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RE: DVG - Hornet Leader AAR

Posted: Mon Nov 19, 2012 9:18 pm
by JudgeDredd
After drawing sites, this is the Target Area and Approaches. I had to pull 3 Sites for each Approach Area and 3 for Over the Target
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This is the Campaign Map and the Pilots. Note I have selected Teflon as the Flight Leader as he is most senior in experience. Flight Leaders can gain a extra attacks for himself, or assign them to other pilots
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Becuas eof the location of the target, all pilots will suffer a -2WP penalty...meaning I will have to carry less weapons...unless I spend SOs to take the Tanker Priority - removing the WP penalty. This differs from Phantom Leader. In Phantom Leader you paid a certain number of SOs depending on how many aircraft you were taking along. In Hornet Leader you pay 1 SO for each aircraft...at that cost, I'm not sure if I'll be doing so - but I won't know if I'll need to until I start arming aircraft.

Next will be arming the aircraft - but I'm too tired to do that just now as it's quite a lengthy process with 8 pilots!

RE: DVG - Hornet Leader AAR

Posted: Mon Nov 19, 2012 9:35 pm
by wodin
This looks like it's going to be a tough one...

RE: DVG - Hornet Leader AAR

Posted: Mon Nov 19, 2012 10:21 pm
by JudgeDredd
You know you were asking about aircraft losses in these games - keep watching. I have a strange feeling!

RE: DVG - Hornet Leader AAR

Posted: Tue Nov 20, 2012 7:58 pm
by JudgeDredd
Arm Aircraft
Right...so arming the aircraft. I have to decide whether to use the Tanker Priority or not. If I don't each aircraft will be subject to a -2WP penalty. If I do - I have to spend 8 SOs to use it. However - I also know I want to take some Phoenix AtA missiles - and they cost 1 SO each!

It's a pickle - because 1 of my aircraft (Crunch in the EA-6B Prowler) cannot carry any "normal" weapons - only AGM-88s! So I'm already low on WPs.

I'm not going to continue this campaign after the first turn...it's a short AAR to show gameplay...so it'd be easy for me to make the decision to use as many SOs as I want...however I will play it like I am playing the campaign - so the hard decisions of what you are going to do are apparent.

So...taking that into account, I much prefer the idea of using my SOs to take some Phoenix missiles - so I am not taking the Tanker Priority option.

Note on Phoenix AtA Missiles
There is a Phoenix Missile Attack phase which happens before the Over Target phase...and the F-14s get to fire their Phoenix missiles at enemy bandits before any other attack phase...so very handy for clearing the skies.

Note on EA-6B Prowler
Becuase of the electronics in the Prowler, it affords a -1 to enemy rolls attacking any aircraft in it's area and a -1 for enemy attacks on it (I'm not sure if this is in addition to the -1 for the area and will have to check the rules)

So - armament

Given the potential number of enemy aircraft (15 all told +1 extra each turn and +3 in the centre (becuase of the position of the Intel chit)) I'm going to make the two Tomcats AtA platforms carrying Sidewinders and/or Sparrows and Phoenix missiles. The Prowler will carry it's AGM-88s. The rest will be mostly AtG
    [b]TEFLON - F14 Tomcat[/b]
  • 4xAIM54 Phoenix (4xSOs used)
  • 1xAIM9 Sidewinder
  • 1xAIM7 Sparrow
    [b]BISON- F14 Tomcat[/b]
  • 4xAIM54 Phoenix (4xSOs used)
  • 1xAIM9 Sidewinder
  • 1xAIM7 Sparrow
    [b]CRUNCH - EA-6B Prowler[/b]
  • 4xAGM88 HARM
    [b]TALON - F/A18C Hornet[/b]
  • 4xMK82
  • 2xMK20 Rockeye
    [b]COWBOY - F/A18C Hornet [/b]
  • 4xMK82
  • 2xMK20 Rockeye
    [b]EXTRA - A6 Intruder[/b]
  • 5xMK83
    [b]PLUTO - A7 Corsair II[/b]
  • 5xMK82
    [b]SPIKE - A7 Corsair II[/b]
  • 3xMK83
  • 2xAIM9 Sidewinder

The MK82s are a risk as you've only really got 1 half decent chance to hit (7 and 10 being required rolls)...but all in all I have 55 potential hits worth of iron bomb AtG...though realistically I'd say it was more like 30 - and possibly less. Also bear in mind I have no idea what Event Cards I'll pull before I'm over the target and then there is the air threat...potentially 18 bandits +1 each turn! I do have 14 AtA weapons...but again, not all will hit!

