Showing posts with label Rules - Thud Ridge. Show all posts
Showing posts with label Rules - Thud Ridge. 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.

Friday, 14 September 2012

Thud Ridge - Rules additions

No wargamer is every happy with a rule set they haven't written themselves or "modified" to reflect the odd inaccuracy. This game is no different as we will use this area to discuss some suggestions.

Afterburners
The DRV aircraft should ALL be equipped with afterburners and not just the MiG-21 and J-6.

Guided Weaponry
The rules as written allow for stand off weaponry for Anti Radiation Missiles. They do not permit the EOGB used by the USN or the LGB used to bring down the Paul Doumer and Thanh Hoa bridges by the USAF later in the war.

The following are suggestions for those wanting to use these weapons in the game:

LGB - The only aircraft capable of carrying LGB are the USAF F-4 Phantoms. A section designated LGB consists of a pair of aircraft one equipped with the designator the other the weapon carrying aircraft. LGB are not powered weapons and follow the same ballstic path as conventional bombs. They can be launched from either Height level 2 - 3 but the launching aircraft cannot climb in the turn it releases the weapon. They cost 8 Points for the section and an loss incurs an additional 2 VPs to account for capture of valuable equipment which will not doubt get back to the Soviet Union.

To launch the LGB the aircraft must be operating as a section. The normal bomb attack mechanisms are used. The LGB uses the following table.

ATTACKER SCORE
Bomb AttackF-4 LGB1 234-6
Height 1
Height 2 HMM
Height 3 R H

Thud Ridge - DRV Tactics

Keep it simple - Don't get bombed and don't get shot down.

The beauty of Thud ridge is that you choose how much "stuff" to have on the table. The more you have the more you need to score. For the US this is a nightmare.

The DRV player has three allies. SAMs, MiGs and AA. The last one is abstract; The US have to make a roll when bombing any target, a roll of 1 means that the local AA gets them. Watch the panic as the SAR effort comes in. The other two need some work. The DRV historically (until they sorted out the C2) had MiG days and SAM days either or. This doesn't translate to Thud Ridge as a SAM base is a target in the same vein as anything else is.

With a maximum of 6 SAMs available (12 VPS) you have to score 4 VPs or 4 Fighter size aircraft shot down. The beauty of the SAM is that you can keep some in reserve and deploy them when you want to (or if you are unlucky the US Recce aircraft force you to deploy one). Popping a SAM battery up in the middle of the bomber stream always causes a reaction.

The US player will have placed his high ground pieces before the forces are selected. So you will know roughly what you are up against very early on. If half the table is water it is a US Navy strike forces in which case the high ground can't be within 40cm of the coast line. With a table that is 120cm wide to start with this means that there is only a thin line of table at the back to screen. A bonus for you as the US have to get behind this to be screened from SAMs. You just don't put any targets behind it. Against a mixed force or USAF only terrain screening is something else you have to watch. Targets and SAMs need to be in the open with a good field of fire both to and from

SAM Ranges are based on the altitude of the target. 10cm per height level (with a bonus at the higher altitudes) You can't screen the whole table with 6 batteries (4 batteries can put an screen against level 2 aircraft though) but you can channel the US by using pockets of 2-3 weapons. Most US players tend to keep high (I have no idea why) so you will have a load of targets. If the US try and thread the needle (keeping at level 1) between SAMs (probably a F-111 player so watch out they're shifty) you need to keep a MiG reserve to counter or another SAM Battery to mess him up. You have a couple of options with the SAMs put them forward and hope to attrit the attacking forces bombing aircraft but the canny US player will just go for your "easy" SAMs and gain a couple of 1 VPs. Or, keep them back, force the US to manouvre into the space and then pop up your reserve; or (after you've done option 2 once or twice) don't have a reserve and keep him worried about where you are going to pop up, and replace the SAM reserve with the same points worth of MiGs - Sneaky!!!.

MiGs are cheap. The MiG-17 is only 2 points and a gun and missile armed MiG-21 is 4 points. But, remember the line at the beginning "Don't get shot down". Use the MiG-17 to draw off the CAP but keep low, the -1 for being at level 1 means over half his shots will be wasted and if you are up against the F-4 (early models without guns) all the better, you have a cannon to use when he has wasted his last missile shot. This doesn't work against the 'fates though, they have kept the faith and kept a gun on the crusader.

Once the MiG-17s have drawn the teeth of the F-4s then its time to bring out your reserve MiG-21s why ?, because he will be so keen on dog fighting he will be out of energy and you can now go for the strikers unless you want the poetic justice in shooting down the vaunted US fighter. Just watch out for a reserve CAP and watch the VPs. If you have cleared the strikers (unless he has kept a strike reserve) get out the way and don't give away easy VPs.

There is so much going on with Thud Ridge it is what makes it a cracking game. Bit like chess (which I lose at as well)

Thud Ridge - Overview

This section will detail the Thud Ridge game "as is" as well as suggestions for local rules and amendments.

Opposing Forces
  • The US and DRV air effort involved in the game is described in Forces. 
  • We have also written a very basic guide for US Tactics and DRV Tactics  
  • A minor complaint on the layout of the rules is that you have to search across the book to get all the stats needed. I have collected a bunch together which might aid those building a new force here
  • To get a feel for the Thud Ridge game have at look at the Battle Reports for a couple of blow by blow small games (larger games will cover the turn activities and not phases).

