Professional Documents
Culture Documents
MISSION PLANNING
The goal throughout the development of this campaign was to take enough care in setting up
the missions that detailed planning would be rewarded. Everything is laid out plainly before you.
There are no twists that will invalidate your planning efforts and there is no one single way to
execute any mission.
Mission planning should be approached with two goals in mind:
1. Understand the plan.
2. Improve the plan based on your own preferences and ideas.
Two tools are provided to help you do that. These are the Briefing Slides included with each
mission and the Mission Planner built into DCS: World.
Briefing Slides
Each mission includes a set of documents that lay out the plan in detail. These are identical in
many ways to those used for the Mission Commander briefing held in the main auditorium
before each Red Flag mission.
Pages
The slides start with a description of mission objectives and a listing of callsigns and roles for
each flight. Next comes a weather briefing, followed by intel, and a quick reference for flight
admin items. The information presented in these in a quick reference format will be explained in
more detail in the procedures section below.
Perhaps the most useful part will be the gameplans. These lay out, step by step, what is
intended to happen in the target area. Each flight has its own role to play. Sometimes you will
depend on other flights to carry out certain tasks at certain times and sometimes the other
flights will rely on you. It is all laid out here, although the enemy will have a role to play as well.
It may not all go exactly according to plan.
The final pages include information that applies only to your flight. These include a graphical
summary of your flight path and target photos if applicable. These will help better understand
what you are looking at when you visit the Mission Planner for a closer look.
Each slide is included on your kneeboard in flight, and can be accessed using keyboard
command RShift+K. Use the bracket [ ] keys to scroll through the pages.
Design Note: Many other pages are included on the kneeboard by default and you will need to scroll past quite a few
to reach the pages included with this campaign. Unfortunately, this is beyond my control.
Mission Planner
The Mission Planner is the primary means of planning your mission in DCS: World. It functions
identically to the Mission Editor used to build the missions. You access it by pressing the
Mission Planner button at the bottom of the briefing screen.
The DCS: World manual includes a description of how it all works but I will highlight the
features I recommend becoming familiar with to get the most out of the missions.
Information Displayed
All information presented on the map is information you are intended to have, so use it without
fear of spoiling the mission in any way. All enemy units are shown with three exceptions:
• Enemy aircraft regenerate later in the mission at designated locations after being shot
down. These ‘regen’ aircraft are not shown. Kill removal and regeneration is discussed
in detail below.
• Some later missions have one ‘pop-up’ SAM threat. This is a mobile air defence unit
whose position is not known. This single SAM unit per mission is not shown.
• Some later missions include areas with active Man Portable Air Defence System
(MANPADS) teams. No more than two of these units are included per mission, and their
position is not shown.
• Evaluate and change your flight path based on terrain and threats. There is no one best
way to fly these missions. You may spot a different path to take that works better for
your own style of flying.
• Change the fuel load. I set fuel at 100% assuming most players would not want to aerial
refuel. This results in a very heavy aircraft at takeoff, especially at Nellis AFB’s altitude.
Feel free to reduce this to a more reasonable amount if you intend to aerial refuel or if
you do not intend to fly the mission all the way back to landing.
• Change the weapons loadout. The loadouts were chosen based on what was available
on the DCS: F-16C when the missions were designed. Some loadouts were also
chosen to make for a more interesting mission, not necessarily because it is the best
option for the job. It would be easy and realistic, for example, to loft JDAMs into each
target from 50,000 feet and 40 miles out, turn around and go home, but that is probably
not what most players want to spend their time doing. You have complete freedom to
change the plan if you want to try something different.
DEPARTURE
The entire sequence of events from takeoff to marshal is shown on the graphic below.
Reference back to this if any of the information on the following pages seems to lack context.
This will place you in the air at the time you are intended to proceed on your mission from your
marshal orbit. (These terms are all explained later.) You will have a full load of fuel just as if you
refueled at the tanker.
This option will be available until about 5 minutes prior to the first push.
Remember, this loads an entirely new mission so changes you may have made to the
mission plan or aircraft systems will not carry over.
Ground Operations
You will start each mission at one of two locations at Nellis AFB: the Red Flag Ramp or the
Golf Revetments.
