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> Air and Naval wargaming, Another historical promotion
b20f08
post Mar 10 2016, 10:44 AM
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WORLD WAR TWO

Been busy loving me some of that inter-service ops of late. Finding it really entertaining - and all from a solo gaming perspective. The complexities involved in coordinating such cooperation between often opposing services must have been mammoth, to say the least. But when you share a common goal, it sometimes becomes easier to deal with.

Anyway, been gaming the WW2 period lately. Presented are the batreps of those various games and scenarios, entirely using Bag The Hun 2.

Will be moving onto General Quarters III next month for more naval gaming fun, and more in-depth air-naval operations.

I plan to also try out Check Your Six Jet Age some time soon as well, only because I'd love me some of that Top Gun action. Woohoo!


Batrep 1: Escort Run (limping bomber being escorted home) LINK

Batrep 2: Bomb Alley (bombing raid on Englilsh seaport) LINK

Batrep 3: Intercept (over the English Channel) LINK

Batrep 4: Convoy Attack! (dive bombing in the Atlantic) LINK

Batrep 4A: Convoy Attack! (torpedoes away in the Pacific) LINK


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"It don't mean a thing if it ain't got that swing!" for Spike Milligan, Dave Chapelle & Charles Bukowski
"Life without regrets is no life at all" Yip Man
"If you lack technique you lose the freedom to create" Paco de Lucia
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b20f08
post Mar 11 2016, 11:44 PM
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Moved it to here. More appropriate.

EDIT POST: 6 MARCH 16

This is off-topic but still within the world of Dubya dubya too. Also didn't want to start a new topic; not worth it.

Anyway, as some may know, I've been quite involved of late with my airwargaming and soon-to-start-back-up-again naval wargaming. I'm currently 'easing' myself back into the swing of things and seemingly enjoying it.

I'm planning to run a Coral Sea campaign solo very soon using GQIII rules but I need a couple of volunteers to help out with the map campaign initially. So, if you think you look like Admiral Tojo (or your wife says you do) or you're the Bull Halsey or Nimitz type (as your friends might say when paying the bill), let me know. tongue.gif

Your involvement would be mainly strategic and grand tactical, mostly determining where your various battle groups are headed and so forth. Basically come up with a gameplan, let me know what it is. I'll do all the rest.

The beauty is you get to write a few orders or select a few options and then just sit back in your armchair and marvel at your "tack-tit-call" prowess refighting a major conflict on Australia's backdoor step. Don't worry, the newspapers will hear all about how you allowed the Japanese to roll into Port Moresby should the Allies lose. Or, if Allied, they will know of your genius to rival that of MacArthur who could walk on water, so they say, when you crush the Imperial Japanese Navy's audacity to come 'waltzing into our backyard like some junkyard pooch!'.

armata_PDT_34.gif

Signed
Generalissimo Donald Trumpet


--------------------
"It don't mean a thing if it ain't got that swing!" for Spike Milligan, Dave Chapelle & Charles Bukowski
"Life without regrets is no life at all" Yip Man
"If you lack technique you lose the freedom to create" Paco de Lucia
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b20f08
post Mar 13 2016, 07:49 PM
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For those wanting to challenge themselves and any friends interested here is a useful link. Be ware of the large type font.

It's part of what I've already sourced for my own solo version of the Battle of the Coral Sea to be run some time next month using GQIII rules. Discovered it two weeks ago: includes a large campaign map, lists for both sides, and ancillary rules for use with your main rules.

Their campaign are an adjunct to your own set. Enjoy!

Link.

This post has been edited by b20f08: Mar 13 2016, 07:55 PM


--------------------
"It don't mean a thing if it ain't got that swing!" for Spike Milligan, Dave Chapelle & Charles Bukowski
"Life without regrets is no life at all" Yip Man
"If you lack technique you lose the freedom to create" Paco de Lucia
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b20f08
post Mar 14 2016, 06:07 PM
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Last BTH2 game for this month. Moving on to naval after this but continuing the naval-air op theme going. Will probably opt to do Mediterranean first - British vs Italian. do the sinking of the USS Sims by four D3A (Val) dive bombers. Prelims here.

EDIT POST: 16 MAR

Batrep for Scenario 10: Tank Busting is here. Follows the same format for most of my battle reports at present: photo batrep.

This post has been edited by b20f08: Mar 16 2016, 05:55 PM


--------------------
"It don't mean a thing if it ain't got that swing!" for Spike Milligan, Dave Chapelle & Charles Bukowski
"Life without regrets is no life at all" Yip Man
"If you lack technique you lose the freedom to create" Paco de Lucia
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b20f08
post Mar 17 2016, 11:05 PM
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Maybe not the last game. Will try the scenario The sinking of the USS Sims using the BTH2 rules before replaying it using the aerial ops section of GQIII. If I'm feeling up to it, I'll endeavour to replay it using the Stations Manned & Ready set (that's if they have an aerial ops section. I am sure they do). Will post links to batreps here, although it's easier to just go directly to my blogsite, if so inclined. Cheers. armata_PDT_34.gif

This post has been edited by b20f08: Mar 17 2016, 11:06 PM


--------------------
"It don't mean a thing if it ain't got that swing!" for Spike Milligan, Dave Chapelle & Charles Bukowski
"Life without regrets is no life at all" Yip Man
"If you lack technique you lose the freedom to create" Paco de Lucia
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b20f08
post Oct 19 2016, 07:59 AM
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Batreps for Phantom Leader Deluxe
My boardgame from the States finally arrived, no thanks to AusPost. Played a couple of test run games using the list and setting example in the back of the rules booklet. Continued that over into my first campaign.

Facts: USN Linebacker (1972) Short campaign (4 missions).
Pilots: Buick and Whiplash (F-4 IIs), Pluto (A-4, SO bonus +3), Firefly and Gringo (A-6), Taxi (A-7) and Easy Money (EA-6A)

Mission 1: Convoy near Thai Binh
Pilots: Buick and Pluto
Report: The approach was uneventful. The target was lightly protected as the pair made their approach from the NW. The AA was slow to respond and paid the price as both pilots made easy kills. The lone air cover MiG easily fell to Buick's Sidewinder. Once over the target area, Pluto released his payload, scoring 4 hits! The homebound fight saw the entire squadron suffer 1 stress hit each due to the frustration of not totally destroying the target. Both pilots returned undamaged but stressed out.
Stress: Buick 3; Pluto 3
VPs: 1

Mission 2: Headquarters east of Hanoi
Pilots: Buick (already with 3 stress from last mission), Whiplash, Easy Money, Taxi, Gringo and Firefly.
Report: I planned this attack in two stages: the Phantoms would deal with the air cover approaching from the NW while the bombers would attack from the SE. The position had SAMs in every sector so the planes would fly in low over the target. But they would have to run the barrage from the ZSUs, S-60s, and HMG sites.
Pre-Flight Event saw the Phantoms fired at by nearby ZSU batteries. Buick's fighter was hit and chose to return to the carrier leaving Whiplash alone to deal with the fighter cover. He managed to hold his own, knocking out the closest MiG in his area.
The bombers, meanwhile, encountered a heavy curtain of AA fire in their SE approach. Fortunately they were spared the SAMs who could fire on them due to their sneaky low-level approach. But the ZSUs were proving to be pesky. Taxi scored a retaliatory strike on one of the batteries knocking it out.
Over Target Event card saw a reshuffling of attack angles for one of the approach zones. This had minimal impact as it only affected one of the SAM sites who were powerless to intervene anyway. The bombers released their payloads.
IPB Image
Kaboom! Kablomb! Kazinga!
When the smoke had cleared and the jets departed, the enemy structure had suffered 14 hits!! Nice one boys. Thanks to the early work done by Whiplash, the bombers are able to make their escape relatively unscathed, although they took some further stress hits from the lone ZSU site still functioning. However, Whiplash was shot down as he flew over the bombed out site. First friendly loss.
The Homeward Event card saw the stress levels of everyone reduced by one.
Debriefing: The stress level was quite high (due to the loss of Whiplash and mission). Buick suffered most and was initially deemed unfit. But subsequent psych assessments (done at the local bar) saw that downgraded to the "just the shakes". So he is still with the squadron but won't be flying the next mission.
IPB Image
Replacement for Whiplash sees Plunger (Green) arrive. Hopefully he last the next two missions.
VPs: 4
Total thus far: 5 VPs = Dismal. Bright spark is there is two more missions to go to improve that record.

May use the SO points for this campaign (16 + 3) to better arm the dudes. Happy Hunting and blue skies always.


--------------------
"It don't mean a thing if it ain't got that swing!" for Spike Milligan, Dave Chapelle & Charles Bukowski
"Life without regrets is no life at all" Yip Man
"If you lack technique you lose the freedom to create" Paco de Lucia
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b20f08
post Oct 20 2016, 09:42 PM
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PHANTOM LEADER DELUXE

Following the SHORT phase of the LINEBACKER campaign, I decided to continue on to the MEDIUM phase of the campaign. Ignoring the recommended guidelines, I wanted to continue the narrative with these pilots. It was really quite an easy choice once I started the short campaign.

Narrative:
After that last mission when WHIPLASH went MIA, it was decided to send everyone to Tokyo for some much needed R&R before finishing their two-week R&R with some team and individual skills evaluation in Okinawa. Thus refreshed, the team looked forward to the task ahead on their return to the USS Kittyhawk.

Team members are:
• BUICK (F-4 Phantom II) - Skilled
• PLUNGER (F-4 Phantom II) - Average
• TAXI (A-7 Corsair II) - Skilled
• GRIZ (A-7 Corsair II) - Average
• FIREFLY (A-6 Intruder) - Average
• GRINGO (A-6 Intruder) - Average
• PLUTO (A-4 Skyhawk; SO 3, 6, 9) - Average
• EASY MONEY (EA-6A Electric Intruder; -1 from enemy rolls targeting this Area) – Newbie

===========================================================
MISSION ONE: FIGHTER SWEEP (7)

Pilots: Buick, Plunger & Pluto

WP modifier for mission: -1

Armament:
• Buick 2 x Sparrows, 2 x Sidewinders, 1 x ECM
• Plunger 2 x Sparrows, 2 x Sidewinders, 1 x Rockets
• Pluto 2 x Sidewinders, 1 x Rockets, 1 x ECM

Pre-Mission Event: A1 Skyraiders. Keep card for any SAR event. +4 to die roll. Then discard.
Over Target Event: Move one Central area site to a random Approach area. This happened to be the infantry unit which was now in the Southern approach area.

