Question: Why
won't my planes land on the deck of my carriers?
Answer: 1.
You either have 4 planes that are on 5 minute alert. And if that
is true the planes are on the deck awaiting to be lauched so
either lauch the planes or put them back to 15 minutes readiness.
2. You are lauching planes at the time and this will not let the
planes land on the deck due to the use of the catapults. 3. The
ship has been damaged so much that it can no longer be used.
Question: What
is a good way to avoid detection?
Answer: The
best way that I have found to avoid detection from planes and
ships is to fly as low to the ground as possible. Also make sure
you do not have your radar on or you will show up very easy.
Question: What
is a good way to defend an air craft carrier?
Answer:
The best way that I have found to defend a carrier is as follows.
Lauch a E-2 Hawkeye to where the enemy is known to have come
from(north,south,southeast,etc.) and send it in that direction
about 50 to 75 miles. Have it to the highest altitude possible
and have it loiter around. After that has begun to move to its
position send up 1 F-14 Tomcat to protect it and also you can
send a Hornet with it if you feel it is needed. Also send 1
Hornet in each direction. But don't send it where you sent the
E-2 and the F-14. Make sure all these planes are at the highest
altitude possible and have them blaring there radar. Have 2
tomcats about 20 miles out to help protect against any planes
that happen to get by the radar or they can help the E-2 out if
needed.
Question: What is that small,
flashing red box in the lower right corner of the screen?
Answer: The flashing box
means you have a new message to read. It can be in the Tasking,
Intel, or Messages section of the COMMS screen. Press F4 to bring
up the COMMS screen to read the new message. Once you've seen the
message, the flashing box will no longer appear, until a newer
message arrives
Courtesy of Janes
Q: Sometime
I fire HARM missiles at one target and they go towards another
target. Why is that?
A: HARM
missiles are radar tracking. If they pickup a closer radar source
than the target you specify, they will go towards it. You need to
fire the HARMs closer to your intended target.
Q:
Sometimes I tell my ships to fire guided missiles and they don't
do it right away. Why is this?
A: They may
be reloading their weapons or in the case of SAMs, all of their
Fire Control radar are already in use. Most systems are only
capable of guiding one missile at a time, the Aegis being the
major exception. This is also why your ship isn't firing more
missiles on command.
The
following is a brief explanation of the different types
of sensors that can be turned on/off. Basically, all
sensors that can be turned on or off are emitters, and as
such they can be counterdetected at a greater range than
they can detect. Before you turn on a sensor, think about
the fact that you might be giving yourself away instead
of finding out where someone else is.
Air Search Radar
- Typically, a long-range radar system intended
for searching the skies for aircraft. Note that
Air Search radars cannot see below the horizon,
so ships suffer from a blind spot at low
altitudes and long distances. This blind spot is
not displayed on the radar coverage display.
Surface Search Radar
- A shorter range radar for searching for surface
platforms.
Fire Control Radar
- Fire control radars are often required by
missiles, especially guided missiles. Many fire
control radars are only capable of guiding one
missile at a time; the Aegis radar system being
the most notable exception can guide up to 16.
Your ships will automatically turn on their fire
control radars when ordered to attack, making you
highly visible to platforms equipped with ESM.
You may wish to re-order Emcon (all radar turned
off) after an attack is completed in hopes of
regaining a stealth advantage.
AEW (Airborne Early
Warning) Radar - This is an extremely
long-range air and surface search radar system
carried by platforms such as the US E-2 Hawkeye.
You'll wish to protect platforms carrying this
system carefully, as they provide your
longest-range coverage of the unfolding
situation. AEW Radar is also counter-detectable
from great ranges, so you may wish to keep it
quiet until you can separate it from your battle
group.
Active Sonar
- Active sonar works by radiating noise
underwater and listening for returns to echo back
from underwater objects such as subs. It gives
away the location of your ship to any nearby
subs, but it is also your best chance of locating
them. If you suspect a sub is nearby, you may be
able to discover its location quickly by going
active, and prosecute it before it can attack.
If you
are playing multiplayer games with a modified database
(for instance, you have the database with the F-14's
modified to carry Phoenix missiles), make sure the other
people you're playing with also have the same database.
The databases must agree with each other for multiplayer
games to run correctly.
The
"Search" option will disappear for aircraft
when they run out of sonobuoys.
At the
start of any mission in which you have a carrier and/or
airbases, use the grouping commands to create a group for
each platform. For example, select the carrier and press
ctrl-1. Then, select the airbase and press ctrl-2. Now,
you can select your carrier anytime without having to
search around for it by simply pressing '1' and then 'f'
to bring up the
flight deck. The same goes for your airbase
Pause the game immediately,
zoom in closer to your CVBG, hook them all,
unpause, and turn on ALL sensors. Prepare to be
surrounded, and attacked in force from all sides.
Don't be afraid to use a lot of SM-2s for each
incoming missile, better to use a few extras than
get hit. There can be as many as 9 Indian subs,
most of which are positioned along your PIM line.
Get your E-2 Hawkeye up fast, and at least four
S-3 Vikings to search the path of the CVBG
(remember to turn on the sonobouys). You MUST
wait for the Intel and Tasking messages to come
before taking out the airport and Indian ARG.
Strait
of Malacca
Again, pause, zoom in, and
turn on ALL sensors. Do not turn on any of the
Australian SAGs sensors; keep them hidden, as
they have no defense. The Chinese forces are
weak, but you start the mission surrounded by
them. Within 10 minutes of game time, the Russian
Shipwreck missiles will appear in your sensor
range, fire as many SM-2s as you can, as fast as
possible. After the first wave, another smaller
one may come, then the Russians and Chinese will
be depleted of all SSMs. The only worries are the
random Backfire attacks and the hidden subs. Set
at least four Vikings to search the entire area
between the islands. All subs and hostile forces
must be killed to win this one.
Taiwan
Strait
This one is easy. Launch 10
TLAMs at each airport at the start of the
mission; don't bother to wait for the Tasking
message (they are the only unknown land objects
on the map). Chinese forces are stuck between a
lot of neutrals, so be careful how you attack
them. Better to close with an F-14 Tomcat and
fire Harpoons from point blank range. DO NOT use
the AGM-88 fired from the F/A-18 Hornet, as it
will home in on the neutral boats and your score
will suffer. TLAMs will do the same. All subs and
Chinese forces must be killed to win. The PCFGs
do not need to be killed (they're a pain to hit
anyway).
Kuril
Islands
You must overwhelm the
Russian CVGB as soon as the mission starts. This
is the hardest mission. You start with approx. 60
TSAMs depending on the random placement of your
forces, use 40 of them in the first five minutes,
most will be shot down. If the Russian airport
randomly starts close to you, kill it with 20
TLAMs immediately (It is the only visible unknown
land object on the map). Get planes in the air,
especially the jammers (ES-3 Viking, EA-6B
Prowler, and the E-3 Sentry). The Russian carrier
will pump out an endless flow of Su-33 Flankers
which will attempt to kill every missile and
plane you have, and they are faster than any of
your planes. There may be as many as three subs
which must be killed in order to win, although
there is no message to do so.
Single
missions
CVBG Norwegian Sea
Don't be afraid to use all
your SM-2 SAMs. There are only 3 or 4 Backfires,
with 5 Kitchen missiles apiece. Launch some of
your F-14s; turn on your sensors.
Chinese Terrorists
The enemy will reveal itself
soon after the mission starts, by firing at you
with all their missiles. Defend yourself, then
kill them.
Shore Bombardment
Simple mission, just kill the
land targets with TLAMs or guns. Careful of the
airport, it will dump a large amount of planes in
a short period.
Pacific Pirates
Launch your helicopters as
soon as the mission starts and order them to
identify all the unknown tracks. Planes will come
off the airport, one of them is the enemy, and
you will lose if he gets away.
Macho madness
One, maybe two boats to kill,
nothing special here.
Iraqi Strike
The initial barrage of
missiles is difficult to fend off, but will end
soon. Kill the land targets and you are done.
Wyoming Deploys
Use the Orions to search
along the PIM line of the Wyoming. You do not
need to get to the 300 fathom line, although the
debrief will state it as being
"incomplete". The transit take a long
time, don't bother, just end when all the enemy
subs are dead.
No-Fly Zone
Use the EA-6B Prowlers to jam
any target you see. The SAM sites are deadly to
your planes. Just be patient with this mission
and it is easy. Don't kill the hospital.
Deadly Transit
Defend and attack
aggressively and you should come out alive.
Strike Back
This is nearly the exact same
mission as Deadly Transit. You must destroy the
command center, SAM site and all Russian craft to
complete this mission.
Iranian Attack
You are almost certain to
lose planes in this one, as the enemy has you
surrounded and will fire upon them as soon as the
mission starts. Take them out, kill the airport,
one PCFG and you are done.
Indian Ocean Transit
The Indian CVBG is very good
at defending itself with its Harriers. There are
two enemy subs which you must kill to win.
Bugs and Drugs
The enemy factory MUST be
killed before 1310 to win this one. Pay heed to
the Intel and tasking messages.
A Line in the Sand
ALL enemy forces must be
killed to win this one, ignore the Tasking about
transiting to the 35th parallel; you
are already there. There is an enemy sub which is
difficult to find, just keep searching for it.
Strait and Narrow
Read the Tasking and Intel
messages carefully. Do not kill the enemy airport
until ordered to do so. The enemy PCFGs will fire
on you as soon as the mission starts, defend
yourself, then kill them. There may be as many as
two subs which must be killed to win. You must
complete the transit to finish this mission.
Rogue Fleet
This should be a four star
mission. You will probably lose one or two ships
here no matter how well you play. Fire ALL your
missiles at the Kuznetsov, kill it as fast as
possible. There is an enemy sub that must be
killed to win. Beware the Flankers.
Hold the Tiger at Bay
Make sure to read all Tasking
and Intel messages carefully. You need to kill
the SAM sites as well as the airports to win
(they are easy to miss). Also kill the Viraat and
complete the transit.
Norway Alta Fjord
Should be a four star
mission. You will probably lose 2-3 ships here.
The sub is an Oscar class Russian sub with 24
Shipwreck missiles. The Kuznetsov has 20
Shipwrecks, and the 2 Kirov class battle cruisers
that have 20 Sunburn missiles each. Not to
mention all the Su-33 Flankers from the
Kuznetsov. Good luck, your SAG will be
overwhelmed quickly.
Nominated for an Oscar
Search for the sub. Kill it
and you win.
Paybacks are Hell
A large Russian CVBG is just
northwest of the island barrier (I'm sure you are
scared of the Kuznetsov by now!). Be careful how
you shoot your TSAMs, as they cannot fly over
land. Launch all your planes and slug it out with
them. Be careful of the SAM sites on the islands.
Running the Gauntlet
You minesweepers have NO
defenses, get planes to them quickly, or kill
them enemy. If they die, you lose.
Plugging the Gap
Beware the Backfire, and
their Kitchen missiles. There is one airport
which will launch Backfires, which will launch
Kitchens, then land rearm, and be back up again
within 15 minutes. Kill it quickly. You CVBG is
spread out, protect the carrier.
Liberating Liberia
Read the tasking and Intel
messages carefully. The helo tasks are difficult
to time correctly. Make sure you use the low
altitude (shift+7) and slow speed (shift+1)
commands when ordering your helos to rescue the
embassy staff. You MUST use helos from the French
carrier; the other US helos can't rescue people.
He's at it Again
Kill the enemy land targets,
and defend against their planes. This is an easy
mission.
Ancient Rivalry
Relatively straight forward
mission, kill everything. There are two subs that
are hidden behind your ships, turn on your sonar
to find them and use the Orions to kill them. Be
careful of sneak attacks from unknown planes.
Palestinian Peace
The Negev base is difficult
to see because it is in a valley; you must be
directly over it to see it (which means the SAMs
will be able to hit you easily). Place markers
(return key) at the exact coordinates given to
you and use the engage with>TLAM to fire at
the markers. The TLAMs have a large blast radius
and will probably kill the target.
Red Sea Chokepoint
Use all your offensive and
defensive weapons to kill the enemy quickly, and
defend against a large amount of incoming SSMs.
Make sure to turn on your sonar, as there is a
sub nearby.
A Furor in the Fjord
If the random placement of
your ships leaves you without two ships to the
north of your carrier, restart the mission, as
you will not be able to defend yourself without
them. Your CVBG is spread thin and you will need
to defend aggressively, and attempt to overwhelm
the Russian CVBG. Most of the unknown planes
around your CVBG are Russian Bears and IL-Mays,
which will jam your ships fire control radars,
and your Hawkeye, making the first five minutes
of the mission very difficult. Kill them as fast
as possible, and don't worry too much about
killing the neutral planes (why do they fly in a
war zone?) Fire 10 TLAMs apiece at each of the
airports as soon as the mission starts (the only
visible land objects). Backfires with Kitchens
will pour from the central airport, so it must be
killed quickly. Launch all your jammers to help
kill the Russian CVBG.
Nuestra Malvenas
The UK CVGB is pretty weak,
and does not have long range weapons like the US
fleet does. Use your offensive weapons wisely.
The Harriers do not have much range either. One
of your Duke class destroyers must close to
within 30 miles of the coastline to complete the
"Blockade Broken" task. The British
ships can only fire one SAM at a time.
Red Sea Ambush
This is truly an ambush.
Similar to Red Sea Chokepoint, do not be afraid
to use ALL of your offensive and defensive
weapons to win. Turn on ALL your sensors at the
start of the mission.
Baltic Sea Magic
The French fleet is similar
to the UK fleet, lacking in long range weapons.
The Rafales are good anti-air defense, while the
Super Entards are not. Kill the airport as soon
as possible. The French ships can only fire one
SAM at a time, so aim carefully.
Q: In Baltic sea magic, I get
my ships to the required destination before the
required time limit, but the Blockade Broken goal
never comes up as completed. Why is this?
A: To break the blockade, you
must arrive at the required destination with at
least one fully functioning D'estienne D'orves
class FFG.
South China Slugfest
Nearly impossible to end with
a positive score, the enemy has somewhere near
120 SSMs to fire at you, while you can have as
many as 120 SAMs, depending on the random
placement of your ships. Launch the P-3 Orions as
soon as the mission starts. There are two weak
subs directly south of your subs, turn on your
sonar and they will become visible soon after.
Play this one with "on-demand sub
comms" ON (from the F6 options menu),
otherwise your subs will never engage the enemy
(and you will need those extra 12 Harpoons). If
one of your ships is in danger, fire as many
offensive weapons from it as possible, as it is
better to get them in the air than lose them.
.
Press '2' and then 'f' to bring up the airbase's flight
deck.