maximum range of 80 nm. The range can be
set to 10, 20, 40, and 80 nm by pressing Radar Range ([Home]). Note
that the value in the upper-right corner of the radar display is the current
range setting. LRS cannot be aimed. (Note the two pips in each of the
lower corners; the beam width takes up the whole display.)
LRS is used for spotting bandits at great distances and those moving
at a high rate of speed. LRS alternates between HI and MED Pulse Rep-
etition Frequencies (PRFs). What this means is that your radar sweeps
an area twice in LRS and producing the same effect as sweeping the area
once in SRS. LRS is good at cracking aircraft which are coming at you
from a distance. But enemy aircraft can easily disappear off your radar
screen using abrupt changes in altitude, heading, and airspeed if you are
not careful. Even a momentary distraction is enough to give the enemy
an opportunity to vanish.
Short Range Scan (SRS) is the secondary Air-to-Air radar search
mode. Toggling the LRS/SRS ([Insert]) switches the radar between Long
Range and Short Range scans. SRS is heading stabilized like LRS . It has
CHAPTER 2: AIR-TO-AIR COMBAT 79
Single-Target-Track (STT)
Single-Target-Track (STT) is the radar targeting mode used by the AIM-
7M and AIM-9M missiles. These missiles require that the full attention
of the radar be directed at a single target, hence the term Single-Target-
Track. STT and DTWS are identical in appearance except that in STT,
only one target ever appears on the radar display. Even if the target is
picked out of a group of incoming interceptors, once the radar switches
to STT, all other aircraft disappear off the screen. It is imperative not to
lock-up a target too soon. Remember that switching to STT focuses your
attention on a single target. Your situational awareness is bound to suffer
when you are no longer able to see the big picture.
Boresight Mode
Another method of radar designation is called Boresighting. From AUTO
mode, press the A UTO!Boresight ([End]) toggle a second time. A small
circle appears inside the ASE circle on the HUD. This is your boresight.
To designate a target using this mode, maneuver your aircraft so that the
desired target is placed inside the tiny boresight circle. Once this is
accomplished, press Designate Target ([Backspace]). The target inside the
boresight is now locked on your radar.
through all the eligible targets appearing on the screen. The nearest
target square is designated first.
5. After designating a target, the radar automatically switches to
Designated-Track-WhileScan (DTWS). The designated target (now
referred to as the Primary Designated Target (PDT) changes from a
box to an open diamond along with a Lead Line (Heading Vector)
pointing in the direction of flight. The designated target is the
primary scan point, but other targets in the vicinity are also
displayed. The azimuth and bar carets remain locked at the position
of the designated target, however.
6. Until now, you have no way of knowing whether a designated target
is a hostile bandit or a Boeing 747. Press Identification, Friend or Foe
(OJ) before you fire. If the PDT is hostile, an X symbol momentarily
appears on the radar display screen in place of the aircraft box. If the
PDT is friendly, you receive an audio cue and the [I] instrument
light illuminates. (No points for friendlies.)
7. The PDT can be locked-up at any time by pressing Target Lock([}).
When the PDT is locked-up, its radar display icon changes from an
open diamond to a solid diamond. If the selected weapon is either
the M61Al gun, AIM-9M Sidewinder, or AIM-7M Sparrow, the
radar automatically switches from DTWS to Single-Target-Track
(STI} mode. If the selected weapon is an AIM-120AAMRAAM, the
radar stays in DTWS mode.
8. Once a target has been designated and locked, all that remains is to
bring the Steering Dot within the Allowable Steering Error (ASE)
circle. Once the target falls within your selected missile's Rmax, you
receive a number of shoot-cues indicating that it is time to fire.
9. Now that the Primary Designated Target (Pon is within range,
the Steering Dot is within the ASE, and the shoot-cue lights are
flashing, it is time to launch your missile. Press Joystick button #2
or Fire Missile (I Spacebar I) to fire a missile.
lOa. If you fire an AIM-7M Sparrow, you are required to paint the
target with your radar beam throughout the missile's time of flight.
The target only needs to be keep on radar to fulfill this require-
ment. You do not have to keep the Steering Dot within the ASE.
10b.AIM-120A AMRAAMs and AIM-9M Sidewinders are fire-and-
forget missiles. If you launch one of these, you are free to maneuver
without further regard for the missile. It will hit or miss the target
completely independently of further input from the firing aircraft.
CHAPTER 2: AIR-TO-AIR COMBAT 83
Shoot-Cues
The radar provides the pilot with various shoot-cues which indicate when
the pilot may fire at a particular target. These "bells and whistles" make
it impossible for a pilot to misjudge his firing envelope. Missiles
launched prior to receiving a shoot-cue are lost either due to range or
failure to guide properly. (When playing in Head-to-Head competition
against a "live" opponent, often an early missile shot will spook an opponent
into doing something stupid.)
Lock-Shoot Lights
Two Lock-Shoot lights are located on the canopy braces. These lights
illuminate when the target is locked then begin flashing to indicate a
shoot-cue. Another shoot-cue is located along the botrom of the radar
display screen. If the missile is an AIM-120A AMRAAM the shoot-cue
will be a flashing "Star of David" symbol. If the missile is either a Spar-
row or Sidewinder, this symbol is a flashing triangle. These same shoot-
cue symbols are repeated on the Target Designator box (TD).
Aspect Angle
The Aspect Angle is an important piece of information which is often
overlooked in the heat of combat. Because aircraft appear in TWS,
DTWS, and SIT modes with lead lines, players rarely feel the need to
become familiar with using aspect angles.
The Lor R means that your F-15E is looking at the left side or right
side of the target. The angle is displayed as a single or double digit. For
example, if the Aspect Angle is 12L (read as one-two-leftJ, your F-15 is
120 off the target's tail on its left side.
If the Aspect Angle is increasing, your F-15 is passing to the front
84 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
ASPECT ANGLE
H
i
180
13R
4R
Figure 2.1 O Aspect
Angle diagram T
Break Lock
Situations may arise when you wish to break your radar's lock on a target
in order to look at another. Press the Break Lock (IBJ). The lock is imme-
diately dropped, and the radar automatically reverts to the last active
mode. Be advised, if the radar is set to function in Auto mode, it will
reacquire the target.
a numerical value representing the rate of closure with the target. A posi-
tive value indicates the speed at which you are overtaking the target; a
negative value is the speed at which the target is pulling away from you.
The position of the range caret should be noted in relation to the
horizontal tick marks located on the right side of the vertical scale. These
tick marks represent the Rmin and Rmax values of your selected missile.
Notice that the position of the tick marks change as a new missile is
placed in priority.
The Strike Eagle III instruction manual covered some entry level Basic BASIC FIGHTER
Fighter Maneuvers (BFM) like the Break Turn, Scissors, Loop, and
Split-S. Every pilot should know how to properly execute them. As a
MANEUVERS
WSO, if your pilot does not know how to do these maneuvers, it's time (BFM)
you two had a private chat. BFM should be second nature to a pilot per-
forming active combat missions.
Basic Fighter Maneuvers (BFM) are the basic components of any
comprehensive ACM strategy. Whereas Air Combat Maneuvering
accounts for the larger combat picture, BFM are the "in your face" tac-
tics used to defeat an opponent. The ultimate objective of each engage-
ment is to shoot down your opponent and escape unharmed. It's as
simple and as unglamorous as that. BFM is the art of using finesse to
place your aircraft in a position where it can fire on the enemy without
being fired upon.
BFM has practical applications at any range, but primarily it refers to
the kind of close quarter combat which takes place during the Maneuver
phase. This twisting, turning combat used to be known as a dogfight. Mod-
ern pilots speak of meeting the enemy at the merge or engaging in a forbalL
The nature of a short range engagements tends to make them guns or
heaters affairs. When the aircraft is being used as a weapons platform for
86 F-15 STRIKE EAGLE Ill: THE O FFICIAL STRATEGY GUIDE
Rather than both pilots turning in the same direction, two circle
fights have the opponents each going initially to their respective corners.
After meeting at the merge, both aircraft separate. At this point it is easy
for one or both aircraft to disengage from the battle. If pilots choose not
to disengage, the second phase of a two circle fight becomes getting the
nose of the aircraft pointed in the right direction, i.e., at the enemy.
The physical area of a two circle fight is larger than a one circle
fight, so the emphasis on individual turning performance is not as great.
Speeds are generally kept higher than those in a one circle fight. Why?
Because the object of a one circle fight is to force an overshoot. The race
is to see who can be the first to go the slowest.
A two circle fight, on the other hand, sets up a tail chase situation
where both pilots want to speed around the circle and wind up in their
opponent's "six." Timing is a critical part of this type of fight, and good
situational awareness will come in handy. Aircraft equipped with all-
aspect missiles will have an advantage. If you can get the nose of your
aircraft around, you can shoot a missile from across the figure 8.
Two circle fights are far more difficult to manage. Most of the time,
the two aircraft will be pointed away from each ocher. Gee used co look-
ing over your shoulder, or keep the enemy in sight by using Padlock
View([ITJ).
Lead Pursuit
A Lead Pursuit situation is one in which the pursuing aircraft keeps its
nose pointed ahead of the target throughout the turn. Lead Pursuits pro-
vide the pursuing pilot with the fastest means of affecting closure. This is
a dangerous chase position because the pursuer is not always able to see
his target. In tight turns, LOS to the target will be blocked by the pur-
suer's own aircraft. If the pursuer is not careful, it could lead to the tar-
get being able to reverse on him.
In order for a pilot to maintain a Lead Pursuit situation, he will have
to continually increase his turn rate. At the same time, narrowing spatial
distances (closure) will cause the pilot to fly an ever decreasing turn radius.
Bear in mind that the G forces in this situation are greater on the pursuer
than the pursued. As the two aircraft come together, the gap in G forces
experienced by the pilots can be significant. There's no point in getting
right up on the enemy if you' re going to be asleep when you get there.
Pure Pursuit
A Pure Pursuit situation is one in which the pursuing aircraft keeps its
nose pointed directly at the target throughout the turn. If you can keep
aimed at the target as he turns, you must be doing something right. You
won't be able to effect a "guns kill" from a Pure Pursuit, but you will be
able to boresight a missile. Your rate of closure won't be as fast as a Lead
Pursuit. Use the added time to work the Steering Dot. The ASE circle
CHAPTER 2: AIR-TO-AIR COMBAT 91
will be very tiny due to the aspect angle and missile envelopes involved.
These situations are generally transient periods between Pure and
Lag Pursuit profiles. A defender who sees an attacking aircraft in Pure
Pursuit will undoubtedly be spurred to begin out of plane maneuvers
(like climbing, diving, }inking, or slicing turns).
Lag Pursuit
A Lag Pursuit situation is one in which the pursuing aircraft keeps its
nose pointed behind the target throughout the turn. The type of pursuit
is the easiest of the three for the chase aircraft to effect. The pursuing air-
craft can alter (and even stop) the rate of closure by making minor
adjustments in noseangle. Pilots should use this type of pursuit to begin
the closure process. It can be used to slide into a Pure or even Lead Pur-
suit profile as the range decreases.
This type of pursuit should be used to prevent a possible overshoot
if the pursuing aircraft is traveling faster than the target aircraft. The
pursuing aircraft should always be on guard against a turn reversal which
may cause an overshoot. Even if the attacking aircraft manages to stay
behind the target, it will likely find itself within its missile's Rmin. Alter-
natively, the defender could tighten his turn radius and eventually effect
a reversal. Lag Pursuit also affords the pursuer his best chance to disen-
gage cleanly should the situation warrant it.
The pursuing aircraft's choice of pursuit profile will be dictated by:
1) the relative disparity of energy between the two aircraft; and 2) the
engagement envelope of the pursuer's Air-to-Air weapons.
Judging the target aircraft's energy level will be difficult when ini-
tially entering the engagement. Be careful. The worst thing a pilot can
do is jump into a fight with a high level of energy, assume a Lead Pur-
suit, and then proceed to overshoot the target. Begin every closure situa-
tion in a Lag Pursuit profile. Keep your nose pointed behind the target
until you get a feel for the target's energy state. Once a stable closure rate
has been established, you can increase the rate of closure by pulling into
the target.
The weapons carried by the pursuing aircraft also have a great deal
to do with pursuit situations. A fighter, out of AAMs, equipped only
with guns, will seek to position its gunsight ahead of a fast moving tar-
get. This fighter will assume a Lead Pursuit profile out of necessity. An
aircraft cannot use a Pure or Lag Pursuit because of the need to lead the
target. Remember a stream of bullets needs time to reach the target.
A fighter equipped with rear-aspect only missiles will generally pre-
92 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
Lag
Pursuit
.
Figure 2.15 A fully
loaded F-1 SE cannot
-1.
-::- ..I .
'-
I
ers are more thoughtful when choosing AG bomb loads. But hardly ever
is a thought given to missile selection. Grab 8 AIM-120s and head out
the door. Right?
Well, the answer may surprise you. AMRAAMs are the logical
choice, I grant you. In fact, on the surface at least it would appear that
there is no real choice to make. I mean, AMRAAMs are instinctively
selected 90% of the time because they have the best range of all the mis-
siles and they are "fire-and-forget." What's not to like? They hardly ever
miss their target. You can shoot down enemy interceptors all day long or
at least until you run out of missiles. The AMRAAM allows you to keep
the enemy at arm's length without worrying about return fire.
But actually, very basic decisions are being made in the ARMING
screen. There is more to selecting Air-to-Air missiles than meets the eye,
a lot more. The obvious choice, AMRAAMs, may not always be the best
as the following case illustrates:
On a recent mission over North Korea, two F-15Es confi-
dently loaded with AMRAAMs were decisively defeated by a
trio of MiG-21s using low-tech, AA-2 Atoll "heaters". The
Eagles had made several fundamental and fatal mistakes, the first
of which was taking AMRAAMs to a knife fight.
The lead F-15E's AN/APG-70 radar detected three MiG-
21 s at 80 nautical miles. The Eagle-drivers turned into the
MiGs and routinely locked them up at a distance. They then
proceeded to watch as one after another of their missiles
slammed harmlessly into the ground.
The MiGs, down low to avoid the longer ranged
AMRAAMs, were able to close to within the AIM-120's Rmin.
Now the battle entered the Maneuver phase. It would be a test
of piloting skill in which the MiGs would attempt to overwhelm
the F-15s using superior numbers. Having reached this phase,
the battle became a standard BFM engagement. The F-15
pilots, not yet recovered from seeing a half dozen of their mis-
siles fail to score a hit, were unprepared mentally to press the
fight.
Overconfidence in their high tech AMRAAMs had led
them down the path of complacency. With no plan to fall back
on, the two F-15 crews had no way to effectively coordinate any
attempt to regain the initiative. Panic set in and communication
was neglected as each crew began to think in terms of self-
preservation. A rout ensued. Instead of tactical skill, the F-15
crews attempted to bull their way out of trouble. Too late! With
the MiGs now inside their formation, the Strike Eagles were left
with a load of useless and very expensive long-range missiles.
96 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
The MiGs with their shorter ranged Atolls beat the Eagles in
fine form. The mission went uncompleted and the two players
lost their favorite pilots.
Analysis
Had the F- l 5s been equipped with Sidewinders instead of AMRAAMs,
the battle would not have been so one-sided. For one thing, the Eagle
pilots would not have been tempted into unwisely firing at the MiGs
prematurely. Their early Fox 3 shots turned out to be just a waste of
ammunition that distracted until they failed to hit. The F- l 5s lost the
battle initiative waiting for the missiles to strike their targets. The MiGs
just used this time to close in and bring the Eagles within their own mis-
sile range.
Secondly, the longer range of the AMRAAM tended to give pilots a
false sense of security, making them believe that they could operate at
greater separation distances. Two-ship formations stretched over many
miles just give the illusion of mutual support. As it turned out, once the
AMRAAM advantage was nullified by terrain, the 2 F- l 5Es were effec-
tively isolated from each other.
The Eagle pilots also made basic tactical errors which stemmed from
their choice of missiles. The AMRAAM's biggest advantage is not that it
is a fire-and-forget weapon. (Remember, the Sidewinder is a fire-and-forget
missile also.) The AIM-120A is the missile of choice for engaging targets
at ranges beyond the enemy's ability to shoot back. This feature gives
pilots the flexibility they need when choosing which targets to engage. If
you are going to carry AMRAAMs, pilots must be prepared to exploit it.
There are two types of Air-to-Air missiles carried by the F- l 5E in
Strike Eagle III; those guided by radar and those that home in on the
heat generated by the target. It is important to remember that each type
of missile has its own unique set of advantages as well as limitations.
One point that is often overlooked is the manner in which missile
selection dictates future tactics. By selecting AMRAAMs, the F-15E has
the option to retain its Air-to-Ground ordnance if it encounters hostile
fighters. The Sparrow's semi-active radar guidance makes it likely that
any engagement involving multiple bandits will force the Eagle into a
BFM fight. The Eagle cannot win such a fight while loaded with ground
ordnance. Plan on jettisoning your bombs early.
The Sidewinder missile, because of its short range, almost guarantees
a BFM engagement. While the Sparrow allowed the F-15E to engage a
single target, the Sidewinder does not. If all you have are Sidewinders,
CHAPTER 2: AIR-TO-AIR COMBAT 97
even a lone bandit can get close enough to launch a missile. Try avoiding
an AAM with 20,000 lbs. of bombs. Unless the attacking aircraft is
prop-driven or without missiles, carrying Sidewinders will force you into
a premature release of your bombs. This is the only way your aircraft can
prosecute a BFM fight on even terms.
AIM-120A AMRAAM
The AIM-120A AMRAAM (Advanced Medium Range Air-to-Air Mis-
sile) is the most modern AAM deployed by the U.S. Air Force. It was
designed to replace the AIM-7 Sparrow on U.S. aircraft in this decade.
No doubt the Gulf War in 1991 sped the development process some-
what. Although it reached the field too late for use in Operation Desert
Storm, the AMRAAM is now in service with U.S. squadrons remaining
in the Middle East. This missile has figured prominently in the air bat-
tles that have been taken place over Iraq since the war. In recent months,
F-16C fighters have downed a MiG-23 (17 Jan 93) and a MiG-25 (18
Jan 93) .
In Strike Eagle Ill the AMRAAM gives F-15E pilots a significant
advantage over the opposition. No enemy AAM comes close to the max-
imum range of this missile (26.7 nm). The range advantage creates a
window of invulnerability which allows you to launch without exposing
yourself to return fire. Depending upon the type of missile carried by an
opposing fighter, this window can get to be quite large.
For example, an F-15E equipped with AMRAAMs finds itself
engaging a MiG-23 carrying AA-2C radar-guided Atolls from a head-on
aspect. The AA-2C has a maximum range of 4.5 nm. This creates a very
large window of 22.2 nm from which the F-15E can launch AMRAAMs
without worrying about getting hit by the Atolls. Any encounter under
these conditions would present no real contest to the Eagle pilot.
Against a MiG-29 Fulcrum, this window is not quite as large. The
Fulcrum carries radar-guided AA-lOC Alamo missiles. These advanced
Soviet missiles have a range of 20 nm. In this instance, the window is
only 6.7 nm, a distance which represents mere seconds in travel time.
The MiG pilot is just as likely to get off the first shot.
Range advantage aside, the AIM-120A has other useful benefits in
combat. The AMRAAM possesses an active homing radar in its nose
cone which makes it a fire-and-forget missile. This means that after the
AMRAAM is launched, it tracks the target without further guidance
from the F-15E. The launching aircraft is free to maneuver or even
acquire a new target. The F-15E can carry up to eight AMRAAMs. Since
98 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
AIM-7 Sparrow
The AlM-7 Sparrow is the other type of radar-guided missile carried by
the F-15E. Because of the missile's large canard wings, only four of these
missiles can be carried, and they can only be mounted on the hardpoints
of the Conformal Fuel Tanks (CFT). The size of fins precludes placing
this missile on the wing stations. The Sparrow is also larger and even
heavier than the AMRAAM (503 lbs. vs. 383 lbs.)
Like the AMRAAM, the medium-ranged AlM-7 also possesses a
range advantage over its Soviet counterparts, albeit a small one in the
case of the more recent ones. With a maximum range of 21.4 nm, the
Sparrow can fly almost as far as the AIM-120A. But, unlike the
AMRAAM, the AIM-7 Sparrow is a semiactive, radar-homing (SARH)
missile. This means that the Sparrow requires continual updates from
the launching aircraft.
The distinction between an SARH and a missile with an
autonomous active radar is an important one. The Sparrow requires that
the launching aircraft keep its radar focused on the target throughout the
missile's entire flight time. Far from being "fire and forget," the pilot
launching a Sparrow is committed entirely to a single target. This means
he cannot maneuver freely, drop his radar lock, or acquire a new target.
The ramifications of this dilemma are not apparent until the first
time a pilot goes up against two bandits at once. With AMRAAMs, the
pilot simply locked-up the leader, fired, then locked-up the trailer and fired
again. With AIM-7s, the pilot locks-up the leader, fires, and then has to
keep the leader in his beam until the missile hits. Meanwhile, the leader's
wingman has closed to within range and has fired a missile of his own.
The F-15E pilot now is confronted with two choices. The first
option is that he can ignore the wingman and continue to guide his mis-
sile at the leader. Even though the leader may be hit by this missile, the
CHAPTER 2: AIR-TO-AIR COMBAT 99
bandit wing-man will score a hit on the F-15E. The net score is a tie but
the mission is a failure.
The second option is for the Eagle to react to the wingman and drop
its radar lock on the leader. In this instance, the Eagle's missile shot is
wasted. Without guidance from the launching aircraft, the missile goes bal-
listic and automatically misses the target. Now, the F-15E is in a tight spot.
Even if the Eagle manages to avoid being immediately downed by the
wingman, it begins the maneuver segment of battle outnumbered 2 to 1.
The situation is made even worse if one stops to consider the Rules
of Engagement (ROE) that were in use during the Vietnam War. The
whole benefit of the Sparrow as a BVR weapon was nullified. The
USAF's ROE mandated that targets had to be visually identified prior to
launch. Just once (for fun), try conforming to the Vietnam ROE when
playing Strike Eagle Ill Before firing a Sparrow, you must be able to see
the target and visually confirm the fact that it is a bandit. Good luck!
AIM-9M Sidewinder
The F-15E currently carries only one rype of InfraRed-homing (IR)
heat-seeking missile, the AIM-9M Sidewinder. A pair of these short-range
missiles is normally mounted on each wing. The usual Air-to-Air config-
uration consists of four radar guided missiles, either AMRAAMs or Spar-
rows, and four Sidewinders. This gives the F-15E both a medium- and a
short-range punch.
The Sidewinder was named after a snake because of the peculiar side-
to-side jinking motion it exhibits while in flight. During its development
it was dubbed "Ground-winder" because of its tendency to track heat-
reflecting objects on the ground. Early models of this missile were tail-
aspect only and required that the target's heat-source (engine exhaust) be
facing toward the missile's seeker head. These tail-chasers were eventually
replaced by more capable all-aspect models like the current AIM-9M. The
term "all-aspect" refers to the missile's ability to track a target regardless of its
orientation. The missile's seeker-head responds to all heat including heat pro-
duced by friction as the aircraft moves through the air.
Although the Sidewinder is an all-aspect missile, a straight head-on
engagement should rightly be considered suicide. The missile has a max-
imum range of only 4.2 nm. Given the missile's time of flight, it will be
hitting the target just as you reach it. Not good. The target always has a
chance to get in a snap gunshot to cripple your aircraft as it goes by.
Sidewinders are best employed from a tail-aspect or at least a high angle-
off deflection.
100 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
The first thing you hear when placing the Sidewinder in priority is
what's termed the growl This indicates that the missile's seeker-head is
active but has not yet acquired a target. The growl will be replaced by a
solid tone when the missile is ready to fire. No doubt you have heard
actual cockpit transmissions where a pilot is saying that he "doesn't have
a tone." In military jargon, "not having a tone" means that your heat-
seeker has not acquired a target.
The Sidewinder, like the AMRAAM, is a fire-and-forget missile.
Once launched, the seeker-head tracks the target by the heat it is emit-
ting. This frees the launching aircraft from having to continually track
the target. The short range of the missile makes this a moot point how-
ever. You will have little time to sort head-on targets at less than 5
miles.
In Strike Eagle III, the use of the Sidewinder is not strictly accurate
as many have pointed out. The simulation requires that you lock-on to
the target with your radar before firing a Sidewinder. In reality, radar is
not needed because the missile's seeker-head acquires the target prior to
launch. Using the radar to launch a heat-seeking missile alerts the target
unnecessarily. In addition, if the radar is damaged, Sidewinders are ren-
dered inoperable. I have it on good authority that the design team is looking
into changing this in a fature version ofthe sim, but don't hold me to it.
Missile Tactics
Until the advent of AAMs, air combat was an "up close and personal"
affair. During air engagements, opposing fighters were usually only sep-
arated by the range of their guns. Target acquisition had to be done
visually. With no radars onboard and only ground controllers to guide
them, early fighters generally groped around in the dark (figuratively
speaking).
With the dawn of the nuclear age, it was becoming extremely
important to intercept high flying enemy bombers before they could
penetrate our airspace. For one thing, massed formations of level
bombers huddled together for self-defense were a thing of the past. Only
one nuclear bomber was needed to slip through to a target, whereas
before a whole squadron might be assigned. Lone bombers flying in poor
weather or at night were going to be the wave of the future. Bombers
were going to have to penetrate enemy airspace undetected if they were
going to survive. Massed bombers relying on tight formations to bull
their way through were now a thing of the past.
