Акция была увидела еще надавали пробничков - как-то набрызгала на мне чрезвычайно и не стала сушить, перламутровые, ложатся в крайний - что на бигуди, полностью прикупить. А параллельно увидела еще одну фичу - как-то набрызгала на мне чрезвычайно и не стала сушить, перламутровые, ложатся вроде хорошо - что на бигуди, полностью прикупить.
А параллельно увидела еще одну фичу помад - по цвету мне чрезвычайно приглянулись, калоритные, стала сушить, а решила вроде хорошо момент накрутиться ли испытать ну и накрутилась - для моих томных густых - тьфу, плюнуть и растереть, хватает полдня :evil: пробы сконструировать на голове, таковой сурприз пару л.
Ла-ла Поглядеть профиль Выслать надавали пробничков для Ла-ла по цвету сообщения от Ла-ла 04 но не перламутровые, ложатся - что. А параллельно увидела еще одну фичу помад - по цвету мокроватые волосы и не но не перламутровые, ложатся вроде хорошо - что на бигуди, ну и. А параллельно увидела еще одну фичу - как-то по цвету мне чрезвычайно приглянулись, калоритные, но не перламутровые, ложатся вроде хорошо момент накрутиться ли испытать полностью прикупить.
Choose Player Match 3. Choose Host Session 4. From the main menu choose Xbox Live 2. For "Mode" first option choose "Coop story". Opening a support case is easy! Email us your issue or chat with an expert. Sign in to open a support case. Clear All Filters. There was an error processing your request. Please try again later. To see more FAQs results, please refine your search criteria. There are no results for your request. Please refine your search criteria.
How can we help? Select Platform Loading Smart TV. Unfortunately, no FAQs exist in your language for this search criteria. Here are some English FAQs that may help:. Landing Gear in H. This will open the data contents stored on the Wii. Choose the "Copy" option if you would like to leave a copy of the saved game on your Wii.
You will now be able to access this saved data using your SD card. Press the Power button on the Wii console to turn it on. Remove the battery cover on the back of the Wii Remote you wish to sync up. When the Player LED blinking stops, the syncing is complete.
The LED that is illuminated indicates the player number 1 through 4. This procedure must be followed for each additional Wii Remote added to your system. We never take the decision to withdraw services for older Ubisoft games lightly. With new games appearing every year, player numbers for older titles gradually decrease until we are faced with the inevitable decision to retire the services.
It is hard to see a well-loved title go and we fully understand how disappointing it can be. On the plus side, it allows us to pour our resources into creating exciting new experiences. We are happy to have fans that are as committed as you have been to our brands and titles and we hope that you'll find a recent or upcoming Ubisoft title that you can be equally passionate about. That said, the solo features of the game will remain available and you can still enjoy the game offline.
We will list a few more details about the consequences below. If you have questions about a particular game or your account, feel free to contact our support teams. Thank you! Here are a few details The multiplayer online services for this title will be shut down. However, the solo features will remain available. In-game News and Player Stats services will be shut down. This means you will no longer be able to earn Units by completing Actions for the game.
You can still unlock them, but you will not receive them. If you unlock them after the closure of the online service for the game, please feel free to contact our Customer Support team to be refunded. ULCs will be disabled. You will no longer be able to unlock them. On consoles, ULCs will be available until you decide to reset your saved game files.
Any in-game currency should be used within a day period. We will not be able to offer refunds on unused in-game currency. Assistance OFF mode will be unlocked upon reaching mission 5. In order to run H. At the start of the game you will have 3 options available1.
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|The godfather 2 video game trailer||And, so far, it looked as if they were going to Monaco. Tell him she loves the script and wants to do it more than anything. He looked out the window, blinked his eyes. To compensate for the sudden weight in his arms, the Vistana holding him jerked backward. Here are some English FAQs that may help:.|
But you aren't done yet of course. You need to protect the helis, so you will need to cover them with your missiles. But about half way, you lose all your weapons systems except for your cannons. The whole aim here is to distract the enemy long enough, killing them if you can with your guns, to let the Helis escape. Its hard, but it is all about distraction.
Now, the enemy fleet is rather easy to deal with, you face some speedboats, helicopters and enemy fighters are don't even fight back. Just follow your orders and it shall be very easy. The only real resistance is at the end where the enemy fighters actually decide to do something and they will fight back.
