Apache Havoc
Strategy Guide

Chapter [1][2][3] 4 [5][6][7]

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thumb_simulator.gif (5708 bytes) CHAPTER 4
campaigns / missions

Close Air Support

4.1 Objectives - The Goal

Simply put - to successfully win a campaign, your side is required to capture the specified number of Objective Sectors (ObSecs).

This number will vary from theater to theater, but there are always more objective sectors available on the map, than you are required to capture.

Each sector is a 4km x 4km area and control deemed strategically vital for victory.

How Objective Sectors Are Captured

To capture a sector, it must be unoccupied - all opposing forces must be eliminated from it. Any air or ground unit entering an unoccupied objective sector will capture it. Once your forces enter and capture the last required ObSec, the campaign victory screen will be displayed.

A sector can be re-captured by the enemy if it is left unoccupied.

 

Basic Overall Strategy

To win a campaign you should be flexible.

Destroy enemy air capability as early as possible, then move in on mobile ground forces concentrating on those occupying Objective Sectors. To do this you will really need to be flexible and not always follow the generated mission routes. You should create your own scout missions to locate and destroy enemy bases.

Choose a campaign in accordance with your ability. New players should choose to fly the quieter more sedate Golden Triangle campaign.

Campaign Difficulty Table

BLUE FORCE RED FORCE
hardest Cuban Crisis Golden Triangle
medium Caspian Sea Caspian Sea
easiest Golden Triangle Cuban Crisis

 

 

4.2 The Campaign Intelligence Map

It's a mistake to think the in-flight campaign map displays current unit positions. In fact it only displays last known unit positions.

The campaign map is a vital component of the campaign. The war is a highly fluid situation where an armored column can be torn to shreds by enemy attack helicopters in a matter of minutes.

You should refer to it often, use it to avoid areas with high levels of fighter activity.

Perishable Intelligence - Enemy units (including human players) are only shown on the map if you have up to date information on that sector. Each sector (4km sq.) has a timer specifying when either sides information is no longer current (hiding icons). To reset this timer an allied vehicle/aircraft must pass through the sector. At the start of a campaign, some timers for random sectors are set so you can see some of the enemy forces.

Allied helicopters are always visible but only updated once every 20sec with one exception, wingmen are constantly updated. Also visible are the waypoint routes of other allied human players missions (in gray on the map screen).

Forcing a map update - You can force a quick map update by single step zooming in and out.

4.3 Destroying Enemy Bases

Destroying enemy air bases is vital for a successful campaign. Taking out the enemies airbases reduces their capability to replace aircraft.

Taking out 70% of the objects at a base (or FARP) will effectively shut it down but not necessarily kill it. You can tell when you have done enough damage by referring to the campaign map - the base symbol turns gray when seriously damaged. However there are subtle differences between the different kinds of bases.

Airbases

The larger Airfields are much more difficult, once the perimeter air defence vehicles are destroyed there are multiple airfield buildings and hangers that need to be damaged.

For such airfield busting missions I recommend the pilot arm their helicopter with as many rocket pods as they can fit. Rockets instead of missiles will do much more damage to and airfield. The smaller buildings can be damaged with just two rockets.

Airbases have two special buildings called "maintenance sheds" or "generators". These special hangers serve to re-supply the campaigns operational pool of aircraft when they get shot down. The campaigns resource pool is a finite number of specific aircraft types for that  theatre. The maintenance sheds serve as the "portal" between the aircraft pool and the 3D world. Occasionally you may notice helicopters or fighters emerging from the doors of these hangers.

generator_heli.jpg (17700 bytes)

figure 4-1: An airbase helicopter building "giving birth"

Destroying these generator buildings should stem the flow of aircraft. A base that has been "closed down" (reduce to below 30%) will still generate aircraft unless the generator buildings are completely destroyed . Typically these fighter/helicopter generators are located on or near their respective aprons.


figure 4-2: AE Hongson Airfield (Burma)

Even if you destroy ALL buildings and aircraft at an airbase, that base may request   "Transfer" flights from other nearby operational bases. Should no aircraft land for any length of time the base will begin to deconstruct and become unused. When this happens, the destroyed  building shells will disappear.

 

FARPS

FARPS are easy pickings, mostly consisting of soft vehicles, mules and external power units that can be destroyed with the cannon. Even better if you can catch them with aircraft on the ground.

Shutting down a FARP won’t remove it. A repair mission will be generated at a nearby base, with perhaps an additional series of rescue helicopter flights to ferry off wounded and stranded aircrew. In addition, transfer flights to replace lost helicopters may be generated (dependant on a nearby base having the resources to send them).

If the FARP is not repaired after a period of time, it will dismantle itself but leave behind a residue of its presence, tents, landing mats etc. The campaign map icon will eventually be removed once it has finally closed. This may take some time.

 

thumb_ground_unit.gif (5928 bytes) 4.4 The Ground Advance

If the FARP is not repaired after a period of time, it will dismantle itself but leave behind a residue of its presence, tents, landing mats etc. The campaign map icon will eventually be removed once it has finally closed. This may take some time.

Ground Advance Stalls

Examine the map for areas where the ground advance has "stalled". Look for friendly ground units on the same road as an enemy ground unit.

When an advancing unit comes into range of an enemy ground force, it will stop and begin to attack with it's available weapons - usually the main battle tanks will proceed to lob shells over several kilometers at the blocking force. The unit will also send a radio message - see below.

The blocked ground unit can not advance until the blocking force has been eliminated.

ground_stall_anim.gif (74793 bytes)

figure 4-3: Ground advance stall

Be aware, should the blocking enemy be hit by a shell, it will radio for immediate air support. A retaliatory attack by enemy helicopters can take anything from a few minutes to half an hour depending on the proximity of available forces. Also, enemy tanks will return fire - again lobbing shells over several kilometers.