Sorties using inert training weapons start from the Red Flag Ramp on the north side of the
airfield, next to the maintenance and ops facilities. Live air-to-air and anti-radiation missiles are
not flown during Red Flag, although they are used out of necessity in these campaign missions.
Missions where you are loaded only with these types start on the Red Flag ramp for the sake of
variety.
Sorties using live weapons start from the Golf Revetments to the south, also known as the ‘live
load area’. These parking spots are equipped with earth-filled steel-bin revetments that prevent
simultaneous detonation of adjacent weapons due to low-angle high speed fragments in the
event of an explosion.
Taxiway Charlie
A-10 LOLA
(live weapons)
Design Note: The actual Red Flag ramp is not set up correctly in DCS: World so the closest available parking spots to
the north are used.
In addition to normal startup and INS alignment, there are several tasks that may be performed
to ‘get ahead’ in the mission. These include but are not limited to:
Once transferred from ATC and entering area of operations (AO), all assets are to check-in with
the AWACS Controller, callsign DARKSTAR on COMM 1 (UHF) Channel 16. This radio call will
happen automatically. Aircraft checking in can expect to receive:
• WORDS
• LOWDOWN
• Active tanker tracks
Tanker
Two probe equipped tankers are available if you choose to refuel. See the DCS: F-16C
manual for a description of refueling procedures. Air Refueling in this campaign is of
course, optional.
Tanker tracks, callsigns and frequencies do not change from mission to mission. This quick
reference graph is included on your kneeboard.
After refueling, re-enter your assigned departure corridor at the nearest steerpoint and proceed
to your marshal orbit.
Marshal
Marshal orbits are established to provide a controlled holding location for flights who have
refueled and are preparing to push. This deconflicts the airspace and provides a common
starting point for flights when coordinating actions or Time on Targets (TOT) within a package.
Four marshal points have been established called Virginia, New York, Maine and Alaska.
A plan like the one laid out below is included for each mission briefing and is available on your
kneeboard:
Each flight is assigned a marshal orbit and altitude block. Note that bombers will hold off New
York but their path will extend into the Maine and Alaska orbits as well.
The Force Marshaller will clear flights to switch to the STRIKE COMMON frequency, usually
COMM 1 (UHF) Channel 16, when approaching their marshal holding orbits. This is the
tactical frequency used by members of a package when executing the mission. Flights
will be under tactical control of the AWACS controller, callsign DARKSTAR.
The AWACS Controller is there to provide a picture building and early warning function. Enemy
aircraft locations will be called out periodically and a current PICTURE or BOGEY DOPE will be
available on request.
Push
Your Push Time is the time you will leave your marshal orbit and proceed with your mission. It
is a planning aid and is not restrictive. Leave your orbit whenever required to make your
planned Time on Target (TOT) or to be in position to support the rest of the package.
MISSION EXECUTION
The following sections describe, in general terms, what you can expect to do post-push on any
given mission. Mission types are presented in the order they typically leave the marshal orbit
and proceed to the target area in these campaign missions. This is not intended to be an
exhaustive list so only those mission types flown by flights in this campaign are included.
Some missions may see your flight assigned more than one task. For example, a Combat Air
Patrol (CAP) may be flown following target attack in a Strike mission, or an Interdiction mission
may be flown after providing Close Air Support (CAS). Use the information here as a guide and
apply common sense when deciding what to do in flight.
I mentioned before that these missions were designed to give you complete freedom in
choosing how to execute them. There are no zones you must fly through for the mission to
play out properly. You have complete freedom to change the plan and try new things. That is
what this campaign is. Take everything described below as a starting point and go from there.
Here and throughout this campaign, I use colloquial terms to describe the different aspects of
the mission and actions to be taken. For example, ‘Strike’ instead of Strategic Attack, Surface
Attack, Joint Strategic Targeting, etc. My one goal is clarity. Any differences seen between
what I present here and whatever doctrine you may be familiar with, from whatever timeframe,
are well known and intentional.
Ingress
Flights should FENCE In (prepare the aircraft for combat), then proceed to their CAP Station, a
point between the enemy’s most likely direction of attack and whatever assets are being
protected. An offensive formation that provides unobstructed radar search and mutual support,
such as ‘Line Abreast’ or ‘Spread’, should be used.
If Red Air presents a threat when the CAP flight ingresses, they will engage immediately.
