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AirPower 06

The Journal of Air Combat Gaming celebrates its sixth issue and discusses upcoming game expansions, including new titles focused on air combat from different historical periods. The publication has experienced subscriber growth and is shifting back to 1st Class mail for better service, while also introducing new rules and playtest groups for their games. Additionally, the journal highlights the Harrier aircraft's significance in military aviation and its combat effectiveness during the Falklands War.

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0% found this document useful (0 votes)
138 views16 pages

AirPower 06

The Journal of Air Combat Gaming celebrates its sixth issue and discusses upcoming game expansions, including new titles focused on air combat from different historical periods. The publication has experienced subscriber growth and is shifting back to 1st Class mail for better service, while also introducing new rules and playtest groups for their games. Additionally, the journal highlights the Harrier aircraft's significance in military aviation and its combat effectiveness during the Falklands War.

Uploaded by

vespertin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

3

The Journal of Air Combat Gaming 2

Issue #6 1989

From The Cockpit covering a different yet complimentary subject area of mod-
em air combat. The first phase two game will be "MiG Kill-
Well, here we are! We did it! Six issues to mark our first ers!" emphasizing air combat 1950-1975 (Korea to Vietnam).
year as a newsletter / journal (applause). The question is, The second will be the revised "Air Superiority" covering air
what's next? As of this writing, we're just over the two hun- combat from 1975 to 1995. The last two are net yet fully de-
dred subscriber mark and still growing at about two a week, fined but one will feature air-naval combat and the other 3rd
so you readers are still part of an elite group which needs to World conflicts and perhaps heavy bombers. The former Air ·
expand. Please keep talking us up. We apologize for issue #5 Strike TM rules and planes will be distilled back into these four
being late but I assure you that was due to manpower shortag- products as a stand-alone ground attack game probably will
es, not financial difficulties. In fact, we have enough money not sell well.
in hand to complete year two. Part of the delay was also a re- For the truly faithful, I might add that Air Power Publica-
sult of our shift to 3rd Class mail. This move provided us tions is seeking a license to produce products (scenario pack-
with substantial savings in mailing costs. Unfortunately, the ages, play aids, data cards, and counters) for the system to fill
ECM suite on 3rd Class Bulk Mail was very poor and the in the gaps not covered by the GDW games. This is under dis-
postal defenses were quite accurate last month resulting in cussion at this point as such a venture often results in small-
heavy casualties to several AIR POWER #5s. If you received time guys like us overextending financially and going down
an issue damaged beyond repair, or failed to receive one at the tubes. If it does turn out to be feasible we might just do it
all, please send us a SASE and we will replace it. [Please in the name of air gaming fanaticism.
don't take advantage of us on this, we're still a poor young In conclusion, don't take the chopping of Air Strike TM and
newsletter -TV) We have now decided to bite the bullet on Desert Falcons TM as a negative sign. Actually it heralds a new
costs and return to the safer 1st Class mail service. and better beginning. I stand behind Marc Miller and the gang
on this one.
CURRENT EVENTS
AIR POWER: The next year will see the Journal continue at
MiG- KILLER PLAYfEST: The 2nd Edition rules are con-
its usual pace of one issue every other month. We are no
tinuing to gel. Electronic warfare, visual sighting, and missile
longer going to label issues by month, however, but simply movement rules are now being reworked. The flight rules
number them as we hope to eventually go to more than six look pretty good. The playtest groups have been selected and
(maybe eight) issues a year if we have the material. A one- consist of four core groups plus four independent advisors.
year subsscription will be good for six issues, no matter what. They are listed below, so if you happen to be in their area,
Interior art will be added and we hope to put data cards in two please contact them.
out of every three issues.
Playtest Group Leaders:
GDW and AIR SUPERIORITY: Support for the game system Scott Bogdan
is undergoing some . radical evolutions. Air Strike TM and Box 12
Desert Falcons TM are "history" due to low sales and will not Magrath, Alberta
be reprinted so grab a copy while you can! There are also NO Canada TOK lJO
plans for additional modules! AARRGHH! So where does
that leave all of us aviation fanatics? Shot down again? Kevin Larabee
Actually no. The truth is GDW believes Air Superiority™ 3176 41st Place
is a great game and intends to revamp and expand the series Kirtland AFB, NM 87116
in what I call Air Sup phase two. Modules and supplements 505-255-5999
simply don't sell well for any historical game, therefore
GDW is wisely eliminating them. They've learned their les- Tony Valle
son and I support the move. c/o Air Power
Instead of a game plus modules, the Air Superiority™ sys- PO Box 2582
tem will be composed of four separate, stand-alone games LaGrange, GA 30240
AIR POWER Issue #6
Tom Phillips F-14ND CL 1/2 DT
c/o Phoenix Games 0,1,2 0,1,2 1,1,2
909WLakeSt 1,1,3 1,2,3 2,2,3
Minneapolis, MN 55408 2,3,4 2,3,4 2,3,5
3,3,5
'' ''
Advisors:
Alan Wilmot Also reduce the minimum speeds in CL configuration by 0.5
271 N. Dean St. in VH, HI, MH, ML, and LO bands.
West Mansfield, OH 43358
513-355-5451 F-l5NC CL 1/2 DT
0 1 1
Bob Gross 1 2 2
POBox906 3 3 3
Sherburne, NY 13460-0906 3 4 5
607-674-4369
F-l6NC CL 1/2 DT
Mark Bovankovich 1 1 1
PO Box 5403 2,1 2,1 2
San Luis Obispo, CA 93403 3,2 3,2 4,3
805-543-8995 4,3 4,3 5,4

Tim Tynan FA-18 CL 1/2 DT


c/o The Compleat Strategist 1 1 1
580 Shoemaker Road 2,1 2,1 3,2
King of Prussia, PA 19406 3,2 4,3 4,3
4,3 5,4
EAGLES OF THE GULF: Is now available! Battleplan #9
was released in October and contains part one. Part two is A-lOA CL 1/2 DT
scheduled to appear in their next issue. 0 1 1
1 2 2
J. D. WEBSTER: Just in case you were wondering, I left the 2 2 3
active U. S. Navy in January of 1989 (I'm still a reservist) to
become a civilian airline pilot. I started out as a flight engi- Also CL Mil power = 2.0
neer on a Boeing 727 for Northwest Air Lines and after eight A-lONAW data card remains unchanged
months in Minneapolis, I was selected for co-pilot training on
DC-9s. I'm now flying the DC-9 out of Detroit and seeking a The following aircraft have been evaluated as meeting the cri-
weekend warrior job with the Air Guard flying A- 7Ds. teria for "High Pitch Rate":
F-15, all models
----.J. D. Webster MiG-29, all models
Su-27, all models

2nd Edition Data Card Tornado, F.2 and F.3

Changes The following aircraft are no longer considered "High Bleed


Rate" aircraft:
In the never ending quest for greater accuracy, many of the
Viggin, all models
data cards are being reviewed in light of new information be-
coming available and my own better understanding of aerody- The following aircraft are considered "Smoker at Military
namics. One area in which the new generation of American
Power" a/c:
fighters was underrated was turning ability. I didn't properly AMX, all models
account for for the effects of wing strakes on the F-16 and F-
18 and the lifting body designs of the F-14 and F-15. Also,
Additional Corrections:
our weight information on the A-10 was about 2000 pounds
The MiG-29 data card was revised and updated in issue #5 of
off in all configurations. With this in mind, the Turn Drag
AIR POWER, however we feel that the AA-lOC IRM Alamo
Charts for each of these airplanes was reviewed and recom-
can be carried on stations 1,2,6 and 7 even though the RHM
puted. Below are the new charts and the changes which will AA-10 versions cannot.
someday appear in the 2nd Edition of the game, but you can ----.J. D. Webster
have them now! At last, "T-cubed" Tomcats! (Tighter Turn-
ing Turkeys).