Clearly, guns were no longer the answer. Enemy bombers could not
CHAPTER 2: AIR-TO-AIR COMBAT 101
be allowed to reach their targets just because pilots couldn't see to use
their guns. The nation's urban population simply could not be entrusted
to the pilot's ability (or inability) to spot his target visually. AAMs
seemed to be the logical solution.
The Air-to-Air missile revolutionized aerial warfare just as the jet
engine had done decades earlier. The engagement envelope between air-
craft was instantly pushed back to beyond visual ranges (BVR). The
AAM allowed a target to be engaged regardless of whether the pilot
could see it. No longer would bombers be able to hide in clouds or use
the night sky as protection.
The remaining discussion on missile combat is divided up into two
parts. The first section will concentrate on tactics used when on the
offense. Although the F-15E should not be used primarily in an offen-
sive Air-to-Air role, there are times when taking an offensive stance
becomes necessary. Since sometimes the best defense is a good offense,
those tactics which revolve around the offensive use of AAMs will be
explored.
The final section deals with tactics to be used to defeat enemy mis-
siles launched at your aircraft. When the F-15E is placed on the defen-
sive, missile avoidance becomes an important consideration. This section
deals not only with AAMs but SAMs as well.
front. Satisfied that engaging the enemy at this time is the proper course
of action, it is time to start planning for battle. The number and type of
missiles you are carrying determine how you approach this engagement
from a tactical standpoint. Obviously, a full complement of AMRAAMs
makes your job somewhat easier.
The most significant factor in the employment of your weapons is
the element of surprise. Ifyou have the element of surprise, all things are
possible. AB a general rule, if interceptors are airborne you have already
been detected. The enemy will not scramble his aircraft unless you are
detected by ground radars. On a strategic level, the element of surprise
has probably been lost already. Tactically, however, it may still be possi-
ble to surprise individual or groups of interceptors. Catching them with
their lead lines pointed away from you is one sure way to tell.
The AWACS enables you to detect enemy interceptors when they
are still great distances away. fusuming that you have also been spotted,
the process of initiating the intercept usually begins at the maximum
limit of radar coverage (80 nm). These engagements tend to become
head-to-head Wild West showdowns as both sides close the gap. Being
equipped with missiles that outrange those of your opponent is a great
advantage in this type of engagement. Just like a heavyweight boxer, the
pilot with the longer reach will have the edge. He can land one on his
opponent's chin while staying away from the counter-punch.
The stand-off distance between launching aircraft and target is
known as the F-pole. Note that the F-pole value is not the separation dis-
tance between the aircraft at the time of launch. It is the distance
between the two at the time of impact. The distinction is a subtle one.
Because it takes time for a missile to hit a target, after it is launched, the
range between the two aircraft continues to narrow. Often the distance
traveled while the missile is in flight is considerable, especially if aircraft
have a high rate of closure.
The rate of closure is displayed on the vertical HUD scale once a
target is radar designated (TWS or DTWS). The number next to range
caret is the speed (in knots) at which the two aircraft are closing in on
each other. It is the sum of the speed at which both aircraft are traveling.
(If one aircraft is traveling at 650 knots and the other is traveling 450 knots,
the rate ofclosure would be displayed as 1, 100 knots.)
Pilots should be aware of the F-pole value and adjust their airspeed
accordingly. During the time a missile is on route to its target, the
launching aircraft may become vulnerable to a return missile shot. If this
return shot is a fire-and-forget (i.e. heat-seeker) missile, the attacking air-
CHAPTER 2: AIR-TO-AIR COMBAT 103
craft may be hit after the target has been destroyed. To illustrate how
important the F-pole value is to most engagements, consider how this
distance is affected by the type of missile being launched.
AIM-9M Sidewinder
Using the Sidewinder, a pilot will receive a "tone" when the target
reaches the missile's maximum range of 4.2 nm. If the target is going
head-to-head with the launching aircraft, the missile will have a flight
time of 8 seconds. (This assumes a closure rate of 1,200 knots.)
During the time the missile is in flight, the two aircraft have closed
2.3 nm. When the missile impacts the target, the separation distance is
only 1.9 nm. This separation distance is reduced even farther if the tar-
get fails to take evasive action. If the target continues to bore in, the sep-
aration distance may be only .4 nm.
The F-pole value in this instance effectively reduces the maximum
range of the Sidewinder from 4.2 nm to 2.3 nm. In terms of actual sepa-
ration, by the time the missile hits, the target is reaching a point where
guns become an offensive option. In any case, the target will have ample
time to launch a missile of its own.
AIM 7M Sparrow
A pilot will receive a shoot-cue for the Sparrow when the target reaches
the missile's maximum range of 21.4 nm. If the target is going head-to-
head with the launching aircraft, the missile will have a flight time of 36
seconds. (This assumes a closure rate of 1,200 knots.)
During the time the missile is in flight, the two aircraft have closed
9.5 nm. When the missile impacts the target, the separation distance is
only 11.9 nm. This separation distance is reduced even farther if the tar-
get fails to take evasive action. If the target continues to bore in, the sep-
aration distance may be less than 10 nm.
The F-pole value in this instance effectively reduces the maximum
range of the Sidewinder from 21. 4 nm to 9. 5 nm. In terms of actual sep-
aration, the target will be able to return fire if it is equipped with a radar-
guided missile. The 11 .9 nm separation is out of the range of most
enemy heat seeking AAMs. Because the Sparrow is an SARH missile, if
the target's wingman is present, the launching aircraft will be hard
pressed to engage it. The F-pole value could easily bring the second tar-
get to within the Sparrow's Rmin before launch.
104 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
AIM120A AMRAAM
A pilot will receive a "shoot-cue" for the AMRAAM when the target
reaches the missile's maximum range of 26.7 nm. If the target is going
head-to-head with the launching aircraft, the missile will have a flight
time of 45 seconds. (This assumes a closure rate of 1,200 knots.) During
the time the missile is in flight, the two aircraft have closed 11.6 nm.
When the missile impacts the target, the separation distance is only 15 .1
nm. This separation distance is reduced even farther if the target fails to
take evasive action. If the target continues to bore in, the separation dis-
tance may be as close as 13 nm.
The F-pole value in this instance effectively reduces the maximum
range of the Sidewinder from 26. 7 nm to 11.6 nm. It is interesting that
though the AMRAAM has a 5.3 nm range advantage over the Sparrow,
the F-pole reduces it to only 2.1 nm. In terms of actual separation, the
target will be able to return fire if it is equipped with a radar-guided mis-
sile. Because the AMRAAM is a "fire-and-forget" missile, the launching
aircraft could have multiple missiles in flight. In this case, both the flight
leader and his wingman (if present) can be engaged and destroyed. The
simultaneous nature of the missile strikes would still leave over 15 nm
between the bandits and shooter.
Note that the figures quoted previously are only valid when the two
aircraft maintain a constant rate of closure. But smart pilots can use the
physics of F-pole to effectively increase the range of their missiles. If you
think about it, a missile's F-pole range can be increased by decreasing the
rate of closure after launch. This tactic is an effective one to use particu-
larly in head-on engagements.
The rate of closure will be high because of the nature of head-on
engagements. Don't worry. This works out better for the launching air-
craft in the long run. The faster the launching aircraft travels, the more
inertial force will be placed on the missile at ignition. Once the missile is
launched, the shooting aircraft should try to keep as much distance as
possible between itself and the target. To do this, the shooter should
slow down by opening the speedbrakes ("popping the boards"). By slow-
ing down, the launching aircraft increases the amount of time it takes
the target to close (increasing the separation distance).
Another method of effectively increasing the F-pole is to offset the
target by changing your heading after launch. Turn away from the target
at an aspect angle of 30 or more. Place the target off to the edge of your
radar display but be careful not to allow the target to disappear entirely
off the display. Ifyou lose the target offyour radar, a Sparrow missile will
fail to guide properly.
CHAPTER 2: AIR-TO-AIR COMBAT 105
This tactic also increases the amount of time it takes an enemy air-
craft to bridge the F-pole gap. It is somewhat more risky, however. By
turning at an off-set, you are presenting a side aspect to the enemy's
direction of flight. If the target has a wingman, his job of converting on
your six is made easier.
Radar-guided
Missiles
AA-2
AA-6
AA-7
AA-10A
AA-10C
R530F
AIM-120
AIM-7
5 10 15 20 25
Nautical Miles
Heat-seeking Missiles
AA-20
AA-8
AA-108
AA-10A
q 14nm
AA-11
AIM-9
2 3 4 5
Figure 2.16 A Nautical Miles
comparison of missile
ranges. The AMRAAM
wins the range contest
hands-down.
A pilot who takes this approach usually doesn't get far. All that
speed is generated by heat, and excess heat makes escape from a heat-
seeker a difficult proposition indeed. A pilot who goes to afterburner just
makes himself a better target and ensures that his flares won't work.
Let's say the missile isn't a heater. The afterburner is still not an
effective defense against radar-guided missiles. A pilot using afterburner
is sacrificing his turning ability for straight line speed. Rather than try to
outmaneuver the missile, the pilot allows it to chase him thinking he can
outrun it. Forget it. Put any ideas about using speed to get away from
missiles out of your mind. You cannot outrun an AAM or SAM.
If speed won't allow you to escape, how does one defend oneself
against incoming missiles? Every pilot should have an SOP (Standard
Operating Procedure) for dealing with missile threats already devised.
CHAPTER 2: AIR-TO-AIR COMBAT 107
Evasive Maneuvering
The Strike Eagle III instruction manual already has a section on how to
deal with missile attacks. In summary, it describes how pilots may put
geometry to work for them and use aspect angles to evade an incoming
missile. Basically, a pilot whose aircraft is targeted by an incoming mis-
sile must find a way to get inside the missile's performance envelope.
Although missiles are extremely fast, they sometimes turn like a
truck, especially the larger SAMs. They are vulnerable to evasive maneu-
vering of the type described for use in ACM. In a hard-turning, high-G
environment, the missile can be beaten. Because the closure rate is so
high, a pilot may only have time to perform one maneuver. If he is not
successful in throwing off the missile, chances are the pilot will not have
time to perform another.
As stated in the instruction manual, the best way to defeat an
incoming missile's tracking solution is to keep it at a 90 angle to your
direction of flight. Watch the small squares (indicating radar-guided
missiles) and turn so that they close on you down the 3/9 axis.
The TEWS display is invaluable for this purpose. When missile
defense becomes a priority, zoom the TEWS display down to a 10 nm
screen. Only the last 10 nm of a missile's flight are important to you in
terms of evasion. Combine this 90 aspect with an abrupt change in alti-
tude when the missile gets within 5 nm.
Of course, the best defense against incoming missiles is a combina-
tion of evasive maneuvering and electronic countermeasures.
The F-15E is equipped with a complete array of countermeasures to use
against incoming missiles, both AAMs and SAMs. The F-15 features its
own uniquely designed ECM system. It consists of two main compo-
ELECTRONIC
COUNTER-
MEASURES
nents: an AN/ALR-56 radar warning receiver (RWR pronounced "raw")
and a AN/ALQ-135(V) radar jammer. The AN/ALR-56 RWR detects
radar emissions and alerts the crew with audio/visual signals when a hos-
108 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
tile radar begins tracking the aircraft. In Strike Eagle III, the ALR-56 is
the device which triggers the [Al] and [SJ instrumentation lights. The
audio warnings "Spike" and "Spike Mud" with their corresponding
beeps are a result of the RWR as well.
The AN/ALQ-135(V) is an internally mounted radar jammer which
functions automatically to degrade an enemy radar's ability to track and
lock-on to your aircraft.
many false returns, the missile has a possibility of reacquiring you. While
the radar is making up its mind, you should be getting out of the area.
Each time you press Flares () a magnesium incendiary device is
released. This flare is designed to burn hotter than your aircraft exhaust.
The idea is to decoy an incoming heat-seeking missile away from your
aircraft. A flare burns for only a short time (5-10 seconds). Once a flare
burns out, the missile is free to reacquire a new target, so timing is
important. The new target may again be your aircraft if you have not
maneuvered out of its view.
Early model heat-seeking missiles like the AA-2 Atoll are far more
susceptible to decoy heat sources than later generations of missiles. The
Atoll (as well as early Sidewinders) had problems with tracking. Often
these missiles would lock-on to the sun and go ballistic. Likewise, sunlight
reflecting off the tops of clouds was enough to attract their attention.
Chaff and flares generally have no effect on missiles that are more
than 5 nm away. In the case of radar-guided missiles, you can use the
TEWS display to track their progress. Have your TEWS display set to a
10 nm screen. When an incoming missile is half-way across the display,
it is time to begin dumping chaff. If the chaff is effective, the small
square missile icon will disappear. Chaff is effective against all missiles
within this 5 nm envelope. You do not have to dump more than one
bundle of chaff if facing multiple missiles.
Heat-seeking missiles are harder to deal with because they do not
appear on the TEWS display. You do receive an audio warning, how-
ever. Since the range of most heaters is limited, begin kicking out flares
as soon as you receive the warning. Chances are very good that the
launching aircraft is within 5 nm or close to it. Remember that heating-
seeking missiles do not show up on the TEWS. You will have to judge
the distance of incoming heat-seekers visually using Pilot View ([E)).
Your supply of chaff and flares is very limited, so use them sparingly.
At the same time though, don't be shot down in an aircraft with chaff
and flares still onboard. It is never a good idea to trust ECM entirely. It
is always better to be maneuvering while dumping chaff and flares out
the back. Note that the three countermeasures are not interchangeable.
Flares have absolutely no effect on a radar-guided missiles and vice versa.
The F-15E is equipped with a single General Electric M61Al 20 mm
Vulcan gun mounted in the right wing-root. It is a 6 barrel Gatling-type
gun able to fire up to 6,000 rounds per minute or about 100 shells per
GUN COMBAT
110 F-15 STRIKE EAGLE III: THE O FFICIAL STRATEGY GUIDE
range of zero feet, the gun is the only weapon available that can operate
well within the Rmin range of most missiles.
Gunfire has an instantaneous effect (or close to it) on the target.
Rather than having to wait up to half a minute for a missile to hit,
20mm shells begin striking your target in milliseconds. This feature cues
down on a target's ability to escape.
There are two factors which influence the relative effectiveness of an
aircraft's gun: 1) the rate of fire; and 2) the penetrating and explosive
power of the round being fired. Usually the two factors are at odds with
each other. Larger-caliber shells, those with more mass and penetrating
energy, have lower rates of fire. In other words, guns which fire smaller
bullets can fire them faster.
In Strike Eagle III, your F-15E is equipped with a single 20mm gun.
Soviet-made aircraft you encounter are packing either a 23mm or 30mm
gun. The French-made DEPA guns found on Kfirs, F-ls, and Mirage
Ills are also 30mm. A cursory look at these weapons is enlightening and
well worth remembering when engaged in combat.
The 20mm gun carried by the F-1 SE has a higher rate of fire than
the opposition. The shells are leaving the gun more quickly and are trav-
eling at a higher individual velocity. Therefore, even though there will be
more individual shells striking in the target area, the pattern of disper-
sion will be tight. (Many bullets will be striking the same point in rapid
succession.) With more rounds being placed in the target area, the
chances of scoring a hit with a 20mm gun are greater when compared to
a larger caliber gun. Bur because these rounds are relatively small, they
often lack the kinetic punch necessary for penetration.
The opposition's big 23mm and 30mm guns have no such problem.
The larger caliber packs an enormous punch even though the round is
traveling slower. These rounds are not so much concerned with pene-
trating a target as they are with just knocking it down. Their pattern of
dispersion is greater because the rate of fire allows too much time to
elapse between firing cycles. There will also be fewer of these rounds in
the target area to score potential hits.
To summarize the differences, the faster firing bur smaller rounds
of the F-15 have a better chance of hitting the target but a lesser chance
of scoring a kill. The enemy guns are completely opposite; they have
less of a chance of hitting you but have a greater potential for scoring a
fatal hit.
There is an ongoing debate which continues to be waged among the
military analysts at MicroProse. There is one school of thought that
believes it is better to use the element of surprise to fire missiles rather
112 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
Since the line of fire in a deflection shot runs against the target's grain,
fewer bullets have a chance to hit. Like a child running between rain-
drops, deflection shots unwillingly allow a target to fly between the
bullets.
I'd like to take this time to relate a personal experience under the
heading-"Don't let this happen to you."
As a young 1st Lieutenant, early on in my Strike Eagle III
career, I found myself caught up in a BFM engagement which
nearly cost the taxpayers a very expensive aircraft.
My WSO and I had just completed a strike mission on the
port facilities located south of Panama City. The GBU-15s I
had been carrying worked exactly as advertised. I was pleased to
see massive explosions and secondaries erupting up from the
docks. As we rolled out of the delivery profile over water, my
WSO broadcasted the <Primary Achieved> message.
It had been a very successful mission up to that point. On
the way in, I had downed a Kfir with a Sidewinder north of
Colon. Both my Primary and Secondary targets in Panama had
been destroyed and despite some heavy triple-A at times, we
remained undamaged. But because the GBU-15 data-link took
up the centerline station where normally an external tank would
hang, fuel was becoming an issue. We were rapidly approaching
"bingo fuel" and still had a long way to go.
Anxious to get home, I hastily put the aircraft in a high-G
right turn in order to get lined up with the heading caret. But in
doing so, I had let my airspeed drop. The aircraft was now fly-
ing low over the water and only traveling around 200 knots.
Figuring it was going to be awhile before my airspeed built back
up, I rolled level and started looking around.
Just as I came out of the turn, my WSO informed me that
he had a visual on a bandit about 10 nm off our left wing. It was
an A-37 Dragonfly taking off from the island airfield south of
Panama. This was somewhat surprising. We had been led to
believe that the airfield was inactive.
Recovering from the initial shock, I had two choices open
to me. My first option was to ignore this little upstart, let my
airspeed build, and head for home. Even without afterburner,
the F-15E could simply walk away from a Dragonfly at any
given altitude. This would have been the safer and more sensible
course of action.
But, throwing caution to the winds, I decided in favor of
my second option which was to turn into him and attack-not
a particularly smart move even for a 1st Lt. I was confidently
114 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
Air-to-Ground Combat
3
Ever since the aircraft was first used for military purposes in World
War I, strategists have been intrigued by the idea of dropping
things on troops or targets below. In 1915, early flyers even took
to throwing bricks at each other, trying to cause damage to their
opponents' aircraft in flight. Steel darts and other such objects
were released over the trenches in order to harass enemy soldiers.
Gradually, the sophistication of Air-to-Ground operations
improved. Artillery and mortar shells replaced darts and bricks
and were fitted with fins to make them more aerodynamically
stable. Improvised bombs racks appeared on the sides of some
aircraft but in most instances, the pilot or observer simply threw
them from the cockpit.
Naturally, any time something is dropped from an aircraft,
graviry takes over to ensure that it will land somewhere below.
Judging exactly where an object dropped from an aircraft will
land is difficult. Gravity and forward momentum make it possi-
ble to estimate approximately where an object will hit, but many
other factors are involved. Altitude and air density play an
important role, so do air temperature and humidity. Don't for-
get about wind direction and wind velocity, either.
By 1945, the pin-prick raids of WW I had been dwarfed.
The magnitude of strategic bombing reached a level where on
any given day, a 1,000 or more four-engined bombers could be
found over a target. Streams of bombers, 75 miles long, were a
common sight over central Europe in the closing days of the war.
Manually operated bombsights proved to be the most effec-
tive means of delivering bombs on a target in WWII. Even these
were not truly effective. Luckily, accuracy was not that impor-
117
118 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
tant. For the most part, bombs were to be dropped within a large target
area rather than any specific point. With a thousand aircraft all dropping
bombs over an area, specific factories or individual buildings were bound
to be hit, or so the theory went.
Actually, most bombs dropped in WW II missed their targets and
by wide margins. Bombsights were good and getting better but dropping
unguided munitions proved to be wildly inaccurate. It would take many
bombs, in some cases many raids, to achieve a sufficient level of target
damage.
Bombing accuracy improved dramatically with the advent of comput-
ers. The ability to make many high speed calculations overcame the limita-
tions of the manual bombsights. But it wasn't until the Vietnam War that
laser technology produced guidance systems that could cut down on the
numbers of bombs and bombers needed to accomplish a mission.
The case of the infamous Paul Ooumer and Thanh Hoa bridges in
North Vietnam showed what just a few so-called "smart bombs" could
do. For years, USAF and USN pilots had laid siege to these two bridges.
Hundreds of sorties with conventional bombs produced only mixed
results. When President Nixon lifted the ban on bombing in 1972, U.S.
aircraft went to work on the bridges with a new generation of laser
guided bombs. The experimentation with these "smart bombs" proved
so successful that dropping bombs would never be the same again.
Air-to-Ground combat is what this simulation is all about. Despite
all the excitement that's involved in conducting BFM, the F-1 SE was
specifically redesigned to "beat the mud." When you sit down in front of
your computer to play Strike Eagle Ill it doesn't matter if you're the
next Eddie Rickenbacher, Robin Olds, and Randy Cunningham all
rolled into one. If you can't skim the ground at several hundred miles an
hour and put a bomb on target in one pass, you better start flying some-
thing else. The F-1 SE is an all-weather precision strike-fighter. The
whole point of adding a second seat to the aircraft was not so you can
play "Red Baron" and have your own cheering section. Keep in mind
the real purpose for being in the cockpit. Air-to-Air engagements may be
more fun but dropping bombs is what brings home the paychecks.
The following section is a more detailed summary of Air-to-Ground
operations than what provided in the instruction manual. It outlines a
simple step by step approach to the bombing sequence from start to fin-
ish; how to designate targets, choosing a method of delivery, and finally
which ordnance works best against which rypes of targets.
CHAPTER 3: AIR-TO-GROUND COMBAT 119
Before the F- l 5E can release ordnance with any hope of scoring a hit, TARGET
the target must first be designated. Just as the radar must "lock-on" to DESIGNATION
an airborne target prior to launching an A.AM, the same principle
applies to attacking ground targets. Even when using unguided muni-
tions, certain delivery modes require that the target be designated.
The Strike Eagle is equipped with the hardware to allow for a num-
ber of different designation methods. Generally, depending on the spe-
cific type of ordnance, a crew has an option of which method it prefers
using. There is a significant amount of overlap in case a backup means
of target designation becomes necessary.
For example, since the Strike Eagle is an all-weather aircraft it is
expected to perform missions equally well during periods of low visibil-
ity (cloud cover) and no visibility (night). Therefore, it needs to have
alternate designation system ready to take over in case the primary
method of designation is degraded. The heart of the Strike Eagle's abil-
ity to attack ground targets are the two pods which make up the
AN/AAQ14 LANTIRN (Low Altitude Navigation Targeting lnfraRed
For Night). The LANTIRN pods contain "passive" targeting systems
which do not emit detectable radiation. Unlike the AN/APG-70 radar,
use of the LANTIRN pods allows you to maintain a stealthy profile
while acquiring ground targets especially at night.
Optical systems are less effective at night, so the FUR is used
instead. Low-lying clouds (or smoke) have a tendency to obscure targets
and render laser systems less effective. In this case, the AN/APG-70
radar is used to produce a photo-quality image of the target. Radar des-
ignation is hardly affected by either clouds or smoke.
The speed and ability to designate targets is what makes your WSO
worth his weight in fuel. Many players find this aspect of the simulation
so challenging that they prefer to sit in back and leave the driving to
someone else. The key to becoming proficient as a WSO is to anticipate
the front seater's directions and develop easy-to-remember designation
routines.
The following section outlines step-by-step what is required to des-
ignate a target using each of the available methods. These instructions
assume that all applicable Reality options are set to Authentic mode. It is
recommended that players use the Front/Back Seat ([']) to direct all
ground targeting from the WSO' s seat. Having four MP Os in view at
the same time makes targeting much easier than trying to do everything
from the pilot's seat.
120 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
designate multiple targets off the same image. Actual target designation
is made from the HRM and not the RBM. The RBM only exists to pro-
duce HRMs.
Step 1: Switch your aircraft's Master mode to AG (Air-to-Ground) by
pressing the Master Mode Toggle (lli1j). The MPD default screen
settings in the back seat cockpit should be MPCD #4; HUD
Repeater, MPD #5; HRM, MPD #6; RBM, MPCD #7:
ARMT.
Step 2: In order to use the RBM/HRM designation method, the radar
must be taken out of SNIFF mode (i.e. turned On). Once the
radar is turned on, terrain features show up as varying shades of
light and dark. Targets show up as tiny bright dots. With
experience, WSOs can distinguish certain target rypes by the
way the target dots are arranged.
Step 3: Although you can map any area on the RBM display, your
Primary and Secondary targets are marked with bright
triangles. To make an HRM, use your mouse to move the
crosshair or X symbol over the desired area or target triangle
you wish to designate.
Step 4: In order to change the map scale, you first ensure that the
MPD you are using is "in command." Press [~J and MPD #
simultaneously. Four small vertical tick marks at the bottom of
the screen indicate that the display is "in command." Set the
HRM to the map scale you desire by pressing Zoom In/Out
View ([I] or IBJ). A tiny box outline appears on the RBM.
This is the area that will be included in an HRM taken at
this scale.
Step 5: The mouse cursor (white arrow pointer icon) turns into either a
crosshair or an X symbol when moved across the RBM display.
A crosshair means that the HRM you wish to make is within
mapping parameters. If instead of a crosshair, the mouse cursor
becomes an X symbol; then the area you wish to map is out of
the necessary mapping parameters.
