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- F-15 II Strike Eagle. Full Documents.
-
-
- INTRODUCTION
-
- The F-15E Strike Eagle
-
- Designer/Manufacturer: McDonnell Douglas, USA.
- Role: Strike Fighter.
- Crew: Two.
- Mission Weight at Takeoff: 35 tons.
- Engines: Two General Electric F110 Engines.
- Range: 1200 kms.
- Ceiling: 65,000'
- Maximum Speed at 0': 810 kts.
- Maximum Speed at 36,000': 1260 kts or more.
- Manoeuvrability: Very Good.
-
- The F-15E Strike Eagle is the latest in a long line of F-15 Eagles, whose
- development began in the mid 1960's. Originally conceived as an ultra-
- powerful, ultra-fast air-superiority fighter, the design has developed into
- an air-superiority fighter with ground-attack capabilities.
- The F-15 Strike Eagle is one of the fastest, most manoeuvrable, and most
- powerful military aircraft in the world. It has the capability to carry the
- latest air-to-air and air-to-ground armament in addition to its 20mm cannon.
- The latest version of the Strike Eagle is equipped with a sophisticated zoom
- FLIR/TV/laser target tracking system that allows the pilot to see close up
- views (either TV or thermal) of the target at all times.
-
- QUICK START
-
- There are several ways to get into playing F-15 Strike Eagle II. The most
- obvious and perhaps the most fun way is the try-and-see approach. But for
- those who prefer a little guidance we have provided a short tutorial to help
- get you started.
-
- Try-And-See Method
-
- We suggest that you try this method. Just dive in and try things out,
- referring to this manual and the Technical Supplement as necessary. We
- strongly suggest that you
- * use the Keyboard Reference Card, and
- * glance over Aircraft Controls to familiarize yourself with the HUD and
- cockpit.
-
- Tutorial Method
-
- You can use the "Abbreviated Tutorial" method described below for your first
- flight, or you can work through the more detailed tutorial further down. If
- you like to be guided through a situation, we suggest the full tutorial. Note
- that the tutorial urges that you at least skim through Aircraft Controls.
-
- Study Method
-
- You can study the actual controls and operating instructions for the craft,
- then attempt to fly it. This is what real pilots do. In this case, read all
- of Aircraft Control before flying and refer to the section as necessary. You
- can use the tutorial on your first flight or skip it, as you prefer. However,
- we suggest a practice mission as your first flight.
-
- Set-Up And Options
-
- 1) Install and Load the Simulation: see "Installation and Loading
- Instructions" in the Technical Section for details and specific commands.
- 2) Log onto the Pilot Roster: Following the on-screen instructions, erase
- one of the pilot names and type your name.
- 3) Difficulty Level: As a new pilot, you should try the "Rookie" difficulty
- level first.
- 4) Theatre: Then accept the Libyan Theatre.
- 5) Today's Mission: Your commanding officer informs you of your mission for
- today. He always gives you a two-part job to complete, a primary and a
- secondary target.
-
- Stop! Now, before you push the selector to continue:
-
- A Quick Checkout
-
- Before starting the game, examine the Keyboard Reference Card. This is an
- invaluable aid in flying your fighter. You will notice that the command keys
- you'll need most often are nmemonic - that is, they will be easy to remember,
- once you are familiar with them. The card contains a list of these keys and
- their functions, and shows you the other command keys in the game.
- Find the Pause key. This is a very useful key while learning.
- Skim through Aircraft Control of this manual for an overview of the cockpit
- and HUD (head-up-display). You'll need some familiarity with these before you
- fly.
- You are also invited to look at Views and Simulation Controls, especially
- the Out of Plane Views. Experiment with these on your first few flights.
- You'll find the views quite interesting and useful.
-
- Start The Game
-
- Now, while the mission screen is still before you, tap the selector button
- and you'll find yourself already airborne. (If you didn't select "Rookie"
- from the Difficulty screen, see How To Fly, for how to take off).
-
- Fly To Your Target
-
- Turn on the autopilot (tap the Pilot, Automatic Key) to get on course to
- your target. Every time you touch the control stick, the autopilot
- automatically turns off. Therefore, you can experiment a bit with flight on
- the way to the target, then turn the autopilot on once more to get back on
- course.
- Note that there is an arrow on the horizontal bar at the top of the HUD that
- indicates the bearing of your target; make sure this arrow remains centred on
- the horizontal line as you fly towards your targets. Alternatively, the
- autopilot will always get you back on course.
- During flight to the target, you will undoubtedly encounter enemy aircraft
- that are trying to stop you from completing your task. You'll have to shoot
- them down or, at least, avoid being shot down. Read Weapons and Defences for
- more information.
-
- Attack The Target
-
- Look at the map on the left side of your cockpit. You will see two cross-
- shaped markers; these indicate the locations of your two targets in Libya.
- When your fighter gets close to one of these, arm a Maverick missile (tap the
- Ground Attack Missile Key). If you are close enough to the target, it will
- appear on the right cockpit CRT, and a box will appear in your HUD. This box
- is a tracking box, and you can see what is being tracked in your right-hand
- cockpit CRT. You can cycle through all available ground targets by tapping
- the Target Search Key repeatedly. When you find the primary or secondary
- target stop searching and get ready to fire.
- As you get closer, the tracking box in the HUD changes to an oval, and the
- CRT screen shows the words "Missile Lock". Your Maverick missile is now
- locked on and ready to fire.
- To fire tap the Fire Missile Key. The missile will find its own path to the
- target. If you want insurance, wait a second or two, then tap the Fire
- Missile Key again to fore a second missile at the same target.
- You can either continue the mission according to the tutorial instructions,
- or you can return home immediately.
-
- Finishing The Mission
-
- To return home immediately, tap the Waypoint Select Key to display the
- waypoints in the centre of your HUD. Repeated tappings of the Waypoint Select
- Key will cycle through the waypoints for the primary, secondary, and friendly
- airbase. When the "Waypoint: Friendly Airbase" appears there, turn on your
- autopilot (tap the Pilot, Automatic Key) to get on course for home.
-
- Landing
-
- As you approach the friendly airbase, tap the Ground Attack Missile Key to
- switch the HUD to AIR-GROUND mode. When you are near the landing strip, it
- will appear in your right-side cockpit CRT. When you are very close to the
- airbase, your fighter will be set down safely onto the runway. This happens
- automatically. You have completed your first mission.
-
-
- CHAPTER 1. TUTORIAL
- ===================
-
- YOUR FIRST MISSION
-
- This tutorial is designed to help you through your first mission. Though
- recommended, flying this tutorial is not required; it is provided purely as a
- convenience. For a faster entry into your first game, turn to Abbreviated
- Tutorial. If you prefer to study the aircraft before you fly, go directly to
- Chapter 2.
-
- Preflight Briefing Options
-
- Log Onto The Pilot Roster
-
- Follow the on-screen instructions to entre your name into the roster. Use the
- controller to select a name to erase, press the proper key to erase it, then
- type your name. Finish entering your name by pressing the RETURN key. (For
- more information about the roster, see The Pilot Roster).
-
- Choose Your First Mission
-
- On your first mission, be sure to choose the following options:
- * Rookie difficulty level, then press the selector;
- * Libya Theatre, then press the selector.
- Next your commanding officer appears and tells you what today's mission is.
- After reading this screen, press the selector.
-
- Helpful Hints
-
- Training
-
- You will find yourself airborne when the mission starts (you do not have to
- take off in Rookie difficulty level). The first thing you should do is tap
- the Training Key. In training missions, enemy weapons do not damage. You can
- safely ignore enemy aircraft and missiles. Furthermore, you have an automatic
- barometric altimeter that adjusts your altitude to keep you above 300'.
- However, it only makes mild corrections, and is useless if you make wild
- manoeuvres.
-
- Pause
-
- To get the most from this tutorial, pause the simulation (tap the Pause Key)
- and read the next few paragraphs, then "unpause" and resume action for a
- short period. Whenever you're confused, just pause. Note that tapping any key
- (except pause) will "unpause" and resume the action.
-
- Re-supply
-
- In training missions (only) you can get an infinite supply of fuel and
- ammunition. Each time you tap the Re-supply Key, your fuel tank is filled and
- your ammunition is increased to the maximum possible level. This option is
- especially useful in target practice.
-
- A Light Touch
-
- Using a light touch on the Control Stick. The most pilot error is a "ham-
- fist" on the stick, throwing the plane around the sky in uncontrolled
- abandon. Only emergencies should cause you to "peg" your stick (push it up
- against the stoppers, beyond which it cannot move).
-
- Chasing the Gauges
-
- When you roll an aircraft left or right, pitch it up or down, change the
- throttle or the brakes, it takes time for the plane to "settle out". Good
- pilots fly by making a change, then waiting a couple of seconds to see the
- results. If you don't, you'll just "chase gauges" that are themselves still
- changing.
- Airspeed settles out much more slowly then other settings. It takes time for
- your plane to build up velocity or lose momentum in level flight.
-
- Check Out the Cockpit and the HUD
-
- The Controls
-
- Look at your Keyboard Reference Card, showing all the controls for your
- Fighter. The most often-used key commands are mnemonic, so they are easy to
- remember once you are familiar with them.
-
- The HUD
-
- The upper half of your screen represents the transparent HUD (head-up
- display), through which you can see the world beyond. The vertical scale on
- the left of the HUD indicates your airspeed and that on your right, your
- altitude. The horizontal scale across the top of the HUD indicates your
- heading. A full explanation of the symbols and numbers can be found further
- on.
- The HUD has two operating modes: AIR-AIR fro aerial combat, and AIR-GROUND
- for ground attacks. Arming a missile (tapping the Short-range, Medium-range,
- or Ground Attack Missile Keys) switches your HUD to the mode needed to
- operate the armed weapon automatically. For example, if you press the Short-
- range or Medium-range Missile Keys, your HUD is automatically set to AIR-AIR
- mode, because these missiles are air-air missiles; tapping the Ground Attack
- Missile Key places the HUD in AIR-GROUND mode, because your ground attack
- missiles are air-ground missiles.
-
- The Cockpit
-
- The lower half of your screen is the cockpit of your aircraft. The various
- elements are later on. We suggest you look at the three CRT displays to get
- familiar with them.
- * The left-side CRT shows a map of the world in which you will be flying. By
- tapping the Zoom Map Key you can zoom-in on the map; by tapping the Expand
- Map Key you zoom back out.
- * The centre CRT contains a radar tactical display showing the situation
- occurring in the immediate vicinity of your aircraft.
- * The right CRT is your tracking camera display. When your on-board
- targeting system is tracking a target, you get a close-up vies of the target
- in this display.
- Beneath the CRTs is a series of warning lights. The two leftmost (marked "R"
- and "I" respectively) are missile warning lights. When a radar-guided missile
- is flying at you the "R" light flashes; when an infrared-homing missile is
- coming at you the "I" light flashes (see Dealing with Missile Attacks for
- details).
- The other two lights indicate when your landing gear is extended ("L") and
- when your brakes are on ("B").
- On the far left hand side of the cockpit is your fuel gauge (labelled "F")
- and on the far right is your throttle gauge (labelled "T").
- The cockpit on the ST and Amiga versions also incorporates the following: In
- the lower left hand corner are gauges indicating how many Mavericks,
- Sidewinders, AMRAAMs, Chaff and Flares are left. Above the centre CRT (radar
- tactical display) is an indicator showing how many cannon rounds are left.
- Above the Fuel Gauge is the Autopilot On/Off indicator. Just below the HUD is
- the Message Window.
- On IBM compatible versions all the information outlined in the above
- paragraph is displayed on the HUD.
-
- Flying to the Target
-
- Level Flight
-
- Once airborne your first step is to achieve level flight. Push the control
- stick forward or back until the horizon is level across the middle of the
- HUD. Then make fine adjustments until you're neither gaining nor losing
- altitude.
-
- Flying on Course
-
- Now its time to get onto the right course. Look at the heading indicator
- across the top of your HUD and the INS Direction Indicator (the small, bright
- triangle somewhere on the top of the scale). Turn towards the indicator. As
- you turn the triangle moves towards the centre; when the triangle is in the
- centre of the scale you're "on course" to the first waypoint, your primary
- target.
- To turn, push the stick left or right - but do it gently - and the plane
- will bank. Release (centre) the stick when the bank angle of the horizon is
- about 45 degrees. To turn faster, pull back on the stick somewhat but watch
- your speed (on the left of the HUD) and altitude (on the right). A turn with
- back-pressure on the stick turns you much more quickly, but can slow your
- plane and rob you of lift, causing a drop in altitude.
- Minimum safe speeds varies with the current situation of your aircraft. A
- "stall indicator" bar rises from the bottom of the speed scale when you
- travel too slowly. If this bar reaches the tick-mark in the centre of the
- scale, your plane stalls - it is no longer airworthy, and begins to fall out
- of control. If this happens, lower the nose to retain speed, then pull out
- into level flight.
- Minimum safe altitude is about 300'. However, in this training mission stay
- at least 800' above the ground.
-
- Autopilot
-
- If you're confused about which direction to fly, and how to do it, just tap
- the Pilot, Automatic Key. it will take over immediately, turning you onto the
- correct course. If you're below 1000' the autopilot will climb to that
- altitude. If you touch the control stick the autopilot automatically turns
- off.
-
- Enjoying the Flight
-
- Once on course, enjoy yourself by trying out the nifty viewpoints available
- by toggling through the View Keys. You can return to the cockpit at any time:
- just tap the Cockpit Key.
- You can see out the front, rear, and sides of the cockpit canopy using the
- Look Front, Look Rear, Look Left and Look Right Keys. In mountain valleys and
- over urban areas the scenes can be thrilling.
- You can also step "outside" your aircraft and watch it using the Chase
- Plane, Slot View, and Side View Keys. Bank the plane left and right to
- observe the difference between the chase plane (where you appear to be in a
- plane following in the "footsteps" of the fighter) and the slot (where you
- remain behind the fighter and always remain level).
- The Tactical View, Reserve Tactical View and Missile View Keys are used in
- combat situations. These views show the target that is being tracked by your
- tracking camera and your aircraft (or missile). always keeping both on the
- screen.
-
- Accelerated Time
-
- On long journeys, you can speed the passing of time by tapping the
- Accelerate Time Key. This doubles the rate at which time passes. To return to
- normal time, simply tap the key again. Combat activity or landing will
- automatically return you to normal time.
-
- Attacking Enemy Aircraft
-
- While flying, you will, no doubt, see enemy aircraft. These fighters will
- attempt to stop you from reaching your target. You may want to destroy them.
- To do so, tap the Medium-range Missile Key. This arms one of your AMRAAM
- missiles and switches the HUD to AIR-AIR mode so that your targeting system
- will track enemy air targets. The tracked target will appear in the tracking
- camera CRT on the right side of the cockpit. Look at the display: it gives
- you the range to the aerial target (in kilometres) and the heading you must
- fly to get to it.
- If a tracking box appears on your HUD, the target is in front of your
- aircraft; if not, look at the heading in the tracking camera CRT and turn
- towards that heading until you see the tracking box (or oval) appear in your
- HUD. When this occurs, wait for the tracking box to become an oval (if it's
- not already) then tap the Fire Missile Key. This launches a missile. For more
- information about attacking enemy aircraft and dealing with enemy air
- attacks, see Chapter 4.
- If the enemy fighter is within 15 kms you'll want to use your Sidewinders
- instead of your AMRAAMs. To use the Sidewinders, tap the Short-range Missile
- Key, then follow the procedure above.
- You could, if you're feeling particularly heroic, attack the enemy fighters
- with your cannon. This is more difficult, but it saves missiles and is very
- gratifying if you hit. tap either the Medium- or Short-range Missile Key to
- get the HUD into AIR-AIR mode. This will cause a small circle to appear in
- the centre of the HUD; this is the gunsight. The gunsight is historical, that
- is, it shows where the shells would be hitting now if you had fired them 2
- seconds earlier; therefore you must lead your target. (For details about the
- cannon and missiles, see Attacking the Enemy).
-
- Attacking the Target
-
- As you approach the primary target and the coast of Libya is on the horizon,
- it's time to start thinking about taking that target out.
-
- Arm your Mavericks
-
- Tap the Ground Attack Missile Key. This switches the HUD to AIR-GROUND mode
- and arms one of your Maverick missiles. As you get near the target, it will
- suddenly appear in your tracking camera screen. Don't be concerned if other
- targets appear there first; the tracking system locks-on to the nearest
- target. A message will tell you when the primary or secondary target is being
- tracked.
- You can search for your primary or secondary targets, or any other ground
- target, by tapping the Target Search Key. In AIR-GROUND mode this will cycle
- through all ground targets that your tracking system can find. You can stop
- any time you find a target you want to attack.
-
- Wait for Range, Altitude and Missile Lock
-
- You'll notice that a small box appears in the HUD. This is the "target box".
- The target seen on the tracking camera CRT is in the middle of this box. When
- you get within missile range the box changes to an oval shape. In addition,
- "Missile Lock" flashes on the tracking camera CRT.
- The oval shape means that your missile can hit if you attack at maximum
- speed. If you wait longer, eventually the oval changes colour. This means the
- missile can hit regardless of your speed. It's important that you not launch
- a weapon too low. You may be caught in the missiles explosion, or a missile
- may hit the ground before its motor can power it up and away. A simple rule
- to get you started is that safe launch of missiles requires at least 500'
- altitude.
-
- Launch
-
- When you have "missile lock", launch the missile by tapping the Fire Missile
- Key. After launching you may want to turn away slightly since flying through
- an exploding target could damage your aircraft. Shortly after the launch the
- missile should hit the target. A successful hit causes a fire and sends a
- cloud of smoke into the sky.
-
- Secondary Target
-
- You can now fly to the secondary target and attack it as well, using the
- same procedure.
-
- Returning Home
-
- Setting the INS to the Landing Point
-
- Tap the Waypoint Select Key until "Friendly Airbase" appears in the message
- window. This moves the Waypoint marker along the heading track at the top of
- the HUD to a new position indicating the heading to your airbase.
-
- Flying Home
-
- You can either use the autopilot or manually fly the plane home. As before,
- guide yourself using the heading scale (horizontal scale at the top of the
- HUD). When the INS Direction Indicator arrow is lined up on the centre of
- this scale, you're on course towards your home base.
- Now simply fly towards the base, and when you get near it your plane will
- land automatically.
- Congratulations! You've successfully completed your first mission as a
- fighter pilot.
-
-
- CHAPTER 2. OPERATING INSTRUCTIONS
- =================================
-
- AIRCRAFT CONTROLS
-
- The Head-Up Display (HUD)
-
- The HUD is designed to provide crucial flight and weapon information in a
- graphic format. HUD data is projected onto a wide-angle clear plane in the
- front of the cockpit. You look through the HUD to the outside world. As a
- result, valuable information is right in front of your eyes, where you can
- see it and the outside situation simultaneously.
-
- HUD Modes
-
- The HUD display has two modes: AIR-AIR and AIR-GROUND. When you tap either
- the Short-range Missile or Medium-range Missile Keys the HUD switches to AIR-
- AIR mode automatically. When you tap the Ground Attack Missile Key, the HUD
- automatically switches to AIR-GROUND mode.
