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F-15 II Strike Eagle. Full Documents.


INTRODUCTION

The F-15E Strike Eagle

Designer/Manufacturer: McDonnell Douglas, USA.
Role: Strike Fighter.
Crew: Two.
Mission Weight at Takeoff: 35 tons.
Engines: Two General Electric F110 Engines.
Range: 1200 kms.
Ceiling: 65,000'
Maximum Speed at 0': 810 kts.
Maximum Speed at 36,000': 1260 kts or more.
Manoeuvrability: Very Good.

The F-15E Strike Eagle is the latest in a long line of F-15 Eagles, whose
development began in the mid 1960's. Originally conceived as an ultra-
powerful, ultra-fast air-superiority fighter, the design has developed into
an air-superiority fighter with ground-attack capabilities.
The F-15 Strike Eagle is one of the fastest, most manoeuvrable, and most
powerful military aircraft in the world. It has the capability to carry the
latest air-to-air and air-to-ground armament in addition to its 20mm cannon.
The latest version of the Strike Eagle is equipped with a sophisticated zoom
FLIR/TV/laser target tracking system that allows the pilot to see close up
views (either TV or thermal) of the target at all times.

QUICK START

There are several ways to get into playing F-15 Strike Eagle II. The most
obvious and perhaps the most fun way is the try-and-see approach. But for
those who prefer a little guidance we have provided a short tutorial to help
get you started.

Try-And-See Method

We suggest that you try this method. Just dive in and try things out,
referring to this manual and the Technical Supplement as necessary. We
strongly suggest that you
* use the Keyboard Reference Card, and
* glance over Aircraft Controls to familiarize yourself with the HUD and
cockpit.

Tutorial Method

You can use the "Abbreviated Tutorial" method described below for your first
flight, or you can work through the more detailed tutorial further down. If
you like to be guided through a situation, we suggest the full tutorial. Note
that the tutorial urges that you at least skim through Aircraft Controls.

Study Method

You can study the actual controls and operating instructions for the craft,
then attempt to fly it. This is what real pilots do. In this case, read all
of Aircraft Control before flying and refer to the section as necessary. You
can use the tutorial on your first flight or skip it, as you prefer. However,
we suggest a practice mission as your first flight.

Set-Up And Options

1) Install and Load the Simulation: see "Installation and Loading
Instructions" in the Technical Section for details and specific commands.
2) Log onto the Pilot Roster: Following the on-screen instructions, erase
one of the pilot names and type your name.
3) Difficulty Level: As a new pilot, you should try the "Rookie" difficulty
level first.
4) Theatre: Then accept the Libyan Theatre.
5) Today's Mission: Your commanding officer informs you of your mission for
today. He always gives you a two-part job to complete, a primary and a
secondary target.

Stop! Now, before you push the selector to continue:

A Quick Checkout

Before starting the game, examine the Keyboard Reference Card. This is an
invaluable aid in flying your fighter. You will notice that the command keys
you'll need most often are nmemonic - that is, they will be easy to remember,
once you are familiar with them. The card contains a list of these keys and
their functions, and shows you the other command keys in the game.
Find the Pause key. This is a very useful key while learning.
Skim through Aircraft Control of this manual for an overview of the cockpit
and HUD (head-up-display). You'll need some familiarity with these before you
fly.
You are also invited to look at Views and Simulation Controls, especially
the Out of Plane Views. Experiment with these on your first few flights.
You'll find the views quite interesting and useful.

Start The Game

Now, while the mission screen is still before you, tap the selector button
and you'll find yourself already airborne. (If you didn't select "Rookie"
from the Difficulty screen, see How To Fly, for how to take off).

Fly To Your Target

Turn on the autopilot (tap the Pilot, Automatic Key) to get on course to
your target. Every time you touch the control stick, the autopilot
automatically turns off. Therefore, you can experiment a bit with flight on
the way to the target, then turn the autopilot on once more to get back on
course.
Note that there is an arrow on the horizontal bar at the top of the HUD that
indicates the bearing of your target; make sure this arrow remains centred on
the horizontal line as you fly towards your targets. Alternatively, the
autopilot will always get you back on course.
During flight to the target, you will undoubtedly encounter enemy aircraft
that are trying to stop you from completing your task. You'll have to shoot
them down or, at least, avoid being shot down. Read Weapons and Defences for
more information.

Attack The Target

Look at the map on the left side of your cockpit. You will see two cross-
shaped markers; these indicate the locations of your two targets in Libya.
When your fighter gets close to one of these, arm a Maverick missile (tap the
Ground Attack Missile Key). If you are close enough to the target, it will
appear on the right cockpit CRT, and a box will appear in your HUD. This box
is a tracking box, and you can see what is being tracked in your right-hand
cockpit CRT. You can cycle through all available ground targets by tapping
the Target Search Key repeatedly. When you find the primary or secondary
target stop searching and get ready to fire.
As you get closer, the tracking box in the HUD changes to an oval, and the
CRT screen shows the words "Missile Lock". Your Maverick missile is now
locked on and ready to fire.
To fire tap the Fire Missile Key. The missile will find its own path to the
target. If you want insurance, wait a second or two, then tap the Fire
Missile Key again to fore a second missile at the same target.
You can either continue the mission according to the tutorial instructions,
or you can return home immediately.

Finishing The Mission

To return home immediately, tap the Waypoint Select Key to display the
waypoints in the centre of your HUD. Repeated tappings of the Waypoint Select
Key will cycle through the waypoints for the primary, secondary, and friendly
airbase. When the "Waypoint: Friendly Airbase" appears there, turn on your
autopilot (tap the Pilot, Automatic Key) to get on course for home.

Landing

As you approach the friendly airbase, tap the Ground Attack Missile Key to
switch the HUD to AIR-GROUND mode. When you are near the landing strip, it
will appear in your right-side cockpit CRT. When you are very close to the
airbase, your fighter will be set down safely onto the runway. This happens
automatically. You have completed your first mission.


CHAPTER 1. TUTORIAL
===================

YOUR FIRST MISSION

This tutorial is designed to help you through your first mission. Though
recommended, flying this tutorial is not required; it is provided purely as a
convenience. For a faster entry into your first game, turn to Abbreviated
Tutorial. If you prefer to study the aircraft before you fly, go directly to
Chapter 2.

Preflight Briefing Options

Log Onto The Pilot Roster

Follow the on-screen instructions to entre your name into the roster. Use the
controller to select a name to erase, press the proper key to erase it, then
type your name. Finish entering your name by pressing the RETURN key. (For
more information about the roster, see The Pilot Roster).

Choose Your First Mission

On your first mission, be sure to choose the following options:
* Rookie difficulty level, then press the selector;
* Libya Theatre, then press the selector.
Next your commanding officer appears and tells you what today's mission is.
After reading this screen, press the selector.

Helpful Hints

Training

You will find yourself airborne when the mission starts (you do not have to
take off in Rookie difficulty level). The first thing you should do is tap
the Training Key. In training missions, enemy weapons do not damage. You can
safely ignore enemy aircraft and missiles. Furthermore, you have an automatic
barometric altimeter that adjusts your altitude to keep you above 300'.
However, it only makes mild corrections, and is useless if you make wild
manoeuvres.

Pause

To get the most from this tutorial, pause the simulation (tap the Pause Key)
and read the next few paragraphs, then "unpause" and resume action for a
short period. Whenever you're confused, just pause. Note that tapping any key
(except pause) will "unpause" and resume the action.

Re-supply

In training missions (only) you can get an infinite supply of fuel and
ammunition. Each time you tap the Re-supply Key, your fuel tank is filled and
your ammunition is increased to the maximum possible level. This option is
especially useful in target practice.

A Light Touch

Using a light touch on the Control Stick. The most pilot error is a "ham-
fist" on the stick, throwing the plane around the sky in uncontrolled
abandon. Only emergencies should cause you to "peg" your stick (push it up
against the stoppers, beyond which it cannot move).

Chasing the Gauges

When you roll an aircraft left or right, pitch it up or down, change the
throttle or the brakes, it takes time for the plane to "settle out". Good
pilots fly by making a change, then waiting a couple of seconds to see the
results. If you don't, you'll just "chase gauges" that are themselves still
changing.
Airspeed settles out much more slowly then other settings. It takes time for
your plane to build up velocity or lose momentum in level flight.

Check Out the Cockpit and the HUD

The Controls

Look at your Keyboard Reference Card, showing all the controls for your
Fighter. The most often-used key commands are mnemonic, so they are easy to
remember once you are familiar with them.

The HUD

The upper half of your screen represents the transparent HUD (head-up
display), through which you can see the world beyond. The vertical scale on
the left of the HUD indicates your airspeed and that on your right, your
altitude. The horizontal scale across the top of the HUD indicates your
heading. A full explanation of the symbols and numbers can be found further
on.
The HUD has two operating modes: AIR-AIR fro aerial combat, and AIR-GROUND
for ground attacks. Arming a missile (tapping the Short-range, Medium-range,
or Ground Attack Missile Keys) switches your HUD to the mode needed to
operate the armed weapon automatically. For example, if you press the Short-
range or Medium-range Missile Keys, your HUD is automatically set to AIR-AIR
mode, because these missiles are air-air missiles; tapping the Ground Attack
Missile Key places the HUD in AIR-GROUND mode, because your ground attack
missiles are air-ground missiles.

The Cockpit

The lower half of your screen is the cockpit of your aircraft. The various
elements are later on. We suggest you look at the three CRT displays to get
familiar with them.
* The left-side CRT shows a map of the world in which you will be flying. By
tapping the Zoom Map Key you can zoom-in on the map; by tapping the Expand
Map Key you zoom back out.
* The centre CRT contains a radar tactical display showing the situation
occurring in the immediate vicinity of your aircraft.
* The right CRT is your tracking camera display. When your on-board
targeting system is tracking a target, you get a close-up vies of the target
in this display.
Beneath the CRTs is a series of warning lights. The two leftmost (marked "R"
and "I" respectively) are missile warning lights. When a radar-guided missile
is flying at you the "R" light flashes; when an infrared-homing missile is
coming at you the "I" light flashes (see Dealing with Missile Attacks for
details).
The other two lights indicate when your landing gear is extended ("L") and
when your brakes are on ("B").
On the far left hand side of the cockpit is your fuel gauge (labelled "F")
and on the far right is your throttle gauge (labelled "T").
The cockpit on the ST and Amiga versions also incorporates the following: In
the lower left hand corner are gauges indicating how many Mavericks,
Sidewinders, AMRAAMs, Chaff and Flares are left. Above the centre CRT (radar
tactical display) is an indicator showing how many cannon rounds are left.
Above the Fuel Gauge is the Autopilot On/Off indicator. Just below the HUD is
the Message Window.
On IBM compatible versions all the information outlined in the above
paragraph is displayed on the HUD.

Flying to the Target

Level Flight

Once airborne your first step is to achieve level flight. Push the control
stick forward or back until the horizon is level across the middle of the
HUD. Then make fine adjustments until you're neither gaining nor losing
altitude.

Flying on Course

Now its time to get onto the right course. Look at the heading indicator
across the top of your HUD and the INS Direction Indicator (the small, bright
triangle somewhere on the top of the scale). Turn towards the indicator. As
you turn the triangle moves towards the centre; when the triangle is in the
centre of the scale you're "on course" to the first waypoint, your primary
target.
To turn, push the stick left or right - but do it gently - and the plane
will bank. Release (centre) the stick when the bank angle of the horizon is
about 45 degrees. To turn faster, pull back on the stick somewhat but watch
your speed (on the left of the HUD) and altitude (on the right). A turn with
back-pressure on the stick turns you much more quickly, but can slow your
plane and rob you of lift, causing a drop in altitude.
Minimum safe speeds varies with the current situation of your aircraft. A
"stall indicator" bar rises from the bottom of the speed scale when you
travel too slowly. If this bar reaches the tick-mark in the centre of the
scale, your plane stalls - it is no longer airworthy, and begins to fall out
of control. If this happens, lower the nose to retain speed, then pull out
into level flight.
Minimum safe altitude is about 300'. However, in this training mission stay
at least 800' above the ground.

Autopilot

If you're confused about which direction to fly, and how to do it, just tap
the Pilot, Automatic Key. it will take over immediately, turning you onto the
correct course. If you're below 1000' the autopilot will climb to that
altitude. If you touch the control stick the autopilot automatically turns
off.

Enjoying the Flight

Once on course, enjoy yourself by trying out the nifty viewpoints available
by toggling through the View Keys. You can return to the cockpit at any time:
just tap the Cockpit Key.
You can see out the front, rear, and sides of the cockpit canopy using the
Look Front, Look Rear, Look Left and Look Right Keys. In mountain valleys and
over urban areas the scenes can be thrilling.
You can also step "outside" your aircraft and watch it using the Chase
Plane, Slot View, and Side View Keys. Bank the plane left and right to
observe the difference between the chase plane (where you appear to be in a
plane following in the "footsteps" of the fighter) and the slot (where you
remain behind the fighter and always remain level).
The Tactical View, Reserve Tactical View and Missile View Keys are used in
combat situations. These views show the target that is being tracked by your
tracking camera and your aircraft (or missile). always keeping both on the
screen.

Accelerated Time

On long journeys, you can speed the passing of time by tapping the
Accelerate Time Key. This doubles the rate at which time passes. To return to
normal time, simply tap the key again. Combat activity or landing will
automatically return you to normal time.

Attacking Enemy Aircraft

While flying, you will, no doubt, see enemy aircraft. These fighters will
attempt to stop you from reaching your target. You may want to destroy them.
To do so, tap the Medium-range Missile Key. This arms one of your AMRAAM
missiles and switches the HUD to AIR-AIR mode so that your targeting system
will track enemy air targets. The tracked target will appear in the tracking
camera CRT on the right side of the cockpit. Look at the display: it gives
you the range to the aerial target (in kilometres) and the heading you must
fly to get to it.
If a tracking box appears on your HUD, the target is in front of your
aircraft; if not, look at the heading in the tracking camera CRT and turn
towards that heading until you see the tracking box (or oval) appear in your
HUD. When this occurs, wait for the tracking box to become an oval (if it's
not already) then tap the Fire Missile Key. This launches a missile. For more
information about attacking enemy aircraft and dealing with enemy air
attacks, see Chapter 4.
If the enemy fighter is within 15 kms you'll want to use your Sidewinders
instead of your AMRAAMs. To use the Sidewinders, tap the Short-range Missile
Key, then follow the procedure above.
You could, if you're feeling particularly heroic, attack the enemy fighters
with your cannon. This is more difficult, but it saves missiles and is very
gratifying if you hit. tap either the Medium- or Short-range Missile Key to
get the HUD into AIR-AIR mode. This will cause a small circle to appear in
the centre of the HUD; this is the gunsight. The gunsight is historical, that
is, it shows where the shells would be hitting now if you had fired them 2
seconds earlier; therefore you must lead your target. (For details about the
cannon and missiles, see Attacking the Enemy).

Attacking the Target

As you approach the primary target and the coast of Libya is on the horizon,
it's time to start thinking about taking that target out.

Arm your Mavericks

Tap the Ground Attack Missile Key. This switches the HUD to AIR-GROUND mode
and arms one of your Maverick missiles. As you get near the target, it will
suddenly appear in your tracking camera screen. Don't be concerned if other
targets appear there first; the tracking system locks-on to the nearest
target. A message will tell you when the primary or secondary target is being
tracked.
You can search for your primary or secondary targets, or any other ground
target, by tapping the Target Search Key. In AIR-GROUND mode this will cycle
through all ground targets that your tracking system can find. You can stop
any time you find a target you want to attack.

Wait for Range, Altitude and Missile Lock

You'll notice that a small box appears in the HUD. This is the "target box".
The target seen on the tracking camera CRT is in the middle of this box. When
you get within missile range the box changes to an oval shape. In addition,
"Missile Lock" flashes on the tracking camera CRT.
The oval shape means that your missile can hit if you attack at maximum
speed. If you wait longer, eventually the oval changes colour. This means the
missile can hit regardless of your speed. It's important that you not launch
a weapon too low. You may be caught in the missiles explosion, or a missile
may hit the ground before its motor can power it up and away. A simple rule
to get you started is that safe launch of missiles requires at least 500'
altitude.

Launch

When you have "missile lock", launch the missile by tapping the Fire Missile
Key. After launching you may want to turn away slightly since flying through
an exploding target could damage your aircraft. Shortly after the launch the
missile should hit the target. A successful hit causes a fire and sends a
cloud of smoke into the sky.

Secondary Target

You can now fly to the secondary target and attack it as well, using the
same procedure.

Returning Home

Setting the INS to the Landing Point

Tap the Waypoint Select Key until "Friendly Airbase" appears in the message
window. This moves the Waypoint marker along the heading track at the top of
the HUD to a new position indicating the heading to your airbase.

Flying Home

You can either use the autopilot or manually fly the plane home. As before,
guide yourself using the heading scale (horizontal scale at the top of the
HUD). When the INS Direction Indicator arrow is lined up on the centre of
this scale, you're on course towards your home base.
Now simply fly towards the base, and when you get near it your plane will
land automatically.
Congratulations! You've successfully completed your first mission as a
fighter pilot.


CHAPTER 2. OPERATING INSTRUCTIONS
=================================

AIRCRAFT CONTROLS

The Head-Up Display (HUD)

The HUD is designed to provide crucial flight and weapon information in a
graphic format. HUD data is projected onto a wide-angle clear plane in the
front of the cockpit. You look through the HUD to the outside world. As a
result, valuable information is right in front of your eyes, where you can
see it and the outside situation simultaneously.

HUD Modes

The HUD display has two modes: AIR-AIR and AIR-GROUND. When you tap either
the Short-range Missile or Medium-range Missile Keys the HUD switches to AIR-
AIR mode automatically. When you tap the Ground Attack Missile Key, the HUD
automatically switches to AIR-GROUND mode.
AIR-AIR mode is for attacking enemy aircraft; your tracking system will
track these targets only. AIR-GROUND is for attacking ground targets; your
tracking system is restricted to these targets.
Some HUD information is universal across all modes. Other information is
specific, available in just one of the modes.

