I started out by ferrying my Florida F-16s and a few tankers down to Martinique, to form a rapid-response and CAP force for the upcoming strike. While that was going on, a lone EP-3 started flying up and down the Venezuelan coast, to see what it could find. This provoked an escort from some Mirages, but no other hostile response, and the EP-3 was able to identify the patrolling frigates and plot the positions of some radars and the SAMs defending the Guiria naval base. Just after dusk, the SR-71 went zipping along the north coast, but didn’t find anything new. (Saves show the Blackbird was easily picked up on Venezuelan radar.)
The attack formed up off the coast of Guyana, outside Venezuelan radar cover, with F-16s loitering to cover a major tanker formation, where the F-117s all lined up to refuel. The attack went in through Guyanese airspace (although State denies this, if anyone bothers to ask), before turning and approaching the target from the SSE, as far from Venezuelan radars as possible. The B-2 went in first, hitting the airfield, and then the F-117s followed up, hoping that nothing survived on the ground to pop up and intercept them.
All seemed to go well. Although I wrecked two airliners parked near the Bears, and blew in the windows of many of the small hangars on the main flight line, none of them collapsed and fell over, so the Venezuelan government was able to grit its teeth and look the other way.
Timing is the main thing in this one, and planning the long flight paths so everything arrives at the right time can be a little tricky. (This scenario is the sort which could really shine with a mission planner function.) However, once the player gets things rolling, there’s not much in the way of resistance, unless he tries to go through the Venezuelan forces, rather than around them. (It seems only stealth aircraft trigger hostilities - a conventional incursion would be ignored unless it is observed to drop bombs?)
I was a bit surprised to see so many stealth aircraft present here. I had assumed all the F-117s would be in England, or headed there ASAP, to butt heads with the Pact in Europe. I can see the B-2s still being at home, although I wonder if they would all be sitting pad-ready with nukes. Still, this would be a strategically valuable outcome, stabilizing the southern flank, so it makes sense to use one.
None of the WP units are assigned to missions. Had you intended any of them to be active, or are they only static targets? There are missions for Intercept, Cub Jam, etc., but all are empty. Had you also intended there to be some Soviet subs in the Kilo and Victor patrol missions? Those missions are present, but have no areas defined.
At the moment, the Venezuelans will allow overflights, so you could zoom the SR-71 through the depths of the country without any consequences. This may be totally realistic (the Venezuelans gritting their teeth and ignoring non-lethal provocations they can do nothing about), but if you preferred, an exclusion zone could be used to trigger hostilities from overflights.
The side briefing says we have eyes on large aircraft in open parking, but the observers cannot actually see the planes from their current location. There is a very slight hill ~ 1.6 nm ENE of the base which allows them to see planes on the ground. Or had you only wanted them to be able to spot planes when they were airborne?
The side briefing mentions there are ‘limited stores available should you need to change these loadouts’, but with a 20-hour ready time, they won’t be ready in time for a night attack. (I used the mission editor to move a couple of F-117s from Maverick to LGB loadouts at the start. Did the F-117s ever really train for non-LGB attacks?)
There is a trigger for destruction of runway access points (‘Target Runway Access points destroyed’), but runway access points cannot be destroyed. They would need a UnitDamaged trigger if you want them to be scored.
Triumph is set at 600 points, but there are currently only 580 available (if the access points are included, 550 if not). The ammo bunker and the avgas are almost certainly going to survive, simply due to the quantity of hits they can absorb.
There is a Neutral side with a ‘Local shipping’ mission, but the Neutral side has no units. Some cargo ships might make for interesting scenery.
There is an event and trigger for ‘Neutral Structures destroyed’, but there are no neutral structures.
The Marker side is playable
Side briefing: “Beyond the possibility of MiG-25s, the most significant treat are the…” (threat)
Trigger: ‘Target Transormer’ (Transformer)
< Message edited by AndrewJ -- 10/13/2020 11:39:42 PM >