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Operation Righteous Ferret (Hornet Leader:CAO)

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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus »

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.
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus »

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.

Enlarge Image

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...

Enlarge Image

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:

Enlarge Image

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
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by TheMix »

You hate event cards? Try being me...
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by NickAragua »

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 »

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

Post by Blackhawk »

Zero for two.

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

See you in the next AAR!
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by NickAragua »

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 »

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

Post by Archinerd »

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)

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At least I have my coffee.
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus »

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.
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by NickAragua »

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)

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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.
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by dbt1949 »

I'm finally getting a hand on the PC version. This thread has been a lot of help. One thing I think you probably have that I don't is a chart with all the ordinance on it for a reference.
While learning this game I may have to print out a chart of my own. It's too hard to memorize when one is starting off.
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus »

dbt1949 wrote: Mon Jan 20, 2020 12:10 am I'm finally getting a hand on the PC version. This thread has been a lot of help. One thing I think you probably have that I don't is a chart with all the ordinance on it for a reference.
While learning this game I may have to print out a chart of my own. It's too hard to memorize when one is starting off.
Hey dbt, here’s an ordinance chart from Board Game Geek that might be what you’re looking for:

Weapons info sheet

And an aircraft loadout chart which shows what type of ordinance each aircraft is eligible to carry:

Aircraft loadout sheet

Hope this helps!
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by dbt1949 »

Looks like one needs to be a member. Sorry.
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus »

dbt1949 wrote: Mon Jan 20, 2020 4:30 pm Looks like one needs to be a member. Sorry.
Really? That stinks. I know it's free registration or if you want to PM me your e-mail address I'd be happy to send you the PDFs. (I am not a bot :wink: )
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by dbt1949 »

I can probably copy the info I need from the pdf.
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus »

dbt1949 wrote: Mon Jan 20, 2020 4:36 pm I can probably copy the info I need from the pdf.
True. It is a slick layout though so if you change your mind feel free to reach out (or screen shot it...). Otherwise enjoy the game and hope you'll have better luck that we're having on this operation!
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus »

Day 3 Iranian Oil Port:

The air crews worked hard through the night to replace the targeting computers with upgraded models which will hopefully bring about better results for future missions.

Enlarge Image

Mission loadout:

Due to only being able to send 5 instead of 6 fighters I really had to do a balancing act between having enough ordinance to eliminate the port, take care of the SAM sites and the ability to engage bandits in the target area. I don't know if I have the right balance but we're launching with what we have. Some of the SAM sites aren't as accurate as others so if we're running out of AGM-88s those sites will be low priority and we'll have to trust that our ECM pods and flying skills will get us out of trouble.

Enlarge Image

The planes are launched from the carrier and are en route to the target. They rendezvous with a waiting tanker to top them off so they're able to take the maximum ordinance load possible. On their way to the target the planes take an elusive flight path in an attempt to stay off the radar screens of any SAM sites.

Target bound event:

Enlarge Image

And it's fortunate for them that they do take an elusive flight path because along the way to the target there are many SAM sites scanning the skies for hostile planes...

Over target event:

Enlarge Image

Add one site to each approach area? I think not and I'll be using the elusive flight path card to avoid this event!
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by TheMix »

So Search and Rescue gave up? :cry:
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus »

TheMix wrote: Mon Jan 20, 2020 5:23 pm So Search and Rescue gave up? :cry:
It was a bad roll of the dice... :cry: But I think there's an event card that can rescue a downed pilot so there's that! :pray:
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus »

Day 3 Iranian oil port continued...

Target approach:

Enlarge Image

Radar detects bandits in the area but there isn't a heavy presence. The new fella, GIZMO prepares to clear the deck of bandits while RAIDER targets the SA-10 site in the target area.

