Basic Fighter Maneuvers · 20 entries

Air Combat Tactics

Basic fighter maneuvers (BFM) are the moves a fighter pilot uses to gain a firing position or deny one to an opponent. Each entry has an animated diagram and covers both seats: what the attacker is trying to do and how the defender answers.

AttackerDefender

No maneuvers match that search.

Fundamentals

Pursuit Geometry

Nearly every maneuver on this page manages one variable: where the attacker's nose points relative to the defender. Pull lead, hold pure, or fall to lag, and the fight changes.

Reference

BFM Glossary

Terms used throughout the maneuver descriptions.

Angle-Off (AO)
The difference in heading between the two aircraft. Zero angle-off means both are flying the same direction.
Aspect Angle (AA)
The angle from the target's tail to the attacker, measured at the target. 0° is dead six and 180° is head-on.
Turn Circle
The circle an aircraft traces in a sustained turn. Getting inside the bandit's turn circle is the key to an offensive position.
Lift Vector
An imaginary arrow out of the canopy, perpendicular to the wings. A pilot "places the lift vector" to aim the turn.
Corner Speed
The lowest speed at which the aircraft can reach its maximum G. It gives the best instantaneous turn rate and the smallest radius.
Specific Energy
Altitude plus airspeed, the fighter's currency. Climbing trades speed for height, diving trades height back for speed.
Overshoot
When the attacker passes in front of or beyond the defender's flight path and loses the offensive.
Plane of Motion
The plane in which an aircraft is turning. Leaving the bandit's plane of motion buys turn room without adding G.
3/9 Line
An imaginary line through the wingtips. Being behind the bandit's 3/9 line is generally offensive.
Weapons Engagement Zone (WEZ)
The range and angle envelope in which a weapon can be fired with a reasonable chance of a hit.

Diagrams are simplified for illustration and not to scale.