F29 Retaliator

F29 Retaliator

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F29 Retaliator Manual – 2020 Edition
By Ziggurat | Alex and 1 collaborators
This official guide is adapted from Digital Image Design's original manual for the DOS release, with revisions and additions specific to the 2020 Steam release by Cosmi Valusoft.
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A NOTE ON COPY PROTECTION ("PILOT AUTHORISATION")
The original copy protection is bypassed for this version of F29 Retaliator. When the game prompts you to enter a number-letter combination on the “Pilot Authorisation” screen, type any text and press enter to advance.
SCENARIO AND DESIGNER NOTES
F29 RETALIATOR SCENARIO
A new and deadly breed of fighters are taking shape in the secret workshops deep in the American West: The Advanced Tactical Fighter F22 and the Forward Swept Wing F29. They will convey one message to the enemy – the Retaliators are effective, deadly and meet the threats of 21st Century warfare.

A new breed of pilots have been specially trained to take full advantage of all advanced avionic and weapon systems. Each pilot has been assigned a dangerous brief: to penetrate waves of surface-to-air missiles, destroy hostile AWACS and radar, launch ground strikes at enemy resources, armies, installations and communication links and disrupt hostile offensives before they reach friendly territory. Placed on the forward area of battle, their bases will be under air and missile attack from zero hour. The odds do not look good. They must destroy four or
more hostiles for every loss in order to survive and win.

You are one such pilot.

You are one of the elite.

You are a Retaliator.

DESIGNER NOTES
Retaliator is a flight simulation program based upon two of the most revolutionary aircraft designs ever conceived: the Lockheed YF-22A Advanced Tactical and Grumman X-29.

The designers took both experimental aircraft and considered their performance in the combat arena. Just how "advanced" would the ATF be under the stress of combat? Would the Forward Swept Wings (FSW) of the X-29 be an advantage or would they lead to an unstable, uncontrollable disaster? What better way than to create a simulated world of tension and violence and place both aircraft in realistic, challenging combat situations?

Consequently, the X-29 was changed to F-29, the YF-22 to F-22. Incidentally, the decision to plump for the YF-22 as the basis for the ATF flight model was due to the privileged information obtained by the designers stating that the compact YF-22 would be similar to the McDonnell Douglas F-15. Thus the designers were able to produce the necessary flight equations extrapolated from the available data from the F-15's flight model and modified with the privileged data obtained for the YF-22.

Complex calculations were considered, therefore, that ultimately resulted in the graphical design of the designer's ATF. Having now witnessed the roll-out of the YF-22 during August 29 1990, the designers believe, rather smugly, that they were pretty close.
AIRCRAFT DATA
GRUMMAN X-29
The Grumman X-29 was developed as a technology demonstrator. The project, which has its roots in the early seventies, was instigated towards creating the dream of "sustained maneuverability" (SR), a feature looked upon as the most desirable quality in any combat fighter aircraft. Cobbled together from a number of other aircraft (F-5A fuselage, flight control avionics
from the SR-71 Blackbird, F-16 undercarriage, etc), the most striking feature of the X-29 is its forward swept, thin, supercritical wings (FSW) – the key, many believe, to SR. First flying in December 1984 the X-29 has proved to be a valuable asset that will, ultimately, produce a FSW
combat aircraft. In fact, new studies have shown a forward swept wing STOVL (Short Take Off and Vertical landing) multi-role supersonic fighter which could be feasible in the late 1990s thanks to improved engine performance.

THE ADVANCED TACTICAL FIGHTER
During 1981 the first step towards a new fighter was taken when the Aeronautical Systems Division issued a "request for information", to the American aeronautical industry Called the Advanced Tactical Fighter, the advanced studies produced a number of specific requirements
highlighted via a McDonnell Douglas document. It emphasised the most important attributes as:

STOL: Short Take Off and Landing

STEALTH: Radar Invisible

SUPERCRUISE: Supersonic persistence without using any afterburner used primarily in the stratosphere.

In 1986 Lockheed, General Dynamics and Boeing announced an agreement that they would team up to develop an ATF if one of their proposals was selected. Two weeks later Northrop and McDonnell Douglas announced a similar arrangement.

Rolled out for its first public performance on June 22 1990, the Northrop/McDonnell Douglas YF-23A underwent intensive engine tests, ground taxi trials and system checks before it took to the air on August 27. Leaving the tarmac at 07.15 and sailing into the brisk morning air, test pilot Paul Metz flew the YF-23A for 50 minutes during which time it was noticed that, due to high performance, the F-15 and F-16 chase planes had to initiate afterburner just to keep up with the cruising ATF contender.

The rival Lockheed/Boeing/General/Dynamics YF-22A rolled out two days later on August 29. As with the YF-23 two prototypes were envisaged to test the two sets of proposed engines (Pratt & Whitney F119s and General Electric F120s). At the time of writing, though, the YF-22A had not taken to the air. If the YF-22A wins the contest (the results of which are scheduled to be published in April 1991) the USAF will require 750 examples (to replace the F-15); the US Navy will also purchase an unspecified amount (to replace the F-14).

The new ATF will present a dramatic improvement over the present combat fighter aircraft. For example, maneuvers at or exceeding 9g will be sustained over a wider flight envelope than the F-16. Pitching, rolling and yawing will be completed far quicker, too. The YF-22A is far more an air superiority fighter than the YF-23A is in the classic sense. The addition of its small section results in a low observable target that will improve the ATF pilot's chances in achieving a "visually acquired" target.

It is believed that the ATF will fly at Mach 1.4 to 1.5 (930 to 1000 mph) on dry thrust with full armament and will cruise at a greater altitude than any of the current fighters: 70,000 ft as opposed to 50,000 ft in the High Fast Sanctuary (the area of the sky, not normally utilised by
conventional fighters, where high speed and height lower SAM hits due to the low maneuverability of the majority of SAMs in this area – a tactic already exploited by the SR-71 Blackbird spyplane). This results in a relatively low threat from long-range SAMs and no threat at all from the smaller SAM types. Due to the ATF's high cruise speed and altitude the fighter’s exposure time would be reduced by a factor of three.

In combat, apart from the usual gamut of short and long-range missiles the ATF will carry twin enhanced Vulcan cannons produced with half the finished weight of normal models, thus enabling the ATF to carry 1800 rounds up from the usual 600. In addition, a higher muzzle
velocity means that the ATF packs a bigger punch.

