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Operation Righteous Ferret (Hornet Leader:CAO)

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$iljanus
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus » Tue Jan 14, 2020 10:36 pm

NickAragua wrote:
Tue Jan 14, 2020 10:17 pm
$iljanus wrote:
Tue Jan 14, 2020 10:14 pm
ManAboutNothing wrote:
Mon Jan 13, 2020 12:14 am
I'll just add that as an aside I made this for Sharpnel Games years ago: https://www.matrixgames.com/game/hornet-leader
I really enjoyed it, the board game itself is pretty awesome and slickly designed and Dan was very cool to talk to.
What a small world! Was really easy to get back into the game again after it sat on the shelf for a while. I should dig out the Cthulu expansion which I haven't touched yet and play that.
I've never seen that in play, and the tabletop simulator mod doesn't have it, so that'd be freaking awesome.
After we die, I mean finish out the campaign I can definitely bring that to the table next since I haven't played it. I like the way it models the different levels of insanity that the pilots can...or will eventually...suffer. Oh, and there's a B83 nuclear device available for use.
tl;dr

Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?

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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus » Thu Jan 16, 2020 3:41 pm

So there's a lack of notes but here's what unfolded...

TOON helps PANTHER vector in on the bombers. The bandit escort notices the Hornets so PANTHER and BOSTON fire a salvo of AIM-120s to try and make short work of the bombers so they can go home. A few bombers go down but there's enough left to be a threat to the carrier group. The MiGs engage and there are close calls among the planes. PANTHER fires off his remaining AIM-120s but only brings down one bomber and dodges some missiles, gaining some stress. The Hornets will have to close range to finish off the bomber group and engage the bandits.

A fierce dogfight unfolds and the sky is filled with missiles. SHEPHERD is hit and his plane goes down. A chute can be seen and hopefully a rescue chopper can get to him before the Republican Guards do. More missiles are launched at the bombers and bandits. Some MiGs go down but TOON takes a hit and is heavily damaged yet is able to fly. BOSTON is able to outfly the missiles targeting him, earning a bit of stress points. There's only one bomber left at this time but the Hornets have expended all their missiles and are forced to return to the carrier. Hopefully the carrier groups air defenses will be able to handle the remaining bomber.

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As the battered group returns home a SAM launched from an Iranian patrol boat speeds toward TOON. He tries to evade it as best he can in his battered plane but is unsuccessful and the missile strikes home. SAR missions are launched to try and rescue SHEPHERD and now TOON but no luck so far. A shaken PANTHER and BOSTON make their way back to the carrier.

I hate you event cards. I hate you.

Some really crappy rolls and having to burn some AtA missiles to try and suppress MiGs made for a bad mission. Especially those crappy rolls.

It turns out that the planes that flew the first mission get two instead of one XP because no one was shot down. Unfortunately not the case for this mission but everyone gets 1 XP point even with the poor outcome. The SAR rolls weren't in our favor so both pilots are missing and hopefully aren't guests of the Iranians. There's an optional rule where I can get a replacement pilot for one of the downed pilots. It will cost SO points and I can only do this once. We're at the halfway point of the campaign so I think we need to start spending those SO points. From a random pick, TOON's F-18F will be replaced and from the replacement pool roll I can get a skilled pilot for 7 SO points. I'm spending it and picking GIZMO. He's a fast pilot with a +1 AtA DRM. After day two here's the pilot stress situation. The pilots that didn't fly reduce their stress by 2 plus any cool points they have.


PYRO/WyBaugh: no stress ready to fly
SHEPHERD/Blackhawk: hopefully hanging with friendly Iranian fishermen
PANTHER/Isgrimnur: 3 stress needs to rest probably
BOSTON/Dbt: 5 stress needs to sit out
DODGER/Archnerd: 3 stress can fly but would like to rest him an additional day
TOON/TheMix: hopefully has found a beach to relax on
RAIDER/Gbasden: 2 stress can fly if needed
SCOUT/NickAragua: no stress ready to fly

And our new pilot joining our merry band...

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Welcome aboard, GIZMO! (and if any OOer following along wants to play the role of Gizmo feel free to let me know)

Here's the target selection for day 3:

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The convoy is an easy-ish target. There's some good ordinance effective against vehicles and dispersed targets. Pretty far north and unfortunately the bonus isn't useful for us. Also it's only worth 2 VP. But easy might be the way to go for right now.

The nuclear power plant is a little closer but I'd still spend SO points for a tanker because we'll need to carry all the bombs we can carry. Not that many hits needed for it but it is a hardened target. A juicy 5 VP but whoever is flying this mission will be pretty rattled by the end due to the +3 stress points on the card in addition to the 2 stress points you'll be getting because of the location. That 5 VP is pretty nice along with the 2 infra and intel. And we can always spend 9 SO at the end of the mission for priority R&R which removes 2 stress points from everyone. (a nice windfall for those sitting out as well since that will be added to the 2 that get removed for not flying a mission).

The crude oil port is a close target. 3 VP but needs 16 hits to put it out of action. If we score 20 or more hits however, we get an additional 1 VP. Again will need tanker support and it can be bandit heavy on the approaches.

Because the convoy mission is a secondary mission we can fly that and one other mission as the primary target. But with Gizmo we only have 7 planes and not all of them will be fit to fly so I think only hitting one target is the prudent way to go.

And just remembered that due to the success of the first mission, the number of hits needed to destroy a target is reduced by 1.

Much to think about...

Edit: Campaign map with possible targets circled for easy reference!

Enlarge Image
tl;dr

Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?

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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by TheMix » Thu Jan 16, 2020 3:50 pm

You hate event cards? Try being me...
Isgrimnur - Facebook makes you hate your friends and family. LinkedIn makes you hate you co-workers. NextDoor makes you hate your neighbors.

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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by NickAragua » Thu Jan 16, 2020 4:29 pm

Well, at least Gizmo knows how to shoot at aircraft. That was pretty rough.

I'd say hit the crude oil port and leave the secondary - as you said, we don't really have the planes for it. We're at 6 VP, so if we can take the oil port out with overkill that brings us to 10, which means we can take a 3 point target the next day and get "good" campaign results.

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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus » Thu Jan 16, 2020 4:37 pm

NickAragua wrote:
Thu Jan 16, 2020 4:29 pm
Well, at least Gizmo knows how to shoot at aircraft. That was pretty rough.

I'd say hit the crude oil port and leave the secondary - as you said, we don't really have the planes for it. We're at 6 VP, so if we can take the oil port out with overkill that brings us to 10, which means we can take a 3 point target the next day and get "good" campaign results.
Unfortunately we're only at 3 VP. I had to get our pilots out of there leaving one bomber left in the target area due to running out of missiles and too many bandits still escorting the bomber. So I didn't fulfill the objective requirement but was able to get the hell out of dodge because only one bomber was left. If there was more than one I would have had to stay and use guns to at least reduce it to one remaining or end the campaign.

The 5 VP is looking more attractive but the stress might take a bunch of pilots out for the following day. We have a lot riding on getting an overkill result to bring it up to 4 VP for the oil port and I wonder if our infra level at -1 hit means our overkill number is also reduced to just 19 hits. I may switch to a different d10... :D

Have been getting some awful event card draws so hopefully this upcoming mission will have some good events in store for us...or even more novel ways to kill us all. :think:
tl;dr

Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?

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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by Blackhawk » Thu Jan 16, 2020 4:54 pm

Zero for two.

One of these days I'll finish a mission...

See you in the next AAR!
[This space left intentionally blank.]

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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by NickAragua » Thu Jan 16, 2020 4:56 pm

Heh, forgot about that. Adequate it is, then.

I'd still take the 3 or 4 VP target, chances are we get another 3 VP target next day.

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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus » Thu Jan 16, 2020 5:01 pm

Blackhawk wrote:
Thu Jan 16, 2020 4:54 pm
Zero for two.

One of these days I'll finish a mission...

See you in the next AAR!
Yeah I kinda felt bad for you. At least in the Target for Today game you got to go home with a war wound. :cry:
tl;dr

Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?

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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by Archinerd » Thu Jan 16, 2020 5:12 pm

NickAragua wrote:
Thu Jan 16, 2020 4:29 pm
Well, at least Gizmo knows how to shoot at aircraft. That was pretty rough.
:x
HEY, I know how to shoot at them too!
Just not how to hit them.

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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by dbt1949 » Thu Jan 16, 2020 6:33 pm

At least I have my coffee.
Ye Olde Farte
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aka dbt1949

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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus » Fri Jan 17, 2020 2:52 pm

So after much deliberation, we're hitting the crude oil port in the south. I would have liked to have bombed the nuke plant but the stress would have put a lot of pilots out of commission and there aren't too many days left in the campaign. Here's a possible approach plan.

Enlarge Image

The composition of AA sites is much more favorable for this mission vs the first mission since this target isn't surrounded by long range SAMs. The sites with the longest range have a red arrow and there's only two of those. The center site can extend to any staging area while the other site can only reach into the pre-approach areas if we fly in from the western part of the map. The sites with a yellow arrow have a more limited range. The western approach SAM needs to be taken out along with the long range SAMs first which will open up a flight path from the north. As we approach we can eliminate the SA-8B and the SA-6 (forgot to add yellow arrow) in the target area along with the SA-15 in the south and the SA-6 (forgot to mark with arrow) in the east to remove all the other SAM threats that could impact our bomb run.

Our flight path will curve around the M1939 AA gun in the west which can hit planes at both high and low altitudes and we will remain at high altitude in the northern approach to avoid the AA in that area, descending to low altitude over the target to bomb the crap out of the port.
tl;dr

Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?

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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by NickAragua » Fri Jan 17, 2020 3:46 pm

Load Scout up with AGM-88s, Gizmo with AIM-120s. We're going to be seeing up to 13 bandits on this one (but more likely 6-7), so we'll probably need at least two planes on air watch.

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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus » Fri Jan 17, 2020 5:16 pm

NickAragua wrote:Load Scout up with AGM-88s, Gizmo with AIM-120s. We're going to be seeing up to 13 bandits on this one (but more likely 6-7), so we'll probably need at least two planes on air watch.
With three bandit draws per approach area the potential for a target rich environment can be high. Gonna spend some SO points on some paveway GBUs because we need multiple hits scored for each bomb dropped if we're going to even meet the minimum number of hits needed. The first 8 free SO points can go towards AIM - 120s though.

Pyro will be doing some tricksey flying shit, flying in from the north separate from the group.
tl;dr

Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?

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