Rolling Fire- 4.35.3

Wing flight planning and after action reports. Planning for other community flights too.
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Derk
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Re: Rolling Fire- 4.35.2

Post by Derk » Sun Sep 12, 2021 10:20 pm

RF 20 Recap for those unable to make the flight today due to campaign technical difficulties…

After three tries (or was it four?), we were finally able to get a successful campaign flight going with the RF Mission 18 files. This was a SAVE from a few BMS hours ago, so the area north of Sokcho is heavily populated with armor units we had just cleared in recent FAC/CAS and AI flights. But I’m pretty sure we have a successful save file now and we’ll have to rework that area a bit.

DEBRIEF:

Satan 2 ended up being a single flight and covered our CAP as well as make runs at a couple bridges to cut off resupply routes into the Wonsan area.

Weasel 4 started as a 4 ship, took off as a three ship, but finished as a two-ship. #2 had low oil pressure and it cooked the engine and prevented a re-start. #1 eject shortly after takeoff due to loss of flight controls on the home pit side of things. #3 and #4 continued and took out about 15 – 20 armor units and the SA-13 units in the area of operation.

RTB after a short flight was successful, and Weasel pilots learned that the CBU-105 weapon require a long press of the pickle until release is consented, unlike conventional CBU-87/97 models. Once they came off though, they packed a nice punch with direct hits from over 20K with a burst altitude of 2500’. LGB’s we a bit fussy with the pickle button at times. Seems it’s finicky on having a centered ASL, and smooth (straight and level) flight before release. Relearning muscle memory on the pickle button for various weapons seems to be the lesson learned of the day in 4.35.
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Re: Rolling Fire- 4.35.2

Post by Derk » Tue Sep 14, 2021 12:03 am

Rolling Fire 19 (ver 2)
ATO for 9/15/21 - http://www.440thvfw.com/app.php/ato/mission/895

The Gamblers are back in the kill boxes to clear armor units in south-eastern DPRK land. Priority is armor tanks or BMP type units that are impeding the progress of blue ground forces NW towards Wonsan. We have air superiority and cleared out the high altitude SAM threats, so it's time to help out the ground forces. The plan is for a quick run without refuel, releasing as much as we can even if we have to drag some bombs home.

AS weapons are flexible. AA weapons fixed. Both flights currently set the same based on available stores...which are running short in some areas:
4x CBU-103's or CBU-105's
4x GBU-12's
TGP; centerline tank

Return of the TGP's is vital since we got the last of them on these flights, and they'll need reallocated after our return. So, safe organized runs is the main objective. Flight leads should work out a flow plan for pilots to follow similar to what's shown below. The key is to avoid head on passes between the pilot in hot and pilots flowing out cold.

A common STPT 7 (green circle) is in the route for both flights as an Initial Approach Fix to organize flight spacing and routing back into Kangnung on recovery. Flight leads need to adjust or have a plan in place for flight spacing prior to this point. The objective is to prevent aborted approaches in the final stages (inside 20 nm) whereas this should be achieved well before that point. (around the 30 nm point out)
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Re: Rolling Fire- 4.35.2

Post by Zeus » Sat Sep 25, 2021 4:28 am

Rolling Fire - Mission 22 Debrief - Mustang7 (Strike Flight)

Another incredibly successful mission! Mustang7 was tasked with striking the remaining key structures at Koksan Airbase and we completely destroyed those. Along with our flight, there were two AI flights that racked up another 117 ground kills! We definitely have the DPRK ground forces on the run.

Boom! Fuel and ammo depots burning along with the control tower at Koksan!
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Kaboom! No more hanger!
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Mulligan tucked in tight for the OHB
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Watching Cajun7 safe up at the EOR
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All flights parked back at the ramp
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Excellent flight everyone!
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Re: Rolling Fire- 4.35.2

Post by Twister » Sat Sep 25, 2021 1:27 pm

Fell asleep at the computer last night. Sorry I missed the debrief. Was definitely a windows crash I had last night. Pretty sure it had nothing to do with BMS. Maybe I will have better luck next time.
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Re: Rolling Fire- 4.35.2

Post by Zeus » Sun Sep 26, 2021 11:32 pm

Rolling Fire - Mission 23 Debrief
Falcon3 - AI
Another great flight by members of the 440th VFW. With the Blue ground forces advancing, our task was simple; support them by engaging hostile ground forces and eliminating any strong pockets of resistance.