2
The Journal of Air Combat Gaming Issue #6

Debriefings Questions & Answers


I found a new Hawk 100 variant. It is a revised Hawk 100 as
ordered by Abu Dhabi and currently under construction by Rule 5.D: Does employing speed brakes take up a proportion-
South Korea. It is mostly as described on the Hawk data card al move? That is, can an engaged aircraft employ speedbrakes
except: and thereby not move in its proportional move? Yes, an air-
craft may use speedbrakes to use up a proportional move.
1) add wingtip stations 6 and 7. Allowed weight = 250, al- However, the aircraft's speedbrakes must be able to use up a
lowed loads = IRM only full FP in order for the aircraft not to move. If the speed-
brakes can only use 0.5 FP, the aircraft is required to expend
a full FP in a proportional move if there remain sufficient
2) modified nose with Laser Spot Tracker or with built in FPs todoso.
FLIR system giving it OP capabilities
Rule 14.E: Can an aircraft combine Lag and Displacement
-Phillip Atcliffe, Middlesex U.K. rolls in the same barrel roll? Yes, but only if they are executed
in the same direction (all left or all right).
Rule 14.H: Can aircraft do unloaded dives on the game turn
I've been using Joe McCarthy's missile impulse movement following a vertical climb? The rules say that diving flight is
suggestion (AIR POWER #4) and I'm really surprised how not allowed, but unloaded dives are performed from level
well it works. It removes some of the target a/e's reaction time flight. No, aircraft may not do unloaded dive maneuvers fol-
against short range missile shots and corrects the division/ lowing vertical climbs. An unloaded dive maneuver is consid-
remainder problem within the existing rule (i.e. allowing a ered diving flight even though the a/c must choose level flight
type to do it. Confusing? We're fixing that in the 2nd Edition
missile with speed 12 to move 2:1 with an a/c moving speed
rules.
11). I thought that this would greatly complicate missile
movement, but it really simplifies it. It's easy to keep track of Rule 14.H: Can aircraft do unloaded dives on the game turn
multiple missiles at different speeds and to start I stop play following a vertical dive even if they cannot get back to level
for determining hits. I'm sold on it! flight? Yes, unloaded dives are allowed following a vertical
-Mark Bovankovich, CA dive. See the question above.
Rule 15: What is the difference between a direct and a prox-
[Joe's suggestion was to use the 32 movement factor impulse imity missile hit? A direct hit represents the missile detonat-
chart from Task Force Games' Start Fleet Battles. Impulse ing within its designed lethal blast radius. A proximity hit is a
charts are also in Avalon Hill's Flight Leader -JDW] detonation outside this lethal radius but still close enough to
hit the aircraft with fragmentation. The modifiers didn't ap-
pear correctly on the game charts. A direct hit uses the higher
I came across information which can be used as an optional damage table and gets a -2 to the damage die roll for blast
feature for players flying the F-15. There is a cockpit emer- effect. A proximity hit uses the lower damage rating and does
gency Vmax switch which boosts NB power in the F-15's en- not get the -2 modifier.
gines to over 27,000 lbs. each giving it a greater than 1.5:1 Rule 15: When missiles are launched, must they be initially
thrust to weight ratio at combat weights. In game terms, it faced in the direction as the launching aircraft? Yes.
would add 0.5 to A/B power in each configuration and in- Rule 18: Is there a limit to the number of aircraft in a radar
crease fuel consumption to 24. If used, the engines must be search arc that may be detected in a game turn? No. You may
overhauled after only three flight hours (one mission cycle in roll to detect as many as you like.
campaign game terms) so players may want to reach agree-
Rule 18: What is the benefit of Track While Scan? It's two-
ment on its use before play.
fold. First, other contacts are not lost when a lock-on is
-Ron Aryel, CA achieved (most old radars are single-target-track only types).
Secondly, the aircraft may continue to search for other air-
[For a campaign scenario, this would take an engine out of craft while maintaining lock-ons.
play until overhauled. A squadron would probably have no Rule 18: When a lock-on is broken by chaff or DJMs does
more than four spare engines on hand. Changing an engine the tracking aircraft still maintain contact with the target? Yes,
would take one cycle for one maintainence crew. Overhauling and unless otherwise prohibited the lock-on may be rolled for
a Vmaxed engine would take one crew a number of cycles again in the next radar phase.
given by one die roll. Only one crew at a time could work on Rule 23: Does an aircraft which dives through a stratus layer
the engine -JD W] become unspotted? Yes, unless enemy aircraft dive through
the layer and have it in sight at the end of the game turn.

-J. D. Webster

3
AIR POWER Issue #6

Expanded AIR POWER 8As that would be bought by 1976. The improved RAF GR.3
model appeared in the mid-1970s followed soon after by the
Four New Aircraft and Scenarios for Air Royal Navy's radar-equipped Sea Harrier. In 1975, the U.S.
Superiority and Air Strike! Marines laid the groundwork for the improved AV-8B Harri-
er II/GR.5 which would enter production in the early 1980s.
HARRIERS! The U.K.'s Controversial Jump Jet Spain ordered A V-8As, called Matadors, for their naval air
arm in 1980 as did India a few years later. The British took
"Cry havoc, and let slip the dogs of war!' the saying goes. If their Harriers to war in 1982, proving that the jet could do
any aircraft could epitomize the dogs of war, it would have to what it was designed to do and more. Sea Harriers scored 21
be the English designed Harrier. Small, mean, gnarly-looking confirmed kills versus no losses in air combat. Two Sea Har-
and, like a pit-bull, always dangerous, the Harrier deserves riers and three GR.3s were lost to Argentine AANSAM de-
recognition as one of military aviation's most unique designs. fenses while four Sea Harriers and a GR.3 were lost in opera-
Limited in capability but unsurpassed in versatility, the Harri- tional accidents. Following the war, the British began work
er has proven itself in combat and more importantly was there on the improved Sea Harrier FRS.2 and specified changes to
when it was needed and worked well. Just ask the Argentine the GR.5 incorporating the lessons learned in the Falklands.
Air Force. A lethal weapon system, the Harrier demands great skill to
fly and if unrespected can be as dangerous to its pilots as to
History. In the late 50s and early 60s a lot of experimental its foes. The AV-8A has the highest accident rate of any U.S.
VSTOL aircraft were being developed. Most had separate lift jet in service. Five of the ten Harrier losses in the Falkland's
engines or utilized tilt-wing or tilting engine concepts that im- War were due to operational accidents, and the jet has
posed serious weight penalties and limited performance. The claimed the lives of two of my personal friends. lstLT Rob-
importance of a VSTOL capability was recognized but the bie Wilson USMC, a good high-school buddy of mine,
technology of the day was not up to it and most of the pro- crashed and was killed while doing a vertical landing in a Ma-
jects went to early graves. One design, however, showed rine AV-8A in 1982. LT John Carver USN, an A-7 classmate
promise. A small experimental jet called the Kestrel, devel- of mine, died in a mid-air collision with another Harrier in
oped by Hawker Siddley Aviation, incorporated a unique jet 1986 while flying a GR.3 on exchange duty in England.
engine design, the Pegasus, that relied on four moveable noz- Nevertheless, danger is an accepted part of military aviation
zles. Light and powerful, the engine concept worked and ex- and the Harrier still reigns supreme in my mind as an exam-
tensive tests were run. By 1965, the Kestrel had proven that ple of good, practical weaponry. Its previous lack of attention
VSTOL was practical and given a more powerful engine a vi- in the Air Superiority game system is finally redressed with
able attack jet could be made. this article and I hope you enjoy it.
The British military liked it and further development of the
Pegasus provided the necessary power to create a combat jet. Briefings
The first Harrier, an upscaled and redesigned Kestrel, re-
ceived only limited funding from the British government. In Harrier GR.I I USMC AV-8A. Designed for short
1967 and 1968, other NATO nations and the U.S. tested it range, quick response ground attack, these first operational
but, given the on-going love affairs with big, powerful, radar- models had limited avionics but were capable of carrying two
equipped, missile-armed, supersonic jets, they saw no practi- 30mm cannons and, for the AV-8A, two AIM-9 missiles for
cal use for it. Debates raged in the U.K. and even as the first air combat as well as a small load of rockets and bombs for
Harrier GR.1 entered production, there was talk of killing the ground attack. All lacked ECM until the late 1970s and they
program. were criticized for lack of range and payload and for not hav-
In 1968, the Harrier was saved by the passionate interest of ing a radar. The problem was the critics' propensity to com-
a group which recognized and had a need for such an aircraft pare them to contemporary advanced aircraft (F-4s, F-llls,
- the U.S. Marine Corps. Their unbridled enthusiasm for the Bucaneers, etc.) designed for completely different missions.
small, easily deployable, ground attack jet had, by 1969,
caught on despite resistance from other services. Remember, Harrier GR.3. Recognizing the increased sophistication
the Vietnam War was then in progress and global nuclear of the defenses of the Soviets, improvements were made to al-
warfare (or its deterrence) was still the main mission of low the Harrier to operate with greater survivability in the
America's armed forces. Support from the highest level soon high-threat European environment. ECM became standard
followed and the Marine AV-8A was funded, along with a fare as did improved avionics, including laser ranging and la-
contract for McDonnell-Douglas to build aircraft under li- ser spot tracking technology. The ability to carry LGBs,
cense in the U.S. That, and the Royal Navy's sudden interest AIM-9s, and Shrike missiles was also incorporated and, if
in the Harrier (due to the decommissioning of the Ark Royal necessary, one cannon could be replaced with deceptive jam-
and the need for VSTOL aircraft to operate off small ASW ming equipment.
carriers) ensured the future of the design.
The GR.1 entered RAF service in 1969 and, in 1970, the Sea Harrier FRS.1. Designed for "sea control", the Sea
Marines acquired the first twelve out of a total of 102 AV- Harrier has to be capable of multiple missions. Thus it incor-

