Professional Documents
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/ I. INTRODUCTION \
=============================================
> INTRO: Initial Comments
=============================================
Comanche 4 has a good set of controls and systems to work with, but not
too much as to require a long learning time. You can be up and flying
fairly quickly, yet there are aspects of the game that you can work on
and master to a higher level.
With Comanche 4, you have the choice of using the easier default keyboard
controls with the mouse, or the more challenging keyboard/joystick setup.
The joystick even has a few more advanced and realistic flight control
options for a greater challenge.
The graphics and sound are very good, and the flight performance of the
Comanche is fairly agile. In most missions you are heavily outnumbered
with little or no support, but you have a good supply of weapons and
usually can reload once or twice at a FARP (Forward Arming and Refueling
Point) during a mission. Flying and evading is not too taxing once you
master the mechanics of handling the Comanche and learn to use the
various displays.
This guide is intended to be used with the game's official user manual
(PDF or printed), and highlights certain topics or provides a different
perspective to aid understanding of the game. The guide is also focused
more toward single player campaigns and missions, but should also assist
in multiplayer.
You are Griffon 2-6. Occasionally you coordinate with your teammate
Griffon 2-7. Together you comprise Griffon Squadron. You fly the
advanced U.S. RAH 66 Comanche helicopter that carries a low radar
signature when you have your gear up, bay doors closed, and no EFAMS
(external weapon mounts).
For other pilots, the missions are available for replay under Archives
once you successfully complete them.
MT = Mission Targets
OEU = Other Enemy Units
OBJ = Objectives
Dif = Difficulty Rating (E-easy, M-mod, H-hard, VH-very hard)
---------------------------------------------
| MT | OEU | OBJ | Dif | Primary |
| | | | | Objective |
-----------------------------------------------------------------------------
1 - Operation Island Hopper <> The Philippines |
|
M1 - Still Waters | 16 | 50 | 1 | E | guard yacht |
M2 - Invasion | 65 | 22 | 1 | E | assault island |
M3 - Speed Trap | 18 | 74 | 2 | M | track plane |
M4 - Junkyard | 27 | 31 | 3 | E | destroy shipyard |
M5 - Salvage | 26 | 48 | 3 | E | board LHA ship |
-----------------------------------------------------------------------------
2 - Operation Delta <> Multiple Countries: Delta Force |
|
M1 - Terminal Zone | 38 | 9 | 4 | E | secure airport |
M2 - Eagle's Talon | 0 | 96 | 3 | M | retake island base |
M3 - Lost and Found | 0 | 111 | 2 | M | recover new boat |
M4 - Lion's Den | 39 | 24 | 3 | M | escort officials |
M5 - Contact | 0 | 44 | 2 | H | recover satellite |
-----------------------------------------------------------------------------
3 - Operation Rapid Response <> Belarus (Russian Federation) |
|
M1 - Red Ferret | 12 | 81 | 2 | H | protect Spetznatz |
M2 - Icebox | 0 | 45 | 3 | VH | rescue F14 crew |
M3 - The Chase | 0 | 49 | 2 | M | set up ambush |
M4 - Checkmate | ?? | 0 | 0 | VH | comms towers |
M5 - Flytrap | ?? | 104 | 8 | VH | enemy drones |
-----------------------------------------------------------------------------
4 - Operation Crossing Guard <> The Balkans |
|
M1 - Silver Strike | 0 | 55 | 2 | E | escort to airport |
M2 - Bloodhound | 6 | 52 | 3 | E | take out SKUDs |
M3 - Battle Cry | 42 | 30 | 8 | M | 4 skirmishes |
M4 - Early Bird | 15 | 35 | 7 | H | early warnings |
M5 - Crown Jewel | 21 | 53 | 3 | M | final assault |
-----------------------------------------------------------------------------
5 - Operation Covert Action <> Multiple Countries: CIA |
|
M1 - HAZMAT | 84 | 236 | 3 | H | destroy chem.fact. |
M2 - Countdown | ?? | 194 | 4 | VH | nuclear ctrl bldg |
M3 - Fallen Angel | ?? | 118 | 7 | VH | escort Blackhawk |
M4 - Depth Charge | 28 | 150 | 8 | H | submarine base |
M5 - Into the Breach | 33 | 31 | 8 | M | free city areas |
-----------------------------------------------------------------------------
6 - Operation Global Reach <> Algeria & Libya |
|
M1 - Wrong Turn | 3 | 59 | 3 | VH | rescue operative |
M2 - Phalanx | ?? | 5 | 1 | VH | defend M'Sila city |
M3 - Rain of Fire | 42 | 25 | 1 | E | Libyan air attack |
M4 - Glass Eye | 20 | 51 | 2 | M | 2 destroyers |
M5 - War Machine | ?? | 61 | 3 | VH | hit mobile command |
-----------------------------------------------------------------------------
| MT | OEU | OBJ | Dif | Primary |
| | | | | Objective |
---------------------------------------------
The hard and very hard missions might be worth trying in multiplayer co-op
mode on Novaworld if you can find a teammate or two to assist.