It is thought that the ATF's combat radius will be 700 to 920 miles – a significant increase over the F-15. It should be able to take-off from a 2,000 ft runway or rough surfaces and will be easier to maintain than the F-15. Great use is made of wing to body blending like the F-16, SR-71 and B1, again providing more internal volume for fuel and weapons. For its stealth capabilities the ATF is constructed with RAM (Radar Absorbent Materials). It is also designed to reduce the radar cross section by a factor of 100 compared to the F-15.

The control surfaces (flaps, rudders, etc) and the vectoring nozzles on the ATF work together under the control of powerful computers. The actual aircraft will be so complex and have so many flight modes the pilot would not be able to exploit them all. The pilot issues a command and the system will interpret it, i.e: if the pilot pulls back sharply on the stick, the control system will first deflect the vectoring nozzles upward and the MAW flaps (Mission Adapted Wing) downward, to rotate the fuselage and start the aircraft into the maneuver.

The basic argument for super maneuverability (the ability to turn at low air speed at high G's within a very small radius) is that an aircraft which cannot emulate such a maneuver can be prevented to bring its weapons to bear.

Both fourth-generation aircraft, the ATF and X-29, have pushed back the boundaries of aviation. Now sit back, relax, and push back a few boundaries with your own fourth generation flight simulation. Have fun.

YF-29:

Length: 14.63m
Height: 4.7m
Wing Span: 8.23m

YF-22A:
Length: 21.3m
Height: 4.29m
Wing Span: 13.11
MENU NAVIGATION GUIDE
MAIN SELECTION COMPUTER
1. The Enrol Data Bank (Start up sequence)

Here you select your rank and enroll in the USAF.

The ranks are available from lowest to highest as follows: First Lieutenant, Captain, Major, Lieutenant Colonel, and Colonel. Ranks are selected with function keys (refer to screen for specific keys). They are available from lowest to highest rank as follows: First Lieutenant, Captain, Major, Lieutenant Colonel, and Colonel. The higher the rank you select, the more variety of missions will be available. More points are awarded to the higher rank for the same mission as the game will be harder (see Scoring section of this manual).

To enter a new pilot, just type a new name via the keyboard and press ENTER/RETURN key. This name will appear on the duty roster. If you have a number of different names on your roster (up to a maximum of six different names and therefore six different pilot logs) use the up/down cursor key to move through the active pilot list and press ENTER/RETURN to select. Press the ENTER/RETURN key again to advance to the game’s main menu, or the ESCAPE key to abort an entry without changing the roster list.

To retire a pilot from the Enrol screen, type the required name and press F10. This will provide more room to enroll a new pilot.

2. Choose your scenario

On this screen you are given the choice of four different locations. Three of these locations will involve you in the wars that are taking place in those areas.

The four scenarios are:

a) Arizona. You are assigned to the USAF Test Range in Arizona where you will be given the controls of the new ATF and the new F29. The test range is approximately 1000 sq miles. It contains various targets and remote control vehicles. This world is a true simulation of a hostile
environment.

b) The Middle East. Several F22's and F29's have been exported to a friendly Middle East nation who are currently engaged in a fierce war with two other countries. The friendly nation’s artillery is, however, heavily outnumbered although it is technically superior to its rivals. Consequently, in order to succeed three enemy planes must be destroyed for every one friendly aircraft destroyed. The War is on two fronts, with large tank battles to the southwest and artillery exchanges across the natural river boundary to the southeast, anti-aircraft flak is centered around high priority targets. The ATF Squadron is based near the capital Tel-A-Von.

c) The Pacific Ocean. Strategically important volcanic islands, the Solomos provide vital oil supplies to the USA. This area is the only deep sea port for 1000 miles in all directions. A small military airstrip is located there with a squadron of ATF's. A military blockade by the enemy fleet has cut-off all support to the islands, threatening the vital oil supplies to the USA and readying to invade the islands. A task force from Guam led by USS JF Kennedy is steaming towards the warzone with two squadrons of F-14's and F-18's.

d) Europe – the Ultimate Battle Front. The diplomacy has failed and the world is about to plunge into another world war. A full scale conventional war across the heartland of Europe will begin. All airfields, installations, factories and towns will be attacked and initial losses are expected to heavy on both sides. The NATO forces have been mobilized and put on full alert, as have all air bases with all squadrons being dispersed away from the vulnerable bases. Mounting enemy activity has been reported near the border where an estimated 90,000 tanks and 3 million soldiers have amassed. The enemy is expected to launch a massive assault on key points along the border. Its air force will plunge deep into your country crippling the infra-structure. Two enemy tank divisions have assembled along the border with huge reinforcements being drawn up from their rear flanks. The situation will be critical if the enemy mobile tank divisions break through the border defenses as they will plunge deep into your territory threatening the industrial complexes at Huttgart, Nurgen and Coberg. Be wary of AAA flak. Many flak stations are radar guided so it is inadvisable to linger in any one area otherwise severe damage will be taken.

To select your scenario press key 1, 2, 3 or 4.

3. Select Plane

Press 1 or 2 to select between the F22 or F29.

4. Select Armament

See Weapons section of this manual for full explanation of armaments. Controls for equipping weapons on this screen are explained in the Retaliator Controls guide.

5. View Top Gun Pilots

This screen shows the top ten highest scores achieved by pilots. These scores are saved automatically. Press RETURN or ESCAPE to return to the main menu.

6. Zulu Alert

Zulu Alert provides a quick entry into the game. You are given unlimited weapons and begin a "shoot-em-up" game in your selected scenario, starting in mid-air flight against a squadron of enemy fighters. No points are awarded and no log information is saved to disk as this is merely a practice exercise.

7. Mission Control

Selecting this option puts you into the mission control section of the game. When entering Mission Control you are provided with the latest update of the war situation in your chosen scenario (except Arizona) with a detailed map showing the battle front and text describing the
latest events in the war. War updates are provided after every four or so missions, dependent on your scenario.

MISSION CONTROL SELECTION MENU
1. Choose Mission

Here you are provided with a selection of missions, the number of which is dependent on three factors: your rank, your location, and how far into the war you are. Simply select a number to choose the corresponding mission (press 0 to select Mission 10).

2. Display War Update

This shows the current war situation and the battle front. You may have to refer to this war update to find the exact location of ground based battles which vary across the battle zone. The war update map varies daily.

3. Select Base

Pressing the number key for a base on the map provides you with a text description of the base, then pressing enter will confirm this as your home base in the game (i.e starting location).

