Wargames

A recent discussion on Twitter caught my eye. In short, fellow blogger ‘IsoT’ had made a scenario in Command: Modern Operations where he ran HX-contenders in strike missions against Russian targets. What raised eyebrows was that a combined Super Hornet/Growler-force had little issues with cleaning out enemy aircraft, they struggled in the face of the Russian IADS. Perhaps most surprisingly, the suppression reportedly worked rather well, but few kills against enemy radars/other GBAD-systems were scored. This peeked my interest, and I got intrigued enough to start doing my own wargaming. But let’s start from the beginning.

What is Command: Modern Operations?

Command: Modern Operations (CMO) is the follow-on to the older Command: Modern Air/Naval Operations (COMANO), itself the spiritual successor to the old Harpoon-series. The basic version is based on open sources and meant largely for entertainment purposes (though granted you need a bit of an unconventional definition of “entertainment” to enjoy it, but I figure most of my readers will fit that description). There is also a professional edition, which sport an impressive list of references (including, ironically enough, both Boeing and Lockheed Martin, as well as a number of services). CMO is widely billed as the best simulator available to the general public for this kind of scenarios, though obviously it being based on open information will lead to a certain amount of guesswork when it comes to the most classified capabilities (such as stealth and EW). As such, while you shouldn’t treat the results as gospel, it does provide some interesting pointers.

Note that there for all aircraft are some omissions/less than ideal loadouts in the database for the rather particular Finnish case. These will have an effect on the outcome. I also generally prefer to create the missions and then let the AI play them out instead of directing individual aircraft and shots. With that said, I have not played the scenarios completely hands-off, but have intervened a few times when e.g. the automated waypoints are placed straight on top of known enemy air defence sites.

So what’s the situation?

For my scenario I imagine us being a bit into a conflict taking place roughly in 2031, with Russian forces advancing on the Vyborg-Hamina and Vyborg-Lappeenranta routes, as well as holding force being located in Niirala/Värtsilä. At this stage the Finnish Air Force decides that cutting a bunch of bridges in the enemy’s rear will slow things down for the aggressor, and as such a coordinated strike is mounted.

The Russian forces are made up of fighters, IADS, Army air defence units, as well as small surface action group operating between Gogland and St Petersburg. In the interest of keeping things manageable and staying with the large coordinated strike-theme I decided to not model enemy air strikes which could be presumed to take place at the same time. As such, no Russian air-to-ground aircraft or helicopters are included in the scenario, and a number of Finnish fighters are deducted to represent fighters on stand-by for other missions (such as defensive counter air).

So how many fighters do Finland have free for this mission? A very rough calculation starts with 64 HX fighters, of which say 12 are unavailable due to maintenance, another 12 shot-down, destroyed, or damaged so that they are unavailable, and 12 being used for other missions. That leaves 28 available for what would be the main offensive air operation, which does sound like a number that is in the right neighbourhood. You can argue it up or down, but in the end that is largely a question of details. As this is the Finnish Air Force we’re talking about, the fighters are dispersed over a number of bases, with the most obviously being found on the main air force bases (Tampere-Pirkkala, Jyväskylä-Tikkakoski, and Kuopio-Rissala in this case, as Rovaniemi is too far north to be of much importance for this operation). The Finnish forces also has their trusty C-295 Dragon Shield SIGINT platform airborne, and there are a number of Finnish GBAD and air surveillance systems spread out (NASAMS-ER isn’t found in the database, so we presume CAMM has won the ITSUKO award).

Sweden and other countries are friendly but not involved in the fighting. That means that BAP (made up of four Italian Eurofighters, of which three are serviceable) and Sweden (operating a GlobalEye and escorting JAS 39E Gripens out of F 16 Uppsala) share their situational picture with Finland. You may argue this is unrealistic, but it felt like a suitable middle ground between modelling a full-scale Baltic Sea-wide conflict on one side and a completely isolated Finland on the other.

The Russians

Perhaps the biggest question for the scenario is the Russian order of battle. I have made a number of assumptions based on the current Russian OOB, in essence assuming upgrades are taking place, a number of units are pulled from other districts to support the conflict, and that modern weaponry (R-77 being key here) are available in numbers (this last point has proved a surprisingly big hurdle when it comes to modernising Russian air power, but in another ten years I am going to give them the assumption of finally having a modern active MRAAM).

The basic view at the start of the scenario on the Russian side. Note the civilian bogey in the north-east, one of a handful of civilian aircraft flying around.

With regards to the units, the following will be doing the fighting and the changes I’ve made:

  • 159 IAP in Besovets (Petrozavodsk) will have received another Su-35S squadron to replace it’s current Su-27SM one, bringing their total strength up to three squadrons of Su-35S,
  • 790 IAP at Kohtilovo replaces their last Su-27SM with Su-35S, bringing their total strength up to two squadrons of MiG-31BM and one of Su-35S. The Su-35S squadron is forward-deployed to Pushkin (St Petersburg), while the two MiG-31BM squadrons provide escort to the AEW&C aircrafts and fly CAP with a prosecution area over St Petersburg while patrolling a bit further back,
  • The naval air arm will have converted both squadrons to MiG-29K (with a small number of MiG-29KUBR), and both 279 KIAP and 100 KIAP are forward-deployed to Gromovo, which have been used by the units earlier,
  • AEW&C is provided by the 610 TsBP out of Ivanovo Severnyi with a small number of A-100 (the unit currently operating variants of the A-50),
  • Current plans call for three squadrons of Su-57 to have been delivered by then. I have based two of these at Pushkin and Besovets respectively, being designated 31 IAP and 14 IAP respectively. The designations are more and indication that these are reinforcements deployed north for this particular conflict rather than me betting that A) these will be among the first three units two set up squadrons of Su-57, and B) that these two wings would provide the squadrons used to reinforce a Finnish conflict.

Again, there are lots of arguments to be made with regards to which particular units would come to support, whether there would be more or less or units, and how many would be available to meet a Finnish air strike and how many would be tied up with other tasks (such as escort missions) in the same way a number of Finnish aircraft are (again, we are only looking at the Finnish strike and the Russian response, which is an oversimplification, but one that hopefully strikes a balance between engagements too small to provide useful data and those too large to be able to run properly).

The Russian Air Force (and Naval Aviation) will fly three main CAP-boxes in addition to the air defence missions the MiG-31s are tasked with. One box roughly cover the Karelian Ishmuts and inner parts of the Gulf of Finland. This is covered by the Pushkin-based units, and at T=0 there are one flight of Su-35S and two of Su-57 taking off (each flight consisting of two fighters), with a third Su-57 flight and two Su-35S flights being ready at T+60 and another 10+10 aircraft in reserve.

The central CAP-box cover the Karelian Isthmus and Lake Ladoga as well as the immediate shoreline of it to the north and north-east. This is the responsibility of the naval fighters, launching three flights of MiG-29K at T=0, followed by another two flights at T+60, and 15 MiG-29K plus 4 MiG-29KUB in reserve.

The Northern CAP-box stretches roughly from the centreline of Lake Ladoga and up to the centreline of Onega. This is the responsibility of the Besovets-based fighters, which launches one flight of Su-57 and two flights of Su-35S at T=0, with a second Su-57 flight at T+30 and two Su-35S flights at T+60, with another 5+18 aircraft in reserve.

The Navy would likely mainly operate out of Baltiysk, but I included a small surface action group made up of one Project 2235 Admiral Gorshkov-class frigate and two Project 22800 Karakurt-class corvettes.

The integrated air defences consist of a number of units, spread out over both regions:

  • Four battalions of S-400 providing general air defence coverage,
  • Six 9K330Tor-M2KM platoons, defending installations such as radars, bridges, and airfields,
  • Seven 9K37M1-2 Buk-M1-2 platoons, defending different areas and key targets,
  • Four Pantsir-SM platoons,
  • Five 1L257 Krasuha-4 and three 1L267 Moskva-1 jammers/ELINT-platforms,
  • One 55Zh6M Nebo-M (Tall Rack) VHF-band radar at Valamo in Lake Ladoga,
  • One 36D6 (Tin Shield B) air surveillance radar on Gogland.

