Taking command of an attack or a boarding in Operation Ocean Shield
How to fly the helicopter when skiffs attack a ship in Operation Ocean Shield, and how the boarding prototype works when you retake a hijacked ship.
Updated · Play Operation Ocean Shield Your account
When the clock stops
The campaign stops the clock when skiffs attack a ship your helicopter can reach. You can Take command and fly the helicopter yourself, Respond and let the commanders on scene handle it (the odds are shown), or Hold back and keep the helicopter's hours for patrol.
When pirates board a ship and the crew get into the citadel, you choose a ship to send, or leave it. Once a boarding team is alongside, you can Take command and plan the boarding, Board her and let the team go in, or Stand off and wait while the crew's time in the citadel runs down.
You can also try both scenes from the start screen: Try a helicopter intercept and Try the boarding (prototype).
Flying the helicopter
Taking command of an attack zooms into the real spot from directly above, by day or night. The merchant turns hard and runs its fire hoses while skiffs close from astern.
- Click the sea to fly there. Click a skiff to shadow it. The wheel zooms.
- F drops a flare. W fires warning shots across a skiff's bow, within 450 metres. H brings you back over the ship.
- Each skiff crew's mood shows on the right: pressing on, wavering or about to break. Flares and warning shots break them, and you have a limited number of each.
- Hover too low over a crew that hasn't broken and they'll shoot at you.
- Hold a crew that breaks until your warship's boarding team arrives, and they can be caught.
The boarding (prototype)
The boarding is a prototype, and the game's site says planning boardings deck by deck is what comes next. In the campaign you can plan one yourself only on a bulk carrier for now; on other ships Take command shows "Coming soon".
From the start screen, Try the boarding (prototype) offers six boardings. The first few teach one thing each and the rest put it together: On deck, Take the bridge, The whole ship, At night, Hostages, and The tanker.
- You have two four-man teams, Alpha and Bravo. Each comes aboard by fast-rope or up the stern ladder.
- Click the deck plan to add waypoints for the selected team. Routes cross decks by the stairs on their own. Tab switches team, keys 1 to 4 change deck, and Z undoes.
- Give a waypoint a hold, then send go-code A or B when you're ready, or a flashbang for the room ahead.
- Plan both teams, then press Execute. Teams are weapons tight (challenge first) or weapons free. Most pirates surrender when they're surprised.
- The crew won't open the citadel until the engine room is clear. Search the cabins, the stores and the engine room: some pirates hide, and evidence you bag helps the prosecution.
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