Altitude
-----------
Shift Up
Ctrl Down
Z Low [auto altitude] [Insert]
X Medium " [ Home]
C High " [ Pg Up]
Space Pop-up
Direction
-----------
W Forward
S Reverse
A Left (strafe) [Q-pivot left]
D Right (strafe) [E-pivot right]
Weapons
-----------
1 Cannon
2 Hydras (rockets)
3 Stingers (missiles)
4 Hellfires (heavy missiles)
5 Artillery
F - Keys
-----------
F1 First Person View
F2 Cockpit Views (2 views)
F3 Third Person View (external camera)
F4 Freelook
F5 Fly-by Camera
F6 HMD Detail (3 levels)
F7 Goals, Briefing
F8 FARP Menu (open/close)
F9 Cycle Waypoints
F10 Target Mode (Nearest/Cycle)
F11 Target Friendlies (enable in Options)
Other
----------
6 Griffon 2-7 "Attack My Target" Command
7 Griffon 2-7 (wingman) List of Commands
9 Landing Gear
0 Bay Doors
\ Cycle Targets (Cycle Target Mode - F10)
4 pan left
5 return to start position
6 pan right
2 lower
The following topics are designed to improve your level of play and
understanding of the game in particular areas. You should still read
through the game's user manual, whether you have the printed one or
the CD PDF guide, for the basics and overall game instruction.
Topic Listing
-------------
==============================================
01
Keyboard and Joystick
----------------------------------------------
You have the option to remap any of the control keys for the
keyboard, mouse, and joystick. You can opt to use the keyboard
with mouse, keyboard with joystick, or all three together. These
selections are made under Options > Controls.
Use your left hand with the keyboard to control speed, height,
views, weapon selections, and pop-ups. Use the right hand on the
joystick to lock targets (Btn 2), fire weapons (Btn 1), and bank
and turn. If you checked the mouse option, then the mouse will
always be operational if you want to switch to use it for weapon
firing, especially from a distance, or to pinpoint targets among
a group.
Under Options > Controls, the joystick has check boxes for more
advanced flying effects. These are listed below.
Advanced Controls
------------------
menu: Options > Controls > Advanced
(on) Slip Control - allows for controlled turns with less sliding
(slip) and easier steering around objects, but
slower pivots with the mouse and limited strafing.
(on) Heavy Rotor - could not determine what effect this has.
Damage Possibly with it on it limits the amount of
rotor damage the enemy can inflict. (It doesn't
appear to effect damage you sustain when you
run into something like a mountain.)
PIO Control - the PDF guide mentions a PIO Control under the Advanced
Controls section on page 13, or page 8 in the small
printed guide. The README.TXT file that comes with the
game mentions that this feature was not included in the
release of Comanche 4.
Also within the Advanced Controls screen is a setting for the Enemy
Difficulty Level (Easy / Normal / Advanced). Using the Advanced level
seems to make enemy unit's weapons more potent, or else your Comanche
more fragile. For tougher missions, use the Easy setting until you
figure out the mission, and then raise it for a greater challenge on
the replay.
One final tip is that if you know how to use the game's Mission Editor
to create a very basic mission (insert a start player marker, then save
and export) you can select it at runtime and practice flying maneuvers
and the various controls without any time constraints or enemy presence.
Then later add specific enemy units to work on fighting/evading tactics.
==============================================
02
Flying and Stealth
----------------------------------------------
In most cases, you'll be detected less the lower you fly. You typically
can fly using the Z altitude key over flat terrain and water, while X
is good for uneven, non-mountainous landscape.
To obtain the greatest level of stealth, fly low and slow, keep your
gear (G) up, bay doors closed (B), and avoid using EFAMS. If using
EFAMS, you can eject them at any time, preferably after you've fired
the weapons, by pressing the 8 key.
When approaching the enemy and preparing to fire, try to hide behind
natural cover such as tree stands and ridge lines, and then use the
spacebar to pop up and fire at the enemy. Be careful flying too close
to objects or you will damage your rotors and adversely affect your
flight control.
One good trick you can use to stay low and behind cover, is to drop
your gear, and then lower to about 1 meter on your digital AGL. You
can sneak up on the enemy even behind a small hill using this
approach. Use spacebar to raise up as high as you need, target and
fire, then release and drop. With your gear down you should not
sustain any damage to your undercarriage, and enemy fire will hit
the small hill.
==============================================
03
Altitude
----------------------------------------------
Shift raise altitude
Ctrl lower altitude
Z,X,C automatic altitude settings
Space pop-up
There are 3 altitude indicators on your HMD. One digital and analog
AGL (above ground level) each, plus one digital ASL (above sea level).
The digital AGL is probably the most useful in telling you how close
to the ground or how high up and exposed you are.
For instance, if you are over level ground at the Z level, you're
probably at about 15-20 meters AGL. If you then move forward and
reach the top of a mountain ridge, you won't automatically pop up
to 15 meters above the top of the ridge. Rather you may just skim
the top. This averaging of the terrain levels allows you to approach
behind cover with minimal disruptions in height, and therefore
maintain better stealth.
