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Spring Offensive Strategy Guide - Quick Nav
Getting Started Airfields Escort / BARCAP
Bridges Supply Depots Knee Map
Armed Recon Dogfighting Tips Rail
CAS Villages Marshalling Yards

KC23's Spring Offensive Strategy Guide - Armed Recon

Armed Recon
Perhaps one of the most unappreciated missions of them all. No thousand ton of supplies destroyed missions here. A good one perhaps is only about 100 tons give or take a crate or two. Couldn't your air assets be better utilized against a supply depot or something? Consider this, a typical well planed Armed Recon mission only takes two flights of F51s and generates about 96 tons per mission. I set up two Armed Recon missions per session and there are three sessions per day. That is close to 600 tons a day with aircraft that really aren't much good for any other kind of mission other than CAS.

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Double click to enlarge

Double click to enlarge

Armed Recon missions also have the added benefit of being very low risk especially compared to well defended Supply Depots and Marshaling Yards. You may get a lot more tons destroyed each week hitting Marshalling Yards and Supply Depots, but you'll lose aircraft at an alarming rate and you can only keep that up so long.

By now you are probably saying to yourself. No way are you gonna get a 100 tons of supplies every Armed Recon mission you send out. It's true; the numbers do start to shrink fairly quickly. This is largely because there is a limit to the number of trucks the Reds have. Unlike a lot of sims, MiG Alley actually has finite numbers of trucks and after you keep constant pressure for several weeks sooner or later you will start to see horses with carts. The Reds are in big trouble at this point and by no coincidence you'll notice the UN start grabbing real estate like a rich American yuppie in the early 80's.

Hopefully you are sold on the idea that Armed Recon is worth a little time and attention. Lets start by looking at a few ground rules of Armed recon missions.

1. Always use your F51s for these missions when available. They are very effective, but more importantly F51 are not very effective in almost all the other mission types.

2. Always use the Attack Pattern "Spaced target select". This gets the job done quickly and efficiently by having each aircraft attack individual targets on each pass.

Double click to enlarge

3. Never have your F51s go anywhere near Supply Depots or Airfields. F51s make beautiful targets for AAA.

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Double click to enlarge

4. Always send two flights per convoy. This seems to be the best bang for your buck.

5. Make sure the local airfields are down or at least being attacked by the appropriate quantities of medium bombers, F80 and F86s as per outlined in the "Airfields" article.

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6. Don't waste flights on Armed Recon AAA. Typically they are not very effective. If you want to make sure your flight comes back because you are worried about "Extreme" or "Dangerous" AAA levels, fly the mission yourself and act as your own one man Flak suppression flight.

7. Never attack more than one sphere of influence in a single session. In other words, always attack Armed Recons either in the West, Central or East, but do not mix. The MiGs like to go where you have been recently. If you go to multiple areas in a single session you'll have to guess where the MiGs might show up on the next session. If you go just in the West you know not to go there the next mission. This goes for all the other kind of targets as well.

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8. Save your mission profiles once you get them the way you like so you can just pull them up without any hassle or micro-management.

9. Never let up until you start seeing horses pulling carts with supplies. Then turn those horses into dog food.


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Time to fly
Some people shy away from any F51 missions because you can't even get down the runway without turning the tarmac into one of those local destruction derby contests. Here is an easy way to take off without crashing. All you have to do is keep back pressure (trimming the nose up helps too) on the stick all the way down the runway and ease off of it just after you get air born. When you get out of control in an F51 going down the runway, your tail lifts off the ground before you have enough lift to get in the air. Once your tail lifts off the ground and the wing wheels are still on the ground you are at the mercy of that monster Merlin engine's torque and off you go into your wingman next to you. So pull back on the stick to keep your tail down until you have enough lift under your wings to get you air born. Be sure to relax the stick as soon as your wheels are off the ground or your nose will bob up and you'll stall and spin out of control.

