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-
- F-29 Retaliator Docs
- ----------------------------------------
-
- F-29 RETALIATOR SCENARIO:
- -------------------------
-
- A new and deadly breed of fighters is taking shape in the secret
- workshops deep in the American West: The Advanced Tactical Fighter F-22
- and the Forward Swept Wing F-29. They will convey one message to the
- enemy - the Retaliators are effective, deadly and meet the threats of
- 21st Century warfare.
-
- Their pilots will have a dangerous mission; to penetrate bands of surface
- to air missiles, destroy hostile AWACS and radar, launch ground strikes
- at enemy resources, armies, installations and communication links, and
- to break up hostile raids before they reach friendly territory. Their
- bases will be under air and missile attack from H-hour + zero. They must
- destroy four or more hostiles for every loss in order to survive and win.
-
- AIRCRAFT DATA:
- --------------
-
- Retaliator is a flight simulation program based upon two of the most
- revolutionary aircraft designs ever conceived: The Lockheed F-22 Advanced
- Tactical Fighter and Grumman F-29. The Grumman F-29 has been developed as
- a technology demonstrator towards creating the ultimate fighter aircraft
- and was a genuine contender for the USAF's new advanced tactical fighter
- but is now unlikely to enter service as it was judged too risky and too
- costly in terms of performance for the ATF. However new studies have
- shown a forward swept wing STOVL (Short Take Off and Vertical landing)
- multi-role supersonic fughter which could be feasible in the late 1990's
- thanks to improved engine performance. The F-29 shows great potential
- for the next generation advanced tactical fighter, around 2007 to 2012.
-
- Background to the new ATF:
-
- In 1979, the USAF first thought of a new advanced tactical fighter to
- replace to F-15, whilst the Navy replaced the F-14. In 1981 the first
- step towards a new fighter was taken when the ASD asked the American
- aircraft developers "request for information", and their views on a new
- aircraft to be called The Advanced Tactical Fighter. From studies on the
- ATF it was clear that the most important attributes for it were: STOL -
- Short Take Off and Landing
-
- STEALTH - Radar invisible
-
- SUPERCRUISE - Supersonic persistence without using any afterburner
-
- In 1986 Lockheed, General Dynamics and Boeing announced an agreement
- that they would team up to develop an ATF if one of their proposals was
- selected. Two weeks later Northrop and McDonald Douglas announced a
- similar arrangement. Two main designs had been picked for the fly-off
- competition: The Lockheed F-22 and the Northrop F-23. The FSWX-29 by
- Grumman was shut out at this stage. The first flight for the F-22 (which
- is now the favourite contender for the ATF) was set for the Autumn of
- 1989 in California. Full production will commence in 1994 at a cost (in
- 1989 terms) of 60 million dollars per unit.
-
- Technical Information on the F-22 and F-29 ATF:
-
- The ATF flies at Mach 1.4 to 1.5 (930 to 1000 mph) on dry thrust with
- full armament and cruise at a greater altiude than current fighters;
- 70,000 ft as opposed to 50,000 ft in the High Fast Sanctuary with less
- threat against SAM's, and at supersonic speed covering the ground from
- 75% faster than a subsonic cruise type, reducing the fighters exposure
- time by a factor of 3 in the shrunken danger zone.
-
- The ATF combat radius is 700 to 920 miles - a significant increase over
- the F-15. It would be able to take-off from a 2,000 ft runway or rough
- surfaces and easier to maintain than the F-15. Being slightly heavier
- than a F-15 (around 60,000 lbs), the ATF has the same wingspan but is
- slightly longer to accommodate the extra fuel load. Great use is made of
- wing to body blending like the F-16, SR-71 and B-1, again providing
- more internal volume for fuel and weapons.
-
- For its stealth capabilities the ATF is made with RAM (Radar Absorbent
- Materials). It is also designed to reduce the radar cross section by a
- factor of 100 compared to the F-15.
- The engines are Pratt and Whitney XF-119 with vectoring and reversing
- nozzles, having the advantage in all flight regimes as well as increasing
- the manoeuvrability. Reversing nozzles remove the use of large air
- brakes.
-
- The control surfaces (flaps, canards and rudders) and the vectoring
- nozzles on the ATF work together under the control of powerful computers
- to give the impression of flying a straight-forward simple plane. The
- actual aircraft will be so complex and have so many flight modes the
- pilot would not be able exploit them all. The pilot issues a command and
- the system will interpret it, i.e if the pilot pulls back sharply on the
- stick, the control system will first deflect the vectoring nozzles upward
- and the MAW flaps (Mission Adapted Wing) downward, to rotate the fuselage
- and start the aircraft into the manoeuvre.
-
- The basic argumment for supermanoeuvrebility (the ability to turn at low
- air speed at high G's within a very small radius) is that an aircraft
- which cannot emulate such a manoeuvre can be prevented to bring its
- weapons to bear.
-
- MAIN SELECTION COMPUTER:
- ------------------------
- (Start up sequence)
-
- 1. The Enrol Data Bank
-
- Here you enrol to the USAF and select your rank. The ranks available from
- lowest to highest rank are as follows:
-
- First Lieutenant - Captain - Major - Lieutenant Colonel - Colonel.
-
- The higher the rank you select, the more variety of missions will be
- available. More points are awarded to the higher rank for the same
- mission as the game will be harder (see scoring). To return to the main
- menu, press either return or clock on OK or Cancel with the mouse.
-
- 2. Choose your scenario
-
- On this screen you are given the choice of four different locations.
- Three of these locations will involve you in the wars that are taking
- place in those areas. The four scenarios are:
-
- a) Arizona
- You are assigned to the USAF Test Range Arizona where you will be given
- the controls of the new ATF and the new F-29. The test range is
- approximately 1000 sq miles and contain various targets and remote
- control vehicles. This world is a true simulation of a hostile
- environment.
-
- b) The Middle East
- Several F-22's and F-29's have been exported to a friendly Middle East
- nation who are currently engaged in a fierce war with two other
- countries. The friendly nations artillery is, however heavily outnumbered
- although it is technically superior to its rivals. Consequently in order
- to succeed three enemy planes must be destroyed for every one friendly
- aircraft destroyed.
-
- The War is on two fronts, with large tank battles to the South West and
- artillery exchanges across the natural river boundary to the South East.
- The ATF Squadron is based near the capital Tel-A-Von.