Fast pilots attack:

GIZMO acquires 6 targets and launches long range AIM-120s and a AIM-7 Sparrow to bring them down. In the west, the Sparrow and the 120 both hit their target and the SU-27 goes down. Three other AIM-120s find their target, bringing down a MIG-23 in the south and east, and a Mirage III in the east. Two bandits are able to avoid their missiles however and the planes are within range of the MIG in the north.

RAIDER launches a pair of AGM-88s at the long range SAM site in the target area and one of the missiles hits the target, eliminating the site.

Bandits/sites attack:

The MIG-25 in the north launches a missile at DODGER but his target lock is thrown off by a AIM-120 launched by GIZMO to suppress his attack. The remaining SAM sites don't have the range to lock onto the planes for the moment and they hold their fire.

Slow pilots attack:

SCOUT launches a AGM-88 at the eastern SA-10 site and destroys it. RAIDER fires off a missile at the SA-6 site in the west but the missile impacts harmlessly next to the SAM site. DODGER launches a pair of AIM-7 Sparrows at the northern MIG-25. The bandit dodges one of the missiles but the other hits its target and the MIG goes down in flames.

End of turn:

Enlarge Image

PYRO stealthily moves closer to the target while the remaining planes remain in their area to draw the MIG-23 closer and to take out more SAM sites from a safe distance. Eventually they will have to start their run regardless of whether or not the SAMs and bandit are eliminated in the next few moments.

The bandit threat is substantially reduced but hopefully GIZMO can get rid of the last bandit before the planes begin to close distance to the target. The AGM-88s are running low so the margin for error is narrowing. Exciting times!
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

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Don't forget the random shark card!
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

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dbt1949 wrote:Don't forget the random shark card!
Baaaaaby shark doo doo doo doo doooo!
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

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Go Pyro!
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by Blackhawk »

Don't mind me. I'm doing fine.
Spoiler:
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus »

Turn 2:

Fast pilots attack:

GIZMO fires his last remaining AIM-120 at the MIG-23 closing on the formation and misses. arrrggghhh, way to go new guy. RAIDER (spending his last SA point) launches a AGM-88 to try to take out a SA-6 site by the port and also misses.

Bandits/sites attack:

No friendlies are in range of any SAM sites or the MIG-23.

Slow pilots attack:

RAIDER fires off another missile at the SA-6 site he targeted before and is successful this time around. SCOUT in the meantime takes out a SA-6 site in the west.

End of turn:

Enlarge Image

PYRO continues to not draw any attention to himself as he creeps closer to the target. The other planes close in as well, still out of range of the remaining SAM sites but they are now in range of the MIG-23 flying over the port. DODGER has a pair of Sidewinders but they can't reach where the MIG is.
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus »

Turn 3

Fast pilots attack:

GIZMO has no missiles and nothing in gun range so he doesn't attack.

Bandits/sites attack:

The MIG-23 on the other hand has four targets filling up its radar screen. He fires on RAIDER but the missile guidance system is jammed and it misses RAIDER's plane.

Slow pilots attack:

SCOUT takes out the SA-15 in the south with his last AGM-88 while RAIDER destroys the last SAM site at the port.

End of turn:

Enlarge Image

PYRO decides to hold off his approach due to the persistent MIG-23 loitering over the oil port. The rest of the group closes in and hopefully will survive the MIG's initial attack long enough for DODGER to take him out.

What really sucks is that DODGER has AtA missiles and a rocket that could have been used to destroy the SA-6 SAM in the east. Unfortunately in the next turn he can attack only one target and the MIG is the priority. After that turn the planes will be over the target and the SA-6 will be able to get off another shot at them before they drop their ordinance. Ahhh, such are the vicissitudes of life during wartime . TOON and SHEPHERD may have some company soon...
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus »

Turn 4

Fast pilots attack:

None

Bandit/sites attack:

The MIG-23 launches a missile at DODGER which veers harmlessly into the distance due to DODGER's ECM pod jamming its guidance system.

