117 lines
5.4 KiB
Perl
117 lines
5.4 KiB
Perl
.TH Command BOMB
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.NA bomb "Dispose of inconvenient enemy assets with airpower."
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.LV Basic
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.SY "bomb <BOMBERS> <ESCORTS> mission-type <SECT> route|destination"
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The \*Qbomb\*U command is used to rain destruction upon helpless
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enemy ships, planes, and sectors.
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It represents a complete mission for one or more bombers and escorts
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taking off from one place and returning to base at the end of the mission.
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.s1
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<BOMBERS> represents a list of planes which can carry bombs.
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Only planes which have a bomb bay, belong in a sector which is
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stocked with gas and shells, and have sufficient mobility will
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be successfully selected for the mission.
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.s1
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<ESCORTS> represent a list of fighter planes which are capable of escorting
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the bombers all the way to the target.
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To be selected, escorts must have fuel and mobility.
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.s1
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Mission-type must be one of "pinpoint" or "strategic".
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Each mission has different objectives for the planes performing it.
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Pinpoint missions allow bombers to attack ships, sector efficiency,
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commodities in sectors, and planes on the ground in the target sector.
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Strategic missions damage all commodities in the entire target sector,
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while not damaging any ships or planes resident (similar to the
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ship and sector \*Qfire\*U missions).
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If a plane is armed with a nuclear warhead, then it will drop the bomb
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rather than using conventional weapons.
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Nuclear devices damage everything in the sector; planes, ships, and
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commodities.
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Only missiles in hardened silos can avoid damage from a nuclear mission.
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.s1
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<SECT> represents an assembly point, where all of the planes in the
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mission meet before proceeding on to the target sector.
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The assembly point must be owned by you, and must not be more than
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four sectors away from any of the planes selected for the mission.
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.s1
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Route is a normal empire path specification. You may also give a
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destination sector on the command line, or at any time while giving
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the route, and empire will use the best path from the current sector
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to the desired destination sector.
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.s1
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When getting a path interactively, empire will show you a small map
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(from your bmap) concerning the current area, to help you plot
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your course.
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.s1
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Light bombers (with the tactical capability) are used primarily for pinpoint
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bombing. They perform as well as fighters do for strategic bombing.
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Heavy bombers (with the bomber capability), while they can perform pinpoint
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bombing, are notoriously inaccurate and in general miss what they are aiming
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at. They are used mainly for strategic bombing.
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.s1
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During the course of a mission,
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your planes may fly over someone else's land.
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If you fly over land owned by another country,
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and this country is either hostile or in any war state (see info relation)
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with you, fighter planes from the enemy country will scramble
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and attempt to intercept your force.
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If the country is simply neutral,
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he will be notified that his radar tracked your planes
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as they flew over his country.
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If the country is allied, then nothing will occur.
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.s1
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If you manage to fight though the enemy fighters and arrive
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at the target sector, your force must still contend with
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any flak guns which your enemy has stationed there.
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What's more, any enemy ship in the target sector will also
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shoot at each of your bombers before any attacks are performed.
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Any enemy land units with the 'flak' ability will also fire at
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all your planes at this time.
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.s1
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A well-equipped fleet of battleships in a heavily-defended harbor
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can be very risky to attack, even though hitting ships in harbor is
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like shooting fish in a barrel.
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.s1
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When bombing ships/planes/units, entering a '~' character will cause a
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particular plane not to bomb. Other planes on the mission will still
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be asked for their targets.
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.s1
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If your plane has anti-submarine
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(asw) capabilities, you will be told when you arrive in a sector whether
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it has submarines in it. If you then choose to pin-bomb ships, each plane
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in turn will attempt to find submarines (this ability varies with the plane's
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accuracy rating). Each plane can only bomb the subs it can find. (It
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is assumed
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that planes on anti-sub missions split up to cover the area)
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.s1
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Planes have differing air-to-air combat abilities, differing ranges,
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and load-carrying capacities.
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Some airplanes don't need runways, but can operate out of any
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sector which has fuel in it.
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.s1
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ASW capable planes may attempt
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to fly pin-bombing missions versus submarines. To do this, the plane
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gives a target sector, and flies there. If there are any subs in the
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sector, a message will be printed saying that. If the plane then
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attempts to bomb ships, it may get the chance to bomb subs in the sector.
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.s1
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The chance to detect a sub is the same as the chance of hitting it.
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.s1
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If the plane does not detect a particular sub, it may not bomb it on that
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mission. On other missions, it could roll again.
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.s1
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Trying to pinpoint bomb land units is similar to trying to bomb a sub.
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The chance to find the unit to bomb it is based on the unit's
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visibility & the type of the sector it is in.
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.s1
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When you pin-bomb a land unit, it will fire flak at the plane bombing it,
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unless it is an 'flak' unit (in which case it fired earlier), or
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it has an AA fire rating of 0.
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.s1
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In the case of pinbombing, see \*Qinfo Hitchance\*U for the formula
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determining whether a plane hits its target.
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.s1
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Note that a plane must be at least 40% efficient before it can leave
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the ground.
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.s1
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.SA "Plane-types, build, fly, paradrop, drop, recon, relations, Mobility, Damage, Planes"
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