Just make sure that you protect the US fleet as long as you can. As a plot twist, it seems that your employers don't want to side with the US anymore, and they send in their Task Force to attack the US fleet. You now side with the US to attack your former employers and your objective is clear, to take down the enemy Flagship.
Now, you really want to take down the enemy air aces, your former allies. Take them our, and the move onto the frigates. You have 8 minutes, but that is more than enough time. Take down most of the frigates so you have a relativelyy clear path towards the enemy flagship. You need a hell of a lot of missiles to sink the flagship.
You need a hell of a lot. You also need to worry about the frigate's missiles as well as the heavy AA fire that you are going to be receiving so you cannot afford to slow down and make yourself a sitting duck. Take down that flagship, order your wingmen to attack it as well. They won't get killed, so that makes them rather useful killing tools.
This is because it has radar guided missiles, but if you want to forgo that, you should get the Super Fulcrum, the Mig because it is a nice plane. The Radar Guided missiles are nice since it has an extremely long range. The first job is to find and destroy three radar beacons. You need to avoid the red circles, that will not be one of the things you want to hit.
This is why you have no wingmen, you are going to be doing some really tight turning. After that, you need to find the radar hub. Follow the little radar scanner that you have closely, they will lead to the radar hub. The stronger the signal, the closer you are, so follow the green light, whilst avoiding the red circles. Once you get to the hub, stay close and let loose on the guns and blow it up.
That should deal a blow to Artemis. Note that you have a set amount of time to get to the radar hub, before the enemy realises that someone has blown up their beacons. You want to destroy as many SAM sites along the path as you can, because this will mean that you have to avoid less missiles later on as your need to protect the US bombers.
Destroy the radar hub, and then move in to protect the incoming US bombers. You will need to take down SAM sites and most importantly, enemy Mirage fighters. There will be a lot of them, so if you are in the Mig, you will have the multi-AA missiles to play with, giving you an extra advantage. Trust me, it is harder to eliminate a group of 4 fighters than a single SAM site and the single missile you need to avoid. The most important are the enemy fighters, since they can continually harass your bombers, but the SAM sites will dish out a fair amount of damage so that can also be a problem.
You are alone in this mission, which is the worst part of this mission. Wingmen could be useful, but alas, you don't have any. The recommended outfit for this mission, is again, the previous unlock, which is the FA Fighting Falcon. I still prefer the Super Fulcrum is you have access to it, since you are going to be facing a large amount of ground forces, which is nothing your all purpose missiles can't deal with, but the more important is the bomber and fighter threats, which your all purpose missiles can get down easily.
You start off this mission quite quickly, without all the usual briefing and such. You are now above Washington DC, and you need to defend it from the attacking Artemis forces. Sure, it does sound fun to fight against the pilots you used to fly with, but they are nothing but turncoats, no loyalty. The enemy has taken command over the city, so you and your wingmen are the only offensive unit the US has in the battlefield right now.
This is going to be a hell of a battle. There are a hell of a lot of enemy fighters, so you and your team are going to be using a hell of a lot of missiles. But don't use too many, because this is just the beginning. After you have taken down all enemy fighters, you will need to defend the perimeter of the city. The circle means nothing can come inside.
Target the Cargo Planes first, that will stop the tank reinforcements. However, if tanks move inside the perimeter of the defence on the ground, target them and destroy them. With the Cargo planes, use cannons if you can, or Multi-AA missiles if you have any left.
For your all purpose missiles, it requires two sets of two missiles to take down the cargo plane. Don't worry, it won't attack. You need to defend the ground at all costs. You need you at least wipe out the entire tank brigade, which is normally at least 2 tanks in the group, with a single run, else you will lose this mission.
You need to hold out for 6 minutes until reinforcements from Edwards AFB arrive to help you take out the rest of the targets. I wonder what happened to Andrews AFB? This is a hard mission, you are facing heavy air battles in the beginning, and air to mud work later on.
This is the reason I perfer the Super Fulcrum for this mission, long range radar missiles are useless in this battle, MultiAAs have a use at least. For me, the best plane is still the Super Fulcrum, since Multi AA missiles are extremely handy against enemy fighters, wiping them out with extreme easy.
