In each sector, any country owning the sector, a surface ship or a land unit gets to intercept. Before, only the sector owner got to intercept, except for the target sector. There, any country owning surface ships or land units got to intercept in addition to the sector owner. Thus, a sector owner with surface ships or land units there got to intercept twice. Info Intercept claimed you get to intercept once for ships and once again for land units, which was wrong since 4.0.9. Info bomb suggested that flak fires only in the target sector, which was wrong since 4.2.8. Drop that.
84 lines
3.8 KiB
Perl
84 lines
3.8 KiB
Perl
.TH Command BOMB
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.NA bomb "Dispose of inconvenient enemy assets with air power."
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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, land units, 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, land units, and planes on the ground in the
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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 resident (similar to the
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\*Qfire\*U command).
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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 or an ally, or you or an ally
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must have a ship there. It 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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Bombing missions can be intercepted just like any other mission. See
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info \*QIntercept\*U.
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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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When you pin-bomb a land unit, it will fire flak at the plane bombing it,
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unless
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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 pinpoint bombing, 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, Combat, Mobility, Damage, Planes"
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