hornet leader - kola strike
TRANSCRIPT
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2009 David Schueler 1991 GMT Games, Hanford, CA 93230. Printed in USAHORNET LEADER is a GMT Games trademark for its Solitaire Game of Modern Naval Air Operations.
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Kola Strike Mini-Campaign
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KOLA STRIKE
A Hornet Leader Mini-Campaign
By David Schueler
The 1980s saw a change in the overall maritime strategy of the
United States Navy if a conflict with the Soviet Union arose. The
new strategy planned on taking the fight to the Soviet homeland,using carriers and submarines to attack Soviet Naval forces in the
Norwegian and Barents Sea. This strategy did several things. First,
it took the initiative away from the Soviets, forcing them to react to
NATO actions. Second, it forced the Soviets to engage the NATO
carrier groups instead of other targets of the Soviets choosing.
Third, it allowed the US and NATO to attack Soviet bases, rather
than just their deployed forces, using NATO naval forces more ef-
fectively. Fourth, it reassured Norway and the rest of Scandinavia
that if the Soviets tried to move around the Northern Flank, NATO
would block them. Finally, it threatened the Soviet ballistic missile
submarine bastions in the Barents and Kara Seas, removing that
sanctuary for those submarines.
This mini-campaign allows players to test out the strategy by flying
naval strikes on the Soviet facilities and bases on the Kola Peninsu-
la using the Hornet Leader game. During the mini-campaign you
will be assigned a primary target, select several secondary targets,
fly missions against the secondary targets (the results of which will
affect your primary mission), and finally fly a strike against your
primary target.
The rules below walk you through how to play the mini-campaign.
In most cases the standard rules for Hornet Leader are used in this
variant. However, since this variant has you flying several missions
at one time, there are some special rules that need to be followed.
Note: You will need the rules and components from the HornetLeader Alpha Strike Part 1 C3I article to play this mini-
campaign.
Mission Set Up
In this mini-campaign you are acting as the Carrier Air Wing
commander aboard a U.S. aircraft carrier preparing for a strike on
the Soviet facilities on the Kola Peninsula.
You have the following aircraft at your disposal for these attacks.
(Note: The Organizing Your Squadron rules are not used for this
mini-campaign).
10 F-14 Tomcats
10 A-6E Intruders
10 F-18 Hornets
4 EA-6B Prowlers
The other aircraft in your wing are being held back for carrier bat-
tle group defense. (Note: you can substitute 10 A-7s from the Al-
pha Strike Part 2 article for the F-18s)
For this attack NATO command will assign a primary target for
your air wing, but you will have the freedom to decide which sec-
ondary targets you need to attack to ensure the success of your
primary mission.
Special Rules
The following special rules apply to this mini-campaign:
Each plane can only be used on one mission during the mini-campaign.
The EA-6Bs do not count toward the total of aircraft on a mis-
sion.
The effects of the EA-6Bs are described on the Special Condition
card and section 19.5
The weapon counter limits are enforced separately for the sec-
ondary missions and primary mission.
For this mini-campaign the Soviet pilots are rated as Good.
Change MiG-21s to Su-27s and MiG-23s to MiG-31s. The coun-ters for these fighters are included in this mini-campaign. The Su-
27s and MiG-31s use the same modifiers as the MiG-29.
1. Determining the Primary Mission
Roll on the table below to determine your primary target. The Hor-
net Leader Target card or cards that represent the target is shown
after the target name. If there are two Target cards listed, the player
must attack both targets to complete the mission.
Die
RollTarget
Hornet Leader
Target Card(s)
1-2 Severomorsk Naval Base Target card 2
3-4Severomorsk Naval Aviation
BaseTarget card 3
5Stednaja Naval Nuclear Weapons
Arsenal
Target cards 9 and
14
6-7 Nerpa Naval Repair YardTarget cards 11 and
19
8-9 Olenya Submarine BaseTarget Cards 8 and
20
10 Murmansk Naval Facilities Target card 26
2. Selecting Secondary Targets
You may select to fly 1 to 3 secondary missions from the table that
follows. Each target may only be selected once.
