Claw Marks Comparison
Comm Relay
Header
Original
Comm Relay
News from the Terran Confederation Armed Forces CommNet
Sega CD
Comm Relay
News from Earth (Sol III)
Original
News From Earth (Sol III)
(New York, North American States, Terran News Services) — On 2654.080, representatives of the Committee for Interaction with Alien Intelligences announced contact with a new alien race.
CIAI spokesman Iola Jonson made the following statement: "The CIAI regularly launches unmanned probes to uncharted jump-spheres; these probes contain our most sophisticated translation and interpretation equipment. Eight days ago, Probe Number H227 reappeared in a Terran jump-point carrying data and artifacts from a species we are currently referring to as the Double Helix.
From the information we have so far been able to interpret from H227's records, the Double Helix are a sentient race possessing space travel, and we are not ruling out the possibility they possess FTL drive technology. Physically, they appear to be carbon-based arthropods which communicate through scents and pheromones. Their name is derived from the double-helix shape of their spacecraft."
World Science Federation officials believe this to be the most significant contact with an alien species since the discovery of the Kilrathi, and hope that contact will remain friendly.
Sega CD
News From Earth (Sol III)
(New York, North American States, Terran News Services) — On 2654.080, representatives of the Committee for Interaction with Alien Intelligences announced contact with a new alien race.
CIAI spokesman Iola Jonson issued the following statement: "The CIAI regularly launches unmanned probes to uncharted jump-spheres; these probes contain our most sophisticated translation and interpretation equipment. Eight days ago, Probe Number H227 reappeared in a Terran jump-point carrying data and artifacts from a species we are currently referring to as the Double Helix.
"From the information we have so far been able to interpret from H227's records, the Double Helix are a sentient race possessing space travel, and we are not ruling out the possibility they possess FTL drive technology. Physically, they appear to be carbon-based anthropoids who communicate through scents and pheromones. Their name is derived from the double-helix shape of their spacecraft."
World Science Federation officials believe this to be the most significant contact with an alien species since the discovery of the Kilrathi and hope that contact will remain friendly.
Kilrathi Saga
(New York, North American States, Terran News Services) — On 2654.080, representatives of the Committee for Interaction with Alien Intelligences (CIAI) announced contact with a new alien race.
CIAI spokesman Iola Jonson issued the following statement: "The CIAI regularly launches unmanned probes to uncharted jump-spheres; these probes contain our most sophisticated translation and interpretation equipment. Eight days ago, Probe Number H227 reappeared in a Terran jump-point carrying data and artifacts from a species we are currently referring to as the Double Helix.
"Based on the information we have so far been able to interpret from H227's records, the Double Helix are a sentient race possessing space travel, and we are not ruling out the possibility they possess jump drive technology. Physically, they appear to be carbon-based anthropoids who communicate through scents and pheromones. Their name is derived from the double-helix shape of their spacecraft."
World Science Federation officials believe this to be the most significant contact with an alien species since the discovery of the Kilrathi, and hope that contact will remain friendly.
TCSO Show Scheduled
Original
TCSO Show Scheduled
(Tiger's Claw, TCAFCN) - There's good news for servicemen aboard the TCS Tiger's Claw: The TCSO (Terran Confederation Service Organization) will send an entertainment unit to the much-decorated carrier as early as next month.
The TCSO troupe includes dancers (normal and zero-g), singers, comedians, and the Confederation's best cyberlink illusionists.
Vidstar Saranya Carr, exotic heroine of the popular Luna Jones, JumpScout serial, is accompanying the TCSO troupe to the Tiger's Claw. Carr, 25, stated, "You bet your life I'm happy to be working with the TCSO. I mean, you see Luna Jones blowing Kilrathi fuzzies out of space every week, but Saranya Carr doesn't know a nav computer from a dialogue transceiver. Since I can't help our fighting forces directly, I'm proud to be able to entertain and build morale. Besides," she adds, "I'm not completely unselfish. Perhaps I can persuade someone to give me a ride in one of those new Rapiers..."
Sega CD
TCSO Show Scheduled
(Tiger's Claw, TCAFCN) — There's good news for servicemen aboard the TCS Tiger's Claw — The TCSO (Terran Confederation Service Organization) will send an entertainment unit to the much-decorated carrier as early as next month.