4. View Pilot’s Log

This screen displays all of the statistics of one pilot accrued over the course of their career, e.g his/her number of missions completed, name, rank, score and awards.

5. Exit Mission Control

Returns you to the main selection screen.

6. Accept Mission

This option is available once you have selected a mission. This puts the player directly into their chosen scenario. It is essential that all aircraft, weapons, mission scenarios, etc. have been selected prior to accepting a mission, as the default status will be totally inadequate for the scenarios you will be presented with. On entering the 3-D section of the game you are shown a welcome screen appropriate to your location. Here you have the option to abort by pressing escape and return to mission control. Any other key will start the mission.


END GAME
At the end of the game whether you fail or complete your mission, or are killed or retire, you are returned to the main computer bank where you are given a quick debriefing of the mission and your current statistics. Pressing any key to continue will then return you to the mission control selection screen.
WEAPONS
The F-22 and F-29 boast a wide and awesome variety of weapons. For air-to-air and air-to-ground missions the weapons are selected by entering corresponding number keys on the Select Armament screen. Hold Control and press the corresponding number to deselect a weapon. Weapons can be added/removed multiple times until the capacity or weight limit is reached.

Both planes have a limited payload and are restricted to 11,000 pounds on the ATF and 9000 on the FSW. Weapons are subject to availability, dependent on your base, location and rank. Shortages will become likely further into the wars. Both planes have seven pylons (the ATF has four external and three internal pylons in a bomb bay to reduce drag).



AIR TO AIR WEAPONS
AIAAM Fire Bolt

Advanced intercept, long range, "fire and forget", air-to-air missile. Developed by Raytheon, and first revealed at the US Navy League in 1982, the Fire Bolt includes high specification "twist and maneuver" abilities. Introduced as the successor to the AIM-54 Phoenix, the Fire Bolt is probably the most advanced and sophisticated missile in the world with mid-course and active homing abilities.

Weight – 980 lbs.
Range – 250 km (130 miles).
Speed – Mach 5.

AMRAAM 120A

Advanced, medium range, air-to-air missile, "fire and forget" with active radar homing known also as BVR (Beyond Visual Range) missile. The AMRAAM is the direct replacement for the AIM-7F Sparrow. It includes advanced target acquisition facilities that allows it to pick out individual targets at extreme range.

Weight – 326 lbs
Range – 50 km
Speed – Mach 4

AIM9M-R-SIDEWINDER

This short range AAM is the last and most advanced variant of the Sidewinder family with an infra-red seeker. This builds a detailed image of the target (similar to a Maverick) and, using the in-built ECCM (Electronic Counter Counter Measures), isn't easily duped by counter measures. The AIM9M-R is a modification of the AIM9M which is, itself, an improved AIM9L Sidewinder.

Weight – 190 lbs
Range – 11 miles
Speed – Mach 3

AIM132 ASRAAM-N

Standing for Advanced Short Ranged AAM, the ASRAAM is smaller and more agile than the Sidewinder. Guidance is controlled by an advanced focal plane array infra-red seeker.

Weight – 156 lbs
Range – 9 miles
Speed – Mach 3

BACK-WINDER 9X

Rear mount short range air to air missile. A new weapon that overcomes the problem of a rear firing missile system. It locks upon the attack radar of the enemy fighter.

Weight – 180 lbs
Range – 6 miles
Speed – Mach 3

AIR TO SURFACE MISSILES
MRASM, AGM-109H CRUISE MISSILE

A base line airfield attack missile with DSMAC II (digital scene matching area correlation) guidance and carrying a heavy payload of 58 TAAM (Tactical Airfield Attack Missile). Bomblets are discharged from upward facing tubes along the fuselage. The General Dynamics AGM-109H is a major variant of the Tomahawk strategic nuclear cruise missile, although it contains no launch capsule/box or rocket booster motor. This is a launch and leave missile that flies for a few hundred miles hugging the landscape and finally flies with great precision down the center line of the runway while ejecting the bomblets causing a row of craters.

Weight – 2825 lbs
Range – 370 miles
Speed – 650 mph

ASALM (Advanced Strategic Air Launched Missile)

Effective against all forms of surface target including those of the highest degree of hardening. Also able to destroy AWACS type aircraft. The ASALM has an advanced ram-rocket providing a high degree of acceleration during the launch phase at all altitudes. The guidance system is highly sophisticated, utilizing low radar and IR signatures along with a high-g capability.

Weight – 3100 pounds
Range – 700 miles
Speed – Mach 3.5 to 4.5

MAVERICK AGM 1 LASER AND TV

The latest generation of the Maverick family, the smallest of the fully guided self-homing ASM's in use. An improved version of the AGM 65E using a classified modification of the IR seeker.

Weight – 484 lbs
Range – 25 miles
Speed – Mach 1.6

CSW (Conventional Stand-Off Weapon)

Seen by the USAF as the best way to destroy hostile anti-aircraft defenses and armor moving behind the FLOT (Forward Line of Troops). It can distinguish between tanks and low value trucks or decoys, and it is smaller and much cheaper than the MRASM. It is fitted with a PLSS
(Precision Location Strike System) and has 20 warheads which separate over an area homing in on particular targets. These are especially effective against formations of tanks and armor.

Weight – 2700 lbs
Range – 30 miles
Speed – Mach 1.1

NOTE: Standard NATO Ground Forces have FOF devices (Friend or Foe), so aerial launched "smart weapons", such as the CSW and other cruise missiles, avoid them.
MISSIONS OVERVIEW
The enemy vehicles in Retaliator have a dark-grey camouflage, while your own forces are green/brown. Enemy Battleships are also dark-grey. To differentiate between enemy and friendly aircraft, only enemies show on your radar. Similarly, the FOF (Friend or Foe) system prevents you from launching a missile upon a friendly airborne target. Note: there are 3 tanks in 1 battalion, and 3 planes per squadron. All missions will only be deemed complete when your aircraft has completed the mission and landed safely at an appropriate base.
AMERICA MISSIONS
AMERICA MISSIONS – MAP


1,E – Test range model of enemy command center.
5,G – Test range model of enemy airbase.
8,E – Remodeled trucks to simulate enemy designs.

ARIZONA TEST RANGE MISSIONS
Mission 1: Hit the two canvas targets in Sector 7B.

Mission 2: A convoy of retired trucks are moving along the east-west highway. Destroy all trucks in sector 8A-8H.

Mission 3: Hit the freight trains on the rail-line in Sector A3.

Mission 4: Destroy the SAM sights and their radar control station in Sector 5D.