- AIR-AIR mode is for attacking enemy aircraft; your tracking system will
- track these targets only. AIR-GROUND is for attacking ground targets; your
- tracking system is restricted to these targets.
- Some HUD information is universal across all modes. Other information is
- specific, available in just one of the modes.
-
- AIR-AIR Mode Indicators
-
- When your HUD is in AIR-AIR mode, you will know by the presence of the
- following:
- Missile Targeting Envelope: This is a large circle fixed on the HUD. It
- represents the area of sky in which an air-air missile can be aimed and
- "locked-on" to a target.
- Gunsight: In AIR-AIR mode the gunsight circle replaces the flight path
- indicator. The gunsight shows where your shells would be landing if you'd
- fired two seconds ago (the time it takes for them to travel the 6 km maximum
- range). If you're tracking a target that's closer then 6 km, it shows where
- the shells would land if you'd fired the proper time in the past for them to
- have travelled that range. See Your M61A1 20mm Vulcan for details on using
- the gunsight.
-
- AIR-GROUND Mode Indicators
-
- AIR-GROUND mode is indicated by the absence of the missile targeting
- envelope and presence of the flight path indicator, which replaces the
- gunsight. This indictor shows the direction you are flying (which may be
- different from the nose indicator).
- The plane is geometrically level when the nose indicator and flight path
- indicator overlap. However, this is rare in an aircraft. Furthermore, level
- flight (where you are neither climbing nor diving) often requires the nose to
- be pitched slightly above the flight path, to achieve a useful angle of
- attack. See Flight Techniques, for more information.
-
- Universal HUD Information
-
- The great majority of information displayed on the HUD is available to you
- regardless of the mode your HUD is currently in. This information is
- described below.
- Airspeed: Your airspeed appears on the left-side vertical scale, in knots.
- Heading: Your heading (the absolute direction towards which you are flying,
- where 000 degrees is North, 180 degrees is South, 90 degrees East and 270
- degrees West) is indicated along the horizontal strip across the top of your
- HUD with one of the ticks on the scale you determine your absolute heading.
- Altitude: Your altitude appears on the right-side vertical scale, in feet.
- Tracking Box: Your fighter is equipped with a computerised optical tracker.
- A small box - a tracking box - appears around the nearest target ahead, to
- help you locate it. The HUD mode determines whether ground or air targets are
- tracked. Of course, the tracking box is visible only when the target is in
- front of you.
- On most systems the tracking box is colour-coordinated with the current
- armament. The colour of the box indicates whether the current weapon is
- effective against the target being tracked. See the Technical Supplement for
- more details on colours.
- Missile Lock: The tracking box turns into an oval when the currently-armed
- missile is "locked on" to the target. This is a maximum range shot. A missile
- fired at this point may or may not hit. When the oval changes colour, the
- shot is now a "sure thing", with hardly any chance of missing.
- Stall Speed Indicator: At times a coloured bar rises form the bottom of your
- airspeed scale; this represents the stall speed. If it rises above the centre
- tick-mark, your plane stalls (see Stalls for more information).
- Vertical Velocity Indicator (VVI): A coloured bar extending upwards or
- downwards from the centre tick-mark on the altitude scale indicates your
- fighter's vertical velocity.
- If the VVI bar extends downwards, your plane is losing altitude; if the VVI
- bar extends upwards, your plane is gaining altitude. Each tick-mark
- represents 100' per minute. Therefore, the larger the bar, the faster you're
- losing or gaining altitude.
- Landing Speed Indicator: This coloured arrow appears on the altitude scale
- only when your landing gear is down. It indicates the safe maximum VVI for
- landing. If the VVI bar extends below this mark, landing is dangerous.
- INS (Waypoint) Direction Indicator: The arrow on the top of the heading
- scale shows the heading you should fly to reach the currently selected
- Inertial Navigation System (INS) "waypoint". To get "on course", align the
- arrow with the centre tick-mark.
- For each mission, your Inertial Navigation System is preprogrammed with the
- primary and secondary targets and the airbase at which will land after
- completing your mission. You can cycle through these waypoints by tapping the
- Waypoint Select Key.
- Nose Indicator: This cross-hairs symbol is fixed in the middle of the HUD,
- and represents the direction you nose currently points.
- Pitch Lines: Pitch lines appear on the HUD when the horizon is invisible due
- to radical climbing or diving. Each pitch line represents 10 degrees of pitch
- up or down. If your aircraft is geometrically level, pitch is 0 degrees. If
- the aircraft is diving straight down or climbing straight up the pitch is 90
- degrees.
- Roll is indicated by the relative angle of the horizon or pitch line to the
- cockpit and nose indicator. If the horizon or a pitch line is perfectly
- horizontal, your craft is level. If the line slants to the left or right,
- your craft is rolled to the left or right.
- Radio Messages: Coded burst transmissions arrive by radio periodically.
- These are decoded by your on-board computers and displayed as text in the
- message window.
-
- Weapons and Defences Updates
-
- Whenever you arm a new missile, by tapping the appropriate missile key, a
- message indicating this appears in the message window.
- Whenever you release a chaff or flare (see Dealing With Missile Attacks, for
- details) a message appears in the message window indicating you have released
- the defence.
-
- Cockpit Displays
-
- The Satellite Map
-
- Your fighter is equipped with three CRT displays inside the cockpit to help
- you identify threats and fly to your target area.
- This CRT appears on the left side of the cockpit and portrays the
- geographical features of the region. It is orientated so North is always
- towards the top of the CRT. Your primary and secondary targets appear on this
- map as coloured crosses.
- Enemy radar signals are displayed graphically: dotted lines are pulse radar,
- solid arcs are doppler radar. Ground search radar are entire 360 degree
- circles, while ground fire-control tracking radar are short arcs. Aircraft
- radar, search or fire-control, are short arcs except for AEW&C aircraft (the
- II-76 "Mainstay" or E-3C "Sentry"), which have an entire 360 degree circle.
- Missiles and aircraft also appear on this map as colour-coded squares. See
- the Technical Supplement for more details.
- You can zoom in on or expand the map by tapping the Zoom or Expand Keys.
-
- The Tactical Display
-
- This map is drawn by your computer from analysis of radar signals. It
- portrays the tactical situation surrounding your fighter and is orientated so
- the top corresponds to your flight path. Thus the map rotates as you turn.
- The display graphically depicts aircraft, missiles, ground radar sources,
- airfields and incidental ground targets. A 16 km square grid is superimposed
- for range reference. See the Technical Supplement for details on the colour
- coding of this map.
- Warning: The airbase symbols on this map are icons only. They may not be
- correctly aligned. Do not use this map for landings!
- Radar Ranges: You can adjust the range of the radar signals that draw this
- map. Tap the Radar Range Key to change to short, medium, or long-range radar,
- thus changing the scale of the tactical display.
-
- Tracking Camera CRT
-
- The camera CRT, located on the right side of the cockpit, shows a close-up
- view of the target being tracked. In addition, it displays the type of target
- tracked (the type of aircraft or ground installation), the range to the
- target, and the heading at which you must fly to reach it.
- Primary and secondary objectives are listed as such. Civilian and friendly
- targets (which you shouldn't hit) are noted also.
-
- Fuel and Throttle Gauges
-
- Your F-15 cockpit has two gauges: a throttle gauge and a fuel gauge. The
- gauge with the letter "T" beneath it is the throttle gauge and indicates the
- amount of thrust being generated. On the extreme left side of the cockpit is
- an illuminated vertical bar with an "F" beneath it. This is your fuel gauge.
- As you use fuel during a mission this bar shortens.
-
- Missile Warning Lights
-
- At the bottom of the cockpit are found warning lights. One marked "R" and
- the other marked "I". The "R" stands for radar and this light begins flashing
- when a radar-guided missile is in the air and tracking you. The "I" stands
- for infrared and this light flashes when an infrared-homer is in the air and
- tracking your fighter.
-
- Landing Gear and Brake Warning Light
-
- When your landing gear is extended, the "L" light is illuminated. If your
- fighter is going to fast for the gear to be safely extended, this light
- flashes. When your brakes (air or wheel) are on the "B" light is illuminated.
-
- Weapons Readout
-
- Along the lower left side of the cockpit is a panel that gives a constant
- digital readout of the number of each type of missile you have remaining. The
- leftmost shows AMRAAMs (medium range AAM), the centre shows Sidewinders
- (short range AAM), and the right, Mavericks (AGM). For details about your
- missiles, see Attacking the Enemy.
-
- Defences Readout
-
- Along the lower side of the cockpit are two indicators showing how many
- Chaff Cartridges and Flares you have remaining, labelled C and F. For details
- about your defence systems, see Dealing with Missile Attacks.
-
- Autopilot Indicator
-
- In the upper left side of the cockpit is Autopilot On/Off indicator. When
- the Autopilot is activated, the indicator is illuminated.
-
- Flight Controls
-
- Control Stick
-
- Your fighter has a standard aircraft control stick. Pushing the stick
- forward pitches the plane down, pulling it back pitches it up. Pushing the
- stick left rolls left, while pushing it right rolls right.
- Note that the more you push the stick, the more the aircraft pitches or
- rolls in that direction. When you release the stick (ie. centre it) the
- aircraft remains in the new attitude until you move the stick again.
-
- Controlling the Throttle
-
- The throttle controls the power output of your engines. Maximum throttle
- ("full military power") gives you maximum speed and performance, but also
- uses up fuel faster.
- Throttle Controls: The Maximum Power Key immediately opens the throttle,
- giving you maximum thrust. The No Power Key closes the throttle, shutting
- down the engines. The Increase Throttle Key opens the throttle a small
- amount. The Decrease Throttle Key closes the throttle a small amount.
- The Afterburner: Your fighter is equipped with an afterburner that allows
- you to gain a sudden burst of thrust power at the expense of a great deal of
- fuel. To use the afterburner, fly at top speed, then tap the Afterburner Key
- and watch as your airspeed shoots up dramatically. This can be very useful in
- tight situations where escape is the better part of valour.
-
- Eject (Bail Out)
-
- There are situations when it is best to bail out of your aircraft. When you
- are so damaged by enemy fire that you can no longer keep the aircraft in the
- air, it's probably time to eject. Just tap the Eject Key and you're out. Do
- not, however, eject if your fighter is inverted, or if you are less then 100'
- from the ground; you'll end your career if you do.
-
- Landing Gear
-
- The Landing Gear Key toggles your landing gear up and down. The "L" light in
- the cockpit indicates the landing gear position (see the Technical Supplement
- for colours).
- If the "L" light flashes, it means the gear is down at too high a speed -
- you should either slow down or raise the landing gear. Extended landing gear
- slows you down, and high speeds can rip it off entirely.
-
- Brakes
-
- If your aircraft is airborne, the Brake Key toggles the airbrake retracted
- (in) and extended (out). When the brake is extended the aircraft slows down
- because the airbrake causes extra drag.
- If the aircraft is on the ground, the Brake Key toggles the landing gear
- brakes on and off. In either case, if the brakes are on, the "B" light is
- illuminated in the lower right corner of the cockpit.
-
- Automatic Pilot
-
- The Pilot, Automatic Key toggles the automatic pilot on and off. The
- autopilot, when active, flies you towards the current INS waypoint. If you're
- below 1000' altitude, the autopilot climbs to that altitude. When the
- autopilot is turned on, the autopilot light will be illuminated, or a message
- will appear in the centre of the HUD. If you touch the control stick in any
- way, the autopilot turns off.
- Warning: The autopilot does not avoid hills and mountains!
-
- Weapons and Defences
-
- These instructions give only the bare rudiments of how to operate each
- weapon. Many important secondary considerations (like not launching some to
- low) and tactical tricks are described in Air Combat.
-
- Weapons
-
- Missiles: To fire a missile you must first arm it. This is done by tapping
- the appropriate key for the missile you want to fire. Once a missile of a
- particular type has been armed all missiles of that type are armed until you
- arm a missile of another type.
- To arm your:
- * medium-range air-to-air missiles (AMRAAMs), tap the Medium-range Missile
- Key.
- * short-range air-to-air missiles (Sidewinders), tap the Short-range Missile
- Key.
- * ground attack missiles (Mavericks), tap the Ground Attack Missile Key.
- When a missile is armed, a brief message appears in the message window
- indicating the name of that missile.
- Once armed a missile may be fired by tapping the Fire Missile Key. Before
- firing a missile, make sure your targeting system is locked on to a target
- (the targeting box is an oval). If you want to be more certain of a hit, wait
- for the oval to change colour. (For more information about your missiles and
- how and when to fire them see Firing Your Missiles).
- Missile Targeting: When you arm a missile, the targeting system in the
- missile begins tracking the closest possible target, and this target appears
- in your tracking camera CRT. This may or may not be the target you want to
- track.
- If you've armed an air-to-air missile, the tracking system will focus only
- on the closest target. But if the missile you've armed is a ground-attack
- missile, you can tap the Target Search Key to switch to a different target.
- You can cycle through all possible ground targets by repeatedly tapping the
- Target Search Key until you find the target you want to track.
- Note that when an armed ground-attack missile (a Maverick) finds the primary
- or secondary target, a message appears on the tracking camera CRT informing
- you of this.
- Cannon: Your 20mm cannon is always available for use (unless out of ammo or
- damaged); it does not have to be armed, To fire the cannon, press the Fire
- Cannon Key to fire one burst.
-
- Defences
-
- Your fighter is equipped with two types of missile evasion devices: chaff
- and flares. Chaff is used to confuse radar-guided missiles and flares are
- used to fool infrared-homing missiles (see Dealing With Missile Attacks for
- more information).
- * To release a chaff cartridge, tap the Chaff Release Key.
- * To release a flare, tap the Flare Release Key.
-
- VIEWS AND SIMULATION CONTROLS
-
- As an aid to learning flight manoeuvres, a variety of out-of-plane
- viewpoints are available. In all these views your viewpoint is outside of
- your aircraft, looking at it and/or the enemy. These alternative views can be
- very helpful in learning manoeuvres because you can clearly see the effect
- your actions have on the flight of the plane.
-
- Views
-
- Return to Cockpit
-
- Press the Cockpit Key to return to the normal, in-the-cockpit viewpoint.
- This control is used to get you back into the cockpit - looking through the
- HUD - after you've switched to another view.
-
- Look Front
-
- Tap the Look Front Key to look out the front of your fighter.
-
- Look Left
-
- Tap the Look Left Key to look out the left side of your fighter.
-
- Look Right
-
- Tap the Look Right Key to look out the right side of your fighter.
-
- Look Rear
-
- Tap the Look Rear Key to look out the back of your fighter.
-
- Slot View
-
- Press the Slot View Key. Here you are positioned directly behind your
- fighter. This view is named for the famous "in the slot" position used by
- aerial acrobatic teams. Unlike the chase plane view, slot view remains level
- with the ground, do you can clearly see the degree of pitch and roll your
- fighter is making.
- The Zoom and Expand Keys function in this view, moving your viewpoint closer
- to (Zoom) or farther from (Expand) the fighter. This view is an excellent one
- for learning the most efficient and effective flight manoeuvres.
-
- Chase Plane View
-
- Press the Chase Plane Key. Here you are positioned in a hypothetical "chase
- aircraft" that follows a short distance behind your fighter. Although this
- view is very dramatic, its use as a teaching and learning aid is limited.
-
- Side View
-
- Press the Side View Key. Here your viewpoint is from the right side of the
- fighter. The Zoom and Expand Keys function in this view, moving your
- viewpoint closer to (Zoom) or farther from (Expand).
- This view can provide a useful reference point. It's also an excellent way
- to check the state of your landing gear. Missile launches are most dramatic
- when seen from this viewpoint.
-
- Missile View
-
- Press the Missile View Key. In this view, you are positioned directly behind
- your own missile as it flies to its target. If more then one weapon is in
- flight, you are positioned behind the missile launched most recently. If no
- ordnance is in flight, you are positioned behind the plane, and will follow
- the first item launched.
- The Zoom and Expand Keys move your viewpoint closer to (Zoom) and farther
- from (Expand) the missile.
- This view is very entertaining, as it lets you follow the weapon directly to
- the target. If you're having trouble understanding why your weapons sometimes
- miss, switching to this view after launch can be helpful.
-
- Tactical View
-
- Press the Tactical View Key. Here you are positioned near your fighter, but
- looking past it at whatever target is being tracked on your tracking camera.
- This view automatically rotates to keep both your fighter and its target in
- view. The Zoom and Expand Keys function in this view, moving your viewpoint
- closer to (Zoom) or farther from (Expand) the fighter.
- This view is invaluable when dogfighting. It helps you outmanoeuvre and line
- up on an opponent (although it's wise to return to the cockpit before
- shooting, to avoid wasting ammo). The view is also useful if you want to
- return for a second or third attack run on a ground target.
-
- Reverse Tactical View
-
- Press the Reverse Tactical View Key. Here you are positioned near the
- fighter's target, looking past it at your own fighter. The target may be
- another plane, or a ground target - whatever your tracking camera is
- following. In either case, you see the target in the foreground, and your
- fighter far away. In fact, often you fighter is nothing but a dot in the sky.
- This view automatically rotates and pans to keep both the target and your
- plane in view.
- The Zoom and Expand Keys function in this view, moving your viewpoint closer
- (Zoom) or farther from (Expand) the target.
- Experienced pilots find this a very dramatic view when making attack runs on
- ground targets. It's a great showoff view, swinging to follow your plane as
- you fly overhead.
-
- Director Mode
-
- Press the Director Mode Key to cycle through the three Director settings,
- Director 1, Director 2 and Director Off.
- Director Mode is provided to allow you to watch all the outstanding views
- described above at the most appropriate time. Director 2 allows you to see
- action from anywhere within the theatre. Whenever you receive a radio
- transmission describing an event taking place within the theatre (such as an
- enemy plane scrambling to intercept you, or a SAM firing a missile at you),
- the Director 2 mode will show this to you. Director 2 will also show you when
- you fire a missile or when someone fires at you. Director 1 shows only those
- actions which you have directly initiated, such as missile launches, target
- destruction.
- Director mode can be very entertaining but it is not recommended when you
- are in close proximity to enemy fighters, because it can be distracting when
- you are trying to dogfight. We recommend that you use Director mode only when
- not near the enemy, or when showing the game off to your friends.
-
- Simulation Controls
-
- Pause
-
- The Pause Key immediately and instantly freezes the simulation. To resume
- action, press any key. Some computers have a special "pause" or "hold" key.
- Depending on the internal design of your machine, this key may also work.
-
- Accelerated Time
-
- The Accelerated Time Key doubles the rate at which time passes. Accelerated
- time is useful when flying long distances without encountering and
- significant threats or opposition. "ACCEL" appears on the HUD when the
- accelerated time option is on. tapping the Accelerated Time Key again returns
- the simulation to its normal time rate.
- You should return to normal time before combat; it's very hard to control
- your fighter and respond to enemy actions in accelerated time.
-
- Re-supply
-
- The Re-supply Key is available only in training missions. Pressing this key
- fills the plane's fuel tanks and gives it extra weapons. Re-supply is
- designed for sight-seeing and target practice.
-
- Detail Adjust
-
- The Detail Adjust Key allows you to change the amount and depth of ground
- detail visible through the cockpit. See the Technical Supplement for details.