In all cases I’ve strived to place the units at local high spots to provide ample coverage.

In addition, the army units are obviously supported by their own air defence units:

  • Two S-300V4 Antey battalions supporting the main thrust, being placed close to the bridges over the Bay of Vyborg,
  • Five 9K22M1 Tunguska-M1 platoons,
  • Eleven ZSU-23-4 Shilka platoons.

In a real-world scenario there obviously would be a ground-war going on, hiding the GBAD-platforms among a number of other radar blips. To provide for something to that effect without having the processor try to smoke itself, I’ve inserted a total of 30 generic T-72BM platoons (four MBTs in each). In this scenario, their only mission is to mask the important units.

Again, it is entirely possible to argue for any number of changes to the setup presented above, but at the end of the day I believe there should be enough fireworks to separate the wheat from the chaff.*

F-35A – Don’t fire until you see the whites of their eyes

IsoT reportedly flew with bombs. My spontaneous reaction was that that felt like literally begging for flak, but I was certainly not going to skip over testing that. Especially as Lockheed Martin has argued for the F-35 having an edge over the competition in being able to use cost-effective weapons (i.e. bombs) when others will have to use longer-ranged (i.e. more expensive) munitions. So to begin with, let’s see if the F-35A can bring down a bunch of highly defended bridges with GBU-31!

The F-35A strikes kicking off. Note how the detailed sensor modelling means that one of the vessels in the SAG shows up on both the radar and the AN/ASQ-239 Barracuda of ‘Villisika One’, providing a good fix on the position, while the slightly greater bearing angle to the other vessel means that the radar can’t see it, making the distance to the target more uncertain.

The idea is simple. Four F-35A north and six F-35A south of Lake Ladoga will clean up the ground-based air defence in their respective areas with GBU-53/B SDB II, while the strikes will take place with eight F-35As towards Olonets (plus two escorting) and four F-35As towards the Vyborg-bridges (plus four escorting). All aircraft carries only internal loadouts.

The escorting fighters on the Vyborg strike have no issue cleaning up the enemy fighters with their AIM-120D (AIM-120C-8 wasn’t available in the loadout options), but the ships have noticed them.

This isn’t working out too well. The F-35s dive towards the deck, but both get bagged by the ship-launched SAMs (9M96D, fired from the naval version of the S-350 found aboard Admiral Gorshkov).

The lead is going down in flames, soon to be followed by the wingman. ‘F-22’ in the background refer to ‘Freighter 22’, a Boeing 777 slowly cruising over Pskov, and not a USAF stealth fighter

The northern battle is rather tense, with the enemy fighters making more of a showing.

A number of fighters and missiles from both sides flying around over the border north of Lake Ladoga.

An interesting detail is that the air battle to the north pull away most fighters from the Karelian Isthmus, leaving the door open for the incoming strike aircraft (well, with the exception of the ground-based systems…). It can be mentioned that at this stage the two F-35As have been joined by no less than 13 enemy fighters in the ‘Lost’-column (5 MiG-29K, 4 Su-35S, 4 Su-57). Also worth mentioning that the Finnish fighters have already fired no more than 35 AIM-120D AMRAAMs (against 23 R-77 and eight 9M96D for the Russians), showing the value of large weapon stocks.

However, things take a turn for the worse, and there’s only so many active radarseekers one can outrun. Both the fighters and the Admiral Gorshkov start to take their toll. At the same time the SEAD-efforts and strikes are starting to create some havoc.

The end-result are somewhat surprising. Pushing in to use JDAMs prove though, with 13 out of 28 F-35As not coming home. On the enemy side, more or less the whole first wave of fighters is brought down, with 18 downed aircraft shared equally between MiG-29K, Su-35S, and Su-57. The SEAD-mission is something of a failure, with a large number of the 59 GBU-53/Bs being dropped in-flight by enemy fire. In the end, two Buk TELARs and one Buk LLV as well as a handfull of Shilkas are wiped out. Five bridges are brought down, including one of the heavily defended ones next to Vyborg. Most surprising was the relatively low number of kills for the GBADs, with a Buk and a S-300V4 scoring a single kill each with the fighters and in particular the Admiral Gorshkov proving highly effective. Of course, the large number of missiles in the air that force the F-35s to bleed energy means that the larger systems might have played a more important role in ensuring the kills than the statistics seem to indicate, but considering the large number of missiles fired (10 9M338K from the Tor, 24 9M317 from the Buk, 19 9M311-M1 from the Tungushka, 33 40N6 from the S-400, 48 9M83M from the S-300V4, and 32 9M96D from the Gorshkov), the probability of a kill isn’t overly impressive for the ground-based systems. In part, the F-35s operating at altitude and the flanking position of the Gorshkov probably explain its success compared to the other systems.

Two reruns – including one where I try to actively target the Gorshkov in the first wave of strikes – gives roughly the same result. Yes, you can achieve the target, but there will be significant blood. It feels like it should be doable, but somehow there’s always too much stuff flying around in the air for the aircraft to make it out. The issues with internal loads, especially for the strike- and SEAD-aircraft, is also evident in that two AMRAAMs simply isn’t enough for a serious fight, and if they get cut off from their escorts (who still only sling six AMRAAMs a piece) they will quickly run out off options that aren’t spelled RTB.

But there’s a reason Finland wants JASSMs.

This time with less Finns in the skies of Russia.

The JASSM-strike looks impressive, but the results are surprisingly mixed. The strike aircraft can launch from the safety of staying right above their airfield, but the missiles are vulnerable and need escorting. In the north, the horde of enemy fighters jump on the missiles and the CAP escorts get overwhelmed and shot down trying to protect the missiles. Ironically, this opens up the south, and the lack of fighter cover there means that more or less all weapons get through, reducing four out of five of the key bridges to rubble. But the losses among the CAP and SEAD aircraft that got a bit too close actually means that the Russians achieve a 2:1 kill ratio when eight F-35As are brought down from a combination of fighters and SAMs (including the Gorshkov, which I am really starting to worry about). Still, this was for sure the most effective way of killing bridges, and a one-two-punch of first dragging the fighters north with a four-ship taking off and pretending to pick a fight before turning and running for Rovaniemi while in the south the bridges of Vyborg are bombarded, followed by a second wave after the enemy fighters have returned to their main CAP-boxes might be the holy grail of bridge-hunting.

A quick re-run seems to indicate this is indeed the way forward. The four-ship flying bait does suffer losses (three aircraft shot down, of which one pilot got out), but the enemy losses are serious: nine bridges, 6 MiG-29K, 6 Su-35S, and 4 Su-57. Even despite this not being the out-and-out success I should be possible by making the turn north timed better, this is still a kill:loss ratio in excess of 5:1, and bringing down nine bridges with a combined firing of 24 JASSM isn’t bad. The one thing that was more interesting was the relative lack of success for the SEAD-birds, with both GBU-53s and AGM-88E AARGM-ER (the latter which notably hasn’t been mentioned in Finnish F-35 discussion) being swatted out of the air at comfortable distance by the enemy air defences (again, Gorshkov played a major role).

Typhoon – High and fast

The Eurofighter would in Finnish service align with the UK model, and as such we sprinkle 28 Typhoons with CAPTOR-E radars on the Finnish airfields. Again, let’s first see if we can go out with bombs.

The first step is to launch a four-ship loaded with Meteors from a westerly base to try and sweep away fighters by being able to come in with speed and altitude. The large amount of Meteors pay dividends, as the four Typhoons manage to fight of a number of Su-57 and Su-35S and score five for the loss of a single aircraft.

The Typhoons continue to do well in the air-to-air arena, dodging streams of enemy missiles (including the feared S-300V4) while keeping dropping enemy aircraft. A first wave of SEAD-aircraft causes chaos as enemy fighters and air defences keep hunting swarms of Spear-EW jammers, but the destruction of air defences fail as the strike pair equipped with Spear-missiles fail to properly identify their targets. Still, with a kill:loss ratio at 8:1 things are looking rather promising. Now about those bridges…

The bombers are unable to close on their targets as streams of SAMs force them to keep dodging in the skies above Utti. The combination of DASS and aerodynamics is impressive, and it feels like the aircraft are in fact better able to dodge missile fire than the F-35 was. One possible explanation is that the missiles are fired at longer ranges, allowing for more time to react.