Usually you can continue to fly at the Z level over most types of
terrain if you move slow enough. Crawling up a mountain side at a
low setting will position you up high enough to then pop up with
the spacebar and attack, and then release and drop back down to
just below the ridge. Enemy fire should then hit the mountain
rather than you.
The mouse wheel can be set to change altitudes. (Options > Controls)
==============================================
04
HMD, MFD, and F1-F6 Keys
----------------------------------------------
The F1 first person view provides more indicators and an open screen.
The threat display is in the upper right, and the target monitor in
the upper left. F1 also has the altitude indicators and other useful
information.
The F2 cockpit view has a more realistic look, plus a useful
topographical map. (green is terrain below you, red is above you)
There are two settings for F2 - the second is an opened-up cockpit
view. Threats are displayed on the topographical map, while target
information and weapons status are displayed on the left screen.
F5 is a flyby view, and allows you to watch your helo in action. Its
also a good view to use for screen shots.
==============================================
05
Freelook Mode (F4)
----------------------------------------------
The (F4) Freelook mode allows you to look around you without moving
the Comanche. This mode can be used with any of the other 3 views,
F1-F3.
When you are done looking around, make sure to toggle back to
locked mode before you attempt to fly or you'll risk colliding with
some object while flying erratically.
When you select freelook, the word "Free" will appear in the View
field in the lower left of your F1 HMD to indicate that it is active.
When freelook mode is not engaged, the View field will say "Locked".
When Freelook mode is used in the 3rd person view (F3), the Comanche
remains pointed in one direction. This allows for more stable
scouting around with the external camera. Without freelook mode, the
Comanche will tend to pivot or drift slightly in one direction or
another. You won't be able to pan the camera with the mouse, but
you can toggle back and forth to locked mode to use the mouse.
The Freelook mode is very useful when firing Hellfire missiles while
hiding behind structures or natural barriers. (see topic 12)
==============================================
06
External Camera (F3) 3rd Person View
----------------------------------------------
You select F3 to activate the 3rd person view (external camera),
and manipulate this view with the keypad. Here are the controls:
7 zoom in
8 raise up
9 zoom out
4 pan left
5 return to default position
6 pan right
2 lower
You'll notice that by using the 9 key, you can zoom out quite a distance.
Once you select F3, use the 4 or 6 key to pan around so that you are
facing the Comanche. Then use the 9 key to "back" the camera out. You
can backward zoom out into enemy territory and scout around a bit just
using this camera, as long as you have the time and aren't under
immediate threat of attack.
The Comanche doesn't have a weapons scope view, but this camera feature
is an adequate alternative in some situations.
Here are some things you can inspect while using the external camera...
> press F4 (freelook mode), then swivel the gun (mouse), and watch the
pilot's head turn. Apparently the targeting is controlled by the
direction the helmet HMD faces.
> press the various Z,V, and C altitude settings to get an idea how far
off the ground you are and how exposed you are behind natural
barriers. Also, the Z,V and C settings variably change depending
on the overall terrain, so fly over different types of terrain,
changing altitude to get a sense of the variations.
> pan around the Comanche to a front corner, then operate the gears (G),
bay doors (B), fire out hydras, Stingers, and Hellfires - and see
the hardpoints empty out, and press 8 to discard your EFAMS.
> identify a forward target to strike and zoom forward until you are
up next to it. Then select F1, fire your weapon (hydra, Stinger,
or Hellfire), and then immediately select F3 to toggle back to
the target's location and watch it explode.
Your Threat Display appears in the upper right corner of your HMD in
the F1 first person view, and on the right side topographical map in
the F2 cockpit view.
You zoom the display in and out using the (+) and (-) keys respectively.
A locked target will appear on the radar with a black circle around it.
The locked target will also appear as a visual graphic, with its name
and distance from you in the Target Monitor at the upper left of your
HMD in F1 view, or on the left side screen in F2 view.
At the start of a mission you may want to zoom out the display (-) as
far as possible to give you early notice of approaching threats of any
kind. Later you may find it helpful to zoom in when you have a group
of targets and want to better identify individual ones.
The threat display flashes yellow when an enemy unit has target lock,
and red when the unit fires. During target lock you'll hear a warning
tone that may last for up to 10 seconds. If your Comanche systems detect
a strong radar lock when a missile is en route, the tone will raise to
a high pitch and then flares will be automatically fired as decoys.
When the threat display flashes from enemy lock, the flashing arcs on
the outside of the display will be in the direction the enemy is to you.
This enables you to better recognize which enemy is most threatening to
you so you can turn and deal with it.
==============================================
08
Targeting Modes (Active/Passive)
----------------------------------------------
Cycle Target - the system prioritizes and selects the target most
threatening to you and also within range and movement
of your currently selected weapon.
(Or else, while in battle, just toggle off friendly targeting, F11.)
When the target reticle is gray, that means that the reticle is
directed at targets or area outside the firing cone of the
currently selected weapon or WIP (Weapon In Priority).
==============================================
09
Weapons
----------------------------------------------
(See section 13 for details on what weapons to use per enemy unit.)