Mission 5: Hit the Test Bridge in the Yuscon firing range and avoid the electronic SAM simulators located in the area F8.

Mission 6: Engage the Drone MIG29B Fulcrum Fighters in your vicinity. Two must be destroyed.

Mission 7: Attack the mock-tank formations crossing the Nevada Plains in Sector 3A.

Mission 8: Destroy the industrial complex in Sector 1C.

Mission 9: Destroy the airbase in Sector 4C and the main runway; drone fighters are located at this base.

Mission 10: Destroy the enemy command centre, avoiding the complex SAM network located in Sector 1E. This is perhaps the most difficult mission on the North American test range.

NOTE: If you destroy any unauthorized targets or civilian property, you will be liable to court martial!
PACIFIC MISSIONS
PACIFIC MISSIONS

05.30 hours. You've just completed the external checks on your aircraft, sleek and daunting silhouetted against the early morning sky. Today it's your turn for the Quick Reaction Alert station. So you sit in the cockpit, looking out to sea, scanning the horizon.

You know they're out there — you can feel them.

For the tenth time, you decide to check out you new Tactical Life Support System flight suit that protects you from high altitude plus nuclear, biological and chemical hazards.

Then – the alarm! Tower reports Bogies! Slowly you lower your laser radiation visor. The war has begun.

PACIFIC – MAP


6,D – Your base of operations.
6,B – Oil fields of paramount importance to the United States – the enemy’s primary target.
1,D – The islands in this region have played host to the enemy build-up. Spy satellites report positive sightings of MIG-29s in attendance. Other aircraft types may occupy the island, too. Operations in this area should be aware of high density flak defense.

War Update 1

1. "Operation Scramble": Two bandits have been located in Sector 4D approaching your island
base. Engage and destroy.

2. "Operation Firebolt": The enemy has launched an aerial attack on the oil refinery on Vejan
Island (Sector 8D). Repel the enemy and destroy at least three fighters.

3. "Operation Drop-in": An enemy battleship has been detected in Sector 4G. Launch a surprise
attack using MSRAM Missiles. Destroy the battleship but beware of its defensive radar network.

4. "Operation Plunge": Hit the enemy oil storage depot situated on one of the islands of
Zahiti (Sector 2E).

War Update 2

1. "Operation Splash": The enemy fleet has launched a full scale amphibious attack on Troy
(Sector 8E) with at least ten landing craft descending on the North Shore. Destroy the landing craft but keep an eye open for the MIG-29 Fulcrums flying at top cover.

2. "Operation Warmup": Intelligence reports two enemy frigates are closing from the south
(Sector 3B) to reinforce the enemy fleet. Give them a surprise welcome.

3. "Operation Deep Heat": The Leonid Brezhnev fleet carrier has retreated from the enemy fleet but has launched a long range strike force closing in on the Solomos Islands located in Sector 4B. Engage and destroy all three hostile aircraft.

4. "Operation Beta-1": The gigantic Enemy Super Tanker Azov has to be crippled in a surprise
retaliatory strike in Sector 4G. MIGs provide aerial cover.

War Update 3

1. "Operation Revenge": The battleship New Jersey has stormed into the scene as two enemy
cruisers, the Kresta 2 and Admiral Zozulya, have engaged her. Provide aerial cover against incoming MIGs and engage the cruisers in Sector 7H.

2. "Operation Arc": The enemy has finally launched a full scale attack on Solomos with a
complement in excess of ten ships. They lie to the south, barraging the southern coast. Scramble and destroy the four MIGs providing aerial cover for the fleet and hit any enemy ships.

3. "Operation Strike Back": The US fleet has arrived in Sector 5H, steaming towards your island
bastion led by the carrier JF Kennedy. While the enemy MIGs have their hands full with the US Task Force, hit the enemy fleet with all you've got. Make sure you destroy at least two ships.

4. "Operation Stamps": Destroy the vital enemy gas plant and refinery on Zahiti in Sector 1D.

War Update 4

1. "Operation Knock-Out": The Leonid Brehznev has been sighted in Sector 1G, with a support ship. Locate and destroy.

2. "Operation Fight Back": After a fierce enemy counter-strike three US ships lie on the sea
bed – the JFK is next on the list. Provide air support and destroy the two enemy battleships in Sector F4.

War Update 5

"Operation Hand Shake": A cease-fire between the two opposing fleets has been agreed. Peace talks have been scheduled to take place on the enemy battleship Leningrad, in Sector 4B. One aircraft from each side (yourself and a MIG) has been designated to patrol and enforce the exclusion zone. However, intelligence reports that a sabotage attempt, from an unknown quarter, is imminent.....
MIDDLE EAST MISSIONS
MIDDLE EAST MISSIONS

You've only just arrived and yet, already, sand fills your oxygen mask and clogs up the air intakes. The heat is unbearable and the humidity insufferable. Hardly the most ideal conditions to fight a two-front war.

Intelligence has reported the movement of a tank brigade heading for the border. After a hurried briefing and the luxury of an ice-cube to suck during flight checks, you clamber up into the cockpit and belt yourself into your zero-zero Cresta ejection seat.

The temperature may be soaring, but life's going to become an awful lot hotter for those tanks.

MIDDLE EAST – MAP



4,D – A notorious tracking radar that has proven to be the undoing of many ground attack missions. A prime target.
1,F – The Lac Mi-El tank farm. Spy satellites and recent SR-71 recon missions have noted a recent build up of what appear to be Soviet-made tanks.
1,C – Although your flying suit is designed to withstand chemical weapons, this chemical weapon factory could still cause havoc to ground troops.

War Update 1

1. "Operation Bravo": Destroy the tank brigade (comprising three tanks) crossing the border
in Section 5A.

2. "Operation Bogie": Two MIGs, sighted in Sector 6F, are closing in on your base. Engage
and destroy.

3. "Operation Alpha": Destroy the radar tracking station in Sector 4D to provide an aerial
corridor.

4. "Operation Foxstrike": Destroy the road bridge in Sector 3F to hamper the enemy reinforcements.

5. "Operation Lizard": An enemy armored column comprising of a minimum six trucks and four
tanks is advancing up the highway in Sector 4C. Stem the advance and obliterate the column.

6. "Operation Charlie": Launch a deep strike attack on the enemy airfield in Sector 2H.

War Update 2

1. "Operation Moonstruck": Hit the industrial works in Sector 3B which provides ammunition to the Arab forces.

2. "Operation Rogue": The power station in Sector 2F, east of the city is a priority target.

