Oil in Somalia (Full Version)

All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> After Action Report



Message


Malafon -> Oil in Somalia (2/24/2017 1:20:43 AM)

More of a review than an AAR


First of all, this is a great scenario. It’s two days or so long but I never had time compression on more than 5 seconds and then only briefly. There is always something to do or something popping up. (Usually a Soviet-era sub or long-range maritime patrol aircraft).

The scenario involves Italy (you) and India fighting for Somalia’s oil. You have three air bases and one fleet. The Indians have at least two fleets and one airbase in the little southern town of Eyl. They have infantry and armour and SAMs ashore at this location. Things have obviously gone pear-shaped diplomatically, because weapons are already free against Indian forces.

I’ll put some tips in this, but try not to include too many spoilers.

There is a squadron of F104 Starfighters at Hargesia. They are very far away from the action and can only stay on station for about 30 minutes by the time they get to the Arabian Sea.
Here’s the pro-tip: You can base them at the dirt strip at Bosaso, which is some 200 miles closer to your fleet.
But. Bosaso can only handle 8 aircraft. There are four AMX aircraft already based there. If you have the four AMX’s and four F104s on the ground at Bosaso and try to land a ninth aircraft it will refuse and divert to the next nearest field – which it almost certainly won’t be able to reach. Be warned.
Also, the F104s will refuel, but won’t rearm at Bosaso. If you land with weapons onboard, you get to refuel and take those weapons with you on the next trip. But if you are out of missiles then the airfield will refuel you but you can’t rearm. Despite Bosaso having a stock of AIM 9Ls, as carried on at least one F104 pylon.

Get your ASW screen up and working first. There are so many subs out there you could walk to Yemen on them. Nuff said.

I like to micro-manage my ASW screen. In case you don’t realise, you can set a course for your helos and mandate where they stop and dip their sonar. Just select the helo, F3 then draw the course, click and keep drawing, click again, etc. They will hover and deploy sonar at each point you clicked. This pays dividends, in my experience.
Do not forget the two Breguet Atlantic fixed wing ASW aircraft at Berbera. They’re props and they take time to get on station, but they’re chock full of sonobuoys. The two Breguet maritime patrol aircraft are based at Berbera too. Get one up immediately.

After the sub screen is up, the critical issue, IMO, is to neutralise the Indian air at Eyl. This is quite bloody, but can and must be done. Not all of the F104s or Tornados (based at Berbera) that you dispatch will return. The Eyl airfield has to be wrecked.

There are multiple (I won’t say how many) Indian fleets out there. The next job is to find them. The job after that is to sink them.

A couple or more things while I think of them.
Four or so of the tornadoes are loaded with Kormoran anti-ship missiles. These are a good weapon with a decent stand-off. But their malfunction rate in my game was 20-25%. They’re vulnerable to chaff and the AK630M CIWS, which is a fearsome (and I think) double-barrelled gatling. They should get past the SA N 1s and other missiles and the older AK230 CIWS.

Also, there are only so many Kormoran in stock. This means the tornadoes have to eventually go after the Indian ships with 500lb iron bombs. It’s very Falklands. And not risk free because of the sheer volume of fire from the ships. At 1000 feet and 560 knots I lost a Tornado to an AK230 with a one percent hit chance. And one to a 114mm (I think) gun with the same one percent hit chance.

On this point, even with the Tornados radiating, the Indian ships don’t activate their own radar. They wait till the Tornadoes are identified by their cameras, some ten miles out on the better ships, before they light up. I don’t know if that is too realistic, but I’m not complaining, because I don’t LUA and don’t know how hard that would be to change. Multi-player would make this a more challenging scenario, but you could say that about all of them.

Your other long-distance strike option is the four Sea King with Marte missiles. These are quite effective too, with the same vulnerabilities as the Kormoran and shorter range. You only have so many of these as well.

While looking for the ships, you have to be careful of subs. Funny thing. When I sent the Sea King out on a Marte anti-ship mission, they accidentally found a total of three seperate subs. All Sea Kings carry an inbuilt MAD sensor, and I guess they turn it on, and the subs were maybe surfaced, but how effective is a MAD from 2000 feet? It was an amazing stroke of luck anyway, plotted a random general course to the surface target by me, they all came within half a mile of a sub and detected it by chance. On the other hand it just goes to show how many subs are in this scenario. They’re not all simple torpedo carriers too, BTW.

That’s enough for now. I’m about half way through the game. I’ll write more if anyone is interested.




Rory Noonan -> RE: Oil in Somalia (2/24/2017 5:41:19 AM)

I'm interested!

Thanks for the detailed write up, I enjoyed reading it.




Zaslon -> RE: Oil in Somalia (2/24/2017 10:57:59 AM)

Very interesting. I will try this scenario.




Jorm -> RE: Oil in Somalia (2/26/2017 9:02:34 PM)

Hey Malafon

Nice write up.
I'd be keen to hear how you went with it. Especially the endgame..


cheers




mikkey -> RE: Oil in Somalia (2/27/2017 8:14:17 PM)

Nice AAR, thanks Malafon.




Malafon -> RE: Oil in Somalia (2/27/2017 10:30:53 PM)

I’ve finished the scenario, to my satisfaction.

I have the entire fleet in the landing area undamaged, there are only three Indian warships left, two dead in the water and one that can only make three knots. There cannot possibly be any more submarines left to sink. The airfield at Eyl and everything parked on it is effectively destroyed, as is the Indian army ashore.

It cost me 5 Tornado, an AMX and three F104s.

A few things. Once again, I’m not criticising the designer (as if he would care). Anyone who takes the time to make something and then give it to me, for hours of my pleasure, for free, is totally excused from that.

I think it would be a better game if (spoiler alert, skip this paragraph if you don’t want to read one), there was an Indian carrier Harrier CAP. There was never one I could find, just what looked like some Harrier anti-surface patrols. This makes it too easy to pick off the long-range maritime patrols out of India, and the Indian onboard surface search/attack choppers. It would make it harder if the Indian Emcon was a bit cleverer too (as I pointed out in the last post).

Question. How hard is it in Lua to set emission controls? Can you trigger AI radars on when say an attack aircraft radar is detected? Or when there is a search aircraft fifty miles away that has almost certainly found you?

And. Other question, with Lua, can you set it so if red side does x then blue side does y? Specificaly I’m thinking retaliatory ballistic missile launches here.
If so I may have to learn how to use it.

None of the Indian subs got near enough for a shot. Because of the vast amount of ASW assets the Italians have and my obsessive/compulsive micromanaging of them.

Ultimately this is about a state of the art Italian fleet (in 1990) steamrolling a 70’s relic. The skill comes in not losing anything. Probably half my aircraft losses were as a result of intemperate curiosity.

India’s primary anti-ship missile, the Styx, is outranged. They never got one off. Without air cover, they never got off a sea-eagle from an aircraft or helicopter either.
The only things they have to compete with in this environment is the AK630 CIWS beast and some pretty effective chaff blooms. But it’s a sad state of affairs when your best weapons are last-ditch defensive.

Speaking of the AK630, it knocked down 3 inbound Otomat missiles one after another with a mountain of fire as they tried to attack a Rajput class destroyer. The AK630 reload rate, from memory, is 800, which I take to be seconds, which means 13 and a bit minutes. If so that explains why the next attack, 12 minutes later, was unopposed and the ship sunk. Drama, if my assumptions are correct.

Oh, and the AMX FLIR is a way better sensor than the F104 Orpheus recon pod.

Overall, I’d pay money for this. Which I think is the best review summary you can give.




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
1.095703