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Death Wing Manual (By Danor)

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Author: BunkerBoy
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This is till in the works and still waiting on a few more inputs from some Key people. But here it is for the rest of you to look and and critique. I know there is still perhaps a few spelling and grammar erros and I'll get them later.
====================================================

D2A DEATH WING OPERATIONS MANUAL


Author Lt. Danor
Ver. 1.2

Welcome and Congrats on choosing to be apart of Death Wing. In the following will be discussed on how operations will be run, flying tips, and chain of command, ect.

Mission Statement: We the Men and Women of Death Wing are to provide air support for D2A. Be it from the air or ground we vow to do our best to keep the skies free and our name feared. Provide air cover, close air support, assault support , aerial reconnaissance and suppression of enemy air defenses to D2A forces on the ground and other TR forces supporting the outfit target.

Certs:
Primary Certs: Must have Air Cavary or Support or both.
Secondary Certs: Hacking, Adv. Hack, Combat Engineer, Engineer, Skyguard, AA Max, Striker (must have one or more of these certs)

Mission:
Our Primary Mission Ladies and Gentleman is to Provide Air support and Air Cover to
D2A. Air support Includes but limited to; running Galaxy runs for the Main Platoon, relieving the main platoon from enemy fire from the air. Provide air cover, close air support, assault support , aerial reconnaissance, air transport and suppression of enemy air defenses to support D2A forces on the ground and other TR forces supporting the outfit target.

Definitions:
Air Cover: Maintaining air superiority and denying enemy aircraft from engaging friendly forces
Close Air Support: Providing on call response to friendly forces
Assault Support: Softening enemy targets prior to friendly assault on that target
Aerial Reconnaissance: Providing the commander with eyes on information from the air
Air Transport: Self Explanatory
Suppression of Enemy Air Defenses: Self Explanatory

Our Secondary Missions Include:
-Coordinate and mass firepower with Death Fist's
Armored Squad.
-Provide air cover and support for friendly
LLU's.
-Destory attempts to deliver enemy LLU's.
-Destroy or Capture enemy mods.
-Provide air support and cover for friendly mods.
-Conduct base resecures.
-Conduct generator and spawn tube repairs.
-Conduct generator and spawn tube take downs.
-Conduct base back hacks.
-Conduct tower captures and recaptures.

WayPoint Descriptions:
Squad Leaders will setwaypoints to help direct DW.
-Wp1: Is the Main Outfit Target and is to be the
Main Objective
-Wp2: Is The Main Repair/rearm Facility. This can
be a base if there is no Air tower near by since
the new patch allows us to Rearm at any base
-Wp3: A Priority target for DW (example and LLU
or Mod)
-Wp4: A Secondary target for DW

Current Commanding Officers:
DW CO: Lt. Danor
DW XO: Sgt. Rugrat007
DW TrgO1: Col. Ajjax06
DW TrgO2:Sgt Sbdrnkndriver

Starting up Death Wing and Chain Of Command:
All leaders of DW must ask the current OL if he or she can start up DW operations. At this time only Senior Officers are authorized to start up DW. The current Leader of DW will suggest objectives to the OL (through tells never in open outfit chat or TS) which DW can accomplish. If the OL says no, then that means no. If Death Wing has no pending targets or not enough personnel to operate. It will then blend back into the Main platoon till its services are needed. If you are a Member of DW and NOT the SL then you may suggest though the same means to the DWSL and he or she will then decide to pass it forward or to decline. All DW Members are expected to Honor the Chain of command and are expected to do what they are told. I don't care if its as boring as Galaxy Duty (will be explained later) or guarding a lonely tower. YOU DO IT. This is a Specialty Squad where following orders is critical to the Outfit and Squad's success. You may through tells suggest alternative action. But if the SL says no then that means NO. He/she doesn't have to thoroughly explain him/herself. It takes way too much time and energy to do so. Thus All DW members and Officers must be on TS. Teamwork is essential to be successful. If your members are not working as a team you will spend most of your time at the vehicle terminal awaiting your next flying coffin. Clear, concise communication is imperative. Keep folks from carrying on conversations. Ensure the operations you conduct or the tactics you train follow this document. If you do something and somebody states that is contradictory to the Death Wing Manual then they hence forth consider this document obsolete. If something need to change or be added talk to your current Death Wing Commanding Officier and have them update this document