3. "Operation Pincer": Refer to your War Update Map before commencing this mission. It will
inform you of the whereabouts of two grey enemy tank battalions (totalling six tanks) which are leading an assault. Destroy them.

4. "Operation Torch": Destroy the tracking station in Sector 4A.

5. "Operation Crossfire": Destroy the enemy oil refinery in Sector 1F, including the three holding tanks.

War Update 3

1. "Operation Mayday": Three enemy fighters are approaching the capital. Move to Sector 5E
to engage and destroy the oncoming aircraft.

2. "Operation Lord": Two tank battles are occuring along the front-line. Stem the enemy divisions. Refer to War Update Map for the battle locations.

3. "Operation Torture": Locate and demolish the rail-bridge in the lower Sector of 3B.

4. "Operation Romeo": Lac Mi-El tank farm in Sector F1 is assembling Russian T-80s imported in from Russia. Raze the complex to the ground.

War Update 4

1. "Operation Heat": Although information is limited, it is believed a large enemy road convoy (of 10 trucks and tanks), is located around the vicinity of Sector 1D. Locate and destroy this convoy.

2. "Operation Juno": A large aerial force is massing over enemy territory and moving towards the capital. Their target is uncertain but you must destroy four bandits whilst preventing attacks upon your base. Vector south to Sector 3G.

3. "Operation Warrior": Destroy the chemical processing plant in Sector 1C, believed to be developing chemical weapons.

4. "Operation Gold": The greatest tank battle of the war is raging (refer to War Update Map). Provide aerial support and destroy a minimum of eight tanks.

War Update 5

1. "Operation Ajax": Miscon has lifted the restriction on bombing the enemy capital in Sector 1B and surrounding installations. The international airport in Sector 2A is now a primary target. Destroy the main runway and return to base.

2. "Operation Dawn": Destroy the steelworks in Sector 1D, south west of the city. Do not
inflict damage to the Red Cross hospital based in the compound.

3. "Operation Zeus": The enemy has launched an all-offensive. Enemy reserve armor has
been deployed to the front line (see War Update Map) and is overwhelming our exhausted armored divisions. Provide aerial support and destroy the lead enemy tank battalion.

4. "Operation Red": Road and rail networks have been badly damaged, jeopardizing supply
routes. Shortages to the front line are threatening our positions. Provide aerial cover (in Sector 7G) for a large convoy moving from Tel-A-Von to the front line against impending MIG attack.

War Update 6

1. "Operation Standstill": The situation is critical with all three industries smashed. The massive El Alamein factory (Sector 1A) is the sole productive enemy plant. Avoid the dangerous SAM sites and destroy the complex.

2. "Operation Vice": The forces on both sides are reaching exhaustion as the conflict becomes a war of attrition. Fanatical enemy tank brigades are causing havoc with our resisting ground forces (see War Update Map). Destroy the four leading tanks and the supply vehicles.

3. "Operation Thunder": The beleaguered enemy air-force has gathered via hidden runway
strips and are launching perhaps their last full-scale attack of the war. Vector south to Sector 4G to engage and destroy all bogies – number unknown.

War Update 7

1. "Operation Abyss": On this day the war reaches its climax with the outcome unknown. A special range of missions exist in this final chapter of the war...

EUROPE MISSIONS
This is it. Preparation of war and the mobilization of national armed forces had already been proceeding in the West before the final outbreak. Yet the magnitude of the assault when it was first reported was none the less astounding. Yet another world war was about to burst upon mankind – yet the consequences of this war were likely to be more far reaching than any before it.

Fortunately, your squadron has had many years experience operating from dispersed airfields. This is where you are now, running towards your ATF, putting on your flight gear as you run and fight off the indigestion of a half-eaten burger. Controlled chaos reigns, anti-aircraft and ground-to-air SAM positions are being manned. Ground crew already swarm over your aircraft. You dash for the step-ladder that leads to the cockpit. There are some uninvited guests on the
way, it'd be a shame not to give them a proper welcome.

EUROPE MISSIONS
EUROPE – MAP


2,D – SAM sites and radar form a significant thorn in the allied side. Expect to pay this area a visit.
7,H – This enemy nuclear powerplant is a juicy target, especially as the enemy are dependent on it for their power resources.
2,H – This factory is suspected of building high performance enemy aircraft.
8,H – While it appears to be a food processing plant, undercover agents have revealed that arms production is its main output.

War Update 1

1. "Operation MiG Cap": Zulu Alert: Two incoming MiGs are closing in on your base. Search,
engage and destroy. This is not a drill – repeat – this is not a drill.

2. "Operation Bomb Cap": Three enemy low-level bombers are approaching your base, complete with escort. Vector 30 degrees for Bogey – engage and destroy.

3. "Operation Intercept": Two SU27 Flankers are crossing the border and are maneuvering towards Huttgart (Sector 8A). Engage and destroy.

4. "Operation Tom Cat": Destroy the bandits that are providing aerial support for advancing
enemy mobile divisions along the border (Sector 4D).

5. "Operation Aggressor": Provide close support against advancing enemy army tanks (army
group center – Sector 6D), near Ziepen. Destroy two tank brigades (6 tanks).

6. "Operation Firehand": Two enemy mobile divisions are engaging the British Seventh Centurion Tank Division in the north of the country. Stem the advance and destroy the leading brigade (Sector 8D).

7. "Operation Ironhand": Provide an aerial corridor along the southern border by destroying
the three enemy SAM and radar sites near the Stein river (Sector 3D).

8. "Operation Backbreaker": In order to curb enemy rear movements and hamper supply lines, your primary target is the key bridge – Liepen in Sector 5E.

9. "Operation Limelight": The road convoys towards the front from Frunsroure, across the Liepen bridge, must be destroyed (Sector 8F).

10. "Operation Linebacker III": This is a deep strike retaliatory mission against the enemy's army
airfield of Tranevora. Destroy the runway and hanger areas in Sector 1G.

War Update 2

1. "Operation Jawbreaker": Destroy the bridge in the northern section on the Stein river (Sector 6D).

2. "Operation Four Star": Destroy the enemy supply dumps (Sector 2F).

3. "Operation Big Ear": Destroy the radar tracking station and the nearby SAM emplacement
(Sector 7E).

4. "Operation Deep Throat": Although the enemy air force has been scattered to regional bases
across their country, Miscon has detected a large enemy presence near an airstrip in Sector 3H. Destroy any airborne hostiles and the runway.