AIR-AIR Mode Indicators

When your HUD is in AIR-AIR mode, you will know by the presence of the
following:
Missile Targeting Envelope: This is a large circle fixed on the HUD. It
represents the area of sky in which an air-air missile can be aimed and
"locked-on" to a target.
Gunsight: In AIR-AIR mode the gunsight circle replaces the flight path
indicator. The gunsight shows where your shells would be landing if you'd
fired two seconds ago (the time it takes for them to travel the 6 km maximum
range). If you're tracking a target that's closer then 6 km, it shows where
the shells would land if you'd fired the proper time in the past for them to
have travelled that range. See Your M61A1 20mm Vulcan for details on using
the gunsight.

AIR-GROUND Mode Indicators

AIR-GROUND mode is indicated by the absence of the missile targeting
envelope and presence of the flight path indicator, which replaces the
gunsight. This indictor shows the direction you are flying (which may be
different from the nose indicator).
The plane is geometrically level when the nose indicator and flight path
indicator overlap. However, this is rare in an aircraft. Furthermore, level
flight (where you are neither climbing nor diving) often requires the nose to
be pitched slightly above the flight path, to achieve a useful angle of
attack. See Flight Techniques, for more information.

Universal HUD Information

The great majority of information displayed on the HUD is available to you
regardless of the mode your HUD is currently in. This information is
described below.
Airspeed: Your airspeed appears on the left-side vertical scale, in knots.
Heading: Your heading (the absolute direction towards which you are flying,
where 000 degrees is North, 180 degrees is South, 90 degrees East and 270
degrees West) is indicated along the horizontal strip across the top of your
HUD with one of the ticks on the scale you determine your absolute heading.
Altitude: Your altitude appears on the right-side vertical scale, in feet.
Tracking Box: Your fighter is equipped with a computerised optical tracker.
A small box - a tracking box - appears around the nearest target ahead, to
help you locate it. The HUD mode determines whether ground or air targets are
tracked. Of course, the tracking box is visible only when the target is in
front of you.
On most systems the tracking box is colour-coordinated with the current
armament. The colour of the box indicates whether the current weapon is
effective against the target being tracked. See the Technical Supplement for
more details on colours.
Missile Lock: The tracking box turns into an oval when the currently-armed
missile is "locked on" to the target. This is a maximum range shot. A missile
fired at this point may or may not hit. When the oval changes colour, the
shot is now a "sure thing", with hardly any chance of missing.
Stall Speed Indicator: At times a coloured bar rises form the bottom of your
airspeed scale; this represents the stall speed. If it rises above the centre
tick-mark, your plane stalls (see Stalls for more information).
Vertical Velocity Indicator (VVI): A coloured bar extending upwards or
downwards from the centre tick-mark on the altitude scale indicates your
fighter's vertical velocity.
If the VVI bar extends downwards, your plane is losing altitude; if the VVI
bar extends upwards, your plane is gaining altitude. Each tick-mark
represents 100' per minute. Therefore, the larger the bar, the faster you're
losing or gaining altitude.
Landing Speed Indicator: This coloured arrow appears on the altitude scale
only when your landing gear is down. It indicates the safe maximum VVI for
landing. If the VVI bar extends below this mark, landing is dangerous.
INS (Waypoint) Direction Indicator: The arrow on the top of the heading
scale shows the heading you should fly to reach the currently selected
Inertial Navigation System (INS) "waypoint". To get "on course", align the
arrow with the centre tick-mark.
For each mission, your Inertial Navigation System is preprogrammed with the
primary and secondary targets and the airbase at which will land after
completing your mission. You can cycle through these waypoints by tapping the
Waypoint Select Key.
Nose Indicator: This cross-hairs symbol is fixed in the middle of the HUD,
and represents the direction you nose currently points.
Pitch Lines: Pitch lines appear on the HUD when the horizon is invisible due
to radical climbing or diving. Each pitch line represents 10 degrees of pitch
up or down. If your aircraft is geometrically level, pitch is 0 degrees. If
the aircraft is diving straight down or climbing straight up the pitch is 90
degrees.
Roll is indicated by the relative angle of the horizon or pitch line to the
cockpit and nose indicator. If the horizon or a pitch line is perfectly
horizontal, your craft is level. If the line slants to the left or right,
your craft is rolled to the left or right.
Radio Messages: Coded burst transmissions arrive by radio periodically.
These are decoded by your on-board computers and displayed as text in the
message window.

Weapons and Defences Updates

Whenever you arm a new missile, by tapping the appropriate missile key, a
message indicating this appears in the message window.
Whenever you release a chaff or flare (see Dealing With Missile Attacks, for
details) a message appears in the message window indicating you have released
the defence.

Cockpit Displays

The Satellite Map

Your fighter is equipped with three CRT displays inside the cockpit to help
you identify threats and fly to your target area.
This CRT appears on the left side of the cockpit and portrays the
geographical features of the region. It is orientated so North is always
towards the top of the CRT. Your primary and secondary targets appear on this
map as coloured crosses.
Enemy radar signals are displayed graphically: dotted lines are pulse radar,
solid arcs are doppler radar. Ground search radar are entire 360 degree
circles, while ground fire-control tracking radar are short arcs. Aircraft
radar, search or fire-control, are short arcs except for AEW&C aircraft (the
II-76 "Mainstay" or E-3C "Sentry"), which have an entire 360 degree circle.
Missiles and aircraft also appear on this map as colour-coded squares. See
the Technical Supplement for more details.
You can zoom in on or expand the map by tapping the Zoom or Expand Keys.

The Tactical Display

This map is drawn by your computer from analysis of radar signals. It
portrays the tactical situation surrounding your fighter and is orientated so
the top corresponds to your flight path. Thus the map rotates as you turn.
The display graphically depicts aircraft, missiles, ground radar sources,
airfields and incidental ground targets. A 16 km square grid is superimposed
for range reference. See the Technical Supplement for details on the colour
coding of this map.
Warning: The airbase symbols on this map are icons only. They may not be
correctly aligned. Do not use this map for landings!
Radar Ranges: You can adjust the range of the radar signals that draw this
map. Tap the Radar Range Key to change to short, medium, or long-range radar,
thus changing the scale of the tactical display.

Tracking Camera CRT

The camera CRT, located on the right side of the cockpit, shows a close-up
view of the target being tracked. In addition, it displays the type of target
tracked (the type of aircraft or ground installation), the range to the
target, and the heading at which you must fly to reach it.
Primary and secondary objectives are listed as such. Civilian and friendly
targets (which you shouldn't hit) are noted also.

Fuel and Throttle Gauges

Your F-15 cockpit has two gauges: a throttle gauge and a fuel gauge. The
gauge with the letter "T" beneath it is the throttle gauge and indicates the
amount of thrust being generated. On the extreme left side of the cockpit is
an illuminated vertical bar with an "F" beneath it. This is your fuel gauge.
As you use fuel during a mission this bar shortens.

Missile Warning Lights

At the bottom of the cockpit are found warning lights. One marked "R" and
the other marked "I". The "R" stands for radar and this light begins flashing
when a radar-guided missile is in the air and tracking you. The "I" stands
for infrared and this light flashes when an infrared-homer is in the air and
tracking your fighter.

Landing Gear and Brake Warning Light

When your landing gear is extended, the "L" light is illuminated. If your
fighter is going to fast for the gear to be safely extended, this light
flashes. When your brakes (air or wheel) are on the "B" light is illuminated.

Weapons Readout

Along the lower left side of the cockpit is a panel that gives a constant
digital readout of the number of each type of missile you have remaining. The
leftmost shows AMRAAMs (medium range AAM), the centre shows Sidewinders
(short range AAM), and the right, Mavericks (AGM). For details about your
missiles, see Attacking the Enemy.

Defences Readout

Along the lower side of the cockpit are two indicators showing how many
Chaff Cartridges and Flares you have remaining, labelled C and F. For details
about your defence systems, see Dealing with Missile Attacks.

Autopilot Indicator

In the upper left side of the cockpit is Autopilot On/Off indicator. When
the Autopilot is activated, the indicator is illuminated.

Flight Controls

Control Stick

Your fighter has a standard aircraft control stick. Pushing the stick
forward pitches the plane down, pulling it back pitches it up. Pushing the
stick left rolls left, while pushing it right rolls right.
Note that the more you push the stick, the more the aircraft pitches or
rolls in that direction. When you release the stick (ie. centre it) the
aircraft remains in the new attitude until you move the stick again.

Controlling the Throttle

The throttle controls the power output of your engines. Maximum throttle
("full military power") gives you maximum speed and performance, but also
uses up fuel faster.
Throttle Controls: The Maximum Power Key immediately opens the throttle,
giving you maximum thrust. The No Power Key closes the throttle, shutting
down the engines. The Increase Throttle Key opens the throttle a small
amount. The Decrease Throttle Key closes the throttle a small amount.
The Afterburner: Your fighter is equipped with an afterburner that allows
you to gain a sudden burst of thrust power at the expense of a great deal of
fuel. To use the afterburner, fly at top speed, then tap the Afterburner Key
and watch as your airspeed shoots up dramatically. This can be very useful in
tight situations where escape is the better part of valour.

Eject (Bail Out)

There are situations when it is best to bail out of your aircraft. When you
are so damaged by enemy fire that you can no longer keep the aircraft in the
air, it's probably time to eject. Just tap the Eject Key and you're out. Do
not, however, eject if your fighter is inverted, or if you are less then 100'
from the ground; you'll end your career if you do.

Landing Gear

The Landing Gear Key toggles your landing gear up and down. The "L" light in
the cockpit indicates the landing gear position (see the Technical Supplement
for colours).
If the "L" light flashes, it means the gear is down at too high a speed -
you should either slow down or raise the landing gear. Extended landing gear
slows you down, and high speeds can rip it off entirely.

Brakes

If your aircraft is airborne, the Brake Key toggles the airbrake retracted
(in) and extended (out). When the brake is extended the aircraft slows down
because the airbrake causes extra drag.
If the aircraft is on the ground, the Brake Key toggles the landing gear
brakes on and off. In either case, if the brakes are on, the "B" light is
illuminated in the lower right corner of the cockpit.

Automatic Pilot

The Pilot, Automatic Key toggles the automatic pilot on and off. The
autopilot, when active, flies you towards the current INS waypoint. If you're
below 1000' altitude, the autopilot climbs to that altitude. When the
autopilot is turned on, the autopilot light will be illuminated, or a message
will appear in the centre of the HUD. If you touch the control stick in any
way, the autopilot turns off.
Warning: The autopilot does not avoid hills and mountains!

Weapons and Defences

These instructions give only the bare rudiments of how to operate each
weapon. Many important secondary considerations (like not launching some to
low) and tactical tricks are described in Air Combat.

Weapons

Missiles: To fire a missile you must first arm it. This is done by tapping
the appropriate key for the missile you want to fire. Once a missile of a
particular type has been armed all missiles of that type are armed until you
arm a missile of another type.
To arm your:
* medium-range air-to-air missiles (AMRAAMs), tap the Medium-range Missile
Key.
* short-range air-to-air missiles (Sidewinders), tap the Short-range Missile
Key.
* ground attack missiles (Mavericks), tap the Ground Attack Missile Key.
When a missile is armed, a brief message appears in the message window
indicating the name of that missile.
Once armed a missile may be fired by tapping the Fire Missile Key. Before
firing a missile, make sure your targeting system is locked on to a target
(the targeting box is an oval). If you want to be more certain of a hit, wait
for the oval to change colour. (For more information about your missiles and
how and when to fire them see Firing Your Missiles).
Missile Targeting: When you arm a missile, the targeting system in the
missile begins tracking the closest possible target, and this target appears
in your tracking camera CRT. This may or may not be the target you want to
track.
If you've armed an air-to-air missile, the tracking system will focus only
on the closest target. But if the missile you've armed is a ground-attack
missile, you can tap the Target Search Key to switch to a different target.
You can cycle through all possible ground targets by repeatedly tapping the
Target Search Key until you find the target you want to track.
Note that when an armed ground-attack missile (a Maverick) finds the primary
or secondary target, a message appears on the tracking camera CRT informing
you of this.
Cannon: Your 20mm cannon is always available for use (unless out of ammo or
damaged); it does not have to be armed, To fire the cannon, press the Fire
Cannon Key to fire one burst.

Defences

Your fighter is equipped with two types of missile evasion devices: chaff
and flares. Chaff is used to confuse radar-guided missiles and flares are
used to fool infrared-homing missiles (see Dealing With Missile Attacks for
more information).
* To release a chaff cartridge, tap the Chaff Release Key.
* To release a flare, tap the Flare Release Key.

VIEWS AND SIMULATION CONTROLS

As an aid to learning flight manoeuvres, a variety of out-of-plane
viewpoints are available. In all these views your viewpoint is outside of
your aircraft, looking at it and/or the enemy. These alternative views can be
very helpful in learning manoeuvres because you can clearly see the effect
your actions have on the flight of the plane.

Views

Return to Cockpit

Press the Cockpit Key to return to the normal, in-the-cockpit viewpoint.
This control is used to get you back into the cockpit - looking through the
HUD - after you've switched to another view.

Look Front

Tap the Look Front Key to look out the front of your fighter.

Look Left

Tap the Look Left Key to look out the left side of your fighter.

Look Right

Tap the Look Right Key to look out the right side of your fighter.

Look Rear

Tap the Look Rear Key to look out the back of your fighter.

Slot View

Press the Slot View Key. Here you are positioned directly behind your
fighter. This view is named for the famous "in the slot" position used by
aerial acrobatic teams. Unlike the chase plane view, slot view remains level
with the ground, do you can clearly see the degree of pitch and roll your
fighter is making.
The Zoom and Expand Keys function in this view, moving your viewpoint closer
to (Zoom) or farther from (Expand) the fighter. This view is an excellent one
for learning the most efficient and effective flight manoeuvres.

Chase Plane View

Press the Chase Plane Key. Here you are positioned in a hypothetical "chase
aircraft" that follows a short distance behind your fighter. Although this
view is very dramatic, its use as a teaching and learning aid is limited.

Side View

Press the Side View Key. Here your viewpoint is from the right side of the
fighter. The Zoom and Expand Keys function in this view, moving your
viewpoint closer to (Zoom) or farther from (Expand).
This view can provide a useful reference point. It's also an excellent way
to check the state of your landing gear. Missile launches are most dramatic
when seen from this viewpoint.

Missile View

Press the Missile View Key. In this view, you are positioned directly behind
your own missile as it flies to its target. If more then one weapon is in
flight, you are positioned behind the missile launched most recently. If no
ordnance is in flight, you are positioned behind the plane, and will follow
the first item launched.
The Zoom and Expand Keys move your viewpoint closer to (Zoom) and farther
from (Expand) the missile.
This view is very entertaining, as it lets you follow the weapon directly to
the target. If you're having trouble understanding why your weapons sometimes
miss, switching to this view after launch can be helpful.

Tactical View

Press the Tactical View Key. Here you are positioned near your fighter, but
looking past it at whatever target is being tracked on your tracking camera.
This view automatically rotates to keep both your fighter and its target in
view. The Zoom and Expand Keys function in this view, moving your viewpoint
closer to (Zoom) or farther from (Expand) the fighter.
This view is invaluable when dogfighting. It helps you outmanoeuvre and line
up on an opponent (although it's wise to return to the cockpit before
shooting, to avoid wasting ammo). The view is also useful if you want to
return for a second or third attack run on a ground target.

Reverse Tactical View

Press the Reverse Tactical View Key. Here you are positioned near the
fighter's target, looking past it at your own fighter. The target may be
another plane, or a ground target - whatever your tracking camera is
following. In either case, you see the target in the foreground, and your
fighter far away. In fact, often you fighter is nothing but a dot in the sky.
This view automatically rotates and pans to keep both the target and your
plane in view.
The Zoom and Expand Keys function in this view, moving your viewpoint closer
(Zoom) or farther from (Expand) the target.
Experienced pilots find this a very dramatic view when making attack runs on
ground targets. It's a great showoff view, swinging to follow your plane as
you fly overhead.

Director Mode

Press the Director Mode Key to cycle through the three Director settings,
Director 1, Director 2 and Director Off.
Director Mode is provided to allow you to watch all the outstanding views
described above at the most appropriate time. Director 2 allows you to see
action from anywhere within the theatre. Whenever you receive a radio
transmission describing an event taking place within the theatre (such as an
enemy plane scrambling to intercept you, or a SAM firing a missile at you),
the Director 2 mode will show this to you. Director 2 will also show you when
you fire a missile or when someone fires at you. Director 1 shows only those
actions which you have directly initiated, such as missile launches, target
destruction.
Director mode can be very entertaining but it is not recommended when you
are in close proximity to enemy fighters, because it can be distracting when
you are trying to dogfight. We recommend that you use Director mode only when
not near the enemy, or when showing the game off to your friends.

Simulation Controls

Pause

The Pause Key immediately and instantly freezes the simulation. To resume
action, press any key. Some computers have a special "pause" or "hold" key.
Depending on the internal design of your machine, this key may also work.

Accelerated Time

The Accelerated Time Key doubles the rate at which time passes. Accelerated
time is useful when flying long distances without encountering and
significant threats or opposition. "ACCEL" appears on the HUD when the
accelerated time option is on. tapping the Accelerated Time Key again returns
the simulation to its normal time rate.
You should return to normal time before combat; it's very hard to control
your fighter and respond to enemy actions in accelerated time.

Re-supply

The Re-supply Key is available only in training missions. Pressing this key
fills the plane's fuel tanks and gives it extra weapons. Re-supply is
designed for sight-seeing and target practice.

Detail Adjust

The Detail Adjust Key allows you to change the amount and depth of ground
detail visible through the cockpit. See the Technical Supplement for details.
In general the slower your computer, the lower the level of detail you should
use.

Volume Adjust

The Volume Adjust Key allows you to change the type and variety of sounds
used in the simulation. See the Technical Supplement for details. When you
press the key, the new sound setting appears briefly on the HUD.