The huge number of Spear EW released by any single Typhoon is a very nice feature. Unfortunately the database doesn’t allow for mixed loadouts, as in reality a SEAD-bird would likely carry a mix of kinetic and EW SPEARs

The whole thing is a bit of a mixed bag. As said, the enemy missiles are largely punching air, but that also means that there’s preciously little in the way of moving forward in the face of combined Buk and S-300V4 fires. Eventually I take manual control and try to push the bombers into firing range of the Vyborg bridges, leading to all four being shot down. The Spears are however a really nice capability, as with the short-ranged loads allowing for four hardpoints dedicated to three each, a pair of Typhoons can bring 24 missiles to the fight. In a fight where volume is crucial, having four aircraft launch 24 jammers/false targets followed by 24 missiles actually allows for some kills, including the Nebo-radar, a 9A83M TELAR and a 9A84 LLV from the S-300V4 batteries, a single Shilka, and five T-72BM as collateral damage during the SEAD-strikes. The Meteors also by far outshine the R-77s, and despite me pushing the bombers too far (leaving 12 Typhoons as craters in the ground) the exchange ratio is somewhat positive with 10 MiG-29K, 10 Su-35S, 4 Su-57, and a single MiG-31BM joining them in the lawn dart-club, netting the Finnish Air Force just over 2:1 in kills-ratio.

Again, the pure amount of munitions fired is enough to make the budget weep:

  • 16x AIM-120C-5 AMRAAM P3I.2
  • 8x GBU-24E/B Paveway III GPS/LGB [BLU-109A/B] (somehow there wasn’t an option for a serious bombload with Paveway IVs in the database, would have been interesting to see how those would have fared against bridges)
  • 70x Meteor
  • 3x Sky Sabre [Land Ceptor]
  • 56x SPEAR 3
  • 72x SPEAR EW

For the Russian side, the expenditure was even worse:

  • 2x R-73M
  • 9x R-74M2
  • 105x R-77-1/R-77M (!)
  • 8x R-37M
  • 6x 9M338K (Tor)
  • 30x 9M317 (Buk)
  • 4x 9M311-M1 (Tunguska)
  • 48x 9M83M (S-300V4)
  • 32x 9M96D (Gorshkov S-350), i.e. the whole complement of missiles
  • 4x 57E6 (Gorshkov Pantsir)
  • …and a ton of rounds ranging from 23 mm to 130 mm in diameter

So where does that leave us?

Well, the Typhoons did better than the F-35 with both the air-to-air ratio and the number of bridges hit roughly similar – though the Typhoons did not manage to get through to hurt any of the bridges at Vyborg, of which the F-35s brought down one. Would it be possible to bomb the bridges in Olonets and use Storm Shadows to get the southern ones?

The first four CAP birds do an excellent job, bagging eleven enemy fighters with their 28 Meteors, and escaping the enemy hail of missiles (25 R-77M/R-77-1 and 10 9M96D) – I must say that if the survivability of the Typhoons in the face of enemy missile fire is anything like this in the real world, I am highly impressed. An interesting detail is that the Typhoons are able to pick out the Su-57 at roughly max weapons range (Meteor) through a combination of Pirate and DASS, i.e. not by using the E-SCAN radar.

After that, things get more harsh. The SEAD-birds and second CAP-wave push deep into enemy territory, and manage to temporarily achieve something resembling air dominance in the airspace covering the whole operational area. Unfortunately it is rather temporary, and poor timing on my part between bomber wave and the overconfident fighters means that the second enemy fighter wave manage to bag a number of Typhoons. However, the bombers managed to get through without issue and bring down four bridges on the Olonets Isthmus (before being shot down by chasing enemy fighters) and with the earlier losses of aircraft that penetrated deep into enemy territory a total of eleven Typhoons were lost. While that is just one better than the earlier case, four out of five bridges around Vyborg was brought down by just eight Storm Shadows (I fired double missiles per bridge, turns out all got through and half the missiles found an empty spot on the map upon arrival) to add to the four bombed bridges, the enemy losses to both aircraft and ground systems was also significant (4x MiG-29K, 8x Su-35S, 7x Su-57, 6x MiG-31BM plus the Nebo, 2x 9A331 TELAR (Tor), 3 9A83M TELAR and a 9A84 LLV (S-300V4), 4x T-72BM).

The Typhoon being able to hit the deck and then take the elevator back up again is a huge benefit when it comes to evading incoming missiles

The Typhoon did surprise me. There’s lots of talk about how it shines in the air-to-air role but suffers in the air-to-ground compared to some of the competition, but the wargaming really drives home the point about how the combination of serious sensors and stellar aerodynamics means that even when the first layer of the survivability onion is penetrated, failing at “don’t be seen” doesn’t mean all that much if the enemy struggle with “don’t be hit”. I also know that quite a few of the losses in the last run could have been avoided if I had had a better handle on things, so even if the final score sheet wasn’t as impressive as I was aiming for, I certainly feel that the aircraft is a solid performer.

Rafale- Everyone gets a dual-seeker

The first thing that strike me when sending out a four-ship of Rafales from the north to try and drag aircraft away is that RBE-2AA radar is able to pick out and identify vehicles on the ground. Not sure if this is indicative of the radar being better than some of the alternatives, or whether there is some checkbox that I’ve marked differently (CMO has quite a few…), but it certainly helps with the situational awareness considering both the F-35 and the Typhoon (to a lesser extent, but still) struggled with creating a proper picture of which enemy ground units are where.

The RBE2 AESA-radar is instrumental in getting a good picture on the ground. In the end it lead to all struck ground targets being either bridges or GBAD-related, with no munitions “wasted” on tanks.

Another interesting detail is that the CAP-birds first choose to use their MICA NG (both IR- and active radar-versions), saving the Meteors.

The Rafales aren’t as overwhelming when it comes to air-to-air as the Typhoon was, and in the intial engagement two of the four fighters are brought down in the first exchange. That’s also where the good news ends for the Russians, as seven of their own are brought down (2x MiG-29K, 4x Su-35S, and a single Su-57). The weapons and sensor range means that only eight R-77M are fired by the enemies, before they have their hands full with evading the incoming MICA and Meteors.

The rather complex main strike

However, the main strike with the SEAD-birds pushing out in front fare significantly better when it comes do dodging incoming missiles. My guess is that  having a larger number of friendly shooters leave the enemy unable to provide proper mid-course guidance, making their fire less accurate, when they have to keep dodging incoming weapons. It is also notable that as opposed to the Typhoon’s ASRAAM – which in effect never was used in the runs I did – the MICA is frequently used by the Rafales thanks to its range.

With no JSM for the Rafale in the database, the main SEAD-weapon is the SBU-54 AASM which sport a 250-kg bomb equipped with glide kit and dual-mode GPS/IIR-seeker. The number carried per aircraft is smaller compared to SPEAR 3 or the SDB-family of weapons, but the bang is still nice and the dual-mode seeker means that mobile targets are valid. Two MiG-31 appear and create a bit of a bad feeling at very-long range, downing a strike aircraft and a SEAD-bird, but the SEAD-effort is by far the best seen so far.

The range of the MICA NG is rather impressive, as is evident here with strike aircraft going feet wet over northern Lake Ladoga (note that Tacview doesn’t draw water in lakes) firing on a fighter heading south over the outskirts of St Petersburg

The end result I dare say is the best seen so far, despite the feared long-range GBAD batteries finally managing to score a few successes against escorts pushing deep and the SCALP-EG somehow seemingly having worse luck with defensive fire compared to the Storm Shadow. The air-to-air game isn’t as impressive, with “only” 17 fighters brought down (6x MiG-29K, 7x Su-35S, and 4x Su-57) against a loss of seven Rafales, but in the air-to-ground arena a total of 13 targets are wiped out (including three of the Vyborg bridges) and the SEAD-side is by far the best yet (the Nebo is dead, as are four 9A331 TELAR (Tor), two 9A310M1-2 TELAR and a 9A39M1-2 LLV (Buk), and four Shilkas. The usefulness of the presumably cheaper MICA (65 fired) also means that just 13 Meteors had to be used for that effect, and the air-to-ground munitions was dominated by the AASM (27 1,000 kg ones for bridges and 30 250 kg ones for SEAD) with an additional eight SCALP-EG for the best defended bridges.

