As red player, I thought that trying a short-range launch was basic. This way the frigate had less chances of intercept my missiles. This tactic also implies that this is a near-suicide mission. There is almost no chance of run away.
Actually, I tried to target all my missiles on the tanker, delaying seeker activation until I calculated they would have surpassed the frigate. I did not count on disabling Harpoon launchers in order to have a minimal exit opportunity, so I played all for crippling the tanker, and surely becoming martyrs for the "revolution".
About SimPlot, I found it great to follow units situation. I just would have wanted to be able to add my own ref points and/or range circles, to make my own range and bearing calculations. Kevin provided relevant points and range circles, and they were very useful, but sometimes you want to play a bit more with the situation. Finally, I set my own turn file, with enemy units estimated position, bearing and speed to make simulations of future movement and location.
One possible change would be enable some changes to "player" turn files (i.e., ref points and range circles), even this files are not returned to referee. Otherwise, I enjoyed very much this playtest, and will be glad to play any other you want to try.