Enemy Naval Strike Problem (Full Version)

All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> The War Room



Message


AngelHeart -> Enemy Naval Strike Problem (3/26/2018 3:45:25 PM)

Hail.

I've created a scenario.
I've placed 20 enemy aircrafts with Naval strike load-out in Napoli Capodichino Air Force Base.
I've created a scenario to strike the Aircraft-Carrier (Enterprise) by the enemy aircrafts "Tornado IDS A-200C".
I've created a mission called "NS 2" as a Naval Strike.
The mission is composed of 3 Section (6x aircrafts) for Maritime strike aircrafts.
Once the Aircraft-Carrier has been revealed by the enemy ATR-72(Maritime Surveillance) the enemy aircrafts take off from the Capodichino AFB, but only the first and second section shoot against the target causing a light damage.
The others sections don't shoot any "AGM-88E AARGM" to sink the Aircraft-Carrier.
Instead of shooting, they don't even return to the base but they remain above the target until they reach the Bingo fuel.
With the other ships they shoot normally and the ship sink but this time is different.
I don't understand why only the first section engages the Aircraft Carrier and the others Section don't shoot their weapon.
Sometimes they don't shoot at all, on the contrary instead to shoot against the enemy ship they follow the plot and they remain over the enemy ship until they reach the bingo fuel.
Could help me to understand what's wrong.
Do you have any suggestion?
I've posted the scenario.
Take a look please and let me know.

Thank you.




ultradave -> RE: Enemy Naval Strike Problem (3/26/2018 7:41:58 PM)

Same as your previous question. The AGM-88 is an anti radar missile. Was Enterprise radiating when the aircraft should have launched their missiles? I’f not, they will hold them until the radar turns on. On my phone right now but this sounds like the same question you asked yesterday and you got several answers to. If the radar isn’t turned on HARMs won’t shoot.




ultradave -> RE: Enemy Naval Strike Problem (3/26/2018 8:07:21 PM)

And the answer is...................

Sure enough, by the time the later flights get there the Enterprise has sustained enough damage from the earlier HARMs that it no longer has any functioning electronics and is not radiating anything. So the missiles don't launch.

Easy as pie to check this. Save the game after the first salvos of missiles hit, then open the save in the editor, switch to the US side and look at the damage control box. Some scattered damage but when you scroll down to the sensors, pretty much wreaked havoc there. So without a radiating target, no missiles launch. The strike will hang around waiting in vain.




thewood1 -> RE: Enemy Naval Strike Problem (3/26/2018 8:56:01 PM)

It is exactly the same question.




guanotwozero -> RE: Enemy Naval Strike Problem (3/26/2018 9:13:05 PM)

Possibly the easiest way is to check the Contact Report for the target. It will tell you when the last emission was - if it's a while ago, then it's not emitting now.

No emission, no target for AARGMs.




AngelHeart -> RE: Enemy Naval Strike Problem (3/26/2018 9:23:24 PM)

First, thank you for your reply.

I've read in the database the valid targets within 70 nautical miles for the "AGM-88E AARGM - 2014 HARM" is the following:
1)Surface ships.
2)Land structures soft.
3)Mobile units soft.
4)Radars.

Instead the only valid targets for the "AGM-88B HARM - 1990" is the following:
1)Radars.

Unfortunately, to carry out a war campaign against Italy I do not have much choice with the aircraft to choose.
The only Italian aircrafts that I may choose to engage and destroy the enemy ships are the "Tornado".

I could use the "AGM-65D Maverik IR" but the range of action is 8 NM and the "Tornado" should be too much close to the enemy ship.
This means to fire the "AGM-65D Maverik IR" the "Tornado" should be inside of the range of the enemy "Surface Air Missile" of the ship.

However, I don't have choice to use the "Tornado" to carry out this war campaign.

Thank you again for your reply




guanotwozero -> RE: Enemy Naval Strike Problem (3/26/2018 9:47:59 PM)

Check the Enterprise loadout - you see its only SAMs are RIM-116C, which require radar guidance until IR terminal. There are no Electro-Optical alternatives.

First, you could use the anti-radar missiles to destroy the radar. Without the radar, it can't guide the SAMs.

Then you fly close with Mavericks for the kill.

2 missions.





ultradave -> RE: Enemy Naval Strike Problem (3/26/2018 9:52:38 PM)

Those are valid targets when radiating. And if they shut down just before the missile gets there it has its own radar to try to re-acquire the target. In your strike you can sea these radar search cones as the missiles come in. But it can’t be used if you are far away and firing long distance.

You inadvertently hit on a solution though because you can see that last group circles over the carrier with impunity because the Enterprise has lost all ability to launch missiles at you. Can you imagine what a flight of a dozen Maverick armed Tornados could do with no opposition?

Most attacks against a foe capable of defending itself well need to be done with a variety of weapons to be able to counter and overwhelm the defenses.

At this point a bunch of planes with 1000 lb bombs would be able to finish things. Surely you have multiple load outs to choose from.

Step 1 of any engagement in CMANO is to know the capabilities of your platforms and the available weapons. The database can tell you a lot. In this case there was a write up as well as the raw database numbers for the missiles




ultradave -> RE: Enemy Naval Strike Problem (3/26/2018 10:03:07 PM)

Oooh, look. The tornados can be loaded with Kormorans. 30nm range, compared to the 10nm of the Enterprise's AA missiles. Problem solved.

HARMs first, and you'll need to launch a bunch but have a good chance just like this example of taking out the radars. Second attack - loose off a bunch of Kormorans while staying out of range, just in case.

Of course the Enterprise sailing alone in hostile waters is completely unrealistic other than to gain an understanding of how strikes work, if that's what you are doing. There would be an escort screen, and CAP. That makes the strike orders of magnitude harder.




guanotwozero -> RE: Enemy Naval Strike Problem (3/26/2018 11:01:04 PM)


quote:

ORIGINAL: ultradave
Oooh, look. The tornados can be loaded with Kormorans...


You've highlighted the first pre-mission task - explore the toybox!




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
1.609375