All three kill boxes defined by HQ were loaded with high value enemy battalions include T-80s, mech and surface to air threats. The package recorded nearly 100 ground kills with no losses to Blue forces. The battle could be seen from our position as Blue forces began to push north assisted by our attacks. At this rate we will control Wonsan in no time.

With Kangnung being so busy, our flight staged on the other side of the field offer us a nice view of the busy ramp.
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Tech and I going through our ramp start
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Lots of smoke columns...all courtesy of the 440th!
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Re: Rolling Fire- 4.35.2

Post by Zeus » Sat Oct 02, 2021 3:30 am

Rolling Fire - Mission 24 Debrief
Hawkeye5 - AI
Yet another great flight by members of the 440th VFW. Blue forces continue to push north towards Wonsan thanks to our package taking out DPRK ground forces as well as striking deep on some strategic targets.

Hawkeye5 lost an aircraft on departure but we were able to reshuffle targets enroute and still hit both targets (10 total buildings destroyed including 4 high-value targets).

Doing some recon for SA targets
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Burning buildings showing success of the package
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Everyone lined up on the return
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Re: Rolling Fire- 4.35.2

Post by Buttons » Sat Oct 02, 2021 12:45 pm

I'll let Tech do the full Bulldog piece, but in the brief we had some talk about SA9's in the general area. Bulldogs picked up "O" 's on our RWR's near the port, we knew it was a SHORAD type of track/search radar but not which system. I checked the Vault it belongs to either SA9s or SA13s.

Stay above 15,000 agl and you'll be fine.
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Re: Rolling Fire- 4.35.2

Post by Zeus » Sat Oct 02, 2021 2:42 pm

Rolling Fire: Mission 25
Time:06:00Z (15:00LT)
Weather:Weather is currently fair with some scattered clouds (8,000') and expected to remain that way for several hours. Visibility is good.

Briefing:
The Chinese army is attempting to resupply the battered DPRK forces and we have been called upon to stop this effort. Our job is to cut off the main supply route between China and North Korea - the area of Uiji. There are six key bridges that HQ would like us to destroy five of which are multi-span structures. These will require Element attacks using pairs of Mk-82s. Other targets include a Textile Mill, a Machine Tool factory and the Supply Depot. If there are still weapons remaining, the Uiji Airbase should be targeted, specifically the Control Tower and fuel / ammo depots.

Area of Operation:
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Threats:
No air threats are expected however given the amount of Chinese hardware headed to or already at the border, we should expect the PRC air force to make its presence known in the near future.

Surface to Air threats should be limited to SA-7 manpads.

OOB
- 222nd operating from Kunsan
- 35th operating from Kunsan
- 80th operating from Kunsan

Mission Package Info
Bulldog5 - 4 x F-16CM-50s tasked with destroying two bridges.
Loadout Restrictions: 6xMk82s

Cobra4 - 4 x F-16CM-50s tasked with destroying two bridges.
Loadout Restrictions: 6xMk82s

Satan3 - 4 x F-16CM-40s tasked with destroying a bridge and high value targets at the Machine Tool and Textile Factory.
Loadout Restrictions: 6xMk82s

Checker2 - 2 x F-16CM-40s tasked with destroying a small bridge and the Uiji Supply Depot
Loadout Restrictions: 6xMk82s

Fragged Ordinance


SPINS
- INI file to be provided at briefing time

Support:
AWACS: Magic7
Tanker: Copper4 and Texaco5 are on station for 3 hours.

