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USNI (GIUK) # 1 - No Man's Land (RED)

 
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USNI (GIUK) # 1 - No Man's Land (RED) - 1/6/2009 7:23:54 PM   
VictorInThePacific

 

Posts: 169
Joined: 10/30/2008
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This is the first “real” HCE scenario I have played, thanks to the Demo that the Harpoon people have so kindly made available.

I understand Harpoon Classic quite well, and I am learning to use Harpoon Commander’s Edition, a large part of which is learning how to work the interface with both hands. However, the games have some major differences, such as subs. I have no idea how to deal with subs in HCE, either my own or enemy ones, and this will become obvious in this post. Please feel free to criticize my tactics or anything else; I would welcome it.

I played this scenario just once. I did have a number of save files available, for the primary purpose of preparing this report. In 2 cases, I used them to investigate some interesting side branches. In only one case did I reject a result. That was when several of my units refused to obey orders.

I initially was going to play this as NATO, but I looked at my forces - less than 2 dozen airplanes, most of which have only short-range AA missiles, and then checked out the Soviet forces - NINETY planes, and I decided that this situation is not survivable. As an aside, I treat the information obtained by getting a report on an enemy airbase as reliable and usable (satellite images), while looking at the enemy OB is information that should not be used. So then I decided that I would play the Soviet side, and with those ninety airplanes, crush poor NATO. Alas, it was not to be, because when I started as the Soviet player, I only had 36 airplanes, while NATO had 40! (There is a strong random aspect to this. I went back later and checked: if you play NATO, you get 16, 20, or 24 airplanes, mostly 20, while the USSR gets 90. If you play the USSR, you get 20-44 planes, while NATO gets 32, 40, 48, or 56. I got rather lucky, because while NATO had slightly less than average, I got the maximum number of Fencers, without which the USSR probably has zero chance of winning.)

It wasn’t all fun and games, though. With 90 planes facing 20, even if they are among the worst in the Soviet arsenal, the Soviets can simply do a suicide charge and still have enough left to win the knife fight. <note 1>. The Soviet force I had needs to be used much more delicately. For example, the Flogger Fs were not at all usable until the NATO planes were nearly destroyed. With only 8 Fulcrums, offensive fighter operations are not possible, and with only 16 Fencers, it takes many strikes to kill a NATO base, and it’s very risky. Even basic scouting was an extremely risky proposition.

The Action

First of all, I examined my airbase (Banak). When I got over my shock at realizing that I had far less than the expected 90 planes, and NATO had twice as many planes as expected, I almost quit. But I decided that I might have enough fighters to defend the base against the AI, and enough Fencers to attack the NATO bases against the AI.

Second, I looked at my ships. It’s not a bad little force, except that there is essentially no direct sonar capacity (later I realized that this may be incorrect: see <note 8>), and I have been given to understand that the first convergence zone is not useful. I decided to bring all my ships together for mutual protection, and to hide them until further notice, i.e. all ships stop, and all sensors are off. I also rearranged the 2 formations to bring the ships closer together, and in particular, I moved the ships out of the 2 outer formation zones, to prevent them from moving without my explicit say-so.

Third, I looked at my submarines. As far as I am concerned, Foxtrots and Kilos are just a bunch of obsolete junk. Too slow to run away from a torp or to do significant strategic moving, no long-range weapons, poor sensors, what’s to like? I haven’t got a clue what to do with these units. I expect that if I tried to do any searching with them, I would simply lose them. Therefore I decided that they would simply sit in one place and wait for something to come to them. Well, miraculously, it seems, something did, and some of my subs were able to join the party.

Fourth, I considered the mobile AA assets of my airbase. These units appear to be fairly useless unless an enemy plane flies right over top of them. I just left them in the default location, because I can’t think of anything better to do with them.

Finally, I did my initial air deployment. I put one Hormone B up for surface search in my airbase formation. I also put two Fulcrums in the base formation.

3.5 min after start: NATO planes are detected. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giuk1.png A Hormone B is launched from the fleet for surface search. A pair of fighters is sent over to the fleet from Banak.

12 min: A whole batch of NATO planes is coming. A second pair of fighters is sent over to the fleet from Banak. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giuk2.png Many of the NATO planes will have stand-off anti-ship missiles, so the Fulcrums will best be used to kill them outside of launch range.

17.5 min: The NATO planes are too close to my ships! Turn the ship radars on! Grumbles start to fly. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giuk3.png Note the lightning bolt on some of the NATO planes. I’m not sure exactly what is jamming them. Some of my ships have ECM “weapons”. I’m not sure what the jamming actually does. <note 2> Six Fulcrums are approaching from Banak, leaving only 2 to defend the base.

18 min: And splash 2! http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giuk4.png

25 min: I am using the medium-range missiles from the Fulcrums against Falcons, so that the Grumbles will be used against Hornets, which can hurt my fighters. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giuk5.png

One Hornet leads a charmed existence, surviving multiple Grumbles. This fighter penetrates right into my formation, and in principle could have shot down my Hormone, which would have been an easy and significant kill.

32.5 min: 7 s earlier, that Hornet was finally shot down. The Hormone is fleeing for home at VL, with radar off, which may help against a Hornet, which has no SS radar. Fulcrum group ZU, Alamos expended, was also fleeing that Hornet. Now it’s time to find out if we can shoot down missiles, too. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giuk6.png 42 Grumbles are left at this point.

37 min: When the smoke clears, 18 NATO planes (and some anti-ship missiles) have been shot down, for an expenditure of 40 Grumbles and 6 Alamos. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giuk7.png While the Alamos will be replaced, the Grumbles are gone forever. Only 24 Grumbles are left. Flying airplanes into a Soviet fleet is one way to take out Grumbles. It’s an expensive way, but what are we going to do when the Grumbles are all used up? All ships stop again, and the ship radars are turned off. The Hormone turns its radar on again.

39.5 min: More trouble: inbound missiles. The direction is a bit odd. I’m guessing that they were not launched by planes. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giuk8.png We are told that those were 8 Harpoons. Is this legitimate information? Perhaps we can analyze the missile flight characteristics. After shooting them down, we have only 16 Grumbles left. We used 8 Grumbles to get 8 hits. 4 Goas were also used, but got 0 hits.

It’s time to move the ships away from this location. They are moving at 10 kn, which is very slow, but I want to maximize my sonar performance, especially since my sonar capacity is so poor. Send the Hormone to check out the area to the west.

Belay that order! There are Falcons somewhere over there. The Hormone flees for home, and the ships turn their radars on again.

60 min: Prepare the first air attack on Narvik. Send a Hormone to scan for low-flying airplanes. Attack with Fencers (SEAD loadout) for maximum stand-off range. It looks like Narvik has a 52 nm SS radar. The AS-11 has a 66 nm range. So we should be able to come in low and invisible.

Send 8 x Fencer (SEAD), in pairs. <note 3> Come in from the NE; the coast looks clear. 2 Harriers are detected somewhere to the NW of Narvik.

1 h 48 min: Fencer group YO has reached launch range. Groups N, M, L are inbound. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giuk9.png It appears to be necessary to send the planes back to base manually once they launch their main weapon. They appear to want to keep going in and attack with cannons or something.

I don’t know what’s up with the unit window artifacts.

1 h 54 min: The first 4 missiles have hit, doing sensor damage to Narvik. The next Fencer group (YN) can’t find targets on the ground. RTB with Fencer groups O, N, and loiter with M, L. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukA.png It’s interesting that the Narvik radar circles are still shown, and they will remain and return for a very long time.

I don’t like this, but: Send in the clowns! To accomplish anything further, the Fencers will have to approach to within 22 nm of Narvik, which is very dangerous!

4 pairs of Fencers (AS-13 Kingbolt, 22 nm range) are sent from Banak. They will approach Narvik from the east, where they are unlikely to encounter NATO planes (not against a human !). A pair of Fulcrums is also sent.

There is a glitch: the 8 x unit window appears to be 4 x (squared) larger than the 16 x window, not twice as big.

2 h 16 min: The Fencers begin their attack run. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukB.png

2 h 22 min: Bombs away! http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukC.png

2 h 24 min: Better avoid that Harrier! http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukD.png Exit, stage right. DO NOT head straight home after bombing!

2 h 25 min: Fencer group YH launches Kingbolts and heads for the nearest NATO fighter to engage with Aphids. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukE.png Everybody wants to be a dead hero. No, fool, I want you to AVOID that Harrier! Use manual plane control near the target – this appears to be a universal requirement of HCE.

12 Kingbolts were launched; all hit; Narvik is 7% damaged, and I destroyed 1 airplane on the ground. I will need to kill the NATO fighters by main force in order to make progress. As long as they sit on the ground, they will remain a permanent threat to my attack aircraft, and destroying them on the ground looks to be a very slow process.

All Fencers will now be armed with Kingbolts. The Fencers have a pretty decent SS and AS radar, so they should be able to detect threats (or not).

