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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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