5. "Operation Strike Out": The enemy has launched its largest offensive of the war against all
air force bases. Five plus bandits are closing over the border – heading unknown. Intercept and destroy. Vector to Sector 2C.

6. "Operation Tin Can Alley": Provide close air support for allied tank forces against a massive
enemy assault. Destroy the two leading enemy battalions (six tanks). Refer to War Update Map for battle location.

War Update 3

1. "Operation Iron": Destroy the vital road bridge in Sector 8E, to prevent enemy supplies
reaching the front.

2. "Operation Titan": Large enemy convoys are rallying towards the front. A vast amount of armor is moving west (Sector 8G), with pontoons providing river crossings. Destroy the convoy and return home.

3. "Operation Snake Eye": Ferocious tank battles are continuing in a variety of areas (see
War Update Map), with French and British Northern Tank Divisions holding their ground. Provide air support against three MiGs and destroy the leading enemy tank brigades in both battles.

4. "Operation Grind": The enemy's large industrial complex (Sector 5H) provides machine
parts for the enemy's war machine. Destroying this complex will cause great shortages to the enemy.

5. "Operation Lights Out": Cripple the riverside power station in Section 5H, destroying the cooling towers which will disrupt enemy productivity.

6. "Operation Fly-by": A large number of allied interceptors have been downed by an enemy
MIG 29 Hunting Squadron. The three ace fighters are operating from the Alps in Sector 1D. This mission is self-explanatory!

War Update 4

1. "Operation Wolf": A new squadron of MIG 29C Fulcrums have been located maneuvering across the border towards Nurberg. Intercept in Sector 5C and break the pack up.

2. "Operation Avenger": A succession of land battles has left the front line NATO forces
exhausted. Two fresh Warsaw Pact tank divisions are now engaging them (refer to War Update Map for location). Halt the enemy attack and destroy at least ten tanks.

3. "Operation Thunderbolt": Decimate the chemical factory in Sector 7H and its two storage tanks.

4. "Operation Bear": Attack the arms factory in Sector 2H, avoiding the SAMs located nearby.

5. "Operation Express": Convoys of rail freight are arriving hourly from the east to the enemy
capital and the battle front. Destroy the rail-line and any trains in Sector 4H.

6. "Operation Untouchables": A squadron of enemy flanker bombers have destroyed several allied storage depots near the front line and are closing in on the international airport in Sector 7A. Search and destroy.

War Update 5

1. "Operation Venus": After reinforcing the depleted first army, the enemy's second air force has launched the biggest aerial assault yet seen in the war, with six squadrons of fighters causing havoc to NATO ground forces. Provide aerial cover for Huttgart around Sector 7B against three closing MiGs.

2. "Operation Venus 2": Provide aerial cover from Nurberg’s industrial complexes against the
ominous threat of the squadron of three MiGs in Sector 4B.

3. "Operation Counter": The massed NATO ground forces are now being pinned down by this new surge of enemy aerial dominance. Provide cover for the Second US Tank Corp in the relevant sector (refer to War Update Map) and destroy any opposing tanks.

4. "Operation Backache": Launch a deep strike attack on the last main enemy bridge (Sector 7H) to cloak the enemy rear guard action.

5. "Operation Trax": The immense tank factory in Sector 8H is the primary target. Rip out
the main building.

6. "Operation Flame": The huge storage depot in Sector 8H, conveniently located between a hospital and a church, has fuel for the Warsaw Pact armies. Destroy a storage tank and return home.

War Update 6

1. "Operation Burst": The hardest mission so far: hit the center line of the international
runway in Sector 6H and engage any scrambled bandits. Avoid the dense SAM belts to the west of the base.

2. "Operation Mercury": A rag-tag formation of fighters is closing over the border, towards your home runway, and intelligence believes they may be bearing cruise missiles. Intercept and destroy the fighters, and bring down any air-launched cruise missiles.

3. "Operation Man Hunt": The remnants of two giant armies are clashing in the relevant sector
(see War Update Map). Destroy enemy hardware in this battle zone.

4. "Operation On-Line": The nuclear power station south-east of the enemy capital is your
target. Destroy the cooling towers and main building, avoiding the reactor plant. This will plunge the enemy into a total black-out in Sector 7H.

5. "Operation Saturn": A train carrying new tanks to the front has been located by satellite in Sector 7H. Prevent the tanks from ever reaching the battlefield.

6. "Operation Mars": A heavily defended aircraft factory in Sector 8H has remained unscathed so far. It is producing large numbers of enemy aircraft. Destroy the main building.

War Update 7 (the final update)

Your three missions are:
No. 1 Saviour, No. 2 Retaliator, and No. 3 Hour Glass.
These missions are all secret to protect the outcome of the war – refer to War Update Map.
CONTROLS
A complete description of individual game inputs is included below. For the keyboard bindings of these inputs, a quick reference card is available in the Retaliator Controls guide.

EJECT – Will place the systems into eject mode. You then have three seconds to confirm and initiate ejection by pressing the key a second time. If the key is not pressed within the allotted time, all systems will revert to normal mode.

Note: this key is also used as an 'escape' key on the menu selection screens to abort/cancel any inputs.

FRONT – This gives you the cockpit view/display.

REAR – This gives you the view from the inside rear of the craft.

LEFT – This gives you the view from the left side of the aircraft.

RIGHT – This gives you the view from the right side of the aircraft.

SATELLITE – Provides an overhead view, taken as from a satellite positioned at approximately 80,000 FT. Your aircraft remains at the center point in this view.

SOUTH-FACING – Displays a fixed south-facing external view.

ZOOM-IN – Allows you to zoom-in towards your aircraft, when using an external viewpoint.

ZOOM-OUT – See Zoom-in.

BEHIND – Gives you an exterior rear-view of the aircraft.

NORTH-FACING – See South-facing.

Multi-Function Displays (MFD) 1, 2 & 3 – These keys act as toggles between the three different modes on each of the three MFD displays. See Instrument Description Section.

SUPERCRUISE – Provides instant thrust of 100%. Supercruise normally used on high-level flights only.

RPM -/+ – Increases and decreases revs/thrust, pressing shift doubles speed.

ECM ON/OFF – Toggles the electronic counter-measures system. See Instrument Description section.

CHANGE TARGET LOCK – This key will toggle the lock your missile has on a particular target, toggling to a different target in applicable situations.

PAUSE – Pauses the simulation at any time during flight. Press P to pause the game, then when you’re ready to resume gameplay press any key other than P.