Weapon Loadouts
---------------
A full loadout, with EFAMS, concentrated on just one type, will allow:
14 Hellfires (or) 28 Stingers (or) 56 Hydras
Hydras
------
Hydras flight straight for the most part, although they seem to
be able to angle slightly to the side or down to reach a target.
Also, in the case of moving ground targets, the hydra will follow
the unit as long as it has a clear path and the unit is not moving
too swiftly or down among very uneven terrain.
Note that hydras can work against aircraft that is hovering, moving
very slowly, or grounded. In some cases, hydras can be used against
aircraft moving directly toward you, especially the closer they are.
Furthermore, with hydras, the enemy air units are not alerted to the
incoming rocket and make no attempt to evade, as is the case with
Stingers.
Cannon
------
The cannon fires about 25 rounds per second.
The cannon is also effective against aircraft at close range, and can
usually destroy the unit with a ten second or less cannon burst. The
drones in the C3/M5 mission require about a 2-3 second burst of cannon.
The cannon is more effective and potent the closer you are to a target.
Stingers
--------
Stingers work against air, ground, and sea units, but you want them
primarily for air units since hydras are better for ground and sea.
Stingers are fire and forget, so target and fire them and then move
on to your next enemy unit.
Stingers can still be effective even if you don't have a full active
target lock (target reticle is yellow, passive lock). As long as you
maintain the enemy unit within the firing cone of the Stinger it
should have a high probability of contacting successfully.
If you have a ground or sea unit moving fast and at a distance, then
the Stinger might be a better choice than the hydra, since the
Stinger can track a unit better.
Hellfires
---------
Although Hellfires are fun to target and fire, I usually don't load
more than 2-4 in a mission, if any at all. Four hydras are as
effective if not more than one Hellfire. Its better to sneak up low
to the ground on an armored target, then pop-up and fire 1-2 hydras to
destroy it. With a Hellfire you must maintain target lock on the enemy
unit - at least at the point of contact. This makes you exposed to
enemy fire when using a Hellfire. (see topic 12 for some creative
workarounds though)
Since most enemy units can be destroyed with a single hydra, you're
losing space for 3 more hydras in a hardpoint by storing a Hellfire.
Misc
----
The flares are fired automatically when an enemy missile is locked on
and approaching, but you can also manually release them with the F key.
The maximum target acquisition distance for all weapons is about 2,000
meters.
The mouse wheel can be used to change weapons. (Options > Controls)
==============================================
10
FARPs - Forward Arming & Refueling Points
----------------------------------------------
When you approach a FARP, once you're clear of trees, drop down to
the X or Z altitude setting and drop your gear (G). A green box will
appear on your lower HMD when you are near the FARP, and will then
turn to yellow once you are directly over it. If your gear is down,
just press your CTRL key and drop straight to the ground. Unless you
are changing your weapons loadout (F8), there is no need to wait
before raising and commencing with your mission.
Press F8 to access the FARP menu. Make any changes to your loadout
and then select OK or press F8 to continue with the mission. When
you land on the FARP, it will reload with whatever loadout you
started the mission with - or what you changed it to at the previous
FARP in the mission. Some missions play out in stages or segments,
and you will find it useful to alter your combinations of weapons.
For instance, if you have upcoming buildings or other heavy targets
to destroy, add in a few extra Hellfires.
The Load Preset Light (F8 #6) provides a balanced weapons loadout
for stealth, while Load Preset Heavy (F8 #7) provides a balanced
loadout with EFAMS for more combat.
FARPs also fully repair any damage to your Comanche. If you have
sustained a lot of damage, and are fairly well into a long mission,
it will probably be worth your while to at least make it back to
the starting point FARP if there is no time constraint, and no
other (safe) FARPs nearby.
==============================================
11
EFAMS and Bay Doors
----------------------------------------------
The bay doors open only for those weapons that are loaded in the
original or default 6 hardpoints. Using weapons loaded on the
EFAMS does not open the bay doors.
Weapons on the EFAMS are used first, and the bay doors will
only open once all of the currently selected weapon are no
longer loaded on the EFAMS.
You can eject the EFAMS at any time by pressing the 8 key.
Once your bay doors open, you can shut them again by pressing the
B key - unless your bay doors have been damaged from a collision
with the ground or enemy fire.
==============================================
12
Firing Hellfires
----------------------------------------------
Hellfires require the most skill of any of the weapons, and will
often expose you to the greatest amount of risk when using them.
Hellfires are not fire and forget. (In reality, some are radar
guided once fired and don't require a constant laser lock.)
With Comanche 4, you must maintain target lock at least 1/2 - 2/3
of the way down its descent, or else it will fly off in another
direction, or explode when it reaches your reticle.
Both the passive and active locks work with the Hellfire.
A good time to use the Hellfire is when you can view the
enemy, but the enemy can't hit you because you're behind some
structure or barrier of some kind. With the Hellfire, you can
attack a target from above, so even if the enemy is somewhat
hidden themselves, you can still likely destroy it.
