Effective CAS, CAP and Transport

Author: William Tesla
**The topic of Guide or Information:**Effective CAS, CAP and Transport
**Last Edit Date:**Sat May 16, 2020
******Short introduction**The reason behind the creation of this topic is due to the many different complaints and issues that pilots seem to be experiencing with the AA within the main AOs, I decided to create an extended guide on how to operate all three main roles, CAS, CAP, and transport.

I do NOT want to include the mixed CAP/CAS loadouts in this topic because they will just complicate things and end up confusing the pilots to whom this topic is addressed.

It is meant to be a compilation of tips, tricks, and strategies that will make your life much easier as a pilot. With that idea in mind though you have to understand that this topic will be long, it will be open for discussion and I will edit it along the way if I see any good information that might be fitting into here, you’re welcome to participate by suggesting new additions to this topic, or even asking any questions that might not be answered here but I will attempt to go in-depth so it won’t be a quick, nor a short read.

For the sake of clarity, I will be separating this post into three main sections which will englobe the three main roles, first I’ll describe all of the CAS (Close Air Support), then CAP (Combat Air Patrol), and finally my personal favorite, transport. I will be referencing many munitions as well so I will leave this link where you can find all of the munitions that I’ll be trying to explain.




****CAS
Close Air Support (CAS) is defined as air action such as airstrikes by fixed or rotary-winged aircraft against hostile targets that are in proximity to friendly forces and which requires detailed integration of each air mission with fire and movement of these forces and attacks with aerial bombs, glide bombs, missiles, rockets, aircraft cannons, and machine guns.



1. Objectives

As CAS your main objective is to support the troops on the ground, take care of the AA threat, as well as take care of the armor within the AO. While those are your objectives the order can vary, you will have to prioritize your safety before you can help the people on the ground.



2. Loadouts

While CAS’s main task is to support the ground troops and focus on Air to Ground combat it doesn’t mean that you have to only carry Air to Ground munitions. Before even taking off make sure to at least have two heat guided rockets on board such as an ASRAAM, BIM-9X, Sahr-3, or Falchion-22. It doesn’t matter what CAS plane you’re in, you might need them.

Do not forget about bringing laser-guided munitions like Skalpel’s or alike since you will be engaging targets from far, using your targeting pod. I’ll give an example of a good loadout and then explain the reasoning behind each choice, in this case, I’ll be using the To-199 Neophron.Pylons

Pylon 1: Sahr-3
Pylon 2: Skalpel(x4)
Pylon 3: Skalpel(x4)
Pylon 4: Tratnyr HE (20×)
Pylon 5: Tratnyr HE (20×)
Pylon 6: Skalpel(x4)
Pylon 7: Tratnyr HE (20×)
Pylon 8: LOM-250G (1×)
Pylon 9: LOM-250G (1×)
Pylon 10: Sahr-3

Pylons 1 and 10 have 1 Short Range Anti Air rocket, that will be used in case if I have to go defensive and stand my ground either by taking out the enemy fast mover myself or by buying myself enough time for the friendly CAP to arrive and take out the threat.

Pylons 2, 3, and 6 have Skalpel ATGM’s which will be used to pick out not just armor but also most likely the S-750 Rhea and S-750 Cronos.

Pylons 4, 5, and 7 are carrying high explosive unguided ATGM’s, a total of 60 to engage a decent amount of infantry once the AO is stripped off of its AA and is safer to fly.

Pylons 8 and 9 are carrying laser-guided bombs that are enough to destroy a target like a radio tower in a single hit or deal with any armor that might be causing you issues.

Conclusion: Carry different ordinances that will allow you to deal with all of the threats that you might encounter on your way, make it flexible enough to engage several targets in one pass, but also try to have enough munitions so you can re-arm less and stay up and airborne longer.



3. Priorities

While you’re expected to support the ground troops you will first start a fresh AO by engaging all of the AA threats, from the highest threat to the lowest.