Slow pilots attack:

DODGER having "dodged" death, fires a pair of Sidewinders at the MIG-23 and scores a hit. The skies over the port are now bandit free and the planes converge on the target to make their bomb run. PYRO stays at high altitude to drop his bombs while the rest of the planes drop down to release their payload. The SA-8B crew patiently waits as four targets descend into their targeting range...

End of turn:

Enlarge Image
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus »

The final turn...

The SA-6 crew sees four targets on their radar and locks on to SCOUT. His ECM pod doesn't seem to be able to spoof their radar but DODGER launches a rocket at the site which throws off their targeting attempts.

PYRO drops his bombs and scores multiple hits on the port! (2 GBU-16s=6 hits, 1 GBU10=3 hits)

DODGER drops a pair of Mk 83 bombs which land wide of the target.

RAIDER drops his one bomb which lands in the water to the detriment of the local marine life.

SCOUT has a real knack for bombing things and all his bombs hit (2 Mk 83s=4 hits, 2 Mk 82s=4 hits)

Multiple explosions rock the port as the planes fly towards home. Mission accomplished and the port should be out of action for the near future! (missed the overkill bonus but the mission was a success with a total of 17 hits inflicted on the target)

Enlarge Image

Homeward bound event:

Enlarge Image

And for our troubles we also get three SO points for wrecking the port. Yea America!
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NickAragua
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by NickAragua »

**pats the ECM module**

That's a good girl.

Solid run. Now we just need another three pointer and we'll be good to go.

And also, we can pretty much just blow all our SO points on special ordnance now, since the next one is the last mission?
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus »

Two days left actually. Was thinking of splurging on the priority R&R but the stress levels for most of the pilots are still pretty acceptable so I'll save the SO points for priority tanker refueling and extra special weapons.

Adequate rating here we come!
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus »

Pilot status and the general state of things three days into Operation Righteous Ferret:

One command center destroyed and a major oil port put out of action. A bomber attack was launched against the carrier group and even though one bomber slipped through the carrier's escort ships were able to shoot it down. We have a total of 6 VP which gives us a "dismal" rating for the moment but that "adequate" rating is just 3 VP away. Also our intel rating has improved enough so that we don't have to add an extra site to the target area. We degraded the enemy's infrastructure but we still only get a -1 hit bonus when assessing the level of damage needed to destroy a target.

Pilot status:

PYRO/Wybaugh
Congratulations! With two successful missions under your belt you are no longer a "newbie" but simply "green". Your stress range for okay status is now 0-3. You're still a slow pilot but you now have one SA point to spend! Stress level is 1 and you can probably fly on the next mission if needed.

PANTHER/Isgrimnur
After sitting out the last mission and with your 1 cool rating your stress is now 0 and you're cleared to fly.

BOSTON/Dbt
With rest your stress level is 3 so I'd like to rest you one more day and have you fly on day 5.

DODGER/Archnerd
Gained one stress point but due to your coolness it's removed so your stress level remains at a 3. I'll see what targets we draw for day four and see if I'll sit you out or not but if we need your skills I think you could fly on day 4 in a pinch.

RAIDER/Gbasden
Your stress level is 3 which is right on the edge of being okay so I think I'll sit you out.

SCOUT/NickAragua
You're so cool that you shake off the stress of the mission and are fit to fly.

GIZMO
Only 1 stress point so he's cleared to fly.
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus »

Day 4 target selection:

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I think the enemy tank mission is the most optimal. The "dispersed" keyword means that any bombs that hit can only do one hit worth of damage. However, the AGM-65 Maverick is a nice little guided missile that ignores the dispersed limitation and has a bonus towards hitting vehicles. Also, it can be launched from two areas away so we can hopefully inflict the damage we need from a safe distance and call it a day. If I had all 8 pilots with reasonable stress levels I'd almost consider doing one of the secondary missions but I think just the one mission is more feasible. If we fail the mission we actually lose 1 VP but I have the utmost confidence in our chances of success!