Your Career as a Fighter Pilot

As a fighter pilot in F-15 Strike Eagle II you will fly missions at four
different levels of difficulty - Rookie, Pilot, Veteran and Ace - and in six
theatres - Libya, Persian Gulf, Vietnam, Middle East, North Cape and Central
Europe. See Chapter 5, Theatres, for more details.

Promotions and Medals

For each mission you fly successfully, you receive points. When you've
accumulated enough points you will be promoted, and if you receive a large
number of points in a single mission, you may receive special commendation in
the form of a medal.

The Pilot Roster

Each time you boot up the game and before each new mission you will be shown
the Pilot Roster. This screen shows the ranks, scores and medals of pilots
that have flown before, and allows you to continue the career of a pilot who
is still active or begin a new pilot's career. You may erase a pilot from the
roster, but if you do it is permanent and cannot be undone. Refer to your
Technical Supplement for more information about loading and saving the
roster.

Difficulty Levels and Theatres

After each mission you are given a choice of difficulty level and theatre.
you may choose any theatre or difficulty level you like, but be warned that
the higher difficulty levels are no "piece of cake" and you'll probably want
some times in the easier ones to gain experience.
There are six theatres arranged in the following order of difficulty; Libya,
Persian Gulf, Vietnam, Middle East, North Cape and Central Europe. You can
score more points in the higher risk areas, but you may last longer if you
progress through the theatres and difficulty levels slowly. You are never
forced to progress to a new theatre or level of difficulty, but the game does
suggest a slow, steady progression.

Ending Your Career

A pilot's career ends when he is killed, which can occur in one of two ways:
1. he crashes or unsuccessfully bails out of the fighter during a mission, or
2. he bails out of the fighter (even successfully) too many times during his
career.

Becoming a Casualty

There are two ways of being killed: crashing your fighter or bailing out
under less then desirable circumstances.
Crashing: As you are hit by enemy fire during a mission and your plane
becomes more damaged, it also becomes less and less effective - harder to
fly, slower, and less manoeuvrable. Your airspeed will decrease to the extent
where you may go into a stall from which you can't recover. Finally, your
fighter will crash.
It's a good idea to bail out before you reach this point, because if your
fighter crashes while you are aboard, you'll be killed.
Fatal Bail Out: If you eject (by tapping the Eject Key) at an altitude less
then 2000' or greater then 14,000' you stand a good chance of being killed.
In addition, if you bail out while the plane is inverted you will almost
certainly lose your life.
Too Many Bail Outs: The Air Force will retire you from active flight duty if
you lose to many of its expensive jet fighters. If you bail out of the
fighter too often during a career, you end your career.

Missions

Mission Objectives

Your objective in ever mission is given to you by your commanding officer on
the "Today's Mission" screen. You will constantly be the object of enemy SAM
and AAM fire and may have to dogfight enemy fighters, but success is measured
by whether you destroy your objectives.

Scoring

To obtain a high score, you must destroy the primary and secondary targets
and shoot down as many enemy aircraft as possible. You should always assume a
full state of war exists with the enemy and should cripple him as much as
possible. Therefore, destroying enemy ground installations such as SAM
radars, oil storage facilities, runways, missile boats and so on is also very
good. Remember though, that your primary and secondary targets must take
priority.

Ending a Mission

A mission ends once both your main targets are destroyed and you have landed
or bailed out safely.

Safe Landing

After you've destroyed the primary and secondary targets you can land at any
friendly base to end the mission. When you land, stop and turn off your
engines. Once you've destroyed your main targets, you cannot replenish fuel
or ammunition (see Landing the Fighter).
Landing During a Mission: Until you destroy your targets, you cannot end a
mission by landing the fighter.
You may replenish your weapons during a mission by landing at any friendly
airbase. But you cannot end the mission at this time unless the primary and
secondary targets have been destroyed; you may only replenish your supply of
weapons.
You should not land until both main targets are destroyed and you are ready
to end the mission, because replenishing your weapons during a mission costs
you a substantial portion of your final score.

Safe Bail Out

When you bail out of your aircraft under safe conditions (not inverted, and
not too low) you end the mission. If you have destroyed your primary and
secondary targets, the mission is considered a success, even though you
didn't bring the fighter home.
Safe ejection can be accomplished between 2000' and 14,000' altitude with
your fighter in a gentle climb. Ejecting outside of these limits, especially
at low altitude or in an inverted dive, can kill you, thus ending your
career.
Warning: Strike Eagles are expensive pieces of equipment. The Air Force
values its pilots but it also values its planes. If you bail out too many
times during your career, the Air Force will take away your wings and give
you a desk job, ending your career.
Being Captured: Where you eject is important as well. Ejecting over friendly
territory, or over water away from an enemy coastline is ideal - you can
easily be rescued.
If you eject over enemy territory or near an enemy coastline, however, you
may be captured. You, of course, are a top pilot, so the authorities will not
let you languish in a POW camp; you are exchanged if you are captured. Your
career doesn't end - but you will not receive a good score.

Mission Review

After completing a mission, you may watch a replay of what happened. Just
select "Review Mission" from the "Mission Debriefing" screen.

Multi-Player Option

If you want to play F-15 II competitively against another player, there is a
"same mission" option. Any time you choose the same difficulty level and same
theatre as the immediately preceding mission, the game will ask you if you
want to fly the same mission as the one just completed. If you say yes to
this question, the next mission will have the same primary and secondary
targets as the previous one and the fighter will begin the mission from the
same base.
This is very convenient for playing against an opponent. Each player can fly
his own pilot in identical missions and try to score the most points.


CHAPTER 3. FLIGHT TECHNIQUES
============================

FUNDAMENTALS OF FLIGHT

The Forces

Four Basic forces act upon an aircraft in flight: thrust, drag, weight and
lift. Thrust pushes the plane forward; it varies with engine power. Drag
(friction) reduces the effort of thrust and is relatively constant. Gravity
pulls the plane towards the ground, regardless of the plane's altitude. Lift
pushes upward from the wings, directly opposing gravity.

Lift

Aircraft fly because of the difference in pressure created by air flowing
over and under the wings. The wing design causes air to flow faster over the
top of the wing then under the bottom, creating high pressure beneath the
wing and low pressure above it. This difference in pressure pushes the wing
upwards and is called lift. If the pressure difference is great enough, the
upward lift is greater then the plane's weight (ie. the force of gravity) and
the aircraft flies.

Speed and Lift

The amount of lift generated by the wing varies with airspeed. The faster
the plane flies, the faster the airflow, so the greater the pressure
difference. If your plane is in level flight, reducing the speed reduces lift
and causes a decent (even though you didn't point the nose down).

Angle of Attack and Lift

The amount of lift generated also varies according to the angle between the
wing and airflow. If you pull the nose up (thereby changing the angle of the
wing relative to the airflow), you increase the pressure difference,
increasing your lift. If you dive, the reverse occurs. This difference
between the airflow direction and a line through the wing (the wing "chord")
is the "angle of attack".
Angle of attack is visible on your HUD in AIR-GROUND mode. In level flight,
whenever your nose indicator is above your flight path, the difference
between the two is the angle of attack.

The Effect of a Roll

Lift is a force perpendicular to the wing. If the wings are tilted (you are
rolling or banking the fighter) the lift force is no longer straight up.
Instead it has two components: one moving the aircraft sideways, the other
straight up. This causes the plane to turn. However, it also reduces the
force opposing gravity.
During a turn a pilot can adjust the angle of attack by control stick "back
pressure", that is, by pulling back slightly on the stick. The amount of
adjustment needed is very small. Overcorrection is a common error among
beginner pilots.

Achieving Level Flight

To achieve "level flight" at a given power setting, raise or lower the nose
of your fighter until the VVI shows zero (ie. no accent or decent appears on
the "V" strip gauge). Note that a pitch of 0 degrees may show ascent or
decent, depending on airspeed. Nosing up or down to a new "angle of attack"
adds or subtracts lift as needed to achieve level flight. Never assume that a
pitch of zero automatically means level flight.

Stalls

An aerodynamic stall occurs when the wing's angle of attack becomes too
large. The air stops flowing smoothly over the wing, and instead part of the
airflow breaks away onto an independent path. This erases the pressure
difference, vastly reduces lift, and generally causes the nose to drop. Stall
speed varies considerably depending on aircraft altitude, flap configuration,
etc. Tight turns increase the stall speed. Simultaneously, the act of turning
will tend to decrease your airspeed. As a result, stalls are quite common in
tight turns.
Your fighter has an audible stall warning horn and a thin, coloured bar
showing stall speed on the HUDs airspeed indicator.

HOW TO FLY

If you are flying at Rookie level, you will not have to worry about takeoffs
and landings - you begin the game already flying, and after you've destroyed
your primary and secondary targets you can simply fly towards a friendly
airbase and be landed automatically.
All other difficulty levels require you to take off. Following are some
guidelines on how to take off, fly, and land in your fighter.

Taking Off

Look at the satellite map on the left side of the dashboard and note the
locations of the primary and secondary targets for your mission. Now look at
the heading scale along the top of your HUD and tap the Waypoint Select Key
several times, noting the positions of the waypoint marker. Leave the marker
pointing to the target you want to attack first.
Check your ordnance (tap the Short- and Medium-range Missile Keys and the
Ground Attack Missile Key) to familiarize yourself with the weapons you are
carrying.

Accelerate

Turn on your engines by tapping the Maximum Power Key. As you move down the
runway or carrier deck, watch the speed scale (left side of the HUD) very
carefully. A thin, coloured bar on the side of that scale will gradually go
down. This is the Stall Speed Indicator. When the bar drops below the centre
tick-mark your plane is past stall speed. This happens very quickly on a
carrier deck, and somewhat slower on a runway.

Climb and Turn onto Course

Once past stall speed, pull back gently on the stick. Watch the altitude
scale on the right side of the HUD: you'll start climbing. Push the control
stick left or right until the waypoint marker along the top of the HUD
matches up with the centre tick of the heading scale.
Alternatively, you can simply tap the Pilot. Automatic Key and let your
autopilot turn you onto the correct course to the first waypoint.

Flying the Fighter

A Light Touch

Use a light touch on your controller. The most common pilot error is a "ham-
fist" on the stick, throwing the plane around the sky in uncontrolled
abandon. That kind of heavy-handed flying may be fun in a dogfight but, it's
totally useless for lining up a cannon shot, or making a landing. Unless it's
an emergency use light, smooth stick movements.

Chasing the Gauges

When you change an aircraft's operating regime, by moving the stick,
changing the throttle, etc., the effects of the change don't happen
instantly. It takes a second or two for your gauges and displays to "settle
out" and show the new situation. For smooth flying a pilot always makes a
change, then observes the effects. Constant adjustment and correction should
be avoided, because all you'll do is "chase the gauges", overcorrecting every
move.

Straight and Level Flight

To be a good combat pilot, you need to master level flight. Do this in a
training scenario, rather then real life.
Climb to 2000' (2K on the HUD altimeter) and level the aircraft so the nose
of the plane points at the horizon. Now reduce the throttle to about 75% to
achieve an economical cruising speed.
Although the nose indicator on the HUD may appear level with the horizon, a
glance at the VVI probably shows that you are gradually climbing or
descending. If climbing, push forward slightly on the stick and let go and
see what happens; if you're descending pull back. Your goal is to keep the
altimeter rock steady.
You'll notice that your flight path indicator aims at the horizon, but your
nose indicator may be pointed above or below it, depending on your speed.
Generally, the slower you're travelling, the higher you must pitch the nose
to achieve level flight.
Experiment. Tap the Brakes Key. This slows your plane. Watch the HUD and
notice how the flight path indicator drops as your speed and altitude drop.
To achieve level flight at this new, lower speed, pitch up (pull back on the
stick) until the flight path indicator is level with the horizon. You may
need to adjust once or twice to find the setting.

Turning

Beware of stalls when pulling tight turns. As your roll angle increases
beyond 45 degrees (when turning right or left), your stall speed rises from
the normal 120 knot range to over 200 knots (in a 90 degree roll). Since
tight turns can "bleed off" airspeed, a long, tight turn may reduce your
airspeed below the stall speed. Keeping an eye on your speed is especially
important when making tight turns at low altitude - a stall can mean a crash!
To make a very tight turn, roll to 80 or 90 degrees. Then you can
significantly increase your turn rate by pulling back on the stick. However,
this trick bleeds off airspeed even faster then a bank turn, and the danger
of a stall increases accordingly.

Climbing

Ballistic ("straight up") climbs cannot be maintained for excessive periods:
the engines are insufficient for a prolonged ballistic climb.
Remember that any prolonged vertical manoeuvre greatly reduces airspeed.
However, going vertical is a very clever manoeuvre for changing direction,
since you can roll while vertical, quickly pointing your nose in any desired
direction, then push down into level flight again. For details of these types
of manoeuvre, see Dogfighting.

Low Altitude Flying

At altitudes under 500' you can expect increased buffets, downdrafts, and
other irregularities that make flying difficult. Also beware of low ridges
and mountains. It's easy to fly into a mountain if you're not looking. Good
pilot develop a "cross check" routine of scanning the entire HUD
periodically, to make sure everything is okay.
In "Rookie" and "Pilot" flight options you have a barometric/laser
altimeter. If you drop below 300' this device automatically but gently pushes
your plane above 300'. Be warned, the device automatically turns off when the
landing gear is down or when the gun is firing. The device is not proof
against power dives, stalls or other radical manoeuvres, but works fine in
normal flight regimes.
In fully realistic flight the automatic altimeter that keeps you above 300'
is turned off. This allows a skilful pilot to cruise at extremely low
altitudes.

Landing the Fighter

One of the more difficult manoeuvres in flying the plane is getting it
safely back on the ground. If playing in Rookie difficulty level, all you
have to do to land the plane is fly toward a friendly airbase; when you get
near the base, the plane will be set down on the airstrip almost immediately.
If playing in higher difficulty levels, you have the choice of landing the
plane yourself or allowing the autopilot to land it for you.

About Airbases

All ground runways and aircraft carriers have a North-South orientation. On
approach, a course of 000 (if coming form the south) or 180 (if coming from
the north) will aim you directly at the runway. Airbase runways are more then
twice as long as your safe landing distance at 200 knots, so you have a large
safety margin.
Aircraft carriers have arrestor wires on the stern. You must touch down
before or on these wires, which catch and stop your plane. If you miss you'll
roll off the deck. Do not attempt to land on the bow of an aircraft carrier.
There are no arrestor wires there, and other aircraft spotted for launching
may be positioned there - you don't want to crash into them.

Automatic Landing

Players who don't want to worry about learning to land the aircraft may use
autopilot to land the plane for them. To do this, select friendly airbase
with the Waypoint Select Key. Then turn the autopilot on (tap the Pilot,
Automatic Key) and sit back and watch the plane land. You still may be shot
by an enemy aircraft and ground-based weapons, but the autopilot will land
your aircraft perfectly every time.
This approach can be quite useful in learning to land. Watch the fighter's
HUD and panel to get an idea of timing, descent, braking and so on in
approaching the runway. After a few times you'll probably be ready to attempt
a landing unassisted.

Straight-in Approach Landing

Probably the easiest way to land the fighter, short of the autopilot, is to
take the straight in approach.
Simply put, you find the airfield, approach it from directly North or South,
and slowly descend towards the runway. Just before touchdown, open the
brakes. That's it in a nutshell, but for more detail read on.
Line-up the Approach: Set the waypoint marker on the airbase (by tapping the
Waypoint Select Key). Set your course so that you approach the heading 000,
or 180. Beginners should plan to begin this approach about 40 km to 50 km
from the runway. Attempting to find the approach and make a landing less then
20 km from the base is not advised for beginners.
Approach at 300 knots: As you approach in level flight, reduce your throttle
until the airspeed shows 300 knots (about 70% throttle). You'll need to raise
the nose 5 to 7 degrees to maintain level flight until you're about 20 km
from the airbase or carrier.
Throttle 50%, Gear Down: Now reduce the throttle to about 50%. This slows
the plane to about 230 knots. As you reach this speed, lower your landing
gear. If you're moving too fast, extend the brakes (tap the Brake Key) for a
brief period, then retract them again.
Descend: There are two methods for descending. One is to reduce the power
slightly. If you were in level flight, you know have less thrust and will
gradually descend. This method is generally preferred by pilots.
The other method is to reduce the pitch of the nose slightly. Typically
you're landing with the nose pitched up about 5 to 7 degrees, to maintain
level flight at low power. Therefore, reduce this upward pitch a few degrees
to cause a gradual descent - do not point the nose down and dive for the
runway.
In either case, your nose should always have a positive pitch (the nose
indicator should be above the flight path indicator).
Keep an eye on your airspeed and stall bar. If the stall bar indicator is
too close to your current airspeed (within 25 knots), your throttle is too
low or you're flying with brakes on. Increase the throttle or take off the
brakes. Conversely, if you're moving too fast (over 250 knots), extend the
brakes (tap the Brake Key) for a brief period, then retract them again.
Touchdown on Runways: Your altimeter will read 0' on a runway and 125' on an
aircraft carrier deck. These are your "touchdown" altitudes. The safe
touchdown vertical velocity is shown by an arrow on the VVI portion of your
HUD altimeter. A VVI of 400'/minute or less (4 ticks on the scale) is always
safe.
The easiest and safest touchdown is simply to gradually continue the descent
until you're on the runway. Then cut the power (tap the No Power Key) and
engage the brakes (tap the Brakes Key).
Touchdown on Aircraft Carriers: Landing on a carrier is slightly more
difficult, since you must touch down in the arrestor cables area. To avoid
overshooting the cables, increase your descent by lowering the nose a little
extra, then at the last second extend the air brake (tap the Brakes Key) as
you pull the nose back up a bit.
If you miss the carrier's arrestor cable area, don't bother trying to touch
down. Instead close the brakes (if you opened them earlier) and hit maximum
throttle (tap the Maximum Power Key). Since your nose is pointed up, you'll
climb upward again.


