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- GUNSHIP 2000 HINTS ON PLAY
-
- By Jim Day. Game Designer Gunship 2000
-
- FLIGHT
- ~~~~~~
- Control:
- --------
- Although it is best to start out in "easy" flight mode,
- you should try to progress to "realistic" flight as soon as
- is possible. Realistic flight gives a much more precise
- control of the helicopter. You should strive to control your
- altitude with just the cyclic (joystick) control, and stay
- away from using the collective for in flight altitude
- adjustments.
- Try to use the dual joystick, joystick/keyboard or
- joystick/rudder pedals control options. These options enable
- you to control the tail rotor. This additional control
- greatly enhances flight control. It is much easier to use the
- tail rotor to make quick turns than the cyclic. Hard cyclic
- turns can result in an altitude loss; a problematic situation
- when near the ground.
-
- Altitude:
- ---------
- Try to avoid overflying mountains (except near your base)
- unless you wish to get a high view of the countryside. The
- altitude gain is just not worth the exposure. Stay low, but
- not too low as the discovery of the enemy at extremely low
- altitudes gives you little time to react to incoming threats.
- It real combat, helicopter pilots seldom fly below 100 feet.
- If you are searching for the enemy, an altitude of about 225
- feet is probably about right. If you know where the target or
- objective is located, go in low and hot to avoid as many of
- the enemy defensive units as is possible.
-
- Gauges/Indicators:
- ------------------
- Keep your eye glued to the radar altimeter (the one
- located in the HUD - the altitude gauge in the console is
- the barometric or pressure altimeter). This indicator shows
- your true height to the ground immediately below the
- helicopter. As the ground rises up to meet you, this
- indicator shows the loss in altitude. The low altitude
- warning also sounds when your altitude enters the red zone
- (this zone is player adjustable by the "c" or "v" keys).
- These subtle altitude changes can mean the difference
- between life or that fatal crash. One particular area to
- watch is the coast in the Persian Gulf. As you near the
- shore, flying from inland, the terrain rises slightly - pay
- attention to the altitude change.
- It may seem obvious, but pay close attention to the threat
- display - give it a glance every so often. Threats can pop up
- on the periphery or to the rear that your CP/G can not see to
- call out. In those situations, maneuver towards or away from
- the potential threat. Keep in mind that as you move towards a
- target, the dead (or safety) zone is reduced - this is a
- combination of range and altitude.
- In general, fly "out of the cockpit" only taking periodic
- glances at the console. The HUD provides the key flight data,
- and the console should be used only as a backup.
-
- Friendlies:
- -----------
- Upon reaching the rank of 2nd Lieutenant, you are given
- the responsibility of multi-helicopter command. These guys
- can accomplish a great deal if you utilize them with care.
- With fresh-faced rookies, do not expect then to take on
- the enemy single handily - they just do not have the skills.
- Just as you had to learn the ropes, these guys also improve
- with time. Rank and decorations are the best measure of their
- competence.
- Their degree of competence is applicable to three
- different areas: offense, defense and flight skill. The best
- pilots hit the targets with the fewest shots and at the
- greatest range; avoid taking damage; and hit their waypoints
- right on the mark. Those new guys and less experienced pilots
- fall somewhere short of this optimum.
- With these limitations in mind, give them something
- attainable. Pick-ups, cargo missions, small target groups or
- moving targets are a good place to start. They are skilled
- enough to always fly to a drop-off or pick-up point if their
- last waypoint is somewhere near the location. They even let
- you know if they spot a pick-up by communicating "Objective
- Sighted!". Position their final waypoint or assign a new
- flight path on the location, and they will fly directly to
- the point. Of course, they always fly directly to the base or
- FARP (accessed by a second press of the "to base" key).
- Once they have developed a certain degree of experience,
- there is not a single mission they can not handle. Take care
- of them, and they will take care of you.