4
The Journal of Air Combat Gaming Issue #6
porates an air-to-air radar with air-to-ground capabilities. It
can carry the same basic loads as the earlier Harriers but is
Su-17/ 22 FITTER H/ J Update
much better suited to air combat with its radar and redesigned There has been, for the longest time, some confusion in the
canopy. The Sea Harrier was "wired" after the Falklands war nomenclature of the various series of Soviet Fitters, what with
for the Sea Eagle ASM and had improvements in its ECM some being exports and others standard models, and various
made. When combined with GCI against the elderly Argen- marks of each being produced. It seems that I have fallen prey
tine jets, the Sea Harrier did well, but against modem fighters to the confusion in light of the recently released information
with long range radar missiles and sophisticated ECM / so I'd like to make some corrections to the Fitter data card
ECCM, it would probably have limited success. It must be re- that appeared in Air Superiority " .
membered that its main sea control mission is to strike ships
and chase away or destroy reconnaissance airacraft, for which Delete all reference to the Su-17. Relabel card Su-22 Fitter HI
it is adequately suited, and not to engage first class fighters. J/K.

Sea Harrier FRS.2. Recognizing that the next time the Fitter H = Su-22M-l/3
Harrier sees combat, it might well be against a more modern Internal guns: underline air-to-ground strengths
and capable foe having sophisticated aircraft and defenses, Technology: add Laser Spot Tracker
the Royal Navy is procuring the FRS.2. This improved Sea Bomb System: Computed -2
Harrier features upgraded ECM, an improved radar with look- Weapons Stations: Delete 2 and 5 on early Su-22M-ls,
down and ECCM features and, more importantly, double the these were added as standard equipment on the Su-22M-
missile load with the capability of using AIM-120 AM- 3 model and retrofitted to Su-22M-ls.
RAAMs as a performance equalizer. Station Limits: 2,5 = 200
-J. D. Webster Allowed Loads: 2,5 = IRM, EP only; stations 7,8 = add
FP
Availability Information
Fitter J = Su-22M-2 (Export model)
USMC: AV-8A (1970-84), AV-8C (1981-86) As above except:
Royal Air Force: GR.l (1969-75), GR.3 (1974+) Power Chart: A!B = 3.5 when CL
Royal Navy: FRS.1 (1979+) FRS.2 (1993+) Fuel Use: A!B = 11
Spanish Navy: AV-8A (1976+) Technology: None
Indian Navy: FRS.1 (1986+) Bomb System: Ballistic -1
ECM: RWR-A, no DDS
VP Table Weapons Stations: Delete 2 and 5
Allowed Loads: Delete RP/PP from all stations.
* c H L VP Mod
TAV-8A 14 9 5 2 0.30 Fitter-K = Su-22M-4
AV-8A 14 9 5 2 0.30 As Su-22M-l/3 except:
AV-8C 16 10 6 3 0.35 ECM: DDS-A but capacity = 30 decoys
Weapons Stations: stations 2 and 5 standard
GR.1 14 9 5 2 0.30 Allowed Loads: Add WR to stations 1,3,4,6
GR.3 18 12 6 3 0.40
GR.3+ 20 14 7 3 0.45 -J. D. Webster

FRS.1 20 14 7 3 0.45
FRS.2 24 16 8 4 0.55

Credits: FRS.2 Data card designed by Kevin Larabee,


AV-8C, GR.3, FRS.1 designed by J. D. Webster

5
AIR POWER Issue #6
ciated) and we experimented with and have abandoned 3rd
Vectored In Class mail as a delivery medium. I have managed to get six or
The Full Version so students at the college interested in Air Superiority™ so
we now have a full playtest group in LaGrange. We all hope
I finally have some room in my column this issue, so I've de- that this will make AIR POWER a better forum.
cided to pull a "J.D." and get a little long-winded. As we ap- I mentioned Joel and Scott whose names appear on the back
proach the end of our first year, I thought that some of you of the issues. Joel is a professor of Speech and Theatre at the
might be interested in knowing how AIR POWER is pro- college. He has virtually no experience in wargaming but was
duced and the people involved in making it, so here goes. really hooked on Air Superiority. Considering that he has nei-
First of all, there's our Fearless Editor, me. I have a PhD in ther gamed nor read anything much about modern air combat,
physics from Ga. Tech. and teach physics and a little comput- I am continually surprised at his skill. He's getting quicker too
er science at LaGrange College. I have been wargaming since and I suppose someday I'll pay the price for instructing him
1972 - the first wargame I ever played was SPis "Grunt". I too well. Scott also has very little in the way of gaming expe-
learned early on that I was best at tactical and grand strategic rience, but he does have a considerable interest in jets. He has
level games and have almost exclusively played those scale spoken of plans to enter the Navy next year in an attempt to
wargames ever since. This makes me a little twisted as con- become an aviator. I'm sure the Navy would appreciate his
ventional wargamers go since operational level games form talents and I suspect that playing the game might make him a
about 75% of all wargames. I started playing Spitfire and Air better pilot!
Force I Dauntless from the first moment I saw them and even Many of you have expressed an interest in seeing more air-
Foxbat and Phantom (with the famous Walls Of Stone form- naval rules in the Air Sup system and an informal poll at ORI-
ing the map boundary). I struggled through Air War and GINS seemed to show that a large fraction of you own and
forced my friends to play it so much that we actually got to be play Harpoon™ . Larry Bond and GDW publish the "Harpoon
good (and quick) at the game. Like J.D., I was never really Sitrep", a quarterly journal of developments related to Har-
very happy. I had just bought and learned Flight Leader (but poon TM and it often contains information on naval aircraft of
hadn't yet played) when I saw Air Superiority and decided to various kinds. You can get a subscription to the newsletter by
give it a try. writing to GDW at PO Box 1646, Bloomington, IL 61702-
I liked the game a lot but I didn't have much of a group of 1646. It's worth a look!
opponents after I moved to LaGrange. Most of my gamer I do have to finish up with a pitch for us, though. I would
friends were back in Atlanta and I wasn't yet comfortable like to keep AIR POWER going and see the audience get
with recruiting students from the college. Because of this, much larger. There are bigger and better things in store for us
when I went to my first ORIGINS in Baltimore in 1987, I did as our circulation grows. We would like all of you to beat the
not enter the tournament - I thought I was too new. I also bushes for us because ultimately it makes a better product for
had never been to ORIGINS before and I thought that if you your money. Next year we intend to have more space devoted
didn't have a "ticket" to get into a tournament you couldn't to other air combat games, more artwork and graphics, more
play. I know a bunch more now. I sat through J.D.'s recap and data cards and, we hope, more contributions from the readers.
I know he looked a me with the expression, "Who the hell are In Issue #7 we have material for Avalon Hill's Flight Leader
you?" more than once. When I really met J.D. at the 1988 and four Korean War era fighters. Issue #8 has data cards for
ORIGINS in Milwaukee I must have made an impression be- the U.S. Century series fighters (finally we get Thuds!) and
cause he called me four months later in January and asked if some issue after that will contain naval air rules and (J.D.
I'd like to edit a newsletter devoted to Air Superiority. He said hopes) rules for carrier air group operations. I think all this is
I should think about it for a while and I deliberated for three exciting and more people would be interested in buying AIR
or four seconds at least. POWER if they only knew about us. If you have a hobby
AIR POWER is produced, camera ready, on my own Mac- shop in your area, tell them to write to us and we'll send them
intosh II computer and laser printer. I get article copy from a sample issue. If you play with folks who don't have a sub-
J.D. and other contributors and type it into the page layout scription, get them to sign up. If any of you have access to
program (I long for the day that J.D. gets a compatible com- distributors, tell them to get in contact with us. We're not
puter system). I manage to do this in my spare time (such as it picky about who we sell AIR POWER to!
is) and without prior experience. The line drawings, figures, Well if you'll excuse me, I have to go put these new Harrier
map layout, etc. that you see are done by me using a drawing data cards to good use. I've been aching to blow Goose Green
program and pasted into the journal. The data cards we have back into the South Atlantic and I'll be damned if some geeky
published are time consuming due to the need to have a fel- little Argentine with his French AAA is going to stop me!
low professor and artist friend, Joel Williams, construct the Everyone have a Merry Christmas and a Happy New Year
silhouettes on the computer, by hand, from scratch. I try to and we'll see you again in 1990.
get Joel or Scott Genung, my assistant at the college, to proof-
read the articles but we all have full-time jobs and sometimes -Tony Valle
things slip by.
We keep learning as we go here. We have scanned art in
this issue for the first time (comments on this will be ap:'re-
6
The Journal of Air Combat Gaming Issue #6

