COMBATSIM.COM: The Ultimate Combat Simulation and Strategy Gamers' Resource.
 

The EF2000 Strategy Guide
by Daniel Crenshaw

Authors:

Dominic Silk, Geoff Lewis, Mark Taylor, Leon Smith, Victor Zaveduk, Jurgen Breidenstein

Published by Simulation Technologies

By now most people have heard about the EF2000 Strategy Guide, but many still don’t know just what to expect. Of all the guides I have seen, this guide has got to be the most comprehensive ever. Due to my countless hours of BETA testing on the EF/TACTCOM projects, I am even more critical and scrutenous of this work than I may have otherwise been. Of every post I have seen in various places on the WEB, I have never seen a bad response to this work. I must agree with the overwhelming positive response.

The book is broken down into sections that make reference pretty easy. Lets go through each section briefly and look at what is discussed.

Chapter 1: INTRODUCTION

What more could you ask for, an endorsement from Don Whiteford, EF2000 Producer. It makes sure you are aware that the information covers not only EF2000, but also TACTCOM and SUPER EF for Win 95. GRAPHICS + was not in the works at the time of publication, but rest assured that the data included in the guide applies equally as well to this enhancement as well. It also accurately points out that this work goes beyond the manual included with the game itself.

Most important, you need to read and understand that this work was written, not by programmers and marketing people, but truly fanatical flight simulation pilots. The tips and tricks that are given in this book are from thousands of hours of playing time and debate over what really is happening with the sim.

Chapter 2: AVIONICS

This chapter goes into much more detail on the Avionics, HUD, MFD array, HMD, JTIDS, FLIR, and IRST than the manual. Detailed information is given on how and why the different components work and how they work together. Those little numbers on the various screen corners? All explained. The JTIDS ranges, coordinate display, and Navigation modes …. all explained. What do the different colored aircraft indicators on the JTIDS mean? What is the difference between a RED center vs. an Orange center? All explained. RADAR modes differences and when to use them? All explained. How to read the DASS, a must for consistent missile evasion, explained. HUD and HMD units are explained in great detail, going over all aspects and symbology, breaking down NAV mode, Air to Air and Air to Ground modes.

After explaining all the different devices, there is a section that puts them all together and teaches you how to use the displays in conjunction for increased success rates. After reading this section, even "seasoned" EF pilots will come away with a better understanding of how, why and when the avionics work. So far, everyone that has read this section has learned a new "trick".

Key lessons for New Pilots:

JTIDS flight color matrix and HUD Air to Air symbology. Once you understand how to tell what the bandits are doing from your HUD, you become much more successful in dogfights.

Chapter 3: LEARNING TO FLY

So you think that you know all there is to know about flying a supersonic jet fighter? Trust me, you don’t. The basics are here, from pre-flight, taxiing, and taking off to basic landing, a "ground school" section discussing flight dynamics a bit. Autopilot, setting and use. Refueling. Remember all the posts on how hard it was to refuel? After this section, you should be able to even refuel at night (which I think is easier, the basket has many pretty lights). There is a great section on what damage does to the handling of your aircraft.

The section on an Advanced Landing is my favorite of this chapter. There are great tricks and tips, and some wonderful challenges here. An excellent glide distance matrix is given for you guys that think carrying an external fuel tank wastes a hard point. They also discuss formation landing. This is very difficult to do, but can be incredibly satisfying when flying in a LAN environment as the Delta Hawks do, or on KAHN and KALI.

Key Lessons for New Pilots:

The Autopilot section explains the various nuances of the AP system and helps you understand what you can do to make your entire mission go smoother. Landing is the other section I get the most questions about. You follow these instructions, and you will land every time.

Chapter 4:PERFORMANCE

This is my favorite section of the book. This is also the section that more people will get most info. Beginners to Aces a like will definitely learn A LOT from this section. Every veteran pilot I know that has read this section has stopped and thought for a few minutes and then spent literally hours testing this info…. and it is accurate. Here is a quick test; do you know what altitude to get into a turn fight with an SU-35 and at which altitude to avoid the same fight? There is comprehensive data here to explain what you can do, when and where you can do it, how it will affect you in the ensuing dogfight. There is a section on reading Energy Maneuverability diagrams. Why, because the section is FULL of them. There are comparisons with the adversary aircraft. There is information on how each weapons weight and drag affects the handling of you aircraft.