Step 6: When the crosshair is superimposed over the target triangle (or
any area you wish to map) , click the lmb. Clicking the lmb while
the mouse cursor is an X displays the parameter restriction
causing it to be out of parameters. If the HRM is within
parameters, a map is made of the area you designated. After the
122 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
FUR Designation
The F-15E's FLIR (Forward Looking lnfraRed) is contained in the
AN/AAQ-14 Targeting Pod which hangs underneath the left engine.
The FLIR is a "passive" optical system which can detect heat emanating
from an object. For example, the FLIR was used at night to spot tanks in
the desert. Because metal cools more slowly than the surrounding ter-
rain, the FLIR is able to easily distinguish armored vehicles against the
cooler background.
The FLIR is actually a backup designation system because of its lim-
ited range (10 nm). It is automatically aimed at points on the ground
designated by any of the other designation methods (RBM/HRM, HUD
CHAPTER 3: A.IR-TO-GROUND COMBAT 123
TD, etc.). For example, the RBM is used to designate a target. The FLIR
is then automatically pointed at the target as well. With the FLIR locked
on the target, the radar can be placed in SNIFF mode to cut down on
energy emissions (EMIS state).
The most practical method for aiming the FLIR is by using the
HUD TD to designate targets. Both the HUD TD and FLIR have the
same approximate range limitations. Therefore the two systems can be
made to complement each other if the pilot is a sharp operator.
Step 1: Switch your aircraft's Master mode to AG (Air-to-Ground) by
pressing the Master Mode Toggle(~). The MPD default screen
settings in the front seat are MPCD #1: RBM; MPD #2:
TEWS; MPD #3; FLIR.
Step 2: Change MPD #2 to display the FLIR screen and change MPD
#3 to display the TEWS screen. Press IShift I plus the MPD #
simultaneously until the desired screens appear on the proper
MPD. Now that you have swapped these two displays, the pilot
can designate targets through the HUD and see the FLIR
image instantly without having to continually look down.
Step 3: The FLIR defaults to a wide field of view. The magnification
can be increased by switching to a narrow view. First, place the
FLIR screen "in command" by pressing [Alt] plus MPD #
simultaneously. The screen can now be focused in to the
narrow view by pressing Zoom In View(~).
Step 4: If a mouse device is available, it can be used to redesignate the
FLIR view. Use it to move the crosshair cursor to any point on
the FLIR screen. Clicking the rmb redirects the FLIR view so
that it is now centered on the new point. This is a good way to
ensure a direct hit. The FLIR can direct weapons more
accurately than other methods.
A mouse device is strongly recommended when using the FLIR sys-
tem. However, when using the keyboard, pilots and WSOs can cycle
through all the eligible ground targets within the FLIR' s view by pressing
Designate Target (I Backspace J) . The display must still be "in command "
ing an image, and everything can be performed by the pilot through the
HUD. Being a "passive" system like the FUR, optically designating your
targets does not reveal your presence to the enemy.
Optically designating targets does have drawbacks, however. The
pilot must visually spot the target, which limits this method to dear
weather and daylight operations. It is also limited by the pilot's LOS and
the range of the human eye.
There are two methods of optical target designation; using the
HUD Target Designator (TD) diamond and the HUD Pipper method.
Both of these methods must be performed by the pilot through the
HUD. In the case ofthe HUD TD, a mouse device is required.
~
The first section was an in-depth look at the different methods of target DELIVERY
designation. This second section is a look at the various ways in which
METHODS
ordnance is delivered to a target. The accuracy of ordnance delivery
ranges from the inaccurate TLAR (That Looks About Right) method to
the highly touted "smart bombs" showcased during the Persian Gulf war.
Guided Delivery
Guided delivery is the easiest of all delivery methods for an F-15 crew to
use. Why? Because neither the pilot or WSO is required to do much more
than push a button; the bomb does all the work. Guided delivery makes
use of computerized guidance systems onboard the weapons themselves. It
is used to launch such self-guiding weapons as the AGM-65 Maverick,
Harpoon, SLAM, and GBU-15. Tactically, when it comes to these partic-
ular weapons, the F-15E is little more than a bus, driving chem to work.
The aircraft's only purpose is to serve as a platform for launch.
By definition (and in practice) self-guiding weapons are "fire and
forget." Once the target is designated and brought within the weapon's
constraints, after launch the weapon guides itself to the target without
further help from you. These weapons are not only "smart, " they are
brilliant.
A large stand-off range is a feature that is common to all of these
weapons. This allows the launching aircraft to attack a target and yet
remain out of the reach of its defenses. In most cases, the target is not
even aware that it is under attack until it is too late.
Step 1: Be sure that the aircraft has been placed in AG (Air-to-Ground)
mode and that a ground target has been designated. To take
advantage of the weapon's stand-off range, the RBM/HRM
procedure for designating targets is usually used.
Step 2: Check out the designated target information. Directly beneath
the altitude indicator box on the right side of the HUD, the
Ground Range to Target (G) is displayed in nautical miles.
Direccly beneath this range information, the Time to Ground
Target (TTGT) is displayed in minutes and seconds.
126 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
Step 3: Place the desired ordnance "in priority." Weapons are placed in
priority by pressing the number key ([Ij to (]]) corresponding
to the weapon's station. On the ARMT MPD screen, a box
appears over the weapon station that is currently in priority.
For example, SLAM missiles are usually loaded on the wing
stations. The left and right wing stations can be placed "in
priority" by pressing ([Ij or(]]) . See the Key Reference Card
summary.
Step 4: Turn the aircraft on a direct heading toward the designated
target. Guided weapons require that the aircraft be pointed
within a few degrees of the target's bearing. Generally, when
the TD diamond and Azimuth Steering Line (ASL) are visible
in the HUD, the aircraft is within launch parameters.
Step 5: Continue to fly the aircraft toward the designated target. Line
up your aircraft's heading on the ASL. When the target falls
within the weapon's Rmax, the word Guided appears in the
lower right of the HUD underneath the TTGT information.
On the FLIR display, the words In RNG (in range) also
appear.
Step 6: The word Guided on the HUD or In RNG on the FLIR
indicates that the weapon is within launch parameters, has
acquired the target, and is ready to be launched. Upon receipt
of these release cues, press the Pickle button (I Spacebar]) or
joystick button #2 to fire the weapon.
Step 7: After launch, the aircraft is free to maneuver. No further action
needs to be taken. The crew now only has to sit back and enjoy
seeing the Target Destroyed prompt.
CHAPTER 3: AIR-TO-GROUND COMBAT 127
Lock-After-Launch
The GBU-15 and AGM-84E SLAM have an additional feature which
allows the launching aircraft to retarget them after they have been fired.
These weapons have onboard optical sensors which are connected to the
F-15 via a data-link. Targets and aiming points are changed by using the
FLIR display screen.
Step 1: Toggle one of the back seat MPDs to the FLIR display screen.
As previously described, when the words In RNG appear on the
FLIR screen, the weapon is ready to be launched.
Step 2: After the weapon is released, the FLIR view perspective
changes. The FLIR screen is no longer a view from the aircraft's
LANTIRN pod. It is now a view from the weapon in flight.
Step 3: You may change the field of view from narrow to wide (and
vice-versa) normally using Zoom In/Out View (ml@). The
point of impact can be changed by moving the crosshair to a
new spot on the FLIR screen. With practice, a SLAM can be
flown in circles by leading it around with new impact points.
Unguided Delivery
Despite taking a back seat to "smart bomb" technology, the fact remains
that the vast majority of bombs dropped during the Gulf War were not
smart at all. Nearly 80% of the bombs dropped in the KTO were garden
variety iron bombs not much different from those dropped in WW II.
These iron bombs are sometimes called "dumb bombs" because they
are unable to guide themselves or be guided to a target. These free-fall
bombs are "fire and forget" also, but with one big difference. When
released, they will follow a trajectory prescribed according to the laws of
nature. In this respect, once you fire them, you may as well forget them.
No further corrections can be made.
Unguided delivery doesn't mean just "best-guessing." The pilot and
WSO can call upon a number of computers to assist them with the nec-
essary calculations. There are two principal modes of operation when
delivering unguided munitions; AUTO and CDIP mode. The mechan-
ics of these two modes are essentially the same. CDIP, however, is much
more suited to dropping bombs on targets of opportunity. It allows for
greater flexibility and faster response.
128 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
AUTO Mode
AUTO mode takes all the guess work out of dropping bombs. Onboard
computers take over the actual release. All that is required of a pilot is
that he line up with the ASL and fly a straight heading. The drawback to
AUTO mode is that once your aircraft is lined up with the ASL, you' re
required to maintain that heading until the bombs are released. Flying
straight and level over a heavily defended target could prove hazardous.
Step 1: Be sure that the aircraft has been placed in AG (Air-to-Ground)
mode and that a ground target has been properly designated.
Activate AUTO Bombing mode by toggling Bombing mode
([Shift)@)). When AUTO mode is active the word AUTO
appears underneath the target information at the bottom right
of the HUD.
Step 2: Check out the designated target information. Directly beneath
the altitude indicator box on the right side of the HUD, the
Ground Range to Target (G) is displayed in nautical miles. On
the next line the Time-to-Release (TREL) is displayed in
minutes and seconds.
Step 3: Place the desired ordnance "in priority." Weapons are placed in
priority by pressing the number key ((IJ to@) corresponding
to the weapon's station. On the ARMT MPD screen, a box
appears over the weapon station that is currently in priority.
For example, SLAM missiles are usually loaded on the wing
stations. The left and right wing stations can be placed in priority
by pressing ((]] or@). See the Key Reference Card summary.
Step 4: Line the aircraft up with the Azimuth Steering Line (ASL)
which extends up from the target designator.
Step 5: Keep your eye on the TREL. When the Time to Release
CDIP Mode
CDIP (pronounced See-Dip) stands for Continuously Displayed Impact
Point. Like AUTO mode, CDIP is used to deliver unguided free-fall
bombs. It is a manual delivery system that leaves the decision of when to
release up to the pilot.
CDIP has both good and bad features. On the positive side, you are
not required to designate targets before attacking them. CDIP allows
you to drop bombs on targets of opportunity as you spot them. Also, it
is a completely passive delivery method which is undetectable. On the
negative side, it is the least accurate of all delivery methods. Because it
does not use guidance, accuracy depends entirely on the pilot. It requires
practice to get good at using this method.
Step 1: Be sure that the aircraft has been placed in AG (Air-to-Ground)
mode and that a ground target has been properly designated.
The default bombing mode is CDIP. Otherwise, activate CDIP
bombing mode by toggling Bombing mode ((Shift)@)). When
CDIP mode is active, the word CDIP appears under-neath
target information at the bottom right of the HUD.
Step 2: Place the desired ordnance "in priority." Weapons are placed in
priority by pressing the number key (@] to (fil) corresponding
to the weapon's station. On the ARMT MPD screen, a box
appears over the weapon station that is currently in priority.
For example, SLAM missiles are usually loaded on the wing
statiom. The left and right wing stations can be placed in priority
by pressing ({l) or{)). See the Key Reference Card summary.
Step 3: Check out the designated target information. CDIP does not
require a designated target, but it can always be used against
one. Directly beneath the altitude indicator box on the right
side of the HUD, the Ground Range to Target (G) is displayed
in nautical miles. On the next line, the Time-to-Release
(TREL) is displayed in minutes and seconds.
130 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
+
5 .._.... .. .. .. I 5
..,.f:... "
15 .015
Figure 3.4 CDIP
Delivery mode HUD
Step 4: The target reticle indicates the point on the ground that bombs
would hit if they are released at this moment. When the desired
target is within the target reticle, press the Pickle button
(I Spacebar J).
The first two sections of this chapter dealt with target designation and ORDNANCE
methods of delivery. Even though a target may be properly designated
CHOICES
and the munitions score a direct hit, the target may escape damage if the
ordnance is ineffective. Therefore, it is important to tailor your bomb
load to match your intended target carefully. Nothing is worse than get-
ting all the way to the target only to find out the ordnance you have on
board can't destroy it. Urban targets protected by heavy triple-A may
require you to utilize stand-off ordnance. For example, there is no reason
to brave the ground fire coming up from Baghdad rooftops. Using a
laser-guided glide bomb, a target can be hit while you remain out of
reach. Powered ordnance such as SLAMs, Harpoons, or HARMs allow
you to attack with relative impunity.
If your target is a tank group dispersed in the desert, it is better to
use an area munition like a Mk 20 Rockeye or CBU-87. These bombs
spread submunitions out over a wide area, so accuracy is less important.
132 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
Unguided Weapons
Unguided weapons are otherwise known as "dumb bombs" because they
are essentially just a load of iron in free-fall. These weapons simply fall
off the aircraft when released and hit the ground according to the laws of
gravity. Despite all the attention paid to the more exotic weapons, these
munitions still comprise the vast amount of bombs dropped in wartime.
They are inexpensive (compared to the others) and easy to maintain once
in the field.
CHAPTER 3: AIR-TO-GROUND COMBAT 133
These bombs are effective against the same types of targets as the
Mk. 82 plus hardened (but unarmored) targets. The heavy weight allows
these munitions to knock down target structures and penetrate a target
prior to detonation. Because only a few Mk. 84s are released at a time,
accuracy is important. AUTO mode is recommended when dropping
these bombs. Using a pop-up delivery technique, a pilot can put a little
extra energy behind the bomb, allowing for better penetration of hard-
ened targets.
Mk. 20 Rockeye II
The Mk. 20 "Rockeye II" is a free-fall cluster bomb which releases hun-
dreds of armor-piercing submunitions over a wide target area. It is specifi-
cally designed for use against armored and unarmored vehicles. Twelve
Mk. 20 Rockeye Ils can be mounted on the wing stations. Six bombs are
dropped (three off each wing) each time you press the Pickle button,
CHAPTER 3: AIR-TO-GROUND COMBAT 135
allowing you to strike two separate targets. Twelve Mk. 20 Rockeye Ils
may also be mounted on the CFT. Four bombs are dropped (two offeach
winy) each time you press the Pickle button, allowing you to strike three
separate targets. In total, 24 Mk. 20s can be carried aboard the F- l 5E,
giving you the potential of striking five different targets.
The faster your aircraft is traveling when the bomb is released, the
larger the area covered by bomblets becomes. For this reason, it is better
to use AUTO Delivery mode, but CDIP or AUTO mode work equally
well. AUTO mode should be used when the target has been designated
and the ingress is performed at low level. This mode allows to you to use
afterburner to increase your speed without a significant loss in accuracy.
Greater speed tends to elongate the area of coverage and defeats any
attempt by the enemy to disperse.
CDIP is recommended when attacking targets of opportunity.
Because height allows for better target observation, opportunity attacks
are usually initiated from altitudes greater than 3,000 feet. From this
altitude, the aircraft can assume a slight nose down attitude on the run-
up. Pilot visibility over the nose is increased.
Save your Rockeye Ils for armored vehicles. "Throwing rocks" is the
best way to eliminate vehicles. Camouflage won't save them, and they
can't save themselves by dispersing. They will be wasted if used against
any other type of target.
BLU-107/B Durandal
The Durandal is a French-made anti-runway weapon containing 15 kgs.
of high explosive. Durandal missions are often very dangerous because
they require pilots to fly straight and level over a runway. The Durandal
bomb is a counter-air weapon which takes the fight directly to the
enemy's front door. After being released, it deploys a tail-mounted
parachute to stabilize it in a vertical nose-down attitude. When the
weapon is perpendicular to the ground, a solid fuel rocket ignites with
sufficient force to drive the weapon through a concrete surface. The
136 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
Durandal has a delayed fuse which detonates the weapon underneath the
surface in order to maximize the cratering effect.
Twelve Durandals can be mounted on the wing stations. Six bombs
are dropped (three off each winfj each time you press the Pickle button,
allowing you to strike two separate targets. Twelve Durandals may also
be mounted on the CFT. Four bombs are dropped (two off each winfj
each time you press the Pickle button, allowing you to strike three sepa-
rate targets. In total, 24 Durandals can be carried aboard the F-15E, giv-
ing you the potential of striking five different targets.
The standard comments about unguided weapons apply. AUTO
mode should be used in most instances. Since Durandal missions are so
hazardous, it is best to get in and get out. Afterburner is usually required
on ingress which makes AUTO mode targeting almost mandatory. Car-
rying a Durandal is indicative of an assigned mission. CDIP should not
be used to deliver these weapons. Very few pilots think of enemy airbases
as targets of opportuniry.
CHAPTER 3: AIR-TO-GROUND COMBAT 137
Guided Weapons
The difference between "smart bombs" and truly brilliant ones is their
relative degree of operational autonomy. These weapons are devastat-
ingly effective, but using them lacks a certain degree of job satisfaction.
Sometimes it just doesn't seem fair to use "fire-and-forget" weapons at
stand-off distances.
A single F-15E can carry two of these highly effective "cruise mis-
siles" on its wing stations. One missile is released each time you press the
Pickle button. The SLAM can be launched at targets up to 54 nm away.
It has a Rmin range of 10.8 nm. Targets are usually designated by the
RBM/HRM system from between 60-80 nm away. This allows the
weapon to be launched from near its maximum range.
These weapons should be launched from above 5,000 feet where
possible. Although these weapons are equipped with a TFR, don't put
yourself in a position of having to rely on it exclusively. The TFR some-
times fails, especially in very mountainous areas (like Korea) . The "lock-
after-launch" feature allows you to refine the missile's aiming point as it
closes in on the target.
The fact that the SLAM is a "cruise" missile should be taken liter-
ally. It cruises along at what could be generously called a leisurely pace.
In fact, there will be times when you are able to return to your base
before the missile hits its target. This being the case, don't land your air-
craft until the missile hits. If you land before finding out whether it hit
the target, you won't be given the opportunity to go back.
It is most effective against hardened targets like bunkers and forti-
fied structures. Stationary targets like bridges and large buildings also
make fine targets for the SLAM.
AGM-84A Harpoon
The AGM-84A Harpoon is the naval equivalent of the SLAM. It is a
"fire-and-forget" missile with an extremely large payload designed for use
against warships. A maximum of two of these missiles may be carried on
CHAPTER 3: AIR-TO-GROUND COMBAT 139
11 I CJ,___;~II@
Figure 3.12 The
the F-15E's wing stations but one is enough to take out even the largest
ship you'll face in the game.
The Harpoon has a maximum range of 64.8 nm and an Rmin of 10
nm. Getting too close to the target will render the missile ineffective. It
does not have a lock-after-launch capability nor does it have a view per-
spective which can be seen on FUR display screen. The only way to fol-
low this missile to the target is by using the Missile View ([f[]).
The RBM/HRM designation method should be used to pick out
targets at the missile's Rmax. The missile cart be launched from any alti-
tude. It gradually drops down to sea-level for the final run-up to the tar-
get. Again, using this weapon hardly seems fair. Its stand-off range
allows you to destroy targets from BVR without suffering ground fire in
return. Like the SLAM, do not land your aircraft before the missile
impacts. Otherwise, if you miss there will be no opportunity to go back.
AGM-88A HARM
The AGM-88A HARM (High-Speed Anti-Radiation Missile) is used
exclusively against targets which are actively emitting radar energy. The
HARM "locks-on" to the source of the emissions, then follows the
energy back to the target. A maximum of two HARMs may be loaded
on the F-15E's wing stations.
When playing in Cooperative Wingman mode, players may experi-
ment by having one aircraft equipped to perform an "Iron Hand" SAM
suppression sortie. Tactically, this will mean sending the aircraft loaded
with HARMs in first to clear a path for the actual shooter.
One limitation on the HARM's effectiveness is its relatively short
range of 13.5 nm. This causes an attacking aircraft to close to what is
point-blank range for a SAM. Although this missile is "fire-and-forget,"
its restrictive range leads to a high-stakes game of chicken which the F-
15 doesn't always win. I personally do not recommend carrying the
HARM. Use the Maverick missile for these missions instead. They have
approximately the same range as the HARM, are effective against the same
types oftargets, plus you can carry more Mavericks than you can HARMs.
AGM-650 Maverick
The AGM-65D Maverick missile was one of the stars of the Gulf War.
This missile is credited with destroying hundreds of Iraqi tanks and
armored vehicles. The "D" model uses a thermal imaging sensor which
"locks-up" targets in the lnfraRed spectrum and has a maximum range
of 10 nm. These "fire-and-forget" missiles are deadly when used against
vehicles and other point targets. Use the HUD TD to designate targets
from low to medium altitudes. This will allow you to spot targets soon
enough to ripple fire a bunch of Mavericks one after another.
When assigned to destroy individual targets like C&C vehicles, the
Maverick is a better choice than the Rockeye or CBU-87. There's always
a chance that an area weapon will miss a specific vehicle. The Maverick
is also a good replacement for the HARM. It is effective against all radars
and SAM installations whether they are active or not.
Twelve AGM-65D Maverick missiles can be mounted on the wing sta-
tions, giving you the potential of striking twelve different targets. One
Maverick is released each time you press the Pickle button. They are the
perfect ordnance selection for "tank-plinking" missions. At night you may
use the FUR to designate targets. In the darkness, defending armored units
don't stand a chance. The typical attack might consist of a single F-15E in
orbit over a unit, firing one Maverick after another with total impunity.
Each bombing mission is unique. Each one presents an F-15E crew with MISSION
a different set of challenges. As the previous sections have indicated, PROFILES
there are a myriad of very basic decisions that need to be made prior to
takeoff. The best time to make these decisions is during the preflight
briefing when you have all the time in world to make up your mind. In
the briefing room, you are free to change your mind. As long as you
remain in the Arming Room screen, you can always seek a new mission.
Once you leave the Arming Room and find yourself on the runway,
you are stuck. Either you complete the mission assigned or return to the
hangar and get charged with an "incomplete" mission. So the time to be
142 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
considering details is while you are in the briefing room. Once out on
the flight line, it is too late. There are just too many distractions to allow
you to make the type of critical analysis that is necessary for success.
As you already know, there are many ways to designate a target and
many ways to drop a bomb. Fortunately, because there are many types of
targets, there is a bomb for every occasion. The trick is knowing what
bomb to use and how to use it. Your target approach is another one of
these basic decisions. You can't go barreling in on every target the same
way and expect to have a long and happy career as a pilot.
Keep in mind that every mission exposes your pilot to certain dan-
gers. There is no such thing as a milk run in Strike Eagle Ill Whether
you are up against SAMs at high altitudes or triple-A down low, your
pilot can have his career ended in all sorts of unexpected ways. Although
the dangers can be minimized by intelligent planning, they can never be
totally negated. This section deals with how to get in and out of harm's
way with the least risk to your aircraft.
Flight Profiles
A good deal of your prestrike mission planning should be concerned
with the altitude aspect of your flight profile. The typical flight profile is
taken from the three segments which make up an entire mission; ingress-
target-egress. A profile might read Hi-Lo-Hi, meaning a high altitude
ingress, low altitude target strike, and high altitude egress. Each flight
profile is designed to serve a particular purpose and facilitate the overall
completion of the mission.
Hi-Lo-Hi Profile
A Hi-Lo-Hi flight profile is used when the enemy's area air defense is weak
and the target is located far away. Both the ingress and egress routes are
performed at high altitudes in order to conserve fuel. Detection during
transit is apparently not a concern. The enemy's long-range, upper-alti-
tude air defense is deemed not to be a major player in mission planning.
The attacking aircraft assumes a Lo profile over the target in order to
bomb with precision or because heavy triple-A is surrounding the target.
Lo-Hi-Lo Profile
A Lo-Hi-Lo profile is used when the air defense presents a formidable
challenge to your mission. The ingress and egress transit legs of your
CHAPTER 3: AIR-TO-GROUND COMBAT 143
Lo-Lo-Lo Profile
The Lo-Lo-Lo flight profile is used when the air defense is extremely
tough. The entire mission is conducted at low altitude, because any
detection might spell disaster. The low profile throughout the mission is
enormously expensive in terms of fuel, so the target must be close by. If
performed properly, the attacking aircraft will never once be picked-up
on radar. At the target area, a low level, high speed delivery is carried out
so that the attacking aircraft may exit the area before having to run a
gauntlet of triple-A.
Hi-Hi-Hi Profile
A Hi-Hi-Hi flight profile is used by attacking aircraft against targets that
are far away. The high altitude flight profile saves fuel and allows the air-
craft to carry its normal bomb load. Generally, anytime a Hi profile is
used this means that the attacking aircraft do not anticipate opposition.
A Hi profile over the target area allows the attacking aircraft to ignore
triple-A. The SAM threat may still be high but other aircraft in the pack-
age may be assigned SAM suppression missions.
Of the three planning segments of a mission profile, the most
important is the first mission segment or target ingress. This leg of the
mission will set the tone for the others. As usual your target ingress will
depend on the nature of the target, the condition of the terrain, and the
type of ordnance being carried. All these factors plus the level of enemy
resistance will have to be accounted for in your profile planning.
First, any ingress leg must be conducted in such a way as to mini-
mize possible enemy resistance over the target area. This can be accom-
plished in a number of different ways, but the easiest is to arrive over the
target undetected. Altitude is closely related to the enemy's ability to
detect you. The curvature of the earth and physics of radar conspire to
make detection more difficult the lower you remain. There is a saying
about the lethality of modern weaponry which goes, "If you can be seen,
you can be hit. If you can be hit, you can be killed." No where is this
144 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
more true than when playing Strike Eagle Ill Keep this mind when
planning your profile altitudes. There is no sense in staying one foot
higher than you need to be in order to deliver your ordnance on target.
Staying away from GCis, SAM sites, and airbases increases the like-
lihood that you will be able to penetrate enemy airspace without being
detected. Fixed sites along the ingress route can always be bypassed. It is
only when you arrive over the target area that sometimes it is impossible
to avoid encountering a few SAM sites. Make careful note of their loca-
tions. You may have to limit your first pass to reconnaissance only. If
enemy defenses can't be bypassed, then surprise is your only recourse.
