Combat Air Patrol Codes:

System Length Height Width Speed Range

Aim9 3 0.63 0.63 3 17.70
Aim7 3.67 1.03 1.03 4.00 100
Aim54 4.02 0.92 0.92 5 200
Aim65 2.50 0.30 0.30 1.50 40
Aim84 3.86 0.76 0.76 0.75 92
Aim88 4.02 1.11 1.11 2 18.5
F14 19.18 4.89 19.60 2.34 1600
F18 17.11 4.89 11.45 2.2 1063
A6 16.88 4.78 16.10 0.94 850
MIG21 15.29 5.52 7.18 2 220
MIG23 18.23 4.37 14.27 2.35 930
MIG25 16.78 4.33 14.03 1.7 935


The Keys and Kwik Guide to -= COMBAT AIR PATROL =- typed by SC007ER
______________________________-----------------____________________

COMBAT AIR PATROL . Quick flight guide

1 . when on the runway.press F1 to enter the cockpit
2 . Press both ALT keys to ignite engines followed by the SHIFT & F10
for full power.
3 . Press 1 & 2 to illuminate MFD's (depending on aircraft)
4 . Press SHIFT & R to activate radar
5 . Press HELP 4 times for Maximum afterburner levels
6 . Press TAB for HUD display
7 . Press K,M or J to select [K]eyboard. [M]ouse or [J]oystick control
8 . When engine power instrument indicates full power,press L to launch
9 . Control using CURSOR keys - using down facing arrow to climb
10. Press f1 to toggle between cockpit and external view
11. Press G to lift landing [G]ear
12. Press Del key 4 times to reduce afterburner level to zero
13. Press F3 for fly past view
14. Press F1 to return to cockpit
(Pause)...More(y/n/ns)? ns
15. SHIFT and ESCAPE exits to main menu


AIR TO AIR COMBAT [F14]

1 . Attain flight
2 . Press TAB key once to select A/A mode
3 . Choose PHNX (phoenix) using CTRL key
4 . Activate radar using SHIFT and R
5 . Ensure aircraft is at 100% thrust using SHIFT and F10
6 . Press \ key several times. this will toggle between all airborne aircraft
in the vicinity - including the enemy.
7 . Viewing order - wingmen,airborne refuelling unit,enemy aircraft/boats
8 . When aircaraft appears on MFD screen,press T to [T]arget aircraft
9 . If MFD displays F then targetted aircraft is friendly, If I remains
then the aircraft is enemy.
10. Instruments along the left hand side of the MFD indicate aggressive enemy
activity.
11. For IRM,press F to release flares
12. For SRM,press D to release decoy chaff
13. when enemy aircraft is locked on,press ENTER to fire missile
14. Follow missile into target by pressing F9
15. SHIFT and ESCAPE exits to main menu

AIR TO GROUND (F18)

1 . Attain flight
2 . Press TAB key twice to activate A/G mode
3 . Activate radar by using SHIFT and R key
4 . Choose the appropriate weapon using the CTRL key
5 . Lock the aircraft on to any available target using the F4 key
6 . Adopt the appropriate attack and firing technique according to the weapon
selected.

A600 Keyboard KEYS A500 - A1200 KEYS
------------- ------------
ESC and SHIFT ...... Briefing room same
F1.................. Interior/exterior toggle same
f2.................. Aircraft horizontal axis view same
F3.................. Fly by view same
F4.................. Lock aircraft onto target same
F5.................. Lock target to aircraft same
F6.................. Satellite view also NUMERIC KPAD 0
F7.................. Spotter plane view same
F8.................. Carrier to plane view same
F9.................. Missile view same
F10................. Electronic missile view same
HELP................ Afterburners level 1-4 same
1................... MFD1 cycle same
2................... MFD2 cycle same
4................... Centre view same
5................... Camera pan down same
6................... Camera pan up same
7................... Zoom in also NUMERIC KPAD /
8................... Zoom out also NUMERIC KPAD *
9................... Rotate left same
0................... Rotate right same
-................... Decrease thrust same
+................... increase thrust same
\................... cycle view of any jet same
DEL................. afterburners 1-4 same
|<--
-->|................ HUD modes on weapons/nav/ils off same
R and SHIFT......... Radar on/off same
T................... target cycle same
I................... Cockpit lights ON/OFF same
P................... Pause same
[................... Zoom out same
]................... Zoom in same
RETURN.............. Fire weapon same
CTRL................ Cycle weapons same
A................... arrester hook same
D................... Decoy chaff same
F................... Flares same
G................... Gear UP/DOWN same
J................... Joystick same
K................... Keyboard same
L................... launch same
SHIFT press BOTH.... Eject same
Z................... Accel time SHIFT Z to decel same
X................... Air to ground clear lock same
C................... Comed map same
V................... wepaon pylon view same
B................... airbrakes same
N................... Next radio channel same
M................... Mouse same
<................... rudder left same
>................... rudder right same
UP CURSOR........... DIVE same
LEFT ALT............ left engine on same
LEFT AMIGA KEY ..... left engine off same
Spacebar............ Lock all weapons same
RIGHT AMIGA KEY..... right engine off same
RIGHT ALT........... right engine on same
LEFT CURSOR KEY..... roll left same
DOWN CURSOR......... climb same
RIGHT CURSOR KEY.... roll right same

KEYS for A500 A1200
-------------------
which differ to the A600

NUMERIC keypad.....
(.................. Rotate view left
).................. Rotate view right
-.................. external camera down
+.................. external camera up
7.................. 315 degrees
8.................. view 0 degrees
9.................. 45 degrees
4.................. 270 degrees
5.................. interior/exterior
6.................. 90 degrees
1.................. 225 degrees
2.................. 180 degrees
3.................. 135 degrees
. ................ weapon view
return [enter]..... toggle between present and previous view

===========================================================================
/--------------------------*----------------------------------\
;| PrOuDlY PrEsEnTs |,
| |
/ FuLl EnGlIsH DoCs FoR: \
:\ /:
. | sisongysP morF-> COMBAT AIR PATROL <-from Psygnosis | .
| |
\--------------------------*----------------------------------/
; :

_ LOADING INSTRUCTIONS
_ //
AMIGA \X/


Insert disk 1 into the internal drive and turn on your Amiga. The
introductory scenes will now load. Once completed, insert disk 2 into the
internal drive and follow the on-screen prompts to insert disk 3(note that it
is not necessary to use disk 1 if the intro is not required. In this case,
disk 2 can be used from boot up). The game will now begin. If the game is
left to enter demo mode SHIFT & ESCAPE will revert back to the Main Menu
screen.

We suggest that a backup copy is immediately made of disk 3 as this disk is
written to throughout the game. Ensure the disk retains the original disk
name and is not prefixed with `Copy_of_Cap2`.


INTRODUCTION

To most of us, Operation Desert Storm was seen as a victory. It was the
culmination of months of unwarranted aggression on the part of one large
county over another, more peaceful nation. AS such, the outcome was regarded
with both joy and relief.

But whatever the political reasoning behind the invasion of Kuwait- by either
side- to the front line troops involved, it was a situation they had all been
trained for and were ready to accept. Unlike other occupations, the only time
the soldier gets to do his job is during warfare. For many of them, this was
a rare opportunity and as far as they were concerned, this was their job and
they were out to do it well.

The conflict in the Gulf was unique in many respects. It came at a period
when all the main coalition powers involved were cutting back on military
spending and rationalizing defence forces. It also gave the commanders of
the armed forces and weapons developers a unique opportunity to test modern
weapons under battle conditions. Never before had the weapons been so
technologicaly advanced and reliant on electronics. Years of development
had equipped the allied forces with a huge array of defence and attack
mechanisms from electronic scrambling systems, aimed at confusing enemy
intelligence and communications, to Laser guidance systems for missiles. The
Gulf War was to be a test for them all- both hardware and personnel alike- and
was to prove the skill and determination of all involved to the full.


CHRONICLE OF THE WAR

The Old War has always been area of border quarrels and bloody wars. Over
literally thousands of years, empires has risen and crumbled and the various
races of people who live in this turbulent area have moved to and fro.

An objective view highlights Sadaam Hussein as a man with a mission. Claiming
descendency from Nebuchadnezzar, he was driven by a will to lead his people
to dominancy and pursued this quest with a remorseless vigor. after a drawn-
out and bloody war with Iran, Iraq briefly rested and turned it's attentions
upon it's tiny neighbor. Iraq had long quarreled with kuwait over the
Rumaila oil field which lay on the border between the two countries. Iraq
protested that Kuwait was stealing oil from this shared oil field and forcing
down the price of crude world-wide. This was in direct opposition to the
wishes of Sadaam who was aiming to raise world prices to pay for urban
reconstruction within Iraq itself.

This was not however, the only possible explanation for this particularly
vicious actions and many Western commentators were quick to point out other,
more sinister and selfish motives. Apart from regular grumblings issuing from
Iraq claiming Kuwaiti territory for it's own, Sadaams determination to become
a hugely powerful figure in the world stage, to lead a religious and political
upheaval amongst the peoples of the East and to field an immense military
presence which could take-on the most powerful armies of the West was almost
transparent in it's own direction.

The early morning silence of August 2 1990 was broken by the sound of advancing
iraqi tanks moving quickly towards the kuwaiti border. Less than two hours
later, they were pressing upon the outskirts of Kuwait City, threatening it's
population of 1.7 million people and throwing Kuwait under the spotlight of
world attention.

Little resistance lay in the path of the experienced and well armed iraqi
troops now entering the City. Strike aircraft, principally Migs, pounded
targets in the centre and launched rocket attacks against the Emir's palace.
Ground troops were held momentarily at bay as the palace guards fought
valiantly for their Emir who escaped with minutes to spare to neighboring
Saudi Arabia.

