by Bob "Grossman" Gross
Background: Four IAF Vampires were attacking Pakistani troops in Kashmir when they were intercepted by two PAF Sabres. The Sabres promptly shot down allfour of the Vampires. Because of this debacle, the IAF pulled the obsolete fighters out of service which aided Pakistan since the Vampire was still a useful ground attack bird. Map: I Pakistani Ground Column: Trucks x 9, infantry x 9, Lt. Armor x 3 (M-24 Chaffe tanks), .50 Cal AAA x 2. The column is set up on the main East to West road between hexes 0613 and 1611. There may be one or two vehicle units per hex with no more than one empty hex between vehicles. The infantry and AAA are placed in any hex containing trucks, no more than one infantry pertruck. AAA may be placed with any infantry unit. Both infantry and AAA are considered dismounted from trucks and seperate targets. IAF Aircraft: Four Vampire, loaded at the IAF player's discretion with RK, HE bombs, or Napalm. The load must be kept within acceptable limits. The Vampires enter on game-turn one from the East, North or South edges of the map at any allowed speed and latitude in the LO to MH band. All must enter within one hex and two altitude levels of each other. PAF Aircraft: Two F-86F Sabres, CL configured with guns only. Roll the die at the end of each game-turn after the Vampire's have moved. If the result is less than or equal to wice the game-turn number, the Sabres immediately enter play and may enter from the West, South or North edges of the map at any allowable speed and altitude from the LO to the HI band. The Sabres must enter within one hex and two altitude levels of each other. They enter with the Vampires sighted and themselves unspotted and may attack on the turn of entry (a bounce). On subsequent turns, sighting and order of flight are per normal rules. Game Length: 15 game-turns. Notes:
1. All aircraft are silver. IAF pilots are 3rd World for initiative, PAF pilots are NATO quality for initiative.
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