TFX - Tactical assistance from the top

The Training Missions
In order to access the main part of the game you have to complete eight training 
missions which, judging from Emergency 911s mail bag, seem to be causing no 
end of problems. Heres a resume of what you need to do and the best weapons to 
use for each mission.

Mission 1
All you have to do is destroy a single MiG to complete your mission (which will 
end about ten seconds later). Arm yourself with AAAMs or AA-ARMs, and youll 
be able to lock on virtually from your starting position.

Mission 2
The aim is to destroy two buildings at the military installation in sector 139, 187. 
Destroy two large buildings or radars (the choice is yours) to complete the 
mission. The best weapons to use are laser-guided bombs.

Mission 3
The target is the SAM site in sector 111, 85. A carefully aimed AGM 122 or 88 
will destroy it easily, but laser-guided bombs will also do the job. Its up to you.

Mission 4
The aim here is to knock out an incoming fighter over the main
island. Once youve destroyed the aircraft, you have to land back on the carrier. 
AAAMs or AA-ARMs are once again the simplest choice, but your opponent may 
avoid them with chaff, so be ready to close in and use short-range missiles. 

Mission 5
This mission requires you to attack the enemy fleet in sector 83, 100. Youve got 
to target the largest ship - the carrier - to destroy the fleet. Use the Harpoon 
missile or AGM 84. Afterwards, land back on your carrier.

Mission 6
There are four enemy aircraft to shoot down here. Youll find these to the north 
and west of your starting position. Again, land to complete the mission. When 
attacking two or more planes at once, its best to even the odds with long-range 
missiles, and then close in to finish off the last plane with a volley of short-range 
missiles.

Mission 7
You need to attack the battle front to the north of the friendly troops. Fly north 
and destroy four vehicles (two tanks and two helicopters, or any other 
combination) to break the attack. The best tactic is to use your cannon, and then 
strafe the line from east to west and back again.

Mission 8
This is a night sortie. Use the laser-guided bombs to destroy the military 
installation in sector 112, 84 - you need to blow up two buildings or radars (as in 
the previous missions). Land to finish.

Air-To-Air Combat
Aerial combat is relatively easy in TFX, assuming youre flying a Eurofighter or 
F-22. Both aircraft are fast, extremely manoeuvrable and more than a match for 
any enemy planes you encounter. The only important thing to remember is that 
its best to deal with planes one at a time - its much easier to fight one expert 
enemy head-to-head than two novices. Try to use your weapons advantage to take 
out the enemy from beyond his missile range. But even if you do end up at close 
range, youll still have an advantage because of your tight turning ability and 
more powerful engines.
The only exception is the Stealth Fighter. With no cannon and a limited weapons 
load, its best to avoid all contact with planes and rely on your radar invisibility to 
get through in one piece. Use the terrain, and stay low and slow.

Air-To-Ground Combat
Attacking ground targets is generally a lot safer than dog-fighting - buildings 
dont move and they dont fire back (SAM Sites are an exception). However, 
using your actual weapons effectively is far from easy.

Laser-Guided Bombs Approach the target at about 10,000 feet and estimate its 
position relative to your plane. When you are within 15 miles or so, check that 
youre flying straight and level, and turn on the laser designator. Turn the view 
towards the target and zoom in until you can see it clearly. Dont lock on until you 
are sure you have the right target. If necessary, wait and make another pass. Once 
you are satisfied, lock onto the target and return to the cockpit. From hereon in 
its simply a matter of waiting until you are close enough (within 15 miles) and 
then releasing the bomb at the right moment. You can release it further away, but 
the bomb will glide low to the ground and perhaps hit something on the way to the 
target.

SAM Sites
These are the toughest ground targets youll face - theyre small and they shoot 
back. The best weapons are the anti-radar missiles (AGM 122 or AGM 88), which 
automatically lock onto active SAM radars. Be sure your weapon has locked onto 
the correct site. If it hasnt, cycle through the targets until you reach the one 
youre interested in. Fire your weapons while travelling at a relatively slow speed, 
and when youre between three and five miles away from the target. If you arent 
carrying either of these missiles you can try Mavericks (see below) or if all else 
fails, strafe the site with your all-purpose cannon. If you come in low enough, the 
SAMs wont be able to lock on and fire at you.

Ships
Target these using your AGM 84s, which automatically lock onto the biggest ship 
in a fleet - the carrier. When you are ordered to attack a fleet, its always the 
carrier that youve got to destroy. (You can also use Mavericksto dispose of 
them.)

Runways
Use CMB 18s or Durandals for maximum damage. Fly over the runway at a slight 
angle and fire the weapon. CMBs scatter lots of bomblets and mines, whereas 
Durandals create a single large crater. Both are highly effective.

Mk 82 Bombs
The prediction circle on the HUD will estimate the bombs landing point. Its best 
to attack from above 10,000 feet and dive quite steeply at the target. Not only is it 
easier to aim the weapon, but the bomb will travel much faster.

Mavericks
These are a good general-purpose missile, but you have to aim them manually 
using the crosshair on the HUD, which some may find slightly off-putting. It 
certainly demands careful flying, and you have to be careful that the missile is 
locked on target and not on the surrounding ground area. Break the lock and try 
again if you have any doubts.

CSWs
These are another anti-runway weapon, and you have to aim them in the same 
manner as Mavericks. Approach the runway and aim the crosshairs at the centre 
of the tarmac. Once fired, the weapon will deploy its contents just before it strikes 
the target spot.

Cruise Missiles
These are preprogrammed missiles. You simply release the weapon and it 
acquires its target, flies towards it and blows it up. The pre-selected targets are 
always relevant to the mission in question.

Landing
This, the hardest part of nearly any flight sim, is made easier in TFX by the 
comprehensive ILS system. Although its possible to skip it and use the auto-
landing (ALT-L) feature, you score a lot more points for a manual touchdown. 
Heres how its done...

1. Turn the ILS on and head for the beacon. Its directly in line with the runway, 
about 20 miles away from the end. When you reach it you should be ideally at less 
than 10,000 feet and flying as slow as possible. At the beacon, turn towards the 
runway.
2. When you are facing the runway, the ILS bars will appear, telling you if you 
are too high or low and providing guides to help you line up exactly. Keep an eye 
on the angle of attack indexer in the bottom-right of the HUD. Try and adjust your 
speed to keep your AoA correct.
3. Take note of what the bars tell you and slow down. A simple way todo this is 
to zig-zag as you approach, bleeding speed in the turns... Keep watching your 
AoA.
4. At this point you should be on line and travelling at a slow speed - below 200 
knots. Lower your wheels - this brings your speed down a little more - and get 
ready to land.
5. Near the runway you may find youre moving too slow and descending too 
quickly. Dont panic! Youre probably doing okay. When you touch down, apply 
the wheel brakes and deploy the parachute as necessary. Turn your engines off to 
slow down even more quickly. Remember that you can use the autothrottle 
(Autopilot mode 4) when landing to control yourspeed more accurately.

Carrier Landings
As in 1-5 above, except you should deploy the hook and keep your engines on. 
Touch down on the wires to engage the hook. If you miss, switch on the burners, 
retract your gear and try again.
