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Survival Guide - Dust Settles: Aircraft

Table of Contents:

I. Purpose
II. Fighters
   A. How to Open
   B. Construction
   C. Uses
   D. Improvements
   E. Limitations
III. Light Bombers
   A. How to Open
   B. Construction
   C. Uses
   D. Improvements
   E. Limitations
IV. Heavy Bombers
   A. How to Open
   B. Construction
   C. Uses
   D. Improvements
   E. Limitations
V. Choppers
   A. How to Open
   B. Construction
   C. Uses
   D. Improvements
   E. Limitations

Purpose:

Aircraft are completely geared towards air raids and battle. Whether they strike during an army battle like choppers or as a separate strike, their entire purpose is to help destroy troops, buildings, and vehicles. Aircraft will be constructed through garages and launched through the Attack or Defense pages for choppers and the Air Force page for bombing runs.

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Fighters:

Fighter
These aircraft are used to defend a camp against bombers and attacking bombers against opposition fighters. Watch out for AA guns. You may hit your target but still not get home.
Production Costs
Research Level Needed
Crew Required:
50 BS / 25 CEP
Mechanical Engineering (25), Weapon Design (12)
2
Max. Produced/Garage/Day
Min. Range
Max. Range
1
0 m
0 m
Damage
Reload Time
Run Speed
5
1 round
N/A
Accuracy
Fuel Required
Weapon Type
60%
25
Fighter
Alternate Damage
Preferred Target Types
5
- Fighter - Bomber -

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How to Open:

You must research Mechanical Engineering to 25 and Weapon Design to 12 before you can assign these for construction in your garages.

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Construction:

You will construct fighters through the Garage page. You must have the appropriate research and at least one fully manned and staffed garage. Once you have this you can select fighters from the drop-down list and assign it for production. You can construct 1 fighter from each manned garage each day at a cost of 50 building supplies and 25 CEPs apiece. If you do not have enough resources to cover the production costs, you will not construct any that turn. You cannot produce your own fighters if you have a minting license.

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Uses:

These planes will fly into an air battle to defend either an attacking camp's bombers or a defender's camp, depending on whom they belong to. When you set up a group of bombers to attack another camp, you will probably want to send along some fighters to help keep your bombers safer as you fly into range of the defending camp. If your camp is attacked by a bombing run, any fighters that you have in camp that can be manned will be scrambled to attack the incoming bombers and fighters if necessary. Attacking fighters can be shot down by defending fighters, SAMs, and antiaircraft guns. Defending fighters can be killed by fighters sent as escorts. Make sure you have enough army units assigned for an air battle and enough fuel for your fighters, or you will not be able to assign them.

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Improvements:

Continued Weapon Design research will improve the accuracy of the fighters to the maximum possible shown above. As with other weapons, this accuracy is the accuracy of your fighters before weather and season modifications.

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Limitations:

One of your primary limitations to constructing fighters will be the cost of production. You must be able to supply 50 building supplies and 25 CEPs for every fighter that you construct. You also will only be able to produce 1 fighter per day from each staffed and manned garage that you have. You will not be able to construct bombers if you have a minting license.

In air raids your main limitation will be the gas and crew requirements for your fighters. If you do not have enough army to fly the planes or gas to fill them you cannot send them, nor will they be scrambled in the event of an attack.

Fighters must be stored in hangars, and you can only store four in each hangar. Any fighters left outside of a hangar will be lost after you end the turn.

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Light Bombers:

Light Bomber
These planes carry a small, but effective payload geared for causing some damage to a defending camp. Watch out for AA guns. You may hit your target but still not get home.
Production Costs
Research Level Needed
Crew Required:
100 BS / 30 CEP
Mechanical Engineering (40), Weapon Design (20)
3
Max. Produced/Garage/Day
Min. Range
Max. Range
1
0 m
0 m
Damage
Reload Time
Run Speed
10
1 round
N/A
Accuracy
Fuel Required
Weapon Type
65%
100
Bomber
Alternate Damage
Preferred Target Types
10
- Ground Targets-

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How to Open:

You must research Mechanical Engineering to 40 and Weapon Design to 20 before you can assign these for construction in your garages.

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Construction:

You will construct light bombers through the Garage page. You must have the appropriate research and at least one fully manned and staffed garage. Once you have this you can select light bombers from the drop-down list and assign it for production. You can construct 1 light bomber from each manned garage each day at a cost of 100 building supplies and 30 CEPs apiece. If you do not have enough resources to cover the production costs, you will not construct any that turn. You cannot produce your own light bombers if you have a minting license.

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Uses:

Light bombers will fly into a camp as part of an air raid. These planes will target the defending camp's guard posts, barracks, fuel refineries, wall, tanks, AAV, pillboxes, antitank cannons, factories, and antiaircraft guns. They can cause a large amount of damage, but can be shot down before or after dropping their bombs by antiaircraft weapons, SAMs, or defending fighters. Just because the bomb successfully hits a targeted building, defensive structure, or vehicle, doesn't mean that the plane will make it back to your camp intact. Make sure you have enough army units assigned for battle and enough fuel for your bombers, or you will not be able to assign them.

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Improvements:

Continued Weapon Design research will improve the accuracy of the bombers to the maximum possible shown above. As with other weapons, this accuracy is the accuracy of your bombers before weather and season modifications.

