305 lines
14 KiB
Perl
305 lines
14 KiB
Perl
.TH Command MISSION
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.NA mission "Assign a mission to a ship/plane/unit"
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.LV Basic
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.SY "mission <TYPE> <UNITS> <s|o|d|i|e|r|a|c|q> <op sector|.> [<radius>]"
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.s1
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The mission command is used to assign ships, planes, or land units to
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missions. The available missions are:
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.NF
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Mission Ships Land-Units Planes
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i interdiction yes yes only "tactical"
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s support no no only "tactical"
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o off support no no only "tactical"
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d def support no no only "tactical"
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r reserve no yes no
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e escort no no only "intercept" or "escort"
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a air defense no no only "intercept"
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.FI
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You may also use 'q' (query) to check on
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the mission of something, or 'c' (clear) to wipe the mission of a land
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unit/plane/ship.
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.s1
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GENERAL CONCEPT
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.s1
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Missions are things that your planes/land units/ships can do automatically, such
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as bombing/shelling. You assign a unit to a mission, and whenever the right
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conditions occur, the unit attempts to perform its mission. Note that missions
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don't allow a unit to do anything it normally could not do, they simply allow
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them to do it in an automatic fashion. In some cases, units performing missions
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might not be as 'smart' as they would be if you were operating them personally.
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That's the price you pay for having automatic defenses.
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.s1
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.L "IMPORTANT NOTES"
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.s1
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Missions can occur during updates. (Interdicting ships using "sail"
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or "order").
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.s1
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Artillery units less than 40% efficient will not fire.
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.s1
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Planes flying missions will be intercepted normally. (i.e. if you fly
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over enemy territory, you'll get intercepted. Any mission except air
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missions may also be intercepted by planes on air defense missions)
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.s1
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Planes of less than 40% efficiency will not fly missions.
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.s1
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Planes assigned to missions are \*QNOT\*U eligible to intercept
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normally. For example, if a fighter is assigned to an escort or air-defense
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or interdiction or support mission, it will \*QNOT\*U rise to intercept
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an intruding enemy plane. (planes on air-defense missions will intercept
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planes flying in their op-area, in accordance with the air-defense mission,
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but will not intercept one outside their op-area, even if it is within
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their normal range. Be sure you understand this before using plane missions.)
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.s1
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Nukes on missiles or planes flying missions DO detonate.
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.s1
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"marine" missiles will keep launching to interdict ships until all of
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the valuable ships in the fleet are sunk. A "valuable" ship is one
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which cost at least $1000 to build or can carry land units or planes.
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For each new missile launched, the most valuable ship according to
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(cost to build) * efficiency is targeted.
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.s1
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Non-marine missiles will keep firing
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on a sector until 100 damage is done.
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.s1
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OPERATIONS SECTORS
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.s1
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Missions require the designation of an 'op sector', short for operations
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sector. This is the center of an area that the mission is focused on.
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The op sector may be any sector that is within the unit's range.
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(Firing range for ships & land units on interdiction, reaction range
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for land units on reserve, flying
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range for planes, changeable with range command).
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The unit will exert influence in a radius around the op sector.
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By default, the radius will be as large as possible, i.e. the biggest range
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so that the unit/ship/plane could legally act there.)
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For example, a ship with a range of 4 could designate any sector up
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to 4 away from it as it's op sector, and would affect anything within
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4 of it's op-sector, provided it was also within 4 of the ship.
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.s1
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If a smaller radius is desired, it may be specified on
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the command line. If it is not specified, it will not be prompted for.
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.s1
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The area affected by a unit is known as that unit's op-area.
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.s1
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If a '.' is given as the op-sector, the op sector will be the location
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of the unit.
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.s1
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Additionally, if the unit's op-sector is the sector the unit is in, and
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the unit moves without losing its mission
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status, the operation sector will move with it. (Normally, of course, the
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only way for a unit on a mission to move is to be carried on a ship, so
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this mostly applies to planes on carriers) Thus, a tactical bomber on a ship
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could have an op-area centered on the carrier that moved with the carrier.
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.s1
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Otherwise, if the unit moves without losing its mission status, the
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op sector will stay where it was designated.
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.s1
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For example, suppose that land unit 4 is an artillery unit, range 5,
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located at 0,0.
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.s1
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.EX "mission land 4 int ."
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.s1
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This would make the unit interdict anything passing within 5 sectors of
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its location.
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.s1
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.EX "mission land 4 int 4,0"
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.s1
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This would make the unit interdict anything passing within 5 sectors of
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4,0, provided it was also within 5 sectors (the unit's range) of 0,0.
