Campagin tips
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@Al:
Just Win Baby.
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One thing I forgot to highlight - in case of a package mission, Iām sure the push point (rendevous point with the other flight) timing is very important and that timing should be maintained?
Also timing over the target should be maintained? -
Only in package flights which any flight of significant resistance should be.
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itās moderately important if you are an escort that you arrive on time, though you could, for example arrive a little early and thereās no issue. TOT is also flexible; if the factory explodes a minute after TOT thereās no big deal about it. the only time TOS/TOT really matter is in really precision OPs, where multiple packages are converging on target and the SEAD must get there on time in order to clear the area for the strikers, AND the threats are nasty enough that the strikers will die if alone. thatās all.
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One of my friends would play the campaign by taking control of a squadron, cancelling all the missions, then fragging missions individually just for one flight that he commands. Naturally, he picks targets that he wants to engage and sets up the steerpoints and everything manually. He says he was able to win the campaign like this. Anyone have a similar experience? I want to plan my missions individually but I donāt want to have to manage multiple packages or flights in a package, except for the occasional SEAD escort flying with me.
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My advise is to learn to use the ATO. The Air Tasking Order (ATO) is on the bottom of the screen and you can delete for instance (what happened to my campaign) 15 SEAD strikes and Deep strikes when there was a clear need for air superiority first. All my strikes were being shot down or aborted. Also, you can right click on any target or installation and choose āadd packageā. You can then add and make your own mission. Try it out itās easy enough.
When you have a flight or package ready, donāt forget to use the OOB for sorting threats that are a factor for your flight/package. -
One of my friends would play the campaign by taking control of a squadron, cancelling all the missions, then fragging missions individually just for one flight that he commands. Naturally, he picks targets that he wants to engage and sets up the steerpoints and everything manually. He says he was able to win the campaign like this. Anyone have a similar experience? I want to plan my missions individually but I donāt want to have to manage multiple packages or flights in a package, except for the occasional SEAD escort flying with me.
itās the best way to win IMO. tasking your own stuff is way more efficient and itās likely to result in a much higher % of completed missions.
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One of my friends would play the campaign by taking control of a squadron, cancelling all the missions, then fragging missions individually just for one flight that he commands. Naturally, he picks targets that he wants to engage and sets up the steerpoints and everything manually. He says he was able to win the campaign like this. Anyone have a similar experience? I want to plan my missions individually but I donāt want to have to manage multiple packages or flights in a package, except for the occasional SEAD escort flying with me.
@Cik:
itās the best way to win IMO. tasking your own stuff is way more efficient and itās likely to result in a much higher % of completed missions.
Yeah. Doesnāt everyone take control of at least 1 squadron theyāre going to fly in?
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Yeah. Doesnāt everyone take control of at least 1 squadron theyāre going to fly in?
Yes, but many people just fly the default squadron tasked flights (when the āset by HQā checkbox is checked in the squadron page) rather than fragging all the flight themselves.
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I suppose you can just disable the AI tasking when you feel like it, and enable it again afterwards. One of my favourite things about BMS though is to do frag packages myself. It allows so much flexibility in which targets I strike, how, when, with what, and just setting up the strike package, oh man, that makes me feel like Napoleon or something
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Iām not well experienced, every now and then after a new update I restarted a campaign,
currently I am doing the BFB SP campaign, and up to now i played it most active of any I started.
Still I am only at day 2 ~1500.At the beginning I was using the italian ABs to attack ships. After a few flights I saw that enemy tanks pushed far into our northern regions.
At this point I switched between zagreb and Pula, attacked the tanks. I almost always created my own flight (but without modifying the flight plan).
I also took care of other packages and deleted some of them, IMO they seemed like suicide to me (flying through the whole enemy territory for a sead strike - without external tanks)
First I did leave the PAK set by hq setting checked until day 2 ~03:00, then I changed the priority of regions to the borders, and because enemy Tank batt. already pushed far into northern regions, I set Armored Targets and air defense to higher priority.
Later on I started also creating all the flights of Zagreb and pula. But I still try to take every possibility to get up in the air.
