AV8B HARRIER ASSAULT - OPERATIONS MANUAL - Part 5 ------------------------------------------------- BATTLE PLAN SELECTION STARTUP - Automatic on the first use of TAWADS. Subsequently by clicking on the PLAN icon on the map surround. PURPOSE - Selection, overview and activation of battle plans LIMITS ON POINTER MOVEMENT - restricted to the battle planning window. DESCRIPTION - Opened over the top left corner of the map, the Battle Plan Selection window allows the commander to review existing battle plans, create a new plan from scratch, and activate a chosen battle plan. A brief outline of the selected battle plan is shown in the lower half of the window. Command Icons SELECT Click left to select the next battle plan Click right to select the previous plan. OUTLINE Edit the outline description of the battle plan. GO Instructs TAWADS to activate the selected plan. EXIT Closes this window. Submenu Clicking anywhere on background of the Battle Plan Selection window will open a menu offering the following functions : Review/Change Battle Plan Review or change the operational details of the selected plan - clicking on this will take TAWADS into the Battle Plan Control mode described in the next section. Add New Battle Plan Create a new battle plan - the system has a maximum capacity for 99 plans, so feel free to create lots of new ones. You will be prompted to enter a name for the plan. Type this, then press RETURN. This newly- created plan will contain no orders. To create the orders which will make up a new plan, re-open this menu, and click on REVIEW/CHANGE BATTLE PLAN option. Remove Plan Remove an unwanted battle plan from the TAWADS computer. If you decide not to carry out any of the above functions, you can exit from this menu by clicking outside of it. BATTLE PLAN CONTROL STARTUP via the map surround PLAN icon when a battle plan is active, also via the Battle Plan Selection sub-menu "review/change" option. PURPOSE - provides control over fleet movements and access to battle plan operations. LIMITS ON POINTER MOVEMENT Map and Battle Plan Control window. DESCRIPTION - The movement of the task force is directed by a set of waypoints defined by the battle plan. A waypoint is a map location where something is scheduled to happen - once arrived there, a military unit is to make a change of course, loiter, or carry out some action. Waypoints are used to direct the fleet, and to provide start points for operations. The fleet waypoints are shown as a linked set of diamonds on the sea. All waypoints are numbered. Waypoints which the fleet or other forces have not yet reached can move moved, but not waypoints that your units have passed. By definition, these are now part of history, so cannot be altered. Fleet waypoints can be selected using the pointer select button. The lower part of the Battle Plan Control menu will show the time at which the fleet is due to arrive and depart this waypoint. Fleet waypoints can be moved by dragging them with the Select button. This will automatically update the displayed fleet arrival and departure times. Double-clicking on a waypoint will take TAWADS into Operation Details mode. Described later in this section, this will allow you to review change, or add operations associated with this waypoint Command Icons EXIT - closes the Battle Plan Control window. If your designing a battle plan, this will save any changes you have made to the plan. Submenu Clicking anywhere on the background of the Battle Plan Control window will open a menu offering the following functions: Review/Change Operations This is the most common function used in plan updating. It activates the Operational Details window control function, allowing review/change to all operations initiated at the currently selected waypoint. Double clicking on a waypoint on the map also activates this function. Add New Waypoint This adds a new waypoint to the plan. When building a plan, you'll normally want to add the new waypoint at the end of the existing set of waypoints, so this is where the new waypoint will normally be placed by TAWADS. If you`re modifying an existing plan, you may want to insert a new waypoint between two existing waypoints. This can be done by selecting the waypoint before where you want the new waypoint to be. For example if you want to create a new waypoint between waypoints 5 waypoint and 6, click on waypoint 5, open the submenu, then select ADD NEW WAYPOINT. A new waypoint 6 will appear close to waypoint five, and the later waypoints in the plan will automatically be renumbered, and the later waypoints in the plan will be recalculated. In every case the newly-created waypoint will be positioned close to an existing waypoint - either the last waypoint of the intermediate waypoint you selected. You'll now need to drag it to the final location where you want it to be positioned. TAWADs will automatically compute the new arrival and departure times for this and any subsequent points. Remove Waypoint This will remove the selected fleet waypoint from battle plan. Before removing a waypoint, make sure you have removed any operations associated with this waypoint. Change Departure Time Normally TAWADS will automatically plan a