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Bulldogs Away - 1st Try


pmaidhof
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Gave the Fast Attack Craft rules "Bulldogs Away" a quick run through tonight with a solitary Russian Nanuchka2 confronting a German Type 143 Albatros in the Baltic.

 

The playing area, a 6x4' table, was determined to be fairly open seas, with only 1/6 of the surface area having a 10cm (1000m) long shoal. The sea state was rolled 1, and wind was rolled for but did not play a roll in this engagement.

 

The Russians had a trained crew and an average command quality, while the Germans had a trained crew too but an adept commander.

 

Each combatant and a dummy started the game represented by "blip" counters, both forces rather simplistically approaching each other at fast speed 31-40kts. With both units radiating the Russians detected the Germans by both active radar and ESM, but the Germans failed at both methods - radar was out of range, ESM was simply a poor die roll. Russians would have liked to fire a volley of SS-N-2's but was still outside of the Styx' range of 7500m.

 

Turn 2 both combatants lowered their speed to Medium, 21-30kts hoping to have better detection modifers. :) The Germans were using Active Radar while the Russians went passive. Germans detected the Nanuchka and its counter was replaced with a "Contact" counter. Russians did not make a successful ESM roll. The gods of War sense a momentum change.

 

Turn 3 both sides speed up to fast again. Boths sides detect each other with both active radar and ESM. Germans with the initiative fire four MM-38 Exocets. Russian counter measures dupe 2 of them. The two that strike the Nanuchka roll poorly for basic damage, causing damage to the Fire Control Systems, Decoys, and SA-N-4 mount. On the Special hits, command confusion and a blackout are caused aboard the Russian boat.

 

The Russians at this point decide they'd better get some distance between them and their adversary until they can conduct some damage control. They conduct a high speed turn with the Germans in fast pursuit.

 

After firing some ineffective (high speeds) 76mm shots, the Germans powerdown and allow the Russians to clear the area.

 

Fun game, with a lot more to it that what took place tonight, helos, fast movers, platforms from boston whalers to destroyers, mines, collisions, suicide boats, etc.

 

Warming Online Bulldogs Away Summary

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So ... one Exocet was enough to sink HMS Sheffield of the Falklands, without even detonating its warhead, but a lousy Russian missile boat survives TWO hits??? Good Communists may not believe in God, but evidently the reverse is not true! :lol: Also, are you sure about that 7,500m range for the Styx? That sounds more like the *minimum* range than the max, even for the SS-N-2a. Here's a link with some numbers:

 

http://www.globalsecurity.org/military/wor...s-n-2-specs.htm

 

Questions aside, thanks for an interesting and entertaining post. :)

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Also, are you sure about that 7,500m range for the Styx? That sounds more like the *minimum* range than the max, even for the SS-N-2a.

 

I expect Pete is applying the specifications and rules that come with Bulldogs Away rather than applying other known figures?

 

So ... one Exocet was enough to sink HMS Sheffield of the Falklands, without even detonating its warhead, but a lousy Russian missile boat survives TWO hits??? Good Communists may not believe in God, but evidently the reverse is not true! :lol:

 

Not all missile hits are created equal, e.g. USS Stark, INS Hanit. It sounds like Bulldogs Away models poor hits as well as the solid ones.

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are you sure about that 7,500m range for the Styx?

Yes, but as Brad mentioned it is what is in the rules vice what can be found online. One caveat is that the author mentions that "...They have been designed to be played on a wargamer's standard 8x6' or 6x4' table and hence longer weapon ranges have been increasingly compressed as ranges increase..." and again "...Because of the compressed nature of the ranges it is not possible to state a definititive ground scale or duration of a turn. However, for medium range encounters the ranges and movement rates equate to approximately to a turn of 2 minutes and a ground scale of 1cm = 100m."

 

Other ideas could be that my poor basic damage rolls could represent a dud, or even that the missile impacted with the water short of the boat, causing a somewhat less than lethal hit. I compared the MM-30 Exocet and Nanuchka in the H4.1 data annex, an no the 66 total damage points for the two exocets would obliterate a Nanuchka.

 

Other possible results for each missile within the ruleset could have been: unmodifed <=0 No significant Damage; 1-3 Damaged (my result); 4-6 Heavily Damaged; 7-9 wrecked; and 10 sunk. Other ruleset considerations with the to hit and damage calculations are missile seeker generation, target ECM, target size, target speed, and in this case chaff.

 

That sounds more like the *minimum* range than the max, even for the SS-N-2a.
The above notwithstanding, a "Bulldogs Away" SS-N-2A minimum range is 30cm and maximum range is 75cm.

 

Questions aside, thanks for an interesting and entertaining post.

No problem, I'll post more as time allows. ;)

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Second try, essentially the same set up.

 

Played basically the same scenario again this afternoon. Started with both sides at medium speed. Germans were radiating, while the Russians were maintaining EMCON.

 

In Turn 1, the Germans did not detect the Russians, but the Russians passively detected the German boat, identifying it as a Type 143 Albatros.

 

Turn 2 saw the Russians turn in toward the bearing of the Type 143. During detection, the Russians joined the Germans in radiating, boths side actively and passively detect and identify each other. End of turn range is 100cm.

 

Turn 3 Russians accelerate to Fast (25cm) Germans continued at Medium (20cm).

 

 

Russians, with initiative fire their 4x SS-N-2A Styx’. Germans unleash their 4x MM-38 Exocet. Distance is 55cm, greater than 30cm so each sides missiles will arrive next turn.

 

Turn 4 Germans accelerate to Very Fast (30cm) and both sides make turns to the north., which if both survive would have placed the Russians in position to engage the Germans with gunfire.

 

Provided I played the 76mm auto, 57mm auto and 30mm auto being able to fire at incoming anti-ship missiles, the 57mm took out one Exocet.

 

The Nanuchka pooped a chaff cloud, but failed to have the desired effect. The Russian’s ECM foiled two of the exocets, so one impacted on the ship. The basic damage roll was a 9 = wrecked. Subsequent damage rolls showed that the FCS, E/O, ECM, 57mm mount, SA-N-4 mount, and SS-N-2 mount were all damaged/destroyed. Speed was reduced 3 levels and Maneuverability was reduced 2 levels.

 

The Type 143 faired little better. Three Styx missed, but all it took was one to hit causing heavy damage, including an electrical blackout. The E/O, ESM, Aft 76mm, and Exocet Launcher were all damaged/destroyed.

 

Another basic, yet bloody engagement.

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  • 3 weeks later...

Bulldogs Away does a couple of interesting things. First, instead of having different types of turns (tactical and combat, for example), it compresses weapon ranges more at the longer end. That has the effect of making turns at longer ranges represent a greater length of time than turns at shorter ranges - a neat way of handling the problem.

 

Second, the damage is variable. A dead-on hull hit by a missile will incapacitate most ships - but what's the chance of that happening consistently in the real world? A hit on the superstructure of many of these smaller ships would might knock out a weapons system or two, but not necessarily cripple the ship. And a dud could pass completely through.

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