NOTE:
Mission files are in the briefing room. If anyone wants to post a flight for Saturday using these files, please be sure to push back Package 2008 by 2 hrs (using Mission Commander) and extend Copper4 & Texaco5 station times to 5 hrs (using BMS).
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Re: Rolling Fire- 4.35.2

Post by Derk » Sun Oct 03, 2021 10:06 pm

Rolling Fire 25 Debriefing

Bulldog 5 Flight - Deep Strike - Three-ship (Derk, Pop-Tops, Mulligan)

Fairly cut and dry game plan for the 2 hour flight as we followed the other three flights our of Kunsan on the long trek to the far north west to strike the assigned bridges using only Mk-20 bombs. Fortunately AAA and other AD was light, so our 45 degree dive bomb plan from 14,000' was a go. After flight we briefed the dive bombing runs highlights work we could use on the profile in respect to release altitude and fuel burn. There always seems to be a vast variety of tactics and weapons delivery objectives to learn, and build proficiency in our BMS F-16 jets.

I set an Offset Aimpoint on the primary bridge target PPT to use as reference for my first run since we approached perpendicular. Quite helpful.
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Turning IN for the CCIP run - 7,700 was the planned release altitude. I believe we all scored 100% hits
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"Easy on the G" pulling off target with three fuel bags still on.
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Wingman sit in a real nice echelon just before the overhead break at Kunsan!
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Re: Rolling Fire- 4.35.2

Post by Buttons » Mon Oct 04, 2021 12:17 am

Rolling Fire 25 Debrief:

Checker 2 Flight- Buttons/Tech F-16CM Blk 40

The flight was good on fuel mgmnt, SOP, formation, but where it struggled was weapons employment despite the 100% hit rate.
There were two dry runs which ate into the fuel reserve, and the weapons also were not as potent as believed, or perhaps DPRK engineers are better than anticipated. A single span bridge with a direct Mk82 ended up being visually bisected and ablaze but a damage was all that could be claimed by the BDA guys. The same was true with a supply depot which absorbed 2x Mk82 with only heavy damage to show for it.

We had extra ordnance and pitched in both Satan-3 and Bulldog-5's sectors attacking some storage tanks and SA2 concentrations.
Big wins were using common targeting steer points for all targets, working with the other flights to pass mark points in the case of Satan-3, and LAT/Long in the case of Bulldog 5, both techniques were highly effective.

RTB was good and we hit Pt. Blazz on the approach plate for Rwy 18, setting that up as a offset aim point prior to takeoff was a real time saver.
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Re: Rolling Fire- 4.35.2

Post by Blade » Mon Oct 11, 2021 1:32 am

Rolling Fire 27 Debriefing

Hammer5 Flight - AI - Three-ship

This was a nice flight that started a little rocky and ended with the light outs. We started as a 4-ship but had a mechanical just before takeoff, this put us in the air a few minutes behind and short one aircraft. Once we got on station we found a battalion of movers just north of blue forces, so we started working each end of the formation for target deconfliction. Everyone in the flight did a great job making sure we never doubled up on targets or had any Blue-on-Blue. Getting low on fuel we headed over to Sokcho for a quick refuel, before heading back to release the last of our ordnance.

It was slim pickings in the target box on our return, it looked like Gamble2 had cleaned up the area of any armor. We found two battalions of AAA, and quickly went to work on it. Our runs in on the AAA toke us into the sun, so we got to watch it make its departure from the sky and disappear. Once we were out of ordnance we departed to join Gamble2 at Kangnung where we found that Stephen Stucker was visiting. Landing is always fun when he is in town, but we all made it back for a very successful flight.

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Re: Rolling Fire- 4.35.2

Post by Thumper » Mon Oct 11, 2021 9:51 pm

It was a great flight, and I hope others get your "Airplane" reference!

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Re: Rolling Fire- 4.35.2

Post by Blade » Fri Oct 15, 2021 1:36 am

Rolling Fire: Mission 28

Time:13:05Z (22:05LT)
Weather: Weather is currently fair with good visibility (Night).

