.TH Command MISSION
.NA mission "Assign a mission to a ship/plane/unit"
.LV Basic
-.SY "mission <TYPE> <UNITS> <s|o|d|i|e|r|a|c|q> [<op sector|.>] [<radius>]"
+.SY "mission <TYPE> <UNITS> <s|o|d|i|e|r|a|c|q> <op sector|.> [<radius>]"
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The mission command is used to assign ships, planes, or land units to
missions. The available missions are:
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-Here is a summary of which units can be put on which missions:
.NF
-Mission Op-sect Radius Ships Land-Units Planes
-interdiction no yes yes yes only "tactical"
- support no yes no no only "tactical"
- off support no yes no no only "tactical"
- def support no yes no no only "tactical"
- reserve yes no no yes no
- escort yes no no no only "intercept" or "escort"
- air defense no yes no no only "intercept"
+ Mission Ships Land-Units Planes
+i interdiction yes yes only "tactical"
+s support no no only "tactical"
+o off support no no only "tactical"
+d def support no no only "tactical"
+r reserve no yes no
+e escort no no only "intercept" or "escort"
+a air defense no no only "intercept"
.FI
You may also use 'q' (query) to check on
the mission of something, or 'c' (clear) to wipe the mission of a land
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.L "IMPORTANT NOTES"
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-Missions can occur during updates. (Interdicting ships using "sail"
-or "order").
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-Artillery units less than 20% efficient will not fire.
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-Planes flying missions will be intercepted normally. (i.e. if you fly
-over enemy territory, you'll get intercepted. Any mission except air
-missions may also be intercepted by planes on air defense missions)
+Artillery units less than 40% efficient will not fire.
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-Planes of less than 40% efficiency will not fly missions.
+Planes flying missions other than air defense will be intercepted
+normally. (i.e. if you fly over enemy territory, you'll get
+intercepted.
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-Planes assigned to missions are \*QNOT\*U eligible to intercept
-normally. For example, if a fighter is assigned to an escort or air-defense
+Planes assigned to missions other than air defense are \*QNOT\*U
+eligible to intercept normally. For example, if a fighter is assigned
+to an escort
or interdiction or support mission, it will \*QNOT\*U rise to intercept
an intruding enemy plane. (planes on air-defense missions will intercept
planes flying in their op-area, in accordance with the air-defense mission,
but will not intercept one outside their op-area, even if it is within
their normal range. Be sure you understand this before using plane missions.)
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-Nukes on missiles or planes flying missions DO detonate.
+Planes armed with nukes cannot be assigned missions.
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"marine" missiles will keep launching to interdict ships until all of
the valuable ships in the fleet are sunk. A "valuable" ship is one
For each new missile launched, the most valuable ship according to
(cost to build) * efficiency is targeted.
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-Non-marine missiles will keep firing
-on a sector until 100 damage is done.
+Non-marine missiles will keep launching to interdict land units
+until 20 damage per interdicted land unit is done.
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OPERATIONS SECTORS
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-Some missions require the designation of an 'op sector', short for operations
-sector. This is the center of an area that the mission is focussed on.
+Missions require the designation of an 'op sector', short for operations
+sector. This is the center of an area that the mission is focused on.
The op sector may be any sector that is within the unit's range.
-(Firing range,
-for ships & land units, flying range for planes, changeable with rangeedit).
+(Firing range for ships & land units on interdiction, reaction range
+for land units on reserve, flying
+range for planes, changeable with range command).
The unit will exert influence in a radius around the op sector.
By default, the radius will be as large as possible, i.e. the biggest range
so that the unit/ship/plane could legally act there.)
This would make the unit interdict anything passing within 2 sectors of
4,0, provided it was also within 5 sectors (the unit's range) of 0,0.
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-The op-sector/op-range concept allows you to restrict a unit's area of
+The op-sector/op-range concept allows you to restrict a unit's area of
interest to a small, important area, or just let it shoot at anything within
range.
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A unit stays on its mission until you cancel it, OR the unit acts. Any type
of action not a part of a mission
is sufficient, so marching, navigating, transporting, flying, reconing,
-bombing, mining, paratrooping, being attacked, being
-paratrooped on, retreating, etc, will all cause a unit to lose its
+bombing, mining, paratrooping, being attacked, being
+paratrooped on, retreating, etc, will all cause a unit to lose its
mission status, but the unit could bomb/shell/etc AS PART OF A MISSION, and
still retain its mission status.
Also, land units with a reserve
have mobility left.
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Damage done is divided amongst all units/ships/commodities moving. For
-example, if 6 ships were moving, and the interdiction mission did 18 pts of
-damage, each ship would take 3.
+example, if 6 ships were moving, and the interdiction mission did 18 points of
+damage, each ship would take 3.