  1. The S-750 Rhea, and as long as either the S-750 Cronus or S-750 Rhea is destroyed you will be safe. However, if the S-750 Rhea survives it is still able to engage you by using the data link and using a ZSU-39 Tigris’s radar, for example.
  2. Engage the three or four ZSU-39 Tigris that are found within the AO.
  3. The lowest threat which is the occasional AWC 302 Nyx (AA)
  4. Do NOT forget that manpads are still a big threat, so do NOT start going low nor slow above the AO, it is NOT safe yet.


    4. Engagement

Having the correct loadout and knowing the order in which to engage the targets is not enough. You also have to make sure that you keep your distance from the AO, as well as stay fairly high to avoid radar detection from the S-750 Rhea.

Altitude: Above 2500 meters.
The first key in avoiding getting shot down is getting a decent amount of space to maneuver in case you do get engaged by the AA on the ground.

Distance from the AO: Above 4000 meters.
Being high up is not enough to avoid the radar, you want to stay far away from the AO, with the altitude it is more than enough to avoid detection and still have a clear sight of the AO.

Speed
You want to have enough speed to both have a stable flight, but also to be able to go defensive in case you are detected by the AA. Going too slow will give you a great chance to engage everything you want, but it will also make you a sitting duck, you don’t have the most maneuverable aircraft as a CAS, but the slower you go, the worse it will get.

Take your time
You don’t have a timer pressing on you to engage and take out all of the AA within the AO, take your time, do several laps within the safe distance, scan the whole AO, make sure to locate most if not all of the AA that’s a threat to you. Once you feel safe, find the best approach to hit your first target, with that gone, return to the safe orbit, and carry on. Do that until you consider that the AO is safe enough to start taking care of the infantry.

Check your targets
Before engaging anything, check what you’re looking at, do not fire left and right as soon as a target shows up, it might be a friendly tank that’s being repaired, it might be an empty offroad parked next to a group of friendlies, or it might be a threat.

Know when to fall back
You finally got that lock on that enemy Nyx that’s been hiding behind a building, you’re perfectly lined up on it and you’re just waiting for that beeping sound to shoot, it’s just 2 seconds away but you hear that there’s an enemy fast-mover coming into the AO, don’t wait those two seconds, if there’s CAP ask for an ETA and start moving to a safe location, if there isn’t, you’re going to have to engage it, wave off, change to short-range rockets and intercept.


5. Going defensive

While evading a single rocket will be the same no matter what’s shooting at you, identifying what’s engaging you will be also crucial to your survival. If you manage to identify it you’ve got two routes to choose:

  1. Static AA engaging you:
    If an enemy static AA is engaging you aside from going defensive you will also focus on building up as much distance and speed as possible. Get away from that position, descend, exchange your altitude for speed.

    \
  2. Enemy Air engaging you:
    This will also spread into two.

1.CAP is available: If you know that you’ve got friendly CAP online contact him immediately, get an ETA (Estimate Time of Arrival) and judging on that either head towards the friendly CAP, or make a call and engage the threat yourself if the ETA is too long for you.

2.CAP isn’t available: No matter how good you are at avoiding enemy fire it will eventually hit, so instead of fleeing start attacking, turn around, you don’t want him to be behind you, focus on intercepting him with your short-range rockets. If that misses, do your best effort to get on the bandit’s tail, use your main gun to take him out, it might take some time but he won’t be able to engage you if you stay on his back.


6.Avoiding AA rockets

There’s a reliable procedure to avoid most rockets which will work, but keep in mind that you’re depending on the number of flares, and speed, these maneuvers will drain both. You can repeat the maneuvers until you either run out of countermeasures, speed, or altitude, that’s why you want to identify your threat at all times and make a call, either turn around and engage, rely on CAP, or flee in case if it’s static AA.

Depending on the heading which the rockets are coming the maneuvers will vary:

Rocket comes strictly from your front:
Wait for the rocket to be within a range of about 4000 meters from your position, use a burst of countermeasures, wait for the rocket to get closer and keep your eyes on the front, try to get visual on the rocket, once in visual, or closer than a 1000 meters do a fast climb combined with another burst of countermeasures, you want to change your attitude as fast as you can so the rocket just flies under you.

