v303FG Public BVR Gameplans & Execution Guide
0) Quick Glossary (commit-level must-knows)
- TR (Transition Range): Min range you can Fox-3 and be HUSKY before DOR.
- DOR (Desired Out Range): Range where your abort/pump will kinematically defeat anything in the air and give you space/time to recommit with L&D tactics.
- DR (Decision Range): Range where you can execute the briefed notch for ~15 s, evaluate spikes, and still defeat shots / stay outside STERN WEZ.
- MAR (Minimum Abort Range): Closest you can be and still defeat the adversary’s FLO shot with a standard abort.
- MRR (Minimum Recommit Range): The minimum range you can turn hot again, target, and shoot while remaining outside STERN WEZ.
- STERN WEZ: Range at which the bandit can still kill you with a rear-aspect shot as you run away.
- Pump / Abort: Turn cold (120–160°) and run.
- Pitchback: Reverse from cold to hot when criteria are met (often at/after MRR).
- Crank: Turn ~40–60° off to reduce closure while supporting your missile to HUSKY.
These are starting points. You must build/review v303FG range cards from test shots to tighten these.
1) What is a "Gameplan"?
A pre-briefed, if/then decision tree that:
- Aligns the whole package on commit/abort logic,
- Dictates shot timing (Skate/Short Skate/Banzai),
- Controls the flow between elements (Wall/Grind), and
- Defines cold ops and recommit behavior (stagger back, notch back, delouse).
You brief a gameplan so no one is guessing at 1.2 nm inside MAR with 4 nails in their RWR.
2) Core BVR Timelines (How to compute/brief them)
2.1 Build your card (per altitude / speed / loadout
- Record shots in DCS (SP/MP test range) at known altitudes, speeds, and bandit speeds/aspect.
- Capture A-pole (HUSKY), F-pole, time to active, and kill/no-kill.
- From those, derive:
- TR: Missile must be active before you hit DOR.
- DOR: "If I pump here, no missile can hit me and I can reset."
- DR: "If I notch here for 15 sec, check spikes, I can still survive + exit STERN WEZ."
- MAR: "If I’m any closer and they shoot FLO, I die unless I’m very lucky."
2.2 Kinematic sanity checks
- Your exit speed matters. Plan to unload (1–2 G), MIL/AB on abort to maximize extension.
- Bandit closure: Fast HOT bandits shrink DOR/DR/MAR margins. Use AWACS speed calls or datalink to adapt.
- Altitude: Lower = worse missile kinematics. Expect to reduce all ranges 2–4 nm.
3) Pre-Commit Setup (DCS F-16C specifics)
Formation / Geometry- Wall (2x2): Elements line abreast, 7–10 nm element spacing, 1.5–3 nm within element. Best for wide picture and early sort.
- Grind: Elements in trail (30–50 nm). One hot, one cold, pumping on a schedule/range.
Sensors
- FCR:
- 80 nm scale outside 40 nm; step to 40 nm at/inside MTR.
- 4B/60° (lead), 2B/30° (wing) OR lead in TWS, wing in RWS/TWS narrow as directed.
- Link 16 (HSD/SA): Confirm donor tracks, group labels, and targeting deconfliction.
- RWR: Pre-briefed rings for MAR/DR (mental overlay). Prioritize STT nails and threat emitters.
Weapons
- AIM-120C (F-16C):
- SMS > A-A > 120C, RAID OFF, PRI.
- TMS UP to bug, TMS RIGHT to cycle track files in TWS, TMS UP for L&S.
- JHMCS: Use for MRM SA and quick TMS actions.
Comms
- BRAA/Bullseye: based on SOP (we use bull most often).
- Targeting / Sorting: Short and standard (examples below).
- Gameplan commits: "Viper1, Wall Skate. #1,2 East; #3,4 West. TR 18, DOR 16, MAR 10. DR 12. 15-sec notch. Pump south."
4) The Big Three Gameplans
4.1 Skate – Launch & Leave
Intent: Preserve weapons and energy, defeat FLO shots, reset to fight again.You: Fox-3 before TR, crank/pump before DOR.
They: Forced defensive / drag, or your missile kills.