Briefing:
Several vehicle crews stationed at Sep’O wish to defect. The crews have not been able to break away from the rest of the force and are willing to provide vital war intelligent if we assist. Command believes a strike on the units stationed there will allow the crews to break away in the confusion. The defecting crews have marked their vehicles and a FAC(A) will be on station to determine the hostile vehicles from the friendly and oversee the CAS flight.

The package will also assist in stopping red forces north of Sep’O from reinforcing Wonsan as well as striking warehouse at the Wonsan harbor.

Area of Operation:
RF28.jpg
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Threats:
No air threats are expected however SA-13 and AAA have been spotted in the north operations area. Expect AAA and manpads in Sep’O

OOB
- 175th operating from Kangnung

Mission Package Info
Mako6 - 4 x F-16CM-52s tasked with CAS operations over Sep’O.
No Loadout Restrictions

Cajun2 - 2 x F-16CM-52s tasked with FAC(A) operations over Sep’O.
No Loadout Restrictions

Falcon4 - 4 x F-16CM-52s tasked with stop red forces from move east to Wonsan.
No Loadout Restrictions

Warhawk3- 2 x F-16CM-42s tasked with warehouses and other targets of opportunity at Wonsan harbor.
No Loadout Restrictions

SPINS
- INI file to be provided at briefing time

Support:
AWACS: Chalice4
JSTAR: Dragnet1

Notes:
Cajun2 has the option of taking off first or have Falcon4 take-off first to detect any threats as they flow North.

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Re: Rolling Fire- 4.35.2

Post by Blade » Sun Oct 17, 2021 1:48 am

Debriefing:
Rolling Fire: Mission 28
Falcon4 - AI - 2 x Ship

Falcon4 had a successfully flight that started by taking-off on time in a 2-ship line-up. As we flowed up through the corridor toward our target box we caught sight of Cajan2 the FAC(A)s contrail as he was locating the defecting vehicles crews at Sep'O. Noting the size of the circle Cajan2 was flying around Sep'O we changed our planed North-South racetrack to a East-West racetrack on the west side of our box.

Cajan2-1 located the SA-13 and Cajan2-2 located the ZSU as we setup the mark points for the racetrack. After things were set we went work ridding the area of surface-to-air threats. Other then a few hic-ups we destroyed all the surface-to-air threats then went to work on the armor. We scored 100% hits and destroyed 19 targets with a combination of GPS and laser guided weapons.

Once we were out of ordnance we setup a Cap on the North-East side of our box so that Cajan2 and Mako6 could finish up the FAC/CAS mission over Sep'O without worrying about the air picture. No red air was sighted during the Cap.

Once we hit our low fuel state we left our Cap and met up with Mako6 for the return back to Kangnung. We extended out to let Mako6 land first and were last to land back at home plate.

Very successful and enjoyable flight.

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Re: Rolling Fire- 4.35.2

Post by Zeus » Tue Oct 19, 2021 1:05 am

We will need to either confirm that these files are U3 compatible or if not, decide whether or not to complete this campaign before making the switch to 4.35.3. Could use some volunteers to test compatibility.
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Re: Rolling Fire- 4.35.2

Post by Blade » Tue Oct 19, 2021 1:48 am

I have already started testing on my IF campaign, and I will also run a few flights from the current save of RF. If you want to do a MP flight for RF let me know when, I will be there.

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Re: Rolling Fire- 4.35.2

Post by Derk » Fri Oct 22, 2021 4:28 am

Rolling Fire: Mission 30

Time:19:00Z (04:00LT)
Weather: Weather is turning Fair to Poor with overcast around FL140 (Night Ops).

Briefing:
After scattering the red force armor units from the previous FAC/CAS mission and other AI flights, a Search and Destroy mission is required to find and reduce red force impeding advancing blue forces. With weather deteriorating some, spotting from high altitude is not possible due to the broken and overcast skies in the strike area. Gamblers are task to use TGPs and Mavericks to spot and destroy any armor or AAA units in their assigned box from under the overcast. The Maverick load is split between AGM-65D and AGM-65B due to low quantities. Refuel option available at Sokcho.