Batrep: The Phantoms were to approach from the North while the Skyhawk would enter from the South. The MiGs (all eight of them) were in the Central (target) zone: 3 x MiG 19s and 5 x MiG 17s. The Americans opted for some long-range shooting first up. hoping to catch their opponents off-guard.

Buick fires his two Sparrows at the MiG 19s. Only one makes a hit. The MiGs cannot return fire so it’s now the turn of Plunger after Pluto goes first. But Pluto’s only got Sidewinders which has a range of one Area. Therefore, it’s left to Plunger to make it good. He shoots off his two Sparrows and is rewarded as they both strike home. Thus the MiG 19s are eliminated, leaving just the MiG 17s to deal with. Charlie decides to split up his force, sending three to tackle the lone Pluto. It’s a decision that will prove to be the wrong one.

Buick again get to fire first. He fires his two remaining missiles at the approaching MiGs in his area and is rewarded with two direct hits. Man is on fire today! Pluto fires his Sidewinders at the three MiGs and only manages one direct hit. Charlie attempt to avenge their downed comrade but Pluto somehow manages to evade both attacks although he suffers 4 stress hits.

Plunger, for some reason, forgets to open fire. Opportunity passed.

Third turn sees only Buick with first shot but he’s empty. This means the remaining two MiGs get a crack at the Americans. The first fires wide, missing Pluto who is now operating at Slow speed. The second though scores one stress hit on Plunger. The replacement fires off his two remaining missiles at the MiGs. Somehow he scores two hits. The Phantoms are on fire alright! But the youngster isn’t finished as he still has rockets left. He targets the infantry below and scored a hit. Give the man a medal!!

Homeward Bound Event: +1 stress to every pilot in the squadron. What?!
Briefing: The mission is a raging success with the Phantoms having a field day against Charlie.
Stress levels for the pilots: Buick – 3, Plunger – 3, Pluto – 7.
Experience points sees all three receive 2 each.

Achievements:
• Buick 2 x MiG 17, 1 x MiG 19
• Plunger 2 x MiG 17, 2 x MiG 19, 1 infantry unit
• Pluto 1 x MiG 17

=======================================================
MISSION TWO: POL (PETROL OIL LUBRICANT) FACILITY (2)

Pilots: Gringo, Easy Money, Taxi

WP modifier: -1

Stress modifier: -2

Armament:
• Gringo 3 x Walleyes, 1 x Rockets
• Easy Money 2 x Bullpups, 1 x ECM
• Taxi 2 x Sidewinders, 2 x Shrikes, 1 x Rockets

Pre-Mission Event: AC-47 “Spooky” knocks out one of the AA sites – the M1939 one! Most welcomed by the approaching jets.

Over Target Event: Each pilot receives two Experience points if they make it through this mission. Bandits and Sites over target (or Central area) receive +1 to all die rolls while active.

Batrep: Team approaches as one unit from the West. It is an uneventful Turn One as the Americans are flying high, well above the range of the local AA sites. But Charlie has the advantage in Turn Two when a MiG 19 zeroes in on Gringo. The Intruder manages to dodge the attack but gains 2 Stress hits. Taxi responds by firing a Sidewinder at the MiG, downing it. He then unleashes one of his Shrike ATG missiles at one of the SAM sites at long range. To his surprise, he scores a hit. Scratch one SAM site.

Gringo fires his Walleyes at the target. His aim is good as he hits the target six times! Easy Money fires last and hopes to imitate his comrade’s success with his ATG missiles. But somehow he fails to score a hit with either missile. The Vietnamese haven't been all hiding as they respond vigorously to these aggressions. Unfortunately, only two units are able to do so. An infantry unit (Central area) and a S-60 site (South approach area) manage to inflict 1 Stress hit each to Taxi who chooses not to evade (or he probably forgot they were shooting at him). He, in turn, responds with his 20mm cannons neutralising the enemy infantry. Gringo helps out by loosing off his rockets at the S-60 site, knocking it out.

Thus the planes make good their escape.

Homeward Bound Event: SAM sites! 3 attacks on random US aircraft. Taxi drops his remaining ATG missile to cancel one attack. The remaining two attacks though are shared between Taxi and Gringo. Taxi suffers more two Stress hits to evade while Gringo escapes unscathed.

Briefing: Stress levels per pilot after this mission: Gringo - 4, Easy Money - 2, Taxi - 6.
9 SO points are thus spent to reduce those levels by 2.
The pilots receive 3 Experience points instead of the normal 1 (two because of the Event card plus one more for the team returning intact and destroying the target).

VP gained: 2

Achievements:
• Gringo Destroyed target, 1 x S-60 site
• Taxi 1 x MiG 19, 1 x SAM site, 1 x infantry unit

===========================================================
NEXT POST: Missions 3 and 4

This post has been edited by b20f08: Oct 20 2016, 09:48 PM


--------------------
"It don't mean a thing if it ain't got that swing!" for Spike Milligan, Dave Chapelle & Charles Bukowski
"Life without regrets is no life at all" Yip Man
"If you lack technique you lose the freedom to create" Paco de Lucia
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b20f08
post Oct 21 2016, 05:33 PM
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“Drip, drip, drip…plop!

The hot stickiness reminded me of camping up in the Eskies, that wilderness of long memories. Here, in my bunk bed though, the sound was a reminder that it was the drool from Dobie slack mouth, his saliva dribbled onto the empty cardboard container inbetween his awful snoring. I kicked the springs above my head. He merely groaned, rolled over, paused, then began his opus once more. Snoring Symphonia #7

I couldn’t bring myself to go back to the land of Nod. Somehow it made no sense to return back there, unlike Dobie, my Weapons Tech guy, who could sleep in a freezing blizzard with just a space blanket. Guy was amazing.

I fumbled for a cigarette, lit it, and inhaled deeply enjoying the nicotine bathe me in its numbing comfort. My watch said 3. 25. I wasn’t sure if it was early morning or early afternoon; the missions had all rolled into one long memory-suppressing event. Hell, I couldn’t even remember what my real name was. I had long ago given up on remembering the day. It’s funny how the memory of what the sun does had less impact than what a mechanical dial’s function in breaking down the activity of that said sun had to say. I smiled inwardly. Outwardly, I coughed a couple of times. Even smoking held no joy these days.

Days…

A random memory came to me of Betty, her slopey eyed look as she came atop me. God, that was awesome, so I surmised.

The thought drifted away, like the smoke from the slow-burning cigarette. In the tropics, smokes burn slower cause of the humidity. I took another long drag and twirled myself out of my bunk bed, carefully to avoid the soggy cardboard. Slipping on a pair of slacks and a freshly pressed tee, I donned some loafers and walked out of the cabin.

Time for a round of java and some hash.

Another day in paradise…”



MISSION THREE: BARGES (29)

Pilots: Buick, Griz, Firefly, Easy Money

WP modifier: -2

Armament:
• Griz - 2 x Sidewinders, 2 x Shrike
• Buick - 2 x Sidewinders, 1 x ECM
• Easy Money - 3 x Iron bombs,
• Firefly - 2 x Iron bombs, 1 x ECM

Pre-Mission Event: AAA sites. 2 attacks, one each, on Easy Money and Griz. Griz drops one of AtG missiles which cancels the attack on him. Easy Money takes a Stress hit.

Over Target Event: B52 strike means one site is removed. I chose the KS-19 which hits every time it fires. Very handy and timely intervention. However, Charlies brings in another MiG 21. Ugh!

Batrep: First turn sees no attacks, due either to range or elevation. Turn Two sees Buick attack the approaching Fishbed. His first missile is easily dodged but the second strikes home. Scratch one MiG! Charlie is unable to respond; likewise the rest of the Americans. On to Turn Three. Buick has expended all his AtA missiles so must deal with the MiG 21 who fires at him. Luckily, he’s able to elude the MiG. A MiG 17 attacks Griz but he too misses. Now it’s the turn of the rest of the Americans. Griz opens fire with his 20mm cannons at the MiG harassing Buick but he misses. Then he looses off his Sidewinders at the MiG 17, scoring a hit with one of them.

Easy Money and Firefly are now over the target and release their bombs. Only Firefly is successful scoring 5 hits with his two bombs.

Homeward Bound Event: SAR. Not applicable as no planes were lost.

Debriefing: Stress levels surprisingly are manageable: only Easy Money got 1 stress hit during the mission; Griz’s plane was damaged but survived the mission. Target was only damaged (5 hits). Not a good outcome.

VPs: +1

Achievements:
• Buick - 1 x MiG 21
• Griz - 1 x MiG 17

=========================================================
MISSION FOUR: MINOR AIRFIELD (17)

Pilots: Plunger, Taxi, Griz, Firefly, Gringo, Easy Money

WP modifier: -1

Armament:
• Taxi - 2 x Sidewinders, 2 x Shrikes, 1 x Iron bomb
• Plunger - 2 x Sparrows, 2 x Sidewinders, 1 x ECM
• Gringo - 2 x Bullpups, 2 x Iron bombs,
• Griz - 2 x Sidewinders, 2 x Iron bombs
• Firefly - 2 x Walleye, 2 x Iron bombs

Pre-Mission Event: Televised War. Move Politics counter 1 space left

Over Target Event: Important Target. Move one Random Central area site to a random Approach area

Batrep: The Americans came in two separate waves. Taxi fires his Shrike missiles at two SAM sites recording direct hits. The other Americans cannot fire as they are all Slow speed aircraft. Charlie responds which his KS guns opening up at Firefly, scoring a Stress hit. One of the MiGs attacks Plunger but fails to score any hits. Firefly targets the KS guns, knocking it out. Plunger downs his MiG with a Sidewinder. Plunger then fires off his Sparrows at the other MiGs two Areas away but misses. The other American planes advance on the target. Charlie launches another MiG as prescribed in the Target card.

But Taxi spots the launching MiG and fires off one of his Sidewinders knocking it down. A MiG 19 zeroes in on Plunger who activates his ECM. But it fails to shake off the tailing Bandit, although he is able to successfully evade the fighter taking 2 stress hits. The remaining MiG tags Griz who quickly dodges the incoming cannon fire with ease. Plunger fires off a Sidewinder at his tracking MiG. Scratch one Bandit. Griz lets off his Sidewinders. The MiG dodges one but not the other. Scratch another Bandit.

