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kmart494

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Everything posted by kmart494

  1. Turn recap: From 1858.5 to 1859.5 you fire the Mk8 gun. Your lookouts spot smoke on the horizon. Your radar operator reports a change in course for the enemy warship. turn_1900_red.txt turn_1900_red_intl.txt
  2. Turn recap: 1858.5 - Kashin hit by gunfire for 3 damage points and 2 critical hits: Minor Fire and portside RBU damaged. 1859 - Kashin hit by gunfire for 3 damage points. 1859.5 - Kashin near miss by gunfire. The Kashin has taken 66 damage points. At 71 points your ship will slow to 9 kts. turn_1900_blue.txt turn_1900_blue_intl.txt
  3. I am waiting for a response by Blue player. In the mean time, your ship continues to fire the Mk8 gun.
  4. Turn recap: From 1856 Plotting Phase to 1858 Detection Phase the Kashin was hit twice by gunfire (6 damage points) and there were 3 near misses. In the current detection phase you can now see the range, bearing, course, and speed of a small ship. turn_1858_blue.txt turn_1858_blue_intl.txt
  5. OK. FYI, per H4 paper rules, it will take two minutes to determine course and speed of newly detected radar targets. Also, there is no negative modifier to the enemy gun hit chance by zig-zagging.
  6. The Kashin has both air and surface search radars. I take it you want to find the range to the enemy ship by activating the surface search radar (or maybe all radars?). As a general rule, if he can detect you (and direct accurate gunfire your way), then you can detect him, too.
  7. 1) You are right there is no moon information for the scenario. I will say there is no moon which means the visual range is .6 nm, but your running lights are visible at 1.2 nm. Gun flashes will make you visible at 1.8 nm. 2) You are not picking up any ESM from the enemy warship. 3) H4 rules say there are no ammo limits except where noted (such as a Phalanx gun).
  8. Turn recap: 1852.5 - the Kashin is struck by a shell and incurs 3 damage points. No critical hits. You have 48 damage points and your max speed is now reduced to 17 kts. 1853 - a near miss with a shell. 1853.5 - the Kashin is struck by a shell and incurs 3 damage points. No critical hits. 1854 - a near miss with a shell. 1854.5 - a near miss with a shell. 1855 - the Kashin is struck by a shell and incurs 3 damage points. No critical hits. 1855.5 - a near miss with a shell. You still have an ESM bearing for the enemy radar. You do not have visibility of him. As a reminder, due to slightly reduced visibility, the range to see a small ship is 9.5 nm. It will be dark at 2000. turn_1856_blue.txt turn_1856_blue_intl.txt
  9. Turn recap: 1852.5 - fire Mk8. 1853 - fire Mk8. 1853.5 - fire Mk8. 1854 - fire Mk8. 1854.5 - fire Mk8. 1855 - fire Mk8. 1855.5 - fire Mk8. Your previous fire orders are complete. You have both vessels on radar but you do not have visibility of either. As a reminder, due to slightly reduced visibility, the range to see a small target is 9.5 nm and 11.0 nm for a medium target. It will be dark at 2000. turn_1856_red.txt turn_1856_red_intl.txt
  10. In Turn 1852.0 Fire Phase you fire the forward Mk8 gun. In Turn 1852.0 Detection Phase you lose sight of the enemy warship. (I forgot to tell you earlier that you lost visual sight of the merchant a few turns ago.) Anyway, you still have both ships on radar, but you wont know if your guns hit or not. Also, you are very close to your gun's max range, and the enemy ships have changed course. turn_1852_5_red.txt turn_1852_5_red_intl.txt
  11. In Turn 1852.0 Fire Phase you are struck by a shell and incur 3 points of damage. In Turn 1852.0 Detection Phase you lose sight of the enemy warship. Also, with your radar off you lose contact with it completely except for an ESM bearing. Your merchant hasn't completed its turn yet, but it will next turn. turn_1852_5_blue.txt turn_1852_5_blue_intl.txt
  12. Turn 1848.0 you launch your last Sea Killer at the enemy warship. Turn 1849.0 your lookouts report the missile exploding in mid-air near the enemy warship. You are still within radar range of both enemy vessels. turn_1851_red.txt turn_1851_red_intl.txt