-
- c) The Pacific Ocean
- The startegically important volcanic islands of Solomos provide vital oil
- supplies to the USA, and is the only deep sea port for 1000 miles in all
- directions. A small military airstrip is located there with a squadron of
- ATF's.
-
- A military blockade by the enemy fleet has cut-off all support to the
- islands, threatening the vital oil supplies to the USA and is ready to
- invade the islands.
-
- A task force from Guam led by USS JF Kennedy is steaming towards the war
- zone with two squadrons of F-22's, F-18's and F-29's.
-
- d) Europe 196 the Ultimate Battle Front
- The diplomacy has failed and the world is about to plunge into another
- world war: A full scale conventional war across the heartland of Europe
- will begin. All airfields, installations, factories and towns will be
- attacked and initial losses are expected to heavy on both sides.
-
- The NATO forces have been mobilised and put on full alert, as have all
- air bases with all squadrons being dispersed away from the vulnerable
- bases. Mounting enemy activity has been reported near the border where
- an estimated 9000 tanks and 3 million soldiers have amassed.
-
- The enemy is expected launch a massive assault on key points along the
- border and its airforces will plunge deep into your country crippling
- the infra-structure.
-
- Two enemy tank divisions have assambled along the border with huge
- reinforcements being being drawn up from their rear flanks. The
- situation will be critical if the enemy mobile tank divisions break
- through the border defences as they will plunge deep into your territory
- threatening the industrial complexes at Huttgart, Nurgen and Coberg.
-
- To select your scenario press key 1, 2, 3 or 4.
-
- 3. View Sierra Hotel Pilots
-
- This screen shows the top ten highest scores achieved by pilots. These
- scores are saved automatically. Press RETURN or CLICK the OK button with
- the MOUSE to return to the main menu.
-
- 4. View Pilots Log
-
- The game disk is designed to store all of the statistics of one pilot e.g
- his/her number of missions completed; name; rank; score and awards.
-
- To clear this log press ESCAPE and all data will be erased for a new
- pilots log. It is also cleared if the pilot is killed or retires.
-
- 5. Load Pilots Log
-
- This loads up the previously saved log into the game.
-
- 6. Zulu Alert
-
- Zulu Alert provides a quick entry into the game.
-
- You are given unlimited weapons and begin a "shoot-em-up" game in your
- selected scenario, starting in mid-air flight against a squadron of enemy
- fighters. No points are awarded and no log information is saved to disk
- as this is merely a practice exercise.
-
- 7. Mission Control
-
- Selecting this option puts you into the mission control section of the
- game.
-
- When entering Mission Control you are provided with the latest update
- of the war situation in your chosen scenario (except American world)
- with a detailed map showing the battle front and text describing the
- latest events in the war. War updates are provided after every four or
- so missions, dependent on your scenario.
-
- Press RETURN to access the Mission Control option screen.
-
- MISSION CONTROL SELECTION MENU:
- -------------------------------
-
- 1. Select Plane
-
- Using the mouse, point the cursor on the panel below the plane you wish
- to select; clicking once on the appropriate panel will select the plane
- and return you to the Mission Control Menu.
-
- 2. Select Base
-
- Using the mouse, point the cursor on an airfield located on the map.
- Clicking with the button on an air base provides you with a text
- description of the base and clicking again on the same base will confirm
- this as your home base in the game; i.e starting location.
-
- 3. Select Armament
-
- See Weapons and Stores
-
- 4. Choose Mission
-
- Here you are provided with a selection of missions, the number of which
- is dependent on three factors: your rank; your location and how long
- into the war you are. Simply select a number.
-
- 5. Accept Mission
-
- This puts the player directly into their chosen scenario. It is essential
- that all aircraft, weapons, mission scenarios etc have been selected
- prior to accepting a mission as the default status will be totally
- inadequate for the scenarios you will be presented with.
-
- On entering 3-D section of the game you are shown a welcome screen
- appropriate to your location. Here you have the option to abort by
- pressing escape and return to mission control. Any other key will start
- the mission.
-
- END GAME:
- ---------
-
- At the end of the game wheter you fail or complete your mission, or are
- killed ar retire you are returned to the main computer bank where you are
- given a quick debriefing of the mission and your current statistics.
- Pressing any key to continue will then return you to the mission control
- selection screen.
-
- WEAPONS AND STORES:
- -------------------
-
- The F-22 and F-29 boast a wide and awesome variety of weapons. For air
- to air and air to ground missions the weapons are selected by clicking
- on the left mouse button over the appropriate weapon (to deselect,
- click RH button). Both planes have a limited payload and are restricted
- to 11000 pounds on the ATF and 9000 on the FSW.
-
- Weapons are subject to availability, dependent on your base, location
- and rank. Shortages will become likely further into the wars. Both planes
- have seven pylons (the ATF has four external and three internal pylons
- in a bomb bay to reduce drag).
-
- MAXIMUM STORES PER PYLON (diagram)
-
- _________________________
- WEAPON | | | | | | |
- AIR TO AIR PYLONS: A B C D E F G
- BACKWINDER-9X | 1 | | | | | | 1 |
- AIM 9M-R SIDEWINDER | 1 | 1 | 1 | | 1 | 1 | 1 |
- AIM 132 ASRAAM-N | 1 | 3 | 3 | 3 | 3 | 3 | 1 |
- AMRAAM-120A | | 1 | 2 | | 2 | 1 | |
- AIAAM-FIREBOLT | | 1 | 1 | 1 | 1 | 1 | |
- | | | | | | | |
- AIR TO GROUND | | | | | | | |
- MRASM-AGM 109H | | | | 1 | | | |
- ASLAM BDM | | | | 1 | | | |
- CSW | | | 1 | 1 | 1 | | |
- MAVERICK AGM-1 | | 3 | 3 | | 3 | 3 | |
- EXTERNAL FUEL TANK | | | 1 | 1 | 1 | | |
-
- TWIN GUN, 1760 ROUNDS
-
- AIR TO AIR WEAPONS
- ------------------
-
- AIAAM 196 Fire Bolt
-
- Advanced interceptor, long range "fire and forget" air to air missiles.
- These are the successors to the AIM 54 Phoenix and are probably the most
- advanced and sophisticated missiles in the world with a true radar
- homing.
-
- Weight - 980 lbs
- Range - 250 km (130 miles)
- Speed - Mach 5
-
- AMRAAM 120 A
-
- Advanced medium range air to air missile "fire and forget" with active
- radar homing known also as BVR (Beyond Visual Range) missile.