-
- TACTICS
- ~~~~~~~
- S-2 Report:
- -----------
- Pay attention the unit sightings information in the
- report. The order of the four units listed indicates the
- frequency of the number you could expect to meet in this
- mission. The unit listed first has the greatest frequency,
- the second a lesser frequency, and so on.
-
- Toughest Primary?secondary Targets:
- -----------------------------------
- Headquarters, Depots, Fixed Emplacements and Infantry
- Groups provide the greatest challenge. They all have a large
- and diverse mix of potentially dangerous units. They also
- require a high degree of destruction to achieve the mission.
- This combined with the deployed enemy defenders, makes for a
- tough assignment.
-
- Easiest Primary/Secondary Targets:
- ----------------------------------
- Moving vehicle platoons, and to a lesser extent moving
- mech groups, are the easiest targets. This assumes that you
- have found the target. Only a few of the units in the platoon
- or mech group stop to engage you - the others try to escape
- and continue on to their objective. This makes for a limited
- number of enemy shots. As an added benefit, the enemy
- defenders must spread out along the path of movement,
- thereby, limiting their concentration.
-
- Toughest Single Targets:
- ------------------------
- This is probably all infantry targets and the 2S6 (the 2S6
- is found only in Europe). The infantry are tough to destroy
- and they have a number of weapons to throw back at you. M261
- and M255 rockets can make short work of the infantry.
- Hellfires can also be effective, but it may take more than
- one to do the job. When in close, blast them with your
- cannon. The 2S6's laser guided missiles and accurate cannon
- make it an extremely tough adversary. Fire-and-forget
- weapons are the best choice as you can not "spoof" its laser
- guided missiles. Guiding a TOW-2 or Hellfire-A into the
- target can be a dangerous prospect. The preferred tactic is
- to fire a Sidearm, Hellfire-B or M247 rockets and immediately
- fly away from the target. Even if a laser missile is in
- flight, when the 2S6 is destroyed, the missile automatically
- drops its lock (this is also true of radar guided missiles -
- eliminate the source and the missile no longer tracks). This
- tactic should also keep you out of its cannon range.
- The ZSU-23(4) and towed guns can also be a tough nut if
- you come upon them within their cannon range. Their high
- rate-of-fire (especially at the higher enemy quality levels)
- enable them to throw out a large number of shots in a short
- period of time.
-
- Easiest Single Targets:
- -----------------------
- Aside from the various structures and buildings, these
- would be all tanks and machine-gun armed recon units, such as
- the BRDM-2 and EE-9. These units are pretty much sitting
- ducks and can be destroyed with impunity. Even if you fall
- within range of their machine-guns, it is rare that you take
- a hit. These are all good candidates for cannon fire; do not
- waste limited ordnance on these targets.
-
- On-line Data Base:
- ------------------
- Until familiar with the various enemy targets and units,
- you are encouraged to use the on-line data base (alt-p keys
- with a target lock) to secure important information.
-
- Weapons:
- --------
- You really need to tailor your choice of weapons to the
- nature of the targets. This knowledge comes from experience,
- the manual and the on-line data base. Try different
- combinations on different target types - best done while in
- the training mode. Keep in mind that the damage inflicted can
- vary; it is not a fixed amount. A target could be destroyed
- with one hit on one occasion, but may require two hits on a
- second occasion.
- Before you reach the level of command access to a Longbow
- Apache, rockets can substitute as a poor man's fire-and-
- forget weapon. While they take a certain degree of finesse to
- utilize, they do have the advantage of flying directly to the
- target if launched in constraints. As an added bonus, you can
- usually carry a whole passel of them, and set the number to
- fire in a salvo. With three different types, choose carefully
- and pay attention to the S-2 report.
- Sidearm is also a good weapon to consider, as it is a true
- fire-and-forget weapon system. While the number that can be
- carried is limited, it is a good choice for the wing tips on
- Apaches when light air activity is expected. It is more than
- capable of silencing most radar sources with the exception of
- ships.
- Mavericks or Penguins are a must when dealing with ships.
