User Guide
Cannon and Rocket Pods
Use the Strafing mode gun sight. Fly low (below 500 feet) and level. The most dangerous aspect of
cannon fire is the close range at which you can effectively hit your target. At 6000 rounds per
minute, you can deplete your ammunition quickly, so experienced pilots will shoot in short bursts,
saving the continuous “walking” fire for when you’re directly over your target and about to pull up.
Do not get fixated on your target. If you didn’t hit your target, it’ll just have to wait until your next
pass.
Rocket pods work the same way, but they have more than twice the range of the gun, so you can
open fire sooner. As always, try to avoid flying over the target. This will be nearly impossible with a
gun attack, but you might have time to break off after a rocket attack.
Bombs
You can use the CCRP or the CCIP. The CCRP is
best in hilly country because it takes target
altitude into account. Many pilots prefer the
simplicity of the CCIP, and it’s a fine sight if the
ground is relatively level. After all, if you wanted
to put it through a window, you’d have used a
GBU-15, right? With a stick of 500-pound
bombs, you just have to get close.
Approach the target from as high an altitude as you can, given the air defense situation. It’s easier
to line up for a bombing run if you don’t have to worry about contracting hill disease. Usually,
around 500 feet is the bare minimum. If you have to come in lower, you may have trouble acquiring
the target in time to attack effectively. Get roughly lined up by banking and make the fine
adjustments with the rudder. Put the dot on the target and trigger the bombs. If you use the CCRP,
you’ll have to stay on target for a few more seconds until the bombs release, and you should pull up
steadily until they do, using the flight path of the plane to “toss” the bombs at the target. After
release, turn away and try to leave the target area the same way you came in. There might be SAMs
or AAA on the other side of the objective. Try not to drop your whole load on the first pass. Even the
good bombers miss every now and then. Use half and come around for another pass if you have to.
Durandals work the same way, but their natural prey is a runway or landing strip. On a Durandal
run, try to come in at a slight angle across the strip, since if you try to line up directly down it, you
will miss with everything if you are even a little off center. You have to fly over the target with
Durandals, because of the way they fall.
GROUNDFIRE EVASION
You will face two kinds of AA in Strike Commander: missiles and guns.
Missiles. Countering SAMs is almost like evading AMRAAMs. They are radar guided weapons, and
should be chaffed and/or turned away from. The best way to handle them is to kill the launcher
(Mavericks are good for this). The SAMs in the game tend to be a little slower than the AMRAAM,
but that means that even though they may not catch you quite as fast, they turn better. They also
carry huge warheads, so ditch them if at all possible.
Guns. High speed and altitude are the keys to evading AAA. If you have to stay low, kill them
outside their range with a Maverick. Failing that, try to keep hills between you and them. Failing
that, they will cut you apart quickly.
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Toss Bombing