Key Lessons for New Pilots:

This entire chapter is required reading for all pilots, new and old.

Chapter 5: A2A WEAPONS

This is an excellent section on how A2A weapons work, how to maximize PK (Probability of Kill), when to use each weapon, how to get a gun kill when you are out of missiles (or close enough to take a clean shot). There is a short section on practicing your new skill in the Custom Air to Air mode introduced in TACTCOM.

Key Lessons for New Pilots:

This whole section is good to learn the missile parameters, but I think the most useful part is the proper use of the Gun Snake.

Chapter 6: A2A COMBAT

So you learned what the weapons do and when to use them last chapter, now just how do you get in the proper position for delivery? BFM (Basic Flight Maneuvers) and ACM Air Combat Maneuvers) are explained from the basics up to limited advanced techniques. The section begins with Lift Vectoring and the use of PADLOCK in the sim.

They move into the Geometry of ACM and BFM. This section not only goes over the basics of the geometry; it also covers certain maneuvers with explanations and diagrams. Not only will you learn how to use the maneuvers to attack your adversary, but also what to do in case your opponent is using these tactics against you.

Going Defensive is the next section with missile evasion tactics, defeating RADAR locks, and missile launch detection. There is excellent information on missile evasion here. Do not think this is an exhaustive collection of evasion tactics. My favorite is not even mentioned, but these are sure fire, guaranteed to work if executed properly. One tip from me, and the section is not as adamant about this, but they do make it clear. A missile is a serious threat. Regardless of your position, if you get launched upon, go defensive. The few seconds you hesitate to get that launch parameter on the bandit in front of you could be the few seconds that could have saved your life.

Starting a fight is the next section. In depth discussion of getting into and out of engagements. This section is excellent on all stages of an engagement including when to disengage and run. It is a bit basic for seasoned pilots, but invaluable knowledge for the beginner.

Key Lessons for New Pilot:

PADLOCK use is the most important thing for a new pilot in this section. Every seasoned pilot will tell you, you can get lost in PADLOCK very fast. A second or two lost can run you into the ground. Read this section and practice PADLOCK a lot. Check out the Starting a Fight section as well. Master these two sections and you will be a force the bad guys will fear.

Chapter 7: A2G COMBAT

Broken into 2 sections, Basic and Advanced A2G Combat. Many flight sim pilots are into the Air to Air aspects of the sim. My favorite part of any sim is the Air to Air. But in EF/TACTCOM, the Strike missions are imperative if you intend to win a campaign. While many feel that ground strikes are slow, boring and easy, that is a fallacy and EF/TACTCOM brings to light the excitement of SAM launches, Anti Aircraft guns and scrambled fighters.

The Basic Section is broken into Missions, a different mission to teach the nuances of each weapon and it’s delivery. The Advanced section discusses various types of speciality attacks with mission lessons and the proper selection of weapons. It also includes matrices of number of hits per weapon type required to destroy a target type.

There is also a section on getting to the target in one piece. The section culminates in a Mission study of an Airfield strike. After reading this section, you begin to realize that a ground strike can be a very exciting and stressful mission. You may then decide you like Air to Air because there is less shooting at you.

Key Lessons for New Pilots:

The basic weapons delivery missions are excellent. I do think that the most useful section is the Mission Study of the Airfield Strike. You will get many tips and tricks on just how to successfully strike a ground target.

Chapter 8: ADVANCED SIMULATOR WALKTHROUGH

This section takes all you have learned so far and helps you apply it in an on hand environment. There are missions to help you practice Air to Air Combat, Air to Ground Combat, Air Superiority and Wingmen commanding. There are 13 Air to Air, Air Superiority, and Wingmen Missions; there is also 10 Air to Ground Missions. These missions walk you through various aspects of these important functions. As in all the missions in various sections of the book, the missions are broken down into Briefing, Arming and Flying sections. Each of these sections give you insights on what you need to consider from pilots that have "been there, done that". The information included in these sections is irreplaceable.

Key Lessons for New Pilots:

This entire section should been flown. After you get through this, you will be better than most of the guys talking smack on the Internet.