The Americans are now over the Target area. The bombs are released. Gringo scores 4 hits, Firefly adds 3 hits of his own. Taxi – having an awesome day – scores 2 hits with his 500-pounder. Outcome - target destroyed! Time to head home.

Homeward Bound Event: Jungle Warfare. No impact.

Debriefing: Stress levels was as expected: Taxi – 2, Gringo – 2, Plunger – 4, Griz – 2, Firefly – 3. All the pilots receive 2 Experience points. A very successful mission completed.

VPs: +3

Achievements:
• Taxi - 2 x SAM sites, 1 x MiG 21
• Plunger - 1 x MiG 21, 1 x MiG 19
• Griz - 1 x MiG 21
• Firefly - 1 x KS-19 site

=======================================================
NEXT POST:

Missions 5, 6, and 7

This post has been edited by b20f08: Oct 21 2016, 06:04 PM


--------------------
"It don't mean a thing if it ain't got that swing!" for Spike Milligan, Dave Chapelle & Charles Bukowski
"Life without regrets is no life at all" Yip Man
"If you lack technique you lose the freedom to create" Paco de Lucia
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b20f08
post Oct 22 2016, 10:06 PM
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“You can’t ride your luck all the time. Sooner than later, you’re gonna fall off your high horse. So they say.

The mission debrief had been a real a-hole one. Ticket Master was trying to downgrade our activity over the rail line site, but Buick and Taxi would have none of that stuff. I just watched and wondered why we even bothered. Charlie didn’t care one way or the other if we destroyed their entire infrastructure. He’d just pop back up somewhere else, all ready to go. That was Charlie. But Ticket Master, Lieutenant Commander Joe Stryzinski, had just transferred in from some cushy job at Naval Intelligence -- the land of the living. He was both new to the theatre and so it seemed to combat. He was basically your pen-pushing prick with a small guy complex and an attitude to rival Napoleon. I just steered clear of the slanging match between the three of them that had pretty much started the moment we entered the debriefing room. Dobie just looked at me before slinking down into his seat and pulling his cap over his brow. The other RTOs also wanted to just slink away, but didn’t dare do so.

-- Wake me when they finish, will ya!

He was as cool as they came. I wished I could join him; I was aching all over. But until we were cleared by Poppa Bear – our squadron commander – who was waiting on Ticket Master, our new Intel rep and debriefer, we couldn’t make our way to that dreamy bunk bed.

-- …isn’t that right, Jim?

I looked over as my name was called. It was Bob, our flight leader on this last mission. Call sign Taxi.

-- Huh?…oh, yeah…yeah.

Ticket Master just stared at me for a pausing moment. His clean shaven and flat top haircut somehow annoyed me for some reason; it reminded me of the World. Here I was busting my arse over some tropical hell hole while he was looking like the World I wanted so much to get back to. God, how I missed home.

-- So, what Taxi is saying is correct then, Plunger? You saw no civilians in the area when you made your run?
I shook my head.

-- Clear as mud, sir. Unless Charlie is now dressing up the entire population in combat greens and black pyjamas, I’m certain no civilians were in the area. It was fenced off anyways, as recce said and which we confirmed when we made our initial run. But I only had a quick glimpse of it as I was kinda busy with MiGs zipping in the area…sir!

That gaffe seemed to start off another tirade of competing voices. I just shook my head and settled back. I lit up and was about to offer one to Dobie, but his snore kind of said “No thank.” I sensed that it was going to be a long night.”


==========================================================
MISSION FIVE: SUPPLY DEPOT (26)

Pilots: Buick, Plunger, Taxi, Gringo, Pluto, Easy Money

WP modifier: -2

Armament:
• Taxi 1 x Sidewinder, 2 x Shrike, 1 x Snake Eye
• Gringo 1 x Iron bomb, 1 x Rockets, 1 x ECM
• Easy Money 1 x Iron bomb, 1 ECM
• Pluto 1 x Sidewinder, 2 x Shrike
• Buick 2 x Sidewinders, 2 x Sparrows
• Plunger 2 x Sidewinders, 1 x Rockets, 1 x ECM

Pre-Mission Event: Pilots. Action not applicable as no pilot downed or mission since this phase of the campaign started.

Over Target Event: Predictable Tactics. Spend 1 SO point to move Flight exit path to adjacent Pre-Approach area.

Batrep: Now routine, the Americans approached at High altitude and expend their AtG missiles where possible, normally at the SAM sites. Taxi leads the way with one of his Shrike missiles; it destroys the SAM site. Taxi follows it up with a Sidewinder at a nosey MiG; success. Third time lucky? Sidewinder at a second MiG. Success! The M1939 battery targets Gringo who uses his ECM pod to thwart Charlie’s targeting.
Taxi attacks first-up. He drops his Snake Eye bomb, drawing immediate success. Buick follows up by targeting the dangerous MiGs in the Central area. He is also successful downing both MiGs. The M1939 responds firing at Pluto who fails to elude the rounds. He takes a Stress hit.
Easy Money drops his payload but has limited success as only one of his bomb strikes the target. Gringo release his bomb and fires his rockets. He has better luck than Easy Money scoring 4 hits. Pluto is able to fire off his Shrike missiles at a SAM site and immediately has success. The American flee the target area.
During their withdrawal, the Americans take Stress hits on both Buick and Pluto.

Homeward Bound Event: Television War. Next mission, draw 1 extra Target card

Debriefing: Stress levels rise after this mission. Buick – 6, Plunger – 7, Taxi – 4, Gringo – 4, Pluto – 6, Easy Money – 5. Target was damaged enough to move both the Recon and Intel counters right one space. The Pilots receive 1 Experience point from this mission.

VPs: +2

Achievements:
• Taxi 2 x SAM sites, 1 x MiG 17
• Buick 1 x MiG 17, 1 x MiG 19, 1 x MiG 21
• Pluto 1 x SAM site

======================================================== 
MISSION SIX:

Cancelled due storm in Gulf of Tonkin. This is a welcomed respite for the flight crews who organise a tiddly winks night onboard their carrier. First prize is a personal invite to bomb Saigon Sally at the Hanoi Hilton. Second prize is a month’s supply of Fansidar, lovely mosquito repellent that is also good for stripping paint. Third prize happens to be a $200 bar tab at Lucky Lukes, a seedy bar on China Beach. Some ace over at VM 3445 won it while a PO from the flight deck came second. But the real stinker was Ticket Master winning third prize. Needless the flight teams made his visit a memorable one.

========================================================= 
MISSION SEVEN: MINOR BRIDGE (8)

Pilots: Griz, Firefly, Gringo, Easy Money

WP modifier: -2

Armament:
• Griz 4 x Sidewinders
• Firefly 2 x Shrike, 3 x Smart bombs, 1 x ECM
• Gringo 2 x Walleyes, 1 x Smart bomb, 1 x ECM
• Easy Money 2 x Rockets, 1 x ECM

Pre-Mission Event: Sierra Hotel. +1 Bonus for all attacks and suppressions.

Over Target Event: Pilots. Move exit flight path to adjacent area if possible.

Batrep: No activity on Turn One apart from movements by the planes from their Pre-Approach to Approach areas. Griz was to provide air cover which was reportedly light. Easy Money would also provide backup support for both Firefly and Gringo to focus on attacking and destroying the bridge.
The US planes enter the Western approach zone while the MiGs remain where they are. MiG 21 opens up but fails to do anything. He is the only Charlie to attack the US planes. Griz responds with a Sidewinder strike against the MiG 21, but fails to strike the remaining MiG 17 initially before correcting his aim and effectively destroying the air cover. This leaves the others to drop their bombs from High altitude, thus frustrating Charlie who can only watch or run away.
Firefly (+1 skill with ATG) releases his Smart bombs, scoring a total of 7 hits! This means the bridge is destroyed. With no primary target available, Gringo goes after the AA batteries. He manages to knock out a Zu-23 and S-60 site.

Homeward Bound Event: Bad Intel. Tgt loses 1 VP on final result. This has consequences afterwards.

Debriefing: Stress levels. Griz – 4, Firefly – 3, Gringo – 5, Easy Money – 6. Because of the last event card, what was supposed to be +2 VP was now downgraded to just +1. A poor ending to what was a fairly quick and clean-cut mission.

VPs: +1

Achievements:
• Griz 1 x MiG 17, 1 x MiG 21
• Gringo 1 x Zu-23, 1 x S-60

This post has been edited by b20f08: Oct 22 2016, 10:10 PM


--------------------
"It don't mean a thing if it ain't got that swing!" for Spike Milligan, Dave Chapelle & Charles Bukowski
"Life without regrets is no life at all" Yip Man
"If you lack technique you lose the freedom to create" Paco de Lucia
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b20f08
post Oct 23 2016, 11:39 AM
Post #10


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From: Clear Mountain
Member No.: 6,935



“To that valley they say, we'll be flying
And our target's a bridge at Hanoi -
Now our planes have been loaded with ordnance
in my heart I can still feel no joy…*

These night runs never get easier the more you do them. Tonight’s run was no exception. The rail line was meant to be lightly guarded; it was a branch line and it was not that bridge. The briefing had been so up-beat, we thought it would be a cake-walk. But it didn’t quite turn out that way. No good in wasting pointless emotion over it now. We were back onboard and unscathed. All safe. Dobie was very happy actually. He’d just received a care package from his family back in Idaho with all the goodies from home. I envied him because my last care packet had been divorce papers from Jane.

-- Here, skip!

I reacted just in time to catch a small parcel. I looked at it for a moment, confused.

-- Open it. Lucy got it for you.

I did. It was a small weighty flask.

-- It’s your favourite.

I uncapped it and sniffed it. I savoured the familiar malted scent and then slowly recapped it before sliding it into the pocket of my flight jacket. Suddenly, the debriefing didn’t look so bland. Dobie laughed as he returned to rummaging through his parcel.


* Melody is Red River Valley.

========================================================
MISSION EIGHT: SEARCH AND RESCUE (34)

Pilots: Buick, Taxi

WP modifier: -1

Armament:
• Taxi 2 x Iron Bombs, 2 x Cluster bombs, 1 x Rockets
• Buick 1 x Rockets, 2 x Cluster bombs, 1 x Napalm bomb

Pre-Mission Event: Bad Intel. One less turn over target.

