Turn 1, fast pilot phase:
RAIDER (Gbasden) being acutely aware of his surroundings (spends 1 SA point to act in the fast phase)
quickly fires of a pair of AGM-88s at the SA-11 site in the south. Both missiles home in on the site's radar emissions and the site is destroyed.
BOSTON (Dbt) also fires a pair of AGM-88s at a SA-11 site in the target area and also obliterates his target.
TOON (TheMix) targets the SA-10 in the command post area and only one of the 2 AGM-88s hit but that's enough to eliminate the site.
Turn 1, bandits and sites attack:
A MiG-23 from the south tries to get a lock onto TOON but the electronics in his ECM pod spoof the bandit and the MiG is unsuccessful. The MiG-26
25 from the west however is more specific and TOON needs to do some fancy maneuvering in order to avoid the bandit's missiles. (Because TheMix failed his ECM roll I had him evade which allows you to do the bandit to hit roll twice, taking the lower result. Lucky for TheMix I rolled a 2 which adds one stress point since the second roll would have caused damage to the aircraft. When evading you also incur stress points since doing high speed maneuvers tends to get the heart racing. But with an ECM pod you only incur 1 vs 2 stress points. So TheMix has a total of 2 stress points but he's still "okay" to fly and suffers no attack penalties.)
Turn 1, slow pilot phase:
The DODGER strikes!
The DODGER (Archnerd) lets fly his missiles. AIM-120s can independently target multiple bandits and DODGER can also fire one other type of AtA missile. He fires a AIM-7 at the MiG-23 in the south and brings it down. AIM-120s fly off towards four other targets. The MiG-25 in the west and Mirage III in the target area are also brought down. But the MiG-23 over the target area and a MiG-29 in the north are able to avoid DODGER's missiles and make their way towards the Hornets.
SCOUT (NickAragua) fires a AGM-88 at a SA-15 site and effortlessly destroys it.
RAIDER gets to act again and takes out a SA-2 site with a pair of AGM-88s. (Gbasden is now free of AtG ordinance and can start dogfighting without penalty! He also has one more SA point so I'll probably use it the next turn to get the jump on a bandit next turn.
Positions at end of turn 1 after friendly planes move/change altitude phase then bandits move phase:
Other than PYRO flying along towards the target, I keep the rest of the planes in the area they started to draw the bandits closer to AIM-7 range. We're out of the targeting range of the bandits in the south but that MiG-29 over the target has a far reach and if you look at its attack values its guaranteed to hit its target. Bummer that DODGER's AIM-120 missed it. Also, who knows what random bandit pick will pop up the next turn.