.TH Command STRAFE
.SY "strafe <PLANES> <SECT> <PATH>"
The strafe command lets you use interceptors and other non-bomber
aircraft in strafing raids against populace, vessels, planes, 
or vehicles in a specific sector.  As strafing raids use no heavy
artillery, no guns or shells are required.
.s3
<PLANES> is a list of one or more planes which are to travel
to the destination.  Only planes which are provided with petrol
and have positive mobility will be successfully selected for the
mission.
.s1
<SECT> is an assembly point.  This is a sector over which
all of the planes in the mission meet before proceeding on as a group
to the destination sector.  The assembly point must not be more than
four sectors away from any of the planes selected for the mission.
.s1
<PATH> is the flightpath from assembly point to destination.
(See `\*Qinfo flightpath\*U' for information about specifying
flightpaths.)  Note: if you want to fly higher than altitude 1, 
you should include an altitude change (e.g., "^4") early in the 
flight path.  Strafing, however, can be performed only at altitude 1.
Indicate strafe targets by including asterisks "*" at one more
points in the path.
.s1
Once the planes are over enemy territory, then they may be
intercepted, aborted, or shot down; flights over sectors equipped
with guns and shells may draw anti-aircraft flak.  If the destination 
sector is not an airport, then all planes in the mission must have 
V/STOL capability.
.s3
Each plane in the raid is generally able to make multiple 
strafing passes at each target sector.  The number of total passes
a plane can make in a single mission is equal to the plane's bomb
load capacity.  All planes involved in the attack make each pass as
a group going after a specific type of target; you specify the
target type (ship, tank, train, balloon, plane, or populace) at 
the start of each pass.  Once the pass is underway, you will be
prompted to specify a more specific target for each plane that 
is able to shoot.
.s3
Strafing of populace is usually not extremely accurate.
Although you specify whether to exclusively strafe mil, civs, 
or uws, there is always a good chance that your pilots will screw 
up and kill a few innocent bystanders.  (Think twice before
using `\*Qstrafe\*U' to kill civs in a newly conquered but
still uncontrolled sector; you may kill some of your own military.)
.s3
On the other hand, strafing is a very effective way to put an end
to unwanted overflights by foreign balloons.
.s3
Here is a sample strafing run:
.s1
.EX strafe 135/137
.NF
assembly point (or '.')? .
assembly point @ -80,-18
<0: -80,-18 @ 1> g*jh
Ending sector is -80,-18
range to target #1 is 1
range to final destination is 2
(#135) fighter 1 standing by
(#137) escort 2 standing by
(#137) escort 2 equipped and airborne
(#135) fighter 1 equipped and airborne

aircraft departing, grouping at altitude 1
flying over mine at -82,-18 (alt:1)

TARGET #1: POGO (#0) mine @ -82,-18

Target sector is a completely constructed mine:
Coming in for first pass...
Strafe what (ship, tank, train, balloon, plane, populous, quit)? pop
  many mil
  mass civs
escort 2 (#137); strafe who (`?' to list, `d' to defer)? m
!! rat-a-tat-a-tat-a-tat !!!!!!!!!!
escort 2 (#137) out of ammo
estimated casualties: 13
fighter 1 (#135); strafe who (`?' to list, `d' to defer)? m
!! rat-a-tat-a-tat-a-tat !!!!!!!!!!!!!!
fighter 1 (#135) out of ammo
estimated casualties: 16

flying over airfield at -80,-18 (alt:1)
escort 2 (#137) landing in -80,-18
escort 2 (#137) unloading 7 unused pet
fighter 1 (#135) landing in -80,-18
fighter 1 (#135) unloading 1 unused pet
2 aircraft landed successfully
.FI
.s1
See also : fly, para, bomb, shoot, populace, flightpath, plane-types