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Note that only ships with sonar and ASW planes can interdict subs. Also, the
units may or may not detect the subs, so it's kind of random. The sub also
Only planes with 'ASW' ability will fly vs. subs. Planes with 'ASW'
ability will not fly interdiction vs. other types of
ships/planes/units/commods. Subs have a chance of sneaking through
-ASW aircover unnoticed, and ASW planes will respond to any
+ASW air cover unnoticed, and ASW planes will respond to any
non-Friendly sub movement. Depending on the visibility of the sub,
the ASW plane may or may not identify the type and/or owner of the
sub.
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Note also that forts will fire at enemy ships coming within
range. You don't have to set anything for this, it
-happens automatically. (Forts firing at enemy ships naving happens before
-ships/planes/units interdicting ships, so if the enemy is using an area a
+happens automatically. (Forts firing at enemy ships naving happens before
+ships/planes/units interdicting ships, so if the enemy is using an area a
lot, a fort will hurt him without costing you mob from planes)
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SUPPORT MISSIONS (planes only)
ESCORT MISSIONS (planes only)
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When given an escort mission, an escort or intercept capable plane will attempt
-to escort any plane flying a support or interdict mission from the same airport.
+to escort any plane flying a support or interdict mission from the
+same airport into its op-area.
If even 1 plane flies a support or interdiction mission from an airport, all
planes on escort duty at that airport will attempt to escort. Planes with escort
duty will NOT attempt to escort planes taking off from other airports, so it
Only planes with the 'escort' or 'intercept' abilities can fly escort missions.
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AIR DEFENSE MISSIONS (planes only)
-When given an air defense mission, an intercept capable plane will attempt
-to intercept any enemy plane (defined as any plane belonging to a country
-you re at war with) flying into its operations area, irregardless
-of whether the enemy planes are flying over owned sectors. For example, if
-a plane is given an air defense mission with an op area covering some
-owned sectors, some sea, some allied sectors, and some enemy sectors, it
-would try to intercept over any of them.
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-When a plane enters a sector, any planes with air defense missions that are
-at war with the owner of the plane will fly there to fight it.
-The air defense planes
-encounter normal interception along the way (but do \*QNOT\*U trigger
-more air defense missions, but \*QMAY\*U be intercepted normally).
-Once the air defense planes get to the sector,
-they fight the plane. Then, if the owner of the sector
-is hostile to the plane, still more planes may intercept it.
+.s1
+Putting a plane on an air defense mission modifies where the plane
+intercepts. Without a mission, it intercepts over own sectors,
+surface ships and land units. With an air defense mission, it
+intercepts over any sector in its op area.
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.L Example
Groonland wants to run a recon flight over Bannannarama. Joeland has a
It takes the shortest path there, and fights the Groonland plane.
Let's say that both take 20 points of damage, and neither aborts.
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-Next, the Groonland plane overflies a Bannannarama sector. The Joeland
-plane flies there, and is intercepted by the Bannannarama plane. Let's
-say that it comes through the fight without being aborted. It then fights
-the Groonland plane. After this combat, if the Groonland plane is not
-aborted, it may be intercepted again by the busy Bannannarama fighter,
-assuming that that plane is still efficient enough, has mob enough, etc.
+Next, the Groonland plane overflies a Bannannarama sector. It gets
+intercepted by Joeland's fighter, because the sector is in its
+op-area, and by Bannannarama's fighter, because the sector belongs to
+Bannannarama. And so forth.
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A good use of this mission is to provide a wider CAP around a carrier,
so that enemy planes get intercepted several times on the way to the
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RESERVE MISSIONS (land units only)
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-A land unit given reserve orders has an increased ability to react to enemy
-attacks. A reserve unit has its reaction radius increased by 2.
-(Note: this is cumulative with the +1 modifier for being at an
-efficient headquarters, so a reserve unit at an HQ would have a +3).
-In addition, a reserve unit pays 1/2 the normal cost for fighting a battle.
-(It still pays the normal cost for moving to the threatened sector)
-See info attack for more details on reaction.
+A land unit on a reserve mission may react to enemy attacks within its
+op-area. See info \*QAttacking\*U for more on land unit reactions.
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-Note that units with a reserve mission retain this status, even though they
-move to the threatened sector and return. This is an exception to the normal
+Note that units with a reserve mission retain this status even when they
+react to a threatened sector and return. This is an exception to the normal
rules on losing your mission status. If, however, the land unit is forced to
-retreat from the combat (see land combat for details), it WOULD lose its status.
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-When a unit with a reserve mission is listed, the op sector is the sector
-the unit is in, and the radius is the units maximum reaction radius, including
-the bonus for the reserve mission and HQ (if applicable). Note that the unit's
-actual radius might be different if it was changed by lrangeedit.
+retreat from the combat (see land combat for details), it DOES lose its status.
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Note: information gained from planes flying missions is automatically
added to your bmap.