Chapter 9: THE ENEMY

A very comprehensive section on the Bad Guys. It includes their weapons, ground threats, and most important – their tactics. All of this information would be available from intelligence sources, so don’t feel like you are getting information that you would not know realistically. Aircraft are listed with their known speed, weapons load outs, corner velocity and DASS Code readings. There are excellent diagrams showing comparative weapon ranges and weapons deployment. The section explaining the AI (Artificial Intelligence) tactics, from one on one to Multi Plane assaults is enlightening for most. And though the Ground Threat section is short, it is nice to see up close what keeps ripping you out of the sky.

Key Lessons for New Pilots:

The AI tactic section is a must read. Will give you a clue just what they are up to.

Chapter 10: SOLO CAMPAIGNS

Now we get to the meat. How to WIN!!!! Explained in this section is what the different level settings do for or against you. How mission selection affects the out come of the campaign. How to understand what you rating means to the overall out come of the campaign. A basic run down of how what you do affects your campaign.

The next 2 sections in this chapter teach some techniques on mission planning and editing. For anyone that has looked at a WARGEN flight route, this lets you know you were right all along – change the flight paths! It goes into detail on many aspects of mission combining, strike size, what to hit, and how to use "BINGO" bases for rearming and refueling.

The complex nature of a campaign requires a great deal of planning and knowledge. This chapter of the book has information for the novice as well as the higher learned "arm chair" general.

Key Lessons for New Pilots:

New pilots should pay very close attention to the "What not to do" sections as well as the tips on how to get into and out of a target alive.

Chapter 11: NETWORK CAMPAIGNS

This was the section I went to first. The Delta Hawks were instrumental in network testing. So we obviously wanted to see just what the book had to say. I was very pleased. The section handles my pet passion very well, (Even mentioning the CB radio setup the Delta Hawks have made popular).

The section spends a great deal of time on communication protocol. This is indeed one of the biggest differences between a SOLO and NETWORK campaign, that and the fact that your wingmen can actually follow orders and perform. There is also a great deal of space dedicated to special maneuvers that can be executed with a coordinated effort.

Key Lessons for New Pilots:

The tactics section and communication protocols are essential for successful and satisfying missions. Since most network "newbies" will be joining in a group of experienced network pilots, knowing these basics will make your first experience more fun and get you over the hurdle of "ROOKIE" much quicker.

Chapter 12: QUICK COMBAT

How to make the most of the Quick Combat missions. Includes scores for each target, new tactics, and a mission run through. A short section that will get you motivated to see just how high a high score YOU can get.

Key Lessons for New Pilots:

The mission run through gives new pilots a great lesson in how and why to think like a fighter pilot. Setting priorities weapons delivery and more are discussed.

Chapter 13:NETWORK & MODEM PLAY

Another one of those sections I jumped to. To keep it short, the recommendations here are a great starting point at the least, to get you up and flying. But not just for LAN, but for MODEM, KALI and KAHN as well. You may find things that work better for you than the listings here, but this will be a good starting pint. There is a listing of Squadrons for KAHN/KALI and LAN play. Also tips for becoming King of the Sky (KOTS).

Key Lessons for New Pilots:

The Squadron Listing is a great place to look for information. The folks that take the sim thing serious enough to form a squadron are usually a great wealth of information.

Chapter 14: HARDWARE

This section gives basics for setting up the game in DOS, WIN 95, suggests configurations, recommend peripheral (joysticks, graphics cards etc.) Good solid data, but most that have the book, most likely have the game running already, but this may help dial in performance.

I think that it is safe to say that I am very impressed with the book. Don’t think this is the perfect end all authority, but the information included in this book is far more than most EF/TACTCOM pilots would ever learn on their own. Based on the numerous hours I have tested/flown EF/TACTCOM, I read this book with a jaundiced eye at first. I expected some glaring mistakes and erroneous data that only someone with way too many hours flying this sim would catch. And while there are a few anomalies, they are not glaring, "This is wrong" anomalies, but more of a "I am not sure I fully agree with that, but it will work", differences.

The EF2000 Strategy Guide is well worth the price and should be addition to any flight simmers book collection. The information gained here will aid you in all of the sims you currently fly and will fly in the future. Buy It!!!

Dan Crenshaw

"CRASH"

DCO, 209th VFS Delta Hawks


Main

© 1997 - 2000 COMBATSIM.COM, Inc. All Rights Reserved.

© 2014 COMBATSIM.COM - All Rights Reserved