Ripple Fire
-----------
To accomplish ripple fire, you shoot off 3 or 4 Hellfires, with about
2-3 seconds between each shot. You don't necessarily need to be locked
onto a target when initially firing - just point up in the air above
where your intended targets are located.
(You might want to use Cycle Targets mode (F10) rather than Nearest
Target to let the system tag the most dangerous enemy missile units.)
Its best to use ripple fire with targets that are fairly close
together. The Hellfire can alter direction to a degree, especially
the higher up it is, but there is a limit to how much it can curve
on its descent.
The main problem with ripple fire is that typically you are exposed
during the time when you make target lock for the first Hellfire
all the way until the 4th Hellfire hits, and any close enemies will
be firing at you. You may be able to avoid this by timing your pop
ups with the space bar, in time to lock each Hellfire while it is
still high enough up and then dropping down immediately after the
unit has been hit.
(However, if you fire the Hellfires while behind cover, and then
maintain a good stealth profile when you raise up, you'll be less
likely to be detected and can laser the units in silence.)
Artillery Mode
--------------
If you have Hellfires to waste, or are over a FARP and want to
shell a nearby area, rapidly fire out a number of Hellfires and
point to the distant ground area where you want them to land.
Even if you don't have target lock on anything, if they all land
fairly close together it will resemble a very light artillery fire
mission.
When you fire an internal Hellfire and the bay doors open, it
will help to immediately close the doors (B), and when you
raise up you'll be less likely to be detected. You can also
drop your EFAMS (8) for even better stealth when using
internal Hellfires.
Hang Time
---------
The time it takes the Hellfire to reach its peak and then start
its descent differs under locked and unlocked conditions:
Note also that when you lock on a target before firing the Hellfire,
and are detected for the first time by the enemy unit, if that unit
has missiles it will take 8-12 seconds to arm and fire - but you
will have destroyed it (4-6 seconds) prior to it firing its missile.
If you are 1000 meters or so away from the enemy, without being too
high up, you should be able to lock and fire your Hellfires without
detection by the enemy. Note though that a Hellfire targeted at a
very distant target will have a flatter angle on its descent
and may likely strike a nearby object if the unit is positioned
close to anything.
Using the External Camera
-------------------------
Its possible to fire Hellfires using the external camera, and use
Passive lock (yellow reticle) instead of Active lock.
Move to within a safe distance of the enemy and stay behind or below
cover. Then switch to external camera (F3), and use freelook mode (F4)
so your Comanche doesn't drift. Then using the camera, press keypad 8
to raise up and then press keypad 9 to back out behind the Comanche
just a short distance. The enemy units in front of you should now be
visible.
Although you can't get an active target lock, using the camera and
positioning the reticle over a unit - as long as the reticle turns
and maintains yellow - you can fire the Hellfire.
So you don't accidentally lose your passive lock when you select the
mouse to fire and potentially move the cursor off the target, instead
fire with your Enter key.
==============================================
13
Enemy Units
----------------------------------------------
These are most of the enemy units you will face in the missions.
The EMT column shows what enemy units have missiles and what type.
(see listing below)
----------------------------
| Comanche Offensive Info |=====
| : : : | EMT |
Unit |Cannon|Hydras|Stngrs|Hellfrs| |
--------------------------------------------------------------
Sea Units | | | | | |
------------ | | | | | |
Attack Yacht | Y | 1 | 1 | 1 | |
Experimental Boat | Y | 5 | 5 | 3 | |
Nanuchka Frigate | N | 5 | 5 | 3 | J |
Patrol (Pirate) Boat | Y | 1 | 1 | 1 | I |
Pirate Speedboat | Y | 1 | 1 | 1 | |
Sovremenny Destroyer | - | - | - | - | K |
Submarine | N | 10 | 9 | 5 | |
|----------------------------------|
Air Units | | | | | |
------------ | | | | | |
Ka-27 Helix (transport) | Y | - | 1 | - | |
Ka-50 Hokum (adv.attack) | Y | - | 1 | - | A,B |
Light Helicopter | Y | - | 1 | - | |
Mi-24 Hind (grnd.attack) | Y | - | 1 | - | C |
Mi-28 Havoc (anti-air) | Y | - | 1 | - | |
Mig-29 Fulcrum | Y | - | 1 | - | C,D |
Remote Drone | Y | - | 1 | - | |
Su-25 Frogfoot | Y | - | 1 | - | D,E |
|----------------------------------|
Ground Units | | | | | |
------------ | | | | | |
2S6M Tunguska | Y | 1 | 1 | 1 | G |
Air Defense Gun | Y | 1 | 1 | 1 | |
BMP-2 | Y | 1 | 1 | 1 | F |
BRDM-2 | Y | 1 | 1 | 1 | |
Buggy | Y | 1 | 1 | 1 | |
Jeep | Y | 1 | 1 | 1 | |
SA-6 Gainful | Y | 1 | 1 | 1 | H |
SA-8 Gecko | Y | 1 | 1 | 1 | J |
Snowmobile | Y | 1 | 1 | 1 | I |
T-72 | Y | 2 | 2 | 1 | |
T-80 | Y | 2 | 2 | 1 | |
--------------------------------------------------------------
In the chart above, I note what enemy units have missiles, because
missiles generally are the most destructive weapon to your Comanche,
and are more difficult to evade than rockets, cannon or gunfire.
You should assume that each enemy unit has its own radar and
targeting systems and capabilities, and so they have different
levels of effectiveness against the Comanche.
Missile Timing
--------------
All units using missiles seem to take about 8-12 seconds to
initially arm and fire their first missile. (Subsequent firings
only take about 5 or so seconds.) So typically you can start
counting from the time you first hear the warning tone, and
know how much time you have to get behind cover. If you can break
their missile lock, detected by an interruption in the tone, then
you have a good chance of not being hit. Be cautious re-appearing
though because once armed, an enemy unit might not have to redo the
8-10 second warm-up count, but may immediately fire at you.
Dangerous Units
---------------
Different missiles, and thus certain units, are the most threatening
to you. These are the SA-6 Gainful, SA-8 Gecko, Tunguska, and the
Ka-50 Hokum helicopter. Their missiles seem to be the most potent
and hardest to evade. Also the destroyers guarding the submarine
base in C5/M4 have powerful missiles, in addition to the fact that
the destroyers are indestructible sea units themselves.
The maximum acquisition distance (target lock) for all your weapons
is about 2,000 meters.
Pop-Up Tactic
-------------
Some of the missiles, such as Grison and Gaskin, are highly effective
in tracking the Comanche. One good defense against these missiles, from
a distance, is to get behind a fairly high ridge where you can drop
down several meters fast. Use the spacebar to pop up just above the
ridge, then fire and drop. You can also get the enemy vehicles to
fire out their missiles, and then attack once they're empty.
The enemy units with missiles don't have an unlimited number. Typically
there are between 3-5 missiles for the ground units, possibly more if
the missiles are a very small variety, or in the case of the destroyer
which probably has room for a significant number.
Also realize that there is a 5-10 second delay between enemy missile
shots for each unit - possibly a variable delay per unit, and so use
that brief pause to attack them and then retreat back behind cover.
==============================================
14
Wingman Communications
----------------------------------------------
6 - Wingman, "Attack My Target" Command
7 - Wingman Communications, Listed Commands
Otherwise, Griffon 2-7 will attack any close enemies alongside you
and will generally keep pace with you during the mission. Griffon
2-7 also does a pretty good job of holding their own against all
types of enemy units.
Once Griffon 2-7 destroys your target, they will deal with other
threats in their normal manner unless you give another command.
==============================================
15
Game Difficulty
----------------------------------------------
There are a few adjustments you can make to alter the difficulty or
challenge of this game.
Under Options > Controls > Advanced (or Quick Setup), select either
Easy, Normal, or Advanced for the enemy difficulty level. The Advanced
setting will make the enemy harder to destroy plus make their weapons
a bit more potent.
For missions you have difficulty completing, try the Easy level first,
and then once you figure out the mission and want a greater challenge,
switch to the Normal or Advanced level.
Flight Control
--------------
As mentioned in Topic 1 above, for most people the keyboard/mouse setup
will be the easiest for controls. If you want more of a challenge and
a more realistic flying experience, use the joystick (with the keyboard
and mouse), and also turn off the Slip Control and the Limit Cyclic
Range options in the Advanced Controls section.
==============================================
16
Misc Tips and Notes
----------------------------------------------
.01 - WolfBlitz
-----------------------
To have access to all missions, create a pilot named WolfBlitz. All
the missions will then be listed and available under Mission Archives.
Warrant Officer
Chief Warrant Officer 2
Chief Warrant Officer 3
Major
Lt. Colonel
Colonel
.06 - ME Training
-----------------------
If you know how to use the mission editor, a custom map is a good
place to work on your flying skills or to insert some specific enemy
units (like the SA-6, SA-8, Tungunska, and Hokum) and practice
different techniques for taking them out en masse or under various
conditions.
Read the main section below on Mission Editor Basics to see how to
create a simple map for your own training purposes.
.07 - Stealth Chart
-----------------------
You have different levels of stealth depending on how you use EFAMS,
gear, bay doors, height and speed. Below is a chart showing how close
you can get to a typical enemy missile vehicle before it will detect
you and attempt target lock. The first row is for an approach at 50
meters high over flat terrain. The second row is a 20 meter
(Z altitude) approach.
As shown, you can get a little closer by being lower to the ground.
Also, EFAMS negatively affect your stealth the most, followed by
bay doors, and then gear.
The intent of this chart is to illustrate how close you can get to
most enemy (ground) units before alerting them to your presence, plus
the effect that different configurations have on your overall stealth.
Most often, you'll be flying so fast that the information below will
be irrelevant. However, when approaching slowly through enemy
territory using stealth, it will be useful info to know.
Actually some ground units will only detect you if you are in front of
or to the side of them, and so you can approach from the rear to the
point where you can get right behind them with your Comanche.