Navigating the old fashion way Guys who like the experience of flying the whole way often have a very difficult time finding targets. MiG Alley actually does an excellent job of putting correct looking sizes of people huts and trucks. They're terrain is patchy enough to make it difficult to spot your targets even when you know where and what you are looking for. This can be complicated even further with bad weather. When it is raining or snowing padlocking visibility goes from about 10nm to 3nm. Only the hardest core individuals will truly try to eyeball the target without padlocking. It could be argued that using the padlock is a cheat, but looking through a 2D screen and at extremely low resolutions compared to the naked eye is hardly fair either. Use your padlock (F3) key liberally once you get in the target area and you'll find your targets. Often your wingmen will spot them before you and point them out to you. Once you find them and turn for your approach make a token check with the Dentist for MiG activity nearby. If they are approaching you are still pretty safe until they get within about 15nm. Sometimes even if they do make it to you they'll stay at altitude if they have recently been given a bloody nose. Don't push your luck though, if they show up it is time to cut your loses and get out of there.

Like the bridge missions your wingmen will head off in a 90-degree direction to your right before making their attack runs. I like to approach the truck convoys passing to the south (I always approach from east to west) of the convoy approaching perpendicular (convoy is usually moving north to south). This serves two purposes. Most of the AAA comes from south and north of the convoy along the road. If you approach from the one end of the convoy you'll be in a fairly good position to draw AAA fire away from your attacking wingmen. Once the AAA opens fire I turn the tables and take him out with guns. While this is going on my flights of F51s are taking out truck after truck.

Double click to enlarge

Once the UN starts gaining ground and you capture a few airbases then it is time to move your F51s up to a forward base. This allows you to discard those fuel tanks for napalm. If I have napalm and have pretty much taken care of the local flak/AAA batteries at the local supply depots then I like to approach from north to south. I can get my F51s to lay down napalm along the road and get a couple of trucks at once if I approach it like I do a bridge.

Double click to enlarge

I personally never shoot at the trucks myself. The wingmen are better shots, but more importantly the wingmen will not attack the huts (at least with the version of MiG Alley I am playing as of the writing of this article). Huts you say? Yep, those sneaky Reds hide some of their supplies in huts along the convoy roads. Occasionally they'll even hide supplies in a clump of trees near the outskirts of a town or supply depot. For some reason your AI wingmen will not target these supplies so I take care of them myself and leave the truck busting to them. The huts are significantly easier to hit with rockets than trucks.

Do all of the huts have supplies? No, some do not. There are a few tricks to help you get a higher percentage of huts with supplies. You'll notice that sometimes the trucks will head off the road and head straight toward a particular hut. This hut has a high percentage of having supplies. When several huts are clumped together it seems that the one in the middle often is the one with the supplies.

Another trick to finding the supplies is to attack with only one rocket and if you see a small puff of smoke coming out the middle then this one will most likely have supplies. If there is no small puff of smoke you can still destroy the hut, but you'll notice no column of smoke after it is destroyed which tells you there were no supplies inside. I like to hit it with a single rocket and finish it with guns. This gives me a shot at six different huts if I'm accurate and haven't had to do any AAA work prior to hut busting. Any gun rounds left over after the rockets are gone I use on more hut busting. Napalm doesn't work well on huts for some reason so you can save that for the trip home. Pay a little visit to the nearby supply depot and lay the napalm on it to make best use of it.

Rail missions
Rail missions are very much like truck convoy missions with a few important differences.

1. Use 500lb bombs instead of napalm. Napalm has no effect.

2. Once a target is spotted quickly run to the target before the rest of your flight and hit the engine with rockets to stop the train. The wingmen have a terrible time hitting the train with 500lb bombs unless the train is stopped.

3. Sometimes multiple trains are not within visual range so once you've nailed one train there still might be others outside of padlock range.

4. The train missions are generally north of Seoul and have a higher possibility of being intercepted by MiGs. It might pay to send F80s instead of the slow F51s or an escort may be in order.

Good hunting.

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