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Matrix games strategic command
Matrix games strategic command








matrix games strategic command

If the bandit moves out of the PA, the defender is forbidden to follow (though it can still engage with weapons if feasible). PAs Act as a “leash” for assets on a patrol they effectively determine the extent to which the patrol assets can give chase to receding targets. be triggered only by bandits within 200nm of a protected HVU instead of “waking up” to contacts thousands of miles away, PAs are the solution.

matrix games strategic command

Prosecution Areas (PAs) act much like a forbidden zone in that contacts appearing within them are marked for interception, but they also _restrict_ the extent at which interceptions will happen. * Significant addition to patrol missions: Prosecution Area. Side-A must not consider Side-B as friendly). The condition also has an optional “NOT” operator (e.g. * Added first event condition: Side posture. This is not recommended for realistic prolonged scenarios (it makes airpower too omnipotent) but can be useful for quick experimentation. When enabled, aircraft have unlimited loadout packs available even if their bases are not loaded with weapons at all. * Added new realism option: Unlimited Aircraft Weapons. If conditions are present, all of them must be satisfied in order for the event to fire. An event without conditions fires normally (probability check etc.). Conditions are managed and added to/removed from events just like triggers and actions. * New event-engine addition: Event Conditions. Fires when a unit (flexibly filtered from side-wide down to specific unit) is detected by the specified side. * You can now edit aircraft names and delete specific aircraft directly through the Air-Ops window. This makes it easier to rapidly add different but similar units. * The “Add Unit” window now remembers all selection filters used on the last unit addition and re-applies them whenever called up.










Matrix games strategic command