And so Kuwait became one small province of the expanding Iraq. The action was
unanimously condemned by UN. Saudi-Arabia, who found a huge and aggressive
force on their borders with the former Kuwait thrown into panic and the West,
lead by the USA, vehemently denounced this aggression and promised action
would be taken. Not for a moment did Sadaam realize just in what form this
action would come. He seemed to think that his position, several hundred
miles away from the nearest western power was enough to keep him safe. He
was so so wrong, what a LoOnatic.

Apart from moral issues- where the population was effectively taken captive
and held against it's will, economic issues undoubtedly played an important
part in provoking swift action by coalition countries.

Iraq was a major exporter of crude oil. Kuwait to relied upon oil to keep
it's economy thriving and allowed this tiny country to possess one of the
highest standards of living in the world. But by invading Kuwait, Iraq now
held even greater control over a considerable proportion of the worlds oil
fields and could now lever it's own, inflated, pricing policies into place.
Apart from this, what seemed to particularly startle the outside world was
the fact that the Iraqi shadow now lingered on the border of Saudi Arabia and
vast reserves of oil.

The UN were outspoken in their condemnation of this brutal attack and, after
exhaustive discussions within the UN, passed a resolution which enforced a
blockage around Iraq and the annexed Kuwait. This prohibited Iraq from
selling it's oil on the world market and effectively cut all other trade with
the outside world in the effort to force Sadaam to retreat through economic
pressures. The hope was insane.

The world eventually lost it's patience. Following the invasion, Iraqi diplo-
mats had promised the invasion was a temporary measure to remove a tyrannical
leadership. The West and Eastern neighbors of Iraq were not convinced and,
after a short period of diplomatic wrangling, the inevitable happened. A
coalition force, headed by the USA. But involving troops from Great Britain,
France, Saudi Arabia, Kuwait, Oman, United Arab Emirates and several other
countries was formed and, after gaining U.N. approval, determined to enter the
Gulf area in an attempt to both protect the surrounding areas from the threat
of attack and perhaps, launch an attack to free Kuwait.

History has told of the course of events that followed and it is not the place
of this short chronicle to mirror the outstanding performance of all those
involved in the conflict on the coalition side. Rather, this is where we join
the campaign. Allied forces are massed on the border with Kuwait on Saudi
territory and are prepared for the attack. The Roosevelt lies in the Gulf
within striking distance of all strategic Kuwaiti targets and all Navy crew
members are on full alert.


THE ALLIED FORCE

THE USS THEODORE ROOSEVELT (CVN-71)

The aircraft carrier, Theodore Roosevelt, is a vital part of the carrier fleet
of the us navy. It's huge strike/defence capabilities allows the US to deploy
an impressive range of both strike and intercept aircraft to any part of the
world in an extremely short space of time.

The 1000 foot long vessel is powered by two nuclear reactors which offer enough
fuel for over 15 years of normal operation can propel the 97,000 ton carrier
at speeds of upto 30 knots. It has four individual flight decks, complete
with C-13-1 MK 7 catapults which accelerate the aircraft along a
significantly shortened runway and allow them to reach take off speed of
around 160 mph in under 310 feet.

The Roosevelt houses a maximum load of approximately 85 aircraft which offer
a variety of tactical and operational capabilities. Anti-submarine defence is
provided by the sh-3 Sea King helicopters and the s-3a Viking helicopter which
work in collaboration with the extensive on board anti-submarine warfare
Module to provide a submarine screen of outstanding effectiveness.

Carrier escort facilities are offered by both the E-2 Hawkeye and the F14-
Tomcat. The Hawkeye possesses a rotating radar dome affixed to the top of
the fuselage which can detect targets at long range. Information is then
passed on to the F14 interceptors which visually identify the target and
advise/carry out any further action. But this would have been no good if
it had meat the USA'S top secret plane at the time the F1-11 stealth.

Airborne electronic defence is provided by the EA-6B Prowler which commands
a potent armory of signal-countering instruments. The jamming of
communications signals and the disruption of enemy radar allow friendly
aircraft considerable advantages when operating within electronically-defended
territory.

The principal air-strike role aboard the Roosevelt is shared by two aircraft
the A-6e intruder all weather attack aircraft and the F/A-18 Hornet strike
fighter. These squadrons carry out all air-to-surface attack missions and
offer a particularly effective strike capability.

THE F-14 TOMCAT

The Grumman F-14, or Tomcat, was developed as a no-compromise multipurpose
fighter aircraft. during years of service throughout the world, it has
become the backbone of the US. Navy fighter capability because of it's
outstanding performance in all areas of ariel combat.

It is powered by two general electric f110 engines which accelerate the
aircraft upto a speed of 1,560 mph (mach 2.3), making straight line
performance comparable to any fighter aircraft in the world. But what make
the F-14 really exciting is the way it can use this performance. Previously,
a fighter aircraft were full of compromise usually the payoff between speed
and agility. The development team behind the F-14 practically ironed out
the need for compromise making the Tomcat not just fast, but agile aswell.
Then they added a host of the latest weapons, controlled by the AWG-9 weapons
control system. This allows the aircraft to detect over 20 targets
simultaneously and select/attack the 6 most threatening(whilst tracking the
remaining targets). All in all, they had developed what is possibly the most
awesome fighting machine in the world today.

The weaponry of the F-14 matches its performance capabilities in every
aspect. It is able to carry a mixed payload of Air-to-Air(A/A) missiles
which allow the F-14 to fulfil a variety of important airborne attack or
intercept roles.

THE F-18 HORNET

The McDonnell Douglas/Northrop F/A-18 Hornet(it's full title) was conceived
to fulfil a multipurpose attack/fighter role which could also meet USA Navy
specifications. It utilizes two General electric augmented turbofans which
output 32,000lbs/thrust- offering maximum speed capabilities of 1,200 mph
(unladen) at altitude.

The large wing area, strenghtened and widened fuselage and redisgned avionics
pay tribute to the Naval origins of the F-18, meaning increased range and take
off/landing capabilities. It also allows the F-18 greater self sufficiency
in the field and the ability to carry an extensive missile payload.

The weaponry carried by the hornet is usually a mixture of both air-to-air
and air-to-ground missiles, depending on operational requirements. In
addition to the weaponry detailed on the following pages, standard armament
includes a single m61 cannon mounted in the nose cone.

The weaponry for both aircraft is categorised into air-to-air and air-to-
ground classifications. The F-14 has an option on all A/A missiles whilst
only the Sparrow and Sidewinder A/A missiles are available to the F-18.
Converesely, only the F-18 can carry air-to-ground weapons. One important
note to the detonation of A/A missiles is that they are fitted with fuses
which are sensitive to the proximity of the target aircraft. This means that
a direction hit is not necessarily required for a kill as the missile will
explode without contact.

COMBAT AIR PATROL OBJECTIVES

Combat Air Patrol is primarily concerned with the explosion of enemy forces
from within the pre-invasion boundries of Kuwait. Obviously, it is very much
up to the individual just how important any follow-up measures would be once
the Iraqis have pulled out of Kuwait - if you manage to achieve that! You may
decide that coalition forces should in fact have continued the retaliation up
to the point where Iraq itself was invaded and the fleeing forces neutralized.
It is entirely down to your discretion.

Another objective in any re-invasion scenario would have to be Sadaam himself
and CAP includes mechanisms where by you might just catch a glimpse of him
in you HUD sights.

ARMAMENT

AIR-TO-AIR

F-14 & F-18

VULCAN M61 CANNON

The vulcan cannon fires upto 100 high-velocity rounds per second through six
barrels. The aircraft carries an advanced targeting system which calculates
the distance, heading and velocity of the target according to these
calculations. This means that the cannon is not necessarily aimed directly
at the target but ahead of it, allowing for the movement of the target air-
craft in the period between firing and striking.

TO FIRE

When on the cannon mode, the HUD display will indicate this with the GUN
discrete and the number remaining rounds - initially 250. A circular aiming
discreet appears on the HUD and a square target box will surround any targets
viewed through the HUD. Align the target box with the aiming discreet and a
SHOOT message will appear below the HUD when the cannon is on target.

F-14 & F-18

SIDEWINDER (AIM-9M)

Sidewinder missiles are the mainstay close-combat heat seeking missiles. These
missiles are equipped with highly sensitive Infa Red(IR) seeking equipment
which allow the missile to home-in on any IR source emitted by an enemy
aircraft. These missiles are primarily used in short range combat situations
but are vulnerable to decoy flares. The Sidewinder family of missiles have
an operational range upto 11 miles with a flight time of around 20-60 seconds.
Firing accelerates the missile upto mach 2.5 in a little over 2 seconds.

F-14 & F-18

SPARROW (AIM-7)

Sparrow missiles are powered by a solid motor up to a terminal speed of mach
4. These feature advanced radar guidance systems(SARH- Semi Active Radar
Homing)in which the firing aircraft bounces a radar beam off the target which
acts as a path for the Sparrow missile. This means the launch plane must be
travelling towards the target to illuminate it. Continuous tracking of the
target must be maintained up until impact.

F-14

PHEONIX

Pheonix is a weapon unique to the Tomcat which was developed as the ultimate
in A/A missiles. Costing well over $1/2 million each, the Pheonix has a range
of 125 miles(the longest range A/A missile)and a maximum speed of mach 5. It
features advanced radar tracking capabilities for accurate target identification
together with a default attack mode which assumes the target is travelling
head-on; a notoriouslyy difficult strike scenario. Once launched, the Pheonix
tracks the target long-range under internal guidance, switching to radar to
illuminate the target when within close range. The Pheonix carries a large
annular blast fragmentation warhead.

