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. |