The TCSO troupe includes dancers (normal and zero-g), singers, comedians and the Confederation's best cyberlink illusionists.
Vidstar Saranya Carr, exotic heroine of the popular Luna Jones, JumpScout serial, is accompanying the TCSO troupe to the Tiger's Claw. Carr, 25, stated, "You bet your life I'm happy to be working with the TCSO. I mean, you see Luna Jones blowing Kilrathi fuzzies out of space every week, but Saranya Carr doesn't know a nav computer from a dialogue transceiver. Since I can't help our fighting forces directly, I'm proud to be able to entertain and build morale. Besides," she adds, "I'm not completely unselfish. Perhaps I can persuade someone to give me a ride in one of those new Rapiers ... "
Super Wing Commander
TCSO Show Scheduled
(Tiger's Claw, TCAFCN) — There's good news for servicemen aboard the TCS Tiger's Claw — The TCSO (Terran Confederation Service Organization) will send an entertainment unit to the much-decorated carrier as early as next month.
The TCSO troupe includes dancers (normal and zero-g), singers, comedians and the Confederation's best cyberlink illusionists.
Vidstar Saranya Carr, exotic heroine of the popular Luna Jones, JumpScout serial, is accompanying the TCSO troupe to the Tiger's Claw. Carr, 25, stated, "You bet your life I'm happy to be working with the TCSO. I mean, you see Luna Jones blowing Kilrathi fuzzies out of space every week, but Saranya Carr can't tell a nav computer from a dialogue transceiver. Since I can't help our fighting forces directly, I'm proud to be able to entertain and build morale. Besides," she adds, "I'm not completely unselfish. Perhaps I can persuade someone to give me a ride in one of those new Rapiers ... "
Kilrathi Saga
(Tiger's Claw, TCAFCN) —There's good news for personnel aboard the TCS Tiger's Claw—The TCSO (Terran Confederation Service Organization) will send an entertainment unit to the much-decorated carrier as early as next month.
The TCSO troupe includes dancers (normal and zero-g), singers, comedians and the Confederation's best cyberlink illusionists.
Vidstar Saranya Carr, exotic heroine of the popular Luna Jones, JumpScout serial, is accompanying the TCSO troupe to the Tiger's Claw. Carr, 25, stated, "You bet your life I'm happy to be working with the TCSO. I mean, you see Luna Jones blowing Kilrathi fuzzies out of space every week, but Saranya Carr can't tell a nav computer from a dialogue transceiver. Since I can't help our fighting forces directly, I'm proud to be able to entertain and build morale. Besides," she adds, "I'm not completely unselfish. Perhaps I can persuade someone to give me a ride in one of those new Rapiers ... "
Rookie Turned Ace
Sega CD
Rookie Turned Ace
This past week, the Tiger's Claw was fortunate enough to add another ace to its Confederation ranks. Second Lieutenant Todd "Maniac" Marshall knocked down his fifth Kilrathi in an engagement near Kurasawa System, where he and his wingleader, Captain Jeannette "Angel" Devereaux, were escorting a cargo ship.
While passing through an asteroid belt, the two pilots encountered a wave of five Dralthi fighters. Devereaux downed the first with a volley of mass driver cannon, while Maniac broke formation and nailed the second enemy fighter with a heatseeking missile. The Kilrathi, amazingly enough, began to retreat when Maniac radioed that he was chasing them down. He managed to destroy one more ship, reaching ace status three missions after graduating from the Academy.
"No way I was going to pass up that opportunity," exclaimed Maniac upon his return. "There they were, sitting ducks just waiting to face the best pilot on the Tiger's Claw. I knew ol' Devereaux could take care of the Bonnie Heather, so I hit my afterburners and took care of them. I guess they got what they deserved!" added Marshall.
Devereaux refused to comment on Marshall's success, calling his chase "a ridiculous misuse of Confederation firepower."
Kilrathi Saga
This past week, the Tiger's Claw was fortunate enough to add another ace to its Confederation ranks. Second Lieutenant Todd "Maniac" Marshall knocked down his fifth Kilrathi in an engagement near Kurasawa System, where he and his wingleader, Captain Jeannette "Angel" Devereaux, were escorting a cargo ship.