Super Hornet/Growler – Hear me roar

So getting back to where it all started, with the Super Hornet and Growlers. I assume that the losses earlier in the conflict would have been smaller for the Growler-fleet, and that they would have been prioritised in this major strike mission, so the order of battle is 10 EA-18G Growlers and 18 F/A-18E Super Hornets. It is immediately obvious that sending four-ships of Super Hornets out on CAP just isn’t doable, as that occupies too many strike aircraft. At the same time, the plan is to ensure that they stick close to the Growlers for self-protection, better situational picture, and for added firepower. Note that while a Growler in real-life can be used for regular strike missions, the database does not allow for non-SEAD/DEAD-associated lodas.

The first step is simple: put a pair of Growlers escorted by a pair of Super Hornets over south-eastern Finland to get a good overview of the situation.

The Growlers take off, and the magic happens.

You emit, the Growler knows you are there

Immediately they start getting fixes on the different fighters and ships in the area. The “I know everything”-feeling Michael Paul talked about is certainly there.

The only problem with the feeling is that we are feeling slightly overwhelmed, with at least 17 enemy fighters currently airborne. I decide to launch more fighters and temporarily withdraw my current two northwest of Jyväskylä. The fighters trade positively, scoring 11 kills (and forcing a Su-57 down within range of a Land Ceptor battery, which score a twelfth kill!), but lose seven aircraft of their own. Clearly more firepower is needed in the first wave.

Trying to seize whatever momentum I have, I launch an all-out strike with SEAD-escorts. Unfortunately, most of the SEAD-escort figure the SAG is the most menacing target for AARGMs, and while they aren’t exactly wrong, the ships easily swat the missiles out of the air with a Pk close to 1.0. On the positive side, JSOW C-1 turn out to be a surprisingly effective weapon even in the face of the heavily defended bridges of Vyborg, and four are brought down in quick succession. Killing bridges without the need for cruise missiles is nice!

With sixteen own aircraft lost (against 15 enemies, plus the aforementioned four bridges), it’s time for another run to see what could be done better.

The biggest conclusion from the Super Hornet run is that you do need a combination of better situational awareness and longer range to be able to reach the large positive kill ratios wanted by the Finnish Air Force. The AIM-120D doesn’t cut it unless you are able to hide, but the combination of AIM-260 and ATFLIR ensures that the Super Hornet is right back in the game

A few runs later and it’s clear I can’t get the AIM-120D equipped Super Hornet to work as I want it to. The issue isn’t the ground threat as much as the fighters, and compared to the Meteor-equipped eurocanards it simply can’t take on the Russian Air Force and come out with the same kind of kills. This is interesting, as it runs counter to what IsoT said, who claimed that the enemy fighters weren’t an issue. A notable difference was that he used the AIM-260 JATM, which might or might not be coming by 2030.

Just changing the long-range weaponry on two of the four-ships that are flying CAP  while letting the rest soldier on with the AIM-120D made a world of difference. The Super Hornets and Growlers scored 18 kills (6x MiG-29K, 3x MiG-31BM, 5x Su-35S, 4x Su-57) for a total loss of six Super Hornets and no Growlers. Despite the majority of the aircraft flying around with the AIM-120D, twice the amount of JATMs were used (24 vs 12), which tells something about how many earlier shots can be taken and how much a difference that makes also when it comes to the amount and accuracy of the return fire taken. With 16 JSOW, 16 AARGM-ER, and 8 GBU-31 (1,000 kg JDAM) a total of six bridges were brought down (four at Vyborg) and the enemy air defences were seriously reduced (2x Shilka, 2x Pantsir-SM, 3x 9A83M TELAR, 2x 9A82M TELAR and one 9A85 LLV from the S-300V4).  The combination of JSOW and AARGM turned out to be a winning concept against SAMs that stuck to their EMCON and relied upon neighbouring batteries providing the radar picture.

My findings does run rather contrary to those of IsoT. I struggled more with the enemy air than ground defences, and while I didn’t see much in the way of highly effective jamming (though to be honest that might simply be down to not having perfect information, it might be that the enemy operators were sweating and had to rely on secondary systems), the Growlers and Super Hornets were quite able to kill off enemy SAMs if not at will then at least reliably.

Gripen – I have a skibox

As soon as the GlobalEye turn on its radar, it is evident that the situational picture is on another level. I have a full picture of not just where the enemy is, but of who the enemy is as well. This is certainly a step up above the earlier aircraft, and the rather strict EMCON the enemy has been clinging to won’t help.

The level of detail picked out is just on another level compared to everything else tested in this series of scenarios

Unfortunately, the database for the Gripen does not reflect the air-to-ground weaponry offered to Finland in the slightest. No SPEAR, no Taurus KEPD, no LADM, no bombs heavier than 250 kg. Instead I get the BK-90, the AGM-65B Maverick, the RB 15F (Mk 2), and 135 mm unguided rockets – all of which are either already withdrawn or about to be replaced. The original SDB is available in the form of the GBU-39. The available pod is the Litening III, also most likely not what is offered for HX. The air-to-air arena is better, but there’s no option for the seven Meteor short-range loadout, with six and a drop tank being the maximum.

This causes some issues to be perfectly honest, but let’s see if the 39E can bring enough Meteors to the fight to clear away the enemy fighters, and then we’ll see if we can take it from there.

The AI is a bit slow to react to the enemies entering the prosecution area (I believe this being due to the Gripens first having to enter the designated CAP-patrol box before they begin actively looking for intruders), but soon missiles start flying in both directions

The Su-57 turn out to be something of an issue, as to begin with they have a bit of headstart from how the mission is set up, but also because of the inability of either the GlobalEye or the Gripens to get a good long-range radar lock. It isn’t a major issue, the combination of ESM and IRST systems do pick them out at comfortable distances, but it does give the enemy the first shots.

A quick reset to give the AI somewhat more sensible instructions, and we’re off to the races.

As has been seen in a few scenarios, taking off from Helsinki-Vantaa isn’t necessarily a great idea. The lead fighter is quickly brought down, leaving the wingman to temporarily fight off twelve enemies, half of which are Su-57s. It goes surprisingly well, and the Meteors bring down four MiG-29K before a Su-57 manages to close in and finally take it down with a R-77M at close range.

Launching from Helsinki in the middle of a bunch of Russian fighters rushing north is a bad idea

The rest of the battle is somewhat divided, as both sides lose aircraft. An interesting detail is that the Meteor-evading enemy fighters get down to lower altitudes, where two Finnish SAM-batteries combine to bag two fighters. Still, 3:7 is not the kill ratio we were looking for.

With the enemy fighters at least temporarily pushed back, I launch the strikes. As I have a good fix on the GBAD-positions around the bridges at Vyborg, I task the SEAD there with greater detail, while further north I again rely on a more general Wild Weasel-y thing of going there trolling for SAMs and then trying to kill them. Again, with nothing more lethal than GBU-39 for SAMs and GBU-49 for the bridges I don’t have particularly high hopes of actually get anything nailed down on the score card. However, sending fighters into harms way should say something about the survivability of the Gripen.

It doesn’t begin particularly well, with two Su-57 jumping the four northern SEAD-birds immediately after take off before their escorts have been able to form up. After that things temporarily get better as the CAP-fighters bag a few enemy aircraft, before they quickly turn south again. The Vyborg SEAD-strike with GBU-39s is surprisingly effective, bagging two Pantsir-SM and a total of six different TELAR and LLV in the S-300V4 battery. At the end of the day, there is no denying however, that with none of the strike aircraft carrying Meteors, they are simply too vulnerable to enemy air, and in the end the enemy not only manage to protect all their bridges, but also achieve an impressive 13:22 score (for those interested, the GlobalEye which some state will be shot down the minute the fighting start actually survived).

