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A-10 Tank Killer 2: Silent Thunder
A-10 Tank Killer 2: Silent Thunder
INTRO
-----
By the end of 1996, the U.S. Air Force has almost completely
eliminated the A-10 from its inventory. Almost.
The spectacular performance characteristics of the aircraft,
particularly in the ground support role, uniquely suits the
A-10 for the measured application of force in situations of
extreme political sensitivity. Accordingly, the Air Force has
deployed the remaining A-10s into a new and highly-secret
flying unit: the 11th Air Commando Wing (Provisional)-code
name Silent Thunder. Its specific mission is covert support
of vital U.S. policy objectives for nations or organizations
unable to invite or acknowledge open U.S. involvement.
Unlike all other U.S.A.F. units, Silent Thunder's aircraft
normally operate alone. However, the unit specifically recruits
star pilots chosen for independence (i.e., talented troublemakers
like you. See Personal Briefing: Jack Haggart.) In addition,
the unit is heavy in support elements, like AWACS airborne
warning and control aircraft, satellite imaging systems, and
logistical structure. This unprecedented support capability
provides each aircraft commander with phenomenal real-time
theater intelligence, as well as plentiful fuel, maintenance,
and weapons. Accordingly, the strike elements of Silent Thunder
are expected to accomplish missions beyond the scope or
capabilities of conventional units of any size.
Note: The use of the term "Silent Thunder" for the A-10
originated with Iraq's soldiers during the Gulf War.
The airplane's turbofan engines allowed it to approach so
quietly that the target's first awareness of an attack was
usually the thunderous impact of the ordnance.
Of this motley crew, the motliest and most talented is
you-Jack "Loudmouth" Haggart. On the ground, the only
orders you will observe are from a bottle of tequila or a
long-stemmed dame. (Several of your former posts feature a
"Loudmouth Haggart Memorial Cell" in their stockades.)
The brass lets it slide, though, because in the air, you
deliver: on target, on time, every time, no matter what.
So far, that is. If you fail in the air, you may not want
to return to base.
Despite the most grave misgivings of the command structure,
you face perhaps the heaviest responsibilities ever shouldered
by a United States Air Force pilot. Operating virtually alone
in the air, your actions will decide the fate of millions.
Do well, and a grateful nation will honor you. Do poorly,
and you will sink into well-deserved oblivion. It's up to
you, Jack.
ACTUAL GAME PLAY
----------------
You may be ordered to destroy bunkers, aircraft hangars, illegal
factories, headquarters buildings, command posts, or other enemy
assets. Be sure to positively identify your target before firing,
as some civilian structures may resemble valid targets.
Use GP bombs or FAEs on conventional structures, and NAPalm
against hardened bunkers or command posts.
On some missions, you may be directed to Bonus Targets by your
supporting forces, or to find valid targets of opportunity on
your own. However, many of the structures and vehicles you spot
during your mission are not combatants. Attacking these targets
may diminish your score, or even cause the loss of an entire
scenario.
ORDINANCE
---------
To use a weapon other than the Avenger, you first must select it,
then get target lock in the HUD, and then fire or drop the weapon
using your [ENTER] key or Joystick Button #2. (To see what weapons
you have available or remaining, check the A-10 Status Screen [S].)
You may select any available weapon by pressing the appropriate
key, or cycle through the weapon types with the [ [ ] and [ ] ] keys:
HUD ID Weapon Name Select Key
MAV Maverick anti-tank missile [H]
MK84 2000 lb. Mk. 84 GP Bomb [J]
MK82 500 lb. Mk. 82 GP Bomb [E]
ROC Rockeye II cluster bomb [K]
CBU52 Anti-personnel cluster bomb [R]
CBU58 Cluster bomb [U]
FAE Fuel Air Explosive [T]
NAP BLU-27 Napalm [L]
LAU LAU Rocket Pod [Y]
SID Sidewinder anti-aircraft missile [;]
If you are out of a selected weapon, "[NONE]" appears next to
its HUD ID.
WEAPONS RELEASE
---------------
To use the selected weapon, you must have a target lock for it
showing on your HUD. If you have a target lock, the words "lock"
or "release" will appear next to the weapon code on your HUD.
To cycle through the available targets, use the [TAB] key or
Joystick Button #4. Once you have lock, drop or fire the weapon
with Joystick Button #2, or the [ENTER] key.
Flares. [F] key or Joystick Button # 8 (if available).
The A-10 is equipped for every mission with 30 flares as a
defense against heat-seeking missiles. Whenever warned of an
incoming SAM or air-to-air IR missile (Infrared Radiation, e.g.,
heat-seeking), you should launch several burning flares to
confuse the missile while maneuvering the A-10 abruptly. With
luck, the missile will home in on a flare instead of the A-10's
exhaust. (But note - every A-10 downed in the Gulf War was hit
by an IR missile.)
Chaff. [C] key or Joystick Button # 5 (if available). The A-10
is equipped for every mission with 30 chaff cartridges as a
defense against radar-guided missiles and guns. If you are
warned about an enemy radar locking onto your A-10, launch
chaff and maneuver abruptly. The chaff cartridge sprays out a
cloud of foil strips to reflect enemy radar and blind it for a
few seconds, which may allow you to escape.
ATTACK TACTICS
--------------
When you're about 7 kilometers from the target, slow down to a
throttle setting of [4] or [5]. This will give you enough time
to line up on the target. Then select the proper weapon:
Tanks: MAVerick, ROCkeye, or Avenger Light Vehicles: Anything
but Sidewinders. Structures: Select Mk 82 bombs for smaller
targets. Mk 84s, FAEs for larger ones. Try NAPalm on bunkers
and other hardened installations. Hangars, Grounded Aircraft:
FAEs or cluster munitions. Aircraft: SIDewinders, or the Avenger
if desperate. Enemy Columns: ROCkeyes vs. armor, CBUs or iron
bombs against soft targets.
Make sure the correct target is selected (boxed) in the HUD.
When "LOCKED" appears ("RELEASE" for "dumb" weapons), send
the weapon on its way with the [Enter] key, or Joystick Button # 2.
QUICK HINTS
-----------
Fly The Training Mission -- In training no one shoots at you,
and you get the opportunity to attack a variety of targets.
It's a good chance to hone your weapons skills. You can also
create a custom loadout and test the effectiveness of different
weapons in a safe environment.
Learn Your Weapons -- Different weapons have different advantages.
If all you ever use are Mavericks and Sidewinders, you'll be
missing half of the fun.
Stay Low -- SAM radar can't pick you up through hills or mountains.
The lower you fly, the closer they must be to detect you and the
shorter time they have to fire.
Get Ready -- When making an attack on a target, select your ordnance
in advance; you may not have time when the fur is flying.
Use your Avenger for those quick shots in order to avoid having
to change selected weapons.
Sometimes, Slow Is Good -- Slowing down over a target may seem
like asking for trouble, but sometimes going a bit slower may
let you hit all of your targets in one pass and avoid the need
to fly back over the target, actually lowering the time you spend
in the enemy's sights.
Don't Be Ashamed To Run -- Helicopters are more maneuverable than
you, but slower. Dashing away can sometimes allow you to reposition
and bring Sidewinders to bear without getting blown out of the sky.
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