Command : BOMB


NAME
  bomb - Dispose of inconvenient enemy assets with air power.

Level: Basic

SYNTAX
  [##:##] Command : bomb mission-type route|desti-
nation

The "bomb" command is used to rain  destruction  upon  helpless  enemy  ships,
planes, and sectors.  It represents a complete mission for one or more bombers
and escorts taking off from one place and returning to base at the end of  the
mission.

 represents  a  list  of  planes which can carry bombs.  Only planes
which have a bomb bay, belong in a  sector  which  is  stocked  with  gas  and
shells,  and  have  sufficient  mobility will be successfully selected for the
mission.

represent a list of fighter planes which are  capable  of  escorting
the bombers all the way to the target.  To be selected, escorts must have fuel
and mobility.

Mission-type must be one of "pinpoint" or "strategic".  Each mission has  dif-
ferent  objectives  for  the  planes  performing  it.  Pinpoint missions allow
bombers to attack ships, sector efficiency, commodities in sectors, and planes
on the ground in the target sector.  Strategic missions damage all commodities
in the entire target sector, while not damaging any ships or  planes  resident
(similar  to the ship and sector "fire" missions).  If a plane is armed with a
nuclear warhead, then it will drop the bomb  rather  than  using  conventional
weapons.   Nuclear devices damage everything in the sector; planes, ships, and
commodities.  Only missiles in hardened silos can avoid damage from a  nuclear
mission.

 represents  an  assembly point, where all of the planes in the mission
meet before proceeding on to the target sector.  The assembly  point  must  be
owned  by  you  or an ally, or you or an ally must have a ship there.  It must
not be more than four sectors away from any of the  planes  selected  for  the
mission.

Route  is  a normal empire path specification. You may also give a destination
sector on the command line, or at any time while giving the route, and  empire
will use the best path from the current sector to the desired destination sec-
tor.

When getting a path interactively, empire will show you a small map (from your
bmap) concerning the current area, to help you plot your course.

Light  bombers  (with the tactical capability) are used primarily for pinpoint
bombing.  They perform as well as fighters do for  strategic  bombing.   Heavy
bombers (with the bomber capability), while they can perform pinpoint bombing,
are notoriously inaccurate and in general miss what they are aiming at.   They
are used mainly for strategic bombing.

During  the course of a mission, your planes may fly over someone else's land.
If you fly over land owned by another country, and this country is either hos-
tile or in any war state (see info relation) with you, fighter planes from the
enemy country will scramble and attempt to intercept your force.  If the coun-
try  is simply neutral, he will be notified that his radar tracked your planes
as they flew over his country.  If the country is allied,  then  nothing  will
occur.

If you manage to fight though the enemy fighters and arrive at the target sec-
tor, your force must still contend with any flak guns  which  your  enemy  has
stationed  there.   What's more, any enemy ship in the target sector will also
shoot at each of your bombers before any attacks  are  performed.   Any  enemy
land  units  with the 'flak' ability will also fire at all your planes at this
time.

A well-equipped fleet of battleships in a heavily-defended harbor can be  very
risky  to attack, even though hitting ships in harbor is like shooting fish in
a barrel.

When bombing ships/planes/units, entering a '~' character will cause a partic-
ular  plane  not  to bomb. Other planes on the mission will still be asked for
their targets.

If your plane has anti-submarine (asw) capabilities, you will be told when you
arrive in a sector whether it has submarines in it. If you then choose to pin-
bomb ships, each plane in turn will attempt to find submarines  (this  ability
varies  with  the plane's accuracy rating).  Each plane can only bomb the subs
it can find. (It is assumed that planes on anti-sub missions split up to cover
the area)

Planes have differing air-to-air combat abilities, differing ranges, and load-
carrying capacities.  Some airplanes don't need runways, but can  operate  out
of any sector which has fuel in it.

ASW  capable planes may attempt to fly pin-bombing missions versus submarines.
To do this, the plane gives a target sector, and flies there. If there are any
subs  in  the sector, a message will be printed saying that. If the plane then
attempts to bomb ships, it may get the chance to bomb subs in the sector.

The chance to detect a sub is the same as the chance of hitting it.

If the plane does not detect a particular sub, it may not bomb it on that mis-
sion. On other missions, it could roll again.

Trying  to  pinpoint  bomb land units is similar to trying to bomb a sub.  The
chance to find the unit to bomb it is based on the  unit's  visibility  &  the
type of the sector it is in.

When  you  pin-bomb  a  land  unit, it will fire flak at the plane bombing it,
unless it is an 'flak' unit (in which case it fired earlier), or it has an  AA
fire rating of 0.

In  the  case of pinpoint bombing, see "info Hitchance" for the formula deter-
mining whether a plane hits its target.

Note that a plane must be at least 40%  efficient  before  it  can  leave  the
ground.

SEE ALSO
  Plane-types,  build,  fly, paradrop, drop, recon, relations, Mobility, Dam-
age, Planes