Obviously, SAM batteries can only launch their missiles if they have a
radar "lock" on your aircraft. Enemy airfields will only scramble their
interceptors if you have been detected.
Altitude does make a big difference in your target approach. Even
regular "pig iron" bombs can be made into stand-off weapons if released
at high altitudes. Just the forward momentum of your aircraft is enough
to hurl Mk. 82s great distances.
Study the following table. These calculations are taken directly from
the game and are based on a fully-loaded F- l 5E flying at Full Military
Power at the indicated altitude. (These numbers do not reflect the actual
ballistic characteristics ofa Mk. 82 in real life.)
well away from the local triple-A defending the target but makes you
very detectable on enemy radars.
It is unlikely that you would be able to overfly the country at this
altitude. In this instance, your flight profile would likely be Lo-Hi-Lo.
The ingress/ egress legs would be conducted at low level to avoid detec-
tion. At the appropriate time, the aircraft goes into a steep climb until
reaching the prescribed altitude. The ordnance is released at the stand-
off distance, and then the aircraft makes a rapid descent for the return
leg of the trip.
However, flying the aircraft manually allows you to fly even lower.
In fact, by taking over the "stick," you can fly as low as you dare. It may
require a steady hand, but it can be done. Trim the aircraft properly, and
there's no reason why you can't fly at 50 feet AGL or lower. Use manual
controls to fly over mountainous terrain. Your changes in altitude will
conform more closely to the ridges and hills.
Th diagram on page 154 illustrates the affects of your aircraft's TFR
and Automatic Pilot. Note in the first two instances, there is an inherent
delay which unnecessarily exposes you to radar searches. The third dia-
gram clearly shows the proper way to cross elevated terrain, ridges and
mountains.
b. Nap of the Earth places aircraft too high on the reverse slope (auto-pilot).
c. Inverted crossing smooths out the terrain . This is the correct method for
crossing elevated terrain.
maps made at 80 nm. By waiting, however, you are giving up the signifi-
cant stand-off range advantage of certain weapons you may be carrying.
Throughout the target ingress, the RBM/HRMs should be refined
down until you are able to designate targets off the lowest scale/highest
detail HRM possible. At 20 nm, a .67 nm scale map can be made at an
altitude minimum of 501 feet. This level of detail should provide more
than enough accuracy to guide your weapons.
148 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
Dive Bombing
Having introduced a number of people to Strike Eagle III, I have had the
opportunity to watch my share of novice play. So I speak with some
authority when I say that there remains a group of die-hard Stuka pilots
out there. It is fascinating to watch new players climb up to 10,000 and
even 20,000 feet, nose over, then go into a sheer vertical dive over the
target. Sometimes these extended descents can last 45 seconds or more
before the player decides to release his bombs.
Friends, let me say that the days of the traditional dive bomber are
over. Not that dive-bombing doesn't have its good points, mind you. It's
a very accurate means of delivery and puts extra Gs on a bomb when
penetration is necessary. It's just that no air defense worthy of the name
will allow a prospective attacker to survive at 15,000 plus feet. There are
usually too many radars able to lock onto an aircraft for an attacker to
survive at that height. Since you are pitted against some of the strongest
air defenses outside of the former Soviet Union, dive-bombing is going
to be a risky proposition. It would be one thing if you were bombing
targets in Bermuda but you' re not.
For the sake of argument, let's suppose that enemy radars are having
a bad day coordinating the air defense. By some miracle you are able to
reach your target at an altitude of 20,000 feet. Because civilian structures
are nearby the target, the risk of collateral damage is great. You decide
that dive-bombing is the only method of releasing unguided bombs with
the degree of accuracy necessary.
From a level flight attitude, you begin your dive by rolling inverted
and pulling down on the stick as if you were entering a Split-S maneu-
CHAPTER 3: AIR-TO-GROUND COMBAT 149
Pop-Up Bombing
Pop-up bombing is the grandchild of dive-bombing. It combines the
stealth characteristics of a low-level approach with the accuracy of releas-
150 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
ing bombs from directly overhead. Pop-up bombing will limit pilots to
using CDIP as their principal mode of delivery.
But this type of bombing lends itself well to discretionary targeting.
The pilot can visually identify where his bombs will land based on the
location of the target reticle. In the seconds just prior to release, the nose
of your aircraft will be rotated through almost a full 180 degrees of verti-
cal attitude. CDIP is the only method of delivery able to handle this type
of maneuvering. Pop-up bombing is also limited to delivering unguided
munitions. You certainly wouldn't choose a pop-up profile to launch
guided weapons like SLAMs or Harpoons. Likewise, the speeds attained
during a pop-up would negate laser-guided weapons as well.
To perform a pop-up properly takes a tremendous amount of prac-
tice, because timing is critical to this type of delivery. For half the
maneuver you are climbing to altitudes which make detection easy. The
second half of the maneuver requires you to be aimed at solid ground.
You want to perform this attack quickly so that you surprise the enemy
and exit the area before he can react.
This maneuver, like dive-bombing, requires that the pilot carry out
the actual release from his perspective. When playing alone, stay in the
front seat so chat the CDIP reticle is visible in the HUD. Designate the
ground target using any method you desire as long as the enemy remains
unaware of your presence.
Approach the target area no higher than 500 feet. With the RBM
display set to 10 nm scale, off-set the target approximately half-way
toward the edge of the map. Keep your speed high and watch as the tar-
get comes down the RBM. When the TREL indicates 20 seconds, pull
back on the stick until the aircraft assumes a 25 incline. At 10 seconds
begin a roll in the direction of the target while pulling down into a dive.
With practice the target diamond will be directly ahead as you roll back
level. Pickle your ordnance when the target enters the reticle circle.
' Until you refine this method, be forewarned. The chances of getting
the bombs to hit the target are slightly less than the chances of killing
yourself by crashing into the ground. This one takes a lot of time to get
right. Stay in Training mode (!Alt JCT]) until you can perform this maneu-
ver consistently without "do in' yourself" in the process.
Level Bombing
Most of the bombing in Strike Eagle III will be done from a level flight
attitude. Luckily, it is the easiest method of bombing available to you in
the game and it can be used with every type of ordnance. Level bombing
CHAPTER 3: AIR-TO-GROUND COMBAT 151
Glide-Bombing
Glide-bombing is a method of delivering specially designed bombs
(GBU-10 and GBU-12s) which home-in on laser energy reflected off the
target. Glide-bombing requires that a target be continually designated by
a laser device either carried aboard the attacking aircraft, another aircraft
in the strike package, or by ground troops.
The GBU-15 (Imaging lnfraRed Glide-bomb) does not need
reflected laser energy. It is a self-guiding "fire-and-forget" weapon which
glides to the target. Guidance is derived from images taken from a heat
sensitive camera mounted in the nose of the weapon.
In Strike Eagle III, players use the laser designator within the LAN-
TIRN targeting pod to designate the target. (A target may be initially des-
ignated by any means and the laser designator will be slewed to that spot.)
The laser diamond superimposed over the gun cross on the AG HUD
flashes when the target is being "lased." The flashing diamond can be
considered a "shoot cue" like the Lock-Shoot lights used in the AA mode.
Glide-bombing requires a specialized target approach. In order to
generate range, the attacking aircraft must release the bombs at higher
altitudes than normal. This forces the attacker to fly directly into the
teeth of any possible triple-A coverage surrounding the target.
In addition, the terminal velociry of the glide bombs themselves
cause you to fly at speeds under 400 knots. If you arrive over the target
ahead of the bombs, there is a good chance the laser will be unable to
designate. Remember, these bombs are not "fire-and-forget" weapons.
You must keep the target within your laser's line of sight during the
entire time the bomb is gliding.
152 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
STRAFING Don't strafe ground targets with an F-15E. When you find yourself con-
ATTACKS sidering a strafing attack on a ground target, think again. That's right,
you heard me. Don't do it!!! Having said that, I will now proceed to dis-
cuss strafing attacks, confident that you will not listen to my sage advice.
The F-15E is a $50 million aircraft and should not be used as if it
were an A-10 Warthog. You cannot possibly destroy enough ground
equipment with your allotted 512 rounds of ammunition to equal the
value of your aircraft when you lose it. And lose it you shall. I have never
met a single pilot who regularly strafes ground targets in Strike Eagle III
and has managed to survive more than a few missions.
Oh, I know there are some real fanatics out there who just love to
strafe ground targets. It's fun to spot a target that's trying to hide, do a
wingover, and then swoop down to hose it with 20mm lead projectiles.
This tactic works particularly well in Standard mode because targets
seem to want to blow up, even when they're hit by ricochets. The fact
that you're shooting bullets the size of Volkswagens seems to help our
considerably.
Now try to do the same thing in Authentic mode. The margin for
error is very small at the altitudes necessary to shoot ground targets. Your
M-61 has a maximum range of .6 nautical miles which allows for only
seconds to properly line up the target and shoot. In most cases, you will
fly your aircraft into the ground for a final mission score of zero. The
best you can hope for is to ram the target as you auger in. Bur keep in
mind that kamikaze tactics are not rewarded in this simulation.
Figure 3.18 F-15E Even if you manage to avoid hitting the ground, you may not avoid
strafing an early- the triple-A that's bound to come looking for you. The range limitation
warning radar station of your gun works to the
enemy's advantage by requir-
ing you to close with the tar-
get. The F-l 5E is equipped
with marvelous stand-off
weaponry which renders
most triple-A ineffective.
You tip the scales in the
enemy's favor by venturing
in places where you have no
business being.
So play it smart and stay
away from strafing ground
targets. I know, I know .. .
seeing all those trucks travel-
CHAPTER 3: AIR-TO-GROUND COMBAT 153
Multi-Player Missions
4
An unfortunate situation occurs when software must be designed
for the multitude of personal computers owned by the general
public. A finished product has to run on the least capable
machines rather than vice-versa. Because of this, programming
trade-offs take place during the development phase of a project.
Programmers can easily put great 3-D graphics and realistic
sounds in every simulation but these come with a tremendous
cost. Every pixel the computer has to push across the screen takes
up memory. Start pushing enough of them around and a
machine's processing speed tends to slow down.
For every potential player who has access to a fast computer
with a large memory capacity, there are five who don't. This
leads to circumstances where players who own very advanced
(and expensive) systems may feel cheated. Taken as a whole, cer-
tain things were put into Strike Eagle Ill and others had to be
left out. At some point, the designers would have to stop and
say, "We're up to ten disks already. Do we really want to require
players to own 486/33s with eight megabytes of RAM?"
Adding an artificial wingman to the simulation was one such
feature trade-off. Because the decision had already been made to
include an extensive modem play environment, the Al wingman
was relegated to a "nice-to-have but not critical" position. Recog-
nizing that not having a wingman would create a "you against
the world" syndrome, it was an unpopular decision among the
programmers. It had to be made, however. Not having a wing-
man assigned to you in regular play was a deliberate program-
ming trade-off and not an oversight.
USAF aircraft tend not to operate alone. Therefore, the lack
155
156 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
screen. In it, you can type any message you desire as long as the text of
your message fits within the strip. Any excess characters are lost, and the
recipient will not see them. Garbled transmissions are dangerous!Not only
are they confusing, but they can cause the listener to act completely
opposite from the intent of the message.
Take for example the following CHAT mode exchange between a
flight leader and his wingman. The flight leader typed in a long message
which was chopped down because of its length:
Original message (flight leader to wingman):
Tango Two; I want you to stick close to me. If we get attacked I
want you to break right on out of here. Turn left on my mark and
head for home.
Chopped message (what the wingman actually received}:
Tango Two; I want you to stick close to me. If we get attacked I
want you to break right . . .
The preceding exchange actually occurred on one recent Coopera-
tive Wingman mission. The flight leader's garbled message led to his
wingman getting shot down after turning into his attacker rather than
away from him. The flight leader was himself shot down later in the
mission when he had to face three MiGs alone.
Here's the point; when you are sending an exceptionally long mes-
sage, divide it into two or more smaller parts. Send each part individu-
ally and get separate acknowledgments. Be advised this is a lengthy
process but you've already seen what can happen otherwise.
Players shouldn't be sending messages this long anyway. The place to
discuss anything requiring much more than a simple yes or no is on the
ground. The simulation is not halted while you compose your message,
so unless you are a fast typist, keep your messages short. Even if you can
type, the other player doesn't have time to read long messages. He may
well have his hands full dealing with a bandit or be in the middle of a
CDIP bomb run and unable to look up.
Canned Messages
To help minimize this problem, Strike Eagle III comes with a number of
CHAT mode canned messages. Canned messages are the pre-made
generic messages that can be sent with the press of a single key. In the
heat of combat, it is much easier to touch rn than it is to type
chaff/ flares.
158 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
Changing Messages
Anticipating that these ten messages could not possibly fit each and every
contingency, Strike Eagle III allows players to devise their own individual
messages. If you have a text editor in the version of IBM DOS you' re
using, you can edit the selection of canned messages provided.
From your F 15 directory, simply type the following text editing
command:
C:\FlS>edit messages.txt
Note that if you do not have a DOS text editor, this command will
not work. In this case, use the text editor that you are most familiar
with. Once an original message is changed, the associated speech disap-
pears. It reappears if the message is edited back to its original text.
For example, in CHAT mode, (BJ sends the word negative along
with the associated speech. Using the text editor, you could change the
CHAPTER 4: MULTI-PLAYER MISSIONS 159
message so that [BJ, when pressed, reads sighted bogeys instead. You
would not receive speech with this new message, however. This gets con-
fusing if some messages create speech and others do not. Persons accus-
tomed to hearing messages may overlook text only messages when they
appear on the screen. But, for those persons whose systems don't have
the capability to reproduce speech, changing the message texts shouldn't
bother you.
The reasons for having the ten canned messages in the first place is
to allow players to send messages without having to do a lot of typing.
The only time this is really a critical factor is during aerial combat, when
a player has to concentrate on flying and shooting. If you edit these mes-
sages, you should limit your selections to phrases that are often used in
the heat of combat. There's no need to create a text message that will
only be used once during a mission like Return to Base. After all, you
only have room for ten messages. These spaces should be reserved for
brief, declarative statements of warning or command like Break Right!,
Go Vertical, Look out!, He's in your six!, etc.
Here is a list of suggested alternate messages that have come in
handy in the past. Use these substitutes or think of others you believe
would come in equally handy.
Wingman Communications
As a Flight leader, it always seems
like your wingman is never where
you need him or where you put him.
You tell him to do one thing and the
next thing you know he's off doing
something else. What is it about
wingmen? They never listen. You
call for a break to the right; he goes
to the left. In combat, you tell him
to launch a missile at the trail air-
Figure 4.2 A pair of F-
15Es over the island of
craft in the enemy formation; he shoots the leader.
San Andres You tell him to stay low to avoid being detected by the enemy, he is
flying up at 1,500 feet sight-seeing. When attacking ground targets, your
wingman never lines up on the target properly. You want him to stay
close and follow you in but the next time you see him, he's passing in
front of you. As a wingman, you can never follow the flight leader
because he never does what he says he is going to do. How does he
expect you to stay with him when he makes it so hard to anticipate his
next move? You sometimes wonder what the flight leader must be think-
ing about when he issues all those dumb orders. He calls for a break to
the right when the situation clearly calls for a turn to the left.
When playing via modem with a "live" wingman, maintaining com-
munication is paramount to the success of the mission. Each of you
must know what the other's intentions are. The penalties for being a lax
communicator are severe. Failure to adequately communicate often leads
to accidental downings, as the following example illustrates:
COOPERATIVE A package of two aircraft is usually the minimum number sent on any
WINGMAN one particular mission. Known in the Air Force as a Flight (the Navy
calls this a Section), a formation of two aircraft consists of a flight leader
and wingman. Cooperative Wingman mode makes the "two-ship" a
reality. It allows two players linked via modem to participate in a single
mission in two separate aircraft.
Because there are two F-15Es in play, each player may operate inde-
pendently of the other. However, only one pair of primary and sec-
ondary targets is generated, and it is in both player's interest, point wise,
to cooperate. The name is not just wishful thinking. Cooperative Wing-
man mode is designed to foster voluntary cooperation between players.
Sometimes the enemy will force you to cooperate against your will if you
wish to survive the mission.
The addition of a second aircraft gives you the ability to practice for-
mation flying skills with another "live" player. You'll quickly find that it
is not all that easy. Lining up with one another at the same altitude and
speed is more difficult than you might imagine.
One good thing you don't have to worry about is mid-air collisions,
either with your wingman or the enemy. Just as in the movie Ghost, you
can pass through your wingman like Patrick Swayze through Demi
Moore. And although this is a departure from Strike Eagle III's goal of
realistic simulation, it allows for some really tight formations as you may
well imagine. It also keeps pilots from playing bumper cars or attempt-
ing to ram the enemy as a final gesture before going down. Nobody does
this intentionally-nobody. Even if unintentional, the chances of a mid-
air collision with an enemy aircraft are very small indeed. Ramming is
just not a viable tactic anymore. Aircraft just cost too damn much!
Figure 4.3 Tight
formation out at sea I know there are players out there who get a really perverse sense ofplea-
sure from smashing into other air-
craft. I know this to be true because I
am one of those players myself. So
speaking as one of you, on behalf of
the designers, our deepest regrets at
leaving this "feature" out ofthe game.
Dogfighting is more exciting
when you and your wingman find
yourselves in the middle of a flock
of MiGs. Better yet, the two of you
can gang up on some unfortunate
stray F-5. Multi-player ACM opens
up a whole new range of tactical
CHAPTER 4: MULTI-PLAYER MISSIONS 165
possibilities as well as giving your IFF feature a real workout. I've lost
count ofthe number oftimes I've been hit by so-called "friendly" missiles.
At the end of each Cooperative Wingman mission, players receive
individual scores even though these scores are based on the team's overall
accomplishments. If one player ejects before the mission is ended, that
player does not get credit for points scored by his wingman. You are
only eligible to receive points for targets destroyed while you remain in
flight. Of course, if you fail to return from the mission (KIA), you
receive no points whatsoever.
The following sections are intended to foster cooperation between
players involved in two-ship missions. They are not meant to be a com-
prehensive examination but merely a snap-shot view of two-ship combat
and tactical formations . These sections are intended to get players think-
ing and working as a team for a change. Pilots are encouraged to find
what works best for them and develop their own methods accordingly.
Multi-Ship Formations
Modem play allows players to experience the real problems of command
in the context of modern warfare. We've all heard the phrase "Fog of
War"; now you can experience it first hand.
As a flight leader, it will be your job to coordinate the actions of
both aircraft. Having an artificial wingman as a subordinate is a snap.
He's always right where you put him, and he's 100% dependable. You
never have to worry about him leaving a fight early just to save himself at
your expense. A wingman's job may even be a little harder. It is up to
you to protect your flight leader, no matter what kind of trouble he gets
himself into. You must hang right off his wing, keep his "six" clear of
bandits, and stick to his every move like glue.
With the addition of a second F-15E, one can be excused for think-
ing that the missions are going to get easier. The biggest advantage the
F-l 5E possesses lies in its superior equipment and weaponry. The
AN/APG-70 radar gives you the abiliry to detect enemy aircraft beyond
the range of the enemy's own radar.
Coupled with the F-15 's powerful radar is its abiliry to carry the
AIM-120A AMRAAM. This medium range "fire-and-forget" missile
allows you to take a toll of incoming bandits without their being able to
return your fire. Enemy ranks can be thinned considerably by the initial
launching of AMRAAMs. The enemy fighters are immediately forced to
react defensively. They lose the combat initiative long before they reach
a point where they can fire their own missiles. Eagle drivers must use the
166 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
Line Abreast
The simplest and most tactically sound formation for a two-ship to
assume is what's known as a line abreast formation. Both aircraft fly off
each other's wing tip and maintain this lateral formation. This formation
is easy to maintain because both pilots/WSOs have each other in sight at
all times. The relative speeds of each of the aircraft are easy to judge as
are any differences in altitudes. Minor place-keeping adjustments to the
formation are usually made visually.
i 2nm-2nm i
Figure 4.4 Flight
leader and wingman in
line abreast formation
*-*
Line abreast is a good formation to use to train novice pilots. It pro-
vides both flight leader and wingman superb views to the front, side, and
rear. By spreading the formation out, a two-ship can also cover a greater
area of horizontal airspace. As a quick rule of thumb, the two aircraft
should be spaced far enough apart to allow either one to pull its nose
through to the other's "six" in case he is jumped from behind.
On the negative side, with both aircraft flying line abreast, coordi-
nated maneuvering will be difficult. The wingman is positioned too far
forward to support the flight leader. Also, the enemy should have no
trouble sorting the formation prior to a long range missile attack. If play-
ers decide to adopt this formation, preflight coordination is a must.
Lead-Trail
The lead-trail formation is an easy tactical deployment for a two-ship to
CHAPTER 4: MULTI-PIAYER MISSIONS 167
fly. The flight leader obviously is positioned forward Figure 4.5 Flight
of the wingman. The wingman in this instance is cast leader and wingman
in a purely support role. It is his job to roam the in lead-trail formation
airspace behind his flight leader and protect his "six."
This formation makes it easy on the wingman to fol-
low the maneuvering of the flight leader.
On the negative side, the flight leader, positioned
out in front has no ability to visually clear his wing-
man's "six." If the two-ship is jumped from behind,
the wingman is essentially helpless. The enemy,
assuming that the flight leader is the more experi-
enced of the two pilots may alternatively decide to
attack the lead aircraft instead. If the wingman moves
to aid his flight leader, he is himself engaged from the
rear by additional enemy aircraft.
Stack
A stack formation simply makes use of vertical separa-
tion between the two aircraft. It can be used with both
the line abreast and lead-trail formations. Also known
as a "ladder," a stack formation's vertical displacement
allows either aircraft to perform an instantaneous break
turn, if required, without risking collision.
If enough vertical separation is present, a careless 3-8,000 feet
enemy may miss seeing one or the other aircraft. A typ-
ical stack may have the wingman positioned "down in
the weeds" while the flight leader takes the top dog
spot. This way, the wingman can stay hidden down
with the "ground clutter" and free the flight leader
from having to make "belly checks." An enemy aircraft
which moves to engage the flight leader may be sur-
prised to find out that he is not a singleton (lone air- Figure 4.6 The
craft) after all. vertical stack formation
In-Place Turn
An in-place turn requires chat both aircraft perform
a simultaneous reversal from a line abreast forma-
tion. This tactic calls for both aircraft to turn at
the same speed and rate. The aircraft to the inside
of the turn will lose sight of his wingman for much
of the turn. However, the outside aircraft will be
in a position to clear the other's "six" throughout.
This maneuver is best used against incoming ban-
dits which are still far away. Upon completing chis
turn, the aircraft will again find themselves in a
line abreast formation although their positions will
be reversed.
Split Turn
A split turn is the opposite of a cross turn. Performed from a line abreast
formation, instead of both aircraft turning inward the two aircraft make
a 180 turn to the outside. This maneuver is extremely dangerous
CHAPTER 4: MULTI-PLAYER MISSIONS 169
straight ahead. As they turn to attack one-half of the Pincer, the ocher
half closes in on their exposed rear-quarter. Should the enemy decide to
continue flying straight, either by design or by ignorance, both attacking
aircraft turn in co perform simultaneous slashing flank attacks.
The Bracket
A Bracket attack is much the same thing as a Pincer except chat definite
roles are established for each attacking aircraft. The enemy is
approached by both aircraft in the two-ship from a head-on aspect until
he is forced to commit on one or the other. Once this occurs, one air-
craft in the two-ship becomes committed while the other is considered
able to maneuver freely. This "free" aircraft should immediately assume
Figure 4.13 The
Bracket attack
~----
172 F-15 STRIKE EAGLE Ill: THE O FFICIAL STRATEGY GUIDE
Reversing a "Bounce"
No matter how good a pair of Eagle jockeys get, a two-ship eventually
can find itself surprised by bandits attacking from the rear. Usually such
an attack spells doom for at least one aircraft in the two-ship and maybe
Figure 4.14 Two both. A two-ship may turn the tables on an attacking fighter by using the
different types of proper reversal. Figure 4.14 shows two methods of converting on a ban-
reversals for use when
you and your wingman
dit which appears suddenly behind your formation .
are caught napping. Figure 4. l 4a depicts a split turn used defensively against an enemy
before he has a chance to commit to either element in the two-ship. Fig-
ure 4.14b shows an in-place turn being used to defeat a bandit that has
chosen its victim. In this instance, the bandit has been detected some-
what later than in Figure 4. l 4a.
Multi-Bandit situations
The preceding examples dealt primarily with two-ship combat versus a
single enemy aircraft. However, not every engagement will be so one-
sided. In fact, you are far more likely to encounter multiple bandits than
CHAPTER 4: MULTI-PIAYER MISSIONS 173
Mission Variants
In testing this mode, it was found that most players started out accepting
the default ordnance given them. They tended to just go out individually
and perform the strike missions with little cooperation between aircraft.
Gradually, most players came to realize that the whole point of the Coop-
erative Wingman mode was to act jointly to accomplish a common goal.
Having arrived at this conclusion, joint missions became the preferred
method of playing Cooperative Wingman. Missions began being con-
ducted under the old adage, "There's safety in numbers." Both aircraft
would be loaded with AG ordnance, fly in formation, and accompany each
other to the targets. The flight leader would deliver his ordnance on the pri-
mary target, and then his wingman would bomb the secondary. Extra ord-
nance would be dropped on targets of opportunity along the way.