CHAPTER 4. AIR COMBAT
=====================

ATTACKING THE ENEMY

Your Strike Eagle is equipped with three types of missiles and one cannon.
Two of the missile types, the AIM-9M Sidewinder and the AIM-120A AMRAAM, are
air-to-air missiles, or AAMs. They are used for destroying enemy aircraft.
The other, the AGM-65D "maverick" is an air-to-ground missile, or AGM. It is
for firing at targets on the ground. The cannon (M61A1 20mm "Vulcan") may be
used effectively against either air or ground, although it is far more
difficult to hit targets with the cannon.

Missiles in General

Radar-Guided Missiles

There are essentially three types of radar-guided missiles: beam riders,
semi-active homers and active homers. The vast majority of radar guided
missiles fall into the first two categories, relying upon a radar beam
emanating from the launcher to guide it to the target. This means that the
launcher, whether an aircraft or ground-based radar station, must continue to
track the target until the missile reaches it. The third type, called active
homers, is the most technologically advanced, the most expensive, and the
most deadly; they transmit and receive their own radar signals, so once
fired, they guide themselves to the target. These are commonly called "fire-
and-forget" weapons.
Most long- and medium-range missiles are radar guided, because of the
penetration power and range of radar beams.

Infrared-Homing Missiles

All infrared (IR)-homing missiles are "fire-and-forget" weapons. These home-
in on the heat coming out of your fighter's exhaust system or from the tips
of the wings, where air friction makes them hot.
Early IR-homers were somewhat unreliable because they were not very
sensitive to differences in temperatures; they were easily confused by non-
target heat sources, such as the sun or even hot rocks on the ground. Modern
IR-homing systems are tuned to finer changes in temperature and ignore all
but heat signatures characteristic of aircraft.

Your Missiles

AMRAAMs

Your AIM-120A AMRAAM missile is one of the best medium-range weapons in the
world. It is the only "fire-and-forget" radar-guided missile in the American
inventory. It has sufficient circuitry to penetrate most enemy defences, and
sufficient manoeuvrability to chase down most fighters, not to mention
nailing bombs and transports. Because the AMRAAM has greater range then the
Sidewinder (32 km compared to 17 km), pilots typically open fire at long
range with the AIM-120, then switch to Sidewinders if any enemy aircraft
survive to that range.
Note: The AMRAAM has been in development for a number of years and is not
yet generally available. They are available for your Strike Eagle, though.

Sidewinders

The short-range, IR-homing AIM-9M Sidewinder is probably the best
dogfighting missile in the world. It is more manoeuvrable then the AMRAAM,
giving it a better chance of "hanging on" to a twisting, turning target. The
most advantageous firing position for the Sidewinder is up the enemy's
tailpipes. The next best position is from above, diving down onto the top
(hot side) of the enemy plane. The third best position is directly into the
enemy's nose. Shots against the enemy as it crosses in front of you, or at
its underside (the cold side) have very little chance of hitting.
The main weakness of the Sidewinder is its limited range.

Mavericks

Your AGM-65D Maverick is an air-to-ground missile, used for destroying
targets on the ground. It is a "fire-and-forget" weapon of almost unsurpassed
quality. Once your tracking camera is on the right target, it's just a matter
of waiting for the tracking box to change from a square to an oval
(indicating lock-on), and then for the oval to change colour (indicating a
high-accuracy firing solution). When firing at ground targets; its usually
wise to wait for the oval to change colour before launching the missile. Once
the missile is launched you can find other targets and manoeuvre as you
please.
The Maverick uses a highly-advanced guidance system. When you lock-on to a
target, the missile takes a "snapshot" of the target's infrared image which
it then stores in memory. When fired, the missile simply flies toward it
"memorized" target. The missile is smart enough to hit the target in the
centre.

Firing Your Missiles

You must always arm the appropriate missile before you can fire it. This is
done by tapping the appropriate missile key (Medium-range, Short-range, or
Ground Attack). Once a missile is armed, it will begin tracking the nearest
target (the target appears in your tracking camera CRT).
If you are attacking a ground target and want to track a different target,
tap the Target Search Key (note that this key works only for ground targets).
tapping it repeatedly cycles through all currently available ground targets.
Stop when the target you want appears on the tracking camera CRT. If you have
armed an air-to-air missile, you cannot switch from target to target because
the IR-homer in the missile will track only the nearest target.
If the tracking box appears in your HUD, the target is in front of your
fighter and you can fire the missile once it locks on. If the tracking box
does not appear, check the heading of the target in the tracking camera CRT
and turn towards that heading until the box is in your HUD.
Always remember to wait for lock-on before firing a missile. If you don't
wait for the target box to become oval shaped, you're firing without lock-on
and will almost certainly miss. Once you have a lock, look at your airspeed.
If you're moving fast (around 500 knots or more) or the target is closing, a
maximum range lock-on shot will probably hit. However, if your speed is low
or if the target is flying away from you, wait until the range closes,
ideally until the oval changes colour. Then simply hit the Fire Missile Key.
Missile accuracy doesn't take into account enemy defensive equipment or
evasive manoeuvring. First line and elite fighter aircraft may prove more
difficult to hit. Although the "Mainstay" AEW&C craft manoeuvres poorly, it
has superior defensive equipment that may make your missile go astray. You
may find that guns are necessary against Mainstays flown by capable crew.
remember that missiles fall 300' to 400' before their motor is powerful
enough to guide them away to the target. if you're diving to a low altitude,
the missile could slam into the ground before it can fly away. Firing in a
tight turn, or while inverted, can cause the missile to tumble. The wisest
method is only to fire when you're level and above 500'.
Sidewinders and AMRAAMs always home on the most prominent target, which is
usually the nearest. They will do so even if you were tracking someone else.
You may be tracking a target, fire a missile, and then discover it goes for
one of the fighter escorts that happens to be closer!

Your M61A1 20mm Vulcan

Jet aircraft travel so quickly that conventional machine guns and cannons
cannot fire fast enough to guarantee a hit: a plane could literally fly
between the shells. Therefore, modern aircraft cannons are either a group of
guns (such as the twin 23mm cannons in many Russian MiGs) or a multi-barrel
Gatling gun (such as the six barrel Vulcan on your Strike Eagle).
Aircraft cannons have an effective range of 0.5 to 3 kilometres, with a
maximum range of 6 kilometres. Inside 0.5 kilometres use of a cannon is
unsafe, as there is a significant danger that a piece from a disintegrating
target may hit you.

The Historical Gunsight

Your F-15 has the most modern, advanced gunsight available: a "historical"
gunsight with automatic radar rangefinder. In normal operation this gunsight
"assumes" you are firing at maximum range (6 km). However, if your tracking
box is on a closer target, that shorter range is used instead for gunsight
calculations.
The gunsight computer constantly calculates range, flight path and
ballistics for you. It then displays where you shells would be if they were
hitting the target now. The gunsight continually calculates firing, delays
the appropriate time, and displays potential hits as they would occur.
Therefore, the sight is "assuming" that you fired at the correct time in the
past (hence the term "historical" gunsight).
The historical gunsight requires conscious "retraining" to use well since it
doesn't require you to "place the sight on the target". However, this
weakness is more then compensated for by the advantages of anticipation
firing. The sight allows you to fire sooner and more accurately then any
other sight in existence. The historical gunsight is the device of choice
among "in-the-know" fighter jocks.

Anticipation Firing

It takes about two seconds for the Vulcan's shells to travel the maximum 6
kilometre range. Therefore, to hit a target you must judge the speed at which
the target and your sight converge. You should fire about two seconds before
they meet. If the range is less then 6 km, wait a little less. For example,
at 3 km wait until the target and sight are one second apart; at 1.5 km wait
until target and sight are a half second apart, etc.
You can use this sight like an old fashioned predicting sight. That is, wait
until the sight is on the target, then shoot. But at 6 km range you'll have
to hope the target stays on the same course for two seconds to insure a hit.
In short, the key to using a historical gunsight is anticipation. Don't wait
for the sight to reach the target. Instead, learn to anticipate the meeting
of sight and target, then shoot ahead of time.

Strafing Ground Targets

Using your Vulcan cannon against ground targets requires some skill. In a
strafing attack, dive low (under 500') then straighten out and fly level.
Because the cannon gunsight is optimized for air-to-air combat, "walking"
your shells across the ground is the best way to hit a target, but this uses
a lot of ammunition. Experienced pilots confine themselves to ranging bursts
until they're close.
The most difficult problem in strafing is your limited range. Maximum cannon
range is only 6 kilometres; effective range is just 3 kilometres. This means
you only have a couple of seconds to hit the target before it passes beneath
your gun.
A common error when strafing is "target fixation" where you ignore altitude.
Remember that strafing means diving - and you've got to come up again
sometime! After you pass your target, open the throttle and turn away. Keep
an eye on your missile warnings and be ready to drop chaff or flares.

ENEMY ARMAMENT

The enemy will be firing sophisticated missiles at you in an attempt to
destroy your aircraft. He will use basically two types of missiles: Surface-
to-Air Missiles (SAMs), that are fired from ground installations, and Air-to-
Air Missiles (AAMs), like your AMRAAMs, and Sidewinders, that are fired from
his fighters.
His aircraft are also equipped with rapid-firing cannons, like your Vulcan.
In general, the enemy's cannons are not as effective as your own, but be
careful of the lucky shot.

Enemy Missiles

Enemy SAMs

As you fly into enemy radar search zones, which include just about all of
the areas into which you will fly, the enemy will attempt to destroy your
fighter from ground-based missile launch sites. In order to avoid being shot
down by SAMs it is important to understand how they work.
Radar Guided SAMs: Medium- and long-ranged SAMs are radar-guided. All types
use the same three-step process to engage their target:
(1) Radar search: Enemy search radar periodically scans a 360 degree area of
the sky.
(2) Radar tracking: When a search radar finds a target (such as your plane)
it "hands off" to a narrow-beam fire control radar which locks onto your
craft. At this point a missile is launched.
(3) Radar control: Once the missile is launched, the narrow beam continues
tracking your plane so the missile's course can be updated and corrected.
IR-Homing SAMs: Short-range SAMs are usually infrared-homing missiles. The
only significant difference between the method used for killing you with IR
SAMs and that for Radar SAMs is that once fired , an IR SAM doesn't rely upon
the radar to update its course during flight; instead, it guides itself to
the target.
(1) Radar search: A search radar finds your aircraft.
(2) Radar tracking: A tracking radar follows your aircraft.
(3) Missile launch: The IR homing missile is launched. At this point
tracking radar is unnecessary, as the missile can guide itself to the target.

Enemy AAMs

The enemy has a wide variety of threatening AAMs, but probably the most
dangerous one is the Russian AA-10 "Alamo". Like your AMRAAM, it is a "fire-
and-forget" medium range missile, and is difficult to shake. All other
Russian medium- and long-range AAMs are radar-guided, semi-active homers -
they rely upon a radar beam emanating from the firing aircraft to guide the
missile to your fighter.
By definition, all IR-homing AAMs are "fire-and-forget" weapons. These are
usually short-range (8-12 km), dogfighting missiles. The most dangerous is
the Russian built AA-8 "Aphid", whose manoeuvrability and modern IR seeker is
almost a match for your Sidewinder. If enemy MiGs or Sukhois close to AA-8
range, you could be in trouble; only your dogfighting skill could save you.

Enemy Guns

The enemy has cannons equivalent to yours in range and power. However, the
enemy still uses old predicting gunsights. This means they are virtually
required to get behind you before they can make a decent shot. In addition,
all but the most elite pilots will be slow to fire, since they must place the
gunsight on the target and keep it there to score a hit.
If you sense the enemy is behind you and ready to fire cannons, "jinking"
(small, violent moves in random directions) can throw his aim.
Finally, Russian built aircraft with the older GSh-23 cannon may not always
hit, since the lower volume of firepower increases the chance of you "flying
between the shells" and escaping serious injury. Don't rely on this: not
every 23mm shell is an unlucky one!

DEALING WITH MISSILE ATTACKS

Inevitably, you will find yourself under attack from both ground-based and
air-launched missiles. Your fighter is designed to give you ample warning
before you are hit and destroyed, and there are several defence systems built
into the plane to aid you in spoiling the enemy's attempts to shoot you down.
In addition, with practice you can manoeuvre your way out of desperate
situations without having to rely upon your fighter's defence systems.

Missile Attack Warnings

Your first warning that a missile has been fired at you comes in the form of
a beep and a message displayed in the message window. This will inform you of
the type of missile fired and the place from which it was launched if it is a
SAM or the type of enemy plane that fired it if it's an AAM.
At this point one of the warning lights on the dashboard begins flashing to
remind you that a missile has been targeted. If the offending weapon is
radar-guided, the "R" light flashes; if it is an IR-homer, the "I" light
flashes.
Your next warning appears on your tactical screen, in the middle of the
dashboard. You see the missile as it approaches your fighter. Finally, when
the missile is within a few seconds of impact, you here the missile proximity
klaxon, a high-pitched bleeping sound that continues until the danger is
passed or until the weapon slams into your fighter.

Responses to Missile Attacks

Reduce Your Visibility

In some cases, especially when a missile is fired at you from great
distances, you can avoid the danger by simply "hiding" from the radar that
must track you to guide the missile to your fighter. Unfortunately, IR-homers
that are already enroute cannot be evaded in this way, but you may avoid
additional launches of IR missiles, since the first step in launching is to
find you with radar.
First and foremost, the further you are from the enemy radar site, the
weaker the signal. Therefore, you may wish to simply turn and run away for a
while, until the signal is too weak to "see" you. Also remember that reducing
your altitude, lowering your engine power, and levelling out your flight will
help.

Chaff (for Radar-Guided Missiles)

For defence against radar-guided missiles, your fighter is equipped with
chaff cartridges. Each chaff cartridge deploys a cloud of tiny tin-foil
strips that reflect enemy radar. For two or more seconds the strips form a
huge radar reflector, blinding the missile, like a smoke screen.
The classic chaff technique is to wait until a radar-guided missile is just
a couple of seconds away (when the missile proximity klaxon sounds). At that
instant fire a chaff cartridge (tap the Chaff Key) and turn away. The blinded
missile will fly straight into the chaff, missing you.
Note that you do not have an endless supply of chaff cartridges; your
current supply is constantly updated and indicated on the left hand side of
the console, or on the HUD whenever you use one.
Doppler Missiles: Enemy missiles with Doppler radar guidance systems are a
special danger. These missiles will not home on the chaff unless your course
is perpendicular (at right angles to) the missile. If the missile chases you
from the rear or attacks from straight ahead, the chaff has no effect.
Only three SAMs currently have Doppler guidance: the SA-10, SA-12 and SA-N-
6. Only one AAM (air-to-air missile) has Doppler guidance: the AA-10.

Flares (for IR-Homing Missiles)

For defence against IR-homing missiles, your fighter is equipped with heat-
producing flares. Although called "flares", these are really small, finely
tuned heat decoys. A flare lures an IR missile towards it (an away from you),
but only during the 2 to 3 seconds it burns. After that the flare dies and
the missile resumes seeking. Therefore, like chaff, the standard technique is
to wait until the missile is a couple of seconds away (the klaxon sounds),
then drop a flare while you turn away.
Like chaff cartridges, you don't have an infinate number of flares; your
supply is indicated on the left hand side of the console, or on the HUD
whenever you use one.

Manoeuvres

It's important to remember that chaff and flares aren't perfect. Both radar-
guided and IR-homing missiles continue seeking after your flare or chaff
expires and Doppler radar missiles ignore chaff altogether if you're on the
wrong course. Therefore, it's important to manoeuvre out of the missile's
"field of view" when the defence expires. If you don't, the missile will re-
acquire you and continue on a collision course!
If you're an especially skilful pilot, you can outmanoeuvre an enemy missile
without mechanical aids.
Evading the Missile's View: SAMs have a limited cone of vision; they can
only "home" on targets within the acquisition arc of their seeker. This arc
is a bare 45 degrees ahead of the missile. If flares or chaff temporally
confuse a missile, you can evade attack by turning rapidly to move outside
this 45 degree arc. Usually the quickest escape course is one perpendicular
to the missile's flight path.
Turning inside a Missile: When a missile is close, you still have a chance
to outmanoeuvre it, because its turning arc is larger then yours.
If the missile is trying to fly up your tail, roll over onto a wingtip for a
tight turn, then pull back hard on the control stick to tighten the turn
further. Keep an eye on your airspeed, since you can't stay long in this kind
of turn - soon the plane will stall. But meanwhile, the missile is making a
wider, faster turn that causes it to zoom past harmlessly.
Turning towards a Missile: If a SAM approaches you from the side, gradually
turn towards it, increasing the tightness of your turn as it comes closer.
The objective is to keep the missile's course at right angles (perpendicular)
to your own.
This tactic works because the missile cannot turn with you. Instead, it
gradually falls behind and zooms past your tail.
Evading Frontal Attacks: If a missile approaches you from the front, wait
until it's about 8 to 12 kilometres away (about 2/3 of a grid square on the
tactical display). Then make a quick 90 degree turn, placing the missile
facing your side. Now roll over 180 degrees and turn towards the missile. Now
you're set up for a turning battle (see Turning towards a Missile, above).
Missile Minimum Range: Large less-manoeuvrable missiles fire straight up
when first launched. This means that they can't begin homing until they're
beyond a certain distance (in range and altitude) from their launchers. As a
result, circling right over a battery of low-manoeuvrability SAMs can
actually be very safe.

DOGFIGHTING

The best way to ambush an enemy plane is to slide up from behind it. Enemy
aircraft have forward-facing radars only (except the IL-76 "Mainstay" AEW&C),
so coming in from behind means you can catch him off guard.
Traditionally, fighter pilots prefer to attack from above. This gives them
an energy advantage in a dogfight. However, missile tactics and the
importance of secrecy make a height advantage less valuable. Gaining height
makes you visible to enemy radar, which may warn your targets. Therefore,
approaching low and from behind is often wiser. Only if your missile attacks
fail and the enemy discovers you should you begin to seek an altitude
advantage.
If you're surprised or "bounced" (attacked from above) be the enemy,
immediately look for incoming missiles and take appropriate defensive action.
Missiles arrive faster then aircraft, and must be avoided first. Only then
can you begin dogfighting.

