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HCCE:Tactics

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Contents

Sensors

Weapons

Ship Guns

Sooner or later your ship group will run out of surface-to-surface missiles, and you will need to engage opposing ships with your ship guns. There are 2 options once you are within range of your guns:-

  • Airburst: This mode is used to detonate the shell above the target and scatter a cloud of mini projectiles, destroying anything on the deck of the ship, which is usually subsystems like the radar, weapons mount etc. Effectively rendering the target ship unable to defend itself or be a threat to your ship group. Airburst does a small ammount of damage to the target ship, subtracting very little healthpoints from it.
  • Impact: This mode, different from Airburst, is used to detonate the shell on physical contact (usually colliding with the hull) of the opposing ship to cause maximum damage. Unlike the Airburst mode, which subtracts very little healthpoints from the target, Impact instead causes massive damage to the target ship, subtracting alot more healthpoints, although in the process; target ship subsystems aren't hit as often as the Airburst mode does.

List of command guidance weapons

These weapons require a link to the launching a/c in order to hit their targets.

  • Popeye (HaveNap)
  • Walleye, Walleye II
  • AGM-130

Platforms

Air Strikes

Bombers and their "turning circle"

One thing you must consider when using any bombers for attacking, unlike Fighters who can do a 180 degree turn in seconds, Bombers can take up to 42 seconds to completely do a 180 degree turn due to their size. It is wise a group that contains Bombers, to make sure they are not within enemy SAM range before a 180 degree turn is planned.

"Anti-radar" missiles and their use as a First Strike weapon

An ARM is a type of missile (US call their's "HARM", French call their's "Armat") launched at ground targets that emit radiation (such as operating an active radar), designed to destroy the target's radar. As well as destroying a radar, ARM's can also destroy other subsystems, such as the weapon mount; effectively disabling their defensive capability. With the target ship group, or base/airfield unable to detect you, or launch SAM's to shoot down your airplanes or intercept any incoming missiles; you can send in your bombers to finish the job without risk of losing the bombers.

Air Superiority

==Air to Air missiles, 180 degree turns, the afterburner & the point of no return== (note. nm is short for Nautical Mile: Each Nautical Mile is 1.14 standard miles long.) Mig-25 Foxbat's are one of your worst enemies, one reason is that it's afterburner is faster than the speed of a AIM-9 Sidewinder missile, whenever the Foxbat detected an incoming Sidewinder, it would just do a 180 degree turn and switch on it's afterburner. Once the Sidewinder ran out of fuel (after 10nm), the said Foxbat would just turn his afterburner off, turn back towards you and attack you again. This scenario would have probably ended in a dogfighting stalemate, if the Foxbat didn't want to engage you with it's cannons, it would just turn around and afterburn and escape, and there would have been nothing you could do as the Foxbat would just outrun you as your afterburn speed is nowhere near that of the Foxbat's.

Another scenario, you are flying F-15C Eagle (armed with Sidewinders[10nm range] and Sparrows[24nm range]) and there is a Foxbat coming towards you at 24nm, it is in range of your Sparrow missile. The question is, do you fire the Sparrow missile now? It's up to you, but be warned, if the Foxbat detected the Sparrow coming towards it, it would simply turn around and afterburn and wait for the Sparrow to run out fuel and simply come back. The smarter thing to do, is wait till the Foxbat is within what I call "the point of no return", this point of no return, is when the Foxbat cannot do a 180 degree turn and fire it's afterburner to escape the range of the missile. Unlike the Sidewinder which is slow, the sparrow is much faster, infact faster than the Foxbat can go with its afterburners. It's up to you where you define this point of no return, it depends on the target plane and which Air-to-Air missile is used, only experience and trial and error can send you on the path of air superiority.

Sub Strikes

Surface Strikes

Convoys

HCE Manual v 2.0

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