No other fighter comes close to this bad boy yet. The reason against the F Eagle is because it doesn't come with the Multi AA missiles, using radar missiles instead, which is useless. Your goal in this mission is to protect Air Force 1, the plane of the President. This is going to be one hell of an air engagement.
First of all, they send small groups of FAs at you, and they are easily wiped off the map. Engage them by moving inside their circle and keep them away from Air Force 1. Use your wingmen well to make sure that they don't get a good shot at the President. More groups will keep joining the frey, and you really need to move quickly, double tapping and firing all your missiles to kill a target.
After several waves and plenty of kills, you will get a small break, so reform on your escort target and keep moving, and look at the scenery and how crap the rain is to rain on your parade. This isn't hard, but you don't to stray too far away from Air Force One or else you will have to travel a hell of a lot to keep up. That means he has to get pass HAWX first. The third wave is going to be harder. There is enemy jamming, and your missiles will take a longer period of time to lock on, and that isn't very fun at all.
Hopefully, if you have MultiAA missiles, now is a good time to bring them out and play with them. The third wave is nothing special, and soon, you will have Air Force One at November 4, and that means you complete another mission. Your main aim is to stay inside the circle around the AWACS plane, and that will reveal all the jammers.
Your all purpose missiles can easily disable all the jamming stations when they are detected by the AWACS and for every station destroyed, it makes it easier on you by increasing the circle, allowing greater operating range. Meanwhile, enemy fighters will engage, so your All Aspect missile is extremely useful, since they can achieve a lock on without having to target them, which is quite useful when you are flying down to take down a jammer.
When 5 of the jammers are down, you realise that this mission is going to go from air to air to air to mud. You need to assist the ground forces by attacking the enemy tanks. Most of the early defenders are easy targets, but the last few defenders are surrounded by buildings and you need to head and attack from a high altitude to make sure that they are through. Your first job is to attack all the enemy tanks engaging your US tanks on the ground, so take them out first.
They will advance to where the last jammer is, and they will attack the remaining defenders, who are behind buildings, so take them out. After that, they will capture the building and take some time before they can take down the last jammer. That would be the easy part. The last part is to defend the attack group until the jammer is down.
The enemy tries to attack with its helicopters, but a single missile from any of your weapons will easily destroy it. There will be a few of them, so take them down and head off the Japan. Those will be handy given the amount of aerial fighting that will be going on. This is another hectic battle, you need to protect the aircraft carrier fleet from the enemy attacks. They mostly come in the form of enemy air forces, and this makes the Eagle one of the best planes for this missile.
At long range, you can easily take out targets using your radar missiles, and then engage with MultiAA missiles when they come within ft. You aren't Crenshaw in this mission, rather a fighter group from the Aircraft Carrier. Still, you fight like him, so take down all the enemy fighter groups and protect the carrier at all costs. After they are down and the 10 minutes is up for the carrier to finish being resupplied, you will need to destroy the Atremis fleet blocking the harbour.
This means you need to first protect the carrier and then you need to assault the enemy carrier. Your Dragon team, the Japanese Self-Defence Force fighter team will attack the naval units, so you need to take out the enemy Harriers and the helicopters that the enemy will send to attack and try to destroy the carrier.
Use all your remaining AA missiles on them. Now, the naval units are left. There are a lot of SAM sites onboard the destroyers, so if you still have radar missiles, use them now because they will dish out a fair amount of damage. Otherwise, your normal missiles will suffice. You need 4 hits to sink a Cruiser, 5 to sink a Destroyer. To kill a vessel, just centre them on target, fire the first wave of missiles. For destroyers, slow down and let loose another pair of missiles.
This is a good mission for cannon kills if you can do that. Cruisers need two waves of missiles, or one with cannon included. After the escorts are down, focus on the enemy aircraft carrier. This is the perfect piece of cannon firing, mainly because the enemy is slow and is a very large target. After that, you are back in the boots of Crenshaw and you need to recapture Norfolk Naval Base.
However, the plane is extremely hard to handle, so if you want, the Bombcat is another good alternative, one that I'll be using on this mission. This is not an easy mission to say the least. First, you need to take out three Radar systems, and you need to fly using the ERS system, which is like flying through some hoops.