While passing through an asteroid belt, the two pilots encountered a wave of five Dralthi fighters. Devereaux downed the first with a volley of mass driver cannon, while Maniac broke formation and nailed the second enemy fighter with a heat-seeking missile. The Kilrathi, amazingly enough, began to retreat when Maniac radioed that he was chasing them down. He managed to destroy one more ship, reaching ace status three missions after graduating from the Academy.
"No way I was going to pass up that opportunity," exclaimed Maniac upon his return. "There they were, sitting ducks just waiting to face the best pilot on the Tiger's Claw. I knew ol' Devereaux could take care of the Bonnie Heather, so I hit my afterburners and took care of them. I guess they got what they deserved!" added Marshall.
Devereaux refused to congratulate Marshall on his success, calling his chase "a ridiculous misuse of Confederation firepower."
All Aboard, Austinites
All Aboard, Austinites
Don't be alarmed if you notice a couple of uniformed strangers amidst the Tiger's Claw crew. For the next two weeks, we're entertaining two important visitors from the TCS Austin, our sister carrier assigned to a first-response patrol in Enigma sector. Lieutenants Zach "Jazz" Colson and Etienne "Doomsday" Montclair arrived late last week to meet with our Tactical Plotting group and discuss air defense procedures.
Rumor has it that the Confederation is laying out a defense plan for an anticipated attack on McAuliffe, a teaching and research colony housed in an orbital space station and a groundbased research facility. The vast libraries on McAuliffe are under top security, and Terran Intelligence suspects that the Kilrathi will try to gain access to its Terran Knowledge Bank (TKB) within the next few weeks.
Although details of the upcoming objectives remain classified, I took the liberty of interviewing the two men between their meetings with Colonel Halcyon. Here's a short profile of each:
Poised and Ready
Sega CD
Poised and Ready
NAME ZACH COLSON
CALLSIGN: JAZZ
RANK: MAJOR
AGE: 32
ORIGIN: KANSAS CITY, NORTH AMERICAJazz describes himself as a self-taught jazz pianist and elite pilot who has "uniquely balanced his creative and analytical minds." He's a distinguished Academy alumnus, having graduated at the top of his class nine years ago. Since then, he's claimed no less than 28 Kilrathi kills.
"I know I'm talented and well-trained, just like most of our Confederation pilots," Colson says as he mindfully strokes one of the ribbons decorating his uniform. "But it's poise that determines who survives in combat every time. You can't just launch, find the furballs and rush right in ... you have to visualize your attack and follow through without a hitch.
"That's where my training gives me an edge. Back on the Austin, I've implemented a visualography machine — it uses visualization techniques and holographic goggles to test and improve your combat reflex skills. I wouldn't say it's the train sim of the future, but it's made a heck of a difference in my flying.
"I put the visualography machine to the test a couple of weeks ago as a mission warmup tool — I'd been practicing for about an hour when the defense siren sounded. Five minutes later, I was loose and blasting furballs with ease. My wingman had a hard time keeping up with me. You better believe this contraption's got my vote!"
MAJOR ZACH COLSON, JAZZ
Super Wing Commander
Poised and Ready
NAME ZACH COLSON
CALLSIGN: JAZZ
RANK: LIEUTENANT
AGE: 32
ORIGIN: KANSAS CITY, NORTH AMERICAJazz describes himself as a self-taught jazz pianist and elite pilot who has "uniquely balanced his creative and analytical minds." He's a distinguished Academy alumnus, having graduated at the top of his class nine years ago. Since then, he's claimed no less than 28 Kilrathi kills, three in the current campaign.
"I know I'm talented and well-trained, just like most of our Confederation pilots," Colson says as he mindfully strokes one of the ribbons decorating his uniform. "But it's poise that determines who survives in combat every time. You can't just launch, find the furballs and rush right in ... you have to visualize your attack and follow through without a hitch.
"That's where my training gives me an edge. Back on the Austin, I've implemented a visualography machine — it uses visualization techniques and holographic goggles to test and improve your combat reflex skills. I wouldn't say it's the train sim of the future, but it's made a heck of a difference in my flying.
