"Damn that was fast. 5 minutes and they took the dang field!" Zip....Bang....Bye!
© Delta6
Bishop pilot commenting on the speed of a quick strike
Quick strike raids are only really possible in Aces High since Warbirds doesn't have any high-speed aircraft capable of dropping bombs. Once you and some other guys have enough perk points buy a few Ar 234 aircraft and load them with 500kg bombs. Snag a sucker to drive the C-47 and send him on his way to the target; you can kick back with a soda. What!? I'm not making any jokes; the Ar 234 moves at 400 mph even when loaded to the hilt with ord. So you have plenty of time to run over the goon driver and kill the target. Give him a 5 minute head start; less if the field you want is closer. Also send some fighter-bombers over that way just before you launch so the triple-A guns will be dead.
7 minutes before you leave send the Jabos on their way. It takes enough time to get to a comfortable altitude in an Arado, let alone accelerate to attack speed. If the timing was right, you should get there about the same time as the Jabos and 10 minutes before the goon. Timing it closer requires a lot of practice, which isn't a bad thing anyway. Make sure your Jabo guys are top notch or you'll spend days trying to take the joint. Just after you blast the hangars (all 7 of them) the Jabos should have the triple-A guns dead. Once the area is clear call the goon in to drop troops. From start to finish this shouldn't take more than 12 minutes.
Hangars will come up after 15 minutes, and triple-A guns take a half-hour to re-build. This gives you 15 minutes to blow up hangars and guns before possible reinforcements can ruin your day. Approach from the best possible angle so your four-ship formation can hit everything in a single pass. Forward fields have six hangars: three on the left of the runway running North to South, two on the right side, and a single Vehicle hangar a bit away. Approach in single file to start, or in a rough group, but make sure everyone knows their target. Once you're set to drop, call the ball and get everyone lined up. The flight lead will hit the nearest hangar in line, while the last man will hit the last hangar in line. As each man hits his target he can peel off and head home.
Perfect timing would have the Jabos get there just before you start your run, while good timing has them show up just after. If they show up early have them work over the town near the field with bombs and rockets. Personally I'd use two Jabo groups of four men each. Group one would blow the town into scrap while Group two takes out the triple-A guns. No matter what don't keep that goon waiting; they tend to be a finicky bunch. You would be too if everyone constantly told you to wait. Have the fighter-bomber flight lead call just before the last few triple-A guns die off. That gets the goon inbound faster and without any delay and he should get there just after the last ack dies. Now he can either land and let out the troops or drop them from 1,000 feet. His choice really. I always prefer the goon driver land and dump the drunks right next to the maproom to be safe.
Have a single Jabo straffe the maproom to make sure there isn't a lurker hiding inside with a loaded gun. Such things usually happen if the vehicle hangar wasn't blown quickly enough. And because any gun will kill the troops you can't let that happen, so have a Jabo light it up and look for hit flashes. If anyone has a spare bomb drop it square on the maproom; nothing but warping 9,600 baud morons will survive. If the lurker happens to be one of those morons, drop a few more bombs if you have any. I drop one on the maproom out of habbit since I've been nailed by those guys a few times.