Tuesday, 27 May 2025

Bombing Encylopedia

"The Bombing Encyclopaedia (BE), later renamed the Basic Encyclopaedia, was a comprehensive U.S. Air Force catalogue of potential bombing targets developed during the Cold War. Each target was assigned a unique eight-digit BE number, typically formatted as four numbers separated by hyphens."

According to the CIA Reading room FOI files the first four digits which are in the format "0616" refer to the World Aeronautical Chart (WAC) where the target is located.  I would expect to find values with the following ranges:

0737
0738
0739
0615
0616
0617

The SEADB and CATC files have a field POSTB which when reading the detail from the 1970 description document indicates that a strike mission would use characters 1-12 for the BE number and all other characters (1-15) would be used for Recce Mission details.  This means that it is possible to extract the BE number from the cell with a bit of excel.

The POSTD field, in the 1967 set, has, what appear to be, free text descriptions which map to the BE detail for some target classes

BE values in the series 0615, 0616 and 0617 all appear in the record set for 1967 at least

Monday, 5 May 2025

Understanding the CATC records

 The data was grouped into sets

Control Set - (Mission Identification)

Sequence of mission
HQ
Target
 Sortie
Unit ID

Fixed Set  - (Mission Function)     

Classification
Nickname
Target Information
Coordinate of target
Terrain
Weather
Cloud cover

Periodic Set 1 - (Enemy Defences)

Position
Number
Response Time
Type of Fire

Periodic Set 2 - (Missile Data)

Tactical Unit
Missile position
Maneuver time
Visibility

Periodic Set 3 - (Load data)

Delivery Information

Periodic Set 4 - (Results data)

Measure of result

Periodic Set 5 - (Air Incident)

Friendly or enemy
Loss
Damage
Abort
Diversion
Time
Tactics

Period Set 6 - (Comments)

Comments





Monday, 21 April 2025

Record Structure V1

 This is my current analysis of the decode table.  It is WIP and a new one will be uploaded once I move to the 1966 record set.  I have discovered that cl_4203 only contains 3 records each of 1 character and assume that the clock position record is erroneous.





Downtown Scenario - Hang on Snoopy (Pt 2)

     Carrying on from Part 1

Chris Hobson's book mention a second strike later in the day.  Going back through the CATC set for October/November there is an Iron Hand Mission being flown out of Danang.  This is a USMC EF-10




Saturday, 19 April 2025

Downtown Scenario - Hang on Snoopy (Pt 1)

This is a summary of the research into a user scenario for the Downtown system. It is set in October and November of 1965 during the early periods of Operation Rolling Thunder.

The background is based on the following snippets put together from various sources:

RT38 29-Oct-65 04-Nov-65 The USAF was assigned the Phu Ly RR Bridge and the Dong Em SAM Support Facility; the Navy was given the Hai Duong RR/Highway Bridge, Me Xa Highway Bridge and the Lang Luong Highway Bridge, with the Kep Highway Bridge as an alternate. Navy struck the Kep Highway Bridge on 31 October, with all spans reported off their piers and in the water.

RT39 05-Nov-65 11-Nov-65 The USAF was assigned the Phu Ly RR Bridge and the Dong Em SAM Support Facility; the Navy was given the Hai Duong RR/Highway Bridge, Me Xa Highway Bridge and the Lang Luong Highway Bridge, with the Kep Highway Bridge as an alternate. On 5 November the Hai Duong Highway Bridge was struck by Navy with damage reported to the east span.

The USAF struck both its targets on 7 November, dropping two spans of the Phu Ly RR Bridge and damaging 22 buildings of the Dong Em SAM Support Facility. On 8 November, moderate damage was inflicted on the Me Xa Highway Bridge.

The data can provide conflicting information and we are relying on several layers of transcription in recording the data into machine readable formats. There are also a range of snippets of narrative from a number of sources which can add or obfuscate the actual events

For example

The OPREA data from 62-67 with a basic filter applied for the first mission date and missions flown into North Vietnam throws this up


Another set of data from a set labelled 62-66 has similar data

What I do know is that the F-105s are reported as being part of a joint strike.  They were assigned an Iron Hand Mission and had a USN A-4 Skyhawk assigned as a pathfinder in support of the developing activities to improve SAM suppression.  The 8 F-105s were all assigned to attack one SAM site.  The Pathfinder, Skyhawk 151173, from Oriskany was shot down and the Pilot killed.  The periodic set in the archives contains some data:Chris Hobson's book says that a total of 27 SAMs were launched at this raid and another strike later in the day.