departure time which allows a long enough interval for all the operations you've planned for this waypoint. If you add more operations, TAWADS will increase the time at this waypoint to accommodate the extra operations. Sometimes, you may want the fleet to loiter at a waypoint for a predetermined period of time. Clicking on Change Departure Time will open a submenu showing the current arrival and departure time. Clicking on the minutes displayed in the departure time with the left button will add a minute to the time spent at this waypoint; clicking with the right button will subtract a minute. Clicking on the hour or the day will change these values in the same way. OPERATION DETAILS STARTUP - via the Battle Plan Control window's submenu, or by double clicking on a waypoint while in Battle Plan Control mode. PURPOSE - Allows the creation. review and modification of operations scheduled to start at the selected fleet waypoint. LIMITS ON POINTER MOVEMENT - restricted to the Operational Details window. DESCRIPTION - This mode allows you to create, review, modify or delete any of the individual military operations scheduled to take place from this waypoint. You can add new missions, remove unwanted ones, alter the order in which the individual operations are to be carried out, alter the scale of a ground operation, or assign an operation to a different ship of the task force Command Icons Select Click left to select the next operation from the currently selected fleet waypoint. Click right to select the previous operation from the currently selected fleet waypoint. The aircraft or troop movements associated with the selected operation are shown in bright green on the map. Submenu Clicking anywhere on the background of the Operational Details window opens a menu offering the following functions: Edit Mission This allows you to review or change the selected operation. Clicking on it takes TAWADS into either the Harrier Waypoints, Helicopter waypoints, or Ground Forces Waypoints mode. Consult the relevant heading later in this section for further information. Alter Detail Allows you to alter: The name of a Harrier operation, The name of a Helicopter operation and the ship from which it is to be launched. The name, launch ship, and scale of a Ground operation Add New Operation Add a new operation to the battle plan, to be initiated from the currently selected waypoint. The creation of a new operation follows a pre defined structure. Name Mission names are generated automatically by TAWADS. The selected alphanumeric code reflects the mission type, waypoint and the new mission's position is the list on operations due to begin at this waypoint. Type Select operation type from menu. The options are: Ground Assault Helicopter Harrier Select Ship If there is more than one possible ship from which an operation can be based then you will be required to select from a menu of possible bases. In the case of Ground Assault operations, there will be a third set of options: Operation Size Select the size of the planned landing. The options are: Limited (one landing craft) Medium Scale (two landing craft) Full Scale (three landing craft) Depending on the type of mission being added, TAWADS will now enter either the Harrier Waypoints, Helicopter Waypoints, or Ground Forces Waypoints mode, so that you can define waypoints and targets for this operation. Consult the relevant heading later in this section for furthur information. Remove Operation Remove selected operation from the battle plan. (This is not possible if the operation is already active or finished). Operation Schedule An Operations Scheduling window will open listing all the operations planned from this waypoint. These will be listed in date/time order and the list is scrollable by clicking on the up and down arrows at either end of the vertical orange scroll bar. If an operation has not yet begun. its priority may be changed. Select the operation to be re scheduled by clicking on the appropriate line in the listing. The line will turn red to show that it has been selected. Clicking on the clock face icon at the top left corner of the Operations Scheduling window with the right button will advance the operation one position up the list: clicking the left button will demote it one position further down the list. When satisfied with the changes, click on this window's Exit icon. HARRIER WAYPOINTS STARTUP from the Edit Mission or Add New Operation functions of the OPERATION DETAILS window's submenu, or directly from the AIR PLAN icon on the map surround. PURPOSE - entry and amendment of individual operational movements of an AV-8B. LIMITS ON POINTER MOVEMENT - Map and Harrier Waypoints window DESCRIPTION - The Harrier Waypoints window shows the current operational instruction, which is highlighted red on the map. In planning your route, remember that the AV-8B has no forward looking radar able to provide terrain-avoidance information. If mountains lie between an aircraft and its target, you should add one or more navigational waypoints to the planned route in order to take the flight path around these. Waypoints on the planned flight path may be designated as primary or secondary targets. Waypoints