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.s1
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.EX "mission land 4 int 4,0 2"
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.s1
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This would make the unit interdict anything passing within 2 sectors of
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4,0, provided it was also within 5 sectors (the unit's range) of 0,0.
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.s1
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The op-sector/op-range concept allows you to restrict a unit's area of
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interest to a small, important area, or just let it shoot at anything within
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range.
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.s1
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MOBILITY USE
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.s1
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When a unit is given a mission, it costs no mobility. When a unit performs
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its mission, it uses the normal mobility costs that it would use to
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perform that mission if done by the player.
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.s1
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A unit stays on its mission until you cancel it, OR the unit acts. Any type
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of action not a part of a mission
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is sufficient, so marching, navigating, transporting, flying, reconing,
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bombing, mining, paratrooping, being attacked, being
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paratrooped on, retreating, etc, will all cause a unit to lose its
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mission status, but the unit could bomb/shell/etc AS PART OF A MISSION, and
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still retain its mission status.
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Also, land units with a reserve
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mission can react to a threatened sector and fight, and (assuming they win)
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return to their original sector without losing their reserve status.
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.s1
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Note that fortifying a unit does not affect it's mission status.
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.s1
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DEFENDERS
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.s1
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The defender's planes will intercept planes flying missions.
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His ships/forts/units, however, will \*QNOT\*U fire at ships/forts/units
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firing on a mission.
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.s1
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INTERDICTION MISSIONS (ships, planes, land units)
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.s1
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When giving a unit a interdiction mission, you designate an op sector. From
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then on, whenever an enemy (defined as something belonging to a nation which
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you are at war with) moves in a sector in that unit's op-area,
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the unit will try to shell or bomb it (as appropriate). Almost any kind of
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movement, except for distribution movement during an update, and the tiny
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amounts moved by the supply routines is enough.
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.s1
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For example, an enemy land unit marching up to the front would be
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shelled/bombed.
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An enemy moving commodities around would have the commodities automatically
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shelled/bombed. A ship navigating into a sea sector would be shelled or bombed,
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depending on it's type (obviously, only depth-charge or ASW capable units would
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affect a submarine, and a submarine would only affect things it could torpedo)
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In general, units can only affect things they could normally affect. For
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example, if the enemy was transporting a plane along a highway, and you had an
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artillery unit and a light bomber interdicting the highway sector, the land
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unit would fire and the bomber would fly there and bomb, and the total damage
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would be applied to the plane being transported. If it was still alive, it
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might be moved to another sector, there to be bombed/shelled again (assuming the
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new sector was also in both units' op-areas) If a different unit later moved
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in, it would be shelled/bombed. This happens as long as the interdicting units
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have mobility left.
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.s1
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Damage done is divided amongst all units/ships/commodities moving. For
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example, if 6 ships were moving, and the interdiction mission did 18 points of
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damage, each ship would take 3.
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.s1
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Note that only ships with sonar and ASW planes can interdict subs. Also, the
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units may or may not detect the subs, so it's kind of random. The sub also
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has a chance of escaping the damage, depending on the visibility of the sub.
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.s1
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Only planes with the 'tactical' ability can fly interdiction missions.
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Only planes with 'ASW' ability will fly vs. subs. Planes with 'ASW'
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ability will not fly interdiction vs. other types of
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ships/planes/units/commods. Subs have a chance of sneaking through
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ASW air cover unnoticed, and ASW planes will respond to any
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non-Friendly sub movement. Depending on the visibility of the sub,
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the ASW plane may or may not identify the type and/or owner of the
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sub.
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Interdiction has no effect on flying planes. Interdiction does not
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affect loading/unloading. It will also cause some damage to the
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sector that the commodities were moving into.
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.s1
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Note also that forts will fire at enemy ships coming within
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range. You don't have to set anything for this, it
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happens automatically. (Forts firing at enemy ships naving happens before
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ships/planes/units interdicting ships, so if the enemy is using an area a
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lot, a fort will hurt him without costing you mob from planes)
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.s1
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SUPPORT MISSIONS (planes only)
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.s1
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A support mission allows your planes to automatically bomb the enemy.
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Planes with offensive support missions will bomb enemy sectors that you
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attack. Planes with defensive support missions will bomb enemy troops
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attacking your sector, adding to your defensive strength. Planes with
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support orders will do both.
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.s1
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When giving a plane a support mission, you designate an op sector. From then on,
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whenever a sector owned by the plane's owner (or by an ally of the plane-owner,
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if the ally is also at war with the attacker)
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in that plane's op-area is
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attacked, the plane will attempt to fly to that sector and give ground support,
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if it has support or defensive support orders.
