Over Target - 3(x5)
Draw 1 Bandit at the beginning of each turn again...so I pull a chit and it's No Bandit again...such a relief!
Jettison
Next is the Jettison Decision - No jettison happening here!
Fast Pilots Attack
BISON
He has no weapons...but there's nothing to stop him dogfighting. He swoops onto the tail of the Mig-21 and fires his 20mm cannon. A roll of 4 (modified to 7 with the +2 on the Mig-21 and the +1AtA attribute) means a miss...it was a long shot.
TEFLON
He uses his situational Awareness point to attack in the Fast Attack phase. He fires his remaining AIM-9 missile at the Mig-23 in the Target Area. A roll of 8 modified to (11 - his +2AtA modifier and the Mig-23 +1 modifier) sinks the Mig-23. He choose to attack the Mig-23 because it was the more dangerous of the two.
Sites and Bandits Attack
Because all my pilots are low - they are all vulnerable to the sites in the area they are in (Western Approach Area) and also the SA-6 in the Southern Approach Area, the SA-6 in the Target Area and the SA-6 and the SA-8B in the Northern Approach Area - and of course the bandit in the Western Approach Area...that' an awful lot of attacks...someone is going down - I can feel it!
Western Approach Area
SA-8B attacks TALON...he tries to suppress the unit by diving low and strafing...a roll of 2 doesn't cut it. He evades (+2 stress) and rolls of 1 and 2 (modified to 0 and 1) are misses! Damn - no need to have evaded!
S-60 attacks PLUTO...SPIKE dives low again to try and suppress tries to put the site off by dropping a MK-82...a roll of 8 (modified to 9 with his +1 AtG modifier) is a hit and the site shuts down...
The Infantry unit fires it's small arms fire at SPIKE. He strafes the target and a roll of 9 (modified to 10 with his +1 AtG) is a hit - and the infantry scatter.
The MIG-21 attacks TEFLON and a roll of 2 modified to 0 is a miss!
Southern Approach Area
The SA-6 opens up and attacks TALON - no aircraft carry weapons...so none can suppress. IF he tries to evade I force a +2 stress on him...and that would push him into SHAKEN and would give him a -2 AtG modifier. So I'm going to take a chance here....he's oblivious to the lock and the launch...and a roll of 1 means a miss and he'll never know!
Target Area
The SA-6 here locks onto TALON (unlucky SOB!)...a roll of 8 (modified to 6 with -1 from CRUNCH and -1 from the EVent Card) means he suffers 1 stress
Northern Approach Area
The SA-6 (damn them) opens up on SPIKE. He goes evasive and rolls of 1 and 5 modified to -1 and 3 means a miss
The SA-8B locks onto BISON. He goes evasive and rolls of 5 and 7 modified to 3 and 5 also means a miss.
We were very lucky that phase...but my squadron are accumulating stress at a considerable rate!
Slow Pilots Attack
Well...I don't want to waste ammo - so I only really want to attack the units that threaten me over the target.
COWBOY
He drops a MK-20 against the SA-8B. Because that is a soft target, the MK-20 gets a +5 on the roll. A roll of 2 modified to 9 (+5 and his +2 AtG) is a hit and the SA-8B is toast!
SPIKE
Fires his remaining AIM-9 at the Mig-21...and a roll of 2 modified to 6 (his +2AtG modifier and the +2 modifier on the Mig-21) sees the Sidewinder smash into the tail of the bandit - and down it goes
As I said - I only want to eliminate any threats to me over the target - and that is done...so I'll keep my weapons stowed for the target.
Pilots Move and Adjust Altitude
All my pilots progress into the Target Area and stay low.
Bandits Move
No bandits. I have to say I've been lucky. There were alot of bandits over the target AND the possibility of 1 extra per turn...it could've been nasty!
End Turn
Right...advance turn counter
This is the situation at the end of Turn 3.
This is the state of my Squadron at the end of Turn 3
Attack on the target is imminent!