-
- Weight - 326 lbs
- Range - 50 km
- Speed - Mach 4
-
- AIM9M-R-SIDEWINDER
-
- Short range AAM is the latest and most advanced of the sidewinder family
- with an imaging infra-red seeker. This builds a detailed image of the
- target (similar to a Maverick) and isn't easily duped by counter
- measures.
-
- Weight - 190 lbs
- Range - 11 miles
- Speed - Mach 3
-
- AIM 132 ASRAAM-N
-
- Advanced short range AAM. This is a smaller and more agile than the
- Sidewinder and has a advanced focal plane array homing radar (infra-red).
-
- Weight - 156 lbs
- Range - 9 miles
- Speed - MAch 3
-
- BACK-WINDER 9X
-
- Rear mount short range air to air missile. A new weapon that overcomes
- the problem of a rear firing missile system. It locks upon the attack
- radar of the enemy fighter.
-
- Weight - 180 lbs
- Range - 6 miles
- Speed - Mach 3
-
- AIR TO SURFACE MISSILES:
- ------------------------
-
- MRASM, AGM-109H CRUISE MISSILE (also known as SOM'S - Stand Off Missiles)
-
- A base line airfield attack missile with DSMAC II (digital scene matching
- area correlation) guidance and carrying a heavy payload of 58 TAAM
- (Tactical Airfield Attack Missile). Bomblets are discharged from upward
- facing tubes along the fuselage. This is a launch and leave missile that
- flies for a few hundred miles hugging the landscape and finally flies
- with great precision down the centre line of the runway whilst ejecting
- the bomblets causing a row of craters.
-
- Weight - 2825 lbs
- Range - 370 miles
- Speed - 650 mph
-
- ASALM (Advanced Strategic Air Launched Missile)
-
- Effective against all form of surface target including those of the
- highest degree of hardening. Also able to destroy AWACS type aircraft.
-
- Weight - 3100 pounds
- Range - 700 miles +
- Speed - Mach 3.5 to 4.5
-
- MAVERICH AGM 1 LASER AND TV
-
- The latest generation of the Maverick family, the smallest of the fully
- guided self-homing ASM's in use. An improved version of the AGM 65E,
- with infra-red.
-
- Weight - 484 lbs
- Range - 25 miles
- Speed - Mach 1.6
-
- CSW (Conventional Stand-Off Weapon)
-
- Seen by the USAF as the best way to destroy hostile anti-aircraft
- defence and armour moving behind the FLOT (Forward Line of Troops). It
- can be distinguish between tanks and low value trucks or decoys and it
- is smaller and much cheaper than the MRASM. It is fitted with a PLSS
- (Precision Location Strike System) and has 20 warheads which separate
- over an area homing in on particular targets.
- These are especially effective against formations of tanks and armour.
-
- Weight - 2700 lbs
- Range - 30 miles
- Speed - Mach 1.1
-
- NOTE: Standard NATO Ground Forces have FOF devices (Friend or Foe), so
- earial launched "smart weapons" avoid them, such as the CSW and other
- cruise missiles.
-
- MISSIONS:
- ---------
-
- The enemy vehicles in Retaliator have a dark-grey camouflage, whilst your
- own forces are green/brown. Enemy Battleships are also dark-grey. To
- differentiate between enemy and friendly aircraft, only enemies show on
- your radar. Similarly, the FOF (Friend or Foe) system prevents you from
- launching a missile upon a friendly airborne target.
-
- Note: there are 3 tanks in a battalion, and 3 planes per squadron.
-
- All missions will only be deemed complete when your aircraft has
- completed the mission and landed safely at an appropriate base.
-
- ARIZONA TEST RANGE MISSIONS:
- ----------------------------
-
- Mission 1: Hit the two canvas targets in Sector 7B.
-
- Mission 2: A convoy of retired trucks are moving along the east-west
- highway. Destroy all trucks in sector 8A-8H.
-
- Mission 3: Hit the freight trains on the rail-line in Sector A3.
-
- Mission 4: Destroy the SAM sights and their radar control station in
- Sector 5D.
-
- Mission 5: Hit the Test Bridge in the Yuscon firing range and avoid the
- electronic SAM simulators located in the area F8.
-
- Mission 6: Engage the Drone MIG 29B Fulcrum Fighters in your vicinity.
- Two must be destroyed.
-
- Mission 7: Attack the mock-tank formations crossing the Nevada Plains
- in Sector 3A.
-
- Mission 8: Destroy the industrial complex in Sector 1C.
-
- Mission 9: Destroy the airbase in Sector 4C and the main runway; drone
- fighters are located at this base.
-
- Mission 10: Destroy the enemy command centre, avoiding the complex SAM
- network located in Sector 1E. This is perhaps the most
- difficult mission on the North American test range.
-
- NOTE: If you destroy any unauthorised targets or civilian property, you
- will be liable to court material! (see America.iff for the map !!)
-
- PACIFIC MISSIONS:
- -----------------
-
- War Update 1
-
- 1. "Scramble"
- Two bandits have been located in Sector 4D closing in on your island
- base. Engage and destroy.
-
- 2. "Firebolt"
- The enemy has launched an aerial attack on the oil refinery on Vejan
- Island (Sector 8D). Repel the enemy and destroy at least three fighters.
-
- 3. "Drop-in"
- An enemy battleship has been detected in Sector 4G. Launch a surprise
- attack using NSRAM Missiles, avoiding its radar network and destroy the
- battleship.
-
- 4. "Plunge"
- Hit the enemy oil storage depot on the island of Zahiti (Sector 1D).
-
- War Update 2
-
- 1. "Splash"
- The enemy fleet has launched a full scale amphibious attack on Troy
- (Sector 8E) with at least ten landing craft landing on the North Shore.
- These are escorted by a squadron of fulcrums. You must destroy the
- landing craft.
-
- 2. "Warmpump"
- Intelligence reports two Enemy Frigates are closing from the South in
- Sector 3B to reinforce the Red fleet. Give them a surprice welcome.
-
- 3. "Deep Heat"
- The Leonid Brezhnev fleet carrier has retreated from the Enemy fleet
- but has launched a long range strike force closing in on the Solomos
- Islands located in Sector 4B. Engage all three hostile aircraft and
- destroy them.
-
- 4. "Beta-1"
- The gigantic Enemy Super Tanker Azov has to be crippled in a surprise
- retaliator strike in Sector 4G. MIG's provide aerial cover.