This is the squadron tasked for the strike
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Just choosing armaments for my flight and writing up this section of the AAR took almost 2 hours!!

RE: DVG - Hornet Leader AAR

Posted: Sat Nov 24, 2012 1:27 pm
by JudgeDredd
Target Bound Phase
First thing to do on this phase is to pick a Target Bound Event card. These come in all sorts of flavours and can affect you positively or negatively. The one I turn over is...

Target Bound Event Card
Important Target
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Gain +1 Victory Point if the target is destroyed.

Place Aircraft
Next, I have to place my aircraft. You can split your aircraft in any way you want OR keep them all together. I'm not entirely sure of the benefits of splitting your force - especially when you have a Prowler which gives a -1 to all enemy rolls targeting the area. So I'll not be splitting them.

You have to analyse the enemy sites prsent and try to determine where you could punch a hole in the defences whilst coming under as little fire as possible. Looking at the target area and approaches, I place all my aircraft in the South West Stand Off Attack Area. By doing this, I'll be able to attack the SA-11 in the Target Area and stay away from the SA-2 up north. I will be in reach of the SA-11s (there's one in the Eastern Approach Area too) anywhere on the board.
Image

Determine and Place Bandits
The next part of this phase is to determine and place bandits. You put the counters into a cup and draw them blindly one at a time. The result is
Image
    [b]Western Approach[/b]
  • Mig-21
    [b]Northern Approach[/b]
  • Mig-21
    [b]Eastern Approach[/b]
  • Mig-29
  • Mig-23
    [b]Southern Approach[/b]
  • Mig-21
  • Mig-23
    [b]Target Area[/b]
  • 2xMig-29
So - 8 bandits...+1 each turn...ouch. I know I have 8 Phoenix missiles - but lets be honest - they're not all going to hit.

NBA note on the aircraft. You'll see that some aircraft have a + number in the top left corner. You ADD this to your roll when attacking these aircraft. It's to reflect the lesser technology of those particular aircraft.

Intel Air Defence Adjustment
For this I have to check the INTEL track and adjust accordingly - and bad news is that the INTEL track is pointing to +3 Centre Bandits - so I have to pick 3 bandits for the Centre Area. I pull 2xNo Bandits and 1xMig-23.

Over Target Event Card
Smart Weapon Restock
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Sites and Bandits suffer -1 on die rolls against low aircraft over target

Phoenix Missile Phase
I fire my phoenix missiles...all 8. I target the Western, Northern, Southern and Target Areas...and the Mig-29 in the Eastern Area...8 missiles fired at 8 targets (it must have been gut wreniching for the US to get rid of such a useful weapon and platform!)
Image

The good thing about the Phoenix Missile attacks is that AtG ordinance modifiers are not applied.

The results are:
TEFLON (+2 AtA Bonus to rolls)
    [b]Western Approach[/b]
  • Mig-21 - Roll 2 +2 Bonus = 4 - MISS!
    [b]Northern Approach[/b]
  • Mig-21 - Roll 3 +2 Bonus = 5 - MISS!
    [b]Southern Approach[/b]
  • Mig-21 - Roll 3 +2 Bonus = 5 - MISS!
  • Mig-23 - Roll 9 +2 Bonus = 11 - HIT!
BISON
    [b]Eastern Approach[/b] (+1 AtA Bonus to rolls)
  • Mig-29 - Roll 8 +1 Bonus = 9 - HIT!
    [b]Target Area[/b]
  • 1xMig-29 - Roll 6 +1 Bonus = 7 - HIT!
  • 1xMig-29 - Roll 10 +1 Bonus = 11 - HIT!
  • Mig-23 - Roll 6 +1 Bonus = 7 - HIT!