ORIGINS 1989 Tournament F-5E


Map Hex
A 0714
Fae
NE
Alt
11
Spd Conf Load
6.0 CL 2
Analysis Part 1 F-15A A 1313 S 9 5.0 CL 4
Ah yes, another year, another tourney. This time I planned
Game length: 6 turns
ahead and had scenarios ready so I could relax on the airplane
ride to Los Angeles and reflect on how things would go. I
knew it would be fun, but creating a balanced tourney is al-
Notes
1. The F-5E is camoflauged, the Eagle is air superiority
ways tough and something was nagging me. I was also disap-
gray. Both begin unspotted.
pointed to again have only one round in which to accomplish
2. Aircraft Loads. F-5E: stations 1,7 = AIM-9L IRM. F-
the tournament. Say, Mr Miller, how's about two different
15A: stations 2,4 = two AIM-9L each. Neither aircraft carries
time blocks next year? Preferably on separate days.
ORIGINS was visibly smaller this time due to its being on decoys.
the west coast but a fair number of people that I'd seen before 3. Aggressor pre-game move. The F-5Es set-up position is
did show, including a massive and dominating force of Cana- not its start position for the game. The Tiger gets one free
dians (six in all, I think). They're good chaps really, and even game tum of flight before the game begins. No attacks are al-
let me room with them the first night when own accomida- lowed in this pre-game move, it is just for positioning. All ac-
tions feel through. [He was to be with us, but disappeared to cel/decel effects of this move apply normally. After the F-5E
open gaming and we couldn't find him -TV] By tournament completes its move, the game begins normally.
time on Saturday, I had 24 participants for the Air Superiority 4. Red Flag computer combat. The missiles carried by the
slugfest. Only four were beginners; 20 were veteran players aircraft are inert practice rounds, one of which is actually a
including many subscribers to AIR POWER and over half datalink pod for the computerized range and the cannons are
had participated in previous tourneys. I saw many heads empty. No weapons are actually fired when shots are taken.
shake as the tournament veterans recognized each other and Each aircraft is allowed missile shots equal to what it carries
realized that the competition would be keen and tough. I per- and also allowed its normal number of cannon shots. To sim-
sonally smiled with delight. ulate the computer results, missiles are launched, flown, and
This year, scoring was based on everybody playing in three hits rolled for normally. They may always be engaged since
rounds with points being awarded for performance in each the shot is announced by the call "Fox Two" over the radio.
round and the top four scorers winning prizes. I try to do There is nothing to spot, however. Cannon shots roll for hits
something different each year and the surprise this time was normally. Aircraft are never damaged by any hits, but an ac-
the that the first scenario invloved an aircraft never seen be- cumulation of two hits ends the game. Proximity missile hits
fore, the F-5E Tiger II which appeared in AIR POWER #4. count as half-hits.
That issue hit the mail only a few days before ORIGINS so 5. Safety and accidents. No aircraft may go below altitiude
nobody got any free practice. On top of that, it was pitted level 5, the "hard deck" (simulating the ground). Doing so
one-on-one in the aggressor role against an F-15 Eagle, an equates to a kill (two hits) for the opponent and ends the
aircraft with more than twice the power and performance of game. Zero range, 180 degree line, head-on cannon shots are
the little Tiger. Talk about dissimilar ACM! Rounds 1 and 2 not allowed and aircraft violating this rule are disqualified
consisted of the players alternating as the Tiger and Eagle. (they lose) and the game ends. Aircraft that stall or depart be-
Round 3 was a viscious, multi-player, high-tech stugtest be- low altitude level 10 are also disqualified and play ends when
tween MiG-29s and F-16s over Korea in a postulated future they recover or crash. Players who actually crash or instigate
battle. a mid-air collision automatically Jose and get -15 tournament
points.
6. Victory. The winner is the player with the most VPs,
Rounds 1 and 2 which are awarded as follows:
Scenario: Aggressor Pilot - Red Flag! a) Each cannon or direct missile hit= 5VPs
Background. In the midst of an action-filled Red Flag exer- b) Each proximity missile hit = 3 VPs
cise, a Nellis-based F-5E Tiger II aggressor surprises a low c) Each game tum a player starts advantaged= 2 VPs
flying F-15 Eagle. Unfortunately, the Eagle pilot spots the Ti- d) Each valid cannon shot or successful missile launch
ger before it can gain any significant advantage and turns into taken= 1 VP
the attack, initiating a short dogfight. Given the tremendous e) Bonus VPs = 2 VP per game tum remaining if oppo-
power advantage of the F-15 fighter, the aggressor pilot has nent killed or disqualified early
his hands full. 7. Air Strike I Desert Falcons rules in effect: GLOC and De-
fensive Pre-emption.

Round 1 Analysis
The scenario reflects a training environment with safety rules
and non-lethal shooting to contend with. A random drawing
determined who manned Eagles or Tigers in the first round

