William Tell

William Tell is a USAF competition, where fighters and bombers compete for team and individual trophies in various events. Six new William Tell missions in the Arizona theatre replace the original Training missions in Hawaii.

There are no Soviet manufactured fighters in this mission set. You will be flying with and against F-16s, Hornets, and A-10s.

The missions follow the original Network scenarios. You will face Hornets mainly in air-to-air combat, and when the Hornet threat has been removed you can explore the theatre for various hidden AAA sites, helicopters, and other enemy forces.

The mountains, ridges, peaks, and canyons in Arizona are more severe than Hawaii or Kuwait. The Artificial Intelligence of the computer controlled planes has some trouble dealing with both the steep angles of some of the hills and with landing.

Set the Skill level of the Pilots to maximum in your preferences.

Take the opportunity to explore the Arizona theatre. I have hidden a few "eggs" in some of the missions, rewards for the adventurous pilot.

 

 

William Tell Briefings

WT - 101 - Two On Two

An easy enough mission to start with. Launch and destroy the pair of Blue Force F-18s on the way to your first Waypoint. The ROE is Silent First Pass... Guns and AIM-9 weapons are all that is allowed.

 

WT - 102 - After You

"Whiskey Delta" is a phrase which every fighter pilot fears. Leaving your wingman in a fight will get you zero points for effort... This mission is designed with your wingmans survival in mind. He will bomb the bridge in the canyon. You must clear his path, taking out AAA sites and watching for enemy fighters. Don't bug out and leave him... You take the role of Blue Force in this mission.

 

WT - 103 - AAA Ambush

The target is a lone AAA site near the Blue Two AIRBASE. Use this mission to practise low-level, high-speed flying in adverse lighting conditions. You need to keep your speed above 420KIAS and stay below 500feet AGL. Watch the radar alt on the HUD for minute changes, place the velocity vector slightly on the horizon, keep radar and ECM off, and you should have no problems.

 

WT - 104 - Well Drilled

Simple mission in which you need to protect your oil rigs from attacks by the Blue Forces. Use it to practise launching from the carrier as quickly as possible. Though you may only fly it as a 1 vs. 1 online, your wingman will be present in this mission. He will rotate around the carrier if he survives the initial furball with the Blue Force Hornets. Listen for a mission successful message, don't recover on the carrier unless you hear it.

 

WT - 105 - Uncaged

Mud moving mission. The AAA sites on the island are "elite". They do not switch on their radar and wait calmly for your HARM. They will switch off their radar at intervals and your HARM will lose lock. Your wingman will mark the first AAA site with a AGM-65 just after he launches. He will want you to follow it in for a strafing run on the site. Don't disappoint him. There are quite a few targets on the island, get them all before the USAF arrives.

 

WT - 106 - Viper Hell

Though you have to fight F-16s in this mission, at all altitudes and speeds, the A-10s in this mission are ready to mix it up too. If any Viper gets within 5 or 6 miles of the "Hogs" they will see the "sun glinting" on the canopies and will go after them with their Sidewinders. If they get to guns range then the Vipers are in trouble.

This does not mean that you should let them fight it out. Your mission is SEAD, and the Vipers merely distractions, but the A-10s must survive.