Area of Operation:
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Weather
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Threats:
No air threats are expected however MANPAD and AAA have been spotted in the operations area. If not BARCAP is available, flights will need to assign wingmen for air picture tasks.

OOB
- 176th operating from Kangnung

Mission Package Info
Mako7 - 4 x F-16CM-52s tasked with Search and Destroy in the East box and NW alternate box.
Loadouts Restricted to Mavericks per command directive

Beast 5 - 4 x F-16CM-52s tasked with Search and Destroy operations in the West box and SW alternate area
Loadouts Restricted to Mavericks per command directive

Standby Flight: 2x F-16CM-52s BARCAP (on request)

SPINS
- INI file is in the Wing Flight Briefing Room (RF30.ini)

Support:
AWACS: Chalice 7

Notes:
NOTE: If seats fill, I can add another flight. If someone is interested in CAP'ing for pratice and give the AI flights a more peaceful run, PM me your interest. Alternate stike areas and established in case we run short in the Primary areas.
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Re: Rolling Fire- 4.35.2

Post by Zeus » Sat Oct 23, 2021 1:28 pm

RF #30 - Debrief from Beast5

Weather and weapons loadout was a contributing factor to the high loss rate on this flight but that shouldn't minimize the need for good decisions. As a flight lead I should have aborted the mission after the few couple passes seeing that we didn't have the right weapons for the job (although #3 did a great job in finding both a whole in the clouds and a gap in the terrain that allowed him to get his weapons off). Compounding the problem for me was what I assume is a BMS glitch; I was unable to boresight the AGM-65Ds due to no Bore option on any of the MFD soft buttons. I'm going to try to reproduce this scenario to see what I might have done wrong. With the Mav looking no where near the targeted object it meant I needed a longer run in to find the targets and between the low clouds (4,000'), poor visibility (6-8 miles) and mountainous terrain, I typically found myself nearly on top of the enemy by the time their were spotted. And after two lucky / successful runs my luck ran out with all of their AAA and manpads honing on on my presence. Again, poor judgement.

On the plus side, we were able to make a quick run to the tanker, top off and get back before the other flight got back from their refuel stop at Sokcho. So if the tanker is a similar distance away, and you get a little lucky catch the tanker at the right time, AAR can be just as fast as landing and not expose us to the heavy load landing perils.

This would be a great flight to fly over again with slightly better weather because the Mavs could definitely do this in the right conditions.
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Re: Rolling Fire- 4.35.2

Post by Derk » Sat Oct 23, 2021 5:33 pm

Last night we completed Rolling Fire 30, and while that sounds like a lot of missions in one campaign, we still had some hard lessons learned. With 4 of our 7 jets being shot down by short range SAM’s (SA-14’s and SA-13) and AAA, a new respect for low level flying is called for in BMS campaigns (or, BMS in general). For me in particular, my jet loss was from an SA-14 shot from a small group of troops on foot, with only a convoy of trucks nearby. While I did see the trucks and disregarded them as no threat, the troops nearby were the real threat.

So, after having only one jet return from the 2.3 hour mission, our post-flight briefing and package briefing involved discussions on lessons learned and how to adapt to this more hostile low level threat in BMS as it seemly would be in the real world. Here were some good ideas brought up in discussion that could use more work and refinement in for our tactics and operations:

1. Stay High – this is pretty basic, but clearly it would have kept us safe last night. There’s been no losses recently that I can recall even flying deep over hostile territory since we kept out of MANPAD range and the heavier SAM threats have been eliminated. The MC’s choice last night to use Mavericks and go low seemed good as it would facilitate eyes on targets to prioritize heavy armor units since the weather was poor – 5,000 foot overcast/>12 nm visibility. The plan to stay high would require a weapons change, but a few of us agreed that it may be better to just drop dumb bombs blind through a cloud layer on FCR targets, than to risk having many losses. This does simplify the tasks and short flight times, but would help maximize the Entertainment Value for more pilots and seems an important risk assessment requirement for our vWing missions.