The secondary missions can affect the MiG and SAM checks (steps
6d and 6e) for the Primary mission. The MiG/SAM Check modifi-
ers depend on the success of the secondary mission.
Target Mission modifies
CS S F CF
Air Defense Battery (Target card 5)
SAM Check-2 -1 0 +1
Command Post (Target card 7)
SAM Check-3 -2 0 +2
Communications Center (Target card
16)
SAM Check
-1 0 +1 +1
Small Airfield (Target card 21)
MiG Check-3 -2 +1 +2
Fighter Sweep (Target card 22)
MiG Check-3 -1 0 +1
Fighter Sweep (Target card 23)
MiG Check-2 -1 0 +1
3. Planning the Missions
a. Select if all the missions are Day or Night missions. All primary
and secondary missions will be conducted in the same condition.
b. Assign aircraft and pilots/crews to each mission.
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4. Preparing for the Secondary Mission(s)
For all selected Secondary Missions perform the following actions.
a. Arm the aircraft for all of the using the following information:
Weight Points = 7 (14 for A-6 Intruders)
Load Areas = 3 (5 for A-6 Intruders)
There are no weapons shortages. The following weapons may be
used for these missions:
Mk 82, Mk 83, Mk 84, and Rockeye bombs
Rockets, Maverick, Walleye II
HARM, Shrike
Sidewinder, Sparrow, Phoenix
E-pod, N-pod
5. Secondary Mission(s) Resolution
For each Secondary Mission, one at a time perform the following
actions:
a. Check for any Target-Bound Events by rolling a d10
Die roll = 1 3: an event occurs, go to step 5b.
Die roll = > 4: no event occurs, go to step 5c.
b. Randomly select one plane and roll a d10 to determine the spe-cial event. Then go to step 5c.
Die roll = 1 2: Great day to be in the Navy.
Effects for the selected pilot/crew:
+1 to all Air to ground attacks
+1 to Initial Air Combat Positioning
+1 to Achieve Fire Position
-3 to Pilot Check
Die roll = 3 4: Pilot/crew having a bad day.
Effects for the selected pilot/crew:
Roll d10: 1-6 = -1, 7-10 = -2
The specified penalty applies for Air to Ground and Achieve Fire
Position die rolls.
Die roll = 5 6: Countermeasures Failure. For the entire mission
the selected aircraft suffers the following effects:
+2 to MiG Fire Position die rolls
+2 to SAM Site Lock-On die rolls
+1 to AAA Attack die rolls
Die roll = 7: Clouds over target. Effects:
-1 SAM Lock-Ons in Target and Approach Areas
-1 AAA Attack die rolls in the Target Area
-1/-2/-3 for Air to Ground Attacks from Same Area/1 Away/2
Away
Die roll = 8 9: Rack Failure, the munitions counter(s) of one
Load Area for the aircraft are removed. Roll a d10 to determine the
Load Area. Die roll = 10: Aircraft suffering from engine problems and must
return to base. Roll d10 to determine effects:
1-3 = Aircraft ready for next mission
4-8 = Aircraft Not Ready for next mission
9-10 = Aircraft Damaged
c. Roll for certainty using a Certainty of 1 7.
d. Resolve the mission, return to the carrier (there are no Carrier-
Bound events), determine the level of mission success (including
post-mission Pilot/Crew and Aircraft checks) and record results to
determine modifier for primary mission.
e. Repeat this step until all secondary missions are completed.
6. Primary Mission Resolution
For each selected Primary Mission Target perform the following
actions.
a. Select pilots and arm the aircraft using the following infor-
mation:
Weight Points = 5 (10 for A-6 Intruders)
Load Areas = 2 (4 for A-6 Intruders)
There are no weapons shortages. The following weapons may be
used for these missions:
Mk 82, Mk 83, Mk 84, and Rockeye bombs
Rockets, Maverick, Walleye II
Harpoon, SLAM
HARM, Shrike
Sidewinder, Sparrow, Phoenix
E-pod, N-pod
b. Determine if any Target-Bound Events apply to mission aircraft
by rolling a d10
Die roll = 1 3: an event occurs, go to step 6c
Die roll = > 4: no event occurs, go to step 6d.
c. Randomly select one plane and roll a d10 to determine the spe-cial event. Then go to step 6d.