Otherwise, they proceed to the assigned station and take up a holding orbit.
On Station
Once on station, CAP flights will work closely with the AWACS Controller to assess the
situation. Enemy aircraft locations will be called out by AWACS periodically and a current
PICTURE or BOGEY DOPE will be available on request.
Be aware of the Red Regen locations and expect Red Air reinforcements from those directions.
In this campaign, expect aircraft on a CAP mission to engage Red Air near the FEBA, or
perhaps a little beyond if the SAM threat is low. Remember, these flights are defensive in
nature and should not be considered a fighter escort in the target area. Their primary
mission is to protect the high value aircraft like AWACS and Tankers, and to protect the other
flights in the package as they ingress and egress.
Expect these flights to be shot down occasionally, especially in the later missions. Blue CAP
flights will regenerate once per mission.
Egress
CAP flights will remain on station until all other flights in the strike package have left the area.
Flights should then FENCE out and return to base.
Ingress
Flights should FENCE In (prepare the aircraft for combat), then proceed along the planned
route. An offensive formation that provides unobstructed radar search and mutual support, such
as ‘Line Abreast’ or ‘Spread’, should be used.
Target Area
Be aware of the Red Regen locations and expect Red Air reinforcements from those directions.
Consider which aircraft types within the package are most vulnerable to air attack and maintain
a position to provide them cover.
All other fighter flights in the package should be prepared to self-escort if dedicated Fighter
Escort or CAP aircraft are shot down or unavailable.
Egress
Escort flights should remain in position to provide support until all other flights in the strike
package have left the area. Flights should then FENCE out and return to base.
Ingress
Flights should FENCE In (prepare the aircraft for combat), then proceed along the planned
route. An offensive formation that provides unobstructed radar search and mutual support, such
as ‘Line Abreast’ or ‘Spread’, should be used.
Flights have the option of either holding at a SEAD orbit or accompanying the package into the
target area.
Egress
SEAD flights will remain on station until all other flights in the strike package have left the area.
Flights should then FENCE out and return to base.
Strike
“An offensive action against a target—whether military, political, economic, or other—that is
specifically selected to achieve national or military strategic objectives. This is also known as
‘strategic attack’. These attacks seek to weaken the enemy’s ability or will to engage in conflict
or continue an action and as such, could be part of a campaign, major operation, or conducted
independently. Suitable targets may include, but are not limited to, enemy strategic centers of
gravity.”
Ingress
Flights should push from their marshal orbit at a time that places them over the target at the
planned TOT. You will be one piece in a large puzzle, so maintaining position within the
package for mutual support will increase your survivability.
Aircraft should FENCE In, then ingress prepared to engage air threats and evade SAM threats.
Choose a defensive formation for your flight based on your own preference. Trail formation is
set by default if you choose the air start option.
Target Area
Monitor AWACS and datalink for air threats or use radar to sanitize the area, then switch to A-G
mode for the attack.
Strike missions are flown against pre-planned targets so you may use the ‘engage mission’
radio command to direct your flight to attack the planned target. This will, in essence, cause
your flight members to engage the target as if they were another AI flight.
Design note: The ‘engage mission’ command may not work as intended if loadout has been changed, fuel is low, an
air threat is nearby, or if the command is given too near the target. As with all wingman behavior, have realistic
expectations and try not to get frustrated if they do not do exactly as you intend. Also, targets are assigned to all four
members of a flight in the briefing documents, but all flight members will attack the same point or unit. Unfortunately,
this is all outside the mission designer’s control.
Visual aids showing a recommended attack plan from the Initial Point (IP) to the target, as well
as target photos, are available in each briefing to help you set up the attack.
Egress
After your weapons have impacted, transition back to an air and SAM threat evasion focus. You
may find it useful to know an exact egress heading from the target instead of relying on the Nav
system, so you can maintain a visual scan of the area without going heads-down to manage
aircraft systems.
Flights should then re-enter friendly airspace, FENCE out and return to base.
Interdiction (INT)
“Air operations conducted to divert, disrupt, delay, or destroy the enemy’s military potential
before it can be brought to bear effectively against friendly forces, or to otherwise achieve
objectives that are conducted at such distance from friendly forces that detailed integration of
each air mission with the fire and movement of friendly forces is not required.”