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.s1
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If the plane's owner (or an ally of the plane's owner, if the ally is
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also at war with the country attacked)
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attacks a sector in that plane's op-area belonging to a
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country that the plane owner is at war with, the plane will
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also attempt to fly there and give offensive support if it has
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support or offensive support orders.
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.s1
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(see info attack for more information on how support works in land combat)
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.s1
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Only planes with the 'tactical' ability can fly support missions.
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.s1
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ESCORT MISSIONS (planes only)
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.s1
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When given an escort mission, an escort or intercept capable plane will attempt
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to escort any plane flying a support or interdict mission from the
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same airport into its op-area.
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If even 1 plane flies a support or interdiction mission from an airport, all
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planes on escort duty at that airport will attempt to escort. Planes with escort
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duty will NOT attempt to escort planes taking off from other airports, so it
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pays to put your bombing planes and escorting planes together.
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.s1
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Only planes with the 'escort' or 'intercept' abilities can fly escort missions.
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.s1
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AIR DEFENSE MISSIONS (planes only)
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When given an air defense mission, an intercept capable plane will attempt
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to intercept any enemy plane (defined as any plane belonging to a country
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you re at war with) flying into its operations area, irregardless
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of whether the enemy planes are flying over owned sectors. For example, if
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a plane is given an air defense mission with an op area covering some
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owned sectors, some sea, some allied sectors, and some enemy sectors, it
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would try to intercept over any of them.
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.s1
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When a plane enters a sector, any planes with air defense missions that are
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at war with the owner of the plane will fly there to fight it.
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The air defense planes
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encounter normal interception along the way (but do \*QNOT\*U trigger
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more air defense missions, but \*QMAY\*U be intercepted normally).
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Once the air defense planes get to the sector,
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they fight the plane. Then, if the owner of the sector
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is hostile to the plane, still more planes may intercept it.
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.s1
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.L Example
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Groonland wants to run a recon flight over Bannannarama. Joeland has a
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jet fighter with an air defense mission and an op-area covering part of
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Bannannarama. The 'j' sector belongs to Joeland, and is the base for the
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fighter. The 'b' sectors belong to Bannannarama, which has 1 fighter
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in the center sector. The 'g' sector belongs to Groonland. Assume that
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all countries are mutually at war.
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.s1
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The Joeland fighter's op area is centered on the 'B', radius 2.
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.NF
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. . . . . . . . . . . . . . . . .
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. . . . . j . . . . . b b . . . .
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. . . . . . . . . . . b B b . . .
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. . . . . . . . . . . b b . . . .
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. . . . . . . . . g . . . . . . .
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.FI
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.s1
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The Groonland player enters a path of 'uujjjbgbggh'.
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The first sectors entered is sea, and is not in the Joeland
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aircraft's op-area, so nothing happens.
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.s1
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Next, the Groonland plane enters the sector adjacent to Bannannarama.
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This is within the Joeland aircraft's op-area, so it flies to intercept.
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It takes the shortest path there, and fights the Groonland plane.
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Let's say that both take 20 points of damage, and neither aborts.
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.s1
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Next, the Groonland plane overflies a Bannannarama sector. The Joeland
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plane flies there, and is intercepted by the Bannannarama plane. Let's
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say that it comes through the fight without being aborted. It then fights
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the Groonland plane. After this combat, if the Groonland plane is not
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aborted, it may be intercepted again by the busy Bannannarama fighter,
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assuming that that plane is still efficient enough, has mob enough, etc.
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.s1
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A good use of this mission is to provide a wider CAP around a carrier,
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so that enemy planes get intercepted several times on the way to the
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carrier, rather than just once, in the carrier's sector.
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.s1
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Another use is to provide air-cover for an ally who has temporarily
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lost his planes.
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.s1
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RESERVE MISSIONS (land units only)
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.s1
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A land unit on a reserve mission may react to enemy attacks within its
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op-area. See info \*QAttacking\*U for more on land unit reactions.
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.s1
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Note that units with a reserve mission retain this status even when they
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react to a threatened sector and return. This is an exception to the normal
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rules on losing your mission status. If, however, the land unit is forced to
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retreat from the combat (see land combat for details), it DOES lose its status.
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.s1
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Note: information gained from planes flying missions is automatically
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added to your bmap.
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.s1
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.SA "Ship-types, Plane-types, Unit-types, attack, bomb, Ships, Planes, LandUnits"
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