- a modernised Hit the Beach scenario from Flames of War Version 3.
- the main ground combat scenario using my own heavily modified Team Yankee rules including dice-draw unit activation, overwatch fire, and off-board artillery.
- customised force lists including Syrdans based on East Germans and Iranians and US Marine Recon special forces based partly on the Kampfgruppe Pieper Grief Kommandos from Flames of War Version 3.
- a two-part rescue/sabotage mission including unique special forces units (US Marine Force Recon).
- all conducted over some newly made terrain and with awesome custom-built USMC Landing Craft.
- and prior to the main game, an initial 2-v-2 AirWar C21 dogfight to determine who has localised air superiority and the ability to launch air strikes during the beach assault.
2,000 Feet Above - Syrdan Air Force MiGs versus USMC Harriers
MAJ "Shooter" Dunkin and his wingman LT "Wildcard" Powel of Marine Attack Wing VMA-231 'Ace of Spades' piloted their AV-8 Harrier IIs low over the water as they approached the town of Dyrnah on the Syrdan coast. In just about 30 minutes, the Marines of 26th MEU would be landing there, and "Shooter" and "Wildcard" were to provide the air cover.
MAJ Dunkin and LT Powel approach the Syrdan coast, as bogeys approach. |
At that very same moment, two MiG-21s of the Syrdan Air Force's 80th Fighter Squadron, the elite 'Dust Falcons' were sweeping in to intercept, tipped off to the American incursion by long-range search radar. CAPT Samy and his wingman LT Akhmed, callsigns Saqr 1 and 2, were among the most experienced pilots Syrda had to offer (though that wasn't saying much to be honest).
The Marines and Syrdans spotted each other and immediately began manoeuvring to try to get the initial advantage in the head-on engagement. Saqr 2 accelerated straight at his opposite number while Saqr 1 attempted to gain space to the left to set up to flank the Harriers. Both launched or attempted to launch radar-guided AA-2 missiles (which all either missed or failed to lock on: unsurprising, given their poor technical qualities). "Shooter" and "Wildcard" decided to close the distance and one launched a single AIM-9 Sidewinder at Saqr 1 (Samy) who narrowly managed to dodge it.
Syrdan MiG-21 (Scotia Grendel miniatures) and USMC AV-8 Harrier (GHQ miniatures). |
MAJ Samy drops flares and break-turns to dodge a Sidewinder missile. |
Next, "Shooter" and "Wildcard" both lined up on Samy and "Wildcard" opened fire with his 20mm cannon, severely damaging the Syrdan flight leader's engine and airframe. Akhmed, remembering the Western air combat films he had seen as a boy, attempted (and miraculously pulled off) an Immelmann manoeuvre, which put him on the tail of "Shooter" Dunkin's Harrier. He launched a pair of IR-guided AA-2s (which of course missed) but followed up with a long burst with his 23mm gun as MAJ Dunkin attempted and failed an evasive manoeuvre.
LT Akhmed saw hits, flashes, and pieces falling off the American jet, then all of a sudden a huge explosion engulfed the Harrier. No chute was seen. MAJ "Shooter" Dunkin received a sombre toast in the galley that evening.
The remains of MAJ Dunkin's Harrier plummet toward the sea, wreathed in smoke. |
The remaining Harrier pilot, "Wildcard" Powel elected to split and head for the carrier, while CAPT Samy's attempted to nurse his severely damaged MiG back to base. LT Akhmed attempted a sharp turn to pursue the remaining American but failed to properly manage his energy and stalled, flat-spinning toward the deck. Working furiously through his procedures, he just managed to regain control and ease the MiG back to level flight under 200 ft from the sea. However, he had missed his opportunity for a second go at the enemy.
Result
The result for the Syrda Beach scenario is that Syrdans have achieved short-term local air superiority and 80th Fighter Squadron will be able to launch air strikes on the Marines as they land at Dyrnah.
Syrdan propaganda will be loudly announcing and no-doubt exaggerating the extent of their aerial victory, and LT Akhmed will gain the title (if not the skills) of a heroic 'ace' (his near-fatal stall will not be discussed!)
Notes on the rules and scenario
AirWar C21 is quite fast to play, easy and intuitive. Energy management is crucial (if you're manoeuvring, you really should be accelerating whenever possible). If you have a good shot lined up on the enemy go all-in (long bursts with guns, ripple-firing missiles) so as to not miss the opportunity.
Re. the scenario I attempted to balance the Marines and Syrdans by giving the Marines higher-skilled pilots and better (though fewer) missiles and the Syrdans more missiles (AA-2s are pretty poor). However, in the random skill allocation the Marines rolled sub-optimally. Considering US forces would realistically put much more resources into achieving air superiority over an amphibious operation, and also that it was my opponent's first ever game of AirWar C21, the Marines should have had more advantage (more missiles, and more guarantee of better skilled pilots).
This was really enjoyable. My first air combat game.
ReplyDeleteThanks for trying it out! You should definitely try some aerial scenarios in your Cuba campaign.
DeleteIf only because Cuban air force colour schemes on 1/300 or 1/600 scale aircraft would look cool.
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