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RE: air attack on US SAG

 
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RE: air attack on US SAG - 5/7/2009 3:28:31 AM   
makobyte

 

Posts: 31
Joined: 4/21/2009
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quote:

ORIGINAL: VictorInThePacific

1-ship calculation for the CV:

The rate of fire for the Sea Sparrows (15) is so large compared to the number carried (16) that they all get used. They expect to kill 8 targets.

At 990 kn, the YJ-83 missiles need 18 s to move 5 nm. At 1940 kn, the Krypton ARMs need 9 s to move 5 nm. At 1320 kn, the RAMs need 13.5 s to move 5 nm and .8 s to move .3 nm. The first engagement with RAMs happens at 5 nm, and the launcher needs 16.5 s to shoot again, so the RAMs only get one shot at the ARMs. The YJ-83s are 1.5 s (.4 nm) out when the RAM launcher can shoot again, and they have moved a further .2 nm in the next .8 s, putting them inside the RAM minimum range, so the RAMs don't get a second shot at these missiles, either. The first batch of 15 RAMs expects to kill 8 targets.

Bear in mind that we are talking fractions of a second and a few yards here or there. These calculations should be taken with a grain of salt.



This is strange...
Why does the Sea Sparrow have a ROF of 15?
On a carrier there are 2 Mk 91 directors, since the Sea Sparrow is SARH it must be guided to the target before a new target can be engaged.
In most situations, the policy is "shoot, shoot, look, shoot" which means that the operator will shoot two missiles at the target, determine if the target is destroyed then shoot again if necessary.
The Sea Sparrow has a short range in comparison to the SM2 or even the SM1MR used on the FFG.
So in fact the ROF may be 15 but since we are talking SARH, all 15 rounds are fired at the same target.
A more accurate view would be to count the number of directors, especially in a SARH system.
Just my opinion...

(in reply to VictorInThePacific)
Post #: 61
RE: air attack on US SAG - 5/7/2009 4:16:09 AM   
VictorInThePacific

 

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

This is strange...
Why does the Sea Sparrow have a ROF of 15?


Don't ask me, I just work here.

Seriously, though, we did spend a fair bit of time in this thread hashing through some of this. Most of the information was provided by Brad Leyte (CV 32).

See, for example, his posts # 14, 17, 27, this thread.

quote:


On a carrier there are 2 Mk 91 directors, since the Sea Sparrow is SARH it must be guided to the target before a new target can be engaged.
In most situations, the policy is "shoot, shoot, look, shoot" which means that the operator will shoot two missiles at the target, determine if the target is destroyed then shoot again if necessary.


Bear in mind, there are actually many targets. Those 15 Sea Sparrows are being launched pairwise at 8 AS missiles. As I understand it, one system controls the SAMs on their way to the intercept points (limited by ROF), and the directors are used at the time of intercept. Because there are so many targets, no ASM ever gets more than one pair of SAMs.

quote:

The Sea Sparrow has a short range in comparison to the SM2 or even the SM1MR used on the FFG.


In this scenario, the SMs are fully engaged in defense of their own ships, and the carrier is relying on its own SAMs. I should say again, this scenario is better described as an attack on an SAG which is escorting a large ship that happens to look like a carrier than as an attack on a CVBG without fighters.

quote:

So in fact the ROF may be 15 but since we are talking SARH, all 15 rounds are fired at the same target.
A more accurate view would be to count the number of directors, especially in a SARH system.
Just my opinion...

(in reply to makobyte)
Post #: 62
RE: air attack on US SAG - 5/7/2009 1:15:06 PM   
CV32


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

ORIGINAL: makobyte
This is strange... Why does the Sea Sparrow have a ROF of 15?


Because the HCE database seeks to incorporate Harpoon 4.1/High Tide paper rules annex data.

quote:

On a carrier there are 2 Mk 91 directors, since the Sea Sparrow is SARH it must be guided to the target before a new target can be engaged.


There are no directors in HCE. Full stop.

_____________________________

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

(in reply to makobyte)
Post #: 63
RE: air attack on US SAG - 7/30/2009 2:57:58 AM   
VictorInThePacific

 

Posts: 169
Joined: 10/30/2008
Status: offline
I am reopening this discussion because I have recently created a test scenario to test this calculation. There are still some "bugs" to be worked out. I will provide the final version of the test scenario at a later time.

However, it is already clear that the calculation will need to be revised, because certain assumptions were wrong.

The most important discrepancy is that small ARMs generally do much less blast damage than their warhead would indicate.

In post 56, this thread, I showed that, under the conditions of this scenario, the ships would get 2 shots at the ARMs or 3 at the bigger ASM missiles. Any way you slice it, 10 ASMs would get through the SAMs, and I assumed that it would be the ARMs that would be allowed to penetrate. The ARMs were expected to do 126 damage points plus ARM specials to each of the 4 main ships. In fact the ARMs only do 18 damage points plus ARM specials.

A sleazy way to get around this would be to launch the ARMs in pairs, which would tend to generate much more (63) blast damage, but that would be purely sleazy, and besides, you won't be able to micromanage the attack that well.

A reasonable way around this problem is to force the ships to fire at the ARMs and get the bigger ASM missiles to hit the ship.

