> Let's try some classic Clancy:

> Weapon Weight Volume Cost     Power WPS   VPS   CPS        TL
> AS-6     -      -     -       neg.  8,800 176   $2,700,000 7
> SM-2   13,200 264    $340,000 neg.  1,560  31.2   $570,000 7
>
> Weapon Warhead Guid.   Type  Damage        Spd.  End. Max.    Skill
> AS-6   SAPHE   BARHMU  cr.   6d*133(0.5)   1,250 425  531,250 21
>                   plus exp.  6d*5,743[12d]
> SM-2   HEPF    BSARHMU exp.  6d*410[24d]   1,300 100  130,000 15

Reply to myself with the play of the engagement, part
one ...

* Thanks to a few Bears with elint gear, the Red Force 
  knows the exact position of the Blue Force AWACS and 
  the approximate location of the Blue Force ships. 

* The Badgers launch the decoy missiles. They activate
  their blip enhancers at some 500 miles, which is the
  Soviet estimate of the Hawkeye's sensor range (for a 
  SM+6 bomber, I presume). 

  So a skill 12 operator tries to detect a +6 target at
  speed/range -34. It would take scan 26 to give him an
  even chance, 300 miles nominal range, for the APS-138
  radar (1,500 lbs. and 75 kW). 

  A SM+2 drone with a blip enhancer should be detected 
  at the same range as the bomber. 

* Going back to the Bears, a radar detector should find
  an active radar at double nominal range, which is 600 
  miles. Range in the book is 430 miles. Either I've 
  overestimated the range of the APS-138, most likely 
  by underestimating the skill of the operators, or 
  this is an example of the inaccuracies of a mere 
  game system. 

  A bit of googling brings a range of 250 miles for the
  APS-138.

http://books.google.de/books?id=l-DzknmTgDUC&pg=PA213&lpg=PA213&dq=aps-138&source=bl&ots=2rhMB-leCo&sig=dx2bmj-h4AEvESuYgPdf2Wjtql4&hl=de&ei=sArjS_CaDJWUOK_TweUN&sa=X&oi=book_result&ct=result&resnum=7&ved=0CDwQ6AEwBg#v=onepage&q=aps-138&f=false
  

* The Blue fighters (Tomcats) close in with the decoys
  and launch Phoenix at 140 miles. That takes them out
  of play, and leaves the numbers for another time.

* When the ships activate their radars, they instantly 
  pick up the Bears and Backfires, at 130 miles. The 
  Bears activate their Big Bulge radars and start 
  tracking the ships of the formation, but not good 
  enough for recognition or identification. 

  http://www.ausairpower.net/APA-Bear.html#mozTocId824979

  gives a range of 400 miles for the radar. That should
  be against surface targets for -4, but also against
  larger targets than SM+4, so maybe 200 mile nominal 
  range is OK, perhaps an early TL7 set ...

* A minute later, the Backfires launch 140 Kingfish in 
  BARH mode on a target area ten miles wide. The AEGIS 
  cruiser Ticonderoga picks them up instantly and goes 
  into automatic mode. 

  I'm not worried about nominal radar range because it 
  is 'off the scale' -- high enough to detect the 
  missiles short of a critical failure.

Here my play diverges from Clancy, because I gave the 
missiles a much higher speed. 

* According to Clancy, the AEGIS cruiser launches the 
  first salvo when the incoming missiles are 100 miles 
  out, which leads to an intercept at 75 miles.

  Using my higher speed for the Kingfish, the AEGIS
  cruiser could fire at 120 miles and still only get
  62 miles intercept range, because of the higher 
  closing velocity. 

* The Kingfish will need 169 seconds to close those 
  120 miles, and that is enough time to launch all 
  88 SM-2s.

  The ranges are short enough that maximum range does 
  not matter, SAMs and AGMs will hit or miss before 
  they run out of fuel.

  When a brilliant missile closes with a target, it 
  will activate the seeker at a preset distance and
  look for valid targets, cruising straight ahead 
  until it does. I just noticed that SARH isn't on
  the list of seekers for the brilliant option, but
  SALH is, so I'm inclined to guess it is an error.

  The SAM is directed with the Midcourse Update (MU)
  option to a point where it tries to home on the 
  painted target.

  Now there is a bit of a problem. The brilliant 
  missile rules on VE195 refer to the homing missile
  rules on VE194, which include the gunner skill in 
  the roll for the lock-on, despite the fact that 
  there is no more connection between the gunner 
  and the missile at this point. The radar does not
  count, since it just illuminates the target, it 
  doesn't help to lock on. 

  Say the gunner skill reflects how clever the SAM
  was programmed, or whatever. Again I'm assuming a 
  C4 gunner program. The computer will be better than 
  C4, but it has to run several copies at the same
  time.

  The roll to make a contact is gunner skill (12) 
  plus missile skill (15) plus target SM (+2) minus 
  range from the missile to the target. Counting 
  back from the time when the SAM will either hit 
  or miss, there are rolls at

   2,550 yards (-19)
   5,100 yards (-21)
   7,650 yards (-22)
  10,200 yards (-23)
  12,750 yards (-23)
  15,300 yards (-23)
  ...

  so counting forward in time, the rolls are against  
  ..., 6, 6, 6, 7, 8, 10. 

  The chances to fail all of these rolls are 
  90.7%*90.7%*90.7%*83.8%*74.1%*50% = 23.1%, which 
  means that there is a 76.9% chance that at least 
  one attempt works. Unless the Kingfish makes a 
  defense roll, which would require a crit, that 
  will be the chance of a successful SAM intercept.
  Call it a 75% success rate. 

  Clancy puts the success rate at "just over 60%", so
  either I'm lucky or the rules are really good again.

* That leaves 74 missiles to enter the inner defense
  ring of less capable SAMs. I'm going to ignore the
  messy details. Say they nail half the surviving 
  Kingfish. 

* Active jammers try to prevent a lock. The best TL7
  jammers are -6, and surely big ships will be that 
  good.

* Any surviving missile will have to try and make a 
  lock at 10 miles (-23) vs. rather larger targets
  (maybr a +10), and since the SAMs got the benefit
  of the gunner skill, so do the Kingfish. Call it 
  a gunner skill of 12 (even elite aircrew don't 
  get to practice these things very often). 

  With the jammer effect, the roll would be at an 
  effective skill of 14, so ten percent of the 
  survivors get lost.

* The ships fire chaff, which requires a roll vs. 
  missile skill minus decoy TL, i.e. 21 - 7. Ten 
  percent of the salvo get lost, again. 

* 30 Kingfish are left to go after the individual
  ships, where CIWS fire will enter the picture. 
  Clancy had 41 vampires, five of them heading for
  Nimitz. 
    
And that will be the stuff of my next posting.
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