At some point, I will be needing to bomb Narvik at point blank range. My plan is to eliminate the remaining airplanes, etc. at Narvik and then bomb with actual bombs. It is a question of time vs. safety.

Ready 6 Flogger Fs with AS-7 Kerry to obtain some degree of stand-off capacity with these units.

3 h 10 min: Hormone YC is about to RTB when, out of the blue, with an invisible weapon … http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukF.png

WTF ???

<note 4> This is a significant loss, representing 20% of my surface search capacity. That was my reserve helicopter.

Divert attacking Fencer groups XU, XT to the south, and approach Narvik from the east. Stop approaching fighter groups XV, YD.

Ready one pair of Fencers for SEAD to take out the air search radar at Bodo.

3 h 30 min: A strange message is received. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukG.png How would we even know? We can’t see anything. I kept getting this message throughout the game, typically in this situation. I generally responded by diverting my Fencers slightly to the south, but I have no idea what relevance the message has, or if it is legitimate information.

I am not prepared to use the Flogger Fs on ground attack yet. They have to close to within 5 nm to shoot. Defending fighters could just pop out of the base and pick off the Floggers at 10 miles.

3 h 59 min: Fencer stream XO, XN, XM, XL, XK, XJ tries to sneak into attack position. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukH.png Against a human, this would never work. The AI seems to like placing its fighters to the north of Narvik. Maybe it’s worried about my boats. I’m more worried about my boats. My useful SAMs are almost all gone.

4 h 23 min: 3 ARMs hit Bodo, destroying the radar. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukI.png Killed a couple of planes, too. Still see the radar circles, though. But note that there are no radar circles around Narvik.

So far this doesn’t seem to be working so well. With 19.5 hours left, Narvik is only 33% damaged. This is from 8 + 14 = 22 Fencers. We still need to do 67%, twice as much as already, which would mean at least the whole gang of 16 coming in 3 times each. Since each trip takes about 2 h, launch to launch, this will take 6 h, which seems like a long time, and it assumes that none of them ever gets shot down. Still, I’m not prepared to risk the Flogger Fs yet.

Start bringing the boats back south.

5 h 57 min: The third Fencer stream approaches Narvik. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukJ.png Note that the Narvik radar circles are back.

After that strike: Narvik is now at 53% damage. The 20% additional damage was done by 10 Fencers, which is more than I expected. However, I didn’t get any more airplanes. But interestingly enough, I killed a helicopter. I have no idea how that happened, because I was never even aware of its presence. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukK.png

7 h 13 min: Active air defence. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukL.png This is why it is not safe to bring in the Flogger Fs (not that the Fencers are particularly safe!). Fencer groups WI, WH are headed out at low, military. Fencer group WG is inbound at high, afterburner. This wave will score 4% damage.

7 h 25 min: Start scouting to the west of the fleet with Hormone. Ships are now headed west.

7 h 32 min: Belay that order! There are too many invisible NATO fighters floating around. Sending a radiating helicopter out into the wilderness is not a good plan. Bring the Hormone back to the fleet.

7 h 45 min: 14 of 17 Kingbolts hit Narvik (3 were shot down by Sidewinders). Narvik is now 70% damaged, and one more NATO airplane was destroyed.

8 h 56 min: 9 of 12 Kingbolts hit Narvik. 6% damage; no airplanes killed. <note 5>

8 h 57 min: We see you! http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukM.png Just as seagulls indicate the presence of land, Lynxes indicate the presence of British ships.

I hope that NATO plane BK hits a tall wave!

8 h 58 min: Start launching the next wave of Fencers to attack Narvik.

9 h 20 min: Seahawk detected near Lynx. 10 Fencers are approaching Narvik.

9 h 29 min: 14 of 20 Kingbolts hit Narvik, doing 14% damage. Still didn’t get any airplane hits.

We now see 4 Lynx SE of our fleet, and there used to be a Seahawk as well. I guess it’s a good thing that I don’t have any subs over there.

9 h 43 min: SOMETHING just drove past my Sverdlov at warp speed. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukN.png I don’t think it was a missile, because a) they usually don’t arrive by themselves, b) I have plenty of detection in the air, and c) the Sverdlov is in the back of the fleet. I guess it was a torpedo. (Now in principle, I would know whether the thing that just flashed by my ship was above or below sea level.) There is very little subsurface detection capacity in this fleet. Launch 1 Helix to the north to investigate. It turns out that the default Helix (depth charge) loadout is the worst possible: worst damage, worst hit probability, and worst range. I can’t afford to rearm my other Helix now because I may need its sonobuoys. The ships will change course to the south. I don’t know what else to do. The only good news in all this is that nothing else is happening right now, so CINC Victor can give this situation my full attention.

9 h 50 min: Check out the active sonar on that Helix! http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukO.png Much nicer than the ship passive sonars.

9 h 56 min: Another unknown weapon just flashed past one of my ships. I don’t know what it was. I don’t know which ship.

10 h 12 min: Launch 6 more Fencers against Narvik.

While checking out the message log, I noted a weird message from 9 h 55.5 min. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/weird.png Iney? What’s Iney? At some point I guessed that this might be one of my ships. Turns out that Iney is the name of one of my Nanuchkas. It’s also the name of some obscure town in the Republic of Khakassia, so probably it’s an appropriate name for one of the smallest Russian ships. Am I supposed to know this? So I check out the stats on Iney. It’s down by 2 of 20 Geckos, but that could be explained by the realistic logistics option. However, the AK-630 CIWS has used 10 of its 20 shots. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/iney.png Probably this gun has been shooting at something. Shouldn’t I have been informed of this?

10 h 17 min: Turn on radars on Nanuchka group. Nothing.

10 h 18 min: Turn on (AS) radar on nearby Fulcrum pair. Nothing.

10 h 23 min: We start getting actual ship contacts from the Hormone.

10 h 24 min: All ships stop. There are unknown and invisible threats all around. There doesn’t seem to be any particular reason to go in any particular direction, and I don’t want my fleet to close on the NATO fleet until the planes at Narvik are wiped out and I have had time to bring some airstrikes against the NATO fleet. While this may let subs close on my fleet, I expect that it will also reduce our sonar signature.

10 h 25 min: Turn off radars on Nanuchkas. They aren’t as good as the airplane ones anyway.

10 h 40 min: And while I’m busy with my ships, the Fencers decide to go sightseeing in Narvik, closing to 9 nm. Fortunately, they don’t fly over top of one of these RBS things. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukP.png

10 h 41: Surrounded by bad guys. At least we see some of them. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukQ.png

10 h 42 min: 9 of 12 Kingbolts hit Narvik and get one more airplane. Narvik is now 97% destroyed.

10 h 43 min: “Once more unto the breach, dear friends; once more; Or close the wall up with our Russian dead.” Launch 10 more Fencers at Narvik.

10 h 48 min: These 2 planes are headed for Narvik to refuel. Too bad for them; they will definitely be caught in the final airstrike. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukR.png

11 h 2 min: Ready Fencers that just arrived at Banak for SEAD on the NATO ships. Range is 300 miles or so. We can do it. Yes, we can!

11 h 8 min: There are 7 NATO planes on the ground at Narvik. Probably damage to the facility means that they will not be able to get off the ground before the final missiles hit. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukS.png

11 h 10 min: 3 of 4 Kingbolts hit Narvik. A large explosion is seen and heard. 7 NATO planes are caught in the fireball. And maybe a few more will die because they won’t have enough fuel to make it to Bodo. That’s unlikely, however, because Bodo is only 73 nm from Narvik. 4 Fencers still have weapons, but no reasonable targets. There’s not much point in hunting for ground units near Narvik. Send them back home. Anyway, that’s one major problem dealt with. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukT.png

11 h 18 min: Send Hormone to the west to try to locate NATO ships.

11 h 32 min: 6 Fencers will be ready with AS-11 ARMs in half an hour. 10 more will be ready half an hour later. Of course, the primary targets will be the area defence ships, and they will be hit until they can no longer shoot.

11 h 47 min: There are 6 ships in the NATO fleet: DDG Charles F. Adams, DDG 42/2 Exeter, FFG O.H. Perry, FF Leander 3A, FF Type 22/2 Boxer, FF Oslo. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukU.png The first 3 have area defence SAMs. Lots of missiles, but a slow fire rate. The NATO fleet appears to be fleeing at 25 kn. That’s almost directly towards my Kilo group ZW. Maybe it’s time to move my subs? Or maybe something else sees my subs and the NATO fleet is moving to engage the only target it knows about? <note 6>

The Hormone has gone far enough into the danger zone. Besides, it needs fuel, so back home it goes, low, slow, and silent. All my ships follow the NATO ships at 10 kn. We can’t catch them at this speed, but we don’t want to be running over enemy subs at high speed. The 2 Kilos move to intercept the NATO fleet at 10 knots. They should be in position and stationary (i.e. hiding) well before the NATO ships are in sonar range. The Foxtrot / Juliet group is too far away to engage with torpedos, but maybe the 3 Shaddocks on the Juliet will be useful? After the SEAD missions go in, of course.