marking targets should be positioned as accurately as possible on the map, since these mark the point to which the aircraft Nav system will guide you. The more accurately the waypoint is positioned, the closer the target will be to your flight path, making it easier to locate visually in the forward view Command Icons EXIT returns control to the OPERATION DETAILS function. Submenu Clicking anywhere on the background of the Harrier Waypoints window opens a menu offering the following functions: Navigation Waypoint Defines the currently selected waypoint as a navigation waypoints. Primary Target Defines the currently selected waypoint as a Primary Target. Secondary Target Defines the currently selected waypoint as a Secondary Target, one which is to be attacked if any ordnance is left after successfully attacking the Primary Target. Remove Waypoint Deletes the currently-selected waypoint from the aircraft flight path. HELICOPTER WAYPOINTS STARTUP - from the Edit Mission or Add New Operation functions of the OPERATION DETAILS window's submenu. PURPOSE - entry and amendment of individual helicopter operations movements. LIMITS ON POINTER MOVEMENT Map and Helicopter Waypoints window DESCRIPTION - The Helicopter Wavpoints window current operational instruction, which is highlighted red on the map. Waypoints on the planned flight path may be designated as navigational waypoints, landing sites for troops, or targets to be attacked. In planning your route, remember that the helicopters have no forward looking radar able to provide terrain avoidance information. If mountains lie between an aircraft and its destination, you should add one or more navigational waypoints to the planned route in order to take the flight path around these. Command Icons EXIT - returns control to the OPERATION DETAILS function Submenu Clicking anywhere on the background of the Harrier Waypoints window opens a menu offering the following functions: Navigation Waypoint Defines the currently selected waypoint as a navigation waypoint. Drop Troops This mission will be flown by a transport helicopter, which will land troops at the selected waypoint. Attack This mission will be flown by an AH-1W Cobra attack helicopter, or by a transport helicopter fitted with rocket pods and machine guns or cannon rigged to fire from the fuselage windows. The aircraft will attack a ground target at the specified waypoint. Remove Waypoint Deletes the currently selected waypoint from the aircraft flight path. GROUND FORCE WAYPOINTS STARTUP - from the Edit Mission or Add New Operation functions of the OPERATION DETAILS window's submenu. PURPOSE - entry and amendment of individual operational movements by ground forces. LIMITS ON POINTER MOVEMENT - Map and Ground Force Waypoints window DESCRIPTION - The Ground Force Waypoints window shows the current operational instruction, which is also highlighted red on the map. On reaching a waypoint, the Marines can engage the enemy forces based there, then either hold the position, or move on to attack another waypoint. Command Icons EXIT - returns control to the OPERATION DETAILS function. Submenu Clicking anywhere on the background of the Ground Force Waypoint window opens a menu offering the following functions: Navigation Waypoint Defines the currently selected waypoint as a navigation waypoint. Since the Marines will be coming ashore by landing craft, the first waypoint must be beachhead. Troops can only be landed on beaches. Engage & Occupy The Marines will engage any enemy forees at this location, and after defeating them will hold and defend this position until given furthur orders. Engage and Continue The Marines will engage any enemy forces at this location, and after defeating them will move on to the next waypoint. Remove Waypoint Deletes the currently selected waypoint from the ground movement plan. AIR PLAN STARTUP - from INTELLIGENCE window when an operational unit is selected on map. PURPOSE Give new instructions to a ground unit for immediate action. LIMITS ON POINTER MOVEMENT Map and Harrier Waypoints window DESCRIPTION - If an AV-8B must be immediately despatched - for example, to re-attack a target which was not destroyed by an earlier strike, or to cope with a newly-detected target not contained in the Battle Plan, clicking on the Air Plan icon will give immediate access to the HARRIER WAYPOINTS mode. The Harrier Waypoints window shows the current operational instruction, which is highlighted red on the map. In planning your route, remember that the AV-8B has no forward-looking radar able to provide terrain avoidance information. If mountains lie between an aircraft and its target, you should add one or more navigational waypoints to the planned route in order to take the flight path around these. Waypoints on the planned flight path may be designated as primary or secondary targets. Waypoints marking targets should be positioned as accurately as possible on the map, since these mark the point to which the aircraft Nav system will guide you. The more accurately the waypoint is positioned, the closer the target will be to your flight path, making it easier to locate visually in the forward view. Command Icons EXIT - returns control to the OPERATION DETAILS function. Submenu Clicking anywhere on the background of the Harrier Waypoints window opens a menu offering the following functions: Navigation Waypoint Defines the currently selected waypoint as a navigation waypoint. Primary Target Defines the currently selected waypoint as a Primary Target. Secondary Target Defines the currently selected waypoint as a Secondary Target, one which is to be attacked if any ordnance is left after successfully attacking the Primary Target. Remove Waypoint Deletes the currently-selected waypoint from the aircraft flight path. OVERIDE STARTUP from the Intelligence icon on the upper right border of the tactical map. PURPOSE - Give new instructions to a Marine unit operating on East Timor. LIMITS ON POINTER MOVEMENT - none. DESCRIPTION - During combat the commander may wish to issue a last-minute change or orders to ground forces already sent into action, overriding their current orders with a new assignment of higher priority. The ground unit to be given the new command must be selected on the map using the Select button. Opening the Intelligence window (if it is not already open) will confirm the identity and current status of the unit). Submenu Clicking anywhere on the background of the Intelligence window opens a menu offering the following function: Overide Selects the new primary target - this is done by clicking on the new target. This change of plan takes place immediately CONFIGURATION MENU STARTUP - from the MENU icon on the upper left border of the tactical map. PURPOSE - customizes the operation of TAWADS. LIMITS ON POINTER MOVEMENT - individual menus. DESCRIPTION - The operation of TAWADS can be configured to meet the preferences of the player. Submenu Clicking on the MENU icon on the upper right border of the tactical map will open a menu containing the following options: Stop Time This pauses the simulation. Normal The simulation runs in real time - this is the normal operating mode when playing the game. Fast The simulation runs at four times normal time. This can be useful while units are on the move, but little else is happening for example, if landing craft are heading from the assault ships to the beachhead. Step 1 Min This is an alternative method of temporarily speeding up the game. Step Next Mission This advances the game to the point where the next mission is about to be launched. This allows the player to "fast forward" through parts of the plan in which no operations are to be launched. For example plan SABER contains relatively few night missions for the AV-8Bs. If none are scheduled, selecting "Step next mission" will advance the simulation to dawn of the next day. Speeding up time is something a commander will want to do quite often, so you can jump directly to this function by clicking on the digital clock on the upper border of the TAWADS map display. Pressing any key during time advance will stop the advance and return you to normal time. Display Options This lists the features which can be overlaid on the map: Cultural features (towns, villages, airports, etc. ) Military Units (friendly and enemy) SAM Zones (Areas of terrain protected by surface to air missiles) Plans - Forward (Military movements due to take place) Plans - Current (Military movements currently taking place) Plans - Past (Completed military movements) The default conditions at startup are for Cultural features, Military Units, Plans Forward and Plans Current to be displayed. Preferences The sole option available here is to adjust the interval of time within which you must make a second click on the mouse of joystick button for this to be recognised as the second action of a "double click". The default is 0.2 sec, but you can choose 0.3, 0.4 or 0.5. If you regularly double-click when using other software (such as applications running under Microsoft Windows), this allows you so set the mouse double click speed to the value you've become used to. INTELLIGENCE STARTUP - from the INTELLIGENCE icon on the upper right border of the tactical map. PURPOSE - to provide information on friendly and enemy units operating in East Timor. LIMITS ON POINTER MOVEMENT - none. DESCRIPTION - Towns, villages, airfields, plus US and Indonesian ground units are shown on the map as symbols. To obtain more information on any of these, click on the Intelligence icon. This will open an intelligence window at the upper right corner of the map, and show information on the selected unit or location. Click on a unit or location using the SELECT button to have the Intelligence window provide a report. You can call up reports on as many units and locations as you wish and can leave the window open while the game runs - it will continue to display information on the last object you selected. Command Icon Close Submenu Strategic Overview: Switches the intelligence window to show strategic information about the overall process of the campaign. Selecting any object on the map switches the window back to tactical mode. Command Overide: If a ground unit has been selected, clicking anywhere on the background of the intelligence window opens a menu offering the OVERIDE function. (See the section