January 23, 20179 yr 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
January 23, 20179 yr Err, shouldn't my RWR have alerted me missiles were being fired at me when they were first launched? And my orders were to turn to course 180 degrees back at 1607 - that seems to have been ignored? Orders Slow maximum amount permitted by the rules at start of mvt phase and drop a few metres into Vlo altitude band. Try to evade the missiles. Then survivors get back on course to S008, climb back up to Low immediately.
January 23, 20179 yr Author 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.
January 23, 20179 yr To clarify; am I dead in the water, but still afloat? If so, do I have anything functional? It's just that I make it that I am down to 3 DPs as I started with 123. If so, I did considerably better than I expected...
January 23, 20179 yr Author 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.
January 23, 20179 yr Please do. I will probably have a magazine explosion and sink but it'll be worth it. Which deck gun shot down the missile? I want the gun crew to get medals (probably posthumously) as it is not every day you down a Mach 3 seaskimmer with gunfire from a Second World War ship... That is probably the naval warfare equivalent of a hole in one on a Par 4... Further orders and comments to follow.
January 23, 20179 yr Questions Can we see if there is any damage to the Sovvie or anything else for that matter from this distance? Orders Continue with present orders for helicopter. Remarks The Sovvie has turned and is still operating at 15 knots, which clearly means that the Harpoons didn't do the full job. However, the fact that he is engaging you with four missiles and not engaging the chopper at all suggests varying options: He doesn't deem the helicopter as a threat or at least not yet. My missile is already inbound and I can't see it yet. Fire control directors; you are either being engaged by two of them or all three. We have scored at least one hit and Front Dome #4 is out of action. You're going to need to do the job with the F-4s otherwise this battle is pretty much over.
January 24, 20179 yr Author 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.
January 24, 20179 yr Actually Sitrep 26 had an item from Larry Bond on "Massive damage in Harpoon". The short of it is that they left out the massive damage rule from CaS in H4 but Larry says to put it back in and stop rolling ridiculous amounts of criticals - 7.2.7 Effects of Massive Damage. Even though some of a ship’s weapons may still be intact, there is a time where overall damage to a ship will prevent their operation. When a ship has only 25% of its original damage points remaining, all weapons are out of action. Light weapons that do not depend on ship’s power are unaffected. Submarines must surface. Aircraft carriers cannot launch or land aircraft on the flight deck. When a ship has only 10% of its original damage points left, all of its weapons, including catapults, are out of action.
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