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The worst thing about LRMs is when they catch you unprepared, so first of all, gather intelligence. If you identify a position of a Strike Group. The first SG you encounter doesn't have ballistic capability, but later ones will. Same goes for identified Missle Carrier groups. Use the compass tool to draw a 1500 km circle around them, expect to be shot at when discovered in this area.
The second part is knowing when you have missles incoming. Visual range is usually too close to really do anything. I usually see them on IRST, which doesn't have a great range, but is a bit better.
Anyways, now that you know they're coming, here are your basic options:
1) Shoot down with aircraft - the GSh-37 autocannon is rather terrible, so you need the T-7s armed with the K-13 AAM "aircraft missles".
2) Shoot down with A-100 missles - they are short range but fly very fast, making them ideal for interception.
3) Shoot down with AA on your ships - can be done with 37mm and 57mm, some people say 100mm can do it as well, but I was never able to repeat this stunt. The R-9 Sprint missle is the best here, and it needs to be used together with fire control radar.
It's not uncommon for one ballistic missle to eat two sprints and an expected salvo is 4, so IMO there's no such thing as overkill when planning your balllistic defense. I'd consider a screen of three Fenecs or equivalents a good starting point. Remove them from the main detachment when you expect missles incoming and park them along their route.
Obviously, the next step is to counterattack before they rearm, hopefully the AA screen keeps the rest of your forces intact, so you can send your own means of affection, aircraft, strike craft or whatnot. It's actually pretty easy to locate the source of the missle strike, use the ruler tool to draw a straight line from which the missiles were coming, and it should be close to the 1500 km mark.
Maybe things will go different way if you ll try to run forvard sqad or keep around dedicated non combat scout ship with good speed and basic radar.
2. Put aircraft on them
3. Buy munitions for aircraft
4. ???
5. Profit.
Anything more specific? The basic interface is covered in the manual, so I assume you have it down. The tricky part here is you have two aircraft types which carry slightly different loadouts and you need to buy individual munitions in towns. You can look it up on the wiki.
https://highfleet.fandom.com/wiki/Aircraft
the tutorial never covered carriers i have no idea how to launch them even
The key to everything is the small arrow next to the "SUDDEN STRIKE PROBABILITY" interface, it opens up to reveal a panel with all the aircraft you have available.
Yeah, it's easy to miss and should totally have been covered in the tutorial.
Then, you click on the planes to form a group. You can send them out one at a time, all at once, or in groups of, say, three or four. Click on the armament your want them to carry (default is a gun that doesn't do much against anything, you need to buy those in towns, similar to special ammo), then click where you want to send them. The neat part is you can keep them in the air and order them around until they run out of fuel. Only downer is they need a bit of downtime after each flight.
ok and what ive seen you need to run radar off so how do i have time to launch and direct fighters to shoot down incoming missiles
Problem is, it's hard to read and doesn't tell you what's incoming,
but if something shows up and is closing in fast... take your best guess.
That's your cue to scramble the aircraft.
You don't have to send everything up at once, just one or two to investigate, for instance.
You can also scramble fighters in advance and keep them in the air until they run out of fuel. If you have enough planes, you may even have them take turns patrolling around your ships.
Radar is a delicate topic. If you find yourself being fired upon suddenly and from different directions, best practice is to keep it off until you improve your situational awareness and figure out when it's safe to do so. I think it's best to consider radar as something you use when you're hunting a specific target, not something you use all the time, or something you turn on when it doesn't really matter if you're detected or not.
Consider this, the big radar dish has a range of 750 kms, as a rule of thumb, enemy ELINT will pick it up at 2x that range, that's just enough to send in missles, so it's like turning on a lantern at night, shining bright in all directions. If you use something smaller, like the smaller fire control radar, its max range is only 250 km, so you'll only be detected from 500 km.
Another function to check is the directional radar sweep - you can point it at a specific angle, minimizing the chance of detection to that arc.
In regards to situational awareness, if you're not running Skylarks or Mockingbirds, give them a go to get the full package of passive sensors. If you see enemy radar on ELINT, that's your cue to shut the rarads off (like the tutorial says), because that's the direction you'll be fired upon from.
I usually do it like this: get enemy SG and TAC locations from radar towns when convenient. Once I get the idea what's where, I use the compass tool to draw a 1500 km circle around each thing, that's where I expect to be bombarded (2000 km for aircraft).
It's not always 100% accurate, cause things move around from time to time, but that's a good reference. It won't shoot at you if it's not there, but if it is, it will.
AI missiles are also finite and pretty limited in numbers, taking some time to reload.