There are 8 NATO planes in Bodo. This number appears to be constant. Maybe they don’t have any fuel? Or maybe they have special orders? There don’t appear to be any NATO planes in the air any more, not that I would necessarily know about it.

12 h: There HAVE BEEN 8 NATO planes in Bodo for a long time. Now there are only 6.

12 h 4 min: 6 Fencers head for the NATO fleet. They will swing to the north, coming in low and silent, then pop up with radar on to paint the ships, attacking from the NE. Although we don’t actually know where the ships are, we do see a helicopter. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukV.png

12 h 18 min: 2 Hornets sneak up on our fleet, closing to 20 nm. I think that the only reason we detected them is because they launched missiles. (Later note: apparently they need to turn their radar on in order for the Sparrows to track.) 2 Fulcrums launch Alamos and flee on afterburner. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukW.png The Hormone has no chance at all. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukX.png

Splash 2. The incoming Sparrows seem to disappear as soon as the Hornets die. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukY.png Send a Hormone from Banak to replace the one that just got shot down. Due the reduction in the NATO forces, they are no longer capable of conducting significant offensive operations. Therefore the loss of this Hormone is actually less important than the first one (except for my embarrassment). And, of course, a good Russian just died.

Since I had an autosave game from just before this event started, and good sensors in the vicinity, I later went back to analyze this situation. <note 7>

12 h 26 min: 6 Fencers are heading for the last known location of the NATO helicopter. Still low and silent. Range to target 84 nm. (This is for Aphid range, 4nm.) http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZ.png

12 h 32.5 min: 40 miles from target (rear pair of Fencers). Time to pop up and light up. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZ1.png 10 more Fencers are en route.

12 h 34 min: There they are! http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZ2.png

12 h 36 min: After some effort, we get a positive ID on two ships. One of them, the O.H. Perry, is a valid target. One Fencer pair, UB, needs to evade SAMs, which it does on afterburner. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZ3.png The O.H. Perry SAMs have a range of 25 nm. My Fencers are parked 30-40 nm away from the Perry and will now whale on it with AS-11 ARMs. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZ4.png

12 h 37 min: The NATO fleet gets off 4 Sea Darts from the Type 42/2, 1 Sea Sparrow from the Oslo, and 3 Standard missiles from the O.H. Perry. The Sea Darts and Standard missiles get 1 AS-11 each. 7 AS-11 miss for various reasons. 3 hit. Result: 28% damage plus special ARM damage; speed reduced to 22 kn. Mission accomplished. Fencers RTB. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZ5.png

12 h 53 min: The second wave of Fencers approaches the launch point. Even if we don’t have a recent contact, ships are essentially static relative to airplane speeds. This launch point will still be 60 nm from the NATO fleet i.e. outside of Fencer effective radar range. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZ6.png

12 h 54 min: Pop up; light up.

12 h 58 min: We find the first ship – the damaged O.H. Perry, left behind to die alone.

13 h: The O.H. Perry is still firing at us. So what did we hit last time?

13 h 1 min: Never mind. Go around it.

13 h 2 min: The Fencers that just evaded Standard missiles on afterburner are low on fuel. They won’t be able to go after the rest of the NATO fleet. Shoot at the O.H. Perry again instead.

13 h 4 min: Fired 8 AS-11 in total. O.H. Perry gets off 4 Standard missiles, killing 3 AS-11. 1 AS-11 hits; O.H. Perry now at 56% damaged, speed 15 kn. 4 Fencers RTB. Remaining 6 Fencers pursue main NATO fleet.

13 h 8 min: SEAD the classical way! Due to ECM (I guess), I can’t get a good ID on the NATO ships (visual on the Oslo, so I know NOT to shoot at that one!). So a Fencer needs to tease out some SAMs and then will flee on afterburner. (Classically, the Wild Weasel or Iron Hand planes would outmaneuver the SAMs, but that is impossible in Harpoon – wrong scale, so we have to make do.) Whatever fired on the Fencer gets whaled on with 12 ARMs. And there he is – AD 3, a Type 42/2 Exeter, with 30 nm Sea Darts. [picture deleted for reasons of national security]

13 h 10 min: Fencers successfully flee from Sea Darts. The Type 42/2 gets off 5 Sea Darts, killing 2 AS-11. The Charles F. Adams gets off 4 Standard missiles, killing 1 AS-11. 4 AS-11 hit the Exeter for 43% damage + ARM specials. Speed reduction to 23 kn. All Fencers RTB, low, slow, and silent.

14 h 9 min: 6 Fencers launching from Banak again. Hormone is moving to the west to help with detection. As long as the NATO planes sit in Bodo, I’m not too worried.

14 h 17 min: Contact is re-established with the wounded O.H. Perry. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZ7.png

14 h 31 min: Contact is re-established with the main NATO fleet (well, its helicopters, anyway). http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZ8.png

14 h 45 min: Lead Fencer is about 40 nm from nearest helicopter. Time to pop up, etc. Note that O. H. Perry doesn’t seem to be able to put up any ECM against Hormone. Fencers are passing by O.H. Perry, 30 nm to the south, outside the range of its SAMs. Kilos have stopped moving and are hiding. Hopefully they have reached a good position. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZ9.png

14 h 47 min: Contact re-established with main NATO fleet. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZA.png

14 h 48 min: We have located the Oslo and the Exeter (by damage status) visually. Two others are still just generic ships, and one is not detected at all. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZB.png Let’s shoot some ARMs at the Exeter and see what happens. We don’t have enough fuel left to dodge ARMs. Hmm … The Exeter isn’t radiating. Shoot at something else, instead.

14 h 50 min: The Oslo gets off 8 Sea Sparrows! Didn’t know it had that kind of fire rate! Oslo kills 2 AS-11. 3 Standard missiles from the invisible Charles F. Adams kill one more ARM, and the final one misses. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZC.png The Exeter is probably crippled, because it didn’t shoot. Visibility is 123 nm for my planes, and the ships are all within 50 nm. ECM does not affect the old Mk. 1 eyeball, so I really don’t know why I can’t see the Charles F. Adams.

14 h 51 min: Now I see you, 32 nm away! http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZD.png That’s the Charles F. Adams, by inference, and eat ARMs, if you please.

14 h 52 min: I guessed right, he’s firing.

14 h 53 min: Charles F. Adams gets off 9 Standard missiles in 3 batches, killing 3 AS-11 Kilters. 2 of the remaining 5 Kilters hit, causing 27% damage, but no specials or speed reduction.

15 h 7 min: The next 4 Fencers have arrived and are shooting.

15 h 9 min: Charles F. Adams gets off 4 Standard missiles, shooting down 3 AS-11. 2 of the remaining 5 ARMs hit. Charles Adams is now 54% damaged, with ARM specials, and speed reduction to 18 kn.

15 h 10 min: And apparently that gives us a minimum victory! http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/victory1.png But there is meat on the table, so we continue!

15 h 15 min: I want to shoot at the Type 22/2 next, to eliminate its sonar. It’s one of the generic ships. Choose the one in front; hit it with 8 ARMs. The remaining 4 ARMs are intended for the O.H. Perry. The Charles F. Adams and Exeter are no longer radiating. Maybe they are playing possum, but probably their radars have been wiped out.

15 h 17 min: No defensive fire. 1 of 8 ARMs hit, doing 30% damage, no specials, speed reduction to 21 kn. That unit falls out of the formation, as have all the other damaged ships. The remaining undamaged ships seem to be headed almost directly for my Kilos. We’ll find out soon enough how that plays out.

15 h 20 min: The O.H. Perry is still radiating, so shoot the 4 remaining ARMs at it.

15 h 22 min: The O.H. Perry gets off 7 Standard missiles, killing only one AS-11, but the remaining 3 simply miss! These missiles don’t seem to hit very often!

15 h 30 min: Some of the Fencers will now be rearming with AS-17 ARMs. This is a smaller missile than the AS-11, but it allows for a greater plane range, which is becoming important as the NATO ships continue to flee.

16 h 30 min: Hormone has been traveling west from fleet to scout for next Fencer strike. Now it pops up, etc, and immediately detects the O.H. Perry and the main body. Send 4 Fencers after the O.H. Perry. Send the long-range Fencers after the main body. Also send a couple of Fulcrums to see if we can pot some helicopters before they find my Kilos. This will put the fighters at the VERY limit of their range.

16 h 57 min: The first NATO ship bites the biscuit. 2 of 8 AS-11 were shot down by 4 Standard missiles, 4 missed, 2 hit. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZE.png

16 h 59 min: The first sonar contact. 7 nm away from a Kilo. At this point I realize that different ways of accessing the unit database give different sonar stats. The “display” and “full” button results are incompatible. <note 8>

17 h 9 min: We have located the 3 damaged ships – the Leander 3A, the Exeter, and the Charles F. Adams.