Over Target Event: Important Target. Not applicable.

Batrep: This is supposed to be a simple cake walk. Still, HQ send two of their better pilots who both happen to be fast so go first for shooting. Charlie has just four Infantry units in the four approach areas. The time restriction (Bad Intel) means the Americans have to score hits as quickly as possible.
Taxi opens fire with his rockets and wipes out one unit. Buick’s rockets miss.
Taxi can’t shoot in the next turn but Buick can. He knocks out another unit with a cluster bomb.
Taxi next targets the third unit with an Iron bomb. Buick then uses his Napalm bomb and squeaks in a hit (needed a 3). Using the Napalm means moving the Politics counter right one.

Homeward-Bound Event: Bad Intel. Target 1 less VP.

Debriefing: Stress Levels. Both pilots receive 2 stress hits for the mission but this is offset with 2 experience points. Well done, guys!

VPs: +2

Achievements:
• Taxi 2 x Infantry units
• Buick 2 x Infantry units

========================================================= 
MISSION NINE: RAIL LINE (14)

Pilots: Buick, Plunger, Taxi, Griz, Firefly, Pluto

WP modifier: -2

Armament:
• Buick 2 x Sparrows, 2 x Sidewinders, 1 x ECM
• Plunger 2 x Sparrows, 2 x Sidewinders, 1 x ECM
• Plunger 1 x Sidewinder, 2 x Shrikes, 2 x Iron bombs
• Pluto 1 x Sidewinder, 4 x Iron bombs

Pre-Mission Event: Rules of Engagement. Can only target Bandits if in the same area as a friendly.

Over Target Event: AAA sites. No adjustment.

Batrep: The unit is keen to finish on a high note and therefore despatch their most veteran fliers to deal with this difficult target. By now, this squadron is using the standard tactic of releasing its long range ordnance from the safe High altitude, a tactic that has served them will thus far.
Taxi uses his Shrikes to strike at one of the SAM sites. One miss; the other hits. No other firing takes place, so the Americans close in. Bandits follow although the MiG 21 stays where he is because he can fire from an adjacent zone. Convenient for him.
Turn Two sees Buick fire at the approaching MiG 17, but Charlie is a wily pilot and dodges the missile. Charlie are outside the range to fire so Plunger also opens up at the MiG 19 with his first Sidewinder. It crumples out of the sky. Taxi and Pluto chip in but their missiles zip harmlessly past the intended targets. Charlie retaliates and is rewarded with single stress hits on Pluto and Plunger.
The American split up with the Phantoms remain in air cover mode while the Corsair and Skyhawk make their attack run over the target.
Buick flicks his sparrows at the two remaining MiGs. He is successful. With the air threat removed, Pluto and Taxi home in on their target. Taxi is his usual accurate self scoring 3 hits. But Pluto has a bad run and only inflicts 1 hit. Neither planes cannons proved useful in strafing.
Disappointed, the Americans head home.

Homeward Bound Event: Forward Air Controllers.

Debriefing: Stress levels. Buick – 3. Plunger – 3, Taxi – 2, Pluto – 3. Everybody gets 1 Exp point.

VPs: +2

Achievements:
Buick 1 x MiG 17, 1 x MiG 21
Plunger 1 x MiG 19
Taxi 1 x SAM site

=======================================================
MIDDLE PHASE OUTCOME

Victory Points gained: 15. Poor.

Losses: None.

Performance reports:
• Buick – Remains at Skilled
• Plunger – Promoted to Average
• Taxi – Promoted to Veteran
• Griz – Promoted to Average
• Gringo – Promoted to Skilled
• Firefly – Promoted to Skilled
• Pluto – Promoted to Skilled
• Easy Money – Promoted to Green

Achievements:
Amended

======================================================
NEXT BATREP:

Missions 1 and 2 of this next LONG phase of this campaign. Still using these same pilots (thus ignoring once more the recommended list). Cheers.
======================================================
POST EDIT

Made a cokkup in aerial combats. Thought the pilots had situational awareness, as you probably do in real-life under combat situations. But that's not what's meant in these rules, so I've been informed. But I'm not going to amend or replay the missions because I'm really getting into my narrative and hate rewrites of anything over 200 words.

But I will implement the proper way to play this so the kill ratio is much more realistic from now.

Point is I cokked up in my achievements because of this inability to comprehend the rules. Hopefully I can remedy the situation before it gets really ludicrous. I will show myself out...smile.gif

IPB Image

This post has been edited by b20f08: Oct 23 2016, 12:37 PM


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"It don't mean a thing if it ain't got that swing!" for Spike Milligan, Dave Chapelle & Charles Bukowski
"Life without regrets is no life at all" Yip Man
"If you lack technique you lose the freedom to create" Paco de Lucia
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b20f08
post Oct 25 2016, 11:31 AM
Post #11


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From: Clear Mountain
Member No.: 6,935



The MEDIUM phase has come and gone. Now it is time of the LONG phase. The squadron has fared quite well considering. So far, it has lost one pilot WHIPLASH. Can it survive the rigours and demands of this phase, the one before their tour is over?

==========================================================
Narrative:
While the results of the last phase weren’t all that good, the pilots’ skill level had improved all-round:

• Buick – Skilled
• Plunger – Average
• Taxi – Veteran
• Griz – Average
• Gringo – Skilled
• Firefly – Skilled
• Pluto – Skilled
• Easy Money – Green

Achievements:
The last phase of the campaign had raised the profile of the unit publicly within the service. What attracted great attention was the supposedly high scoring against the enemy’s planes. Stateside was so intrigued it sent both audit and publicity teams the day after the first mission.

The audit team, led by a Captain Raab, spent time putting the unit’s records/logs under close examination and scrutiny. It was a crazy week for the squadron who had to endure both a celebrity-type atmosphere and a relentless close scrutiny from the auditors.

The North Vietnamese’ reaction to the new-found celebrity status of the team was to publicly denounce the Americans and promise to pay closer attention to the unit in the immediate future. As if to prove their seriousness, they released footage of the wreckage of a Phantom jet. It was quickly recognised as Whiplash’ plane. No bodies were paraded though, just a shattered flight helmet with the name Whiplash still visible on its side, and a bloodied shredded chute.

SO points: 48 + 3 (Pluto’s aircraft) = 51 available for this phase.

=========================================================
MISSION ONE: SUPPLY DEPOT (26)

Pilots: Buick, Gringo, Easy Money, Firefly, Griz, Plunger

WP modifier: +2

Armament:
• Buick 2 x Sparrows, 2 x Sidewinders
• Gringo 3 x Iron Bombs (117R)
• Easy Money 1 x Smart Bomb (GRU-10)
• Firefly 3 x Bullpups
• Griz 2 x Sidewinders, 2 x Shrike
• Plunger 2 x Sparrows, 2 x Sidewinders

Pre-Mission Event: Sierra Hotel. Americans receive + 1 to all their Attack and Suppression rolls for a good approach.

Over Target Event: Television War. Choice to move their Pre-Approach Exit flight path to adjacent area. Americans opt not to.

Batrep: This target is heavily protected. Initial Intel suggested at least ten (10) MiGs in the area although this was later downgraded to just six (6) by the time of the attack. There was over a dozen sites known that was later confirmed to be fifteen (15). Most of these sites, particularly the AAA, were sited so to have limited arcs of fire, a situation the Americans noted by approaching from the South, an area lightly guarded. And away from the SAM site watching the Northern and Eastern approaches.

Turn One: Buick opens the attack with a missile attack on a MiG 17 within the Target zone from his pre-approach area. It is a long shot. It hits. His second missile at the MiG 17 in the Western approach area is also a hit.** Two down.

Charlie responds quickly. The MiG 17 in the southern approach area targets Plunger who is closest. He misses. A SAM site able to fire targets Buick but its missile misses by a proverbial mile.

The other US pilots can now fire. Griz does so by attacking the SAM site with one of his Shrike missiles. It hits. Target neutralised. Plunger joins in by firing one of his Sidewinders at the nearest MiG 17. Hit. He tries again, this a long range shot with one of his Sparrows, but it flies wide.

The US flyers enter the South approach area. Charlies’ Bandits also close in.

Turn Two: Buick continues his form by knocking out the MiG 19 in the East approach area. Firefly, the other US pilot able to fire first, releases his Bullpup missiles into the Target zone. Surprisingly, all three missiles hit with devastating effect. 4 hits.

Charlie opens up with his KS-19 (it hits on 0; this makes it an awesome piece of firepower) at Plunger. He evades taking 2 stress hits. But his evasion is unsuccessful as his plane takes a direct hit.

No further hostile defensive fire. No firing from the other US pilots who proceed into the target zone.

Turn Three: Firefly looses off his remaining Bullpup at the KS battery. Hit. Plunger is avenged. He spots the approaching MiG 21. He uses his 20mm cannon but it’s a wasted effort. Buick has one Sparrow left and uses it on the MiG 21. Hit.

Charlie’s ground units within the Target zone open up at Gringo while the lone remaining MiG tries to down Firefly. But it fails. Gringo takes 2 stress hits to successfully evade the Heavy MG firing at him. Griz helps Firefly out by loosing off a Sidewinder at the MiG. Hit. Now it’s time for the bombing run now that the immediate threats has been dealt with. Easy Money scores 3 hits while Gringo scores 8 hits! Target is destroyed.

Turn Four: The planes make good their escape by flying high heading north thus negating any AAA hopes of defensive fire.

Homeward Bound Event: Predictable Tactics: +1 stress hit to everyone in the squadron (no doubt due to the loss of Plunger and Dobie)

Debriefing: A total of fifteen (15) hits were scored on the depot with Gringo scoring over half. Thus, it was decided he’d get a MID for this effort. The loss of Plunger hit the team hard as he was well liked. Every pilot on the mission received 3 stress hits while those who stayed home only got the 1 stress hit.

Achievements:
• Buick 2 x MiG 17s*, 1 x MiG 19*, 1 x MiG 21*
• Firefly 1 x KS-19
• Griz 1 x SAM site, 1 x MiG 17*
• Plunger 1 x MiG 17*

Note: All MiG “kills” are considered claims or unconfirmed kills. After the audit review, it was deemed necessary for verification from two independent and reliable sources to validate claims for a “kill”. What was deemed reliable was a bone of contention among the pilots and their masters.

