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Mission Planning Basics

Planning Process

As mentioned in the previous sections, planning begins as soon as the FAC receives a mission target. Analysis is then performed, leveraging unit and theater intelligence reports to understand the current fire support plans, air-defense threats, and high-value targets that are of interest for a strike. Rules of engagement are also laid out in this phase, as are the current inventory of starfighters that are available for tasking.

A plan is then developed that addresses all of the points laid out thus far. Observation points are designated for the FAC to maintain visual contact with his aircraft and the enemy, artillery fire support is allocated, and flight plans are drawn up to minimize unnecessary risk to attacking craft while achieving the mission objective. Air assets are also given initial orders on when they must be on-station, and where that initial holding point (IP) is. Once the plan has been drafted, it is submitted to the FAC's commander for authorization.

Selecting Ordnance

In planning a mission, the proper selection of ordnance is critical to completely destroy the enemy while minimizing the risk to friendly forces. In this course, only missiles and bombs will be examined as they are used most commonly. Additionally, distances cited are recommendations; all FACs should follow these recommendations, but local commanders may override them when necessary.

Concussion Missiles

The cheapest, fastest, and most common starfighter warhead, it homes in on its target for a short time.  The original missile design predates laser technology, combining high explosives with an armor-piercing warhead. Perfect for armored vehicles and repulsorlift tanks, concussion missiles should be used only when friendly forces are more than 250 meters away from the target area.

Proton Torpedoes

The proton torpedo is the weapon of choice for attacking slow-moving targets, Imperial bases, and other moderately-hardened targets.  The thermonuclear warhead delivers an impressive payload and should be used only when friendly forces are more than 500 meters away from the target area.

Heavy Rockets

A massive weapon with limited homing capability, heavy rockets have a large effect radius and are effective against bunkers and other heavily-hardened structures. Heavy rockets can also be used against large quantities of enemy infantry as an efficient means of eliminating large numbers of combatants. In light of this, heavy rockets should be used only when friendly forces are more than one kilometer away from the target area.

Bombs

The most devastating weapon available to Forward Air Controllers, unpowered and unguided, bombs rely on the delivering craft's momentum to carry it to target. Bombs should only be used against stationary targets, and given the sheer firepower brought to the fight, only in extreme circumstances. Bombs have rarely been employed in CAS, with most bombs dropped being part of strategic, not tactical, bombing campaigns. With such devastating firepower, bombs should be used only when friendly forces are more than two kilometers away from the target area.

Electromagnetic Pulses

Upon impact, the detonation releases a short-radius burst of concentrated electromagnetic energy, which interrupts the power and weapons systems of most vehicles for a period of time. Though the safety risk to friendly troops is low, MagPulses should be used only when friendly forces are 250 meters away from the target area to reduce the risk of permanently damaging technology.

Ion Pulses

Often described as an 'ion cannon in a can', this insidious weapon is capable of rendering a target vehicle helpless in a single shot. In CAS operations, these are often used against command centers to render enemy communications systems inoperable and take out weapons systems in nearby defensive positions. Similar to the MagPulse, a safety cordon is mainly used to protect Imperial equipment, but with an ion pulse, the perimeter is extended to 750 meters at a minimum.


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