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Harpoon 4 Naval Sitrep 37 Iran

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Issue #37 October 2009

Gaming the Iranian Air Defenses

Instead of gaming every element of an

attack on Iran and the Iranian air defenses,

we have abstracted the process, focusing on

the operational and tactical decisions that

each player must make and the trade-offs

associated with them. For instance, the

Israeli player has a fixed number of aircraft.

Does he want to use some of them to

suppress the Iranian fighters at their bases? It

may reduce their effectiveness.

The Air Defense Flow Chart

The Iranian air defenses are broken

up into separate nodes, each representing a

different portion of the air defense network.

Attacking aircraft must pass through each

node on their way to the target, and after

they have dropped their ordnance, they

must pass through the nodes again on their

way out (see the Iranian Air Defense Flow

Chart below).

As the strikers proceed through each

node, the defender can attempt to shoot

down or damage some of the raiders. Not

every node will require action, since there

will be some occasions when the Iranian

player will not have forces to put in a

particular node, or the Israeli player may

neutralize it. For example, if the Israeli

raid stays at medium altitude or less as he

approaches the IP (Orumiyeh), the SA-5

batteries near Tehran in the first node

cannot get a shot.

S-200 [SA-5]

Long-Range SAMs

GCI-Directed

Fighters

Area SAMs: S-200,

I-Hawk, HQ-2

After the air defense attacks in a

particular node are completed, the attacking

force moves on to the next node. The

distance between nodes is not specified, and

the attacking aircraft are assumed to have

reformed their formation between nodes if

necessary.

Before beginning to move through the

nodes, the Iranian player has no information

on the raid’s strength of composition.

When ESM or visual information becomes

available, the contacts can be classified by

the defender and their exact type revealed.

Preparation for Play

1a) The Israeli player spends his

points to customize his force (see page 30)

and decides what the UAV payloads will be.

1b) The Israeli player plans his

mission: The fighter aircraft that the Israeli

player has can be assigned to three different

tasks:

• Target strike - these aircraft are loaded

with ordnance for the actual attack on the

target and its immediate defenses.

• Fighter Suppression - some of the

player’s attack aircraft can be assigned to

suppress the fighters along the route. The

player does not have to decide exactly what

they will do, or what they are armed with.

Targets might include bombing fighter

runways, strafing the flight line, attacking

the sector operations center or launching

decoys designed to distract the fighters from

real targets. The strikers are simply attacking

some part of the air defense system that will

reduce the fighters’ overall effectiveness.

Once assigned to that task, they are

no longer part of his attack force. In the

appropriate node, the Israeli player will roll

on the fighter suppression table. Note that

the Israeli player can suffer losses in these

attacks.

• SAM Suppression - some of the player’s

attack aircraft can be used to suppress the

fixed SAM defenses. The player does not

have to decide exactly what they will do, or

what they are armed with. Once assigned to

that task, the planes are no longer part of his

attack force.

Aircraft must be assigned to specific

SAM targets: The Esfahan S-200 site, or the

Hawk site or the HQ-2 site near Natanz.

The player can assign two or four aircraft to

each mission. A pair has a 75% chance of

suppressing the site and preventing it from

engaging the Israeli raid. Four aircraft have

a 95% chance of knocking out the site.

This chance is rolled when the Israeli player

enters the node for that SAM site.

Roll D100 for each aircraft assigned to

a suppression mission. On a 05 or less, it is

shot down.

At the same time...

1c) The Iranian player plans his

defense. The Iranian player spends his

points to customize his force (see page 10).

2) The Israeli strike takes off. Once

both players are ready, the Israeli player

launches his air strike. There is a chance that

some of the planes in the strike may abort

or have mechanical problems right before

launch that prevent them from taking part.

For each twenty-four-plane squadron,

roll D10. On a 1 or 2, two aircraft of the

squadron are down and cannot take part.

On a 3 to 6, one plane is down. On a 7

or higher, all aircraft in the squadron are

mission-ready. If a plane must abort, roll

randomly to see which one it is.

S-200 [SA-5]

Long-Range SAMs

GCI-Directed

Fighters

Area SAMs: S-200,

I-Hawk, HQ-2

Tor-M1 [SA-15]

Short-Rng SAMs

Local AAA

& MANPADS

Execute

Air Strike

Local AAA

& MANPADS

Tor-M1 [SA-15]

Short-Rng SAMs

Naval SITREP Page 14

Doug Birtles (Order #25307632)

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