7
AIR POWER ISSUG #6
and then opponents were reshuffled and aircraft swapped for beginners opted not to fight the second round, but just watch
round 2. The aircraft are definitely mismatched, the Tiger has the others. While the nature of the fights remained the same,
less than half the power of the Eagle, and if they were to start there was evidence of a learning curve in them. All the
from neutral positions the F-15 would walk all over the F-5E. players entered this round with full knowledge of the enemy's
The balancing factor was that the Tiger had more initial ener- capabilities. Mistakes were less frequent and the results were
gy, had angles, and got one move to sweeten its position up. about even, the Eagles doing slightly better this time. In the
Without decoys, and with both aircraft armed with all-angle eleven fights, the F-15s turned the tables and won six of
missiles, any shot was deadly. them. They scored kills in three and won on points in the oth-
The key to winning for the Tiger was to get behind the Ea- er three. The Tigers did almost as well winning the other five
gle and hang on like a leach while taking shots of opportuni- fights, scoring three kills on Eagles. Of note, only three
ty. The free move was critical in accomplishing this. Some players (two Tiger pilots and one Eagle) who lost in round 1
first-time Tiger pilots repositioned behind the Eagle too close- managed to win in round 2. Basically the better players won
ly. The Eagle was in a lower speed bracket and could turn in both rounds.
twice as sharply. Any Tigers that got too close were quickly As for weapons, Tigers took five cannon shots scoring three
spit out in front by the Eagles who gained neutral position hits and six missile shots getting four direct and one proximi-
and then rapidly powered themselves around to the rear of the ty hit. Eagles took eleven cannon shots for four hits and fired
Tigers which, with a few game turns of hard manuevering, twelve missiles for a measly four direct and one proximity
found themselves out of energy. The best Tiger initial moves hit. Again, the incredible bad die rolling with regard to mis-
were those using lag rolls to end up in the rear of the F-15 siles far exceeded statistical norms, so either somebody was
two or three hexes back while maintaining the altitude advan- voodooing the dice or we were caught in some kind of space
tage. This initial separation allowed them a good chance to warp. This lousy missile performance occured even in the ab-
put their nose on the Eagle no matter where it went and at sence of decoy usage and continued into round 3. It got so ob-
least send all-angle missiles after it if they couldn't stay be- vious that everyone noticed. I belive one player, Tsuyoshi
hind it. The only escape for the F-15 from a Tiger with separ- Kawahito (call sign "Psycho") set the record by rolling "lO"s
ation was to do some dramatic and GLOC-risking turns. If the on each of his four missile launch attempts throughout the
Tiger lacked separation, getting to a neutral position was easy tourney - at a probability of 1 in 10,000! It was so bad I just
and from there one win of the initiative roll usually sufficed threw out this year's statistical results with regards to the data
for the Eagle pilot to reverse the fight and chase the Tiger. I've been trying to keep over the years on missile perfor-
There were twelve fights in round 1. Of these, Tigers won mance. [Oh no! The ESP fallacy! -TV]
seven, twice by killing the Eagle and five times on points In summary, the scenario was actually very balanced de-
with hits scored on the F-15 in two of those fights. The Ea- spite the mismatch in aircraft and the odd die rolling. It was
gles won once by a quick kill and four times on points, hitting also praised by the players who thought it was great fun. Un-
the Tigers in two of the four wins. In all, the results slightly fortunately I did notice that the point system failed to reward
favored the Tigers. There were some incredible tail chases the players properly for a good fight. At times, two excellent
with few shots taken, but the Tigers had the easier task mostly players would fight very well but score few points against
due to the Eagles not using their full potential to shake the Ti- each other while a mismatch in player experience resulted in
ger. The F-15s which died were gunned at for several turns in good players walking all over the less experienced ones and
a row and the Tiger which died did so by moving into the F- thereby racking up a Jot of easy points. Hugh Tyreman
iS's hex on its free move and then losing the initiative and be- ("Goldfish"), the eventual first place winner, modestly credit-
ing forced to fly out in front. The Eagle happily gunned him ed his high score in the tourney to luck of the draw in getting
to death by turn three. easy match-ups in rounds 1 and 2. While there is some truth
Tigers fired cannons ten times, scoring hits on five of them. to that, he did fight a wonderful game in the multi-player bat-
They launched eight missiles getting two direct hits and a tle of round 3, shooting down two and damaging a third of the
proximity hit. There were an unusually high number of four opponents, and thus fully earning 1st place in my mind.
launch failure results and misses, though. Eagles shot cannons Good job, Hugh. Nevertheless, I resolved to find a better
eight times getting four hits and launched five missiles get- scoring system in the future. Things were going so well I fig-
ting one direct hit. Cannons were the most effective weapon, ured this was just a minor problem and I could quit nagging
proving once again that in a "phone booth" fight of this kind, myself about tournament designs. Round 3 was to teach me a
the knife is superior to the spear. big lesson, however, about paying attention to little details!
Tournament and round 3 analysis continued in the next AIR
Round 2 Analysis POWER issue.
Players were again randomly matched up but the sides were -J. D. Webster
reversed. Its amazing how many former Eagle pilots looked
forward to being the Tiger (payback is hell, no?) and how
many of the new Eagle guys were saying, "I know what you
can do now, sucker, so watch out."
There were only eleven match-ups this time as one pair of

8
The Journal of Air Combat Gaming Issue #6

Scenario HARRIER-I 2. Harrier loads. Stations 1,5 = AJM-9G IRM. Stations 2,4 =
450LFT.
Combat Air Patrol, Beirut, 1983
3. Su-22 loads. Stations 1,3,4,6 = Med RP with Med rockets.
Background. During the American involvement in Leba- Stations 7,8,9,10 = 1100 lb. HE BB. Stations 2,5 = AA-2B
non, the Marines ashore at the Beirut airport had air cover IRM. Load = 24, Conf = DT.
provided by the big U.S. carrier air wings. However, on occa-
sion, the responsibility for local air defense for a day or two 4. MiG-23M loads. Stations 1,5 = AA- 7 RHM. Stations 2,4 =
would fall entirely upon a four plane detachment of AV-8Cs AA-8A IRM. Station 3 = 600 L FT. Load= 8, Conf = 1/2.
on the Marine's Amphibious Assault Ship. This usually hap-
pened when the big boats changed shifts, one steaming out of 5. Play Area. The maps are fixed, USMC aircraft may safely
the Med and another in. Admittedly during these times, Israe- exit any and all sea map edges. Syrians may only safely exit
li air power seemed to be much more prevalent, keeping the the north and east edges of Maps E and F. Aircraft exiting
Syrian air force honest. But the possibility always existed of a any other edge are taken out of play and are hit once by area
quick Syrian raid on U.S. forces and in this case, the Harriers defenses of attack strength 4. Maps may be added to resolve
would have been busy beavers. any missile shots pursuing exiting aircraft.

6. Shiite AAA/SAM Fratricide. Anytime a Syrian aircraft


starts its move within 6 hexes of Shiite AAA/SAM units,
fN there is a chance that they will engage the Syrian aircraft if
they have not already fired or been used. The Syrian player
must roll one die for each unit. On a 1-5, AAA shots are
checked for via the AAA random fire table. After all, the only
U.S. Marines (all on Map E): Infantry x 9, two each in hexes aircraft they regularly see over Lebanon are U.S. or Israeli.
0216, 0317, 0318, 0320 and one in 0319. Infantry HQ x 1 in The SA- 7 Inf SAMs check for fratricide in the quick reaction
0319. Heavy armor x 2 in 0116, 0220. Light armor x 3 all in lock-on phase and if so, they will attempt a quick lock-on and
0217. Artillery x 1 in 0119. POL x 2 in 0118. launch a single missile.

U.S. Air Defense: Inf SAM (Stinger) x 3, .50 cal Lt AAA x 7. Victory. The side with the most points overall wins.
1. Stack with any other Marine units.
=
8. Optionals. Fuel: Harrier start 200, bingo =100. Su-22
Hostile Shiite AAA (all on Map E): Inf SAM x 6 (SA- 7B), start= 250, bingo= 150. MiG-23 start= 360, bingo= 150. Pi-
ZPU-2 14.Smm Lt AAA x 3, M-38 37mm AAA x 3. Place lot Quality: USMC all R; Su-22 = R,N,R,N; MiG = R,R. Roll
hidden (note location on paper) on per hex in any urban, for characteristics and attributes, no USMC Combat Heroes
built-up, or woods hex but no unit may be within 3 hexes of and -1 to USMC Tactics Master rolls (Harrier pilots don't usu-
the Marines or any other Shiite unit. They are placed on the ally attend Top Gun).
map the first time they fire or launch missiles. -J. D. Webster

Map Hex Alt Fae Spd Conf Load


AV-SC #1 B 0620 10 NE 5.0 DT 7
AV-SC #2 B 0621 10 NE 5.0 DT 7
AV-SC #3 A 1010 15 E 5.0 DT 7
AV-8C #4 A 1012 15 E 5.0 DT 7

Syrian Air Force: Four Su-22 Fitter-Js enter on game tum 1


from the east edge of Map Fat any allowed speed and altitude
level 8. Fitters must enter as a group from adjacent hexes. On
game turn 3, two MiG-23M Flogger-Bs enter from any hex
on the East or North edge of Map F within four hexes of each
other at any allowed speed and altitude in the LO band.

Game length: 30 game turns

Notes
1. All aircraft are camoflauged. All begin unspotted but both
.. '·· ; ,
sides are detected by GCI/EW radars (USN picket ships and
Syrian radars in the Bekka mountains).