The present attack plan has the Flankers loitering at VL just below the radar horizon of the ships. As the YJ-83s sweep in and are engaged by the SAMs, the Flankers pop up to fire their Kryptons and duck back below the radar horizon.

It turns out that the Flankers can fire the ARMs from below the radar horizon, even though the Kryptons fly at high, because Harpoon allows you to do this. So you could fire the Kryptons before the YJ-83s are engaged, even though in real life, that might cost you the Flankers. I would consider this an abuse of a game defect, and I am not recommending it.

What I am now recommending is to split the YJ-83s, so that what each ship is engaged by is 10 x YJ-83, then 20 x Kh-31P, then 10 x YJ-83, in that sequence. As soon as the ship has engaged the first 10 ASMs, launch the next 20. The ship cannot ignore the first batch of ASMs, otherwise it will sink. The ship cannot ignore the ARMs, otherwise it will lose its defensive systems. Unfortunately, the SAMs will only be able to shoot at the ARMs once (see below). So each ship will be worked over by about 7 ARMs. After its defenses have been wrecked, you can shoot the remaining YJ-83s and expect to sink each ship.

The carrier needs to be treated separately. None of its SAMs can engage the ARMs. The screening ships could try to use their third intercept against the ARMs targeted on the carrier, but those SAMs will be pursuing ARMs that fly at the same speed, i.e. they won't catch them. There is no need to fire the initial 10 YJ-83s at the carrier. The carrier should get worked over by 17 ARMs.

At the conclusion of the first attack phase, all the SAMs will have been neutralized, and the attacking planes will still have 60 YJ-83s left.

Shoot 10 YJ-83s at each of the 4 air defence ships. 7 should hit, for 231 damage each (ship sunk). Shoot 20 YJ-83s at the carrier. 15 should hit, for 462 damage. Unfortunately, the carrier has about 1500 damage points, so it will still be in reasonably good health.

The best way to finish off the carrier would be to add 5 Su-30 MK2s (20 x Kh-59M), which should do a further 1,000 or so damage, but really, that's a detail once the air defence is gone.

The FF and AO can be bombed with cheapo bombs.
____________________________________

Details of the first attack phase

In order to prevent the 4 main ships from protecting each other, all of them will be attacked simultaneously. The carrier will be attacked at the same time as well (with ARMs only). 5 Su-30MK2s (20 x ARM) and 5 H-6Ms (10 x YJ-83) will be allocated against each of these ships in the main attack.

Park the SU-30 MK2s 30 nm from their targets at VL, in such a way that all the other ships are as far away from the attack lines as possible. Park the H-6Ms 50 nm out at low in the same way. Make sure that you know which of your plane groups is targeted on what, because the weapons allocation dialog box doesn't let you access the map, and the following depends on proper timing. Launch half (40) of the YJ-83s. As these missiles pass the 25 nm barrier, the ships start firing, and the countdown clock starts. There are 90 s until these missiles hit.

T - 90 s: Each of the 4 main ships launches 20 x SM-2s. The SAM launchers are now unavailable for the next 30 s. Virtually bring all the SU-30MK2s up to low and launch all 100 YJ-91s. You don't actually have to move the Flankers, but we can imagine that we did. What happens next depends critically on how fast you can click the mouse. I am assuming that you can launch all these missiles in 15 s. After that, you would still have 15 s to bring all your Su-30 MK2s down to VL.

T - 75 s: The ARMs are at 30 nm (or closer).

T - 60 s: The ARMs are at 21.7 nm. They need 39 s to move this distance. At the time the next SAM launch will happen, the ARMS will be 9 s from impact (5 nm out). Since the SAMs move at the same speed, the intercept would happen 2.5 nm out, which is too close for the SAMs to be active. In fact, the ARMs would need to be 6 nm (10.8 s) out at T - 30 s for the third intercept to be able to target them, and since they need 43.2 s to travel the remaining 24 nm, they would have had to be launched at T - 72.2 s (17.8 s after the YJ-83 launch) OR LATER. So if you click the mouse rapidly when launching the ARMs, they can only be intercepted once, but if you are slow, they can be intercepted twice. Yes, we really are quibbling about fractions of a second here.

Those ships with Enhanced Sea Sparrows or RAMs could use them against ARMs in the third intercept, except that the Kryptons fly too high to be engaged by these SAMs!

T - 40.5 s: The second intercept happens, 10.8 nm out. The launcher needs 10.5 s to cycle.

T - 30 s: The ARMs are 9 s from impact (5 nm out). The YJ-83s are 8.3 nm out. Time to intercept time is 10 s, and it happens 5.5 nm out.

T - 21 s: Any remaining ARMs impact.

T = 0: Any remaining YJ-83s impact (except that they were all wiped out in the first intercept).

Before any ASMs impact, the anti-missile decoys fire. Each of the ships in question has 4 at 15-20 %. I will allocate one soft kill per ship for these. Just before impact, the ship's guns will fire. I will allocate one hard kill per ship for these. I will assume that the first ASM misses, but that would actually be unlikely. So, with the assumptions and calculations above, this would be 7 ARM hits on each of the 4 main ships, and 17 ARM hits on the carrier.


< Message edited by VictorInThePacific -- 7/30/2009 3:06:13 AM >

(in reply to CV32)
Post #: 64
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