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AIR COMBAT COMMUNICATIONS BREVITY

TERMINOLOGY AND PROCEDURES

AIR COMBAT COMMUNICATIONS BREVITY

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Introduction
The following lists of operational brevity words, terms and procedures are intended to form a basis,
which will provide the common understanding for the 404th vFS TEST Squardon. Knowledge of
these procedures should in principle allow us to minimize radio transmissions while executing Air
Combat tactics, and become more effective.
The material in this document is an adaptation of actual procedures/practices in operational use
today, as derived from actual Air Force manuals, web articles and books on Air Combat tactics.
There is one basic rule you should always remember about communications:

Use plain English when required. Clarity should go above everything!

In the following paper we will discuss:

Flight Comm order in flights

Directive and descriptive calls

Picture building terminology

General operational brevity terms

1. FLIGHT COMMS BASICS


To maximize the use of radio airtime, it is recommended that only Flight Leads contact AWACS for
a picture or vectors to nearest threat. As long as the package stays together, this will ensure that
everyone gets the same message in time. After reception of the message, Flight Lead should
summarize the response and paint the picture for all other flight members. If the package is split
into two separate flights, each flight lead can request for picture or vector to threat.
During combat flights the standard communications order is the following:

When Hot (engaged): 1-1, 1-3, 1-2, 1-4, AWACS (wingmen should only speak by exception
or to add info).

When Cold (disengaged): AWACS, 1-1, 1-3

During online meets, flight members should switch COMMS1 (UHF) to 13 (Proximity) after takeoff,
and COMMS2 (VHF) to 6.

2. AVIONICS AND FENCE CHECK PROCEDURES

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Before take-off, all pilots should follow the initial cockpit configuration procedures as defined and
distributed by the CO/XO to all new pilots. After take-off, all flight members should join up and
form on the wing in the pre-briefed formation.
During the flight, Lead can perform the following flight checks.

Outlaw Check:
To check proper communications set-up and ensure that all members of his flight are up on
the right frequencies, the Flight lead will call Outlaw check. Flight members should
respond swiftly, in a crisp and clear manner. Therefore, a reply with their callsign or flight
position number should suffice.

Fence Check:
When Lead calls for a Fence Check, all flight members should adapt their cockpit settings
to the appropriate situation. This means WEAPONS SAFE when cold, and WEAPONS ARMED
when over combat territory or turning hot on a bandit.

Ops Check:
Flight Leads are responsible for managing the weapons and fuel configuration of their flight.
Flight Lead can ask for an Operations check to update his knowledge of the flights
weapons and fuel status. The format for the reply is somewhat complicated and difficult to
remember. The order of the status in your reply should be <Callsign>, <Radar>, <Heat>,
<gun>, and <A/G ordnance>.
For example: Falcon12 is carrying 2 AIM-120s, 2 AIM-9Ms, gun rounds and 6 M-82s. To report
his status he will radio:
Falcon1, Ops check, 2 is 2 by 2 by guns by 6 Mark-82s. Fuel state is 4560.
Each member of the flight package should respond in this format. All members are
responsible for reporting ALL low fuel (Joker/Bingo) situations to their Flight Lead
immediately.

3. DIRECTIVE AND DESCRIPTIVE CALLS


Communications procedures
Now let us concentrate on the main aspect of communications. Suppose you are flying drunk
and happily away and want to communicate with your fellow TESTies. What is the appropriate
format to use? It depends on what you need to do. There are two basic types of calls: Directive
calls and Descriptive calls.