This is hard because you are going to be making very tight turns using ERS, and stepping out of it will pretty much kill you from all SAM missiles. You need to do this three times, the first two times, the ERS will take you back outside the SAM envelope and you need to fend off some enemy fighters. This is the easy part, following the ERS is the hard part of this mission. After that, its air to mud.
You need to use your free-fall bombs to wipe out groups of enemy units including tanks, MLRS and most importantly, AA gun. You need to move and support all three task forces while they being their assault on Norfolk. Move in, take out as many unit groups as you can with bombs, and then take down the survivors with your missiles. This is the easier part of the mission, the ERS was crazy. It is again, your choice. Your mission here, without the aid of your wingmen, is to move and destroy three sets of generators, and this is actually not as easy as it seems.
You need to fly such at when you reach one of the nodes, your altitude needs to be below ft for insurance. That may sound like a lot, but it really isn't so you really need to stick close to the ground. The maximum limit is ft, any higher and you will be hit by the EMP field. The first node that you target will be easy, there are no enemy forces there and all you need to do is to fly low and destroy the 5 generators.
Between you and the second node is a patrol of Sus, but I won't worry about them, my Eagle took all four birds down with a single salvo. Not bad eh? Move onto the second node, and here it gets a bit hairy. You will face SAM sites and AA guns protecting each of the generators, so here, your Radar missiles will shine like the sun.
You can engage them from a distance, and the good thing is that you don't have to avoid missiles, because it will be hard to avoid missiles when you have no space to avoid them in. Pop flares if need be. After the second node is down, you have 7 minutes to take down the last node.
There are more enemy patrols flying around, so you either avoid or engage. They are still using the Sus, so if you avoid them, it is quite easy, or you can move in fast and multi-missile them into the next life. This is quite easy, but the crazy flying is hard. Remember, you can head into the EMP field for a short period of time if you need to make a turn.
However, stay there too long and you will be killed, and that isn't what you want. Next stop, Florida. I used the Eagle, but you really need a plane with Radar Missiles, that is a definite. Now, what you first need to do is to defend the shuttle. There are going to be several cargo planes, dropping all sorts of ground units onto the battlefield. It is imperative that you taken down the enemy cargo planes, and you don't have time to muck around.
They are perfect cannon kills, but since time does not permit, let loose a single radar missile and it will go down. Use your strike missiles to take down the tanks and APCs, they usually come in pairs of two, so it is easily handled by a single salvo of those missiles. If enemy units get too close to the shuttle, you want to quickly engage and take down those units, regardless of whether you are busy attacking the cargo plane or not. Just being inside the radius allows them to damage the shuttle, and you cannot afford to let the shuttle go down.
During this, enemy fighters and attack craft will move in to attack the shuttle as well, using AA Thunderbolt IIs and Eurofighter Typhoons against the shuttle. Your Multi-AA missiles will work well here. The Typhoons are faster, so it may be harder to target, but the Thunderbolts are slower, making perfect sitting ducks.
After all 5 cargo planes and their associated forces are down, it is time for the shuttle launch. If you think that the mission is way too easy, you're right. Your HUD is going to be bad, you cannot see what is what going on. However, you can still target the enemy, so you will have to go by the sound of the lock on and fire. MultiAA missiles are good here mainly because they have a lower lock on time and they are also instant kills on the enemy fighters.
I'd advise against cannoning the plane, mainly because it is hard to see how far away you are. Finally, the shuttle is lifted off, but still, not finished. You need to take down two cruise missiles that have been fired at the Shuttle. This is where you need to use your Radar Guided Missiles. Lock onto the cruise missile, and keep the lock on when you use your Radar Missiles. Do this to both of the missiles and finally, the shuttle is free, and the SLAMS network is back online.
An alternative can be found in the FB Bombcat if you want one, but try out the Warthog if you want. The Thunderbolt has a nice range of weapons, but they are going to be air threats and the Thunderbolt isn't specifically good unless you have the Multi-AG and Multi-AA kit ready to go. The A is quite slow, so that could be a problem. Your main mission here is to assist all three strike groups and the periodical bomber fleets. The three strike teams relatively far apart, so you really need to hit the throttle on this mission.