The Shoot down time is reported in the US archives as being 241 which I assume to be 0241.  But that isn't necessarily reflected in the data yet so more digging.

The CATC files have more reporting detail.  There are just under 110000 lines of data for the Period October/November 1965.  A filter on the date (assuming data entry is correct) throws up this data. Broken down by Launch Base and Operation.


RT = Rolling Thunder, BT = Blue Tree, IH = Iron Hand, SD = Steel Dart, VN = a possible data error, an USMC F-4 Flight into NVN.

What we do know is that the two Iron Hand flights led by Lt Cdr Powers (KIA) came from Takhli, the flights were numbered 2321 and 2322.  The two flights are listed as attacking Field Defences and AA.

The data indicates a local TOT between 0335 and 0336. The lat and long is close to Kep


What we don't have at the moment is the separation of the strike package from the USN

Wednesday, 22 May 2024

F-111 Missions

 Work to develop a scenario looking at F-111 Operations.  

In late September 1972 two squadrons of F-111 had arrived at Takhli Airbase in Thailand.  Following training missions and orientation the crews were gradually given more missions over NVN.  In the middle of October, the 474th TFW began scheduling 24 combat sorties per night primarily in Route Pack 6 with an occasional sorties in Route Pack 5. During the week of 14-20 Oct 72, the tempo of enemy reaction to F-111 strike sorties stepped up to indicate an increase in awareness of the presence of F-111 aircraft.

On the night of 14/15 October there were 13 strikes recorded into RP6A with another 3 sorties suffering an Air Abort.  For just over 8 hours the targets reported as struck were:

Hoa Lac Airfield 2035

Dac Duc Petroleum Pumping Station 1427

Thai Nguyen RR Repair Yard 0728

Vu Cha RR Bridge 0918

Vinh Yen Ammo Storage 1232

Bac Giang TPP 1421

Viet Tri RR Yard 1337

Phuc Yen Aircraft Dispersal area 1329

Qua Chau Barracks (Thai Nguyen) 0628

Dong Thon RR Siding 1528

Kep POL Installation 0919

Trai Hop Military Barracks 0429

Lang Lau RR Bridge 0626







Wednesday, 7 February 2024

Fightertown



A straight knife fight between missile armed USN F-4s with 4 Mig-17s in early 1965. (VP 4 vs 4). Can the USN get its first MiG kill ? Pilot quality isn't a feature in the game so your USAF pilots have the same ability as their more tactically aware USN counterparts so you can play this out with either.

The real engagement is based on:

"On 17 June 1965, Navy F-4Bs were flying "barrier combat air patrol (BARCAP)", protecting a strike package that was attacked by four North Vietnamese MiG-17s. Once the Phantom pilots visually identified the MiGs, they took them on, firing Sparrows at them. Two Phantoms, one piloted by Commander Louis Page and the other by Lieutenant Jack Batson, each scored a kill. These were the first "People's Army of Vietnam North Air Force (PAVNAF)" MiGs shot down in the war."

I chose the VF-21 "Freelancers" as I liked the tail art so made up some decals for a pair which you can see here Downtown and Thud Ridge Images. Not the best reason but a reason none the less. The MiG-17 is the workhorse of the DRV until later on and I wanted to see how much mismatch there is.

As there is no air to ground, no targets and no SAMs I played this one out on a 4x4 table with opponents entering from opposite corners.

Mission Analysis

DRV first (for a change). With no missile we have to get in close. We are exceedingly manouvreable and have numbers on our side. Entering at Level 1 means little to fear from the RG missiles and the US have to get in our homing zone with the HS which we should be able to avoid. Possibly a defensive wheel formation ? never tried it and a bit early in the period but we might have a look. The US will stay up high where we can't get them and then get in behind us using the extra power available.

US. The opposite really. We need to use the RG to the best of its ability but we can only realistically engage 1 target apiece so have to be careful (could fire two a turn but that puts us in a known attitude and we still need to manouvre to bring the target into the envelope). Working in pairs is probably the best option covering the leader with the wingman. Trying to be top gun will probably see both F-4s getting shot down if we go off on our own. With no SAMs to worry us we can use the height to our advantage and pick who and where we attack. The extra energy is also benefit to get that extra distance as well as get up out of trouble if the indians get to close. And we have afterburner to dissipate all that excess energy. Remember no gun so we need to get behind with the HS. The RG is all aspect but poor performance and uses up AP and flies us in a straight line.