Ingress
These missions are executed very much like a Strike mission. Flights should push from their
marshal orbit at a time that places them over the target at the planned TOT.
Aircraft should FENCE In, then ingress prepared to engage air threats and evade SAM threats.
Choose a defensive formation for your flight based on your own preference. Trail formation is
set by default if you choose the air start option.
Target Area
These missions may be flown against a specific target or against targets in a designated area.
For this campaign, the search area is defined by steerpoints placed at the boundary.
Monitor AWACS and datalink for air threats or use radar to sanitize the area, then switch to A-G
mode for the attack.
Your target search method can vary depending on weather, illumination and threats, but you
may find it useful to scan the area visually, then investigate anything that looks abnormal with
your targeting pod.
Interdiction missions are sometimes flown under the direction of a SCAR flight, who will identify
targets for you. If so, you will fly to a designated Initial Point (IP) and contact the SCAR flight on
the radio for target assignment and instructions. See the section on the JTAC Communications
Menu for more information.
Egress
After your attack is complete, transition back to air and SAM threat evasion and leave the area.
Flights should then re-enter friendly airspace, FENCE out and return to base.
Ingress
You will fly to a designated Initial Point (IP) and contact the JTAC on the radio for target
assignment and instructions.
Target Area
See the section on the JTAC Communications Menu for more information.
RECOVERY
The entire sequence of events from AWACS checkout to landing is shown on the graphic below.
Reference back to this if any of the information on the following pages seems to lack context.
Check Out
You will check out with the AWACS controller, callsign DARKSTAR prior to departure from the
area of operations (AO). Aircraft are to pass results in the form of an In-Flight Report (IFR) and
other time critical information.
Example: “Colt 1, in-flight report. Mission successful. Primary target destroyed”.
Design Note: The in-flight report is the last event in the mission that may have a different outcome. You may exit the
mission confident you have not missed anything designed into the mission after this point. It could be interesting to
have the player hold for a runway closure, divert to Creech AFB, etc., but nothing like that is included in this
campaign.
Recovery
Like on departure, either the Sally or Elcal Corridor will be assigned to your flight. Your nav
system will include steerpoints to guide you through.
Both tanker tracks will still be available if you are low on fuel and need to take enough on for
recovery.
Landing
You will be directed to contact Nellis AFB ATC when entering controlled airspace, although use
of the DCS: World ATC system is optional.
Command your flight to Return to Base using the communications menu. Failure to do
so could result in them crashing as you land.
Procedures for a Rwy 21L ILS approach are reproduced on the next page, but the approach of
your choice may be flown. Additional options may be viewed at any flight planning web site like
the one below:
https://flightaware.com/resources/airport/KLSV/procedures
Design Note: It is possible many AI aircraft will be orbiting north of the airfield waiting to land or damaged aircraft will
cause the runway to close. This is, of course, beyond my control. Your best course of action is to ignore them and
proceed with your landing.
Ground Operations
Exit the runway at the taxiway of your choice and taxi back to your original parking location for
shutdown. No interaction with the DCS: World ATC is required or recommended, but that option
is there if you would like.
Taxiway Charlie
A-10 LOLA
(live weapons)
Design Note: The actual Red Flag ramp is not set up correctly in DCS: World so the closest available parking spots to
the north are used.
Debriefing
One of the most important events in a Red Flag mission is the mass debrief in the main
auditorium afterwards. These are brutally frank discussions of what went right and what went
wrong in the mission.
I recommend using a program called TACVIEW as a debriefing tool. It records your mission
and displays exactly what happened along the way. It is a free program with optional paid
upgrades to unlock more functionality.
My goal was to design missions complex enough that good mission planning would be
rewarded but simple enough that there can be no question why you are shot down. Viewing a
replay after the mission will shed light on what actually happened.
You have the option of flying the mission again if desired by selecting 'close' or ‘fly again’ at the
debriefing screen. 'Close' takes you back to the campaign briefing screen for another attempt
later, while 'fly again' takes you back to the cockpit. Otherwise, select ‘end mission’ after you
land, and you will progress to the next mission in the campaign.
OTHER CONSIDERATIONS
Communications
This campaign is designed to take advantage of the built-in communications functions of DCS:
World, and to rely on scripted actions as little as possible. The ‘Allied Flight Reports’ option
must be enabled to hear radio calls from other flights within your package.