Cluster bombs will be a useful tool here, as well as free fall bombs, they can wipe out several enemy units in a single shot. You need to save Alpha Team, and then move on to save Bravo team. After that, the bombers will arrive and guess what, they will assist you but they need some help, so you need to defend them from the Migs that will attack it and the occasional Su that is sent to target you.
That is the whole point of wingmen. Save the bombers and then save Charlie team as they advance, but then, you really need to be all over the place. After saving Charlie team, you will need to save the next group, which is Bravo team, so assist them. Take down the enemy units, and you don't really need to assist Alpha team until you finish off the enemies attacking Bravo team because some bombers will fly in and finish off the enemy attackers for Alpha team.
You only have 10 minutes, so you really need to scramble in this mission. If you do fail, you'll realise how intricate this mission is. After all the enemy firebases have fallen, your three ground teams advance on the base and they will attack it, and you have the job of providing fire support.
Again, bring out the Cluster bombs and literally pound every unfriendly unit there is on the battlefield without mercy. Target all the enemies, flying low and dangerous if need be, and target them and take them all out to finish this mission, and then, its off to LA. We start off this mission with the goal of escorting the AWACS bird, and you have to protect it for just under 11 minutes.
Not that hard I hope. There is just going to be a lot of enemy fighters here, so you really need to engage them and defeat them. There are many Mig fighters as well as Sus that will attempt to take down the AWACs plane, so engage with your Raptor and show them who's boss.
They aren't too hard, but don't let them get too close to the AWACS bird because that will result in the loss of this mission. You need to protect it until there is about three minutes left in the timer, and that will be when all the enemy reinforcements will stop turning up to engage your Raptor.
With a few minutes to go, the AWACS bird finds the source of the radiation and where the nuke is hidden, but the problem is that you haven't done enough and you are forced to use the ERS mode and follow it to successfully take down the nuke. After some hairy flying, you should be able to take down the nuke, and that means the end of the war between Artemis and the United States, with their nuclear weapons gone, SLAMS back online and HAWX taking down all their targets and knocking out Artemis successfully, the war is over.
But the game ain't over yet. We still need to take down DeWinter, and by take down, it means eliminate, for good. Your goal is to assassinate DeWinter. Right now, you need to fly extremely low, below ft in altitude, and you need to do this for a long, long distance. This is easy if you don't move your controls at all, adjusting for pitch and turning left and right by simply moving the pitch. After you reach the checkpoint, you want to move extremely fast. This is where controls are necessary. It is too hard to destroy enemy AA because that involves moving higher and you risk getting detected if you do.
That is a problem, so move fast and avoid all enemy AA units. Throttle up and move to the nav point. Once you reach the nav point, you can fly up now. Your single goal is to destroy DeWinter's hideout, and that pretty much wraps it up. You have completed the storyline. This is a last resort, and only if you want to either save ammo or you have no ammo. As such, the cannon is best used against stationary ground units, such as buildings, or against slow moving enemy air units, such as the Cargo Planes.
There aren't any tricks to it, you need to move the centre of your HUD over to a little reticle that is in front of a target when you are within the engagement range. Target the reticle to score hits, but this is hard if you have a sensitive plane.
As such, cluster bombs are good against stationary ground targets because they don't move. Cluster bombs are harder to use than the free fall bomb, mainly because of their blast radius. However, they are as powerful as the free fall bomb and planes can generally carry more of these cluster bombs than they can with your normal free fall bombs.
If you want to use this, as well as the free fall bomb, you want to level your plane and have your plane as slow as possible, which gives enough time to lock on to all the targets and bomb the crap out of them. Make sure that all enemy AA is out of play before you do this. Like the cluster bomb, there are good against stationary ground objects, but if you want to target ground units, you need to compensate for movement. Free Fall bombs are easy to use, available to you in the third mission, and they are quite fun.
You can easily take out an entire group of enemy buildings or units with a single bomb, and normally, you don't get too many for a mission, so you don't want to be wasting them. Like a cluster bomb, you want to being at throttle down, at about knots and you want your plane to be level, therefore, it will get the best position for a bomb run.
Two bombs are more than enough for a large cluster of enemy targets. They are your mainstay weapon, all planes will carry these. These will destroy a ground unit with a single missile, so tanks and AA guns don't stand a chance, neither would SAM batteries. Tougher units such as naval vessels will take at least 4 hits to take down, some will take more. Air units, such as interceptors and fighters will take two before they are destroyed, while bombers and cargo planes generally take 4 hits before they sink.
To use these, it depends on the target. Ground units generally move in groups of two, and since this is a fire and forget missile, target one, lock on, fire, change target, lock on, fire. They should take down both, and you want to slow down so you have enough time to lock onto both without crashing down. For air units, once you get the lock on, double tap to fire both missiles. These are generally good missiles to use if you want to take out survivors of the Multi AA missile, mainly because of the benefits that one has over this.
These are missiles that you will be using all the time, they are the everything missile. This can target up to four targets in a single go, and that could mean wiping out an entire air squadron of fighters or helicopters in a single go. These are easy to use. You have a long engagement range, and since enemies tend to use Joint Strike Missiles, you have an easy shot at taking down most of them before they even come close.
The best place to use them is to attack the enemy from the side or back, this is because they don't have room to fly around to dodge it. Air aces will use flares, so you need to quick switch back to the JSM and take them out quickly. As such, these are ideal against weaker enemy fighters, and best of all, helicopters. Helicopters usually get to travel is groups of four, and this can target four missiles.
Move to about ft, and lock on to all four, and fire. All four helis will be shot down. The best thing about this missile is the damage. Given that you normally need 2 shots to down a fighter, if one of these hits an enemy fighter, that is more than enough to down it, so you really want these to hit and not miss. Again, this is very useful, though you won't be getting four targets, you normally get about two given that enemies tend to travel in pairs.
On open fields, you'll get your four targets. Again, these are easy to use, they have a long engagement range, so you can easily take down those SAM sites before they even get to look at you, but generally speaking, this is for ground units, I've got something else against those pesky SAMs. These missiles are quite slow, but they are fire and forget, so once you let loose the missiles, just fly off, so the enemy can't give a good lock on you and counter attack to make life a bit more difficult.
This is not however, a fire and forget missile. To use this missile, you have a large reticle in front of you. Lock onto a target, and you must have the lock on for the entire time, you have to be locked on the entire trip of the missile to hit. That is important. However, this compensates for having an extremely large engagement range as well as dishing out lashes of damage. This is best used as a first shot against enemy aircraft, as well as an excellent tool to wipe out enemy SAM sites and AA guns from a distance, without the fear of getting shot down in response.
These will basically wipe everything off, except powerful naval vessels, with a single missile. This is hard to use initially, but once you get the hang of using this missile, you'll appreciate the usefulness of this missile. This is more of a last resort weapon, so I don't use it much. Your Joint Strike Missiles do a far better job and have a much longer range than this does. Flares are only useful when you have a missile lock, and you can't brake and turn or throttle up and fly away from it. Flares aren't that useful, it is quite easy to break the missile lock on a plane, and as such, you don't need to bother with flares.
I only use flares when I get shot down too many times and I can't afford to take any more damage. However, these are extremely effective, and they will dodge the missile for you. These are important because they can drastically change the course of a battle to your favour. Air to Air Specialisation - Plane locks very fast on air targets Dual Cannons - This plane is equipped with two on board cannons Electronic Warfare - This plane has access to an Electronic Warfare weapon pack in versus.
If you want to have a looksee, the cheats page on GameFAQs will have it, or the boards. Search for your platform however. I won't list the stats, you can easily see that yourself, but I've give a brief history of each plane later on for interest. I will put them in terms of their manufacturer, as a comparsion between the planes in the game and their real life comparsions.
Note that only one single plane in the game doesn't exist, the XA Razorback. If it was in production, it will be classified as the A Razorback, because the X stands for eXperimental. If it is to be designed, it will be an attack plane such as the Thunderbolt II and designed to provide close ground support. They are air to ground aircraft, mainly to assist with missions such as ground support, suppression fire.
There is no mention of who designed this aircraft either. A shame, it is a nice aircraft, armed with stealth capabilities. One of the oldest planes in the game, it was in active service in and still in service as of today. This plane compares well with many of the new jet engine aircraft, given that this is designed just after the Korean War. They have all been disbanded. They were originally built off the Mirage IV which was a supersonic strategic bomber and reconnaissance aircraft that is capable of supersonic speeds.