Rocket comes from either one of your sides:
Keep your speed, use a burst of countermeasures as the rocket is at about 4000 meters. If needed descend in order to get even more airspeed, keep your heading and let the rocket fly by you, if you see that the rocket is curving at about 2000 meters, use another burst of countermeasures in order to direct it off of you.

Rocket comes from the rear:
At about 4000 meters use a burst of countermeasures, keep your speed and wait for the rocket to get closer. When the rocket is at about 2000 meters behind you use another burst of countermeasures then drastically change your heading, you want a very tight turn, but not tight enough to drain all of your speed, usually compensate the speed loss by a drastic descent and continue with your new heading until the rocket is gone.


7.Cooperation

Things will be much easier if several CAS and CAP pilots are around, you can share your objectives using the Data Link system which works by joining the same group. You will now share all of the spotted targets with everyone in that group. It will make your life much easier when instead of having to look for ALL armor yourself you can just find some, and get help from the other CAS pilots to find the rest. You can share your targets and engage several of them at the same time, focusing on a different target each.

Establish good communication with the people in TS3. Make sure to talk with CAP and call out all of the potential threats that might show up, either for you to deal with, or for CAP, or even for the other CAS pilots. This doesn’t mean to yell everything you see, you have to find a balance where all of the pilots can relay all of the threats, but also give enough space for important messages.




****CAP
Combat air patrol (CAP) is a type of flying mission for fighter aircraft. A combat air patrol is an aircraft patrol provided over an objective area, over the force protected, over the critical area of a combat zone, or over an air defense area, for the purpose of intercepting and destroying hostile aircraft before they reach their target. Combat air patrols apply to both overland and overwater operations, protecting other aircraft, fixed and mobile sites on land, or ships at sea.



1. Objectives

As CAP your only objective is to take down any enemy air contact that shows ups on your radar, you’re there to protect all of your CAS and transport pilots.



2. Loadouts

I won’t be going as in-depth with the loadouts as in the previous section due to the limitations of the PURE CAP loadouts. But there will be two very important parts to learn, the difference between short and medium-range rockets, which differ from real life and are very important to learn.

Short-range rockets: ASRAAM, BIM-9X, Falchion-22, R73 Archer, and Sahr-3.
When fired, a short-range rocket is called out as a fox two, in Arma 3 these heat-seeking rockets are SAFE to use next to friendlies, and if they miss their intended target they will just continue on their flight path until they run out of fuel, or crash into the terrain. These will be the rockets to use if you’re next to friendlies and still have to kill an enemy fast-mover.

Medium-range rockets: AMRAAM C, AMRAAM D, and R77 Adder.
When fired, a medium-range rocket is called out as a fox three, in Arma 3 these radar-guided rockets are DANGEROUS to use CLOSE to friendlies, if they miss their intended target they will FIND a new TARGET. If a medium-range rocket is fired and there’s a friendly nearby it WILL go for the friendly in case of a miss. be VERY CAREFUL when using them and always CHECK the map to see if it’s clear to use one. There have been MANY friendly fire incidents due to this.



3. Priorities

Transport will always be your priority over the CAS planes, the reason for it is it’s weakness, unlike the friendly CAS pilots who are able to stand their ground and have AA capabilities the transport pilots are forced to avoid and seek cover, unable to engage the threat that’s on them.



4. Engagement

Unlike CAS, for CAP there’s not really an ideal altitude, speed, or distance from the AO, as CAP your main objective will be to locate any enemy jets before they engage you, or your friendly CAS and transport. Keep your radar on at all times, stay AWAY from the main AO so CAS can stay undetected and engage the AA safely. Your radar will attract unnecessary attention, listen in to the communications, and provide escorts for heavily loaded helicopters, make sure they safely make it to the AO.



5.Cooperation

Your main task will be to effectively communicate with all of the pilots. Make sure to know where they are at all times, escort filled helicopters, and stick around friendly CAS when nothing else is airborne. You will get a lot of callouts for enemy fast-movers, check them all, some of them might be wrong but better be safe than sorry, with your high speed it won’t take you long to check all of the possible contacts that have been called out, your task is to make sure that if anyone does get engaged it’s you, you’re fitted out to be maneuverable and ready to engage in air to air battles.