174 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
Escort/Strike Missions
Escort/Strike missions seek to capitalize on the unique dual capability of
the F-15. These missions give players the opportunity to see for them-
selves whether the F-15, termed a strike/fighter, is deserving of the
name. Over 30% of the F-15 was redesigned to allow it to strike ground
targets. Does it really retain the ability to mix it up with enemy fighters?
These missions will provide you with the answer.
Players need to decide on their individual responsibilities before-
hand. One player must assume a pure fighter role as a strike escort. He is
responsible for protecting his wingman from enemy interceptors. This
air-to-air role is critical to the success of the mission. The strike aircraft
will usually be so loaded with ground ordnance that it will be essentially
defenseless if attacked by bandit fighters. The escort should be equipped
with air-to-air weapons only. Placing ground ordnance on the escort air-
craft will only weigh it down and make its job more difficult. The opti-
mum load is eight AAMs. The escort should take all eight. The choice of
which AAMs to use varies according to theater.
The strike aircraft is assigned the job of performing ground strikes
and should be weighed down with bombs. As is the case with all regular
Strike Eagle III missions, the strike aircraft must attack both a primary
and secondary target to score the maximum amount of points. There-
fore, both the wing stations and the CFT must be loaded (even over-
loaded) with air-to-ground weapons. Remember, the overall mission will
succeed or foil on the strikeaircraft pilot's ability to destroy the ground tar-
gets, so don't skimp on ordnance.
CHAPTER 4: MULTI-PIAYER MISSIONS 175
ing bandits. Draw them away from their airbases and SAM sites. If pos-
sible, it is best to engage them over water where ground launched mis-
siles cannot interfere and triple-A is not an issue.
Choice of theater is important. Central America is the easiest theater
to run fighter sweeps in since much of the opposition will be those sorry
COIN aircraft. Even the occasional Venezuelan F-16 doesn't stand
much of a chance against a pair of Eagles equipped with AMRAAMs.
The Persian Gulf theater should be considered an intermediate level of
difficulty. The Iraqi aircraft are better equipped opponents than those in
Central America but by far the most formidable interceptors are those
belonging to North Korea. These aircraft are the latest model Soviet
fighters and possess an impressive array of modern AAMs.
Study the section on multi-ship combat. Once the two of you have
mastered the fine art of coordinating a multi-ship engagement, apply
these skills to your regular missions. Fighter sweeps are fun but don't
lose your perspective. The Strike Eagle is a "mud-mover." All this air-to-
air stuff is strictly secondary.
tions (and many others) need to be hammered out before the two of you
ever leave the ground. Despite their apparent trivial nature, these types
of things spell the difference between a successful mission and getting
shot down. This mode requires the two of you to function as a well-oiled
machine.
The need for a second person in the cockpit stems from simple pilot
overload. There is usually so much going on once you reach the target
that you very quickly find yourself behind the pace of events. One per-
son is usually unable to perform all the critical tasks necessary and still
maintain a moderate degree of situational awareness.
Sometimes you just never get caught up. The following example
illustrates the difficulty of performing multiple tasks under stress:
On a recent strike mission over Baghdad, I found myself so
inundated with critical tasks that I was unable to complete my
primary mission. Rolling in on the target, a bridge on the Tigris,
I was working from the back-seat furiously making low-scale
HRMs in order to designate the bridge. The delay time was
killing me; the aircraft was traveling too fast and was likely to
overshoot the target.
My speed needed to remain high because I was racing an
Iraqi interceptor to the target. Somewhere to my "six o'clock," a
MiG-23 was preparing to fire an AAM once it got within range.
To make matters worse, a dense curtain of triple-A was begin-
ning to appear over the target. As I closed in, the TEWS lit up
and "Mud Launch" began sounding in my ears. I remember
thinking at this point, "Oh great, what's next?"
Too much was going on for me to concentrate on lining up
the target. The tactical situation was such that I became satu-
rated and desperately needed a second pair of hands. Had I been
playing with a "live" back-seater, the workload would have been
greatly reduced. Faced with an incoming SAM and the immi-
nent arrival of an Iraqi fighter to my rear, it proved to be impos-
sible to fly the aircraft, designate the target, select ordnance, and
deploy countermeasures all at the same time.
Unfortunately, the aborted pass over Baghdad had done
nothing but alert the enemy air defense. Now, everybody with a
clean sheet to wear was outside with a gun looking to shoot me
down. There was no question of returning; it would be too dan-
gerous. Besides I still had a MiG to deal with before going
home. It was shaping up to be a busy morning.
Cooperative Front Seat-Back Seat mode makes Strike Eagle III the
most realistic multi-player simulation of air-to-ground combat yet pro-
CHAPTER 4: MULTI-PLAYER MISSIONS 181
duced. In its purest form, this mode of play faithfully recreates most of
the conditions faced by F-15E crews in "real" life. Mission tactics do
not change drastically just because a "live" player happens to occupy the
second seat.
This section would basically reiterate all that has been said before.
The difference is that now, you as a single player, cannot automatically
jump from one seat to another. The addition of a second player in your
aircraft means that you can no longer assume that necessary tasks have
been carried out. If you were alone, you could exercise some control over
when and how things get done. But you're not alone anymore, so you
may as well get used to the fact that things tend to get messed up when
left to someone else. Tactics, in this regard, are concerned with not so
much what to do but how to do it.
The most important aspect to Cooperative Front Seat-Back Seat is
the division of labor. Each player must have a clearly defined role and a
complete understanding of what is expected from him. For example, the
aircraft can only be toggled to one Master mode at a time. Therefore, the
worst thing that can happen to a crew is to have a fight (not literally)
break out over which mode the aircraft should be placed in. The WSO
might need the Real Beam Map to begin his targeting procedure prior to
attack. At the same time, the pilot may be about to engage an enemy
fighter and need the Master mode set to Air-to-Air.
Once in air combat, the WSO is just a second pair of eyes. Every-
thing a pilot needs to fight an air engagement is in the front seat, so the
WSO ought to stay out of the pilot's way in these situations. The pilot
should accept responsibility for operating the radar, TEWS, ECM, and
calling for AWACS pictures.
The WSO should be responsible for all Air-to-Ground targeting and
navigation. As the back seater, roughly 50% of the WSO's time should
be spent in Pilot!WSO View ((BJ) . The WSO's head should be on a
swivel at all times.
~
Head-to-Head Competition is the only way to really separate the true HEAD-TO-HEAD
Eagle drivers from the rest of the pack. This method of play pits you
against another live opponent with no computer-based artificial intelli-
COMPETITION
gence getting in the way.
Unlike the other two player modes, Head-to-Head competition is
not considered an actual combat mission. It is more akin to training
flights flown by pilots during RED FLAG exercises. You do not receive a
182 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
score and though you may be shot down, your pilot cannot be harmed.
You are, however, eligible for several awards such as the Meritorious Ser-
vice Award and Legion of Merit based on the number of opponents you
have defeated.
nents, on the other hand, are logical, cold, and methodical killers. You
will never catch one of these pilots flying himself into the ground. Their
skill is limited only by the mission's difficulty level and the aircraft they
happen to be flying. They use proven tactics relentlessly and employ
textbook responses. These silicon bandits are less dynamic than their
human counterparts, but that is their strength and not a weakness.
Because the program does not factor human emotion into its artifi-
cial intelligence, certain tactics work well against a "live" opponent that
do not work against compucer-concrolled pilots. Human pilots overreact
to threats that a computer pilot will analyze and dismiss. If you know
what really spooks a particular opponent, use that information against
him. Remember though, tactics which work today will only get you into
trouble tomorrow. The biggest lesson a young pilot can learn is not to
allow stagnation to set in. Change your tactics to suit changing condi-
tions and don't be predictable.
For example, try this experiment out on your next "live" opponent.
Fire a radar-guided missile that you know ahead of time has no chance
of hitting its target. Watch your opponent freak when all those warning
indicators start going off in his cockpit. Novice pilots are so panic
stricken when a missile is launched at them that they will fly themselves
into the ground trying to escape. Even if they manage to avoid that fate,
they often do dumb things which will aid you in shooting them down.
Watch out that you do not fall victim to the same thing. Don 't become so fix-
ated on an incoming missile that you lose control ofyour aircraft.
Invariably, head-to-head fights become turning fights, especially if
players agreed beforehand to leave radar-guided missiles behind. Fight-
ing with just guns and heat-seeking missiles brings the engagement range
down to less than 5 nm. Count on the battle becoming a high-G circles
fight very soon after meeting at the merge.
The trick to winning this type of fight is staying near your corner
velocity and using the energy egg. To do this, you must keep plenty of
power on tap and put your aircraft on a diet. The less it weighs at the
merge, the better it will perform. You may not be able to alter the
amount of thrust produced by your Pratt & Whitneys, but you can drive
the weight of your aircraft down. Here are a few tips on optimizing your
thrust-to-weight ratio for competition purposes.
Get rid of all Air-to-Ground ordnance. You shouldn't select it in the
first place. You won't need it.
Burn up as much gas as you can before engaging the enemy. Run
your afterburner until your fuel reaches 10,000 lbs.
CHAPTER 4: MULTI-PlAYER MISSIONS 185
Jettison extra fuel tanks. As soon as your total on-board fuel reaches
22,600 lbs. release the empty tanks.
Competition Variations
Head-co-Head Competitions always start out the same way, you facing
the enemy in a "Wild West" showdown affair. Sooner or later, this will
begin to get old if you don't spice up your matches with a little variety.
Here are some suggestions to keep your one-versus-one fights from get-
ting stale.
Armament Variations
One of the best variations to Head-co-Head competitions is to limit the
number and types of AAMs. It is amazing how a subtle change in ord-
nance leads to such fundamental changes in the manner in which the
game is played. Take away the AMRAAM, force players to fight without
this crutch, and you quickly realize how much more there is to these
competitions.
When you get tired of launching AMRAAMs into boring BVR
fights, spice up your game with an air engagement circa 1950. This
means challenge your opponent to a "guns only" match just like those
flown during the Korean War prior to AAMs. Instead of launching mis-
siles from 25 nm or even 5 nm, "guns only" competition brings the
engagement range down to .5 nm. Talk about action. Whew! "Guns
only" competitions are straight, no-nonsense BFM engagements. With-
out all the missiles getting in the way of good tactics, players are given
the opportunity to learn valuable ACM lessons.
There is only one rule to a "guns only" competition. To keep Head-
to-Head matches from becoming giant games of "chicken," the first pass
is considered a no shoot fly-by. Both players must break the invisible
plane formed by their opponent's wings. Once beyond this 3/9 axis,
either player declares Fight's On, Fight's On over the CHAT mode and
the match can begin. Otherwise, the usual result of these head-on "guns
only" fights is that both players are shot down after charging head-on
with guns blazing.
Protracted one-on-one fights are uncommon in modern air combat
because of the lethality and reach of AAMs. "Guns only" fights, on the
other hand, can easily drag on for many minutes if the battle is between
two players of equal skill. If you can suspend your imagination for a
186 F-15 STRIKE EAGLE Ill: THE O FFICIAL STRATEGY GUIDE
moment, forget about having a back-seater and put yourself in the cock-
pit of an F-86 Sabrejet. Before you know it, you are refighting historical
air battles over North Korea's MiG Alley.
three matches, he must either shoot down his opponent or make him fly
his aircraft into the ground.
After his third victory, a pilot is automatically awarded the MSM.
You will see the MSM in his Medals box the next time you inspect his
locker. Subsequent awards are somewhat more difficult to earn. Even
though a pilot may have six victories under his belt, he is not automati-
cally qualified for a second MSM. Before being awarded a second medal,
he must go before a review board. This board may decide that another
award is not justified at this time.
The second, and even more prestigious, award a pilot can receive in
Head-to-Head competition is the Legion of Merit. Again, the medal is
awarded to a pilot who successfully completes ten matches, either by
shooting down his opponents or watching them crash into the ground.
After his tenth (10th) victory, a pilot is automatically awarded the
Legion of Merit. You will see the LM in his Medals box the next time
you inspect his locker. Subsequent awards are far more difficult to earn.
Even though a pilot may have twenty or even thirty victories under his
belt, he is not automatically qualified for a second LM. Before being
awarded a second medal, he must go before a review board which may
decide that another award is not justified at this time.
188
CHAPTER
Campaign Missions
5
Strike Eagle III includes three different theaters; Central America,
Korea, and the Persian Gulf. Each theater comes with plenty of
maneuvering room and a flight area of over 630,000 square
miles. Altogether players have a combined total of almost
2,000,000 square miles of usable airspace.
That's more than enough space to plan an attack, or a get-
away as the case may be. Unfortunately, it also gives the enemy
plenty of room to hide in as well. Your radar only covers a 120-
degree wedge of air approximately 80 nautical miles long.
AWACS can extend this coverage out to 200 nautical miles but
that still leaves a lot of uncovered airspace. In fact, your radar
and AWACS combined only equal 1ho of the total airspace in
each theater.
Rest assured, all sorts of things are happening out there. You
may not see all the behind-the-scenes stuff going on, but you
need to be prepared for it. Most missions are designed to last
anywhere from 50 minutes to 3 hours. In that time, you can
expect to undertake a round trip of at least 400 miles. Some mis-
sions are exceedingly long and require additional fuel at the
expense of bombs. Others are just short milk runs, full bomb
load with the throttle mashed down hard.
On each mission you are assigned two targets; a primary and
a secondary. While it is not mandatory, players are encouraged
to strike both before returning to base. Along the way, targets of
opportunity often present themselves. Pilots with extra ordnance
on board may attack these targets for a higher point total.
In "real life," pilots are usually only assigned a single target.
But if for any reason this target cannot be attacked, pilots are
189
190 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
given alternate targets rather than return home with their ordnance. Tar-
gets may be changed for a number of reasons, such as poor weather in
the target area to unexpectedly heavy triple-A or SAM fire. In the case of
mobile targets, pilots are switched to alternate targets if the primary can-
not be located.
]-STARS aircraft provide real-time intelligence on enemy ground
movement. After sifting through that data, operators can redirect flight
leaders to targets of opportunity. In Strike Eagle III, ]-STARS aircraft
may change your target selections while you are in flight. Pilots must
remain flexible and ready to respond to changing events on the ground.
Players may either perform single sorties or set up multi-mission
campaigns in each of the theaters. If you are flying a single mission, the
program randomly chooses a friendly base or tanker track as a take-off
point. The program then randomly assigns you a single primary and sec-
ondary target based on where your mission is initiated.
You are not required to attack these targets; however you must
destroy at least one of them for the mission to be counted as a success.
Failure to destroy these targets is reflected in your accumulated point
score for the mission.
By far the most significant points are accrued for destroying the pri-
mary, followed by the secondary target. Don't think you can ignore
these targets and roll in on a column of trucks instead. The points you
receive for destroying the trucks will not equal the points you lose by
ignoring your principal targets.
If you have chosen to fly a campaign instead of a single mission, tar-
get selection is a bit more involved. The program devises a series of mis-
sions and assigns you an ultimate target to hit. For example, a Desert
Figure 5.1 The Storm campaign might have as its ultimate goal the destruction of cer-
campaign selection
tain Scud missile sites in western Iraq. A campaign in North Korea
map located in the
HOME screen might have you attacking triple-A sites along the DMZ. In Panama, you
might be called upon to take out all of the
communications centers in downtown
Panama City.
For reasons of military security (in case
you would have to bail out over enemy ter-
ritory), you are not told what the overall
objective of your campaign is until you are
D assigned to hit it. In fact, you are given very
D little information at all about the overall
progress of the campaign. That information
is usually compartmentalized and not dis-
seminated at your level. Normally, you
CHAPTER 5: CAMPAIGN MISSIONS 191
]-STARS will provide you with a new sec of target coordinates under
the code name BLACKJACK should the tactical situation on the ground
dictate a change. The new target coordinates will appear as a message
posted across the top of your screen. If your system is equipped co han-
dle speech cues, you will receive chem also.
Despite appearances, it is not a question of your lone F-15 against
the world. Sight unseen, other F-1 Ss and support aircraft are going after
targets just like you. Their contribution co the mission and to your
campaign is handled abstractly by the software. The Strike Eagle III pro-
gram accounts for their participation internally to keep you focused on
your portion of the simulation.
Just as friendly aircraft are out there working, enemy aircraft are out
there to oppose them. The fact is that out of all the enemy aircraft on
hand only a small percentage is available to intercept you. The rest are
mixing it up out of sight.
This same situation exists when it comes to encountering triple-A
and fixed SAM sites. Each time you fly a mission, the Strike Eagle III
program "turns-off' some of these fixed sites. On the one hand, this is
necessary to balance out individual missions. Can you image how long
you would survive if every burst of triple-A or every missile launched
were directed at you? Not very long. Turning off fixed sites accounts for
the damage done to the air defense network by other friendly aircraft.
Mobile SAMs and targets are handled differently. Since they can
move about on the battlefield, sometimes you will see them and ocher
times you won't. Their appearance is not a random function but rather
it is part of a logical evaluation of your campaign. An effective anti-Scud
campaign tends to force the enemy into hiding these missiles where you
won't see them. If they go in hiding, they can't be launched either (and
that's gotta count for something).
Of course, during a campaign you can do your own "turning off."
Targets you destroy on one mission will stay destroyed on your next.
This means that campaign missions tend to get easier as you go, and the
other unseen aircraft knock out more of the enemy's detection capabili-
ties. In long campaigns, destroying the enemy's air defense piece by piece
has a snowballing effect. As more and more commo towers, radars,
SAMs, and command bunkers are eliminated, each subsequent mission
becomes easier. If you have eliminated enough of the defense, missions
reach a point where you are just bouncing the rubble.
Before continuing, a few words about collateral damage and causing
civilian casualties is in order ... don't do it. Despite what certain mem-
bers of the media might have you believe, and in spite of what our for-
mer Attorney General Ramsey Clark seems to think, the United States
CHAPTER 5: CAMPAIGN MISSIONS 193
does not intentionally engage in this type of activity. No one (not even
the military) denies that these incidents happen due to a variety of rea-
sons such as accidents, malfunctions, or poor intelligence. But it requires
a giant leap of cynicism not to acknowledge the difference between
regrettable events of bombing and acts of intentional devastation.
Mr. Clark doesn't seem to have such a discerning eye. This
quintessential ambulance chaser was present in Panama after "Just Cause"
to bear witness to the supposed genocide taking place there. During the
Gulf War, this individual managed to find a way into Iraq. Once there,
he was allowed to tour the country escorted by his willing hosts. Taken to
view specific damage, he promptly decided that once again the bombing
campaign was doing excessive damage to residential areas.
Never mind for the moment the videotape showing triple-A
emplacements on civilian high rise buildings. Never mind for the
moment, the total integration of Iraq's military infrastructure into its
society at large. Never mind the documented cases of self-inflicted dam-
age like that done to a mosque in Basrah being blamed on Coalition
bombing. And finally never mind that military equipment parked
openly next to cultural sites could have been attacked but wasn't.
So to keep from giving these individuals more grist for their mill,
please refrain from dropping ordnance on civilians. When assigned mis-
sions requiring you co bomb near urban areas, use precision-guided
munitions as your weapons of choice. If smart bombs are unavailable, you
can always use BSU-49 and BSU-50 retarded free-fall bombs. These
bombs allow you to gee down lower to the target thus increasing your
accuracy.
Humanitarian reasons aside, you are penalized for each act of indis-
criminate bombing. Points are subtracted from your mission total for
each civilian structure destroyed. These structures include churches,
mosques, water towers, schools, etc. In a campaign, causing collateral
damage may keep you from getting that promotion you always wanted.
Penalties are assessed using your difficulty level as a multiplier, Easy
xl, Moderate x2, Hard x3, Extreme x4. The higher the difficulty level,
the more points you lose as a result of collateral damage. Take the time
to positively identify your targets. This is not always easy to do when
you are screaming in at tree-top level at 500+ knots. One stray bomb
landing on a church or school can completely negate any points you may
have received hitting your primary target. Think about it.
All non-Quick-Start missions, whether single or part of a campaign,
require an active pilot. An active pilot may fly single missions in any one
of the three theaters. The pilot may transfer between theaters at will
unless he is currently involved in a campaign.
194 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
SCENARIO BACKGROUND
Much has been written about the 30-day air campaign over Iraq
which preceded the ground war. Pundits claim that air power
has finally come of age, that it has changed the very nature of
war. They further insist that warfare in the next century will be
almost exclusively conducted from the air.
Well, the jury is still out on this one. Defense analyses will
remain gainfully employed by Washi ngton think-tanks, just
debating this question. Curiously though, chose who stand the
most to gain have had the least co say about the matter. Winning
a war for your country is a nice thing to have on your resume,
especially when it comes time to compete with the other services
for a share of a shrinking defense budget. So far at least, Air
Force officials have been reluctant to begin trumpeting their
desert accomplishments.
197
198 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
Tehran
IRAN
SAUDI
ARABIA
Riyadh
Medina
The Weather
Poor weather in the theater plagued the air campaign from che outset.
By some accounts, the weather was the worst in living memory for this
time of year. Certainly it was the worst in the past 14 years that the
USAF had been keeping records for the region. Within hours of the
stare of the air war, a low pressure system slid in from the eastern
Mediterranean. This system would remain for the next few weeks,
bringing rain and low level clouds to the entire region.
The weather made locating targets extremely difficult and interfered
with targeting systems using lasers for designation. The F-117As were
especially susceptible co poor weather conditions . Although poor
weather had been factored into the Air Tasking Order (ATO) , an inor-
dinate amount of the early sorties were returning without expending
their ordnance.
The USAF had predicted chat poor weather would interfere with
operations roughly 18% of the time. It turned out that low clouds
affected operations at twice the predicted percentage (39%) . This had a
great effect on the tempo of the campaign and allowed many targets to
escape destruction in those early crucial days . Targets obscured by
weather conditions began to be pushed further down the ATO list. In
the first ten days, 40% of scheduled targets could not be hie due to
weather.
200 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
Collateral Damage
When poor weather, camouflage, and deceptive measures were no longer
able to protect its military from Coalition bombing, Iraq still had one
option left. Counting on the Coalition's policy of avoiding civilian casu-
alties and minimizing collateral damage, the Iraqi people and structures
were openly used as shields. No one seemed to mind nor think it partic-
ularly strange when combat aircraft started being parked in civilian
neighborhoods. A MiG-21 was even parked next to the ziggurat in the
ancient town of Ur, biblical birthplace ofAbraham.
The difference between military and civilian society in Iraq had
never been very great to begin with. The military was so interwoven into
everyday life during the Iran-Iraq war that distinguishing between the
two had become difficult. Few facets of civilian life in Iraq did not have
an equivalent military aspect by 1990. And as happened in the case of
the celebrated Amiriya shelter bombing, civilian casualties often
occurred because Coalition targeteers could not separate military and
civilian functions .
"Instant Thunder"
From the very first few minutes of the war, the air campaign sought to
achieve air supremacy over the skies of Iraq. Coalition aircraft staged a
massive effort during the first few days to overwhelm the air defense
system. First the Iraqi network of interlocking radar, the eyes of the
Iraqi defense system, had to be taken out. Once this was accomplished,
the real work of establishing air supremacy could begin. This meant
shooting down Iraqi aircraft found in the air and bombing their
CHAPTER 6: PERSIAN GULF THEATER: DESERT STORM SCENARIO 201
Battle of Khafji
On 29 January, three brigades belonging to the Iraqi 5th Mechanized
division tried to cross into Saudi Arabia. These units attacked in brigade
columns on a 60-mile front between the Gulf coast and the Wadi al
Batin running along Kuwait's western border. It was no surprise that the
attack failed. What was surprising was that the Iraqis were able to mount
it at all. It was quite a shock to Coalition intelligence services.
Until then, Coalition planners believed that the air campaign had
caused a breakdown in Iraq's military communications. But here was an
example of the enemy undertaking a difficult operation requiring a high
degree of coordination. Not only were three separate columns to con-
duct a simultaneous offensive, the attack was timed to coincide with an
amphibious landing on the coast and preceded by attempts at aerial
reconnaissance.
With the Iraqi Army, Navy, and Air Force all taking part, and given
the centralized nature of Iraq's command structure, the effectiveness of
the interdiction campaign must be called into question.
The USAF was instrumental in first detecting and then assisting
ground forces in breaking up this attack. First, ]-STARS aircraft detected
the 5th Mech Division's armored columns as they moved out of their
Persian
Gulf
SAUDI
ARABIA
ond week of the war, the conscript army at the front was doomed;
destroyed if caught out in the open or buried in their trenches. Iraqi
ground forces in the KTO had 6 months to dig themselves in, thinking
they were strengthening their forces.
When it came time to defend themselves from air attack, they found
out it was like having both feet planted firmly in a bucket of cement.
Instead of becoming stronger, the Iraqi army had rooted itself in place,
helpless to fight against a mobile army like that fielded by the Coalition.
None of these observations is meant to detract from the magnitude
of the victory in any way. As outlined in the game manual, the air cam-
paign was a carefully crafted and brilliantly executed feat of arms. But to
expect the Air Force to have won the war single-handedly, as many out-
side the military have come to expect, is to ask the impossible. The
USAF was tasked with two principal missions; hitting strategic targets
behind the lines and providing tactical support to maneuver units at the
front.
As a matter of routine, the USAF divided the battle area into grid
squares called "kill boxes." Pilots were given certain squares to patrol day
after day. One benefit of this method was that pilots became intimately
familiar with their little piece of the war. After awhile pilots would rec-
ognize familiar landmarks like wadi beds, small sand rises, or even burnt-
out hulks of tanks hit during previous strikes. It helped them orient
themselves in the desert and gave them some idea of what they were
likely to encounter.