I feel like the main issue is the inability to fly mixed loadouts with a few Meteors in addition to the strike weapons, which really hurt the survivability of the strike aircraft. The answer for round two is obviously to fly a smaller number of strike aircraft per target, instead letting a number fly heavy Meteor loadouts as escorts (and not let the Helsinki-pair take off in the middle of the enemy fighters).

The SEAD-strike close to Vyborg does go rather well, but there really is a need to launch large number of weapons to ensure some get through

This run works out better. Meteors are nice, although the Gripen does seem to be the aircraft which struggle most with the Su-57. The second time around enemy fighters notice the stream of GBU-39 heading toward the S-300V4 battery, and fire away all their weapons as well as giving the SAM-sites the heads up to turn on their radars and join in the fray. A large number of weapons are shot down, but three TELARS and a LLV are still turned into scrap metal. The northern SEAD mission is able to take down a Buk-unit, nailing two TELARs and an LLV. Unsurprisingly, that still isn’t enough to get through to the Vyborg-bridges, but two of the northern bridges are brought down by the two strike aircraft sent north. The air war land on a 2:1 kill ratio for the Finnish Air Force (11 Gripen against 6x MiG-29K, 3x MiG-31BM, 6x Su-35S, and 7x Su-57). The Gripen was able to avoid missiles at an acceptable rate, though it certainly was no Typhoon.

This would be the place where I would do the final run, combining cruise missiles and bombs and putting everything I’ve picked up so far into practice. However, as noted the Gripen armoury in the database lacks a heavy cruise missile, so there’s nothing to see here. However, considering the similar performance of the JASSM and SCALP/Storm Shadow above, I believe it is safe to say that we would have lost 2-4 aircraft less, and brought down a few more bridges. Similarly, having mixed loadouts would probably have allowed for a second pair of striking aircraft to the north downing another bridge or two. The SEAD might also have turned out better with SPEARs than with SDB, but to be honest the difference likely wouldn’t have been game changing. Yes, a few TELARs more would have been nice, but for this scenario that would probably have been neither here nor there.

Conclusions

So where does that leave us? Neither here nor there to be honest, this is a commercial simulator based on open data, I am a happy enthusiast with no major knowledge on the inner workings of how to set up intelligent air strikes, and there were a number of weapons and loadout options missing from the database. But lets put down a few short notes:

  • To win the air war and get the kind of kill ratio the Finnish Air Force want and need, a combination of better situational awareness and long-ranged weapons is needed. The Super Hornet/AIM-120D struggled in this scenario, but bringing even a moderate number of AIM-260 JATM into the mix turned the tables,
  • Large weapon stocks is a must. Especially in the air-to-air and SEAD-missions the expenditures of weapons is huge. At the same time, the enemy will face similar issues. The impact this will have is difficult to model in this kind of single mission scenarios, but it is notable that e.g. the extremely deadly Admiral Gorshkov in several scenarios ran out of long-ranged missiles half-way into the scenario,
  • The ability to avoid the kinds of missile volleys that the scenarios saw from both fighters and ground-based systems really is key. At the end of the day the Typhoon being able to rely on its superior aerodynamics to avoid missile after missile was one of the big eye-openers to me personally when running the scenarios,
  • MICA NG is nice. It was the only mid-ranged weapon to be really useful (besides the AIM-120D when carried by the F-35A which could use its stealth to get close enough), with next to no IRIS-T, ASRAAM, or AIM-9X having been used. Without knowing the sticker cost compared to the Meteor, I do believe it would be a big benefit in a real scenario,
  • The F-35A managed to get by with the AIM-120D to a much better extent than the Super Hornet, but the small number of weapons really hurt the aircraft when faced with hordes of enemies. It also wasn’t able to strike the most highly defended targets with bombs without suffering serious losses. At the end of the day it was a solid performance, but one not quite as outstanding as one could have imagined,
  • The GlobalEye wasn’t particularly vulnerable, and the Casa didn’t in fact get hit in a single mission! At least in this scenario, as long as there are own fighters it was possible to operate large aircraft in western Finland,
  • There was a number of surprises to me personally when it comes to details. The Typhoon and Rafale performed better than expected (especially considering the lack of JSM for the Rafale), the Gripen somewhat worse, and the Super Hornet being a mixed bag (poor with AIM-120D, good with AIM-260) but no single aircraft was a clear failure or winner.

There’s an endless number of details one could discuss when it comes to whether the scenario was set up correctly, and feel free to run your own scenarios if you have CMO installed, but these were my findings. Again, I probably can’t stress enough that this was done largely for fun and with very limited insight into Finnish Air Force CONOPS and the finer details of the bids now on the table, but it certainly was an interesting challenge!

*Pun very much intended, we are after all discussing SEAD/DEAD-options here.

Review: Next War: Poland

Chances are that if you are a reader of the blog, you have spent some amount of time thinking about NATO’s northeastern flank. The defence of the Baltics has become an issue of considerable debate, with the Suwałki gap doing its best to become the Fulda gap of the 21st century. At some point one start to wonder how a confrontation would play out? What difference would it e.g. make if NATO sent reinforcements into northern Poland?

NWP

Enter Next War: Poland, an old-school hex-and-counter wargame with all the bells and whistles to warrant an interest also from the professionals. It arrives in a nicely sized box, which is packed full with two maps, plenty of countersheets, and all the rule and scenario books you need. For a full review of what’s in the box, check out this video on GMT Games’ YouTube channel.

…and, yes, the box isn’t one of their better-looking ones. I have a hard time figuring out why GMT chose the mix of pictures of completely different styles. It is especially puzzling as they have some quite spectacular boxarts amongst their offerings, such as Labyrinth or Pendragon.

The maps consist of two completely different ones, one of which is the hex (‘operational’) map which cover the northern part of Poland and into the southern corner of Lithuania. Here the main battle is fought, where brigade and division level units (and the occasional battalions) run around and collide into each other. However, as we all know a major part of the fight would be to get units into theatre. This takes place on the second map, the strategic display. In essence, this cover the Baltic Sea and surrounding land areas, and consists of land and sea regions, as well as holding boxes representing out of area assets (naval units in the North Sea and long-range air units). Here it is possible to fight the battle for sea superiority in the Baltic Sea, to conquer the Baltic states, and to drop a bunch of airborne units on Gotland to exercise control of the shipping lanes and air space if you are so inclined.

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Nice A2/AD bubble you’ve got there, would be a shame if something happened to it…

There are a basic and advanced rules, as well as basic and advanced air rules. The basic rules are rather straightforward for a wargame, while the advanced ones are close to a full-on simulation. Under the advanced rules, the strategic display, a detailed logistics system, and a host of support weapons ranging from short-range ballistics missiles to artillery makes it possible to simulate the Russian A2/AD-bubble and NATO attempts to breach it in all its glory.

The game is complex, there’s no denying it. Multiple factors are at play throughout the turns, and keeping track of everything does feel slightly overwhelming at times. Part of this is due to the modularity of the system. The Next War-system, Poland is the fourth volume, is based on a set of common rules, some of which are shared between basic and standard games, some of which are differing. Then comes the game specific rules, which as the name implies cover things specific for the Polish theatre, as well as the scenario rules. This leads to quite some browsing between the different booklets at times. On the other hand, the modularity is without doubt one of the strengths of the game. In essence, it is one great sandbox, and while it does feature a number of different scenarios with varying levels of NATO reinforcements forward-deployed to the area, there’s nothing stopping you from gaming out different scenarios according to your own liking. The same can be said about the rules, where it is rather easy to pick and choose, e.g. to combine a full set of logistics rules with the basic air war.

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The sheer number of rules can make the game feel a bit overwhelming at times. Still, the gaming aids are top-notch, and help considerably once the game starts going!

