Showing posts with label Battle Report. Show all posts
Showing posts with label Battle Report. Show all posts

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, 30 May 2016

WW2 - Amphibious Assault

I have always found Tarawa interesting so when the nice people over at Grenzer games were talking about their new rule set "Muzzle Flash", I was intrigued to how it would handle a specialist engagement.

 So I invited them over and threw a challenge down.  Beach Assault.  Played on a 5' x 4' table with the USMC attacking from the long table edge.  The rules are played at 1:1 which was interesting as I am in the process of rebasing all my infantry as single figures and hadn't made any progress with the USMC or Japanese so we played this using my old 3 figure and 2 figure bases with me snipping figures and sticking them onto new 20mm MDF bases as the game went.

A view of the Defenders which comprised five figure sections each with a LMG. Four 14mm HMG bunkers and two 40mm Anti-Boat guns.




The USMC would be straight infantry organised as an E Series comapny.  NCO, 9 Riflemen, 2 BAR Gunners.  In hindsight I would have been better off actually thinking about what the game system needs so I was missing Corpsmen and aid station the 60mm Sections and the 1919 LMGs which would have been expected at the early stages of establishing the USMC amphibious warfare doctrine and also hadn't included the company commander.  We also threw all the LVT1 & 2's onto the table as the first wave rather than the 3 sequential waves that were used at Tarawa.

The USMC laid out in their entry positions, they are actually off table at this point.  The rules cater for friction in terms of arrival which related well to the actual events on Betion in that some of the Amtracs never arrived and the Infantry had to entry wading and had already suffered some casualties and other Amtracs arriving on later game turns at random.



This section is wading to the beach from their destroyed AMTRAC and have already lost 2 men including a BAR.

One gap in the sea wall in covered by a 14mm HMG

There are two Japanese sections dug into the sea wall in prepared positions

These two AMTRACS will be delayed and wont enter until I roll the required number indicated on the dice.  One more AMTRAC to the left is also delayed so I was already down to just two assualting platoons.

First turn.  This isnt IGOUGO, each figure can reserve dice to use in the opponents turn so as I entered in the 14mm and Anti-Boat guns opened up. I had to start disembarking the marines short of the obstacle.  Elements of one section have reached the wall and I have reserved some actions for use in the enemy turn.  The AMTRAC at the bottom has been hit but is still mobile, 2 rifle disembarked.

 Wading under fire is as deadly in the game as in reality. I have dead and wounded in the surf just above the jetty but I have managed to pin the Japanese section directly opposing the section.

The AMTRAC to the right has been riddled with 14mm fire I have one killed as he leapt over the side and the rest of squad are pinned in the vehicle.  If they don't collect their wits they are in trouble.

 In turn two the Japanese defenders are forced to retire but the AMTRAC is now hit with 40mm fire and I have five wounded in the vehicle.

In the center I have also pushed the defenders back but I am still in the fire arc of another section on the left and the bunker on the right.

The AMTRAC is still mobile and uses the gap in the sea wall while the section near the bunker attempt to destroy it with grenades and satchel charges.  I ended up causing two killed and one injured from a mistimed grenade attack.  In the bunker itself one of the Japanese defenders sacrificed himself by smothering the posted grenade.  Two other marines worked their way to the entrance and have breached the door.  In the ensuing firefight another marine goes down and the Japanese defenders are down to one man.


On the left flank the US have made some progress have pushed an AMTRAC through a gap in the sea wall while the AMTRAC on the extreme flank has unloaded a complete combat effective squad.


General situation at the end of the US Turn 2.  The US have cleared the initial 30 metres or so of the beach.



Two marines have worked their way to the rear of the bunker and are priming grenades and satchel charges.

 Turn 3 and the US now have two sections on the left flank poised to try and take the bunker and then attempt to clear out the Japanese rifle pits, however there is still a Japanese 14mm HMG bunker which will have to be dealt with.

 As this was a play test we had stopped at this point.  Very involved and both sides are engaged throughout the turn.  You need lots of game markers for stress status and you do need to actually have the non combat units in your force as non evacuated casualties continue to affect your units performance.



