GUNSHIP 2000 HINTS ON PLAY

             By Jim Day. Game Designer Gunship 2000

FLIGHT
~~~~~~
   Control:
   --------
      Although it is best to start out in "easy" flight mode,
   you should try to progress to "realistic" flight as soon as
   is possible. Realistic flight gives a much more precise
   control of the helicopter. You should strive to control your
   altitude with just the cyclic (joystick) control, and stay
   away from using the collective for in flight altitude
   adjustments.
      Try to use the dual joystick, joystick/keyboard or
   joystick/rudder pedals control options. These options enable
   you to control the tail rotor. This additional control
   greatly enhances flight control. It is much easier to use the
   tail rotor to make quick turns than the cyclic. Hard cyclic
   turns can result in an altitude loss; a problematic situation
   when near the ground.

Altitude:
   ---------
      Try to avoid overflying mountains (except near your base)
   unless you wish to get a high view of the countryside. The
   altitude gain is just not worth the exposure. Stay low, but
   not too low as the discovery of the enemy at extremely low
   altitudes gives you little time to react to incoming threats.
   It real combat, helicopter pilots seldom fly below 100 feet.
   If you are searching for the enemy, an altitude of about 225
   feet is probably about right. If you know where the target or
   objective is located, go in low and hot to avoid as many of
   the enemy defensive units as is possible.

   Gauges/Indicators:
   ------------------
      Keep your eye glued to the radar altimeter (the one
   located in the HUD - the altitude gauge in the console is
   the barometric or pressure altimeter). This indicator shows
   your true height to the ground immediately below the
   helicopter. As the ground rises up to meet you, this
   indicator shows the loss in altitude. The low altitude
   warning also sounds when your altitude enters the red zone
   (this zone is player adjustable by the "c" or "v" keys).
      These subtle altitude changes can mean the difference
   between life or that fatal crash. One particular area to
   watch is the coast in the Persian Gulf. As you near the
   shore, flying from inland, the terrain rises slightly - pay
   attention to the altitude change.
      It may seem obvious, but pay close attention to the threat
   display - give it a glance every so often. Threats can pop up
   on the periphery or to the rear that your CP/G can not see to
   call out. In those situations, maneuver towards or away from
   the potential threat. Keep in mind that as you move towards a
   target, the dead (or safety) zone is reduced - this is a
   combination of range and altitude.
      In general, fly "out of the cockpit" only taking periodic
   glances at the console. The HUD provides the key flight data,
   and the console should be used only as a backup.

   Friendlies:
   -----------
      Upon reaching the rank of 2nd Lieutenant, you are given
   the responsibility of multi-helicopter command. These guys
   can accomplish a great deal if you utilize them with care.
      With fresh-faced rookies, do not expect then to take on
   the enemy single handily - they just do not have the skills.
   Just as you had to learn the ropes, these guys also improve
   with time. Rank and decorations are the best measure of their
   competence.
      Their degree of competence is applicable to three
   different areas: offense, defense and flight skill. The best
   pilots hit the targets with the fewest shots and at the
   greatest range; avoid taking damage; and hit their waypoints
   right on the mark. Those new guys and less experienced pilots
   fall somewhere short of this optimum.
      With these limitations in mind, give them something
   attainable. Pick-ups, cargo missions, small target groups or
   moving targets are a good place to start. They are skilled
   enough to always fly to a drop-off or pick-up point if their
   last waypoint is somewhere near the location. They even let
   you know if they spot a pick-up by communicating "Objective
   Sighted!". Position their final waypoint or assign a new
   flight path on the location, and they will fly directly to
   the point. Of course, they always fly directly to the base or
   FARP (accessed by a second press of the "to base" key).
      Once they have developed a certain degree of experience,
   there is not a single mission they can not handle. Take care
   of them, and they will take care of you.

TACTICS
~~~~~~~
   S-2 Report:
   -----------
      Pay attention the unit sightings information in the
   report. The order of the four units listed indicates the
   frequency of the number you could expect to meet in this
   mission. The unit listed first has the greatest frequency,
   the second a lesser frequency, and so on.