The Missile Exchange

Often an air-to-air battle starts because the enemy has discovered you and
vectors fighters in your direction. The result, quite frequently, is a head-
to-head face-on.
In this western-style showdown each side starts with an exchange of medium-
ranged AAMs. be prepared to chaff the "incoming" or manoeuvre it to a course
perpendicular to your own. Once your medium-range radar missile is away,
switch to a Sidewinder. You may get a second close-range missile shot if the
AMRAAM fails. Scoring with a head-to-head cannon shot is much more difficult;
it's not worth the ammo unless you're out of missiles or you're an incredibly
good marksman.
In most cases, if you can get off a second missile shot so can an enemy
carrying second-generation IR missiles (the AA-8 or AA-10 IR version). These
nasties show up frequently on MiG-29s and Su-27s, but aren't unknown on other
craft flown by veteran or elite pilots.

The Early Turn

One of the most difficult but useful tactics in a head-to-head match is
making an early turn. Against inexperienced pilots this trick is easy, since
greenhorns usually keep boring in, hoping for a cannon shot. Against vets, an
early turn requires fine timing. If you turn more then a second or two ahead
of the enemy, you're just telegraphing your intentions. If you wait to long
you get no advantage at all.

Dogfighting Manoeuvres

The essential rule in dogfighting is to get on the enemy's tail. On all
fighters, gun and missile guidance systems face forward, so if you're on the
enemy's tail he cannot shoot at you. If you can't get on his tail, try to
place his aircraft as much ahead of you as possible, so you have the maximum
number of firing opportunities.
Maintaining higher speed or altitude is valuable in a dogfight. A plane
slower and lower can only dodge attacks. A plane faster or higher can attack
or retreat as desired. Having a higher speed or altitude is termed the
"energy advantage".
If the enemy is behind you, there are various classic escape manoeuvres:
Turning Inside, the Scissors Turn, the Immelmann Turn, the Split-S Turn and
the Yo-Yo Turn. Not only should you learn to execute them, but also learn to
recognise them so you can apply the appropriate counter manoeuvre.

Turning Inside

You can see enemy planes approaching on your tactical display. The simplest
solution to an enemy plane coming up from behind you is to turn towards him.
If you're turning faster and tighter then he is, you'll gradually circle
around and get onto his tail. You make the tightest turn possible by rolling
onto your side and pulling back hard on the control stick - but be careful of
stalling!
Of course, if the enemy is turning faster then you, he will eventually come
around behind you. If this happens try something else immediately. The longer
you wait the worse it gets, until he lines up a shot and toasts you.

Scissors Turn

A more complex way to out-smart an enemy aircraft is the scissors turn.
Begin turning toward him as if you're planning to out-turn him, but once he
begins to turn with you, quickly roll over to turn in the other direction.
This opens the scissors. As the enemy realizes you've turned away and tries
to follow, reverse the procedure and roll back towards him again. If your
turns were quicker and tighter then his, and/or you're a slower plane, he
will eventually pass in front of you. This allows you to get onto his tail.
A novice enemy pilot trying to turn with you can quickly be lured into a
scissors trap. Even if his plane turns better, his slow reaction to each
reversal will quickly give you the edge. A more experienced enemy pilot may
avoid your trap by anticipating your next turn and blasting you (if his
fighter is less manoeuvrable then yours), or by pulling up and over you into
a yo-yo turn (if he's faster).

Immelmann Turn

This manoeuvre is an excellent way to reverse direction quickly, especially
useful when an enemy plane has buzzed past in a head-on-encounter and you
want to gain altitude and get on his tail at the same time. First you preform
a half-loop upwards to reverse direction, then a half roll to right your
aircarft. If an enemy fighter is behind you, an Immelmann can bring you nose-
to-nose with him.
Note that an Immelmann gives you an altitude gain but costs speed, since a
half-loop upwards slows you down significantly.
The original Immlemann, a German WWI fighter ace, reputedly rolled while
vertical, allowing him to finish the loop in whatever direction he desired.
He still finished the half-loop inverted - it's aerodynamically more
efficient that way.

Split-S Turn

This is another way of reversing direction quickly, but is more dangerous.
Begin by rolling inverted, then pull the stick back to half-loop downwards.
Many pilots begin the loop before the roll is completed, rolling the plane
while looping. The split-S causes you to lose considerable altitude, so it's
often wise to reduce throttle and/or use speed brakes to minimise altitude
loss.
The Split-S complements the Immlemann because you gain speed and lose
altitude. Unwary fighter pilots have sometimes tried to Split-S into or away
from the enemy without remembering their altitude. The result can be a Split-
S right into the ground!

Yo-Yo Turn

This manoeuvre is used mainly by higher speed jets against slower opponents.
Therefore, you should learn this manoeuvre well, because your fighter is one
of the fastest, most powerful in the world. You may see Su-27s and MiG-29s
attempting it against you! This turn requires excellent cockpit visibility,
something that earlier MiGs lack.
To execute a Yo-Yo turn, climb and roll towards the enemy, until he's
visible out the top of your canopy. Then pull over into a dive while still
turning. During the dive you roll the plane to help line up your shot. Very
often you'll take that shot while inverted.
In effect you make a very big turn in three dimensions, Most of the turn
radius is "consumed" with the climbing and diving, allowing a faster plane to
travel further and turn wider, yet still come out on the tail of the more
manoeuvrable plane. As you gain altitude you gain the "energy advantage" and
the flexibility to turn either way your opponent goes. American F-4 Phantom
pilots used this manoeuvre with great success against slower but more
manoeuvrable MiG-21s over North Vietnam during the Vietnam war.
Note that the best defence against a Yo-Yo is to reverse your turn, or to
use the third dimension yourself (usually by going into a Split-S).
Because a Yo-Yo requires good spatial perception, first practice it using
the Slot View (if alone) or Tactical View (if you've got a target).


CHAPTER 5. THEATRES
===================

LIBYA

Introduction

Libya is ruled by Col. Mu'ammar al-Qadhaffi, leader of the secret army
organisation that deposed the former king in 1969. The capital city is
Tripoli and the nation's chief source of wealth is oil.
A desert nation, Libya has only on visually distinctive mountain region: the
Jabal al Akbar to the east of Benghazi. Deep in the desert, east of Sabha,
are the desolate, isolated mountains of the Al Haruj al Aswad, while to the
west are the great sand seas (ergs).
Rich by third world standards, Libya buys most of its armament from the
Soviet Union. Its military is trained by Soviet advisors, but national pride
has prohibited (so far) any significant Soviet presence. Soviet advisors do
not participate in combat operations.
Libya's army is approximately 60,000 men strong, its navy has 53 ships and
6,500 men, while its air force has roughly 530 planes, 30 combat helicopters,
and 8,500 men. A 10,000-man paramilitary "Pan-African Legion" also exists as
well as various terrorist training camps.

Sightseeing in Libya

Flying over Libya is a unique experience. It is a truly desert nation, a
land of red and brown hardscrabble with patches of tan sand and grey boulder
fields. Water is all underground, seeping to the surface in occasional
patches of green oasis or mountain valley. Mountain ranges are low,
undulating areas full of small hillocks and short peaks. From the air it's
often hard to tell the difference between ageing roadways and dark wadis
(gullies) in the desert. But some works of man stand out, particularly the
rust red of oil wells and pipelines or the distinctive star-pattern of SAM
batteries.

Friendly Bases

Sigonella on Sicily (UD15): The USA maintains the Sigonella military field in
southeastern Sicily. The Sigonella runway is the main staging point for air
attacks against the North African coast, especially Libya. Unfortunately, the
flight distances are quite long.
CV American at Sea (UD70): This 60,000-ton "Kitty Hawk" class conventional
aircraft carrier, designated CV66, serves with the US 6th Fleet in the
Mediterranean. It participated in the 1986 raids against Tripoli and
Benghazi. The carrier is ideally positioned for launching and recovering
strikes against Benghazi, the Gulf of Sirte, or targets deep inside Libya.
Here it cruises on a southerly course with its traditional ring of close
escorts. The carrier remains well north of the Gulf of Sirte to avoid SSM
attacks from enemy ships and aircraft. It is surrounded by escorts and
regularly replenishes the CAP (combat air patrol) with F-18 launches.

Neutral Bases

These airbases are in neutral territory. Don't use them unless specifically
ordered to do so or if you must make an emergency landing.
Suda Bay on Crete (VD41): Near the city of Khania, this airfield is not an
American base, although in years past it was a major NATO air and naval base.
It has the advantage of being both closer and less public then equivalent
fields in Greece or Egypt.
Halfar on Malta (UD13): Once a critical strength position for the British
Commonwealth in the Mediterranean, this is now a neutral port and sometime
tourist haven.

Libyan Cities and Targets

Tripoli (TC87): The capital city of Libya has a large military-civilian
airbase at Idris, well protected by SAM batteries. Until recently, long-range
SA-5 Gammons watched the skies from these sites, but there are indications
that Russian military advisors may replace these with more formidable SA-12
Gladiators.
Tripoli is also the site of a major army headquarters, various military
depots, oil storage areas, and sometimes terrorist training camps. Missile
boats can almost always be found prowling the coast nearby.
Sabha (UB17): This southern town is the main military base of operations for
Libya's southerly expansion. It was the major depot for the war against Chad
and is still extremely important to Libyan trans-Saharan ambitions. The most
important military installations here are the large airbase and the SAM
battery protecting it.
Misratch (UC26) & Sirte (UC43): These costal towns house low-level military
headquarters and oil storage tanks for refuelling ships. Sirte is a secondary
naval base, supporting missile boats that cruise the western side of the
:Line of Death".
Ras Lanuf (UC82) & Port Brega (UC92): Ras Lanuf is Libya's largest and
newest oil facility. A vast quantity of oil for export is stored here, and a
large number of oil tankers ply the waters nearby. There is also a refinery,
vast "farms" of oil tanks, and a major military headquarters. Port Brega oil
facility is older but still in operation despite the completion of Ras Lanuf.
A number of SAM batteries are sited in this vital area. Port Brega airfield,
west of town, serves both ports.
Benghazi (VC16): This city is the site of Libya's second-largest military
base, including the Benina airfield and powerful protective SAM batteries.
The city itself is large, with a military headquarters and a few small oil
storage facilities to serve the ancient port. Terrorist training camps are
not uncommon in the hills to the east.
Al Bayda (VC37): This sleepy coastal town in the mountains Jabal al Akbar
has major military significance. It overlooks the narrow Ionian sea between
Libya and Greece, making it an ideal site for anti-ship missiles. There is a
small airstrip and SAM site as well.
Oil Fields: The great oil fields of Libya are in the southeast, where
literally thousands of wells pump crude from the ground. This oil os piped to
Ras Lanuf and Port Brega. The great producing fields can be found near Raguba
(UC90), Waha (VB18), Amal (VC30), Jalo Oasis (VC40) and Gialo (VB49). Most
fields have a few storage tanks on site to hold crude temporarily until it
can be piped to the port. However, the majority of storage tanks are at the
ports, not on the fields.
Secret Bases: Western intelligence operatives in Libya are preparing two
secret, hard-pack surfaces suitable for aircraft landings. One is at Al
Mukhayli (ONC VC43), the other is on the edge of the great ergs, at Yafran
(ONC TC93).

Libyan Air Defences

Libyan air defence forces use Russian-built equipment and are trained by
Russian advisors. SA-2 Guideline and SA-5 Gammon SAMs have been the backbone
of Libyan air defences, but there are rumours of upgrades to new SA-10
Grumble and SA-12 Gladiator systems.
Local military forces make use of SA-7 and SA-14 shoulder-fired missiles.
These are also popular terrorist weapons and can be expected in the vicinity
of terrorist camps. Libyan army units use various medium-range SAMs,
including SA-8s, -9s, -11s and -13s.

Libyan Air Force

Fighters: The Libyan Air Force is composed of over 140 MiG-23MF "Flogger"
fighters, a number of MiG-25 "Foxbats" (for reconnaissance and long-range
interceptions), and several antiquated MiG-21s. The Air Force also has
various Mirage 5D fighter-bombers for ground attack missions.
Intelligence expects that MiG-23s and 25s will be your primary air-to-air
opponents, although you may encounter the new MiG-29 "Fulcrum" flown by
Soviet personnel.
Reconnaissance Bombers: Although Libya does not possess any Tu-95 "Bear"
reconnaissance bombers, Russian Bears frequently operate from Libyan bases.
Air Transports: It is suspected that Libya's antiquated fleet of C-130H and
C-47 air transports (built in America) will be replaced with Russian
equipment, perhaps including the new An-72 "Coaler" jet transport.

Libyan Navy

The Libyan Navy is composed primarily of missile corvettes and missile
patrol boats. The largest of these is the 770-ton Russian-built Nanuchka II
class armed with Styx surface-to-surface missiles, SA-N-4 SAMs, and a twin
57mm gun turret. Other boats include the Russian Osa-class, Italian-built
Wadi M'ragh class and the French-built La Combattante II types; these have
poorer missiles and SA-N-5 SAMs, or no SAM at all.
The Nanuchkas are the best boats in the Libyan Navy. They preform the most
aggressive patrols, making them the primary threat. Patrols occur frequently
in the Gulf of Sirte, south of the "Line of Death". Sometimes the Libyan air
force flies fighter missions in support of these naval patrols.

THE PERSIAN GULF

Introduction

Iran has been ruled by Shi'ite radicals since the overthrow of the pro-
American Shah in 1979. In September, 1980, Iraq attacked Iran, beginning a
long, costly war between those nations that lasted for years. Both
contestants are viewed with distrust by the Arab states south of the Persian
Gulf and Iran's support of international terrorism has not improved the
nation's image.
Iran also calls for a Shi'ite religious revolution throughout the Islamic
world. This naturally bothers the leadership of the Arab states, since their
governments are Sunni. However, Iran is populated by Persians, not Arabs. So
far this cultural and linguistic barrier has hindered the spread of Iranian
Shi'ite radicalism across the Persian Gulf to the Arab states.
Iran is a large nation with varied geography. The Elbroz and Zagros mountain
ranges run from the northwest corner (where Iran touches Turkey and the
Soviet trans-Caucasus) diagonally southeast, along the border with Iraq, and
then parallel with the Persian Gulf. South of these mountains, at the head of
the Gulf, are Iran's oil fields. North of the mountains the nation is divided
into two regions. The western part, near Iraq, Turkey and trans-Caucasus
Russia, is fertile, heavily populated and includes most of the major cities
and industrial plants. The eastern part, bordering Pakistan, Afghanistan and
Soviet Central Asia, is largely barren desert and mountains with a small,
impoverished, under-educated population.
Under the Shah, Iran's oil-rich finances permitted massive investment in
military forces, mostly from the USA. Since the revolution, however, many
complex weapons have failed for lack of spare parts and maintenance, while
most of the rest were damaged or destroyed in the war with Iraq. Iran has
some sophisticated aircraft and missiles remaining, but these are deployed to
protect key cities in the interior, rather then as a border defence.

Sightseeing in The Persian Gulf

Like Libya, the Persian Gulf is a desert region, except for the large, high
spine of mountains that runs diagonally through Iran from the northwest to
the southeast. However, water is more plentiful especially in Iran, resulting
in increased agriculture and large local irrigation works to control the
seasonal run-off from the mountain highlands.
The Gulf has many interesting and exceptional areas, such as the Tigris-
Euphrates watershed that reaches the head of the gulf around Abadan. Once a
great seaport and teeming metropolis, the destruction of the Iran-Iraq war
has reduced the area to a ruin of small towns and villages.
Kharg Island, despite wartime attacks, is one of the great man-made wonders
of the world. Surrounded by oil platforms and supertankers, guarded by
missile boats and fighter patrols, it remains the site of numerous refineries
and oil storage tanks.
There are also great oilfields south of Kuwait City, north of Bushehr in the
Bandar-e-Rig, on Bahrain and Qatar, and along the UAE coastline near Ruweiss
and Tarif, as well as assorted individual platforms along the Arabian coast.
Another interesting region of Iran is the great valley of Bandar-e-Lengeh
and Bandar' Abbas. Seasonal rivers flowing from the mountains have formed a
fertile valley floor that empties into the Straits of Hormuz, the strategic
doorway to the Persian Gulf. On the opposite side (the southern side) of the
straits, creating a narrow choke-point of naval traffic.

Friendly Bases

America's strongest allies in the Persian Gulf are Saudi Arabia and the tiny
island kingdom of Bahrain.
CV Nimitz at Sea (KY83): This huge 80,000-ton nuclear carrier is the class
ship of the latest and most powerful program of aircraft carriers. Normally
assigned to the Pacific Fleet, it is prepared to visit the Indian Ocean at
any time. Here it sails with a close escort of destroyers, and has its F-18s
on regular rotation in CAP (combat air patrol).
American aircraft carriers do not sail into the restricted waters of the
Persian Gulf, where they would be "sitting ducks" for land-based air and
missile attacks. Carrier task forces remain in the Indian Ocean, although the
Nimitz and her ring of close escorts have sailed deep into the Gulf of Oman
to provide a base as close as possible to the Persian Gulf targets. If
threatened, the ship can always sail to the southeast and escape into the
vast expanses of the Indian Ocean.
Ras as Saffaniyah (JY19): This is Saudi Arabia's northernmost oil terminal
and port along the Gulf. Its airfield is in a useful strategic location.
Dhahram (JY54) & Al Hufuf (JY44): Dhahram is Saudi Arabia's largest port
city on the Persian Gulf. However, the Al Hufuf airfield slightly inland is a
strategically useful and less public position for basing missions and raids.
Bahrain (JY65): This small island nation is strongly pro-American, providing
large naval and air base facilities for American military forces.