- In general the slower your computer, the lower the level of detail you should
- use.
-
- Volume Adjust
-
- The Volume Adjust Key allows you to change the type and variety of sounds
- used in the simulation. See the Technical Supplement for details. When you
- press the key, the new sound setting appears briefly on the HUD.
-
- Your Career as a Fighter Pilot
-
- As a fighter pilot in F-15 Strike Eagle II you will fly missions at four
- different levels of difficulty - Rookie, Pilot, Veteran and Ace - and in six
- theatres - Libya, Persian Gulf, Vietnam, Middle East, North Cape and Central
- Europe. See Chapter 5, Theatres, for more details.
-
- Promotions and Medals
-
- For each mission you fly successfully, you receive points. When you've
- accumulated enough points you will be promoted, and if you receive a large
- number of points in a single mission, you may receive special commendation in
- the form of a medal.
-
- The Pilot Roster
-
- Each time you boot up the game and before each new mission you will be shown
- the Pilot Roster. This screen shows the ranks, scores and medals of pilots
- that have flown before, and allows you to continue the career of a pilot who
- is still active or begin a new pilot's career. You may erase a pilot from the
- roster, but if you do it is permanent and cannot be undone. Refer to your
- Technical Supplement for more information about loading and saving the
- roster.
-
- Difficulty Levels and Theatres
-
- After each mission you are given a choice of difficulty level and theatre.
- you may choose any theatre or difficulty level you like, but be warned that
- the higher difficulty levels are no "piece of cake" and you'll probably want
- some times in the easier ones to gain experience.
- There are six theatres arranged in the following order of difficulty; Libya,
- Persian Gulf, Vietnam, Middle East, North Cape and Central Europe. You can
- score more points in the higher risk areas, but you may last longer if you
- progress through the theatres and difficulty levels slowly. You are never
- forced to progress to a new theatre or level of difficulty, but the game does
- suggest a slow, steady progression.
-
- Ending Your Career
-
- A pilot's career ends when he is killed, which can occur in one of two ways:
- 1. he crashes or unsuccessfully bails out of the fighter during a mission, or
- 2. he bails out of the fighter (even successfully) too many times during his
- career.
-
- Becoming a Casualty
-
- There are two ways of being killed: crashing your fighter or bailing out
- under less then desirable circumstances.
- Crashing: As you are hit by enemy fire during a mission and your plane
- becomes more damaged, it also becomes less and less effective - harder to
- fly, slower, and less manoeuvrable. Your airspeed will decrease to the extent
- where you may go into a stall from which you can't recover. Finally, your
- fighter will crash.
- It's a good idea to bail out before you reach this point, because if your
- fighter crashes while you are aboard, you'll be killed.
- Fatal Bail Out: If you eject (by tapping the Eject Key) at an altitude less
- then 2000' or greater then 14,000' you stand a good chance of being killed.
- In addition, if you bail out while the plane is inverted you will almost
- certainly lose your life.
- Too Many Bail Outs: The Air Force will retire you from active flight duty if
- you lose to many of its expensive jet fighters. If you bail out of the
- fighter too often during a career, you end your career.
-
- Missions
-
- Mission Objectives
-
- Your objective in ever mission is given to you by your commanding officer on
- the "Today's Mission" screen. You will constantly be the object of enemy SAM
- and AAM fire and may have to dogfight enemy fighters, but success is measured
- by whether you destroy your objectives.
-
- Scoring
-
- To obtain a high score, you must destroy the primary and secondary targets
- and shoot down as many enemy aircraft as possible. You should always assume a
- full state of war exists with the enemy and should cripple him as much as
- possible. Therefore, destroying enemy ground installations such as SAM
- radars, oil storage facilities, runways, missile boats and so on is also very
- good. Remember though, that your primary and secondary targets must take
- priority.
-
- Ending a Mission
-
- A mission ends once both your main targets are destroyed and you have landed
- or bailed out safely.
-
- Safe Landing
-
- After you've destroyed the primary and secondary targets you can land at any
- friendly base to end the mission. When you land, stop and turn off your
- engines. Once you've destroyed your main targets, you cannot replenish fuel
- or ammunition (see Landing the Fighter).
- Landing During a Mission: Until you destroy your targets, you cannot end a
- mission by landing the fighter.
- You may replenish your weapons during a mission by landing at any friendly
- airbase. But you cannot end the mission at this time unless the primary and
- secondary targets have been destroyed; you may only replenish your supply of
- weapons.
- You should not land until both main targets are destroyed and you are ready
- to end the mission, because replenishing your weapons during a mission costs
- you a substantial portion of your final score.
-
- Safe Bail Out
-
- When you bail out of your aircraft under safe conditions (not inverted, and
- not too low) you end the mission. If you have destroyed your primary and
- secondary targets, the mission is considered a success, even though you
- didn't bring the fighter home.
- Safe ejection can be accomplished between 2000' and 14,000' altitude with
- your fighter in a gentle climb. Ejecting outside of these limits, especially
- at low altitude or in an inverted dive, can kill you, thus ending your
- career.
- Warning: Strike Eagles are expensive pieces of equipment. The Air Force
- values its pilots but it also values its planes. If you bail out too many
- times during your career, the Air Force will take away your wings and give
- you a desk job, ending your career.
- Being Captured: Where you eject is important as well. Ejecting over friendly
- territory, or over water away from an enemy coastline is ideal - you can
- easily be rescued.
- If you eject over enemy territory or near an enemy coastline, however, you
- may be captured. You, of course, are a top pilot, so the authorities will not
- let you languish in a POW camp; you are exchanged if you are captured. Your
- career doesn't end - but you will not receive a good score.
-
- Mission Review
-
- After completing a mission, you may watch a replay of what happened. Just
- select "Review Mission" from the "Mission Debriefing" screen.
-
- Multi-Player Option
-
- If you want to play F-15 II competitively against another player, there is a
- "same mission" option. Any time you choose the same difficulty level and same
- theatre as the immediately preceding mission, the game will ask you if you
- want to fly the same mission as the one just completed. If you say yes to
- this question, the next mission will have the same primary and secondary
- targets as the previous one and the fighter will begin the mission from the
- same base.
- This is very convenient for playing against an opponent. Each player can fly
- his own pilot in identical missions and try to score the most points.
-
-
- CHAPTER 3. FLIGHT TECHNIQUES
- ============================
-
- FUNDAMENTALS OF FLIGHT
-
- The Forces
-
- Four Basic forces act upon an aircraft in flight: thrust, drag, weight and
- lift. Thrust pushes the plane forward; it varies with engine power. Drag
- (friction) reduces the effort of thrust and is relatively constant. Gravity
- pulls the plane towards the ground, regardless of the plane's altitude. Lift
- pushes upward from the wings, directly opposing gravity.
-
- Lift
-
- Aircraft fly because of the difference in pressure created by air flowing
- over and under the wings. The wing design causes air to flow faster over the
- top of the wing then under the bottom, creating high pressure beneath the
- wing and low pressure above it. This difference in pressure pushes the wing
- upwards and is called lift. If the pressure difference is great enough, the
- upward lift is greater then the plane's weight (ie. the force of gravity) and
- the aircraft flies.
-
- Speed and Lift
-
- The amount of lift generated by the wing varies with airspeed. The faster
- the plane flies, the faster the airflow, so the greater the pressure
- difference. If your plane is in level flight, reducing the speed reduces lift
- and causes a decent (even though you didn't point the nose down).
-
- Angle of Attack and Lift
-
- The amount of lift generated also varies according to the angle between the
- wing and airflow. If you pull the nose up (thereby changing the angle of the
- wing relative to the airflow), you increase the pressure difference,
- increasing your lift. If you dive, the reverse occurs. This difference
- between the airflow direction and a line through the wing (the wing "chord")
- is the "angle of attack".
- Angle of attack is visible on your HUD in AIR-GROUND mode. In level flight,
- whenever your nose indicator is above your flight path, the difference
- between the two is the angle of attack.
-
- The Effect of a Roll
-
- Lift is a force perpendicular to the wing. If the wings are tilted (you are
- rolling or banking the fighter) the lift force is no longer straight up.
- Instead it has two components: one moving the aircraft sideways, the other
- straight up. This causes the plane to turn. However, it also reduces the
- force opposing gravity.
- During a turn a pilot can adjust the angle of attack by control stick "back
- pressure", that is, by pulling back slightly on the stick. The amount of
- adjustment needed is very small. Overcorrection is a common error among
- beginner pilots.
-
- Achieving Level Flight
-
- To achieve "level flight" at a given power setting, raise or lower the nose
- of your fighter until the VVI shows zero (ie. no accent or decent appears on
- the "V" strip gauge). Note that a pitch of 0 degrees may show ascent or
- decent, depending on airspeed. Nosing up or down to a new "angle of attack"
- adds or subtracts lift as needed to achieve level flight. Never assume that a
- pitch of zero automatically means level flight.
-
- Stalls
-
- An aerodynamic stall occurs when the wing's angle of attack becomes too
- large. The air stops flowing smoothly over the wing, and instead part of the
- airflow breaks away onto an independent path. This erases the pressure
- difference, vastly reduces lift, and generally causes the nose to drop. Stall
- speed varies considerably depending on aircraft altitude, flap configuration,
- etc. Tight turns increase the stall speed. Simultaneously, the act of turning
- will tend to decrease your airspeed. As a result, stalls are quite common in
- tight turns.
- Your fighter has an audible stall warning horn and a thin, coloured bar
- showing stall speed on the HUDs airspeed indicator.
-
- HOW TO FLY
-
- If you are flying at Rookie level, you will not have to worry about takeoffs
- and landings - you begin the game already flying, and after you've destroyed
- your primary and secondary targets you can simply fly towards a friendly
- airbase and be landed automatically.
- All other difficulty levels require you to take off. Following are some
- guidelines on how to take off, fly, and land in your fighter.
-
- Taking Off
-
- Look at the satellite map on the left side of the dashboard and note the
- locations of the primary and secondary targets for your mission. Now look at
- the heading scale along the top of your HUD and tap the Waypoint Select Key
- several times, noting the positions of the waypoint marker. Leave the marker
- pointing to the target you want to attack first.
- Check your ordnance (tap the Short- and Medium-range Missile Keys and the
- Ground Attack Missile Key) to familiarize yourself with the weapons you are
- carrying.
-
- Accelerate
-
- Turn on your engines by tapping the Maximum Power Key. As you move down the
- runway or carrier deck, watch the speed scale (left side of the HUD) very
- carefully. A thin, coloured bar on the side of that scale will gradually go
- down. This is the Stall Speed Indicator. When the bar drops below the centre
- tick-mark your plane is past stall speed. This happens very quickly on a
- carrier deck, and somewhat slower on a runway.
-
- Climb and Turn onto Course
-
- Once past stall speed, pull back gently on the stick. Watch the altitude
- scale on the right side of the HUD: you'll start climbing. Push the control
- stick left or right until the waypoint marker along the top of the HUD
- matches up with the centre tick of the heading scale.
- Alternatively, you can simply tap the Pilot. Automatic Key and let your
- autopilot turn you onto the correct course to the first waypoint.
-
- Flying the Fighter
-
- A Light Touch
-
- Use a light touch on your controller. The most common pilot error is a "ham-
- fist" on the stick, throwing the plane around the sky in uncontrolled
- abandon. That kind of heavy-handed flying may be fun in a dogfight but, it's
- totally useless for lining up a cannon shot, or making a landing. Unless it's
- an emergency use light, smooth stick movements.
-
- Chasing the Gauges
-
- When you change an aircraft's operating regime, by moving the stick,
- changing the throttle, etc., the effects of the change don't happen
- instantly. It takes a second or two for your gauges and displays to "settle
- out" and show the new situation. For smooth flying a pilot always makes a
- change, then observes the effects. Constant adjustment and correction should
- be avoided, because all you'll do is "chase the gauges", overcorrecting every
- move.
-
- Straight and Level Flight
-
- To be a good combat pilot, you need to master level flight. Do this in a
- training scenario, rather then real life.
- Climb to 2000' (2K on the HUD altimeter) and level the aircraft so the nose
- of the plane points at the horizon. Now reduce the throttle to about 75% to
- achieve an economical cruising speed.
- Although the nose indicator on the HUD may appear level with the horizon, a
- glance at the VVI probably shows that you are gradually climbing or
- descending. If climbing, push forward slightly on the stick and let go and
- see what happens; if you're descending pull back. Your goal is to keep the
- altimeter rock steady.
- You'll notice that your flight path indicator aims at the horizon, but your
- nose indicator may be pointed above or below it, depending on your speed.
- Generally, the slower you're travelling, the higher you must pitch the nose
- to achieve level flight.
- Experiment. Tap the Brakes Key. This slows your plane. Watch the HUD and
- notice how the flight path indicator drops as your speed and altitude drop.
- To achieve level flight at this new, lower speed, pitch up (pull back on the
- stick) until the flight path indicator is level with the horizon. You may
- need to adjust once or twice to find the setting.
-
- Turning
-
- Beware of stalls when pulling tight turns. As your roll angle increases
- beyond 45 degrees (when turning right or left), your stall speed rises from
- the normal 120 knot range to over 200 knots (in a 90 degree roll). Since
- tight turns can "bleed off" airspeed, a long, tight turn may reduce your
- airspeed below the stall speed. Keeping an eye on your speed is especially
- important when making tight turns at low altitude - a stall can mean a crash!
- To make a very tight turn, roll to 80 or 90 degrees. Then you can
- significantly increase your turn rate by pulling back on the stick. However,
- this trick bleeds off airspeed even faster then a bank turn, and the danger
- of a stall increases accordingly.
-
- Climbing
-
- Ballistic ("straight up") climbs cannot be maintained for excessive periods:
- the engines are insufficient for a prolonged ballistic climb.
- Remember that any prolonged vertical manoeuvre greatly reduces airspeed.
- However, going vertical is a very clever manoeuvre for changing direction,
- since you can roll while vertical, quickly pointing your nose in any desired
- direction, then push down into level flight again. For details of these types
- of manoeuvre, see Dogfighting.
-
- Low Altitude Flying
-
- At altitudes under 500' you can expect increased buffets, downdrafts, and
- other irregularities that make flying difficult. Also beware of low ridges
- and mountains. It's easy to fly into a mountain if you're not looking. Good
- pilot develop a "cross check" routine of scanning the entire HUD
- periodically, to make sure everything is okay.
- In "Rookie" and "Pilot" flight options you have a barometric/laser
- altimeter. If you drop below 300' this device automatically but gently pushes
- your plane above 300'. Be warned, the device automatically turns off when the
- landing gear is down or when the gun is firing. The device is not proof
- against power dives, stalls or other radical manoeuvres, but works fine in
- normal flight regimes.
- In fully realistic flight the automatic altimeter that keeps you above 300'
- is turned off. This allows a skilful pilot to cruise at extremely low
- altitudes.
-
- Landing the Fighter
-
- One of the more difficult manoeuvres in flying the plane is getting it
- safely back on the ground. If playing in Rookie difficulty level, all you
- have to do to land the plane is fly toward a friendly airbase; when you get
- near the base, the plane will be set down on the airstrip almost immediately.
- If playing in higher difficulty levels, you have the choice of landing the
- plane yourself or allowing the autopilot to land it for you.
-
- About Airbases
-
- All ground runways and aircraft carriers have a North-South orientation. On
- approach, a course of 000 (if coming form the south) or 180 (if coming from
- the north) will aim you directly at the runway. Airbase runways are more then
- twice as long as your safe landing distance at 200 knots, so you have a large
- safety margin.
- Aircraft carriers have arrestor wires on the stern. You must touch down
- before or on these wires, which catch and stop your plane. If you miss you'll
- roll off the deck. Do not attempt to land on the bow of an aircraft carrier.
- There are no arrestor wires there, and other aircraft spotted for launching
- may be positioned there - you don't want to crash into them.
-
- Automatic Landing
-
- Players who don't want to worry about learning to land the aircraft may use
- autopilot to land the plane for them. To do this, select friendly airbase
- with the Waypoint Select Key. Then turn the autopilot on (tap the Pilot,
- Automatic Key) and sit back and watch the plane land. You still may be shot
- by an enemy aircraft and ground-based weapons, but the autopilot will land
- your aircraft perfectly every time.
- This approach can be quite useful in learning to land. Watch the fighter's
- HUD and panel to get an idea of timing, descent, braking and so on in
- approaching the runway. After a few times you'll probably be ready to attempt
- a landing unassisted.
-
- Straight-in Approach Landing
-
- Probably the easiest way to land the fighter, short of the autopilot, is to
- take the straight in approach.
- Simply put, you find the airfield, approach it from directly North or South,
- and slowly descend towards the runway. Just before touchdown, open the
- brakes. That's it in a nutshell, but for more detail read on.
- Line-up the Approach: Set the waypoint marker on the airbase (by tapping the
- Waypoint Select Key). Set your course so that you approach the heading 000,
- or 180. Beginners should plan to begin this approach about 40 km to 50 km
- from the runway. Attempting to find the approach and make a landing less then
- 20 km from the base is not advised for beginners.
- Approach at 300 knots: As you approach in level flight, reduce your throttle
- until the airspeed shows 300 knots (about 70% throttle). You'll need to raise
- the nose 5 to 7 degrees to maintain level flight until you're about 20 km
- from the airbase or carrier.
- Throttle 50%, Gear Down: Now reduce the throttle to about 50%. This slows
- the plane to about 230 knots. As you reach this speed, lower your landing
- gear. If you're moving too fast, extend the brakes (tap the Brake Key) for a
- brief period, then retract them again.
- Descend: There are two methods for descending. One is to reduce the power
- slightly. If you were in level flight, you know have less thrust and will
- gradually descend. This method is generally preferred by pilots.
- The other method is to reduce the pitch of the nose slightly. Typically
- you're landing with the nose pitched up about 5 to 7 degrees, to maintain
- level flight at low power. Therefore, reduce this upward pitch a few degrees
- to cause a gradual descent - do not point the nose down and dive for the
- runway.
- In either case, your nose should always have a positive pitch (the nose
- indicator should be above the flight path indicator).
- Keep an eye on your airspeed and stall bar. If the stall bar indicator is
- too close to your current airspeed (within 25 knots), your throttle is too
- low or you're flying with brakes on. Increase the throttle or take off the
- brakes. Conversely, if you're moving too fast (over 250 knots), extend the
- brakes (tap the Brake Key) for a brief period, then retract them again.
- Touchdown on Runways: Your altimeter will read 0' on a runway and 125' on an
- aircraft carrier deck. These are your "touchdown" altitudes. The safe
- touchdown vertical velocity is shown by an arrow on the VVI portion of your
- HUD altimeter. A VVI of 400'/minute or less (4 ticks on the scale) is always
- safe.
- The easiest and safest touchdown is simply to gradually continue the descent
- until you're on the runway. Then cut the power (tap the No Power Key) and
- engage the brakes (tap the Brakes Key).
- Touchdown on Aircraft Carriers: Landing on a carrier is slightly more
- difficult, since you must touch down in the arrestor cables area. To avoid
- overshooting the cables, increase your descent by lowering the nose a little
- extra, then at the last second extend the air brake (tap the Brakes Key) as
- you pull the nose back up a bit.