Targets
Thud Ridge requires the use of target markers. These are used to mark both Tactical and Strategic targets which are used in the game. Normally mounted on 30mm bases they can let a modeller display his skill. If you every need inspiration on what a marker can look like have a look here http://s76.photobucket.com/albums/j17/wayswatcher/3mm%20Mustangs/
Johan has some of the most beautifully painted aircraft I have seen.

Targets haven't been on my list to do so please wait out.

Thud Ridge Table
Thud ridge uses a simple table arrangement. When you go through all the options in the book you end up with an arrangement something like the diagram below. Some of the other Wings at War sets have a diagram but not so for Thud Ridge.

If you have a USAF only or a mixed force (which the game permits) then the table is the land portion of North Vietnam (in any of the route packages you wish but MiGs were only found in Pack 6).




Those who, like me, prefer a USN force the table arrangements give an approximation of operations around the coastal region like Haiphong. It means at least that any bailers over the Gulf of Tonkin are likely to be rescued.


Thud Ridge Amendments and Suggestions
The game system is simple and elegant but nearly every wargamer wants their rule set to cover just that little bit more. Thud Ridge is no different and you can look at our suggestions and amendments.

Thud Ridge - US Tactics

I am not one to talk tactics, on the basis that I have been shotdown every time while playing this game. What I thought I would offer are some thoughts on force compositions and the impact of such on the game. The DRV have one major advantage either of you can shoot each other down, but only the US can get themselves shot down while attacking a target. One strike aircraft in 6 is going to be eating pumkin soup at low level. DRV Tactics are a whole new ball game.

First off, the USAF.
So you look at the rules and the models:
  • Fighters, I must take fighters bound to be MiGs
  • Bombers, yep need them
  • SAR Package, well yes might lose an aircraft or two
  • ECM support, keeps those SAMs off

Typical strike package
2 sections of F4 without a gun flying CAP8 Points.
2 Sections of F-105 strike aircraft 8 Points.
ECM support from an EB-66 2 Points.
1 SAR section of HH-53 and A-13 Points.
TOTAL21 Points.

Your already need 7 VPs to win the game taking this. Assume that the DRV plays clever and doesn't deploy any aircraft and just hopes to shoot you down with SAM or AA the most you can score is 16 points (2 pts per hit on a strategic target) f you go in at Level 1. Any higher and the most you can score is 8 pts. Bomb attacks at Level 1 hit 50% of the time so most likely 6 points and not enough to win if anything goes wrong. If you are at level 2 only 33.3% of your bombs will hit (and you can only score 1 hit per aircraft at this level).

You could also be unlucky and the DRV only places one target in which case any SAM are going to be clustered around the target. It also means he knows where you are going as well and as they move second......will plot an intercept accordingly. Also he has the option of hiding SAMs as well so finding one or two of them on your route in is going to cause trouble so you will need some form of Recce.

2 sections of F4 without a gun flying CAP8 Points.
3 Sections of F-105 strike aircraft 12 Points.
ECM support from an EB-66 2 Points.
1 SAR section of HH-53 and A-13 Points.
Recce Aircraft3 Points.
TOTAL28 Points.

28 Points means you now need 9 VPs. 6 from your strike package is the norm, you can probably keep any MiG out the way but SAMs are still a problem. So a pair of Wild Weasels. These will reduce the number of radar locks from his SAMs and will add to your VP total if you take one or two sites out. But you are now upto 32 points and need 10/11 VPs and you now have 16 Aircraft on the table.

2 sections of F4 without a gun flying CAP8 Points.
3 Sections of F-105 strike aircraft 12 Points.
ECM support from an EB-66 2 Points.
1 SAR section of HH-53 and A-13 Points.
Recce Aircraft3 Points.
1 Section of Wild Weasel4 Points (F-105)
TOTAL32 Points. (10/11 VPs)

No one said Thud Ridge was straight forward and you haven't added a tanker or worried about even plotting how your formation would operate yet.
A tanker or ECM support flying a racetrack pattern on your table edge has a turn radius of 15cm. ECM need to be within 60cm of a friendly aircraft to help with Break lock so you could fly close escort with the mission (then enemy only gets 1 VP if you get one shot down).
MiGs chasing your ECM aircraft and threating the returning strikers probably mean keeping a section of CAP back . What happens if one of the strikers goes down? Where do you put the SAR effort, if a plane is shot down over the target by AA and you have only deployed in 30cm it is going to take at least 6 turns to get the Helo into position. You need to soften up the area with the A-1 as well

Why not try a B-52 force or a small low level strike with F-111s

Airforce done, what about the Navy? Historically you have a couple of choices depending on carrier availability. Force strucutre is similar but you have the option of better recce aircraft to find those SAMs.

2 Sections of F-8 flying CAP8 Points.
3 Sections of A-4 strike aircraft 6 Points.
ECM support from an EKA-33 Points.
1 SAR section of two SH-33 Points.
RA-5C Recce Aircraft4 Points.
2 Section of Iron Hand A-44 Points
TOTAL28 Points. (9/10 VPs)

The Navy effort is cheaper for the 18 aircraft on table. You can deal with the SAM threat a lot easier with 4 Iron Hand than the USAF pair of F-105s. The F-8s are well equipped with both gun and HS and will keep the MiG threat off you.