Wednesday, 27 April 2016

Lebanon - Clash of the Giants Part 1

With all the talk of cold war games going around, I ended up digging out my box of half painted metal. Well when I say my box, I mean one of my boxes.  This one has some 6mm micro armour in it and hasn't been touched for a very long time.  Idly picking through it I found the remnants of an Israeli - Syrian game that I was going to run using the "The Clash of the Giants" scenario from "Battlezones" which was published by TTG and Bruce Rea-Taylor back in 1984.  It cost me £1.95 from the local model shop.

These days you are spoilt with choice for wargames rules and game systems.  I thought I would try these out using the "Sabre Squadron" rules which are designed for company actions

With this in mind I thought about using the on table forces for both sides which is essentially Infantry support by armour rather than a massed armoured engagement to start with.

So the force involved:

The Israeli forces are drawn from 7th Armoured Brigade and comprise:
  • A company of Infantry in M113 APCs
  • Two Recce Platoons of infantry, again in M113s
  • Two Platoons of M60 Magach-6 tanks
  • Supported by 2 Batteries of 155mm guns
The Syrians, from 3rd Armoured Division, comprise:
  • A company of Infantry in BTR-60PB APCs
  • A Battery of 3 BRDM-2S ATGW
  • They are supported by two batteries of 122mm guns
Possibly a bit large to start with so what I am going to do is use the two Recon Platoons and the tanks platoons up against a Syrian Combat Security Outpost (CSOP).

The models in the spares box only need a quick refresh with some VJ Green Grey paint and they will be ready.  What I can't find are the Infantry so I have popped a quick order in to Heroics and Ros.
The Syrians will use my Soviet infantry and my Soviet MRB forces.

Thursday, 28 May 2015

Downtown - D4 - USAF Planning Pt 2

This is my rough flight plan that might refined over the next 24 hours.  Very simple idea, turn down behind Thud Ridge on the deck at speed 4.  Drop bombs, go to 'burner and run for home.  EB-66 flights will fly an eliptical orbit north of the Ridge protected by two flights of CAP, which can also provide protection to the strike force.  MiGCAP to be established over the ridge screening Hoa Lac, Phuc Yen and Gia Lam.  Nothing is going to come down from Kep as it is the solo rules (not to self that I want to look at a mechanism about how to handle visual IDs on airfields as that affects how aircraft get generated.


As to aircraft, they are all painted up.  Two F-105F WW are getting a paint refresh tonight to lighten an old paint job, but if I don't get around to it they are painted anyway.  Might paint a couple of F-4Cs as I will need them for some future scenarios.  I also want to get some terrain painted as well especially as I will be using the rough terrain to hide in.

Tuesday, 26 May 2015

Downtown - D4 - "wheel of hurt" USAF Planning Pt 1

With a target map generated already, the USAF have 5 possible targets, however that equates to only 3 unique locations, with Phuc Yen POL storage very popular:


1-2 =   Ha Gia POL storage 1227
3-6 =   Phuc Yen POL Storage 1529
7-8 =   Phuc Yen POL Storage & Phuc Yen rail yard 1529
9-10 = Yen Vien rail yard 1826

The Target roll was a 10, so Yen Vien rail yard it is which makes this a USAF Major Raid

22 Possible SAM sites with 6 located.  This time I spent a little bit of time deciding on the SAM locations and came up with a scheme which placed a located battery in the following concentrations.
T1
P2
L4
R1
U2
V2

Airfields are plotted and probably means that Kep wont get used.  However the remainder can all generate some challenging defensive forces.
Phuc Yen, 1529 (MiG-17, MiG-21)
Kep, 1120 (MiG-21)
Gia Lam, 2027 (MiG-17, MiG-21)
Hoa Lac, 2035 (MiG-17, MiG-21)

Onto the USAF.  The raid forces available are as follows:

Jamming Mission
1x {1} EB-66C, Jamming
1x {1} EB-66B, Jamming
2x {2} F-4C, CAP

Iron Hand Mission
2x {2} F-105F WW, SEAD (Insufficient Weasels SSR)

MiGCAP Mission
1x {4} F-4C, CAP

Strike Mission
3x {4} F-105D, Bombing
1x {4} F-105D, Strike/CAP
(as this is prior to 1967 you delete one flight, but then add one back as this is a major raid taking it back to 3 bombing flights. In addition the SSR change one flight to Strike/CAP)

Recon Mission
1x {2} RF-4C, Recon


Downtown - D3 - USS RANGER - AAR Part 2

This is the view of the raid from the North West. Hanoi is centre right and the target is almost dead in the middle of the picture.  The ring of waiting SAMs is quite clear.