"I put the visualography machine to the test a couple of weeks ago as a mission warmup tool — I'd been practicing for about an hour when the defense siren sounded. Five minutes later, I was loose and blasting furballs with ease. My wingman had a hard time keeping up with me. You better believe this contraption's got my vote!"
LIEUTENANT ZACH COLSON, JAZZ
Kilrathi Saga
MAJOR ZACH COLSON
Age: 32
Callsign: Jazz
Homeworld: Kansas City, North AmericaJazz describes himself as a self-taught jazz pianist and elite pilot who has "uniquely balanced his creative and analytical minds." He's a distinguished Academy alumnus, having graduated at the top of his class.
"I know I'm talented and well-trained, just like most of our Confederation pilots," Colson says as he mindfully strokes one of the ribbons decorating his uniform. "But it's poise that determines who survives in combat every time. That's where my training gives me an edge. Back on the Austin, I've implemented a visualography machine — it uses visualization techniques and holographic goggles to test and improve your combat reflex skills. I wouldn't say it's the train sim of the future, but it's close."
Doom and Gloom
Sega CD
Doom and Gloom
NAME: ETIENNE MONTCLAIR
CALLSIGN: DOOMSDAY
RANK: LIEUTENANT
AGE: 34
ORIGIN: HAWK BAY, NEW ZEALANDLieutenant Montclair calls himself a "devil's advocate" because he always tries to view things from the worst-case scenario. "That way," he says, "I'm never disappointed. And if I'm wrong about something, it turns out better than I expected." Always anticipating disastrous results, he accurately bears the callsign Doomsday.
"I grew up with pride and prejudice — literally speaking, not literaturely," explains Montclair. "My training in the history of Maori warriors taught me not to expect much from the world and the people around me. Instead, I've learned to take pride in my flying and trust my own instincts.
"The reason I fly with Jazz isn't that big of a secret. Admiral Tolwyn feels he's doing me some kind of favor by pairing me with such an upbeat showoff," sighs Doomsday. "I like Jazz — he's a good pilot and all — but I'd still rather fly patrol missions in a safe sector somewhere. I'm never going to see forty if these Kilrathi keep jumping our nav points."
According to Doomsday, this war's going to drag on forever. Of course, he says the Confederation will pull through, but not before thousands of Terrans sacrifice their lives and colonies to the Kilrathi. Despite his brand of pessimism, Montclair has racked up an impressive count of 187 successful missions and 21 kills.
LIEUTENANT ETIENNE MONTCLAIR, DOOMSDAY
Super Wing Commander
Doom and Gloom
NAME: ETIENNE MONTCLAIR
CALLSIGN: DOOMSDAY
RANK: CAPTAIN
AGE: 34
ORIGIN: HAWK BAY, NEW ZEALANDLieutenant Montclair calls himself a "devil's advocate" because he always tries to view things from the worst-case scenario. "That way," he says, "I'm never disappointed. And if I'm wrong about something, it turns out better than I expected." Always anticipating disastrous results, he accurately bears the callsign Doomsday.
"I grew up with pride and prejudice — literally speaking, not literaturely," explains Montclair. "My training in the history of Maori warriors taught me not to expect much from the world and the people around me. Instead, I've learned to take pride in my flying and trust my own instincts.
"The reason I fly with Jazz isn't that big of a secret. Admiral Tolwyn feels he's doing me some kind of favor by pairing me with such an upbeat showoff," sighs Doomsday. "I like Jazz — he's a good pilot and all — but I'd still rather fly patrol missions in a safe sector somewhere. I'm never going to see forty if these Kilrathi keep jumping our nav points."
According to Doomsday, this war's going to drag on forever. Of course, he says the Confederation will pull through, but not before thousands of Terrans sacrifice their lives and colonies to the Kilrathi. Despite his brand of pessimism, Montclair has racked up an impressive count of 187 successful missions and 135 kills, lifetime.