Step-by-step (example numbers):
- Commit: "Viper1, commit East Group, Wall Skate."
- Targeting: "#1,2 East Group; #1 sorted lead, #2 sorted trailer."
- Fox: At TR (18 nm), Fox-3. "Viper11, Fox-3 East Lead, 18."
- Crank: 40–60° off to manage closure until HUSKY.
- Pump: At DOR (16 nm) call "Viper1 pump south." Turn cold, unload, accelerate.
- Assess: If naked/no spike, support your missile (if still time). If spiked/STT, keep pumping to MRR.
- Recommit: At/after MRR, other element should already be hot (Grind) or you turn hot if Wall and deconflicted.
Comms template:
- "Viper1, Wall Skate, TR 18, DOR 16, MAR 10, DR 12, 15-sec notch, pump south."
- "#1,2 East; #3,4 West. #2,4 sort trailers."
- "11 Fox-3 East Lead 18, cranking right."
- "Viper1 pump south, cold."
- "Viper3 hot, commit East Group, Fox-3 20."
4.2 Short Skate – Earlier leave to kill FLO
Intent: Abort before MAR, even earlier than Skate, maximizing survivability against an early adversary FLO shot.
Key difference: Your abort happens at/just before MAR/DR, not at DOR.
Use when:
- You’re energy/altitude disadvantaged
- Expect high-Mach, long-range FLO from red air (e.g., R-77-1/SD-10 threats)
4.3 Banzai – Launch & Decide
Intent: Commit to the merge if you’re clean/naked post-notch; abort if not. Greater chance to kill/press but higher risk.
Step-by-step:
- Commit: "Viper1, Banzai East Group."
- Fox-3: Before DR (e.g., 13 nm). "11 Fox-3 East Lead 14."
- Bracket / Notch: Elements split to bracket headings (e.g., 090/270), notch for 15 seconds.
- Spike Check: If spiked, abort (pump). If naked, turn hot, accelerate, press to follow-on shot or merge.
- Reform: If aborting, call cold heading and reset to MRR for recommit.
When to choose Banzai:
- You must deny area/kill group rapidly for STRIKER/DTI reasons.
- You have numbers/altitude/energy advantage.
- You’re willing to trade higher risk for quick control of the airspace.
5) Formations & Flows: Wall vs Grind
5.1 Wall (2x2 wide front)
- Pros: Best for fast group ID/sort/targeting. Can combine with Skate/Short Skate/Banzai.
- Cons: Requires timely pump calls to avoid all 4 inside MAR simultaneously.
Execution tips:
- Element spacing: 7–10 nm. Assign East/West (or North/South) group responsibilities.
- Deconfliction: Lead element pumps at DOR, trail element covers.
5.2 Grind (hot/cold cycling)
- Pros: Keeps a fighter always hot while the other extends, great for persistent DCA.
- Cons: Needs strict pump ranges + element discipline.
Execution flow:
- Element 1 hot, Element 2 cold.
- Element 1 pumps at DOR → Element 2 pitchbacks to hot.
- Repeat.
Pump criteria: Pre-brief pump ranges (e.g., DOR 16 nm) and pitchback criteria (e.g., element cold to 40 nm or once MRR satisfied).
6) Cold Ops Gameplans
6.1 Stagger Back (2-ship)
- Spiked fighter runs cold until pitchback criteria; the untargeted fighter turns hot and shoots.
6.2 Notch Back (2-ship)
- Spiked fighter executes a notch, then, once notch timer expires, assesses pitchback criteria and recommits if safe.
6.3 Delouse (4-ship)
- Leaned-on element runs. The other element recommits and targets to clear the bandit press.