The fighting follows a rather standard pattern, with units from one side attacking a neighbouring hex, possible support being allocated, and a number of modifiers come into play depending on everything from how well units cooperate to the type of terrain. A single die roll then resolves each battle, with the result being cross-referenced with the final combat ratio on a combat results table, which sports both die-roll modifiers and column shifts. The advanced air rules are a blast to play, and lets you pit individual squadrons against each other, while the naval rules are by far the most abstracted, and in my opinion, weakest ones. It very much feels like the navy is only included because NATO need to be able to leverage the carrier strength of the US Navy and to have a means of transport for the US Marine expeditionary force headed for the beaches of Kaliningrad or a nice Polish harbour.

An interesting concept is the initiative mechanics, whereby one of the players might have the initiative for the whole turn. This provides additional movement and combat phases, representing an attacker having the momentum, but can also easily lead to overstretching as the game also simulates the downsides of pushing the units hard to try and keep up the momentum. If the initiative player isn’t able to keep up the steam, judged by the amount of victory points during the last turn, the turns becomes contested until either player manages to secure the initiative again. This is a prime example of how complex real-world effects are taken into account and integrated into the game by relatively straightforward means.

There are some weaknesses with the game. The maps are nice, but they are printed on thick paper and not mounted. This is the usual way when it comes to wargames, and it is a nice paper quality. Still, it is something worth noting for any non-wargamers stumbling upon this. The player aids are also printed on the same thicker paper, and are in full colour. The main issue for me personally is however the scope of the hex map. As it sits now, it covers the majority of the Kaliningrad exclave, but not quite up to its northern border. In the same way, the southern part of the Suwałki gap is covered, but the battle for its northern end will take place solely on the strategic display. And if the player wants to do a Bagration 2.0 and head for Warszawa from the south, that would be outside the scope of both maps. I understand the reasoning though, because it ties in with another issue.

The game is huge.

The maps are 56 x 61 cm and 56 x 86 cm respectively. In addition you will have a number of cups with all counters that doesn’t happen to be on the board at any given moment, and it is usually a good idea to have the rule books and player aids nearby. All in all, this might not be the game for you if live in a small flat. Effectively doubling the size of the operational map by extending it towards Vilnius to the north and Krakow to the south would mean that any game would require quite a bit of property to be properly set up (with that said, if a double size map covering Vilnius to Krakow would be offered as an add-on, I would certainly buy it!).

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A Russian armoured unit have broken through a gap in the lines and is heading west, but risks a potential supply shortage as Polish infantry dug in in the main cities still control the road network.

The observant reader will notice that a pattern emerges. The scope and complexity of the game is intense, but at the same time its greatest strength. Already with the relatively limited playing time I’ve had with it I’ve learnt new things with regards to the real world situation. It should be stressed that the complexity is based on the fact that modern conflicts are complex and multifaceted, and it never feels like the rules are complex just for the sake of it. Instead, while I am a novice when it comes to hex-and-counter games (my sole earlier experience is described here) I felt that my understanding of real-world conflicts helped me get going with the game. The rules felt logical, and it was easy to grasp what the designer was going after with any single point (though as noted memorising the whole lot was quite something else!). I also never felt like I encountered any significant case of a real-world factor missing (there’s even rules for refugees clogging the roads during the early stages of the conflict), which is high praise for a wargame in my books.

The game isn’t for anyone, but neither is this blog, so I have no qualms about highly recommending it to any of my blog readers with an interest in conflict simulation!

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There’s no lack of counters, and I highly recommend some kind of storage solution if you invest in this game, as sorting through the whole bunch is *not* and ideal way to start your gaming session…

…and before anyone asks: Finland isn’t included, Sweden joins NATO with their Air Force and SOF units if Russia invades Gotland (P 18 is missing), Norway is missing, while Denmark is a fully featured though minor NATO-country.

Oh, and we certainly need a volume in the series situated in northern Finland/Sweden/Norway. Please, GMT?

Review: Tornio ’44

The sheer scope of the Second World War means that there is a vast number of less-known operations. Amongst these, the amphibious landing and following battle between the Finnish and German forces in the Tornio area in the autumn of 1944 is amongst the most obscure. The battle was the single most important part of the so called Lapland War, during which Finnish forces drove out the German units from Finnish territory in accordance with the requirements of the Finnish-Soviet armistice signed during the late summer of that year.

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The iconic picture of two Finnish soldiers with their Panzerschreck along the Kemi-Tornio road. Source: SA-Kuva

The battle wasn’t particularly large, none of the individual skirmishes it was made up of numbered more than a few battalions, and was characterised by poor intelligence, a lack of communication, and the general confusion which followed these. The close proximity to the (neutral) Swedish border and the fact that the two sides up until recently had been brothers in arms and good friends also added to the flavour.

A Finnish-Swedish company called Mikugames has created a boardgame to represent the battle. The hex-and-counter style game covers the whole battle from 1 to 8 of October, with the map stretching from Ajos up to Ylivojakkala. The counters are company-sized units, the being printed on both sides, with the second side representing the unit at half-strength.

At first glance, the game looks like your standard run-of-the-mill wargame, with attack factors being summed and ratios being compared, before the dice resolve the outcome. Upon closer inspection it becomes clear that this is only partly correct, and that the game in fact feature a number of novel approaches to capture the unique nature of the Tornio campaign. While ‘flavour’ has a tendency to mean ‘complexity’ in many wargames, in Tornio ’44 the opposite is in fact true, and they instead make the game highly suitable for beginners. This is mainly due to two factors: the pace at which the battle develops, and the fact that this was almost exclusively an infantry affair.

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A German counterattack from the direction of Kemi has managed to recapture parts of Tornio, including the vital supply depot in ‘Little Berlin’. Visible is the sole German tank company, 2. Panzer-Abteilung 211.

When the battle kicks off, very few units are actually on the map, meaning that the first few turns are rather straightforward and let the players build confidence and become familiar with the sequence of play. After this, the scope of the game gradually increases as more Finnish reinforcements are landed and the German command dispatches more units to the area.

The gameplay itself boil down to a few simple mechanics. Each unit is either motorised or not, which affect the cost of it moving through different kinds of terrain. For the combat value, each unit has an attack and a defence value, reflecting that defence is usually stronger than attack. For the supporting units (i.e. artillery and mortars), they instead get a range and support value (representing how hard they hit), as well as a close-defence value, representing how good they are at defending themselves if they get attacked. While all units are correct according to the historical order of battle, you don’t have to worry about whether you are commanding a Waffen-SS mountain company, a bunch of Finnish light tanks, or a second-rate Ersatz unit if you don’t like. For practical purposes, the only differences actually making a difference is their different mobility and combat values. The few exceptions to this rule are the special abilities of engineers to support river crossings (and blow bridges in the case of the Germans), as well as some simple optional rules dealing with antitank and antiaircraft units.

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The engineers of the Gebirgsjäger-Brigade 139’s 17. company tries to blow the large combined rail and road bridge over the Kemijoki river.

Where the game really shines is in the asymmetric nature of the fighting. To reflect the differing goals of the Finnish and German forces, a single point-track is used, where the Finnish player score their victory points, and the German player tries to subtract the Finnish points. The Finnish player gains their points by capturing key areas, inflicting losses to the Germans (preferably after encircling them in a motti), and for any Finnish units exiting the map along the roads heading north. Reversely, the German player subtracts points by recapturing objectives, destroying the bridges over Torniojoki and Kemijoki rivers (with more points being awarded the longer they can wait before blowing the charges), and for any units exiting the board northward during the last two turns.

This creates a set of extremely interesting tactical dilemmas. How long will the German player try and maintain control of the Kemijoki bridge before retreating northwards? The German player will initially have more troops on the board, with the initiative slowly transferring to the Finnish player, so trying to score a few early victories might be tempting. However, as all German losses are scored, being overly aggressive will soon come back to haunt the point-track. The Finnish player in turn has a major choice in deciding whether the troops will land in Kemi (as per the original plan), on Ajos, or at Röyttä south of Tornio (where the landing historically happened). Of these, Kemi is the most centrally located, followed by Ajos, and then Röyttä. This is turn influences how quickly the German command in Lapland reacts to the threat, with the German forces arriving significantly faster if the first two landing spots are used. The Finnish player can thereby determine the pace of the game by controlling the alert level. This can also be changed mid-game, by diverting some of the later waves of Finnish landings to a landing spot with a higher alert level.