- If you miss the carrier's arrestor cable area, don't bother trying to touch
- down. Instead close the brakes (if you opened them earlier) and hit maximum
- throttle (tap the Maximum Power Key). Since your nose is pointed up, you'll
- climb upward again.
-
-
- CHAPTER 4. AIR COMBAT
- =====================
-
- ATTACKING THE ENEMY
-
- Your Strike Eagle is equipped with three types of missiles and one cannon.
- Two of the missile types, the AIM-9M Sidewinder and the AIM-120A AMRAAM, are
- air-to-air missiles, or AAMs. They are used for destroying enemy aircraft.
- The other, the AGM-65D "maverick" is an air-to-ground missile, or AGM. It is
- for firing at targets on the ground. The cannon (M61A1 20mm "Vulcan") may be
- used effectively against either air or ground, although it is far more
- difficult to hit targets with the cannon.
-
- Missiles in General
-
- Radar-Guided Missiles
-
- There are essentially three types of radar-guided missiles: beam riders,
- semi-active homers and active homers. The vast majority of radar guided
- missiles fall into the first two categories, relying upon a radar beam
- emanating from the launcher to guide it to the target. This means that the
- launcher, whether an aircraft or ground-based radar station, must continue to
- track the target until the missile reaches it. The third type, called active
- homers, is the most technologically advanced, the most expensive, and the
- most deadly; they transmit and receive their own radar signals, so once
- fired, they guide themselves to the target. These are commonly called "fire-
- and-forget" weapons.
- Most long- and medium-range missiles are radar guided, because of the
- penetration power and range of radar beams.
-
- Infrared-Homing Missiles
-
- All infrared (IR)-homing missiles are "fire-and-forget" weapons. These home-
- in on the heat coming out of your fighter's exhaust system or from the tips
- of the wings, where air friction makes them hot.
- Early IR-homers were somewhat unreliable because they were not very
- sensitive to differences in temperatures; they were easily confused by non-
- target heat sources, such as the sun or even hot rocks on the ground. Modern
- IR-homing systems are tuned to finer changes in temperature and ignore all
- but heat signatures characteristic of aircraft.
-
- Your Missiles
-
- AMRAAMs
-
- Your AIM-120A AMRAAM missile is one of the best medium-range weapons in the
- world. It is the only "fire-and-forget" radar-guided missile in the American
- inventory. It has sufficient circuitry to penetrate most enemy defences, and
- sufficient manoeuvrability to chase down most fighters, not to mention
- nailing bombs and transports. Because the AMRAAM has greater range then the
- Sidewinder (32 km compared to 17 km), pilots typically open fire at long
- range with the AIM-120, then switch to Sidewinders if any enemy aircraft
- survive to that range.
- Note: The AMRAAM has been in development for a number of years and is not
- yet generally available. They are available for your Strike Eagle, though.
-
- Sidewinders
-
- The short-range, IR-homing AIM-9M Sidewinder is probably the best
- dogfighting missile in the world. It is more manoeuvrable then the AMRAAM,
- giving it a better chance of "hanging on" to a twisting, turning target. The
- most advantageous firing position for the Sidewinder is up the enemy's
- tailpipes. The next best position is from above, diving down onto the top
- (hot side) of the enemy plane. The third best position is directly into the
- enemy's nose. Shots against the enemy as it crosses in front of you, or at
- its underside (the cold side) have very little chance of hitting.
- The main weakness of the Sidewinder is its limited range.
-
- Mavericks
-
- Your AGM-65D Maverick is an air-to-ground missile, used for destroying
- targets on the ground. It is a "fire-and-forget" weapon of almost unsurpassed
- quality. Once your tracking camera is on the right target, it's just a matter
- of waiting for the tracking box to change from a square to an oval
- (indicating lock-on), and then for the oval to change colour (indicating a
- high-accuracy firing solution). When firing at ground targets; its usually
- wise to wait for the oval to change colour before launching the missile. Once
- the missile is launched you can find other targets and manoeuvre as you
- please.
- The Maverick uses a highly-advanced guidance system. When you lock-on to a
- target, the missile takes a "snapshot" of the target's infrared image which
- it then stores in memory. When fired, the missile simply flies toward it
- "memorized" target. The missile is smart enough to hit the target in the
- centre.
-
- Firing Your Missiles
-
- You must always arm the appropriate missile before you can fire it. This is
- done by tapping the appropriate missile key (Medium-range, Short-range, or
- Ground Attack). Once a missile is armed, it will begin tracking the nearest
- target (the target appears in your tracking camera CRT).
- If you are attacking a ground target and want to track a different target,
- tap the Target Search Key (note that this key works only for ground targets).
- tapping it repeatedly cycles through all currently available ground targets.
- Stop when the target you want appears on the tracking camera CRT. If you have
- armed an air-to-air missile, you cannot switch from target to target because
- the IR-homer in the missile will track only the nearest target.
- If the tracking box appears in your HUD, the target is in front of your
- fighter and you can fire the missile once it locks on. If the tracking box
- does not appear, check the heading of the target in the tracking camera CRT
- and turn towards that heading until the box is in your HUD.
- Always remember to wait for lock-on before firing a missile. If you don't
- wait for the target box to become oval shaped, you're firing without lock-on
- and will almost certainly miss. Once you have a lock, look at your airspeed.
- If you're moving fast (around 500 knots or more) or the target is closing, a
- maximum range lock-on shot will probably hit. However, if your speed is low
- or if the target is flying away from you, wait until the range closes,
- ideally until the oval changes colour. Then simply hit the Fire Missile Key.
- Missile accuracy doesn't take into account enemy defensive equipment or
- evasive manoeuvring. First line and elite fighter aircraft may prove more
- difficult to hit. Although the "Mainstay" AEW&C craft manoeuvres poorly, it
- has superior defensive equipment that may make your missile go astray. You
- may find that guns are necessary against Mainstays flown by capable crew.
- remember that missiles fall 300' to 400' before their motor is powerful
- enough to guide them away to the target. if you're diving to a low altitude,
- the missile could slam into the ground before it can fly away. Firing in a
- tight turn, or while inverted, can cause the missile to tumble. The wisest
- method is only to fire when you're level and above 500'.
- Sidewinders and AMRAAMs always home on the most prominent target, which is
- usually the nearest. They will do so even if you were tracking someone else.
- You may be tracking a target, fire a missile, and then discover it goes for
- one of the fighter escorts that happens to be closer!
-
- Your M61A1 20mm Vulcan
-
- Jet aircraft travel so quickly that conventional machine guns and cannons
- cannot fire fast enough to guarantee a hit: a plane could literally fly
- between the shells. Therefore, modern aircraft cannons are either a group of
- guns (such as the twin 23mm cannons in many Russian MiGs) or a multi-barrel
- Gatling gun (such as the six barrel Vulcan on your Strike Eagle).
- Aircraft cannons have an effective range of 0.5 to 3 kilometres, with a
- maximum range of 6 kilometres. Inside 0.5 kilometres use of a cannon is
- unsafe, as there is a significant danger that a piece from a disintegrating
- target may hit you.
-
- The Historical Gunsight
-
- Your F-15 has the most modern, advanced gunsight available: a "historical"
- gunsight with automatic radar rangefinder. In normal operation this gunsight
- "assumes" you are firing at maximum range (6 km). However, if your tracking
- box is on a closer target, that shorter range is used instead for gunsight
- calculations.
- The gunsight computer constantly calculates range, flight path and
- ballistics for you. It then displays where you shells would be if they were
- hitting the target now. The gunsight continually calculates firing, delays
- the appropriate time, and displays potential hits as they would occur.
- Therefore, the sight is "assuming" that you fired at the correct time in the
- past (hence the term "historical" gunsight).
- The historical gunsight requires conscious "retraining" to use well since it
- doesn't require you to "place the sight on the target". However, this
- weakness is more then compensated for by the advantages of anticipation
- firing. The sight allows you to fire sooner and more accurately then any
- other sight in existence. The historical gunsight is the device of choice
- among "in-the-know" fighter jocks.
-
- Anticipation Firing
-
- It takes about two seconds for the Vulcan's shells to travel the maximum 6
- kilometre range. Therefore, to hit a target you must judge the speed at which
- the target and your sight converge. You should fire about two seconds before
- they meet. If the range is less then 6 km, wait a little less. For example,
- at 3 km wait until the target and sight are one second apart; at 1.5 km wait
- until target and sight are a half second apart, etc.
- You can use this sight like an old fashioned predicting sight. That is, wait
- until the sight is on the target, then shoot. But at 6 km range you'll have
- to hope the target stays on the same course for two seconds to insure a hit.
- In short, the key to using a historical gunsight is anticipation. Don't wait
- for the sight to reach the target. Instead, learn to anticipate the meeting
- of sight and target, then shoot ahead of time.
-
- Strafing Ground Targets
-
- Using your Vulcan cannon against ground targets requires some skill. In a
- strafing attack, dive low (under 500') then straighten out and fly level.
- Because the cannon gunsight is optimized for air-to-air combat, "walking"
- your shells across the ground is the best way to hit a target, but this uses
- a lot of ammunition. Experienced pilots confine themselves to ranging bursts
- until they're close.
- The most difficult problem in strafing is your limited range. Maximum cannon
- range is only 6 kilometres; effective range is just 3 kilometres. This means
- you only have a couple of seconds to hit the target before it passes beneath
- your gun.
- A common error when strafing is "target fixation" where you ignore altitude.
- Remember that strafing means diving - and you've got to come up again
- sometime! After you pass your target, open the throttle and turn away. Keep
- an eye on your missile warnings and be ready to drop chaff or flares.
-
- ENEMY ARMAMENT
-
- The enemy will be firing sophisticated missiles at you in an attempt to
- destroy your aircraft. He will use basically two types of missiles: Surface-
- to-Air Missiles (SAMs), that are fired from ground installations, and Air-to-
- Air Missiles (AAMs), like your AMRAAMs, and Sidewinders, that are fired from
- his fighters.
- His aircraft are also equipped with rapid-firing cannons, like your Vulcan.
- In general, the enemy's cannons are not as effective as your own, but be
- careful of the lucky shot.
-
- Enemy Missiles
-
- Enemy SAMs
-
- As you fly into enemy radar search zones, which include just about all of
- the areas into which you will fly, the enemy will attempt to destroy your
- fighter from ground-based missile launch sites. In order to avoid being shot
- down by SAMs it is important to understand how they work.
- Radar Guided SAMs: Medium- and long-ranged SAMs are radar-guided. All types
- use the same three-step process to engage their target:
- (1) Radar search: Enemy search radar periodically scans a 360 degree area of
- the sky.
- (2) Radar tracking: When a search radar finds a target (such as your plane)
- it "hands off" to a narrow-beam fire control radar which locks onto your
- craft. At this point a missile is launched.
- (3) Radar control: Once the missile is launched, the narrow beam continues
- tracking your plane so the missile's course can be updated and corrected.
- IR-Homing SAMs: Short-range SAMs are usually infrared-homing missiles. The
- only significant difference between the method used for killing you with IR
- SAMs and that for Radar SAMs is that once fired , an IR SAM doesn't rely upon
- the radar to update its course during flight; instead, it guides itself to
- the target.
- (1) Radar search: A search radar finds your aircraft.
- (2) Radar tracking: A tracking radar follows your aircraft.
- (3) Missile launch: The IR homing missile is launched. At this point
- tracking radar is unnecessary, as the missile can guide itself to the target.
-
- Enemy AAMs
-
- The enemy has a wide variety of threatening AAMs, but probably the most
- dangerous one is the Russian AA-10 "Alamo". Like your AMRAAM, it is a "fire-
- and-forget" medium range missile, and is difficult to shake. All other
- Russian medium- and long-range AAMs are radar-guided, semi-active homers -
- they rely upon a radar beam emanating from the firing aircraft to guide the
- missile to your fighter.
- By definition, all IR-homing AAMs are "fire-and-forget" weapons. These are
- usually short-range (8-12 km), dogfighting missiles. The most dangerous is
- the Russian built AA-8 "Aphid", whose manoeuvrability and modern IR seeker is
- almost a match for your Sidewinder. If enemy MiGs or Sukhois close to AA-8
- range, you could be in trouble; only your dogfighting skill could save you.
-
- Enemy Guns
-
- The enemy has cannons equivalent to yours in range and power. However, the
- enemy still uses old predicting gunsights. This means they are virtually
- required to get behind you before they can make a decent shot. In addition,
- all but the most elite pilots will be slow to fire, since they must place the
- gunsight on the target and keep it there to score a hit.
- If you sense the enemy is behind you and ready to fire cannons, "jinking"
- (small, violent moves in random directions) can throw his aim.
- Finally, Russian built aircraft with the older GSh-23 cannon may not always
- hit, since the lower volume of firepower increases the chance of you "flying
- between the shells" and escaping serious injury. Don't rely on this: not
- every 23mm shell is an unlucky one!
-
- DEALING WITH MISSILE ATTACKS
-
- Inevitably, you will find yourself under attack from both ground-based and
- air-launched missiles. Your fighter is designed to give you ample warning
- before you are hit and destroyed, and there are several defence systems built
- into the plane to aid you in spoiling the enemy's attempts to shoot you down.
- In addition, with practice you can manoeuvre your way out of desperate
- situations without having to rely upon your fighter's defence systems.
-
- Missile Attack Warnings
-
- Your first warning that a missile has been fired at you comes in the form of
- a beep and a message displayed in the message window. This will inform you of
- the type of missile fired and the place from which it was launched if it is a
- SAM or the type of enemy plane that fired it if it's an AAM.
- At this point one of the warning lights on the dashboard begins flashing to
- remind you that a missile has been targeted. If the offending weapon is
- radar-guided, the "R" light flashes; if it is an IR-homer, the "I" light
- flashes.
- Your next warning appears on your tactical screen, in the middle of the
- dashboard. You see the missile as it approaches your fighter. Finally, when
- the missile is within a few seconds of impact, you here the missile proximity
- klaxon, a high-pitched bleeping sound that continues until the danger is
- passed or until the weapon slams into your fighter.
-
- Responses to Missile Attacks
-
- Reduce Your Visibility
-
- In some cases, especially when a missile is fired at you from great
- distances, you can avoid the danger by simply "hiding" from the radar that
- must track you to guide the missile to your fighter. Unfortunately, IR-homers
- that are already enroute cannot be evaded in this way, but you may avoid
- additional launches of IR missiles, since the first step in launching is to
- find you with radar.
- First and foremost, the further you are from the enemy radar site, the
- weaker the signal. Therefore, you may wish to simply turn and run away for a
- while, until the signal is too weak to "see" you. Also remember that reducing
- your altitude, lowering your engine power, and levelling out your flight will
- help.
-
- Chaff (for Radar-Guided Missiles)
-
- For defence against radar-guided missiles, your fighter is equipped with
- chaff cartridges. Each chaff cartridge deploys a cloud of tiny tin-foil
- strips that reflect enemy radar. For two or more seconds the strips form a
- huge radar reflector, blinding the missile, like a smoke screen.
- The classic chaff technique is to wait until a radar-guided missile is just
- a couple of seconds away (when the missile proximity klaxon sounds). At that
- instant fire a chaff cartridge (tap the Chaff Key) and turn away. The blinded
- missile will fly straight into the chaff, missing you.
- Note that you do not have an endless supply of chaff cartridges; your
- current supply is constantly updated and indicated on the left hand side of
- the console, or on the HUD whenever you use one.
- Doppler Missiles: Enemy missiles with Doppler radar guidance systems are a
- special danger. These missiles will not home on the chaff unless your course
- is perpendicular (at right angles to) the missile. If the missile chases you
- from the rear or attacks from straight ahead, the chaff has no effect.
- Only three SAMs currently have Doppler guidance: the SA-10, SA-12 and SA-N-
- 6. Only one AAM (air-to-air missile) has Doppler guidance: the AA-10.
-
- Flares (for IR-Homing Missiles)
-
- For defence against IR-homing missiles, your fighter is equipped with heat-
- producing flares. Although called "flares", these are really small, finely
- tuned heat decoys. A flare lures an IR missile towards it (an away from you),
- but only during the 2 to 3 seconds it burns. After that the flare dies and
- the missile resumes seeking. Therefore, like chaff, the standard technique is
- to wait until the missile is a couple of seconds away (the klaxon sounds),
- then drop a flare while you turn away.
- Like chaff cartridges, you don't have an infinate number of flares; your
- supply is indicated on the left hand side of the console, or on the HUD
- whenever you use one.
-
- Manoeuvres
-
- It's important to remember that chaff and flares aren't perfect. Both radar-
- guided and IR-homing missiles continue seeking after your flare or chaff
- expires and Doppler radar missiles ignore chaff altogether if you're on the
- wrong course. Therefore, it's important to manoeuvre out of the missile's
- "field of view" when the defence expires. If you don't, the missile will re-
- acquire you and continue on a collision course!
- If you're an especially skilful pilot, you can outmanoeuvre an enemy missile
- without mechanical aids.
- Evading the Missile's View: SAMs have a limited cone of vision; they can
- only "home" on targets within the acquisition arc of their seeker. This arc
- is a bare 45 degrees ahead of the missile. If flares or chaff temporally
- confuse a missile, you can evade attack by turning rapidly to move outside
- this 45 degree arc. Usually the quickest escape course is one perpendicular
- to the missile's flight path.
- Turning inside a Missile: When a missile is close, you still have a chance
- to outmanoeuvre it, because its turning arc is larger then yours.
- If the missile is trying to fly up your tail, roll over onto a wingtip for a
- tight turn, then pull back hard on the control stick to tighten the turn
- further. Keep an eye on your airspeed, since you can't stay long in this kind
- of turn - soon the plane will stall. But meanwhile, the missile is making a
- wider, faster turn that causes it to zoom past harmlessly.
- Turning towards a Missile: If a SAM approaches you from the side, gradually
- turn towards it, increasing the tightness of your turn as it comes closer.
- The objective is to keep the missile's course at right angles (perpendicular)
- to your own.
- This tactic works because the missile cannot turn with you. Instead, it
- gradually falls behind and zooms past your tail.
- Evading Frontal Attacks: If a missile approaches you from the front, wait
- until it's about 8 to 12 kilometres away (about 2/3 of a grid square on the
- tactical display). Then make a quick 90 degree turn, placing the missile
- facing your side. Now roll over 180 degrees and turn towards the missile. Now
- you're set up for a turning battle (see Turning towards a Missile, above).
- Missile Minimum Range: Large less-manoeuvrable missiles fire straight up
- when first launched. This means that they can't begin homing until they're
- beyond a certain distance (in range and altitude) from their launchers. As a
- result, circling right over a battery of low-manoeuvrability SAMs can
- actually be very safe.
-
- DOGFIGHTING
-
- The best way to ambush an enemy plane is to slide up from behind it. Enemy
- aircraft have forward-facing radars only (except the IL-76 "Mainstay" AEW&C),
- so coming in from behind means you can catch him off guard.
- Traditionally, fighter pilots prefer to attack from above. This gives them
- an energy advantage in a dogfight. However, missile tactics and the
- importance of secrecy make a height advantage less valuable. Gaining height
- makes you visible to enemy radar, which may warn your targets. Therefore,
- approaching low and from behind is often wiser. Only if your missile attacks
- fail and the enemy discovers you should you begin to seek an altitude
- advantage.