WEAPON SELECTION – Pressing this key will cycle through all of the weapons systems you have available on-board. This includes the facility to revert to the normal HUD display: 'non-armed' mode. The weapon you select will be automatically armed and ready for launch.

AUTOPILOT – This key will toggle between manual flight and autopilot – see Instrument Description section.

STEALTH – Toggles Stealth mode on or off. See Instrument Description section.

FLAPS – Toggles flaps in or out. See Instrument Description section.

GEAR – Toggles between lowering and retracting the landing gear. See Instrument Description section.

HUD – This key toggles the HUD display on or off. See Instrument Description section.

BREAK LOCK – This key cancels the lock your weapon may be holding on a target.

BRAKES – Toggles the brakes on or off. See Instrument Description section.

FIRE/TRIGGER – Emulates the Joystick Fire/Mouse LH buttons and fires the appropriate weapon, if armed. Note: with certain weapons, it is necessary to wait for them to achieve lock-on to a target – an appropriate symbol will appear in the HUD: See HUD diagram.

LEVEL WINGS – This will automatically recover you from any dangerous stalls, rolls, etc. The aircraft will revert to a neutral, straight-and-level position.

CHAFF – Releasing chaff 'blinds' enemy radar and radar-guided missiles.

FLARE – Releasing flares diverts infra-red-guided missiles.
COCKPIT DISPLAY
THE NEXT GENERATION COCKPIT SYSTEM (ECOP)



INSTRUMENT DESCRIPTION

1. The Auto-Pilot

Turns the auto-pilot on or off. When operative the light is on green. It guides you back to the combat area by constantly updating a target heading depending on your position.

2. Brakes

Whilst on the ground the brake key turns the landing gear brakes on and off – in the air it turns the airbrakes on or off. When the air brake is extended or the gearbrake is on, the brake light will appear green. If the brake light is red then the brakes are not operative, or are damaged. If you exceed 70 rpm on the ground whilst the brakes are engaged, the landing gear will incur damage.

3. Flaps

The flap key moves the wing flaps in and out. When the flaps are out, the aircraft slows down, gains lift and reduces stall speed. When out, the green flaps light will appear. High speeds can ripoff the flaps if they are extended, causing serious wing damage above 360 mph.
A yellow light will warn you if you exceed 260 mph. Fatal damages are indicated in red text.

4. Landing Gear

The green landing gear light will appear when the gear is extended and in the landing position. When the gear is retracted the light is extinguished. If you exceed 320 mph with extended landing gear, it will take critical damage. If your landing gear is extended at 240 mph, a yellow caution light will appear. If this occurs, you should either raise your gear or slow down to prevent any further damage. A red light indicates fatal damage or failure to your gear.

Systems Analysis

5. Master Arm Light

This lights up when a selected weapon is armed and ready for launch (see weapons).

6. Stall Light

A stall occurs when the angle of attack becomes too acute. Unstable air flows over the wing surfaces and reduces lift which generally causes the nose to drop. Stall speed varies in different circumstances depending on the aircraft's flaps and attitude.

NOTE: The F22 and F29 computer system recovers from stalls automatically – all you need do is level out and bring your pitch back to normal.

7. RPM Bar

This bar indicates the amount of thrust being applied. Each small bar represents 10% increments of thrust. To change thrust press the thrust key (see Retaliator Controls guide). More thrust consumes fuel quicker.

8. The Fuel Bar

This bar shows the quantity of remaining fuel present in the three internal fuel tanks of each aircraft. This is represented in increments of 1000 lbs for each small bar shown (if external fuel tanks are carried the fuel in these is used first and then the empty tanks are ejected).

Warning Indicators (Yellow 196 Caution, Red 196 Danger).

9. Fire

If there is an engine fire this light will flash red – it is not recoverable and the pilot must eject.

10. Fuel (low)

If the level of fuel is below 2,000 pounds a yellow caution light will appear. If the level is below 500 pounds, a flashing red light will appear. If the level drops below 200 pounds a solid red light will appear, along with a message in the HUD.

11. Engine

The engine light will appear a cautionary yellow if the RPM falls 50% during flight, or if partial engine has occurred. If severe engine damage occurs, the light will flash red and the pilot will have to eject. Partial engine damage (indicated by a yellow light) allows you to limp back to base, but can become worse if left unchecked. A solid red light represents turbine failure.

12. Altitude

If you fly below 500 feet a yellow altitude warning light will appear. Below 200 feet a red light will show.

13. Radar

If the radar is damaged or is faulty, a yellow caution light will appear. If it is totally damaged or destroyed a red light will be displayed.

14. WEP (Weapon Damage)

If the weapon system is damaged or jams, an appropriate warning light will appear.

15. COM (Communications)

If communication faults occur, a yellow warning light will be displayed. If fatal and irreparable faults occur a red light will appear.

Note: The F29 and F22 have a computer self-diagnostics test. In some cases it is able to track down and repair faults (only yellow caution faults, such as some problems on RAD, WEP and COM, can repair automatically).

16. Messages

Various text information is provided on this display, for example the type of enemy missile approaching, etc.

ENEMY THREAT PANEL

17. Lock

If a lock is fixed on your plane by enemy radar a relevant light will appear. You can attempt to break the lock with ECM and chaff. Initiating "stealth" procedures may help, too.

18. LNCH

When an enemy missile launch occurs then there is a large, bright flashing launch light.

19. RWR (Radar Warning Receiver)

Indicates threats to a range of 24 miles, ie: SAMs and enemy aircraft. When a "threat object" appears to the rear of your aircraft an audio signal will sound. NOTE: RWR still operates in "Stealth" mode, as it receives but does not emit.

20. Threat

When the on-board ECM equipment detects a Fansong signal (Russian SAM Radar Signals), you are presented with a yellow missile "threat" light and audio tone. If you are detected and the enemy radar has a target, the missile warning light will flash and the tone will warble.

21. Stealth

Limited radar cloaking is available which makes the aircraft radar invisible if you fly slowly and low and reduce all radar emissions from your craft, i.e radar shutdown. You can still be detected visually but it is a lot safer. An indicator shows how vulnerable you are to radar emission. Note: The radar and maps have a freeze mode, displaying a target and its position whilst all radars are shut down.

22. ECM (Electronic Counter Measures Radar Jammer)

When activated the ECM light appears. The ECM "blinds" radar guided missiles and stops them homing in on your plane. ECM is more efficient at long range.

23. Engine Ignition Light

Appears after power-up. It is extinguished when RPM reaches 20%.