17 h 10 min: The second sonar contact.

17 h 13 min: What a juicy shot! 3nm with a 10 nm-range torpedo. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZF.png But it will probably cost me the Kilo, so I will let the Fencers do the job.

17 h 19 min: 4 x AS-17 Krypton against an as-yet undamaged ship.

17 h 21 min: The Oslo must have reloaded its battery! It gets off 7 Sea Sparrow against my Kryptons, killing 2. We get 1 hit for 17% damage + ARM specials.

17 h 22 min: We locate the last undamaged ship – the Oslo. It’s 15 nm from my Fencer, even though visibility is 123 nm!

17 h 27 min: ARRGH! I had calculated that my Fulcrums could just barely make it to Alamo range of my Kilos and back home with a few minutes of fuel to spare, potting some of those dangerous helicopters at the very limit of their run. I would have done it, too, if the computer hadn’t forced an early return of the Fulcrums! Fighter pilots enjoy living dangerously, don’t they? I do not accept this. Thank God for autosave. I only lost a few minutes of game time.

17 h 31 min: Fulcrum SK launches 2 x Alamo and heads home. It will have 6 nm of fuel to spare. That’s plenty! (for a fighter jock) Fighter SL heads for home without shooting, because the timid computer turned it around too early. It will have 20 nm of fuel left, but he won’t get a medal. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/hero.png And THAT, dear reader, was the point of the exercise! Hero of the Soviet Union for Fulcrum SK pilot! Well, not really, but definitely a lesser medal. How many crew members are there on a Kilo, anyway?

Now both Kilos can launch batches of torpedos at those 2 ships that are 5-10 nm away, traveling at 20 + kn (i.e. poor sonar results). Kilo UD launches 3 torps each. Incidentally, the weapons it can actually launch do not match what it is rated to carry.

17 h 35 min: 8 x AS-17 head for Oslo. 3 torps smash into the Exeter, at a combined closing speed of almost 70 kn. At that speed, even a dud warhead will rip a big hole in a ship. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZG.png

17 h 36 min: 5 AS-17 smash into the Oslo, unopposed. Oslo is 56% damaged, as well as receiving special ARM damage, and its speed is reduced to 13 kn.

17 h 38 min: The 3 torps launched at the Type 22/2 have all missed and continue running (unguided torps?). 4 x AS-11 are en route to the Type 22/2.

17 h 39 min: The Type 22/2 fires 4 Sea Wolf; all miss. One AS-11 hits. The Type 22/2 is now 30% damaged. Kilo UD launches 6 more torps at Type 22/2 from 3 nm range.

17 h 41 min: The 3 torps that passed the Type 22/2 turned around! And hit and sank the Type 22/2. And 6 more torps are coming! http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZH.png

17 h 47 min: 5 of 8 AS-11 hit Leander 3A. Its 2 Sea Wolfs missed. Leander 3A is now damaged to 91% + ARM specials, speed 7 kn.

18 h 18 min: The 2 fighters mentioned at 17:27 have successfully landed. What, me worry?

18 h 25 min: All my ships are now headed SW along the coast to Bodo. 4 Fencers will rearm with AS-11; the rest will go back to Kingbolts.

18 h 47 min: Launch 4 Fencer (SEAD) from Bodo. Launch Hormone from fleet to scout the west.

19 h 11 min: Hormone pops up and locates a ship. They can’t run, and they can’t hide.

19 h 40 min: The first 4 Fencers (SEAD) have searched and found only 3 damaged ships; none with operating radar. RTB.

20 h 5 min: 2 of 4 Kingbolts smash into Oslo and send it down. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZI.png Which gives us a level 2 victory. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/victory2.png

20 h 16 min: Again we wonder why we can’t simply SEE a ship until 12 nm away when visibility is 184 nm. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZJ.png

20 h 17 min: 1 of 4 Kingbolts hits Charles F. Adams, which sinks. Ditto for the Leander 3A. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZK.png The last available pair of Fencers has no useful targets and heads home.

Bodo (and the 6 NATO planes hiding there) is the final target. Unfortunately, none of my fleet’s missiles can be used against a land target, and certainly the Fencers don’t have enough punch to do much damage in 3.5 hours. The distance between Banak and Bodo is 284 nm. Therefore only airstrike options that allow for a range of more than 570 nm are even to be considered. Unfortunately any airstrike that does not include some measure of stand-off capacity runs into the problem that the 6 NATO planes can simply pop out of the base and, whether they be Falcons or Hornets, immediately wipe out 18 of the attacking airplanes, so once again, I am not going to use the Flogger Fs, and we are back to the slow grind with Fencers and Kingbolts.

20 h 54 min: Looks like they do have some teeth. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZL.png

20 h 58 min: 3 Kingbolts hit, doing 4% damage, + 1 plane.

21 h 16 min: Start operating the attack airplanes in groups of 4. Just take the straight-line shortest course Banak-Bodo.

21 h 48 min: Hawks still active at Bodo. But there definitely is no radar there. Only 1 Kingbolt hits, doing only 1% damage.

22 h 23 min: Hawks still active at Bodo. Only 2 Kingbolts hit, doing only 1% damage.

22 h 26 min: No Hawks left. 7 Kingbolt hits; 8% damage, 1 plane. Total damage now 14%.

22 h 55 min: 5 Kingbolts hit for 6% damage.

23 h 34 min: 6 Flogger Fs close on Bodo with rockets, wiping out an RBS-thingie on the way. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/giukZM.png The remaining 22 rocket pods do 14% damage, plus one plane. The NATO planes should have launched; even 2 would have massacred my Floggers, which have to close to 1 nm before they can shoot.

23 h 47 min: 5 of 8 Kingbolts hit Bodo for 6% damage.

23 h 56 min: 6 Flogger Fs hit Bodo with rockets, doing 16% damage and wiping out the last 3 NATO planes. Again, they should have popped out of the base and massacred my Floggers.
http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/end.png

Notes

1) Just for the sake of argument, consider the following situation. 20 NATO planes (4 Sea Harriers, 4 Harriers, 8 Falcons, and 4 Hornets, with 8 AMRAAMs, 16 Sparrows, and 80 Sidewinders) are defending against 90 Soviet planes (36 Fulcrums, 36 Fencers, and 18 Flogger Fs, with 72 Alamos, 144 Archers, and 72 Aphids). Assume that all the planes are together and approaching each other. Assume that detection is not an issue. Assume that NATO shoots first with equivalent weapons. Assume that missile travel time is zero. Assume that the shooter can freely choose targets. These are all bad assumptions, but you need to start the discussion somewhere.

Option A: First, the AMRAAMs and Sparrows are shot at the Fulcrums. 8 are shot down. Second, the 48 remaining Alamos are shot at the Falcons and Harriers, shooting them all down, and then at the Sea Harriers, shooting down 2. Third, the 12 remaining Sidewinders are shot at the Fulcrums, shooting down 6. Fourth, the 88 remaining Archers are used to shoot down 22 more NATO planes, which is more than what they started with.

Option B: First, the AMRAAMs and Sparrows are shot at the Fencers. 12 are shot down. Second, the Alamos are shot at the Falcons and Harriers, shooting them all down, then at the remaining NATO planes, shooting down 6. Third, the 4 remaining Sidewinders are shot at the Fencers, shooting down 2. Fourth, the Archers are used to shoot down 36 more NATO planes; you get the picture.

With option A, the Soviets have enough attack aircraft left to kill each NATO base in about one strike. With option B, probably 2 strikes will be needed. But in either case, NATO has no PLANES left, so there is no need to even attack the NATO bases.

2) It occurs to me that the jamming may blind the airplanes, so that most of them were shot down before they knew what hit them. I later restarted this scenario as NATO and flew all the Harriers in the general direction of the Soviet fleet. Some of them had radars on, some of them didn’t. They all got shot down before they detected anything at all.

3) There are advantages to having all airplanes on the same mission in one group. However, Banak has only one runway. If the first planes off the ground have to wait for all the later ones to join, they are wasting possibly critical fuel. The same idea applies to the landing. Therefore, in the early part of this scenario, I operated almost all my planes in pairs.

4) This dastardly act was committed by a cloaked Sea Harrier. It has a VS/S radar size, and a small physical size. The Hormone B SS radar has 195/130/65 nm range brackets. Assuming that the Sea Harrier cruises in low at 450 kn from 65 nm, it will need to close by 25 nm to reach AMRAAM launch range. The Harrier travels 15 nm in 2 min, or 3.75 nm in 30 s. This gives the Hormone about 6 radar checks (and maybe 7) at 55%. (.5)^6 = (1/64) = (1 + 1/2 + 1/16) % = 1.56%. Not very likely to miss all these! And the missile still needs to close! As for horizon effects, the Hormone was at medium altitude. Its SS radar circle had a radius of 110 nm, so that’s not an issue. Now maybe the Harrier came in at medium altitude. Although the Hormone was well within the AS radar range of Banak (92 nm away), which has a range of 200 nm, this may not be close enough. But finally, what about visual detection? The Hormone was stated to have a visibility range of 55 nm at that point in time and space.