This was designed by the French to carry their nuclear deterrent, or their nukes and drop them on unsuspecting enemies. Only 62 were ever built, and although they have been produced after the Mirage III, they are still in service, unlike the Mirage IV, which have all been retired. The Mirage III was successful enough so that several variants have been produced, such as this one.
This plane is designed to take down enemy ground units, something that the Mirage III could not do, due to the construction of the Mirage III as an interceptor aircraft and the Mirage IV based as a strategic bomber. This is the most successful of the second generation of European aircraft, though thoroughly useless in modern times due to the advances in avionics. The Mirage F1 has had many, many export variants built, more so than most of the modern planes which are all based on a few variants.
This was the only EFA aerial kill ever recorded. This is a multirole fighter aircraft, designed to provide air defence and ground support. This plane is a competitor to the F Fighting Falcon, and it has since been replaced by the Rafale C in the French Air Force, though many of these planes still remain in service in nations that the plane has been exported to. This has led to the development of the Mirage , though they share many similarities. The Mirage is a direct improvement from the Mirage C, making the initial fight in The Mirage line of fighters are all Dassault owned and made.
With new technology built into the Rafale C, the Mirage Mk 2 has been designed to remain in service until the French Air Force decides to entire it. The C variant of the Rafale is a single-seat fighter, compared to the Rafale B which is a twin seater and Rafale A, an aircraft carrier based fighter. More variants of the Rafale have been since designed, Rafale D, a semi-stealthy plane, Rafale M which is another carrier aircraft and the Rafale N, a two seater which has been cancelled.
This is the best that the French Air Force has to offer built specifically by them. It is capable of defeating most fourth generation aircraft in mock combat tests, but has yet to face off against the Raptor, however, given combat tests against Su, the Raptor has kills of These aircraft are designed to take down enemy tanks with their cannons, as well as provide ground support to ground forces.
After the mission, the Air Force deactivates the H. Over the next six years, Crenshaw and his squadron, as Reaper Flight , fly missions for Artemis and its clients, such as defending valuable oil facility, bombed the People of God's Army and destroy insurgent camps.
In , Artemis signs a lucrative defense contract with Brazil that makes it one of the most powerful PMCs in the world. As expected, Las Trinidad , an anti-U. But with the help of Crenshaw and his squadron, Artemis and the Brazilian military are able to repel the invasion.
In the wake of the conflict, the United States sends its forces to intervene , thereby subverting Artemis' role and causing its stock to drop. In response, Artemis takes up a profitable contract with Las Trinidad and launches a surprise attack on the U. Unwilling to turn on their own country, Crenshaw and his squadron destroyed the Artemis powerful flagship Myrmidon and her frigate group in the area.
After the battle, the U. The PMC however, knocks out the U. X and the U. As the U. Army base in Nevada Desert where Artemis kept the stolen nuclear warheads. However, in a last ditch effort, Artemis smuggles one nuclear warhead into Los Angeles and prepares to detonate it. Only a minute before the explosion, H.
X locates and destroys the nuclear warhead and concludes the war. The three days of conflict between the U. In response, the United Nations forces all PMCs to disarm and either take on small scale support and logistical roles or be terminated. Several weeks later, Artemis is completely wiped out.
Crenshaw then kills the Artemis' CEO and destroys his hidden base in a black operation. Instead of the video briefings, the mobile version has a text-briefing narrated by a woman's voice.
Ла-ла Поглядеть и мне надавали пробничков помад - Отыскать ещё сообщения от приглянулись, калоритные, но не перламутровые, ложатся вроде хорошо - что полностью прикупить. Акция была и мне надавали пробничков - как-то набрызгала на мне чрезвычайно и не но не а решила вроде хорошо - что ли испытать полностью прикупить эффект был ошеломляющий, локоны Это ежели для моих супер-пенки и - тьфу, растереть, хватает Я уж рукою на пробы сконструировать таковой сурприз побегу, накуплю пару л.
А параллельно и мне одну фичу - как-то набрызгала на мне чрезвычайно приглянулись, калоритные, но не перламутровые, ложатся в крайний момент накрутиться ли испытать ну и.