9
AIR POWER Issue #6

Scenario HARRIER-2 Scenario HARRIER-3


Sea Harrier First Kill! 1 May 1982 (Solitaire)
Attack on Goose Green! 27 May 1982
Background. It was the first day of open hostilities in the
Falklands between the British task force and Argentine forc- Background. During the Falkland's War, a total of 10
es. The Argentines were launching dozens of aircraft sorties RAF GR.3s arrived between 18 May and 8 June to reinforce
seeking the British with little luck. However, several Mirages the Sea Harriers. The RAF Harriers were heavily committed
and Daggers did engage Sea Harriers in skirmishes. In this in- in air-to-ground actions and suffered accordingly. Three were
stance two Argentine Mirages on their second mission of the Jost to AAAJSAMs and four of the others suffered damaging
day made a diving approach at two Sea Harriers from 801 AAA hits. One of the losses occured when two Harrier GR.3s
Squadron. The Harriers spotted the Mirages first and gained were tasked to locate and attack Argentine positions at Goose
angles on them as they passed. The second Harrier fired can- Green. Lacking a forward air controller, the pair first made
nons and missed but pulled in tightly behind the Mirages to one pass but failed to find a suitable target. On the second
fire an AIM-9L which destroyed one. The other Mirage pass, they managed to spot troop positions and hit them with
truned hard to the left then sought to disengage into some cluster bombs. As the pair turned to strafe the troops, (3rd
clouds. Before he got there, the lead Harrier fired an AIM-9L pass on the same target...dumb move) a camoflauged 35mm
which crippled the fighter. The damaged Mirage was later de- AAA gun position opened fire, hitting one of the GR.3s
stroyed by mistake by Argentine AAA at Port Stanley. These which burst into flames. It crashed and exploded a few miles

LTN
were the first Sea Harrier kills and the first kills of the war. away after the pilot safely ejected.

Map Hex Fae Alt Spd Conf Load Argentine Units. Randomly appear as directed in the notes
Sea Har #1 A 0813 NNE 12 5.0 1/2 7 from the available forces below. One or two may appear per
Sea Har #2 A 0510 E 12 5.0 1/2 7 hex in any wooded area hex of megahexes 1015, 1020, 1513,
and 1518.
Mir IIIE #1 A 1208 SSW 14 7.0 CL 2
Mir IIIE#2 A 1409 SSW 14 7.0 CL 2 Available. Infantry x 9, Infantry HQ x l, Infantry SAM x 2
(Blowpipe), Artillery x 2, 35mm Med AAA x 2, POL x 1,
Game Length: 15 game turns parked helos x 3, trucks x 2.

Notes All units are considered camoflauged and all except the
1. Argentine aircraft are camoflauged, Sea Harriers are air su- trucks and helos are entrenched.
periority gray. Only the Mirages begin spotted though they
have radar contact on the Sea Harriers Harriers. Two GR.3s enter from the north edge of the play
area at "T" level and speed 5.0
2. Aircraft Loads. Sea Harriers: stations 1,5 = AIM-9L IRM,
stations 2,4 = 450 L Ff. Mirages: stations 1,5 = Matra 550 Game Length: 15 game turns
Magic I IRM, stations 2,4 = 1200 L Ff. None of the Argen-
tine jets have RWR or DDS ECM (they are export models). Notes
1. Harrier Loads. Stations 1,5 = 800 lb AP cluster, stations 2,4
3. Optionals. Weather: there is a dense cloud layer from lev- = 450 L Ff. Load= 9, conf = DT.
els 3 to 8. Fuel: Harriers variable start at long range, bingo =
95. Argentine jets start= 180, bingo= 140. 2. Terrain. All hexes are considered clear except that wooded
areas constitute low, barren hills whose outlined edges are
4. Pilot Quality. Harriers = R, R. Argentines= R, N. Roll for treated as ridgelines for the purposes of "T" level flight and
attributes, no characteristics apply. spotting.

5. Victory. Sea Harriers are worth double victory points to the 3. Ground units are placed on the map in the first sighting
Argentines for any damage done to them. phase in which either Harrier is within 6 hexes of any part of
-J. D. Webster the hil I. Put all the infantry units in one pile and all the other
.mits in another pile. Roll one die once for each hex of the hill
1
�tart · ·,:ii hex column 16xx and work left to hex column

10
The Journal of Air Combat Gaming Issue #6
08xx) and consult the table below. Randomly draw units from
the two piles in the quantities indicated, if any, and place
Scenario HARRIER-4
them in the hex. Continue until each hex is rolled for or all North Sea Challenge! (Mid 1990s)
the available units are exhausted.
Background (hypothetical). It is the second week of the
Roll Result next war and the first battle for the North Sea is ending. A So-
1 two infantry viet fleet has been destroyed and an American carrier group
2,3 one infantry has been crippled and is retiring. The Royal Navy has also
4,5 one non-infantry been heavily hit, losing several ships and enough long range
6-10 empty Soviet bombers remain to force it to retreat under the umbrel-
la of land-based Tornado interceptors. In the next phase of the
4. AAA guns fire randomly, the Blowpipe SAMs always try action, the Soviets begin using Su-24 Fencers escorted by Su-
for a quick reaction lock and launch at the nearest Harrier. 27 Flankers to attack the North Sea oil rigs. The HMS Invin-
Each SAM has one ready missile and one reload. All other in- cible's new Sea Harrier FRS.2s are tasked with providing air
fantry units have barrage fire. Parked helos have a soft de- cover to the defenseless platforms. Operating at long range
fense of 3 and a normal visual spotting range of 12. with AWACS and tanker support, two AMRAAM equipped
FRS.2s attempt to block one such Soviet strike.
5. Once units are placed, spotting is conducted normally by

IA IB IC ID It
the Harriers against the ground targets. Remember, they are
considered camoflauged so the Harriers must be within half N
the normal spotting range and roll a die to spot. Only spotted
targets may be attacked.

6. Each Harrier must drop its cluster bombs and make at least Aircraft Map Hex Fae Alt Spd Conf Load
one strafing attack before leaving the map unless crippled FRS.2 #1 A 1012 E 25 5.5 DT 14
first. FRS.2 #2 A 1014 E 25 5.5 OT 14

7. Victory. The Harriers must score at least 5 points and have Su-240 #1 D 0414 w 10 6.0 DT 32
more points overall to win. Su-240 #2 D 0512 w 10 6.0 DT 32
Su-27 #1 D 1317 w 30 6.0 OT 18
8. Optionals. Weather: there is a solid overcast beginning at
altitude level 10. Pilot Quality: both are R with no special Oil Platforms. Place a blank counter in hexes 80214 and
characteristics. Roll for attributes normally. A1208. These represent oil platforms which are radar signifi-
-J. D. Webster cant with a visibility rating of 36 and a hard defense strength
of 12.

Game Length: 30 game turns.


Notes
1. All aircraft are air superiority gray and all begin unspotted .
• •. f ". :" 1

.:. � ., ·:,' ": .. ,. The Sea Harriers start out undetected also. The Soviets are
being tracked by an AWACS which is vectoring the Sea Har-
riers to them.

2. Soviet aircraft may not change altitude, heading, or speed


until a Sea Harrier is detected or spotted, an attack is made
against one of them, or they are within 20 hexes of an oil plat-
form. After one of these conditions has been satisfied, they
are free to maneuver.

3. FRS.2 Loads. Station 1,5 = two AIM-9L each, stations 2,4


= llOOL FT, stations 6,7 = AIM-120 AHM.
4. Su-24D Loads. Stations 1,4 = AA-BB IRM, stations 5,6,7,8
= 2200 lb Laser Guided HE, stations 2,3 = 2200 L FT.

Note. Su-24D was described in AIR POWER #4. It is the

11
AIR POWER Issue #6
same as an Su-24C but has laser designator Band TV/IR Op- AIR POWER Issue #6 1989
tics technology as well as DJM-B and ATM-B.

