Lets set our game plan from the start and talk strengths/weaknesses to help guide Frame CO's. Should probably sticky this for the series.
Need Sicily to be in the updater to get more precise intel as the map does not have field names/numbers/grid size reference (assuming ~20mi?)
Rule Highlights:
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Game Settings
Axis Players(gold) - 65 est It's actually the other way around
Allied Players(green) - 46 est
Icons – d24 friendly, d12 range, d6 enemy plane
Clouds - clouds above 25,000ft
Radar – 50 mile radius, coloured dots, inflight arrow. Minimum alt is 300 ft. Generous and pretty much no fog of war to rely on late series.
Flak - AAA limited to 25,000ft in height.
Axis Airfields(gold) - Sicily and several islands
Allied Airfields(green) - Tunisia and Malta
Fuel Multipler - set at 1.0 for all planes.
Rebuild Time - 300 mins
Game Length – 180 mins
Lives – 1 life per frame
Game Scale - 1 squad = 1 historical unit and 1 frame = 1 set of operations.
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6. Squad Basing - each squad must start at a designated airfield but then can replane at will at any airfield after that. Landing strips are unavailable at the start but can be used normally afterward. The initial deployment is based upon the following step allowances;
LAF - 3 steps According to the map we have no large fields available to us. We will have to split our groups
MAF - 3 steps
SAF - 2 steps
GAF - 1 step
LS - 0 steps(can replane here during play)Essential to hop around when they are breathing down our necks.
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15. Closed Bases - bases closed during a frame will stay closed & destroyed for the series. If occupied by the Allied advance they will reopen and can be destroyed again by the Axis.
77 Would like to use its historical fields as the battle moves across Sicily. For the most part, this is the Trapani area. Strategy needs would over rule this, however.
Our strengths:
-More "Bombers"
-Space
-Wider radar net initially, pinpoint radar ID
-Depending on the final planeset, a slight edge in firepower per plane and average plane speed.
That's being optimistic.
Weaknesses:
-Space, eventually we will run out and our fuel range is more limited than theirs.
-Numbers, almost 2:1 odds fighter v fighter, having Knights in 190s helps this a bit.
-Pinpoint radar ID
Name of the game is points. Jabo hinted at ships being a boon, however the allies will know this as well. Either we get creative in attacks or simply don't bite that hook. In the real battle, the LW only tried defense, there was little offence to speak of. It was a fruitless endeavor and that will be the case in the scenario. Odds are high we could destroy their bomber force in one attack, however, whatever assets we commit to this will likely be obliterated with a Big Wing storm cloud hanging over the buffs.
I propose we stay offensive. Skirmish. Treat targets like a booty call. Get in, hit it quick, and get out. Make them play whack-a-mole and play our game. We will have to use Ju-88s one frame, but I think it would be more beneficial for the Knights to use the 190F's speed and guns for quick strikes. With everyone on the attack in a jabo/strafe role we can hit more areas faster and target size is certainly manageable for fighters to take on their own. Downside is ack will likely be highly dangerous for a straight fighter attack. Enemy fields should be avoided unless there is strong chance of success/reward.
They will have to commit some of there fighters to strike protection, if I we ignore them and go around the strike they will waste resources we can use to our advantage. Do it enough they may get bored and aggressive and that might open a window to hammer their bombers. Personality clashes aside that might alter their plans....
Waiting on points spread to determine target priorities.