NFZ Baltic - Preliminary Thoughts
Posted: Tue Mar 07, 2023 5:07 pm
I've spent many hours analysing and making doctrine settings for the NFZ Baltic scenario. To be honest, I can see no way to win this.
Firstly, the V.1307 changes seem to have altered the balance of A2A combat firmly in favour of the Russians. As I understand it, you can ignore the database range for missiles, as they are theoretical only. The new mechanics appear to work on the basis that a missile burns fuel for the time given in the DB, then runs out, coasts and loses way. Missiles that rise to a great height, then drop on their prey can gain some extra range from the force of gravity. All of this is influenced by whether the target is moving towards or away from the firing platform and at what speed. I did a number of calculations based on this model and came-up with the following ESTIMATED practical ranges for a range of commonly-used weapons:
AIM-120D AMRAAM: 12-19 nm + drop from height (50%?), burn time 26 secs
AIM-120C-7 AMRAAM: 3.4 nm + drop from height, burn time just 5 secs
Meteor : 10 nm + drop from height, burn time 14 secs
MICA : 3.2 nm + drop from height, burn time 5 secs
Alamo A : 2.9 nm, burn time 5 secs, minimum range 2 nm, therefore almost unusable and SARH to boot
Archer : 0.4 nm, burn time 1 sec, minimum range 0.2 (later Russian version 1.64 nm)
Patriot : 18 nm + drop from height, burn time 25-30 secs
Alamo B : 2.33 nm, burn time 4 secs
Alamo C : 10 nm, burn time 16 secs, SARH
Alamo D : 7.5 nm, burn time 12 secs
Adder B : 21.1 nm, burn time 32 secs
Adder C : 35.6 nm, burn time 54 secs
Amos : 60 nm, burn time 91 secs
Growler : 18.2 nm, burn time 19 secs
Grumble : 17.25 nm, burn time 18 secs
Gargoyle : 18.2 nm, burn time 19 secs
Gladiator : 28 nm, burn time 36 secs, SARH
Giant : 123.3 nm, burn time 111 secs, SARH
On this basis, only those NATO aircraft with AMRAAM D missiles can be considered competitive and even they are outranged by the better Russian fighters.
I then ran several instances of the Simple A2A Engagement Quick Battle, pitting 6 F-15Cs with AMRAAM C-7s against 6 Su-35s with Adder Bs. The first time, I experimented with the new settings and put my Eagles on Auto-Evade, setting half of them to fire in the NEZ and the other three at 10 nm. It didn't go well. The NEZ trio loosed at an impractical range and all six of their AMRAAMs petered out well short. I was then put on the defensive by my Auto Evasion setting and lost four planes before the Russians ran out of Adders, despite much ducking and diving. The surviving pair then closed and downed two Flankers for one loss (to cannon after being out-turned). Avoid Auto-Evasion like the Plague!
Next, I re-ran it as the Russians. I found that the AMRAAMs were effective well beyond 3.4 nm, mainly because of the drop from height imponderable. I quickly lost four planes, but (using a 20 nm firing distance), hit back to destroy all six Eagles for one further loss.
Finally, I switched back to the American side and initially went for a 25 nm firing distance with Auto Evasion off. By letting the Russians fire and outrunning the Adders by Afterburnering away, I eventually managed to wear them out. Closing, I destroyed two without loss, but then ran out of missiles. The AMRAAMs were able to get kills at 25 nm, but not reliably and I found that the Flankers could still Burner away from them at 20. So much for the official 60 nm range! Fact is that I could not guarantee being able to devote the necessary level of attention for these tactics in a large, complex scenario with stuff happening all over the map. With 1307, things are just too complex to be handled by Missions and the need for manual control has been increased. An example is that, for some weapons e.g. Sidewinders, you can't set firing distance low enough on WRA, so the only options are Manual fire only (lots of attention) or watch your missiles fall short.
Other issues:
To reduce Kaliningrad's defences, you need to overcome some impressive SAM cover. However, you have precisely FOUR HARMS available!
There are all the usual logistical issues, with ammo for your F-22 Raptors severely limited.
The hapless PCFGs and minesweepers off Lithuania are going to die and can't even be RTB'd, as they lack a base in the first place (and it isn't possible to assign one). TG 60.3 is dangerously spread-out, so I hope the new Formation Editor works so I can close them up. They really need to retreat and link up with the Donald Cook. Delaying the start of hostilities until all vulnerable assets are out of danger sounds like a good idea...but will events allow this?
There are practically no NATO SAMs in the Baltic States.
There is also a bug associated with trying to adjust Patriot firing distances via WRA. You can edit the Stingers and the first two Patriot categories, but any attempt to touch the third one crashes the game (I nearly lost my save file and a lot of hard work).
So, I'm not hopeful. Any thoughts?.
Firstly, the V.1307 changes seem to have altered the balance of A2A combat firmly in favour of the Russians. As I understand it, you can ignore the database range for missiles, as they are theoretical only. The new mechanics appear to work on the basis that a missile burns fuel for the time given in the DB, then runs out, coasts and loses way. Missiles that rise to a great height, then drop on their prey can gain some extra range from the force of gravity. All of this is influenced by whether the target is moving towards or away from the firing platform and at what speed. I did a number of calculations based on this model and came-up with the following ESTIMATED practical ranges for a range of commonly-used weapons:
AIM-120D AMRAAM: 12-19 nm + drop from height (50%?), burn time 26 secs
AIM-120C-7 AMRAAM: 3.4 nm + drop from height, burn time just 5 secs
Meteor : 10 nm + drop from height, burn time 14 secs
MICA : 3.2 nm + drop from height, burn time 5 secs
Alamo A : 2.9 nm, burn time 5 secs, minimum range 2 nm, therefore almost unusable and SARH to boot
Archer : 0.4 nm, burn time 1 sec, minimum range 0.2 (later Russian version 1.64 nm)
Patriot : 18 nm + drop from height, burn time 25-30 secs
Alamo B : 2.33 nm, burn time 4 secs
Alamo C : 10 nm, burn time 16 secs, SARH
Alamo D : 7.5 nm, burn time 12 secs
Adder B : 21.1 nm, burn time 32 secs
Adder C : 35.6 nm, burn time 54 secs
Amos : 60 nm, burn time 91 secs
Growler : 18.2 nm, burn time 19 secs
Grumble : 17.25 nm, burn time 18 secs
Gargoyle : 18.2 nm, burn time 19 secs
Gladiator : 28 nm, burn time 36 secs, SARH
Giant : 123.3 nm, burn time 111 secs, SARH
On this basis, only those NATO aircraft with AMRAAM D missiles can be considered competitive and even they are outranged by the better Russian fighters.
I then ran several instances of the Simple A2A Engagement Quick Battle, pitting 6 F-15Cs with AMRAAM C-7s against 6 Su-35s with Adder Bs. The first time, I experimented with the new settings and put my Eagles on Auto-Evade, setting half of them to fire in the NEZ and the other three at 10 nm. It didn't go well. The NEZ trio loosed at an impractical range and all six of their AMRAAMs petered out well short. I was then put on the defensive by my Auto Evasion setting and lost four planes before the Russians ran out of Adders, despite much ducking and diving. The surviving pair then closed and downed two Flankers for one loss (to cannon after being out-turned). Avoid Auto-Evasion like the Plague!
Next, I re-ran it as the Russians. I found that the AMRAAMs were effective well beyond 3.4 nm, mainly because of the drop from height imponderable. I quickly lost four planes, but (using a 20 nm firing distance), hit back to destroy all six Eagles for one further loss.
Finally, I switched back to the American side and initially went for a 25 nm firing distance with Auto Evasion off. By letting the Russians fire and outrunning the Adders by Afterburnering away, I eventually managed to wear them out. Closing, I destroyed two without loss, but then ran out of missiles. The AMRAAMs were able to get kills at 25 nm, but not reliably and I found that the Flankers could still Burner away from them at 20. So much for the official 60 nm range! Fact is that I could not guarantee being able to devote the necessary level of attention for these tactics in a large, complex scenario with stuff happening all over the map. With 1307, things are just too complex to be handled by Missions and the need for manual control has been increased. An example is that, for some weapons e.g. Sidewinders, you can't set firing distance low enough on WRA, so the only options are Manual fire only (lots of attention) or watch your missiles fall short.
Other issues:
To reduce Kaliningrad's defences, you need to overcome some impressive SAM cover. However, you have precisely FOUR HARMS available!
There are all the usual logistical issues, with ammo for your F-22 Raptors severely limited.
The hapless PCFGs and minesweepers off Lithuania are going to die and can't even be RTB'd, as they lack a base in the first place (and it isn't possible to assign one). TG 60.3 is dangerously spread-out, so I hope the new Formation Editor works so I can close them up. They really need to retreat and link up with the Donald Cook. Delaying the start of hostilities until all vulnerable assets are out of danger sounds like a good idea...but will events allow this?
There are practically no NATO SAMs in the Baltic States.
There is also a bug associated with trying to adjust Patriot firing distances via WRA. You can edit the Stingers and the first two Patriot categories, but any attempt to touch the third one crashes the game (I nearly lost my save file and a lot of hard work).
So, I'm not hopeful. Any thoughts?.