The Multi-Function Displays Units

24. Systems

Provides flight details for fuel, RPM, Speed and Altitude.

25. Weapon Selection Screen

Indicates type and number of weapons. In addition, weapons armed/selected and the remaining amount of chaff/flares are also shown.

26. Beyond Visual Range Radar

Is used for the medium and long range air to air missiles. The BVR's range exceeds that of the horizontal radar. Therefore it is capable of illuminating enemy aircraft invisible to the "Mk.1 Eyeball".

27. Forward Looking Radar

Provides an infra-red display of an adversary. Data on the type of plane, its bearing and speed is displayed.

28. Missile FLIR and TV

Provides a cockpit display of what the CSW, Maverick, MRASM and ASALM sees via TV and forward looking infra-red cameras. This is relayed directly to the cockpit showing the missile closing in on its target in 3-D perspective.

29. Horizontal Indicator

Supplies the pilot with information on the degree of roll from left to right.

30. Horizontal Situation Radar (HSR)

HSR provides a cross sectional view of the aircraft plus its surrounding area, with a variable range indicator. Locations of SAMs and/or enemy planes, within its 40 mile range, are also provided.

31. Satellite Radar (Moving map display)

This shows a digital map of the world, 40 miles around you. It provides terrain locations of all enemy bases, factories and road/rail networks.

32. MMD (Moving map display with direction finder)

This is a computer generated display above the moving map which shows the directions of the plane with a line indicator.

The Head-Up-Display (HUD)

The HUD can be toggled on and off (see keyboard). This will constantly display: heading, air speed, altitude, "G-loading", weapon selected/number remaining and the flight equipment currently in use. Other symbols that will appear when appropriate are: gun sight and missile
sights. See diagram below for layout details.

TAKEOFFS, LANDINGS, AND MORE: A BASIC GUIDE
SIMPLE CONTROL OF YOUR ATF
Here follows a very brief outline of how to take off, land and, in simple terms, control your aircraft. For a more in-depth view on the function of other equipment, such as flaps, brakes, etc, please refer to section headed, 'Instrument Description'.

Takeoff
1. Power-up and build thrust up to 50%.
2. Release the brakes and steer slowly along the runway.
3. Increase thrust to 80-90% to eventually attain a take off speed of approximately 200 mph.
4. Pull gently back on the 'stick', which lifts the nose. After the plane lifts off the ground, retract landing gear before you exceed 300 MPH.

Level Flight
To achieve 'level' flight, raise or lower the nose until the Ladderbar (in the HUD) indicates 0 degrees.

Lift
All other variables being equal, the amount of lift generated upon your aircraft. Reducing speed reduces lift, making the craft descend. Increasing speed increases altitude.

'G'-Loading
Sometimes known as Centrifugal Force, g-force is the effect upon you and your aircraft following the acceleration of gravity. G-force varies according to speed and angle of bank of the aircraft. G-force is displayed upon the HUD. If G-force reaches 7-8 tunnel vision or "grey-out" may occur. If G-force exceeds 8, you will be subjected to 'Blackout'. The most common way of inducing these G ratings is by taking a very steep-banked turn at great speed.

Negative g-force can occur when the aircraft's nose is lowered during a high speed and/or high angle ascent. If a high negative G figure is registered (approximately -3), then you will be prone to 'Red-out', as the blood rushes to your head.

Altitude
The maximum altitude of the ATF is 75,000 feet (which is the approximate height of the generated satellite view). To evade radar detection, you will need to fly at between 200-300 feet above the ground or sea level (depending on the environment you are over).

Ladderbar
Portrayed on the HUD, the Ladderbar indicates the angle of your aircraft in relation to the horizon. Hence, the zero level indicator signifies 'level' flight. Note that the Ladderbar pitch lines are always parallel to the horizon. So during bank, the Ladderbar will change angle accordingly in the HUD. The Ladderbar is shown in increments and decrements of 10 degrees.

Landing
1. Straighten the aircraft using the centerline of the runway as a reference. Maintain a speed of around 300 mph and a height of between 1500-2000 feet. Lift the nose slightly to maintain level flight.

2. On approach, descend down to around 300 ft and reduce airspeed to around 200 mph, lowering your flaps. It is advisable to lower your landing gear at this point. Remember to keep the centreline of the runway directly ahead of you as your central focal point of reference.

3. When your wheels touch the runway, reduce the throttle to zero and push forward on the joystick in order to lower the nosewheel down to the ground.

4. Apply the brakes and when the craft stops completely, the mission you have just undertaken is complete.
SCORING AND MEDALS
SCORING

In this simulation, there is no automatic promotion. It is up to your discretion to decide whether you are skilful or experienced enough to promote yourself to the relevant rank. Your achievements will be based on the rank you have selected. 1st Lt. is the lowest available rank. It is at this rank that you should become familiar with the simulation. To encourage this you are presented with infinite weapons at this rank. If 1st Lt. is considered the ‘base’ rank of the scoring system, Captain will be awarded twice as many points for the mission, Major three times, Lt. Col. five times, and Colonel seven times as many points as the base score. Bear in mind that the higher the rank you select, the harder the mission will be to complete.

Scores are given after each mission and Awards (if applicable) after each War Update, although promotions will automatically be awarded before each War Update. Different missions will attain different scores – you will be awarded proportionally more points the further you progress into the war. However, indiscriminate and deliberate assaults upon civilian centers (e.g. schools, churches, hospitals, etc) is liable to court martial.

MEDALS

1. PURPLE HEART – awarded if injured or killed in action.

2. AIRMANS MEDAL (AM) – awarded after War Update 1.

3. DISTINGUISHED FLYING CROSS (DFC) – awarded after War Update 2.

4. SILVER STAR (SS) – awarded after War Update 3.

5. AIRFORCE CROSS (AFC) – awarded after War Update 4.

6. MEDAL OF HONOUR (MOH) – awarded after War Update 5.
HEAD-TO-HEAD
The original release of F29 Retaliator included head-to-head play with other computers via modem. This is not officially supported for this release of the game, but the code for this mode is included with the game (and the mode can be accessed from the main menu).
2 Comments
fraggle Sep 18, 2023 @ 5:04pm 
Note that the manual contradicts itself: it says "there is no automatic promotion" but this is not true: after completing the first war update of any of the non-training scenarios you will be automatically promoted. This is important to note because once you get promoted past 1st Lt. rank you no longer have unlimited missiles.
Udet Oct 14, 2020 @ 3:11pm 
Thank you very much for making this information available to the rest of us.