SA-8 Gecko's are not that hard to beat. The easiest way to do it is to use the ol' Rope-a-dope. Upon reaching the IP to target I will direct my second section wingmen (BTW I think they dropped out of the first grade as they are dumb as S...) to attack the generic ground targets and my #2 to attack the primary targets. I will then pop burner to get ahead of them, drop to near the deck (300-500ft AGL) and shut my jammer off if I have it transmitting. I present myself as the best target I can and monitor my RWR for launches. The best thing about the Gecko is that it is SARH and usually only shoots one missile at a time so as soon as it pops a missile off I aim my nose at the deck and that usually breaks the lock. After evading the missile/missiles I will again pop back up to 300-500ft AGL. Rinse and repeat until the batteries are out of missiles and mosey on in and strafe them at my leisure. This works for most of the various types of SAM's in the game including the IR types, Just watch out for ZSU-23-4 and ZU-23-2 guns (I have another technique for them). The truely hard missile batteries to defeat are the SA-11's in NF4... those things are truely wicked.