  13. In Turn 1849.0 your lookouts spot another inbound missile. Another very good die roll has shot it down with your guns. Your previous navigation orders have been fulfilled. turn_1851_blue.txt turn_1851_blue_intl.txt
  14. Your weapon assessment is correct.
  15. Damaged means they cannot be used for the rest of the scenario. The H4 paper rules are not currently available in electronic format. I do not have the means to send a copy to you. Are you using the SimPlot Viewer? By selecting (left click) any displayed enemy unit, you can get information about that unit (consistent with the way the unit is known to a player. For example, a radar contact will display course and speed, but not the unit type. That you can either infer or wait until you can see it). Also, the movement track of an enemy unit is visible starting from the time you first detected it. The button for that is on the left side of the screen. Your enemy is moving away from you at a higher speed than you can achieve, and your forward missile launcher in inoperative.
  16. Recap since last post: Turn 1846.0 your lookouts swear they saw the Sea Killer explode in mid-air near the enemy warship. Turn 1846.5 you launch another Sea Killer at the enemy warship. Turn 1847.5 your lookouts observe the missile impact the enemy warship. There are several columns of smoke rising from the ship. turn_1848_red.txt turn_1848_red_intl.txt
  17. Recap since last post: Turn 1846 the Kashin shoots down a missile with guns and a lucky die roll. Turn 1847.5 the Kashin detects and trys to shoot down another missile. Failed die roll but successful hit roll results in another 14 damage points and 3 critical hits. Critical hits: Forward Peel Group (Goa) director is damaged. Forward Goa launcher is damaged. One Don2 radar is damaged. The Kashin speed is now reduced to 26 knots. turn_1848_blue.txt turn_1848_blue_intl.txt
  18. Here is what I have discovered. The Goa SAM cannot engage a VLow target. Your guns can. Since you are not familiar with H4 rules, I will consider the Owl Screech (gun directors) to be in air mode, and the Peel Group (SAM directors) to be in surface mode. The High Tide Annex puts the Goa range at 8.5 nm, but the old Annex puts it at 13 nm. I will go with the newer High Tide Annex. You are just outside missile range. You may want to keep tabs on your range to him, including his speed (now that you have radar contact).
  19. In Turn 1845.0, your missile was observed to impact the enemy warship. The file below is for Turn 1845.5. You have launched another missile at the warship. turn_1845_5_red.txt turn_1845_5_red_intl.txt
  20. In Turn 1845.0 Second Movement Phase the Kashin is struck by a missile and you incur another 14 points of damage. There are no critical hits or reduced functions. The file below is for Turn 1845.5 Detection Phase. Your radar shows another missile inbound. Your weapon directors are now in Air Mode. turn_1845_5_blue.txt turn_1845_5_blue_intl.txt
  21. Please also keep in mind that ESM bearings are not meant to be precise. If the bearing points in the direction of two ships, then it could be from either one.
  22. The Naval Sitrep article from which this scenario is derived lists Sposobny as a Kashin. This Wikipedia entry lists all the Kashin ships: https://en.wikipedia.org/wiki/Kashin-class_destroyer
  23. SimPlot Viewer will show range and bearing information to all on-screen contacts. There are buttons on the left side of the screen that toggle the display of various kinds of information. Some information (like range/bearing) require that you select a unit first.
  24. You launched another Sea Killer missile. Also, you are picking up an ESM bearing. turn_1844_red.txt turn_1844_red_intl.txt
  25. Your previous orders require the use of radar. So, your First Officer has turned them on. What a nice chap. You have a missile radar contact at VLow altitude. As a reminder, your weapon directors are in surface mode. It will take two engagement turns to switch to air mode. turn_1844_blue.txt turn_1844_blue_intl.txt

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