Eagles Of the Gulf
Part II

Scenario: EOG-22/S-18:
Kelt Raids!
October 1973 (Solitaire)

by J.D. Webster

Background: The lumbering subsonic TU-16 Badgers of the EAF contributed to the war effort by launching AS-5 Kelt stand-off missiles from the Mediterranean Sea at targets in Israel. In all, about 25 Kelts were fired, all but 5 of which were downed by Israel's defenses. The five that got through destroyed two Israeli radars and damaged a supply dump in the Sinai. One raiding Badger was caught and shot down by IAF interceptors. Both ARM and ASM versions of the Kelt were used.

Ground Defenses:

One EWR-B; E-1201. Three Bofors L/70 medium AAA each with FCR-B; E-0502, 0901, 1502.

Kelt Targets:

The EWR, any built up area hex, three POL sites: all in E-1405, two Hangars (warehouses): both in E1603.

EAF Raiders:

Two TU-16 Badger-G each carrying two AS-5 Kelts. Aircraft start at T level, speed 5.0, one in A-0802 and one in A- 1202, both facing E. They move and launch randomly as described in notes.

IAF Interceptors:

Choose either two F-4E (export) or four Mirage-3C. The interceptors enter from one to five gameturns after a Badger or Kelt has been detected by the EWR (roll one die and divide by two, rounding up). They may enter at any allowed speed and altitude from the East edge of map E. If Mirages are chosen, two enter first followed by two more on the next turn.

Game Length: 30 turns.

Notes

1. All aircraft are camoflauged and begin unspotted.

2. Badger Random Movement:

    a) Both move straight ahead until within 30 hexes of the coast of Map E. For each move after they are within 30 hexes, roll one die and use the following table: 1,2 = move forward 5 and climb one level. 3,4 = move forward 5 and slide left once. 5,6 = move forward 5 and slide right once. 7,8,9,10 = move forward 5 and launch one Kelt.

    b) Once both Kelts are launched, the Badgers will "HT"' turn, descending or diving as necessary to end up at T level heading West. The turn is always toward hex column 10.

    c) As soon as a Badger is above T level, it will use jamming against the EWR and fighter radars. If missiles are launched at the Badgers, they will use a DDS program to dispense 2 chaff in every hex they move through until out of chaff or the missile threat is passed.

    d) When launched, the Kelts simply move straight ahead at speed 7.0 until they encounter a target hex or counter. The primary target is then attacked with a soft attack strength of 12 or a hard attack strength of 18 if applicable. Kelts may be engaged by AAA, SAMs and fighters as if they were aircraft. Visibility = 5, Size = 0, Vulnerability = -2. There are no SAMs in this scenario.

3. Interceptor loads. F-4s: stations 1,5 = 1200L FT; 2,4 = two SHAFRIR IRM each; 6,7,8,9= AIM-7E RHM. Mir.3C: stations 1,5 = SHAFRIR IRM; 2,4 = 600L FT; 3 = Matra 530A or B (choose before play).

4. Victory Points: The EWR, POL and warehouses are worth double points. Each "D" hit on a built up area is worth 5 points.

5. IAF Interceptors may only pursue bombers out to 30 megahexes west of the coast (add maps as necessary). If the Badges reach the 31st megahex with a missile in pursuit, play is continued to resolve the attack but no additional missiles may be fired.

Multi-player Variant Notes

6. The Badgers may be flown freely, Kelts may be launched one per turn during any air to air missile phase in which the bomber spent its entire move at or above altitude level one on a line of approach to a potential target hex or counter with its wings level (not turning or maneuvering).

7. Fighter Escort: Two MiG-21 PFMAs may be set up anywhere on Map A at any altitude facing East. Loads: Stations 1,5 = 250L FT; 2,4 = AA-2B IRM; 3 = 600L FT. Conf. = DT, Load = 9.

8. Optionals. Fuel: F-4 start/bingo = 450/120, Mirage start/ bingo = 250/80, MiG start/bingo = 300/250. Crew Quality: generated from Desert Falcons tables.

9. Variation: Try using Badger-As loaded with bombs.

Eagles Of The Gulf Part II (Subpart A)

Eagles Of The Gulf Part II (Subpart A) (AP # 11)


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