All the above data was obtainable because fortunately, I had an autosave file from literally a few seconds before the Hormone got killed. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/invisible.png

If visual detection doesn’t work, this poses a problem. Consider, for example, my fleet. I very much want to make sure that I am not surprised by missiles. I don’t want to turn on the ship radars because that will attract a lot of unwanted attention, such as long-range missiles. So I need to put up a Hormone for surface search. But I have nothing with a useful air search radar, so I have to rely on visual detection for UFOs. If that doesn’t work, then I have no options. Where is an AWACS (which has a powerful radar that works in the full vertical dimension) when you need one?

The only defence for my Hormones may be the AI’s unwillingness to go after them, depending on location.

One reason the weapon was invisible may be an artifact of the detection process. Detection occurs only at discrete intervals of 30 s, set w.r.t. the scenario, not any particular event. Consider, for example, a Sparrow launched from maximum range of 30 nm, traveling at 2400 kn (approximate values). That speed is 20 nm per 30 s. So there would be either one or 2 checks, although in real life those checks are happening in some sense continuously. In the case of a short- range missile such as a Sidewinder, there may never be a check for the duration of the missile’s flight, even if it were launched at maximum range, and in principle, it would be possible to flee if you knew it was coming. A skilled and sleazy player could use the discreteness of the detection process to advantage.

5) 9 Kingbolts did 6% damage to Narvik. 14 Kingbolts did 13% damage. 12 Kingbolts did 7% damage. There is an inconsistency here.

6) The O.H. Perry and Type 22/2 frigates have good sonars (2 convergence zones). The other NATO ships have poor sonars (only one CZ), which is up to Soviet standards. The American ships carry a total of 8 Harpoons, which explains what we saw at 39.5 min. The 2 British frigates carry a total of eight 23 nm range Exocets. With the exception of the area air defence systems, all the other NATO weapons are short range (about 10 nm or less).

My fleet has 12 Sandboxes, 16 Sunburns, 24 Sirens, and 2 Shaddocks. For gun actions, we have the Sverdlov. Somehow, I think we have the advantage in a surface action.

7) Testing the sneak, starting from 12 h 14 min. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/sneak1.png Crank up the speed to find the instant the Hornets shoot. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/sneak2.png Do nothing, and the Hormone gets killed. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/sneak3.png Continue to do nothing, and the Fulcrums get killed. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/sneak4.png Continue to do nothing, and the Hornets run away. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/sneak5.png

Go back to start and turn on sensors. Use only the air search radars on the ships. The Slava has a 270 nm range air search radar. Locate when the Hornets are detected. http://s703.photobucket.com/albums/ww33/VictorInThePacific/USNI/sneak6.png

I am not going to do a detailed analysis about this in this place at this time. The only thing I will add is the following: Based on the above screenshots, you can see that, had I had the air search radars of the fleet on at about that time, I would have detected the Hornets coming in and would have shot them down in good time to save my Hormone (no other unit was ever at risk).

But would this have been a good plan? Should I have had the air search radars of the fleet on? Comments?

8) I realized at some point that there appear to be contradictions in the database. If you select one of your units in the unit window, the “display” and “full” options in the report window give VERY different information. This appears to apply to all ships and subs. Perhaps this is intentional, but I can’t figure it out. The same is true of the 2 different options in the Reports menu.

Aftermath

1) I don’t understand ECM. It appears to have very significant effects, and I can guess at some of them, but I would need to see some documentation. For example, it occurs to me that if you have the more powerful electronics, yours should be activated, whereas if the enemy has better electronics, yours should be off.

2) Offensive Grumbles.

It seems to be the case that Soviet fighters are always inferior to NATO fighters. For example, the Soviet short-range air-air missile has a range of 4 nm, while the NATO one has a 10 nm range. The Soviet medium-range air-air missile has a range of about 30 nm, while the NATO one is at least somewhat longer. Other things being equal, this means that the NATO fighter will always win. Of course, NATO is always outnumbered. But is there a way in which the Soviets can attack the NATO fighters with a weapon that outranges them? Yes there is - it's called the Grumble.

But the Grumble launcher is stationary, you say. How can you attack with a stationary weapon?

We saw the mechanism in the opening minutes of this scenario, where the Slava destroyed something like 18 NATO airplanes, for a cost of about 40 Grumbles. Physics tells us that all motion is relative. Were the planes moving toward my fleet, or was my fleet moving towards the planes? Just kidding. The Germans used the "PaK screen" tactic extensively in North Africa, in which British tanks were induced to drive towards stationary antitank guns, thus taking heavy casualties.

Can the Soviets get NATO to drive their fighters into Grumble range, after which the Soviet fighters can eat the NATO bombers? You could set your fighters up as bait, and you can probably suck the AI in. It's a different question as to whether a human would be sucked in.

Of course, you may say that your Grumbles have much more important things to do than shoot down NATO fighters, and that really, NATO should be happy to sacrifice fighters at the rate of 2 Grumbles per fighter.
_________________________________________________________________________________________

In case anybody notices that the main post was edited much later than the rest of the thread, on Dec. 21, 2009, when I had occasion to go back and reread this, I found and fixed 3 cosmetic errors.

< Message edited by VictorInThePacific -- 12/22/2009 6:27:06 AM >
Post #: 1
RE: USNI (GIUK) # 1 - No Man's Land (RED) - 1/8/2009 2:00:39 AM   
CV32


Posts: 1046
Joined: 5/15/2006
From: The Rock, Canada
Status: offline
quote:

ORIGINAL: VictorInThePacific
... all screenshots have been inserted as links ... i would like them to appear as some sort of icon, not a string of text ... it doesn't have to be thumbnails ... of course, any assistance would be appreciated


You need to be bracketing your link text as follows: "[image]insert link text here[/image]" (without the quotes)

quote:

I have no idea how to deal with subs in HCE, either my own or enemy ones ...


Anything in particular giving you trouble?

quote:

... I have been given to understand that the first convergence zone is not useful


How so?

quote:

As far as I am concerned, Foxtrots and Kilos are just a bunch of obsolete junk. Too slow to run away from a torp or to do significant strategic moving, no long-range weapons, poor sensors, what’s to like? I haven’t got a clue what to do with these units. I expect that if I tried to do any searching with them, I would simply lose them. Therefore I decided that they would simply sit in one place and wait for something to come to them. Well, miraculously, it seems, something did, and some of my subs were able to join the party.


As luck would have it, you sort of learned the value of diesel-electric submarines on your own. Consider them "moving minefields". As you point out, they are not particularly great assets for roving about the open ocean, seeking whom they may devour. They are, however, very useful when placed in chokepoints and in littoral zones outside enemy ports, anywhere you expect enemy shipping will have to pass.

quote:

I put one Hormone B up for surface search in my airbase formation ...


This is correct use of the Hormone B. It has a surface search radar. It has no air search capability, so its just about useless in the air search role.

quote:

I don’t know what’s up with the unit window artifacts.


I don't know what this means.

quote:

The first 4 missiles have hit, doing sensor damage to Narvik ... It’s interesting that the Narvik radar circles are still shown, and they will remain and return for a very long time ... 3 ARMs hit Bodo, destroying the radar ... Still see the radar circles, though ...


Sounds like you're taking out the Blue installation's own air traffic control and search radars, but not the radars that belong to the associated air defenses. Note that many SAM and AAA batteries have their own associated radars.

quote:

There is a glitch: the 8 x unit window appears to be 4 x (squared) larger than the 16 x window, not twice as big.


That doesn't sound right. There is some minor variation between window sizes, but nothing like you describe.

quote:

SOMETHING just drove past my Sverdlov at warp speed ... I guess it was a torpedo. (Now in principle, I would know whether the thing that just flashed by my ship was above or below sea level.)


You're playing with the animations turned on. Note that the animations give a little more information than you would ordinarily get. The something (and yes, likely a torpedo from the sound of it) was never detected by you, except to trigger the animation.

quote:

While checking out the message log, I noted a weird message from 9 h 55.5 min .... Iney? What’s Iney? At some point I guessed that this might be one of my ships. Turns out that Iney is the name of one of my Nanuchkas. It’s also the name of some obscure town in the Republic of Khakassia, so probably it’s an appropriate name for one of the smallest Russian ships. Am I supposed to know this? So I check out the stats on Iney.


You don't know the names of your own ships? What kind of a commander are you?

quote:

However, the AK-630 CIWS has used 10 of its 20 shots ... Probably this gun has been shooting at something. Shouldn’t I have been informed of this?


If an enemy missile or aircraft had come within the point defense envelope of your Nanuchka, the CIWS would have fired automatically without letting you know that it was doing so.

quote:

The incoming Sparrows seem to disappear as soon as the Hornets die.


