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