BATTLEHAWKS 1942 - HINTS
1. One useful thing to know is the promotion levels relating to the
missions. Some ranks are only given to certain nationalities, but for
the most part they're the same for both Japan and America. The ranks
are, CADET, ENSIGN, ACTING LIEUTENANT, LIEUTENANT JUNIOR, LIEUTENANT,
LIEUTENANT COMMANDER and COMMANDER.
2. Learn the characteristics of each plane before embarking on combat
missions. While Japanese aircraft are generally more manoeuvrable
than their American counterparts they don't have the same sturdy level
of protection. Another thing to remember is that the KATE torpedo
bomber has no front-firing weapons, so think twice before using this
plane.
3. A plane won't necessarily burn up or disintergrate before it crashes
into the ocean. Sometimes the pilot can be shot while still flying,
so that his vessel will plunge into the Pacific with little visible
damage. Keep a look out for pilots attempting to trick the enemy by
faking a crash - the sneaky basts...
4. On attack missions, it is sometimes better to devastate the enemy CAP
before starting your own attack run. Other pilots in your squadron
should meanwhile have carried out their bombing runs and eliminated
some of the opposition. If they have, then life should be alot easier,
since damaged ships fire little or no flack. It is better to bomb an
undamaged vessel, even if it isn't a carrier, because there is a good
chance that ships already on fire will sink anyway. Also, your chances
of promotion are much greater if several enemy vessels have sunk or
been set on fire.
5. Torpedo hits generally do more damage than dive-bombing, because thay
hit vessels at the vital point below the waterline. When torpedoing a
ship, try to release the missle at the last possible moment. This will
cause maximum damage and means that the ship has less chance to dodge
the attack. There is a good chance that a ship will sink after just
one hit using this tactic, especially if you are using the LONG LANCE
type torpedo.
6. Bombers are formidable opponents, since all except the Japanese KATE
bomber are armed with front and rear guns. These planes are vulnerable
to attacks from the side, but this tactic isn't always possible.
Another way to get them is as follows.
Fly behind and slightly below the enemy plane, so that the rear
guns can't get you. Now when you get in range you should be able to
pick them off with relative ease. If any planes break away from the
formation to get away from your shots, then this will leave them open
to a side attack. This technique is difficult to use against torpedo
bombers, as thay fly close to the surface of the ocean will attacking.
7. The more explosions occur on the decks of ships, the more chance they
stand of sinking. Hanging around blasting the decks of ships increases
the possibility of them sinking, so it's a good idea to inflict as
much damage as possible on the ship as quickly as you can, then at
least one of the ships will have sunk by the end of the mission.
A CARRIER will normally sink after taking three torpedo hits. A
BATTLESHIP can be sunk using a single torpedo, particularly if it is
launched from close range.
8. If an enemy plane hassles you and causes problems, dive towards the
ocean and any nearby ships - even if they're the enemy. You'll have
to dodge the flack, but so will any planes attempting to follow you.
They'll be so intent on firing at you that they won't avoid the flack
and will get it in the neck from their own side!!
9. Japanese pilots occasionally attempt kamikaze attacks on allied
shipping. This is usually done for a couple of reasons - either they
have suffered heavy losses early in the mission or they've missed
with all their warheads. Occasionally, the pilot of a badly-damaged
plane will aim it at a ship and bail out just before impact. A
kamikaze attack causes so much damage that a ship may sink straight
away. Tricky, but the squadron leader is often well rewarded. Remember
only to adopt this tactic on the 16th ATTACK mission - just before
retiring.
10. Here's a way to dive much quicker than usual - useful for getting out
of tricky situations. Begin your dive as normal, then switch to the
rear gunner. The altimeter will now spin round much quicker than usual
until you switch to front view. This also works when objects in the
distance seem to take a long time to arrive.