Neutral Bases

Kuwait is a friendly neutral nation. Oman is neutral but pro-Western, and
the UAE (United Arab Emirates) are studiously neutral.
Kuwait City in Kuwait (JZ12): Originally neutral, Kuwait sought US aid and
support after repeated Iranian threats and attacks. The Kuwait airport can be
used occasionally to stage missions that demonstrate America's support of
Kuwait, or for emergency landings. However, Kuwait is fearful of provoking
more Iranian hostility and therefore will not grant America basing rights.
Qatar (JY75): This small independent nation works hard at the appearance of
neutrality, probably because it has both strong pro-American and strong pro-
Iranian factions. Although missions cannot be staged from here, it is
possible to use the pro-American groups to aid in emergency landing
situations.
Ruweiss (KY01) & Tarif (KY11): These small oil ports of the UAE are not
especially friendly to the American cause. Because the UAE is a decentralized
government, pressure and money in the right places could permit an emergency
landing.
Some of the largest oil fields of the UAE are in this area (ONC KY22-23).
Abu Dhabi (KY31): Abu Dhabi is the major city of the UAE, where the
appearance of neutrality is most important. Emergency landings at this base
are very difficult, but not impossible if Iranian diplomacy succeeds in
making yet more enemies.
Al Khafi at Dubai (KY65): This large airfield outside the city of Dubai is
the most strategically useful of all the UAE airfields. It is the base
closest to south-central Iran and is an important launching or retrieval
point for deep missions. However, as at Abu Dhabi, political problems make
the use of this base difficult to impossible.
Muscat in Oman (KY90): Oman is careful to remain neutral in all affairs, but
is strongly pro-Western. For example, much of its army is trained and
officered by "retired" British military personnel. The military portion of
the Muscat airfield is available for missions and emergency landings,
provided everything remains secret and politically "deniable".

Iranian Cities and Targets

Dezful (JZ38), Masjed Soleyman (JZ47) & Ahvaz (JZ37): These cities are the
main "rear areas" behind the former Iran-Iraq battlefront. They have a
variety of SAMs. Although all originally had airbase facilities, it is
believed that only Masjed Soleyman's remains intact.
Abadan (JZ24): This city is located at the final junction of the Tigris and
Euphrates Rivers, near the Persian Gulf. Numerous battles in and around this
area have destroyed the once beautiful surrounding countryside with poisonous
gas.
Bandar Khomenyi (JZ44): This is the main Iranian military base behind the
southern part of the Iran-Iraq front and a major staging base for military
supplies and munitions of all sorts. It has a large airbase, powerful SAM
batteries, and a major military headquarters.
Bandar-e-Rig Oil Fields: These oil fields, clustered along the coast and
inland hills (JZ61 and JZ71) are a key source of Iran's oil wealth.
Kharg Island (JZ60): This island is covered with refineries, oil storage
tanks and port facilities for oil tankers. Until the Iran-Iraq war it was the
greatest oil terminal in the world. Repeated attacks have ruined many of the
facilities, but never all of them. Now protected by SAM batteries, and
missile boat patrols, it is still Iran's main port for oil export.
Much of Iran's oil wealth is offshore. One of the heaviest concentrations of
oil platforms is in the vicinity of Kharg Island. Beware that some platforms
are now used by Iranian Shi'ite "Guards" as military bases.
Bushehr (JZ80): This important coastal city was once a major oil port, but
is now completely overshadowed by neighbouring Kharg Island. The military
forces on its SAM batteries and airbase are not always first rate. However,
it is home port for many Iranian frigates and missile boats that patrol the
gulf.
Shiraz (KZ03): This inland city, sited on a highland plateau, is one of the
largest Iranian cities. It is also the nerve centre and main headquarters
for Iran's southern military command - the forces responsible for the Persian
Gulf. There is an exceptionally large military airbase here that is usually
protected by powerful SAM batteries.
Esfahan (JZ89): Nestled in a large gap of the Zagros Mountains, this inland
city is the classic "gateway" to northwestern Iran. As a transportation and
population centre it naturally boasts an airfield and SAM sites.
Yazd (KZ38) & Kerman (KZ84): These two cities are distant population centres
on the edge of the Iranian deserts. Both cities are dominated by strong
traditionalist sentiment, which in recent years has translated into fervent
Shi'ite extremism. However, the huge war has caused many families to
reconsider their support for Jihad.
Bandar-e Lengeh (KY57): This western city on the Straits of Hormuz has a
minor military base, including an airfield and SAM battery. However, its
primary function is civilian, serving the large oil fields in this area.
Offshore oil platforms are especially common in KY35-45.
Seasonal rivers running from the mountains to the west down into Bandar-e
Lengeh have a variety of interesting road and rail bridges over them.
Bandar 'Abbas (KY68): This city is Iran's major military base on the Straits
of Hormuz. Major Iranian Navy elements are based here, as well as the latest
SAMs and a large, well-equipped military airbase.
Secret Bases: Western intelligence operatives in Iran are preparing two
secret, hard-pack surfaces suitable for aircraft landings. One is in the
Shalamzar valley (JZ67) in the Zagros Mountains, the other in the mountains
south of Kerman, at KZ82.

Iranian Air Defences

Hawk batteries are Iran's longest-ranged surface-to-air missiles. Nearly
exhausted in fighting with Iraq, these weapons are formidable defenders of
Iran once more.
Sold by Britain to Iraq, Rapier batteries are fast, but shorter-ranged, and
hindered by a fire control system that is primarily visual, with the radar
intended originally as backup. The Rapier radar system never approached the
quality or sophistication of the Hawk. In fact, in the Falkland Islands
fighting, the Rapier was surprisingly ineffective.
The Tigercat, an antiquated British design, appears in less important areas.
Many Tigercat sites have little or no radar, since the missile is designed
for visual control. The Seacat is a naval version of the Tigercat, found on
Iranian Vosper Mk 5 type frigates. It is somewhat more dangerous because the
frigates have decent radar search systems.

Iranian Air Force

This service is composed primarily of American-built aircraft acquired
during the Shah's rule. Before the outbreak or war the Air Force had a
nominal strength of 75 F-14 Tomcats, about 200 F-4D and F-4E Phantom IIs, 140
F-5E Tiger IIs, plus various other planes and helicopters, including C-130
Hercules transports and P-3F Orion reconnaissance bombers.
Fighters: Iran lacks the sophisticated technicians and parts to keep its F-
14s operational. Within a year after the revolution fewer then five were
functional. No missiles or parts exist for the long-range Phoenix AAM system,
but some F-14s can carry AIM-7F Sparrows or AIM-9H Sidewinders.
The older but less effective F-4s and F-5s are easier to maintain. These
planes are the backbone of the Iranian fighting air force, intercepting
raids, guarding rear areas and ships from attack, and occasionally attempting
a raid of their own.
Iranian fighters are equipped with AIM-9H Sidewinders, one of the last and
best first-generation IR AAMs. The F-4 Phantoms (but not the F-5 Tigers) are
designed to carry the AIM-7F Sparrow, a medium range radar-guided missile.
Reconnaissance Bombers: Iran has few naval reconnaissance bombers, and most
of those are P-3O Orions with inoperative electronic gear. Such planes are
reduced to visual patrols only - a waste os aviation fuel in a modern warfare
environment!
However, it's possible that long-range Russian Tu-95 "Bear" bombers may make
an appearance, flying from Afghanistan or Yemen.
Airborne Early Warning & Control: Iran has no "AWACS" or other AEW&C
aircraft. Instead, the few operational F-14s are used in this role, since the
F-14 has an extremely powerful air search radar.
Air Transports: Iran has a variety of small, medium and large air
transports, including the American C-130 Hercules, German Fokker F27, French
Dassault-Breguet Falcon 20 and Boeing 707 and 747 transports models. The
exact types available vary greatly, depending on the supply of spare parts
and the presence of knowledgeable mechanics. Given Iran's dislike of the
West, some consider it likely that she will shop in Russia for the next
transports bought, perhaps the new and very flexible An-72 Coaler.

Iranian Navy

The Iranian Navy suffered greatly in the Iran-Iraq war. Many ships were
damaged in the fighting and remain unrepaired; the others have deteriorated
badly for lack of maintenance. The great naval base at Khorramshahr, near
Abadan, was destroyed early in the war and remains a ruin.
It is believed that one or more of the four Vosper Mark 5 frigates are still
functional. These 1,100-ton ships include Seacat SAMs, and a 4.5" gun turret.
Occasionally patrols by these or smaller ships can be expected in the region
of Kharg Island or in the Straits of Hormuz. If functional, the Vosper
frigates pose a significant military threat.
Iran's Shi'ite "Guards" also man a large number of fast motorboats. The crew
carry rocket-propelled grenades to attack shipping, and shoulder-launched IR
SAMs to protect themselves from air and helicopter attack. Virtually
invisible, these "mosquitos" are a threat only to unarmed merchant shipping,
or an aircraft unlucky enough to pass over the area. These boats are based
all along the Iranian coast, especially at Bandar 'Abbas, and from a variety
of offshore oil platforms.

VIETNAM

Introduction

Vietnam war missions take us back to when Southeast Asia consisted of five
countries: North Vietnam, South Vietnam, Cambodia, Thailand and Laos. North
Vietnam is attempting to conquer South Vietnam and reunite the two countries
under Communist control. The North Vietnamese have established hegemony over
Laos and Cambodia, and only South Vietnam and Thailand remain friendly to the
US.
The principal geographic feature of the area is the Mekong River that flows
from China to the sea. The area is heavily vegetated with lowland swamps,
jungles and wooded mountains. Outside the major cities, civilisation is
marked mainly by rice paddies and villages of grass huts.
North Vietnam is a poor nation, but is supplied with weapons by the Soviet
Union. Their army is large relative to the national population and highly
motivated. Despite heavy losses and generally inferior equipment, they have
thrown the French out of the region and are fighting the South Vietnamese and
their US allies to a standstill. Their air force is equipped with older MiG-
17s, some reportedly flown by pilots of sympathetic countries. Their northern
cities and the supply routes south are heavily protected by anti-aircraft
missile batteries. Their navy consists of only a few missile boats patrolling
the coast.
The most important targets for US air attacks are the two major bridges on
the supply routes heading south: the Paul Doumer Bridge near Hanoi and the
Thanh Hoa Bridge. The majority of the supplies supporting the war in the
south must pass over these two bottlenecks.

Sightseeing in Southeast Asia

This region is mostly green and overgrown and often very little can be
distinguished from the air except rivers, rice paddies and grass huts.
Mountain ranges are low and wooded. The most impressive man-made features are
the large bridges in North Vietnam. Also noticeable are smaller bridges and
the distinctive pattern of SAM batteries.
The war is being fought in South Vietnam, and hotspots can be found in
several areas of the country. Look for burning objects on the ground and
flights of Huey helicopters.

Friendly Bases

Tan Sonh Nhut (XU53): Located outside of Saigon, this is the largest and
busiest airport and base in Southeast Asia. Military aircraft based here are
used primarily to support nearby ground troops.
Da Nang (YU37): The northernmost airbase in South Vietnam. Aircraft from
here support local ground troops, interdict supplies on the Ho Chi Minh
Trail, and strike targets over the border to the north.
Nha Trang (YU12): Located to the east of the central highlands. Aircraft
from this base support ground troops and interdict supplies coming south on
the Ho Chi Minh Trail.
Udorn (XV95): Just over the border in Thailand from the Laotian capital of
Vientiane. Aircraft based here reach out to bomb targets in North Vietnam and
Laos.
Don Muang (XV90): Located in the southeast corner of Thailand, this is an
important base for making attacks on the Ho Chi Manh Trail and enemy troop
concentrations in the central highlands of South Vietnam.
Korat (XV43): Located southeast of Bangkok in central Thailand. Aircraft
from here conduct bombing attacks on targets in North Vietnam.
Takhli (XV45): This base northeast of Bangkok in Thailand is part of the air
defence of the capital and was not an important base for war missions.
Bangkok (XV14): The capital of Thailand. The airbase here is too far from
the war zones and North Vietnam to be particularly useful.
CVs Constellation (YU77) & Kitty Hawk (YV81) at Sea: These 80,000-ton
carriers have a complement of approximately 85 aircraft, and are placed in
the Gulf of Tonkin to strike targets deep in North Vietnam. Prohibited from
striking civilian targets, the navy concentrates on the transportation routes
bringing supplies south, especially the vital Paul Doumer and Thanh Hoa
Bridges.
Each carrier group consists of one carrier and a ring of escort destroyers.
A combat air patrol of fighter planes is continuously overhead to intercept
any approaching North Vietnamese aircraft.

North Vietnamese Cities and Targets

Hanoi (YV68): Surrounded by numerous airbases and SAM batteries, the capital
city of North Vietnam is one of the most heavily defended air targets in the
world. The SAMs deployed in this area are either SA-2 Guideline or SA-5
Gammon missiles. Nearby airbases are located at Gia Lam, Phuc Yen and Kep.
To the southwest of Hanoi is the Paul Doumer Bridge, one of the highest
priority targets in North Vietnam. The bridge is also defended by SAM
batteries.
Haiphong (YV86): This city is the most important North Vietnamese port, and
is guarded by SAM missiles and a fighter airbase nearby at Cat Bi. Located
near Haiphong are numerous storage dumps and tankfarms.
Thanh Hoa Bridge (YV55): Southwest from Hanoi along the coast is this second
important bridge, also heavily defended by SAM batteries.
Vinh (YV44): This coastal town supports an interceptor airbase that helps
defend the major bridges to the northwest, the approaches to North Vietnam
from Thailand, and the supply routes to the south.
Dong Hoi (YV30): This town supports the southernmost North Vietnamese
airbase. Although often attacked by friendly forces, it remains operational
and its fighters intercept attackers heading north or bombing the Ho Chi Minh
Trail.

Cambodian and Laotian Cities and Targets

Phnom Penh (XU36): The capital city of Cambodia has fallen under the control
of North Vietnamese-sponsored Communist forces. Enemy planes are operating
from the airbase outside the city. SAM batteries have been placed in the
area.
Vientiane (XV97): The country of Laos is controlled by the Pathet Lao, a
Communist group supported by North Vietnam. Enemy aircraft are now based at
Wattay, near the Laotian capital of Vientiane.
Ho Chi Minh Trail: This supply route from the north is a maze of roads and
trails that winds through the mountains and jungles of both Vietnams,
Cambodia and Laos. Targets along this trail are generally not fixed, but some
bunker and depot locations are known.

North Vietnamese Air Defences

The North Vietnamese use Russian-built equipment and are trained by Russian
advisors. The majority of the SAMs deployed are SA-2 Guideline or SA-5 Gammon
missiles.

North Vietnamese Air Force

The majority of the fighter aircraft in the North Vietnamese Air Force are
MiG-17s, a highly manoeuvrable plane, but lacking in firepower and
electronics. The air force also possesses a few more modern MiG-21 and MiG-23
aircraft, possibly flown by foreign nationals.
Intelligence reports that MiG-17s will be your primary opponents, although
you encounter MiG-21s and MiG-23s as well.

North Vietnamese Navy

The North Vietnamese Navy consists of only a few torpedo boats transferred
to it from the navies of Communist China and the Soviet Union. From the
Soviets came 190-ton S.O.-1 class boats and from the Chinese came Shanghai-II
class boats. Both boat types are armed with light anti-aircraft cannon, but
no SAMs, and thus offer only a small threat to aircraft.

THE MIDDLE EAST

Introduction

The Middle East has been the scene of constant tension and recurring warfare
since the United Nations formed the country of Israel in 1948. In the
crucible of this conflict, the Israelis have forged a superior army and air
force that have consistently out-matched their opponents. The threat to
Israel today comes from Syria and Iraq, although Iraq has been significantly
worn down by eight years of warfare with Iran. The Jordanians have adopted a
policy of near neutrality and are not expected to take an active part in any
near future conflict. Lebanon has been torn apart by civil war and invasions
by Israel, Syria and Palestinian refugees.
The Syrians and Iraqis are supported financially by the Saudi Arabians, but
receive most of their weapons and training from the Soviet Union. Jordan and
Saudi Arabia act independently and have relatively strong ties to the West.

Sightseeing in the Middle East

The Middle East is primarily a desert world, with agriculture existing only
along the coasts and rivers. A low chain of mountains extends northward along
the coast through Israel and Lebanon, up into Turkey. Between the
Mediterranean Coast and the mountains of Turkey and Iran, the desert is
broken by the valleys of the Tigris and Euphrates Rivers. Visible from the
air are many works of man, including the ruins of ancient buildings and
nuclear power plants in Iraq rumoured to be assembling nuclear weapons.

Friendly Bases

Akrotiri on Cyprus (ER13): Aircraft from this British airbase are capable of
reaching targets along the Mediterranean Coast. American or Israeli aircraft
would not normally base here, but could use the facilities in an emergency.
CVN Eisenhower at Sea (ER46): This 80,000-ton "Nimitz" class nuclear carrier
often serves with the US 6th Fleet in the Mediterranean. Here it cruises off
the coast of Lebanon, positioned to strike anywhere along the Mediterranean
Coast. Carrying a compliment of approximately 85 aircraft, the Eisenhower is
constantly guarded by a combat air patrol of fighter planes.
Ramat David (ER73), Tel Nof (ER82), Lod (ER81) & Hatzerim (ER91): These
Israeli airbases are home for the fighters and fighter-bombers of the air
force many consider to be the best in the world. Backed up against the sea by
enemies or non-friendly neutrals, the Israelis must be prepared to launch air
defence or attack missions in any of three directions.
Malatya in Turkey (ES25): Turkey is a NATO ally and no friend of Iraq or
Syria. This airbase is home for aircraft assigned to defend Turkey's
southeast border, and from here planes can reach the capitals and other
targets in both Iraq and Syria.
Tabuk in Saudi Arabia (FS81): This airbase serves as a defensive post along
the Saudi Arabian northern border. In any armed conflict in the region, US
aircraft would be allowed to land here only in an emergency, unless
circumstances called for Saudi Arabian support of US interests.

Jordanian Cities

Amman (ER94): Amman is the capital of Jordan and home for the major elements
of the Royal Jordanian Air Force. The most numerous planes available are
Mirage F-1s and Northrop F-5s. Ground air defence is provided by Hawk
missiles.
Ma'An (FR57): Outside this city is the Prince Hassan airbase, where half of
the Air Force's combat planes are deployed. Planes were placed here to reach
the Sinai Peninsula, but now that the Israelis have made peace with Egypt,
air elements here may be moved farther north to cover the West Bank areas.