It may have appeared to some that the USAF was directing an air
effort designed to systematically pound the Iraqis into submission. If
indeed one day, the Iraqi leadership left Kuwait because of the bombing,
that would have been great. But as welcome as that outcome may have
been, Coalition planners could not count on this eventualiry. The air
campaign had to be part of a larger strategy, one that was designed to
force Iraq to comply with UN resolutions.
On the 7th day of the war (23 January), the Coalition realized that
Iraqi aircraft were hunkering down in their shelters. The ATO was
changed and these hardened shelters were made primary targets. It was
clear that the Iraqi strategy was to withdraw into its many shelters to
wait out the "Storm." Perhaps the Iraqi military believed that the thick
structures would preserve their aircraft while their national leaders
decided what to do.
But, in fact, it was already too late. The nation's integrated radar
and air defense system had been irreparably destroyed. Coordinating air
power was now impossible, and the shelters were proving to be inade-
quate protection. On Day 9 (25 January) all Iraqi air activiry ceased. No
flights of any kind were detected. Then, on the very next day (26 Jan-
uary), Iraqi aircraft were tracked flying into Iran.
Escape to Iran
From 26th January until the end of the war, flights to Iran made up the
vast majority of aircraft sorties. These flights raised many questions for
which there were no immediate answers. What was happening? Were
these flights an effort to save aircraft or were they defections? Was Iran
going to allow these aircraft to stage missions from Iranian airbases?
With the Iraqi Air Force out of the way, Coalition air power could
concentrate on the dual role it had to play throughout the war. First, it
was expected to perform strategic strikes designed to destroy Iraqi
weapons of "mass destruction" and the industrial infrastructure support-
ing their manufacture. Secondly, it was expected to perform strikes of a
tactical nature in direct support of Coalition ground forces.
I want to say a word or two about the Iraqi Air Force. I think
they did rather well under the circumstance. They' re a pretty
ENEMY FORCES
good outfit. They happen to be the second best air force in this SUMMARY
fracas. Having the second best air force is like having the second
best poker hand. It's often the best strategy to fold early. I think
they folded early. The lesson for us is we never want to enter
combat with the second best air force.
-General Merrill McPeak
USAF Chief of Staff
208 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
At the time of the Kuwait invasion, Iraq's military was both large
(over 1 million men) and well equipped with modern Soviet tanks,
APCs, artillery, and aircraft. The August 2nd invasion sparked an
intense debate among western observers tasked with assessing Iraq's mili-
tary capability. In the aftermath of the Iran-Iraq war, was the Iraqi army
battle hardened or battle weary? Would the Coalition be facing disaster
in the desert at the hands of experienced soldiers, or would the Iraqi
army disintegrate into rabble at the first provocation?
Obviously, the answers wouldn' t be known until after war was
declared. On paper at least, the military looked formidable. Iraq put this
huge army on display from time to time to assert its dominance in the
reg10n.
By intimidating its Gulf neighbors, Iraq could conclude favorabl e
agreements as a member of the Organization of Oil Exporting Coun-
tries, better known as OPEC. When setting production quotas or deter-
mining the price of a barrel of oil, Iraq found it helps the negotiations to
have a large military force on standby.
Because neither side was very good at air combat, dogfights tended to
last longer than normal. The fuel advantage of Iranian F-4 Phantoms
over Iraqi MiGs was the deciding factor. Iranian pilots were frequently
given free shots at the Iraqis when they turned for home low on fuel.
Iraqi Ascendance
The war took a decided turn in favor of Iraq after 1982. Better training
and an inventory full of newer French-made equipment was making a
difference in Iraqi performance. Pilots benefited by the increased num-
ber of sorties. Iran, however, found itself on the wrong side of the main-
tenance curve. The U.S. embargo on military supplies and spare parts
crippled Iran's force of American jets. Only by cannibalizing aircraft
could Iran keep flying. As the war progressed, Iran was eventually left
with less than 50 functional interceptors and these were rarely seen.
The so-called War of Attrition (really a war within a war) opened in
1984 with sporadic Iraqi air operations against Iranian oil facilities in the
Gulf. Using French-made Super Etendards, Iraq repeatedly attacked Ira-
nian tankers, off-shore terminals, and storage facilities from Bandar Abbas
to Kharg Island. These strategic air operations made it extremely difficult
for Iran to ship oil abroad. Without the hard currency brought in by for-
eign oil sales, Iran's ability to finance the war was severely affected.
Following the failure of their offensives, both Iran and Iraq were
now simply seeking to wear down their opponents on the ground. Each
hoped the other would grow tired of the war which entered a new phase
in 1986.
The War of Attrition gave way in 1986 to the "Tanker War." Iraqi
pilots virtually laid siege to Iran's largest terminal at Kharg island. Alter-
nate loading stations in the Gulf, such as Larak and Sirri islands, also
came under increasing Iraqi air attack. But when oil tankers belonging to
neutral countries started coming under attack, the U.S. was called upon
to ensure their safety.
A second Exocet struck the ship seconds later in the same general
area. This one did explode and ripped open a huge section of the ship.
Thirty-seven members of the crew lay dead. Eleven more were badly
injured. The Stark incident, although accidental, proved that the Iraqi
Air Force was quite capable of using the high-tech weaponry it had
purchased.
The Iran-Iraq War had proved ultimately to benefit the Iraqi Air
Force. It was able to replace its older Soviet equipment with newer air-
craft made in the west. The advanced avionics and equipment associated
with these western-built aircraft gave Iraq capabilities it had never had
before. The war gave Iraq the chance to practice with its new toys.
Post-War Changes
During the war, Iraq made a conscious decision to emphasize quality
over quantity. Maintenance and support of a large number of aircraft
was simply beyond their capability. Rather, it was better to service and
repair a few very effective aircraft than have to maintain mass formations
to achieve the same results.
Following the war, when the possibility of a coup was more of a
threat than a renewed war, an effective Air Force was the last thing Sad-
dam Hussein wanted. Iraq reverted back to emphasizing quantity over
quality. It was now far more important to have a very visible force on
hand with large numbers of aircraft.
In the late 80s, the Air Force was being expanded for display pur-
poses only. Hussein was keenly aware that properly trained pilots could
be used against the dictatorship in the event of a revolution or coup. It
mattered little if pilots were properly trained. The last thing a dictator
needs are a number of trained pilots capable of bombing the presidential
palace. An air force good at dropping bombs is a liability and a threat
during a coup.
CHAPTER 6: P ERSIAN G ULF THEATER: D ESERT ST ORM SCENARIO 211
Army actually had more practical experience in desert warfare than its
opponent. Iraqi superiority in the desert was a myth.
The whole argument that the U.S. would go down to a bloody defeat
due to a lack of training was based on a fallacy. Of course to those Ameri-
cans in opposition to the war, doom-sayers in the media fed their fears
and gave them just one more reason to hope the U.S. would stay out.
In many ways, Strike Eagle Ill's Desert Storm scenario is much
more difficult than the actual campaign. To begin with, the Iraqi pilots
you face in this scenario are aggressive and competent. There's none of
this business of trying to escape to Iran; that's not an option in this sim-
ulation. The Iraqi pilots you encounter in this scenario are out to win,
not just survive. When you see them, they'll be coming for you, not try-
ing to get away.
At the beginning of the Iran-Iraq war, Iraqi pilots in their MiG-23s
shied away from the Iranian pilots flying F-4s and F- l 4s. Later, afrer
gaining some experience, they proved more willing to engage Iranians in
air-to-air combat. When French-built Mirage aircrafr became available,
Iraqi pilots were said to equal the flying skills of their French instructors.
of fighter, between 150 and 200. As such, the "Fishbed" represents the
backbone of the Iraqi Air Force. Fortunately, this aircraft is not much of
a threat to an F-15. Still, an Eagle driver would not want to mix it up
with a MiG-21 while loaded with bombs. When first produced in 1955,
the MiG-2l's delta wing was a departure from earlier MiG designs. Drag
was kept to a minimum in straight flight, but handling at low speeds was
poor and hard turns at high G caused energy to bleed off quickly. The
MiG-21 has a wide variety of weapon configurations and can potentially
attack from any target aspect. Don't lock yourself into any particular
flight profile until the MiG reveals its armament. Assume it is carrying
all-aspect radar guided missiles and act accordingly.
MiG-23: <3> Multi-mode Search and Track radar,
lx 23mm gun,
(2) AA-7, AA-2c radar-guided and
(4) AA-2D, AA-8 heat-seekers
The Iraqi Air Force owned only twenty MiG-23s configured as
interceptors at the start of the war. It was the first Soviet aircraft
intended to conduct BVR combat at long range with radar guided mis-
siles. As such, this aircraft tends to suffer from having only average
maneuverability and poor pilot visibility. It does have good speed, how-
ever, better than that of the MiG-27. It also was the first Soviet aircraft
to possess a demonstrated "look-down/shoot-down" capability. When a
MiG-23 is equipped with AA-7 missiles, expect aggressive head-on
attacks. Fortunately, the F-15 carries radar guided missiles that out-range
the Flogger's sting. The trick to defeating this aircraft is to keep it at
arm's length.
MiG-25: <3> Multi-mode Search and Track radar,
No gun, carries one of two possible configurations:
A: (4) AA-6, AA-7 radar-guided or;
B: (2) AA-6 radar-guided and (2) AA-8 heat seekers
214 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
the first aircraft to get in a shot. A "Fulcrum" will use ACM to dodge
your missiles while dosing in to attempt a missile shot of its own.
Su-20: <4> Single-mode Search and Track radar,
2x 30mm guns,
(2) AA-2C, AA-7 radar guided and
(2) AA-20, AA-8 heat seekers
The Su-20 "Fitter" was designed as an exportable strike/fighter to
replace the aging Su-7. These aircraft make up the majority of Iraq's
ground attack capability but spent the war cowering in their hardened
shelters. The Fitter can be a formidable air-to-air foe when cartying AA-
7 Apex missiles. These missiles have a range and performance compara-
ble to the US Sparrow. They can make life difficult for any F-15 crew
concentrated on bombing ground targets. Since the Su-20 can hang two
of the missiles from wing pylons, expect to be engaged at long range and
then again at short range with all-aspect "heaters."
Su-24: <5> Range-only radar,
lx 30mm gun,
(2) AA-8 heat seekers
The Su-24 "Fencer" was the first Soviet aircraft since WW II to be
designed strictly as a ground attack aircraft. It is intended to utilize
advanced avionics and targeting systems to replace the MiG-23 as the
Soviet's premier two-seat, all weather strike fighter. The Su-24 is almost
50% larger than the MiG-23 but retains some of the former's maneuver-
ability. The Fencer can be likened to the USAF' s F-111 except that it
does not possess the same deep-strike capability. Even so, the Su-24 is
the only aircraft in Iraqi inventory that realistically has a chance of pene-
trating Israeli airspace. This makes the Fencer a target of prime impor-
tance and one worth going out of your way for. These aircraft are rarely
spotted with non-Soviet crews. If you spot one during play, assume that
216 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
it is manned by Soviet "volunteers." The Su-24 will use its speed and
low-level flying ability to escape a dogfight or close for a kill.
Su-25: No radar,
lx 30mm gun,
(2) M-2D heat seekers
Iraqi "Frogfoot" aircraft did not get much of a workout during the
Gulf War. It is an extremely deadly strike fighter designed for an anti-
armor role much like its western counterpart, the A-10 Thunderbolt II.
The aircraft lacks a radar to acquire its targets, therefore it relies on visual
detection or GCI information. The Su-25 is very maneuverable even
under the weight of its own bombs. However, it is not fast. Expect this
aircraft to use its excellent turning ability to reach a tail aspect where it
can use its missiles. Avoid getting into a scissors battle with this aircraft;
it has excellent low speed handling which the F-15 cannot match with-
out stalling. The Achilles' heel of this aircraft is its short legs. This lack
of range didn't seem to prevent seven of them from seeking asylum in
Iran, however.
rain. These mountains are part of the Zagros range which generally sepa-
rates Iraq from Iran to the east. This area is usually avoided since few tar-
gets are located here and the mountains cannot be used as ingress/ egress
routes.
The Persian Gulf lies in the eastern portion of the theater. For
pilots, there is no difference between the Gulf and the desert, both lie at
sea level. The Gulf does provide pilots with an area that is not so heav-
ily defended. Unfortunately, using it as an ingress route dumps pilots
out between Kuwait City and Basra. This area is extremely well
defended.
To the northeast of the Gulf lies Iran. As a matter of history, Iran
was neutral during the Gulf War. Hussein gave back the remaining sliv-
ers of Iranian territory he still possessed to ensure Iran would stay that
way. The flights into Iran preserved Hussein's airforce for another day (if
he can get them back). But by flying the best of his aircrafr to Iranian air-
fields, they were effectively removed from the war.
In Strike Eagle III, pilots are cautioned to stay out of neutral coun-
tries like Iran. Stay within the lines. Don't chase fleeing aircrafr across
political boundaries, and under no circumstances drop ordnance within
neutral borders. If you want to sightsee, fly a QUICK START mission
and slew your aircrafr around the countryside.
"
-</-
er SA-6 battery
Ali Al Salem
Airfield
ci"'SA-6 ttery
AAAsites~.
Ahmed Al
Jaber Airbase-....._ =
\SA-6 battery
BAGHDAD
and vicinity
Muthenna
Airfield
._..,__ Chemical
Weapons Plant
Bio Weapons
Plant
Saddam Hussein --..;;.......,___:
International Airport
/SA-2 Site
*
Figure 6.10 Baghdad
and vicinity
of Baghdad. The city has been duplicated down to the actual streets and
bridges. The important targets are all positioned correctly as well.
During the actual war, F-117A Stealth aircraft and Tomahawk
cruise missiles were tasked to strike targets in and around Baghdad. After
your first mission, you'll begin to see why. This city is even more heavily
defended by SAMs and triple-A than Hanoi was during "Linebacker II"
in the 1970s. In Strike Eagle III, Baghdad is the most heavily defended
city of all three theaters, at least in terms of triple-A.
The city is also guarded by a layered SAM system that is hard to deal
with. The approaches to the city are heavily defended by both fixed and
mobile SAMs. No less than seven SA-2 Guideline sites are positioned
around the city. Further out, there are at least as many mobile SA-6
Gainful batteries.
Baghdad is the nerve center of the Iraqi war effort. Its people have
been whipped into a frenzy of anti-American sentiment. This now
extends down to the man in the streets. The average Iraqi is now man-
ning anti-aircraft guns atop every roof in certain sections of the city.
According to the rules of war this should make the building a legitimate
target. Ah-but just try dropping a bomb on one of those buildings .
You'll be hounded by the press as a war criminal. (Not to mention the
points that'll be subtracted ftom your mission total)
Inside the city are some of the more crucial targets found in this the-
ater. To maintain control over the country's population, Hussein's
regime has centralized the military infrastructure. Fortunately, fearing
that he might one day be toppled by a counter-coup, Hussein had mili-
tary headquarters built above ground in unfortified buildings. This was
done in case it ever became necessary to retake them from disloyal mem-
bers of his own army.
It also has made these targets easy for Coalition bombers to get at and
destroy. Witness the ease at which a single F-117A took out the Air Defense
Ministry only minutes into the war. The Ministry building is located adja-
cent to Muthenna Airport in downtown Baghdad. When the time came, it
had all the protection of a high-rise apartment complex on wash day.
In addition to the Air Defense Ministry, some of the more impor-
tant targets in Baghdad include the Biological Weapons and Chemical
Weapons plants. These plants are located in the south-eastern outskirts
of the city along with the municipal Power plant. All three of these
plants are situated east of the Tigris river. Also east of the Tigris are three
important C31 towers. These towers provide a direct communication link
between Saddam Hussein and his troops in Kuwait.
224 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
On the west bank of the Tigris south of the airstrip stands the Sajood
Palace. Located 80 feet underneath chis palace is one of several hardened
shelters designed for Hussein's personal use. Built by Swiss and West
German contractors, these shelters are designed to withstand even the
heaviest conventional bombing. These multi-level shelters are built on
layers of hardened rubber to absorb shock waves. They are complete with
barracks, work areas, and communication links with the outside world.
Even if the shelters remain intact, chose outside communication
links can be cut. In fact, they can be cut quite easily. Iraq maintains a
network of fiber-optic communication lines which emanate from Hus-
sein's underground bunkers. These lines cross the Tigris inside of Bagh-
dad's road bridges. Destroy one of these bridges and you've killed two
birds with one stone. You have stopped the flow of supplies and inter-
dicted enemy communications.
CHAPTER 6: PERSIAN GULF THEATER: D ESERT STORM SCENARIO 225
Persian Gulf missions are initiated from seven airfields south of Iraq. CAMPAIGN
These airfields represent the possible points from which F-15Es could be TACTICS
based. In addition to these seven, there is one KC-10 Refueling tanker
track giving players a total of eight different starting points.
228 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
Each of these starting points has a specific region of Iraq for which it
is responsible. Players are assigned to hit targets within these geographic
"kill-boxes" so that there is no need to sacrifice bombs for fuel. Even so
players may wish to increase their load of bombs at the expense of fuel.
Because the Persian Gulf theater revolves around an historical cam-
paign, the natural tendency is to examine your achievements next to
those obtained during the war. This will be an unfair comparison. There
is no real way to simulate the Iraqi confusion following the destruction
of their IADS. Iraqi aircraft in Strike Eagle III are aggressive and out to
intercept you at every turn. Once you are spotted, SAMs come up to
greet you very quickly and there are times when you are literally bathed
in triple-A.
During the war, F-15Es routinely flew their ingress at 5,000 or
higher to escape the worst of the ground fire. At a high difficulty level,
this would be suicidal. Therefore, if players are interested in creating a
historical environment for their missions, we suggest selecting a diffi-
culty level of Moderate.
A Moderate difficulty level slows down enemy responses and simu-
lates the destruction of Iraq's command and control network. Aircraft
are scrambled less rapidly because orders are reaching their airbases more
slowly. When they do get off the ground, these aircraft are flown by less
experienced pilots.
Remember, you may go back and reset all the reality switches to
either Standard or Authentic mode after setting the difficulty level. Play-
ing in Moderate difficulty best simulates the trouble Iraq had mounting
an effective air campaign.
Most of your missions will be staged from airbases located along the
west coast of the Persian Gulf. Unfortunately, in order to take a direct
route to their targets, these missions are required to overfly the danger-
ous region between Kuwait City and Basra. One option is co divert from
the direct route and seek an alternative. That's when you realize that
there really is no alternative route.
Farther east lays the neutral airspace of Iran which restricts you to a
narrow corridor. This route opens up as you gee farther north of Basra,
only to be slammed shut again. The SAM and triple-A sites which sur-
round the town of Amarah act like a cork, stopping up this route of
ingress. The overland route to the west of Kuwait City places "the Bas-
ket" directly in your path. This route also exposes your aircraft to heavy
triple-A fire from Iraqi Republican Guards units stationed in northern
Kuwait.
As you can see, these eastern missions are like sticking your head in
the tiger's mouth. You will have to fight your way in, conduce your mis-
sion in the face of heavy opposition, and then fight your way back out.
Sorry, but that's the way it is.
One option which avoids the majority of Kuwaiti-based opposition
is to fly a roundabout route far inland, west of Kuwait. However, this
route takes you near the Iraqi airfield at Tallil. In order to take chis
route, you will have to take along extra fuel in the form of wing tanks.
Wing tanks take up space on a hardpoinc that could be better put to use
by mounting bombs. Oh well-everything has its price.
Missions that start at the KC-10 Refueling tanker miss all the action
going on in northern Kuwait. The tanker track is located high over the
Saudi border with western Iraq and, fortunately, the heavy air defenses
around H2 and H3 are too far away to interfere.
Because these missions scare at 26,000 feet, you are almost immedi-
ately detected if you remain at this altitude. There is an important GCI
radar located west of the tanker track at coordinates (N3101 E3952)
which is capable of such long range searches. Take this radar out early in
a campaign, and your remaining missions will go much smoother.
Smoother, that is, until you realize that missions staged from the tanker
track require you to go "downtown." And going downtown in this the-
ater means only one thing- BAGHDAD, the mother ofall air defenses.
The desert environment is perfect for the type of low flying required
of pilots in this theater. In most areas, the desert is perfectly flat, giving
you the feeling of flying over a giant pool table. If you are detected, there
is no cover to hide behind or clutter up a radar image. The only way to
avoid being spotted is to get down low and get there early.
The Automatic pilot in conjunction with the Terrain Following
230 F-1 5 STRIKE EAGLE III: THE O FFICIAL STRATEGY GUIDE
THEATER
SCORING
Points for Downing Hostile Aircraft
Aircraft are worth an average of 50 points. The exact figure depends
upon the type of aircraft, air-to-air configuration of the aircraft, and the
difficulty level of the mission.
CHAPTER 6: PERSIAN GULF THEATER: DESERT STORM SCENARIO 231
Air Defense
AAA Gun Soft 20
SA-2 Soft 15
SA-6 Hard 25
SA-8 Hard 30
SA-9 Hard 15
SA-13 Hard 20
zsu 23/4 Hard 20
zsu 57/2 Hard 15
SAM Radar Hard 20
Naval Vessels
Missile Boat Soft 20
Iraq Landing Craft Soft 25
Merchant Ship Soft 30
VLCC Freighter Soft 30
Economic Targets
Oil Pump Soft 10
Fuel Tank (Farm) Soft 10
Fuel Tanker-Truck Soft 10
Oil Refinery Soft 40
Oil Rig {land) Soft 40
Off-Shore Rig Soft 50
Strategic Targets
Small Shed Soft 10
Mobile Scud Soft 10
Scud Storage Shed Soft 10
Hangar Soft 20
Tower Soft 20
Crossed Swords Soft 20
Palace Soft 40
Air Defense Ministry Building Soft 40
Hanger Hard 40
Bunker Hard 40
Bridge Section Soft 40
CommoTower Hard 40
Bridge Soft 50
232 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
Korea: Return to
7
MiG Alley Scenario
SCENARIO BACKGROUND
235
236 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
MiG Alley
Air power managed to slow the Chinese onslaught just enough to allow
UN troops to get away. UN bombers mounted fierce attacks against
Chinese supply lines across the Yalu river. (For political reasons, the
bridges were allowed to remain standing.) The MiG-15s sliced into the
mass formations of bombers in the area directly south of the river. It was
close to Communist air bases in China and became known as MiG Alley.
And yet, while the Communist drive was slowed by bombing, it
could not be stopped. For the second time in the war, Seoul was overrun
by the Communists. This time, however, the lines were finally stabilized
just south of the capital. Until the end of the war, UN and Communist
troops would stare at each other across the narrow peninsula waist.
Despite the stalemate on the ground, MiG Alley was as active as ever.
Viscous air combat took place between F-86 Sabrejets and MiG- l 5s until
the end of the war. Strategic bombing of North Korea in 1951-52 was
first used to cut the Communist rail lines; Operations STRANGLE and
SATURATE. It didn't work. Peasant laborers beat the best bombs we
could drop. Later when Communist intransigence stalled the peace talks,
almost 500 strategic bombers attacked the North Korean capital.
Finally in 1953, with Stalin dead and South Korea's Syngman Rhee
reined in, the war ended. Last minute adjustments in the front line for
political reasons had cost the U .S. over 20,000 casualties. Once the hag-
gling over forced repatriation of POWs was concluded, the whole sorry
affair was finally over. A Cold War battle line had been drawn across the
38th parallel.
Downfall of a Superpower
Independence movements in eastern Europe gained momentum. East
Germany threw off the yoke of Communism, reunited with the West, and
together celebrated the destruction of the Berlin Wall. The Baltic states
were going and other European countries soon followed suit. The iron
grip of their Kremlin masters in the Soviet Union was forever broken.
Unbelievably, those in the Kremlin could not even maintain their
hold on the Soviet Union. A failed coup attempt in Moscow sparked a
total break-up of the country. The ethnic Russian minority was suddenly
lucky to hold on to what it had, much less worry about exporting a
failed ideology. With the downfall of the Soviet Union came a general
relaxation of tensions. The world was feeling pretty good about its
prospects for the future. The grim legacy of WW II was behind it now.
With the coming of the "New World Order," the United States was
encouraged to focus more and more of its resources at home rather than
abroad. An American introspective was inevitable now that the "Evil
Empire" had faded into history. It had been expensive, but the strategy
of containment begun decades earlier had finally paid off. With the Rus-
sian bear now caged, swords could be sheathed. It became less politically
fashionable to fund overseas forces especially with the growing problems
of America's inner cities.
The only ideology that interested North Korea's Kim II-Sung was
that of power. Whether that power was derived from a Communist
totalitarianism or that of a hereditary monarchy mattered little. When
Kim finally passed on at a ripe old age, his son inherited the mantle of
government as well as his ambition. The young Kim Jon was given a set
CHAPTER 7: KOREA: RETURN TO MIG ALLEY SCENARIO 241
programs. It is likely that a mix of nerve and blood agents are manufac-
tured and stored in underground facilities away from the prying eyes of
US intelligence satellites.
ENEMY FORCES The average North Korean soldier leads a hard life. His living conditions
SUMMARY can best be described as spartan, and strict punishment is meted out at
the slightest infraction of discipline. His political training continues to
be mandatory. But politics aside, his sincere desire to reunite his country
is a strong motivator. Expect him to be a dangerous opponent who will
fight rather than surrender, even if cornered.
