You Can't Hide
Back on the Enterprise, my Virtual Squadron is having its debrief. This has
been a tough one, and the first guys up did not return. But before they
left, they imparted invaluable information about the enemy
dispositions.
Weapons: Four AIM-120s, two AIM-9Ls, two AGM-88s, two Mk-82 HDs
Tactics: The trick is not to dogfight two MiGs while a SAM site
blasts away at you from below. One method (unrealistic, and therefore a
cheat), is to taxi to the right-hand catapult and wait until the bogies are
close enough to nail with AIM-120s soon after launch.
In this mission you have two wingmen, flying large circles round the
Enterprise, doing touch-and-goes. One uses the left-hand cat (so if you
stay where you are he will fly into you approx. 1 min 30 secs into
mission), and the other Hornet uses the centre cat (he does his first
touch-and-go approx. 3 mins 30 secs into mission). So get clear of them by
lining up with the right-hand cat.
You will also notice the AV-8B flying off the Tarawa. The programmers at
GSC have neglected to re-model this aircraft for 2.0. It looks pathetic.
Its undercarriage does not retract; it is easy meat for the two incoming
Floggers. Take a '5' view of the two MiGs, it reveals that they are armed
with two IR missiles each. Follow the air combat form the safety of the
Enterprise's flight deck, and you will see the lead MiG plugging the
Harrier shortly before crossing the coast. Then the MiGs engage your two
wingmen. More missiles fly. If you leave the dogfight to reach its
conclusion, everyone will kill everyone else. So no wingmen, no bandits.
Howver, if you launch just after the MiGs shoot down the Harrier, you can
enter the fray (firing first at the MiG with the missiles) and claim some
fighter kills.
Having said all that, this procedure is cheating. Take off, pull a quick
one-eighty, and head out to sea for a few minutes until the above-mentioned
action has played itself out. But whatever you do, do not cross the enemy
coast with the MiGs and SAM all alive and active.
This mission has the SAM popping up in different places. One site seems a
lot more vicious than the other, firing at you when you are still 20 miles
out. You can jink six or seven of the incoming SAMs, but eventually, they
get you.
In stark contrast, the other SAM site is crewed by inept novices that keep
blasting their missiles into the ground. Your launch warning bleeps quickly
die. This site is easy meat. Just hammer it with an AGM-88 from six miles
at 6,000 feet. Take out the launchers for extra points.
Now onto Waypoint One. Drop the AAA battery with the remaining HARM (again
at six miles from 6,000 ft). Now it's Hornet drivers' playtime. First, drop
your Mk-82 HDs between buildings to cause maximum damage (four buildings if
you are skillful), then take out the storage tanks. You should find plenty;
the wide Flat Ones, the Tall One, the Group of Three, the Ones at the Ends
of the Pipes... just don't run out of Vulcan shells, and don't fly into the
ground.
With everything down that can be hit, back to the arrester wires at
Waypoint Zero. Should your wingmen be still around, give them a wide berth,
especially if one is landing immediately astern of you. As soon as you
catch the wire and stop, raise your hook and taxi off to the right to avoid
having some retard flying into you.
Order of targets:
1. MiG-23s (optional)
2. The SAM site (you have better luck if it's the inept one)
3. The chemical plant
Tricky moments:
1. Dogfighting both MiGs simultaneously while SAMs blast up at you (v.
tricky)
2. Dealing with the efficient SAM site
Good luck, men!
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