Everything posted by kmart494
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Blue Player AAR
Blue Players, please post your thoughts about the scenario to include AAR, the PBEM process, and using SimPlot Viewer to facilitate an H4 game. FYI, the Red corvettes are sinking and the destroyer is on fire and sitting low in the water. The aircraft that attacked were F-4E. final_blue.txt final_blue_intl.txt
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Engagement Turn 1610.5 1st Movement Phase
I am waiting for Red players to decide if they consider the scenario over.
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Engagement Turn 1610.5 1st Movement Phase
At this point, would you guys like to concede the game? I realize my screw ups with air movement orders likely cost you at least a tactical victory. I could add more F-4s but it looks like it would take at least 5 just for a chance at doing damage to the Sov.
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Engagement Turn 1610.5 1st Movement Phase
I'll ask Larry Bond for some clarification on that. I am also wondering if the dumb flight time can be adjusted to give as little warning as possible to the target.
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Engagement Turn 1610.5 1st Movement Phase
The F-4 was downed just outside minimum missile engagement range. No bombs were dropped.
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Engagement Turn 1610.5 1st Movement Phase
The SA-N-7 was fired in the 1st Fire Phase while the F-4 was outside min range. The movement tracks passed each other during the 2nd Move Phase, with the F-4 movement stopping inside min range and the missile stopping way outside it. Somewhere in the 15 second movement is where they met. I hope I did not misinterpret how that is supposed to work.
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Engagement Turn 1610.5 1st Movement Phase
Turn recap: 1610.0 1st Fire 2x SA-N-7 fired at A015 1x SA-N-7 fired at H016 1610.0 Detection H016 disappears from radar. A015 is climbing rapidly. 1610.0 2nd Move Lookouts on Stokiy observe one SAM missing and one hitting an F-4 aircraft (very close to the ship). turn_1610_5_blue.txt turn_1610_5_blue_intl.txt
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Engagement Turn 1610.5 1st Movement Phase
Turn recap: 1610.0 1st Move H016 shot down. 1610.0 Detection A015 has RWR warning. 1610.0 2nd Move A015 shot down 1.5 nm from the Sov. turn_1610_5_red.txt turn_1610_5_red_intl.txt
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Engagement Turn 1610.0 1st Movement Phase
It does raise a good question for weapon directors, though. If you saw two aircraft in the last detection phase, then you would naturally point two directors at those targets in the current fire phase. But, in reality there is only one target. So, a player would waste a director and missile on a phantom target. Maybe that is a reflection of the time it takes for the CIC crew to process and react to changing target information.
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Engagement Turn 1610.0 1st Movement Phase
Well, Brad kinda spoiled it. I was trying to find a way to provide only the information that would be available to a player. So, you did actually shoot down another aircraft (with one remaining). But, it seems to me you would not know that until the next detection phase. Unless there is some other consideration in the rules or common sense?
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Engagement Turn 1610.0 1st Movement Phase
Turn recap: 1609.5 1st Move The F-4s drop to 498 kts and VLow altitude and use evasion. There was an 8% chance of crashing while at VLow but none did. 2x F-4s are shot down. 1609.5 Detection The F-4s RWR are screaming at the pilots. 1609.5 2nd Move 1x F-4 is shot down. The surviving F-4 pilot saw missile impacts on his squadron mates. The helo pilot spots smoke trails headed towards him. turn_1610_red.txt turn_1610_red_intl.txt
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Engagement Turn 1610.0 1st Movement Phase
Turn recap: 1609.5 1st Move SA-N-7 missiles reach A015 1609.5 1st Fire Stokiy fires 4x SA-N-7 at A015 Stokiy fires 2x SA-N-7 at H016 1609.5 Detection 3D radar shows 2x small targets for A015 1609.5 2nd Move SA-N-7 missiles reach A015 The results of 1609.5 2nd Move engagement will not be known to you until the next detection phase. turn_1610_blue.txt turn_1610_blue_intl.txt
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Engagement Turn 1609.5 1st Movement Phase
I had a late night so I will finish the next turn tomorrow.
