The most difficult task any planning staff in an aviation task force can do right now is engagement area development. Honestly. It is. I dare you to walk up to any new pilot on Mother Rucker and ask them about EA development, and they would give you the same blank stare that they typically reserve for an instructor pilot who asks them about the requirements to enter Class B airspace. There might even be a ribbon of drool coming from their mouth after a second or two. It's not their fault though. This is part of the insidious nature of the quick reaction force mentality of today’s attack reconnaissance aviation. Engagement area development has little to no place in the QRF world of gimme-grid-freq-call-sign-and-we’ll-figure-it-out-enroute because it requires more than just using what you have on the rail to achieve an effect that you may not be totally sure of. There is little planning in QRF planning. Let’s be honest. It requires highly adaptive and responsive leaders who have a high level of shared situational understanding with the ground force commander to really get any semblance of mission success… without causing unforeseen area of operations lunacy later.
First of all, what is an engagement area, and how does one develop it?
An engagement area is an area in which the commander intends to contain and destroy an enemy force with the massed fires of all available weapons. The size and shape of the engagement area is determined by the relatively unobstructed visibility from the weapon systems in their firing positions and the maximum range of those weapons. Sectors of fire are usually assigned to subordinates to prevent fratricide. An EA should have four things:
1.) multiple battle positions from which to attack
2.) obstacles to channel the enemy and permit use of direct and indirect fires
3.) standoff from the enemy, to minimize enemy counter fire while maximizing the friendly probabilities of kill
4.) continuous visibility of the targets
The two most significant things to me would be items 3 and 4, and I’ll tell you why. It focuses the planning staff and the training of young pilots in the formation. But more on that in a second.
This has practical application in many different facets of everyday life. Have you ever gone genocidal on a hill of fire ants with a big stick and a can of Raid? Yeah, THAT is EA planning and execution. You massed all available weapon systems to achieve the desired effect, minimizing your own exposure to counterattack through standoff and a fire distribution plan. Look at you… all tactical. That's hot.
EA development is simple when you know what it is, but the subtle nuances can lead unforeseen difficulties. Let’s go back to items and 3 and 4 now.
EA development is simple when you know what it is, but the subtle nuances can lead unforeseen difficulties. Let’s go back to items and 3 and 4 now.
Number 3 is simple. If you don’t know what a system looks like on the sensor you’re using, how can you engage it?
I have to know how to find and kill what the ground force commander wants dead. This means two things: I have to know how to use the systems on the aircraft to fix the enemies disposition and then I have to know what effect I want to have on the enemy, based on what the ground force commander really wants.
Item 4 is a little tougher. There is a subtle difference “dead,” you know.
In order to achieve “a high probability of kill,” I have to know what kind of kill the ground commander wants. Does he want a mobility kill? What about a personnel kill? A firepower kill? Or does he want a total kill… the infamous K-KILL? All of these have different requirements for individual weapons and targets. While one AGM-114P+ (our UAS brethren’s missile of choice) can be enough for a sedan full of Haqqani fighters, one AGM-114R (your standard HF radar missile) is not going to even make a dent in a reactive-armored T-72 main battle tank, the preferred tank of all good communist oppressors and soviet-backed warlords the world over.
In short, one Hellfire missile does not equal one dead tank.
Despite the increase in knowledge on the part of our ground forces on what varying weapons may be hanging from the racks of an AH-64D, this hasn’t gotten us back to positive effects based planning. We, as aviation specialists, have to ask the right questions. “What effect do you need?” Not “what weapon do you want.”
So, this is important to note because the ignorance of real weapon effects is an epidemic across the Army today. This is because we neither understand how to predict them, nor how to train for them. We’re still focused on the need for grid-freq-call sign-use-what-you-got. In the effort to return the Army to standards and effective training for the next war, we have an obligation to young pilots to foster tactical curiosity about the enemy they will face in the future.
At some point, we will hand the young LTs and WO1s a can of Raid and a stick, pointing them in the direction of a former soviet-funded nanny state to do their worst. We should probably engage that issue now.