TO FIRE

The missile selection for A/A combat is imperative if a high kill ratio is to
be maintained - the range indicator is vital to achieve this and must be
used.

With the HUD on A/A mode, choose the appropriate missile by toggling through
the current payload with the CTRL key - Short range missiles (Sidewinders) are
abbreviated to SDWR. Sparrows are indicated as SPRW - Pheonix are PHNX.

When the MFD indicates an enemy presence choose the missile following these
rough range guidelines. Bear in mind that because of the nature of air combat
which is played out at high speed in 3 dimensions, there are an infinitely
variable number of strike possibilities. Therefore any guidelines must be
modified with regard to any individual strike scenario.

For example, the effective operational range of the Sidewinder is considerably
lenghtened if the target is flying directly towards, rather than away from,
the firing aircraft. Since the flight time of a Sidewinder is upto 1 minute,
it will take longer to reach the latter aircraft and therefore it is up to the
pilot to determine which missile is the most appropriate - a decision upon
which his life may well depend!

With a Sidewinder selected, a large circular discrete will appear on the HUD.
If a target is locked on to within this zone, there is a high strike
probability. Press T to command the missile and aircraft systems to search
for a target. At this command, the aircraft radar systems will search & lock
on to a possible target.

Surrounding it with a square box. The missile-borne target detection systems
will then follow this with a diamond shaped discrete which, when it reaches
the square discrete will indicate a lock-on target. The missile is now ready
to fire and a lock-on target will be audible. This is identical for all A/A
missiles although the Sparrow, being a missile of the SARH type requires
the launch aircraft to continue in the direction of the target until strike
is acheived. Pheonix and Sidewinder can be fired - after lock-on is acheived
- and left to strike the target under internal guidance.

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
SIDEWINDER

RANGE SPEED DURATION
11 MILES MACH 2.5 60 SECONDS

...........................................................................
SPARROW

RANGE SPEED DURATION
62 MILES MACH 4 3.5 MINUTES

...........................................................................
PHEONIX

RANGE SPEED DURATION
150 MILES MACH 5+ MAXIMUM 7 MINUTES

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

AIR-TO-GROUND (F-18 ONLY)

WALLEYE (AGM-62)

The Walleye was described as the most accurate and effective A/G conventional
weapon ever developed anywhere by the US military. Despite being unpowered
glide bomb, it has a TV guidance system which offers target identification
and the facility to glide a bomb towards the target.

TO FIRE

Must be released at a medium to high altitudes. Pressing F10 will allow you
to view missile through the tv missile camera. Press fire to release the
bomb and the missile is then steered into the target using the same controls
as were used to fly the plane. Ensure the release aircraft is in level flight
before switching to missile control.

HARM (AGM-88A)

Harm is an abbreviation for High-speed Anti-radiation Missile and fulfilled a
need for a missile which could detect and lock-on to enemy radar radiation
and destroy the source, ideally before the unit could be turned off - thus the
high-speed requirement. If the missile is detected and the targeted radar
facility shut down, the Harm continues its flight path, invariably striking
the target with accuracy. Specifictions include mach 2+ performance, body
length of 13` and range of around 12 miles, depending upon conditions and
altitude.

TO FIRE

Select the Harm missile in A/G mode on the HUD display. Using the radiation
receiver in the nose cone of the Harm, the missile will detect any ground
based radiation source which can be locked on to by pressing T. Toggle
between this and the other radiation-emitting targets by pressing T. Once
fired, the missile will automatically home in on the source.

MAVERICK (AGM-65)

Maverick is a A/G missile that fills an important gap in the attack
capabilities of a large number of aircraft and was designed for just that -
to be a compact missile designed for carriage by several planes. The first
Maverick possessed a TV guidance system which the pilot could point at and
lock-on to a target. Later Maverick systems were fitted with an I.R. imaging
system which allowed great accuracy, even at night.

TO FIRE

Select the infa red view from the nose of the Maverick by pressing F10. A
cross hair sight will appear in the A cross hair sight will appear in the
centre of the screen. To fire the Maverick with accuracy, you must carefully
manoeuvrer the aircraft so the cross hair sight is over the target. Note that
you are not moving the cross hair but the aircraft to attain target lock-on.
When this attained, press the SPACE bar to command the missile to search the
selected area for a valid target. The Maverick will then scan the area
selected looking for possible targets. Once the scan is complete, it will
lock-on to a target, surrounding it with a red box. Break the lock with the
X key. To select any other possible targets, move the cross hair towards the
new target and re-lock. Press fire to release the weapon. It is possible to
zoom in or out using the [] keys at anytime.

HARPOON (AGMA-84)

Harpoon, as the name suggests, is primarily an anti-ship missile of the sea
skimming type. This means that once launched it hugs the sea, evading ships
radar, only breaking into the radar detection zone when pin-pointing the
target and seconds before actually striking the vessel. In the final attack
phase, the Harpoon suddenly pulls up to strike a target from above- thus
hitting the vessel in the most vulnerable and damaging area.

TO FIRE

The F-18's, radar continuosly scans the surface of the sea looking for surface
vessels which are displayed on the radars MFD'S. Once a target is selected by
pressing T it will be transferred onto the HUD display with a targeting box
surrounding it. Press fire, and the missile will guide itself into attacking
trajectory at wavetop height, using it's radar in its strike phase.

SLAM (AGME-84)

Slam, the stand off land attack missile, is a variant on the Harpoon used for
long based targets. Replacing the radar homing guidance system of the
Harpoon, which would be useless against appropriate targets on land. Slam
is fitted with the Maverick I.R. seeker and the Walleye TV guidance system
which, combined with a modified warhead suitable for the penetration of the
fortified targets makes the Slam a powerful ASM(air-to-surface missile).

TO FIRE

Flying into the vicinity of and towards the target, the missile is launched
in its general direction. F10 allows you to view from the nose of the missile
and manual guidance is attained by pressing the space bar and controlling in
the same manner as the Walleye. Manual control should be used only when the
target is in visual contact as the internal guidance systems will direct the
missile with a much higher degree of accuracy over long distances than a
pilot could hope to do. Ensure level flight is maintained before switching
to missile control.

MK82(500LB) MK83(1000LB) MK84(2000LB) FREEFALL BOMBS

This family of bombs fulfil a vital tactical role in the arsenal of any
strike aircraft. Essentially a traditional freefall bomb, the range includes
Low Drag(LD) and High Drag(HD) varieties. The LD bomb allows the attacking
aircraft to release the bomb some distance away from the target- the bomb then
continues the trajectory of the attack towards the target. The HD bomb
possesses a mechanism which scoops the air as the bomb descends, slowing the
drop rate of the bomb. This ensures the bomb falls vertically into the target
and allows the pilot to fly straight over the target to release the bomb. It
also lets the pilot clear the target before the bomb detonates - eliminating
the possibility of blast damage to the aircraft.

The type of bomb used depends upon the individual attack requirements and it
is up to the pilot to decide which is suitable for any given scenario.

TO FIRE

Level Bombing: Align the central cross hair on HUD display with the target.
Next, lock-on to the target by pressing the space bar. If the lock-on box is
not aligned with the target, release locking by pressing X and then re-lock.
As you close with the target, a vertical line is drawn on the HUD which allows
you to keep on course for the target. if the line deviates from the centre of
the display, alter your course in direction of the deviation until the line
is re-centred.

When the top of the line hits the centre of the screen, the bombs must be
released.

Dive Bombing: Dive towards the target after gaining sufficient altitude and a
circular CCIP symbol will be displayed - showing the point of impact if the
bombs were to be released to that moment. Once the CCIP is over the target,
release the bombs.

PAVEWAY LGB'S(LASER GUIDED BOMBS)

Paveway were developed out of a need for tactical free-fall bomb which could
be guided with extreme accuracy towards tactically strategic targets. The
Paveway therefore allows standard freefall bombs to be converted into advanced
LGB's with a subsequent improvement in accuracy. The guiding Laser may be
mounted upon either the release aircraft or on another aircraft - or even
carried by the ground troops. The modern Paveway family used by the F-18
consists of the MK83 & MK84. CAP requires that the strike aircraft must be
carrying the ASQ 173 Laser tracking system before LGB's can be used.

LGB BOMBING

Once LGB has been selected on the HUD weapons selection mode, fly towards the
target at a uniform altitude and press F10 to view from Laser designator. Use
the zoom keys [] for a more accurate view of the target. Lock on to the
target with the SPACEBAR or T key - press X to cancel lock-on - and press fire
to release the bomb. If the bomb is released with enough altitude and the
plane was flying towards the target, then the bomb should hit if released
within range. Typical Gulf War release altitudes were 15 to 20 thousand feet,
so the attacker was above AAA levels.

ZUNI ROCKETS (LAU)

Zuni are fired from a wing mounted launcher and are especially effective
against such 'soft' targets as supply columns and infantry units. Each
launcher contains 19 rockets with an effective range of around 4 miles.

TO FIRE

Line up the target with the HUD cross-hairs and press fire. Target
identification is possible using the zoom keys [].

OTHER PAYLOADS

TARPS

The Tarps PoB is fitted to an F14 for reconnaissance missions. This PoB
contains an advanced camera unit which films a target during a fly-over
reconnaissance mission to produce a picture of extremely high definition.
The footage can then be used to plan attack missions.

TO USE

Fly over the target and press F10 to view the Tarps camera image. Adjust
your flight path to pass directly over the target - continuing to view the
ground through the Tarps camera. Press fire to begin recording lasts for
about 1 minute.

