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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Snare

Briefing

Returning from a reconnaissance mission on West Island, and bereft of ammunition, your Harrier is spotted by an enemy ground attack squadron of prop-driven planes.The squadron follows your Harrier in the hope of locating your undefended mother carrier.

You must not allow the enemy to acquire the position of your carrier and attack it. You have no weapons, so lead the enemies over your allied ground forces and keep them there until they are destroyed. By carefully manoeuvreing and positioning your Harrier, tease the enemy planes over appropriate allied ground based weaponry to despatch the enemy aircraft quickly. Avoid allowing the enemy to overfly undefended ground forces so they cause as little damage as possible.

Fly slowly so that the enemy can keep up, if they lose sight of your Harrier they may give up the chase and chance upon your carrier. They can't harm you, they don't have any air attack weapons.

Guide

The objective in this mission is to prevent the enemy aircraft from reaching your aircraft carrier and bombing it. When the mission begins you are already in the air, returning to your carrier, and have no weapons. The enemy planes are armed only with bombs.

Destroying the enemy aircraft

The enemy aircraft rendezvous with you as you fly towards the coast. When you spot them, immediately turn around and fly inland again. The enemy aircraft cannot attack you (as they are only armed with bombs) and will follow you, believing that you are in need of replenishment and will ultimately lead them to your mothership. As you progress inland you will fly over some of your own friendly ground forces which will fire on the enemy planes, who will in turn bomb the ground forces.

Snare radarYour forces on the ground consist of a small camp armed with flack firing weapons, followed by two small camps on either side of your flightpath, each armed with radar-guided air-to-air missiles. A little further along is a large allied camp with no air defence.

In order to acheive the objectives in this mission you must keep the enemy aircraft away from the defenceless camp and force them to fly over the smaller defended ones. The radar guided missiles are more effective than flack, so keep the enemy between the flack camp and the two missile camps, but preferably nearer to the missile camps. This can be done by keeping your Harrier flying in the area between the armed camps and continuously turning. Zoom your radar so that you can see the four bases and the enemy planes clearly. Watch the movement of the planes on your radar.

If you turn your Harrier, the enemy planes will continue along their flight path until they reach a certain distance from the Harrier and then will turn to follow it.

As the enemy planes fly with you towards the missile bases, turn and move towards the flack base so that they reach the missile bases but then turn to follow you before they reach the undefended base. Wait here, by continuously turning, until the enemy approach. As they fly towards the flack base turn and fly your Harrier towrds the missile bases and try not to let the enemy planes overfly the flack base.

Repeat these manoeuvres until all the enemy planes are destroyed.

Objectives and awards

If you have manage to land safely, or eject if necessary, the next mission, 'Flack', is unlocked for you to play.

This means that it is possible to unlock the next mission simply by flying to your mothership and landing, but you have to do it quickly, before the enemy bombs your carrier.

To achieve the objectives in this mission, all of the enemy planes must be destroyed by your ground forces. If enough of your ground forces have survived then you may be awarded up to two out of the three sets of turn skills available:

Your fuel supply can run low in this mission. When you have been awarded some of the turns you can use those instead of the inline turn. The new turns do not involve hovering, and therefore use less fuel.

Because you can eject if necessary in this mission, if your fuel runs out on the way back to your carrier, after the enemy is destroyed, you can eject and still win awards.

 

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