Die roll = 1 2: Great day to be in the Navy.
Effects for the selected pilot/crew:
+1 to all Air to ground attacks
+1 to Initial Air Combat Positioning
+1 to Achieve Fire Position
-3 to Pilot Check
Die roll = 3 4: Pilot/crew having a bad day.
Effects for the selected pilot/crew:
Roll d10: 1-6 = -1, 7-10 = -2
The specified penalty applies for Air to Ground and Achieve Fire
Position die rolls.
Die roll = 5 6: Countermeasures Failure. For the entire mission
the selected aircraft suffers the following effects:
+2 to MiG Fire Position die rolls
+2 to SAM Site Lock-On die rolls
+1 to AAA Attack die rolls
Die roll = 7: Clouds over target. Effects:
-1 SAM Lock-Ons in Target and Approach Areas
-1 AAA Attack die rolls in the Target Area
-1/-2/-3 for Air to Ground Attacks from Same Area/1 Away/2
Away
Die roll = 8 9: Rack Failure, the munitions counter(s) of one
Load Area for the aircraft are removed. Roll a d10 to determine the
Load Area: Die roll = 10: Aircraft suffering from engine problems and must
return to base. Roll d10 to determine effects:
1-3 = Aircraft ready for next mission
4-8 = Aircraft Not Ready for next mission
9-10 = Aircraft Damaged
d. Roll for MiG Interceptions
Expend 8 Air-to-Air missiles. For each of the 8 AAMs not expend-
ed determine the fate of one random aircraft on the following table.
The number of AAMs that need to be expended is modified the
cumulative results of any MiG secondary missions. Example: if the
two Fighter Sweep mission were complete successes, the number
of AAMs that would need to be expended would be 3 (8 - 5 = 3).
d10 Result
1 3 No Effect
4 7 Aircraft Damaged
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> 8 Aircraft Destroyed
e. Roll for SAM Checks
Expend 6 HARM/ Shrike missiles. For each of the 6 HARM/Shrike
not expended determine the fate of one random aircraft on the fol-
lowing table. The number of HARMs/Shrikes that need to be ex-
pended is modified the cumulative results of any SAM secondary
missions.
Example: if the Air Defense Battery and Command Post missions
were complete successes, the number of HARMs/Shrikes that would
need to be expended would be 1 (6 - 5 = 1).
d10 Result
1 3 No Effect
4 7 Aircraft Damaged
> 8 Aircraft Destroyed
f. Roll for certainty using a Certainty of 1 7.
g. Resolve the mission, return to the carrier (there are no Carrier-
Bound events), determine the level of mission success (including
post-mission Pilot/Crew and Aircraft checks)h. Repeat this step until all primary missions are completed.
7. Determine Min i-Campaign Success
If there was only one Target card for the Primary Target, use the
Mission Results on the Target Card to determine the results of the
mini-campaign.
If there were two Target cards for the Primary Target, use the ta-
bles that follow to determine the result of the mini-campaign.
Primary Target: Stednaja Naval Nuclear Weapons Arsenal
Target
Card 9
Target Card 14
CS S F CF
CS CS S F F
S CS S F F
F S S F CF
CF S F CF CF
Primary Target: Nerpa Naval Repair Yard
Target
Card 11
Target Card 19
CS S F CF
CS CS CS S F
S CS S S F
F S F F CF
CF S F CF CF
Primary Target: Olenya Submarine Base
Target
Card 8
Target Card 20
CS S F CF
CS CS S F F
S CS S F F
F S S F CF
CF S F CF CF
2009 David Schueler
1991 GMT Games, Hanford, CA 93230. Printed in USA
HORNET LEADER is a GMTGames trademark for its Solitaire Game ofModern Naval Air Operations.