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Limitations:

One of your primary limitations to constructing light bombers will be the cost of production. You must be able to supply 100 building supplies and 30 CEPs for every light bomber that you construct. You also will only be able to produce 1 bomber per day from each staffed and manned garage that you have.

In battle your main limitation will be the fact that bombers are a purely offensive weapon. You will only be able to send them to attack another camp. You cannot use them for defense. As such, you will not be able to construct bombers if you have a minting license.

Light bombers must be stored in hangars, and you can only store two in each hangar. Any light bombers left outside of a hangar will be lost after you end the turn.

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Heavy Bombers:

Heavy Bomber
These are the big boys of the air force. These planes carry a large payload geared for making a big impression on the defending camp. Watch out for AA guns. You may hit your target but still not get home.
Production Costs
Research Level Needed
Crew Required:
150 BS / 50 CEP
Mechanical Engineering (50), Weapon Design (25)
5
Max. Produced/Garage/Day
Min. Range
Max. Range
1
0 m
0 m
Damage
Reload Time
Run Speed
25
2 rounds
N/A
Accuracy
Fuel Required
Weapon Type
50%
250
Bomber
Alternate Damage
Preferred Target Types
25
- Ground Targets-

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How to Open:

You must research Mechanical Engineering to 50 and Weapon Design to 25 before you can assign these for construction in your garages.

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Construction:

You will construct bombers through the Garage page. You must have the appropriate research and at least one fully manned and staffed garage. Once you have this you can select bombers from the drop-down list and assign it for production. You can construct 1 bomber from each manned garage each day at a cost of 150 building supplies and 50 CEPs apiece. If you do not have enough resources to cover the production costs, you will not construct any that turn. You cannot produce your own bombers if you have a minting license.

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Uses:

Heavy bombers are a completely offensive weapon, and thus will only be used to attack another camp in bombing runs. These planes will target the defending camp's guard posts, barracks, fuel refineries, wall, tanks, AAV, pillboxes, antitank cannons, factories, and antiaircraft guns. They can cause a large amount of damage, but can be shot down before or after dropping their bombs by antiaircraft weapons, SAMs, or defending fighters. Just because the bomb successfully hits a targeted building, defensive structure, or vehicle, doesn't mean that the plane will make it back to your camp intact. Make sure you have enough army units assigned for battle and enough fuel for your bombers, or you will not be able to assign them.

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Improvements:

Continued Weapon Design research will improve the accuracy of the bombers to the maximum possible shown above. As with other weapons, this accuracy is the accuracy of your bombers before weather and season modifications.

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Limitations:

One of your primary limitations to constructing heavy bombers will be the cost of production. You must be able to supply 150 building supplies and 50 CEPs for every bomber that you construct. You also will only be able to produce 1 bomber per day from each staffed and manned garage that you have.

In battle your main limitation will be the fact that bombers are a purely offensive weapon. You will only be able to send them on bombing runs to attack another camp. You cannot use them for defense. As such, you will not be able to construct heavy bombers if you have a minting license.

Heavy bombers must be stored in hangars, and you can only store one in each hangar. Any heavy bombers left outside of a hangar will be lost after you end the turn.

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Choppers:

Chopper
A pilot and a gunner take these over a battle to support the troops below. Helpful but low armor.
Production Costs
Research Level Needed
Crew Required:
100 BS / 30 CEP
Mechanical Engineering (50), Weapon Design (25)
2
Max. Produced/Garage/Day
Min. Range
Max. Range
1
20 m
300 m
Damage / Armor
Reload Time
Run Speed
10 / 12
1 round
70 m/round
Accuracy
Fuel Required
Weapon Type
60%
75
Light Aircraft
Alternate Damage
Preferred Target Types
1
- Short Range - Long Range - Heavy Weapons - Ground Vehicles - Light Aircraft - Battle Mechs

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How to Open:

You will open the ability to build choppers by researching Mechanical Engineering to 50 and Weapon Design to 25.

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Construction:

Choppers will be constructed through the Garage page. Once opened you can assign your staffed and manned garages to begin producing choppers. For a cost of 100 building supplies and 30 CEPs for each chopper, you can produce 1 per day from your manned garages. You will not be able to produce choppers if you have a minting license.

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Uses:

These aircraft will fly into battle with your troops to provide extra cover from the air for your ground troops. These are great for either offense or defense, but can fairly easily be taken down by a number of different weapons, especially stinger rockets. Antiaircraft guns will not fire at the attacking troops' choppers.

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Improvements:

Continued Weapon Design research will improve the accuracy of the choppers to the maximum possible shown above. As with other weapons, this accuracy is the accuracy of your choppers before weather and season modifications.

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Limitations:

You will have multiple limitations regarding your choppers. Your first limitation will be the amount of research required to open them. Next you will have to have enough supplies and CEPs to cover the costs of production for each chopper. You will also need staffed and manned garages in order to produce them. Of course, if you have a minting license, you will not be allowed to produce your own choppers. Finally, you must make sure that you have enough army and fuel to meet the requirements for sending this aircraft into battle or they will stay home.

Choppers must be stored in lots, and each lot will hold 2 choppers. Any choppers that are left out when you end a turn will be lost, stolen, or destroyed.

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