-
- War Update 3
-
- 1. "Revenge"
- The Battleship New Jersey has stormed into the scene as two Enemy
- cruisers, the Kresta 2 and Admiral Zozulya, have engaged her. Provide
- aerial cover againstincoming MIG's and engage the cruisers in Sector 7H.
-
- 2. "Arc"
- The enemy has finally launched a full scale attack on Solomos with ten
- plus ships to the south, barraging the southern coast. Scramble and
- destroy the four MIG's providing aerial cover for the fleet and hit any
- enemy ships.
-
- 3. "Strike BAck"
- The US fleet has arrived in Sector 5H, steaming towards your island
- bastion led by the carrier JF Kennedy. Launch a counter strike at the
- Eenemy fleet, avoiding SAM's whilst the MIG's engage the US Task Force.
- Destroy at least two ships and return to base.
-
- 4. "Stamps"
- You must attack and destroy the vital enemy gas plant and refinery on
- Zahiti in Sector 1D.
-
- War Update 4
-
- 1. "Knock-Out"
- The Leonid Brehznev has been sighted in Sector 1G, with a support ship.
- Locate and destroy.
-
- 2. "Flight Back"
- A fierce Enemy counter-strike has sunk three US ships and threatens the
- JFK. Provide air support and destroy the two Enemy Battleships in
- Sector F4.
-
- War Update 5
-
- "Hand Shake"
- A meeting between the two fleets has been arranged to discuss peace
- terms on tthe Enemy battleship Lenningrad, in Sector 4B. Provide an
- aerial patrol to enforce an exclusion zone a MIG, as intelligence
- reports a sabotage attempt will be imminent......
-
- (Look at PACIFIC.IFF for the map!!!)
-
- MIDDLE EAST MISSIONS:
- ---------------------
-
- War Update 1
-
- 1. "Bravo"
- Destroy the tank brigade (3 tanks) crossing the border in Section 5A.
-
- 2. "Bogie"
- Two MIG's are closing in on your base sighted in Sector 6F. Engage and
- destroy.
-
- 3. "Alpha"
- Destroy the radar tracking station in Sector 4D to provide an aerial
- corridor.
-
- 4. "Foxstrike"
- Destroy the roadbridge in Sector 3F to hamper the enemy reinforcements.
-
- 5. "Lizard"
- An enemy armoured column of at least six trucks and four tanks is
- advancing up the highway in Sector 4C. Stem the advance and obliterate
- the column.
-
- 6. "Charlie"
- Launch a deep strike attack on the enemy airfield in Sector 2H.
-
- War Update 2
-
- 1. "Moonstruck"
- Hit the industrial works in Sector 3B which provides ammunition to the
- Arab forces.
-
- 2. "Rogue"
- The power station in Sector 2F, east of the city needs to be knocked out.
-
- 3. "Pincer"
- Refer to your War Update Map before commencing this mission, as it will
- inform you of the whereabouts of two grey enemy tank battalions which are
- leading an assault. Destroy these six enemy tanks and return to base.
-
- 4. "Torch"
- Destroy the tracking station in Sector 4A.
-
- 5. "Crossfire"
- Destroy the enemy oil refinery in Sector 1F with your primary target, the
- three oil holding tanks.
-
- War Update 3
-
- 1. "Mayday"
- Three enemy fighters are closing in on the capital. Break up the raid,
- destroy all fighters and return to base. Move to Sector 5E to engaga.
-
- 2. "Lord"
- Two continuing tank battles are occuring along the front-line. Stem the
- enemy divisions. Refer to War Update Map on computer for the battle
- locations.
-
- 3. "Torture"
- You must locate and demolish the rail-brigade in the lower Sector of 3B.
-
- 4. "Romeo"
- Lac Mi-El tank farm in Sector F1 is assembling Russian T-80's
- imported in from Russia. Raze the complex to the dround.
-
- War Update 4
-
- 1. "Heat"
- Information is sketchy at this time, but it is believed a large enemy
- road convoy is located around the vicinity of Sector 1D. This comprises
- of over 10 trucks and tanks. You must locate this convoy and destroy.
-
- 2. "Juno"
- A large scale aerial force is massing over enemy territory and moving
- towards the capital. Their target is uncertain but you must destroy
- four bandits and hold them away from your base. vector south to
- Sector 3G.
-
- 3. "Warrior"
- Destroy the chemical processing plant in Sector 1C, believed to be
- developing chemical weapons.
-
- 4. "Gold"
- The greatest tank battle of the war is raging (refer to War Update Map),
- with all reserves being drawn up. Provide aerial support and destroy
- eight plus tanks.
-
- War Update 5
-
- 1. "Ajax"
- Miscon has lifted the restriction on bombing the enemy capital in
- Sector 1B and surrounding installations, and has made the international
- airport in Sector 2A its primary target. Destroy the main runway and
- return to base.
-
- 2. "Dawn"
- Destroy the steelworks in Sector 1D, south west of the city, but make
- sure to avoid any damage to the Red Cross hospital based in the compound.
-
- 3. "Zeus"
- The enemy has thrown everything into a new strike. Fresh Enemy armour has
- been deployed to the front line (see War Update Map) and is overwhelming
- the exhausted armoured divisions. Provide aerial support and smash the
- lead tank battalion.
-
- 4. "Red"
- The road and rail networks have been badly damage consequently
- jeopardising supply routes. Shortages to the front line are threatening
- our positions, so you must provide aerial cover for a massive convoy
- moving from Tel-A-Von to the front line against impending MIG attack.
- This takes place in Patrol Sector 7G.
-
- War Update 6
-
- 1. "Standstill"
- The situation is critical with all three countries industries smashed.
- The massive El Alamein factory (Sector 1A) is the sole productive enemy
- plant. Avoid the fierce SAM systems and destroy the complex.
-
- 2. "Vice"
- The forces on both sides are reaching exhaustion as the war is becoming
- a war of attrition. Fanatical enemy tank brigades in the relevant sector
- (see War Update Map) are causing havoc with our resisting ground forces.
- Destroy the four leading tanks and the supply vehicles.
-
- 3. "Thunder"
- The heavily pounded enemy air-forces have gathered from unknown runway
- strips and are launching perhaps their last full-scale attack of the
- war. Vector south to 4G to engage and destroy all Bogies - number
- unknown.
-
- War Update 7
-
- 1. "Abyss"
- On this day the war reaches its climax with the outcome unknown. A
- secret or special range of missions will exist in this final chapter of
- the war.....
-
- (Look at MIDDLE.IFF for the map!!!!)
-
- EUROPE MISSIONS:
- ----------------
-
- War Update 1
-
- 1. "MIG Cap"
- Zulu Alert: two incoming MIG's closing in your base. Search, engage and
- destroy. This is not a drill - repeat - this is not a drill.
-
- 2. "Bomb Cap"
- Three enemy bombers are closing in on your base at low level, escort
- provided. Vector 30 degrees for Bogey - engage and destroy.
-
- 3. "Intercept"
- Two SU-27 Flankers are crossing the border and are zig-zagging towrds
- Huttgart )Sector 8A). Engage and destroy.
-
- 4. "Tom Cat"
- Three plus bandits are providing aerial support for advancing enemy
- mobile divisions along the border in Sector 4D. Engage and destroy.
-
- 5. "Aggressor"
- Provide close aerial support against advancing Red army tanks for the
- armygroup centre in Sector 6D, near Ziepen. Destroy the two tank
- brigades (6 tanks).
-
- 6. "Firehand"
- Two enemy mobile divisions are engaging the British Seventh Centurion
- Tank Division in the north of the country. Stem the advance and destroy
- the leading brigade in Sector 8D.
-
- 7. "Ironhand"
- Provide an aerial corridor along the southern border section by
- destroying the three enemy SAM sites and radar site near the Stein
- river in Sector 3D.
-
- 8. "Backbreaker"
- In order to stem enemy rear movements and hamper rear supply lines, your
- primary target is the key bridge Liepen in Sector 5E.
-
- 9. "Limelight"
- The road convoys towrds the front from Frunsroure, across the Liepen
- bridge, must be destroyed (Sector 8F).
-
- 10. "Linebacker III"
- This is a deep strike retalitory mission against the Red Army airfield
- of Tranevora, in particular against its main runway and hanger areas in
- Sector 1G.
-
- War Update 2
-
- 1. "Jawbreaker"
- Destroy the bridge in the northern section on the Stein river
- (Sector 6D).
-
- 2. "Four Star"
- Destroy the enemy supply dumps in Sector 2F.
-
- 3. "Big Ear"
- Destroy the radar tracking station and the SAM emplacement near-by
- Sector 7E.
-
- 4. "Deep Throat"
- The enemy air force has been scattered to regional bases across their
- country. Miscon has detected a large enemy presence near an airstrip in
- Sector 3H. Destroy any airborne hostile and the runway.
-
- 5. "Strike Out"
- The enemy has launched its biggest bombardment of the war against all
- air force bases. Five plus bandits are closing over the border -
- heading unknown. Intercept and destroy. Vector to Sector 2C.
-
- 6. "Tin Can Alley"
- Provide close air support for allied tank forces against a massive anemy
- assault. Destroy the two leading enemy battalions (6 tanks). Refer to
- War Update Map for battle location.
-
- War Update 3
-
- 1. "Iron"
- Destroy the vital road bridge in Sector 8C, to prevent enemy supplies
- reaching the front.
-
- 2. "Titan"
- Large enemy convoys are rallying towards the front. A massive amount
- of armour is moving west in Sector 8G, with pontoons providing river
- crossings. Destroy the convoy and return home.
-
- 3. "Snake Eye"
- Fierce tank battles are continuing in various sectors (see War Update
- Map), with French and British Northern Tank Divisions holding their
- ground. Provide air support against three MIG's and destroy the leading
- enemy tank brigades in both battles.
-
- 4. "Grind"
- The enemies massive industrial complex in Sector 5H provides machine
- parts for the Red Army war machine. Destroying this complex will cause
- great shortages to the enemy.
-
- 5. "Lights Out"
- Cripple the riverside power station in Section 5H, destroying the cooling
- towers which will disrupt enemy productivity.
-
- 6. "Fly-by"
- A large number of allied interceptors have been downed by a Enemy MIG 29
- Hunting Squadron. The three ace fighters are operating from the Alps in
- Sector 1D. This mission is self-explanatory!
-
- War Update 4
-
- 1. "Operation Wolf"
- A new squadron of MIG 29-C Fulcrums gave been located zig-zagging across
- the border towards Nurberg. Intercept in Sector 5C and break the pack up.
-
- 2. "Avenger"
- A ferocious string of land battles has left the front line NATO forces
- exhausted, with two fresh Warsaw Pact tank divisions engaging them
- (refer to War Update Map for location). Halt the enemy attack and destroy
- at least ten tanks.
-
- 3. "Operation Thunderbolt"
- Decimate the chemical factory in Sector 7H and its two storage tanks.
-
- 4. "Operation Bear"
- Attack the arms factory in Sector 2H, avoiding the SAMs located nearby.
-
- 5. "Express"
- Constant convoys of rail freight are arriving hourly on the rail-lines
- from east to the enemy capital and the battle front. Destroy the
- rail-line and any trains in Sector 4H.
-
- 6. "Untouchables"
- A squadron of enemy flanker bombers have destroyed several allied storage
- depots near the front line and are closing in on the international
- airport in Sector 7A. Engage and destroy.
-
- War Update 5
-
- 1. "Venus"
- The Red armies' second air force has reinforced the depleted first army
- and has launched the biggest aerial assault yet seen in the war, with
- six squadron of fighters causing havoc to NATO ground forces. Provide
- aerial cover for Huttgart around Sector 7B against three closing MIGs.
-
- 2. "Venus 2"
- Provide aerial cover from Nurbergs industrial complexes against the
- ominous threat of the squadron of three MIGs in Sector 4B.
-
- 3. "Counter"
- The massed NATO ground forces are now beeing pinned down by this new
- surge of Enemy aerial dominance. Provide aerial cover for the Second US
- Tank Corp in the relevant sector (refer to War Update Map) and destroy
- any opposing tanks.
-
- 4. "Backache"
- Launch a deep strike attack on the last main enemy bridge in Sector 7H
- to cloak the enemy rear guard action.
-
- 5. "Trax"
- The massive tank factory in Sector 8H is primary target. Rip out the main
- building.
-
- 6. "Flame"
- The huge storage depot in Sector 8H, conveniently located between a
- hospital and a church, has fuel for the Warsaw Pact armies. Destroy a
- storage tank and return home.
-
- War Update 6
-
- 1. "Burst"
- The hardest mission so far: hit the centre line of the international
- runway in Sector 6H and engage any scrambled bandits. Avoid the dense
- SAM belts to the west of the base.
-
- 2. "Mercury"
- A rag-tag formation of fighters is closing over the border, towards your
- home runway and intelligence believes cruise missiles may be carried on
- board. Intercept and destroy enemy hardware in this battle zone.
-
- 3. "Man Hunt"
- The remnants of two massive armies are clashing in the relevant sector
- (see War Update Map). Destroy enemy hardware in this battle zone.
-
- 4. "On-Line"
- The nuclear power station south-east of the enemy capital is your target.
- Destroy the cooling towers and main building, avoiding the reactor plant.
- This will plunge the enemy into a total black-out in Sector 7H.
-
- 5. "Saturn"
- A train carrying new tanks to the front has been located by satellite in
- Sector 7H. Prevent the tanks from ever reaching the battlefield.
-
- 6. "Mars"
- A heavily defended aircraft factory in Sector 8H has remained unscathed
- so far, and is producing large numbers of enemy aircraft. Destroy the
- main building.
-
- (Look at EUROPE.IFF for the map!!!!)
-
- War Update 7 (the final update)
-
- Your three missions are: No. 1 Savior; No. 2 Retaliator and No. 3 Hour
- Glass.
-
- These missions are all secret to protect the outcome of the war - refer
- to War Update Map.
-
- KEYBOARD CONTROLS:
- ------------------
-
- EJECT
- Pressing this key once will place the systems into eject mode. This
- allows you 3 seconds to confirm by pressing the key a second time,
- which will then eject you from the plane. If the key is not pressed
- within the 3 seconds, all systems will revert to normal mode.
-
- Note: this key is also used as an 'escape' key on the menu selection
- screens to abort/cancel any inputs.
-
- FRONT
- This gives you the cockpit view/display.
-
- REAR
- This gives you the view from the inside rear of the craft.
-
- LEFT
- This gives you the view from the left side of the aircraft.
-
- RIGHT
- This gives you the view from the right side of the aircraft.
-
- SATELLITE
- This gives you an overhead view, taken as from a satelitte positioned
- at approximately 80,000 FT. Your aircraft is always at the centre point
- in this view.
-
- SOUTH-FACING
- This gives you a fixed south-facing view from outside the aircraft.
-
- ZOOM-IN
- This gives you the facility, when using an exterior view, to zoom-in
- towards your aircraft.
-
- ZOOM-OUT
- See Zoom-in.
-
- BEHIND
- This gives you an exterior view of the aircraft from the rear.
-
- NORTH-FACING
- See South-facing.
-
- MFD 1/2/3
- These keys act as toggles between the three different modes on each
- of the three MFD displays. See Instrument Description Section.
-
- SUPERCRUISE
- Pressing this key gives an instant thrust of 100%. This is usually used
- on high-level flights only.
-
- RPM -/+
- These keys increase and decrease revs/thrust.
-
- ECM ON/OFF
- This key toggles the electronic counter-measures system. See Instrument
- Description section.
-
- CHANGE TARGET LOCK
- This key will toggle the lock your missile has on a particular target.
- If there are, say, three enemy targets on the screen, pressing this key
- will alternate the lock-on between each of the three targets.
-
- PAUSE
- Pauses the simulation at any time during flight.
-
- WEAPON SELECTION
- Pressing this key will cycle through all of the weapons systems you have
- available on-board. In this cycle there will be the facility to revert
- to the normal HUD display - 'non-armed' mode. The weapon you select will
- be automatically armed and ready for launch.
-
- AUTOPILOT
- This key will toggle between manual flight and autopilot - see
- Instrument Description section.
-
- STEALTH
- This key toggles Stealth mode on or off. See Instrument Description
- section.
-
- FLAPS
- This toggles flaps in or out. See Instrument Description section.
-
- GEAR
- This toggles between lowering and retracting the landing gear. See
- Instrument Description section.
-
- HUD
- This toggles the HUD display on or off. See Instrument Description
- section.
-
- JOYSTICK/KEYBOARD/MOUSE
- These keys will defer to the chosen control at any stage during flight.
-
- BREAK LOCK
- This key cancels the lock your weapon may be holding on a target
-
- COCKPIT
- This key 'freezes' all cockpit displays when pressed, although functions
- will continue as normal. All ESSENTIAL displays will remain visually
- active. Press this key again to unfreeze.
-
- BRAKES
- This toggles the brakes on or off. See Instrument Description section.
-
- FIRE/TRIGGER
- This key emulates the Joystick Fire/Mouse LH buttons and fires the
- appropriate weapon, if armed. Note: with certain wepaons, it is
- necessary to wait for them to fix a lock on to a target - an appropriate
- symbol will appear in the HUD: See HUD diagram.
-
- LEVEL WINGS
- This will automatically recover you from any bad stalls, rools, etc. and
- will level your craft out.
-
- CHAFF
- This releases the Chaff. This effectively 'blinds' enemy radar and
- radar-guided missiles.
-
- FLARE
- This releases a flare (decoy), used primarily to divert infra-red-guided
- missiles.
-
- DIRECT FLIGHT CONTROLS
-
- Cursor-up key/Joystick up/Mouse up - Lower the nose
-
- Cursor-down key/Joystick down/Mouse down - Elevate the nose
-
- Cursor-left key/Joystick left/Mouse left - Bank Left
-
- Cursor-right key/Joystick right/Mouse right - Bank Right
-
- Space-bar/Joystick fire/Mouse Left Button - Launch/Fire
-
- ESC - EJECT (Press twice)
- - F1 - Front - F6 - South facing
- Inside | F2 - Rear Outside | F7 - Zoom in
- cock- = F3 - Left plane = F8 - Zoom out
- pit | F4 - Right | F9 - Behind
- - F5 - Satellite - F10 - North facing
-
- 1 - MFD 1 F - Flaps toggle
- 2 - MFD 2 G - Gear toggle
- 3 - MFD 3 H - HUD toggle
- 8 - Supercruise J - Joystick
- - - RPM - K - Keyboard
- + - RPM + X - Break lock
- E - ECM on/off C - Cockpit on/off
- T - Change target lock B - Brakes toggle
- P - Pause M - Mouse
- A - Autopilot Toggle <Return> - Weapon selection
- S - Stealth toggle <Space bar> - Fire/Trigger
- <Del> - Break lock <Help> - Level wings
-
- NUMRERIC KEYBOARD:
-
- * - Supercruise mode (100% Thrust)
- - - RPM -
- + - RPM +
- . - FLARE
- 0 - CHAFF
- 1 - MFD 1
- 2 - MFD 2
- 3 - MFD 3
-
- THE NEXT GENERATION COCKPIT SYSTEM (ECOP) INSTRUMENT DESCRIPTION:
- -----------------------------------------------------------------
-
- 1 - 4: Flight Surfaces and controls panels which are also colour coded
- and act as damage control panels.
