Tactical Air Control Party (TACP)
ROLE OF THE ASOR TACP
- CONTROL AIRSPACE
- Organise and Co-ordinate Air Movement
- Request and Control Landing Zones
- Request and Control CAS
- Deconflict aircraft and fires from CAS sorties
- TACP Needs to be aware of both ROTARY WING SOPs and FIXED WING SOPs
- MAINTAIN SITUATIONAL AWARENESS
- Know the enemy situation, selected targets, and location of friendly units.
- Locate targets of opportunity
- ADVISE COMMAND
- Know the commander’s intent and applicable ROE.
- Advise the supported Commander on proper air employment
- Perform BDA (Battle Damage Assessment) after strikes
CONTROL OF AIRSPACE
One of the primary roles is to control the airspace. Essentially, you need to maintain situational awareness of the airspace. What air assets are available, what weapon systems are available, what flight levels are the aircraft at and most importantly, what threat areas exist for the aircraft. You act as a mobile air traffic control.
The TACP needs to operate on both the Long Range Command Net (81.1) and the Long Range Air Net (82.1). Recommend that CMD Net be your alternate as your Squad net will have comms with command anyway. CMD Net will give you more SA on Squad activities and locations.
INITIAL AND BATTLE POINTS
All attack runs start with an IP or BP. These are generally pre-plotted before the mission starts and take into consideration terrain, threats and type of CAS runs required.
- Initial Point (IP)
- Is the location that fast air begin their attack run.
- Generally about 1-2 KM out from the target.
- There can be several IPs on map to allow for different attack vectors.
- Battle Point (BP)
- Is the point at which a rotary wing asset begins its attack run. As RW assets are more agile, this can be between 1000m to 500m.
CLOSE AIR SUPPORT (CAS)
CAS runs are conducted in response to deliberate pre-planned targets and on hasty, immediate targets. Both attacks use a 9-line process in game. A 9-line proforma is used for all CAS that allows the TACP to collect relevant information and pass it to air assets. This includes:
- details of type of target
- target location
- direction of attack
- location of friendlies
- Line 1 is the IP/BP.
- Line 2 is the heading from the IP/BP to the target. We use degrees. While Mils are more accurate, they are a pain in the ass to use and teach.
- Line 3 is the distance from the IP/BP to the target.
- Line 4 is the elevation of the target. Not really important in ARMA at the moment.
- Line 5 is the description of the target. Give enough detail that the pilot/gunnercan visually identify the target.
- Line 6 is the location. 6-8 grid is preferred. Mark a ‘Tgt’ point on map too.
- Line 7 is the marker type. Either smoke, strobe or laser. Laser is only for LGB or Mavericks, not much else can lock on to it. At the moment, ACE seems to be screwing it up and nothing is locking.
- Line 8 is the location of friendlies in relation to the target, ie: “Friendlies are 1500m to the east”.
- Line 9 is the egress. Normally it’s at their own discretion, however if there are SAMS or AAA, you will need to vector them away from it.
A 9 LINER printable proforma is available for download: 9LINER