Contents

Harrier Attack II Players Guide
Introduction
The Harrier
Controls
Flight path
The Console
The Dial Panel
The Weapon Panel
The Radar Panel
Weapons
Targeting Guided Weapons
Damage
Fuel Consumption
Cloud Cover
Key-codes
Key-codes List
Arming The Harrier
Buddy Harrier
Enemy Forces
Aircraft
Ground And Sea Forces
Menus and dialogs
Front End Menus
Mission Selection
The Pilot Menu
The Settings Menu
The Help Menu
Pause Menus
Game Over Menus
Awards, Skills, Weapons and Equipment
Skills
Ascending And Descending Turns
Ascending And Descending Turns - RTF
Cancel Manoeuvre
Conserve Fuel
Console Repair
Fast Ascending And Descending Turns
Fast Ascending And Descending Turns - RTF
Fast Port and Starboard Turns
Fast Port and Starboard Turns - DFF
Fast Take-off
Flack Dodge
Ground Attack
Ground Attack Ahead
Inline Turns
Locate Cloud Cover
Port And Starboard Turns
Pursue Aircraft Ahead
Pursue Nearby Aircraft
Short Take-off
Targeting Concentration
Vertical Take-off
VIFF And Pursue
VIFF Port and VIFF Starboard
VIFF Port and VIFF Starboard - DFF
VIFF Up and VIFF down
Weapons
Bomb - General Purpose
Bomb - Laser-Guided
Bomb - Retarded
Cannon
Cluster Bomb - Anti-Tank
Cluster Bomb - General Purpose
Missile - Anti-Radiation
Missile - Anti-Ship
Missile - Heat-Seeking Air-To-Air
Missile - Radar-Guided Air-To-Air
Missile - Wire-Guided Air-To-Air
Rockets - Armour-Piercing
Rockets - General Purpose
Equipment
Additional Under-wing Pylons
Automatic Chaff Dispenser
Automatic Flare Dispenser
Automatic Ground Avoidance
Automatic Radar Detection Avoidance
Auxiliary Fuel Tanks
Chaff Dispenser
Ejection Seat
Enemy Radar Detector
Fire
Flare Dispenser
Incoming Heat-Seeking Missile Detector
Incoming Radar-Guided Missile Detector
Key-Store
Radar
Secondary Fire
Stores Pods
Target HUD
Twin Missile Mounts
Twin Rocket Pod Mounts
Weapon Cam
Mission Guide
Training Exercises
South Island Missions
Soften
Repel
Pursuit
West Island Missions
Snare
Flack
Run For Cover
Revenge
Rescue
Defend
Lure
Survive
Tank Attack
Infiltrate
Raid
Thirst
Armour Assault
Covering Fire
Stool Pigeon
East Island Missions
Walton Island
Gaudy Moor
Cinder Pass
Long Beach
Easton
Easton Bay
Barton Estuary
Castle Sound
Eastern Ocean
Cockleshell Beach
A-Cheat-A-Week
Support
Legal

 
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Flack

Briefing

Probe the West Island south coast defences. Neutralise the opposition as far as possible. Rejoin your carrier at the end of your flight path.

Much of the south is defended by ground and off-shore flack firing weapons.

Where possible, destroy the enemy before flying over them, to minimize damage to your Harrier.

Guide

The objective of this mission is to destroy as much enemy hardware as possible.

There are no enemy air forces, and the ground forces consist mainly of flack firing weapons.

Some targets lie off of your flight path so it is useful to have a skill that enables you to deviate from the flight path.

Your Harrier is likely to come under heavy fire and the 'Console Repair' skill is fairly essential.

Destroying the gunboats

The gunboats on the first and last stretches of water are anchored and armed with forward firing flack guns. To minimize damage to the Harrier it is best to bomb the boats (preferably from a low level) as you approach from behind. If you approach these boats from the front you will come under heavy fire. If you miss and intend to continue your attack, you need to turn quickly before their guns can target you.

The gunboats on the middle stretch of water are mobile and armed with ground-to-air wire-guided missiles. They will move off of the flight path and can be difficult to hit. These are best taken care of using the anti-ship or anti-radiation missiles, if you can win them. An anti-radiation missile will immobilise a gunboat. The anti-ship missile will sink a gunboat. If the gunboat is moving then the anti-ship missile is most effective when launched parallel to the boats direction of travel.

It is possible to out-run or out-maneouvre the wire guided missiles when necessary.

Destroying the ground forces

These can be bombed, but some lie off the flight path, so to get them all is more difficult. The flack weapons fire along the direction of the flight path, so you will not come under fire as you approach, but they will once you are past them, so turn quickly if you intend to continue an attack.

Objectives and awards

If you have managed to land safely, or eject if necessary, the next mission, 'Run For Cover', is unlocked for you to play.

To win awards you need to have destroyed at least 30% of the ground and sea targets. Only two of the three awards offered may be won. All of the awards can be useful in this mission.

The anti-ship missiles can sink the gunboats from a distance, making them a very good choice. The anti-radiation missiles will usually hit the radar mast, taking out the cabin and disabling the engine, but leaving the guns and hull intact. They can be useful in future missions against other targets that emit radiation such as radar dishes, radio antenae and even anti-ship missiles.

The 'Flack Dodge' skill is very useful if you are ahead of flack firing weapons and need to get behind them again. Execute the skill as you approach, the gunners will be confused and miss their target.

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