Hierarchy Out Of Play:
1st in Command: Death Wing Commanding Officer
2nd in Command: Death Wing Exective Officer
3rd in Command: Death Wing Training Officers


Hierarchy While in Play:
1st in command: Outfit Leader
2nd in command: Death Wing Squad Leader
3rd: Death Wing Members

Communication:
Chatter on Teamspeak must be held to a minimum. There will be 5-10 people calling different targets and status reports at one time. Chit chat will halt clear communication and lead to disorganization. Keep in mind your name is your squad color and number, not "me", "myself", or "Neilix". You are "Gold 1, Purple 3, etc". Example: " This is purple 5 there is an AMS at Position." In order to be a squad leader in Death Wing you need to be able to communicate (both listen and talk) on Teamspeak as a registered member so you can be on channel commander, as well as be an AUTHORIZED Squad Leader.

Tips on Flying:


AA Dodging:
-VS AA Max( Starfire) - This thing is a pain in the ass. They can jump over a volley of rockets so even when you surprise them, you may have to run like hell and hope you're wingman can finish the Max. They can use the jump to stand on antennae and trees, making rocket splash almost totally ineffective.

That being said they do have a huge problem you can exploit. To hit you with those energy balls of hate, they have to hold their reticule right on your bird (like a striker). If something obstructs their view even for a second, they loose lock. So above all stay low to surprise them and then hide behind ground clutter. Never climb away from a VS max.

-NC AA Max(Sparrow) - This thing is marginally less of a pain in the ass. They can't avoid your fire entirely like the VS, but the shield they have means you're rockets must be right on target to kill them quickly. Unlike the VS Max, the AA missiles they shoot at us are fire-and-forget.

Again, stay low, make your runs fast and surprising. Once you hear missile lock, you better use that afterburner to get clear.

-Skyguard - Well, no avoiding this, it sucks. Basically the only way to engage these is to either surprise them when parked (one rocket volley and some 20mm will take them out very fast if they don't move), hit them with 4+ reavers, or (my favorite) hot-drop, emp jammer grenade, decimator them.

Phoenix - NC infantry AA weapon - This thing is wire guided and does a lot of damage. There's no warning about a lock, so you will have to listen for the tell-tale sound of a phoenix launch and watch the radar for those red arrow blips chasing you around. The range is short and they aren't as maneuverable as a reaver, so these are easy to avoid unless 3 hit you at once :) Phoenix missiles are slow. Strafe on targets and afterburn out of danger. You will maintain aircraft preservation this way.

Lancer - VS infantry AA weapon - They just hold the reticule on ya, and it hits without much of a delay. Good news is they aren't very powerful, so just leave, come back from a different angle to take them out.

Air-to-Ground

First, unlike air-to-air combat, you want to stay low enough to hide behind trees, hills, etc if possible. The higher you fly the easier of a target you are for guided AA systems. Afterburners are much more critical here, so make sure they are full before you make a strafing run. Remember to approach from different angles by "popping-up" from cover at high speed, hit your targets, then fly away before they can react.

Air-to-Air Combat

Basically air to air combat is a matter of exploiting small advantages. When there are lots of enemy aircraft about, try to stay at maximum speed, or close to it. Don't stray to far from your wingmen, friendly aircraft, and friendly AA. Once you're tail turns red, start thinking about repairs as sometimes it can be quite a fight just to disengage from a large battle. Remember, you're enemies have enhanced targeting just like you. They will jump at the chance to kill a damaged ship flying away from the fight. (Chuck Yeager in his P-51 used to wait for superior german Me262's to run outta fuel and he'd shoot them down when they tried to land.)

Save your rockets for ground targets or aircraft that are not moving at all(which you should almost never do unless the air is totally secure!) At close range you MAY be able to hit a galaxy, lodestar or liberator with rockets, but that’s about their only air-to-air use.

Many air battles seem to become a one-on-one. If your ship is too damaged to have a chance, I'd recommend using those afterburners to get to some friendly AA cover. Use trees/hills for cover if you have to fly very far. Never fly straight and level if you even THINK someone might be on your tail. Fly like a spaz, you'll live a lot longer.