At least Bison was on the ball!

Unfortunately there are still 4 Bandits over the target area - and there will be (possibly) an additional one each turn over target!

This is the battlefield at the start of the first turn
Image

RE: DVG - Hornet Leader AAR

Posted: Sat Nov 24, 2012 1:54 pm
by JudgeDredd
I have to stop there - rugby is on! More tomorrow

RE: DVG - Hornet Leader AAR

Posted: Sat Nov 24, 2012 3:47 pm
by wodin
Great fight so far..looks scary though.

RE: DVG - Hornet Leader AAR

Posted: Sat Nov 24, 2012 7:02 pm
by JudgeDredd
Yep - Stay tuned - tomorrow's turns will be ruthless I expect when I have to get down low

RE: DVG - Hornet Leader AAR

Posted: Sun Nov 25, 2012 1:48 pm
by JudgeDredd
Over Target - 1(x5)
Because of the target, I have to draw 1 Bandit at the beginning of each turn. So I pull a chit and it's No Bandit.

Jettison
Next is the Jettison Decision - and I choose not to (why would I on the first turn?!)

Fast Pilots Attack
If you have any fast pilots, then they can attack this turn.

I have 1 Fast Pilot - BISON. He can attack the Mig-21 in the Southern Approach Area or the Mig-21 in the Western Approach Area with his AIM-7 Sparrow and decides to attack the one in the Southern Approach Area. He rolls a 3 and with his +1AtA attribute - it's a 4 and a miss! I guess his luck has run out. I'm going to struggle with these bandits about!

I do have something else I can use...Situational Awareness. Pilots with Situational Awareness can use that to have another attack (either during the Fast Attack Phase if they are slow or during the Slow Attack Phase if they are fast). TEFLON has a Situational Awareness point. More-over, because he's the Flight Leader, he can assign that point to another pilot. As the SA-11s are more dangerous than the Mig-21s in reach, he assigns his SA point to CRUNCH to fire his AGM-88 at an SA-11.

CRUNCH Attacks the SA-11 5n the Centre Area...rolls a 1! With a +1 AtG that's 2...damn...only needed a 4 for th AGM-88! MISS!

Sites and Bandits Attack
The enemy can only attack with the SA-11 in the Centre Area and the SA-11 in the Eastern Approach Area.

The SA-11 in the Centre Area attacks EXTRA. I could suppress...but do not want to lose my AGM-88...so I rely on his evasion. For evasion I gain 2 stress and roll two dice for the attack, choosing the lowest. 4 and 3 are rolled. With the -1 modifier from the Prowler, that's 3 and 2. A 2 is a hit - but only inflicting 1 stress...but that's EXTRA at the limit of his "normal" stress level. Anymore stress and he'll be shaken - incurring a -1AtG penalty!

The SA-11 in the Eastern Area opens up and targets EXTRA again. This time CRUNCH has to open up with his AGM-88! He fires one to suppress the SA-11 and rolls 7 (+1 AtG modifier = 8) and the site is suppressed. EXTRA continues - unaware of the danger he was in.

There are no bandits in range to attack the squadron.

Slow Pilots Attack
Even though CRUNCH has attacked in the Fast phase - that was by using an SA point - so he still gets to attack in the slow phase. I have no other pilots with weapons who can attack.

CRUNCH
He fires an AGM-88 at the SA-11 site in the Centre Area. He rolls a 5 and with his +1 AtG modifier - that's 6...giving him a hit! The SA-11 is consumed by fire.

Pilots Move and Adjust Altitude
My pilots progress into the Western Pre-Approach Area and drop low - except CRUNCH who need to stay high to fire his AGM-88. Even though I don't need to take CRUNCH along, I need his -1 modifier to site and bandit rolls.

