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Air defense

Two jobs, one airfield. On the C-RAM you're the last line: a gun that fires 75 rounds a second at whatever got through. On the Patriot you're the first: a radar scope, a handful of tracks and sixteen missiles, and the question that matters most is not where something is, but what it is.

C-RAM

Counter rocket, artillery and mortar. A radar-guided gun that sits next to the things worth protecting and fires at what comes in over the last few seconds of its flight. Its rounds blow themselves up at the end of their range, so what you miss doesn't land on somebody else. Aim with the mouse or your finger, hold to fire, R reloads. The diamond shows where to aim so the rounds and the threat arrive at the same spot. Watch the barrel heat, and leave the helicopter alone.

Patriot

A long-range surface-to-air missile system. Its radar sees everything, friend and foe alike, and every track starts as unknown. Click a track to select it, I interrogates it with IFF, F fires one missile and G fires two, R reloads empty launchers. A valid Mode 4 reply is a friendly jet. A civil squawk is an airliner on the airway. No reply, fast and heading for the field: that's your hostile. Ballistic missiles are fast enough that you have to shoot early. Cruise missiles fly low and only show up late.

Everything here is a game: the base, the threats, the numbers and the callsigns are invented. If you want to watch rather than play, the airbase runs on its own.

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