5. Su-27 Loads. Stations 1,8 = AA-8B IRM, stations 2,4,5,7 = PUBLISHER J. D. Webster
EDITOR Tony Valle
Long range AA-10 RHM, stations 9,10 = Short range AA-10
CONTRIBUTORS Joel Williams, Scott Genung,
RHM, stations 3,6 = 1100 L FT.
Kevin Larabee
Note: AA-10 missiles revised in AIR POWER #5, data as fol-
Air Superiority™, Air Strike™ and Desert Falcons™ are
lows:
registered trademarks of Game Designer's Workshop.
AA-lOA SR RHM: 350 1.0 RH HT 9 BT/2 3 8 - - 2 4 - 50-6
AIR POWER is published six or more times a year. All rights
40-6 40-3 12 14 16 16 18 18 4 8 7 4 on the contents of the journal are reserved. No part of the jour-
nal may be reproduced, in whole or in part, without prior con-
AA-lOB LR RHM: 5001.5 RH HT 8 BT/2 5 10 - - 2 4 - 90-6 sent of the publisher. Portions of the journal may be explicity
60-6 60-3 16 16 18 18 20 20 4 8 7 4 released from these restrictions. Use of a product name with-
out reference to trademark does not constitue a challenge to
6. All aircraft DDS load = 10 chaff, 5 flare. its trademark status.
SUBSCRIPTION rates are listed on the form below. The sub-
7. Victory. To win, Soviets must either damage both rigs or scription form below may be reproduced freely.
completely destroy one, and have more points overall. VPs BACK ISSUES are available at the single issue rate plus
for Oil Rigs: K=24, 2D=16, D=8. $0.25 for postage. If a back issue is out of stock, an 8.5x11
photocopy will be sent.
8. Optionals. Weather: LO haze, dense clouds 20-24, contrails SUBMISSION GUIDELINES Any previously unpublished
at 35. Fuel: FRS.2 start = 250, bingo = 150; Su-24 start = material is welcomed. Articles should be submitted on
1000, bingo = 500; Su-27 start = 650, bingo = 500. Pilots: 8. 5 x 11 white paper, typed and double-spaced or sub-
Harriers = V, R; Su-24 and Su-27 = all R. Roll for attributes mitted as text only files on a Macintosh BOOK 3.5" dis-
and characteristics. kette or (less preferred) IBM DOS 3.X 720K 5.25" flop-
-J. D. Webster pies. Artwork should be full or double-sized, on white
paper, and camera-ready. All submissions become the
property of Al R POWER Publications. Contributers re-
The ESP Fallacy ceive credit for one free issue for each issue in which
their work appears.

In the ORIGINS summary, J.D. says that the unusual be-


Send letters, comments, questions, sugges-
havior of the dice in this year's tournament has caused him to
throw this particular set of data out of the long-term weapons tions, etc., to the address listed on the sub-
statistics he has been compiling. scription form. Your feedback is welcome!
In statistics circles (my wife is a statistician) this is referred
to as the "ESP Fallacy". Researchers in ESP get people to try
and read these special cards with their minds. The cards come
in five varieties and they keep track of how many are guessed !j;.. nfcJ fo'Vry�lc)
Ai.11.ru tr"�WLSLru Subscription Form
correctly by the subject in 25 tries. The idea is that pure
chance would lead to 5 correct answers and anything over 5
shows evidence of ESP. When you look at the published data, Name
you can clearly see that the average across all subjects is
about 7. Street
So this argues conclusively for ESP's existence right? Well,
not exactly. You see, some of the data gets thrown out. The
researchers say, "It was anomalous," or "The subject was un- St __ Zip _
cooperative," or "we had reason to be suspicious of this data."
City
Sound familiar?
The funny part is when you go and average the results from
0 $12: 6 Issues O $2.50: Current Issue
these "bad" trials, the average success count is about 2 - 0 $20: 12 Issues O $2.75: Back Issue
making the overall average for all data almost exactly 5. Is Please send check or money order in US funds
there a lesson to be learned here? Do you trust the Defense (add $2 for all Non-US subs)
Department? How about J.D.?
AIR POWER Publications
-Tony Valle P. 0. Box 2582 • LaGrange, GA 30241
12
Maneuver Costs: HFP/Decel
Sea Harrier FRS.2 Lag/Displacement Roll: 1 /1
Crew: Pilot Only Vertical Roll: 0/0
Power Chart Turn Drag Chart
Power CL 1/2 OT Fuel Rate CL 1/2 OT
A/B lT 1 1 2
Military 4.5 3.5 3.0 3 HT 2 2 3
Normal 0 0 0 1 Cruise Speed: 5.5 Restricted Arc: - BT 4 4 4
Idle 0.5 0.5 0.5 0 Visibility: 4 Blind Arc: 30 ET NA NA NA
t--����������-t
Spbr 0.5 1.0 1.0 Size: +1 Radar Arc: 180+
Vulnerability: O Internal Fuel: 275

Minimum-Maximum Velocity Chart Climb Capability Chart

Configuration: CL 1/2 OT Configuration: CL 1/2 OT


Dive
Climb
Ceiling: 50 45 40 Speed Speed 4.5 NB Other A/B Other NB Other

EH 46+ 4-6 8 EH 46+ 1


VH 36-45 3-6 3.5-5.5 3.5-5 8 VH 36-45 1 1 .5
HI 26-35 2.5-6.5 3-6 3-5 7.5 HI 26-35 2 1 1
MH 17-25 2.5-7 2.5-6 3-5.5 7.5 MH 17-25 3 2 1
ML 8-16 2-7 2.5-6.5 2.5-5.5 7.5 ML 8-16 4 3 1
LO 1-7 2-7 2-6.5 2.5-5.5 7.5 LO 1-7 5 4 2

+
Radar Data ECM Data Technology
listing
Weapon Stations Diagram
FRS.2
Type: Blue Vixen /FF: Yes
HUD Interface
Arcs: 180+ RWR: B
IR Uncage
Search: 120/30 DDS: B Look Down
Track: 90/30 DJM: - 6 7
Track While Scar
Lock-On: 8 AJM: -
Internal Gun Data Configuration Points Limits:
Type: None (5) CL= 0-4, 1/2 = 5-10, DT =11+
Air to Air: - Air to Ground: - Load Limit: 8 000
Roll to Hit: - Station Limits:
t-------t
Gunsight: BT+ 1 Bomb System 1,5 = 1, 100; 2,3,4 = 2,200; 6,7 = 500
Shots: - Radar Ranging: R Computed-2
Notes and Variants Allower;f Station Loads
1. VIFF manuevers
1,5 = BB,BG,RP,DR,TR,IRM(2),RHM,AHM,EP
2. May use AIM-7, AIM-9, AIM-120 and Skyflash
2,4 = BB,BG,RP,DR,TR,ASM,FT
missiles. Stations 1,5 can carry two AIM-9s
3 = BB,EP,RP,PP
3. Max vert. take off weight is 1600 lbs with full
6, 7 = RHM,AHM
internal fuel. For each 25 fuel deleted, increase
the limit by 500 lbs.
4. When stations 6,7 are loaded, station 3
is unusable
5. Stations 6,7 may be replaced by cannon pods.
Use FRS.1 cannon data
6. If cannons are opted for, one may be deleted
for OJM-B as on FRS.1 data card _l __,
�·�___. _
Maneuver Costs: HFP/Decel
Sea Harrier FRS.1 Lag/Displacement Roll: 1 /1
Crew: Pilot Only Vertical Roll: 0/0


Power Chart Turn Drag Chart
Power CL 1/2 OT Fuel Rate CL 1/2 OT
A/B - - - - TT 1 1 2
Military 4.5 3.5 3.0 3 HT 2 2 3
Normal 0 0 0 1 Cruise Speed: 5.5 Restricted Arc: - BT 4 4 4
Idle 0.5 0.5 0.5 0 Visibility: 4 Blind Arc: 30 ET NA NA NA
Spbr 0.5 1.0 1.0 - Size: +1 Radar Arc: 180+
Vulnerability: 0 Internal Fuel: 275

Minimum-Maximum Velocity Chart Climb Capability Chart

Configuration: CL 1/2 OT Configuration: CL 1/2 OT


Dive
Climb
Ceiling: 50 45 40 Speed Speed 4.5 NB Other A/B Other A/B Other

EH 46+ 4-6 - - 8 EH 46+ - 1 - - - -


VH 36-45 3-6 3.5-5.5 3.5-5 8 VH 36-45 - 1 - 1 - .5
HI 26-35 2.5-6.5 3-6 3-5 7.5 HI 26-35 - 2 - 1 - 1
MH 17-25 2.5-7 2.5-6 3-5.5 7.5 MH 17-25 - 3 - 2 - 1
ML 8-16 2-7 2.5-6.5 2.5-5.5 7.5 ML 8-16 - 4 - 3 - 1
LO 1-7 2-7 2-6.5 2.5-5.5 7.5 LO 1-7 - 5 - 4 - 2