The Sparrows have semi-active radar guidance. Without continuous illumination of the target by the Hornet radar, Sparrows go stupid. (Well, stupider .. some Sparrow humor there).

quote:

At this point I realize that different ways of accessing the unit database give different sonar stats. The “display” and “full” button results are incompatible.


Sounds like a matter of just getting used to it. They've always worked very well for me.

quote:

We locate the last undamaged ship – the Oslo. It’s 15 nm from my Fencer, even though visibility is 123 nm! ... Again we wonder why we can’t simply SEE a ship until 12 nm away when visibility is 184 nm.


The quoted visibility figure is the maximum possible visual range from the given altitude against a Large ship, taking into account the weather, time of day, etc. It does not mean you will actually spot a target at that distance. (Unless you put up your six million clams and get the Lee Majors peepers. ) Note as well that aircraft are much more difficult to spot visually.

quote:

Kilo UD launches 3 torps each. Incidentally, the weapons it can actually launch do not match what it is rated to carry.


More info, please.

quote:

The 3 torps that passed the Type 22/2 turned around!


Sounds like wake homers that found the wake.

quote:

... This dastardly act was committed by a cloaked Sea Harrier. It has a VS/S radar size, and a small physical size. The Hormone B SS radar has 195/130/65 nm range brackets ... This gives the Hormone about 6 radar checks (and maybe 7) at 55% ... As for horizon effects, the Hormone was at medium altitude. Its SS radar circle had a radius of 110 nm, so that’s not an issue. Now maybe the Harrier came in at medium altitude. Although the Hormone was well within the AS radar range of Banak (92 nm away), which has a range of 200 nm, this may not be close enough.


See my earlier comments about the role and capability of the Hormone B.

quote:

So I need to put up a Hormone for surface search. But I have nothing with a useful air search radar ... Where is an AWACS (which has a powerful radar that works in the full vertical dimension) when you need one?


Now you're cooking with gas.

quote:

9 Kingbolts did 6% damage to Narvik. 14 Kingbolts did 13% damage. 12 Kingbolts did 7% damage. There is an inconsistency here.


The damage point (DP) value shown for any particular weapon is the maximum possible. Actual DP inflicted is calculated at the time of impact, may include critical hits, and may not achieve maximum DP.

quote:

I don’t understand ECM.


Offensive ECM degrades enemy radar. Defensive ECM reduces likelihood of death by missile.

quote:

Offensive Grumbles.


Care to elaborate?

< Message edited by CV32 -- 1/8/2009 3:07:06 AM >


_____________________________

Brad Leyte
HC3 development group member for HCE
Author of HCDB official database for HCE
Harpgamer.com Co-Owner

(in reply to VictorInThePacific)
Post #: 2
RE: USNI (GIUK) # 1 - No Man's Land (RED) - 1/8/2009 2:18:23 AM   
TonyE


Posts: 1551
Joined: 5/23/2006
From: MN, USA
Status: offline
My main question after reading this in depth AAR and explanation of your thoughts is... Did you have fun?  Did you enjoy the experience?

Regarding the Full vs Display buttons, Display is showing database values (for the most part) while Full is going to show the current intelligence situation and sonar ranges affected by some modifiers and other crazy things to make the sonar more properly match expectations.


_____________________________

Sincerely,
Tony Eischens
Harpoon (HC, HCE, HUCE, Classic) programmer
HarpGamer.com Co-Owner

(in reply to CV32)
Post #: 3
RE: USNI (GIUK) # 1 - No Man's Land (RED) - 1/8/2009 3:55:22 AM   
VictorInThePacific

 

Posts: 169
Joined: 10/30/2008
Status: offline
quote:

My main question after reading this in depth AAR and explanation of your thoughts is... Did you have fun? Did you enjoy the experience?


Holy moly, yes I did. I would highly recommend this simulation to any wargamer.

There are many reasons. For example, I like being able to do things such as send a fighter to the very limit of its endurance (see AAR, 16:30, 17:27, 17:31), way past bingo fuel considerations, so that a potential serious threat to a submarine (a helicopter) can be eliminated, so that the submarine can rise from its hiding place without fear of retribution and wreak havoc. And this will involve carefully calculating (fuel remaining less distance to base), and dividing that by 2 to determine how far the fighter can still safely fly, while ensuring that nothing interferes with the direct path of the fighter to target and back home. Landing clearance also has to be allowed for, which includes not only other friendly air groups, but also other units within the same group, which is why this sort of thing is best done with single units.

Anyway, for me, the answer to your question is already contained in the existence of the AAR. For others, the answer might exist in how they perceive the content of the report.

(in reply to TonyE)
Post #: 4
RE: USNI (GIUK) # 1 - No Man's Land (RED) - 1/8/2009 3:56:23 AM   
VictorInThePacific

 

Posts: 169
Joined: 10/30/2008
Status: offline
Wow, Brad!

Your comments are almost as long and detailed as my AAR!

Before I get into any substantive stuff, I want to explain my identifying conventions. Because of the structural complexity of this post, and my lack of understanding of the formatting options available to me, I have chosen the following method. My original quotes from the AAR are in black. Brad's replies are in blue, and my replies to his replies are in black. My original quotes and Brad's replies are in quote boxes.

There are some issues which seems to be related to the game mechanics. I hope to be discussing these more, but this particular forum does not seem to be the appropriate place. These points are marked "technical".

There are 2 points in my original post which are not yet complete: Note 7 and Aftermath 2. There is a note at the beginning of the origanal post that states this. That note will be removed when I post those comments.

Also I need to state that, while I had access to HCE quantitative data while preparing the AARs (and playing the scenarios !), I don't have that data at this point in time, so I must rely on records, memory, and estimates in this post.

quote:

ORIGINAL: VictorInThePacific
... all screenshots have been inserted as links ... i would like them to appear as some sort of icon, not a string of text ... it doesn't have to be thumbnails ... of course, any assistance would be appreciated

You need to be bracketing your link text as follows: "[image]insert link text here[/image]" (without the quotes)

When I do that, what I get is the full-size image embedded (apparently) in the text. Because there are so many large images, I think that this would make the AAR hard to read. What I have done is similar to what you suggest:
"[link]insert link text here[/link]" (without the quotes)
This gives me something where the text is quite legible, and the images are clearly indicated and easily accessible.

What I would prefer as the next level would be similar to what other people have used, where the thing that indicates the presence of an image is a thumbnail of that image, which links to the actual image with a mouse click.

What I ultimately want is that the thing that indicates the presence of an image is an image no larger than a large smiley, whose appearance bears no relation to the actual image, but is merely used to indicate that such an image exists. The reason is that the thumbnails are to small to provide useful detail, but are large enough to interfere with the flow of the text.

quote:

I have no idea how to deal with subs in HCE, either my own or enemy ones ...

Anything in particular giving you trouble?

I have a pretty good understanding of what subs can do, and what their vulnerabilities are, in HC. I have over the past months found out, to my chagrin, that those characteristics are not relevant to HCE. People and documents have informed me that direct sonar ranges are pretty short (1-10 nm), and that convergence zone detection is quite unlikely. I used to have good mechanisms of keeping subs away from my units, and I have described those mechanisms extensively in these forums. In the HCE system, based on my present understanding of the game mechanics, as well as all the statements other people have made about the sub detection issue, I am not aware of any certain or even adequate procedure for keeping subs sufficiently far away from my units.

On the other hand, I also had procedures in HC to protect certain modern subs from detection or at least attack, and I have described those procedures extensively in these forums as well. Again, those procedures do not apply to HCE, and I am not aware of any certain or even adequate procedure for protecting my subs.

Since overall sub detection probabilities are pretty low, the aspect of chance in the question of whether a sub gets detected or not becomes relatively large. I do not like to put my units into situations where their survival seems to be purely a question of chance. Actually, I never use my forces in such a way. Therefore, I simply can't figure out what to do with my subs. As you can see from the AAR, I never used my Foxtrot/Juliet group for any purpose. Of course, you could point out that probably 50% of my entire effort in this scenario was provided by my 16 Fencers.

Turning it around, I would rate the anti-sub capacity of the 10 ships in the Soviet fleet in this scenario as approximately nil. With only 2 ASW helicopters, I decided that it didn't even make sense in doing any formation ASW patrols, so in the end, I did nothing at all. (OK, I moved the ships slowly.)

So if someone can enlighten me as to what I might have done to defend against subs in this scenario, please enlighten me, because when you simply do nothing against a major threat, that's not a good sign.

quote:

... I have been given to understand that the first convergence zone is not useful

How so?

I have been told that the detection probability is very low, so it is not reliable. This is primarily via discussions in this forum. I do not have numerical data available regarding sonar in HCE.

quote:

As far as I am concerned, Foxtrots and Kilos are just a bunch of obsolete junk. Too slow to run away from a torp or to do significant strategic moving, no long-range weapons, poor sensors, what’s to like? I haven’t got a clue what to do with these units. I expect that if I tried to do any searching with them, I would simply lose them. Therefore I decided that they would simply sit in one place and wait for something to come to them. Well, miraculously, it seems, something did, and some of my subs were able to join the party.