- They have the capacity to destroy a ship with a single hit;
- not guaranteed with Hellfires or TOWs. Maverick, if
- available, is the preferred choice over Penguin since it has
- a dual role against ground targets.
- A mistake some players make is changing the weapon type
- while a guided missile is still in flight to a target. For
- example, if you have a Hellfire-A in bound to a target, do
- not change the weapon selector to another weapon type. The on
- board computer becomes confused, and the Hellfire no longer
- tracks the target.
- The effectiveness of ripple fire can not be emphasized
- more, when engaging closely grouped targets with guided
- weapons. Launch one missile, wait a few moments, launch a
- second, wait a few moments more, and then launch a third, and
- so on. This tactic greatly reduces the total engagement time
- over the target, and therefore your total exposure time. It
- has the added benefit of eliminating the threats in short
- order. Technically, all of the missiles are targeted on the
- first target. But after the first target is destroyed, the
- targeting system automatically shifts to the next target -
- locking the next missile on to that target. This process
- continues until all of the targets are destroyed or the
- missiles have all hit their targets. If the target was not
- destroyed by the first hit, you have another missile
- following closely in its wake to finish the job.
-
- Moving Targets:
- ---------------
- Moving targets are not all that difficult to find, if you
- keep a few key points in mind. They move at speed of about 25
- knots - so less than 1/4 of your average speed. This gives
- you an idea as to where they may be along their path. They
- always move in the indicated direction, but modify their path
- based upon intervening terrain (they avoid mountains, valleys
- and rivers). You may discover them off of the path due to
- these terrain types. However, they generally move in the
- direction indicated.
- Moving units that appear to start on a road will more than
- likely follow the path of that road, including movement
- through road canyons.
-
- Search & Destroy (or Rescue):
- --------------------------
- These can be one of the most frustrating mission types.
- Just keep in mind that the target is out there, and your
- intelligence data relating to the suspected location is
- fairly accurate. The target should be no more the a few map
- units from the indicated location (the mission map is divided
- into a 16 by 16 grid - therefore it is divided into 16 x 16
- map units). The challenging part is that the target could be
- in any direction from the indicated location.
- A good clue to the location can be the discovery of enemy
- defenders. If you start to encounter these defenders, the
- target can not be far away. After all, the defenders are
- there for a purpose.
-
- Sea Targets:
- ------------
- Enemy ships can be a bit of a challenge, especially if you
- come across them at short range. If you are to engage known
- ship targets, approach them form the seaward side and pick up
- altitude to about 300 or so feet. This should give you enough
- range to deal with anything they may throw at you.
-
- Air Targets:
- ------------
- Now these guys can give you some real trouble. Pay very
- close attention to the S-2 report's section on enemy
- aircraft. If it states "extremely heavy", you best be
- prepared for some heavy action. Stingers and Sidewinders are
- the weapons of choice in this case. Stingers are more than
- capable of dealing with most of the enemy helicopter threats
- with a single shot. There is no doubt when firing a
- Sidewinder. Your can is also more than capable of taking out
- an enemy helicopter. It this case, you will have to get in
- close.
- Enemy high-performance aircraft definitely require
- Sidewinders; in most cases, Stingers just do not have the
- punch to take one out with a single hit. It is a truly lucky
- shot if you are able to get a hit with your cannon. Keep in
- mind, that these guys must be dealt with, since they keep
- coming back until they are damaged or destroyed. The good
- thing is that you do not see them all that often - after all,
- helicopters just do not tangle with fast movers all that
- often.
-
- Jammers, Chaff & Flares:
- ------------------------
- Jammers should be activated at the first notice of an
- enemy inbound threat. The jammer either "spoofs" the enemy
- missile or it does not - there is no grey area in this
- regard. If you do jam the missile make sure to move out of
- its flight path. Jammed missiles do not disappear, they just
- continue on a straight flight path. That is why it is a good
- tactic to keep targets on the periphery rather than flying
- directly towards the target. With this approach, the jammed
- missiles miss to the left or right. The IR jammer has an
- equal chance of jamming a missile each time it is attempted.