CAPTAIN ETIENNE MONTCLAIR, DOOMSDAY
Kilrathi Saga
LIEUTENANT ETIENNE MONTCLAIR
Age: 34
Callsign: Doomsday
Homeworld: Hawk Bay, New Zealand, EarthLieutenant Montclair calls himself a "devil's advocate" because he always tries to view things from the worst-case scenario. Always anticipating disastrous results, he accurately bears the callsign Doomsday. According to him, this war's going to drag on forever. Of course, he says the Confederation will pull through, but not before thousands of Terrans sacrifice their lives and colonies to the Kilrathi. "The reason I fly with Jazz isn't that big of a secret. Admiral Tolwyn feels he's doing me some kind of favor by pairing me with such an upbeat showoff," sighs Doomsday. "I like Jazz — he's a good pilot and all — but I'd still rather fly patrol missions in a safe sector somewhere. I'm never going to see forty if these Kilrathi keep jumping our nav points."
Up and Coming
Original
Tiger's Claw Promotions
To Lieutenant: S.E. (Broadway) Sarasin
To Captain: Fatima (Cymbals) HaroudTiger's Claw Awards
Ace: 2nd Lt. Todd (Maniac) Marshall
Bronze Star: Captain Jeannette (Angel) Devereaux
10-Mission Ribbon: 1st Lt. Tanaka (Spirit) Mariko
Kilrathi Saga
Up and Coming
To Lieutenant
S.E. “BROADWAY” SARASINTo Captain
FATIMA “CYMBALS” HAROUDAce
SECOND LIEUTENANT
TODD “MANIAC” MARSHALLBronze Star
CAPTAIN
JEANNETTE “ANGEL” DEVEREAUX15-Mission Ribbon
FIRST LIEUTENANT
TANAKA “SPIRIT” MARIKO
Taggart's Tactics
Introduction
Truth from the Black Box
Basic Tactics: A Review
Individual Objectives
Mission Objectives
First Contact
Maneuvering
Standard Maneuvers
Original
Standard Maneuvers
You learned all of these in basic flight training, but let's review them here. Inaddition to standard turns, rolls, dives, and climbs, you became familiar with these:
Burnout: Hit the afterburners and increase speed until your pursuer is no longer gaining on you or the afterburners finish their burn. Then perform as tight a 180° turn as you can handle; if your target is within your cone of fire, open up on him.
Fishhook: Calculate the new heading you want. Turn to a heading which is at a 180° angle off that figure, then almost immediately make a 180° turn to your course of choice. For instance, if you are on a 0° course and want to make a 90° left turn, you first make a 90° right turn, then follow up immediately witha 180° turn.
Hard Brake: Reduce forward velocity as quickly as you can. If you brake sooner, harder, and better than your pursuer, he will overshoot you and enter your cone of fire. Open up on him.
Kickstop: Make a hard 90° turn in any direction and hold your new course for a moment. If your pursuer overshoots and doesn't turn in your wake, do a 180° spin back and open fire.
Roll: Close on your target while performing a corkscrew roll.
Shake: Also called Zig-Zag. Perform back-and-forth 45° evasive maneuvers while closing on a target. Varying between Shake and Roll tactics while closing is usually termed a Shake, Rattle, and Roll.
Sit-'n'-Kick: An evasive maneuver especially useful against large ships. Make a 90° thrn in any direction. Shut off engines and spin to face your target; open fire. Then, make another random 90° turn and hit your afterburners.
Sit-'n'-Spin: Kill your engines and perform a 360° spin, firing on any targets that enter your cone of fire. Once you've spun to your original course, re-engage engines and continue.
Tail: You all know how to tail a target ship. But don't forget: Until you're sure of your most effective tailing range, try to maintain a range of 1000 meters, the "by-the-book" range.
Tight Loop: Perform a minimum-radius turn in any direction until you resume the course you held at the beginning of the maneuver. Properly performed, this will put you behind your pursuer, or at least shake him off your tail for a moment.
Turn-'n'-Spin: This is like the Kickstop, except that you also kill engine power.
Sega CD
Kilrathi Saga
Evasion Tactics
Original
Evasion Tactics
With that review of maneuvers fresh in our mind, let's review evasion tactivs for combat situations. Yes, aggressive tactics will let you rack up the kills... but evasive tactics will keep you alive so that you can rack up the kills.
