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kmart494

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Everything posted by kmart494

  1. In this turn a missile impacts your Kashin. You sustain 14 damage points, but take no critical hits. All your systems are still functional and there is no loss of speed. (The missile appears to have gone past the ship but that is just the way SimPlot draws fast moving missiles. I left it like that for those missiles that have re-attack capability). turn_1843_blue.txt turn_1843_blue_intl.txt
  2. At 1842 you launch a Sea Killer II at the warship. The missile arrives at the target in the Movement Phase of Engagement Turn 1843.0. (It appears to have gone past the target but that is just the way SimPlot draws fast moving missiles. I left it like that for those missiles that have re-attack capability). Your lookouts witness the missile impact on the target. turn_1843_red.txt turn_1843_red_intl.txt
  3. Ok. I presume this means you will turn your radars on since you need them for the missile system. Also, you will have to get as close as 6 nm to see the ship class. Do you want to fire at 8.5 nm?
  4. Your ship is decelerating, and your radar has two hard contacts. You can visually identify a warship and a merchant. turn_1836_red.txt turn_1836_red_intl.txt
  5. You have an ESM bearing in the direction of the visual contact. Also, you can tell it is a warship but the type cannot be determined at this range. turn_1836_blue.txt turn_1836_blue_intl.txt
  6. 1. The land clutter is Iran. Since you are transporting weapons for Iraq during the Iran-Iraq War, it would be a good idea to avoid Iranian waters. 2. The H4 data annex does not show helos for the Kashin, so that option is out. As a general rule, the H4 data annex will not list helos for ship classes that are not equipped with hanger facilities. In this scenario, no one has helos. 3. Option 3 is good, but very aggressive. Still, even the A-Team says, "The best defense is a good offense." 4. You could do nothing. In a paper rules game, the objective is to gain a victory based on scenario criteria. That should dictate your actions.
  7. FYI, The visual contact is not currently classified and will not be until you say otherwise. The color of the units will depict your "perception" of them. Of course, you already know what blue and red mean, but yellow are unknown units (not yet classified by you) and green are neutral units. At any point you may change your perception of them by letting me know you wish to reclassify a contact. I will then reset the color of the contact for you. The actual side (color) of the contact remains hidden from opposing players unless something obvious gives them away (such as emissions or visual sighting). On SimPlot Viewer you can create your own range circles as references. Things such as weapon ranges (yours and enemy), radar or sonar ranges, even the distance to the horizon can act as reminders for you. Feel free to experiment with them.
  8. FYI, The visual contact is not currently classified and will not be until you say otherwise. The color of the units will depict your "perception" of them. Of course, you already know what blue and red mean, but yellow are unknown units (not yet classified by you) and green are neutral units. At any point you may change your perception of them by letting me know you wish to reclassify a contact. I will then reset the color of the contact for you. The actual side (color) of the contact remains hidden from opposing players unless something obvious gives them away (such as emissions or visual sighting). On SimPlot Viewer you can create your own range circles as references. Things such as weapon ranges (yours and enemy), radar or sonar ranges, even the distance to the horizon can act as reminders for you. Feel free to experiment with them.
  9. Your lookouts spot two ships on the horizon. They are not close enough to identify. turn_1833_red.txt turn_1833_red_intl.txt
  10. Your lookouts spot a ship on the horizon. It is not close enough to identify. turn_1833_blue.txt turn_1833_blue_intl.txt
  11. Here are the Blue Side units. Project 61 [Kashin] DDG Displacement: 3500 std In class: 20 - 19 In Service: 1962 Acoustic Counterm: 1st Gen Electronic Counterm: 1st Gen J ESM: 1st Gen Propulsion: CODAG Crew: 266 Size Class: Small Signature: Small/Noisy Weapons: F/A(2)2 AK-726 76mm/59//2 MR-105 Turel’[Owl Screech] C F(12)2 Smerch/RGB-60 [RBU 6000] w/5 salvoes//MG-311 Vychegda [Wolf Paw] E2 P/S(6)2 RBU 1000 w/5 salvoes E2 P&S(5)1 533mm TT w/5 SET-65 F F/A(2)2 Volna [sA-N-1a] w/16 Goa//2 Yatagan [Peel Group] (2) D Sensors: MR-310 Angara [Head Net A] (#1-7) J MR-310U Angara-M [Head Net C] (#8 and on) J MR-500 Kilver [big Net] (#8 and on) J 2 Don 2 (Units #1 - 11) J 2 Volga [Don Kay] (Unit #12 and on) J MG-312 Titan [bull Nose] M Remarks: Fitted with stabilizers. Special damage modifier of -15% for light alloy superstructure. • 1971-77: Six ships modified to Project 61M, 61MP [Mod Kashin]. Conversion listed separately. 1973: Sderzhannyy completed as 61M. Project 61MP conversions: Ognevoy 1971, Stroyny 1971-72, Smely 1972-74, Slavny 73-75, Smyshleny 76-77. • 1974: Otvazhnyy (ex-Orel) sunk in Black Sea 20 Aug following after magazine explosion and fire. • 74-78: Provorny converted to Project 61E, listed separately. • 87-95: Smetlivy modernized in Sevastopol. Aft 76mm, 2 RBU 1000 removed, replaced by (4)2 3M24 Uran [sS-N-25], ROF 8. ESM upgraded to 3rd Gen, ECM upgraded to 2nd Gen J&D, fitted with MG-332 Titan-2 and MG-325 Vega VDS vice MG-312. • 1988: Smely transferred to Polish Navy. • Decommisionings: Komsomolets Ukrainy, Krasnyy Krim 1991, Soobrazitelny 1992, Odarenny, Steregushchiy, Strogiy, Sposobnyy, Obratsovvy 1993, Reshitelniy 1997, Krasny Kavkaz 1998, Skoryy 1999. Damage and Speed Breakdown: Dam Pts: 0 24 47 71 85 94 Surf Speed: 34 26 17 9 0 Sinks This is the class for your merchant. Name: Nikolai Zhukov Type: Merchant Displacement: 4875 std In Class: 12 Size Class: B/Medium In Service: 1977 Propulsion: Diesel Crew: xxx Signature: Med/Noisy Sensors (radar): Don 2 Damage Points: 134 Speed (knots): 17