This mission also sees the elevation of three pilots:
• Buick to Veteran status
• Gringo also to Veteran status
• Easy Money to Average

Comments: Replacement pilot – Crusty (Greenhorn).

* This batrep was done before the realisation that I’d been playing this incorrectly. Mission Two onwards will (hopefully) provide a more equitable reporting, especially with aerial combat between the aircraft.

=========================================================
Postscript

Dear Jane,

Your husband was killed yesterday when his plane took a direct hit from anti-aircraft fire near Thao Binh whilst executing his duty. Unfortunately I cannot go into full details of his mission but he was hit while providing fire support to his comrades.

Jim was a well liked and respected team member. His loss has hit us all here in the unit. If there is anything we can do, please don’t hesitate to let us all know. We will miss his humour and off-key singing.

Included with this letter are his personal belongings and effects.

Sincerest regards and respect,
Tom F. Oolery
Cmdr, USN


================================================
NEXT MISSION: 2 & 3

This post has been edited by b20f08: Oct 25 2016, 11:32 AM


--------------------
"It don't mean a thing if it ain't got that swing!" for Spike Milligan, Dave Chapelle & Charles Bukowski
"Life without regrets is no life at all" Yip Man
"If you lack technique you lose the freedom to create" Paco de Lucia
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b20f08
post Oct 25 2016, 07:28 PM
Post #12


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MISSION TWO: FACTORY (31)

Pilots: Buick, Crusty, Gringo, Easy Money, Firefly, Griz and Taxi

WP modifier: -2

Armament:
Buick (1) 1 x Sparrow, 2 x Sidewinders, 1 x Rockets
Crusty as above
Gringo 1 x GBU-10, 2 x GBU-12, 1 x Rockets
Easy Money (1) as above
Easy Money (1) 1 x GBU-10
Griz (1) 2 x Sidewinders, 1 x Shrike, 1 x Iron bomb
Taxi as above

Pre-Mission Event: Television War - Move Political counter left 1

Over Target Event: Down Time - Move all exit Flight Paths one area counter-clockwise

Batrep: Turn One Fast planes are Buick, Gringo, Easy Money, Firefly and Taxi. The immediate threats, apart from the five (5) Bandits in the area, are the SAM site and the M1939 AAA gun site. Taxi chooses to target them both with his Shrike missiles. He lets off one at the gun site and scores immediate success. Buick tackles the MiG 19 loitering in the Southern approach area and scores a hit. MiG downed! Charlie responds as the other US planes have no legit targets. The SAM site is the only site that can target anything. He targets the high-flying Corsairs but his die roll is poor. The US planes rated Slow now jump in on the action. Griz fires a missile at the SAM site and scores a hit. Threat removed. Crusty, in his first combat with the unit, fires a Sidewinder at the MiG 17 in the Western approach area but misses. The US planes now move closer to the target.

Turn Two: Taxi targets the MiG 21, the deadlier of the MiGs. He scores a hit with his sidewinder. Buick joins in by targeting the MiG 19 attacking the Intruders. His missile hits.

Charlie retaliates but the MiG 17’s aim is off today.

Crusty tries again at a MiG 19 in the central area but his second missile also misses.

Turn Three: The planes move into the target area with Corsairs dropping low to use their ordnance. Taxi’s bomb scores one hit. Firefly (Intruder) release his bombs and scores 5 hits. Easy Money drops his load and scores 3 hits. Gringo’s bombs cause just 4 hits. Buick is unsuccessful with his remaining sidewinder fired at the MiG in the same area. Griz’s ordnance fails to detonate or flies wide of the intended target.

Charlie responds with the MiG on Crusty’s tail causing three (3) stress hits. The nearby Zu-22 inflicts 3 stress hits on Taxi. The S-60 manages to damage Crusty’s plane as well as inflict 2 stress hits. The US planes now turn for home, dogged by the remaining MiGs keen to down another American flyer.

Turn Four: sees Taxi now rated as Slow (taken too many stress hits). Buick is empty so can’t fire. Initiative goes to Charlie. But the MiGs fail to capitalise as their aim is wide. Taxi’s last Sidewinder fails to hit anything. The planes split up as Taxi limps into the NW pre-approach area while the others enter the North pre-approach area and drop to Low level. The MiGs unwisely follow.

Turn Five: Buick fires his rockets at the MiG that’s followed them and watches in surprise as the MiG flies right into them! The others in that group target the ground sites with their rockets, but only Firefly scores a direct hit on an infantry unit. Taxi fires his rockets but they too miss.

The MiG fires off at Taxi adding another stress hit.

Homeward Bound Event: AAA site - 1 attack on any randomly selected aircraft

Debriefing: Playing the attack ruling properly this time didn’t affect the outcome all that much; just the magnitude of the American victory was as lop-sided as before. However, the naval pilots on this mission were comfortable in taking down the MiGs.

Stress levels were high for two pilots – Taxi and the newbie Crusty while the rest were just below Shaken. After spending 9 SO points to deduce stress by 2 points, the final stress levels per pilot in the squadron was as follows:
Buick 2
Crusty 3
Gringo 0
Easy Money 2
Firefly 2
Taxi 7 – Unfit. Not transferred out as he’s the squadron commander.
Griz 2

VPs: +2

Achievements:
Buick 1 x MiG 17, 2 x MiG 19
Firefly 1 x infantry unit
Taxi 1 x MiG 21, 1 x M1939
Griz 1 x MiG 17

=============================================================
MISSION THREE: TRUCK PARK (4)

Pilots: Pluto, Gringo, Easy Money, Firefly

WP modifier: -1

Armament:
Pluto 4 x Sidewinders
Gringo 2 x Walleyes, 2 x Iron bombs
Easy Money 2 x Walleyes
Firefly 2 x Walleyes, 1 x Bullpup

Pre-Mission Event: Important Target Every pilot on this mission receives 1 stress hit.

Over Target Event: Forward Air Controllers Move two (2) sites from approach area to adjacent pre-mission approach areas

Batrep: Preamble: The layout of the mission saw the Americans choose a single flight path: East to West. Because of the abundance of air defense sites, the attack force opted to stay at High altitude, thus minimising the main AA threats to just the MiG and a couple of ground batteries. All the US planes enjoyed a Fast rating thus allowing them to fire before the Bandits and Sites.

Turn One: To this end, Firefly fired his Bullpup at the KS-19 battery in the Eastern approach area. He is reward with a strike – just! (needed a 2 but rolled a 1. However his AtG skill was +1. Lucky sod!). The other ground units of Charlie could not fire as the targets needed to be at Low. Mind you, neither could the remaining Intruders open fire as they were out of range. All the planes advance into East approach area, including the MiG.

Turn Two: Pluto fires a Sidewinder at the MiG but misses. No other US firing takes place so Charlie has the sights. The MiG opens fire but misses his target. The M1939 ground site opens fire but it too is wide off the mark. Easy Money, Gringo carry Walleyes and use its long range capabilities to target the Truck Park from their area. Easy Money scores 3 hits with his two bombs. Gringo scores 5 hits with his two Walleyes. Firefly just keeps a lookout. The planes enter the target area except for Firefly who has spotted the ground battery firing at him.

Turn Three: Firefly lets fly with his Walleyes, scoring success with one. Scratch one AAA gun site. Pluto does not miss in his combat with the MiG. Gringo, who’s dropped down to Low level, releases his two Iron bombs but only scores 1 hit. Target now has a total of eight (8) hits and is thus Damaged. Return fire from a nearby Zu-23 fails to hit any plane but it’s a timely reminder to “didi mau” out of there quickly. Gringo safely joins the other at High level as they enter the Western approach area. Charlie can only watch and scream the Vietnamese equivalent of “Roger Fitch, one day Roger Fitch!” at their opponents.

Homeward Bound Event: SAM sites Three (3) attacks on random aircraft. Fortunately for the US flyers, Charlie rolls (minus 1 for Easy Money’s proximity) meant nothing hit. A very lucky break for the US.

Debriefing: Everyone got through this mission safely so receive two (2) Experience points instead of the usual one (1). Stress levels: Pluto – 3 (2 removed after 9 SO points were spent to decrease overall stress levels by the mission pilots by 2), Gringo – 0 (using his Cool rating of 1 as well), Easy Money – 3, Firefly - 3

VPs: +2
Achievements:
Pluto 1 x MiG 19*
Firefly 1 x KS-19 site, 1 x M1939 site

Promotions:
Gringo Veteran
Easy Money Average

* To give a further air of realism to these supposed “kills”, I’ve implemented a simple die roll to “confirm the kill”: 0-5: Kill confirmed; 6-10: No kill.

In the case of the above mission, therefore, Pluto’s kill was confirmed by a little old lady from Pasadena.

=======================================================
“The morning mist seemed to have refused to budge. It made concealment easier but also projected sound further. The patrol had watched the attack on Charlie’s truck park the day before and already radioed through the mission’s success. They had watched the carnage caused with detached eyes, noting all the details – damage, tallies, survivors, unit IDs, etc., with methodical calm. This was their job, to gather Intel so that the Americans could prosecute their mission to bomb this country into submission. Today, they were still in the area, gathering further Intel. As they well knew, it wasn’t what happened straightaway that mattered most, but what followed.

A soft tap on his shoulder warned him. He slowly lowered himself to the ground, noting the damp smell of mulched earth and vegetation, a common recipe in this landscape. At least it wasn't a paddy field. He waited.

The soft squelching of light feet in mud was intermittent at first but it soon increased as many feet seemed to make light work of their march. He surmised it was perhaps a score – maybe more. They crossed not far in front of where he and his patrol now lay. They were moving purposely from his left to right, as if on a mission of some sorts. He knew there was a path only metres away, an animal trail. No other sound was made apart from the occasional muffled clink of muted metal and a few snatches of laboured breathing.

Whoever they were, they were carrying a load. He had a fairly certain idea who they were but he wondered what it might be that would make this new group move through this little-known way.

Several minutes after they passed, he turned and tapped his comrade beside him. The patrol slowly withdrew from their position, still under the cover of the fog, retreating slowly back into the jungle. He was definitely intrigued by what had just transpired and was going to find out.