If I donāt land, I reload at the last point before the flight and try to change tactics.If this leads me to a successful campaign? I donāt know it yet, every now and then there are again new troops in our northern region, I canāt get them out.
Pushing into the enemy is still hard for me, SA10s or SA12give me a hard time, and they are up to now rarely visible on map, So I canāt create SEAD Strikes on them.
I also donāt know how to defeat EWR Sites, Sead Strikes seem to be not compatible with them, and when I tried to do a Sweep and Sead Escort Package on my desired Area, I totally fail.So I still have to collect more skills.
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Any tips regarding playing in a campagin? Iāve read a few threads on campaings, and found most of it mentions about adjusting this setting or that setting, but Iād like to get an overall picture of what should be adjusted & what not.
I think the first question to start with is what do you want from a campaign, because from reading other threads I see some people want to fight a campaign like a real war and play the strategy aspect of it taking total control and doing their own tasking, whereas others will write they have never completed a campaign and only play for interesting missions. However, you donāt need to play the strategy aspects to āwinā, whatever āwinningā really means. My understanding from browsing this forum, is the campaign is to some extent smoke and mirrors - that you win by flying missions with excellent performance, as long as you fly missions at a minimum frequency. A limiting factor is supposedly the AI tends to generate missions to blow up bridges your own troops will need to cross later, which is why the Infrastructure slider is moved all the way down. Supposedly the campaign engine also generates too many naval missions, which should also be turned down.
Personally, I play for interesting missions with ambience (the feel of being in the middle of a theatre with lots of stuff going on) while trying to keep it reasonably real. If that is what you like, then Iād say (a) pick interesting missions and if there are no interesting missions then task one of your own (and bring enough support), (b) avoid suicide missions, bring a reasonable loadout which should pretty much always include two bags of fuel, and never jettison except in actual emergencies. Also perhaps (d) pick or generate missions which give reasonable separation in space and/or time from other missions. Some times the skies over Korea seem to be rather crowded. So you are going on a sweep mission and are looking forward to kill some bandits. However, every friendly pilot and his grandmother is out flying in more or less the same volume, and by the time you reach the bandit they have been shot down by some other flight - again. And (e) focus on your mission; you donāt need to blow every bandit out of the sky; if you are on an A/G mission, then hopefully you brought an escort and can leave it to them. Role-play the mission, trying to be on time, keeping your package alive and doing stuff more or less āby the bookā whatever that means; us mere armchair pilots can only make educated guesses about that.
Edit: oh ā¦ one more thing, (f) check for enemy air defenses and adjust the flight plan for your mission accordingly (or at least mark threats). E.g. flying an AI generated TARCAP which puts your patrol over an enemy SA-2 is perhaps not the best idea. Tweak the flight plan so it keeps you out of air defense engagement envelopes.
I donāt really care about winning campaigns, because āwinningā really only means you consistently played missions with good rating. Which also may not always really mean anything, as mission score may be completely off. You got an excellent score though you know you actually really messed up, or you got a failed mission because though you planned for āone pass and haul a%#ā and you perfectly dropped your bombs, they were only sufficient to damage the target and wingmen like to drop single GBUs - so you are flying home with a damaged target and 3 wingmen with a GBU left. Or you got a court martial because your wingman decided on his own to go dogfighting with the Mig-29 that you were turning to re-engage, and was acquired by one of the two AIM-120s you fired.
Whatever your play style, happy campaigning
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One thing I forgot to highlight - in case of a package mission, Iām sure the push point (rendevous point with the other flight) timing is very important and that timing should be maintained?
Also timing over the target should be maintained?If you want to make the comparison to the real life, it is almost the most important. Simply because everything is synchronized and it is the key of a efficient COMAO.
The Push is the TRP = the base of all timings and ā¦ the key for deconfliction between flights of the package, but also between preceeding and folowing other packages that are not working on the same freq. and unrelated to preceeding/folowing packages.