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Finnish troops in the Kemi skijumping hill watches helplessly as the German troops blow the Kemijoki bridge in the distance, creating an impressive pillar of smoke. Source: SA-kuva

These differing objectives and the steady stream of troops trickling in from different corners of the battlefield create a surprisingly gripping game. There never seem to be quite enough troops to make that last decisive move, and reinforcements can suddenly alter the force balance on a certain part of the battlefield, while a sudden change in weather might delay the Finnish reinforcements for a crucial turn.

The largest single issue I have with the game is probably that in some places the wording of the manual isn’t completely clear, with key words being used before they have been explained. The map is nicely done, but isn’t mounted and feature a number of prominent folds which require some pressure to straighten out. Otherwise the cardboard counters risk sliding around. However, this is usually the case with games at this price point, and an unmounted rolled map (delivered in a tube) can be bought from the publisher for a reasonable price.

Tornio ’44 is highly recommended to anyone interested in the northern front of World War II or looking for a suitable first game to try hex-and-counter wargaming. While designed for two players, it does work well for single-player as well (with the player playing both sides), with only some minor features being absent. If boardgames doesn’t interest you, but the conflict itself does (and you read Finnish or Swedish), Mika Kulju’s book on the battle is probably the authoritative work on it, and is well worth a read.

Kevyen osaston polkupyöriä lastataan laivaan Tornioon vietäväksi.
The Finnish Light Detachment (Kevyt osasto) load their bicycles onto a Finnish steamer in the port of Toppila, Oulu. Ironically, next to Toppila is the Alppila district, named after the large depot the German mountain troops created there. No ‘real’ landing tonnage was available, and the Finnish troops were ferried by civilian merchant vessels. Source: SA-kuva

AAR – Operation Gudrun

For some Friday night off-topic, I’ve played a game of Command: Modern Air/Naval Operations. The game is best described as Harpoon on steroids, though the developer doesn’t think that catches the huge improvements found under the hood (“Only in the sense that each new FPS is a new version of Wolfenstein3D”). Anyhow, if it’s good enough for RAeS to blog about, it’s good enough for me.

The scenario in question is the later two-thirds of Swedish author/blogger Lars Wilderängs techno-thriller “Midvintermörker“, a Swedish “Red Storm Rising” set in Gotland during the last shivering days of 2012. This post will certainly contain spoilers, so if you are a Swedish-speaker who hasn’t read the book, go do so before reading any further.

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“Midvintermörker” was Wilderäng’s debut novel, and while the grand story might not be that innovative, it is still a very enjoyable battlefield description. The sequel “Midsommargryning” features a more complex and interesting story set in a ’round two’-scenario a few years after the first book, and the only real downside of the book is that the storytelling suffer a bit from the author taking the opportunity to sneak in a few political visions (those who have read Clancy’s later works knows what I’m talking about), such as an updated model for how conscription could work. On the whole, I personally find Wilderäng’s style of writing enjoyable, though I wouldn’t be surprised if some are irritated by his continued use of irony.

Still, the novel’s greatest achievement isn’t its literary merits, but the fact it played an important part in lifting the Gotland-question out of the #säkpol-blogosphere, and into the everyday political discussion in Sweden.

Operation Gudrun

(Gudrun was a storm that caused widespread destruction in Sweden during the early days of 2005, let’s hope that this time around the destruction is amongst the Russians and not the Swedish forces)

When we roll in, the Russians have landed in Slite, a small town on the eastern shores of Gotland, and are starting to unload their heavy equipment from a 18,000 DWT ro-ro ship. Our main objective is to sink this vessel, which should seriously delay the invasion. As the invasion took us completely by surprise, our radar networks are down, and the air force has suffered considerable losses. Our main forces are as followings:

We have a mechanised force (including Leopard 2A5’s and CV 9040’s) on Visby airport, which also holds two JAS 39C Gripen which was the islands QRA detachment before the outbreak of the hostilities. A number of infantry recon platoons are found on the island, as well as four mortar platoons, equipped with heavy mortars and STRIX anti-tank mortar rounds. On a wartime base (with practically no reloads) we have a number of Gripen’s armed with AIM-120B AMRAAM’s and IRIS-T missiles, and the main Gripen force is found north of Stockholm. Here we also have three Gripen’s armed with RB 15F anti-ship missiles, which will be my best bet in taking out the ro-ro. Outside of Slite one of our submarines lurk. I also have two C-130 Hercules transports loaded with special forces for an air drop, and some CB 90 H fast assault craft with Hellfire-armed marines aboard.

The enemy currently has air superiority (or to be precise, we have no idea what is found in the skies above the Baltic Sea, as our radar network is down), and two batteries of Tor (SA-15) SAM’s are in the area. In addition, they have superior ground forces, so we can’t just throw them out by racing headlong into Slite. This leads to a complex plan, given by the in-game objectives:

Objectives:

  1. Secure Tingstäde with ground units in order to stop any Russian ground forces from passing this point.
  2. Secure the airspace on and around Gotland enough to for a safe air drop. The drop may have to be done even if the airspace is not 100% in our hands.
  3. Bring the Tp 84’s* over the designated landing zone to the west of Slite.
  4. Find SA-15’s and have them destroyed using STRIX mortars or other weapons available.
  5. Destroy the RoRo ship before it is able to unload the majority of the landing force.

*Tp 84 is the Swedish designation for the Hercules.

While the plan is complex, it probably represents my best shot at getting things done, so I start by sending all mechanised units securing the airport towards Tingstäde. My forces are so small, I decide that keeping some units at the airport probably means spreading them too thin. Two of my three infantry recon platoons starts to head for the LZ, to check that the area is clear and, hopefully, get the location of the SAM’s even before we bring in the lumbering Hercules. My submarine meanwhile gets orders to patrol outside of Slite, and the CB 90’s start moving to take up position west of Fårö. If the sea outside of Slite is cleared, we might be able to sneak them close enough to get to a landing zone just north of the harbour, from where they can target the landing force with their Hellfires.

AAR first moves.JPG

The sub quickly locate three contacts outside the port, and identifies the southernmost (SKUNK #61) as a light frigate. Since we are talking about a non-Swedish naval ship just outside of an occupied Swedish port, I decide to manually mark it as hostile. Shortly thereafter, my northernmost recon infantry spots the other two contacts, and can confirm that SKUNK #62 and #67 are Parchim-II class light frigates. These have some ASW capability, with suitable sensors as well as weapons (torpedoes and RBU-6000). It seems the Russians have set up a picket chain of light frigates to protect the beachhead from unwanted visitors. Still, if there are no further surprises awaiting closer to shore, we should be able to handle them.

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Our Norwegian friends decides to supply us with AWACS-data from the NATO-network over Link 16. Mange takk!

The infantry also makes another sighting, a single Su-25SM and two attack helicopters, a Mi-28N and a Mi-24V respectively, are airborne. As I completely lack any kind of ground based air defences, these could potentially make short work of my troops and plans. I decide to launch Gator #1 and #2, the two Gripen’s I have based in Gotland.

The plan is simple: get airborne, fire of all of my eight AMRAAM’s, and then land as fast as possible before enemy fighters or SAM’s wake up.

AAR anti-CAS.JPG

The result is a disaster. The aircrafts can’t get a single shot to connect, and while trying to get back to base, Gator #2 is brought down by a Tor, followed by Gator #1 by a R-27R launched by a Su-27 circling over the southern parts of the island (how did AWACS miss that one!?!). In the meantime, the Mi-24’s and Su-25’s target the mortars with missiles and bombs, wiping out one platoon completely and causing losses to another. The only positive thing with the sortie was that the aircraft identified the approximate location of the Tor-M1K’s, as well as the ships in Slite harbour. We also got confirmation that there are in fact two each of the helicopters, and a total of three Su-25’s over Gotland.