He quickly hand-signalled his intentions to the others when they were safely under cover. No words were uttered or needed; everyone knew exactly what was going to happen. Judging from their grim faces, he knew they would follow him without question.

He led the way, carefully making his way towards the trail he knew would eventually cross their approach. He knew that Charlie was long gone by now but that didn’t matter. He could track them easily enough with just the barest of signs.

Memories of the previous mission were now firmly locked away in his map case and note pad. His focus now was on the new mission before him. In the open, the mist slowly began to thin as the sun’s burn penetrated the moist blanket.”


=======================================================
POST EDIT: 28 OCT

MISSION FOUR: PORT (19)

Pilots: Buick, Crusty, Taxi, Griz, Easy Money, Gringo

WP modifier: -2

Armament:
• Buick 2 x Sparrows, 2 x Sidewinders
• Crusty 2 x Sparrows, 2 x Sidewinders
• Taxi 1 x Bullpup, 1 x Mk 82 bomb, 1 x Rockets
• Griz 2 x Sidewinders, 1 x Bullpup
• Easy Money 3 x Mk 82 bombs
• Gringo 3 x M117R bombs

Pre-Mission Event: Show of Force – allowed to cancel any detrimental Event card.

Over Target Event: AAA site! No adjustments

Batrep: Turn One: US fast planes: Buick, Gringo, Easy Money, Taxi. Buick leads off with a Sidewinder at the nearest MiG 21 which he successfully hits. Taxi, meanwhile, fires at the ground flak sites and hits one of the M1939 batteries.
Charlie is unable to respond because of range and height limitations so it’s now the turn of US slow planes, Crusty and Griz. Both score hits on their respective targets. All the US planes advance into the approach areas: Buick into the Western one while Crusty joins Taxi covering the Intruders into the Southern approach area. The remaining MiGs also move closer to the US planes.
Turn Two: Buick launches a missile at the MiG in the Southern approach area. It hits the target.
Charlie responds with the remaining MiG firing at Taxi but is rattled at the loss of his comrade.
The remaining US planes fire with Griz aiming for the MiG in the target zone. He is surprised to hit the enemy fighter. This leaves just one enemy ground unit to cover the target. The US planes move into the target zone with the Phantoms providing cover support from High.
Turn Three: Gringo drops his bombs and is rewarded with 5 hits. Easy Money only manages 2 hits. Taxi scores 2 hits. This marks the target with 9 hits, not enough to destroy it, an oversight later brought in debriefing as to why the Phantoms weren’t carrying bombs as well.
Charlie’s lone infantry unit somehow manages to inflict 2 stress hits on a low-flying Taxi. The rest of the US planes aren’t able to fire as they only have AtA missiles. The planes depart for home.
Turn Four: No firing takes place between either sides due to elevation and/or firing angles.

b]Homeward Bound Event: [/b] By The Number: no adjustment

Debriefing: Veni vidi vici

Achievements:
• Buick 2 x MiG 21s (both confirmed kills)
• Crusty damaged 1 x MiG 21 and 1 x MiG 19
• Taxi 1 x M1939 site destroyed
• Griz 1 x MiG 17 (confirmed kill), 1 x S-60 site

Promotions: Griz to Skilled, Easy Money to Average

================================================== 
MISSION FIVE: POL STORAGE FACILITY (2)

Pilots: Firefly, Pluto, Crusty

WP modifier: -1

Armament:
• Firefly 2 x M118s, 1 x Mk 82, 1 x AGM 12
• Pluto 2 x AGM 45, 1 x M117R
• Crusty 2 x AIM-7, 3 x Mk 82

Pre-Mission Event: A47 “Spooky”. One site destroyed (M1939 gun site in Western approach)

Over Target Event: Forward Air Controllers. Move 2 random sites to random pre-approach areas

Batrep: Turn One: Intel claims verified on ground: SAM site in supposed Western approach now found to be in the South East corner, as is an infantry unit guarding the site. Pluto fires his Shrike missiles at this site and manages to knock it out. Charlie can’t fire so Crusty lets fly with a Sparrow at the MiG in the central area. But he misses. The US planes enter the Eastern approach area. Both Pluto and Crusty drop to Low while Firefly maintains his High status in order to let loose his Bullpup AGM.
Turn Two: Firefly’s missile strikes the target area inflicting two (2) hits. Pluto tries to fire his cannons but they jam. Darn it!
Charlie can now fire back. The MiG 21 targets Firefly who takes a stress hit. The US planes enter the target zone.
Turn Three: Firefly releases his bombs hoping to score big. But he only manages 3 hits. Pluto joins in with his 3 hits.
Charlie opens up with his ground defenses. But their aim is off and miss the golden opportunity.
Crusty now releases his payload, rolling just 3 more hits. Their bombs away, the three planes head west.
Turn Four: Both Crusty and the MiG pursuit exchange fire but only end up giving each the bird.

Homeward Bound Event: Show of Force. Move Political counter left one space

Debriefing: Stress levels: Firefly – 3, Crusty and Pluto – 2 each. Experience points: 2 each (one for a successful mission and for returning safely home).

Achievements:
• Pluto 1 x SAM site
======================================================

This post has been edited by b20f08: Oct 28 2016, 11:09 PM


--------------------
"It don't mean a thing if it ain't got that swing!" for Spike Milligan, Dave Chapelle & Charles Bukowski
"Life without regrets is no life at all" Yip Man
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b20f08
post Oct 29 2016, 08:39 AM
Post #13


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MISSION SIX: RAIL LINE (14)

Pilots: Buick, Gringo, Taxi, Griz

WP modifier: -1

Armament:
• Buick 4 x AIM-9, 1 x Rockets
• Gringo 1 x AGM-12, 1 x Mk 82se, 2 x M117R
• Taxi 1 x M117R, 2 x Mk 82, 1 x Rockets
• Griz 2 x AIM-9, 1 x Rockets, 2 x Mk 82

Pre-Mission Event: A1 Skyraider. Keep card for any SAR event. +4 to die roll, Then discard.
Over Target Event: Jungle Warfare – no adjustments

Batrep: Turn One: Intel confirms 1 less enemy site in the target area (infantry unit removed). Also there are three less Bandits than previously thought, making three in the area. The main ground threats are the 2 x M1939 gun batteries which the planes are careful to avoid by approaching from the South West. Surprisingly, no firing takes place so only plane movement takes place.
Turn Two: Buick, in his usual role of air cover, looses off a missile at the MiG 21. With his usual aim, he scores a hit. Griz, next up, chooses to fire a missile at the nearest MiG. It misses so he fires his second. This time, it’s a hit. Gringo targets one of the M1939 gun sites with his Bullpup missile and scores a hit.
Charlie is still unable to open fire because of range, height or attack angle restrictions.
The US planes drop down to Low level for their bombing run.
Turn Three: Buick releases a Sidewinder at a MiG and scores another hit. Taxi drops his bombs and has one of his most successful afternoons inflicting 8 points of hits despite the -1 to die roll per attack. His own +3 is more than compensation. The outcome though is that the target is destroyed. Deprived of a target, Griz drops his bombs on the nearby Infantry unit and scores a hit. Unit neutralised. Gringo, however, decides to save his bombs for the remaining M1939 gun site. As all the US planes are rated Fast, it means he will get first shot.
Turn Four: As predicted Gringo targets the gun site with one of his M117R. He rolls a 9. Modifiers: +1. Total is 10. He only needs a 4. Target destroyed.

Homeward Bound Event: Remove 1 stress from every squadron pilot

Debriefing: This was the team’s best mission to date. Everything went smoothly. Everyone came home. Experience rewards saw Taxi earn his Ace status.

Achievements:
• Buick 2 x confirmed kills (1 x MiG 21 and 1 x MiG 19)
• Gringo 2 x M1939 sites
• Taxi Main target destroyed
• Griz Damaged or scared off 2 x MiG 19s, 1 x infantry unit neutralised

========================================================= 
MISSION SEVEN: COMMAND POST (39)

Pilots: Buick, Pluto, Taxi, Gringo

WP modifier: -1

Armament:
• Buick 2 x Sparrows, 2 x Sidewinders, 1 x Rockets
• Pluto 2 x Sidewinders, 1 x Bullpup
• Taxi 2 x Sidewinders, 1 x Rockets, 1 x M117R bomb
• Gringo 2 x M117R bombs, 3 x Rockets

Pre-Mission Event: AAA site: 2 Random attacks on random US planes. Planes selected were Pluto and Gringo. Gringo offloads one of his Rockets meaning only the attack on Pluto proceeds. It’s not good; Pluto suffers damage to his Skyhawk. As a result, he jettisons his ordnance.

Over Target Event: Targets cops a hit but then 2 MiG 19s check in over the target zone.

Batrep: Initially there were just three (3) Bandits to deal with. But now there are five (5). Pluto’s damage sees him return to base, leaving only Buick and Taxi to handle the MiGs. Initially this is not seen as a problem. The confidence of the US pilots is sky-high after the previous mission and their high shot to kill success rate in aerial combat. The removal of the KS-19 gun site is a relief to the US planes (it’s an auto hit with this gun).
Turn One: Buick opens the mission by a long range shot at one of the newly-arrived MiG 19s. But it fails to hit. Buick fires again. Same result. Gringo fires at one of the Infantry units in the southern approach area. Hit!
Charlie is unable to open fire in this turn. The US plane move into the Southern approach zone, flying low to avoid the SAM site nearby. The MiGs enter the same zone. Things aren’t looking all that great for the Americans.
Turn Two: Buick crosses his fingers and hopes he can score a hit with one of his Sidewinders. Missiles strikes the MiG. Taxi chimes in too but both his missiles flies way off mark. Not a good sign.
Charlie sees one of the MiGs attack Buick who takes stress hits. This drops his speed to Slow, meaning he’s shaken. The second MiG chooses to attack Gringo as he’s closest. Gringo also take stress hits but success evades the threat. US planes enter the target zone, followed by their enemy.
Turn Three & Four: Gringo looses off his rockets at the target, scoring a hit. Buick scores a hit with his rockets – a fortunate thing as things are really going to hot up for the gunslinger.
Charlie harass Buick. Taxi relieves some of the pressure with suppressive fire but Buick takes on more stress hits from both the ground and air, although he is fortunate it’s not more serious as Charlie seems to have accuracy issues. Nevertheless, Gringo takes stress hits and Taxi’s plane is damaged. The US planes turn for home, forgetting the target as they race to survive.