- The radar jammer is a different story. The enemy units
- frequency hop until they are able to defeat, or "burn
- through" your jamming signal. That is why initial missiles
- are jammed and later missiles can not be jammed. Turn off the
- radar jammer after use; remaining active reduces its
- effectiveness.
- Chaff and flares are close-in defenses. Launching chaff or
- flares when the missile is still 2 km away is very
- ineffective. It is purely a matter of timing. Allow the
- missile to approach and then launch the decoy. If you launch
- too soon the chaff cloud will have dissipated or drifted off
- or the flares will have hit the ground or burned out. If you
- launch too late, the missile will not be fooled, and will
- still track your helicopter. If possible, break left or right
- after you launch the decoy; this enhances the effectiveness
- of the decoy. You can lose constraints or even drop the lock
- while targeting for guided weapons (Hellfire-A and TOW-2).
- The missile continues to fly in a straight line. If you
- re-acquire the lock before the missile flies by the target or
- it is able to turn quickly enough to maneuver to the target,
- it will still impact.
- Another effective tactic to avoid enemy missiles, is to
- drop down or fly behind hills. If you can mask your signature
- to the missile, it losses its track. That is why it is
- advisable, when possible, to approach targets from terrain
- rather than over flat ground.
- As a last ditch choice, it is also possible to "dodge"
- missiles by making quick last minute breaks to the left or
- right. You do not have the quickness and sharp
- maneuverability of a fighter aircraft. As a result, this
- maneuver is a real challenge as it requires precise timing,
- but at times may be your only hope of escape. The maneuver is
- much more effective against radar guided missiles than IR
- guided missiles. Radar guided missiles have a much larger
- turning radius then IR missiles, and are less able to respond
- to quick breaking turns. IR missiles are designed to engage
- fast breaking targets.
- Training is a good place to test these tactics and
- maneuvers. You can get your timing down and locked without
- any damage to get in the way of your tests.
-
-
- SCORING
- ~~~~~~~
- Your main purpose in life is to destroy the primary and
- secondary targets. You are not rewarded for missing those
- objects, even if you manage to destroy everything else out
- there. The really successful pilot are rewarded for hitting
- the targets and getting back in less than thirty minutes or
- less. This may mean that you may have to set your sights to
- just the primary or the secondary on certain missions. Make
- sure that you get at least one of them, preferably the
- primary, and get that helicopter back to base. They are too
- expensive to leave littered about the battlefield.
- To maximize your score, and consequently your success and
- rewards, destroy all of the targets in the primary and
- secondary. Even though you can achieve the mission by
- destroying less than the total number of targets - get all of
- them while you are there. If possible, eliminate all air
- targets encountered. If you have to make a choice, skip the
- buildings, recon units and tanks, and concentrate on the
- missile armed units and anti-aircraft guns. After all, how
- many points do you expect to score for torching houses,
- churches and mosques.
- You are definitely recognized for eliminated the bad guys
- while flying smaller and less well armed helicopters. It is
- especially apparent is you fly one of those helicopters
- yourself. You have probably noticed that the Longbow Apache
- is an extremely powerful helicopter. Well, the Task Force
- Commander has also noticed this fact. He is impressed with
- the guys that fly Defenders and Comanche Scouts.
- If you started with a pilot that has suffered a number of
- setbacks, i.e. did not get either the primary or secondary on
- a series of missions or consistently has walked back to base,
- you may be further ahead to start over with a new pilot. That
- guy probably has too many reprimands in his file to achieve a
- high rank before forced retirement gets him first.
- If you can avoid it, never decline missions or abort a
- campaign. These are big black marks on your record. And by
- all means, try not to lose any pilots. It is your
- responsibility to take care of them. If you lose too many,
- you may find yourself in civilian clothes flying a traffic
- helicopter.
-