Turn 1
  • Showtime 101 and 103 enter first at H4:E5 and close the distance to the MiGs (25cm). MOVE - MOVE - MOVE - MOVE - MOVE . Showtime is 103 is 5cm behind 101.
  • Red 07 and Red 11 (DRV Right hand pair) enter at H2:E4; Blue 08 and Blue 09 (DRV Left hand pair) enter at H3:E4. Aircraft bases are touching with 10cm between pairs. MOVE - MOVE - MOVE - MOVE
Turn 2
  • Showtime 101 and 103 continue to close at H4:E5 and close the distance to the MiGs (25cm). MOVE - MOVE - MOVE - MOVE - MOVE .
  • Red 07/11 turn to the right H2:E4 (MOVE (RT) - MOVE (RT) - MOVE (LT) - MOVE (LT)
  • Blue 08/09 turn to the left H3:E4 MOVE (LT) - MOVE (LT) - MOVE (RT) MOVE (RT) opening the lateral separation.
Turn 3
  • Range is still too great for a RG shot so Showtime 101 and 103 go after Blue 08/09. H4:E5 MOVE (RT) - DIVE (+2) - BRAKE (-1) - BRAKE (-1) - MOVE. Ending H3:E5
  • Cat and Mouse time for Blue 08/09 the US can start to go for FOX-1 so the DRV elect to drop towards the deck and bring Red 07/11 around behind the F-4s. 
  • Blue 08/09 H3:E4 POWER (+1) - DIVE (+2) - BRAKE (-1) - BRAKE (-1); Ending H2:E5 BINGO ROLLS no effect.
  • Red 07/11 H2:E4 POWER (+1) - MOVE (LT) - MOVE (LT) - MOVE (LT); Ending H2:E5 BINGO ROLLS no effect
Turn 4
  • The worst thing that the US could do in this position is to drop to H2 in a cloud of MiGs. Both Showtime 101/103 need to be more than 25cm from the enemy to get a RG shot off at a front aspect target from this altitude (they need to dive as well). They are inside minimum range and the HS needs rear aspect. Time to get some afterburn action, clear the area and reengage. They haven't used any afterburner or power yet so are safe from BINGO they can do 3 afterburn moves safely and then dive which would place them 40cm from where they are now any excess power can be removed because of the afterburn marker.
  • 101 elects to DIVE (+2) - REVERSE (D3/-1) - AFTERBURN ending H2:E6. 
  • 103 DIVE (+2) - REVERSE (D2/-1) - AFTERBURN - AFTERBURN; Ending H2:E6
  • Red 07/11 and Blue 08/09 are bemused by the US behaviour but decide not to make it easy and climb to H3 preventing the US turning and shooting next turn.
  • Red 07/11 MOVE (RT) - MOVE (RT) - CLIMB (-2); Ending H3:E3
  • Blue 08/09 MOVE (LT) - POWER - CLIMB (-2); Ending H3:E4
Turn 5
  • Afterburner back on the US still need to open the range so elect to use the massive power in the F-4 .
  • Showtime 101/103 AFTERBURN - AFTERBURN - MOVE - CLIMB; Ending H3:E6
  • Red 07/11 DIVE (+2) - MOVE (RT)- MOVE(LT); Ending H2:E5
  • Blue 08/09 know they are in trouble or will be (they US will probably reverse and come looking next turn) so DIVE (+2) - BRAKE (-1) - MOVE (LT) - MOVE (RT); Ending H2:E5
Turn 6
  • Red 07/11 are still too close to get a dive and a RG shot so the US is after Blue 08/09.
  • Showtime 101 REVERSE (D2) - DIVE (+2) - AFTERBURN (+2) - RG; rolling a 5 Blue 09 now has a radar lock marker.
  • Showtime 103 REVERSE (D4) - AFTERBURN - AFTERBURN
  • Red 07/11 find themselves behind and on the same level as Showtime 101.
  • Red 11 TIGHT (LT/2AP/-1) MOVE (LT) SHOOT (Rear aspect) rolling a 5 and Showtime 101 begins trailing smoke before slowly turning over, two parachutes ae seen. MOVE (LT) - MOVE (LT); Ending H2:E4
  • Red 07 breaks right to keep out of the way of the shooting MOVE - MOVE - MOVE (LT) - MOVE (LT); Ending H2:E5
  • Blue 08 TIGHT (RT/2AP/-1) - MOVE (RT) - MOVE (RT) - MOVE (RT); Ending H2:E4.
  • Blue 09 TIGHT (LT/2AP/-1) - TIGHT (LT/2AP/-1) - MOVE (RT); Ending H2:E2 with 4 break lock points rolls a 2 and watches the Sparrow go ballistic.
Victory for the DRV - I still managed to get shot down (again). I still have trouble with the combinations of afterburn, dive, reverse etc with the need to balance AP expenditure with energy. There was probably an opportunity way back in turn 3 where I could have gone afterburner to close the range rather than dive and break. Bleeding energy into the afterburner is useful and you only need to use one a turn to keep you stable. The lack of gun is a nightmare and I probably was too fixated with getting a sparrow shot off, but the homing zone restriction on the early HS missiles is a killer. But it shows you how hard it is to get a shot off and also imagine protecting an inbound striker as well. Add a couple of SAMs and you will probably have the same results as the US pilots until they put a gun under the F-4. Better luck next time.