Please note that ‘allied flight reports’ work differently than they did in the past. Mission
designers can now filter radio calls so only relevant information comes through, and these
missions were carefully set up to take advantage of this capability.
Administrative
[Callsign], airborne. All members of a flight have departed Nellis AFB.
[Callsign], on station. A flight has reached a holding orbit. Before the push, this means they
have reached their marshal orbit. After the push, it means a flight has reached its CAP or SEAD
station.
[Callsign], pushing from waypoint x. A flight has left its holding orbit. Depending on the mission
phase, this means the flight has left their marshal orbit and is enroute to the target area, or a
CAP or SEAD flight has left their station and is returning to base.
[Callsign], is RTB. The flight is returning to base.
Air-to-Air
[Callsign], defending bandits at [location]. This means a flight has been engaged by Red Air
and is attempting to evade.
[Callsign], engaging bandits at [location]. A flight is engaging Red Air. Please note this radio
call is disabled for CAP and Escort flights whose primary mission is air-to-air. Leaving it
enabled for those flights results in a non-stop barrage of radio calls. Unfortunately, this is
beyond my control.
[Callsign], splash bandit at [location]. The flight has destroyed an enemy aircraft.
Air Defenses
[Callsign], defending SAM at [location]. This means a flight has been engaged by a Red SAM
unit and is attempting to evade.
[Callsign], defending AAA at [location]. This means a flight has been engaged by a Red AAA
unit and is attempting to evade.
Air-to-Ground
[Callsign], in from the [direction], engaging [target type] at [location]. The flight has fired a
stand-off weapon at a target or has begun an attack run at the target. Pay attention to these
calls especially from SEAD flights. They will provide exact locations for air defence
units.
[Callsign], kill [target type] at [location]. The flight has destroyed a target.
These missions are also designed to use pre-set radio channels, and not require manual typing
in of frequencies. The typical flow of commuinications used in this campaign is as shown here.
This will be available on your kneeboard in flight.
• Set VHF (COMM 2) radio to CH 1 (127.0) for communications with your flight
• Set UHF (COMM 1) radio to the proper frequency for different mission phases
Altitude blocks and TOT for strike aircraft are also included in the briefing to help better visualize
how the plan will play out. For example, ‘SRF-12 2154Z’ = operating from Surface to 12,000
feet with a TOT of 2154Z.
FENCE In / Out
A FENCE check is run before entering and after leaving the area of operations (AO). These will
be referred to as FENCE In and FENCE Out.
An example FENCE check for the F-16C is reproduced below. See the DCS: F-16C manual for
more information on each system.
F – Fuel
• SMS - verify all A/A and A/G modes are set as desired
• HUD/JHMCS - ensure proper modes with proper displays and symbology
• Verify ECM pod is ready with no faults and engage it at the proper time
• Master ARM set as required
• LASER ARM set as desired, laser codes set
After leaving the target area and out of danger, FENCE Out, safe the aircraft and prepare to
return to base. Basically, run the FENCE check again in reverse to set all switches properly.
‘Dead’ Blue
CAP/Escort/SEAD remove to
Blue Reset Line then re-enter
the fight as directed
Your own flight can be hit but it can not be shot down. When your aircraft is hit, it is
assessed as ‘dead’ and ignored by the enemy. A radio call will notify you of this and provide
additional instructions. You should cease any attack, command your flight to ‘rejoin’, and follow
the procedures.
AI controlled flights operate under the same system but are handled differently to avoid player
confusion from the presence of ‘living’ and ‘dead’ targets in the same area. AI controlled
aircraft can be shot down. The flights ‘regenerate’ or ‘reset’ at one of the points shown on the
map once the time required to fly there has elapsed, and certain other criteria are met.
Bullseye
This is an established reference point that used to provide a location. For example, ‘bullseye
270 for 14’ means a location on a bearing of 270 degrees for 14 nautical miles from the
bullseye.
Missions in this campaign use Cedar Peak as the bullseye. It can be identified on maps by the
blue concentric circles.
Bullseye
FEBA
Words
Words are used to pass critical mission information such as mission cancels, time on target
changes, airspace issues, or airfield information. These will be transmitted throughout the
mission, usually from AWACS.