After successfully navigating past Haiphong the raid swings down behind Phantom Ridge.  It would be easy to drop to deck level at this point and use the ridge to break any lock from any SAMs remaining around Haiphong. But the Iron Hand have done a good job albeit at the cost of one aircraft.  The MiGCAP is forward providing cover for the SEAD flight which still has a full bomb load.


I don't seem to be having a lot of luck with my CSAR rolls.  Double 1 and the RIO goes into captivity.  I played it out that as the mission was tasked they wouldn't know until they arrived and had to make pass over the target hex.

Clearing the ridge, the raid is subjected to SAM Fire

The Armed Escorts and the SEAD head out to deal with the closest threats to the bomber package.  The shrike shortage really is a nightmare in these early scenarios.

Winchester calls from the DAKOTA 201/202 and as one aircraft is already damaged it heads for home.  DAKOTA 203 is in the same boat and with no ordnance or a gun to protect DAKOTA 204 Bravo has to head home as well.  GARFISH 403/404 is also heading back to the carrier.


Meanwhile things are hotting up for the strike package.  GARFISH 401/402 is on the deck heading for the SAMs while the Armed Escorts DAKOTA 205/206 and DAKOTA 207/208 attract their attention.  That's the thing about being the bait.GARFISH 409/410/411/412 have to dump their bomb load in order to evade a well aimed missile shot which heads for their formation.  A soft kill effectively as without bombs the four skyhawks in the flight will abort home to the carrier. BUSY BEE 603/604/605/606 don't have any RWR so doesn't know that a SAM site has a good return.

Every SAM that had a target gets a shot off this turn,

Having RWR and Deceptive Jamming GARFISH 403/404 get eyes on the launch sites, which is going to make suppressing them easier.

Despite the attention of the incoming US aircraft the SAM sites hold their nerve and sufficiently disrupt the pilots aim.  GARFISH 403/404 bombs go wide and the site remains active.  SAMs continue to chase the bombers.  A FIRE CAN at the POL site is taken out by a division of skyhawks GARFISH 405/406/407/408.  The remaining eight bombers roll in on the target but only report moderate success (BDA is only completed once the Recon flight brings back the photos so at the moment success is based on pilots claims and not hard evidence)

HOOTER 903 is on table and hauling ass.  More Winchester aircraft are heading back to the carrier.

A solitary SAM chases the raid off target.  The package is now spread over several hundred miles of airspace which contrasts with the situation as they went feet dry earlier.

Nothing is ever safe over North Vietnam.  BUSY BEE 601/602/603/604 are acquired by a SAM site and have to keep their wits about them as they turn for the penultimate waypoint.

South of Haiphong DAKOTA 205/206 are heady for the coast but find themselves too close for comfort to a pair of SAM sites which weren't taken out on ingress.

Another pair of missiles chase the flight as it goes feet wet.  At the top, CANASTA 510/511 are over the reported location of the downed RIO from DAKOTA 204 but are met with a hail of small arms fire. With the pilots reporting locals holding up a flight helmet as the flight passes over head the rescue is called off.

Coming in behind the strike package there will always be upset locals. HOOTER 903 is at full speed and on the the deck coming over the POL site.  A couple of minor fires but no major damage.

I called the game here.

Poor bombing accuracy on the target means that the US can only claim:
2 VPs for the BDA and 6 VPs for damaged SAM sites for a total of 8 Points.
The DRV score 2 VPs for the F-4B and 1 VPs for the crewman who didn't eject and 2 VPs for the capture.

Overall this gives +3 to the US which is still a defeat, the POL site will need to be re-struck.  Things went better and having a plan which I read every turn to make sure I didn't get carrier away helped.  Still a very close game, the rescue on the RIO would have only made it +4 so still a defeat. Bombing accuracy rolls weren't great and a flight dumping its bombs to evade a missile didn't help.