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In case of immediate threats and or immediate actions, we use Directive calls. For example in
case of detecting a thread to your lead, your comms should be short and concise. You cannot
say things like Uh, Krystal to Montoya, I think you might have a problem if you dont turn sharp
to the right to avoid an inbound Archer, (that is unless you want Montoya dead and pissed).
In such a situation, to be effective you would rather say something like Montoya, break left,
and later if Montoya breaks left, you can proceed on explaining the rest, e.g. Archer inbound
at your 6. Montoyas nipples and your CO will be grateful for not being a douchebag and
being brief and concise.
Directive calls
The generic format for a Directive call is:
<Callsign Receiver>, <Directive>, <pause>, <Explanation>
Keep in mind that in this type of call, your position within the flight or rank is not so important.
However, if a flight lead makes a directive call, the wingman must respond with the directed
action to the best of his ability. If the wingmen uses a directive term, it is a request and the
flight lead reserves the right to approve or deny the requested action. However, lets face it, if
you receive a break call, you do not start to argue who is higher in rank, unless you are an idiot.
The callsign used in such a directive call should be either the flight callsign, or the handle of the
respective flight members.
In case of a package flight of 4 or more, separated over different flight with different tasks, it is
recommended to use the flight-callsigns. This has the added benefit that other flights hear that
if something is wrong with Falcon1 (e.g. the SEAD flight, which is engaged defensive), it might
have effects on Fure1 flight (Strike, currently starting bomb run), although maybe not
immediate. The Fury flight may decide to cancel the bomb run and RTB, or press on.
So for example:
Falcon11 calls: Falcon13, break left, bandits left 7, high.
Falcon11 calls: Falcon12, follow up, going around to their 6.
Other examples for directive calls are the Reference and Check calls used to change the
course of the flight. When in formation, Lead should inform the flight when to change bearing
(i.e. to next waypoint) and give the flight at least 1 second to digest the message before
turning. So for example:
Falcon1, reference 360 (all Falcon1 fly bearing 360 with lead)
Falcon1, 90 left (Falcon1 flight, turn to bearing 270)
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Falcon13, check 30 right (Second element of Falcon1 flight should split from the formation
and turn to bearin 300).

Descriptive calls
These calls are generally used to inform the flight of what is going on in the area. A descriptive
call should have the following structure:
<Callsign Sender>, <information>
or if directed to one flight member only
<Callsign Receiver>, <callsign sender>, <information>
The information can be generic (position, heading, speed) or contact/bandit/bogey calls. The
recommended format for the threat call is:
<threat type>, <left/right>, <clock>, <range>, <high/level/low>, <other info>
Lets look at some examples to clarify this structure a bit.
To continue with the example above where the Falcon1 flight is jumped by inbound MIGs,
Falcon1 informs Fury1:
Fury1, Falcon1 engaged defensive.
Another example: after discovering unknown contacts on his radar scope, Dranoc calls:
Dranoc, two contacts, bearing 230, 30 miles, angels 25.
You should repeat calling this until all your flight members have seen the same info and
checked in. Then you may want to check with AWACS to establish whether the contact is
friendly or hostile.

4. PICTURE BUILDING TERMINOLOGY


Since most engagements begin beyond visual range (>20nm), we need to coordinate our
attack based on what we are seeing on radar only. To get you going in the right direction,
here are some basic rules you need to understand and should follow in building the picture.
First however, remember there are two ways to reference contact positions derived from the
information on your radar scope.
o

BRAA (Bearing Range Altitude and Aspect)


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This format uses target bearing, range, altitude, and aspect, relative to our aircraft.
The term BRAA pronounced (Brah) or Bearing is always used when reporting group
positions with this method.
Falcon11, bogey bearing 330, 22 miles, angles 18, hot.
o

BULLSEYE
The single greatest advantage that the bullseye format has is that it provides a
common reference point for all aircraft with bullseye display capabilities. In one
transmission you can pass a bandits position to all fighter using the bullseye display.
Example: Falcon11, bogey bullseye 030, 55 miles, angels 22, hot.

After some practice you will learn to build a concise picture fast and pass it on to your flight
members. You should also develop the skill to visualize the air picture based on the picture
provided by the flight lead, and roughly know the relative position of the targets, regardless
of your own location or even radar condition.

