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Manual

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Sound Off [S]This key is a toggle which turns thesound On and Off. Since the [S] Key isused for this toggle, to press theSQUADRON button you must use yourmouse pointer.Music [M]This key is a toggle which turns thebackground music On and Off. Gamesound is unaffected.THE ARMING SCREENThere are six different weaponconfigurations for you to choose from onthe Arming Screen. Each mission has itsown peculiar set of ordnancerequirements so get to know them. Oncein the air, it’s too late to change weaponsif you find you’ve made a bad selection.Fleet Defense ALPHA4 (AIM-54 Phoenix) + 2 (AIM-7 Sparrow)+ 2 (AIM-9 Sidewinder)The Arming ScreenThis load-out represents a good mix ofradar and heat-seeking missiles. Use thisload-out when going up against a groupof strike-fighters. The four AIM-54sshould be used to pick off a few banditsat long range. The remaining missiles aregood for proximity dogfighting with thesurvivors.Fleet Defense BRAVO6 (AIM-54 Phoenix) + 2 (AIM-9Sidewinder)This load-out best illustrates the Navy’sMissileer launch platform concept. Thesix Phoenix missiles allow you to sit backsafely out of range and shoot down theenemy with impunity. You pay a highprice for this seeming invincibility, though.Note your top speed at sea level anddon’t even think about getting into adogfight.Fleet Defense CHARLIE2 (AIM-54 Phoenix) + 1 (AIM-7 Sparrow)+ 4 (AIM-9 Sidewinder)Like the FD Alpha load-out, this mix ofradar and heat-seeking missiles is greatfor multi-mission tasking. The two AIM-54s could be used against nonmanoeuvringtargets like reconnaissanceor ASW aircraft. The four “heaters” givesyou plenty of ammunition in case of aBFM engagement.MiG CAP ALPHA4 (AIM-7 Sparrow) + 4 (AIM-9Sidewinder)This load-out is ideal for escort missions.The four Sparrows give you a mediumrangecapability while the Sidewindersallow you to break formation to dogfightwith interceptors. Your speed is such thatkeeping up with a strike package is not aproblem.MiG CAP BRAVO6 (AIM-7 Sparrow) + 2 (AIM-9Sidewinder)Every now and then you get lucky andcome across a flight of enemy helicoptersor better yet, troop transports. When thishappens there are never enough missilesaround. The six Sparrows allow you to“turkey-shoot” a half dozen or so. Thesemedium-range missiles let you stay outdanger while you pick the enemy off oneby-one.

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