Note: due to terrain considerations, it may not be posssible for the engaged ground forces to hit each other. As there is no "curve of sight" routine in the simulation, tanks could be firing shells into a forest canopy that just happens to be in the way. If this situation occurs, tanks will needlessly use up their ammunition - stop to reload - then continue blindly wasting ammunition. The only way out of this cycle is if the blocker or blocking unit is eliminated by air forces.

So always keep a look out for ground advance stalls. You can fly into the area and clean out the enemy, thus allowing your ground forces to continue.

(Remember, what ever applies to your forces, also applies to the enemy forces)

Ground Unit Radio Messages

If you are within radio range of a ground unit (max range is 32km), the ground controller will radio various signals under certain conditions.

If a ground units advance is blocked they will radio:

  • "This is ground control, requesting support"
  • "This is ground control, we need air support"

If a ground unit comes under attack by enemy forces they will radio:

  • "We are pinned down by enemy fire"
  • "We are taking heavy fire, requesting aerial assisstance"

When your ground forces advance forwards or retreats, they radio:

  • "This is ground control, we are advancing"
  • "This is ground control, we are retreating"

Who said that? - Although it is hard to determine who sent the transmission, there are some clues. The sound volume of the radio message is determined by the distance from transmission source. The fainter the message, the further away. Look at the campaign map and examine the roads and distances. The presence of enemy units near your ground forces give a clue as to who radioed for assisstance.

 

Ground Force Movement AI

How does the AI decide to move ground forces? The advance and direction of ground units is determined by pre-designed "warmth" map.

Each ground unit heads towards a road junction (or junction "node" to give it a techie name) that has the hottest value on the hidden warmth map. Assuming you could overlay the network of roads over the warmth map and sample the values that lay under each road junction. The junction with the highest value is the direction the ground unit will head towards.

Cuban Theater Warmth Maps
Blue Force Red Force

figure 4-4: ground forces attracted to lighter areas.

Every time a unit reaches a road junction, it stops and waits a pre-determined time before checking the "map" again and deciding which way to turn.

Most campaign objective sectors are hand placed so ground forces following the "map" should eventually pass through them. However some units will get stuck at dead ends. Or bypass some sectors.

The warmth maps and objective sectors are editable with Adobe PhotoShop. Details on this can be found in a later chapter.

 

4.5 Urban Objective Sectors - Infantry Units

Capturing most objective sectors is usually straightforward. However those sectors which are controlled by infantry present something of a minor problem.

Infantry units guarding city areas carry shoulder launched SAMs, these are - on the whole - not much of a threat. The units don't move around so unless you inadvertently park in front of them you are unlikely to be in danger from them. The problem is finding the little buggers. They don't have the decency to show up on millimetric wavelength radars or be tracked by 1st generation FLIRs.

The eliminate infantry and capture city sectors you need the greatest sensor system ever devised for pilots, the Mk.1 eyeball. This is real search and destroy, territory. If you must, plan a search pattern and fly it. Using Night Vision can help, infantry tend to show up as two small points. Going through the city, block by block may get a bit tedious so there are some pointers pictured below.

Where Are They?

Infantry units can be found around the same structures, but these structures differ according to the campaign. In Thailand (Golden Triangle campaign), SAM infantry can be found in pairs by a particular kind of hut. Other examples are pictured below.


figure 4-5: examples of urban infantry "hang-outs"

Once all infantry units have been eliminated, it is necessary to exit and re-enter the sector to confirm it's capture on the campaign map.

 

 

4.6 Supply Lines

Reinforcements

All forces in the campaign begin with a finite number of units. Some of them are already active when the game begins. The rest are "reserves" and remain in a hidden pool.

When a unit is destroyed a replacement from the reserve pool will appear. In the case of aircraft it will emerge from an airbase generator hanger (see section 4.3) and taxi to park on the apron until that aircraft is assigned to a mission.

Smaller bases such as FARPs and aircraft carriers require replacement aircraft to be flown from adjacent bases. When a base is low on helicopters it will radio a request for helicopter re-supply, this will generate a "Transfer" mission at the recieving airbase. You can actually fly some of these transfer missions during the campaign, it's just a taxi job, but it also serves as a way of transferring you to another base.

Fuel and Stores

Each individual vehicle keeps track of it's stores. When a unit has expended it's stores it will remain in this unarmed state until re-supplied. Armoured columns usually carry their supplies with them in trucks. It takes exactly 10 minutes of simulator time to reload, re-arm and refuel a vehicle.

When an SA-13 vehicle has fired it's full complement of surface to air missiles it will be rendered harmless until it reloads.

There is an infinite reserve pool of ammunition and fuel. However airbases and FARPS do run out and require resupply from nearby "supply" installations. These supply installations are identified on the campaign map as factory symbols.

 

4.7 Getting Transferred to the FARP of Your Choice

If you wish to transfer to a front line FARP early on in a campaign and no TRANSFER missions are available, you can force a transfer.

On the mission selection screen, create a SCOUT mission, then move the last waypoints near to the FARP you wish to visit. Fly to the last waypoint, your return route will direct you to the nearest FARP or BASE with free capacity which should be the one you wanted.

Most often you will find that when you hit the last waypoint at the end of a mission you will be directed to land at the nearest FARP or base which is low on aircraft.

 

4.8 Pilot Ranks And Promotion

Promotion is based soley on points. The rank pyramid is as follows:

LIEUTENANT
CAPTAIN
MAJOR
LT COLONEL
COLONEL

0
5,000
50,000
200,000
1000,000

Your rank determines the availability of more difficult missions (see section 5.1 ).

 

 


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