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261.F3TACT.TXT
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1992-10-22
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Falcon 3.0d Tactics (Part 1)
The 3.0D version of Falcon can almost be considered a new game.
It will demand a greater understanding of everything involved in
being an F-16 pilot. To be successful, you must plan your missions
-- adding support flights and carefully selecting your armament.
At the higher difficulty levels, it is no longer effective to just
take off and see what happens. You need to formulate group tactics,
specify ingress and egress routes, and consider things like the
appropriate altitude for the mission required. Remember that the
game will set you up with a generic set of waypoints for a given
mission profile; it is your responsibility to customize your route,
taking into consideration terrain and threats.
We Spectrum HoloByte play Falcon everyday; we enjoy the game.
We are constantly working at improving our simulations -- some
of the tactics I will explain below will become a standard part of
our next Campaign disk, Operation: Fighting Tiger. I must admit
that having the programmers around gives me a significant advantage.
I have learned a lot about how the game "thinks," and I use this
knowledge to hammer the enemy.
So, I want to share some of the things I have learned. I am sure
that there is more and this won't be the last discussion of tactics
you will see.
Check six!
Daron Stinnett
Product Manager, Simulations Group
Spectrum HoloByte
1. Missiles & AAA
1.1. Overview
Evading incoming missiles is a tricky business -- it requires situational
awareness, split second timing, a good understanding of missile
performance, knowledge of how the SAM operator thinks, and (most of all)
some luck. Most people don't think about missiles until they get a launch
warning on their threat indicator. The experienced pilot will consider
any missile out there a threat whether it has been launched or not.
By understanding what goes through the mind of a SAM operator or enemy
pilot before the missile is launched, you can formulate tactics that
will keep missiles from ever acquiring you.
1.2. Surface-To-Air
When you select the SAM SKILL LEVEL, you are setting the skill of the
crews launching the SAMs. The skill level doesn't affect the
effectiveness of the missile or launcher! When creating any of the
artificial intelligence in the game, we tried to model the way a human
thinks. Therefore, a SAM crew consisting of recruits will do stupid
things. As you will see in the outline below, having recruits in the
SAM launchers will not necessarily mean you will get shot down less
often. The first thing you will notice about the recruits is the time
it takes for them to launch. There is a very good chance that they
will be tying their shoes when you first show up on their radar screen
or come into visual range. When they notice you, they still have to
decide whether you are a threat or not. Once they have decided you are
a threat, they will lock you up and fire. This takes a little longer
because the recruits are not as familiar with the controls. The recruits
will tend to get a strong case of target fixation as well. They will
lock up and fire on the plane that poses the most immediate threat
-- sometimes with multiple missiles. What that means is that the flight
leader will tend to get the most missiles fired upon him while the
rest of the wing has an easy time. The elites, on the other hand, will
divide their attention between multiple targets. They will check in all
directions for possible targets and not get so easily confused by planes
coming in from multiple directions.
Once the missile is launched, try to turn into the missile, obtaining
about a 135 degree aspect angle on the missile. What you are trying to
do is to create a situation where the missile cannot turn hard enough to
hit you. Since all missiles do what is called pure pursuit (i.e., they
don't lead you), if you pull hard into the missile when it is close, you
should be able to spoof the missile. Don't forget to fire chaff and/or
flares!
1.2.1. Infrared Homing (SA-7 Grail)
You have probably noticed how quick and agile the SA-7s are. These are
very tricky to evade -- but fortunately, they don't do much damage.
Remember that the guys launching these need to acquire a lock before
doing so. So, do your best to keep your tail out of view, and don't
go to afterburner -- unless you want to give an SA-7 a really good heat
source to lock onto.
1.2.2. Radar Homing (SA-6 / SA-8)
These SAMs are not too bad once you get the hang of them. Turning on
your ECM pod will often break their lock, but remember, the elites are
not as likely to panic when their screen goes white and will be a little
quicker to switch frequencies and reacquire. The SA-6 and SA-8 SAMs
are initially guided by the SAM crews. This allows the SAM operator
to depend on his more powerful radar to guide the missile into range,
whereupon the missile will switch on its active radar seeker head and
guide itself. While the missile is being guided by the crew, you can
jam the launcher's radar. In this case, you may see the missile just
fly by. But, if the crew is able to reacquire you, the missile will
turn around and continue the chase.
Remember to utilize additional flights and waypoints to set up
multi-directional attacks. The rookie SAM crews will tend to get
confused by this. Use the HARM and Shrike missiles as well. It can
be very effective to set up a flight of F-16's for a SEAD (Suppress
Enemy Air Defenses) mission. But remember, the crews will tend to lock
and fire at the first plane they see, so it is best to send in some
CAP guys first to distract the launchers before the SEAD guys pop out
from behind the hills.
