Repel
Briefing
Recently established allied camps on South Island have come
under threat from enemy air power. These are slow prop-driven planes armed only with ground
attack rockets. Bring the enemy down and minimize casualties on the
ground.
Watch out for the enemy
gunboats, just off the far coast, armed with heat-seeking
missiles.
This mission becomes easier once you have won the skill to
turn your aircraft. The ability to
turn is an award which may be won in this
mission.
Guide
The objective in this mission is to defend the allied (friendly)
camps on the ground by destroying the enemy planes which are
assaulting them, so don't waste time bombing the camps, they are on
your side.
The enemy planes are armed only with ground attack weapons so
they cannot harm you, unless you collide with them.
This mission is very difficult if you haven't won the radar from the Soften
mission.
When you first play this mission you won't have the skill to
turn, and so only have a single pass over the island.
Take-off
Take-off and approach the island fairly slowly, the enemy planes
are incoming and haven't reached your flightpath yet, and theres no
point getting there too early.
Destroying the enemy aircraft
Fly over the island fairly slowly with wire-guided air-to-air
missiles selected. Follow behind any enemy aircraft that you
see and fire on them when you can.
There are three camps on the ground, a large one on each coast
and a smaller one inbetween. Because the larger camps are spread
out, it is likely that the planes will deviate from your flightpath
when they are flying over them and it will be difficult to get a
lock with your missiles. It is therefore much easier to destroy the
planes when they are flying between the camps rather than when they
are over them.
A small flotilla of gunboats
is lying in wait on the far side of the island. These are armed
with heat-seeking ground-to-air missiles. Be careful not to come in
range of them as you pursue enemy aircraft. It is difficult to
out-run the missiles but you can use flares if you have won the
'Flare dispenser', or turn so they cannot see your hot jet if you
have won a turn skill. Unless you have already been badly damaged,
these are unlikely to do enough damage to destroy your Harrier if
you just fly fast over the gunboats to get to your carrier. You may
try to bomb them as you fly over, doing so does not form part of
your objectives but if you sink them it will stop them launching
more missiles.
Landing
At first you don't have the ability to turn your aircraft and the
landing is fully automatic. Once the skill to turn has been won you
must slow down to the minimum speed and fly very low over the
carrier before you are automatically guided down to the carrier
deck. If you are too high or too fast or not directly on your
flightpath, you will fly over and past the carrier and must turn
around and try again.
Objectives and awards
If you have managed to land safely or eject if necessary, the
next mission, 'Pursuit', is unlocked for
you to play. To fulfill this objective by ejecting, you must have
won the 'Ejection Seat' and only
eject if your Harrier is fatally damaged or runs out of fuel. You
will have lost control of the Harrier, a warning siren will sound,
and the word 'EJECT!!!' will flash in your information window. Execute the eject key-code (press slower ('B'
key) four times rapidly) before your Harrier hits the ground. Your
pilot must reach the ground without colliding with aircraft or
getting hit by shrapnel. It is not sufficient to eject while you
still have control of your Harrier.
Because you don't have the turn skill at first, you only get a
single pass over the island. You are then unlikely to hit more than
one enemy aircraft, unless you are lucky, or skillful, or both.
Hitting one aircraft will give you one award and the best option is
probably to select the inline turn as
your first award. Once you have the inline turn skill you can turn
to give chase and greatly improve your kill count.
But watch out for your fuel levels, and save enough to get to
your carrier. Note that you cannot land on the carrier that you
took-off from, you must go to the carrier at the far end of your
flightpath.
The 'Targetting head-up
display' is useful in this mission, it shows where nearby
aircraft are and how easy they are to target (ie how far they are
from your flightpath). The 'Flare
dispenser' is also useful, for eliminating pursuing
heat-seeking missiles.
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