Bandits Move
Bandits get to move. The rule is if a bandit can attack my units from where it is, then it doesn't move. If it cannot, it moves to the closest set of aircraft. All bandits have to move except the Mig-21 in the Western Approach Area. The Mig-21s in the Southern and Northern Approach Areas moves into the Western Approach area and the Mig-23 in the Eastern Approach Area moves into the Centre Area.

End Turn
Right...advance turn counter

This is the situation at the start of Turn 2.
Image

This is the state of my Squadron at the end of Turn 1/start of Turn 2
Image
there's an error above where I haven't flipped Spike over to low altitude - I have no problems flipping him before the next turn because it's just an oversight - the intention was already stated to move all pilots to low altitude

RE: DVG - Hornet Leader AAR

Posted: Sun Nov 25, 2012 1:55 pm
by wodin
Worried about Crunch..some painful misses there..

RE: DVG - Hornet Leader AAR

Posted: Sun Nov 25, 2012 8:23 pm
by JudgeDredd
Well - he only missed 1 of 3. I wish he didn't have to use his AGM to suppress...but I couldn't risk EXTRA suffering more stress so early. EXTRA by far has the greatest amount of ordinance. Pure luck (bad) that he was targetted twice!

What I'm more worried about is having 4 bandits (plus another possible 4) being present and only 5 AtA missiles.

RE: DVG - Hornet Leader AAR

Posted: Sun Dec 02, 2012 12:21 pm
by JudgeDredd
I wanted to finish this mission today - but unfortunately I have man flu and therefore feel like death - and I have to put the Christmas decorations up - so I'll complete it sometime in the week

RE: DVG - Hornet Leader AAR

Posted: Tue Dec 04, 2012 6:36 pm
by JudgeDredd
Over Target - 2(x5)
Again I have to draw 1 Bandit at the beginning of each turn. So I pull a chit and it's No Bandit again...phew!

Jettison
Next is the Jettison Decision - I could choose SPIKE to jettison one of his 3 MK82's so he doesn't suffer a -1 penalty...but he has a +2AtA anyway...so I choose not to. I may need all the bombs I have

Fast Pilots Attack
BISON again has the opportunity to attack this phase as he is FAST. He fires his remaining AIM-9 at one of the Mig-21s in the Western Approach Area. The Mig-21 has a +2 on the top left corner - which means you add this to the dice roll. With that modifier and the +1 from BISON it means the roll of 5 is 8. The AIM-9 requires 6 or more and the Mig-21 crashes and burns!

I also have TEFLON's Situational Awareness which he gives to CRUNCH. He fires one of his AGM-88 at the SA-11 on the Eastern Approach Area. He needs to roll a 3 (4 for the AGM-88 and minus a +1 AtG modifier)...he rolls a 6...HIT! The SA-11 is smoke.

Sites and Bandits Attack
This time the enemy has a considerable number of attacks this time round. The 2xMig-21's and the SA-8B in the Western Approach Area, the SA-2 in the Northern Approach Area and the Mig-23 in the Target Area.

A Mig-21 attacks PLUTO. I choose not to evade or suppress because the Mig-21s require a 4,7 and 9 for a hit...4 being 1 stress. But with the -1 modifier from the Over Target Event Card and the -1 modifier from CRUNCH I'm taking the chance. A roll of 4 (2 modified) means a miss...not even any stress. Nice one.

The other Mig-21 attacks SPIKE. Again no suppression or evasion. A roll of 2 (modified to 0) means a miss.

Keep coming.

Next the SA-8B fires at TEFLON. Now TEFLON is my AtA guy with 2 missiles remaining...so I'm taking no chances. He evades. Two rolls of 2 and 4 (modified to 0 and 2) means the lowest is used and he misses TEFLON...TEFLON is a little stressed though (+2 stress for evading)

Finally the SA-2 locks onto COWBOY. The roll of 5 (modified to 3) is a miss.

It's been a lucky phase.