5. General Operation Brevity Terms


ABORT: Directive commentary to terminate. Applicable to a specific attack maneuver or
entire mission.
ACTIVE: An onboard radar self-guidance mode of an advanced AAR like the AIM 120
ALPHA CHECK: A request for bearing and distance to a given point. Generally used to
confirm navigational accuracy
ANCHOR: 1.) Begin an orbit at a specific point or location. 2.) A refueling track flown by a
tanker aircraft.
ANGELS: Altitude expressed in thousands of feet. Angels 20 means 20,000 ft.
AS FRAGGED: Perform the event as briefed or planned.
BANDIT: Known enemy aircraft. Only used when the contact is confirmed hostile.
BEAM/BEAMER: Descriptive terminology for an aircraft that maneuvered to stabilize
between 70 degrees 110 degrees aspect. Can be used to describe your own action.
Example: stab 11 beaming North.
BELLY CHECK: Directive commentary to instruct recipient to roll over and check for bandits
underneath him.
BENT: Inoperative or bent system. " Stab one one gadget bent"
BINGO / BINGO FUEL: A predetermined fuel quantity that is required to safely return to base.
BLIND: Lost visual contact with appropriate friendly aircraft. Generally means that the
wingman lost sight of a flight lead. The opposite of this is VISUAL.
BOGEY: An unknown radar/visual contact.
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BOGEY DOPE: A request for information about a specific target or threat. Generally
directed toward GCI/AWACS or other flight members.
BOX: Groups/contacts/formations in a square, as viewed on a radar display or from above.
BRACKET: Indicates geometry where aircraft will maneuver to a position on opposing sides
of a given point / target, either laterally / vertically/ or a combination of both. Basically, it is
a relatively short-range pincer maneuver.
BREAK: (Up/Down/Right/Left) Directive to perform an immediate maximum
performance turn. Assumes a defensive situation that requires immediate action.
BREVITY: Denotes radio frequency is becoming saturated/degraded/jammed and more
concise/less R/T transmissions should be used.
BUDDY SPIKE: Illumination by friendly AI RWR.
BUG OUT: Separate from the engagement and head for a safe area or home.
BULLSEYE: A pre-briefed reference point. It is used to describe your position or that of the
target.
CLEAN: 1.) No radar contacts, i.e. your radar scope is clean. 2.) An aircraft configuration
without any external stores or tanks.
CLEARED: Requested action is approved.
CLEARED HOT: Ordnance release is approved.
CLOSING: Bandit/bogey/target is decreasing its range.
COLD: 1.) Attack geometry that will result in a position behind the target. (lag pursuit) 2.)
Pointed away from the anticipated threats.
COMMITTED/COMMIT: Intent to engage/intercept.
CONTACT: Radar/IR contact; should include bearing, range, altitude (BRA), Bulls-eye, or
geographic position information.
CONTINUE: Continue present maneuver; does not imply clearance to engage or to shoot.
COVER: Directive R/T to assume supporting role and responsibilities.
DEFENSIVE: (Spike/Missile/SAM/Mud/AAA) Subject is in a defensive position and
maneuvering with reference to the threat. If not explicitly stated, threat is assumed to an
air/air threat.
DRAG/DRAGGING: (Direction) Bogey/Bandit maneuvering to 60 degrees or less aspect.
Can also describe your own actions.
ENGAGED: Maneuvering with respect to a threat or target in order to kill or negate an
attack.
EXTEND: (Direction) Directive to temporally depart the immediate fight location gain
energy, distance, time, situational awareness, or a combination of all. The intent is to
reengage as soon as desired parameter is achieved.
FADED: Radar contact is lost or has faded from your radar display.
FEET WET/DRY: Transitioning from flying over water/land.
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FENCE CHECK/FENCE IN/FENCE OUT: Set cockpit switches as appropriate to your location.
Generally means to arm up weapons as you enter enemy territory and safe them as you
proceed back to friendly airspace.
FLANK/FLANKING: Target with a stable aspect of 120 degrees to 150 degrees.
FLOAT: Expand the formation laterally within visual limits. Used to initiate a bracket or to
force a commit from a trailing bandit.
FOX ONE: Simulated/actual launch of semi-active radar guided missile. An AIM 7 Sparrow.
FOX TWO: Simulated/actual launch of an IR guided missile. An AIM 9.
FOX THREE: Simulated/actual launch of a fully active missile. AN AMRAAM/Phoenix.
GADGET: Radar or sensor equipment.
GIMBALL: (Direction) Radar target of interest is approaching azimuth or elevation limits of
your radar and you are about to loose contact.
GORILLA: A large number of unknown contacts that appear to maneuver to a common
objective.
GROUP: Radar Contacts that appear to operate together within approximately 3 Nm of
each other.
HARD LEFT/RIGHT: Directive call to initiate a High-G, energy sustaining turn. Generally used
when entering a fight offensively. A break turn is used for a defensive situation.
HIGH: Target altitude at or above 30,000 feet MSL.
HIT: A Radar return on the Radar scope (A/A).
HOLDING HANDS: Aircraft together in a coordinated visual formation.
HOME PLATE: Home airfield.
HOT: 1.) For an AI intercept hot describes geometry will result in roll out in front of target 2.)
Pointing toward the anticipated threats in a CAP (A/A). 3.) Weapons employment
authorized.
IN PLACE: (Left/Right) Simultaneously maneuvering the whole flight in the specified
direction.
JOKER: Has had several definitions 1.) Fuel state is such that the mission can continue to the
target via scheduled route and RTB, but with little or no reserve. 2.) Fuel state is such that
the entire mission can be flown and all the ordnance carried all the way back to home
plate. Generally used when the target is obscured by WX and Higher Headquarter
directives preclude jettisoning bombs prior to RTB.
KILL: Commit and kill specified target.
LADDER: Three or more groups in trail formations. It appears as a ladder on the radar
display
LINE ABREAST: A side-by-side formation.
LOCKED: (BRA/Direction) Radar Lock on. DOES NOT ASSUME SORT OR TARGETNING
responsibilities are met unless specifically stated.
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LOW: Target altitude below 10,000 feet MSL


