From the manual
"The simulation begins with your ship based in the top right-hand corner of the map; the enemy headquarters is not shown on the map, but it lies somewhere in the region of the lower left-hand corner. Between your Base Ship and the enemy HQ there are dozens of enemy bases to destroy.
You may notice an enemy base nearby with three huts, an oil dump, a pier and (if it hasn't sped away) a speedboat at its end.
Don't waste time positioning cameras in an attempt to locate the enemy headquarters - it won't be easy to find. It's also unwise to attempt to destroy the enemy headquarters from the outset, as the resistance is near impossible to counter.
Unless you decide otherwise, the ship's computer handles the strategic planning. Missions are automatically generated but only those applicable to your position and status will be presented.
You can never be certain of the strength of the enemy threat, so reconnaissance missions are always on the cards. But you can be certain that there will never be a duli moment: the enemy will always be up to something - and you will always be alerted to the situation. To activate the missions, simply start the clock.
The missions are automatically flown for you. Helicopters appropriate to the situation will be launched and it's up to you to choose how you will interact with the missions. Obviously your interference will make a difference to the mission's outcome - one way or the other. Missions include the escort of ships and protection from enemy attack, interdiction and reconnaissance.
As your confidence grows you can take on greater responsibilities and mastermind the whole operation (the computer does a functional job which does not guarantee success). You can generate your own missions - say, assuming a support role or sending out multiple helicopters to take out multiple enemy sites.
Given the different combat roles of the helicopters, it makes sense to send out more than one for certain missions. For example, use the Werewolf or Cobra to take out the offensive elements, then send in a Hip or Lynx to clean up the remainder. Note that there is a minimum interval of three minutes between each helicopter launch from the ship.
Don't bother attempting to fly beyond the boundaries of the map - ifyou don't run out of fuel or get shot down, you are certain to be held responsible for any ships that might go missing while you were messing around.
Be warned that when a helicopter is hit by enemy fire, the resultant vibration makes it harder to fly. "