2. Work the Front Line – one pilot offered his success story doing low level missions in bad weather in campaigns by cautiously and meticulously working along the front line of hostile areas. Since overflying hostile units is what’s getting us shot down, preventing this in our tactic needs more work. While this success was found in his solo flights, it can be a challenge in our MP flights especially during times of bad weather, night flying, use of various weapons, while maintaining flight organization and deconfliction. This idea though does have me evaluate our Low-Level Training flights which only involve lofting and MK-82SE delivery, but should also include strikes against front line forces in adverse condition. Any TE builders up for the task? I’m ready to run these training scenarios as this more closely match the axiom of TRAIN AS YOU FIGHT - FIGHT AS YOU TRAIN.

3. Feet Wet – another logical idea, if available, which it is in Rolling Fire. With many hostile units still along the eastern coast, running in at them from over water during adverse conditions would make this a much safer approach. Just keep pounding from the east inland to the west, only working at those Front-Line forces. More westwards once the area is clear.

4. Alternate Targets – we’ve done this on strategic strike type missions, but why not do this in for Air Interdiction missions too. So, if the plan like last night looks too risky (low altitude, bad weather, spread out targets), then have a secondary SAFE plan to hit strategic targets that are more accessible and in a less threatening area. Again, at the risk of reducing Entertainment Value, there should be a risk assessment that adapts the idiom of HE WHO FIGHTS AND RUNS AWAY, MAY LIVE TO FIGHT ANOTHER DAY.

This was good feed back and discussion among the group after flight, which is where I seem to learn most of my tactics from. With the advances of ground threats in BMS, we need to continue to adapt and learn from these hard lessons in order to find success. Please feel free to add your thoughts and ideas.

Manage to pop off RIFLE TIMES THREE on one pass. Look close for the burning columns of AAA units.
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Re: Rolling Fire- 4.35.2

Post by Derk » Sat Oct 30, 2021 4:21 am

Rolling Fire Mission 31 Debrief:

Tonight we ran a pick-up air interdiction flight with a load of mavericks to work hostile ground units south of Wonsan area. At first we only spotted trucks as we cautiously ran in from feet-wet. Pushing in a bit deeper we found some armor units still in place blocking the advance of our blue ground forces. There are also some SA-13's that we spotted just as the last pilot called Dakota (Nevada).

It was a good four-ship run with a successful completion and many targets hit. There were a few hardware tech issues, so every give a good 3D test on your Update 3 setups to make sure everything's working well before jumping into missions. All flights now will be U3 since the official announcement has been posted.

Update 3 ran flawless in 3D and the jets looked sweet in close formations. Though we were busy with ground FCR, targetting pod to spot ground units, Maverick video page, and watching where we flew on the HSD, if you took time to sight see the ground textures, they seem a bit darker shaded with more vibrant colors. (I suppose that's the intended change) There was a few tech items to note such as wrong comm freq's set in the DTC (most likely from joining to another flight and not clicking 'Comms Plan'), and bore sightings that didn't work until we picked another building on the TGP. But other than that, Update 3 was solid with IVC flight comms, connection, graphics, and weapons operations. Mav's are much more accurate and hit well onto their intended targets now. They're becoming one of my favorites again. Just don't go low over hostile units (see thread above.)

For Rolling Fire 32 Sunday - Still need armored units worked on in the same area, and clearing out the SA-13's would help. Blue forces are halted north of Kimpo due to bridges being out, but there are pockets of armor units there and around Pyongyang. Expect to work this area for the Sunday flight unless we find other area's to work.
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Re: Rolling Fire- 4.35.2

Post by Zeus » Sat Oct 30, 2021 3:06 pm

Here's a couple quick pics from that last flight...

Hawkeye3-4 during ramp start
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Hawkeye3-1 and 3-2 as we rejoin in the turn to start the overhead break.
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Re: Rolling Fire- 4.35.3

Post by Buttons » Mon Nov 08, 2021 2:06 am

Rolling Fire Mission 34 Debrief: Version 4.35.3

Task and Resources-
This afternoon we ran two flights of three ships block 50's each. Heavy duty load outs with 4xGBU-54's, 4xGBU-12's just a single bag.

Hammer 2 (Buttons, Zeus,Tech)
We were tasked with AI in the western box around Wonson. . Kockson to the west of the AO had known activity from the Rolling Fire 33 mission but no cap/escort was expected to be needed.

Ingress-
Takeoff and ingress went as expected. Well that didn't turn out exactly as planned. Before we even got to the AO, Mig-23's and SU-25's were half way between Kockson and Wonson and Hammer 2 was compelled to engage before we even got near the AO.

Air Engagement-
The air engagement was confused, the new tactics used by RedAir can be described as a two-ship trail, with the lead about 30 miles in front of the wingman....it really caused us to consider them two seperate flights so don't be confused on this if you see it. The TacView is in the Briefing room and it's too involved to get into the minutiae here. The take-aways are this, we ran a 3/10 hit rate on -120B's, all the RedAir guys turned cold and outran the initial shots. More testing in the wing will be needed to see how to best combat this new capability is needed. Hammer 2 was missle state red after meeting 2xMig-23, 2xSu-25 and that never used to happen before.

AAR-
Air to air refueling was efficient, we caught the tanker nicely, and got on and off the boom well. We did take the full fuel load as we had yet to even get one air to ground release prior to tanking. Having someone on Tac-6 allowed the other flight to know where the tanker was, looking at Derks twitch stream it seems he was using that and the FCR to manage the intercept....also Zeus used the brevity code Judy...ask yourself if you know that Brevity code word and if your honest look it up, or listen to the lyrics of "Going in for Guns" and Google all the brevity words you don't know. Gamble flight pulled into the 10 mile bubble about a minute before Hammer flight got off the tanker, almost perfect timing.

BAI-
Tanking complete Hammer-2 could get down to business, we had two separate in-tact columns in our box, they were marked up, #3 got his own column and #1 and #2 took the other column from opposite directions. When using this method of target deconfliction try for the middle of the column for the mark point, the idea is that everyone would know the mid-point without guessing. Deconfliction within the flight was good, and I learned that when two flights work in the same area to be more precise on what areas are ok for the other flight to work in....rule of thumb was expect a 3-5 mile bubble for them to work in, it makes sense when you say it out loud but i had not expected that and we doubled up on targets because of that error.

Egress-
Not a lot to learn, it was a standard egress, maintain a smooth throttle and bank really helps the wingmen out were the big takaways. Also getting folks fenced out prior to route/echelon was good feedback which I've never considered before but yeah, nobody should be weapons hot when in close formations, nothing good will come of it.

Post-Op Intel:
I saw some columns west of the west box, that entire western box and if you like another box west of it could be hit more times. Kockson's base defense zone could be an issue so plan it right before you kick the hornets' nest.
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Objects in Mirror may be closer than they appear
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Block 22-24
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Re: Rolling Fire- 4.35.3

Post by Zeus » Mon Nov 08, 2021 2:19 am

RF #34 - Debrief (Hammer22)

Hammer2 was part of a 2-flight package (two 3-ship flights) tasked with S&D in the area west of Wonsan to prevent DPRK reinforcements from reaching the city and our allied forces. While we knew there might be light resistance from the Mig-23 squadron based at Koksan, we decided to load up heavy on A-G weapons to inflict as much damage on the ground as possible.

Ramp starting at Kangnung
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Flight leaders Buttons took us up to the target area and about the time we were ready to go heads down, we began encountering enemy air presence.
Two groups were spotted jamming as lead called for our solo pilot (Tech) to go trail and prepare for delouse. As the near group went cold, Buttons and I switch to the far group, now hot, and quickly identified them as MiG-23s. The MiGs quick split into a trail formation as well (something that seems new in U3) which resulting in Hammer22 being the first to engage with a 16nm shot (MAR 12) that the MiG ultimately evaded. However this allowed Hammer21 to continue to press in and his shot on the bandit's wingman from 13nm; this missile came up short as well.

Initial engagement setup
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With both -23s now turning back hot as well as the second group - a pair of Su-25s - Hammer23 charged in and shot at the Frogfoots from 20nm and17nm; both shots ultimately were evaded but forced the enemy aircraft to turn cold and run. This created space for Hammer22 to turn back in hot and have a clear shot at the lead -23 now less than 12nm away; but this missile found its mark!

Round Two with the Mig-23s as the Su-25s run away.
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Hammer21 re-engaged his MiG from 13nm out but again, the MiG managed to outrun the missile. With our lead element now both running cold, Tech turned back in for a second delouse only to be confronted again by the Su-25s. Launching his last two missiles at the Frogfoots from less than 15nm, he turned out expecting the shots to quickly dispatch the enemy aircraft. About the same time, our remaining MiG-23 was engaged by elements from the other half of our package thanks to a quick "heads up" call from our flight lead warning them of the nearby threat.

Amazingly, the Su-25s managed to evade the second volley of 120Bs but as they turned back to engage for a third time, lead element was in position to "drop the hammer" on them. Now we needed to get some fuel!
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After a quick AAR run, we got back on station and started plinking tanks...lots of tanks.
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In no time at all there were smoke columns everywhere with our flight destroying over 60 vehicles before heading home.
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Buttons set us up for a nice OHB and a quick recovery back at Kangnung.
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Great flight guys!
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Re: Rolling Fire- 4.35.3

Post by Derk » Tue Nov 09, 2021 3:55 am

RF#34 Debrief: Gamble 6

Gamble 6 was a 3 ship flight with pilots Derk, Bull, and Blade, making up the second flight of the Rolling Fire Mission #34 package along with Hammer. Our route was clear as we prepared for a routine air interdiction of the armor units moving into the west side of Wonsan. Things first changed when our first ground declare where we expected hostiles returned a 'Friendly' reply from AWAC's. So we continued to search further west and found small pockets of red force armor units to work on with our full load of GBU-54's and GBU-12's.
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Just as we were getting started, Hammer started playing tag with the MiG's, and a wise 'Heads Up' call from their lead pulled us off target with enough time to grab speed and altitude to help support their engagements. We got the one leaker, but Hammer took care of the rest and cleared the air for us to return to the ground strike.
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Our refuel was delayed as Hammer needed priority after the A to A engagements, so we made a couple quick releases and headed for the tanker. After getting a load of fuel we were back on station and continued to clear red force armor units from our assigned area, and then moved onto targets spotted for us by Hammer. All total was close to 30 units cleared from the area to assist our blue forces in capturing Wonsan.

There's more work to be done in the area, and to compound the situation, Nachodka has entered the campaign to support red forces. The Su-27's have shown up in force just after we cleared the area.
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Couple of video's posted here...
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Re: Rolling Fire- 4.35.3

Post by Derk » Sat Nov 13, 2021 4:53 am

Rolling Fire Mission #35 Debrief

Tonight’s mission split five pilots into two flights to run BARCAP’s near Wonsan. Going against known Su-27’s and MiG-31’s out of Nachodka had us on edge, but great comms within Mustang 3 flight and from our other package flight, Banshee 7, we put together a great air battle and had no losses.

Given the advances with MiG tactics lately, we expected low hit rates, which was confirmed by our 20 shots fire and only 5 confirmed splashes. But we easily evaded the few shots they made on us, and proved our superior BVR tactics using element separation successful as we were able to sent a continued barrage of well spaced AIM-120’s at them until they either were shot down, or turned away cold. That’s the goal of a BARCAP and the packaged succeeded well.

Still pictures don’t capture the moment quite well, so I’m uploading the entire 1.5 hour flight to our Wing YouTube channel. Not much to see since it was BVR...but the comms coordination is worth the time to listen in. (Nice echelon formation by the Birddog and Blade on the tight turn to final too, I might add.)

The ACMI shot below shows that our Blue forces in the Wonsan area are getting his by MiG-25’s our of Koksan. We need to prioritize shutting down this base to save our troops next…THEN deal with the 27’s and 31’s out of Koksan.
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