Here's the situation: You have an enemy to your rear, and you're in his sights. What now?
If you have a critical target in your sights, and you know that your pursuer's guns are not going to crack your shell with one hit, then it's permissible - barely - for you to take that hit, drop your load, and then come around to deal with your attacker. In any case, don't do this unless you're within 2,500 meters of your target.
If you don't have that critical target in your sights, or you don't know that you can take a direct hit, then evade.
Evading involves a pretty complicated series of decisions you have to learn to make by reflex.
If you have better maneuverability than your pursuer, try a Tight Loop, Kickstop, or Fishhook. If you're hurt, though, and prefer not to mix it up, you can try to evade with a Turn-'n'-Kick or any hard turn... if your acceleration is better than the enemy's. If it isn't, try any number of hard turns and tolls, and hope for the best.
If your puruer has better maneuverability than you but you have superior acceleration, try a Burnout or a Hard Brake... and prepare to be very accurate with ship's weapons.
If your pursuer has better maneuverability and acceleration than you, you have a problem. If you want to make it a slugging match, try a Sit-'n'-Spin or Turn-'n'-Spin. If you're already hurt, try any sort of evasive maneuver you can - zig-zags, hard turns, and rolls in a succession of different directions... and pray, because you're going to need some divine intervention.
Sega CD
Common Strategies
With that review of maneuvers fresh in our minds, let's review strategies for specific situations. Yes, aggressive tactics will let you rack up the kills, but quick thinking will keep you alive so that you can rack up the kills.
You're being tailed by an enemy. Here's the situation: You have an enemy to your rear and you're in his sights. What now?
If you have a critical target in your sights and you know that your pursuer's guns are not going to crack your shell with one hit, then it's permissible (barely) for you to take that hit, drop your load and then come around to deal with your attacker. In any case, don't do this unless you're within 2,500 meters of your target.
If you don't have that critical target in your sights, or you don't know that you can take a direct hit, then evade. Evading involves a pretty complicated series of decisions you have to learn to make by reflex. If your pursuer has better maneuverability than you but you have superior acceleration, try a Burnout or a Hard Brake and prepare to be very accurate with your ship's weapons.
You're fighting a more maneuverable opponent. Many times, you'll find yourself facing quick, agile Kilrathi ships, such as Salthi or Dralthi. In this case, accelerate to maximum throttle speed and apply head-on Shelton Slides until you've eliminated all but one of the fighters. Then, resort to a Cutthroat and attack your enemy as he lines up for a shot.
If your pursuer has better maneuverability and better acceleration (a Salthi, for example), then you have a problem. If you want to make it a slugging match, try a Burnout. If you're already hurt, try any sort of evasive maneuver you can — hard turns and rolls in a succession of different directions. Last of all, pray, because you're going to need some divine intervention.
You're battling a large group of fighters. Sometimes, you may find that you're fighting a Kilrathi ship one-on-one in the middle of a crowd. When combat occurs within a large group of fighters, past experience has shown us that separating enemy ships is an effective way to take on a single fighter at a time. In such situations, you can implement one of two divisive techniques:
Eclipse. As its name implies, this move involves using an enemy capital ship to "eclipse" you and a single Kilrathi ship from a group of enemy fighters. By using the capital ship as a shield, you can concentrate on battling one opponent at a time. (Do not, however, use the Eclipse with friendly capital ships; they have enough to contend with during an attack.)
Divide and Conquer. In open space, it won't always be possible to use an Eclipse. If you're flying with a wingman, try a Divide and Conquer. Lock onto a target, and then order your wingman to attack your target. By locking onto a different target on the other side of the fighter group, you can split the offensive by leading your target away from the pack. Taunt your enemy and punch the throttle so that you're headed away from the battlefield. Once you move 5,000 to 7,000 meters away, you can take him into one-on-one combat.
Techs studying a recently captured Krant ship discovered that the Kilrathi radio range is very limited, so your target won't be able to radio for help at this distance. If you're flying with an aggressive, capable pilot (such as Iceman), you may convince the Kilrathi that you've deserted the battle and your wingman. After you finish off your first victim, you'll have the element of surprise in your favor when you sneak back into the battlefront.