=========================================================================
STEALTH CHART
FS G B GB E EG EB EGB
Enemy Unit [1] [2] [3] [4] [5] [6] [7] [8]
---------- --- --- --- --- --- --- --- ---
SA-6 Gainful 320m 365m 415m 460m 465m 510m 510m 560m
(50m AGL approach)
SA-6 Gainful 285m 330m 380m 425m 435m 480m 480m 525m
(20m AGL approach)
Stealth Configurations:
-----------------------
# | EFAMS | Gear | BayDrs |
-----------------------------------
[1] | no | up | closed | full stealth FS
[2] | no | down | closed | gear down only G
[3] | no | up | open | bay doors open only B
[4] | no | down | open | gear and bay doors GB
[5] | yes | up | closed | EFAMS only E
[6] | yes | down | closed | EFAMS and gear down EG
[7] | yes | up | open | EFAMS and bay doors EB
[8] | yes | down | open | low stealth (all 3) EGB
=========================================================================
If you ever need a low cost "team builder" exercise for a group,
this LAN game might be an option. Comanche 4 is fairly easy to pick
up and play, and use of a joystick is not required. (Print a copy of
the above Keyboard Commands chart for each person.)
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_______________________________________________________________
/ IV. SINGLE MISSIONS - H E L P F U L N O T E S \
=================================================================
\_______________________________________________________________/
---------------------------------------------------------------------------
Below are some notes on playing nine of the more difficult missions.
If you have any hints or tips on these above six missions, I'd be
grateful to receive them.
------------------------------------------------------------------------
Campaign/Mission [main objective] (difficulty)
------------------------------------------------------------------------
--------------------
C1/M3 Speed Trap [track plane] (M)
Go to WP 3, and stay low and wait for the plane to pass overhead.
Then track it at a distance, staying low to the water and not
engaging with any enemy (unless you want) along the way. When
you locate the enemy base area, take out the plane as it leaves
(for practice), and then consider approaching the base from
different directions to get different combat situations (on replays).
You need to stop a small convoy of trucks departing on a road from
the rear of the base. Watch out because there are soldiers with
rocket launchers in the mountains as well as beyond where you may
think the rear of the base is. A lot of the enemy is protected among
trees, and so your cannon will prove very useful. You need to stay
low to avoid being picked off, but watch out that your rotor blades
don't hit the trees.
--------------------
C2/M5 Contact [recover satellite] (H)
Fly down low in the river and stay ahead of the rescue chopper.
Take out a handful of threats ahead and just on the side of the
river. Near the last waypoint, come up but stay low, and take out
all threats in the vicinity. Then prepare for a good number of
enemy vehicles approaching from one or two directions beyond a
nearby mountain. You can wait for them to arrive, or go after and
hunt them down. If you can manage to come up behind them, they'll
be easier to eliminate.
--------------------
C3/M1 Red Ferret [protect Spetznatz] (H)
Proceed low over the tracks taking out snowmobiles and soldiers.
Also look out for SA-6 missile units positioned along the way.
Near the final waypoint, make use of trees and mountain ridges to
fire at all the enemy vehicles (Tunguskas, tanks, SA's, and
snowmobiles). The Spetznatz team will be arriving in a helicopter
from the far side of the train, so you need to work over to their
ingress route and clear that area. Make use of the FARP nearby,
but you'll need to land and reload quickly.
--------------------
C3/M2 Icebox [rescue F14 crew] (VH)
Walkthrough:
-----------
(Initial loadout: 20 Hydras, 10 Stingers, 4 Hellfires)
[5]Return back along the route you came from, back to Griffon 2-7
and order it to "Follow and Engage" (key: 7,6). [6]Go to WP1 and
meet up with the Rescue 1 chopper. Protect it as it eventually
proceeds to WP4 to pick up the stranded pilots. (You can then
quickly reload at the nearby FARP with missiles if needed.)
[7]Rescue 1 will extract toward WP5 where any helos you missed
earlier will be waiting.
--------------------
C3/M3 The Chase [set up ambush] (M)
--------------------
C4/M4 Early Bird [early warnings] (H)
--------------------
C5/M1 HAZMAT [destroy chem.fact.] (H)
A lengthy and very challenging mission if you have the patience
to go slow and proceed cautiously in places. Use the external
camera (F3) to scout around new territory before entering. No time
limit, so go along at your own pace. You might consider taking out
grounded or hovering enemy helos with rockets to conserve on
missiles. You'll likely need to make at least 1 or 2 trips back to
the starting point FARP to reload since there aren't any FARPs
positioned in enemy territory. At the eventual chemical factory,
call in an air strike, and use whatever weapons you have left to
take out all the critical structures. The factory area is pretty
heavily protected by all sorts of ground and air units.
--------------------
C6/M1 Wrong Turn [rescue operative] (VH)
You might want to skip the Hellfires on this mission, and load up
with 24 Hydras and 16 Stingers. Stay low, follow the waypoints (but
you can also try alternate routes to the designated rescue location).
Once you find the clearing with the enemy jeeps, take them out, then
drop to ground level where they were. Fire on the rear missile truck
of the convoy (not the front vehicle since your operative is riding
in that one). Reserve missiles for enemy helos, of which there will
be several flying in from an enemy base on the other side of a
nearby mountain.
Shoot down helos and approaching vehicles with pop-up attacks. You
should be okay if you keep your head down, but don't collide with
the trees. The Blackhawk will eventually arrive, land and board the
operative, and then you must protect it from a few additional helos
during the extraction.
--------------------
C6/M4 Glass Eye [2 destroyers] (M)
Make use of the FARP just inland of where you meet up with the
enemy warships. You can even fire on some of them while hovering
near the FARP. Shoot 2-3 missiles or rockets at the communications
arrays and weapon mounts on the two destroyers. You should try to
destroy all other enemy boats. Don't let the two destroyers get to
WP3 or you'll lose the mission. You can't destroy the two destroyers;
just their mounted gear. Fly in and among the enemy ships, flying
low as possible and constantly zigzagging. Once you eliminate the
defending boats and remove the destroyer radar and AAA guns,
friendly jets will drop bombs on the two destroyers.
---------------------------------------------------------------------------
_______________________________________________________________
/ V. M I S S I O N E D I T O R B A S I C S \
=================================================================
\_______________________________________________________________/
---------------------------------------------------------------------------
This section provides basic instruction how to set up a very simple
mission map for your own adhoc training purposes.
2. A blank map area will appear in the default Character Map (C) view.
4. Type a name in the Mission Name field. (this name will appear
under the Mission Archives choice at runtime.)
6. Click OK.
(Note: stay within the green box for best results. See keyboard
commands listing below to zoom and maneuver map.)
8. Select your INSERT key, and then click on one of the black areas
and a dialog box, "Insert Item...", should appear.
9. Select the Markers option, and then "Player Start Marker", then OK.
10. From the menu, select File > Save As. Use a short descriptive name
for your file and save it to your Comanche 4 root game directory.
11. From the menu, select File > Export Binary Mission. Use the same
name as step 10, and also save it to the root game directory.
Runtime
--------
Now start up your game, select Single Player, Mission Archives, and
then select your custom mission map.
---------------------------------------------------------------------
Fly around and practice maneuvers, controls, views, displays, etc.
When done, just press the ESC key and then Y to end the mission.
---------------------------------------------------------------------
(If your system allows, you can have both the mission editor and the
Comanche 4 game running at the same time, and just switch back and
forth between the two if you want to make adjustments, such as add
various units, buildings, etc. Just make sure to resave and export
after each set of changes.)
Unit/Structure Enhancements
----------------------------
12. Click the H button on the upper left of the map interface. This
provides a Height view, displaying higher areas in lighter green
and lower areas in darker green.
13. To add units, select the INSERT key if not already in "Insert Mode"
as indicated by the text in the upper right corner of the map.
14. Click anywhere in a medium green area and a little distance from
your player start marker (so you don't get shot up as soon as
you start the game). From the "Insert Item..." dialog box,
select the Vehicles option, and then "Tunguska Mobile Anti-Air".
15. Check the Random Facing box in the lower left, and then click OK.
16. Find another spot on the map and click to add another vehicle.
17. If using the land and sea map (c01m03), click on the water to
insert sea units.
19. Save your file, and export it. Then run the game to use your
changes.
If you want to learn more about using the Mission Editor, read the
PDF manual provided on the game CD, called C4MED.PDF in the Manual
directory.
Here are some suggestions for training with your custom map:
-----------------------------------------------------------
---------------------------------------------------------------------------
_______________________________________________________________
/ VI. C L O S I N G C O M M E N T S \
=================================================================
\_______________________________________________________________/
---------------------------------------------------------------------------
Some people have mentioned in reviews of Comanche 4 that the game lacks
a good storyline and transitional elements that tie the game together
and pull you along. To a degree I think this is true. However, I actually
think Novalogic did a pretty good job of developing the six campaigns and
the missions for each one. The missions have a good variety of objectives,
different levels of difficulty, and are fairly interesting and well
thought out.
Grounded
--------
In Feb 2004, the US Army cancelled the Comanche project, probably
due to the high costs involved, but possibly to focus on other
trends in combat - such as scaled-down and unmanned ground and air
units. Its likely that the Apache will now have an expanded role
in the future because of this decision.
Armored Cav
-----------
If you want a good reference-style book for this game, consider
"Armored Cav." (Clancy) In addition to a section just on the RAH-66
Comanche, it covers other US Army air and ground units in fairly good
detail. You can find a decent copy at a used bookstore, library, or
the Internet.
Here are some related web sites for this game that you
might find useful or relevant to visit:
--------------------------------------------------------------------
Novalogic/Novaworld
-------------------
Novalogic has some background game information, while Novaworld has
some good forums, including topics specifically for Comanche 4.
CheckPointDelta
---------------
The CheckPointDelta site has nearly 50 available Comanche 4 co-op/single
player missions available, in addition to other types of multiplayer maps
like deathmatch. This site also has helpful information (download guides
and forums) on using the mission editor (for Comanche 4 and other
Novalogic games).
===========================================================================
Good luck with your Comanche 4 play, and email me if you have any
comments or questions about this guide or the game.
-rtbull (rtbull77@yahoo.com)
Comanche 4