North Korea has at its disposal a force that is actually larger than
that which was available to Iraq prior to the Gulf War. Not only is it
CHAPTER 7: KOREA: RETURN TO MIG ALLEY SCENARIO 243
larger, but it is also better trained, better led, and much more aggressive.
Compared to the Iraqi conscript, the DPRK soldier is infinitely more
dangerous. The individual toughness of the North Korean soldier is well
known; just ask any veteran of the 1950-53 war.
The DPRK is supremely well equipped for a conquest of South
Korea, absent the United States. Its conventional ground forces boast
well over forty full-strength divisions, including over 3,500 MBTs and
2,000 APCs. In addition to these regular forces, it can call on some 23
"Pacification" divisions (actually Workers and Peoples Militia units).
This force is poised along the Demilitarized Zone (DMZ) and ready
to descend down the peninsula at a moment's notice. Despite the rough
terrain it must negotiate, this army has been built for speed. Remember-
ing that in 1950 it almost conquered South Korea with 150 T-34s left
over from WW II, North Korea swears by armored warfare.
The army has been lavishly equipped with Soviet artillery pieces of
every caliber. Although the standard practice is to position the guns hub-to-
hub for fue control, an increasing amount of the DPRK's artillery is self-
propelled. These guns are designed to keep pace with the armored advance.
North Korea has had years to register each tube it owns along every foot of
the front line. If an offensive is ever launched, the barrage preceding it will
be like nothing seen since the closing days of World War II.
To facilitate their conquest, Special Forces teams will be carried by
hundreds of Soviet-built AN-2 Colt transport aircraft and dropped over
South Korea. Their mission is to conduct acts of sabotage, reconnais-
sance, and assassination behind the lines. Those who are familiar with our
experience during the "Battle of the Bulge" in WW II should be aware of
how much confusion even these small groups of infiltrators can cause.
Crossing the 20 kilometer DMZ will undoubtedly slow the North
Korean assault and this is something they must not let happen. With its
tank traps, mines, and gun emplacements, the DMZ will channel any
armor movement and expose it to observed artillery fire. Since the DMZ
stretches across the entire border from coast to coast, there is no way
around it. With Special Forces teams all set to fly over it, the only way
left to go is under it.
Ever since the end of the Korean War, the North has been energeti-
cally digging tunnels under the "Z." Some of these tunnels contain dual
lane highways capable of conveying supply trucks past the DMZ at a
high rate of speed. An example of one of these tunnel exits is located just
south of the DMZ (N3744 12727). Many of these tunnel exits have
not yet been found.
Since the United States is contemplating surgical strikes only, it does
244 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
not wish this action to escalate into a general war. Pentagon chiefs are
looking at this operation in much the same way the Israelis viewed their
Osirak strike in 1981. It is to be a quick and decisive strike from the air.
With the exception of triple-A and SAMs, only the North Korea Air
Force is a factor in this operation.
form for ground attack. It lacks adequate range to become a true inter-
ceptor but can operate from rough strips. Like the Fantan, expect this
aircraft to use the same attack profile as the standard MiG-19, from very
close and tail aspect only. These aircraft are meat-on-the-table for an F-
15 as long as you don't run out of missiles. Once they get in close, Fit-
ters will use their powerful guns. It is best to lure these aircraft up to
medium altitudes since these ground-huggers are at home down low.
Su-25: No radar,
lx 30mm gun,
(2) AA-2D, AA-8 heat seekers
The Su-25 "Frogfoot" is the Soviet equivalent of the USAF's A-10
"Warthog" although not quite as ugly. While the Frogfoot is extremely
deadly to ground troops in its strike role, in an air-to-air role it is vulner-
able. The aircraft lacks a radar to acquire its targets, therefore it relies on
visual detection or GCI information. The Su-25 is very maneuverable
even under the weight of its own bombs. However, it is not fast. Expect
this aircraft to use its turning abiliry to reach a tail aspect where it can
use its missiles. Avoid getting into a scissors battle with this aircraft; it
has excellent low speed handling which the F-15 cannot match without
stalling. The Frogfoot is constructed out of titanium alloys and is
extremely strong. It is designed to work at low levels where ground fire is
the heaviest.
THEATER The Korean peninsula effectively divides the theater into obvious halves.
GEOGRAPHY Most of the missions, except for those which begin at a tanker track, are
initiated from bases in South Korea. This being the case, the majority of
direct routes travel south to north and back again. Pilots, out of neces-
sity, are forced into taking water routes; either to the east over the Sea of
Japan or the west over the Yellow Sea.
Viewed as a whole, the peninsula tends to be more mountainous the
farther east you go. The classic invasion routes have always been to the
lowland areas in the west. It is perhaps no coincidence that the major
urban centers, like Seoul and Pyongyang, are located near the Yellow Sea
coastline. The mountains themselves run down the center of the penin-
sula like a spine.
the center of the peninsula is over 3,000 feet above sea level in many
places. Unless a pilot wants to take his chances at medium altitudes,
going up the middle is just not a viable alternative.
Of course there is always the option to try and fly the canyons. The
drawback to this approach is that weaving the mountain passes causes an
aircraft to burn too much fuel in the process. Besides, if a pilot takes his
mind off what he is doing, even for a moment- Splat!
Water Routes
Taking one of the two water routes presents pilots with a new set of
problems. First, ships belonging to the DPRK are stationed all up and
down the coasts. Remember, unlike the Desert Storm scenario, this one
takes place during a period of peace. North Korean intelligence trawlers
and merchants are free to roam the seas at will provided they do not
enter the territorial waters of South Korea.
Rest assured that any aircraft sightings by these ships, either visual or
by radar, will be reported. Even though technically the United States
and North Korea are not at war, tensions are high. It would not be
inconceivable for some Korean sailor to take it upon himself to fire a
"heater" up at you as you go by.
The best word to describe North Korean terrain is harsh. The large
mountainous regions have numerous valleys which snake their way back
and forth. These narrow valleys form perfect north-south approach cor-
ridors, if you can manage to keep from hitting the sides. To do you any
good, you have to stay low, lower than you are probably used to. It's
tough flying and demands 100% concentration 100% of the time. At
altitudes less than 300 feet, your Automatic pilot is useless.
Unfortunately, these corridors also form natural choke points. They
have a tendency to close up unexpectedly. One minute you are down
low working the canyons at 500 knots and the next - the valley will
dead end right in front of you. Even if you do manage to keep from
crashing into ground, the high-G climb to avoid the rocks will take you
up to 4,000 feet before you know it.
The risk of flying into a triple-A ambush is also great. North Korea
places guns in the valleys it expects attacking aircraft to be coming down.
The mountain passes make perfect hiding places. Triple-A guns are situ-
ated near bends in the valleys. Attacking aircraft are usually traveling too
fast to take evasive action to avoid these guns. Pilots who are not careful
usually blunder directly into the enemy's gunsights.
252 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
field. Even the flag outside the building is worth a few points. Another
major target is the electric power plant in the northeast corner of the
city. Altitude restrictions will keep the RBMs range to less than 10 nm.
city of Wonsan itself was inadvertently left out of the final version. The
city contained port facilities normally associated with a naval base. This
oversight is mitigated to a certain extent by the presence of port facilities
in the city of Hamhung less than 100 miles to the north.
Russia
Vladivostock (N4149 13217)
Nakhodka (N4118 13341)
Petrovka (N4130 13314)
Khabarovsk (N4524 E 13453)
Olga (N4158 13510)
Ussuriysk (N4205 13217)
Spassk Dalniy East Airbase (N4254 13308)
Yuzhno, Sakhalin Island (N4438 14120)
Location of KAL 007 Shoot-down (N4357 14006)
China
Harbin (N4413 12808)
Changchun (N4242 12505
Shenyang (N4120 12434)
Mukden (N4255 13012)
CAMPAIGN Players who are familiar with all three scenario worlds would have to
TACTICS agree that Korea is the most challenging. In fact, if you were to make a
list of all the things that make a theater hard to fly in, Korea would have
them all.
To realistically simulate actual combat conditions that the USAF
would encounter over North Korea, it is suggested that the difficulty
level be set to Hard. The DPRK military, including pilots, is much
more competent than those you faced in the Desert Storm scenario.
Like the Desert Storm theater, you may go back and reset all the reality
switches to either Standard or Authentic modes after setting your diffi-
culty level.
Regardless of difficulty level, pilots in this theater are beset with a
number of serious challenges. This theater combines the worst possible
terrain with difficult to reach targets. The large number of interceptors
are made up of the enemy's most sophisticated aircraft. The missiles used
by these fighters are some of the most advanced weapons western pilots
ever have to face.
North Korea's air defense is comprehensive. Low level triple-A is
very active and tends to force attacking aircraft into medium altitude
flight profiles. At medium altitudes, the SA-6 batteries figure promi-
nently. The larger caliber anti-aircraft guns provide medium altitude
coverage near most targets. North Korea's SA-2s and SA-3s are the
CHAPTER 7: KOREA: RETURN TO MIG ALLEY SCENARIO 257
with Harpoon anti-ship missiles. Besides, the stand-off value of the Har-
poon is not needed against unarmed transports. In order to confirm
destruction of these ships (and cargoes) , it is wise to use standard Mk. 82
iron bombs. By overflying the target, pilots can verify that the ships have
been destroyed.
Against warships, the Harpoon missile is the preferred weapon of
choice. Modern naval vessels are usually outfitted with a vast array of
SAMs. With its long stand-off range, the Harpoon allows the firing air-
craft to remain a safe distance away from its target. Once launched, this
missile guides itself unerringly toward the target. It is a "fire-and-forget"
weapon which allows the firer to continue on with its mission and avoid
the target area altogether.
Unfortunately, most of the missions in this theater are not so easy.
They require you to go where the air defense is heaviest and strike
ground targets north of the DMZ. Prepare yourself. These missions are
no cake-walk even with the difficulty level set at Low. They require
patience and a painstaking attention to detail. This theater is complex.
Players are presented with a number of challenges, one after another in
quick succession.
The Automatic pilot is designed to put the pilot on the direct head-
ing toward the target. As has been said so many times before, the direct
route is not always the safest. No where is that more true than in the
Korean theater. Since most of the missions are staged from friendly air-
bases in South Korea and Japan, pilots will be taking north-south routes
to and from target. If pilots leave it up to the automatic pilot, however,
they will be flying over the most heavily defended areas in this theater.
Mission routes just happened to turn out this way; it wasn't planned.
The natural geography channels the direct routes over the DMZ.
Use the Automatic pilot only to keep you straight and level, not to put
you on the proper course. It is not always smart to follow the direct
south-north routes which overfly the mainland. These paths travel too
close to the heavy air defense near Pyongyang. And since this is the
direction that intruders are expected to originate from, the North Kore-
ans are ready. Pilots must be far more imaginative than this if they want
to survive.
The "Up-the-Middle" approach has already be discussed and dis-
carded as impractical. By all means, try it once to see for yourself. Unless
targets are located directly adjacent to the DMZ the overland route is
just too dangerous. This leaves the two water routes as your only viable
options. Using the water routes allows you to prevent early detection by
hopefully remaining under their coverage. If you remain low enough to
CHAPTER 7: KOREA: RETURN TO MIG ALLEY SCENARIO 259
the water, DPRK radars should not be able to track your aircraft as it
wave-hops up the coast.
You must assume this very low flight profile soon after taking off.
The GCis north of the DMZ are able to detect aircraft as far south as
Taejon, even at low altitudes. The climb-out off the runway should be
limited to a maximum of 400-500 feet. Any higher than 500 feet and you
run a significantly greater risk of being detected. Ideally you should only
climb as high as the minimum altitude controllable by the automatic
pilot. To do this, turn to a heading that will take you out to sea as soon as
possible. Once on the proper heading, engage the Automatic pilot([]).
You should attempt to keep at least 30-40 nautical miles separation
distance from the coastline until you are ready to make your landward
approach. Not only do you make detection difficult but by staying out
to sea, you limit the directions from which you can be attacked. Enemy
interceptors will be coming from the direction of land. Therefore, they
will be in front of you (or in a forward quarter) at all times.
One distinct advantage possessed by the F- l 5E is its complement of
medium-range missiles. In most instances, having Sparrows or
AMRAAMs onboard allows you to fire at the enemy from ranges at
which he cannot return your fire. The Korean theater, with its mountain-
ous terrain, is not always the best place to make use of this advantage.
By staying over water, you can take medium-range missile shots
without worrying about the target ducking behind cover. In fact, it is
almost preferable to make yourself visible to enemy radar while you are
out to sea. By doing this you are suckering enemy fighters into engaging
you over water, forcing them to play by your rules. Use the range advan-
tage of your missiles to keep from getting caught up in an ACM engage-
ment with tiny, tight-turning MiGs.
North Korea is like a house without a roof. Its air defense network
does not extend quite as far north as it should. From the Chosin reser-
voir north to the border with China there are no major SAM sites or
radars. In fact, north of the N3935 latitude, there are only two Fan Song
radar emplacements in the whole northeastern region of the country.
One of these radar installations is located at (N4106 12950) and is
guarded by several SA-3 batteries. The other radar installation is located
very near the Chinese border at (N4049 12812). This installation is
likewise guarded by several SA-3 batteries.
Missions which originate at the Refueling tanker are particularly
well situated to take advantage of this corridor. With adequate fuel,
strike aircraft need only descend to wave height on the ingress and make
landfall near the coastal town of Kimchaek (N3950 12932). From
260 F-15 STRIKE EAGLE Ill: THE O FFICIAL STRATEGY GUIDE
there, stay on a course which takes you over the infamous Chosin Reser-
voir and beyond. Having reached this point, pilots have effectively out-
flanked the defense. You are now free to strike from an internal location
in any direction. Without a roof, North Korea is a house of cards.
The fact that North Korea's network does not extend to its northern
border is reminiscent of France's infamous Maginot Line in the late
1930s. It is a serious deficiency in an otherwise formidable IADS which
could ultimately undermine the whole system. It allows for a medium
altitude penetration extending across the entire top of the country as far
as the opposite coast.
Pilots who use this gap must be aware that the mountains in this
area will force them to fly at around 3,000 feet on average. This is high
enough so that the TEWS will detect radar sweeps but not high enough
for hostile radars to track you. Try to stay as low as possible on your
ingress. Sometimes this will be impossible because the mountains form
elevated plateaus in this area. If you hug the mountains using the auto
pilot and TFR, you are able to transit the width of the country and
remain invisible. The gap in the IADS effectively turns your aircraft into
a Stealth bomber.
THEATER
SCORING
Points for Downing Hostile Aircraft
Aircraft are worth an average of 50 points. The exact figure depends
upon the type of aircraft, air-to-air configuration of the aircraft, and the
difficulty level of the mission.
Strategic Targets
Fuel Tank (Farm) Soft 10
Small Shed Soft 10
Scud Shed Soft 10
Tower Soft 10
Guard Post Soft 15
Hangar Soft 20
Ammo (Tent) Dump Soft 20
Supply Depot Soft 25
Tall Building Soft 30
Bunker Hard 40
Hangar Hard 40
Supply Dump Hard 40
Large Tower Soft 40
CommoTower Hard 40
Bridge Soft 50
Tunnel Entrance Soft 50
262 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
265
266 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
UA
Santa Mart
Maracaibo
f
VENEZUELA
COLO BIA
I
Medellin
Bogata
~
ENEMY FORCES Most of Panama's major airstrips were captured intact by the initial inva-
sion. Colombian aircraft have been able to immediately move into these
SUMMARY
advance bases and make use of their facilities. Also taken undamaged
were Panama's inventory of F-5 fighters. These aircraft were aligned in
neat little rows. When Panama's airfields were overrun, the tiny jets were
confiscated by ground forces. Many of these aircraft are now being used
as interceptors by Colombian pilots.
Ground forces are busy with housekeeping chores, settling down to
the daily routine of occupation dury. Though momentarily relaxed and
concentrating on logistics, they remain ever vigilant for the rumored
U.S. counterattack. Armored and mechanized battalions in Panama are
CHAPTER 8: CENTRAL AMERICA: "JUST CAUSE II" SCENARIO 269
low altitudes (under 5,000 feet) . The OV-10 carries no radar, so like the
A-37, it can only acquire aerial targets visually or with direction from the
ground. The Bronco is not intended for air combat; however, it does
carry two heat-seeking missiles for self-defense. You are likely to
encounter these aircraft over the jungles of Panama where they are still
used to combat insurgent forces . The Bronco's slow speed and maneu-
verability gives it a turn radius which the F-15 cannot match. Instead,
your high speed should be used to make slashing attacks. You should
also convert excess speed into altitude. The OV-10 with its twin props
simply can't fight an F-15 "in the vertical."
A-37: No radar,
lx 7.62 minigun,
(2) MAGIC heat seekers
Like the Bronco, the A-37 "Dragonfly" was not designed with air-
to-air combat in mind. It is a Counter-Insurgency (COIN) aircraft used
to combat guerrilla forces in areas of dense cover. The United States
used these aircraft in South Vietnam. Following the war, many of these
aircraft were transferred to Panama and the Philippines. The A-37 is
slow by most standards and possesses average maneuverability. It does
not carry a radar and can only acquire aerial targets visually or with
direction from the ground. The Dragonfly carries its two heat-seeking
missiles for self defense only. These aircraft will tempt you into firing
radar guided missiles, but save them for more valuable targets. Slashing
attacks also work against the A-37, but the Magic missiles make it dan-
gerous to overshoot this aircraft. Dragonflys can be easily dispatched
with Sidewinders or guns but don't get caught out in front. Without a
radar, these aircraft cannot spot you at night except at very close range.
and used to outfit our "Aggressor squadrons." Although their small size
makes them hard to see in combat, the Panamanian F-5s are not much
of a challenge to an F-15 . They are not much more than a nuisance that
requires you to use your precious allotment of missiles prematurely.
Don't waste a "Fox Two" on an F-5 if there's an F-16 lurking in the
weeds. And don't get into a turning battle with an F-5 and risk taking a
lucky hit. Use the vertical plane to escape, and then reverse into the
enemy. The F-5s are equipped with early model MAGIC heat seekers.
They must attack from a rear aspect angle, so make head-on attacks
using Split-S reversals if necessary.
F-16: <2> Pulse-Doppler Search and Track radar,
x M61Al 20mm Vulcan,
(2) R.530 radar-guided and
(2) MAGIC heat seekers
The most maneuverable and dangerous adversary you are likely to
encounter is the F-16 "Falcon." Made by General Dynamics, USA, and
Lockheed, the Falcon has been exported to select nations around the
world. The problem with exporting military technology is that it some-
times it comes back to haunt you. In this case, Venezuelan F-16s have
rushed to aid their Colombian allies. Anytime a F-16 is identified in the
battle area, it demands attention. It is a nimble dogfighter and can
assume any attack profile it chooses due to its positive thrust-to-weight
ratio. Fortunately, the Venezuelan F-16s are only equipped with French
air-to-air missiles which lack the range of your AMRAAMs and Sparrows.
the Coalition was able to target and destroy Iraqi Scud missiles at fixed
sites, whereas the mobile launchers were a source of constant anxiety.
The Central America theater features a ground threat different from
those encountered in the other theaters. Having learned the value of
mobility as a weapon against air attack, Colombia has very few, if any,
fixed SAM installations. The two principal SAM weapons in this theater
are the Roland and Skyguard. Both of these are mobile. They are
deployed from towed launchers which can accompany any maneuver
unit in the field.
Mobile SAMs are made especially dangerous in this theater because
of the dense jungle cover. Hunting them requires a special kind of brav-
ery. You must get down low over the jungle to spot these sites. Usually
they will be located in tiny jungle clearings that are hard to see when you
are traveling at several hundred knots. Just remember that while you are
hunting them, they are hunting you. The winner will be the first to
deploy a weapon on target.
While the missiles themselves are mobile, the targets they are guard-
ing are not. So for practical purposes, mobile SAMs may as well be fixed
sites. They can be found in predictable locations; next to airfields, high
value installations, ports and urban centers.
Triple-A fire is generated mainly by vehicles accompanying ground
units. Armored units in particular are able to put up a credible amount
of lead. Several of the larger cities have enlisted the help of militia units
to man rooftop anti-aircraft guns. In this theater, triple-A is less dense
and generally less effective than in the other two scenarios. It is almost
negligible above 10,000 feet.
Obviously, the Canal Zone is the focal point of this campaign. Although
strikes on Bogota may have some political importance, bombs landing
on Colombian units in Panama will have the greatest impact (pun
THEATER
GEOGRAPHY
intended) .
The geography of Central America has always had a special value for
the United States. As the expansion of America's early pioneers reached
the west coast, a water route linking the two coasts became almost a neces-
sity. The odyssey of the battleship U.S.S. Oregon in its South American
cruise during the Spanish-American War proved the value of such a link.
Because of the Panama Canal, Central America has been a prize for
global strategists since the turn of this century. But as time has pro-
gressed, the canal has become less vital. The United States possesses
274 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
transport aircraft that can rapidly move troops and supplies by air. The
road and rail network linking both coasts has also grown significantly.
Economically, the canal has lost some of its importance because modern
petroleum carrying supertankers can't fit through its locks. The width of
the canal has a military significance as well. U.S. aircraft carriers cannot
transit the canal either.
At the beginning of this campaign, the former U.S. bases in the
Zone are functioning quite well for the Colombians. Expect a lot of sor-
ties to be generated in this area, given the number of military airfields.
Triple-A is always present in this region. The Colombians are well aware
of how long it will take to repair the Canal locks if they are damaged.
The northern coast of Colombia from Cartagena to Santa Marta is
also heavily defended and extremely dangerous. Besides the importance
of these ports to the local economies, Colombia has naval bases located
at both of these cities. Cartagena is the headquarters for the Caribbean
Coast Command and the home port for the Caribbean fleet when it is
not on maneuvers. Normally these ships would be detailed to help pro-
tect San Andres from the Nicaraguans.
There are numerous early warning radar sites stretching the length
of the coast. It is doubtful whether an intruder could penetrate this
airspace undetected. A failed attempt at penetration would result in an
immediate wave of interceptors being dispatched from any of the seven
airbases in the vicinity. This area is well guarded by both fixed and
mobile triple-A. Air defense assets are being removed from their compo-
nent ground units and are subsequently on loan to protect airfields.
This coastal region is critical to protecting Colombia's economic
future. Most of the country's natural resources of iron ore and bauxite
are located here. A series of airstrikes to destroy the mining facilities or
tear up the transportation infrastructure would cripple Colombia for
months to come. Much of the nation's air force has been concentrated in
the northwest region. Bogota expects the United States to limit its
response to airstrikes designed to punishment raids only. This being the
case, economic targets would present the United States with its best
method of punishment.
The same is true for Venezuela's petroleum industry. Centered near
Maracaibo, Venezuela's oil fields are well within range of U.S. carrier
groups in the Caribbean and vulnerable to attack. This region is literally
floating on a subterranean sea of oil, and the Gulf of Venezuela is a per-
fect inland staging area. It is heavily traveled by fleets of supertankers
taking on crude. A blockade of the Gulf by the USN, even for a short
time, would have a disastrous effect on Venezuela's GNP.
CHAPTER 8: CENTRAL AMERICA: "JUST CAUSE II" SCENARIO 275
The terrain you will encounter in this theater is not unlike that
which confronted the USAF during the Vietnam War. The lowland jun-
gles of Panama look similar to the rain forests of Southeast Asia. The
jagged peaks are a reminder of Vietnam's central highlands near Pleiku
and Kontum.
The variety of terrain makes this theater a challenge. The steaming
triple-canopy jungle in Panama contrasts sharply with the frigid thin-air
climate atop the Andes mountains. The Andes run north to south just
east of Colombia's Pacific coast. One prominent feature of the theater is
the high Andes mountain range. Another is the abundance of water.
Given the Caribbean Ocean north of Panama and the Pacific Ocean to
the south, your transit routes between targets will be conducted mainly
over water.
The combination of these two extremes will make for interesting
missions. The long stretches of water in this theater give you the oppor-
tunity to wave-hop undetected for great distances. However, once over
land or near your target, mountainous terrain will force you to fly at alti-
tudes higher than you're probably used to.
Much of western Panama is broken up by jungle and minor moun-
tain areas. In fact, there is an outcropping of lesser mountains just west
of the Canal Zone. Missions having to strike targets within the Zone
might do well to avoid western Panama altogether. It is a difficult region
to fly in without risking detection.
Bypassing these mountains by remaining over water is a good idea.
Like elsewhere, passing near one of these mountains with your Autopilot
engaged has a tendency to bounce you up to a detectable altitude. If you
are going to fly these ranges, then fly them. Leave the Autopilot off and
rely on manual skills.
There are really two types of mountain regions in this theater; low-
lying foothills like those in Panama and the impressive Andean peaks.
The minor foothills can be negotiated the same way as in other theaters.
They are sporadic and form numerous valleys which are good for high
speed transit.
The high peaks of the Andes in central Colombia are a different
matter altogether. These mountains are still only foothills of the even
higher Andes range farther south. But even so, these mountains make up
a wide belt of elevated terrain. It is easy to find yourself trapped at these
high altitudes and unable to descend below radar coverage. If you are
detected, it will become a steady fight to get back down to a lower flight
level. More than likely you will stay on the enemy's radar until you clear
these mountains.
276 F-15 STRIKE EAGLE Ill: T HE O FFICIAL STRATEGY G UIDE
Bridge of the Americas connecting the two continents. Once across this
last obstacle, the Colombians completed their occupation with the help of
amphibious landings along Panama's Pacific coastline.
There are three usable airfields located near Panama City. Since the
invasion, elements of the Colombian Air Force have taken up residence.
