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Viper6

Alpha Strike Missions

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Has any one of you great designers or modders put together a Alpha strike mission for WoV or WoE? Is such a thing even possible? Any and all feedback is appreciated. :ok:

 

Viper6 out!

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Has any one of you great designers or modders put together a Alpha strike mission for WoV or WoE? Is such a thing even possible? Any and all feedback is appreciated. :ok:

 

Viper6 out!

 

have been working on it. Had to learn the oddities of the Mission Editor and WOV/E combinations first. Have been building some missions and trying to add them in bit by bit to get a tactically realisistic and challenging mission. Not so easy with this combination.

 

Controlled time of arrival is a particularly thorny issue to solve and get right.

Edited by Typhoid

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have been working on it. Had to learn the idiocies of the Mission Editor and WOV/E combinations first. Have been building some missions and trying to add them in bit by bit to get a tactically realisistic and challenging mission. Not so easy with this combination.

 

Controlled time of arrival is a particularly thorny issue to solve and get right.

Rgr that, I hope that I speak for the community in saying that we really appreciate ALL the tedious work that you and all the other designers and modders have blessed us with. Please keep up the great work! :clapping::ok::good:

 

Viper6 out!

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May I second Viper on this one. <S>!

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I have never heard of an Alpha Strike! Could some one please fill me in, sounds like i missing out on something!

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I have never heard of an Alpha Strike! Could some one please fill me in, sounds like i missing out on something!
It is a list of important targets used in Vietnam "the A list" very high value and HEAVILY defended areas and targets it took a big package of aircrafts; Fighters, STRIKE aircraft, Electronic or SAM suppersion planes and tankers made up a good package. Of course the defenders would have NUMEROUS AAA(of ALL types) SAMs, RADAR sites and interceptors and fighters. Not for the weak of heart!! :blink:

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It is a list of important targets used in Vietnam "the A list" very high value and HEAVILY defended areas and targets it took a big package of aircrafts; Fighters, STRIKE aircraft, Electronic or SAM suppersion planes and tankers made up a good package. Of course the defenders would have NUMEROUS AAA(of ALL types) SAMs, RADAR sites and interceptors and fighters. Not for the weak of heart!! :blink:

 

to say the least.....

 

my part in those as a controller was to monitor the ingress, call threats, count the survivors as they came off target, etc.

 

now having said all of that; if you fly single missions in WOV, the game builds Alpha Strikes for you and you are just flying the one portion of it. So if you fly Mig-CAP, there is a strike you are flying Mig-CAP for, same for SEAD, strike, etc. So if you want to go fly an Alpha Strike, do the single missions and look at the other aircraft going in.

 

I used to fly CTA all the time, if I can ever master the mission editor with this sim to get it to come out right, I'll package a few Alpha strikes from each perspective, including the opposition, and post them. Don't hold your breath.....

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to say the least.....

 

my part in those as a controller was to monitor the ingress, call threats, count the survivors as they came off target, etc.

 

now having said all of that; if you fly single missions in WOV, the game builds Alpha Strikes for you and you are just flying the one portion of it. So if you fly Mig-CAP, there is a strike you are flying Mig-CAP for, same for SEAD, strike, etc. So if you want to go fly an Alpha Strike, do the single missions and look at the other aircraft going in.

 

I used to fly CTA all the time, if I can ever master the mission editor with this sim to get it to come out right, I'll package a few Alpha strikes from each perspective, including the opposition, and post them. Don't hold your breath.....

Rgr that! you are correct in the single mission mode. I did notice other ac's in the air and inbound towards the same target that I was on my to obliterate( I prefer to fly strike missions "Fighters pilots make movies, Bomber pilots make history") I also noticed (much to my shagrin) that the SEAD pukes did not "supress" as many SAM sites as I was hoping for (lol) All in all a good time was had by all! I'm sure you will get a handle on the Editor soon! Keep up the good work! :good:

 

Viper6 out!

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Viper6,

 

Remember that the program will often have your flight arrive before the supporting flights, so it's a good idea to waste some time flying in circles before heading out to the target...and don't ALT-N or the flight locations will be reset to have you there first. Killing time gives the SEAD and Escort support time to do their jobs.

 

You'll see more coordinated strikes in a campaign than just using the single mission IMO, especially using modified campaigns with additional squadrons (eg NATO Fighters 2) above what is included in the box. Usually get 2 or 3 support flights. I've created a campaign for my own use with a total of 150+ squadrons total and will often see 3-4 Alpha type strikes happening across map, each with 3-4 flights.

 

Another thing you can do is to add additional aircraft from your squadron to your flight, arming the additional flights with different ordnance. If the mission generator gives you 4 planes, take 8 more - one flight armed A-A and the other SEAD. The additional air-mud flights will not hit the primary, but will instead normally target AAA. Don't overload them - just give them enough for one pass - and call them to return to formation before they get themselves shot down. You can let loose your A-A flight and they will usually do a fair job of keeping the enemy interceptors off your back.

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Viper6,

 

Remember that the program will often have your flight arrive before the supporting flights, so it's a good idea to waste some time flying in circles before heading out to the target...and don't ALT-N or the flight locations will be reset to have you there first. Killing time gives the SEAD and Escort support time to do their jobs.

 

You'll see more coordinated strikes in a campaign than just using the single mission IMO, especially using modified campaigns with additional squadrons (eg NATO Fighters 2) above what is included in the box. Usually get 2 or 3 support flights. I've created a campaign for my own use with a total of 150+ squadrons total and will often see 3-4 Alpha type strikes happening across map, each with 3-4 flights.

