Community Scenario pack: ‘Stag Yellow’

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

Moderator: MOD_Command

Post Reply
User avatar
coolts
Posts: 387
Joined: Tue Feb 01, 2011 7:47 am
Location: Auf Wiedersehen, Pet

Community Scenario pack: ‘Stag Yellow’

Post by coolts »

I have been playing this scenario for a few hours now and am really enjoying it. A Punitive strike on a Peruvian oilfield by a US Carrier air wing in 1969 has Carrier based Phantoms against Mirages and F86 Sabres. A good variety of tasks await without too much (so far) information overload. CAP missions, SEAD strikes, Runway denial, and then the mother of all fireballs when taking out the large refinery complex. This is the first time I’ve added my own custom layers as well using a combination of great YouTube guides (cheers Tomcat & Baloogan) and some Photoshop knowhow.

The Mirages are deadly close in and the only hope your Phantoms have is to get hits with their early (and very low %PH) Sparrow missiles. Once in the merge, the Phantoms are dead meat. This has lead me to have to micromanage engagements, even when 3:1 in my favour as the Phantoms still merrily close for a guns kill if their missiles miss, (which they do), and ignore their IR missiles even when I manually flanked the enemy to go for a heater shot from rear aspect.

If I was going to gripe about the mission itself, I find it had to believe that the Carrier air wing would have only a few of its 60 aircraft ready to fly at mission commencement. I have manoeuvred to the designated ops area and yet all my Walleye PGM carrying aircraft are still 2 hrs away from being ready to launch so here I sit, swatting singleton Mirage attacks waiting for the engineers to get my planes ready ;) (I may change the ready times in the editor).

A few points that have helped / hampered me on my way;

Great
Aircraft altitude pre-sets. Thank you!!!!! So much better. I would like to add pre-sets for very low ingress profiles, (treetop/sea skimming, etc.).

Game speed / launch. Much better. A great improvement.

Hyperlinks for weapons. Great bomb-porn ;) Now we need a community weapons image pack!

Waypoint editing. I can see what you are trying to achieve here. It’s going to be great when we can coordinate an entire strike package, (which I assume should be the end goal). I would like to do this from the ME though as well as otherwise coordinating TOT, etc. will be very difficult with multiple flights, although I can see how that would require a Mission editor screen rewrite.

Would be nice to have..
DB units. Imperial or metric? Can you change the database template to add either (ft) or (m) to ordnance load out table headings? This would help doofuses like me who suspect they have their measurement units the wrong way round when aircraft refuse to drop bombs.

Aircraft AI when within visual range. A few times I’ve seen a Mirage take out 3 x phantoms in a single gun run. Whilst I don’t doubt the eventual outcome of these aircraft in a straight up turning fight, I don’t think this is realistic. You have to micromanage too much right now to preserve your aircraft.

WP spawning. Still gets me. Every time I F3 then F3 again, and click drag the destination, it spawns a second WP under the first. Please stop this or make it optional.

Please add “deselect all” to the RT click menu or improve the logic here as I continuously end up renaming some random unit when I’m trying to edit a RP name or something. I can go to the menu option “deselect…” every time but…..

Aircraft insisting on refuelling when given an RTB order even though they don’t need to and they are in fact taking up valuable tanker slots from aircraft that are still on a mission. You have to set a manual WP near to the airbase/carrier BEYOND any tankers In the way, then tell them to RTB.
"Gauls! We have nothing to fear; except perhaps that the sky may fall on our heads tomorrow. But as we all know, tomorrow never comes!!" - Chief Vitalstatistix
Beerwulf
Posts: 2
Joined: Mon Nov 04, 2013 4:29 pm

RE: Community Scenario pack: ‘Stag Yellow’

Post by Beerwulf »

I agree that this scenario is good fun.

My trick for (micro)managing the Phantom vs Mirage fights is to use EMCON. Basically, I have an E-2 radiating near the task force and a pair of F-4s at low level, with RADAR off, just outside the enemy radar range.

I'll detect an enemy Mirage (unidentified, but flying at Mach 0.9 at 12 km) flying towards my E-2, which now races - ok, limps - behind the task force, so the Mirage must come through the TF SAMs to engage the E-2.

The F-4s fly to intercept and follow the Mirage, except they're at sea level while the bogey is at 12 km. They can fly right underneath the Mirage without being detected visually, they're out of enemy radar range, and even if they weren't they'd be below the radar horizon. The Mirage does not know they are there!

Once they're tailing the Mirage, they climb and they'll get an ID - if I feel like role-playing Vietnam-era RoE [;)]. The pair of F-4s will then launch 1 Sidewinder each. Hopefully that'll get the kill, or they'll be able to launch a second pair after the Mirage has evaded the first.

If the Mirage gets out of aspect on both F-4s, then I'll rely on Sparrows from another pair of F-4s or SAMs from the taskforce to force it defensive and give the close-in aircraft time to escape.

Once the first pair is out of Sidewinders, they can act as cover for the second pair.

The only tip I have for firing Sparrows is to make sure you're not launching from maximum range. There's a 10% Pk penalty for maximum range launches. This will reduce the final Pk from 20% to 10% --- a bad thing.

Happy hunting,
Beerwulf.

User avatar
coolts
Posts: 387
Joined: Tue Feb 01, 2011 7:47 am
Location: Auf Wiedersehen, Pet

RE: Community Scenario pack: ‘Stag Yellow’

Post by coolts »

Well, i completed it yesterday and it was a blast once i got my carrier air wing going. It was the first time i've really used the mission editor to run concurrent missions. I setup separate attacks on both radars, the enemy runway, aircraft parking spaces, the refinery and the storage tanks, along with escort flights. 6 simultaneous missions spaced 2 mins apart, with my 2 x Phantom flights moving escort duties as each wave began it's attack run.
All went according to plan but the whole thing was over in 10 minutes! I guess this says more about the tight timings needed for modern air ops vs ground targets compared to the relative glacial speed or naval ops.

80% planning vs 15% worrying 5% execution, but you'd better not blink for that 5%.

I only really had to micromanage the Phantoms vs. Mirages, although my airfield parking spaces attack pilots got a bit bamboozled and started taking out terminal buildings which definitely weren't on their target list, and not even on the same side of the airbase.

Overall, awesome fun. Now for something a little bigger. Any suggestions?
"Gauls! We have nothing to fear; except perhaps that the sky may fall on our heads tomorrow. But as we all know, tomorrow never comes!!" - Chief Vitalstatistix
User avatar
Russian Heel
Posts: 231
Joined: Tue Oct 08, 2013 8:02 am
Location: Metro Station Vasileostrovskaya

RE: Community Scenario pack: ‘Stag Yellow’

Post by Russian Heel »

I'm probably just blind and missing it or just having an operator error, how do I detach units from groups. I want to detach the submarine from the carrier group but can't figure out how.
Apocal
Posts: 79
Joined: Sun Nov 14, 2004 9:08 am

RE: Community Scenario pack: ‘Stag Yellow’

Post by Apocal »

ORIGINAL: Russian Heel

I'm probably just blind and missing it or just having an operator error, how do I detach units from groups. I want to detach the submarine from the carrier group but can't figure out how.

Swap over to unit view, select the sub and press 'd'.
mikmykWS
Posts: 7185
Joined: Tue Mar 22, 2005 4:34 pm

RE: Community Scenario pack: ‘Stag Yellow’

Post by mikmykWS »

Page down button to view in unit mode. Select the unit you'd like to detach. press d key.
Post Reply

Return to “Command: Modern Operations series”