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Jane's Fleet Command Codes, Hints & Tricks

Jane's Fleet Command

Tip 1:
------
Never send just one plane anywhere; fights will be better 
if you send a pair of fighters, even when identifying 
unknown craft. 

Tip 2:
------
Lead your air assaults with HARM missile-equipped planes. 
These missiles hone in on the enemy's active radar, taking 
it out and shutting down the enemy's air defense. 

Tip 3:
------
Years ago, the U.S. Navy taught its tactical-action officers 
(the folks in charge of employing a ship's weapons) to "shoot, 
shoot, look." You should do the same. Fire two missiles at 
any incoming target. Wait to see the result, and then fire 
again if necessary. 

Tip 4:
------
Swarm. Don't attack with a Harpoon here, a Maverick there; 
hit the bad guys with everything you have. There is a much 
greater chance of destroying your target if you swamp its 
defenses. 

Tip 5:
------
Stay cool. Don't use your radar or activate sonar until you 
are in battle; otherwise, you'll give your position away. 
If necessary, send a ship (called the picket ship) ahead of 
your task force. Order this ship to light off its radar. 
Hopefully, it will discover the waiting enemy; of course, 
it might also discover ten cruise missiles headed its way--
but hey, life's full of little surprises.

Carrier:
--------
Always keep your carrier loaded with planes. Alert 5 works well
with this. The planes go on deck but do not launch until the 
order is given. These fighters can destroy anything when ready.

HARM missiles:
--------------
When attacking an enemy ship, use a plane armed with HARM missiles.
They disable the capability for the ship to send return fire.

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