As luck would have it, you sort of learned the value of diesel-electric submarines on your own. Consider them "moving minefields". As you point out, they are not particularly great assets for roving about the open ocean, seeking whom they may devour. They are, however, very useful when placed in chokepoints and in littoral zones outside enemy ports, anywhere you expect enemy shipping will have to pass.

I still have no idea why the BLUE ships happened to drive directly over top of my Kilos (what are the odds of that?), and why they were traveling so fast. Seems to me, if you travel at high speeds for a long time on the same course WHILE UNDER CONTINUOUS OBSERVATION, you can pretty much guarantee that you will have a close encounter with an enemy sub (or a dozen).

quote:

I put one Hormone B up for surface search in my airbase formation ...

This is correct use of the Hormone B. It has a surface search radar. It has no air search capability, so its just about useless in the air search role.

This is an issue which I will raise again when I get into the discussion in note 7 of my original post.

quote:

I don’t know what’s up with the unit window artifacts.

I don't know what this means.

Starting with screenshot giuk9 (1h:48), the background of the unit window has artifacts. This may have something to do with the fact that I made extensive use of save games. Because I was knowingly preparing an AAR, I made sure to have a number of save games available. I increased the time interval between autosaves to some large value but was not able to figure out how to stop the autosaving. To preserve the integrity of my save files (i.e. to prevent them from being overwritten by the autosave feature), I would save a game, make a copy of it in Windows, then load the copy from within Harpoon. So in principle, I would always be working in the same game, although a record was left at certain points in time. (You can actually see this process by looking at the filename at the top of each screenshot.) Unfortunately, it seems to have introduced the unit window artifacts. Another procedure would have been to "save" and then "save as", which would have left records that the autosave wouldn't overwrite, but there would have been no ongoing need to load saved games.


Incidentally, autosave appears to happen even while the game is paused.

quote:

The first 4 missiles have hit, doing sensor damage to Narvik ... It’s interesting that the Narvik radar circles are still shown, and they will remain and return for a very long time ... 3 ARMs hit Bodo, destroying the radar ... Still see the radar circles, though ...

Sounds like you're taking out the Blue installation's own air traffic control and search radars, but not the radars that belong to the associated air defenses. Note that many SAM and AAA batteries have their own associated radars.

What exactly do the base (or unit) radar circles represent? I set the game options to display best surface and air radar ranges for both sides. I know that in my case, they represent search and weapons control radars. I presume that they mean the same for the AI. I also know that, after the first ARMs hit, those radars were gone, and never resurrected. So if they can't be shot at, what are they?

quote:

There is a glitch: the 8 x unit window appears to be 4 x (squared) larger than the 16 x window, not twice as big.

That doesn't sound right. There is some minor variation between window sizes, but nothing like you describe.

probably a technical issue

quote:

SOMETHING just drove past my Sverdlov at warp speed ... I guess it was a torpedo. (Now in principle, I would know whether the thing that just flashed by my ship was above or below sea level.)

You're playing with the animations turned on. Note that the animations give a little more information than you would ordinarily get. The something (and yes, likely a torpedo from the sound of it) was never detected by you, except to trigger the animation.

I suppose I should be happy that that unknown, unseen weapon didn't just sink my Sverdlov, and being so lucky, why am I complaining? Not that the Sverdlov was ever used for any purpose, or that I ever had any expectation of using it.

The reason I presented that particular screenshot was in part to show the tiny, tiny sonar circle of the Sverdlov. Ship separation is about 5 nm, so you can get an idea of the scale of the picture. Bear in mind that all ships are traveling at 10 kn at this point in time, so (I think) that their sonar performance is about as good as it is going to get. Now suppose the (presumed) torp comes in at 45 kn, a common speed. The torp would travel 45 nm in 120 half-minutes, or 3 nm in 8 half-minutes, or 1 nm in 2.33 half-minutes, which would give me 2 or 3 sensor checks. But if you consider that the (presumed) sub was behind my fleet, then the effective torp speed drops to 35 kn, and we are closer to 3-5 sensor checks. So it would appear that there would have been a pretty good chance of the sonar crews detecting the torpedo. I guess what this calculation shows is that, while the sonar on the Sverdlov is not good enough to detect approaching subs, it seems to be good enough to detect approaching torpedos.

What about visual detection? Would it not be standard doctrine for crew members to be standing "visual torp watch"?

But I believe that you have definitely stated that I did NOT detect the torp by any means, because if I had, I would get the "torp approaching - do you want to activate sonar?" message, so the animation is just there to scare me. Actually, I have never seen this message in HCE, so it may not exist; I may be going by my experience of HC.

quote:

While checking out the message log, I noted a weird message from 9 h 55.5 min .... Iney? What’s Iney? At some point I guessed that this might be one of my ships. Turns out that Iney is the name of one of my Nanuchkas. It’s also the name of some obscure town in the Republic of Khakassia, so probably it’s an appropriate name for one of the smallest Russian ships. Am I supposed to know this? So I check out the stats on Iney.

You don't know the names of your own ships? What kind of a commander are you?

Evidently not. Now if it was fairly obvious, like "Murmansk" or "Peter the Great", I would probably figure out that it referred to one of my ships. But "Iney"? Even Wikipedia has trouble with that one. What I did when I examined my units was to look at each of the major ships. Oh, and I have a pack of Nanuchkas? That's nice. You mean to tell me they actually have names? Oh.

I'm the kind of commander whose subordinates don't see fit to tell him that they are shooting at enemy units.

quote:

However, the AK-630 CIWS has used 10 of its 20 shots ... Probably this gun has been shooting at something. Shouldn’t I have been informed of this?

If an enemy missile or aircraft had come within the point defense envelope of your Nanuchka, the CIWS would have fired automatically without letting you know that it was doing so.


Shouldn't I get the "Sir, missiles are incoming, we should turn radars on." message? Or am I confusing this with HC?

quote:

The incoming Sparrows seem to disappear as soon as the Hornets die.

The Sparrows have semi-active radar guidance. Without continuous illumination of the target by the Hornet radar, Sparrows go stupid. (Well, stupider .. some Sparrow humor there).

That would explain it. I used the word "seem" here because I only saw it once. Since I was running multiple tests from a save file at this point, I can also say that those Sparrows could never catch my Fulcrums, fleeing on afterburner.

quote:

At this point I realize that different ways of accessing the unit database give different sonar stats. The “display” and “full” button results are incompatible.

Sounds like a matter of just getting used to it. They've always worked very well for me.

By "different" here I mean "contradictory". I am treating this as probably a technical issue.

quote:

We locate the last undamaged ship – the Oslo. It’s 15 nm from my Fencer, even though visibility is 123 nm! ... Again we wonder why we can’t simply SEE a ship until 12 nm away when visibility is 184 nm.

The quoted visibility figure is the maximum possible visual range from the given altitude against a Large ship, taking into account the weather, time of day, etc. It does not mean you will actually spot a target at that distance. (Unless you put up your six million clams and get the Lee Majors peepers. ) Note as well that aircraft are much more difficult to spot visually.

A minor point: the 15 (123), 12 (184) nm figures refer to different points in time.

I understand that the 184 nm figure represents primarily the geometrical question of how far away the horizon is. I did check the weather, which was perfect. I know that the stated number changes due to time of day (or night !).

I do not know how the visual detection rules work. I do not know what is physically reasonable. Bear in mind, to maximize radar performance, my plane is as high as it can be. So that puts it far away from ships in the vertical dimension, even as it reduces horizon effects.

I recall reading somewhere that the first aspect of a ship that a plane will detect visually is the wake. So a slowly-moving ship would be very hard to spot. What is a physically reasonable figure for practical detection range from a high-flying airplane to a stationary large ship? I feelthat 12 nm is way too short.

quote:

Kilo UD launches 3 torps each. Incidentally, the weapons it can actually launch do not match what it is rated to carry.

More info, please.

The database stated that the Kilo carries so-and-so many weapons of some particular type. As I recall, I fired 3,3,6 torps and had 6 left, and this seems to me to be about double what the database stated. I wasn't keeping track of details beyond that at that point in time. I merely said: OK, we are going to shoot, what do we have? 18 torps? ok, 3 each from battery one, that seems fine. Target 2 got away? OK, double or nothing, shoot 6 more at him.

Also, as a very interesting point, the Kilo appears to carry a SAM launcher. So this raises a number of very interesting questions.

quote:

The 3 torps that passed the Type 22/2 turned around!

Sounds like wake homers that found the wake.

Very interesting. They surely did find something. They made a U-turn. I thought that they might be unguided when they missed and kept on going. That's why I launched so many more. I didn't note or record what exactly those torps were.

quote:

... This dastardly act was committed by a cloaked Sea Harrier. It has a VS/S radar size, and a small physical size. The Hormone B SS radar has 195/130/65 nm range brackets ... This gives the Hormone about 6 radar checks (and maybe 7) at 55% ... As for horizon effects, the Hormone was at medium altitude. Its SS radar circle had a radius of 110 nm, so that’s not an issue. Now maybe the Harrier came in at medium altitude. Although the Hormone was well within the AS radar range of Banak (92 nm away), which has a range of 200 nm, this may not be close enough.