MEDIUM: Target altitude between 10,000 and 30,00 feet MSL.
MERGE/ MERGED: 1.) Bandits and friendlies are in the visual arena. 2.) Radar returns have
come together.
MUSIC: Electronic radar jamming.
NO JOY: Lost or no visual contact with the target/bandit; opposite of TALLY.
NOTCH: (Direction) Radar missile defensive maneuver to place threat radar/missile near
the beam.
PADLOCKED: Aircrew cannot take eyes off target without risk of losing tally/visual.
PAINT: Friendly AAI/APX interrogation return.
PICTURE: Situation briefing given by AWACS or GCI that provides a general tactical
overview.
POSIT: Request for a position report.
PRESS: Continue the attack; mutual support will be maintained.
SEPARATE: Leaving a specific engagement.
SHACKLE: A weave or a single crossing of flight paths in order to regain formation geometry.
SHOOTER: Aircraft that will employ ordnance or shoot
SLOW: speed of less than 300 knots.
SNAP: (object, destination, location.) An immediate vector to the requested target or
geographic point.
SORTED: Pre-briefed criteria has been met insuring each flight member have separate
targets.
SPIKE: RWR indication of AI threat.
SPITTER: (Direction) An Aircraft that has departed from the engagement.
STACK: Two or more groups with a high/low altitude separation.
STATUS: Request for an individuals tactical situation; generally described as "offensive,"
"defensive," or "neutral."
STINGER: Formation with single Bogey/Bandit in trail.
SWITCH/SWITCHED: Indicates an attacker is changing from one aircraft to another.
TALLY: Bandit in sight; opposite of "NO JOY."
TARGET: Specific sort responsibility
TRAIL: Formation of two or more aircraft following one another.
TRAILER: The last aircraft in a formation.
TRASHED: Missile in flight has been defeated.
TUMBLEWEED: Indicates limited situation awareness, no tally, no visual, a request for
information.
VEE/VIC: Vic formation, single aircraft in the lead and an element in trail.
VISUAL: Friendly aircraft in sight; opposite of "BLIND."
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WALL: Three or more groups in line abreast/side-by-side formation.


WEDGE: Tactical formation of two or more aircraft with the single in front and two line
abreast behind: Same as a Vee formation.
WEEDS: Very low altitude.
WINCHESTER: No ordnance remaining.
6. SUMMARY
The above discussion is far from complete. In real life combat more procedures and even more
brevity codes are used and need to be learned. However, for our limited online gaming
experience, a subset consisting of the most used and heard codes should suffice. I hape that
this brief discussion about comms procedures, directive, descriptive calls and brevity terms
used will help you in improving performance and allow you to become more effective in
online combat.

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