- If you're surprised or "bounced" (attacked from above) be the enemy,
- immediately look for incoming missiles and take appropriate defensive action.
- Missiles arrive faster then aircraft, and must be avoided first. Only then
- can you begin dogfighting.
-
- The Missile Exchange
-
- Often an air-to-air battle starts because the enemy has discovered you and
- vectors fighters in your direction. The result, quite frequently, is a head-
- to-head face-on.
- In this western-style showdown each side starts with an exchange of medium-
- ranged AAMs. be prepared to chaff the "incoming" or manoeuvre it to a course
- perpendicular to your own. Once your medium-range radar missile is away,
- switch to a Sidewinder. You may get a second close-range missile shot if the
- AMRAAM fails. Scoring with a head-to-head cannon shot is much more difficult;
- it's not worth the ammo unless you're out of missiles or you're an incredibly
- good marksman.
- In most cases, if you can get off a second missile shot so can an enemy
- carrying second-generation IR missiles (the AA-8 or AA-10 IR version). These
- nasties show up frequently on MiG-29s and Su-27s, but aren't unknown on other
- craft flown by veteran or elite pilots.
-
- The Early Turn
-
- One of the most difficult but useful tactics in a head-to-head match is
- making an early turn. Against inexperienced pilots this trick is easy, since
- greenhorns usually keep boring in, hoping for a cannon shot. Against vets, an
- early turn requires fine timing. If you turn more then a second or two ahead
- of the enemy, you're just telegraphing your intentions. If you wait to long
- you get no advantage at all.
-
- Dogfighting Manoeuvres
-
- The essential rule in dogfighting is to get on the enemy's tail. On all
- fighters, gun and missile guidance systems face forward, so if you're on the
- enemy's tail he cannot shoot at you. If you can't get on his tail, try to
- place his aircraft as much ahead of you as possible, so you have the maximum
- number of firing opportunities.
- Maintaining higher speed or altitude is valuable in a dogfight. A plane
- slower and lower can only dodge attacks. A plane faster or higher can attack
- or retreat as desired. Having a higher speed or altitude is termed the
- "energy advantage".
- If the enemy is behind you, there are various classic escape manoeuvres:
- Turning Inside, the Scissors Turn, the Immelmann Turn, the Split-S Turn and
- the Yo-Yo Turn. Not only should you learn to execute them, but also learn to
- recognise them so you can apply the appropriate counter manoeuvre.
-
- Turning Inside
-
- You can see enemy planes approaching on your tactical display. The simplest
- solution to an enemy plane coming up from behind you is to turn towards him.
- If you're turning faster and tighter then he is, you'll gradually circle
- around and get onto his tail. You make the tightest turn possible by rolling
- onto your side and pulling back hard on the control stick - but be careful of
- stalling!
- Of course, if the enemy is turning faster then you, he will eventually come
- around behind you. If this happens try something else immediately. The longer
- you wait the worse it gets, until he lines up a shot and toasts you.
-
- Scissors Turn
-
- A more complex way to out-smart an enemy aircraft is the scissors turn.
- Begin turning toward him as if you're planning to out-turn him, but once he
- begins to turn with you, quickly roll over to turn in the other direction.
- This opens the scissors. As the enemy realizes you've turned away and tries
- to follow, reverse the procedure and roll back towards him again. If your
- turns were quicker and tighter then his, and/or you're a slower plane, he
- will eventually pass in front of you. This allows you to get onto his tail.
- A novice enemy pilot trying to turn with you can quickly be lured into a
- scissors trap. Even if his plane turns better, his slow reaction to each
- reversal will quickly give you the edge. A more experienced enemy pilot may
- avoid your trap by anticipating your next turn and blasting you (if his
- fighter is less manoeuvrable then yours), or by pulling up and over you into
- a yo-yo turn (if he's faster).
-
- Immelmann Turn
-
- This manoeuvre is an excellent way to reverse direction quickly, especially
- useful when an enemy plane has buzzed past in a head-on-encounter and you
- want to gain altitude and get on his tail at the same time. First you preform
- a half-loop upwards to reverse direction, then a half roll to right your
- aircarft. If an enemy fighter is behind you, an Immelmann can bring you nose-
- to-nose with him.
- Note that an Immelmann gives you an altitude gain but costs speed, since a
- half-loop upwards slows you down significantly.
- The original Immlemann, a German WWI fighter ace, reputedly rolled while
- vertical, allowing him to finish the loop in whatever direction he desired.
- He still finished the half-loop inverted - it's aerodynamically more
- efficient that way.
-
- Split-S Turn
-
- This is another way of reversing direction quickly, but is more dangerous.
- Begin by rolling inverted, then pull the stick back to half-loop downwards.
- Many pilots begin the loop before the roll is completed, rolling the plane
- while looping. The split-S causes you to lose considerable altitude, so it's
- often wise to reduce throttle and/or use speed brakes to minimise altitude
- loss.
- The Split-S complements the Immlemann because you gain speed and lose
- altitude. Unwary fighter pilots have sometimes tried to Split-S into or away
- from the enemy without remembering their altitude. The result can be a Split-
- S right into the ground!
-
- Yo-Yo Turn
-
- This manoeuvre is used mainly by higher speed jets against slower opponents.
- Therefore, you should learn this manoeuvre well, because your fighter is one
- of the fastest, most powerful in the world. You may see Su-27s and MiG-29s
- attempting it against you! This turn requires excellent cockpit visibility,
- something that earlier MiGs lack.
- To execute a Yo-Yo turn, climb and roll towards the enemy, until he's
- visible out the top of your canopy. Then pull over into a dive while still
- turning. During the dive you roll the plane to help line up your shot. Very
- often you'll take that shot while inverted.
- In effect you make a very big turn in three dimensions, Most of the turn
- radius is "consumed" with the climbing and diving, allowing a faster plane to
- travel further and turn wider, yet still come out on the tail of the more
- manoeuvrable plane. As you gain altitude you gain the "energy advantage" and
- the flexibility to turn either way your opponent goes. American F-4 Phantom
- pilots used this manoeuvre with great success against slower but more
- manoeuvrable MiG-21s over North Vietnam during the Vietnam war.
- Note that the best defence against a Yo-Yo is to reverse your turn, or to
- use the third dimension yourself (usually by going into a Split-S).
- Because a Yo-Yo requires good spatial perception, first practice it using
- the Slot View (if alone) or Tactical View (if you've got a target).
-
-
- CHAPTER 5. THEATRES
- ===================
-
- LIBYA
-
- Introduction
-
- Libya is ruled by Col. Mu'ammar al-Qadhaffi, leader of the secret army
- organisation that deposed the former king in 1969. The capital city is
- Tripoli and the nation's chief source of wealth is oil.
- A desert nation, Libya has only on visually distinctive mountain region: the
- Jabal al Akbar to the east of Benghazi. Deep in the desert, east of Sabha,
- are the desolate, isolated mountains of the Al Haruj al Aswad, while to the
- west are the great sand seas (ergs).
- Rich by third world standards, Libya buys most of its armament from the
- Soviet Union. Its military is trained by Soviet advisors, but national pride
- has prohibited (so far) any significant Soviet presence. Soviet advisors do
- not participate in combat operations.
- Libya's army is approximately 60,000 men strong, its navy has 53 ships and
- 6,500 men, while its air force has roughly 530 planes, 30 combat helicopters,
- and 8,500 men. A 10,000-man paramilitary "Pan-African Legion" also exists as
- well as various terrorist training camps.
-
- Sightseeing in Libya
-
- Flying over Libya is a unique experience. It is a truly desert nation, a
- land of red and brown hardscrabble with patches of tan sand and grey boulder
- fields. Water is all underground, seeping to the surface in occasional
- patches of green oasis or mountain valley. Mountain ranges are low,
- undulating areas full of small hillocks and short peaks. From the air it's
- often hard to tell the difference between ageing roadways and dark wadis
- (gullies) in the desert. But some works of man stand out, particularly the
- rust red of oil wells and pipelines or the distinctive star-pattern of SAM
- batteries.
-
- Friendly Bases
-
- Sigonella on Sicily (UD15): The USA maintains the Sigonella military field in
- southeastern Sicily. The Sigonella runway is the main staging point for air
- attacks against the North African coast, especially Libya. Unfortunately, the
- flight distances are quite long.
- CV American at Sea (UD70): This 60,000-ton "Kitty Hawk" class conventional
- aircraft carrier, designated CV66, serves with the US 6th Fleet in the
- Mediterranean. It participated in the 1986 raids against Tripoli and
- Benghazi. The carrier is ideally positioned for launching and recovering
- strikes against Benghazi, the Gulf of Sirte, or targets deep inside Libya.
- Here it cruises on a southerly course with its traditional ring of close
- escorts. The carrier remains well north of the Gulf of Sirte to avoid SSM
- attacks from enemy ships and aircraft. It is surrounded by escorts and
- regularly replenishes the CAP (combat air patrol) with F-18 launches.
-
- Neutral Bases
-
- These airbases are in neutral territory. Don't use them unless specifically
- ordered to do so or if you must make an emergency landing.
- Suda Bay on Crete (VD41): Near the city of Khania, this airfield is not an
- American base, although in years past it was a major NATO air and naval base.
- It has the advantage of being both closer and less public then equivalent
- fields in Greece or Egypt.
- Halfar on Malta (UD13): Once a critical strength position for the British
- Commonwealth in the Mediterranean, this is now a neutral port and sometime
- tourist haven.
-
- Libyan Cities and Targets
-
- Tripoli (TC87): The capital city of Libya has a large military-civilian
- airbase at Idris, well protected by SAM batteries. Until recently, long-range
- SA-5 Gammons watched the skies from these sites, but there are indications
- that Russian military advisors may replace these with more formidable SA-12
- Gladiators.
- Tripoli is also the site of a major army headquarters, various military
- depots, oil storage areas, and sometimes terrorist training camps. Missile
- boats can almost always be found prowling the coast nearby.
- Sabha (UB17): This southern town is the main military base of operations for
- Libya's southerly expansion. It was the major depot for the war against Chad
- and is still extremely important to Libyan trans-Saharan ambitions. The most
- important military installations here are the large airbase and the SAM
- battery protecting it.
- Misratch (UC26) & Sirte (UC43): These costal towns house low-level military
- headquarters and oil storage tanks for refuelling ships. Sirte is a secondary
- naval base, supporting missile boats that cruise the western side of the
- :Line of Death".
- Ras Lanuf (UC82) & Port Brega (UC92): Ras Lanuf is Libya's largest and
- newest oil facility. A vast quantity of oil for export is stored here, and a
- large number of oil tankers ply the waters nearby. There is also a refinery,
- vast "farms" of oil tanks, and a major military headquarters. Port Brega oil
- facility is older but still in operation despite the completion of Ras Lanuf.
- A number of SAM batteries are sited in this vital area. Port Brega airfield,
- west of town, serves both ports.
- Benghazi (VC16): This city is the site of Libya's second-largest military
- base, including the Benina airfield and powerful protective SAM batteries.
- The city itself is large, with a military headquarters and a few small oil
- storage facilities to serve the ancient port. Terrorist training camps are
- not uncommon in the hills to the east.
- Al Bayda (VC37): This sleepy coastal town in the mountains Jabal al Akbar
- has major military significance. It overlooks the narrow Ionian sea between
- Libya and Greece, making it an ideal site for anti-ship missiles. There is a
- small airstrip and SAM site as well.
- Oil Fields: The great oil fields of Libya are in the southeast, where
- literally thousands of wells pump crude from the ground. This oil os piped to
- Ras Lanuf and Port Brega. The great producing fields can be found near Raguba
- (UC90), Waha (VB18), Amal (VC30), Jalo Oasis (VC40) and Gialo (VB49). Most
- fields have a few storage tanks on site to hold crude temporarily until it
- can be piped to the port. However, the majority of storage tanks are at the
- ports, not on the fields.
- Secret Bases: Western intelligence operatives in Libya are preparing two
- secret, hard-pack surfaces suitable for aircraft landings. One is at Al
- Mukhayli (ONC VC43), the other is on the edge of the great ergs, at Yafran
- (ONC TC93).
-
- Libyan Air Defences
-
- Libyan air defence forces use Russian-built equipment and are trained by
- Russian advisors. SA-2 Guideline and SA-5 Gammon SAMs have been the backbone
- of Libyan air defences, but there are rumours of upgrades to new SA-10
- Grumble and SA-12 Gladiator systems.
- Local military forces make use of SA-7 and SA-14 shoulder-fired missiles.
- These are also popular terrorist weapons and can be expected in the vicinity
- of terrorist camps. Libyan army units use various medium-range SAMs,
- including SA-8s, -9s, -11s and -13s.
-
- Libyan Air Force
-
- Fighters: The Libyan Air Force is composed of over 140 MiG-23MF "Flogger"
- fighters, a number of MiG-25 "Foxbats" (for reconnaissance and long-range
- interceptions), and several antiquated MiG-21s. The Air Force also has
- various Mirage 5D fighter-bombers for ground attack missions.
- Intelligence expects that MiG-23s and 25s will be your primary air-to-air
- opponents, although you may encounter the new MiG-29 "Fulcrum" flown by
- Soviet personnel.
- Reconnaissance Bombers: Although Libya does not possess any Tu-95 "Bear"
- reconnaissance bombers, Russian Bears frequently operate from Libyan bases.
- Air Transports: It is suspected that Libya's antiquated fleet of C-130H and
- C-47 air transports (built in America) will be replaced with Russian
- equipment, perhaps including the new An-72 "Coaler" jet transport.
-
- Libyan Navy
-
- The Libyan Navy is composed primarily of missile corvettes and missile
- patrol boats. The largest of these is the 770-ton Russian-built Nanuchka II
- class armed with Styx surface-to-surface missiles, SA-N-4 SAMs, and a twin
- 57mm gun turret. Other boats include the Russian Osa-class, Italian-built
- Wadi M'ragh class and the French-built La Combattante II types; these have
- poorer missiles and SA-N-5 SAMs, or no SAM at all.
- The Nanuchkas are the best boats in the Libyan Navy. They preform the most
- aggressive patrols, making them the primary threat. Patrols occur frequently
- in the Gulf of Sirte, south of the "Line of Death". Sometimes the Libyan air
- force flies fighter missions in support of these naval patrols.
-
- THE PERSIAN GULF
-
- Introduction
-
- Iran has been ruled by Shi'ite radicals since the overthrow of the pro-
- American Shah in 1979. In September, 1980, Iraq attacked Iran, beginning a
- long, costly war between those nations that lasted for years. Both
- contestants are viewed with distrust by the Arab states south of the Persian
- Gulf and Iran's support of international terrorism has not improved the
- nation's image.
- Iran also calls for a Shi'ite religious revolution throughout the Islamic
- world. This naturally bothers the leadership of the Arab states, since their
- governments are Sunni. However, Iran is populated by Persians, not Arabs. So
- far this cultural and linguistic barrier has hindered the spread of Iranian
- Shi'ite radicalism across the Persian Gulf to the Arab states.
- Iran is a large nation with varied geography. The Elbroz and Zagros mountain
- ranges run from the northwest corner (where Iran touches Turkey and the
- Soviet trans-Caucasus) diagonally southeast, along the border with Iraq, and
- then parallel with the Persian Gulf. South of these mountains, at the head of
- the Gulf, are Iran's oil fields. North of the mountains the nation is divided
- into two regions. The western part, near Iraq, Turkey and trans-Caucasus
- Russia, is fertile, heavily populated and includes most of the major cities
- and industrial plants. The eastern part, bordering Pakistan, Afghanistan and
- Soviet Central Asia, is largely barren desert and mountains with a small,
- impoverished, under-educated population.
- Under the Shah, Iran's oil-rich finances permitted massive investment in
- military forces, mostly from the USA. Since the revolution, however, many
- complex weapons have failed for lack of spare parts and maintenance, while
- most of the rest were damaged or destroyed in the war with Iraq. Iran has
- some sophisticated aircraft and missiles remaining, but these are deployed to
- protect key cities in the interior, rather then as a border defence.
-
- Sightseeing in The Persian Gulf
-
- Like Libya, the Persian Gulf is a desert region, except for the large, high
- spine of mountains that runs diagonally through Iran from the northwest to
- the southeast. However, water is more plentiful especially in Iran, resulting
- in increased agriculture and large local irrigation works to control the
- seasonal run-off from the mountain highlands.
- The Gulf has many interesting and exceptional areas, such as the Tigris-
- Euphrates watershed that reaches the head of the gulf around Abadan. Once a
- great seaport and teeming metropolis, the destruction of the Iran-Iraq war
- has reduced the area to a ruin of small towns and villages.
- Kharg Island, despite wartime attacks, is one of the great man-made wonders
- of the world. Surrounded by oil platforms and supertankers, guarded by
- missile boats and fighter patrols, it remains the site of numerous refineries
- and oil storage tanks.
- There are also great oilfields south of Kuwait City, north of Bushehr in the
- Bandar-e-Rig, on Bahrain and Qatar, and along the UAE coastline near Ruweiss
- and Tarif, as well as assorted individual platforms along the Arabian coast.
- Another interesting region of Iran is the great valley of Bandar-e-Lengeh
- and Bandar' Abbas. Seasonal rivers flowing from the mountains have formed a
- fertile valley floor that empties into the Straits of Hormuz, the strategic
- doorway to the Persian Gulf. On the opposite side (the southern side) of the
- straits, creating a narrow choke-point of naval traffic.
-
- Friendly Bases
-
- America's strongest allies in the Persian Gulf are Saudi Arabia and the tiny
- island kingdom of Bahrain.
- CV Nimitz at Sea (KY83): This huge 80,000-ton nuclear carrier is the class
- ship of the latest and most powerful program of aircraft carriers. Normally
- assigned to the Pacific Fleet, it is prepared to visit the Indian Ocean at
- any time. Here it sails with a close escort of destroyers, and has its F-18s
- on regular rotation in CAP (combat air patrol).
- American aircraft carriers do not sail into the restricted waters of the
- Persian Gulf, where they would be "sitting ducks" for land-based air and
- missile attacks. Carrier task forces remain in the Indian Ocean, although the
- Nimitz and her ring of close escorts have sailed deep into the Gulf of Oman
- to provide a base as close as possible to the Persian Gulf targets. If
- threatened, the ship can always sail to the southeast and escape into the
- vast expanses of the Indian Ocean.
- Ras as Saffaniyah (JY19): This is Saudi Arabia's northernmost oil terminal
- and port along the Gulf. Its airfield is in a useful strategic location.
- Dhahram (JY54) & Al Hufuf (JY44): Dhahram is Saudi Arabia's largest port
- city on the Persian Gulf. However, the Al Hufuf airfield slightly inland is a
- strategically useful and less public position for basing missions and raids.
- Bahrain (JY65): This small island nation is strongly pro-American, providing
- large naval and air base facilities for American military forces.
-
- Neutral Bases
-
- Kuwait is a friendly neutral nation. Oman is neutral but pro-Western, and
- the UAE (United Arab Emirates) are studiously neutral.
- Kuwait City in Kuwait (JZ12): Originally neutral, Kuwait sought US aid and
- support after repeated Iranian threats and attacks. The Kuwait airport can be
- used occasionally to stage missions that demonstrate America's support of
- Kuwait, or for emergency landings. However, Kuwait is fearful of provoking
- more Iranian hostility and therefore will not grant America basing rights.