on OVERIDE for details of this mode.) KEY STARTUP - from the KEY icon on the upper left border of the tactical map. PURPOSE - explains the symbols used on the tactical map. LIMITS ON POINTER MOVEMENT - none. DESCRIPTION - Towns, villages, airfields, plus US and Indonesian ground units are shown on the map as symbols. To find the meaning of these, click on the KEY icon to open the KEY window at the bottom left corner of the map. This window can be left open while the game is running Command Icon Close. Submenu None. SECTION IX - INTELLIGENCE BRIEFING ---------------------------------- Lower the blinds, lock the door and post sentries to make sure we won`t be disturbed by those not cleared for Secret material. The spooks of the Defense Intelligence Agency have prepared the following classified presentation to guide you through your mission; THE INDONESIAN ARMY Current total strength of the Indonesian Army is around 210,000. Provincial and District commands have at their disposal some 80 battalions. Nominal strength of a battalion is around 1,500 - 2,000 men. Most are infantry units, but there are also four airborne battalions, plus eight artillery battalions, and eight for air defense. East Timor covers some 7,700 square miles. Normal Indonesian Army force level in this region is between 20,000 - 30,000 soldiers, probably 10 - 15 battalions in all. For years, counter-terrorism and counter-insurgency have been major tasks both for the Indonesian Army and its Special Warfare Command and for specialised anti-terrorist units such as the Armys Detachment 81 Special Forces, the Navy's Kesatuan Gurita, and the Air Forces Satgas Atbara, and the Satgas Gegana (Counter terrorist Task Force) of the National Police. Years of combat experience has made Indonesia's commando units probably the world's most effective counter-insurgency force. Over almost three decades, almost all of the Army's senior commanders have served in East Timor and regard the campaign as valuable training for the service. In its anti-guerrilla operations, the Army makes extensive use of helicopters to move its commando forces. Under a scheme designated Territorial Counter-Guerrilla Warfare, the commandos have demonstrated an impressive ability to move, fight and survive by using tactics copied from their guerrilla opponents. This sort of extended anti-guerrilla campaign has proved costly in financial terms. The East Timor National Council of Maubere Resistance has estimated that the annual cost to the Indonesian Government of its counter-insurgency campaign is $1,200 million. Given Indonesia's long standing and expensive military struggle to end the rebellion, the rulers of Indonesia will almost certainly use their large reserve of forces to reinforce East Timor once Ocean Saber gets under way. The Kostrad (Indonesia's strategic reserve) consists of three infantry brigades, three airborne brigades, two regiments of field artillery, an air-defense artillery regiment, and two engineering battalions. There are also two brigades of Marines, Assuming a typical size of 6000 men per brigade, this provides a reserve force of at least 30,000 men. The Indonesian Air Force has a fleet of around 19 Lockheed C-130 Hercules Transports. Each of these four-engined aircraft can carry more than 100 soldiers or up to 20 tons of cargo on a typical mission. These will almost certainly be used in attempts to ferry soldiers and marines into East Timor landing them at the airfields on the north coast. Other reserves exist in the form of the Wanra (People's Resistance) and Kamra (People's Security). These are local auxiliary forces supporting the Army and Police respectively. Lightly armed and with minimal training neither should pose any threat to the Marines, and are unlikey to be met in combat. Indonesian battalions are identified by three digit numbers, and like their US equivalents consist of companies subdivided into platoons. By monitoring radio traffic between units, the general operating area of each battalion has been established, and this information is contained in the databanks of the TAWADS system. Identification does not stretch to companies or platoons, since communications at this level are largely by phone or messenger, rather than radio. Intelligence can thus establish that a town is being held by the 239th battalion, but not that the cook house was being guarded by the 3rd platoon, 5th company To label unidentified enemy units, the US Marines use the following scheme: U/, bn For example: U/7, 239 bn U/1, 409 bn The "U" in the designation indicates that the identity of this subunit is unknown. Each battalion has its own set of "U" numbers, so the first example would be the seventh subunit of the 239th battalion to have been located. THE EAST TIMOR RESISTANCE Although the nominal strength of the East Timor resistance is thought to be around 1,400, this force is in no position to provide assistance to the Marines. The resistance operates in units of between 10-50 men, average age being in the teens or early twenties. Shortage of radio communications forces individual units to operate autonomously, without any form of effective central control. Weaponry is largely small arms, mostly