  12. SHUK, I have the two players I need for this scenario. However, this is a test for SimPot, so if all goes well then I will start another scenario shortly afterwards. I hope you will stick around. Kevin
  13. kmart494 replied to kmart494's topic in Red Player
    Albert will not be able to continue the game. I have another player set up to take his place (Eric). Eric is getting up to speed now so we will get started soon.
  14. kmart494 replied to kmart494's topic in Blue Player
    Eric, Since you are in the US, you only need to download the first turn file. The one with "intl" in the name is for European players (replacing decimals with commas). Do you have the High Tide Annex? The Kashin ship data is there. If not, I can copy and paste it for you. Please read through the Announcement forum for scenario particulars and your merchant ship data. Once you are set up with the ship forms, then give me your standing orders. Sensor status, weapon director modes (surface, transition, air), course, speed. The scenario says you are on your way to Iraq, so you have to head in that direction. Do you have H4 paper rules experience?
  15. Thank you, Albert. I do have another player lined up, so the game will go on. I look forward to playing with you again. Kevin
  16. Yishten, Albert needs a few more days before he can start. I told him that is ok.
  17. kmart494 replied to kmart494's topic in Red Player
    Yishten, You can change orders since the game is delayed. I agree with your tactical thinking. In fact, this level of thinking is a big part of playing Harpoon4. Although the scenario starts at 1800, no sunset is given in the scenario notes so I think 2000 will be last light. You can still engage surface targets at night with guns using radar. Kevin
  18. That's okay with me too, Albert.
  19. kmart494 replied to kmart494's topic in Red Player
    You are right about the Sea Cat. It is anti-air and anti-surface. Now I am just waiting for Albert to post his orders and then we will get going.
  20. Do US Navy destroyers carry UAVs? I am wondering if it was technically possible for Mason to find the location of the launch vehicles, and then program a Tomahawk strike shortly after the attack.
  21. This is the class for your merchant. Name: Nikolai Zhukov Type: Merchant Displacement: 4875 std In Class: 12 Size Class: B/Medium In Service: 1977 Propulsion: Diesel Crew: xxx Signature: Med/Noisy Sensors (radar): Don 2 Damage Points: 134 Speed (knots): 17
  22. kmart494 posted a topic in Red Player
    Here is the first turn file. Please place it in a sub-folder of your choosing. Please make sure the turn files and the map file are kept in the same folder. turn_1800_red.txt turn_1800_red_intl.txt
  23. kmart494 posted a topic in Blue Player
    Here is the first turn setup file. Please place it in a scenario sub-folder of your choosing. Please make sure the turn files and the map file are kept in the same folder. turn_1800_blue.txt turn_1800_blue_intl.txt
  24. First turn standing orders should include sensor emission status (active/passive), weapon director mode (if it has air/transition/surface modes), and intentions for your units. Initial unit location, heading, and speed are already set according to the scenario. Players may change heading and speed if desired. The players should post all orders in their respective Player Side sub-forums. The Soviet merchant and Iranian FF ship data are in Sitrep #48. The Kashin ship data is in the High Tide Data Annex. If either player does not have all the ship data they need, let me know so I can send it to you. As a general rule, any communication to the referee that you don't want your opposing player to see should be in your Player Side forum. All other comms can be in the public Announcements forum.
  25. Scenario Players Albert - Blue Side (Soviet Union) Yishten - Red Side (Iran) Scenario Setup Players and observers must have a copy of SimPlot Viewer 0.9.1 from the SimPlot/Application download section. Players and observers must have a copy of the Persian Gulf Map from the SimPlot/Map download section. In your local SimPlot Viewer folder, create a scenario folder and place the map there. All downloaded turn files (and the automatically generated static file) must be in that same folder. There will be two versions of the turn files. One is for decimal numbers (US) and the other for comma numbers (European). The comma number files will have "intl" in the name. Scenario Rules Players should issue standing orders until more detailed orders are necessary. Tactical Turns will be executed by the referee until either the standing orders expire, sensor contact is made, or any point where a player decision is needed by the referee. This will speed up game play. Have fun! The first turn files will be issued later today.

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