- Qatar (JY75): This small independent nation works hard at the appearance of
- neutrality, probably because it has both strong pro-American and strong pro-
- Iranian factions. Although missions cannot be staged from here, it is
- possible to use the pro-American groups to aid in emergency landing
- situations.
- Ruweiss (KY01) & Tarif (KY11): These small oil ports of the UAE are not
- especially friendly to the American cause. Because the UAE is a decentralized
- government, pressure and money in the right places could permit an emergency
- landing.
- Some of the largest oil fields of the UAE are in this area (ONC KY22-23).
- Abu Dhabi (KY31): Abu Dhabi is the major city of the UAE, where the
- appearance of neutrality is most important. Emergency landings at this base
- are very difficult, but not impossible if Iranian diplomacy succeeds in
- making yet more enemies.
- Al Khafi at Dubai (KY65): This large airfield outside the city of Dubai is
- the most strategically useful of all the UAE airfields. It is the base
- closest to south-central Iran and is an important launching or retrieval
- point for deep missions. However, as at Abu Dhabi, political problems make
- the use of this base difficult to impossible.
- Muscat in Oman (KY90): Oman is careful to remain neutral in all affairs, but
- is strongly pro-Western. For example, much of its army is trained and
- officered by "retired" British military personnel. The military portion of
- the Muscat airfield is available for missions and emergency landings,
- provided everything remains secret and politically "deniable".
-
- Iranian Cities and Targets
-
- Dezful (JZ38), Masjed Soleyman (JZ47) & Ahvaz (JZ37): These cities are the
- main "rear areas" behind the former Iran-Iraq battlefront. They have a
- variety of SAMs. Although all originally had airbase facilities, it is
- believed that only Masjed Soleyman's remains intact.
- Abadan (JZ24): This city is located at the final junction of the Tigris and
- Euphrates Rivers, near the Persian Gulf. Numerous battles in and around this
- area have destroyed the once beautiful surrounding countryside with poisonous
- gas.
- Bandar Khomenyi (JZ44): This is the main Iranian military base behind the
- southern part of the Iran-Iraq front and a major staging base for military
- supplies and munitions of all sorts. It has a large airbase, powerful SAM
- batteries, and a major military headquarters.
- Bandar-e-Rig Oil Fields: These oil fields, clustered along the coast and
- inland hills (JZ61 and JZ71) are a key source of Iran's oil wealth.
- Kharg Island (JZ60): This island is covered with refineries, oil storage
- tanks and port facilities for oil tankers. Until the Iran-Iraq war it was the
- greatest oil terminal in the world. Repeated attacks have ruined many of the
- facilities, but never all of them. Now protected by SAM batteries, and
- missile boat patrols, it is still Iran's main port for oil export.
- Much of Iran's oil wealth is offshore. One of the heaviest concentrations of
- oil platforms is in the vicinity of Kharg Island. Beware that some platforms
- are now used by Iranian Shi'ite "Guards" as military bases.
- Bushehr (JZ80): This important coastal city was once a major oil port, but
- is now completely overshadowed by neighbouring Kharg Island. The military
- forces on its SAM batteries and airbase are not always first rate. However,
- it is home port for many Iranian frigates and missile boats that patrol the
- gulf.
- Shiraz (KZ03): This inland city, sited on a highland plateau, is one of the
- largest Iranian cities. It is also the nerve centre and main headquarters
- for Iran's southern military command - the forces responsible for the Persian
- Gulf. There is an exceptionally large military airbase here that is usually
- protected by powerful SAM batteries.
- Esfahan (JZ89): Nestled in a large gap of the Zagros Mountains, this inland
- city is the classic "gateway" to northwestern Iran. As a transportation and
- population centre it naturally boasts an airfield and SAM sites.
- Yazd (KZ38) & Kerman (KZ84): These two cities are distant population centres
- on the edge of the Iranian deserts. Both cities are dominated by strong
- traditionalist sentiment, which in recent years has translated into fervent
- Shi'ite extremism. However, the huge war has caused many families to
- reconsider their support for Jihad.
- Bandar-e Lengeh (KY57): This western city on the Straits of Hormuz has a
- minor military base, including an airfield and SAM battery. However, its
- primary function is civilian, serving the large oil fields in this area.
- Offshore oil platforms are especially common in KY35-45.
- Seasonal rivers running from the mountains to the west down into Bandar-e
- Lengeh have a variety of interesting road and rail bridges over them.
- Bandar 'Abbas (KY68): This city is Iran's major military base on the Straits
- of Hormuz. Major Iranian Navy elements are based here, as well as the latest
- SAMs and a large, well-equipped military airbase.
- Secret Bases: Western intelligence operatives in Iran are preparing two
- secret, hard-pack surfaces suitable for aircraft landings. One is in the
- Shalamzar valley (JZ67) in the Zagros Mountains, the other in the mountains
- south of Kerman, at KZ82.
-
- Iranian Air Defences
-
- Hawk batteries are Iran's longest-ranged surface-to-air missiles. Nearly
- exhausted in fighting with Iraq, these weapons are formidable defenders of
- Iran once more.
- Sold by Britain to Iraq, Rapier batteries are fast, but shorter-ranged, and
- hindered by a fire control system that is primarily visual, with the radar
- intended originally as backup. The Rapier radar system never approached the
- quality or sophistication of the Hawk. In fact, in the Falkland Islands
- fighting, the Rapier was surprisingly ineffective.
- The Tigercat, an antiquated British design, appears in less important areas.
- Many Tigercat sites have little or no radar, since the missile is designed
- for visual control. The Seacat is a naval version of the Tigercat, found on
- Iranian Vosper Mk 5 type frigates. It is somewhat more dangerous because the
- frigates have decent radar search systems.
-
- Iranian Air Force
-
- This service is composed primarily of American-built aircraft acquired
- during the Shah's rule. Before the outbreak or war the Air Force had a
- nominal strength of 75 F-14 Tomcats, about 200 F-4D and F-4E Phantom IIs, 140
- F-5E Tiger IIs, plus various other planes and helicopters, including C-130
- Hercules transports and P-3F Orion reconnaissance bombers.
- Fighters: Iran lacks the sophisticated technicians and parts to keep its F-
- 14s operational. Within a year after the revolution fewer then five were
- functional. No missiles or parts exist for the long-range Phoenix AAM system,
- but some F-14s can carry AIM-7F Sparrows or AIM-9H Sidewinders.
- The older but less effective F-4s and F-5s are easier to maintain. These
- planes are the backbone of the Iranian fighting air force, intercepting
- raids, guarding rear areas and ships from attack, and occasionally attempting
- a raid of their own.
- Iranian fighters are equipped with AIM-9H Sidewinders, one of the last and
- best first-generation IR AAMs. The F-4 Phantoms (but not the F-5 Tigers) are
- designed to carry the AIM-7F Sparrow, a medium range radar-guided missile.
- Reconnaissance Bombers: Iran has few naval reconnaissance bombers, and most
- of those are P-3O Orions with inoperative electronic gear. Such planes are
- reduced to visual patrols only - a waste os aviation fuel in a modern warfare
- environment!
- However, it's possible that long-range Russian Tu-95 "Bear" bombers may make
- an appearance, flying from Afghanistan or Yemen.
- Airborne Early Warning & Control: Iran has no "AWACS" or other AEW&C
- aircraft. Instead, the few operational F-14s are used in this role, since the
- F-14 has an extremely powerful air search radar.
- Air Transports: Iran has a variety of small, medium and large air
- transports, including the American C-130 Hercules, German Fokker F27, French
- Dassault-Breguet Falcon 20 and Boeing 707 and 747 transports models. The
- exact types available vary greatly, depending on the supply of spare parts
- and the presence of knowledgeable mechanics. Given Iran's dislike of the
- West, some consider it likely that she will shop in Russia for the next
- transports bought, perhaps the new and very flexible An-72 Coaler.
-
- Iranian Navy
-
- The Iranian Navy suffered greatly in the Iran-Iraq war. Many ships were
- damaged in the fighting and remain unrepaired; the others have deteriorated
- badly for lack of maintenance. The great naval base at Khorramshahr, near
- Abadan, was destroyed early in the war and remains a ruin.
- It is believed that one or more of the four Vosper Mark 5 frigates are still
- functional. These 1,100-ton ships include Seacat SAMs, and a 4.5" gun turret.
- Occasionally patrols by these or smaller ships can be expected in the region
- of Kharg Island or in the Straits of Hormuz. If functional, the Vosper
- frigates pose a significant military threat.
- Iran's Shi'ite "Guards" also man a large number of fast motorboats. The crew
- carry rocket-propelled grenades to attack shipping, and shoulder-launched IR
- SAMs to protect themselves from air and helicopter attack. Virtually
- invisible, these "mosquitos" are a threat only to unarmed merchant shipping,
- or an aircraft unlucky enough to pass over the area. These boats are based
- all along the Iranian coast, especially at Bandar 'Abbas, and from a variety
- of offshore oil platforms.
-
- VIETNAM
-
- Introduction
-
- Vietnam war missions take us back to when Southeast Asia consisted of five
- countries: North Vietnam, South Vietnam, Cambodia, Thailand and Laos. North
- Vietnam is attempting to conquer South Vietnam and reunite the two countries
- under Communist control. The North Vietnamese have established hegemony over
- Laos and Cambodia, and only South Vietnam and Thailand remain friendly to the
- US.
- The principal geographic feature of the area is the Mekong River that flows
- from China to the sea. The area is heavily vegetated with lowland swamps,
- jungles and wooded mountains. Outside the major cities, civilisation is
- marked mainly by rice paddies and villages of grass huts.
- North Vietnam is a poor nation, but is supplied with weapons by the Soviet
- Union. Their army is large relative to the national population and highly
- motivated. Despite heavy losses and generally inferior equipment, they have
- thrown the French out of the region and are fighting the South Vietnamese and
- their US allies to a standstill. Their air force is equipped with older MiG-
- 17s, some reportedly flown by pilots of sympathetic countries. Their northern
- cities and the supply routes south are heavily protected by anti-aircraft
- missile batteries. Their navy consists of only a few missile boats patrolling
- the coast.
- The most important targets for US air attacks are the two major bridges on
- the supply routes heading south: the Paul Doumer Bridge near Hanoi and the
- Thanh Hoa Bridge. The majority of the supplies supporting the war in the
- south must pass over these two bottlenecks.
-
- Sightseeing in Southeast Asia
-
- This region is mostly green and overgrown and often very little can be
- distinguished from the air except rivers, rice paddies and grass huts.
- Mountain ranges are low and wooded. The most impressive man-made features are
- the large bridges in North Vietnam. Also noticeable are smaller bridges and
- the distinctive pattern of SAM batteries.
- The war is being fought in South Vietnam, and hotspots can be found in
- several areas of the country. Look for burning objects on the ground and
- flights of Huey helicopters.
-
- Friendly Bases
-
- Tan Sonh Nhut (XU53): Located outside of Saigon, this is the largest and
- busiest airport and base in Southeast Asia. Military aircraft based here are
- used primarily to support nearby ground troops.
- Da Nang (YU37): The northernmost airbase in South Vietnam. Aircraft from
- here support local ground troops, interdict supplies on the Ho Chi Minh
- Trail, and strike targets over the border to the north.
- Nha Trang (YU12): Located to the east of the central highlands. Aircraft
- from this base support ground troops and interdict supplies coming south on
- the Ho Chi Minh Trail.
- Udorn (XV95): Just over the border in Thailand from the Laotian capital of
- Vientiane. Aircraft based here reach out to bomb targets in North Vietnam and
- Laos.
- Don Muang (XV90): Located in the southeast corner of Thailand, this is an
- important base for making attacks on the Ho Chi Manh Trail and enemy troop
- concentrations in the central highlands of South Vietnam.
- Korat (XV43): Located southeast of Bangkok in central Thailand. Aircraft
- from here conduct bombing attacks on targets in North Vietnam.
- Takhli (XV45): This base northeast of Bangkok in Thailand is part of the air
- defence of the capital and was not an important base for war missions.
- Bangkok (XV14): The capital of Thailand. The airbase here is too far from
- the war zones and North Vietnam to be particularly useful.
- CVs Constellation (YU77) & Kitty Hawk (YV81) at Sea: These 80,000-ton
- carriers have a complement of approximately 85 aircraft, and are placed in
- the Gulf of Tonkin to strike targets deep in North Vietnam. Prohibited from
- striking civilian targets, the navy concentrates on the transportation routes
- bringing supplies south, especially the vital Paul Doumer and Thanh Hoa
- Bridges.
- Each carrier group consists of one carrier and a ring of escort destroyers.
- A combat air patrol of fighter planes is continuously overhead to intercept
- any approaching North Vietnamese aircraft.
-
- North Vietnamese Cities and Targets
-
- Hanoi (YV68): Surrounded by numerous airbases and SAM batteries, the capital
- city of North Vietnam is one of the most heavily defended air targets in the
- world. The SAMs deployed in this area are either SA-2 Guideline or SA-5
- Gammon missiles. Nearby airbases are located at Gia Lam, Phuc Yen and Kep.
- To the southwest of Hanoi is the Paul Doumer Bridge, one of the highest
- priority targets in North Vietnam. The bridge is also defended by SAM
- batteries.
- Haiphong (YV86): This city is the most important North Vietnamese port, and
- is guarded by SAM missiles and a fighter airbase nearby at Cat Bi. Located
- near Haiphong are numerous storage dumps and tankfarms.
- Thanh Hoa Bridge (YV55): Southwest from Hanoi along the coast is this second
- important bridge, also heavily defended by SAM batteries.
- Vinh (YV44): This coastal town supports an interceptor airbase that helps
- defend the major bridges to the northwest, the approaches to North Vietnam
- from Thailand, and the supply routes to the south.
- Dong Hoi (YV30): This town supports the southernmost North Vietnamese
- airbase. Although often attacked by friendly forces, it remains operational
- and its fighters intercept attackers heading north or bombing the Ho Chi Minh
- Trail.
-
- Cambodian and Laotian Cities and Targets
-
- Phnom Penh (XU36): The capital city of Cambodia has fallen under the control
- of North Vietnamese-sponsored Communist forces. Enemy planes are operating
- from the airbase outside the city. SAM batteries have been placed in the
- area.
- Vientiane (XV97): The country of Laos is controlled by the Pathet Lao, a
- Communist group supported by North Vietnam. Enemy aircraft are now based at
- Wattay, near the Laotian capital of Vientiane.
- Ho Chi Minh Trail: This supply route from the north is a maze of roads and
- trails that winds through the mountains and jungles of both Vietnams,
- Cambodia and Laos. Targets along this trail are generally not fixed, but some
- bunker and depot locations are known.
-
- North Vietnamese Air Defences
-
- The North Vietnamese use Russian-built equipment and are trained by Russian
- advisors. The majority of the SAMs deployed are SA-2 Guideline or SA-5 Gammon
- missiles.
-
- North Vietnamese Air Force
-
- The majority of the fighter aircraft in the North Vietnamese Air Force are
- MiG-17s, a highly manoeuvrable plane, but lacking in firepower and
- electronics. The air force also possesses a few more modern MiG-21 and MiG-23
- aircraft, possibly flown by foreign nationals.
- Intelligence reports that MiG-17s will be your primary opponents, although
- you encounter MiG-21s and MiG-23s as well.
-
- North Vietnamese Navy
-
- The North Vietnamese Navy consists of only a few torpedo boats transferred
- to it from the navies of Communist China and the Soviet Union. From the
- Soviets came 190-ton S.O.-1 class boats and from the Chinese came Shanghai-II
- class boats. Both boat types are armed with light anti-aircraft cannon, but
- no SAMs, and thus offer only a small threat to aircraft.
-
- THE MIDDLE EAST
-
- Introduction
-
- The Middle East has been the scene of constant tension and recurring warfare
- since the United Nations formed the country of Israel in 1948. In the
- crucible of this conflict, the Israelis have forged a superior army and air
- force that have consistently out-matched their opponents. The threat to
- Israel today comes from Syria and Iraq, although Iraq has been significantly
- worn down by eight years of warfare with Iran. The Jordanians have adopted a
- policy of near neutrality and are not expected to take an active part in any
- near future conflict. Lebanon has been torn apart by civil war and invasions
- by Israel, Syria and Palestinian refugees.
- The Syrians and Iraqis are supported financially by the Saudi Arabians, but
- receive most of their weapons and training from the Soviet Union. Jordan and
- Saudi Arabia act independently and have relatively strong ties to the West.
-
- Sightseeing in the Middle East
-
- The Middle East is primarily a desert world, with agriculture existing only
- along the coasts and rivers. A low chain of mountains extends northward along
- the coast through Israel and Lebanon, up into Turkey. Between the
- Mediterranean Coast and the mountains of Turkey and Iran, the desert is
- broken by the valleys of the Tigris and Euphrates Rivers. Visible from the
- air are many works of man, including the ruins of ancient buildings and
- nuclear power plants in Iraq rumoured to be assembling nuclear weapons.
-
- Friendly Bases
-
- Akrotiri on Cyprus (ER13): Aircraft from this British airbase are capable of
- reaching targets along the Mediterranean Coast. American or Israeli aircraft
- would not normally base here, but could use the facilities in an emergency.
- CVN Eisenhower at Sea (ER46): This 80,000-ton "Nimitz" class nuclear carrier
- often serves with the US 6th Fleet in the Mediterranean. Here it cruises off
- the coast of Lebanon, positioned to strike anywhere along the Mediterranean
- Coast. Carrying a compliment of approximately 85 aircraft, the Eisenhower is
- constantly guarded by a combat air patrol of fighter planes.
- Ramat David (ER73), Tel Nof (ER82), Lod (ER81) & Hatzerim (ER91): These
- Israeli airbases are home for the fighters and fighter-bombers of the air
- force many consider to be the best in the world. Backed up against the sea by
- enemies or non-friendly neutrals, the Israelis must be prepared to launch air
- defence or attack missions in any of three directions.
- Malatya in Turkey (ES25): Turkey is a NATO ally and no friend of Iraq or
- Syria. This airbase is home for aircraft assigned to defend Turkey's
- southeast border, and from here planes can reach the capitals and other
- targets in both Iraq and Syria.
- Tabuk in Saudi Arabia (FS81): This airbase serves as a defensive post along
- the Saudi Arabian northern border. In any armed conflict in the region, US
- aircraft would be allowed to land here only in an emergency, unless
- circumstances called for Saudi Arabian support of US interests.
-
- Jordanian Cities
-
- Amman (ER94): Amman is the capital of Jordan and home for the major elements
- of the Royal Jordanian Air Force. The most numerous planes available are
- Mirage F-1s and Northrop F-5s. Ground air defence is provided by Hawk
- missiles.
- Ma'An (FR57): Outside this city is the Prince Hassan airbase, where half of
- the Air Force's combat planes are deployed. Planes were placed here to reach
- the Sinai Peninsula, but now that the Israelis have made peace with Egypt,
- air elements here may be moved farther north to cover the West Bank areas.