LASER TRACKER (ASQ 173)

The Laser tracker is a facility that is mounted beneath the aircraft and
allows Laser guided bombs to be used by the aircraft. It offers electronic
imaging of the terrain immediately surrounding the plane from which the target
may be selected.

TO USE

With the target in visual range, press F10 to access the tracker. The cursor
keys(or equivalent control) will allow the pilot to direct the movement of the
tracker and move the cross-hair over the target. The cross-hairs must bee
placed over the target with extreme accuracy and therefore a magnification
facility is available. Use the [&] keys to magnify the image through a factor
of x2 up to a maximum of x32 magnification and press T to select a target X
breaks a target lock-on.

CHAFF

Chaff is carried by a fighter aircraft as a defence against radar guided
missiles. When the aircraft detects radar lock-on by an approaching missile,
it is necessary to release a cloud of metal strips behind the plane which
fools the missile into thinking the cloud is a target - thus the missile
destroys the Chaff.

TO USE

When the missile warning indicators(page94) display an incoming radar guided
missile and the onboard computer says MISSILE WARNING then press D for decoy
and Chaff will be released.

INFA-RED FLARES

When an infa-red guided missile is tracking your aircraft, Flares must be
released to decoy the missile. These Flares burn with a greater intensity
than the aircraft engines and therefore should attract the missile. After
releasing the Flares, evasive action must be taken to distance the aircraft
from the flare as soon as possible.

TO USE

When the missile warning indicators(page94) display an incoming infa-red
guided missile and the onboard computer gives an audible MISSILE WARNING
then press F for decoy and flare will be released.

FLIGHT OPTIONS

MAIN MENU

When CAP initially loads, the game will revert to an automatically scrolling
demonstration mode. To escape from this click the left mouse button. If the
game is in flight mode, quit back to the Main Menu by pressing SHIFT & ESC.

THE MAIN MENU SCREEN OFFERS 7 SELECTIONS:

CONFIG

- Selecting this option allows you to select both SIMULATION and 3D WORLD
options.

SIMULATION

- Allows you to alter the simulation realism levels.

CONSTANT SPEED

- If you possess a fast running machine which makes the game almost
unplayable, select ON - the game will run slower with an increase in
smoothness. If you are using a slower machine, select OFF.

MAXIMUM ENEMY AIRCRAFT

- The number of enemy aircraft in the skies at any one time can be chosen.

PERSONAL DAMAGE

- Make your aircraft invincible by disallowing damage.

WINGMAN DAMAGE

- Turn OFF for invicible wingmen.

UNLIMITED WEAPONS

- Turn OFF an unlimited number of weapons selected in the hanger deck.

CRASH DAMAGE

- If you collide with the ground you will not be destroyed if turned OFF.

HILL COLLISION

- Attacking certain targets maybe difficult due to the surrounding hill.
Select OFF to fly straight through them.

CAMPAIGN MISSION START

- Choose between beginning each mission of your campaign over your home
carrier or over the target. RANDOM positions you radomly over either thew
carrier or target.

3D WORLD

VIEW DEPTH

- Select high for terrain in the distance to be visible with a slightly
slower screen update rate. LOW offers a faster sim speed with slightly less
distance detail.

DAY/NIGHT

- ON allows both day and night flight.
- OFF allows day flight only.

CLOUDS

- Turn clouds ON or OFF.

VISIBLE PAYLOAD

- In-game payload simulation ON/OFF.

TRAINING

A mode which allows both novice and experienced pilots to fine-tune their
skills in a large number of areas. Flight training and weapons training
against both air and ground targets is offered to hone your skills in all
areas of combat.

FLIGHT DECK/AIRBORNE

Select from any of the options and then from either FLIGHT DECK or AIRBORNE
depending upon whether you wish to practice take-off or miss take-off and
begin your training at altitude. Note that the flight deck or airborne
options have allready been selected - select catapult and you can begin at
10,000 feet! If an option under the weapons heading is selected, you will
enter the hangar deck for armament before training can commence. This will
allow you to practice take off with a full payload.

PILOT ROSTER

Allows you to select a new identity, starting your first mission as a rookie
pilot, or to continue a saved game, taking on the experienced or veteran
status. You must enter the pilot roster before entering into a campaign,
single mission or training session.

The list of pilots is displayed with their current status, rank and squadron
identity. VFA-9 is the call sign of the Roosevelt's F-18 squadron, VF-41 is
the F-14 call sign.

KIA

List pilots who have been Killed In Action. Needless to say, these pilots
are no longer in the condition to commence any further combat air patrols.

RET

List pilots who were retired from the force, primarily due to injuries
caused by ejecting from aircraft too often. DISHON records pilots who were
given a DISHONOURABLE discharge due to malingering.

MIA

Refers to Missing In Action, usually after being shot down over enemy
territory.

POW

Is a Prisoner Of War. You held to the end of the conflict in an iraqi
detention camp.

The Pilot Roster Screen offers four sub-menus - Select, Info, Erase & Save.

SELECT

- Allows an existing pilot to be chosen continuing from a previous campaign.

INFO

- Offers a pilot information & statistics. Rank, previous mission success
rates. Squadron details etc, are recorded here.

ERASE

- Highlight an existing pilot select erase to remove the pilot from the
roster and sign on as new rookie pilot. You're then asked for the pilots
name, callsign and the type of plane to be flown. Choose from (F)fighter -
F-14 or (A)attack - F-18.

SAVE

- Save your current pilot and campaign position to disk. Even though your
campaign & pilot status are continually updated through the operation, you are
required to save your pilot to disk if you wish to leave Desert Storm to
continue at a later date.

SERIAL LINK _
_ //
Allows the option of connecting 2 Amiga's\X/ together for joint manoeuvrers -
or for a friendly dogfight. To activate the Serial Link ensure that a null
modem cable is linkingthe two computers together via the serial interface.

Each player then selects a pilot from the Pilot Roster Screen. Next, choose
which player and machine will be the master. This machine will have to do
more processing than the slave machine and therefore advisable that the
faster machine is used for this. If both machines are similar, choose which
player wishes to pilot records to be updated to be master. That player will
then choose Serial Link from the Main Menu.

Both machines then exchange information. When this is complete, the master
player will then select a mission, arm the aircraft at the hanger deck and
enter the mission. The slave player will do like wise and join the master
player. Then decide if you're enemys or friends!!!

Serial players may choose any flight options - training, single mission or
campaign. Enter a campaign by selecting a veteran pilot and then exit to
return to the Main Menu. Then select Serial Link.

MISSION SORTIES

INSTANT FLIGHT

When you first enter CAP, the instant flight option is an ideal selection
for novice or rookie pilot. This option places you above an enemy airfield
piloting an F-14 and allows the rookie to familiarize his or herself with
the flight controls. If night skies cover the Gulf. I gives the cockpit
instrument lighting and maybe used in conjunction with your wing mounted
Infa-Red imaging equipment. V selects a forward looking mode, whilst C
offers a view of the COMED - with map view of the surrounding area.

SINGLE MISSION

This option allows the individual sortie against a single selected target.
Both air and ground attack are available although your role on a mission will
depend on the type of mission. Air to Air combat can be undertaken using
either aircraft but if a group attack role selected with an F-14, you will
escort attack aircraft into the target. Select the mission from the list of
targets:

FLEET BARCAP

With enemy aircraft approaching the fleet, intercept aircraft must be
scrambled to stop them. F-14s are the ideal deterrent although. F-18s
equipped with Sidewinders or Sparrows are mighty adversaries.

BRIDGE BUSTING

Bridges were a primary target during the initial phases of Desert Storm.
Taking out bridges meant that a vital artery of communication, not to
mention troop and vehicle movement, was cut.

TRAIN BUSTING

Similar to Bridge Attack, trains allowed for rapid movement of troops into
the fighting zones. Railways were vital to the Iraqi war effort.

CONVOY STRAFE

The movement of large numbers of troops or armoured vechicles across both Iraq
and Kuwait made important strike targets for Allied pilots. Strafe relates
to the use of heavy cannon fire at a target.

RUNWAY STRAFE

Air supremacy was perhaps the overriding objective of the early campaign.
Knock out the runways and aircraft cannot mobilize.

AIRFIELD SHELTERS

Aircraft are important flight equipment were stored in bunkers and shelters
close to airstrips. Airstrips can be repaired relatively easily. Aircraft
and precision equipment suffering a direct hit cannot.

AAA SUPPRESSION

Anti-Aircraft artillery shells are fitted with altitude and proximity
fuses. This means that if shell passes close enough to the aircraft, it will
detonate - a direct hit is not required - and the shrapnel can prove
extremely hazardous. The altitude fuse detonates the shell when it passes
a certain altitude - the altitude that the gun crew calculates to be your
height. Ignore them at your own peril!

SCUD STRIKE

Scud missiles posed a huge threat to the stability of the Gulf region during
the war. This mobile long range missiles were capable of carrying nuclear,
chemical or massive conventional warheads and were the most effective long-
range weapons of mass destruction available to the Iraqis. The destruction
was imperative.

CONVOY STRIKE (MARITIME)

Both Warships and cargo vessels would take up a convoy formation for maximum
defensive capabilities. These targets combine massive defensive firepower
and small targets.

OIL RIG

Oil Rigs were erected in the Gulf in peace time to extract oil. During the
conflict, they were strategically important and often housed enemy heavy
artillery emplacements. These were notoriously difficult to attack from
the air.

GUN BOATS

Fast, well armed and tiny, these targets provide perhaps the most testing of
air-to-ground strike scenarios.

TARPS RECON

Before heavy bombing of a target could be undertaken, important reconnaiss-
ance, including filming of the target, must be carried out for later
analysis.

