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  #1  
Old March 25th, 2008, 09:50 AM
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Default Re: Lethality of SAMs

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PlasmaKrab said:
Regarding inf-SAMs, I have been surprised to find out that even the most advanced MANPADS were hardly even a nuisance against any plane better than a first-generation F-16.
If you find any hard evidence that the "advanced" MANPADS are anything BUT a nuisance to the more "modern" aircraft let us know. We think they are being modelled realistically.

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Old April 2nd, 2008, 08:53 PM
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Default Re: Lethality of SAMs

IIRC Reports I've read over the years from pilots, fixed and non-fixed wing,(Mudmovers in particular) in modern hot zones, AAA is their biggest fear. (Even the unguided stuff as it has nothing to jam or give it away.) Transport pilots fear everything. All based on the armour and CM their craft carry plus it's size and nibblness. A good pilot with capable craft obviously has much better odds underfire. Missions as well are planned to avoid anti-air defences as well.

As far as damage taken some A10's have taken some what looks to be major damage and completed their missions.
We must remember as combat aircraft they can take some punishment, it's their nature.

IMHO
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Old April 8th, 2008, 05:27 PM

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Default Re: Lethality of SAMs

I think after the last couple of changes with EW etc SAM and AAA is very well modeled in game. I play mainly modern games (2000s) and I now "love" that an incoming SU-25 strike doesn't get killed by the loads of MANPADS the AI buys...

And I don't think area SAMs are ineffective. Especially the modern russian/soviet systems like SA-10 or SA-11 are quite good at blowing up some nasty A-10 or F-16 coming in to haras a peacefull tank company...
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Old April 11th, 2008, 01:50 AM
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Default Re: Lethality of SAMs

Yes an airstrike against an hitech enemy without SEAD assistance is a surefire way to make expensive smoking holes in the ground.
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Old April 11th, 2008, 04:59 AM
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Default Re: Lethality of SAMs

So I guess I am the only one that finds SEAD more or less useless. (in game that is). Yes it could help, but if you manage to locate the source of your problems, a cluster bomb looks better to me.
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Old April 11th, 2008, 02:42 PM
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Default Re: Lethality of SAMs

What I like about SEAD strikes is they they will usually locate any radar guided stuff automatically. And about 35% of the time take it out. If not at least I know where to drop some arty.
I find spotter drones very useful for locating the MANPAD hordes the AI usually buys. Have then run the map edge or a "V" pattern from behind your lines toward the front then back behind your lines.
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Old April 12th, 2008, 02:23 AM
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Default Re: Lethality of SAMs

Well like real-time Wild Weasel Missions only pay off if the enemy cooperates and flashes up his systems. It does well to check what his AD choices are. Some rather fancy stuff is only IR guided and SEAD is a waste of funds there. Of course the EN may only buy AAA and IR stuff. Now mind you if you get his AD assets to engage a RPV let's say, then yes an artillery strike is in order, like mentioned. If you have a SEAD and no HOT targets, they still are excellent follow-ups to your arty mission. I still find though if you want to bring in an A10 strike against a foe that has any radar guided systems a SEAD mission increases your chances for success. My other thought is if you have access to MRLS is to plaster all known and likely LOCs timed to rain down before your airstrike, it works as well, but like real-time NOT always.

Last opinion, major BUFF strike mopped up with A10's not much action but the game usually ends at turn 3 or 4. LOL and not too realistic either.


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Old June 28th, 2008, 12:44 PM

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Default Re: Lethality of SAMs

In the real world SAM's are not very lethal, unless they are compared to AA guns. IIRC, Dupuy did an analysis in his "The Arab-Israeli wars" and determined that it took over 1,000 SAM's to bring down a Jabo. I don't think he counted mission kills.
A small correction. The Larger SAM's do have directional warheads. Think of them as flying shotguns. The cone is fairly wide, 30 degrees or so. Some of the ManPADS have shaped charge warheads. They need it since the exhaust of a jet is much more violent the the explosion of a small warhead.
The inside of a jet combustion chamber is hotter and subject to more force then what can be produced by a couple of kilos of explosives.
The usual result of an up the tail pipe hit by a ManPADS is a flameout. If the jet is high enough it is possible to restart a hot engine. If you are flying a helio, you have a serious problem.
I think Dupuy is a little off, since he just looked at Egypt vs the IAF. Here is a link to the raw data for Vietnam;
http://www.afa.org/magazine/Sept2004/0904vietnam.pdf

Sucess rates vary from a high of 5.7% in '65 to 0.9% in '68.

NVA just used Large SAM's. IIRC, the Redeye was about the only ManPADS around at that time. I don't think the strella showed up intil the early 70's. I could be wrong, I'm not an equipment guy.
It takes millions of shells to bring down a Jabo on the average. Or at least that was the numbers from WW2. Not much real world useage of AAA since then. Upper limit on most SPAA systems is about 12,000 feet, so by the time you figure in slant range, the engagement cone is extremly small. Plus the Jabo has an advantage of having what ever it shoots eventually hitting the ground. Gravity ALWAYS wins. Doesn't matter what the contest is.
Modern targeting systems are good enough to get 20mm shells into a 4 hex by 4 hex area from waaay above the max range of any SPAA. So straffing runs against the AAA from beyond the range of the AAA is not only possible, but normal.
SP will not and can not model modern air power. A B-2 dropping JDAM's from 70,000 feet is untouchable by anything made by human hands. The JDAM has a CEP of 10 meters. It leaves a hole larger then that, so having an opponent wipe out a 7 hex area anytime he wants to won't be much of a game. Remember a B-2 can do this 48 times before it has to go home for more bombs. Very few people want to play a game where their part of the game consists of watching their stuff blow up. You will find out what the Taliban found out. You can't hide, you can't run, you can't fight back. All you can do is quit or die.
What I would like to see is some sort of break off test. Something along the lines of what an infantry unit takes before close assaulting a tank. Where if the Jabo starts a pass and the flak an Sam's are to heavy, the attack run is aborted. The Jabo doesn't RTB unless it is hit, but the pass isn't carried out either. That way air strikes would be something more then free points for your opponent, without dominating the game.
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