-
- Iraqi Cities and Targets
-
- Baghdad (FS57): The capital city or Iraq is located between the Tigris and
- Euphrates Rivers. Although low in strength due to war losses, major elements
- of the Iraqi air force are based here. Outside the city is a nuclear power
- plant that many believe is producing materials for nuclear weapons.
- Mosul (ES88): The second largest city in Iraq also has heavy air defences.
- Another nuclear facility is thought to be operating nearby.
- Kirkuk (FS29), Habbabiyah (FS54) & H3 (FS20): At these locations the Iraqis
- have airbases ringing their country. Kirkuk faces Iran and H3 is an outpost
- at a pumping station in the desert along a major pipeline to Syria.
-
- Syrian Cities and Targets
-
- Damascus (ER85): This ancient city, the capital of Syria, is situated east
- of a gap in the coastal mountain ranges and was founded on the east-west
- trade route. Damascus is the major military base in Syria and home to a
- majority of the Syrian Arab Air Force.
- Dayr As Zawr (ES92), Hims (ER59) & Palmyre (ES70): These towns support
- airbases that guard Syria's northern and western borders. Dayr As Zawr is
- located at an ancient crossing point on the Euphrates River. Palmyre is a
- desert oasis town near the centre of Syria. Hims is northeast of Lebanon,
- helping to surround that country.
- Halab (ES40): Previously known as Aleppo, this city is located in the
- northern hills of Syria near the Turkish border. Aircraft based here cover
- the Turkish border and can reach south to Israel or into the Mediterranean.
- Al Ladhiqyah (ER48): This town north of Lebanon on the Mediterranean Coast
- is near the Turkish border and supports the airbase closest to Cyprus. It is
- not a shipping port but is a vacation spot and fishing centre.
-
- Syrian Air Defences
-
- The Syrians use Russian-built equipment and are trained by Russian advisors.
- They possess over 75 batteries of surface-to-air missiles, mostly SA-2
- Guideline and SA-3 Goa weapons. Local military forces are equipped with SA-7
- and SA-14 shoulder-fired missiles, and these can also be expected in the
- vicinity of terrorist camps in Lebanon and Syria.
-
- Syrian Air Forces
-
- The Syrian Arab Air Force is composed of over 450 combat aircraft and 50,000
- men. The majority of the interceptor aircraft available are MiG-21s and MiG-
- 23s, with one squadron of MiG-25s. The MiG-25 squadron is reported serviced
- and manned by east Germans and Russians.
-
- Iraqi Air Defences
-
- Iraq has not invested large resources in air defence, and has only 10,000
- men assigned to this branch. Largely separated from enemies to the west and
- north, it has concentrated most of its defence against Iran. SAM batteries
- deployed are either SA-2 Guidelines or SA-5 Gammons.
-
- Iraqi Air Force
-
- The Iraq air force has substantially modern equipment, but did not
- demonstrate a high degree of training or skill during the war against Iran.
- The main air defence aircraft are MiG-21s and Mirage F1s.
-
- THE NORTH CAPE
-
- Introduction
-
- Politics: The North Cape area is shared by four nations. West to east, they
- are Norway, Sweden, Finland and the Soviet Union. Their political
- orientations parallel in their geographical locations: Norway belongs to
- NATO, Sweden is a pro-Western neutral, neutral Finland accommodates the
- Soviets, and the Soviet Union, of course, leads the Eastern Bloc.
- Military Forces: In terms of global politics, the North Cape is the single
- most important military region in the Soviet Union. Murmansk is Russia's only
- year-round open-sea access to the Atlantic Ocean. Russian SSBNs (ballistic
- missile nuclear submarines), the heart of nuclear deterrence, sail from here
- into the Atlantic lifelines.
- Norway fields a large, tough force tailored for a dogged defence of its
- mountainous homeland. Reasonably well-equipped, the majority of the forces
- guard the populous southern regions. The northern bases have only token
- garrisons. Northern Norway seems more important to NATO then it does to the
- Norwegians, since important NATO air, naval and marine troop assets are
- planned to reinforce this area in time of war.
- Sweden's armed forces are designed to make the Russians (or anyone) think
- twice about violating that country's neutrality. The forces are well equipped
- and well trained, with a nationwide reserve system that makes a large part of
- the citizenry part-time soldiers. However, the northern part of Sweden is
- almost unpopulated, so the defences there are considerably lighter.
- Recently Sweden has been greatly irritated by Russian midget submarines
- literally crawling around inside her fleet bases, and by a Russian diesel sub
- that ran aground in a harbour entrance while carrying a nuclear-tipped
- torpedo (a serious insult to anti-nuclear Sweden).
- Finland fields a much smaller and less sophisticated force then its
- neighbours. Although fiercely independent, Finland has learned to accommodate
- the desires of its powerful neighbour, the Soviet Union. The Soviets maintain
- this "friendly" attitude by garrisoning powerful military forces near the
- Finnish border, and strongly encouraging Finland to buy Soviet military
- equipment.
- Geography: This entire region is a harshly cold climate. Northern Norway is
- a long, mountainous country with a harsh climate and "iron" (rocky) sea
- coast. In this terrain a small group of determined defenders could stop an
- army for years. The "open" areas of Finland and Sweden are deceptive. On the
- map it may appear to be an open plain, perfect for attack. In reality it's a
- frigid wilderness in the winter and a vast, marshy bog in the summer.
-
- Friendly Bases
-
- The two Norwegian land bases here are civilian airfields, but both are
- closer to the Russian border then the NATO bases at Banak and Bardu. It is
- easy and wise to stage missions through either Lakselv or Kautokeino, rather
- then flying longer distances from more rearward fields. Such staging could be
- just a quick landing and refuelling both inbound and outbound. In effect, the
- fields can function as grounded refuelling tankers.
- Kautokeino (WX11): Located in the barren tundra of the Finnmarksvidda,
- Kautokeino airfield is well suited for operations across the top of Finland
- to Murmansk. The population is very small and the entire area well defended
- by tundra swamps and bogs in the summer, or sub-zero blizzards in the winter.
- Lakselv (WX34): Located at the inland end of the Porsangen Fjord, Lakselv
- town has an airfield suited to operations into Russia. It is far enough from
- the border to survive the first few days of fighting, but close enough for
- easy flying.
- CV Kennedy at Sea (WX67): In the middle 1980s the Secretary of the Navy
- announced a new policy - a wartime policy of sending aircraft carriers deep
- into the Norwegian Sea, to challenge Russia's fleet near its home ports.
- Although considered suicidal by some, this policy is certainly useful for
- launching missions. Here CV67, one of the conventional carriers with the US
- Atlantic Fleet, makes a quick dash to the North Cape to launch your mission.
- As always, the carrier is accompanied by a screen of escorts, and is
- constantly launching and recovering a CAP of F-18s.
-
- Neutral Bases
-
- Available neutral bases in this region are all Swedish. Sweden is strictly
- neutral in international politics, but economically closely tied to the
- Western Bloc. Given recent events an aggressive Russia moves, its not
- unlikely that a few missions, or emergency landing, would be allowed at
- northern Swedish airbases.
- Kiruna (WW28): The northern most airfield in Sweden, this base is located in
- the nearly unpopulated foothills of the Estrange Mountains. Missions could
- operate easily from this area, with nobody but reindeer to observe the
- events.
- Gallivare (WW26): Although this airfield is also far north in Sweden,
- Gallivare town is a junction or rails and roads. In the summer moths it is
- also a popular tourist area, with the Muddas National Park a few miles to the
- west. Missions operating from this base must be very discrete.
- Lulea (WW13): This fairly populous city is the main Swedish military base in
- the Northern Region. It is also a port on the Gulf of Bothnia, the northern
- most arm of the Baltic Sea.
-
- The Land of the Midnight Sun
-
- The North Cape (Nardkapp in Norwegian) is a realm of extremes. In the summer
- the sun shines throughout the night, while in winter in never rises above the
- horizon.
- The most northerly areas are realms of tundra and permafrost - ground that
- remains frozen throughout the year, save for the top few inches in the
- summer. Only moss and course grass grows here, although it can turn brilliant
- green on good summer days.
- The majority of the region is taiga, vast pine forests that are home to
- reindeer, arctic fox, and rock ptarmigan. The southerly lowlands are a deep
- watershed, full of small lakes, marshes and bogs. The White Sea coast line is
- almost entirely marsh as the land blends gradually into the sea.
- The interior of the Kola Peninsula has the characteristic mountains of a
- tundra-taiga borderland: low, rolling, rocky and bare, with pockets of snow
- even in summer. The Norwegian coast has more dramatic terrain. Here is the
- topmost end of the spine of mountains that divides Norway from Sweden. Even
- here they are still steep, bare, rocky with clinging patches of ice and snow.
- Amid this monotonous, desolate terrain are impressive human works,
- especially the city of Murmansk with its sprawling military complexes.
- Hideously expensive to build and maintain through the long, deep winter, this
- region is surely the most valuable military real estate in the world, judging
- by money invested per acre!
-
- Northwestern Russia
-
- Murmansk (XX11): This major city is Russia's only year-round port on the
- Atlantic Ocean. Its great piers and depots support not only a steady stream
- of merchant shipping, but the powerful Red Banner Northern Fleet. Murmansk is
- literally "at the end of the line", in this case a long railway line that
- runs southward 700 miles to Leningrad. Murmansk is also the nerve centre of
- Russia's powerful air forces, including both PVO air defence planes and Naval
- Aviation of the Northern Fleet. Satellite airfields surround the city,
- including large bases at Kildenstroy (XX10) and Kilpyaur (XX00). The Northern
- Fleet includes, roughly, one aircraft carrier, 75 other major surface
- warships, one marine brigade, 133 submarines and 446 naval aircraft. The
- protection of its bases is the duty of 12 Divisions of army troops (about
- 300,000 men total) and 150 planes of Tactical Aviation (air force planes
- supporting the army) and the PVO (air force interceptors guarding the
- border).
- The great Severomorsk (XX31) submarine pens are also just outside of
- Murmansk. This underground base is the home port for the few Typhoon class of
- ballistic missile subs, as well as many other diesel and nuclear undersea
- craft.
- Pechenga (WX91): This town is Russia's forwardmost military base in the far
- north. Just a few miles from the Norwegian border, Pechenga is the inevitable
- staging point for any invasion into NATO territory. Although it has an
- airbase and strong SAM defences, the Polyarnyy airbase complex to the east
- (in WX80) is somewhat larger.
- Monchegorsk (XW18) & Olenegorsk (XW19): These two towns, near the base of
- the Kola peninsula, are major airbases for long-range naval aviation bombers,
- as well as providing fighter and SAM cover to the railroad link between
- Murmansk and the south.
- Kandalaksha (XW16): This small city is the main population centre at the
- base of the Kola peninsula. It is primarily a transportation hub, with rail
- lines and a naval port that faces eastwards, into the White Sea.
- South of the city lies the Loukhi (XW04) air defence complex, including a
- large SAM battery that covers this section of the Murmansk-Leningrad rail
- line.
- Kem (XW21): South of Kandalaksha, Kem is the next significant city along the
- Murmansk-Leningrad line. It too is a small port facing onto the White Sea. It
- is also the starting point for the Voknavolok rail line that runs westwards
- to the Finnish border. This is a purely military line, intending to support
- the Russian military presence on the Finnish border.
- Arkhantgel'sk (XW71): This city is Russia's largest port on the Atlantic.
- Although closed by ice during the winter, it has much better rail and road
- connections to the interior of Russia, and is almost totally invulnerable to
- enemy attack. In addition to large port facilities, the city is surrounded by
- military defences, the most notable being the complexes at Severodvinsk
- (XW51) and Kushkushara (XW84). In addition, units of the Northern Fleet
- patrol offshore in the White Sea.
- Secret Bases: Western intelligence operatives in this area have secretly
- created two hard-frozen airstrips suitable for landing, one at XW57, the
- other at XX20.
-
- Air Defences
-
- The Kola Peninsula is vital to the Soviet Union because of the access it
- affords to NATO's lines of communication, but its very proximity also makes
- it particularly vulnerable to NATO counterstrokes. Consequently, the Kola
- Peninsula is likely to prove one of the most challenging anti-aircraft
- environments in the world today.
- Long-range SAMs: These are area defence weapons that, along with fighters,
- are your primary opposition. The older SA-2s and SA-5s have been undergoing
- continual upgrade to SA-10 and SA-12 quality. The entire system is enhanced
- by the LPAR early warning radar system at Kirovsk.
- Light SAMs: Soviet ground forces in this area are outfitted with the usual
- battlefield SAMs, including the older SA-9 and SA-13IR missiles, as well as
- the newer SA-8 and SA-11 radar guided missiles. Mobile infantry carrying SA-7
- and SA-14 shoulder-launched IR SAMs are a significant threat as well.
-
- The PVO and Naval Aviation
-
- Fighters: This region is defended partly by the PVO units, with long-range
- MiG-25 and MiG-31 interceptors using long-range radar-homing AAMs. Naval
- aviation fighters operating from either carriers or land strips include the
- Yak-38V/STOL jet and the new Su-27 multi-purpose fighter. During wartime
- shorter-ranged units may arrive, including MiG-29 and Su-27 dogfighters with
- short-ranged IR missiles as well as long-range radar weapons.
- All these planes but the Yak-38 are worthy opponents. The Yak can only carry
- IR homing missiles (generally AA-8 Aphids). It is considerably slower and
- less flexible than the other fighters.
- Reconnaissance Bombers: Many long-range Tu-95D "Bears" are based in this
- area, to keep tabs on NATO naval activity in the North Atlantic. A nuisance
- in peacetime, these planes pose a serious threat in a war. Eliminating them
- is always a high priority in NATO war plans. That would blind the Russian
- high command to activities in the Atlantic and Norwegian seas.
- Transports: Russia possesses numerous air transports for its huge force of
- airborne units. The most modern of these is the jet propelled An-72 "Coaler",
- which is particularly suited to fast, high priority missions like inserting
- commando teams or transporting critical command personnel.
- AEW&C Aircraft: The Soviets routinely deploy Il-76 "Mainstay" aircraft in
- this region. The 300+ mile radars on this plane may be your most formidable
- enemy. If you're spotted and can't discover how or by whom, chances are it's
- a Mainstay.
-
- The Red Banner Northern
-
- Russia's Northern Fleet offers both tempting targets and a significant
- threat. Its modern Sovremennyy-class destroyers carry SA-N-7 missiles, while
- the numerous Krivak class frigates sport the SA-N-4. The larger Kiev-class
- carrier has the powerful SA-N-6, a sea-going equivalent to the SA-10. These
- warships are more then capable of defending themselves. Stationed off the
- northern coast, they significantly extend the Soviet anti-aircraft umbrella.
- In addition to these ships' SAMs, the Kiev carries a complement of Yak-38
- "jump-jet" fighter aircraft. While less capable then ground-based fighters,
- the British Harriers in the Falklands taught the world not to under estimate
- the capabilities of such planes.
- An up-coming addition to the Northern Fleet is a class of huge aircraft
- carriers fitting out in the Crimea. Tentatively titled the "Kremlin" class,
- these ships are expected to join the Northern Fleet soon.
-
- CENTRAL EUROPE
-
- Introduction
-
- Politics: Central Europe is where the full force of East and West meet.
- Since World War II Europe has been two hostile blocs, with a few neutrals
- balanced between. On one side are the communist East European nations,
- created in the wake of Soviet armies at the end of WWII. On the other side
- are democratic Western European nations, created by the USA and Britain in
- the wake of their armies during WWII. Since 1949 the West has been linked by
- NATO. In 1955 the East formalised an equivalent organisation, the Warsaw
- Pact, dominated by the USSR. From then to now the two greatest military
- organisations on earth have uneasily eyed each other along the German border.
- Military Forces: The Warsaw Pact can deploy almost 3 million men, about
- 80,000 armoured fighting vehicles, and 6,000 combat aircraft. Against this
- juggernaut the Western powers can field around 2 million men, 40,000 AFVs,
- and 4,000 combat aircraft. The numerical imbalance is partially offset by the
- higher quality of the western troops and equipment, presumably along with the
- traditional advantages of being the defender.
- Together, the two sides have almost 10,000 nuclear weapons for battlefield
- use in Europe. These range from small, sub-kiloton shells designed to wipe
- out troop concentrations, up to multi-megaton city-busters. Artillery,
- planes, and missiles of all types and ranges can deliver these weapons. At
- one time NATO felt it had to use nuclear weapons to compensate for numerical
- inferiority. Today it has an alternative plan: "air land battle, 2000". In
- this NATO uses superior technology, including its stealth planes, too attack
- deep in the rear of the Warsaw Pact armies destroying their logistical
- support. If this innovative strategy works NATO need not use nuclear weapons
- to stem the Red tide. However, if this fails, NATO must choose between a
- nuclear holocaust and the conquest of Europe by the Soviet Union.
- Geography: The "Central Front" stretches 1000 km through the middle of
- Germany, bordered on the north by the Baltic Sea, and on the south by the
- Alps. The initial strategic objective of a Russian invasion would most
- certainly be the Rhine river, only 150 km from the frontier (at the closest
- point). West German terrain is mildly favourable to the defender especially
- in the forested and hilly southern half. The broad, flat North German Plane
- is the traditionally invasion route but every few kilometres there is a new
- town, village or city. Each could become a new defensive bastion.
- One often neglected geographic consideration is the terrain to the east of
- the frontier, with the development of the "Air-land battle" this region takes
- on a new significance. The North German Plane broadens towards the east,
- encompassing most of East Germany and Poland. It is crossed by a number of
- major rivers flowing northward, channelling road and rail traffic into a
- variety of bridges. This combination of open countryside and numerous "choke
- points" is well suited to air operations.
-
- Friendly Bases
-
- West Germany, Holland and Denmark are studded with airfields that could
- serve as bases for stealth raids into Eastern Europe. They form a gentle,
- north-south crescent bulging west in the middle. Which is the most suitable
- starting point for a particular airstrike depends mainly on the location of
- the target. Deep penetration raids will usually start from Denmark or
- Southern Germany. Shorter tactical strikes, however, must fly directly into
- the mouth of the tiger.
- Jutland Peninsula - Vandel (CC52) & Leck (CB59): These far northern bases
- make ideal jump-off points for raids out across the Baltic. Often it's easier
- to deal with missile boats in the Baltic than the heavier SAM defences in
- East Germany and Poland.
- Northern Germany (Hanover) - Ahlhorn (CB37) & Gutersloh (CB53): These bases,
- directly behind BAOR (British Army Of the Rhine), face across the flat,
- densely populated North German Plain, the most likely axis of advance should
- the Warsaw Pact attack NATO. Therefore, they represent the most direct route
- to one of the greatest concentrations of hostiles in the world.
- Central Germany (Westphalia) - Rhein-Main (CB52) & Ramstein (CB50): These
- bases are the great, famous bases of American air power in Europe. Rhein-Main
- is one of the largest military bases in the world, while Ramstein is the
- headquarters for the 4th Tactical Air Force.
- Southern Germany (Bavaria) - Neuberg (CA68), Leipheim (CA57) & Memmingen
- (CA65): These bases are all Luftwaffe (air force of the Federal Republic of
- Germany), but like many German bases, are entirely willing to host American
- aircraft as needed. Any of these bases makes an excellent jump-off point for
- missions into Czechoslovakia.