See my earlier comments about the role and capability of the Hormone B.

to be continued, in part, in note 7 of my original post. there is an aspect to this that i am treating as a "technical matter"

quote:

So I need to put up a Hormone for surface search. But I have nothing with a useful air search radar ... Where is an AWACS (which has a powerful radar that works in the full vertical dimension) when you need one?

Now you're cooking with gas.

The Soviet Mainstay seems to perform that role. As a historical anecdote, in HC, the Mainstay has no SS radar, which makes a huge difference to the entire Soviet arsenal.

quote:

9 Kingbolts did 6% damage to Narvik. 14 Kingbolts did 13% damage. 12 Kingbolts did 7% damage. There is an inconsistency here.

The damage point (DP) value shown for any particular weapon is the maximum possible. Actual DP inflicted is calculated at the time of impact, may include critical hits, and may not achieve maximum DP.

Useful to know. So there is a proability to hit, and a further probability to damage.

quote:

I don’t understand ECM.

Offensive ECM degrades enemy radar. Defensive ECM reduces likelihood of death by missile.

I get that in general. I am looking for far more detailed information that will allow me to make informed decisions about the use of specific units. For example, it appears to be the case that there is at least one unit in the Soviet fleet which makes the fleet invisible to the radars on any of the 4 airplane types which NATO has in this scenario. In that case, perhaps the ship radars should simply be on at all times. On the other hand, if NATO had an AWACS, that might simply be suicide.

What I want to do is to be able to change my thinking from "try this", which is where it is now, beyond "if this, then that" to "given this, therefore that".

I think that the electronics module in HCE is probably so important that any serious player will need to understand it in some depth.

quote:

Offensive Grumbles.

Care to elaborate?

To be continued when I finish comment 2 in the Aftermath section of my original post.

< Message edited by VictorInThePacific -- 1/9/2009 12:29:49 AM >

(in reply to CV32)
Post #: 5
RE: USNI (GIUK) # 1 - No Man's Land (RED) - 1/8/2009 3:11:48 PM   
CV32


Posts: 1046
Joined: 5/15/2006
From: The Rock, Canada
Status: offline
quote:

ORIGINAL: VictorInThePacific
People and documents have informed me that direct sonar ranges are pretty short (1-10 nm), and that convergence zone detection is quite unlikely.


I think that while submarine detection is difficult overall, it would be more accurate to say that a CZ contact is more difficult to maintain.

_____________________________

Brad Leyte
HC3 development group member for HCE
Author of HCDB official database for HCE
Harpgamer.com Co-Owner

(in reply to VictorInThePacific)
Post #: 6
RE: USNI (GIUK) # 1 - No Man's Land (RED) - 1/8/2009 5:19:46 PM   
TonyE


Posts: 1551
Joined: 5/23/2006
From: MN, USA
Status: offline

quote:

ORIGINAL: VictorInThePacific

quote:

My main question after reading this in depth AAR and explanation of your thoughts is... Did you have fun? Did you enjoy the experience?


Holy moly, yes I did.


Excellent. I didn't neccessarily know that from the AAR. Some of us are impossible to please grognards who would write the AAR and stomp off all grumpy (a natural state of being). Me, I'm out to have fun, don't like playing scenarios where I might lose, would rather have an unrealistic 110nm Phoenix than a 60nm one, etc. Thankfully the game does a decent job at pleasing a variety of player interests.

Thanks for the AAR by the way!

_____________________________

Sincerely,
Tony Eischens
Harpoon (HC, HCE, HUCE, Classic) programmer
HarpGamer.com Co-Owner

(in reply to VictorInThePacific)
Post #: 7
RE: USNI (GIUK) # 1 - No Man's Land (RED) - 1/9/2009 1:55:44 AM   
Warhorse64

 

Posts: 154
Joined: 12/9/2007
Status: offline

quote:

ORIGINAL: VictorInThePacific


quote:

However, the AK-630 CIWS has used 10 of its 20 shots ... Probably this gun has been shooting at something. Shouldn’t I have been informed of this?

If an enemy missile or aircraft had come within the point defense envelope of your Nanuchka, the CIWS would have fired automatically without letting you know that it was doing so.


Shouldn't I get the "Sir, missiles are incoming, we should turn radars on." message? Or am I confusing this with HC?



It sounds like you may be playing with the 'start with full ordnance' game option set to NO.

(in reply to VictorInThePacific)
Post #: 8
RE: USNI (GIUK) # 1 - No Man's Land (RED) - 1/9/2009 6:57:39 AM   
VictorInThePacific

 

Posts: 169
Joined: 10/30/2008
Status: offline
quote:

It sounds like you may be playing with the 'start with full ordnance' game option set to NO.


Yes.

I figure, with 2 of 20 Gecko rounds missing, that could be explained by crew members stealing the things and selling them on the black market. But the CIWS was missing 50% of its maximum ammunition, and I don't think that the realistic logistics option would remove that much.

The other 3 Nanuchkas had 100 % of their maximum ordnance.

(in reply to Warhorse64)
Post #: 9
RE: USNI (GIUK) # 1 - No Man's Land (RED) - 1/9/2009 7:35:38 AM   
TonyE


Posts: 1551
Joined: 5/23/2006
From: MN, USA
Status: offline

quote:

ORIGINAL: VictorInThePacific

quote:

It sounds like you may be playing with the 'start with full ordnance' game option set to NO.


Yes.

I figure, with 2 of 20 Gecko rounds missing, that could be explained by crew members stealing the things and selling them on the black market. But the CIWS was missing 50% of its maximum ammunition, and I don't think that the realistic logistics option would remove that much.

The other 3 Nanuchkas had 100 % of their maximum ordnance.


Not starting with full ordnance only affects weapons from the missile annex (annex D) so that setting is not what happened to the CIWS ammunition.




_____________________________

Sincerely,
Tony Eischens
Harpoon (HC, HCE, HUCE, Classic) programmer
HarpGamer.com Co-Owner

(in reply to VictorInThePacific)
Post #: 10
RE: USNI (GIUK) # 1 - No Man's Land (RED) - 1/9/2009 2:03:02 PM   
CV32


Posts: 1046
Joined: 5/15/2006
From: The Rock, Canada
Status: offline
quote:

ORIGINAL: VictorInThePacific
What exactly do the base (or unit) radar circles represent? I set the game options to display best surface and air radar ranges for both sides. I know that in my case, they represent search and weapons control radars. I presume that they mean the same for the AI. I also know that, after the first ARMs hit, those radars were gone, and never resurrected. So if they can't be shot at, what are they?


The radar range circles represent an actively emitting radar. An anti-radar missile (ARM) can be fired at any actively emitting radar. If you launched them at the base only, and not specifically at any attached SAM batteries, you were only targeting the base's own ATC/air search radar set(s).

quote:

... while the sonar on the Sverdlov is not good enough to detect approaching subs, it seems to be good enough to detect approaching torpedos.


Passive sonar range for the Sverdlov is only 0.4 nm. That doesn't give much time to detect an incoming torpedo.

quote:

What about visual detection? Would it not be standard doctrine for crew members to be standing "visual torp watch"?


In the WWII era, I suppose it would, particularly when the steam powered torpedoes of the time traveled close to the surface and left a visible wake. Many modern torpedoes do not. And HCE doesn't model visual spotting of torpedoes.

quote:

But I believe that you have definitely stated that I did NOT detect the torp by any means, because if I had, I would get the "torp approaching - do you want to activate sonar?" message, so the animation is just there to scare me. Actually, I have never seen this message in HCE, so it may not exist; I may be going by my experience of HC.


You might have received that sort of message. If you had detected the torpedo, you might have also been prompted to counter-fire your own torpedo down the bearing (if the ship were so equipped to do so).

quote:

The database stated that the Kilo carries so-and-so many weapons of some particular type. As I recall, I fired 3,3,6 torps and had 6 left, and this seems to me to be about double what the database stated. I wasn't keeping track of details beyond that at that point in time. I merely said: OK, we are going to shoot, what do we have? 18 torps? ok, 3 each from battery one, that seems fine. Target 2 got away? OK, double or nothing, shoot 6 more at him.


You're losing me. The Kilo carries 18 torpedoes. You have indicated that you fired "3,3,6" (3+3+6 = 12) and had "6 left" (18-12 = 6). Where's the discrepancy?

quote:

What I want to do is to be able to change my thinking from "try this", which is where it is now, beyond "if this, then that" to "given this, therefore that".


Agreed. That's where HCE and like simulations truly get interesting.

_____________________________

Brad Leyte
HC3 development group member for HCE
Author of HCDB official database for HCE
Harpgamer.com Co-Owner

(in reply to VictorInThePacific)
Post #: 11
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