A four-ship JAS 39C’s from Aquila flight on the warbase is dispatched to take up the anti-CAS mission while I still have some mortars left…

The Mi-24’s then go for the Leopard’s, and knocks out one while another is hit but survives. The Mi-28’s in turn engages the remaining mortars with rockets but misses, and I send the mortars east into the LZ to get within firing range of the SAM’s approximate locations. Having expended all their munitions, the helicopters return to Slite and the Sukhoi’s depart for Kaliningrad.

In the meantime, our submarine has fired on FFL #61, the southernmost of the frigates, but misses. This causes the other Parchim’s to move north, away from Slite, but into the path the CB 90’s have to take if they are to attack the harbour.

However, while Gator flight was ultimately unsuccessful, surprisingly few enemy fighters are in the area. I decide that now is as good a time as any to dispatch my special forces. The Hercules pair depart for Gotland, ordered to fly as fast and as low as possible to the landing zone just west of the SAM sites.

AAR Aquila.JPG

One of the few Su-27S airborne over southern Gotland has turned towards the approaching Aquila flight, and come in over the Swedish mainland. The first AMRAAM salvo misses, but second finally brings it down.

The submarine takes a max-range shot at the north-eastern Parchim, while the northernmost recon infantry manages to report on ships in Slite. Seems it is a single ro-ro surrounded by four Ropucha LST. A pair of Su-24MP ELINT planes that have been flying west of the island are intercepted, with the first being brought down by an AMRAAM. The second turns east and tries to escape out over the sea.

The Parchim outruns the two torpedoes. Ought for four shots so far.

Two ground units are spotted to the southeast of the mortars. If these turn out to be anything more serious than light infantry, they will crush my mortars if they start moving north. One of the mortar batteries is sent further northwards to avoid having my whole stock of STRIX-grenades knocked out in one go, and a tank platoon supported by a mechanized infantry platoon are dispatched from Tingstäde to intercept the enemy forces. I keep most of my forces at Tingstäde, as I have a gap between the mortar units and my recon unit on the northern flank, and I don’t want some unspotted enemy platoons to sneak through there and take Tingstäde in my rear.

The second Su-24MP is finally brought down by an IRIS-T after having evaded several AMRAAM’s. In the chase one of the JAS 39C’s actually overflies the Tor-batteries (despite my effort to try and route them further south), but the radars are silent. Out of missiles?

AAR CAP.JPG

Turning south, a minor air battle evolves between two Su-27S and all four Gripen’s currently operating over Gotland. The Sukhoi’s make a clean sweep, including in one instance dodging an IRIS-T, and then downing the JAS 39C at close range with a R-27R…

AAR ground battle.JPG

In the meantime, the advancing tank platoon locates the position of the two SAM batteries, and identifies the two mobile contacts as two armour platoons (T-90A).  STRIX are called in on both batteries (knocking out one and damaging the other) and one armour platoon (damaged). The Leo’s then get permission to fire, and make quick work of the T-90’s, with the mortars finishing off the last SAM battery with traditional HE-rounds.

More CAP aircraft are slowly inbound, which hopefully should get to Gotland in time before the Herc’s do, and I decide to finally authorise the anti-ship mission. Three Gripen with Rb 15F anti-ship missiles will target the ro-ro, while three Gripen with Mjölner stand-off munitions dispenser will target the four Ropuchas. I have no idea what kind of damage the Mjölners will do to the ships, but it is worth a try.

A mechanised infantry unit is spotted on the outskirts of Slite, followed by two more units closer to the city.

AAR Parchim

The submarine has finally started to line up some shots, and bags two of the Parchim II’s.

In the next air encounter, a Su-27S dodges eight AMRAAM’s, and while another Su-24MP is brought down by an IRIS-T, a Su-25SM manages to bag Aquila #8 with an R-60T. There seems to be something wrong with our missiles today.

AAR Endgame

However, the first two RB 15F hits the ro-ro vessels, and the ships is a total loss.

Conclusion

With the ro-ro ship destroyed, the primary invasion force has been significantly reduced, and the scenario ended.

I have somewhat mixed feelings about the scenario. It was great fun to play the storyline from the book, but there was a few issues with the implementation. The main problem was that the Russian ground units didn’t fire upon my forces. I don’t know if this was caused by limitations to the game, it is called ‘modern air/naval combat’ for a reason, or if the scenario designer had forgot to mark a checkbox somewhere. The Russian naval force was also markedly weaker than in the book, and I believe it might even have been possible to just launch the air attack without first taking out the SAM’s. I also couldn’t get the ‘Hercules over the LZ’-trigger to fire, but this might have been due to the Tor’s already having been taken out, and when starting the mission some Russian mission areas were set up wrongly. Other than that, and ‘Romeo’ being misspelled ‘Romio’ in all instances, it worked out rather nicely.

On my part, my single largest mistake was sending Gator straight for the enemy, which lead them to having to overfly the SAM’s on their way home. A better idea would have been to send them out west over the sea, turn around and fire, and then land on the airport without actually overflying the battlefield at any point. I also was unable to take advantage of the fact that I had local numerical superiority in almost all dogfights, as well as having active medium-range missiles against an enemy equipped only with semi-active ones. In a perfect world, I should have been able to use my AMRAAM’s to force the Sukhoi’s to turn away before the R-27R’s could impact. For those wanting to try out the scenario, it is found here

For the game itself, it is a blast to play! Granted, the learning curve is quite steep, and such seemingly simple things as setting up a patrol zone can be daunting if you have many border points. The execution is however good for the scale, and small touches like actually showing the probability of hit, modifiers, and RNG roll for each weapon engagement makes a surprisingly big difference for accepting outcomes that goes against what one feels should be the case (such as AMRAAM’s consistently missing ~50-75 % PH shots). There are some (minor) issues, especially with the ground units. The Leopards were able to identify boogies as fighters at longer ranges than the Gripen, which doesn’t feel right. Also, as the player sees everything his or her forces see, this gives too much information to certain units, and the possibility to game the system. Note however that while this helps with tactics, all platforms have their individual sensors modelled, so for the most part platforms still need to get the proper sensor lock (which can be anything from Eyeball Mk.1 to a specific radar) before they can target hostile units within range. For recommendations regarding what scenario to play, I recommend this one, where the player gets to command the Finnish Navy and Air Force in defense of the Åland Islands against the approaching Baltic Fleet. 

Admittedly, watching blue and red symbols move over a map isn’t everyone’s idea of a nice pastime, but for the readers of the blog, this might be one game simulator to look into!

Final score card

SIDE: Sweden

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LOSSES:

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5x 120mm Mortar [STRIX]

7x JAS 39C Gripen

1x Leopard 2A5 Main Battle Tank

EXPENDITURES:

——————

8x Tp 613

9x RB 98 IRIS-T [AIM-2000A]

40x RB 99 AMRAAM [AIM-120B]

4x Generic Flare Salvo [2x Cartridges, Single Spectral]

4x Generic Flare Salvo [4x Cartridges, Single Spectral]

15x Generic Chaff Salvo [8x Cartridges]

120x 120mm STRIX Mortar HE

16x 120mm Rheinmetall APFSDS-T

180x 120mm Mortar HE

2x RB 15F Mk2

 

SIDE: Russia

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LOSSES:

——————————-

1x Su-25SM Frogfoot A

2x Su-27S Flanker B

4x Su-24MP Fencer F

3x SA-15b Gauntlet [9A331] TELAR

8x T-90A Main Battle Tank

2x SKR Parchim II [Pr.1331]

1x Commercial RO/RO Vessel [18,000t DWT]

EXPENDITURES:

——————

16x AA-10 Alamo A [R-27R, MR SARH]

5x Generic Flare Salvo [4x Cartridges, Single Spectral]

37x Generic Chaff Salvo [4x Cartridges]

384x S-5K 57mm Rocket

8x AT-6 Spiral [9M114 Sturm-V]

3x AA-8 Aphid [R-60TM]

10x SA-15b Gauntlet [9M331]

8x RBK-250-PTAB CB [30 x PTAB-2.5 Anti-Tank Bomblets]

8x AA-10 Alamo C [R-27RE, LR SARH]