7) Targeting, Sorting, and Labeling
7.1 Targeting
- Group (≤3 nm spacing) → assign to elements: "#1,2 East Group; #3,4 West Group"
- Once targeted, call: "Viper12 Targeted East Group"
7.2 Sorting
Inside the group, split Lead/Trailer (or Near/Far, High/Low).- Call: "Viper12 Sorted Trailer East Group"
7.3 Picture Labels (standardize)
- 2-Group Wall: North/South or East/West
- Azimuth: Wide/Close
- Range: 10/20/40 nm groups
Example: "2-Group, East/West, 10 wide, East group 2 contacts, 32k/28k, fast; West group 1 contact low 15k, hot"
8) Lead / Wing Responsibilities (per timeline)
Lead:
- Build & brief gameplan, pump/pitchback criteria, deconfliction
- Assign targeting/sorting
- Execute commit/abort calls
- Maintain big-picture SA (AWACS, Link, offboard sensors)
Wingman:
- Stay visual (inside element)
- Maintain formation geometry (line abreast / bracket)
- Execute directed radar work (not freelancing)
- Call "Blind" immediately when visual lost (and provide bull & altitude)
9) Practical DCS Numbers & Techniques
9.1 A-pole / F-pole discipline
- For Skate: You want A-pole before DOR. Don’t support too long—pump on time.
- Crank philosophy: Crank until A-pole, then pump.
9.2 Notch timing (Banzai/DR)
- 15 seconds is the standard check. If after 15s you’re naked, turn hot. If still spiked (especially STT), abort.
9.3 Pump geometry
- 120–160° turn away from bandit. Choose a common cold heading in the brief (e.g., south to the tanker/SA area).
- Unload to 1–2 G, AB to extend faster and open DOR → MRR spacing.
10) Example: Full 4-Ship Flow (Wall + Skate)
Briefed:
- TR 18, DOR 16, DR 12, MAR 10, 15-sec notch
- Wall, #1,2 East; #3,4 West
- Cold heading: 180
- Grind fallback if 2+ groups detected
Execution:
- Commit (40 nm): "Viper1, commit 2-group East/West, Wall Skate."
- Target (30 nm): "#1,2 East group; #1 lead, #2 trailer. #3,4 West group; #3 lead, #4 trailer."
- Fox (18 nm): "11 Fox-3 East Lead 18, cranking right." "12 Fox-3 East Trailer 17."
- Pump (16 nm): "Viper1 pump south, cold." Element 2 (3/4) goes hot now.
- Element 2 Fox (20 nm): "13 Fox-3 West Lead 20."
- Recommit at MRR (~30–35 nm separation): Element 1 pitchbacks hot, swaps in.
- Cycle continues until groups are sanitized or we hit BINGO/merge rules.
11) BVR Comms Templates
Commit:
Targeting / Sorting:
Fox:
Pump:
Spiked / Naked call:
Recommit / Pitchback:
Blind/Visual:
12) Training & Debrief Checklist
In-mission:
- Did we shoot at TR and leave at DOR/MAR?
- Did element timing prevent all 4 from being inside MAR simultaneously?
- Did we respect notch timers and spike/naked logic?
Tacview / ACMI review:
- Time from Fox to A-pole, F-pole
- Pump ranges vs pre-briefed DOR/MAR
- DR notch start/end, spike/naked status, survival
- Recommit spacing (did we meet MRR?)
- Communication clarity (missed, late, over-transmitted)
Update the Card:
- Adjust TR/DOR/DR/MAR/MRR for the altitude/speed actually flown
- Record bandit types, speeds, ECM use, altitude
13) Common Errors & Fixes
| Error | Why it kills you | Fix |
|---|---|---|
| Late pump (inside MAR) | You eat the FLO shot | Hard brief DOR/MAR + auto-callouts on HSD rings + wingman policing |
| Both elements cold | You cede airspace, STRIKERS die | Use Grind or explicit hot/cold handoffs |
| Wingmen radar freelancing | Lost sort, double-target / unserviced group | Lead gives explicit radar roles, wing confirms |
| No notch timer discipline | You die in Banzai or overcommit | Use 15s standard, lead enforces |
| No numerical timeline in brief | Nobody knows when to shoot/leave | Always brief TR/DOR/DR/MAR/MRR numbers |
Final Notes
- Gameplans are discipline. You win BVR in the brief + timeline adherence.
- If you’re not sure (fuel, spike, SA): Skate. Live to recommit.
- Banzai is a tool—don’t make it your default just because it’s exciting.
- Codify your numbers, update often, and make them muscle memory with comm brevity.