Words will increase alphabetically with new events (Words A, B, C, etc.). Examples of
information passed could include flights that cancel their mission, unexpected weather
conditions, changes to time-on-targets (TOT), etc.
These are not used extensively in this campaign but expect two or three missions to include
information updates via Words that may affect how the mission is carried out.
Lowdown
A current Electronic Order of Battle (EOB), termed as a ‘Lowdown’, will be available from
AWACS upon request using the F10. Other… communications menu.
Locations of known fixed sites will generally be passed using geographic location. Previously
unknown threats, termed ‘pop-up threats’, will be announced in reference to the Bullseye.
For example, you can expect to receive a Lowdown as follows: “Standby Lowdown: South SA-2
Active, East HQ-7 Active, SA-15 Active bullseye 220 for 60”, etc.
Changes to the Lowdown will be announced throughout the mission using the same general
format. This will automatically occur when each SAM site’s tracking radar is assessed as
destroyed.
AWACS will also attempt to notify you when you enter the Missile Engagement Zone (MEZ) of a
previously unknown pop-up threat. The term ‘trespass’ will be used in these cases. Example:
Colt 1, Darkstar, trespass SA-15 bullseye 240 for 10.
Design Note: This system is built directly into each mission and is not part of DCS: World. To keep the system
manageable and reliable, only SAM sites are included in the Lowdown, and only the status of their tracking radars is
considered. Early warning radars, AAA sites and other information not as relevant to the player is omitted.
JTAC
Check In
Open the communications menu and select F4. JTAC …, then select the amount of ‘on station’
time you have available.
When you check-in, you will automatically radio the JTAC key information that includes:
• Identification
• Bearing/range from Initial Point (IP) and altitude
• Weapons available
• Time available
9-Line
After a pause, the JTAC will reply with the terminal control type (1, 2 or 3) that will be used and
then ask if you are available for the 9-line. The 9-line is a standard briefing form that provides
the pilot key information to prosecute the attack.
When you are ready, open the radio menu and then press F1. "Ready to copy".
1. The Initial Point (IP) that the attack should be started from.
2. Attack heading to the target and any offset needed
3. Distance to target
4. Elevation of target (MSL)
5. Target type
6. UTM coordinates of target
7. How the target is marked (Laser designation is used in this campaign)
8. Location of nearby friendly ground forces
9. Initial point to egress to
After completing the 9-line, the JTAC will automatically ask if you are ready for remarks.
Remarks are additional information not included in the 9-line.
When ready, open the menu and select F1. Ready to copy.
The JTAC will then radio the remarks, that generally include the weapon to use, weather
information, and/or attack headings.
Readback
You will then need to read back the target location, elevation, and other data if applicable such
as final attack heading. To do so, open the menu and then select F1. Readback.
At this point, the engagement can vary according to how the JTAC designates the target:
Coordinate, smoke, laser, or IR pointer.
Laser Designation
After receiving the point data, the JTAC will ask you to report when you are IP inbound.
When you are ready to proceed from the IP to the target, press \ and F1 "IP Inbound" to start
your attack. If you are inbound from the IP, the JTAC will then tell you to continue.
All target designation by the JTAC in this campaign is done by laser. During the 9-line, the laser
code that you should search for is listed (1688 is used throughout).
When ready to search for the target, tell the JTAC to lase the target by selecting "Laser On".
To locate the designation, slew the TGP to the general target location and perform an LSS/LST
search. (See the DCS: F-16C manual for details.)
When you have detected the designation, select "Spot". You could also "Shift" the designation
to a different target in the group, or "Terminate" the lasing.
With the designated target in LST, command a track (TMS Up) and attack using standard LGB
delivery steps. (See the DCS: F-16C manual for procedures.) If the JTAC has tasked you to
use GBU-10 or GBU-12 laser-guided bombs on the target, he can also laser designate the
target for you.
As you are running in, select "In".
If all looks good to the JTAC, he will clear you in hot. If not, he will abort the attack. If you
receive an abort message, check the details of the 9-line and re-start the process.
Depending on the results of your attack, you will either be cleared to re-attack or cleared to
depart. If cleared to re-attack, you need to start the process again from the IP Inbound stage of
the attack.
Additional Options
During a JTAC directed attack, the JTAC menus allow some additional options not mentioned
above. These include: