© 1998 Infogrames United Kingdom Limited. Ocean is a registered trademark of Infogrames
United Kingdom Limited. © 1998 Digital Image Design Limited. All rights reserved.
“There’s no fighting in the War Room”
President Merkin Muffley, Doctor Strangelove, 1964.
Please Read First .......................................................... |
9 |
Getting Started |
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Game Installation .................................................... |
10 |
Starting Total Air War ............................................. |
12 |
Quick Start & Using the Interface ........................ |
13 |
The Main Interface ................................................. |
13 |
Total Air War – Overview |
|
Simulation Overview ............................................... |
15 |
Login .......................................................................... |
15 |
Campaign Scenarios .............................................. |
16 |
War Room ................................................................. |
16 |
AWACS (Airborne Warning And Control |
|
Systems) .................................................................... |
17 |
Navigating around Total Air War .......................... |
18 |
F-22 Missions ........................................................... |
20 |
Mission Planner ...................................................... |
20 |
Enhanced Multiplayer ............................................ |
21 |
Custom Combat Generator .................................... |
22 |
ACMI (Air Combat Maneuvers |
|
Instrumentation) ...................................................... |
22 |
Player Views ............................................................ |
22 |
Smart Views ............................................................. |
23 |
Training ..................................................................... |
24 |
Online Help ............................................................... |
24 |
Campaign |
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Introduction .............................................................. |
25 |
Five Rings Process ................................................. |
25 |
Total Air War Campaign ......................................... |
26 |
Communications Network/ |
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Allies and Adversaries ........................................... |
29 |
Initiating a Campaign |
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Login .......................................................................... |
30 |
Campaign Selection ................................................ |
30 |
|
Contents |
War Room ................................................................. |
32 |
War Room Overlays ................................................ |
35 |
Scramble! |
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Introduction .............................................................. |
37 |
Player Missions |
|
Introduction ............................................................. |
38 |
Mission Information ............................................... |
38 |
Ranking ..................................................................... |
39 |
AWACS – Campaign |
|
Introduction ............................................................. |
40 |
Tactical Advantage ................................................ |
40 |
C4 Network .............................................................. |
40 |
Dropping into an F-22 ............................................ |
41 |
Mission Planner |
|
Introduction ............................................................. |
42 |
Target Area ............................................................. |
43 |
Assign Flights .......................................................... |
44 |
Assign Targets ........................................................ |
45 |
Weapons .................................................................. |
46 |
Waypoint ................................................................. |
48 |
Attack Pattern ........................................................ |
49 |
Custom Combat |
|
Introduction ............................................................. |
50 |
Scenarios |
|
Introduction ............................................................. |
52 |
Operation Highland ................................................ |
55 |
Operation Port of Call ............................................ |
56 |
5
Contents |
|
Operation Strike Force .......................................... |
57 |
Operation Outcast .................................................. |
58 |
Operation Flame Out .............................................. |
59 |
Operation Choke Point .......................................... |
60 |
Operation Thin Line ................................................ |
61 |
Operation Sea Control ........................................... |
62 |
Operation Sea Breeze ........................................... |
63 |
Operation Urgent Shield ....................................... |
64 |
The F-22 |
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Introduction ............................................................ |
65 |
Avionics |
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Head Up Displays ...................................... |
70 |
Indicated Targets ....................................... |
78 |
Multi-Function Displays ............................ |
79 |
Avionics Audio Cues ................................. |
80 |
The Autopilot .............................................. |
90 |
Basic Flight |
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Engine Start ................................................ |
94 |
Taxiing The F-22 ......................................... |
95 |
Take Off ........................................................ |
96 |
Navigation ................................................... |
98 |
Preparing to Land ...................................... |
99 |
Landing ....................................................... |
101 |
Final Approach .......................................... |
104 |
Air Refueling .............................................. |
106 |
Re-Arming & Refueling ............................ |
112 |
Thrust Vectored Maneuvers ................... |
113 |
Air-to-Air Combat .................................................. |
114 |
Detection .................................................... |
114 |
BVR (Beyond Visual Range) Combat ..... |
114 |
Closing ........................................................ |
119 |
Maneuvering ............................................. |
119 |
Disengagement ......................................... |
121 |
Air-to-Ground Combat ........................................ |
122 |
Smart Guided Air-to-Ground Weapons .122 |
|
Smart Gliding Bombs ............................... |
126 |
Unguided Rockets .................................... |
129 |
Freefall Retarded and Cluster Bombs ... |
129 |
Maneuvers ............................................................. |
132 |
Wingmen Commands ........................................... |
138 |
In Game Speech ................................................... |
139 |
Radio Frequencies ................................................ |
139 |
ACMI (Air Combat Maneuvers |
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Instrumentation) |
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Introduction ........................................................... |
143 |
ACMI Modes ......................................................... |
143 |
ACMI Interface ...................................................... |
144 |
ACMI Display Controls ......................................... |
144 |
The Main Viewing Window ................................. |
145 |
ACMI Video Controls ............................................ |
146 |
Using ACMI ............................................................ |
147 |
Player Views |
|
Introduction ........................................................... |
149 |
Using the Views .................................................... |
149 |
Padlock Views ....................................................... |
149 |
Views Keys ............................................................. |
150 |
Extended Keyboard Cockpit Views .................... |
154 |
Smart Views |
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Introduction ........................................................... |
155 |
The Smart Views Interface ................................. |
156 |
Using Smart Views ............................................... |
156 |
Smart Views Keys ................................................ |
156 |
Training |
|
Introduction ............................................................ |
157 |
The Training Interface .......................................... |
157 |
Features .................................................................. |
158 |
Multiplayer |
|
Introduction ........................................................... |
159 |
The Multiplayer Screen ....................................... |
159 |
Error Messages .................................................... |
160 |
The Create Game Screen .................................... |
161 |
The Custom Combat Screen ............................... |
162 |
The Join Game Screen ........................................ |
163 |
The Multiplayer Options Screen ........................ |
164 |
Directplay Multiplay Options .............................. |
164 |
Multiplayer Internet Gaming ............................... |
166 |
AWACS (Airborne Warning And Control |
|
Systems) |
|
Introduction ........................................................... |
167 |
The AWACS Command Interface ....................... |
168 |
The Left Panel ....................................................... |
168 |
The 3D Window .................................................... |
170 |
The AWACS View Information Window ........... |
170 |
The Right Panel ..................................................... |
170 |
Viewing Flights and Objects Using the Map ... |
170 |
Command Generation With the Mouse ............ |
173 |
Commands from Allied to Allied Flights............ |
174 |
Commands from Allied to Neutral Flights ........ |
174 |
Commands from Allied to Enemy Flights .......... |
175 |
Commands from Allied to Unknown |
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Flights ..................................................................... |
175 |
The Message Window ........................................ |
175 |
Online Help |
|
Introduction ........................................................... |
179 |
The Online Help Interface ................................... |
179 |
Airfields ......................................................................... |
181 |
Recognition .................................................................. |
196 |
Lockheed F-22 .................................................................. |
201 |
Sukhoi Su-35 ................................................................... |
221 |
Contents |
|
Eurofighter EF 2000 ......................................................... |
229 |
Mikoyan MiG-29M ......................................................... |
237 |
Dassault Rafale ............................................................... |
245 |
Mikoyan MiG-21 Upgrades ........................................ |
253 |
Boeing E-3 Sentry .......................................................... |
263 |
Weapon Systems |
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A General Introduction to Modern Air |
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Combat .................................................................... |
271 |
Fighter Aircraft |
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Northrop Grumman F-14D ........................................... |
289 |
McDonnell Douglas F-15C ........................................... |
289 |
Lockheed Martin F-16 ................................................. |
290 |
McDonnell Douglas F/A-18E ....................................... |
290 |
Sukhoi Su-27 ............................................................. |
291 |
Strike Attack Aircraft |
|
Lockheed Martin F-117 ............................................... |
291 |
Northrop Grumman B-2 ............................................... |
292 |
McDonnell Douglas F-15E ........................................... |
292 |
Fairchild A-10A Thunderbolt II ............................... |
293 |
Panavia Tornado ...................................................... |
293 |
BAe/McDonnell Douglas Harrier ................................. |
294 |
Dassualt Mirage-2000N ........................................... |
294 |
Mikoyan MiG-27 ....................................................... |
295 |
Sukhoi Su-25TM ....................................................... |
295 |
Sukhoi Su-30MK ....................................................... |
296 |
Sukhoi Su-34 ............................................................. |
296 |
Reconnaissance Aircraft |
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Lockheed Martin U-2S ................................................ |
297 |
Lockheed Martin EC-130E .......................................... |
297 |
6 |
7 |
Contents |
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Reconnaissance Aircraft (continued) |
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Mikoyan MiG-25R ..................................................... |
298 |
Myasishchev Mya-17 ................................................ |
298 |
Teledyne Ryan Globe Hawk (Tier II+) ...................... |
299 |
Lockheed Martin/Boeing Darkstar (Tier III -) ............ |
299 |
SEAD Aircraft |
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McDonnell Douglas EF-18 ........................................... |
300 |
AWACS Aircraft |
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Northrop Grumman/Boeing E-8 .................................... |
300 |
Beriev/Ilyushin A-50 ................................................... |
301 |
Helicopters |
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Boeing/Sikorsky RAH-66 ............................................ |
301 |
McDonnell Douglas AH-64 ......................................... |
302 |
Sikorsky UH-60 ......................................................... |
302 |
Boeing Helicopters CH-47 .......................................... |
303 |
Sikorsky CH-53 ......................................................... |
303 |
Mil Mi-28 ................................................................. |
304 |
Mil Mi-26 ................................................................. |
304 |
Mil Mi-24 ................................................................. |
305 |
Kamov Ka-50 ............................................................ |
305 |
Transport Aircraft |
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McDonnell Douglas C-17 ............................................ |
306 |
Lockheed Martin C-130J ............................................ |
306 |
Lockheed Martin C-5 .................................................. |
307 |
Bell/Boeing V-22 ........................................................ |
307 |
Ilyushin Il-76MF ........................................................ |
308 |
Civil Aircraft |
|
Boeing 747 ................................................................ |
308 |
Boeing 767 ................................................................ |
309 |
Learjet 55 .................................................................. |
309 |
Tanker Aircraft |
|
Boeing KC-135 .......................................................... |
310 |
Ilyushin Il-78 .............................................................. |
310 |
Glossary .......................................................................... |
311 |
Index ................................................................................ |
317 |
Bibliography ................................................................. |
322 |
Credits ............................................................................. |
324 |
About Digital Image Design Ltd ............................ |
326 |
Copyright Notice
The computer program and its associated documentation and materials are protected by National and International Copyright Laws. Storage of the computer program and its associated documentation and materials in a retrieval system, reproduction, translation, copying, hiring, lending, broadcasting and public performance are prohibited without the express written permission of Infogrames. Copyright 1998 Digital Image Design Limited. All rights reserved.
Infogrames
82-84, rue du 1er Mars 1943 - 69628 Villeurbanne Cedex, France http://www.infogrames.com
Developer: Digital Image Design Ltd.,
Tannery Court, Tanners Lane,
Warrington, Cheshire. WA2 7NR
Data Validity
All data for TAW have been secured from public sources. DID stress that all simulated elements are our interpretation of the facts, and are intended for entertainment purposes only. Because the F-22 Raptor is still in development, some of the systems represented in the game may not be associated with the real plane. Any trade names or trade marks are the exclusive property of the respective manufacturers.
Caution
The CD-ROM that holds TAW can be damaged by mishandling. We recommend that even if you intend to run TAW directly from CD-ROM, you perform the full installation to hard disk once and make a back-up copy using back-up software.
EPILEPSY WARNING
Please Read First
A very small percentage of individuals may experience epileptic seizures when exposed to certain light patterns or flashing lights. Exposure to certain light patterns of backgrounds on a television screen or while playing computer games may induce an epileptic seizure in these individuals. Certain conditions may induce undetected epileptic symptoms in persons who have no history of prior seizures of epilepsy. If you, or anyone in your family, has an epileptic condition, consult your doctor prior to playing. If you experience any of the following symptoms while playing a computer game: dizziness, altered vision, eye or muscle twitches, loss of awareness, disorientation, any involuntary movement, or convulsions, IMMEDIATELY discontinue use and consult your doctor before resuming play.
Pack Contents
Accompanying the manual inside this box you will find one CD-ROM, a guarantee card and a keyboard layout diagram. Please remember to return your guarantee card, and answer the questions. This gives us clues for developing the products you want in the future.
Queries
If you should find either the program or the documentation unsatisfactory in any way, don’t hesitate to drop us a line detailing in full the reasons for your dissatisfaction. This will help us to avoid repeating any similar problems in the future. Opinions and complaints should be sent to:
The Project Director, TAW,
Digital Image Design Ltd.,
Tannery Court, Tanners Lane,
Warrington, Cheshire.
WA2 7NR
8 |
9 |
Getting Started
Getting Started
To install and run Total Air War (TAW), follow the steps below. If you have problems with the installation, or subsequent use of this product, please contact us on one of the following telephone/email numbers;
Telephone Support
Game Installation
The TAW set-up program will run automatically on inserting the game CD ROM disk into the CD ROM drive of your computer. If TAW is already installed on to your computer then you will be asked if you want to run the program, alter the game configuration or reinstall the game.
In order to play TAW you must already have DirectX 5.2 installed on your computer. If required, the TAW set-up program will install DirectX 5.2 automatically .
Installation Steps
1.Place the ‘Total Air War’ CD-ROM in the drive of your computer. The set-up program will run automatically.
2.After clicking ‘Next’ on the copyright window you will be asked if you want to install DirectX 5.2. It is recommended that you install this as TAW will not run without DirectX 5.2 (or above).
3.You will be asked what kind of installation
you would like for TAW. There are three types:
•Typical (the default setting)
•Compact
•Custom
The ‘Typical’ option will copy all data files on to your hard disk. This option requires the most hard disk space but offers the fastest loading times for the installed simulation.
The ‘Compact’ option copies only the files required to run the game. If you use this option you must have the TAW CD-ROM disk in your computer's CD-ROM drive when you play the game. This installation type has slower loading times than the ‘Typical’ option, but takes a lot less hard disk space.
The ‘Custom’ option is for advanced users, and allows you to specify what files are copied on to the hard disk.
4.Next, you have the option of installing either the Direct3D or Glide (3Dfx Voodoo) executable. If you have any doubts about your graphic card hardware, select the default option, Direct3D.
5.The set-up program installs TAW to ‘\Program Files\DID\Total Air War’ by default. To change this, select a new location by clicking on the browse button.
6.The set-up program will then ask which folder in the start menu you wish to place the program shortcut. It is recommended that novice users select the default setting by clicking on the ‘Next’ button.
7.You will now be shown the options on screen that you have just selected. If you are happy with your choice then click ‘Next’ and
Getting Started
TAW will start to install.. If you are unhappy with your selections and you want to change them then keep pressing the ‘Back’ button until you reach the option you wish to change.
8.The set-up program will now copy the TAW files on to the hard disk of your computer. The computer's progress can be seen on a blue bar in the center of the screen. When it reaches the right hand side, the file copying has finished.
9.The set-up program will now ask what controller type you want to use to play TAW. DID recommends that you play the game with a joystick to experience TAW at its best. If you do not have a joystick then you can control your aircraft using the keyboard.
10.The set-up program will then ask for sound options you want while playing the game. There are three options:
•Music
•Speech
11.You will be asked if you wish to look at the Readme file. The readme file contains necessary last minute alterations to the manual and other useful information. We recommend you browse through it before playing the game.
12.You have now installed Total Air War. Before you can play, you will have to reset windows to ensure it operates correctly, so click on the ‘Finish’ button. Your machine will then restart. To run TAW follow the steps in the next section.
Starting Total Air War
To start the game, press the Windows ‘Start’ button and from each subsequent menu, select; Programs, followed by DID, followed by Total Air War and finally Total Air War.
• Sound Effects
10 |
11 |
Getting Started
Configuration |
To Uninstall Total Air War |
If you wish to re-configure the game after |
To uninstall the game, press the Windows |
installation place the game CD-ROM in to |
‘Start’ button and from each subsequent |
the CD-ROM drive and select ‘Change Setup |
menu, select; Programs, followed by DID, |
of Installed Game’. Click the ‘Next’ button |
followed by Total Air War, and finally, |
and follow the on screen prompts. |
Unintstall Total Air War. |
Changes to the Published Manual
Amendments to this manual and information about specific hardware support can be found in the readme.txt file.
Quick Start and Using the
Interface
Once the game is installed, choose Total Air War from the start menu, or if you have created an icon, double click on the TAW icon on your computer desktop to start the game.
Getting Started
Login Screen
You will be presented with the Login Screen first, where you must enter your name and preferred call sign. Once you have completed the login process, TAW will load and take to straight to the main interface.
The Main Interface
From the Main Interface, you can run the following sections of the game:
Campaign
Choose one of ten dynamic scenarios for the new TAW campaign.
Training
Learn the tricks of the trade in realistic training missions.
Custom Combat
Hand-edit intense head-to-head combat missions for instant action.
Multiplayer
Link your computer and fly with your friends in co-operative and head-to-head missions.
ACMI
The ultimate debrief. Replay every intimate detail of your mission in the ACMI (Air Combat Maneuvers Instrumentation).
Options
Options contains a selection of user configurable options, including graphics and sound complexity.
12 |
13 |
Getting Started
Quit
Select Quit to leave the game and return to your desktop.
Please refer to subsequent sections of this manual and the Online Help for information about flying the F-22, the dynamic campaign, AWACS and the other game components that constitute Total Air War.
Strap on a Jet...
If this is your first mission, select one of the Free Flight Training missions and once within the cockpit, press SHIFT S until you are airborne. Welcome to the F-22 Air Dominance Fighter in Total Air War.
Overview
Welcome to DID’s Total Air War (TAW). TAW is an extremely sophisticated aerial campaign and flight simulation program expertly integrated into one very compelling game. It is the next step in Digital Image Design Ltd’s proud tradition of award winning military flight simulation products.
TAW is as its name suggests – a total, integrated air campaign based on plausible (but fictional) international conflicts in the Red Sea theater. It is a fight for aerial supremacy that will test your understanding of the chief tenets of modern strategic air power planning and execution. Don’t worry though, there is a lot of interesting theory and expert advice contained here to help get your campaign started off in the right direction.
In TAW, your real-time campaign will run continuously until the conflict has reached a final resolution. This conclusion will be based on several real-world variables being monitored by the campaign engine. Perhaps it might be that the allied losses have been too high, or that enemy forces have failed to realize their campaign objectives within their projected time frame, just to name a few. Any one of these or many other realworld factors will influence and ultimately force the winning or losing decision model.
All aircraft missions within the campaigns are created dynamically in response to highlevel scenario decision-making processes made possible by the next generation of campaign artificial intelligence. These missions will vary in complexity and reflect the current strategic objectives, each of which will adhere to current USAF strategic doc-
Total Air War – Overview
trine. Thus the campaign you embark on will be non-linear in nature which, as no missions are scripted, ensures that no scenario will ever play the same way twice. Your control of the campaign will be accomplished in one of two direct action roles, one as a U.S. Forces Battlespace Commander aboard the AWACS airborne command and control platform; and the other as a U.S. Air Force pilot, flying the advanced F-22 Air Dominance Fighter aircraft. Both roles will test your ability to focus on achieving your strategic objectives through a balanced use of proper force and sound tactics.
This section will introduce you to TAW and provide you with a brief glimpse at some of the fun and challenges that await you!
Welcome to Total Air War
Login
TAW opens with the Login screen from which you enter your name and callsign. The dialogue box also displays your Squadron patch and pilot photograph. You can customize the Login screen by adding your own patch insignia and pilot photograph. A scoring and award system enables you to track your progress in each campaign and watch as your “simulated” U.S. Air Force career progresses.
124 |
15 |
Total Air War – Overview
Ten dynamic campaigns
Campaign Scenarios
The Campaign scenarios are the heart of TAW. They are comprised of ten separate and distinct situations involving the nations in the Red Sea theater. These scenarios vary in complexity and duration starting with border disputes and progressing in scope and complexity to multi-national regional conflicts. Accurate modeling of air, ground and sea forces, based upon predictions of the balance of power in the early decades of the next millennium, means that you can fly alongside many different aircraft in many different national markings. These can
Operational center - the War Room
include such diverse groups as Yemenis Su-35s, Egyptian Rafales, or maybe even British EF-2000s!
War Room
The War Room is your active command headquarters screen for playing out the selected campaign scenario. From the War Room, you can monitor your campaign as it unfolds in real-time. Allied aircraft missions will appear and move as they carry out their orders, such as; patrolling friendly borders or flying offensive missions to strike deep behind enemy lines. Enemy and neutral forces are also visible from the War Room. However, without the assistance of the AWACS in conjunction with ground-based EWR sites, the enemy’s intent may be difficult to determine. In the War Room you can watch as targets within the theatre get engaged by opposing forces.
The War Room uses information display filters to assist you in understanding the current status of your campaign by displaying target damage information on the map. This will help you determine any targets relative strategic importance as the campaign progresses. The status of your Allied offensive can be determined by looking at the graphic display of gains and losses from within the War Room. The information on these graphs is updated every hour, as intelligence feedback is tabulated. From your position in the War Room, understanding and use of current US Air Force doctrine will play a key role in determining a winning strategy. Take command as key elements of enemy infrastructure are rendered in-operative and enemy aircraft and C4 nodes are targeted. Successful players will see the end result of air supremacy being achieved.
Total Air War – Overview
AWACS
First introduced in F-22 Air Dominance Fighter the AWACS plays a pivotal role in directing your airborne campaign strategy in TAW. Networked with the ground-based EWR network, control from the AWACS makes it possible to detect and identify enemy airborne forces as soon as their intent can be classified as hostile. The role of the AWACS commander is to bear full responsibility for maintaining the integrity of all allied airspace. With the simple
The heart of the C4
network
The E-3 Sentry, airborne command and control |
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drag-and-drop control interface, vector |
ensures that your role as the AWACS com- |
friendly aircraft assets to intercept in-bound |
mander can at times be a complex and |
bandit aircraft, identify unknown airborne |
demanding task. |
targets and clear attack routes deep into |
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enemy territory for allied strike flights. The |
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real-time, constant generation of allied and |
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enemy flights by the TAW campaign engine |
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16 |
17 |
Total Air War – Overview
Navigating around Total Air War
Login
F-22 TAW Demo
Help |
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Main Menu |
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Quit |
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Custom Combat
Debrief
F-22
Campaign
Campaign Selection
War Room
Debrief |
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AWACS |
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F-22 |
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F-22 |
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Debrief
Total Air War – Overview
ACMI
Options
Credits
Multiplayer |
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Logon |
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Create Game Debrief
F-22
Training
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Debrief |
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AWACS |
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F-22 |
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Debrief |
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F-22
18 |
19 |
Total Air War – Overview
‘On the fly’ mission generation
F-22 Missions
The player wanting to take part in the campaign as an F-22 pilot now has three methods of getting into cockpit. The campaign engine will launch scramble missions as necessary to intercept enemy aircraft as they penetrate allied airspace. If you opt to fly a scramble mission, you will be launched directly into the cockpit of a ground alert F-22, waiting on the runway of an allied airbase ready to intercept inbound enemy aircraft. While commanding the AWACS, you can double-click the mouse on any allied F-22 and immediately assume control as the pilot in command of that aircraft. You can also choose to fly an F-22 mission from a current list of Air Tasking Orders (ATO) displayed in the Mission Selection Screen
F-22 Mission Selection
At any time during the campaign, you can fly an allied F-22 mission off of the latest ATO from within the War Room. The “Fly” request will search the ATO and then display all
Allied F-22 and AWACS missions currently ready for departure and will present them in the Mission Selection interface. You will note that all airbases will not have the same type of mission available for you to fly. The forward area bases, which often come under attack from enemy forces, will be limited to CAP and defensive type missions. The airbases further away from the front, deeper into allied territory should usually be safer from hostile attack. These bases will be providing more of the offensive type of missions. Airbases furthest from the front line will house the E-3 and E-8 aircraft along with any other High-Value Asset (HVA) and experimental aircraft which are best hidden from the opposing forces eyes. By selecting a cross-section of missions from the ATO, each of these airbases will have missions to fly. If your rank allows, you can choose to fly any one of a diverse range of missions, acting in a number of different tactical roles. Unlike F-22 Air Dominance Fighter, none of these air missions are scripted which again ensures that no two missions will ever be the same.
Mission Planner
TAW brings you one of the most thorough, yet intuitive mission planning suites ever released for a flight simulation. Once you have selected an F-22 ATO mission from the Mission Selection interface you can choose to edit the mission with the Mission Planner. The Mission Planner enables you to edit almost every aspect of the selected mission’s parameters including your target choice, supporting aircraft types and weapon selection.
The Mission Planner is powerful enough to allow you to edit and fine-tune almost every
variable within the campaign engine generated ATO mission. You have the ability to choose a different target if you don’t wish to attack the one assigned to you by the AI. Realize that not taking out your campaign assigned target could have serious and farreaching implications on the outcome of the real-time war which is going on around you. The pre-planned waypoint route can be changed to avoid SAM and EWR sites as you see necessary for mission accomplishment. The altitude at each waypoint can also be changed to better integrate other supporting missions, such as your strike flight which will need to go in low to take full advantage of the support of high altitude wild weasel and escort flights.
It is also possible to add and delete flights of aircraft from your mission while using the mission editor. You can choose to fly with extra fighter escort flights or if your prefer more of a challenge, you can opt to fly without any other support aircraft. The Mission Planner lets you arm your aircraft with a range of suitable weapons packages based on the flights mission role. These weapon loadouts reflect the best-choice option for that respective weapons platform. For the F-22 you have the option to select individual weapons for each pylon of your available wing and fuselage pylons.
All of these mission planning tools use an intuitive point-and-click interface. Additionally you also have the option to use the automatic Mission Planner feature to automatically generate mission components, reducing your planning workload if you so desire. All of these advanced features are now available to you as part of the TAW Mission Planner, which is one of the most comprehensive planning tools currently available.
Total Air War – Overview
Route planning in the Mission Planner
A full arsenal of weapons is at your disposal
Enhanced Multiplayer
TAW Multiplayer introduces a number of new game-play features including a new range of co-operative multi-player missions. Multiplayer also supports the CustomCombat Generator, allowing the game server to design specific head-to-head or co-oper- ative missions.
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21 |
Total Air War – Overview
Fine tune your own instant action missions
Custom Combat Generator
The Custom Combat Generator allows players to easily create a quick Air-to-Air or Air- to-Ground combat sortie. Getting into the cockpit of your F-22 is only one click away after you have decided the parameters for
your fight. Take on a flight of deadly Su-35s, or MiG-29Ms with GUNS only! Custom Combat lets you experiment and find out for yourself how it feels to fight other airborne hardware 1-on-1 or 2-on-2, etc… the choice is yours to make.
(ACMI) Air Combat Maneuvering
Instrumentation
The USAF operates several training establishments where data on aircraft and weapons positions are transmitted from fighters practicing combat, and relayed to ground stations where they are recorded. When the pilots land and gather for debriefing, the data are replayed in a simple 3D graphical form, enabling student pilots to learn from their mistakes. The dogfighting action can be slowed down, speeded up or frozen, to reveal every move down to the smallest detail. After much demand from our customers, we have included an ACMI facility for the player to record combat maneuvers and compare them as an aid to learning about modern air combat. Like the real thing, our ACMI collects data from the player’s aircraft and allows a graphical portrayal of that data to be replayed afterwards.
Player Views
A variety of player views can be selected both within the virtual F-22 cockpit, outside the aircraft and views of the F-22 instruments. Padlock views provide a more realistic view of the world and can be locked to a desired view, or object.
Record your combat and analyze your skill in ACMI - a simulation of a real-world training aid used by the military
Total Air War – Overview
Smart Views
In a simulation, internal, external and God’s- eye views allow the user to see several different aspects of an object or the world; in TAW there is plenty to look at, with hundreds of vehicles moving simultaneously, plus sites of antiquity and other tourist attractions. In real military simulation, this function is called a ‘Stealth View’. In our simulation we call the feature ‘Smart Views’. This technology places virtual cameras on any aircraft or
ground object and links them together in a way that is both informative about the subject and entertaining. It is like watching a movie, except that you direct the action.
There is plenty of action in Total Air War. Smart Views let you see it all.
For additional details, see the Smart Views chapter of this manual and the Online Help. In addition, see the supplied Key Card for keyboard combinations necessary to operate all the views.
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Total Air War – Overview
Your route to greater flying skills |
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Training |
of Total Air War (Help button) and the Online |
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Help chapter of this manual. |
The Training section of TAW adheres close- |
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ly to real military practice and tactics and is |
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which the new user can build up his knowl- |
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edge and skill before going to war in |
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Campaign. For variety, the Training missions |
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are written so that each contains more than |
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the aircraft and targets necessary to learn |
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the specific lesson. |
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Online Help |
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The Online Help is a specially prepared |
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interactive manual, accessible from within |
Easy access to help, when you need it |
the Main Interface under the Help button. |
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The Online Help enhances the contents of |
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the manual by making it interactive. For |
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additional details, see the Main Interface |
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24
Campaign
Campaign
“One cannot doubt that flying…must in the future exercise a potent influence, not only in the habits of men, but upon the military destinies of states.”
Introduction
Total Air War (TAW) uses a new campaign engine to faithfully replicate the look and feel of 21st century warfare. Extensive research into military planning and doctrine as well as consultation with experts in joint and coalition warfare from the United States, Britain, France, Sweden, Saudi Arabia, Russia, and several Pacific Rim nations, have resulted in a highly interactive, non-linear campaign engine that promises non-stop, exciting, and very realistic game play, every time you strap on a jet, walk into the War Room, or fly a sortie as an Airborne Warning & Control System (AWACS) commander. You, as a player, are taking part in a fully interactive, ongoing, dynamic air campaign that lasts anywhere from several hours to several days. Your inputs will effect the outcome of the campaign. Depending on how well you fly the F-22 and battle manage from the War Room and AWACS, your actions, in large measure, determine whether your side wins or loses the campaign.
The artificial intelligence (AI) portion of the campaign engine uses a strategic assessment process and methodology first adopted by U.S. and coalition forces in the Gulf War. Known as the “Five Rings” strategic assessment and campaign building process, each adversary is examined, targeted, and struck using a campaign template that identifies “centers of gravity,” and the most cost effective way to force an enemy to yield to
your will. Your adversary will be doing the same thing to you. He will react to your moves and send forces to destroy you and your ability to fight. From the war room you can use your intelligence assets to try and get an idea of what it is the enemy is going after and what kind of operations tempo he is trying to sustain in order to defeat you. Pay close attention to this. If the enemy is able to maintain high sortie rates against you in offensive operations, you may have to shift your effort to more defensive sorties in order to dull the effect of his campaign. Generally, it is always better to maintain a high rate of offensive sorties. Although defeat can be avoided through good defense, no war is ever won by it.
Five Rings Process
The Five Rings process is derived from the 1990-1991 work of USAF Colonel John A. Warden III and his followers during the build up and execution of the Gulf War. Col. Warden convinced Gulf War commander, Gen. Norman A. Schwarzkopf, of the need to adopt a radically different strategy and warfighting template for his battle with Iraq. Warden’s basic premise was that all nation states consist of five concentric rings –or centers of gravity—the innermost ring being leadership, then key production, infrastructure, population, and—finally—fielded military forces. Prior to the ascendancy of air power, the only way to subdue a nation state was first to engage and then destroy the opponent’s fielded military forces. Until that
25
Campaign
was accomplished, the other centers of gravity (i.e. all other areas vital to the survival, continued functioning, and will of the nation state) would be impossible to reach. With air power, this is no longer the case. All aspects of a nation state are vulnerable to attack and destruction by air power from the onset of hostilities. Having said that, Warden and others believe that leadership is the real key to success or failure in war. When an enemy’s leaders decide they had enough, they sue for peace—or someone takes power away from them. For that reason, every action in war should be geared to affecting the enemy’s leadership directly or indirectly.
“A useful analogy that helps make the five rings process readily understandable is that of the human body compared to the modern nation state. As the president (or dictator) is to the nation state, so is the brain to the body. These are leadership centers of gravity. Key production centers of gravity, that is oil, gas, water, and electrical plants correlate to the human body’s lungs, stomach, and circulatory system. All are energy conversion devices. Infrastructure in the nation state refers to the road, bridges, rail, and airways that link the country together. The human body analogy to this is muscle and bone. The nation state’s people – the men, women and children that populate a nation state - correlate to the myriad of cells that make up the human body (population). The outermost ring of the nation state - fielded forces, the armies, navies, air forces, and police that protect and defend the state - relate directly to the human body’s leukocytes that seek, attack, and destroy any threat to the body. An accompanying chart shows the five rings and relates then directly to nation state centers of gravity (CoG’s) in an artists rendition. Note how the CoG’s
have multiple targets in each category, if you stop and think about it, this war-fighting principle embodied in TAW and the current doctrine of many modern air forces is nothing more that a logical extension of what most of us do when faced with a physical confrontation. Our first instinct is to avoid harm to ourselves and those around us we care about. The second instinct, if confrontation is unavoidable, is to convince our opponent to do what we want him to do at the lowest possible cost in physical injury and embarrassment to ourselves. If this can’t be done, we use whatever force is necessary to convince our opponent to do what we want him to. The point is, regardless of whether we are punching our opponent in the nose, arms, or legs, our entire focus is on getting his leadership functions to do what we want. This then, is the essence of what you are trying to do in TAW.”
Total Air War Campaign
Total Air War has adapted the Five Rings Process to allow for superb game play. Political targets (PIT) include multi-storied structures that house the government elite as well as temples and traditional government buildings. Key production (also known in some circles as “organic essentials” or “POL”) targets include oil, gas, water, and electrical complexes, as well as power generating dams. Infrastructure targets (INF) are the roads, bridges, pipelines, railroads, and airports that crisscross the opposing countries. Industrial targets (IND) are the factories that turn out the war materials needed by the fielded forces to re-supply and fight. Command, control, communications and computing (C4) targets are the networks and nodes that send orders to the fielded forces and information back to the
Campaign
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Colonel J. A. Warden III’s Five Ring Process
leadership. An integral part of the C4 nets are the radar and sensors that provide forces and leadership with “eyes and ears.” Naval (NAV), Army (ARMY), and Air Force (AF) targets are also included in the TAW database.
Depending on the campaign you have chosen and the number of adversaries and allies in the conflict, chipping away at one or two of the five “rings” may be sufficient to achieve battlefield success. For example, attacking only infrastructure (roads, bridges, railroads, and airports) and key production (oil, gas, electricity, and water) targets may
shut an opponent down and cause him to sue for peace. However, in large scale conflicts with competent adversaries, it is often necessary to create a parallel attack on the entire system to cause its collapse and surrender. An analogy might be useful here to understand what is meant by “parallel attack.” Assume you and several of your friends are forced to fight a large bear with only spears for weapons. If each of you makes an independent attack on the bear it is likely you may wound him but only at great risk to yourself and with little chance of killing the bear. However, if all of you rush the bear at the same time, even if some of
26 |
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27 |
Campaign |
Campaign |
you miss, it is likely that the bear will collapse from his simultaneously inflicted wounds (none of which done independently would kill him) and lead to his immediate demise. This is parallel attack.
Prior to the creation of precision weapons, it was almost impossible to do parallel attacks. In World War II, it took almost 1000 B-17s to have a 90% probability of kill on a target that was as big as a soccer field. That meant exposing 10,000 airmen to danger and possible death for a single target kill. Consequently, raids were flown against target complexes in large areas or cities, one target at a time. The enemy learned from each attack and was able to divert resources from locations that weren’t
great cost in blood and treasure to both sides. Things changed dramatically with the advent of precision weapons. Less than fifty years after WWII, one F-117 carrying two, 2000 lb. bombs could accurately hit twice as many targets as those 1000 B-17s. As a result, in the first 24 hours of the Gulf War, more than 2000 targets across Iraq were put under attack at the same time. Iraq, like the bear in our analogy, simply went into shock and could not recover from this parallel attack. This is the effect of a modern air campaign on a nation state. Your challenge, as a player, is to inflict the same level of loss and confusion on your enemies.
It won’t be easy. TAW’s strategic game engine expects a
call for a 40% level of destruction on enemy infrastructure before it gives you the nod in that portion of the fight. To make matters even more challenging, the game engine demands you reach these objectives within a certain time frame. This reflects any modern commander’s concern about world opinion and the political support he may or may not receive from his civilian leaders. Time is not your friend in this game. Like Schwarzkopf in the Gulf War, you need to worry about your government deciding the effort is not worth the cost, and sending you and your forces home before the job is done. It is political reality, and you have to deal with it!
C4 network developed for F-22 ADF. In TAW, early warning radar (EWR) sites detect inbound enemy aircraft and uplink data to the airborne AWACS aircraft. Airbases augment this data flow further. Targeting a nation’s C4 network will significantly affect their ability to wage war. A player must use his own system sensors to pay close attention to his borders.
The dynamic campaign engine may very well cause nations both in and out of the theater to be drawn into the conflict. Neutral nations whose territories have been overflown by careless combat patrols or bomber raids may decide to ally with a nation hostile to your own. Border skirmishes can quickly escalate and UN forces
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Applying Col. Warden’s Five Ring model in the target rich, Total Air War environment |
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1. Leadership 2. Key Production 3. Infrastructure 4. Population 5. Fielded Forces |
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28 |
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29 |
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Initiating a Campaign
Initiating a Campaign Campaign Selection
Login |
to enter your Pilot Name and Callsign. You |
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can also choose a pilot photograph and |
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squadron patch. These will appear in your |
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pilot records throughout your pilot’s TAW |
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Personalize your campaign in the Login window
To add a user generated patch or pilot photo to TAW, both types of picture file must be in the .pcx file format, and be 96 X 96 pixels and 256 colors. If the file is a pilot picture, then place the .pcx file into the directory folder marked /Pilots (within the TAW directory, wherever you installed it). If it is a squadron patch picture, then place the file into the directory folder marked /insignia.
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Selection screen. From here you can choose to start or continue any of the ten available campaigns.
There are ten campaign scenarios in DID’s Total Air War. They are listed on the left hand side of the Campaign Selection interface screen. You can scroll through the list and select on one campaign at a time. When a campaign is highlighted, the appropriate briefing will be displayed in Campaign Information window. If you are just starting you will not have enough experience to play every campaign scenario available. The advanced campaigns are reserved for players with more experience points because they are extremely challenging. Take your time and be patient, your effort spent in winning the less complicated campaigns will be rewarded with access to those more challenging campaign scenarios!
If you have already started a campaign and just wish to continue from where you left off, click on the appropriate scenario (it should have the word “ACTIVE” stamped across it) and then select the Continue button below the Scenario Selection window to resume play. When you select a campaign that you have begun but not yet completed, TAW will display two statistical summaries of your performance to date in that campaign scenario. One graph is your score graph and the other graph is your damage graph. However, should you wish to play the campaign again from the start, select New to launch the scenario afresh. You do not have to save your campaigns whenever you are finished play-
Initiating a Campaign
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Campaign
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ing, as TAW will do this automatically for you when you leave War Room and return to the main interface. The program will also automatically save your scenario for you once every hour of game time.
The Campaign Information window displays the specific information associated with each campaign. This information is displayed when the desired campaign is highlighted in the Campaign Selection window. Option buttons within the Campaign Information window include:
Map – displays campaign scenario “big picture” with color coded alliance markings. Green is allied, Red is enemy, and Blue is neutral. Note that these alliances are only accurate at the start of a campaign and may not represent the current conditions from a saved campaign.
Briefing – text information that outlines the current campaign scenario.
Pilot Log – displays your current pilot information, current ratings and score. This log is only updated on completion of a campaign, it will not update when a campaign is still active.
Campaign Log – shows information about all of your campaign successes, failures and ratings.
For detailed information about each scenario, please refer to the Scenarios section, found later in this manual.
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War Room
War Room
Introduction
The War Room is the high-level strategic hub of Total Air War’s campaign. From the War Room you can access The AWACS command station, the F-22 cockpit, or just watch the air battle unfold before you. The War Room also provides access to the information you need to build yourself the “big picture” as you implement your strategy.
The War Room is composed of five sections; the War Room display, the Mission Roster, the War Room Mode buttons, the Target Class selection buttons, and the War Room control buttons. Each of these sections will be discussed here to introduce you with their location and operation.
War Room Display
The War Room display is the large window located in the center of the screen. It is capable of depicting the current situation or
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user selectable campaign information. The bar across the top of the display is your campaign timer. It tracks current day (numerically from the start of hostilities), current game time (twenty four hour clock) and provides you with a count down timer until the campaign must be completed. By default, it displays the theater map.
Mission Roster
The mission roster is the small display window located in the upper right-hand side of the War Room screen. The roster displays the current campaign missions that you can choose to fly from the War Room if you press the “Fly” button at the bottom of the screen. The roster includes both AWACS and F-22 missions. Please note that these missions do not include the scramble missions, which are activated by pressing the “Scramble” button.
War Room Mode Buttons
The War Room display is capable of performing many different functions to aid you in assessing the current status of your campaign. What information appears in the main window is determined by selecting the desired Mode button. The Mode buttons are located from top to bottom on the left hand side of the War Room interface screen. The available Mode buttons are:
Theater: The default mode, this mode displays a map and available target data for all allied, enemy and neutral air and land forces which the player has selected.
Briefing: Will scroll through the current scenario briefing information. To stop scrolling
War Room
Watch the battle unfold in the War Room
the page simply place the mouse pointer over the display and click on the left mouse button, to continue the scroll, click again.
Strategy: Displays an up to date indicator of the current allied strategy and how it is progressing alongside, if the data is available, an indication of which strategy intelligence suggests the enemy is pursuing.
Target List: Displays the current strategic target list built by your war planners. The targets are displayed in order of strategic value, from highest to lowest. There is also a column for current percent damage and a column that shows the number of inbound strike aircraft assigned to destroy the target. To view a target location on the map, highlight the required target and hold down the left mouse button, to cancel release the button.
Event Log: The event log is an asset status list describing what is currently going on within the campaign.
Damage: The damage map mode display depicts the current status of the selected target classes (selected from the right hand side of the map display) within the theater. Selecting the Allied or Enemy losses button below the target classes will highlight the areas where the aircraft losses are occurring. A brighter color (red for enemy, green for friendly) indicates a region where higher losses have occurred. You can also view the damage status of any target class in theater by selecting the desired target class button on the right side of the War Room screen. With a class button highlighted, all targets of that class will display on the campaign map. A green dot indicates that no damage has been sustained, orange some damage and red that the target has been destroyed.
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Scenario
Selection
War Room
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War Room
Sortie Graph: This graph indicates the number of sorties (one sortie equals a single aircraft taking off completing its mission and landing again) flown versus time during your campaign. In general you want to see friendly sorties above enemy sorties, this usually has a direct translation into higher operational tempo.
Damage Graph: This graph allows you see the damage sustained during the campaign for both allies (shown in green) and enemies (red). Use the target class buttons to the right of the display to view each category. Overall success for currently assigned target strategy for the campaign can be deter-
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mined by looking to see if either of your performance lines intersect the required damage line on or before that same performance line reaches the time limit line. Highlight the Label button to the right of the display and a key will display at the foot of the damage graph, red indicates your performance whilst in an AWACS and blue whilst flying an F-22. A block will then display across the top of the graph to indicate which point of presence you have been using most during the campaign.
Score Graph: This graph shows your game score and thus indicates how well you performed your roles (F-22 pilot and AWACS commander) while playing the selected campaign scenario.
Scramble: Pressing the button turns it off and on, when set to on, “Scramble” will present the player with front line based F-22 intercept missions. You also have the option to turn the scramble missions down as they are presented to you.
War Room
Target Class Selection Buttons |
War Room Control Buttons |
The information displayed in the War Room is filtered by the array of filter buttons on the right-hand side of the War Room screen. Each of these buttons represents one of the following ten target classifications:
AC (aircraft)
ARMY (army targets) NAV (naval targets)
POL (petrol, oil and lubricants type targets) PIT (political targets)
GB (ground based vehicles and SAMs) AF (air force targets)
C4 (command, control, communications and computing)
IND (industrial targets) INF (infrastructure targets)
Selecting any of these filters allows you to view information about that class of target on the War Room Map display. For example, when viewing targets in Map mode, selecting only NAV will limit the display to solely Naval type targets. If you select GB, AF or C4, not only are the appropriate targets displayed but also the effective range of any radar at that target. If the filter button highlighted corresponds with the current campaign strategy, the top twenty targets of that class will be numbered in the map display.
Hint
The War Room remembers your filter preferences for each of the different War Room modes. For example, you may prefer to display only aircraft and ground based vehicles while using the map mode. But while in the damage mode you prefer to display just the infrastructure targets. As you jump between each of these two modes, the filter buttons will automatically reset themselves to their last position.
At the bottom of the War Room screen are the War Room Control buttons. There are three buttons labeled; Fly, Skip and Exit.
Fly: Pressing this button will take you to the mission selection screen where you can choose to fly any of the available F-22 missions or take control of the AWACS.
Skip: This button advances game time at a much faster rate.
Exit: The Exit button will exit the current campaign, save it and return you to the campaign selection screen.
War Room Overlays
In a number of War Room modes (in particular the Map and Damage modes) you can overlay additional information on top of the War Room map. For example, you can label allied and enemy flights and draw national borders on top of the map. You can also depict current international Allegiances, color coded by present orientation, Blue for neutral, Red for enemy and Green for forces that are friendly.
Hint
The amount of information you can overlay on flights depends on your knowledge of enemy movements. If your C4 network has detected and identifies an enemy flight, this will be reflected in the War Room. Allied missions and aircraft types are labeled.
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War Room
War Room Graphs
The War Room graphs show both allied and enemy damage levels. Use the filter buttons to control which graphs are drawn into the main window. The graphs can be used to gauge player performance during the campaign. A steeply inclined line indicates the player is doing a good job of executing the campaign strategy and causing enemy systems to collapse and cease functioning. On the other hand, if the line shows only a moderate incline, this indicates that the player is not achieving the campaign objectives quickly enough, and could result in a stalemate or failure. A flat line is cause for serious alarm! You are losing the war!
War Room Damage
By default, the War Room shows you a realtime display of all armed forces in theater. If you switch the War Room into Damage Mode, you can get an indication of the distribution and level of damage throughout theater. Using the filter buttons, select which target class you would like to examine and each of the appropriate targets will appear in the main map window. A small indicator of the current damage level of each target appears adjacent to that target’s icon. Allied and enemy aircraft losses are displayed by coloring areas of the theater where losses have occurred. The more dense the color, the greater then number of kills that have occurred in that area. You should anticipate to see these high-loss areas clustered around the borders between allied and enemy nations.
Hint
Knowledge of which areas are the most dangerous and are suffering the greatest losses is particularly useful to the AWACS
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commander. Re-direct strike flights to avoid the “hot-spots” where enemy defenses are proving most successful.
Advancing Time
The TAW scenarios vary in duration and some, if you play them in real-time, will have you living in front of your computer for almost two weeks! We appreciate that you might not want to wait that long to determine the outcome of all your hard work so we’ve included a Skip option which accelerates the rate at which the campaign progresses. If Skip is selected and you decide to enter either the AWACS or the F-22, then accelerated time will stop and progress will revert to real-time.
Points of Presence
The high-level strategic War Room is somewhat removed from the front-line where the air battle is being fought. Since there is nothing proactive to be done while in the War Room you will need to fly either an AWACS or an F-22 mission if you wish to affect the campaign. If you wish to leave the War Room and take the fight to the enemy, there are three routes for you to follow. (Please refer to illustration on page 41)
1.You can choose to fly a scramble mission and drop into the cockpit of an allied F-22 ready to engage in-bound bogies!
2.You can opt instead to fly one of the F-22 missions listed on an allied airbase roster and edit your mission with the TAW Mission Planner.
3.Or instead you can take on the role of the AWACS commander and direct the air war as it unfolds on your radar scopes!
Scramble!
Introduction
On the left hand side of the War Room screen is the Scramble button. If this button is selected TAW will prompt you if a scramble mission comes up. A scramble mission is generated whenever an in-bound enemy flight is detected by an allied airbase. If you accept the scramble mission you will be given the opportunity to fly from the airbase and intercept the incoming bandits!
Scramble!
Airbases are constantly monitoring their airspace for enemy aircraft. Occasionally enemy flights will evade the CAP and SAM defenses and make their way into allied territory. When this occurs and when they are detected by an allied airbase’s EWR, that airbase scrambles a pair of fighter aircraft to intercept. If you have chosen to accept the Scramble mission by pressing the Scramble button in the War Room, then when a scramble situation occurs the pop-up Scramble! window will appear in the War Room Interface.
Scramble!
In map mode, the War Room map will zoom to the airbase requesting the Scramble mission and highlight the inbound enemy flight. The complexity of the Scramble mission will depend on your pilot’s ranking; new pilots will only be asked to intercept a single aircraft, but more experienced pilots may face up to three or four flights of aircraft!
If you Decline the Scramble mission then you will continue with your duties in the War Room. However, if you chose to accept the call to Scramble then you will be dropped into the cockpit of a fuelled and armed F-22 waiting at the end of the runway ready for take-off. Good luck!
Hint
Successful Scramble missions are one of the quickest ways to accelerate your way through the ranks. So if you want to improve the range of Player Missions you can fly, spend some time honing your fighter pilot skills by flying more Scramble missions.
Scramble! Scramble! Scramble!
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Player Missions
Check the roster for deep strike missions
Player Missions
Introduction
Selecting Fly from the War Room window will launch you into the Player Mission Selection window. On the left hand side of the interface are listed all available F-22 and AWACS missions currently listed on rosters in allied airbases within theater. As each mission is selected, the waypoint and target information is displayed in the window adjacent the mission list.
Once you have selected an appropriate mission, if it is an F-22 mission you can either accept the mission as is and Take Off immediately, or Edit the campaign generated mission with the Mission Planner. If it is an AWACS mission you can accept and jump directly to the AWACS.
Mission Information
As you select each mission from the list, a briefing describing the mission, its objectives and the aircraft that are currently assigned to your flight, is displayed in the Mission Information window. Selecting the
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Map option, you can view the waypoint route overlaid on top of enemy SAM and EWR radar threat distances. Where appropriate, pressing the Target View will show you a real-time image of your objective.
Ranking
Each mission is scored according to its complexity: Single F-22 missions such as escort missions will be flown far from the frontline; three F-22 missions such as interdiction missions will have you hopping over the border into enemy territory; and five F-22 missions such as an AWACS-kill, will see you operating deep into enemy territory without any friendly assistance.
While your rank is low, you will be denied access to many of the missions listed in the Mission Selection window. However, the more time you spend in the F-22 and the AWACS, and the more Scramble missions you complete, will improve your rank and grant you greater access to more missions.
Hint
Mission scoring in Total Air War is a complex process that rewards you if you keep both your plane and pilot (i.e. you) in one piece! It is better to limp your damaged F-22 back into allied territory than to eject behind enemy lines. Think carefully before you are tempted to destroy “just one more bandit” after completing your mission objective – if the gamble fails, your progress through the
ranks will suffer accordingly.
Player Missions
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Campaign
Scenario
Selection
War Room
Player Mission
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AWACS – Campaign
AWACS - A Bird’s eye view of the Allied offensive
AWACS – Campaign
Introduction
If there is an allied AWACS airborne, you can take on the role of AWACS commander. The AWACS provides the command and control platform vital for controlling all airborne allied aircraft in theater. In TAW, it’s role is vital as it receives updates from the allied EWR network and J-STARS aircraft. Using information available through War Room intelligence, you can use the AWACS to coordinate all your allied aircraft and hasten the arrival of allied victory.
Tactical Advantage
Using the drag-and-drop command interface, vector allied flights to intercept inbound enemy aircraft. With your knowledge of where the most kills and losses are occurring you can move your CAP flights into more strategically important positions. Re-posi- tion your refuelers to top-off strike flights before they leave the safety of friendly airspace.
C4 Network
As long as your EWR network is in place, the AWACS will receive additional information
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from their remote sensors. This means that you should be able to identify aircraft and get a much clearer picture of the air war at much longer ranges. This will permit you the valuable time needed to re-direct intercept flights to get the job done.
Hint
Seize the tactical advantage: the AWACS is a very valuable asset and you can be sure that your enemies will throw everything at it in order to drop it from the sky. If your EWR and C4 network are in place, keep the AWACS from straying too close to the frontline where it risks being shot down. However, if your communications channels have been degraded or possibly even destroyed, you’ll have to let the AWACS fly forward in order to see the developing air battle. You must realize that moving your AWACS forward is quite a gamble!
Total Air War, multiple point of presence warfare
AWACS – Campaign
Dropping into an F-22
At any time during your AWACS session, you can leave the AWACS and drop into an allied F-22 by double-clicking the mouse on the F-22 icon. Immediately you will assume con-
trol of the F-22 and hand the AWACS to the Login computer controlled AI. If your F-22 aircraft
gets destroyed or you eject, you will be thrown back into the AWACS again. Conversely, if the last Allied AWACS lands, or is destroyed, whilst you are piloting an F-22, you must remain inside that aircraft.
Campaign
Hint
Avoid the temptation to risk your F-22 aircraft by flying gung-ho into every dogfight! The F-22 is the most advanced fighting machine in theater so its loss will be to the detriment of the allied forces.
Scenario
Selection
War Room
Player Mission
AWACS
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Mission Planner |
Mission Planner |
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Campaign
Scenario
Selection
Mission Planner
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Hand edit your mission with the comprehensive mission planner
Mission Planner
Introduction
The Mission Planner is launched by selecting Edit from the Mission selection screen when an F-22 Mission is highlighted. Once invoked, the main Mission Planner interface lists six planning aspects of the missions that the player can edit: the target area; the mission make-up; the targets each strike aircraft will attack; the weapons
flown pattern over
is available to the player is determined by the type of mission being edited. For example, there is no need to assign individual strike targets
to a flight tasked to CAP and as such, this option will be grayed out when editing a CAP mission in the Mission Planner.
When each component of the mission planner is completed, a green check mark will appear alongside the appropriate button in the main Mission Planner interface. When there is a red cross, that component is incomplete and needs to be either custom edited or you must press the auto button to have the mission planner complete the planning for you. If there are any incomplete elements of the mission when the player attempts to accept the mission, a pop-up warning message will appear. All aspects of mission planning must be addressed in order to exit the mission planner and fly the mission.
Choose and observe your targets in the target selection area
A summary of the mission make-up appears in the top-left of the screen in the Mission Summary while the accompanying map illustrates the position of SAM and EWR threats, the mission waypoint route and, when appropriate, targets. To zoom in on the map, press the SHIFT key while clicking and holding the left mouse button, dragging open a box over the area of interest. To zoom out, press the SHIFT key while pressing the right mouse button. To re-center the map, hold down the SHIFT key and left click the mouse cursor where you desire the map to be recentered.
Hint
If you do not wish to edit any element of the mission, pressing Auto will make the Mission Planner AI complete that component for you. Also, at any time during the mission planning, exit the process and
select Discard to return to the Player Mission selection screen.
Target Area
The Target Area selection screen allows you to view Intelligence pictures of your current target. It also allows you to select a different target for the current mission if you so desire. By default the mission planner is set to attack the Campaign generated target. However, should you want, you can refuse the Campaign target and select an alternate target. Each numbered target is a high value target, selected from the Allied “kill list”. Selecting and destroying a numbered taget will hasten the onset of victory. It is important to check the Strategic Value of the current target in the Tactical Data display to ensure that the target you selected is still
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Mission Planner
Assign Flights, select aircraft from available resources
valid under the current Campaign strategy. If allied intelligence is up to date, still imagery and live images from tactical recon sources of the target can be viewed in the Recon window.
Hint
The ability to select a different target than that assigned by the Campaign engine is a powerful feature of the Mission Planner. However, use it with caution because if you elect to strike a different target, you could be jeopardizing the outcome of the Campaign by not attacking a key component of the enemy force structure. Don’t forget, the mission score will be recalculated if you elect to strike a different target.
Assign Flights
When the Campaign generates a mission, it
checks to see which allied aircraft are available, and in what numbers, at the current airbase. It then matches suitable aircraft to the roles required in order for the mission to be carried out. Three flights are required to execute an interdiction mission: a strike flight, an escort flight and a wild weasel flight. If resources allow, a second escort or strike flight might be desirable.
If the player wishes to edit the flights assigned to the mission, select a flight in the Mission Summary and click Delete before adding a new one. Select which role you wish the flight to take and then select from the array of appropriate allied aircraft. Up to four aircraft can constitute a flight, however select EWR or SAM AA to keep an eye on the radar umbrella in the map window as the RCS of the mission varies. It is important to remember that a hand-edited mission must
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Mission Planner
contain at least one flight of F-22 aircraft, and that flight’s role must be the role determined for the player in that mission.
Hint
Each aircraft has a unique radar cross section (RCS). This determines how visible it is to both allied and enemy radar. RCS increases as weapons are added externally to an aircraft. This should be kept in mind when editing the composition of a flight for a mis-
sion. It is advantageous to select stealthy aircraft with internal weapons stores such as the JSF. However, if you choose to add external weapons and fuel tanks or add other flights which are not as stealthy, you risk increasing RCS to the point where the mission has a reduced chance of success.
Assign Targets
When flying strike missions, the Mission Planner allows you to assign different static targets to different wingmen in each strike flight. First select the appropriate strike flight from the Mission Summary window and then, using the mouse cursor to highlight each target, assign the highlighted target to the next aircraft in the current strike flight. Once again, the selected target is displayed
in the Target View window if allied recon is operational and up to date.
Hint
Target selection is an important task and care should be taken in assigning targets to strike flights. Some targets have a higher strategic value than others, for example, destroying an airfield’s control tower has a much greater affect on the operation of the enemy airbase than destroying an empty hanger. If you are not sure how to best assign targets, selecting Auto will make the Mission Planner AI automatically assign targets. Also, bear in mind that collateral damage can destroy targets that are closely packed together, so don’t task your wingmen to strike targets near your own when a well placed cluster bomb will do the whole job alone.
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Choose your weapons...
Weapons
The Weapons selection screen allows you to arm your own F-22 flight and those flights accompanying you on your mission. Select the appropriate flight from the Mission Summary and the aircraft will appear in the 3D View window. For anything other than the F-22, a selection of suitable weapon loadouts are displayed in the aircraft Package Selection window.
These contain a selection of weapons chosen for their suitability for the current mission type. Each weapons package is
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displayed below the aircraft in the Package Info window and also in position on the appropriate pylons in the 3D window.
Hint
When selecting an appropriate package, you must remember the effect that carrying external weapons and fuel tanks will have on the flight’s average RCS.
Selecting the weapons for the F-22 provides you with a lot more choice. Although you can choose from a number of pre-deter- mined packages appropriate to the aircraft’s current role, it is also possible to select indi-
Taking the role of an Armaments Officer
vidual weapons for each pylon. Weapons are selected by clicking the mouse cursor over the appropriate set of buttons in the weapons load-out interface below the F-22 in the 3D View window. Not all weapons are available in all pylon positions.
Hint
Customize your weapon selection to reflect those weapons you are most familiar with: if laser guided bombing is your forte, then opt for GBU-24; if you prefer to fly directly at the target with rockets blazing, then you should sling a LAU-68 rocket pod under each wing! Once again, don’t forget that all important
RCS when determining your loadout or you will lose the advantage of stealth as you head into combat and find it difficult to evade enemy forces with your increased drag and reduced maneuverability.
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Mission Planner
Use the Waypoint Editor to weave your way through EWR
Waypoint
When a mission is created, the Mission Planner AI attempts to find the most effective waypoint route for each of the flights in the mission. It takes into consideration terrain features (such as valleys), the position of EWR and SAM sites, current international borders and international allegiances, and the range of the aircraft in each flight. Although you can choose to accept the AI generated route, you can also Customize the waypoint route for yourself with the Waypoint Editor component of the Mission Planner.
The current waypoint is plotted in the map window. You can move the position of each waypoint by clicking the mouse on a waypoint number and dragging it to a new position. Clicking on the small yellow crosses mid-way along each leg of the waypoint route introduces a new waypoint between the numbered waypoint which comprise the leg. This too can then be moved into a new position. Waypoints can be removed by
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right-clicking the mouse on the appropriate waypoint number.
Automatic waypoint route generation is possible by clicking the Replot Route button in the Route Priority window. Dragging the slider bar between shorter and safer will vary the degree to which the Mission Planning AI priorities avoiding enemy forces and minimising mission duration.
The Profile window at the bottom of the Mission Planner interface illustrates a side view of the current route. It is possible to set the altitude at which flights pass each waypoint. Clicking with the left mouse button on a waypoint will allow you to adjust the altitude. The assigned altitude can be increased by dragging it higher or decreased by dragging it lower, as appropriate. If you click with the right mouse button, the whole waypoint route can be dragged to a different altitude.
Hint
If resources allow, a well structured Interdiction Mission should include an escort flight, wild-weasel flight and a strike flight. Each of these should arrive at the target at a different altitude: the strike flight low to avoid detection, the escort flight should stay high to provide cover for the strike flight and the wild-weasel higher still so it can light-up and destroy any SAM defences it encounters well before they threaten the strike flight.
Attack Pattern
With the waypoint route complete, the final component of the mission to be edited is the attack pattern flown by each aircraft over the target. The Attack Pattern editor allows you to manipulate the actual flight path of each attack pattern through the target area.
For example, wild-weasel flights might want to fly a criss-cross pattern searching for SAM and AAA. By clicking the mouse on one of the legs of the pattern, it can be repositioned to provide better cover from hostile ground attack.
Attack patterns flown by strike flights vary according to the weapon they are using: guided-weapons are delivered by flying a dog-leg strike pattern while free-fall weapons must be dropped by over-flying the target.
Once again, select Auto to force the Mission Planner AI to complete the process for you.
Hint
Your approach angle to the target can be changed by altering the IP waypoint in the waypoint editor. Avoid overflying towns, cities, bases and other built-up areas. SAMs and AAA are more likely to be positioned in these locations.
Summary
Now the mission planning is complete, select OK to jump into the cockpit of your F-22 and embark upon your hand-editted mission. Selecting Discard will return you to the Mission Selection screen and reset the mission to its original settings.
Mission Planner
Dodge the AAA as you strike your target
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Custom Combat |
Custom Combat |
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Custom Combat
Custom Combat
Hand edit instant combat action in Custom Combat
Custom Combat
Introduction
TAW has a new module called Custom Combat. This module allows you to set up a Basic Fighter Maneuvers (BFM) engagement with any of the aircraft and vehicles available in TAW. It can also be played multiplayer to let you and your wingmen fly in a dogfight of your choosing. Select the Custom Combat tab from the main menu to launch the TAW custom combat editor.
Set the Scene
Using the Custom Combat editor, you can control what your BFM mission will be like. These options can be selected in any order
you desire. The environmental conditions available allow you to choose the time and location of your mission. From the Global Options section of the interface select your desired Location (Desert, Hills, or Sea) and Time of Day (Midday, Dusk, or Night).
Using the Advantage selection buttons you can opt to give your flight the benefit of starting the engagement in a good position - behind the enemy. If you desire, you can choose that no side should have the advantage at the start and this will result in you confronting your foe head on. You can also give the advantage to the enemy, which will place them behind your flight. Keep in mind that these settings only apply to the start and after the mission begins it is up to and your wingmen to determine the final outcome of the fight!
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Choose your adversaries in Custom Combat
Add Enemy Forces
A summary of your current mission can be viewed in the Formation Selection window. In this window you will see the results of any Insert or Delete actions you have performed. All aircraft and vehicles that are currently in your mission will be displayed here.
To add an aircraft, select the Air button from the Mission Information section of the interface. With Air selected, all available aircraft will be listed in the scrolling window labeled Mobile Type. Use the scroll bar to view your choices and make your selection by clicking on the aircraft’s name. With any of the available vehicles selected (Air, Land or Sea), its 3D image will appear in the viewing window next to the scroll list. The 3D image can be re-oriented by using the left mouse button, the 3D image can be re-sized by using the right mouse button. After a suitable aircraft type has been selected, determine how many you want in the flight, and then the
type of weapons you desire the enemy aircraft to have.
You can add any amount of enemies up to a maximum of nine flights (aircraft) or groups of ground-based vehicles, SAM, AAA and ships to your mission. Note that if you accidentally add a land-based vehicle to a seabased mission, (or visa-versa) a pop-up warning window will alert you to the fact that the mismatched enemy equipment will not appear.
Take-off
Once you are satisfied with your mission, accept it and you will be propelled into the cockpit ready to fight against your chosen adversaries. On completion of the mission, you will be debriefed on your performance before returning to the Custom Combat screen once again. You can Replay the mission as is or make minor modifications and fly the mission over again.
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Scenarios
Scenarios
Introduction
The Campaign scenarios available in TAW are very diverse in nature. They range from border conflicts to multi-national regional war. The TAW campaign engine has the ability to introduce and dissolve new international alliances – during gameplay. Thus the allied and enemy balance of power has the ability to change, literally overnight. Once you think that you have successfully attained air superiority – the picture may change, sometimes for the worse!
Regional Background
The Red Sea theater is composed of the countries within the geographic region surrounding the Red Sea and the Gulf of Aden. The countries located in the region are Egypt, Sudan, Eritrea, Ethiopia, Djibouti, Somalia, Yemen, and Saudi Arabia. The other nations with interests in the area include the U.S.A., Great Britain, China, France, and Russia.
Pre-1999 History
In the mid-1990s, most of the military might in the Red Sea region was found in only three countries; Yemen, Saudi Arabia and Egypt. All of the other nations, dealing with constant internal pressures and sporadic social unrest could ill afford any concentrated efforts at modern militarization. So the rest of the area’s nations would bide their time and wait for their opportunity to field a national army that could stand against the might of any one of the “big three.” Although
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there weren’t any formal declarations of war within the region, there were also no real alliances. Each nation was kept busy dealing with internal problems of various sorts, so much so that any external issues were usually left unresolved. Border disputes erupted from time to time and were usually settled as a result of some form of military stalemate with each side claiming to be the victor.
Cultural Differences
Another factor within the region stemmed from the major cultural and religious differences between the peoples of the Red Sea area nations. The population in the southwestern part of the region was largely agrarian. Trading mostly foodstuffs and other essentials for survival, farming groups clustered into tribes and lay claim to several hundred acres of land. When arguments arose between neighboring tribes, the result was often bloodshed, as tribal land holdings sometimes crossed international borders.
Cities and towns within the region were often defined by the religious beliefs of the residents. Rarely, were there populations of mixed beliefs. Only the largest trading and commerce centers could tolerate such religious diversity. Religious beliefs also played a major role in state and national rule, often affecting the decision making and negotiating thought processes of the country.
Tensions
With all of the diverse people and religious beliefs within the area, tension was an everyday side effect. Although no formal declarations of war had occured in the recent past, that did not mean that nations
haven’t fostered ill will towards each other. Outright hostilities had not developed in the past because of the lack of either a credible military force or the capital required to support it. As a nation in the Red Sea area, you were either a “have” or a “have not” in the national forces department. But all of that was soon to change.
Current Situation
New fortunes, created by the discovery of precious metals and oil reserves within the Red Sea operations area have lead to regional unrest. International power struggles for the control of these precious natural resources now bolster nationalism and strengthen each countries desire to fight. With the new regional income, formerly poor countries now can afford to train and equip national military forces. All armed forces within the region are ready and willing to test their newly purchased hardware. It is a very dangerous time.
Rapid Economic Growth
While on an international antiquities excavation in southern Sudan, a professor and his archaeological team discovered unexpected oil reserves within that region. The oil deposits extended from within southern Sudan well into northern Ethiopia. Sudan and Ethiopia exploited the oil reserves and grew rich, becoming members of OPEC. The excitement over the discovery of new oil fields gave rise to new searches throughout the area for other oil reserves.
Another series of large oil deposits were found in the coastal region of Eritrea, Djibouti and Somalia. Although not quite as
Scenarios
expansive as the fields discovered in Sudan, it was sufficient to provide these three nations with a 11% control over the world’s petroleum market.
As the oil reserves along the Somali coast were being mapped out, researchers stumbled upon new gold deposits. As the initial gold strikes were quickly exploited, more were found. There were some days when the coastal nations ceased to function because almost every citizen was out with a pickax and shovel, looking for their share of the fortune. The nations of Somalia, Djibouti and Eritrea became wealthy practically overnight.
New Force Structures
Once the nations in the area possessed sufficient economic means, they quickly began to build their national forces. A massive new arms market developed in response to this demand. Foreign consultants were hired to advise the nations on hardware purchases. The result was a quite diverse range of equipment in use for each country, in some cases Russian built systems being used right along side western built systems.
Infrastructure
To support the new military, the old infrastructure which had supported the former way of life had to be updated. Airfields had to be modernized to allow strategic and tactical aircraft operations. A large anti-aircraft network had to be established to provide warning and protection from invading hostile aircraft. National landmarks and governmental assets had to be protected from attack and reinforced to help repel any air
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Scenarios
strikes that might get through. Across all of the Red Sea theater area, nations prepared themselves for any outbreak of hostilities.
General Hints for Scenario Gameplay
TAW utilizes a dynamic campaign engine to create the situation that the player must react to. As such, hints to help you improve your score will be more generic in nature than with simulations which rely on scripted missions. Since conditions can vary dramatically, even when playing the same scenario a second time, it is wise to look for clues as to “how” the enemy fights, rather than memorizing what you see the enemy do the first time through. The next time it will be very different.
Intelligence Reports
As in the real world, intelligence reporting is part science and part art. Some of the reports you receive will be accurate and
some will not. Use intelligence reports as a first estimate as to the enemies actual intentions and then try to confirm the enemies actions by paying attention to what the enemy is destroying. Also be aware that the enemy, like you, can change their classes of targets in response to the current status of the conflict. Just like in actual war, “stuff changes!”
Alliance Changes
You will discover that during gameplay international alliances can and will change. Be cautious of this and be prepared to “flex” and begin your fight all over again. When alliances change, air assets and C4 nodes will change to reflect the new situation. Front line bases will now be home to fighter and strike aircraft, whereas the more remote bases will now have the high value assets and other important strategic aircraft located there.
Scenarios
Scenario 1: OPERATION |
HIGHLAND |
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Background |
divided by religion. In the north, controlling |
the government |
and the air force are the followers |
of Islam. In the |
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Sudan |
is a country |
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Sudan’s rise in power this |
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Sudanese highlands there is |
a loose conglomeration |
of Christians |
and Animists |
to end all the strife and began |
trying to |
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southern |
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. The Sudanese government then decided |
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a. |
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stratification further increased |
national tensions |
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thousand people fleeing into Ethiopia |
and Eritre |
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exodus of people ensued, with several |
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.” A mass |
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.” Eritrea and |
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irradicate |
the “Christian scourge |
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Sudan’s actions, |
but the Arab state continued its |
religious “cleansing |
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The |
United Nations was quick to condemn |
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issued Sudan an ultimatum, stop |
the violence or face the consequences |
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help compel Sudan to end it’s |
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Ethiopia finally |
causes, |
aligned with Ethiopia and Eritrea to |
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of humanitarian |
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The United States, |
in the name |
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. In a rapid |
move, surpris |
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on both sides of the battle line |
began preparing |
for the upcoming conflict |
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allies; Ethiopia, |
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and eastern neighbors |
and their |
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Christian persecution |
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department, |
Sudan declared |
war on its southern |
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ing the United States state |
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Eritrea and the U.S. |
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Force List |
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Enemy Nations: Sudan. |
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Eritrea. |
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Friendly Nations: USA, Ethiopia, |
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Objectives |
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. Your objectives are to reduce Sudan’s capability |
to conduct |
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HIGHLAND is a response to a war declaration |
by Sudan |
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Command and Control (C4) |
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OPERATION |
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must begin by degrading the Sudanese |
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against Ethiopia and Eritrea. You |
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air-to-ground capability by |
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an extended |
war campaign |
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-to-air and |
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the early warning and |
GCI networks, |
you must then reduce their air |
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system. After destroying |
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targeting Sudanese |
Air Force units. |
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Possible Alternatives |
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their Air Force’s strength, |
then you might be called upon |
to attack their land forces and |
try to |
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If you are successful |
in reducing |
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prevent Sudanese |
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y Interests |
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Enem |
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boasted about the strength |
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Intelligence reports that Sudan has |
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likely attempt |
to prove this as they enter into a conflict |
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Eritrean resource |
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probably try to attack Ethiopian |
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indicate that Sudan will |
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of this and be committed to protecting |
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targets that |
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infrastructure nodes |
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may have more of an impact on |
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meeting places |
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54 |
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55 |
Scenarios |
Scenarios |
Scenario 2: OPERATION |
PORT OF CALL |
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Background |
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portion of the Red Sea. But as Eritrea |
has grown into a regional |
power, they |
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exercised control over the southern |
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to the world, Eritrea began to |
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Yemen has always |
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to secure a higher throughput of oil |
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. In order |
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occurred between the |
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have begun to compete |
directly with Yemen’s authority |
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. Yemen protested and some heated exchanges |
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make their own |
rules with respect to the south |
Red Sea straits |
which broke from the truce talks, |
labeling Yemen as being totally |
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Eritrea |
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table. Finally it was |
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two countries |
at the UN negotiating |
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the |
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added that any problems they might |
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. After a two-week cooling period the talks began again |
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. They also |
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unreasonable |
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negotiations |
stopped, this time with Yemen leaving |
the table vowing to never return |
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Eritrea would be settled by force. |
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supplies aligned with Yemen and the |
two countries signed a |
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have in the future with |
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and much needed petroleum |
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their |
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eager to gain regional support |
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began actively enforcing |
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Russia, |
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would be foolish to engage a superpower, |
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now thinking that Eritrea |
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itself with |
Eritrea. |
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. Yemen, |
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guard by the force treaty and |
began to align |
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joint force agreement |
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Red Sea. The U.S. was caught off |
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waters. Yemen was |
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regulations in the southern |
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Yemen territorial |
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naval |
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Yemen’s |
authority |
and sailed a large oil convoy through |
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a, |
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In a bold move, Eritrea openly defied |
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tried such a stunt, they would be |
punished. As the next large convey left |
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outraged, and the next time the Eritreans |
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the Yemen Air Force struck. They |
destroyed three Eritrean |
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to their senseless |
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declared war on Yemen in response |
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warships and five super |
tankers. Eritrea |
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disregard of Eritrean sovereignty |
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Force List |
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Enemy Nations: |
Yemen, Russia |
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Eritrea, USA. |
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Friendly Nations: |
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. After |
Objectives |
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is their Command |
and Control structure, |
so your first task will be to attack |
C4 targets |
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assets. By |
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The key to the Yemen armed forces |
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after their air-to-air and air-to-ground |
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to see and react to you, go directly |
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degrading the ability of the Yemen |
Air Force |
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you will reduce their potential |
for any further devastating attacks on Eritrea |
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destroying Yemenis and Russian aircraft |
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Possible Alternatives |
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for sustaining a prolonged |
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If Yemen refuses to capitulate |
you may have to reduce their potential |
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conflict by destroying |
key nodes within Yemen’s |
infrastructure |
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Enemy Interests |
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be to continue |
in their effort to remove |
Eritrea’s naval presence from the south |
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Initially, Yemen’s |
most likely course of action will |
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key port |
facilities |
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area. Protection |
around |
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. Friendly |
forces are rely |
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ern Red Sea |
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of this, but in the short time since |
hostilities began not enough has |
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reinforced in anticipation |
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aircraft |
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to keep the enemies strike |
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ing on defensive |
air-to-air missions |
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at bay. |
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Scenario 3: OPERATION |
STRIKE FORCE |
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Background |
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considerable |
effort in trying to develop |
nuclear weapons |
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ur- |
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current ruling party has spent |
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Somalia’s |
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work has paid off but a plant that |
was theorized to be capable of manufact |
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the aid of China. To date, none of the |
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Djibouti and French aircraft lev- |
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technology with |
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spies. In a quick, precision air strike, |
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was discovered by Ethiopian |
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moved their weapon |
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ing weapon’s grade plutonium |
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aggression” against them, Somalia |
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. Incensed |
by this act of “outright |
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and to repay the aggressors |
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eled the research |
buildings to the ground |
locations. The Somali leadership |
vowed to continue research |
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remote, clandestine |
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research to multiple, |
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that the only |
course of |
action |
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for their unwarranted |
intervention |
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. Djibouti |
and France both decided |
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The world |
watched as the nuclear research |
standoff continued |
to put an end to Somalia’s quest |
to become a nuclear power. |
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in an attempt |
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research facilities |
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left was to strike all suspected |
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Force List |
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Enemy Nations: |
Somalia, China |
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Djibouti, France, USA. |
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Friendly Nations: |
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Objectives |
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the suspected industry |
sites that might be part of the Somali nuclear |
weapons research |
effort. |
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You will be tasked with destroying |
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targets. If the |
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Do your best to get your strike |
aircraft through to their |
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exists after disabling the industrial |
sites you may |
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research capability |
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intelligence community |
still believes that a threat of nuclear |
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be called upon to hit other classes |
of targets |
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Possible Alternatives |
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their missions completed |
you may consider |
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To enhance |
the chances |
of your strike aircraft getting |
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will be heavily |
defended. |
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sorties. Some of your targets |
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along with your air-to-ground |
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SEAD missions |
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using dedicated |
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Enemy |
Interests |
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. SAM |
crews and C4 |
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can to resist your efforts to invade |
their airspace and bomb their factories |
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resistance. |
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The enemy will do everything they |
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expect to meet with a well coordinated |
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activity. Strike |
aircraft should |
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nodes will be watching |
closely for any suspect |
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56 |
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57 |
Scenarios
Scenario 4: |
OPERATION OUTCAST |
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Background |
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Saudi Arabia had |
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of the |
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long been one of the wealthiest |
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nations in the Red Sea operations area. |
Almost all of Saudi’s riches are the result |
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country’s control over the world’s oil market. |
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expectedly, Saudi lost a small portion of their |
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When Sudan entered OPEC and began |
to sell their oil to other countries, |
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consumer base. Initially the impact was |
negligible but in an attempt to fund a |
rapidly growing arms race, Sudan began |
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their oil into the world market at |
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ridiculously low prices. Saudi Arabia tried |
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“dumping” |
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groups, but |
Sudan was still |
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to bargain with |
Sudan through OPEC |
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secretly using their oil to procure military |
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mediation |
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In desperation Saudi |
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hardware. |
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Arabia expelled Sudan from |
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African ally. In agreement with Saudi |
Arabia, the |
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OPEC and attempted to impose |
economic sanctions on their former |
Northeast |
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United States and |
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against Sudan. But |
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the United Kingdom also entered into |
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Egypt and France were quick to come |
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economic sanctions |
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currence of |
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to Sudan’s aid, agreeing that |
Saudi |
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OPEC. Sudan demanded to be let back |
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Arabia had acted without the full con- |
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into OPEC and to be permitted to sell |
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market. Saudi Arabia refused to re-admit |
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their oil on the international |
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Sudan to OPEC and denied their |
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angry over the loss of |
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request for access to the world’s oil |
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revenue and the impact of the recent economic |
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market. Sudan, |
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sanctions |
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decided to settle their dispute |
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won’t listen to the pleas of an |
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with Saudi Arabia through the use of |
force. Sudan’s foreign minister |
proclaimed, “If they |
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Arab brother, then let them hear the |
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deafening |
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thunder of our military might!” |
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Force List |
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Enemy Nations: Sudan, France. |
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Friendly Nations: |
USA, United Kingdom, Saudi Arabia. |
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Objectives |
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Initial intelligence estimates |
of Sudan’s offensive capabilities indicate |
that they are well |
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damage |
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trained and quite able to inflict |
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on Saudi Arabia. Sudan is also |
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extensive |
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receiving support from France in |
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crews. Your first priority |
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the way of aircraft, weapons |
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will be to attack their combined air force |
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military advisors and air- |
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there you can |
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assets and attempt to reduce |
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expect to target C4 as you try to |
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their offensive air power. From |
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“roll back” Sudan’s air defenses. |
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Possible Alternatives |
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After degrading |
Sudan’s air defenses the Saudi |
War |
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Council has determined that the |
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leum |
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allied aircraft will then go after |
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industry, in an attempt to reduce |
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Sudan’s petro- |
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their oil output, thus trying to |
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curtail the influx of |
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nations in the |
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additional arms and military hardware. You |
should also be careful of Sudan’s |
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region. Secret alliances may end up |
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strong ties with other Arab |
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having an effect on your war plans. |
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Enemy Interests |
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Sudan will mount a solid |
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defense to your attacks, and they will |
probably try to target your airborne |
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Their only |
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resources as best they can. |
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option at winning is to destroy your air |
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force and make any |
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victory you might attain a costly one. |
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Scenarios
Scenario 5: OPERATION |
FLAME OUT |
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Background |
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. Rather than sharing the resource, |
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Djibouti and Eritrea |
share a large oil deposit that spans |
the border between the two countries |
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viciously to gain the selling |
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as each country fought |
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total ownership |
of the oil. |
A heated debate ensued |
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each country laid claim to |
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able to get both nations |
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twelve months |
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rights to the oil. |
The UN intervened and was finally |
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while the field was |
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a set amount of time that neither country |
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settling period was |
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settling period, both nations would |
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researched |
and documented |
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accord on the joint exploitation |
of the disputed |
oil resources |
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a |
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be able |
to develop a mutually satisfactory |
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Djibouti. They succeeded in destroying |
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a raid on southern |
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into the “settling period” |
Eritrean commandos conducted |
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re-focused the world’s |
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Two weeks |
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Djibouti. This act of terrorism |
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plant and storage facility in eastern |
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major petroleum production |
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the USA |
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the region |
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the use of satellite |
imagery, Eritrea’s ulterior motive |
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invasion of |
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discovered, |
through |
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artillery units in what is theorized |
to be a pending |
Djibouti |
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massing infantry, armor and |
visible as of yet, rumors are |
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Eritrea is currently |
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there is no movement |
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of Russian units in the buildup. Although |
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Intelligence also reports the presence |
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force |
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that Ethiopia has issued a nationwide |
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mobilization |
order. |
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Force List |
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Enemy Nations: |
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Eritrea, Russia |
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Djibouti, USA. |
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Friendly Nations: |
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Objectives |
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assemble and mass it’s ground forces, |
Djibouti will be quickly |
overrun. The allied planners |
are task- |
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If Eritrea has enough time to |
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ground force’s |
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in an effort to immobilize the enemy |
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and storage facilities |
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ing you to destroy Eritrea’s |
petroleum manufacturing |
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vehicles before they can attack. |
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Possible |
Alternatives |
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target ground units themselves |
in an effort to ebb Eritrea’s impending |
invasion south. |
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You may also be required to directly |
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Enemy Interests |
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and fuel |
reserves from your attack. They |
will probably also try to launch |
an anti-air |
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s at |
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protect their ground units |
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The enemy will |
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. With control of the air, the enemy will be free |
to move their ground force |
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offensive in an attempt |
to gain local air superiority |
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will. |
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58 |
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59 |
Scenarios
Scenario 6: OPERATION |
CHOKE POINT |
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Background |
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As a result of the |
large oil field discoveries, Sudan’s |
petroleum output increased to |
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Arabia. Both countries relied heavily |
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rival that of Arab coalition partner, |
Saudi |
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on Red Sea shipping lanes to |
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began to produce oil, they also |
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move their oil products to their consumer |
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nations. When Eritrea |
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shipping accidents began to |
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used the southern Red Sea for shipping |
throughput. With all this traffic in the |
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rise. It was obvious that |
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water, the number of |
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Eritrea and Yemen |
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someone had to get control of the situation and |
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signed a trade waters agreement |
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regulate the shipping traffic. |
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passage |
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in which those two countries would |
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through the southern Red Sea into |
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provide regulation and control of ship |
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the Gulf of Aden. Once Yemen and |
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matically increased. Sudan |
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Eritrea seized control, the price |
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and Saudi Arabia protested the toll |
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of safe passage dra- |
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to |
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fees. The argument hit |
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limit the number of Sudanese and |
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fever pitch when Eritrea and Yemen |
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Saudi tankers passing through the straits. |
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decided |
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Saudi oil deliveries. As the |
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This action had a severe impact on |
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situation now stood, Eritrea and Yemen |
had almost |
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Sudanese and |
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complete control |
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over south Red Sea oil distribution. |
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Ethiopia, in an attempt to further its |
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lanes at will. China, one of the |
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own causes, aligned with Eritrea and |
Yemen and was able to use south Red |
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largest consumers of the Red Sea oil |
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Sea shipping |
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products aligned |
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itself with Eritrea and |
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Yemen to avoid loosing its precious oil |
supply. |
Ethiopia, Eritrea and Yemen surpassed |
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Saudi and Sudan in oil distribution revenues. |
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Sudan was |
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their |
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in a difficult position. They were hurt the |
most by the developments in the |
south Red Sea. Saudi Arabia, |
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close ties with Egypt, was able |
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because of |
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to use the Suez Canal (although at |
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considerable cost) to |
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get it’s oil shipments out. |
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border dispute with |
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Egypt. Their |
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Sudan did not have the luxury of |
using the Suez |
Canal because of a |
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only option was to use the Red Sea. |
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long standing |
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While |
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Eritrea, Ethiopia and Yemen |
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Nationwide military |
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asserted control over the shipping |
lanes, they also began building the |
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conscription was instituted to start |
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strength of their armies. |
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filling the ranks. Foreign |
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China to assist in reorganization and |
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advisors and personnel were brought |
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training of army units. |
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in from |
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used to amass |
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The extra capital brought in by the |
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military hardware. It certainly seemed |
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increased oil sales was directly |
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“newest” |
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as if Yemen, Eritrea and Ethiopia were |
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regional powers. |
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preparing to declare themselves the |
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As a |
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final step to gain control over the oil |
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Arabian oil tankers. |
Sudan’s |
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distribution, Yemen and Eritrea |
closed the south Red |
Sea to all |
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Sudanese and |
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rebuttal came in the form of a war |
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Saudi |
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a non-binding use of |
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declaration on Yemen, Eritrea and |
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force agreement along with Sudan |
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Ethiopia. Saudi Arabia, entered |
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lanes. |
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against the antagonistic nations |
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The final line had been crossed. |
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that had closed the southern shipping |
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Force List |
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Enemy Nations: |
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Yemen, Eritrea, Ethiopia, China. |
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Friendly Nations: USA, |
France, United Kingdom, Saudi Arabia, Sudan. |
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Objectives |
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Your first targets will consist |
of ground based military units in an |
attempt to minimize the chances of an |
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Any subsequent target |
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lists will be linked to the main objective of |
enemy ground offensive. |
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precluding any coherent |
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producing targets. |
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ground based attacks by destroying key |
industrial, infrastructure, or fuel |
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Possible Alternatives |
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As |
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the enemies military buildup |
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continues you may have to destroy other |
classes of targets in an attempt to |
reduce any military |
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advantage the enemy might have. |
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Enemy Interests |
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The enemy will probably |
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perform its |
mission. |
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attempt to reduce the effectiveness |
of our C4 system and degrade the |
ability of our AWACS aircraft to |
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Scenarios
Scenario 7: |
OPERATION THIN LINE |
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Background |
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During the past seven months an anti- |
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Somalia. The latest bombing |
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Christian terrorist group has been |
active in the urban coastal cities in |
Eritrea, Djibouti and |
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claimed the lives of 178 Christian |
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parishioners. |
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Elusive and highly |
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when a trivial lead |
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intelligent, the terrorist group has |
evaded all attempts at capture. A |
break in the case occurred |
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turned up some disturbing information. The |
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damentalists |
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group was apparently being |
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in Yemen. When the information was |
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sponsored by right wing, Islamic fun- |
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a group. |
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divulged to the world’s media, Yemen |
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Activities associated with the |
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quickly disavowed any knowledge of |
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terrorist group subsided for a while in |
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such |
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Just before the terrorist group’s |
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the wake of the news. |
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next attack, information |
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authorities. The |
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about the operation was leaked to |
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mission was foiled and the Djibouti |
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demanded they be set free. Djibouti officials |
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authorities arrested 11 Yemenis |
army commandos. Yemen immediately |
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ignored the demands and |
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being transferred from |
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proceeded to try them as criminals. |
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the holding facility to the |
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As the prisoners were |
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infirmary for |
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medical checks, another Yemenis |
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the |
process. Yemen issued a statement |
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commando team |
rescued the captives, |
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killing all the guards and police officers |
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defending their actions and vowed to continue |
in |
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necessary to rid |
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such anti- |
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the region of any influence of such |
“infidels.” Eritrea, Djibouti |
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Christian operations as long as |
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Yemenis criminals be |
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and Somalia formed an |
alliance and demanded the |
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brought to justice, if not first by internal |
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response prompted the |
Christian alliance to declare war and |
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means, then possibly by external military |
pressure. Yemen’s lack of |
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of justice. |
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enact their own brand |
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Force List |
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Enemy Nations: Yemen. |
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Friendly |
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Nations: Djibouti,Eritrea,Somalia,USA. |
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Objectives |
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You must first |
attack and destroy enemy air force |
assets. After reducing the effectiveness of |
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targets in a |
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their air power, attack key political |
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statement of power. |
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Possible Alternatives |
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Be |
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prepared to attack targets that |
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will reduce the enemy’s ability to |
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Enemy Interests |
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engage in an extended conflict. |
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At this point, nothing is |
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known about the enemy’s intentions. |
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60 |
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61 |