 

Another thing you can do is to add additional aircraft from your squadron to your flight, arming the additional flights with different ordnance. If the mission generator gives you 4 planes, take 8 more - one flight armed A-A and the other SEAD. The additional air-mud flights will not hit the primary, but will instead normally target AAA. Don't overload them - just give them enough for one pass - and call them to return to formation before they get themselves shot down. You can let loose your A-A flight and they will usually do a fair job of keeping the enemy interceptors off your back.

 

I've done the extra flight trick and changed some of the supporting flight to other aircraft to. works great.

 

can you upload your campaign to the site????? :clapping:

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Viper6,

 

Remember that the program will often have your flight arrive before the supporting flights, so it's a good idea to waste some time flying in circles before heading out to the target...and don't ALT-N or the flight locations will be reset to have you there first. Killing time gives the SEAD and Escort support time to do their jobs.

 

You'll see more coordinated strikes in a campaign than just using the single mission IMO, especially using modified campaigns with additional squadrons (eg NATO Fighters 2) above what is included in the box. Usually get 2 or 3 support flights. I've created a campaign for my own use with a total of 150+ squadrons total and will often see 3-4 Alpha type strikes happening across map, each with 3-4 flights.

 

Another thing you can do is to add additional aircraft from your squadron to your flight, arming the additional flights with different ordnance. If the mission generator gives you 4 planes, take 8 more - one flight armed A-A and the other SEAD. The additional air-mud flights will not hit the primary, but will instead normally target AAA. Don't overload them - just give them enough for one pass - and call them to return to formation before they get themselves shot down. You can let loose your A-A flight and they will usually do a fair job of keeping the enemy interceptors off your back.

Really? Now how do I get to change the loadouts for the added ac's? On the loadout screen it seems to only apply to my ac. I have also noticed that when i change my loadout completely, the other ac's have NO ordnance at all,unless i'm mistaken and thinking about the single mission. Any input will be GREATLY appreciated!

 

Viper6 out!

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Viper6, You're correct in that any planes you add to your flight will be unarmed. Use the Callsign pulldown menu to select each plane and then load them individually loadinh each weapons station (Pylon/Launcher pulldown), one plane at a time. A minor pain, but worthwhile.

 

Typhoid, the campaign is not ready for prime time. Wouldn't want to get Wrench upset with me for posting :biggrin: Not sure it will anyone's cup of tea either - WOE 1957, based on the 1962 campaign. Selected this because I disappointed in the lack of AI maneuver response to SAMs, so I decided I'd go pre-SAM. I've eliminated all the SAMs from the map and have added 3500+ heavy AA guns and hundreds more light AA. I've played a few campaigns and it works, but there are weapon loadout and supply kinks that need to get ironed out. Among other things...

Edited by Nicholas Bell

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...

The additional air-mud flights will not hit the primary, but will instead normally target AAA. Don't overload them - just give them enough for one pass - and call them to return to formation before they get themselves shot down.

 

Some very good advice, Nicholas. I just want to add to this to strip the SEAD flight of gun ammo, nothing gets them killed quicker than those strafing runs.

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Viper6, You're correct in that any planes you add to your flight will be unarmed. Use the Callsign pulldown menu to select each plane and then load them individually loadinh each weapons station (Pylon/Launcher pulldown), one plane at a time. A minor pain, but worthwhile.

 

Typhoid, the campaign is not ready for prime time. Wouldn't want to get Wrench upset with me for posting :biggrin: Not sure it will anyone's cup of tea either - WOE 1957, based on the 1962 campaign. Selected this because I disappointed in the lack of AI maneuver response to SAMs, so I decided I'd go pre-SAM. I've eliminated all the SAMs from the map and have added 3500+ heavy AA guns and hundreds more light AA. I've played a few campaigns and it works, but there are weapon loadout and supply kinks that need to get ironed out. Among other things...

 

oddly enough, I've been playing with some single mission planning in that time frame. Carriers of course from both sides. Be glad to contribute some carrier stuff.

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I have been doing that (adding flights) for a long time. I usually add 8 more. I set myself up to defend my flights with A2A or SEAD or a combo of both. My wingman (if I am tasked with a strike) I give him a fairly max A2G loadout. That way I can choose the target and send him after it. As he will hit the target 90% of the time. The other 2 in the flight are set to SEAD i.e. rockets, CBU's. My 2nd flight is set to A2A, my 3rd flight is set to SEAD as well but this is max ARM's and CBU's. No rockets. They give the SAM's a good run for their money.

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I have been doing that (adding flights) for a long time. I usually add 8 more. I set myself up to defend my flights with A2A or SEAD or a combo of both. My wingman (if I am tasked with a strike) I give him a fairly max A2G loadout. That way I can choose the target and send him after it. As he will hit the target 90% of the time. The other 2 in the flight are set to SEAD i.e. rockets, CBU's. My 2nd flight is set to A2A, my 3rd flight is set to SEAD as well but this is max ARM's and CBU's. No rockets. They give the SAM's a good run for their money.
GREAT stuff to read, I had no idea that this kind of tweaking was possible. This opens a whole new way of really enjoying this sim the ability to load out the other flight members is great thanks men for all the great info!! You guys ROCK! :clapping::ok::good: :yes:

 

Viper6 out!

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