   Toughest Primary?secondary Targets:
   -----------------------------------
      Headquarters, Depots, Fixed Emplacements and Infantry
   Groups provide the greatest challenge. They all have a large
   and diverse mix of potentially dangerous units. They also
   require a high degree of destruction to achieve the mission.
   This combined with the deployed enemy defenders, makes for a
   tough assignment.

   Easiest Primary/Secondary Targets:
   ----------------------------------
      Moving vehicle platoons, and to a lesser extent moving
   mech groups, are the easiest targets. This assumes that you
   have found the target. Only a few of the units in the platoon
   or mech group stop to engage you - the others try to escape
   and continue on to their objective. This makes for a limited
   number of enemy shots. As an added benefit, the enemy
   defenders must spread out along the path of movement,
   thereby, limiting their concentration.

   Toughest Single Targets:
   ------------------------
      This is probably all infantry targets and the 2S6 (the 2S6
   is found only in Europe). The infantry are tough to destroy
   and they have a number of weapons to throw back at you. M261
   and M255 rockets can make short work of the infantry.
   Hellfires can also be effective, but it may take more than
   one to do the job. When in close, blast them with your
   cannon. The 2S6's laser guided missiles and accurate cannon
   make it an extremely tough adversary.  Fire-and-forget
   weapons are the best choice as you can not "spoof" its laser
   guided missiles. Guiding a TOW-2 or Hellfire-A into the
   target can be a dangerous prospect. The preferred tactic is
   to fire a Sidearm, Hellfire-B or M247 rockets and immediately
   fly away from the target. Even if a laser missile is in
   flight, when the 2S6 is destroyed, the missile automatically
   drops its lock (this is also true of radar guided missiles -
   eliminate the source and the missile no longer tracks). This
   tactic should also keep you out of its cannon range.
      The ZSU-23(4) and towed guns can also be a tough nut if
   you come upon them within their cannon range. Their high
   rate-of-fire (especially at the higher enemy quality levels)
   enable them to throw out a large number of shots in a short
   period of time.

   Easiest Single Targets:
   -----------------------
      Aside from the various structures and buildings, these
   would be all tanks and machine-gun armed recon units, such as
   the BRDM-2 and EE-9. These units are pretty much sitting
   ducks and can be destroyed with impunity. Even if you fall
   within range of their machine-guns, it is rare that you take
   a hit. These are all good candidates for cannon fire; do not
   waste limited ordnance on these targets.

   On-line Data Base:
   ------------------
      Until familiar with the various enemy targets and units,
   you are encouraged to use the on-line data base (alt-p keys
   with a target lock) to secure important information.