captured M16 rifles, but there is a shortage of ammunition. Lacking a large scale backer prepared to arm them, the rebels are also short of hand grenades, and light machine guns, and have no shoulder-fired SAMs able to deal with Indonesian helicopters. The resistance tends to avoid pitched battles with the Army. It considers itself a political symbol rather than a fighting force, and is only too aware that it lacks the strength and numbers needed to capture and hold territory. Once the Marines land, we expect the resistance will do its best to harass the defenders with ambushes and diversionary hit-and-run attacks, but it lacks the weapons and manpower to take direct part in the fighting. INDONESIAN NAVY Under normal circumstances, the 17 frigates, four Exocet-armed fast- attack craft, and two submarines of the Indonesian Navy would pose a formidable threat to the US task force. However, the Indonesian Navy took no part in the coup, and has publicly distanced itself from the ruling junta. Through diplomatic channels, senior Indonesian Navy commanders have informed the US government that their service will not oppose any UN sanctioned action against Army and Air Force units in East Timor. The US government has in turn assured the Indonesian Navy that its neutrality will be respected, provided that its warships remain north of East Timor and at least 10 miles from the island's northern coastline. This condition has been accepted by the Indonesian Navy, but to avoid the risk of accidental confrontation between the two navies, the President has directed that the US fleet remain south of East Timor throughout Operation Ocean Saber. INDONESIAN AIR FORCE The Indonesian Air Force is relatively small, but well equipped. With limited funds for aircraft purchase over the years, the Indonesians have always chosen wisely. Every type of jet fighter currently in Indonesian service was good enough to be selected by the US Air Force and Navy as "aggressor" aircraft for Top gun and other air combat training schemes. F-16 Fighting Falcon The newest and most potent warplane you'll face is the single engined General Dynamics F-16 Fighting Falcon. A batch of 12 - eight single- seat F-16A and four two-seat F-16B entered service in 1990. These are basic Block 15 version of the aircraft, rather than the more potent Block 50/52 model now in service with the USAF but it remains an agile and highly effective fighter. On paper, the F-16 totally outclasses the AV-8B in air combat. It has a top speed of around Mach 2.0 compared with the Mach 0.85 of the AV-8B, while its combat ceiling of around 50,000ft is around 5,000ft above that of the Harrier II. In practice, most modem air combat takes place at altitudes of less than 20,000ft, and at speeds ranging from Mach 0.8 - 1.2. Here the difference between the two aircraft is less obvious. Under typical combat conditions, the AV-8B and the F-16 are in a similar weight category. The F-16's Pratt & Whitney F100 engine generates about ten per cent more trust than the Rolls Royce Pegasus in the AV-8B, but burns about twice as much fuel when doing so. An F-16 can only reach full engine thrust by using a fuel hungry afterburner. Any extended use of afterburning will have the enemy pilot peering nervously at his fuel gauge and wondering if its time to head for home. The AV-8B develops full thrust without afterburning, so its pilot can make more use of full power in combat. When attacked by F-16s, use that thrust, plus all the maneuvering advantage which can be obtained from "viffing" . Try to fight on your terms, not his. The main air-to air armament of the F-16 is the AIM-9 Sidewinder plus a built-in 2Omm Vulcan cannon. The latter has a similar rate of fire to the 25mm cannon carried by the AV-8B, but its 20mm shells cannot match the explosive power of the larger 25mm projectiles. The export version of Sidewinder supplied to Indonesia is less sophisticated than the AIM-GM used by the AV-8B, so should be more vulnerable to decoy flares. Indonesia uses the F-16 both as an air combat fighter and as a strike aircraft. On a short-range attack mission, an F-16 can carry up to 12,0001b of bombs. If F-16s are sighted, always remember that their target may not be you, but Tarawa or one of the other ships in the fleet. F-5 Tiger II Much the same applies to the other supersonic fighter in Indonesian service - the Northrop F-5E and F-5F Tiger II. Top speed in this case is Mach 1.64 at 36,000ft, while the combat ceiling is 54,000ft. The F-5 lacks the high thrust-to-weight ratio of the F-16, but its high maneuverability makes it a dangerous opponent. In the 1970s this aircraft was used by the "Aggressor" and "Top Gun" training units of the USAF and USN, who found it well-matched to the task of simulating the small and agile Soviet MiG-21. Ten single seat F-5E and four two-seat combat capable trainers are currently in service. They have two 2Omm internal cannon, and can carry AIM-9 Sidewinder, or several tons of bombs. A-4 Skyhawk The final aircraft you can expect to meet is the McDonnell Douglas A- 4E Skyhawk. Originally developed as a lightweight shipboard attack aircraft, this small subsonic bomber can carry up to 8,000lb