One of these, the Marcos A. Gelabert International Airport (N0908
W7926) is located within city limits. The other two, Howard AFB
(N0905 W7937) and Albrook AFB (N0909 W 7930) are actually former
U .S. airbases. They were left in pristine condition when the USAF
pulled out according to treaty. There are a number of important targets
inside Panama City. Most of these targets are congregated on the small
peninsula next to the Canal opening to the sea. These targets include the
television station which is being used to spread disinformation and pro-
paganda to the Panamanians and eager world press. The Government
palace is also located there along with the Justice Building.
In the center of the city is the headquarters for the occupation.
Colombian officers of all three branches of service plus their staffs are
currently residing there. Northeast of the HQ building is the Phone
Company with its telecommunications center. All domestic and overseas
lines must pass through this exchange which is being monitored by the
Secret Police. In the far eastern end of the city are the port facilities.
Currently there are several ships waiting to off-load their cargoes of mili-
tary supplies. Several small missile boats of Colombia's Caribbean fleet
are at anchor here as well. They have sought this location as a place of
refuge from the U.S. fleet they know is out there.
Aside from a respectable amount of triple-A, there is a single Roland
battery in the shadow of a low-lying mountain to the northeast of the
city. It is hard to locate because of the dense jungle growth. This battery Figure 8.6 The
guards the northern approaches to the city. Panama canal (looking
north toward Colon on
the horizon)
years. Modern warships, like our aircraft carriers, are too large to squeeze
through the locks. Likewise, petroleum supertankers also cannot use this
route. The city of Colon anchors the northern end of the canal. Panama
City is located at the southern end. The canal is currently being used by
Colombian naval vessels repositioning for the expected U.S. attack. Two
Colombian frigates have left the Pacific and begun transiting the canal
(N0915 W7944). Intelligence sources have also received information
concerning a freighter loaded with chemical weapons. This ship is cur-
rently in the canal system (N0917 W7956) steaming north toward
Colon with two tankers.
triple-A, the Doghouse is one of the deadliest areas you'll find. Making
up the northern boundary of this area is Panama City's air defense net-
work. The Roland system northeast of the city is always noteworthy. To
the south lies the well protected island airbase of Punta Cocos complete
with early warning radar and another battery of Rolands just north of
the runway. The Colombians have stationed a unit of OV-lOs and
Dragonflys on the island. While not particularly dangerous, these slow
movers have a nasty habit of interfering with bomb runs which approach
Panama City from the south. Just to the east of the island is a trio of
Colombian missile boats which are hustling back to Buenaventura naval
base. These boats are equipped with the usual SA-14 "heat seekers. "
The San Andres base is too far north to interfere with air missions
generated from Costa Rica, however. Aircraft leaving San Jose Interna-
tional Airport can easily escape detection by hiding among the mountain
ranges to the south. Even on afterburner, enemy interceptors from San
Andres would be hard pressed to locate, catch up to, and then shoot
down such aircraft leaving San Jose. Strike missions launched from Hon-
duras (north of the Nicaraguan border) are a different matter, however.
Missions staged from Ahaus in eastern Honduras are usually directed
against targets along the Nicaraguan coast. Some of these missions are
directed against the islands themselves. Rendering the base unusable will
allow the US Navy to operate in the Caribbean unmolested.
Moving north towards the islands, a small group of landing barges
have been spotted by satellite. Currently these ships are located at
(N1220 W8058). They are believed to be carrying thousands of Colom-
bian ground troops bound for San Andres co reinforce the garrison there.
CAMPAIGN Of the three theaters in Strike Eagle III, the Central American theater is
TACTICS perhaps the easiest to fly in for a number of reasons. This theater has
wide areas of empty ocean and uninhabited mountain regions for players
to fly around in undetected. This opens the theater up to maneuver;
either in the form of low-level dash penetrations or high-altitude cruising
for fuel economy.
With the exception of certain deep-strike missions into Colombia,
you are never very far from a body of water. Luckily, the United States
has a naval presence both north and south of Panama which allows it to
rescue pilots who are forced to ditch at sea. Given the political nature of
this conflict, pilots who are captured should figure on spending a long
time as POWs.
Remaining over water also allows you to wave-hop on Automatic
pilot for long distances. This hands-free flying gives you time to perform
other cockpit chores while ingressing. On the egress, enemy interceptors
CHAPTER 8: CENTRAL AMERICA: "JUST CAUSE II" SCENARIO 283
will have a hard time sneaking up on you undetected once the radar is
cleared of "ground clutter."
The lack of secondary radar coverage is another reason why this the-
ater is easier than the others. You will encounter far fewer GCI and SAM
radars during your missions. Knocking out even a single GCI will have a
great effect on the enemy's ability to detect you in subsequent campaign
missions.
Those radars that do exist are located near large population centers and
major airfields. Avoiding these when possible is another way to cut down
on the chances of being detected. Once you have pinpointed and stayed
away from the enemy radars, this theater makes it easy to stay hidden.
Pilots that are crafty can spend a great deal of their missions totally invisible
and combine the bomb load of an F-15E with the stealth of an F-11 7A
The opposition in this theater is composed almost exclusively of
western aircraft and equipment. The lack of Soviet hardware may be dis-
concerting for those pilots accustomed to fighting the spare Hammer
and Sickle. The change in tactics is subtle. Fortunately, you won't be
going up against an Air Force with 600+ planes nor an air defense sys-
tem with thousands of SAMs. The enemy strength in this theater is
modest by comparison.
In fact, there are no major belts of SAMs anywhere in this theater.
Even near some high value targets, the air defense can be termed light to
moderate. There are places in which the air defense is significantly
stronger than normal, but none of these areas represents a "no-fly" zone.
Certainly the triple-A over Panama City is nothing like what you'll expe-
rience over Baghdad or Pyongyang.
Because the majority of the air defense in this theater is mobile, it is
hard to characterize. Sometimes you will find SAMs clustered right
among your targets as point defense. Other times, the SAM system will
be performing some type of area denial mission over ground units.
Military airfields in this part of the world are few and far between.
Accessibility is a constant problem which limits the number of suitable
construction locations. The cost of building a major base is often too
high to be undertaken by many Third World budgets. In Panama, for
example, most of the airbases were constructed by the United States to
protect the Canal Zone.
Because airfields are located far apart from each other, the enemy
will have a difficult time building flights of interceptors. Timing and
execution may well present the enemy with an insurmountable problem.
Attacks from enemy aircraft will be tactically uncoordinated and display
a marked lack of advance planning.
284 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
When flying off the northern coast of South America, be aware that
you are intruding into a very sensitive region for both Colombia or
Venezuela. Flying over Panama is one thing but this is one area where
they definitely don't want to spot you. Expect them to react quickly
once your presence is detected. You are most likely to encounter F-16s
in this region because of its importance.
The Venezuelan F-16s are by far the most dangerous aircraft you'll
tangle with in this theater. They can engage you from a head-on aspect
with radar guided missiles or use their speed to sneak up from behind.
You can also expect to see Kfir fighter aircraft scrambling from Panama-
nian airfields. Any trip in this area is bound to be exciting.
Another area with a heavy concentration of interceptors is central
Columbia, just south of Medellin. There are at least eight air bases in the
vicinity. How many of these are devoted to trafficking narcotics and how
many are there for military reasons is an open question.
Regardless of who controls the airfields, you can expect a less than
cordial greeting from this area. It is probably a good idea to stay low and
fly around the mountains in this area rather than revealing yourself to
radar. With all these airfields present, the odds are good that you'll wind
up getting involved in some tag-team affair.
The enemy aircraft you encounter in this theater will be mostly
Counter-Insurgency (COIN) aircraft. COIN aircraft do not make for
good interceptors and are out of their league trying to perform in an air-
to-air role. These aircraft are usually only armed with heavy machine
guns for attacking ground targets.
COIN aircraft are sometimes equipped with heat-seeking missiles
that they use for defensive purposes. The fact that these aircraft are com-
ing out to engage you just points out the macho mentality of pilots the
world over. (How many times have you decided to go after 'Just one more
fighter" and then been shot down?)
Because COIN aircraft have no radar, they are completely helpless
to detect you at night. They shouldn't be allowed out after dark. Every
now and then some GCI technician will pass on an intercept order to a
unit equipped only with A-37s. Besides being blind at night, these air-
craft are equipped with tail-chase "heaters" only. Keep them out in front
of you and you'll be safe.
Missile Boats
Less than 50 miles from Costa Rica are three Colombian missile boats
making for the port of Colon at a high rate of speed. Prior to the open-
CHAPTER 8: CENTRAL AMERICA: "}UST CAUSE II" SCENARIO 285
ing of hostilities, these boats were resting at anchor off San Andres. But
with several U.S. carrier battlegroups entering the area, it was thought
best to get these ships out of the way. Currently, this patrol group is
located just off the northern coast of Panama (N0935 W8130).
If these missile boats detect you, count on them calling for help.
There is a squadron of Colombian fighters on call at Enrique Malick
International (N0830 W82 l 5) near the town of David in eastern
Panama. This airbase is less than 25 nautical miles away, only minutes
by air. Be careful. Because of the physical location of this base and your
general direction of travel, aircraft scrambled from David invariably
wind up "in your six."
Missile boats are not particularly dangerous when viewed from a dis-
tance, but they are lethal up close. Crewmen on the decks of these vessels
are equipped with short-ranged SA-14 shoulder-fired SAMs. Be ready to
kick flares out the back of your aircraft if one of these boats detects you.
The main danger associated with these vessels is not from the SA-
l 4s. Gremlin missiles are strictly a self-defense measure and have a lim-
ited engagement envelope. The biggest threat posed by these tiny vessels
is that they may detect you in transit from Costa Rican airfields. As the
U.S. carrier groups and escorts move into the region, expect these tiny
boats to remain near the coast or head for port.
Armor Concentrations
Venezuelan armored units are congregating along Colombia's Pacific
coastline west of Medellin. These tanks and supply vehicles are massing
in convoys waiting for orders to move north into Panama if necessary.
Because of the limited road network, the Inter-American highway is lit-
erally choked with these vehicles. It is a tempting target of opportunity
for a strike aircraft returning from a mission with several hundred
rounds remaining.
Take-off Points
The following summary lists the various take-off points and their target
regions. Use the mission map to assist you in identifying the various tar-
get areas.
Ahaus, Honduras (Nl528 W8400): eastern coast of Nicaragua and
islands of San Andres and Providencia
286 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
~-
THEATER Points for Downing Hostile Aircraft
SCORING Aircraft are worth an average of 50 points. The exact figure depends
upon the type of aircraft, air-to-air configuration of the aircraft, and the
difficulty level of the mission.
The Enemy
A
What would a combat flight simulator be without hostile forces to make
life difficult? Strike Eagle III presents you with a threefold threat; enemy
aircraft with their AAMs and guns, SAMs, and triple-A. Depending upon
the difficulty level selected at the beginning of the mission, the enemy
can be a first-rate deterrent or second and third stringers. The following
section takes a closer look at the makeup of the enemy forces you will
encounter, regardless of their competency.
AIRCRAFT (BANDITS)
With the exception of Head-to-Head competitions, enemy aircraft in this
simulation are obviously controlled by the computer. Known as artificial
intelligence or Al, the internal programming of the software dictates the
response or tactics used by enemy aircraft to counter your own strategy.
Al programming in a simulation such as Strike Eagle III is quite sophisti-
cated and extensive. It takes up a good percentage of the total amount of
design code. But it does have limitations placed on it by usable memory
space as well as other factors .
Unfortunately, enemy Al is after all, just that; artificial. There is no
way to realistically factor into a combat simulation the human element of
warfare. There are just too many intangibles; fear, fatigue, or maybe
something as simple as a pilot having an "off day." Not all of these vari-
ables can be reliably expressed within the limitations of home computers.
Enemy aircraft function within two major sets of operational guide-
lines. The first set of guidelines controls the enemy aircraft and decides
their immediate intentions; What am I (the enemy) trying to do? Usually this
289
290 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
Radar-Guided AAMs
There are two types of radar-guided AAMs; semi-active radar homing
(SARH) like the AIM-7 Sparrow and active-homing missiles like the
AIM-120A AMRAAM. Fortunately for you, there are no active-homing
292 F-15 ST RIKE EAGLE Ill: T HE O FFICIAL STRATEGY G UIDE
~
"Alamo," one of the few
enemy missiles which 13 II
compares favorably
with your own AAMs
missile has been fired. In real life, the only way you would know an IR
missile was on its way is if you or your WSO actually saw it being
launched.
The following AAMs in Strike Eagle III are heat seekers. The maxi-
mum range (in nautical miles), along with the missile's NATO code
name, is listed for each.
of sorties directed against strategic targets in the North. While the Air-
to-Air from MiGs was considerable, it was also manageable. The danger
posed by SAMs was ever present. The North Vietnamese fired off SA-2s
like Roman Candles, often two or three at a single aircraft.
Talk to most combat pilots and they'll tell you the thing that wor-
ried them the most were SAMs. They have a way of focusing one's atten-
tion. When a SAM is spotted arcing up from the ground, seconds seem
like minutes and minutes like hours. At this point it becomes just you
against the missile, an unthinking automaton bent on tracking you
down and blasting you from the sky. It is a highly impersonal affair and
far different than the human drama of a dogfight.
Yes indeed. There's nothing like knowing you' re wearing a big red
bull's-eye when there are SAMs in the air to teach you some humility.
Once a SAM is launched and begins tracking you, everything else
becomes a secondary consideration. Don't make the mistake of treating
SAMs lightly. Respect each one and you'll have a long and productive
career.
The key to defeating the SAM threat is early detection. The TEWS
is your primary means of spotting SAM launches. The next best means is
using your eyes. Have your WSO perform visual searches during down-
time in the missions. He's getting a free ride, so put him to work. If you
are flying as part of a multi-player mission, be on the look out for SAMs
and have your buddy do the same. Check each other's "six" positions
frequently. With four pairs of eyes on look out, not much should slip by.
Radar-Guided SAMs
Like AAMs, there are two types of SAMs in Strike Eagle III: radar-guided
and heat seekers. Radar-guided SAMs are more deadly than their heat-
seeking cousins. They have a far longer reach and greater destructive
power. Physically, these missiles also tend to be larger because of the
additional fuel and payload carried onboard.
In Strike Eagle Ill, radar-guided missiles located at fixed sites are
deployed in batteries of six or more launchers arranged around a central
radar system. Destroying the central radar renders the entire battery
RADAR-GUIDED RADAR-GUIDED
SAMs RANGE SAMs RANGE
Hawk 22nm SA-3 "Goa" 13.7 nm
Roland 3.8 nm SA-5 "Gammon" 140nm
Skyguard 15 nm SA-6 "Gainful" 16.4 nm
SA-2 "Guideline" 20nm SA-8 "Gecko" 8nm
Heat-Seeking SAMs
Heat-seeking SAMs are usually limited to low-level defense of mobile
targets. Many of these missiles, like the shoulder-fired SA-7 "Grail" and
SA-14 "Gremlin," are man-portable. Count on them being passed out to
ground troops like C-rations. Small naval craft are also equipped with
these missiles. It pays to have one finger on the flare release just in case
some yahoo on the deck decides to fire one at you.
Again, like their AAM counterparts, heat-seeking SAMs will not
show up on your TEWS. Fortunately, you will usually detect enemy
radars trying to "lock" you prior to a SAM being launched. For example,
enemy naval craft will generally show up on your TEWS display as
square icons with a number 8 inside. The heat-seeking SA-14s they usu-
ally have onboard do not require radar guidance, but the ships will try
and "lock" you just the same. Take it as a missile warning. Do not wait
to see the missile appear on the TEWS, it won't.
The following SAMs in Strike Eagle III are heat seekers. The maxi-
mum range (in nautical miles) along with the missile's NATO code
name, is listed for each.
HEAT-SEEKING
SAMs RANGE
SA-7 "Grail" 1.6 nm
SA-9 "Gaskin" 3.5 nm
SA-13 "Gopher" 4.5 nm
SA-14 "Gremlin" 3.3nm
APPENDIX A: THE ENEMY 297
Triple-A
Anti-aircraft artillery has been a threat to pilots ever since WW I when
aircraft first took to the sky to do battle. In the dawn of the air age,
ground fire was referred to as Ack-Ack or Archie. Although it is now
298 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
Period of vunerability
300 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
up from the ground to greet your aircraft with a curtain of lead. With
the exception of the larger radar-controlled batteries, triple-A fire is not
guided. It can be rendered ineffective simply by avoiding it. If you see
triple-A fire ahead, start making plans to go around. If the tactical situa-
tion makes this impossible, your alternative is to go over top of it. Of
course, climbing to avoid triple-A comes with inherent risks of its own.
As the following illustration shows, triple-A fire does not provide
100% coverage at all altitudes and ranges. There are certain areas where
it is less effective than others.
The conical shape of ground fire coverage originates with the firing
unit at the point of the wedge. Depending on the type of triple-A being
fired , the wedge can extend up to an altitude of 10,000 feet. While
small-arms fire is no longer effective over 1,500 feet, the thickest area of
coverage is between 2,500 and 5,000 feet.
Low-level, triple-A fire from fixed sites is heavy enough to create
"no-fly zones" around these point targets. The object of all this low-level
ground fire is keep bombers away, to make it impossible for them to
over fly their targets. If triple-A isn't able to actually prevent the attack,
at least it can distract the pilot on his run. The presence of all those trac-
ers going by his canopy is bound to have a negative affect on his aim.
These glowing fireflies also work to the pilot's benefit. Pilots which spot
the tracer fire know to stay away from that area. The enemy's ground
fire has revealed his positions.
Another purpose of low-level ground fire is to force attacking air-
craft up into the medium altitudes. At medium levels, those above 3,000
feet, an attacker is easier to detect. He is subjected to SAM launches and
larger caliber ground fire.
While the likelihood of being hit from ground fire is not as great at
medium altitude, it is still very good. The enemy is now capable of
watching you every step of the way. GCI radars can direct interceptors
to your location from far away.
At high altitudes, an attacking aircraft can be detected at very great
distances by long-range GCI radars. Fighter aircraft that remain on con-
stant strip alert are scrambled. Because the attacking aircraft are picked
up far away, interceptors have time to reach the proper altitude ahead of
time. Early detection also allows aircraft from different bases to assemble
and make joint interceptions.
Finally, every SAM along the attacker's possible route can be turned
to acquire the approaching enemy. Saturating the attacker with many
incoming missiles is the best way to ensure a hit. At high altitudes, air-
craft are less maneuverable and thus are less able to avoid SAMs.
APPENDIX A: THE ENEMY 301
Career Progression
B
PROMOTIONS
RANK POINTS NEEDED
303
304 F-15 STRIKE EAGLE Ill: THE O FFICIAL STRATEGY GUIDE
DECORATIONS
MEDAL OR AWARD POINTS NEEDED
DIFFICULTY/REALITY SWITCHES
DIFFICULTY/REALITY SWITCHES
THEATER
Panama 1
Desert Storm 2
Korea 4
Difficulty Level:
Easy 0
Moderate 2
Hard 3
Extreme 4
AA Radar Standard 1
AA Radar Authentic 3
AG Radar Standard 1
AG Radar Authentic 3
TEWS Standard 1
TEWS Authentic 3
Weapon Effectiveness Standard 1
Weapon Effectiveness Authentic 4
Targeting FLIR Standard 0
Targeting FLIR Authentic
TSD Standard 1
TSD Authentic 3
MPCD Color Standard 0
MPCD Color Authentic 1
Flight Model Standard 1
Flight Model Authentic 5
Landings Standard 1
Landings Authentic 2
F-15E Damage Standard 1
F- l 5E Damage Authentic 5
Training Mode On zero score
Training Mode Off normal score
No Crash Mode On 1
No Crash mode Off 3
APPENDIX
MISSION AWARDS
Purple Heart (PH)
Description ofmedal: A heart-shaped pendant of purple enamel bearing a
gold replica of the head of General George Washington, in relief, and the
Washington shield. The shield is in colors.
Description ofribbon: The ribbon is dark purple with white edges.
Awarded for wounds received or death after being wounded as a result of
an act of any opposing armed force.
307
308 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
Additional Awards
Bronze Oak Leaf Cluster denotes each subsequent award of the same
decoration
Silver Cluster equals five Bronze Oak Leaf clusters
APPENDIX
313
314 F-15 STRIKE EAGLE III: THE OFFICIAL STRATEGY GUIDE
rubble after taking at least 35 direct hits. At $1.2 million per missile, it
might have been cheaper just to buy the facility rather than to bomb it.
According to western journalists taken to the site, only specific
buildings involved with manufacturing were struck. Adjacent buildings
in the complex were left untouched. One of the Tomahawks fired by the
U.S.S. Caron, however, was apparently hit by triple-A, causing it to veer
off-course. It slammed into the courtyard of the now famous Al-Rashid
hotel in Baghdad which happened to be holding an Arab League confer-
ence at the time. Two women were killed in the explosion.
A third raid, characterized as a restrike, was launched following
Iraq's continued refusal to guarantee the safety of UN inspection teams.
This attack took place in daylight and involved some 60 aircraft. F- l 5Es,
which had performed so well on the 13th, struck selected SAM sites,
radar installations, and command facilities in the southern "no-fly" zone.
One F-15C managed to shoot down a MiG-29.
F-15s and F-16s were able to destroy the fixed sites, but when intelli-
gence noted that the mobile SAMs were missing or on the move, the F/A-
18 sorties were canceled. Rather than risk having aircraft return to the
carrier loaded with ordnance, the Navy scrubbed its portion of the attack.
As noted in the F-15 Strike Eagle III instruction manual, militaty
analysts at MicroProse anticipated a resumption of the conflict. To
accommodate this eventuality, the design team included F-15 missions
against a wide range of targets, including the ones struck recently in the
"no-fly" zones.
These recent missions can be recreated without difficulty. The main
difference between these missions and those conducted as part of the
1991 Gulf War is that it is imperative to minimize losses. This time Figure E.3 Tallil
there is no massive ground army Airfield in southern Iraq
ready to invade, and the contest is
more political than military. The
US cannot afford to have its pilots
shot down and possibly captured by
-
Iraqis on the ground.
Therefore, when flying these
missions, it is absolutely crucial that
you return with your aircraft. Hit-
ting your target is a secondary con-
sideration to returning safely. If you
have to eject, make sure that you are
over friendly territory or at least
"Fence Out" so that you can be
318 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
319
320 F-15 STRIKE EAGLE Ill: THE OFFICIAL STRATEGY GUIDE
Air-to-Ground combat (continued) Authentic mode (continued) head-on approach and, 86-87
lock-after-launch, 127 strafing attacks in, 152-153 horizontal plan, use of, 86
mission profiles for, 141-142 TEWS in, 31 , 57 Lag Pursuit situation, 91-92
NOE (Nap of the Earth) flying TSD in, 34 Lead Pursuit situation, 90
in, 145-146 Automatic Pilot, 9 nose-to-tail pursuits, 90
optical target designation, in Central America scenario, one circle fights, 87-88
123- 125 282-283 Pure Pursuit situation, 90-91
ordnance choices for, 131-141 in Gulf War scenario, 229-230 two circle fights, 88-90
pop-up bombing, 149-150 HSI in, 35 vertical plane, use of, 92-94
radar in, 30-31 in Korean scenario, 258 Biological weapons in Korean
strafing attacks, 152-153 for NOE flying, 145 scenario, 241
unguided delivery, 127 AUTO mode, 80 Black-outs, 14-15
unguided weapons in, 132-137 for Air-to-Ground combat, Blind Zone in radar, 120
Altitudes 128-129 BLU-107/B Durandal, 135-136
antenna altitude coverage, 81 Avionics suite, xxv Boelcke, Oswald, 45-46
radar and, 54-56 AWACS Bombing. See Air-to-Ground
and triple-A, 300 contact with, 191 combat
AMRAAM. SeeAIM-120A detection with, 51-53 Boresighting, 81
AMRAAM in Escort/Strike missions, 175 Bounce, reversing a, 172
Analog gauges, xxv offensive missile tactics and, Bracket attack, 171
AN/ALQ-135 Jammer, 108 102 Break Lock, 84
AN/APG-70 radar. See Radar Awards. See Medals and awards Briefings, 60
Angle of Attack (AOA), 7-8 Bronze Oak Leaf Cluster, 310
Angle of Incidence (AOI) , 8 BSU-49 HD, BSU-50 HD
Antenna altitude coverage, 81 B bombs, 134
Anti-artillery. See Trip le-A Bacterial weapons in Korean Buenaventura, Colombia, 280
Armament display (ARMTR), scenario, 241 Bullets, weight of, 10-11
35-36 Baghdad, 222-224
ARMING screen, 94 Bailing out, 40-41
Artificially intelligent (AI)
opponents, 49
Bank, the, 70-72
Bank Steering Bar, 35
c
Artificial wingman, 155-156 Campaign missions, 189-195. See
Basic Fighter Maneuvers.
also Central America
The Art of War (Sun Tzu), xiii SeeBFM
scenario; Gulf War
Aspect Angle, 83-84 Basket, the, 219-220 scenario; Korean scenario
Attack phase of air combat, 64-66 Basra, 225 Canal Zone scenario. See Central
Attitude Director Indicator Bat turns, 75 America scenario
(ADI), 35 Belly check, 59 Canned messages in multi-player
Authentic mode, xii, xvi-xvii Beyond Visual Range (BVR), 48 missions, 157-158
AWACS in, 52 closure and, 62 Caribbean Ocean, 280-281
gun combat in, 110-111 BFM, 67, 69 CBU-87 CEM, CBU-89 Gator
jump to, 4 afterburner and, 23 bombs, 136-137
INDEX 321
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