You're attacking a capital ship. Many of your missions involve finding and destroying Kilrathi capital ships. Two different approaches are accepted in this combat situation:
If you want your wingman to attack the capital ship, afterburn past the first wave of defending fighters. Then, lock onto the capital vessel and order your wingman to attack your target. Immediately lock onto a fighter and attack it. By shifting back and forth between fighter targets and taunting their pilots, you can lead them away from the capital ship and from your wingman. Your job is to keep the fighters busy while your wingman fires his missiles.
If you prefer to attack the capital ship, help your wingman eliminate the defending fighters. Then, approach the capital vessel from the rear at a distance of 4,000 meters. Begin firing your missiles once you move within 2,000 meters. Then, barrage the ship with your forward guns. At 1,000 meters, break hard to one side, turn 180 degrees and punch the afterburners. This will allow you to evade enemy fire, recharge your blasters and circle around for another approach.
You're cruising through an asteroid field or mined area. Maneuvering through a field of hurtling asteroids or mines isn't an easy task by any means, especially if enemy fighters lurk nearby. But, you can make the passage a little easier if you fly at speeds between 280 and 300 kps and follow this tip:
Position your ship so that the navigational crosshair appears in the far left section of the screen. Hold this position for approximately three seconds, then shift so that the crosshair moves to the far right. Continue alternating and holding your position until you pass through the field. If enemy ships lurk within the asteroids, you can fight them there or pull them out of the field.
You can apply the previous tactic to mine fields as well. But, keep in mind that mines don't have to hit you to damage your ship. If you get close enough, they'll explode. Constant minor shifts in direction should keep you out of harm's way.
Kilrathi Saga
Common Strategies
With that review of maneuvers fresh in our minds, let's review strategies for specific situations. Yes, aggressive tactics will let you rack up the kills, but quick thinking will keep you alive.
You're being tailed by an enemy. Here's the situation: You have an enemy to your rear and you're in his sights. What now?
If you have a critical target in your sights and you know that your pursuer's guns are not going to crack your shell with one hit, then it's permissible (barely) for you to take that hit, drop your load and then come around to deal with your attacker. In any case, don't do this unless you're within 2,500 klicks of your target.
If you don't have that critical target in your sights, or you don't know that you can take a direct hit, then evade. Evading involves a pretty complicated series of decisions you have to learn to make by reflex. If your pursuer has better maneuverability than you, but you have superior acceleration, try a Burnout or a Hard Brake and prepare to be very accurate with your ship's weapons.
You're fighting a more maneuverable opponent. Many times, you'll find yourself facing quick, agile Kilrathi ships, such as Salthi or Dralthi. In this case, accelerate to maximum throttle speed and apply Shelton Slides until you've eliminated all but one of the fighters. Then, resort to a Cutthroat and attack your enemy as he lines up for a shot.
If your pursuer has better maneuverability and better acceleration (a Salthi, for example), then you have a problem. If you want to make it a slugging match, try a Burnout. If you're already hurt, try any sort of evasive maneuver you can — hard turns and rolls in a succession of different directions.
You're battling a large group of fighters. Sometimes, you may find that you're fighting a Kilrathi ship one-on-one in the middle of a crowd. When combat occurs within a large group of fighters, past experience has shown us that separating enemy ships is an effective way to take on a single fighter at a time. In such situations, you can implement one of two divisive techniques:
Eclipse. As its name implies, this move involves using an enemy capital ship to "eclipse" you and a single Kilrathi ship from a group of enemy fighters. By using the capital ship as a shield, you can concentrate on battling one opponent at a time. (Do not, however, use the Eclipse with friendly capital ships; they have enough to contend with during an attack.)
Divide and Conquer. In open space, it won't always be possible to use an Eclipse. If you're flying with a wingman, try a Divide and Conquer. Lock onto a target, and then order your wingman to attack your target. By locking onto a different target on the other side of the fighter group, you can split the offensive by leading your target away from the pack. Taunt your enemy and punch the throttle so that you're headed away from the battlefield. Once you move 5,000 to 7,000 klicks away, you can take him into one-on-one combat.