Since the F-35 is a bit high maintenance and can't carry the AGM-65 I might switch things around a bit and task PYRO with maintaining air superiority in the target area along with GIZMO.
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus »

Pre-mission briefing:

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Gentlemen, today's target will be in support of our ground forces in Iran. Reconnaissance has observed a concentration of enemy armor in this area that we have been tasked with eliminating. The SAM sites outlined in red are short ranged so the weapons package for the mission will be AGM-65 Mavericks which can be fired from beyond their operational range and are highly effective against dispersed vehicles. The western approach has some troops, indicated by the yellow arrow, that may be equipped with portable SA-7s but we can safely loiter beyond their range. For this mission, GIZMO and PYRO will maintain air superiority while PANTHER and SCOUT will be responsible for eliminating the armor. We will approach the target from the west to avoid the SAM sites. Good luck gentlemen!
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by WYBaugh »

PYRO/Wybaugh
Congratulations! With two successful missions under your belt you are no longer a "newbie" but simply "green". Your stress range for okay status is now 0-3. You're still a slow pilot but you now have one SA point to spend! Stress level is 1 and you can probably fly on the next mission if needed.
I have an excellent flight leader! Glad I could help the team.
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus »

WYBaugh wrote: Thu Jan 23, 2020 5:32 pm
PYRO/Wybaugh
Congratulations! With two successful missions under your belt you are no longer a "newbie" but simply "green". Your stress range for okay status is now 0-3. You're still a slow pilot but you now have one SA point to spend! Stress level is 1 and you can probably fly on the next mission if needed.
I have an excellent flight leader! Glad I could help the team.
First time I’ve used the F-35. The payload capacity is kind of lacking but the way you can just tiptoe your way to the target is pretty cool. Will be curious about how you’ll do in air to air combat.
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by NickAragua »

Should be a ... well, we'll probably hit our targets anyway. No point in bringing iron bombs or any of that other stuff, so yeah, just mavericks and other anti-vehicle tools.
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Re: Operation Righteous Ferret (Hornet Leader:CAO)

Post by $iljanus »

Day 4 armor busting mission:

The planes take off in the hours before dawn to meet up with a tanker to top them off. GIZMO and PYRO are loaded with air to air missiles while SCOUT and PANTHER will take care of the ground targets.

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GIZMO has an AGM-88 which is a mistake and it should be an AIM-120.

As the planes make their way to the target they get word that their squadron will stand down for a short while. Not a full shore leave due to the current hostilities but a pause in the action which will allow the pilots to get back to peak efficiency.

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Thematically shore leave during a shooting war didn't make too much sense so I just changed the wording around a bit. Regardless, the removal of stress will go a long way towards having everyone fit to fly on day 5 (barring any major stress inducing dust ups in this mission)

As the planes approach the target area they learn that there was a cruise missile strike a few hours earlier. There still is a large concentration of armored vehicles in the target area but a SAM site may have been destroyed.

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Turn 1:

Bandits appear on the radar screens and targets are allocated to GIZMO and PYRO.

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The MIG-25s in the west and south are the most immediate threats. GIZMO fires off a spread of AIM-120 missiles to try and clear the skies. A pair of missiles streaks toward the MIG-25 in the south who dodges one missile only to be destroyed by the second missile. The two missiles launched at the MIG-25 in the west find their target and the bandit is destroyed. The other bandits have one missile each and the AIM-120s find their mark and the skies over the target are bandit free!

No sites fire, no planes fire. Planes close distance to target.

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Turn 2:

Staying out of the range of any anti aircraft weapons, SCOUT and PANTHER launch their AGM-65s and score multiple hits. 11 total. Multiple secondary explosions can be observed by an observation drone and the armored forces in the target area have been eliminated as an effective fighting force. The planes, successful in their mission, return home.

Homeward bound event:

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A pair of bandits find the planes but PYRO and GIZMO move to engage and the bandits are chased off. All pilots make it back to the carrier in time for pizza and movie night!

Congratulations on a job well done!
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