Homeward Bound Event: Remove 1 stress from every pilot in squadron

Debriefing: Worst mission ever. The trio were lucky to escape. If Pluto hadn’t been damaged, the mission might have stood a chance of some success. Buick was extremely lucky not to be downed as he was constantly hounded by Charlie who thought they were going to down a couple of the planes.
Buick ended up being Unfit for duty. Taxi, squadron leader, decided against shipping him out.

Achievements:
• Gringo 1 x Infantry unit (minimal losses)
• Buick 1 X MiG 19 damaged

============================================================
“The hands on the clock read Zulu time. But my head was on Juliet time. She had been on my mind since I first set eyes on her at the Ships Cabin three days ago. It had only been a brief glimpse. She’d been with a crowd of rear esch while I was with a couple of fellow pilots drowning our sorrows over the loss of Jimmy.

Until I saw her, I thought all women were either like my mom or sister, or like Ann Margret, beautiful, talented, and so far out of reach of a guy like me. The former two I knew well and was always comfortable around. But the latter, the last, the ultimate end; that was just so different it didn’t bear thinking about.

Apart from the occasional nondescript glances about the bar, she was mostly engaged with her group. Once I happened to look across and saw her staring boldly my way. I turned around, thinking she was eyeing some other noteworthy jock. But there was only the bar wall, filled with old prints and faded black and whites in bamboo frames. I looked back. She gave a faint smile, as you might give a dog some sympathy. That irritated me somehow. I lowered my stare to my half-empty glass.

-- Come on, Doug. Let’s hit Mama Joss.

Trent, or Gringo as he’s known in the skies, was already rising to his unsteady feet. I threw out an arm to steady him. He teetered for a moment before stabilising. I too rose then and downed the rest of my warming beer as I grabbed my friend’s arm and began to steer him towards the door. As I passed her table, she again looked my way; this time, there was an open look to her gaze, one that didn’t seem too threatened or even threatening towards me. I thought it looked like pity. But then Trent stumbled a bit and I was soon caught up in righting and preventing him from falling facedown.

It wasn’t that hard to find out who she was and where she was working. But the missions got in the way so I quickly forgot her. Until now.”


========================================================
MISSION EIGHT: FIGHTER SWEEP (7)

Pilots: Taxi, Griz, Crusty

WP modifier: -1

Armament:
Taxi 4 x Sidewinders, 1 x Mk 82 bomb
Griz 4 x Sidewinders, 1 x Rockets
Crusty 2 x Sparrows, 2 x Sidewinders, 1 x Rockets

Pre-Mission Event: SAM site. Initially 3 random attacks on Griz. But he drops his rockets so only 2 attacks. He evades both attacks taking 4 stress hits.

Over Target Event: A couple of sites have moved from the approach area to the pre-approach areas.

Batrep: There are a total of 8 MiGs opposing the three American pilots. Both Taxi and Griz get to shoot first before Charlie.
Turn One: Surprisingly, only Crusty is able to fire (his Sparrows). He sights one of the MiG 17s and scores a hit. After this initial success, the US planes enter the Southern approach area while Charlie pairs off so that the US planes have two MiGs to deal with.
Turn Two: Griz lets fly with a Sidewinder at one of the MiGs attacking him. He scores a hit. Taxi also scores a hit on his opponents. Charlie responds by inflicting a stress hit on both Taxi and Crusty. Crusty scores a hit on one of his MiGs. The planes continue their combat into the Central zone.
Turn Three: Taxi has three missiles left. He looses them off at the lone MiG confronting him and watches as the first two sail past the wily flyer. But his last missile strikes home. Griz is next and repeats Taxi scoring a hit on his final missile. The MiG facing off against Crusty inflicts another stress hit on the greenhorn who responds swiftly with a hit. Mission accomplished. Time to head home.
Turn Four: Planes experience no problems leaving the mission area.

Homeward Bound Event: Mission pilots decrease their stress level one.

Debriefing: Stress levels. Taxi ends up with just 1 (his cool factor and the event card influencing the final tally). Crusty ends up with 3 while Griz takes a massive 5 hits, leaving him Shaken. All three receive two (2) Experience points. This sees Crusty rise up in skill level from Green to Average.

Achievements:
Taxi Only one confirmed kill from the two MiG 17s he claimed
Griz Only one confirmed from the two MiG 17s he claimed as well
Crusty Two confirmed (MiG 17 and MiG 19)

========================================================= 
MISSION NINE: CONVOY (23)

Pilots: Gringo & Pluto

WP modifier: -1

Armament:
Gringo M118 bomb, Mk 84 bomb
Pluto 2 x Sidewinders, 1 x Rockets, 1 x Mk 82 bomb

Pre-Mission Event: Bandits! Gringo is bounced thrice. The first two attacks are close misses but the last sees him take 3 stress hits whilst trying to evade.

Over Target Event: Nothing to report

Batrep: Somehow there are no bandits whilst one of the flak sites is absent. The mission is looking promising thus far.
Turn One: The US planes choose to fly in low under the SAM sites. Pluto lets fly with his rockets though and is fortunate enough to neutralising the site from taking further part in the mission. The jets fly into the Southern approach area.
Turn Two: No firing by either side. The US planes enter the target zone primed and eager.
Turn Three: Gringo targets the convoy while Pluto takes care of the ground air defenses. Gringo scores 5 hits on the target, successfully destroying it. Pluto however fails to cause any damage on the Zu-22 site who opens fire. Pluto takes a stress hit. The planes quickly depart, entering the Northern approach area.
Turn Four: No firing by either side sees the planes safely exit.

Homeward Bound Event: Nothing to report

Debriefing: Target is destroyed. Both planes return safely. As a result, they receive two Experience points apiece. Stress levels: Gringo = 5. Pluto = 3

Achievements:
Gringo Destroyed convoy
Pluto SAM site

========================================================= 
MISSION TEN: FLAK TRAP (41)

Pilots: Taxi, Firefly, Crusty

WP modifier: - 2

Armament:
Taxi 2 x AIM-9, 1 x Mk 82
Firefly 1 x Mk 83, 2 x Mk 82, 2 x Rockets
Crusty 2 x AIM-9, 2 x Mk 82

Pre-Mission Event: A1 Skyraider. Save for SAR events

Over Target Event: All Good Things. Attack angles on the East approach has changed from narrow to 360.

Batrep: Despite initial concerns about Bandits, it transpires there is only one MiG 21 in the mission area.
Turn One: Taxi lets fly with his AtA missiles but fails to hit on both of them. Not a good sign perhaps. Firefly fires his rockets at the SAM site and is lucky with a hit. The MiG fires back but misses. Not so Crusty who hits him with a Sidewinder.
Turn Two: No action takes place.
Turn Three: Taxi releases his bombs but only gets 2 hits. Firefly also scores 2 hits while Crusty scores 3 hits. Target destroyed.

Homeward Bound Event: 1 Stress point is removed from each of the mission pilots.

Debriefing: Stress hits – Taxi = 2, Crusty = 2, Firefly = 2

Achievements:
Firefly SAM site
Crusty MiG 21

==================================================
NEXT POST: Just two more to go before end of this phase of the campaign.


--------------------
"It don't mean a thing if it ain't got that swing!" for Spike Milligan, Dave Chapelle & Charles Bukowski
"Life without regrets is no life at all" Yip Man
"If you lack technique you lose the freedom to create" Paco de Lucia
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b20f08
post Oct 30 2016, 02:57 PM
Post #14


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Last two missions were a mixed bag for the team. Mission 11 was a five-plane attack on some SAM sites. The supposed Bandits were a no-show; this left the US planes free rein to come in low. Event cards were all favourable. The SAM sites were quickly dealt to and the planes headed home with hardly a scratch. 4 VPs.

Mission 12 was a mess from start to finish. Aim was off for a couple of the planes so the Bandit threat took up the attention of the team. Few bombs fell on the airfield when the team departed. No serious damage incurred by the team and 0 VPs for the end of this campaign. Sad way to close their Linebacker campaign
=====================================================
REVIEW SUMMARY

Firstly, I have to 'fess up that I've done a few things wrong in playing this -- even up to the last mission. They're mainly minor things that I've overlooked (such as no attack angles for sites in the central area) cos I was getting into the narrative as much as the gaming. And you know what they say about getting in the way of a good story... smile.gif

Overall, I've enjoyed all three phases of the Linebacker campaign. Missions were quick. At times, I would play up to five in one sitting. This is much more beneficial than one tabletop game taking anywhere up to several hours. I even got to watch television whilst playing these games.

MISSION PLANNING
It really does help if you carefully plan your missions, ie pre-flight. This is probably the most time-consuming part of the entire game. Knowing what best ordnance to the best plane for the mission will stand you in good stead for the rest of the mission.

A couple of things I've noticed: the MiG 21 has a 1 range that the other two MiGs lack, so it's obviously the biggest aerial threat. It hits on a four while the more elderly MiG 17 hits on a six.

Ground flak can be dangerous, especially the KS-19 and M1939. The former is an auto hit while the latter hits on a 2 or better. Their range too comes into play as they hit at both Low and High altitudes. These two are the nastiest of the ground sites and should be taken out as early as possible with either of your long-range AtG missiles. Or with the Intel counter. Or hope that one of the Event cards yields a site removal option.

With the other ground sites, though, it's up to you whether you take the hit and hope it's not the second number (or more) cause being damaged can seriously hinder the future success of any mission. I'm especially thinking of when Pluto had to return to base after being damaged in the Target-bound Event in one of the Long phase missions. His action had dire repercussions for the remaining planes, who were very lucky to escape without losing two of their own. The third number (or beyond) obviously destroys you.

Be judicious with your SO (Special Option) points; they really come in handy as the phase wears on. Don't do what I did for the Long phase -- spend up big initially in the first three missions. I soon ended up having to make do from Missions Eight onwards with only 1 SO point to spend. Not much variety there.

The higher the skill level, the easier the missions become. Obviously.

I don't know how others may do it, but I kept a close eye on Stress levels. I initially transferred out pilots who were unfit but I quickly decided against it thereafter because it saved me stress points. I never played a pilot who had 3 or more stress points. It may mean opting for low Political point targets. Up to you.

The Political track needs close monitoring. The lower the number, the less lucrative targets you have to choose from.