-
- Sightseeing from the Baltic to Bohemia
-
- Without doubt, the most impressive sights in this region are the vast urban
- metroplexes, from the northern ports of Hamburg (CB67) and Lubeck (CB77) to
- the old cities of Leipzig (CB82) or Warsaw (DB95), or the industrial sprawl
- of Prague (DB30) and Krakow (DB90). Those northern areas not covered with
- cities, towns or villages are divided into small plots of farmland. Much of
- the area is watered by extensive river systems flowing northward. Bridges
- large and small are common near cities. An especially impressive suspension
- bridge can be found on the southwestern outskirts of Hamburg (CB67). The
- southern part of this region is dominated by low mountains that virtually
- surround Czechoslovakian lowlands of Bohemia (to the west) and Moravia (to
- the east). The valleys and passes amid the mountains provide numerous natural
- routes, and not a few flying challenges. Although much of the highland areas
- were once forested, in the last few decades acid rain has denuded many areas
- and started rampant erosion. The once green mountains are now brown, grey and
- black. The much higher Alps capped by perpetual snow are generally obscured
- by haze to the southwest.
-
- The Eastern Bloc
-
- East Germany: During a limited or conventional war the main strength of the
- Warsaw Pact forces will travel through here, surging into West Germany. The
- greatest natural barrier in East Germany is the Elbe river, running from the
- Czechoslovakian mountains northward to Hamburg. Destroying these river
- bridges would cut off the Pacts forward troops from their supply lines.
- Poland: In a NATO-Pact conflict Poland is the "rear area" through which
- Russian troops and supplies would flow toward the front lines. Many important
- headquarters and depots are situated in the central and western part of the
- nation. The Wista-Vistula river system divides Poland in half, from north to
- south. Destroying the road and rail bridges can seriously damage Pact
- operations. Polish defence complexes include a powerful system west of Gdansk
- at Stupsk (DB48), and south of Lodz at Radom (DB83). In addition, Warsaw
- (DB95) is a major transportation hub, so active SAM batteries can be expected
- in that area during wartime.
- Czechoslovakia: This Pact nation, separated from Germany by the mountains
- and the rugged highlands of the Bohemian Forest, is likely to play a
- secondary role in wartime. Czechoslovakian defences are somewhat lighter then
- those of East Germany and Poland. Tabor (DA38) is the most significant
- installation. Far to the east, guarding the entrance to Hungary and southern
- Poland, is another defence complex at Konmarno (DA87).
- Kaliningrad: This region of Russia named after the major seaport of
- Kaliningrad (renamed from Konigsberg in 1945), is the Soviet "front line" on
- the Baltic. It includes a major OTH (over-the-horizon) radar station (at
- EB09), as well as the Klaipeda airbase (EC02).
-
- Air Defences
-
- Equipment: Since the "Central Front" forms the focal point of the war, the
- anti-aircraft defences on both sides are the most intensive in the world. The
- Soviets are certain to deploy large quantities of their most modern weapons,
- SA-10s and SA-12s, for area defence. In some areas the older, less effective
- Sa-5 long-range systems may still be in place.
- Radar guided SA-8s and SA-11s are most commonly used for more local
- defences, especially near important military concentrations or objectives. A
- few are even sited near the larger SAM batteries to provide local defence.
- The shorter-ranged infrared SA-9s and especially SA-13s may appear instead if
- the radar-guided weapons are not available.
- At sea the Baltic missile boats typically have either SA-N-5 or SA-N-7
- systems, although Krivaks and larger ships with the SA-N-4 can be expected in
- wartime.
- Defended areas: The whole region is alive with lethal metal. The most
- dangerous areas will undoubtedly be on or near the front lines in West
- Germany, and perhaps at any invasion sites in Denmark. Also beware of reserve
- troop concentrations in East Germany or Poland. But these are relative
- assessments, not absolute. Let down your guard anywhere and your aircraft
- will undoubtedly follow.
-
- Air Forces
-
- The Soviet Air Force is the largest in the world and one of the most modern.
- It deploys a wide variety of interceptor, bomber and support aircraft. Some
- are obsolescent, but many can meet the best of the West. The Soviets know the
- value of air superiority. They'll give high priority to that goal in any
- European war.
- Fighters: As always the primary foe is another pilot. With 6,000 combat
- aircraft to choose from you can bet that the Red Air Force will find a few to
- spare for you. They'll also have the hot new models. If you're lucky, you'll
- only see second-line MiG-23s, but more likely you'll encounter quality
- dogfighters like the MiG-29 and the Su-27. In the rear areas you're more
- likely to see long-range interceptors like the MiG-25 and the MiG-31.
- Bombers: The Russians have many different bomber aircraft. One of the most
- troublesome is the Tu-95 "Bear" modified to carry cruise missiles. Keeping a
- number of these craft in orbit behind Russian lines gives them an
- "untouchable" airborne nuclear force.
- Airborne Early Warning and Control: The Soviet Il-76 "Mainstay" AEW&C was
- designed for work on this kind of environment. Flying "racetrack" orbits deep
- behind friendly lines, its powerful radars can see NATO air operations
- develop and radio appropriate orders to various fighter squadrons. The effort
- to develop these planes has been long and costly; the size, weight and
- expense of the electronic gear is gigantic. Each plane is precious.
- Eliminating them would cripple Soviet air operations. The Pact appreciates
- this too, so getting them won't be an easy job.
- Transports: Thousands of air transports will shuttle back and forth on both
- sides of the front line, carrying troops, raiding parties, munitions, staff
- officers, etc. The new Russian workhorse that flies anywhere and carries
- almost anything is the An-72 "Coaler". Its high speed and short-field
- capability make it the natural choice for secret missions, and a natural
- target for you.
-
- Naval Forces
-
- The Russian Baltic fleet, headquartered at Baltiysk outside of Kaliningrad,
- controls 4 cruisers. 16 destroyers (many of them obsolescent), 7 Krivak-class
- large frigates, 22 missile boats and other light warships, and 21 amphibious
- assault ships, as well as 45 submarines (mostly older diesel-electric
- models). It also controls the East German and Polish Navy's, which have
- numerous additional frigates and missile boats. This force has two goals: too
- cover the northern flank of the Warsaw Pact from air attack, and too invade
- Denmark in the event of war.
-
-
- CHAPTER 6. WARPLANES
- ====================
-
- US-BUILT AIRCRAFT
-
- F-4E Phantom II
-
- Serving the US Navy and Air Force as fighter and strike fighter throughout
- the 1960s and early 1970s, this old reliable is now obsolete and serves
- mainly for reconnaissance and electronic warfare ("Wild Weasel"). However,
- hundreds were sold to western nations worldwide, including Iran under the
- Shah. You can expect to encounter these flying patrols over the Persian Gulf.
-
- F-5E Tiger II
-
- This inexpensive and unsophisticated fighter was never adopted by US combat
- arms, but has been widely sold abroad, including 138 to Iran. Underpowered,
- with poor avionics, it is useful only against obsolete opponents. It carries
- only short-range air-to-air weapons.
-
- F-14D Tomcat
-
- This heavy, long-range interceptor has extremely powerful avionics for use
- with the AIM-54 Phoenix semi-active radar-homing missile, which has a 200 km
- effective range. The aircraft is the Navy's long-range defender of carrier
- battle groups.
- The swinging wings are computer-controlled for maximum performance but they
- signal the plane's energy state to the enemy. In 1987 the Navy began a
- programme that upgraded the original TF30 engines with the newer, more
- powerful F110s. About 80 F110-engined F14s were supplied to Iran, but engine
- troubles, complexities in the avionics system, and the delicacy of the
- Phoenix missile have greatly reduced their military value. They are often
- used as radar-warning patrol aircraft.
-
- Mirage 3NG
-
- This large, powerful ground support/air superiority aircraft is based upon
- the famous French Mirage 111 series. This NG (new generation) version is the
- most advanced Mirage fighter to date. The prototype first flew in 1982 and
- was still in development in 1985.
-
- F-16C Falcon
-
- The latest production fighter added to the US Air Force, the F-16 is the
- most manoeuvrable dogfighter in the world (with the possible exception of the
- MiG-29). The inherently unstable airframe that gives this agility would be
- un-flyable except for the computerized electronic controls, hence the
- nickname "Electric Jet".
- Advanced air-ground avionics and anti-missile defences are "extras", making
- the basic aircraft relatively cheap. Many western nations have purchased F-
- 16s. However, until the AIM-120 AMRAAM it had no long-range AAM.
-
- F/A-18A Hornet
-
- Although not as manoeuvrable as the F-16, this heavier multi-role fighter
- has numerous avionic and defensive aids built in. These were required by the
- US Navy, its main user, who needed an all-purpose fighter and attack bomber
- able to fire a variety of sophisticated weapons. Like the F-16, it also is
- sold to various western nations.
-
- A-6E Intruder
-
- Designed at the end of the 1950s a a low-level attack bomber for use in poor
- weather, this plane remains an unqualified success. Avionics and weapons have
- been rebuilt more then once to maintain the "state of the art", with upgrades
- under development.
-
- AV-8B Harrier 11
-
- Originally designed as a strike fighter, the American-British co-redesign
- greatly enhanced manoeuvrability. Its avionics are designed for ground attack
- rather then air-to-air combat. Despite this, Harriers were successful as
- interceptors and combat air patrol in the 1982 Falklands war. The Harrier is
- the primary fighter of the US Marines, the British Royal Navy, and frontline
- squadrons of the British Royal Air Force (RAF) in Germany. Usually it uses
- short segments of roadway or a ski-jump deck for rolling takeoffs, and lands
- vertically, like a helicopter.
-
- A-10A Thunderbolt 11
-
- This slow, heavily-armed plane was designed purely for frontline ground
- support with "tank busting" as its speciality. This role (un-glamerous to the
- USAF), along with its peculiar appearance, earns it the unofficial nickname
- "Warthog".
- Although intended for combat in Europe where low clouds and bad weather are
- frequent, the A-10 is a fair-weather day-only plane, but the manufacturer
- hopes to interest the USAF in a night-flying variant. Unless protected by
- good fighters (F-15s and F-16s), this plane is doomed if sent into airspace
- contested by USSR fighters.
-
- Ef-111A Raven
-
- This is a specially-built electronic version of the F-111 strike and
- interdiction bomber. The original concept of the F-111 was a high-speed
- bomber for deep strikes at night or in bad weather. The EF-111 is popularly
- known as the "Electronic Fox" or "Spark Vark" (the unofficial nickname of the
- E-111 is "Aardvark" or "Vark"). It is designed to accompany deep strike and
- interdiction missions, providing electronic screening and jamming. It is the
- fastest, most powerful such craft in the world.
-
- SOVIET-BUILT AIRCRAFT
-
- MiG-21 Fishbed
-
- This agile, manoeuvrable, easy-flying fighter was the premier dogfighting
- plane of the 1960s and early 1970s. It has simple avionics and a standard
- armament of 2 or 4 AA-2s (now often replaced by AA-8s), making it inexpensive
- to buy, arm and maintain. However, it has little or no HUD, weak radars and
- low-quality defences, making it obsolete as a fighter. Unfortunately, its
- limited carrying capability makes it poor as a strike fighter.
-
- MiG-23 Flogger
-
- This swing-wing fighter replacement for the MiG-21 originally had few
- avionics and a 22,485lb. R-27 engine. This caused serious performance flaws,
- and the version sold abroad was unable to fire sophisticated weapons. The
- upgraded version, listed above, is still a mediocre performer. All versions
- commonly carry AA-2 and/or AA-8 missiles. Most USSR and East European
- versions also use the AA-7 radar homing missile. With its MiG-27 brother,
- this plane has huge production runs, making it the cheapest fighter available
- today. This alone makes it one of the worlds most popular aircraft.
-
- MiG-27 Flogger
-
- This is the ground-attack variant of the MiG-23. In Russian frontline units
- it includes a laser designated for laser-guided munitions and simple terrain-
- avoidance radars for low-level attacks. Improved jammers and decoys are added
- as well. However, many sophisticated attack aids common on western strike
- fighters are not present. Presumably the MiG-27s compensate for this with
- quantity, as huge production runs greatly lower its cost.
-
- MiG-25 Foxbat
-
- This plane was originally designed to defend the distant borders of the USSR
- from air attack, working with special ground radars to attack enemy bombers
- with a special long-ranged AAM (the AA-6). It is extremely fast, but quite
- unmanoeuvrable. A few are bought by client states for status reasons, but the
- reconnaissance version (MiG-25R) is more popular. It has an 88,000' ceiling,
- making it immune to normal SAM or fighter interception.
-
- MiG-29 Fulcrum
-
- Originally designed to outfit the F-15, this plane is a modern, lightweight
- dogfighter with superlative agility. It has engine power in excess of its
- weight. Common armament is AA-10 "fire and forget" radar-homers along with
- some AA-8 and/or AA-10 IR missiles. The degree of sophistication in the
- avionics is unknown, but unlikely to match western models. This MiG is
- considered the Russian equivalent of the F-16.
-
- MiG-31 Foxhound
-
- This aircraft is a redesigned MiG-25. Although slightly slower, it is
- improved in all other categories, especially low-altitude interceptions
- against planes and cruise missiles. The new AA-9 long-range missile is
- designed for look-down attacks on low-level cruise missiles. It also has AA-
- 8s and AA-10s.
-
- Su-24 Fencer
-
- This is the most advanced air-ground attack plane built by the USSR.
- Externally it appears similar to the F-111, including the side-by-side
- seating in the cockpit. However, its armament and avionics are designed for
- front-line and rear-area strikes into the teeth of enemy air defences.
- Western air and ground commanders fear the Su-24 more than any other Soviet
- aircraft. The aircraft may carry a few AA-8s for self defence, but it is not
- designed for air-to-air combat.
-
- Su-27 Flanker
-
- This aircraft was designed to defeat the F-14 and F-15 fighters. It is a
- large powerful dogfighter whose usual armament is probably four AA-8 and four
- AA-10 missiles. In comparison to the MiG-29, the Su-27 is a larger, heavier
- plane. If its avionics and flight controls are truly modern, the Su-27 may be
- a superior plane. However, in dogfighting manoeuvrability the MiG-29 and F-16
- probably have the edge.
-
- Yak-38 Forger
-
- Originally known as the Yak-36MP, this vertical take-off fighter operates
- from the Kiev-class aircraft carriers, which lack the equipment and deck
- space for conventional jets. Initially thought to be a Russian equivalent of
- the Harrier, the Yak-38 is considerably inferior. It has limited interception
- capability and very limited strike capacity. Until this plane, however, the
- Russian navy had nothing bigger than helicopters for its warships at sea.
-
- Tu-26 Backfire
-
- Many of these swing-wing bombers are in service with the Soviet naval-air
- arm, carrying long-range missiles to attack hostile warships up to 3,000km
- out to sea. The Backfire's exceptionally long range and high speed, plus its
- powerful missiles make it a mortal threat to USN aircraft carriers. With
- aerial refueling it has sufficient range to get within cruise-missile-launch
- position of the USA. As a gesture to arms control, the USSR has removed air
- refuelling equipment from its air force Backfire's.
-
- An-72 Coaler
-
- This is the latest general-purpose air transport of the Soviet Union. Its
- jet engines and short-takeoff performance make it an outstanding utility
- craft for transporting all types or personnel and cargo between remote
- airfields.
-
- MiG-17 Fresco
-
- The MiG-17 represents the Soviet Union's first missile armed
- fighter/interceptor. First seen in 1955 it was a major re-design of the MiG-
- 15. While considered obsolete in 1965, it saw extensive action in the skies
- over Vietnam, where its performance against the more modern US fighters was
- admirable.
-
-
- TECHNICAL SUPPLEMENT
- ====================
-
- Key Controls
-
- Flight Controls
-
- Increase Throttle +
- Decrease Throttle -
- Maximum Power Shift/+
- No Power Shift/-
- After Burner A
- Eject ESC
- Landing Gear up/down L
- Brakes on.off B
- Pilot, Automatic P
-
- Weapons and Defences
-
- Short-range Missile S
- Medium-range Missile M
- Ground Attack Missile G
- Flare Release F
- Chaff Release C
-
- Avionics
-
- Waypoint Select W
- Radar Range R
- Zoom Map Z
- Expand Map X
-
- Views
-
- Return to Cockpit SPACE
- Look Front F1
- Look Left F2
- Look Right F3
- Look Rear F4
- Slot View F5
- Chase Plane F6
- Side View F7
- Missile View F8
- Tactical View F9
- Reverse Tactical View F10
- Director Mode D
-
- Simulation Controls
-
- Accelerated Time on/off Alt/A
- Detail Adjust Alt/D
- Control Sensitivity Alt/K
- Pause Alt/P
- Quit Alt/Q
- Re-supply Alt/R
- Training Alt/T
- Volume Adjust Alt/V
- Change Control Method Alt/J
-
- Slew Keys
-
- Move North Alt/S
- Move West Alt/Z
- Move South Alt/X
- Move East Alt/C
-
- Notes on Simulation Controls
-
- Change Missions to Training (Alt/T): Tapping this key converts your current
- mission into a training mission. This means that henceforth enemy weapons do
- not damage. Tapping Alt/T again exits training. Once a mission is converted
- to training you cannot score any points for it, even if you toggle training
- off again. However, the slew controls and re-supply key only function while
- in training.
- Change Control Method (Alt/J): Tapping this key cycles through the four
- available control methods.
- Control Sensitivity (Alt/K): Tapping this key cycles through the three
- available sensitivity levels.
- Detail Adjust (Alt/D): The level of detail affects the game's speed.
- Slew (Alt/S,Z,X,C): These keys function only in training. tapping a key
- "teleports" your aircraft in that direction. The distance you're "teleported"
- varies with the current Zoom/UnZoom scale of the satellite map (left-side
- cockpit CRT). Slew is an excellent way to check out the region while
- training.
-
- Display Colours
-
- HUD Targeting Colours
-
- Black rectangle Out of that weapon
- White rectangle Weapon out of range
- White oval Weapon locked on target
- Red oval Weapon locked at ideal range
- Red-boxed dot Enemy missile
- Green-boxed dot Friendly missile
-
- Landing Gear Light
-
- Blue Landing gear up
- Red Landing gear down
-
- Missile Warning Lights
-
- Red Flashing Radar/IR missile incoming
- Blue No threat
-
- Satellite Map (Left CRT)
-
- White dot Your aircraft
- Orange dot Mission objective on ground
- Black dot Ground radar
- Dotted line Pulse radar
- Solid line Doppler radar
-
- Tactical Display (Centre CRT)
-
- Brown lines 16km grid
- Brown radar dish Ground radar
- Blue boat Warship radar
- Grey rectangle Airfield
- Red crossed circle Other ground targets
- Grey airplane Your F-15
- Large orange asterix Main target
- White dots Chaff
- Red burst Flare
- Blue plane Plane at higher altitude
- Red plane Plane at similar altitude
- Brown plane Plane at lower altitude
- Yellow line Radar-guided missile
- Brown line Doppler Radar missile
- Red line IR-Homing missile
- Grey-boxed object Current target
-
-
- Typed by Flux/Crystal. Finished 01:20:29 on 1 July 1991.
- Typed with Protext v5.06.
-
-