Oh look! pumpkin soup, I like that.

Surfin' bird

My first battle report is for an introductory game to look at the game mechanics. It pits 2 A-4 skyhawks on a "road recce" against a single MiG-17. The skyhawks are both loaded with ordnance . The DRV roll for strategic targets and roll a 2 and will place two targets on the playing surface. The US player must attack one of these and then return to the carrier. The two targets (rail bridge and troop barracks) are 20cm and 30cm from the DRV baseline

Table is a standard 6 x 4 table with normal table alignment. and the DRV doesn't have any SAM to use.

Mission Analysis

The US player knows with the skyhawk it will take 5 turns to get to the targets at maximum energy. Without any CAP cover the Mig will probably cause 1 of the skyhawks to jettison.

The US player also knows that bombing is a knife fight and that he will need to be down at Level 1 to have a 50/50 chance of hitting the target. Level 3 means no hits and level 2 means hitting on a 5 or 6.

This will mean he will be low and slow in the target area and not good if the DRV Migs come looking. He splits his force allocating a Skyhawk to each target.

Turn 1

Stinger 01 and Stinger 02 enter the US table at height level 3 and energy 4 which is the maximum for a loaded skyhawk. Set up directly in between the two targets, they move 20cm line abreast. MOVE - MOVE - MOVE - MOVE

For this game the DRV cannot enter until turn 2

Turn 2
Stinger 01 and 02 continue to at height 3 and energy 4 moving another 20cm. MOVE - MOVE - MOVE - MOVE

The Mig-17 enters the table at height 3 energy 4 (it can go to a maximum of 5 as it is not loaded). It heads to intercept the left hand US Aircraft.

The two forces are now 60cm apart

Turn 3
Stinger 01 honours the threat and turns towards both the Mig and the Rail Bridge, Stinger 02 turns to the right heading for the Troop barracks. MOVE - MOVE - MOVE - MOVE
The Mig-17 Manouvres towards Stinger 01 increasing energy to 5 however his starting energy was 4 so can only move 4 times. MOVE - MOVE(LT) - MOVE - POWER

Turn 4
Stinger 01 has a hard choice does he ignore the Mig and go for the target or jettison his ordnance and head for home. The US player elects to jettison his ordnance and increases power. MOVE - POWER - MOVE - MOVE (RT). BINGO status is rolled for the POWER move with a 1 being rolled but this is the first power move and the aircraft are at Height 3 so the aircraft continues.

Stinger 02 can make the target so continues MOVE - BRAKE - DIVE - BRAKE which allows him to drop to Level 2 (DIVE moves increase energy by 2 and the loaded maximum is 4)
The Mig can't reach Stinger 02 in time to stop the attack but has a choice which of the two to pursue. Both the US planes will be at the same energy as him, next turn so he continues the pursuit of Stinger 01. MOVE (RT&SHOOT) - MOVE - POWER. - TIGHT(2) Rolling for the crossing shot give a 5 No effect. Tight moves drain off energy and the Mig is back to energy 4 . Luckily the D rolls for the tight were a 2 which counted as a 1 thanks to the -1 modifier for being a Mig-17.

Turn 5
Stinger 01 begins a twisting set of manoeuvres to try and get on the tail of the Mig-17 or rather making sure he isn't a target himself. Starting off with Energy 5 MOVE (LT) - MOVE (RT) - MOVE (RT) - MOVE (RT)
Stinger 02 has a complicated set of actions in order to get the bombs on target. He needs to drop a level, not exceed his energy and break off the target area and away from trouble. DIVE (DROP) - BRAKE - BRAKE - MOVE (RT). After dropping ordnance he will be clean, but at level 1 so his maximum energy remains at 4. Rolling on the ordnance table gives a 6 and 2 VPs. He breaks off the target and puts his nose towards the Carrier.