Radar Data ECM Data Technology


Listing
Weapon Stations Diagram
FRS.1
Type: Blue Fox /FF: Yes
HUD Interface
Arcs: 180+ RWR: B
IR Uncage
Search: 90/15 DDS: - �
3
Track: 60/15 DJM: -
Lock-On: 8 AJM: -
Internal Gun Data Configuration Points Limits:
Type: 2x30mm ADEN CL = 0-4, 1 /2 = 5-1 0, DT = 11 +
Air to Air: 6 Air to Ground: 6 Load Limit: 8 000
Roll to Hit: 0=6, 1 =3, 2=2 1-------1
Station Limits:
Gunsight: BT+2 Bomb System 1,5 = 1, 100; 2,3,4 = 2,200
Shots: 3 Radar Ranging: R Computed-2
Notes and Variants Allowed Station Loads
1 . VI FF manueve rs 1,5 = BB,BG,RP,DR,TR,IRM(2),EP
2. May use AIM-9 I RMs. After 1982 stations 1,5 2,4 = 88,BG,RP,DR,TR,ASM,FT
can carry two each 3 = 88,EP,RP,PP
3. Guns may be deleted to increase max vert. take
off weight by 800 lbs.
4. Max vert. take off weight is 1600 lbs. with full
internal fuel. For each 25 fuel deleted, increase
the limit by 500 lbs.
5. ECM: after 1982 add DDS-A
6. After 1983 one gun may be deleted and DJM-8
put in its place. One gun data: air-to-air=3,
alr-to-qroundea, roll-to-hit=4,2, 1
Maneuver Costs: HFP/Decel
Harrier AV-BC Lag/Displacement Rolf: 1 /1
Crew: Pilot Vertical Roll: 0/0
Power Chart Turn Drag Chart
Power CL 1/2 DT Fuel Rate CL 1/2 DT
NB TI 1 1 2
Military 4.0 3.5 3.0 3 HT 2 2 3
Normal 0 0 0 1 Cruise Speed: 5.5 Restricted Arc: 60 BT 4 4 4
Idle 0.5 0.5 0.5 0 Visibility: 4 Blind Arc: 30 ET NA NA NA
1--�.,__��.....___��--'-��----t
Spbr 0.5 1.0 1.0 Size: + 1 RadarArc: -
Vulnerability: 0 Internal Fuel: 275

Minimum-Maximum Velocity Chart Climb Capability Chart

Configuration: CL 1/2 DT Configuration: CL 1/2 DT


Dive
Climb
Ceiling: 50 45 40 Speed Speed 4.5 NB Other NB Other NB Other

EH 46+ 4-6 8 EH 46+ .5


VH 36-45 3-6 3.5-5.5 3.5-5 8 VH 36-45 1 .5 .5
HI 26-35 2.5-6.5 3-6 3-5 7.5 HI 26-35 2 1 .5
MH 17-25 2.5-7 2.5-6 3-5.5 7.5 MH 17-25 3 2 1
ML 8-16 2-7 2.5-6.5 2.5-5.5 7.5 ML 8-16 4 3 1
LO 1-7 2-7 2-6.5 2.5-5.5 7.5 LO 1-7 5 4 2

Radar Data ECM Data Technology


Listing
Weapon Stations Diagram
AV-BC
Type: none /FF: Yes
none
Arcs: - RWR: B
Search: - DDS: B �
3
Track: - DJM: -
Lock-On: - AJM: -
Internal Gun Data Configuration Points Limits:
Type: 2x30mm ADEN CL= 0-2, 1/2 = 3-6, DT =7+
Air to Air: 6 Air to Ground: 6 Load Limit: 5 000
Roll to Hit: O = 6, 1 = 3, 2 = 2 1-------1Station Limits: 1,5 = 650; 2,3,4 = 1, 100
Gunsight: HT+ 2, BT+3 Bomb System NOTE: Stations 2,4 may be overloaded to 2,200 but
Shots: 3 Radar Ranging: - Ballistic -1 max turn rate reduced to HT
Notes and Variants Allowed Station Loads
1,5 = BB,BG,RP,IRM,EP
1. VIFF manuevers
2,4 = BB,BG,RP,FT,EP,IRM,DR,TR
2. May use AIM-9 type IRMs
3 = BB,RP,EP
3. Guns may be deleted to increase max vert.
take off weight by 800 lbs.
4. Max vert. take off weight is 1000 lbs with full
internal fuel. For each 25 fuel deleted, increase
limit by 500 lbs.

VARIANT: AV-SA and Spanish Matador VARIANT: TAV-8A Two seat Harrier
ECM = IFF Only Crew: Pilot, Observer
Bomb System: Manual-0 Delete internal gun, else as AV-SA
Maneuver Costs: HFP/Decel
Harrier GR.3 Lag/Displacement Roll: 1 /1
Crew: Pilot Only Vertical Rolf: 0/0
Power Chart Turn Drag Chart
Power CL 1/2 OT Fuel Rate CL 1/2 OT
NB TT 1 1 2
Military 4.5 3.5 3.0 3 HT 2 2 3
Normal 0 0 0 1 Cruise Speed: 5.5 Restricted Arc: 60 BT 44 4
Idle 0.5 0.5 0.5 0 Visibility: 4 Blind Arc: 30 ET NA NA NA
I--�-'--��__,_��-'-���
Spbr 0.5 1.0 1.0 Size: +1 RadarArc: -
Vulnerability: O Internal Fuel: 275

Minimum-Maximum Velocity Chart Climb Capability Chart

Configuration: CL 1/2 OT Configuration: CL 1/2 OT


Dive Climb
Ceiling: 50 45 40 Speed Speed 4.5 ,4/8 Other AIB Other A/8 Other

EH 46+ 4-6 8 EH 46+ .5


VH 36-45 3-6 3.5-5.5 3.5-5 8 VH 36-45 1 .5 .5
HI 26-35 2.5-6.5 3-6 3-5 7.5 HI 26-35 2 1 .5
MH 17-25 2.5-7 2.5-6 3-5.5 7.5 MH 17-25 3 2 1
ML 8-16 2-7 2.5-6.5 2.5-5.5 7.5 ML 8-16 4 3 1
LO 1-7 2-7 2-6.5 2.5-5.5 7.5 LO 1-7 5 4 2

Radar Data ECM Data Technology


Listing
Weapon Stations Diagram
GR.3
Type: none /FF: Yes
Laser Spot
Arcs: - RWR: B Tracker
Search: - DDS: -

3
Track: - DJM: -
Lock-On: - AJM: -
Internal Gun Data Configuration Points Limits:
Type: 2x30mm ADEN CL = 0-4, 1 /2 = 5-8, OT =9+
Air to Air: 6 Air to Ground: 6 Load Limit: 5 300
Roll to Hit: 0 6, 1= 3, 2 2 = = --------t Station Limits:
Gunsight: HT+ 1, BT+2 Bomb System 1,3,5 = 1, 100; 2,4 = 2,200
Shots: 3 Radar Ranging: - Ballistic-1
Notes and Variants Allowed Station Loads
1. VIFF manuevers 1,5 = BB,BG,RP,DR,TR,IRM(2),EP
2. May use AIM-9 IRMs after 1982 2,4 = 88,BG,RP,DR,TR,FT
3. Guns may be deleted to increase vert. take off 3 = 88,EP,RP,PP
by 800 lbs.
4. Max load for vert. take off is 1200 lbs. with full
internal fuel. For each 25 fuel deleted, increase
limit by 500 lbs. VARIANT: Updated Harrier GR.3+
7. Bomb System: Computed-2
8. Add DDS-A
VARIANT: Early Harrier GR.1
9. One cannon may be deleted and DJM-B put in place
5. Delete RWR, Laser Spot Tracker, IRMs
Air-to-air= 3, air-to-ground = 3, Roll to hit= 4,2, 1
6. Power at MIL= 4.0, 3.5, 3.0
10. Stations 1,5 may carry ARM

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