Iraqi Cities and Targets

Baghdad (FS57): The capital city or Iraq is located between the Tigris and
Euphrates Rivers. Although low in strength due to war losses, major elements
of the Iraqi air force are based here. Outside the city is a nuclear power
plant that many believe is producing materials for nuclear weapons.
Mosul (ES88): The second largest city in Iraq also has heavy air defences.
Another nuclear facility is thought to be operating nearby.
Kirkuk (FS29), Habbabiyah (FS54) & H3 (FS20): At these locations the Iraqis
have airbases ringing their country. Kirkuk faces Iran and H3 is an outpost
at a pumping station in the desert along a major pipeline to Syria.

Syrian Cities and Targets

Damascus (ER85): This ancient city, the capital of Syria, is situated east
of a gap in the coastal mountain ranges and was founded on the east-west
trade route. Damascus is the major military base in Syria and home to a
majority of the Syrian Arab Air Force.
Dayr As Zawr (ES92), Hims (ER59) & Palmyre (ES70): These towns support
airbases that guard Syria's northern and western borders. Dayr As Zawr is
located at an ancient crossing point on the Euphrates River. Palmyre is a
desert oasis town near the centre of Syria. Hims is northeast of Lebanon,
helping to surround that country.
Halab (ES40): Previously known as Aleppo, this city is located in the
northern hills of Syria near the Turkish border. Aircraft based here cover
the Turkish border and can reach south to Israel or into the Mediterranean.
Al Ladhiqyah (ER48): This town north of Lebanon on the Mediterranean Coast
is near the Turkish border and supports the airbase closest to Cyprus. It is
not a shipping port but is a vacation spot and fishing centre.

Syrian Air Defences

The Syrians use Russian-built equipment and are trained by Russian advisors.
They possess over 75 batteries of surface-to-air missiles, mostly SA-2
Guideline and SA-3 Goa weapons. Local military forces are equipped with SA-7
and SA-14 shoulder-fired missiles, and these can also be expected in the
vicinity of terrorist camps in Lebanon and Syria.

Syrian Air Forces

The Syrian Arab Air Force is composed of over 450 combat aircraft and 50,000
men. The majority of the interceptor aircraft available are MiG-21s and MiG-
23s, with one squadron of MiG-25s. The MiG-25 squadron is reported serviced
and manned by east Germans and Russians.

Iraqi Air Defences

Iraq has not invested large resources in air defence, and has only 10,000
men assigned to this branch. Largely separated from enemies to the west and
north, it has concentrated most of its defence against Iran. SAM batteries
deployed are either SA-2 Guidelines or SA-5 Gammons.

Iraqi Air Force

The Iraq air force has substantially modern equipment, but did not
demonstrate a high degree of training or skill during the war against Iran.
The main air defence aircraft are MiG-21s and Mirage F1s.

THE NORTH CAPE

Introduction

Politics: The North Cape area is shared by four nations. West to east, they
are Norway, Sweden, Finland and the Soviet Union. Their political
orientations parallel in their geographical locations: Norway belongs to
NATO, Sweden is a pro-Western neutral, neutral Finland accommodates the
Soviets, and the Soviet Union, of course, leads the Eastern Bloc.
Military Forces: In terms of global politics, the North Cape is the single
most important military region in the Soviet Union. Murmansk is Russia's only
year-round open-sea access to the Atlantic Ocean. Russian SSBNs (ballistic
missile nuclear submarines), the heart of nuclear deterrence, sail from here
into the Atlantic lifelines.
Norway fields a large, tough force tailored for a dogged defence of its
mountainous homeland. Reasonably well-equipped, the majority of the forces
guard the populous southern regions. The northern bases have only token
garrisons. Northern Norway seems more important to NATO then it does to the
Norwegians, since important NATO air, naval and marine troop assets are
planned to reinforce this area in time of war.
Sweden's armed forces are designed to make the Russians (or anyone) think
twice about violating that country's neutrality. The forces are well equipped
and well trained, with a nationwide reserve system that makes a large part of
the citizenry part-time soldiers. However, the northern part of Sweden is
almost unpopulated, so the defences there are considerably lighter.
Recently Sweden has been greatly irritated by Russian midget submarines
literally crawling around inside her fleet bases, and by a Russian diesel sub
that ran aground in a harbour entrance while carrying a nuclear-tipped
torpedo (a serious insult to anti-nuclear Sweden).
Finland fields a much smaller and less sophisticated force then its
neighbours. Although fiercely independent, Finland has learned to accommodate
the desires of its powerful neighbour, the Soviet Union. The Soviets maintain
this "friendly" attitude by garrisoning powerful military forces near the
Finnish border, and strongly encouraging Finland to buy Soviet military
equipment.
Geography: This entire region is a harshly cold climate. Northern Norway is
a long, mountainous country with a harsh climate and "iron" (rocky) sea
coast. In this terrain a small group of determined defenders could stop an
army for years. The "open" areas of Finland and Sweden are deceptive. On the
map it may appear to be an open plain, perfect for attack. In reality it's a
frigid wilderness in the winter and a vast, marshy bog in the summer.

Friendly Bases

The two Norwegian land bases here are civilian airfields, but both are
closer to the Russian border then the NATO bases at Banak and Bardu. It is
easy and wise to stage missions through either Lakselv or Kautokeino, rather
then flying longer distances from more rearward fields. Such staging could be
just a quick landing and refuelling both inbound and outbound. In effect, the
fields can function as grounded refuelling tankers.
Kautokeino (WX11): Located in the barren tundra of the Finnmarksvidda,
Kautokeino airfield is well suited for operations across the top of Finland
to Murmansk. The population is very small and the entire area well defended
by tundra swamps and bogs in the summer, or sub-zero blizzards in the winter.
Lakselv (WX34): Located at the inland end of the Porsangen Fjord, Lakselv
town has an airfield suited to operations into Russia. It is far enough from
the border to survive the first few days of fighting, but close enough for
easy flying.
CV Kennedy at Sea (WX67): In the middle 1980s the Secretary of the Navy
announced a new policy - a wartime policy of sending aircraft carriers deep
into the Norwegian Sea, to challenge Russia's fleet near its home ports.
Although considered suicidal by some, this policy is certainly useful for
launching missions. Here CV67, one of the conventional carriers with the US
Atlantic Fleet, makes a quick dash to the North Cape to launch your mission.
As always, the carrier is accompanied by a screen of escorts, and is
constantly launching and recovering a CAP of F-18s.

Neutral Bases

Available neutral bases in this region are all Swedish. Sweden is strictly
neutral in international politics, but economically closely tied to the
Western Bloc. Given recent events an aggressive Russia moves, its not
unlikely that a few missions, or emergency landing, would be allowed at
northern Swedish airbases.
Kiruna (WW28): The northern most airfield in Sweden, this base is located in
the nearly unpopulated foothills of the Estrange Mountains. Missions could
operate easily from this area, with nobody but reindeer to observe the
events.
Gallivare (WW26): Although this airfield is also far north in Sweden,
Gallivare town is a junction or rails and roads. In the summer moths it is
also a popular tourist area, with the Muddas National Park a few miles to the
west. Missions operating from this base must be very discrete.
Lulea (WW13): This fairly populous city is the main Swedish military base in
the Northern Region. It is also a port on the Gulf of Bothnia, the northern
most arm of the Baltic Sea.

The Land of the Midnight Sun

The North Cape (Nardkapp in Norwegian) is a realm of extremes. In the summer
the sun shines throughout the night, while in winter in never rises above the
horizon.
The most northerly areas are realms of tundra and permafrost - ground that
remains frozen throughout the year, save for the top few inches in the
summer. Only moss and course grass grows here, although it can turn brilliant
green on good summer days.
The majority of the region is taiga, vast pine forests that are home to
reindeer, arctic fox, and rock ptarmigan. The southerly lowlands are a deep
watershed, full of small lakes, marshes and bogs. The White Sea coast line is
almost entirely marsh as the land blends gradually into the sea.
The interior of the Kola Peninsula has the characteristic mountains of a
tundra-taiga borderland: low, rolling, rocky and bare, with pockets of snow
even in summer. The Norwegian coast has more dramatic terrain. Here is the
topmost end of the spine of mountains that divides Norway from Sweden. Even
here they are still steep, bare, rocky with clinging patches of ice and snow.
Amid this monotonous, desolate terrain are impressive human works,
especially the city of Murmansk with its sprawling military complexes.
Hideously expensive to build and maintain through the long, deep winter, this
region is surely the most valuable military real estate in the world, judging
by money invested per acre!

Northwestern Russia

Murmansk (XX11): This major city is Russia's only year-round port on the
Atlantic Ocean. Its great piers and depots support not only a steady stream
of merchant shipping, but the powerful Red Banner Northern Fleet. Murmansk is
literally "at the end of the line", in this case a long railway line that
runs southward 700 miles to Leningrad. Murmansk is also the nerve centre of
Russia's powerful air forces, including both PVO air defence planes and Naval
Aviation of the Northern Fleet. Satellite airfields surround the city,
including large bases at Kildenstroy (XX10) and Kilpyaur (XX00). The Northern
Fleet includes, roughly, one aircraft carrier, 75 other major surface
warships, one marine brigade, 133 submarines and 446 naval aircraft. The
protection of its bases is the duty of 12 Divisions of army troops (about
300,000 men total) and 150 planes of Tactical Aviation (air force planes
supporting the army) and the PVO (air force interceptors guarding the
border).
The great Severomorsk (XX31) submarine pens are also just outside of
Murmansk. This underground base is the home port for the few Typhoon class of
ballistic missile subs, as well as many other diesel and nuclear undersea
craft.
Pechenga (WX91): This town is Russia's forwardmost military base in the far
north. Just a few miles from the Norwegian border, Pechenga is the inevitable
staging point for any invasion into NATO territory. Although it has an
airbase and strong SAM defences, the Polyarnyy airbase complex to the east
(in WX80) is somewhat larger.
Monchegorsk (XW18) & Olenegorsk (XW19): These two towns, near the base of
the Kola peninsula, are major airbases for long-range naval aviation bombers,
as well as providing fighter and SAM cover to the railroad link between
Murmansk and the south.
Kandalaksha (XW16): This small city is the main population centre at the
base of the Kola peninsula. It is primarily a transportation hub, with rail
lines and a naval port that faces eastwards, into the White Sea.
South of the city lies the Loukhi (XW04) air defence complex, including a
large SAM battery that covers this section of the Murmansk-Leningrad rail
line.
Kem (XW21): South of Kandalaksha, Kem is the next significant city along the
Murmansk-Leningrad line. It too is a small port facing onto the White Sea. It
is also the starting point for the Voknavolok rail line that runs westwards
to the Finnish border. This is a purely military line, intending to support
the Russian military presence on the Finnish border.
Arkhantgel'sk (XW71): This city is Russia's largest port on the Atlantic.
Although closed by ice during the winter, it has much better rail and road
connections to the interior of Russia, and is almost totally invulnerable to
enemy attack. In addition to large port facilities, the city is surrounded by
military defences, the most notable being the complexes at Severodvinsk
(XW51) and Kushkushara (XW84). In addition, units of the Northern Fleet
patrol offshore in the White Sea.
Secret Bases: Western intelligence operatives in this area have secretly
created two hard-frozen airstrips suitable for landing, one at XW57, the
other at XX20.

Air Defences

The Kola Peninsula is vital to the Soviet Union because of the access it
affords to NATO's lines of communication, but its very proximity also makes
it particularly vulnerable to NATO counterstrokes. Consequently, the Kola
Peninsula is likely to prove one of the most challenging anti-aircraft
environments in the world today.
Long-range SAMs: These are area defence weapons that, along with fighters,
are your primary opposition. The older SA-2s and SA-5s have been undergoing
continual upgrade to SA-10 and SA-12 quality. The entire system is enhanced
by the LPAR early warning radar system at Kirovsk.
Light SAMs: Soviet ground forces in this area are outfitted with the usual
battlefield SAMs, including the older SA-9 and SA-13IR missiles, as well as
the newer SA-8 and SA-11 radar guided missiles. Mobile infantry carrying SA-7
and SA-14 shoulder-launched IR SAMs are a significant threat as well.

The PVO and Naval Aviation

Fighters: This region is defended partly by the PVO units, with long-range
MiG-25 and MiG-31 interceptors using long-range radar-homing AAMs. Naval
aviation fighters operating from either carriers or land strips include the
Yak-38V/STOL jet and the new Su-27 multi-purpose fighter. During wartime
shorter-ranged units may arrive, including MiG-29 and Su-27 dogfighters with
short-ranged IR missiles as well as long-range radar weapons.
All these planes but the Yak-38 are worthy opponents. The Yak can only carry
IR homing missiles (generally AA-8 Aphids). It is considerably slower and
less flexible than the other fighters.
Reconnaissance Bombers: Many long-range Tu-95D "Bears" are based in this
area, to keep tabs on NATO naval activity in the North Atlantic. A nuisance
in peacetime, these planes pose a serious threat in a war. Eliminating them
is always a high priority in NATO war plans. That would blind the Russian
high command to activities in the Atlantic and Norwegian seas.
Transports: Russia possesses numerous air transports for its huge force of
airborne units. The most modern of these is the jet propelled An-72 "Coaler",
which is particularly suited to fast, high priority missions like inserting
commando teams or transporting critical command personnel.
AEW&C Aircraft: The Soviets routinely deploy Il-76 "Mainstay" aircraft in
this region. The 300+ mile radars on this plane may be your most formidable
enemy. If you're spotted and can't discover how or by whom, chances are it's
a Mainstay.

The Red Banner Northern

Russia's Northern Fleet offers both tempting targets and a significant
threat. Its modern Sovremennyy-class destroyers carry SA-N-7 missiles, while
the numerous Krivak class frigates sport the SA-N-4. The larger Kiev-class
carrier has the powerful SA-N-6, a sea-going equivalent to the SA-10. These
warships are more then capable of defending themselves. Stationed off the
northern coast, they significantly extend the Soviet anti-aircraft umbrella.
In addition to these ships' SAMs, the Kiev carries a complement of Yak-38
"jump-jet" fighter aircraft. While less capable then ground-based fighters,
the British Harriers in the Falklands taught the world not to under estimate
the capabilities of such planes.
An up-coming addition to the Northern Fleet is a class of huge aircraft
carriers fitting out in the Crimea. Tentatively titled the "Kremlin" class,
these ships are expected to join the Northern Fleet soon.

CENTRAL EUROPE

Introduction

Politics: Central Europe is where the full force of East and West meet.
Since World War II Europe has been two hostile blocs, with a few neutrals
balanced between. On one side are the communist East European nations,
created in the wake of Soviet armies at the end of WWII. On the other side
are democratic Western European nations, created by the USA and Britain in
the wake of their armies during WWII. Since 1949 the West has been linked by
NATO. In 1955 the East formalised an equivalent organisation, the Warsaw
Pact, dominated by the USSR. From then to now the two greatest military
organisations on earth have uneasily eyed each other along the German border.
Military Forces: The Warsaw Pact can deploy almost 3 million men, about
80,000 armoured fighting vehicles, and 6,000 combat aircraft. Against this
juggernaut the Western powers can field around 2 million men, 40,000 AFVs,
and 4,000 combat aircraft. The numerical imbalance is partially offset by the
higher quality of the western troops and equipment, presumably along with the
traditional advantages of being the defender.
Together, the two sides have almost 10,000 nuclear weapons for battlefield
use in Europe. These range from small, sub-kiloton shells designed to wipe
out troop concentrations, up to multi-megaton city-busters. Artillery,
planes, and missiles of all types and ranges can deliver these weapons. At
one time NATO felt it had to use nuclear weapons to compensate for numerical
inferiority. Today it has an alternative plan: "air land battle, 2000". In
this NATO uses superior technology, including its stealth planes, too attack
deep in the rear of the Warsaw Pact armies destroying their logistical
support. If this innovative strategy works NATO need not use nuclear weapons
to stem the Red tide. However, if this fails, NATO must choose between a
nuclear holocaust and the conquest of Europe by the Soviet Union.
Geography: The "Central Front" stretches 1000 km through the middle of
Germany, bordered on the north by the Baltic Sea, and on the south by the
Alps. The initial strategic objective of a Russian invasion would most
certainly be the Rhine river, only 150 km from the frontier (at the closest
point). West German terrain is mildly favourable to the defender especially
in the forested and hilly southern half. The broad, flat North German Plane
is the traditionally invasion route but every few kilometres there is a new
town, village or city. Each could become a new defensive bastion.
One often neglected geographic consideration is the terrain to the east of
the frontier, with the development of the "Air-land battle" this region takes
on a new significance. The North German Plane broadens towards the east,
encompassing most of East Germany and Poland. It is crossed by a number of
major rivers flowing northward, channelling road and rail traffic into a
variety of bridges. This combination of open countryside and numerous "choke
points" is well suited to air operations.

Friendly Bases

West Germany, Holland and Denmark are studded with airfields that could
serve as bases for stealth raids into Eastern Europe. They form a gentle,
north-south crescent bulging west in the middle. Which is the most suitable
starting point for a particular airstrike depends mainly on the location of
the target. Deep penetration raids will usually start from Denmark or
Southern Germany. Shorter tactical strikes, however, must fly directly into
the mouth of the tiger.
Jutland Peninsula - Vandel (CC52) & Leck (CB59): These far northern bases
make ideal jump-off points for raids out across the Baltic. Often it's easier
to deal with missile boats in the Baltic than the heavier SAM defences in
East Germany and Poland.
Northern Germany (Hanover) - Ahlhorn (CB37) & Gutersloh (CB53): These bases,
directly behind BAOR (British Army Of the Rhine), face across the flat,
densely populated North German Plain, the most likely axis of advance should
the Warsaw Pact attack NATO. Therefore, they represent the most direct route
to one of the greatest concentrations of hostiles in the world.
Central Germany (Westphalia) - Rhein-Main (CB52) & Ramstein (CB50): These
bases are the great, famous bases of American air power in Europe. Rhein-Main
is one of the largest military bases in the world, while Ramstein is the
headquarters for the 4th Tactical Air Force.
Southern Germany (Bavaria) - Neuberg (CA68), Leipheim (CA57) & Memmingen
(CA65): These bases are all Luftwaffe (air force of the Federal Republic of
Germany), but like many German bases, are entirely willing to host American
aircraft as needed. Any of these bases makes an excellent jump-off point for
missions into Czechoslovakia.