SURFACE THREAT

Surface attack upon the fleet by the enemy was an ever present threat.
Attacks would comprise a number of the vessels with a variety of attack/
defence mechanisms and required both courage and accurate attacks from the
aircrews.

Once the option is selected, choose whether to take-off from the flight deck
or remove the need of take-off and appear over the target.

THE CAMPAIGN

THE WAR ROOM

When entering into a campaign you must go to the Pilot Roster Screen to
select a pilot identity. After this, you will find yourself in the
Briefing room. After completing a mission, you will be debriefed and then
will return to the war room before re-entering the briefing room to be given
your next mission. This is because once you enter Combat Air Patrol, the
campaign and first objectives have been decided. After this inital mission,
ground troops are mobilised and it's all down to you.

You will then be able to go to the War Room, The Briefing Room.

MEDICAL OFFICER

Once a mission is selected, you may decide, for any number of reasons, you
wish to sit out a particular sortie and let the battle commence without you.
To do this, you must lie - plain and simple. Any fighter pilot worth his
salt is eager to do his job and to sit it out is irreconcilable. Unless,
of course, you're ill!!! Visit the Medical Officer, by selecting the
appropriate sign, and plead your case... although be warned, don't push your
luck too often as you may be discharged for malingering.

FLIGHT DECK

This option takes you straight onto the flight deck of the Roosevelt,
missing out the hangar deck altogether.

MESS ROOM

Return to the Pilot Roster using this selection. If another pilot is
selected, you will return to the main menu.

HANGAR DECK

Once you have been briefed, your next step is to select the appropriate
armament for your F-14 or F-18. To do this, select hangar Deck from the
corridor sign-icons. This will take you to the deck below the carrier
runway to where your aircraft awaits. If the mission is an A/A intercept
or escort, you will find an F-14. A/G missions require the F-18.

DEFAULT

This option immediately arm the aircraft with a selection of missiles. It
can be used to quickly arm your aircraft with a range of weaponary which can
then be slightly modified using the remove and add options.

CLEAR

Strips the aircraft of all payload. All pylons are free to accept armament.

ADD

The missile-shaped pointer is already in add mode. This mode is necessary
to place missiles on free pylons. With the pointer in add mode, move the
pointer over the required weapon and the pointer will become that weapon.
Then hold down the left mouse button and drag the weapon to any available
pylon. Arrows below the aircraft will indicate which pylons are suitable for
holding that particular weapon. When the arrows become highlighted, release
the mouse button to mount the weapon on the pylon.

REMOVE

Click on the remove icon and the pointer will change. You may now place the
pointer over a missile on any pylon and remove it with by pressing the Left
mouse button.

Once your aircraft is fully armed, select PILOT to move to the carrier flight
deck and begin the mission(press F1 to enter the cockpit).

FLIGHT CONTROL SYSTEMS

THE COCKPIT DISPLAY

As you enter the cockpit, you see the control and instrument panels, the
outside world, through the cockpit windows, and the HUD display(Head Up
Display)upon which flight and all combat information is displayed.

THE CONTROL PANEL

Both the Tomcat and the Hornet share a number of controls and instruments
which are essential for any aircraft. These instruments, such as altimeters
and speed indicators may however be displayed in a slightly different manner,
often using a variation upon a standard instrument.

INSTRUMENT DESCRIPTIONS

HUD- Head Up Display. A glass projection screen upon which flight information
is displayed which was developed to allow easier information accessibility for
the pilot. Three scale measurements for speed in Knots, Heading and Degrees,
and altitude in feet are displayed. The artificial horizon can be seen in the
centre whilst other flight and combat information is displayed in the form of
discretes(letters displayed on the HUD)to the bottom of the screen.

DIRECTION W INDICATOR

This symbol shows the actual direction the aircraft is heading. If the
symbol was ahead of the aircraft in the air, the aircraft would fly straight
through it. Note how the discrete drops down the screen as a climb is
acheived. This is because the plane cannot ascend directly to the required
point. The interia upon the aircraft is such that it may well be pointed in
the required direction but heading to a position below that point as the
aircraft attempts to adjust its course.

GUN 250 WP! 150

This discrete would appear to the bottom left of the HUD and tell the pilot
the HUD mode, which weapon is selected, which waypoint he is heading towards
and the distance in nautical miles to the waypoint. Note that in A/A or A/G
mode, the pilot tells which mode he is in by the weapon name on the HUD.

WAYPOINT DISCRETES - ACTUAL DISCRETE LEFT & RIGHT DISCRETE

Your flight path towards the target is defined by waypoints. The first
discrete must be aligned centrally on the HUD. When it is position, that
means that you are currently heading in that direction towards the next
waypoint. Deviation from this course will move the waypoint discrete to the
left or right of the central position. If you are flying way off target, the
second discrete will appear on the left or right of the direction indicator.
Adjust your direction in the direction of the discrete and the waypoint
discrete will reappear.

CANNON DISCRETE

Align the cannon discrete with the target discrete and fire.

AIRCRAFT RADAR TARGET DISCRETE

When the radar is operational and the T command is given, the radar will scan
for possible targets. When a target has been selected, this discrete will
surround it. To select other targets, continue pressing T.

MISSILE RADAR TARGET DISCRETE

Your A/A missiles house radars. The tracking of this radar is shown by this
diamond shaped discrete.

TARGET LOCK-ON DISCRETE

When both the aircraft radar and the missile borne radar lock-on to a
designated target, this discrete appears on the HUD display. Launch your
missile.

CIRCULAR SIDEWINDER DISCRETES

Fire when the enemy target is within this discrete and there is a high strike
probability.

DROP BOMB TARGET TRACKING DISCRETE

With a freefall bomb selected, this discrete will show precisely where the
bomb will impact - in the centre of the circle.

CROSS HAIR TARGETING DISCRETE

For all A/G missiles except freefall bombs, a cross hair sight allows the
missile alignment with the target.

FUEL

Indicates the amount of fuel in the tanks.

RPM

Revs Per Minute. Shows how much power the engine is producing. The higher
the reading, the faster the aircraft is able to go and the faster the fuel is
used up.

L & R ENGINES

Allows manipulation of RPM on the F-18. A maximum of 100% is available with
an extra 63% using full afterburners on take-off and in combat.

ANGLE OF ATTACK

Attack of the aircraft upon the atmosphere rather than in combat. When an
aircraft rises, the angle of attack of the wing surface upon the surrounding
air increases.

GEAR

Raises or Lowers undercarriage, required for Taking-off and Landing.

HOOK

Use when landing. On approach to landing, the arrestor hook must be lowered.
When the plane lands on the runway, the hook will catch upon a strenghtened
cable which is designed to slow down the aircraft and assists in bringing the
plane to a halt.

FLAP

Flaps operate automatically and increase lift at slow flight speeds.

BRAKE

Air Brake to retard forward motion and assist landing. Brake should be
released when taking-off.

AIR-SPEED INDICATOR

Calibrated in Knots, measures your forward speed.

VERTICAL SPEED INDICATOR

Measures relative vertical speed. Basically, how fast you are climbing or
falling.

ALTIMETER

Utilises external barometric sources such as air pressure to measure the
altitude of the aircraft.

RADAR ALTIMETER

Uses radar to give a precise reading on distance from rising & falling
ground.

ARTIFICIAL HORIZON

A useful visual indicator to show at a glance just where the horizon is.
Co-ordination can become impaired in combat and this instrument allows the
pilot to line up the aircraft with the horizon.

GRAVITY INDICATOR

Measures the force in G's, upon the aircraft - and pilot.

HORIZONTAL SITUATION DISPLAY

Shows current heading. North is straight up.

MFD(MULTI-FUNCTION DISPLAY)

A Multi-tasking display linked to a central processing unit which also
controls a number of vital functions such as target identifaction, weapons
selection and several other important functions.

F-14

The F-14 has two MFD modes. Toggle between them using the 1 key. Note that
two radar-dependant MFD modes cannot be displayed simultaneously.

R: Range indicator, calculated in nautical miles.
V: Velocity in mph.
H: Heading in degrees.
A: Altitude in feet x100.

F-18

With the F-18's two MFD'S, identical information is not allowed to be
displayed on both screens simultaneously.

The armament display simulates the wings and pylons of the F-18 allowing an
instant view of the remaining weapons. The arrow points to the currently
selected pylon whilst the name and quantity of the weapon are shown at the
bottom.

MFD display 2 is the vertical situation radar display and offers a view
straight ahead from the nose cone of the aircraft. The central circle
indicates the presence of an aircraft forward and above the F-18.

The horizontal situation display offers a plan view from above the aircraft
illuminating the space immediately forward of the F-18. Your aircraft is at
the bottom/central position and a position directly ahead is indicated by the
top/central marker. Any aircraft displayed on the screen is therefore to the
front and either left/right according to it's position to the left/right of
the central markers.

The final MFD display is the Instrument Landing System display. This is used
when on approach to your home carrier for landing. The Roosevelt appears as
a plus sign on the screen. Align the plus with the central line and the
carrier is directly ahead. Use this mode in conjunction with the HUD ILS
mode.

The F-18 has two MFD's, both of which display the same information but allow
the pilot access the two screens simultaneously. Toggle between the modes
using the 1 key for the left display and the 2 key for the right display.

RADIO

- Allows contact with the airbase and friendly units - keeping you informed
of campaign events as they unfold. An airborne refuelling, additional support
etc etc, may be requested using the radio. There are five radio channels
available to you. To operate, press N and the radio will scan for an
appropriate channel. The frequency selected will be displayed to the top
right hand side of the screen. The radio set has two tuning channels,
allowing the guard channel to be simultaneously tuned together with any other
channel. Once the channel is selected, the appropriate information will be
communicated.

GUARD CHANNEL

Use the guard channel to find out what your wingmen are doing. They will tell
you amongst other things, that they are: waiting to take off, launching,
forming up for flight to the target, onroute to the next waypoint. Being an
attack run etc. The guard channel is constantly tuned using one of your
channels.

CARRIER ATC CHANNEL

Tuning to this channel informs the carrier you wish to land. The carrier atc
will inform you when you have clearance. If you have an emergency use the
emergency atc frequency.

CARRIER EMERGENCY ATC CHANNEL

If you have an emergency and need to land straight away use this channel.

SEARCH AND RESCUE CHANNEL

If you know you are going to eject it is wise to try and inform the SAR
services. Tune into this channel for as long as possible before ejecting to
increase your chances of being picked up.

AIR TANKER CHANNEL

When you need to re-fuel fly to a position behind a tanker and select this
channel. The tanker crew will give you permission to refuel and tell you
when your tanks are full. If there are several planes waiting to refuel you
must wait for your turn.

THREATS/WARNING INDICATOR

- Displays information about enemy missiles. Allows evasive action without
the need for visual recognition.

F-14

The threats warning indicator fitted to the F-14 is mounted either side of the
MFD. Radar lock-on warnings are displayed to the right whilst the fuel, fire
and missile warnings are to the left.

RADAR: Indicates that a radar of some sort is locked-on to your position.

A-A: An A/A missile guidance system radar is locked-on to you.

S-A: A A/G missile guidance system radar is locked-on to you.

FUEL: You are low on fuel. Refuel as soon as possible.

FIRE: Either the port or starboard engine is on fire. Shut down the
appropriate engine.

IRM: Infa-Red Missile lock-on. An IR missile is currently in flight and
heading towards your position. Evasive action or flares must be used.

RGM: A Radar Guided Missile is homing in on your aircraft. Emergency evasive
action or decoy chaffs must be used.

F-18

The F-18's threats display is a circular instrument mounted to the bottom
right hand side of the instrument panel. The Hornet is in the centre of the
screen and the enemy aircraft are indicated by a red contact point. Friendly
aircraft are in green and tracking enemy missiles are displayed in yellow. If
an enemy aircraft moves within close range of your aircraft, the display
automatically rescales itself so close-in targets can be displayed with
accuracy.

KEYBOARD/MOUSE/JOYSTICK - (K, M, J)

Toggles between Keyboard, Mouse and Joystick control. Keyboard control is
recommended although other selections are very much down to individual
taste.

MOUSE

When using the Mouse, the left mouse button is used to fire the currently
selected weapon - as indicated by the weapon selection discrete. Moving the
mouse will directly control the aircraft. Target lock-on is attained using
the right mouse button and this is the equivalent to the T command for other
options. When using LGB's, use right mouse button for lock-on and the X key
to unlock.

JOYSTICK

Option only has fire and movement options. Target lock-on is acheived by
using T.

THRUST
(SHIFT F1-F10)

Increases/decreases RPM from 10% to 100%. Thrust must be at least 100% for
take-off and may need to be augmeted with afterburners. To ignite engines,
use left or right ALT keys. Use SHIFT + Function keys to change the power
output of the engines.

AFTERBURNERS
(HELP/DELETE)

Afterburners allow increased power for use in take-off and combat scenarios.
Four levels of afterburners are offered, each accessed by pressing the HELP
key from 1 to 4 times. DEL reduces the afterburner by level by 1.
Afterburners are usually used to assist take-off, especially with a heavy
payload.

LAUNCH
(L)

Signals for the flight-deck crew to activate the launch mechanisms aboard the
Roosevelt. A slingshot accelerates the aircraft to take-off speed in a few
seconds and eliminates a great deal of pilot error on take-off.

GEAR
(G)

Raises/lowers the landing gear. Gear must be raised after take-off and
lowered before landing.

BRAKE
(B)

Powerful air brakes which should be released before take-off and applied
either during landing approach to slow the aircraft in flight or directly
after landing.

ARRESTOR HOOK
(A)

Raise/lower hook to engage on flight deck arresting mechanism. Lower before
landing.

DIRECTION
(Cursor Keys, Mouse, Joystick)

Activates wing ailerons and tailerons to maneuver aircraft.

SELECT HUD MODE
(TAB)

Toggles between A/A and A/G and Instrument Landing System(ILS) modes. HUD
display indicates current mode.

SELECT WEAPON
(CTRL)

Selects individual AA & AG weapons, depending upon current HUD mode.

TARGET LOCK-ON
(T)

Allows selected target to be tracked by firing mechanisms. Essential for
attack accuracy.

FIRE
(ENTER)

Fires any weapon currently selected on the HUD.

EJECT
(BOTH SHIFT KEYS)

Activates ejector seat for use in extreme emergencies to abandon aircraft.
Hold down both shift keys down for about 1 second.

ILLUMINATE COCKPIT
(I)

Turns the cockpit instrument lighting ON, for night missions.

COMEND
(C)

Selects the combined map, Electronic Display unit. Displays aircraft
position via satellite imaging equipment.

INFA-RED FORWARD POB
(IF AVAILABLE)- (V)

Toggles COMED into forward looking IR, display monitor.

ZOOM IN & ZOOM OUT
([,]&*,/)

Zooms in on currently displayed image. In cockpit, zooms in on outside
scenery.

ROTATE EXTERNAL AND INTERNAL VIEW
(1-9)

As if an external camera was circling the aircraft to give a 360 degree view
angle. Note to A600 users: Where a numeric keypad is not available, number
keys 4-9 allow for a view manipulation. Key 4 immediately moves to the
internal or external views to a central/forward view. Keys 5-6 pan the
external views up/down. 7-8 Zooms in/out on both internal/external views and
9-0 rotates all views to the left/right.

ROTATE
( (,) )

Rotates view angle as if the camera were circling the aircraft.

TIME ACCELERATE/DECELERATE
(Z, SHIFT+Z)

Accelerate time in steps of x2, x4, x8, x16 using the Z key. Decrease time
using SHIFT+Z. Time advance is useful for covering long distances in a short
space of time whilst deceleration is useful for dogfights and attacking land-
based targets.

RETURN TO BRIEFING ROOM
(SHIFT ESC)

Takes you back to the briefing room ready for another mission.

VIEW MODES

F1 - Toggles between current view mode and cockpit.

F2 - Toggles between cockpit view and external view. The external view seen
depends on the view selected by the number keys but is aligned horizontally
with the aircraft whatever the later position of the aircraft.

F3 - Fly-past mode. A stationary camera tracks the aircraft as it flies past.

F4 - Locks aircraft onto target. Keep pressing F4 to lock-on to alternative
targets.

F5 - Views target from any land based targets. Re-pressing F5 will allow you
to view your current position from all the targets in range - there may be
many!

F6 - Satellite view.

F7 - Toggles between external and previous views.

F8 - Gives view of aircraft from Theodore Roosevelt flight deck.

F9 - Follows missile into target. Continue pressing to view any other
missiles and bombs currently in flight.

F10 - View through selected weapon imaging equipment.

\ - View all aircraft and/or ships currently threatening or interacting with
friendly forces.

FLIGHT INSTRUMENTS

After selecting either the Hangar Deck or Instant Flight options and loading
your aircraft with the appropriate payload, you find yourself lined up on the
Flight Deck of the Roosevelt. Your HUD display will indicate which catapult
you are currently on and your selected aircraft will lie in silence, waiting
for you to fire the jets into life and ignite your afterburners. The catapult
uses steam power to throw the aircraft along the runway and accelerates the
plane to a speed of approximately 150Kts with the help of the aircraft
engines. However, when the aircraft is fully laden with its operational
payload, it may not reach a high enough speed to attain take-off velocity.
Therefore a fully-argumented take-off may be required whereby the afterburners
are used to produce more thrust on the take-off. If the plane loses height
when leaving the runway, it may be necessary to jettison the payload as a
trade-off for gaining height. It is sometimes necessary to actually nose the
aircraft downwards to gain speed before pulling up! A third option is to
eject if the drop is to great. Engine fires on take-off also require similar
emergency action.

Looking down the length of the flight-deck, you will first need to select the
appropriate level of engine thrust for take-off. Pressing both ALT keys will
bring the engines to life but you must then bring both engines to 100% thrust
by pressing SHIFT & F10. Afterburners then should be used to produce the high
amount of extra thrust required for take-off. Afterburners are a ring of
nozzles around the exhaust of each engine which spray fuel into the path of
the superhead air blasting from the engines - allowing this extra fuel to
ignite and in the process creating extra thrust. Help operates the after-
burners - pressing 4 times takes them upto maximum whilst DEL reduces after-
burner levels.

With both afterburners on full and the engines producing 100% thrust, the
aircraft is prepared for take-off. Operation mode, either keys, mouse or
Joystick must be selected by pressing K, M or J. When prepared for take-off
and engines are producing maximum thrust, pressing L will activate the
launching mechanisms and throw the aircraft forwards and off the end of the
runway. Once off the end of the flight deck, you must first gain height
then withdraw the undercarriage (press G). If you end up in the drink after
take-off the carrier's SAR chopper should initiate a Search & Rescue mission
to locate you and pick you up. The success of this SAR will depend on your
position form the Carrier.

Once the flight level has been attained, the appropriate HUD and MFD readouts
need to be found. Use the TAB key to toggle between the HUD modes. A/A
missile mode is the first HUD display, the second mode is A/G missile select
and the final mode is ILS. The HUD also displays speed in KTS, altitude in
feet and heading in degrees. Note that the triangular waypoint indicator is
located along the heading bar.

Select the requires MFD by pressing 1 key(F-14) and the 1&2 keys(F-18) then
activate the radar by SHIFT & R. Depending upon the MFD mode selected, you
will now be in a position to track and identify enemy aircraft.

The aircraft may now be flown using any of the selected methods- Joystick,
Keys or Mouse- and may be viewed in flight from any one of a wide range of
exterior viewing modes. Pressing F1 allows a view of the aircraft form the
outside. The angle at which the plane is viewed may then be manipulated
using keys 1-9 on the numeric keypad(not A600) which cover every 45 degree
angle in a circle around the horizontal of the plane. Angles between these
45 degree divisions may be viewed using the () keys. Return to the cockpit
view is by repeating the keystroke or pressing F2. Zooming in/out can be
attained by pressing the [] or */ keys.

The function keys allow even greater manipulation of the view area and are
outlined in the VIEW MODES section of this Doc. Most selections can be
readily understood by simple loading the game, pressing the appropriate button
and watching what happens. It is worth noting however that the F4 and F5 keys
have a useful tracking element to them which allows the target object and
aircraft to keep in alignment whatever the aircraft direction. This lets the
pilot line-up with the target and is a function that is extremely useful in
planning your bombing run. The F9 key allows a birds-eye view from the rear
of the missile in-flight - allowing you to follow the missile down to the
target. Repeats of the F9 key will toggle between different missiles.

Another vital key is the / key which views all mobile units, both friendly and
unfriendly in the vicinity of both the aircraft and the carrier. Continue
pressing the / key to move from unit to unit.

Taking each in turn, the strike capabilities of both aircraft may be
examined. Due to the different roles played by each aircraft, the missile
systems and MFD displays are correspondingly tailored to suit the individual
aircraft.

The next step towards your target destination. To do this, the waypoint
discrete must be followed.

F-14

The MFD allows locked-on target identification, bearing, velocity and altitude
details. When attacking an airborne target, the above information must be
used then select the appropriate weapon with the required range and attack
capabilities. Press TAB until A/A mode is displayed on the HUD and then
select the appropriate missile by pressing CTRL - toggle between Sidewinder,
Sparrow or Pheonix (Short, Medium & Long Range).

When attacking an airborne target, the target must be within range of the
selected missile and inside the weapons seeking capabilities.

Once the target is in your radar, pressing T will lock the tracking mechanisms
onto the target. The MFD will then display an I message. This means that you
are Interrogating the aircraft, basically asking it whether it is friendly or
not. The message F for friendly will be displayed after a short while. If
the I message continues to be shown, it can be taken that the aircraft is not
making the correct response and therefore is an enemy plane. Line up the two
radar tracking symbols and fire the appropriate missile using either the
Return key or mouse/joystick- mounted fire button. Only flares and emergency
evasive action can save your enemy now!

When in the situation of being attacked by either an enemy aircraft or SAM
fire, there are a number of measures you can take. Your first warning that
you are in danger of being fired upon will come from the instruments mounted
alongside the MFD. When a heat seeking is in flight and tracking you, the IRM
display will notify you. Flares must be dropped and evasive action
undertaken. Similarly, when a radar-guided missiles are tracking you, chaff
must then be used to decoy. The RGM display will alert your attentions to a
Radar Guided Missile.

F-18

The F-18 is a multi-role strike/intercept aircraft and therefore carries a
large payload of both A/A and A/G missiles . Missile mode may be selected
using the TAB key which will display A/A and A/G modes, followed by the ILS
mode in sequence. Once A/A is selected, current A/A missiles may be chosen
using the CTRL button in the same way as the F-14. A/G missiles are also
toggled between using the CTRL key.

Air attack is, again, identical to the F-14 attack mode although the F-18 is
equipped with fewer A/A missiles and has less operational effectiveness in
terms of both speed and maneouvrability. Since the F-18 only engages in A/A
combat as a self-defence mechanism, Pheonix long-range missiles are not made
available to the F-18. Any other A/A missile can however be used and all A/G
missiles are available, depending upon mission objectives.

Enemy aircraft may be viewed on either MFD display by using the 1 or 2 keys
and indentified using the same Interrofation techniques as for the F-14.

When approaching a surface target, the appropriate attack strategy must be
used for a successful strike. Be warned that SAM activity will be high
around most targets. When attacking a target, use the F4 key to line up with
the target before making your bombing run.

ARRESTED LANDINGS

The player will find both attack and landing procedures are made easier by
maintaining the time on x1. This gives the novice pilot time to select
weapons or appropriate flight-paths and makes the whole affair somewhat less
messy!

This is the suggested procedure for landing on the carrier.

INITIAL ACTIONS

1> Head to a point a couple of miles away from the carrier. The F-18 MFD
display facilities a Landing System Display to help keep you informed on the
direction in which the Roosevelt lies - although more often than not, visual
contact may be maintained as the Roosevelt shows up brightly coloured against
it's background of blue. The F-14 does not possess this MFD facility.

2> Switch to ILS mode on the HUD by pressing the TAB key. This will activate
the Instrument Landing System which offers important approach information to
the pilot about the required angle of descent and altitude.

3> Tune the radio onto the carrier atc using the N key.

4> Engines must be cut to around one third power(SHIFT/F3)- under 200Kts. Use
the Air Brakes (B) to cut power even further when required.

5> The carrier notifies you that landing clearance has been granted, head
towards the carrier on final approach.

FINAL APPROACH

1> Lower the undercarriage (G) and the Arrestor Hook (A).

2> Line up with the carrier landing strip directly ahead of you and running
away from your line of descent.

3> The ILS display indicates whether your approach is too high or too low or
too either side of the Glidescope(a projected perfect approach angle of
descent). In ILS mode, if the horizontal bar is above the centre of the
screen, you are too high and must lose altitude. If the vertical bar is to
one side, you must head in that direction until the bar moves into the centre.
This will indicate when you are on the correct flight path in line with the
direction of the runway. Note that the vertical bar may be centred even when
you are flying across the flight path, not directly towards it. When both
bars are centred, the correct angle of approach is attained.

4> Approach speed must be adjusted according to the payload carried.

5> Maintain a steady descent until the touchdown.

6> When you hit the deck, cut all engines using the AMIGA keys and hit the
brakes using the B key(if not already applied). Advanced pilots will then
hit full military engine power (100%, no afterburner) on touchdown to enable
the plane to take-off if arrestor cables are missed. Navy pilots try to
catch the third cable. If the cables are missed, engines will be on full
power and will allow immediate take-off. This is referred to as BOLTER.

7> Press SHIFT & ESC to enter mission debriefing.

REFUELLING
_______________________________________________
/DATA V \
|------------------------+----------------------|
| APPROACH SPEED | ANGLE OF ATTACK |
| F-14 123KTS | 10 DEG |
| F-18 134KTS | ?? DEG |
\________________________|______________________/

1> Identify your tanker unit via your radar and MFD displays. You will
recognise the tanker by a friendly interrogation message and the height and
speed at which it is travelling. The tanker will circle around a
predetermined point and at a predetermined altitude. The tanker will cruise
at around 250kts.

2> Once the tanker is in Radar contact, switch to A/A mode and lock-on to the
tanker. The lock-on discrete will then display the target distance in the
bottom right hand corner of the HUD. This will enable you to monitor the rate
at which you are closing on the tanker.

3> Match your heading and altitude to that tanker and move slowly up behind
the tanker. Smoothness of maneouver and maintaining a constant altitude are
the secret. Use the rudder keys <> to change heading as the tanker circles.

4> Close on the tanker, cutting the engines and using the airbrakes (B) to
slow your progress where necessary.

5> The trailing fuel line or drogue is manoeuvered by the tanker crew and
contains a strong magnetic attachment to facilitate the mating with your
aircraft.

6> With persistence a contact will be made and refuelling will commence.
Airborne refuelling is notoriously difficult to perfect but with a delicate
touch and tenacity, you should succeed.

HOW TO SURVIVE

17 HANDY TIPS FROM THE 'ED SCIO SCHOOL OF FLYING

Don't fly slow and low! - you're a sitting duck.

Don't fly everywhere with afterburners on! -use accelerated time to save fuel.

If you're being escorted, let the escorts do their job - dont stray to far.

In a campaign, try to take out the radars and SAM sites early on. It will
make later missions easier.

If you're using SLAMS then do what their title suggests - stand off.

Try to fly above the threat envelop - out of AAA range.

If you have a long way to go, fly at a cruising altitude(30,000ft)saves fuel.

Don't waste your countermeasures. If you can see a missile coming or you know
where it was launched from, you can out manoeuver it - hit full 'burner and
head towards it, roll 90 degrees and pull hard on the stick a few seconds
before impact.

You need to deploy a flare or chaff don't hit it a lot of times (unless there
is a few missiles up your backside)wait after each release to see if the
missile is decoyed.

If the enemy has fired a semi- active radar guided missile and are about to be
destroyed by one of your missiles then their missile will not guide. You
should be safe.

If you are at low level in a mountinous area and the weapon is being fired at
you use terrain masking -put the mountain between you and the missile\gun.

If you are stalling at low level, hit full 'burners, clean up your plane(gear
up, air brakes off)and if your situation is really desperate dump any heavy
ordnance. If you have the altitude it is better to nose down and get the
plane to return to controlled flight.

Your plane is damaged and you know you cannot make it back to the carrier,
head as for south as possible, and tune into the SAR channel. It is the best
to eject at slow speeds at altitudes above 1000ft. The further south you make
it and the longer you are tuned into SAR the better your chances of being
rescued.