Essentially the US have won the game already with the hit on the Barracks and DRV controllers call off the Mig. Which is lucky as the Mig is on the tail of Stinger 01 and can reach a position to shoot with a better than evens change of damaging or shooting down the Skyhawk.



This very simple game took 15 minutes from start to finish. As a house rule I introduced another victory point for the DRV in the event that no target is hit and all US aircraft have left the table. The other way would be to keep the -1 for any bomber jettisoning ordnance (essentially a mission kill), but this is hard for the US already. They have on average a 25% chance of winning this game. One of the skyhawks will probably jettison and only half the attacks at level 1 will hit from the other one. If the DRV get a shot in first it will be game over and the DRV win before the target is hit.

Monday, 14 February 2022

DAK - Sdkfz 233 8 Rad

 There are a couple of photos of the Sdkfz 233 in North Afrika.  They weren't manufactured until late 1942 so for my purposes would only appear in the Torch book for late North Africa or Tunisia.

I started off with a base model that had sat around in the started but not finished pile for a long time and had an DG and OG camo scheme on it.  I washed it and gave it a good scrub and threw some AK Gelb Braun (RAL 8000) on it.  This is the same RAL 8000 that I have used on my 88s.


Problem with research is that the AK colour doesn't match.  Their RC range has a different interpretation of the colour and I was bit torn between repainting models again or going with a bit of a hybrid. I wasn't happy with the placement of the stowage either to be fair.

So I stripped off the crate, tarpaulin and spare wheel and started again

The spare wheel was drilled out from both sides and superglued into the correct place.  The plastic glue marks were sanded and filed where possible.  The superstructure was then given a patchy overspray of my Tamiya RAL8000 Mix which is a lot darker.  The model was then given the chipping treatment to try and disguise any marks that hadn't been completely rectified.



Now onto the putting different stowage on it.

Original model



DAK Paints

 Despite being brought up on Donald Featherstone's books and starting as a wargamer with the Airfix desert guides I never really got into the desert as a period, focussing on the Eastern Front.

But a while a ago I was looking at Tunisia.  From there I have a couple of Panzer III G/J and and two late Js.  As I have rekindled my painting and modelling mojo these are getting a repaint.  Problem is that I don't know where to start so this is a record of how it goes.

There appear to be the following periods and associated colours:

Arrival - Early 1942

RAL 7021 - Dark Grey

RAL 8000 - Yellow Brown

RAL 7008 - Grey Green

Spring 1942 - Onwards

RAL 8020 - Brown

RAL 7027 - Sand Grey





Monday, 7 February 2022

BG Tobruk - 88mm part 2

 So a bit of subtle chipping added.






BG Tobruk - DAK 88mm

 I bought 8 of these as I wanted some 88s for a 1945 themed game and at the time could only get the DAK variant so thought about just doing head swaps.  I put the first two together and then forgot about them.  With the renewed impetus on painting I dug them out to find out that I had actually used a figure in shorts so I will do a pair of the guns as DAK for BG Tobruk









Friday, 4 February 2022

Battlegroup Kursk - Tiger 1 Refresh

 I have gone back and redone the paint work on four old PSC Tiger 1s that I did a long time ago.  This is part of getting back to playing some Kursk themed games.








Thursday, 27 January 2022

British Para Jeeps

 These have sat on the started but not finished shelf for too long.  As I have just done the Horsa I have some enthusiasm until I get distracted by something else to crack on with 1st Airborne.

Overall coat of SCC-15

VJ Black Grey for the tyres as usual

2:1 mix of VJ Flat Brown and German Camo dark brown for the ammo boxes

VJ Khaki for rolls

VJ Russian Uniform for small packs.

Beige brown for wooden parts















Friday, 20 August 2021

Pony Wars Reprint

 Nice surprise in this morning's post.  The reprint of Pony Wars and card decks




Tuesday, 15 June 2021

Battle Group Crete - Assault Gliders

 I have had these in a box for a while. So they have had a bit of love.  Not convinced about the top surfaces so they will get redone. The spray dots on the fuselage needs to be done and then a coat of varnish and decals.





updated upper surfaces


Mottling camo added. Varnish and then find some decals




Bit of artistic licence