-
- 1. The Auto-Pilot
-
- This key turns auto-pilot on or off. When operative the light is on
- green. The auto-pilot flies you on your last setting, but does not avoid
- high ground and mountains.
-
- 2. Brakes
-
- When your plane is on the ground the brake key turnsthe landing gear
- brakes on and off - in the air it turns the air brakes on or off. When
- the air brake is extended or the gear brake is on, the brake light will
- appear green. If the brake light is red then the brakes are not
- operative, or are damaged. If you exceed 70 rpm on the ground whilst
- brakes are engaged, you will incur damage to the landing gear.
-
- 3. Flaps
-
- The flap key turns the wing flaps out and in. When the flaps are out,
- the aircraft slows down, gains lift and reduces stall speed. When out,
- the green Flaps light will appear. High speeds can rip off the flaps if
- they are extended out, causing serious wing damage above 360 mph. A
- yellow light will warn you if you exceed 260 mph. Fatal damages are
- indicated in red text.
-
- 4. Landing Gear
-
- The green landing gear light will appear when the gear is out and in
- the landing position. When gear is retracted the light is out. If you
- exceed 320 mph you will fatally damage your gear if it is out and at
- 240 mph a yellow caution light will appear. If this occurs, you should
- either raise your gear or slow down to prevent any further damage. A
- red light indicates fatal damage or failure to your gear.
-
- 5 - 9: Systems Analysis
-
- 5. Master Arm Light
-
- This lights up when a selected weapon is armed and ready for launch (see
- weapons).
-
- 6. Stall Light
-
- A stall occurs when the wings angle of attack becomes too acute.
- Unstable air flows over the wings surfaces and reduces lift which
- generally causes the nose to drop. Stall speed varies in different
- circumstances depending on the aircrafts flaps and attitude.
-
- NOTE:
- The F-22 and F-29 computer system recovers from stalls automatically -
- all you need do is level out and bring your pitch back to normal.
-
- 7. RPM Bar
-
- This shows the amount of thrust being applied. Each small bar represents
- 10% increments of thrust. To increase and decrease thrust press the
- thrust key (see keyboard). More thrust consumes fuel quicker.
-
- 8. The Fuel Bar
-
- This shows the amount of fuel left in the three internal fuel tanks of
- each plane. This is represented in increments of 1000 lbs for each small
- bar shown (if external fuel pods are carried the fuel in these is spent
- first and then the empty tanks ejected).
-
- 9 - 15: Warning Indicators (Yellow 196 Caution, Red 196 Danger).
-
- 9. Fire
-
- If there is an engine fire this light will flash red - it is not
- recoverable and the pilot must eject.
-
- 10. Fuel (low)
-
- If the level of fuel is below 2000 pounds a yellow caution light will
- appear. If below 500 pounds a red flashing light will appear and below
- 200 pounds a solid red light and a message will appear on the HUD.
-
- 11. Engine
-
- The engine warning light will appear a cautionary yellow if the RPM falls
- below 50% in flight or if partial engine damage has occured. If severe
- engine damage occurs, the light will flash red and the pilot will have
- to eject. Partial (yellow) engine damage allows you to limp back to base,
- but can get worse if left unchecked. A solid red light represents turbine
- failure.
-
- 12. Altitude
-
- If you fly below 500 ft a yellow altitude warning ligt will appear;
- below 200 ft a red light will show.
-
- 13. Radar
-
- If the radar is damaged partially or is faulty, a yellow caution light
- will appear. If it is totally damaged or destroyed a red light will show.
-
- 14. WEP (Weapon Damage)
-
- If the weapon system is damaged or jams on one particular weapon, the
- warning light will appear appropriately.
-
- 15. COM (Communications)
-
- If any communication faults occur, a yellow warning light will appear.
- If these faults are fatal (and irreparable) a red light will appear.
-
- NOTE: The F-29 and F-22 have a computer self-diagnostics test and in
- some cases are able to track down and repair faults.
-
- (only yellow caution faults). E.g. some problems on RAD, WEP and COM
- can repair automatically.
-
- 16. Messages
-
- Various text information is provided on this display, eg: the type of
- enemy missile approaching, etc.
-
- 17 - 22: ENEMY THREAT PANEL
-
- 17. Lock
-
- If a lock is fixed on your plane by enemy radar this light will apear.
- You can attempt to break the lock with ECM and chaff, abd shut down to
- "stealth".
-
- 18. LNCH
-
- WHen an enemy missile launch occurs then there is a large bright
- flashing launch light.
-
- 19. RWR (Radar Warning Reciver)
-
- This has a fixed range of 24 miles and shows any threaths, i.e SAM's
- and enemy planes (it is a crude horizontal radar).
-
- When an object appears on this and is behind your plane then an audio
- signal also sounds.
-
- NOTE: RWR still operates in "Stealth" mode, as it receives but does not
- emit.
-
- 20. Threat
-
- When the onboard ECM equipment detects a Fansong signal (Russian SAM
- Radar Signals), you are presented with a yellow steady missile "threat"
- light and audio tone. If you are detected and the enemy radar has a
- target, the missile warning light will flash and the tone warble.
-
- 21. Stealth
-
- You have limited radar cloaking and can appear radar invisible if you
- fly slowly and low and reduce all radar emissions from your craft, i.e
- radar shutdown. You can still be detected visually but it is a lot safer.
- An indicator shows how vulnerable you are to radar emission.
-
- Note: The radar and maps have a freeze mode, displaying a target and
- its position whilst all radars are shut down.
-
- 22. ECM (Electronic Counter Measures Radar Jammer)
-
- When activated the ECM light appears. The ECM "blinds" radar guided
- missiles and stops them homing in on your plane. The ECM works better
- at long range.
-
- 23. Engine Ignition Light
-
- When the engine is powered up this light is activated until RPM reaches
- 20%.