Finally, sometimes you're plane is all red and you just HAVE to run like hell. Neilix had a great technique to break loose from someone on your six. Start turning one way as hard as you can while climbing, and after about 90 degrees of turn, crank it over the other way (turn AND strafe), while diving and hit afterburners at the same time for about a second. The idea is to quickly change direction and altitude. This will stump most pilots cold. Since we have no peripheral vision, it's hard to tell when a plane goes somewhere unexpected. Once you execute this run like hell to someplace protected by friendly AA maxes, skyguards, or turrets.

Afterburners and Airtowers

Air towers are gold. Know where the nearest towers are and defend/CE them if necessary, as a quick reload/rearm station can keep you alive for a LONG time. The one exception is when your empire has a secure dropship center linked to a base nearby, this adds repairing the rearming air pads. But at least with a base now a rearm. A good tactic on this if you don't need to repair is head low and full speed over an air pad. Have your fingers on the 'G' key and your favorites number. Then when you See "Press G" press it and your favorites. This way you can rearm with out stoping.

Description Of Duties:

[U]Galaxy Duty[/U]
Definition: To provide Transport for the main platoon or Death Hand
Description: You fly fly the Main Platoon or Death Hand. But you always fly at maxium altitude. To quickly achieve this is point your nose as high into the air as you can, press full throttle, press the 'E' key and your afterburners. This will allow you to gain elevation quickly not to mention get the Hell out of there if you hear a Orbital Strike about to hit you. When you drop off your passengers at a target. Fly way off target, away from possible main traffic. This is the ONLY time a DW member may do this. This allows you to keep your Galaxy longer and also get the platoon from place to place longer. Dropship Centers are rare thus Galaxies are rare. After you have flown off target sit still at the highest elevation and wait. While you wait you can do other things. If your a student you can do your homework, drink some Coffee, eat some Dinner, whatever. You still get Bep from your mates. Its some times Boring but very important Role. Be sure to near by keep your Team Speak open so you can hear when they need you again

Patrol Duty
Definition: Patroling around a captured or hack pending Base.
Description: Another important Job. This job is mainly for a Mosquito but a Reaver can do it as well. Just fly low around a captured or hack waiting base. Search the hills and behind the trees for cloakers, enemy AMS's, or a rescue party. Eliminate any small threat or call in for back up if you need help.

Cave Patrol Duty
Definition: Patroling the air and canyons of a cave
Description: The Def pretty much describes it. But you really have to be more agile for this one. Reason being is that you have to be able to dodge the zip lines and be able to search out enemy infantry, AMS's and vehicles in the canyons of the caves. Look EVERYWHERE and if you don't have a Mosqito or Darklight then fire your guns in the corners to see if a AMS is hiding there.

Wing Man
Definition: A Flying Partner
Description: This is easy or hard depending on how hot the fight is or how good your following abilites are. Basically you Support your partner. You keep enemy aircraft off his 6 and you help him/her take out targets. If you die, get another aircraft, and find him/her again and help protect them.

Galaxy Escort Duty
Definition: Guarding/Escorting a Galaxy from one target to another
Description: A reaver is Best for this Job you fly in a "V" formation where the Galaxy is at the tip You spread yourselves out evenly on each side. If there is an odd number then that person flies in front of the Galaxy to take out head on offenders. If there is a threat you are to engage and eliminate that threat and return to formation ASAP till the Galaxy has reached its Destination

LLU and Mod Escort Duty
Definition: Guarding/Escorting a LLU/Mod to its Destination
Description: You can do the same "V" formation as the Galaxy Escort but I don't think its as needed, but its the same job. Protect the LLU/Mod till it's reached its destination then return to the main target

Softening Up A Base
Definition: Preparing a base for Attack from the Main platoon
Description: There is where we get to have some fun ladies and gentlemen. Until a hack is obtained, destroy all enemy turets, vehicals, and infantry. DO NOT take out the vehicle terminal unless ordered to. Because adv. hackers could hack out mosquitoes, AMS's or what ever else could be needed and can't be repaired till the base as turned over to our Empire

1 Person Tower Capture Duty
Definition: Taking out towers around the continent
Description: This is a lone wolf job. With your Mosqito or Reaver fly from tower to tower taking them over so the Enemy can't spawn near by. Fly quick and low and park your air craft now by the bottom door as close as you can. This way if the turrets are live they can't shoot you. Then just run in with your REK and hack the tower and move on to the next one.

