Little Beavers -> RE: How much weapons is enough... (9/24/2010 7:23:12 PM)
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ORIGINAL: Spearfish I only attacked this cruiser with Western weapons to be more in line with reality. So my premiere anti-ship weapons were Harpoons, SLAM-ERs, HARMs, JSOWs, JASSMs carried mainly by carrier based aviation. In every test results were quite similar: I launched 50-100 missiles in salvos from two directions. In return BCGN "Petr Veliky" launched about 150 SAMs in defense. After reading AALog files I must say most often "Petr Veliky" was able to shot down all incoming vampires or several (usually less than ten) vampires finally hit her. All other results were quite rare. Volume of fire is a major factor in this game as there is no accounting for the azimuth of the fire control radar. This gives the ship instant 360 degree coverage regardless of the number of axis of attack. In reality, the ship may be able to handle two different axis of attack but not three. Still, 7 or 8 Harpoon hits should be enough to put the ship out of action. My version of the paper rules says that the ship has about 500 dp, and that the Harpoon has a 45 dp warhead. Even 7 hits would damage the ship significantly. quote:
ORIGINAL: Spearfish If that is true it seems now US anti-ship missiles are not very deadly. Probably Harpoon 3 ANW portrays present situation quite well because weapons like Harpoons and SLAM-ER even being sea-skimmers are subsonic designs and not very stealthy. On the other hand quite VLO weapons like JSOW and JASSM fly to target at middle altitudes and thus are easy to spot by shipborne radars. I think it's speed related in that the longer you can track the target, the more chances you have to hit it. I've had more success sinking high value units using LGBs than missiles. Normally I would use the A-6 but I've used other aircraft just to see what might happen. Most of the time I've been able to skirt under the radar, drop the bombs and egress long before anyone left alive on the flaming datum knew we were there. quote:
ORIGINAL: Spearfish Quite ironically I discovered another easy method to disable this monster. First I launched TALD decoys from A-6Es or F/A-18s at him what triggered insane SA-N-6 salvos wasting almost all of her long range missiles stockpile. Later I sent planes with LGBs ot L-JDAMs flying at very high altitude outside SA-N-9 and CADS-N-1 range and dropped dozens of those weapons on Petr Veliky. It turned out SA-N-9 and SA-N-11 missiles cannot engage bombs and CADS-N-1 cannons are in fact ineffective being able to shot down only several guided bombs. As a result rain of my bombs fell on Petr Veliky and sunk her very fast. Electronic support is important too but I find that it's just as important to screen your incoming weapons as it is your shooters. This isn't something the game does very well IMHO. quote:
ORIGINAL: Spearfish Maybe I discovered some great tactics to sink powerful ships today? [:D] Maybe. I don't know how realistic it would be to use GBUs to sink a target like that. Almost all major Russian systems have optical backups which renders jamming useless when the targets enter visual range. Aren't JSOWs and JASSMs incapable of attacking moving targets?
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