![]() Has no homing and may not inflict full damage on fast targets. 9000 shots will last a decent amount of time, but if you use massed ground units which will waste many shells, you’ll need more eventually.īOMB (LIGHT) – – 10 – A small bomb that is roughly equivalent in power to standard missiles. One volley will fire 5 shells, meaning that it can only destroy 20 targets on the starting supply, making 160mm a precious resource.ĪMMO (30mm) – – 9000 – 30mm gun ammunition, used in 30mm ground unit turrets. Has a range of 6km, but shells will spread more at longer ranges and take longer to travel. ![]() Requires aerial observation for accurate fire, especially against enemy ships. The main gun’s immediate availability, power, and versatility make it a premium instrument for removing enemy CIWS and a reliable fallback weapon to use against ships. 100 shells will last a decent amount of time if used sparingly to take out high-value targets.ĪMMO (160mm SHELL) – – 100 – 160mm gun ammunition, used in the carrier main gun. Requires aerial observation for accurate fire. Has a range of roughly 5km, which is enough to hit ships and any ground unit without being detected. 100 shells can do a lot of damage, but beware as the AI will automatically spam them if given the opportunity.ĪMMO (120mm SHELL) – – 100 – 120mm gun ammunition, used in ARTILLERY GUN mounted on BEAR-class chassis – useless until both blueprints are acquired. Fires HE shells with heavy bullet drop, which deal heavy damage around the point of impact, and can penetrate even enemy ship hulls. 40k is more than enough unless helicopter strafing runs are your preferred method of dealing with masses of unprotected ground units.ĪMMO (100mm SHELL) – – 100 – 100mm gun ammunition, used in BATTLE CANNON mounted on BEAR-class chassis – useless until both blueprints are acquired. 300 flares will usually last throughout an entire campaign.ĪMMO (20mm) – – 40000 – 20mm ammunition which is used in CIWS guns both carrier-mounted and ground unit mounted, as well as aircraft chainguns. Lauched from the bridge, or as a support call. ![]() This is mainly used to spot enemy turrets, which don’t have headlights that reveal their positions unlike mobile units. Loss of the above capabilities makes the campaign progressively harder, and incurs significant delays in terms of how quickly you can capture islands.įollowing is a list of all starting equipment that your carrier receives, roles of said equipment, its capabilities, and a general idea of how long it will last.ĪMMO (FLARE) – – 300 – Carrier flares are wide-area illumination rounds that can be used to illuminate islands during night time. – Anti-ground warfare (AGW) – fulfilled by a wide variety of methods – Anti-air warfare (AAW) – fulfilled by AA launchers, CIWS, and if desired, AAW equipped aircraft – Anti-CIWS warfare – fulfilled by main gun and ground units – Anti-sea warfare (ASW) – fulfilled by torpedoes, main gun, and various other methods – Aerial observation and target ID – fulfilled by ALBATROSS UAVs In order of importance and value are the following capabilities: On top of that, get into each and every vehicle and take part in the action!Īn illustrious heritageCarrier Command is an ’80s strategy classic well known for its unique blend of strategy and vehicle simulation.Now that we have an idea of which targets we want to hit, we need to know the capabilities and limits of our carrier, our units, and our gear in order to make good use of the limited resources we have and avoid wasting that which is precious. TeamworkMake the most of different unit types synergies and create combined arms assaults to efficiently win battles. Ensuring these supply lines remain open will be key to your survival. PlanOnce you have taken an island you will need to exploit and defend the resources it provides. The approach you take to a situation will play a big part in the outcome. StrategizeGather intel from your vehicles’ radars, pick your tools of the trade, and launch your attacks where the enemy presence is thinner. Get in the shoes of an admiral and lead from the front. True to MicroProse's heritage, Carrier Command 2 is all about meaningful decisions.Ĭommand and ControlTake command of a carrier and operate its systems to launch your offensive and conquer the Archipelago. ![]() Note: This game can be played in non-virtual reality mode, and also in virtual reality.Ĭarrier Command 2 is Strategy, Planning and Teamwork on a scale that is both engaging and manageable.
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