Tower Rescue Duty
Definition: Resecuring Towers that have been taken back by the Enemy
2 Person Description: Both of you Fly in Low and park as close as you can to the tower. If the tower is too Hot to do that Hot drop on top and race in that way. Get in and while one person hacks the other person stands behind the wall between the two stairs directly behind the CC with his gun out in 3rd person view. This way you can see if someone is coming from the top or bottom of the stairs.
3 Person Description: Same as 2 person except the 3rd person if he/she is a CE put a boomer at the bottom of the Stairs to prevent someone from coming up. If you don't have CE then just have your gun out and be ready to defend the hacker.
4 Or More Description: Same as 3 except the 4th person helps guard the upstairs to. Extra personal then just split up between the top and bottom.
Galaxy Drop Description: Basically the Same as the 4 or more person description previously, except in a Galaxy. One DW member will be on Galaxy Duty and fly to the tower. The rest of the members Hot drop on top of the tower and do whas was described above.
Tip: If you don't think you can make it to the CC the hot drop to the bottom doors and help take out the Tubes that way Enemies can't spawn in and try to take it back and/or take out the terminals.

Gen Rescue
Definition: Repair the Generator at a friendly base
1 Person Description: Obviously you need the Engineer Cert for this one if you are doing the repairing. If the base is pretty dead one person can do this on your own. Land by the back door and enter in that way. (Exception to this would be a Bio Lab Base where the Gen is on top and you need land at an air pad for this) Go repair the Gen and return to the rest of the Squadren. Beware and be on the look out for Cloakers! If you have Darklight that will be a big help. If not, keep your eyes open and be very aware of your surroundings.
Multiple Non-Galaxy Gen Rescue Description: If for some reason there is no one with an Air Support Cert. Fly reavers or Mosquitoes to that base. When you arrive and you see that the base is cold, just land your air craft by the Back Door and go in. If it is Hot then hot drop at the back door. Personal With Heavy Assault go in first, medics and engineers go in second. This way they can heal and repair the ppl in front of them. Make your way as quick as you can to the Gen. Keep and eye out for cloakers. If someone has Dark Light then they should go first to be the "eye" of the group. Repair the Gen. return to Main Outif Target.
Multiple Galaxy Gen Rescue Description: Basically the same as the Non-Galaxy Version except a DW member is on Galaxy Duty and the rest of the group Hot drops at the back door regardless if its hot or not.

Tube Rescue
Definition: Repair the Spawn Tubes at a friendly base.
Description: Same as Gen rescue except you repair the tubes instead

Gen and Tube Rescue
Definition: Repair the Spawn Tubes and Generator at a friendly base.
Description: Same procedures as the Gen Rescue. You repair the tubes first, if not stated otherwise by your Death Wing Squad leader. This way if a person dies because of a cloaker or other enemy fire you can spawn at the base and get stuff out of your locker and not have to walk all the way from a near by tower.

EDITING THE MANUAL
Only may the current Death Wing Commanding Officer may edit the Manual itself. If your name is not the same as the originaal Author's then put "Revised by" under the Author's name, Put "changes made to " and put in the general areas that you changed so the next person reading doesn't have to scour the whole Manual to find your small change. Then you up date the version number on it. This way we can keep track on who has old copies of it and also when new content as been added. If you are not the current Death Wing Commanding Officer and would like to make changes to the Manual Contact the Current Death Wing Commanding Officer as ask them if they would change it


ACKNOWLEGMENTS
Thank you to all the People who have helped make this Manual Possible. A Special thanks to Jeager, Nelix, Exar, Ajjax, ShadowScythe, DrnknMstr, Rugrat007, Sbfdrunkndriver, AntiChuck and other Death Wing Members past and present. You ALL in one way have contributed one way or another to this document. Either it be directly or indirectly you all help with its creation




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