-
- 24 - 32 The Multi Function Display Units.
-
- 24 - 26: MFD 1
-
- 24. Systems
-
- This provides present flight details for fuel, RPM, Speed and Altitude.
-
- 25. Weapon Selection Screen
-
- This shows the number od weapons and type; which weapon is armed and
- selected and it also shows the amount of Chaff and flares remaining.
-
- 26. BVR Radar
-
- The Beyond Visual Range Radar is used for the medium and long range
- air to air missiles. It provides extra range than the horizontal radars
- and shows distant enemy aircraft.
-
- 27 - 29: MFD 2
-
- 27. Forward Looking Radar
-
- This gives a detailed infra-red display of the front of the plane
- providing data on the type of a plane, its bearing and speed, whilst in
- combat.
-
- 28. Missile FLIR and TV
-
- This provides a cockpit display of what the CSW, Maverick, MRASM and
- ASALM sees via TV and forward looking infra-red cameras. This is relayed
- directly to the cockpit showing the missile closing in on its target in
- 3-D perspective.
-
- 29. Horizontal Indicator
-
- This provides the pilot with information of the plane's roll from left
- to right and at what angle it is banking.
-
- 30 - 32: MFD 3
-
- 30. Horizontal Situation Radar
-
- This radar provides a cross section view of the plane and all the area
- around it, with a variable range indicator. This radar provides
- locations of SAM's or enemy planes within its 40 mile range.
-
- 31. Satellite Radar (Moving map display)
-
- This shows a digital map of the world, 40 miles around you. It provides
- terrain locations of all enemy bases, factories and road/rail networks.
-
- 32. MMD (Moving map display with direction finder)
-
- This is a computer generated display above the moving map which shows
- the directions of the plane with a line indicator.
-
- The Head-Up Display (HUD)
-
- The HUD can be toggeled on and off (see keyboard). This will show you
- on a constant basis: heading, air speed, altitude, "G-loading", weapon
- selected and number of weapons remaining and the flight equipment
- currently in use. Other symbols that will appear when appropriate are:
- gun sight and missile sights. (for this look at HUD.IFF)
-
- See COCKPIT.IFF for layout details.
-
- SIMPLE CONTROL OF YOUR ATF:
- ---------------------------
-
- Here follows a very breif outline of how to land, takeoff and, in simple
- terms, control your aircraft. For a more in- depth view on the function
- of other equipment, such as flaps, brakes, etc, please refer to section
- headed, 'Instrument Description'.
-
- Takeoff
- 1. Start and build thrust up to 50%.
- 2. Release brakes and steer slowly along the strip.
- 3. Increase thrust to 80-90% to eventually attain a takeoff speed of
- approximately 200 MPH.
- 4. Pull gently back on the 'stick', which lifts the nose. After the
- plane lifts off the ground, retract landing gear before you exceed
- 300 MPH.
-
- Level Flight
- To achieve 'level' flight, the pilot raises or lowers the nose until the
- Ladderbar (in the HUD) shows 0 degrees.
-
- Lift
- The amount of lift generated on the craft is dependant upon your
- airspeed. Reducing speed reduces lift, making the craft descend - without
- lowering the nose. Increasing speed elevates the craft.
-
- 'G'-Loading
- Represented on the HUD, this informs you of the gravitational force
- exerted upon yourself and the game, which varies according to speed and
- angle. If the G-Loading exceeds about 8, you will be subjected to
- 'Blackout'. If the G-Loading is -3, or less, then you will be prone to
- 'Red-out', as the blood rushes to your head.
-
- The most common way of inducing these G ratings is by generating a very
- steep-banked turn at great speed, the combination of which will result
- in the aforementioned blackout. If you straighten out immedialtely after
- a very highangle, high-speed ascent, then you will cause a minus G-force
- which may result in a Red-out.
-
- Altitude
- The maximum altitude of the ATF is 75,000 feet (which is the approximate
- height of the generated satellite view). To attain the required height
- to evade radar detection, you need to fly at between 200 - 300 FT above
- the ground or the sea level (dependant on the enviroment you are over).
-
- Ladderbar
- Partrayed on the HUD, the ladderbar indicates the angle of your aircraft
- in relation to the horizon. Hence, the zero level indicator indicates
- 'level' flight. Note that the Ladderbar Pitch Lines are always horizontal
- to the horizon, IE, when you roll, the Ladderbar will change angle
- accordingly in the HUD. The Ladderbar is shown in increments and
- decrements of 10 degrees.
-
- Landing
- 1. traighten the craft using the centreline of the runway as a
- reference. Maintain a speed of around 300 MPH and a height of
- between 1500 - 2000 FT. Lift the nose slightly to maintain level
- flight.
- 2. On approach, descend down to around 300 FT and reduce airspeed to
- around 200 MPH, lowering your flaps. It is advisable to lower your
- landing gear at this point. Remember to keep the centreline of the
- runway directly ahead of you, IE your central focal point of
- reference.
- 3. When your wheels touch the runway, reduce the throttle to zero and
- push forward on the joystick in order to lower the nosewheel down
- to the ground.
- 4. Apply the brakes and when the craft stops completely, the mission
- you have just undertaken is complete.
-
- SCORING:
- --------
-
- In this simulation, there is no automatic promotion. It is up to your
- discretion to decide whether you are skilful or experienced enough to
- promote yourself to the relevant rank.
- Your achievements will be based on the rank you have selected. If
- 1 st. Lt. is taken as the 'base' rank, Captain will be awarded twice as
- many points for the mission; Major, three times; Lt Col., five times and
- Colonel seven times as much. It must be borne in mind, though, that the
- higher rank you select, the more difficult will the mission be to
- complete.
-
- Scores are given after each mission and Awards (if applicable) after
- each War Update. Different missions will attain different scores - you
- will be awarded proportionally more points the further you progress into
- the war.
-
- MEDALS:
- -------
-
- 1. PURPLE HEART - awarded if injured or killed in action.
-
- 2. AIRMANS MEDAL (AM) - awarded after War Update 1.
-
- 3. DISTINGUISHED FLYING CROSS (DFC) - awarded after War Update 2.
-
- 4. SILVER STAR (SS) - awarded after War Update 3.
-
- 5. AIRFORCE CROSS (AFC) - awarded after War Update 4.
-
- 6. MEDAL OF HONOUR (MOH) - awarded after War Update 5.
-
- ******************************************************************************
-
-
-
-