Slow Pilots Attack
Again even though CRUNCH has attacked in the Fast phase - that was by using an SA point - so he still gets to attack in the slow phase.

CRUNCH
He fires his remaining AGM-88 at the SA-13 site in the Centre Area. He rolls a 1 and with his +1 AtG modifier - that's 2...MISS!

TEFLON
Fires an AIM-7 at one of the Mig-21's. A roll of 1 (modified to 3) is a MISS! Damned Sparrows!

SPIKE
Fires an AIM-9 at the other Mig-21....a roll of 7 (modified to 8 - taking into account the -1 modifier for +3AtG weight points) is a hit and the Mig-21 spirals to the ground.

Pilots Move and Adjust Altitude
My pilots progress into the Western Approach Area and drop low - including CRUNCH.

Bandits Move
Bandits get to move. The Mig-21 and the Mig-23 do not have to move as they are within range of attacking the force.

End Turn
Right...advance turn counter

This is the situation at the end of Turn 2.
Image

This is the state of my Squadron at the end of Turn 2
Image


I made an error here - I randomly selected a pilot (using the dice) to be attacked by the SA-2...when the ONLY pilot the SA-2 could attack was CRUNCH because he was the only pilot who was high...and the SA-2 can only attack HIGH altitude pilots....you do have to check and double check and my only excuses for the few mistakes I've made is that I am doing an AAR so distracted and also I haven't played HL for some time

RE: DVG - Hornet Leader AAR

Posted: Wed Dec 05, 2012 11:48 am
by JudgeDredd
I should point out that there is a HUGE urge to re-roll when you roll badly because it's "luck" - even just one re-roll - but you must resist. You cannot say you had a fair game if you re-roll. ALL ROLLS ARE FINAL

RE: DVG - Hornet Leader AAR

Posted: Wed Dec 05, 2012 12:05 pm
by vonRocko
ORIGINAL: JudgeDredd

I should point out that there is a HUGE urge to re-roll when you roll badly because it's "luck" - even just one re-roll - but you must resist. You cannot say you had a fair game if you re-roll. ALL ROLLS ARE FINAL

I know that urge. Every time I play Phantom leader.

RE: DVG - Hornet Leader AAR

Posted: Wed Dec 05, 2012 12:40 pm
by wodin
Well all pilots still in the air which is good. Thanks JD.

RE: DVG - Hornet Leader AAR

Posted: Wed Dec 05, 2012 2:52 pm
by JudgeDredd
I remember you saying one of your concerns was the AARs you read never seemed to have pilots hit (or killed)

It really depends on the player. Alot of players WILL roll again...maybe just the once - they would regard twice as cheating - but alot will still roll again. Secondly, alot of players will roll for suppression and use ordinance. That might get them off the hook for the current attack - but in my experience the number of aircraft you are allowed to take and the number of hits required on the target are prohibitive to using suppression alot (especially the number of times you need to) and if you do, then you're not going to destroy the target.

But you can also have a pilot downed, but get him back...depending on the SAR rolls at the end.

More importantly than that though is your ability to fight through a campaign quickly diminishes due to stress. Even if stress doesn't make you unfit to fly, it could affect your AtA and AtG modifiers - so it's a real tussle in choices. Sure - you might not lose alot (if any) aircraft over a campaign - but your ability to launch effective strikes everday is normally reduced...I've found myself at least once having to have an R&R day where no flights occurred - and that obviously affects your final score...so not a decision to make lightly.

RE: DVG - Hornet Leader AAR

Posted: Thu Dec 06, 2012 9:51 pm
by JudgeDredd
Keep looking...this will be getting closed off tomorrow!

RE: DVG - Hornet Leader AAR

Posted: Fri Dec 07, 2012 10:40 am
by wodin
OK mate.

RE: DVG - Hornet Leader AAR

Posted: Fri Dec 07, 2012 8:42 pm
by JudgeDredd
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.
Image

This is the state of my Squadron at the end of Turn 3
Image

Attack on the target is imminent!