A pilot will be Retired from active duty if he sustains 3 or 4 ejections,
depending on injuries. This would mean the end of a campaign for a veteran
so to avoid this in the plane that is low on fuel for instance you could try
to land on a road or on the desert.

To try this you should have released the external stores to lighten the plane
for as low on approach speed as possible.

If your surface radar warning light illuminates it will allow the Iraqi
gunners more time to bring their weapons to bear. This will effectively
increase the range at which they will be firing at you. It may also result
in IAF pilots vectoring towards you. Apart from destroying these sites you
could go to low altitude(under 500ft) to break the radar lock.

ENEMY TARGETS

There are of course a large number of targets which are of considerable
importance to your campaign in terms of both strategy and outright victory.
For example, Scud missile sites and Republican Guard units are of direct
military importance whereas radar emplacements and key bridges are more
strategic targets.

Both type of target is vulnerable to airborne strike and should be undertaken
with equal urgency. Below are some of the targets you will be required to
attack.

AIRCRAFT

MiG-21

The MiG-21 FishBed is the most widely used fighter in the world. It has a
maximum speed of Mach2.1(about 1400mph)and an absolute ceiling altitude of
59,000. All models of this versatile fighter possess a spin scan radar which
provides both target illumination and HUD information. The FishBed offers
limited ground attack and reconnaissance capabilities but is a worthy opponent
in A/A combat holding SARH and IR missiles together with a 23mm cannon.

MiG-23

The next generation of MIG was totally redesigned and bears no resemblance to
the MiG-21. With an Tumanskii afterburning turbofan, the flogger is a highly
manoeuverable multi-role aircraft which can carry a wide range of intercept
and strike weaponary and deploy them with the utmost effectiveness in
conjunction with the high-lark radar system. This allows look-down-shoot-down
capabilities against the aircraft at a very low level plus a lock-on target
tracking mode at up to 34 miles.

MiG-25

A high-altitude interceptor, the Foxbat has a Mach 3+ capabilities at height
and carries a powerful array of SARH and IR A/A missiles. Little attempt was
made to follow the Foxbat medium to low altitude combat proficiency. Instead,
stand-off attack capability at height over long distances was the main focus
and in this role the Foxbat excels.

MiG-29

Similar in look to the F-18, the fulcrum is an all weather single-seat
interceptor capable of speeds in excess of Mach 2. It carries both medium
and short range A/A missiles together with a single 30mm cannon and is an
extremely manoeuverable adversary.

SUKHOI SU-24

Similar in both design and function to the F-111, the fencer is a low altitude
supersonic attack aircraft capable of speeds in excess of Mach2. It has eight
weapons 'pylons and is capable of carrying a wide range of both nuclear and
conventional bombs. The main fuselage contains 2 30mm cannons and model
variations include the E which is equipped for electronic warfare.

SUKHOI SU-25

The Frogfoot is a single-seat twin-engined ground attack aircraft in a similar
vein to the A-10 Thunderbolt. It has a top speed of approximately 1000kmh and
can carry upto 400kg of bombs on its eight underwing pylons together with a
single 30mm cannon mounted under the fuselage.

MIRAGE F1

The Mirage is equally suited to either attack or intercept roles - and is
superbly proficient in both. Capable of mach 2.5 at 70,000 ft, the Mirage
F1e carries two DEFA 553 cannons plus an armament of Wasp, Martel anti radar
and AS.30 ASMS. A/A arsenal includes both Sidewinders and the Marta R.530.
This is a potent multi-role aircraft.

SURFACE THREATS AND TARGETS

AIRFIELDS

Vital to the coalition air superiority, the heavy bombardment of enemy
airfields was the overriding objective of the early campaign. Knocking out
the airfields, runways, comms. towers and hagars- meant that the threat from
any Iraqi airforce bold enough to challenge Allied warplanes would be
effectively negated.

When attacking airfields, the first pass should be decisive as un undamaged
airstrip will be used to mobilise defending aircraft. Heavy artillery and
surface-mounted anti-aircraft missiles usually surround such strategically
important targets.

ANTI-AIRCRAFT ARTILLERY

The destruction of AAA is often important to provide a clean attack route to
the target. If AAA is ignored before the primary objective is attacked, the
strike may be considerably more dangerous.

Anti-Aircraft artillery shells are fitted with altitude and proximity
fuses. This means that if shell passes close enough to the aircraft, it will
detonate - a direct hit is not required - and the shrapnel can prove
extremely hazardous. The altitude fuse detonates the shell when it passes
a certain altitude - the altitude that the gun crew calculates to be your
height. Ignore them at your own peril!

ARMY BASES

Permanent or semi-permanent bases for both armoured and light infantry are
important objectives. Though modern warfare is considerably more remote
than it was, the targeting of infantry units is always an unfortunate
necessity. If the war was to enter an infantry mobilisation phase where
hand-to-hand combat became necessary, it is important to ensure that enemy
forces are both weaker and have a low level or morale. Also, bases have a
higher concentration of infantry and so provided ideal targets.

One major negative point is that these bases are heavily protected by SAMS,
both permanent and portable and that small arms fire in considerable - a
threat which cannot be ignored even by modern attack aircraft.

ARTILLERY

Used to bombard a variety of land based targets, the attack of artillery
emplacements was necessary to ease the pressure on ground troops and clear
the path for any retaliatory action. Mobile SAMs may be used in protecting
these targets as may air cover.

BRIDGES

Bridges were a primary target during the initial phases of Desert Storm and
meant that the long term support effectiveness of the enemy would be impaired.
Taking out bridges meant that a vital artery of communication, not to mention
troop and vehicle movement, was cut. These targets are also only lightly
defended.

FACTORIES

During the Gulf war, it came to light that seemingly innocent factories were
in fact producing military hardware such as chemical weapons and missiles.
These installations were of interest to the allies.

INFANTRY

The backbone of any army, even today, is the infantry unit. Iraq put a great
deal of faith in its infantry but continued bombardment and attack reduced the
morale of even the elite groups to a very low level. When the ground fighting
began the Iraqis surrendered in their thousands.

MECHANISED INFANTRY

Infantry with both troop transports for fast deployment and Armoured Personnel
Carriers for support made difficult targets for airstrikes. In times when
Mechanised Infantry were mobilising in a strategically sensitive area and air
attack was the only quick response, you may find yourself confronted with
these difficult targets.

Being small and highly mobile, rocket and heavy cannon strafe are the ideal
weapons to be used against this kind of relatively soft target.

NAVAL

After the invasion of Kuwait, the Iraqis found themeselves in possession of
a small yet potent navy. This comprised mainly small, fast gunboats, some
mounted with portable SAMs, some with Exocet missile launchers. These
extremely capable missiles were used with great effectiveness against the
British Task Force in their successful mission to recapture the Falkland
Islands in the early 1980s. Fired from a distance, they hug the sea,
evading ships radar until the very last minute - which is usually too late.
Immediate neutralisation of these targets, which can do a great deal of
damage to a fleet, is important.

OIL RIGS

Oil Rigs were commonplace in the Persian gulf. During peace times these would
pump at a full capacity. During war, the pumps were silent and the only noise
would come from the mobile SAM sites targeting allied aircraft. It was
essential therefore that these isolated pockets of enemy activity were removed
at once and a well placed SLAM or volley of rockets should be enough to
silence them permantly.

RADAR SITES

Vital for the tracking and monitoring of air activity is the use of ground
based radar. They are the eyes and ears of Iraq in the war time allowing
them to track attacking aircraft and alert SAM sites across the country.
HARM was specifically developed to knock out radar. Fire one of these,
count to three and its gone.

SAM SITES

Surface to Air Missiles are usually used from semi-permanent SAM installations
set in key areas such as close to airfields and important factories. They
launch a variety of missile which have various tracking mechanisms which are
considerable threat to aircraft. IR heat seeking missiles are the most
frequently used because of their fire and forget nature.

When attacking SAM sites, both Zuni rockets and freefall/laser guided bombs
are effective.

SCUD MISSILE SITES

Scud missiles posed a huge threat to the stability of the Gulf region during
the war. This mobile long range missiles were capable of carrying nuclear,
chemical or massive conventional warheads and were the most effective long-
range weapons of mass destruction available to the Iraqis. The destruction
was imperative and the Iraqis knew it. Therefore they were continually on
the move using the cover of night to avoid satellite tracking. Once located,
they were quickly and decisively visited by the coalition strike aircraft.

SHELTERS & BUNKERS

Important personnel and eqiupment were housed in heavily fortified bunkers.
They were often partially submerged for strength and constructed from
reinforced concrete several feet in thickness. Bombing raids were frequent
upon such targets because the Iraqi war machine was controlled by the
generals within. Pinpoint accuracy is required on these targets because
only a direct hit with a large weapon would pierce the blast proof shell. LGB
and SLAM are ideal for these targets.

SUPPLY TRUCKS

Convoys of trucks carrying anything from food to ammunition would wind their
way daily towards the Iraqi front lines. These supply vehicles kept the
Iraqi army on it's feet. If the coalition could break the lines of supply,
then front line units would be severely weakened. Supply trucks are not
designed to withstand attack but to carry large loads and can therefore be
regarded as soft targets. As such they are susceptible to both cannon and
rocket attack as well from more potent weapons.

TANKS

Heavily armoured, quick and small, tanks are difficult targets, whatever the
weapon. Yet the Iraqis had invested heavily and had one of the largest forces
of tanks outside the superpowers. These possed a threat to ground troops and
must be taken out. A well placed Maverick or two will take care of them.

TRAINS

Another supply link was Iraq's extensive rail network. Rapid troop and supply
deployment could be minimised by destroying both train and track. Mavericks,
Zunis and drop bombs will leave just a cloud of smoke in your wake.

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