Sightseeing from the Baltic to Bohemia

Without doubt, the most impressive sights in this region are the vast urban
metroplexes, from the northern ports of Hamburg (CB67) and Lubeck (CB77) to
the old cities of Leipzig (CB82) or Warsaw (DB95), or the industrial sprawl
of Prague (DB30) and Krakow (DB90). Those northern areas not covered with
cities, towns or villages are divided into small plots of farmland. Much of
the area is watered by extensive river systems flowing northward. Bridges
large and small are common near cities. An especially impressive suspension
bridge can be found on the southwestern outskirts of Hamburg (CB67). The
southern part of this region is dominated by low mountains that virtually
surround Czechoslovakian lowlands of Bohemia (to the west) and Moravia (to
the east). The valleys and passes amid the mountains provide numerous natural
routes, and not a few flying challenges. Although much of the highland areas
were once forested, in the last few decades acid rain has denuded many areas
and started rampant erosion. The once green mountains are now brown, grey and
black. The much higher Alps capped by perpetual snow are generally obscured
by haze to the southwest.

The Eastern Bloc

East Germany: During a limited or conventional war the main strength of the
Warsaw Pact forces will travel through here, surging into West Germany. The
greatest natural barrier in East Germany is the Elbe river, running from the
Czechoslovakian mountains northward to Hamburg. Destroying these river
bridges would cut off the Pacts forward troops from their supply lines.
Poland: In a NATO-Pact conflict Poland is the "rear area" through which
Russian troops and supplies would flow toward the front lines. Many important
headquarters and depots are situated in the central and western part of the
nation. The Wista-Vistula river system divides Poland in half, from north to
south. Destroying the road and rail bridges can seriously damage Pact
operations. Polish defence complexes include a powerful system west of Gdansk
at Stupsk (DB48), and south of Lodz at Radom (DB83). In addition, Warsaw
(DB95) is a major transportation hub, so active SAM batteries can be expected
in that area during wartime.
Czechoslovakia: This Pact nation, separated from Germany by the mountains
and the rugged highlands of the Bohemian Forest, is likely to play a
secondary role in wartime. Czechoslovakian defences are somewhat lighter then
those of East Germany and Poland. Tabor (DA38) is the most significant
installation. Far to the east, guarding the entrance to Hungary and southern
Poland, is another defence complex at Konmarno (DA87).
Kaliningrad: This region of Russia named after the major seaport of
Kaliningrad (renamed from Konigsberg in 1945), is the Soviet "front line" on
the Baltic. It includes a major OTH (over-the-horizon) radar station (at
EB09), as well as the Klaipeda airbase (EC02).

Air Defences

Equipment: Since the "Central Front" forms the focal point of the war, the
anti-aircraft defences on both sides are the most intensive in the world. The
Soviets are certain to deploy large quantities of their most modern weapons,
SA-10s and SA-12s, for area defence. In some areas the older, less effective
Sa-5 long-range systems may still be in place.
Radar guided SA-8s and SA-11s are most commonly used for more local
defences, especially near important military concentrations or objectives. A
few are even sited near the larger SAM batteries to provide local defence.
The shorter-ranged infrared SA-9s and especially SA-13s may appear instead if
the radar-guided weapons are not available.
At sea the Baltic missile boats typically have either SA-N-5 or SA-N-7
systems, although Krivaks and larger ships with the SA-N-4 can be expected in
wartime.
Defended areas: The whole region is alive with lethal metal. The most
dangerous areas will undoubtedly be on or near the front lines in West
Germany, and perhaps at any invasion sites in Denmark. Also beware of reserve
troop concentrations in East Germany or Poland. But these are relative
assessments, not absolute. Let down your guard anywhere and your aircraft
will undoubtedly follow.

Air Forces

The Soviet Air Force is the largest in the world and one of the most modern.
It deploys a wide variety of interceptor, bomber and support aircraft. Some
are obsolescent, but many can meet the best of the West. The Soviets know the
value of air superiority. They'll give high priority to that goal in any
European war.
Fighters: As always the primary foe is another pilot. With 6,000 combat
aircraft to choose from you can bet that the Red Air Force will find a few to
spare for you. They'll also have the hot new models. If you're lucky, you'll
only see second-line MiG-23s, but more likely you'll encounter quality
dogfighters like the MiG-29 and the Su-27. In the rear areas you're more
likely to see long-range interceptors like the MiG-25 and the MiG-31.
Bombers: The Russians have many different bomber aircraft. One of the most
troublesome is the Tu-95 "Bear" modified to carry cruise missiles. Keeping a
number of these craft in orbit behind Russian lines gives them an
"untouchable" airborne nuclear force.
Airborne Early Warning and Control: The Soviet Il-76 "Mainstay" AEW&C was
designed for work on this kind of environment. Flying "racetrack" orbits deep
behind friendly lines, its powerful radars can see NATO air operations
develop and radio appropriate orders to various fighter squadrons. The effort
to develop these planes has been long and costly; the size, weight and
expense of the electronic gear is gigantic. Each plane is precious.
Eliminating them would cripple Soviet air operations. The Pact appreciates
this too, so getting them won't be an easy job.
Transports: Thousands of air transports will shuttle back and forth on both
sides of the front line, carrying troops, raiding parties, munitions, staff
officers, etc. The new Russian workhorse that flies anywhere and carries
almost anything is the An-72 "Coaler". Its high speed and short-field
capability make it the natural choice for secret missions, and a natural
target for you.

Naval Forces

The Russian Baltic fleet, headquartered at Baltiysk outside of Kaliningrad,
controls 4 cruisers. 16 destroyers (many of them obsolescent), 7 Krivak-class
large frigates, 22 missile boats and other light warships, and 21 amphibious
assault ships, as well as 45 submarines (mostly older diesel-electric
models). It also controls the East German and Polish Navy's, which have
numerous additional frigates and missile boats. This force has two goals: too
cover the northern flank of the Warsaw Pact from air attack, and too invade
Denmark in the event of war.


CHAPTER 6. WARPLANES
====================

US-BUILT AIRCRAFT

F-4E Phantom II

Serving the US Navy and Air Force as fighter and strike fighter throughout
the 1960s and early 1970s, this old reliable is now obsolete and serves
mainly for reconnaissance and electronic warfare ("Wild Weasel"). However,
hundreds were sold to western nations worldwide, including Iran under the
Shah. You can expect to encounter these flying patrols over the Persian Gulf.

F-5E Tiger II

This inexpensive and unsophisticated fighter was never adopted by US combat
arms, but has been widely sold abroad, including 138 to Iran. Underpowered,
with poor avionics, it is useful only against obsolete opponents. It carries
only short-range air-to-air weapons.

F-14D Tomcat

This heavy, long-range interceptor has extremely powerful avionics for use
with the AIM-54 Phoenix semi-active radar-homing missile, which has a 200 km
effective range. The aircraft is the Navy's long-range defender of carrier
battle groups.
The swinging wings are computer-controlled for maximum performance but they
signal the plane's energy state to the enemy. In 1987 the Navy began a
programme that upgraded the original TF30 engines with the newer, more
powerful F110s. About 80 F110-engined F14s were supplied to Iran, but engine
troubles, complexities in the avionics system, and the delicacy of the
Phoenix missile have greatly reduced their military value. They are often
used as radar-warning patrol aircraft.

Mirage 3NG

This large, powerful ground support/air superiority aircraft is based upon
the famous French Mirage 111 series. This NG (new generation) version is the
most advanced Mirage fighter to date. The prototype first flew in 1982 and
was still in development in 1985.

F-16C Falcon

The latest production fighter added to the US Air Force, the F-16 is the
most manoeuvrable dogfighter in the world (with the possible exception of the
MiG-29). The inherently unstable airframe that gives this agility would be
un-flyable except for the computerized electronic controls, hence the
nickname "Electric Jet".
Advanced air-ground avionics and anti-missile defences are "extras", making
the basic aircraft relatively cheap. Many western nations have purchased F-
16s. However, until the AIM-120 AMRAAM it had no long-range AAM.

F/A-18A Hornet

Although not as manoeuvrable as the F-16, this heavier multi-role fighter
has numerous avionic and defensive aids built in. These were required by the
US Navy, its main user, who needed an all-purpose fighter and attack bomber
able to fire a variety of sophisticated weapons. Like the F-16, it also is
sold to various western nations.

A-6E Intruder

Designed at the end of the 1950s a a low-level attack bomber for use in poor
weather, this plane remains an unqualified success. Avionics and weapons have
been rebuilt more then once to maintain the "state of the art", with upgrades
under development.

AV-8B Harrier 11

Originally designed as a strike fighter, the American-British co-redesign
greatly enhanced manoeuvrability. Its avionics are designed for ground attack
rather then air-to-air combat. Despite this, Harriers were successful as
interceptors and combat air patrol in the 1982 Falklands war. The Harrier is
the primary fighter of the US Marines, the British Royal Navy, and frontline
squadrons of the British Royal Air Force (RAF) in Germany. Usually it uses
short segments of roadway or a ski-jump deck for rolling takeoffs, and lands
vertically, like a helicopter.

A-10A Thunderbolt 11

This slow, heavily-armed plane was designed purely for frontline ground
support with "tank busting" as its speciality. This role (un-glamerous to the
USAF), along with its peculiar appearance, earns it the unofficial nickname
"Warthog".
Although intended for combat in Europe where low clouds and bad weather are
frequent, the A-10 is a fair-weather day-only plane, but the manufacturer
hopes to interest the USAF in a night-flying variant. Unless protected by
good fighters (F-15s and F-16s), this plane is doomed if sent into airspace
contested by USSR fighters.

Ef-111A Raven

This is a specially-built electronic version of the F-111 strike and
interdiction bomber. The original concept of the F-111 was a high-speed
bomber for deep strikes at night or in bad weather. The EF-111 is popularly
known as the "Electronic Fox" or "Spark Vark" (the unofficial nickname of the
E-111 is "Aardvark" or "Vark"). It is designed to accompany deep strike and
interdiction missions, providing electronic screening and jamming. It is the
fastest, most powerful such craft in the world.

SOVIET-BUILT AIRCRAFT

MiG-21 Fishbed

This agile, manoeuvrable, easy-flying fighter was the premier dogfighting
plane of the 1960s and early 1970s. It has simple avionics and a standard
armament of 2 or 4 AA-2s (now often replaced by AA-8s), making it inexpensive
to buy, arm and maintain. However, it has little or no HUD, weak radars and
low-quality defences, making it obsolete as a fighter. Unfortunately, its
limited carrying capability makes it poor as a strike fighter.

MiG-23 Flogger

This swing-wing fighter replacement for the MiG-21 originally had few
avionics and a 22,485lb. R-27 engine. This caused serious performance flaws,
and the version sold abroad was unable to fire sophisticated weapons. The
upgraded version, listed above, is still a mediocre performer. All versions
commonly carry AA-2 and/or AA-8 missiles. Most USSR and East European
versions also use the AA-7 radar homing missile. With its MiG-27 brother,
this plane has huge production runs, making it the cheapest fighter available
today. This alone makes it one of the worlds most popular aircraft.

MiG-27 Flogger

This is the ground-attack variant of the MiG-23. In Russian frontline units
it includes a laser designated for laser-guided munitions and simple terrain-
avoidance radars for low-level attacks. Improved jammers and decoys are added
as well. However, many sophisticated attack aids common on western strike
fighters are not present. Presumably the MiG-27s compensate for this with
quantity, as huge production runs greatly lower its cost.

MiG-25 Foxbat

This plane was originally designed to defend the distant borders of the USSR
from air attack, working with special ground radars to attack enemy bombers
with a special long-ranged AAM (the AA-6). It is extremely fast, but quite
unmanoeuvrable. A few are bought by client states for status reasons, but the
reconnaissance version (MiG-25R) is more popular. It has an 88,000' ceiling,
making it immune to normal SAM or fighter interception.

MiG-29 Fulcrum

Originally designed to outfit the F-15, this plane is a modern, lightweight
dogfighter with superlative agility. It has engine power in excess of its
weight. Common armament is AA-10 "fire and forget" radar-homers along with
some AA-8 and/or AA-10 IR missiles. The degree of sophistication in the
avionics is unknown, but unlikely to match western models. This MiG is
considered the Russian equivalent of the F-16.

MiG-31 Foxhound

This aircraft is a redesigned MiG-25. Although slightly slower, it is
improved in all other categories, especially low-altitude interceptions
against planes and cruise missiles. The new AA-9 long-range missile is
designed for look-down attacks on low-level cruise missiles. It also has AA-
8s and AA-10s.

Su-24 Fencer

This is the most advanced air-ground attack plane built by the USSR.
Externally it appears similar to the F-111, including the side-by-side
seating in the cockpit. However, its armament and avionics are designed for
front-line and rear-area strikes into the teeth of enemy air defences.
Western air and ground commanders fear the Su-24 more than any other Soviet
aircraft. The aircraft may carry a few AA-8s for self defence, but it is not
designed for air-to-air combat.

Su-27 Flanker

This aircraft was designed to defeat the F-14 and F-15 fighters. It is a
large powerful dogfighter whose usual armament is probably four AA-8 and four
AA-10 missiles. In comparison to the MiG-29, the Su-27 is a larger, heavier
plane. If its avionics and flight controls are truly modern, the Su-27 may be
a superior plane. However, in dogfighting manoeuvrability the MiG-29 and F-16
probably have the edge.

Yak-38 Forger

Originally known as the Yak-36MP, this vertical take-off fighter operates
from the Kiev-class aircraft carriers, which lack the equipment and deck
space for conventional jets. Initially thought to be a Russian equivalent of
the Harrier, the Yak-38 is considerably inferior. It has limited interception
capability and very limited strike capacity. Until this plane, however, the
Russian navy had nothing bigger than helicopters for its warships at sea.

Tu-26 Backfire

Many of these swing-wing bombers are in service with the Soviet naval-air
arm, carrying long-range missiles to attack hostile warships up to 3,000km
out to sea. The Backfire's exceptionally long range and high speed, plus its
powerful missiles make it a mortal threat to USN aircraft carriers. With
aerial refueling it has sufficient range to get within cruise-missile-launch
position of the USA. As a gesture to arms control, the USSR has removed air
refuelling equipment from its air force Backfire's.

An-72 Coaler

This is the latest general-purpose air transport of the Soviet Union. Its
jet engines and short-takeoff performance make it an outstanding utility
craft for transporting all types or personnel and cargo between remote
airfields.

MiG-17 Fresco

The MiG-17 represents the Soviet Union's first missile armed
fighter/interceptor. First seen in 1955 it was a major re-design of the MiG-
15. While considered obsolete in 1965, it saw extensive action in the skies
over Vietnam, where its performance against the more modern US fighters was
admirable.


TECHNICAL SUPPLEMENT
====================

Key Controls

Flight Controls

Increase Throttle +
Decrease Throttle -
Maximum Power Shift/+
No Power Shift/-
After Burner A
Eject ESC
Landing Gear up/down L
Brakes on.off B
Pilot, Automatic P

Weapons and Defences

Short-range Missile S
Medium-range Missile M
Ground Attack Missile G
Flare Release F
Chaff Release C

Avionics

Waypoint Select W
Radar Range R
Zoom Map Z
Expand Map X

Views

Return to Cockpit SPACE
Look Front F1
Look Left F2
Look Right F3
Look Rear F4
Slot View F5
Chase Plane F6
Side View F7
Missile View F8
Tactical View F9
Reverse Tactical View F10
Director Mode D

Simulation Controls

Accelerated Time on/off Alt/A
Detail Adjust Alt/D
Control Sensitivity Alt/K
Pause Alt/P
Quit Alt/Q
Re-supply Alt/R
Training Alt/T
Volume Adjust Alt/V
Change Control Method Alt/J

Slew Keys

Move North Alt/S
Move West Alt/Z
Move South Alt/X
Move East Alt/C

Notes on Simulation Controls

Change Missions to Training (Alt/T): Tapping this key converts your current
mission into a training mission. This means that henceforth enemy weapons do
not damage. Tapping Alt/T again exits training. Once a mission is converted
to training you cannot score any points for it, even if you toggle training
off again. However, the slew controls and re-supply key only function while
in training.
Change Control Method (Alt/J): Tapping this key cycles through the four
available control methods.
Control Sensitivity (Alt/K): Tapping this key cycles through the three
available sensitivity levels.
Detail Adjust (Alt/D): The level of detail affects the game's speed.
Slew (Alt/S,Z,X,C): These keys function only in training. tapping a key
"teleports" your aircraft in that direction. The distance you're "teleported"
varies with the current Zoom/UnZoom scale of the satellite map (left-side
cockpit CRT). Slew is an excellent way to check out the region while
training.

Display Colours

HUD Targeting Colours

Black rectangle Out of that weapon
White rectangle Weapon out of range
White oval Weapon locked on target
Red oval Weapon locked at ideal range
Red-boxed dot Enemy missile
Green-boxed dot Friendly missile

Landing Gear Light

Blue Landing gear up
Red Landing gear down

Missile Warning Lights

Red Flashing Radar/IR missile incoming
Blue No threat

Satellite Map (Left CRT)

White dot Your aircraft
Orange dot Mission objective on ground
Black dot Ground radar
Dotted line Pulse radar
Solid line Doppler radar

Tactical Display (Centre CRT)

Brown lines 16km grid
Brown radar dish Ground radar
Blue boat Warship radar
Grey rectangle Airfield
Red crossed circle Other ground targets
Grey airplane Your F-15
Large orange asterix Main target
White dots Chaff
Red burst Flare
Blue plane Plane at higher altitude
Red plane Plane at similar altitude
Brown plane Plane at lower altitude
Yellow line Radar-guided missile
Brown line Doppler Radar missile
Red line IR-Homing missile
Grey-boxed object Current target


Typed by Flux/Crystal. Finished 01:20:29 on 1 July 1991.
Typed with Protext v5.06.