You're just starting out in Janes Longbow 2: What do you need to know? This guide is for beginning to middle level players who need to hone their skills. You'll find suggestions on how to get ahead in the campaign and tactical tips also.
Go to:
- Basic Cockpit Setup
- Campaign Tips
- MFD's: TSD and ASE
- Other MFD's
- Flight Tips
- HOTAS and Controls
- Weapon Use
- Waypoints and Navigation Tips
Go to Longbow Tips Part II for tips on wingman use, damage control, ground threats and primary target procedures.
Basic Cockpit Setup
Starting out in the Apache Longbow is a bit intimidating, especially if you have transferred in from Comanche 3 or some jet sim. There's a lot to learn, and a few things to unlearn, but its worth the effort! Don't sweat it, just take your time. Go through the very thorough training operations, learn the basic systems, get out there and have some fun!
A good basic cockpit configuration for starting out follows. Use these keys to get set for action:
REngage rotorUdisplay enemy idINSSwitch to LOAL,Cycle to ASE MFD PageDELChange ASE range to 10kmSHF AASE Auto Range offENDSwitch to Cruise IHADSS modePGDNChange FCR to 10 kmPFor nite vision PNVS
Enemy ability is set just as in Longbow original, on a sliding scale from TOP GUN CAT I to low end CAT III (Note: the manual is wrong on this point!) If you are a beginner EITHER set difficulty at low or set cheat to INVULNERABLE while you get the feel of the flight model. INVULNERABLE mode is a great way to get familiar with avionics and weapon systems, enjoy some scenery and kill lots of bad guys.
When setting up the campaign the choices you make have a great effect, and you really can design almost infinite custom campaigns by the choices you make.
With its new Dynamic Mission Generator this is the heart of Longbow 2 and what will give it maximum replayability. After all, entry into the campaign means there is a flow and direction to your fighting. Your choices and performance will influence the movement of the battle lines and the eventual outcome of the war.
The Campaign portion of the simulation gives you three choices: Fallen Crescent (the Azerbaijan campaign), and Fort Irwin NTC which is broken into two different scenarios. The first allows you to fight with US hardware against US hardware; the second simulates the enemy using Russian equipment. Then it gets interesting, because the choices you make in the mission planner are critical to the campaign.
As you begin a campaign you choose the time limit, up to four weeks or UNLIMITED.
In another improvement on the original the player can begin and save multiple campaigns, so you can be playing at various levels of difficulty or realism and continue with whichever scenario your mood dictates until the campaign is complete.
Campaign variables include Ordnance Replacement and Helicopter Replacement. These settings can be toggled for Fast, Slow or Average. Want maximum realism? Choose Average or Slow. This setting determines supply intervals for both aircraft and ordnance during your campaign. Intel can be toggled as Limited to create a real "Fog Of War" and as a result not all the information you are given will be as accurate as it otherwise would.
Realism settings for the machines themselves allow the player to limit Radar Longbows and limit Other helicopters. Limiting R Longbows will mean replacement may not always be as quick as you would like (for the opposition also), and limiting Other choppers means that the Kiowas and Blackhawks will not be instantly replaced. Ditto with weapons supply.
The campaign flows like this: initially the missions you will fly are to ensure that you can safely transition to an offensive posture. Before you fly any CAS for example, you will cover supply missions for the front lines and do recon. The ground war is integrated seamlessly into the campaign engine, and you are only one part of that team effort. Here are the criteria for your sides advance:
In other words even fantastic performance on the part of the player in one sector will not guarantee victory. Its up to the player to monitor all sectors of the battlefield and ensure that front line units are well supplied and ready for an offensive push.
This in turn means that taking out SAM and AAA sites early on is a good idea. It will help in later efforts to support ground units. But timing comes into play also: ground forces can't sustain an offensive push for long. Once an advance is stopped it may take several days for the offensive to begin again. And if there is too much of a gap between your destruction of SAM and AAA emplacements they may be replaced by the time the next offensive begins. All this points to the importance of the Mission Planner, and thats the reason why so much care has been lavished on this component of Longbow 2.
In other words, if you intend on playing in campaign mode and being successful, take time to not only learn to fly and learn avionics, also invest time in the mission planner. And even though its tough for some of us to give up the glory of flying the Radar Longbow, its worth learning to fly at least the Kiowa also. This nimble little chopper has a smaller radar signature and is perfect for stealthy recon missions. And the Kiowa is NOT defenseless!
The two most critical MFDs are the Tactical Situation Display and the Aircraft Survival Equipment. The TSD shows you the battle lines and what enemies are in FCR range. Its a good idea to keep this range at 10km.
The ASE is your primary SAM avoidance system. Normally you will keep the range setting between 10-25 km. This display tells you two things: your proximity to a SAMs threat radius and whether or not you are currently being tracked by radar or a missile. A radar track is indicated by a solid line, a missile track by a solid diamond.
Use the TSD (Target Acquisition and Designation Sight) for target acquisition. You can lock a target by left-clicking the mouse on a target icon. By using the right mouse button you can click and drag to create Priority Fire Zones (PFZs). This technique can be used to ripple fire Hellfire missiles, or to hand off a group of targets to your wingman. Note: you can't use the mouse to lock TSD targets if TADS is active because your CP/G (co-pilot/gunner) controls the TADS. Note also that if targets all appear as little boxes you need to press PgDn to zoom in closer.
If you switch from FCR mode to TADS mode then be sure to switch your ASE display to TADS.
LOAL - If you are using Hellfires then this will be your primary mode. In LOAL (lock on after launch) mode you can fire BEFORE you have a valid lock. Fire first, then pop up from cover just before impact to get a valid LOS (line of sight). Or, use this mode to fire when just out of range and move within range prior to impact.
FCR Target Acquisition Mode - Always stay in FCR mode UNLESS your target is too small for rdar, like an individual soldier (in which case you need TADS mode).
UPFRONT DISPLAY - Always keep this active ("U" key) to avoid fratricide.
Need more tips? Check out Corsairs' Longbow Rookies Corner
Need a Thrustmaster Configuration file? Try Longbow 2 Config
Last Updated September 21st, 1997
Campaign Setup and Tactics
Notice the smoking pieces flying around...
MFD's: TSD and ASE
More MFD Modes
Flying Tips
HOTAS and Controls
Weapon Use
Waypoints and Navigation
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