6. Going defensive

While evading a single rocket will be the same no matter what’s shooting at you, identifying what’s engaging you will be also crucial to your survival. If you manage to identify it you’ve got two routes to choose:

  1. Static AA engaging you:
    If an enemy static AA is engaging you aside from going defensive you will also focus on building up as much distance and speed as possible. Get away from that position, descend, exchange your altitude for speed.

  2. Enemy Air engaging you with friendlies nearby:
    Adjust your heading, if you know you’ve got friendlies nearby reduce the distance with the enemy air to 4000 meters, focus on engaging him with your short-range rockets. Those will not harm any friendlies and will be more than enough.

  3. Enemy Air engaging you with no friendlies nearby:
    Adjust your heading, if you know you’ve got no friendlies nearby use your medium-range rockets and set an intercept course. As soon as you get a lock two fox three’s should be enough to down the enemy fast-mover.


    7.Avoiding AA rockets

There’s a reliable procedure to avoid most rockets which will work, but keep in mind that you’re depending on the number of flares, and speed, these maneuvers will drain both. You can repeat the maneuvers until you either run out of countermeasures, speed, or altitude, that’s why you want to identify your threat at all times and either flee, in case it’s static AA, or engage the enemy plane.

Depending on the heading which the rockets are coming the maneuvers will vary:

Rocket comes strictly from your front:
Wait for the rocket to be within a range of about 4000 meters from your position, use a burst of countermeasures, wait for the rocket to get closer and keep your eyes on the front, try to get visual on the rocket, once in visual, or closer than a 1000 meters do a fast climb combined with another burst of countermeasures, you want to change your attitude as fast as you can so the rocket just flies under you.

Rocket comes from either one of your sides:
Keep your speed, use a burst of countermeasures as the rocket is at about 4000 meters. If needed descend in order to get even more airspeed, keep your heading and let the rocket fly by you, if you see that the rocket is curving at about 2000 meters, use another burst of countermeasures in order to direct it off of you.

Rocket comes from the rear:
At about 4000 meters use a burst of countermeasures, keep your speed and wait for the rocket to get closer. When the rocket is at about 2000 meters behind you use another burst of countermeasures then drastically change your heading, you want a very tight turn, but not tight enough to drain all of your speed, usually compensate the speed loss by a drastic descent and continue with your new heading until the rocket is gone.



****Transport
Transport helicopters are used for transporting personnel (troops) and cargo in support of military operations. In larger militaries, these helicopters are often purpose-built for military operations, but commercially available aircraft are also used. The benefit of using helicopters for these operations is that personnel and cargo can be moved to and from locations without requiring a runway for takeoffs and landings. Cargo is carried either internally, or externally by slung load where the load is suspended from an attachment point underneath the aircraft. Personnel is primarily loaded and unloaded while the helicopter is on the ground.



1. Objectives

As a transport pilot, your main objective is to deliver the cargo, or the infantry to the AO safely.



2. Priorities

Your one and only priority will be to get to the AO unharmed, you will accomplish that by a combination of a smart LZ, cooperation with CAS and CAP, as well as good flying.



3. Communication

Make sure to always stay in touch with CAP and CAS, do not be afraid to ask about the AA status within the AO, make sure to let CAP know that you’re on your way, and if possible even request an escort from CAP, you’re the most vulnerable out of all three and really depend on both roles for your own success.

Do not forget to use the side channel to inform the other players about the availability of transport and heavy lift.



4. Smart LZ choice

Do not listen to the people sitting in the back of your helicopter, even if they have to walk longer pick a safe place to drop them off, they might have to run for a 1000 meters after the infill, but they will be alive. Make your choice based on the terrain’s height, the lower you can go the better. Try to find a spot that would be shielded by terrain from the AO, base your LZ not just on that but also on what CAS and CAP say, usually they will give you a warning about AA if you ask about it. A good LZ will almost guarantee your safe arrival and departure from the AO.