   Weapons:
   --------
      You really need to tailor your choice of weapons to the
   nature of the targets. This knowledge comes from experience,
   the manual and the on-line data base. Try different
   combinations on different target types - best done while in
   the training mode. Keep in mind that the damage inflicted can
   vary; it is not a fixed amount. A target could be destroyed
   with one hit on one occasion, but may require two hits on a
   second occasion.
      Before you reach the level of command access to a Longbow
   Apache, rockets can substitute as a poor man's fire-and-
   forget weapon. While they take a certain degree of finesse to
   utilize, they do have the advantage of flying directly to the
   target if launched in constraints. As an added bonus, you can
   usually carry a whole passel of them, and set the number to
   fire in a salvo. With three different types, choose carefully
   and pay attention to the S-2 report.
      Sidearm is also a good weapon to consider, as it is a true
   fire-and-forget weapon system. While the number that can be
   carried is limited, it is a good choice for the wing tips on
   Apaches when light air activity is expected. It is more than
   capable of silencing most radar sources with the exception of
   ships.
      Mavericks or Penguins are a must when dealing with ships.
   They have the capacity to destroy a ship with a single hit;
   not guaranteed with Hellfires or TOWs. Maverick, if
   available, is the preferred choice over Penguin since it has
   a dual role against ground targets.
      A mistake some players make is changing the weapon type
   while a guided missile is still in flight to a target. For
   example, if you have a Hellfire-A in bound to a target, do
   not change the weapon selector to another weapon type. The on
   board computer becomes confused, and the Hellfire no longer
   tracks the target.
      The effectiveness of ripple fire can not be emphasized
   more, when engaging closely grouped targets with guided
   weapons. Launch one missile, wait a few moments, launch a
   second, wait a few moments more, and then launch a third, and
   so on. This tactic greatly reduces the total engagement time
   over the target, and therefore your total exposure time. It
   has the added benefit of eliminating the threats in short
   order. Technically, all of the missiles are targeted on the
   first target. But after the first target is destroyed, the
   targeting system automatically shifts to the next target -
   locking the next missile on to that target. This process
   continues until all of the targets are destroyed or the
   missiles have all hit their targets. If the target was not
   destroyed by the first hit, you have another missile
   following closely in its wake to finish the job.

   Moving Targets:
   ---------------
      Moving targets are not all that difficult to find, if you
   keep a few key points in mind. They move at speed of about 25
   knots - so less than 1/4 of your average speed. This gives
   you an idea as to where they may be along their path. They
   always move in the indicated direction, but modify their path
   based upon intervening terrain (they avoid mountains, valleys
   and rivers). You may discover them off of the path due to
   these terrain types. However, they generally move in the
   direction indicated.
      Moving units that appear to start on a road will more than
   likely follow the path of that road, including movement
   through road canyons.

   Search & Destroy (or Rescue):
   --------------------------
      These can be one of the most frustrating mission types.
   Just keep in mind that the target is out there, and your
   intelligence data relating to the suspected location is
   fairly accurate. The target should be no more the a few map
   units from the indicated location (the mission map is divided
   into a 16 by 16 grid - therefore it is divided into 16 x 16
   map units). The challenging part is that the target could be
   in any direction from the indicated location.
      A good clue to the location can be the discovery of enemy
   defenders. If you start to encounter these defenders, the
   target can not be far away. After all, the defenders are
   there for a purpose.

   Sea Targets:
   ------------
      Enemy ships can be a bit of a challenge, especially if you
   come across them at short range. If you are to engage known
   ship targets, approach them form the seaward side and pick up
   altitude to about 300 or so feet. This should give you enough
   range to deal with anything they may throw at you.

   Air Targets:
   ------------
      Now these guys can give you some real trouble. Pay very
   close attention to the S-2 report's section on enemy
   aircraft. If it states "extremely heavy", you best be
   prepared for some heavy action. Stingers and Sidewinders are
   the weapons of choice in this case. Stingers are more than
   capable of dealing with most of the enemy helicopter threats
   with a single shot. There is no doubt when firing a
   Sidewinder. Your can is also more than capable of taking out
   an enemy helicopter. It this case, you will have to get in
   close.
      Enemy high-performance aircraft definitely require
   Sidewinders; in most cases, Stingers just do not have the
   punch to take one out with a single hit. It is a truly lucky
   shot if you are able to get a hit with your cannon. Keep in
   mind, that these guys must be dealt with, since they keep
   coming back until they are damaged or destroyed. The good
   thing is that you do not see them all that often - after all,
   helicopters just do not tangle with fast movers all that
   often.

   Jammers, Chaff & Flares:
   ------------------------
      Jammers should be activated at the first notice of an
   enemy inbound threat. The jammer either "spoofs" the enemy
   missile or it does not - there is no grey area in this
   regard. If you do jam the missile make sure to move out of
   its flight path. Jammed missiles do not disappear, they just
   continue on a straight flight path. That is why it is a good
   tactic to keep targets on the periphery rather than flying
   directly towards the target. With this approach, the jammed
   missiles miss to the left or right. The IR jammer has an
   equal chance of jamming a missile each time it is attempted.
   The radar jammer is a different story. The enemy units
   frequency hop until they are able to defeat, or "burn
   through" your jamming signal. That is why initial missiles
   are jammed and later missiles can not be jammed. Turn off the
   radar jammer after use; remaining active reduces its
   effectiveness.
      Chaff and flares are close-in defenses. Launching chaff or
   flares when the missile is still 2 km away is very
   ineffective. It is purely a matter of timing. Allow the
   missile to approach and then launch the decoy. If you launch
   too soon the chaff cloud will have dissipated or drifted off
   or the flares will have hit the ground or burned out. If you
   launch too late, the missile will not be fooled, and will
   still track your helicopter. If possible, break left or right
   after you launch the decoy; this enhances the effectiveness
   of the decoy. You can lose constraints or even drop the lock
   while targeting for guided weapons (Hellfire-A and TOW-2).
   The missile continues to fly in a straight line. If you
   re-acquire the lock before the missile flies by the target or
   it is able to turn quickly enough to maneuver to the target,
   it will still impact.
      Another effective tactic to avoid enemy missiles, is to
   drop down or fly behind hills. If you can mask your signature
   to the missile, it losses its track. That is why it is
   advisable, when possible, to approach targets from terrain
   rather than over flat ground.
      As a last ditch choice, it is also possible to "dodge"
   missiles by making quick last minute breaks to the left or
   right. You do not have the quickness and sharp
   maneuverability of a fighter aircraft. As a result, this
   maneuver is a real challenge as it requires precise timing,
   but at times may be your only hope of escape. The maneuver is
   much more effective against radar guided missiles than IR
   guided missiles. Radar guided missiles have a much larger
   turning radius then IR missiles, and are less able to respond
   to quick breaking turns. IR missiles are designed to engage
   fast breaking targets.
      Training is a good place to test these tactics and
   maneuvers. You can get your timing down and locked without
   any damage to get in the way of your tests.


SCORING
~~~~~~~
      Your main purpose in life is to destroy the primary and
   secondary targets. You are not rewarded for missing those
   objects, even if you manage to destroy everything else out
   there. The really successful pilot are rewarded for hitting
   the targets and getting back in less than thirty minutes or
   less. This may mean that you may have to set your sights to
   just the primary or the secondary on certain missions. Make
   sure that you get at least one of them, preferably the
   primary, and get that helicopter back to base. They are too
   expensive to leave littered about the battlefield.
      To maximize your score, and consequently your success and
   rewards, destroy all of the targets in the primary and
   secondary. Even though you can achieve the mission by
   destroying less than the total number of targets - get all of
   them while you are there. If possible, eliminate all air
   targets encountered. If you have to make a choice, skip the
   buildings, recon units and tanks, and concentrate on the
   missile armed units and anti-aircraft guns. After all, how
   many points do you expect to score for torching houses,
   churches and mosques.
      You are definitely recognized for eliminated the bad guys
   while flying smaller and less well armed helicopters. It is
   especially apparent is you fly one of those helicopters
   yourself. You have probably noticed that the Longbow Apache
   is an extremely powerful helicopter. Well, the Task Force
   Commander has also noticed this fact. He is impressed with
   the guys that fly Defenders and Comanche Scouts.
      If you started with a pilot that has suffered a number of
   setbacks, i.e. did not get either the primary or secondary on
   a series of missions or consistently has walked back to base,
   you may be further ahead to start over with a new pilot. That
   guy probably has too many reprimands in his file to achieve a
   high rank before forced retirement gets him first.
      If you can avoid it, never decline missions or abort a
   campaign. These are big black marks on your record. And by
   all means, try not to lose any pilots. It is your
   responsibility to take care of them. If you lose too many,
   you may find yourself in civilian clothes flying a traffic
   helicopter.