of ordnance, including bombs and unguided rockets. Britain`s Royal Navy lost several warships to A-4 attacks during the Falklands War and the 26 in Indonesian service will pose a high threat to the amphibious- warfare ships of the US force. After releasing its bombs, the A-4 is a capable subsonic opponent in air combat. It can carry the AIM-9 Sidewinder, and has a built-in armament of two 20mm cannon. In air-to-air combat, US and Israeli Skyhawks have used cannon or unguided rockets to down MiG-17 and MiG-19 fighters. Indonesia's pilots will be hoping to add the AV-8B to this list so treat the A-4 with respect in a dogfight. It's not known as "Heinemanns Hot Rod" for nothing! Other Aircraft Indonesias final operational jet is the British Aerospace Hawk advanced trainer. Although an effective light-strike aircraft, it is not currently based in East Timor and you are not likely to meet it in combat. The final type of aircraft in East Timor is the Bell Model 205 UH-1 Iroquois better known to the US services as the "Huey". The 16 strong fleet is operated by the Army rather the Air Force. Widely used as light troop transports, these can carry between 11 and 14 soldiers. Since these are regularly used as light inter-island transports, it is impossible to determine how many of the 16 are currently in East Timor. GROUND TARGETS IN EAST TIMOR Mobile Units Years of anti-rebel operations have taught the Indonesian Army the virtues of mobility. Much of the strength of the resident garrison will probably be found in small groups of between two and six tanks, personnel carriers, trucks, or other heavy vehicles. Normal development practice is for these to be stationed around fixed bases, villages and towns, but there should also be opportunities to attack such units while they are on the road travelling operating locations. These units will move when and if they are required to support their home bases. The position of mobile units will not be known until they have been sighted by US aircraft. Fixed Bases Typically these will be military camps, with several buildings and bunkers. Some have radio antenna masts. Installations of this type are positioned at road functions and further intelligence information relating to these can be found in the TAWADS databank Fixed bases are always supported by a number of mobile units, the number depending on the importance of the base. Some indication of the number of mobile units around a fixed base should be available to pilots during their pre-mission briefing, and more exact information on the mobile units which have been detected by US aircraft will probably be available from TAWADS. These defending units may have shoulder launched SAMs. If a fixed base is attacked, normal Indonesian Army doctrine is for the surrounding mobile units to regroup around the base and support it. These include engineering units which will probably attempt to repair damaged bases. If you destroy the buildings in a base, but fail to hunt down and destroy any enemy mobile units in the locale, those building could quite quickly be repaired and returned to operational status Fuel Dumps Petroleum, Oil, and Lubricant (POL) supplies for the Indonesian forces in East Timor are stored in several Fuel Dumps. These are major installations with large above-surface fuel tanks on ground. The latter will be highly vulnerable to air attack, but pilots should avoid overflying at low level the massive explosion which results from the destruction of the filled fuel tank. Like the Fixed Bases, fuel dumps are located near road junctions, and will protected by a significant defensive force. Air Bases Five air bases have been identified. All are heavily defended by both fixed and mobile units. The two biggest air bases are Dili and Vila Salazar on the north coast. Dili also serves as the civil airport, having taken over this role from Vila Salazar. By local standards, both are major airports with several runways, substantial numbers of hangers and other buildings, and a control tower. These are the main operating bases for the F-16s, and would be the arrival point for any Indonesian reinforcements flown in by air Three smaller bases are at Suai, Same, and Viqueque on the south coast. These have a single runway and several hangers, and are normally used by the F-5 force. The possibility of F-16s being moved forward to these bases cannot be ruled out. Electronic intelligence gathering has produced no evidence that the Indonesian Air Force is planning a pre emptive strike on the fleet. Fighters are unlikely to be scrambled until US warplanes approach Indonesian Airfields or begin attacking targets on East Timor. SAM Sites All the SAM systems in service with the Indonesian forces are either mobile or easily transportable. Normally these are kept at fixed bases, but electronic intelligence gathering operations conducted over the last eight hours suggests that these are now being deployed under cover of darkness to their operational positions. As soon as a SAM site is detected, the area it covers will be noted in the TAWADS databanks. Villages and Towns These have no fixed defenses, but mobile units may be based around them. End Of Part 5 -------------