Techs studying a recently captured Krant ship discovered that the Kilrathi radio range is very limited, so your target won't be able to radio for help at this distance. If you're flying with an aggressive, capable pilot (such as Iceman), you may convince the Kilrathi that you've deserted the battle and your wingman. After you finish off your first victim, you'll have the element of surprise in your favor when you sneak back into the battlefront.
You're attacking a capital ship. Many of your missions involve finding and destroying Kilrathi capital ships. Two different approaches are accepted in this combat situation:
If you want your wingman to attack the capital ship, afterburn past the first wave of defending fighters. Then, lock onto the capital vessel and order your wingman to attack your target. Next, immediately lock onto a fighter and attack it. By shifting back and forth between fighter targets and taunting their pilots, you can lead them away from the capital ship and from your wingman. Your job is to keep the fighters busy while your wingman fires his missiles.
If you prefer to attack the capital ship, help your wingman eliminate the defending fighters. Then, approach the capital vessel from the rear at a distance of 4,000 klicks. Begin firing your missiles once you move within 2,000 klicks. Then, barrage the ship with your forward guns. At 1,000 klicks, break hard to one side, turn 180 degrees and punch the afterburners. This will allow you to evade enemy fire, recharge your blasters and circle around for another approach.
You're cruising through an asteroid field or mined area. Maneuvering through a field of hurtling asteroids or mines isn't an easy task by any means, especially if enemy fighters lurk nearby. But, you can make the passage a little easier if you fly at a speed around 250 kps and follow this tip:
Position your ship so that the navigational crosshairs appear in the far left section of the screen. Hold this position for approximately three seconds, then shift so that the crosshairs move to the far right. Continue alternating and holding your position until you pass through the field. If enemy ships lurk within the asteroids, you can fight them there or pull them out of the field.
You can apply the previous tactic to mine fields as well. But, keep in mind that mines don't have to hit you to damage your ship. If you get close enough, they'll explode. Constant minor shifts in direction should keep you out of harm's way.
Last Notes
Original
Last Notes
There's no sure way, no sure tactic, to keep you alive on a combat mission. You may be good, but so are the Kilrathi. Somebody's got to win, and somebody will probably die.
The Book, sneered at by up-and-coming aces, is nothing more than a manual which teaches you how to slant the odds in your favor. It says nothing more than this: "Protect your wingman and he'll protect you. Learn these tactics and they'll improve your chances." That's all.
And just remember: You're not the only one who wants your chances to be improved. Your wingman does. Your commander does. Your family does. Ultimately, the entire Terran Confederation does. Because if we fail, our people and our planets will end up "protected" by pilots who proved themselves better than us, fliers who showed they could beat us: The warriors of the Empire of Kilrah.
Sega CD
Last Notes
There's no sure way, no sure tactic, to keep you alive on a combat mission. You may be good, but so are the Kilrathi. Someone's got to win, and someone will probably die.
The book of flight regs, sneered at by up-and-coming aces, is nothing more than a tool that teaches you how to slant the odds in your favor. It says nothing more than this: "Protect your wingman and he'll protect you. Learn these tactics and they'll improve your chances." That's all.
And remember — You’re not the only one who wants your chances to be improved. Your wingman does. Your commander does. Your family does. Ultimately, the entire Terran Confederation does. Because if we fail, our people and planets will end up "protected" by pilots who proved themselves better than us, fliers who showed they could beat us — the warriors of the Empire of Kilrah.
Kilrathi Saga
Last Notes
There's no sure way, no sure tactic, to keep you alive on a combat mission. You may be good, but so are the Kilrathi. Someone's got to win, and someone will probably die.
The book of flight regs, sneered at by up-and-coming aces, is nothing more than a tool that teaches you how to slant the odds in your favor. It says nothing more than this: "Protect your wingman and he'll protect you. Learn these tactics and they'll improve your chances." That's all.
And remember — you're not the only one who wants your chances to be improved. Your wingman does. Your commander does. Your family does. Ultimately, the entire Terran Confederation does. Because if we fail, our people and planets will end up "protected" by pilots who proved themselves better than us, fliers who showed they could beat us — the warriors of the Empire of Kilrah.