Imagine the Push as a common gate, everybody pass via this point alternatively (there are several gates of course) but timmings have to be respected at +/-10 especially at push, because a flight being late could mean the preceeding package delayed (=> need a lot of coordination to give a proper rolex to all players) or could even scrub the entire package (possible lack of playtime ā¦ etc ā¦)Remeber aslo, in an AWACS, there is only three guys (or more exactly only two) to manage the mess that an undissiplined pilot could brings (dealing with each MCs) ā¦ so ā¦ the music is to be strictly respected (at least, as much as possible ā¦ This is one of the drawbacks of the COMAO concept.)
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(e) focus on your mission; you donāt need to blow every bandit out of the sky; if you are on an A/G mission, then hopefully you brought an escort and can leave it to them. Role-play the mission, trying to be on time, keeping your package alive and doing stuff more or less āby the bookā whatever that means; us mere armchair pilots can only make educated guesses about that
100% this is one of the best advice and the key of mission (actually task) success. If you estimate that it is a no goā¦ Abort, save your a/c and you wingmen and come later. It is extremely rare to have an absolute priority level. Up to you as a (unfortunately, limited because no control of other package members once in 3d) MC to evaluate the benefit vs risks of your task.
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Winning a campaign means you won the war and get a fat medal. Managing the campaign for me is interesting and challenging. Learning how to complete your mission though the odds against it are daunting; not engaging aircraft and running from others to achieve your mission goal provides true fun and sometimes you know you wonāt make it home. BMS provides scenarios that are extremely challenging being regularly outnumbered while frantically trying to stop the advancing ground attack and saving your forward airbases from being shut down.
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Some of the best and most exciting missions Iāve flown were the oneās that went pair shaped and we had to abort and fight our way home, strange but true, I get excited when the mission looks impossible, and it probably will be!..ā¦but you can guarantee a great experience.
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How realistic are the aggressive punch-through OCA or Strike missions compared to āfront linesā type mission planning. This assumes a KTO-like scenario.
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i havenāt dug into the ATO stuff yet, as im too inexperienced to know what needs striking and what doesnāt (assuming airbases first?), som im just flying the tasked missions.
but it sucks, as a lot of them are pointless (fragged to destroy facilities already hit, at 0% opcap, and not repaired., or sweeps to areas with 0 red air for hundreds of miles).
but some are awesome. some of my favs lately are BAI missions, like one yesterday where while attacking ground targets, was fired on by SA15, saw it, defended it (for the first time i felt like i knew what i was doing and maintained vis on the missile and launch site), came back and got it. then evaded AAA all the way back to the FLOT. good times.but yeah, just doing that and seeing how long it takes to win the campaign for the first time. then ill get into the trickery of the ATO and try to win as fast as possible.
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Just think what are my biggest threats, and where, and managing the ATO from there is a great way to start. You donāt need to strike Mirim AB in downtown Pingpong through the thickest sam belt in history while youāre about to lose Seoul to a huge red groundforce. Thatās how I started. Put up as many aircraft as possible, destroy the sam threat covering your flot, hit the ground forces there too and then push them back. It is very rewarding to win.
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i havenāt dug into the ATO stuff yet, as im too inexperienced to know what needs striking and what doesnāt (assuming airbases first?), som im just flying the tasked missions.
but it sucks, as a lot of them are pointless (fragged to destroy facilities already hit, at 0% opcap, and not repaired., or sweeps to areas with 0 red air for hundreds of miles).
but some are awesome. some of my favs lately are BAI missions, like one yesterday where while attacking ground targets, was fired on by SA15, saw it, defended it (for the first time i felt like i knew what i was doing and maintained vis on the missile and launch site), came back and got it. then evaded AAA all the way back to the FLOT. good times.but yeah, just doing that and seeing how long it takes to win the campaign for the first time. then ill get into the trickery of the ATO and try to win as fast as possible.
I think this is a good attitude. If you manage your campaign you wonāt know if you did a better or worse job until you see a baseline result from default HQ management. The default HQ management isnāt to be feared. If you fly enough (and well enough) to keep the invisible bonus on your side the HQ will win almost every time. The only way Iāve really genuinely lost is losing airbases to enemy OCA. Having a setback and maybe even ultimately losing can be just as entertaining as winning (and often more so than winning quickly & easily).