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Mud spike, two o'clock. Good.

When the box doesn't need me, I fly the F-16C Block 50 in DCS World, mostly into places full of SAMs. Suppress them with HARMs, then come back and finish them with JDAMs and CBUs. That's SEAD and DEAD, and it's the best part of the game.

Need something to fly tonight? Generate a mission.

Left MFD: HARM attack display. Tap a SAM to attack it. The green arc is how far the selected weapon reaches from your current altitude and speed; red rings are SAMs that are on air.

Right MFD: stores and energy. Use the buttons beside a weapon to select it; the bottom buttons pick the loadout for the next sortie.

Destroyed 0 of 7Suppressed now 0Sorties 1

Too far? The jet climbs and accelerates by itself, and if that still isn't enough it presses in. Press into a ring that's still on air and you'll be defending instead of bombing, so HARM it first. Climbing costs fuel, and at Bingo you go home. Ranges are game numbers that grow with altitude and speed, not the real envelopes.

Loadout

Pick a preset or set each station yourself; it's loaded when you return to base. The stations only offer what a 2007 Block 50 can carry there: HARMs on 3 and 7 only, wing tanks on 4 and 6, the ECM pod or a tank on the centerline, and on the chin hardpoints under the intake, the HTS pod on the left (5L) and the targeting pod on the right (5R). Without the HTS you're down to HAS mode, the HARM's own seeker, at reduced range, and without the HTS or a pod there are no coordinates for mobile SAMs.

SEAD and DEAD

Two jobs that sound alike and aren't.

SEAD

Suppression

Make the radars stop looking. A HARM rides the radar's own beam back to it, so the smart operator switches off. The site goes quiet, the strikers get through, and twenty minutes later it's back on air.

On the display above, a HARM makes a SAM go dark for a while. It comes back.

DEAD

Destruction

Make sure it never looks again. Take the coordinates from the HTS, drop a JDAM on the radar, or throw a CBU-105 over the launchers. Slower, and you have to get closer, but it stays dead.

On the display above, JDAMs and CBUs remove a SAM for good.

The jet

My SEAD and DEAD loadout. Two HARMs to make them blink, two CBU-105s for whoever forgot to. Why only two HARMs: the 2007 Block 50 manual DCS is built from clears stations 3 and 7 for them, and nothing else.

StationStore
1, 9AIM-120C AMRAAM on the wingtips, for anyone who interrupts
2, 8AIM-9X close in
3, 7AGM-88C HARM the reason for the sortie
4, 6CBU-105 wind-corrected and sensor-fuzed, thrown from high and fast. Or GBU-31 JDAMs
5300 gallon tank SAM sites are never close by, and climbing to throw a CBU costs fuel
5LAN/ASQ-213 HTS pod left chin hardpoint under the intake; finds the emitters and gives the HARMs and JDAMs their targets
5RTargeting pod right chin hardpoint; to see what's left after

Weapons I like

AGM-88 HARM

High-speed anti-radiation missile. In HAS mode the missile's own seeker finds the emitter, in POS mode (EOM, PB or RUK) you throw it at where a radar should be, and with the HTS on the HAD page you throw it at where one is. Calling "Magnum" on the radio is half the fun.

GBU-31 and GBU-38 JDAM

GPS bombs, 2,000 and 500 lb. Coordinates in, release in the zone, turn away. They don't care about smoke or clouds.

CBU-105

The favourite. A sensor-fuzed canister with a wind-corrected tail kit: it opens over the target and sends down submunitions that look for vehicles. The higher and faster you are when you let go, the further it flies, so the yeet is the technique.

CBU-87 and CBU-103

Combined effects cluster bombs, the 103 again wind-corrected. Less clever than a 97, plenty for a dug-in SA-8.

Who's on the scope

The SAMs I spend most of my evenings with, and the symbol they show on the RWR.

Words for the radio

Fence in
Entering the area: weapons armed, lights off, jammer on.
Angels 20
20,000 feet.
Bullseye
The shared reference point. "Bullseye 040 for 26" is 26 miles from it, on a bearing of 040.
Mud spike
A surface threat's radar is looking at you. Also called the start of the fun part.
Magnum
Anti-radiation missile away.
Nails
An airborne radar is searching, not locked. Usually someone friendly.
Naked
Nothing on the RWR. The best word in the game.
Splash
Target destroyed.
Music on
Jammer on.
Defending
Something is coming for you and you're busy with it.
Winchester
Out of weapons. Time to go home.
State
Fuel remaining, in thousands of pounds.
Joker
Fuel at which you start planning the way home.
Bingo
Just enough fuel to get home. Which always comes up right when the last SA-6 shows itself.

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