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Engagement Turn 1609.5 1st Movement Phase
The first round of critical hits--2 Mk32 (no explosion), severe flooding, rudder, sonar. Second round of critical hits--Mk32 (no explosion), Nav radar, SPS-10, SPS-29, engineering, major fire, forward Mk30 (the one that made the 1% hit) (no explosion). There were several duplicated hits that get ignored. There is something about the Damage Ratio Table I don't understand. It says to extrapolate any ratio higher than 1.00. Well, your second missile hit is a ratio of 20.0 (60/(63-60)). Damage vs. remaining damage after subtracting hit damage from current damage. So, should I roll 20 times on this table? P.S. I had a late night so I will finish the F-4 attack tomorrow.
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Engagement Turn 1609.5 1st Movement Phase
Honestly, SHUK, I didn't bother to roll for critical hits the second time. The greater the ratio of damage to remaining damage points means big-time critical hits. I can roll for them if you like. You might have a functional loo.
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Engagement Turn 1609.5 1st Movement Phase
The SA-N-7 is inertial launch with semi-active homing in the phase of intercept. The RWR would not pick that up until its too late. SHUK warned me a while ago the complex nature of the attack might be too much. He was right. I am having a hard time keeping up with it all. But, this is a learning experience for future games. I will make sure you get the benefit of evasive maneuvers.
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Engagement Turn 1609.5 1st Movement Phase
The three-second rule for fragmentation damage means the Harpoon would have to be less than .5 nm away to hurt you. The missile was destroyed 1.8 nm from the ship. So, no damage to you.
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Engagement Turn 1609.5 1st Movement Phase
Turn recap: 1608.0 2 missiles are on radar headed to Palang. 1608.5 1 missile is shot down with a lucky die roll from a deck gun. 1 missile impacts the ship causing 60 damage points and several critical hits. 1609.0 2 missiles are visually sighted headed to Palang. Guns fire with no hits. Palang is hit by one of the missiles causing 60 damage points. The ship is dead in the water. Your F-4s have sighted contrails coming their way. turn_1609_5_red.txt turn_1609_5_red_intl.txt
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Engagement Turn 1609.5 1st Movement Phase
Turn recap: 1608.0 3 hits on M021. 1 hit on M022. 2 SS-N-22 fired at S011. 1608.5 1 SA-N-7 fired at M021. 2 SA-N-7 fired at M022. 1 hit on M021 (eliminated). 1 hit on M022. 1609.0 2 SA-N-7 fired at M022. 4 SA-N-7 fired at A015. 1 hit on M022 (eliminated at min range). Your radars do not show any other missiles. A015 has 4 SAMs allocated to it. In this turn (1609.5) the helo can be engaged. The helo radar shows a speed change for S011. turn_1609_5_blue.txt turn_1609_5_blue_intl.txt
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Engagement Turn 1608.0 1st Movement Phase
Hold on a minute. I forgot to launch the Sunburns. I will repost the turn. EDIT: That's better. The SS-N-22 is a two missile raid. Please download the files again.
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Engagement Turn 1608.0 1st Movement Phase
At 1607.5 1st Fire Phase, Stokiy launched 6 SA-N-7 SAMs at the incoming missile raids. I would like you to double check me on this before I go further, but the ROF=3 (for each mount I believe) plus 6 directors means you can engage 6 out of 8 incoming missiles (with one SAM each). My calculations show that both SAM mounts are in arc for both raids. The current movement phase is not yet executed, so the SAMs will reach their targets now. turn_1608_blue.txt turn_1608_blue_intl.txt
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Turn 1607 Detection Phase
I appreciate the tactical discussion among players, but I am having difficulty picking out the orders from the tactics. If you guys would, please put the explicit orders for me to execute and the end of your posts.
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Turn 1607 Detection Phase
I missed the part about launching a second SS-N-22 at S011. I will get 2 more off to it now, and start your turn to 315T. Would you like to accelerate? Also, 5.3.4 gives SARH guided SAMs a 50% range bonus vs. non-maneuvering air targets.
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Turn 1607.0 Air Attack Resolution Phase
I have to admit I am a little skeptical of the F-4E numbers from Sitrep #48. It lists the speeds at Low as 330/660/826. The German F-4F from the High Tide Annex is listed as 500/650/790. I can use the F-4F numbers instead if they seem more realistic to you.
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Turn 1607.0 Air Attack Resolution Phase
I fixed the turn files. Please download them again.