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Review: Falcon 4.0: Allied Force - Part
3
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We're about to add another to the
pile, an SA-5 site. Nasty boogers. We do that, but somewhere
in the process I double click the gun unit. That pops up a
line and a circle icon which means if I want them to drive
somewhere, I drag that icon off, the line follows, that they
will traverse the route. That's not what I want, but I can't
make these rascals go away. I decide they're not hurting anything
and leave them. I later decide to add some additional air
defenses, more guns and an SA-2 site. Things are getting tougher
in Marlboro Country.

Now we
have our basic structure for the mission to follow, and if
you wanted to save this work at this point, you could. Just
hit save on the left menu button row, and give it a name like
"OCA basic setup", or whatever. If things go wrong
for whatever reason from here on, you can always go back to
this setup and start from that point, plus you can do successive
saves as you progress. I recommend this approach highly, it
can save you some aggravation when things get a little complicated
and you can't figure out where it all went wrong. I find it
easier than deleting this flight or that ground unit, round
and round.
It's time to get some aircraft
primed for flight. I click the team button so it's blue, and
hit the Add Package button. Over the Maribor AB, I click the
mouse button and the Add Package window comes up. Here's where
you actually pick the type of aircraft, quantity, their assignments,
etc. I click New and add 2 F-16's from my favorite field,
the 584th FS, give them an OCA Strike assignment plus the
target, Maribor air field.

Then
we click New again, add a second flight of Vipers, also OCA
Strike. One flight, Cowboy1, will do the runway strike while
the other, Falcon1, will hit the radar and whatever else they
can get their bombs on. See, I told you there were cowboys
in this drama! We decide we want bombs on target at 0930 and
lock the TOT (time over target). Remember that TOT, it's important.
We click OK, and the flight path with calculated waypoints
that we can adjust appears. We probably will adjust the waypoints
around the target to suit our advantage.

Alright, how are we going to prosecute
this naked act of aggression? Good question, and one we need
an answer to. I go back over to the target and take a good
look at the surrounding countryside. I'm looking for mountains,
valleys, bodies of water, any geographic features that will
help me complete my mission. In a runway strike situation,
I always want to have my IP pretty much situated along the
target runway line so that when I make my run, the concrete
penetrating Durandal bombs stitch holes right down it's length.
Makes repairs just a little tougher. Looking at the base,
I see I either need a North/South or South/North run. I take
a look around and settle on North to South. Putting the mouse
cursor over the area North of the target, I right click and
pick "Recon". And here we are, looking generally
in the direction of my attack.

As you can see I've already positioned
my IP in a line North of the length of the runway. In the
recon picture you see the base at the left and can just barely
make out the mountains in the distance and the outlines of
a city. I had a little frustration here, because it seemed
like no matter where I decided to look from I couldn't get
the far distance view that I really wanted. Perhaps I just
didn't zoom in enough or maybe the valley haze was bad that
morning. No matter, we have made the decision. We also decide
on the egress from the target and pick a sharp turn to the
East.
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