Next mission will be early 1967, and both the USN and USAF have a lot more RWR and ECM gear fitted.

Saturday, 23 May 2015

Downtown - D3 - USS RANGER AAR

Despite it being mid morning the Soviet trawler shadowing TG77.7 was no where to be seen.  As a result the Alpha strike formed up to hit the Bac Giang POL site had a head start on the defenders. It wouldn't be until the air wing was insight of the coast would the defenders begin to react.  That is my reasoning for the poor DRV early warning roll of a 4 on 2d10 with a -2 modifier for it being a USN raid.

(Summary of turns until the main raid force enters)
Jamming and Iron Hand enter and move to counter the closest threats to the bombers



Jamming support from ROBBIE 705 & 708 is directed towards Haiphong. No FAN SONG or FIRE CAN emissions have been detected, but that can't last.

The Iron Hand flights (GARFISH 401 & 402 with DAKOTA 203 & 204 as one pair, with GARFISH 403 & 404 with DAKOTA 201 & 202 as the other) had just reached the coastline when AAA from Hon Gai caused the first hiccup. AAA brackets DAKOTA 201 causing minor damage. The crew elect to carry on escorting the A-4Es.

(hopefully I will remember to take photos at the correct time for the remainder of the game as the main raid forces enter)

The Skyhawks (remainder of GARFISH and BUSY BEE) enter with their attendant DAKOTA escorts.

MIGCAP provided by TAP ROOM come on station as two MiG flights are reported by RED CROWN lifting from Kien An, according to Intelligence they only type on that airfield are MiG-17Fs.


Finally, the defences come active.  FIRE CAN at Hon Gai and four FAN SONG come up around Haiphong.  The Iron Hand are inside the range of the FIRE CAN as a result of keeping out the way of the SAMs and will have to take their lumps. Jamming support will help though as it will be directed against Hon Gai before the Iron Hand have to move.

As the SAMs have illuminated it automatically means that the MiGs should disappear. I am going to keep them running otherwise the CAP doesn't have to commit itself it means that they have to behave themselves.



The with the jamming aligned GARFISH 401/402 gets away from the tracking guns. AAA continues To darken the sky over Hon Gai.  GARFISH 403/404 launches one shrike into Haiphong. Both SAMs in range continue to track for targets and luckily while the shrike comes close it doesn't do any damage.

PRF rapidly increases and a number of US aircraft are now illuminated but the value of jamming shows and only one SAM site has a full return.

GARFISH 403/404 hold their nerve as a SAM arcs towards themand puts a shrike down the throat of the launch site. RADAR emissions abruptly cease and a plume of dark smoke indicates a hit.


DAKOTA 203/204 conduct anti radar tactics diving to the deck. One SAM losses acquisition. The other launches a missile and the fuzzy image on their screen which doesn't track and goes ballistic.


ROBBIE is far enough out for the site not to waste a launch, it isn't a bomber or an iron hand flight. In which case I think the Acquisition table needs a drop and re acquire option.

DAKOTA 201/202 reach their IP and release their CBU onto the fire control radar knocking it out.

Launch plumes lead the eyes of the Iron Hand flights onto the SAM Sites

The SAM sites that the solo system generate around Haiphong are now all on the air.  Anything that gets generated from now on will be around the target area.

More launches occur but miss the US flights.  DAKOTA 203/204 come around and line up on the detected sites while GARFISH 403/404 duck under the plume and head back out over the bay and will line up next turn

The sky is pretty crowded at this point.

DAKOTA 203/204 reach their IP and dive onto the located SAM site.  DAKOTA 204 calls an emergency. Unfortunately only one 'chute is seen.  DAKOTA 203 calls that a number of secondary explosions are seen and the site is off the air.

GARFISH 401/402 expend their last shot.  One SAM site is taken down and one other shuts down its RADAR.  The main raid continue to move on.  BUSY BEE 602/602 at the rear of the strike will split off as RESCAP for the pick up.  As this is solo I can make the call whether the USN CSAR is tasked or not.  Here I think it is a valid mission and will send it in.


 Just Off Map, a ring a SAM sites close the target have just come on air.  I don't have any shrikes left (remember I only get 4 due to the missile shortage).