1.3. Air-To-Air
The enemy aircraft in Falcon 3.0 do not carry a missile that is
equivalent to your AIM-120. Their radar missiles perform more like our
Sparrow missile. The AA-7 Apex contains a passive radar homing device
-- it requires the firing aircraft to illuminate the target with its
radar while the missile is in flight. Using ECM is less effective against
t this type of missile, because the ECM pod must jam the more powerful
and distant radar carried by enemy aircraft, rather than a smaller radar
in the nose of the missile. A more effective technique is to beam your
opponent or force him to take his nose off you. One effective way to do
this is to quickly launch a missile at your opponent. That should keep
him busy evading your missile and cause his missile to lose lock and
fly right past you. Remember, enemy aces have nerves of steel: if you
don't get your missile off soon enough, they will keep guiding that
missile towards you -- waiting until the last minute to evade your
missile.
1.4. Suppress Enemy Air Defenses (SEAD)
Setting up a SEAD mission can be tricky. But on bombing and CAS
missions, it can be rewarding. I have found that three flights works
best: one BOMB/CAS, a CAP and a SEAD flight. Timing is everything on
this one. You want to get the CAP guys in first -- they will distract
any enemy fighters and SAM launchers, allowing the SEAD flight to come
in right behind and launch their Shrikes and HARMs. Following close
behind should be the BOMB/CAS flight. Set the SEAD flight for a CAS action
code; this will keep them from being distracted by air targets and if you
give them only Shrikes and HARMs this will keep them focused only on the
SAM and AAA sites. If you set the altitude anywhere from 100-200 feet
they will keep out of visual and radar range but remember to change the
formation to some-thing flat like a vic. Have the flight pop up about
10 miles from the target, this will give them time to find targets
and fire.
2. Enemy Pilots
2.1. Overview
The engineer who wrote the enemy pilot logic was once asked: "How did
you make the enemy plane logic so realistic?" His response was simple:
"I modeled the pilot's thinking -- not the enemy plane's movement."
The computer-controlled pilots in Falcon 3.0 have no inherent advantage
or disadvantage over a human pilot. Like you, they must acquire a target
visually or by radar. They have the same field of view, and their radar
operates within the parameters of the real plane. Therefore, if you
sneak up below and behind an enemy (with your radar off), he will not see
you. You will notice that once in a while your wingmen will rock their
plane from side to side while looking for bogies; this is because computer
pilots cannot see below their plane.
2.2 Skill Levels
To help you better deal with enemy pilots, here is a run-down of the
differences between Trainees, Cadets, Veterans and Aces. Trainees - Trainees
have learned BCM (Basic Combat Maneuvers) in class but have little real
world experience. If they don't get freaked out by your presence and you
give them an easy shot (like flying straight and level), they will use what
they have learned to shoot you down. But if you even look at them funny,
they will run away, forgetting everything they have learned. If you get
on their tail, they will probably just start pulling a tight circle.
This is where you have the advantage. Practice one-on-one in Red Flag.
Learn to think in three dimensions, the enemy will most likely make a
mistake sooner or later, and waiting until that happens is fine... if
there is only one enemy out there. But when you have three enemies to
every one of your guys, one of them will see you going in circles and
grab that golden opportunity. Keep your plane at its optimum turning
rate (450kts) and use energy management to gain the upper hand.
Cadets - These guys are short on skill but long on enthusiasm. They
will not run (especially when in numbers) and won't panic as often. They
will use a few more advanced maneuvers and are more likely to spot you
visually.
Veterans - These guys know their stuff. In addition to nerves of steel,
they will use every trick in the book to get on your tail. You must pay
particular attention to energy management when fighting a Veteran because
he will spot the opportunity to make you overshoot and take it without
hesitating.
Aces - Besides having 20/10 vision, these guys have the ability to predict
your position even when they cannot see you. If an ace temporarily loses
sight of your plane, he will predict your flight path and react accordingly.
These guys are Veterans that have refined their skills in working together.
If you give them the chance, they will use cooperative techniques to send
you to an early grave.
2.3. Tactics
Fighting in groups is very different than one-on-one. When flying against
one opponent, it is just a contest of dogfighting skills. But when you are
involved in a furball, it is usually the side who succeeds in confusing
and disorienting their opponents that will be victorious. Start thinking
about an approaching group of MiGs when they are at least 30 miles out.
You might consider firing an AMRAAM or two when they get into range. The
enemy pilot will have plenty of time to evade the missile, but in doing so
he will break up the group and possibly spoil any cooperative tactics they
might have tried. Your goal is to split them up and shoot them down one
at a time.
Practice cooperative techniques with your squadron. Cadets and Trainees
can be especially susceptible to something like the Drag-And-Bag maneuver.
They will tend to get target fixation and not realize that it was a trick
until they are floating to the ground. Don't forget to watch for your
buddies when you have a MiG on your tail. It does no good if you are
going in circles and your buddy is trying to help you but is turning just
as hard trying to shoot the MiG. Try to get that MiG into perfect position
for your wingman to shoot him down.