PERFORMANCE
Intruders make good bombers while Corsairs are your general purpose types. Phantoms are flexible cos they can carry the long-range Sparrow (1-2 areas) which is good for that pesky MiG 21. The Skyhawk is another good all-purpose plane best suited for bombing and ground attacks.

I initially started out using ECMs but by the Long phase I had dispensed with them altogether.

Rockets and Mk 82s are a good package to carry; the latter because it has two attack numbers while Rockets attack everything -- even MiGs!

20mm cannons are a last resort (needing a 10 to score a hit).

Happy Hunting.
============================================================
13 November 2016 Gladstone

It's sticky hot up here in Gladstone. For now, I've curtailed my boardgaming foray while I concentrate on making enough money to buy some more board games. Thought I had brought Fleet with me but I doubt I would have had a chance to play anyway. Still, not to worry. Hoping to get another DVG game soon. Cheers.

This post has been edited by b20f08: Nov 12 2016, 07:38 PM


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"It don't mean a thing if it ain't got that swing!" for Spike Milligan, Dave Chapelle & Charles Bukowski
"Life without regrets is no life at all" Yip Man
"If you lack technique you lose the freedom to create" Paco de Lucia
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b20f08
post Nov 22 2016, 03:25 PM
Post #15


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Back in town for a week. Feel like some Phantom Leader gaming coming on tonight. Batrep to follow. Cheers.


--------------------
"It don't mean a thing if it ain't got that swing!" for Spike Milligan, Dave Chapelle & Charles Bukowski
"Life without regrets is no life at all" Yip Man
"If you lack technique you lose the freedom to create" Paco de Lucia
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post Nov 23 2016, 03:44 PM
Post #16


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BATREP: PHANTOM LEADER
PARTICIPANTS: USAF
CAMPAIGN: CUBAN MISSILE CRISIS
DURATION: 3 DAYS
SPECIAL OPERATIONS POINTS: 9

SQUADRON:
Honker (F100 Super Saber)– Skilled
Buzzard (F100 Super Saber) – Average
Surfer (F100 Super Saber) – Average
Pigeon (F105 Thunderchief) - Average
Chiller (F105 Thunderchief) – Average
Too Tall (F104 Starfighte) – Green
Rebel (F104 Starfighter) – Green
Magic (F102 Delta Dagger) – Newbie


IPB Image
Mission 1. Lots of air and ground defenses to get through.

Mission One – Power Station
This was going to be a toughie. Heavily protected with up to fifteen ground sites and ten fighters in the area. The Americans chose to make their approach as one group from the south west. Pre-flight inte discovered another ground site. Aided by a B52 strike that managed to inflict some damage, the Americans were able to modify their exit flight path through the least fortified sector.
From the start things did not go well. Honker’s AtA missile went wide. Fortunately the Communists were unable to fire back except for one lone MiG, which missed.
Things hotted in Turns 2 and 3 as the Americans managed to destroy the power station but lost Surfer to ground fire. He is somehow rescued alive.
With the target destroyed, the remaining planes quickly exited but not before suffering further stress hits. Pigeon, in particular, suffered badly although he safely made it back to base.
Squadron off to a good start with 4 VPs.
=====================================================

IPB Image
Mission 2: Easy "milk run" that didn't turn out that way in the end.

Mission Two – Enemy Troops
What was meant to be an easy introduction to the “new kids on the block” turned out to be a nightmare scenario. Although there was only lightly-armed ground air defense and one lone MiG, the Americans failed to inflict a single hit on the target as the lone MiG and ground fire proved to be a very effective barrier to the hapless Americans.
No points apart from loads of stress.
=====================================================

Mission Three – Ammunition Depot

Needing at least 7 VP to consider their campaign a minor success, the Americans despatched a strong team of planes to bomb this important target. A B52 strike gave some help as it dealt to the air defense sites around the target, thus making it easier to approach their goal.
And it went like clockwork. Target destroyed and no losses, not even from the surprise attack by a battery of SaM missiles.
2 VPs.
=====================================================

COMMENTARY
The bonus Special Options points provided by all the planes (up to 25) weren’t used for this short campaign. It might work with the medium or long campaign though.

This post has been edited by b20f08: Nov 23 2016, 03:48 PM


--------------------
"It don't mean a thing if it ain't got that swing!" for Spike Milligan, Dave Chapelle & Charles Bukowski
"Life without regrets is no life at all" Yip Man
"If you lack technique you lose the freedom to create" Paco de Lucia
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b20f08
post Dec 29 2016, 09:49 PM
Post #17


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Hope everyone had an enjoyable festivus. New Yawn around the corner. Of course, another new project to go with the many others I dabble in. This time, I'm going for that interesting period between world wars. To be precise, starting 1917 and ending around 1927 (year of stock market crash). Recently bought a swag of Airfix and Revell figures and vehicles, among others. Made a start on the airplanes (of course) - 3 German and 2 British/Dominion (before it was called Commonwealth). In the process of painting them up and then applying the transfers. Also made a start on Mark Is (both female and male): bought 4 vehicles. Fortunate to discover the female boxes contain the males options as well which is handy cos now I will produce 2 male and 2 female. Hoping to augment these few with others in the next few months - Austin armoured, Ford MG carriers, Whippet tank, Renault F17 (both male and female options), and other goodies. Some conversion required but that's part of the fun, I suppose. Got the rules and the counters. Progress pics and reports to follow in the New Yawn. Cheers.


--------------------
"It don't mean a thing if it ain't got that swing!" for Spike Milligan, Dave Chapelle & Charles Bukowski
"Life without regrets is no life at all" Yip Man
"If you lack technique you lose the freedom to create" Paco de Lucia
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b20f08
post Dec 30 2016, 07:49 PM
Post #18


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Finished adding the transfers but the planes aren't completely done. Going to try and add the strut wires and I still have to paint the underside of S.E.5a and Sopwith Triplane before adding the underside transfers. Also, will paint up the fliers last. Been an interesting build time. Now to complete the tanks next and paint them up and add their transfers (where applicable). Cheers.

IPB Image
The bottom right plane (the Sopwith Triplane) might interest some of you. It was flown by an Australian air ace who unfortunately died in combat in April 1918.

Another view of all five planes
IPB Image

The Albatross D III is my favourite looking of the quintet. And the transfers for this plane really make it an attractive-looking plane.
IPB Image

This post has been edited by b20f08: Dec 30 2016, 07:50 PM


--------------------
"It don't mean a thing if it ain't got that swing!" for Spike Milligan, Dave Chapelle & Charles Bukowski
"Life without regrets is no life at all" Yip Man
"If you lack technique you lose the freedom to create" Paco de Lucia
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post Dec 31 2016, 01:28 PM
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Tanks assembled and primed. Camo will be applied today. Also primed up infantry and will make a start on them as well. Cheers. Updates on my gaming and writing blogsite (signature). Cheers.

POST EDIT: 6 Jan 2017
The tanks...
IPB Image

Couldn't help myself cos they look very appealing to me. I've acquired a couple more Revell planes - French-builds: Spad XIII C-1 and Nieuport N.28. Going to use a different colour scheme for the Spad cos I saw a cool design among the many colourful ones while confirming the decals that came with the planes. I've also acquired an Academy (Korean) SPAD. Only difference is that it's slightly smaller than the Revell SPAD. Maybe it's an earlier version but I suspect otherwise.. Also saw a site that deals with model planes and offers more varieties in the 1/72 scale, my scale of choice. Hope to post a couple of pics of progress on both planes, Czech infantry and artillery guns. Cheers.

This post has been edited by b20f08: Jan 6 2017, 09:45 AM


--------------------
"It don't mean a thing if it ain't got that swing!" for Spike Milligan, Dave Chapelle & Charles Bukowski
"Life without regrets is no life at all" Yip Man
"If you lack technique you lose the freedom to create" Paco de Lucia
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post Jan 7 2017, 12:35 AM
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Adding two more planes to the air component - a SPAD XIII and a Nieuport N.28. Both are Americans who flew with the French. The latter (Nieuport) is Eddie Rickenbacker's (no, not the bass guitar maker) plane. The former was flown by an Irish-American by the name of Kelly. Loved the clover and the simple green and white colour scheme. Much of the wing diagonals is speculative as the image I found only showed the plane in profile and there was a lot of guesswork based on close-ups over how the wings colouring and design should look.
IPB Image

Of course, Rickenbacker's plane came with decals; Kelly's didn't, so it's painted on. Will fine-tune it over the next few days. I may have a spare set of American emblems (particularly the Uncle Sam hat you see on the fuselage). I added a white trefoil on the starboard tail wing of Maj Kelly's plane.
IPB Image

Sorting out the infantry atm. Got French WW1 figures as Czech Legionnaires and Germans with pickelhaubes as Bolsheviks. Bought some artillery; these are HaT figurines. On the look for a few more support weapons - MGs and mortars; don't really care what make. May have to construct some up, or use proxies if I don't have any success in my lazy search. Hopefully will post some infantry and Cossack pics before I return to work soon. Cheers.

=================================================
POST EDIT: 7 JAN
Group shot of those items larger than an infantry figure. Four planes of the Fellowship of Goodness and Decency versus three belonging to the Axis of Evil and Mass Naughtiness. ATM there no People of the Rabble Masses planes yet although the above planes can stand in as proxies for both Red and White Armies.

No longer bothered over a desire to have the exact correct equipment or uniforms for this project; proxies should suffice. Well, that's the intention atm. Cheers.
IPB Image
=================================================
POST EDIT: 11 JAN
Managed to paint up an officer regiment for my RCW project and part of the regiment belonging to the Czech Legion. Hope to finish these, the three Bolshevik units and the remaining support elements for the first game by Friday, and then run a game on the weekend using a "new" ruleset (it's ten years old) I've discovered called Red and White. Going with that rather than Red Actions! first because it has a variable movement mechanism that I find interesting and closer to the realism I'm seeking in historical sets. Cheers.

This post has been edited by b20f08: Jan 11 2017, 07:05 AM


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"It don't mean a thing if it ain't got that swing!" for Spike Milligan, Dave Chapelle & Charles Bukowski
"Life without regrets is no life at all" Yip Man
"If you lack technique you lose the freedom to create" Paco de Lucia
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Lo-Fi Version Time is now: 9th December 2019 - 03:22 PM