5. Infill

Once your helicopter is loaded, either performing an ordinary transport or a heavy lift, you will start heading towards the AO, already adjusting your route to the LZ which you chose before take off. Make sure to use terrain to your advantage, stay as low as possible to the ground, make sure to keep your speed up as high as possible and always try to have terrain between you and the AO, you’re a much easier target to hit then the CAS or CAP planes. On approach try to slow down without picking any altitude at all, focus on landing as quickly as possible, and not staying around the AO for too long. The longer you stay the more attention you will attract and the more likely it will be that enemy AA will be interested in engaging you.



5. Exfill

Exfills tend to be safer as usually, this means that the AO is over and the possible threat is gone, however, focus on keeping your speed and altitude and continue using the terrain to your advantage as enemy fast-movers might sneak up on you.



6. Going defensive

As the most vulnerable of all three you still have to identify the threat, if it’s static AA dive as low as possible, hug the terrain and try to keep your speed as much as you can, if there are any variations in the land it should be enough to defeat the rockets as those will impact the terrain after you surf “below” it.

If it’s an enemy plane that’s engaging you don’t hesitate to contact CAP, head towards CAP’s position, and perform evasive maneuvers up until you rally with CAP and he can take the threat out.



7.Avoiding AA rockets

Unlike CAS or CAP, you don’t have the possibility to engage the enemy target so you will have to gain as much time as possible for your friendly CAP to get to you and deal with the threat.

Depending on the heading which the rockets are coming the maneuvers will vary:

Rocket comes strictly from your front:
Wait for the rocket to be within a range of about 4000 meters from your position, use a burst of countermeasures, wait for the rocket to get closer and keep your eyes on the front, try to get visual on the rocket, once in visual, or closer than a 1000 meters change your heading abruptly, and pull to a side, allow the rocket to pass next to you while you’re turning away, dive as down as you can and start hugging the terrain while you’re getting in touch with CAP.

Rocket comes from either one of your sides:
Use several bursts of countermeasures whenever the rockets approach the side of your helicopter, finally pull back and climb as high as possible, making the rockets go beneath you. After the rocket has been defeated lose all the altitude you gained as fast as possible, hug the terrain, and get in touch with CAP.

Rocket comes from the rear:
At about 2000 meters away turn either one of your sides towards the rocket, use a big burst of flares to put as many flares as possible between you and the rocket, then, change your altitude and drop as low as you can, hug the terrain and get in touch with CAP.



This is a work in progress, based on the responses and time that passes by this topic will be modified to include more useful information, feel free to suggest changes or additions, also ask all the questions you might have.

Sometimes, to take AA off of the CAS pilots you can use the Shikra to and make the AA lock on to you then outrun the missiles to the CAS pilots won’t have to deal with them. Just a weird but decent strategy that I have seen in use before.

While it’s not a bad idea to draw the fire away once it began, flying into a freshly spawned AO, alerting all of the AA and then drawing their fire will be rather detrimental then helpful, however, if you’re trying to draw the fire once someone from CAS alerted the AO and you take most of the AA missiles on, sure, not a bad idea. I don’t think I’ll include this as a tip though as I’m pretty sure it will cause more harm then good

I have also seen this getting asked a lot recently so thank you for making a guide to show people how to run CAS/CAP.

Thank you for your tips on surviving as transport vs AA rockets. Just survived about 5 min against an enemy Gryphon and an enemy Shikra simultaneously in my Mohawk.
Managed to drop the delivery before getting taken out.

Mohawk FTW! That hits close to home as I really love flying that, well, I’m glad it served you, if you get any ideas for other pilots that might help go ahead and suggest it, don’t be shy!

Thanks for the info, I haven’t been able to find a guide on how to not get removed from the air (hence my name). Bookmarked and will try out these tactics next time I fly. Under CAP -going defensive you have when friendlies are nearby listed twice, might need an edit unless I’m not understanding.

Appreciate the feedback, should be fixed now!

Excellent guide.

Gonna +1 use of terrain to break missile locks, especially SAM launches.

If you can put a big hill between you and the incoming bird, you have a pretty solid chance of avoiding it.

Flying the Blackfish last night (when my gunners weren’t busy smoking entire friendly platoons) I successfully dodged several air-to-air and SAM attacks by a rapid descent (they were zero-g in the back) and putting as much elevated terrain between the incoming birds and us - with a 99% success rate. :confused: