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Air Warrior

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Appendix 4 - Historical Scenarios

Historical scenarios are, in my opinion, the most exciting activity in Air Warrior. To give you an idea what scenarios are like, the following is a detailed description of the last scenario I played in: the Saga of the 5th Air Force, Part 2, a scenario constructed by Try Harder that was played over a three-week period in March, 1996 on GEnie. There have been many notable scenarios, many run by Doktor Gonzo, who has a Web page: "http://www.cris.com/~Msmiller/AW/".

Scenarios start with a write-up, which is a description of how the scenario will work, what the sides will be like, what the objectives are, what the rules of engagement are, and which planes will be available.

After the write-up is posted, people sign up, including volunteers for commanding officer (CO) for each side. CO's are usually responsible for assigning people to various other positions and for developing the battle strategies. Other positions include executive officer (XO) who helps the CO with developing strategies and with directing the aircraft in battle; logistics officer (LO) who makes flight assignments and might appoint squadron leaders and flight leaders; and the bomber-group leader (BGL) who is in charge of the bombers, bomber flight assignments, and directing the bombers in battle.

Once all of the personnel are assigned, the CO and XO (and often others who are interested) plan out a strategy for the first mission. Several days before the first mission, the orders are sent out to everyone.

On the day of the battle, people show up half and hour or so before takeoff, any last-minute flight assignments or other adjustments are made, and people wait those tense minutes before takeoff. Finally, the launch order is given, and the fight is on. It's always a rush to see all of those planes taking off and forming up, the radio chattering with messages as the squadrons sort themselves out and head out on their missions.

The battles generally last 1-2 hours, and afterward everyone meets in conference rooms to report to their squadron leaders. Damage assessments are taken and delivered to the XO or CO, who then reports to the person running the scenario.

Before the next mission, people write up mission debriefings, giving them to the CO so that he can more precisely tell how various parts of the battle went and so that others can read of the exploits. Then the command staff sits down and plans the strategy for mission #2.

So, now that you know the process, the following will give you the details for Saga of the 5th AF, Part 2. The following contains the write-up, the list of participants for the Japanese side, the pre-mission orders from the CO, the orders for mission #1, and some actual debriefings from mission #1.

WRITE-UP

... October 12th, 1942 ...

"This is the BBC, Sydney...

Japanese forces this week launched the heaviest air raids yet against allied airfields in New Guinea. Allied losses are said to be very high.

To add to the bad news coming from New Guinea, General Kenney, Commander of the American 5th Air Force, said today that Lt. General moggy, commanding the Allied Air Forces in New Guinea, was shot down over the recently captured Japanese airfield at Buna. He was the leading Ace in New Guinea at the time.

General MacArthur released a statement today in which he said that the air losses were so severe that Allied forces in northern New Guinea could no longer be supported. The American airfield at Buna and the RAAF airfield at Milne Bay have both been lost to Japanese Army forces. All Allied forces are being mobilized to protect the facilities at Port Moresby, the last Allied foothold in New Guinea.

An aide said that General MacArthur told General Kenney 'Save Australia! If the Japanese manage to invade, the entire South and Southwest Pacific Areas could be lost.'

The new commander of the American 5th Air Force in New Guinea has a large and difficult job before him..."

... October 23rd, 1942 ...

"This is the BBC, Sydney...

As the Japanese continue their daily attacks against the Allied installations surrounding Port Moresby, the outlook for our forces holding that strategically important city is described as grim.

Today Japanese forces are reported to have completed the airfield at Kokoda. This places Japanese aircraft within 20 miles of the outlying fields defending Port Moresby.

There is a bright spot in today's news. Lt. General moggy, commander of the American 5th Air Force, returned to Port Moresby today with an Australian Army unit retreating from Kokoda. General moggy, thought lost in combat over Japanese held Buna, was able bail out behind the Australian lines southwest of that village. He was found by an allied patrol and was able to return with them over the Owens-Stanley Mountains as they retreated from the vastly superior Japanese forces moving in from the north.

Perhaps this spot of good news indicates that the allies' luck is about to change..."

The 5th Air Force Saga
Chapter 2
"Save Australia!"

INTRODUCTION

The situation is becoming desparate. Although it appeared that the Japanese had finally been stopped with the capture of Buna, the victory was short lived. The Japanese regrouped their forces and struck back with a fury and precision that is a testament to the abilities of their commander.

The equipment is tired, but the men are willing. And as a bright spot, the new P-38 Lightings have finally arrived and are being readied for combat. They are not yet arriving in large numbers, but the pilots say that it is an amazing airplane.

Also, Washington has detailed a Task Force containing the aircraft carrier Enterprise to the theater. With Australia too far away for fighters to be based there, and Port Moresby under constant attack, this moving airfield was the answer.

However, the Japanese have not been idle either. Despite the success of the Zeros and Bettys that have served so well, here are new enemy aircraft on the way as well. Planes that have been given codenames such as "Oscar" and "Nick", as well as others of which the allies may know nothing, are said to be on their way to the area.

OVERVIEW

This scenario will be a 6-mission, 2-stage event based on the conflict in New Guinea between the USAAF 5th Air Force and the Imperial Japanese Air Force. This scenario is the next chapter in a story which began with chapter 1, and which will form an on-going story.

The first chapter of this story was based, as much as was possible within the constraints of AirWarrior, on the historical situation in July and August of 1942. This scenario, or chapter, has been formed by the results and performance of the AirWarriors participating in the preceeding chapter. As a result, the story line has departed from history in terms of the locations of battles and the forces involved. However, the availability of new aircraft types and other factors are still affected by the historical timeline.

The standard AirWarrior scores (points gained for shooting down aircraft or bombing targets) will not be used in this scenario. However, a record will be kept of consecutive victories and/or bombing missions for each player. This record will be cleared each time a player is shot down or crashes. It is hoped that players will continue to sign up for succeeding chapters in the story and continue to build their kill and mission lists. Eventually, skilled and lucky players may build records to rival those of the aces and heros of the historical campaign.

This scenario will be held using the Real Time Pacific terrain. The following is a list of airfields available for each side and their historical counterparts (N66, N65, and N64 represent the airfields around Port Moresby):

5th AF                                  IJA
==============                          ==============
N66     Berry (12 mile)                 C61     Lae
N65     Wards                           C63     Salamaua
N64     Jackson (7 mile)                N70     Kokoda
A61     Mareeba, Australia              C67     Buna
A67 \
A68  -  Possible Enterprise locations
A69 /

GOALS AND OBJECTIVES

The mission of the Imperial Japanese Air Force is to eliminate the Allied presence in New Guinea by capturing the Port Moresby airfields.

The mission of the 5th Air Force is to protect Port Moresby. Additionally, the 5th Air Force has been given the mission to capture and hold Kokoda, sealing the pass through the Owens-Stanley Mountains.

AVAILABLE FORCES

IMPERIAL JAPANESE ARMY AIR FORCE

Commanding Officer: Brooke

    Aircraft

  • Field: Buna (C67)
    12 A6M5a Zeros
  • Field: Lae (C61)
    2 HQ Flight (any of below, plus Tess [JAAF version of C-47])
    18 25th Koku Sentai G4M Bettys
    8 Ki-45 Nicks (A-26Bs)
    8 A6M5a Zeros
  • Field: Salamaua (C63)
    16 A6M5a Zeros
    8 Ki-43 Oscars (Bf-109Fs)
  • Field: Kokoda (N70)
    12 A6M5a Zeros
  • Targets: American airfields. Shipping and industrial targets in sector 3,3, which represents Port Moresby itself, and sector 1,2/1,3. Convoys and other shipping as appropriate.

5th AIR FORCE

Commanding Officer: moggy

    Aircraft
  • Field: Berry (12 mile), Port Moresby (N66)
    12 9th Fighter Squadron, 49th FG P-40s (Yak-9D)
  • Field: Wards, Port Moresby (N65)
    6 39th Fighter Squadron, 49th Fighter Group P-40s (Yak-9D)
  • Field: Jackson (7 miles), Port Moresby (N64)
    2 HQ Flight (P-40, A-20, plus C-47s)
    6 39th Fighter Squadron, 49th Fighter Group P-38s
    4 89th Attack Squadron, 3rd Attack Group A-20s (Mosquitos)
  • Field: Mareeba, Australia (C61)
    3 63rd Squadron, 43rd Bomb Group B-17s
    6 90th Squadron, 3rd Attack Group B-25s
  • Field: USS Enterprise (A67, A68, or A69)
    12 VF-501 P-40 SeaHawks [a little known variant] (Yak-9D)
  • Targets: Japanese airfields. Shipping and industrial targets in sectors 5,7 and 4,9. Convoys and other shipping as appropriate.

MOVEMENT RESTRICTIONS

All aircraft must stay on the map.

The center of sector row 6 cannot be crossed below 12,000 feet except over the N70 island (the Kokoda pass). This represents the natural barrier of the Owens-Stanley mountains. The rule is meant to add historical flavor and to prevent low level raids from proceeding directly from Port Moresby to Buna/Salamaua and vice versa. As a historical note, players may notice that this is very close to the ceiling given to the A-20s below. Historically, there were times when the A-20s could not be sent on a mission because they could not climb high enough to cross the mountains with the required combat load.

In the first chapter, we had a few complaints of planes diving "into the mountains" to escape pursuit. As a whole, all players were very good about the mountain range rule. Please everyone just keep in mind that when you are in a furball, or even just real busy, a pilot just may not be able to avoid a mountain that he or she cannot visually see. The spirit of this rule is to force planes taking of from Salamaua, Buna, Berry, Wards and Jackson to climb to 12+k before proceeding to attack.

NOTE: This does _NOT_ affect the planes at Kokoda, nor attacks against that installation.

Rather than use the huge Oceana terrain, I decided to keep things close and fast. However, this places Lae and Mareeba MUCH closer to the action than they should be, so there are a couple of special rules for aircraft based there.

- Aircraft based at Lae (C61) must fly north to the center of sector 10,4 and then either east or west to the center of column 5 or 3 before turning south and proceeding with their mission.

- Aircraft based at Mareeba (A61) must fly south to the center of sector 2,1 and then east to the center of sector 4,1 before turning north.

Aircraft attacking these targets may fly directly to them, after meeting any other flight path requirements.

Aircraft returning to bases there, may also fly directly to them, after meeting any other flight path requirements.

ALTITUDE RESTRICTIONS

Unless otherwise noted, all aircraft have a maximum ceiling of 30,000 feet.

The B-17s have a maximum ceiling of 25,000 feet.

Japanese Bettys must level bomb land targets from above 5000 feet. Bettys may attack ships at any altitude below their ceiling.

The A-20's must attack from below 1000 feet. The A-20s have a maximum ceiling of 14,000 feet.

All other aircraft may attack from any altitude below their ceiling.

SPECIAL BOMBER RULES

GENERAL

Bombers must fly in flights of at least 3 (or fewer, if less than 3 bombers of a particular type are flying). The aircraft in each flight must stay within icon range of each other. This rule serves two purposes. First, it prevents the bombers from getting spread out all over the map and therefore becoming almost impossible to intercept. Second, it mimics the tight, defensive, formations in which the bombers historically flew.

An exception to the above flight rules is the A-20s. A-20s may split up when within 1/4 sector of their target to attack from different directions. The surviving A-20s must rejoin into the icon range or less formation before egressing more than 1/4 sector from their target.

Multiple flights may be joined into larger groups.

At any time a Commanding Officer may elect to fully crew his bombers by taking pilots from the fighter forces and assigning them as gunners. Also, if any unassigned alternates are available for a given mission, they may be assigned as gunners on bombers.

Pilots and crews of aircraft destroyed may be used as gunners in bombers flying missions later in the frame.

Bombers landing at fields other than Lae (C61) and Mareeba (A61) are considered to have made emergency landings and will not receive full scores. Also, those aircraft will not be available for the next frame. See the B-25 exception, below.

5th AIR FORCE

If the Mareeba B-25s are used, then they MUST stop at 7 mile to refuel before continuing to their target. They did not have sufficient range to attack from Australiua. Use the refueling rules below. NOTE: B-25s may re-arm bombs at 7-mile (N64) provided the bomb supply there is ample to re-arm ALL planes in the flight. B-25s which re-arm at 7-mile will NOT receive their full strike points until they return safely to Mareeba (A61), although they will receive some strike points for landing at 7-mile.

    GAME SETTINGS

  1. Real-time is ON.

  2. Radar is OFF.

  3. Sector counters are ON IN FRIENDLY TERRITORY for EVERYONE.

  4. Tower Warnings are ON.

  5. All realism effects except engine over-rev are ON.

  6. Gunnery range is 650 yards.

  7. Visual ranges will be:
    Bomber: 10k visual, 6k icon
    Fighter: 8k visual, 3.5k icon

  8. The Randomizer will be ON.

  9. ALL flak batteries will be operational. See additional Flak rules, below.

  10. Airfields will require 16 bombs to destroy the runway. All buildings and the runway must be destroyed to count as destroying the airfield.

  11. Mission Aborts: any mission may be aborted at any time by the CO or his designated staff. However, the FRAME will run 120 minutes regardless.

CASUALTIES AND ATTRITION

Casualty minutes will be assessed using a base of 5 MINUTES (see below).

Attrition does not affect the HQ squadrons nor the Combat Air Patrols (see Special Rules Below).

Casualty minutes from deaths affect ALLIED FIGHTERS ONLY.

Casualty minutes for the Japanese come from American attacks on their airfields. A "casualty" is considered to have occurred to a Japanese squadron when a medium bomber equivalent successfully drops on their field. A "medium bomber equivalent" consists of 3 A-20s or 1 B-25. A B-17 counts as 2 "medium bomber equivalents."

Attrition for the Japanese affects the squadron based at the airfield which was attacked. A penalty of 1:30 will be assessed for each "casualty" the field suffers. Attrition for the Japanese will be cleared after each mission which the attrition affects. For example, if the Japanese are delayed 3 minutes in mission 2, and no Japanese airfields are successfully attacked during mission 2, then the Japanese will have no delay for mission 3.

SPECIAL RULES

The Ki-45 Nick (Toryu or Dragon Killer to the IJAAF) was a fine twin engined fighter/attack aircraft. In New Guinea they were often used in anti-shipping roles. The Ki-45s (A-26Bs) may carry up to 2 bombs and a single gunner besides the pilot.

Fighters may carry bombs. Fighters may NOT attack runways or industrial targets. Fighters may attack ships. Fighters may also attack fuel supplies, ammunition dumps, maintenance facilities, etc. at airfields.

The frame will last 120 minutes, or until one side has no planes left flying.

Players which are shot down or crash or are lost over enemy territory are considered dead for the rest of the mission and may not fly as pilot of an aircraft. However, you may still fly as a gunner in a bomber, or man anti-aircraft defenses at an airfield.

When you "die" when you are flying as a pilot, your kill/mission record will be cleared.

Players who successfully ditch in friendly territory are not considered dead. However, you CANNOT rejoin the battle as a pilot, only as a gunner or to man anti-aircraft defenses.

People who get dumped from the host are not counted as dead. If you get dumped, make sure to tell the CM or ACM so as soon as you return. Depending on the situation, it may be possible for you to rejoin the battle.

The American CO has a severe shortage of aircraft. Attrition effects will be HALVED at the end of Stage 1, NOT cleared. This makes bringing your damaged aircraft home VERY important.

The Fog of War. CO's will only get enemy loss reports from their own pilots. The CM will not inform them of the enemy's status.

To destroy an airfield, you must destroy all the associated buildings as well as the runway.

Airfields which are destroyed will be closed for the rest mission. Any aircraft which were to land at that airfield must land at an alternate. If no bases remain, then all aircraft must ditch. If you crash you are considered dead and will count in the attrition effects.

Airfields are captured the same way they are captured in the arena.

Each side may have a Combat Air Patrol of 4 aircraft. These may launch from any airfield and any squadron. However all CAP aircraft for a particular frame MUST come from the same squadron. CAP flights must fly in AT LEAST pairs. Flying as a pair means staying within visual range of each other.

Any field captured may be recaptured by the enemy. Whoever owns an airfield at the end of a frame may move any fighter squadron AS AN ENTIRE UNIT to that field. Bomber squadrons (except the A-20s) may not deploy to a captured field. The A-20s may only deploy to 7 mile (N64).

If the Americans run out of any type of aircraft, they may be replaced with P-40s.

REFUELS/REARMS

Re-arms and refuels are allowed for all aircraft.

Strike aircraft must land at their takeoff airfield and check in with the CM or ACM before taking off again. (See the B-25 exception in the bomber rules.)

Strike aircraft which do not land at their home airfields are considered to have made an emergency landing. Bombers which make emergency landings will not be available for the next frame. Fighter/bombers which do not land at their takeoff field may not re-arm with bombs. However, they may refuel and rearm as normal fighters.

After checking in, all types must wait 10 minutes before replaning. This represents the time required to refuel/rearm your plane.

ALL strike aircraft must rearm as squadrons or flights. The 10 minute waiting period does not start until the last surviving member of the flight has checked in.

THE ENTERPRISE

Before each frame, the American CO will notify the CM which position the Enterprise will be using. The Enterprise, and its planes, will be based here the rest of the frame. If the Enterprise is sunk, those aircraft may be redeployed to any land base.

Japanese scouts _may_ find the Enterprise within a frame. If they do, the CM will announce the position of the Big E on IJAAF channel 2. If the scouts have not found the carrier by T+90, then they will not find it during that frame. The Japanese CO also has the option of launching an attack against any of the possible positions at any time. However, if the wrong position is hit then no points at all are scored and the mission was wasted.

The "scouts" will be handled by the CM, and no players need fly this mission. There is a chance that the Enterprise will see the "scouts" that found them. If so, the CM will announce on US channel 2 that the Enterprise has been found.

SUPPLIES

Supplies are very important for both sides at this stage. Both forces are stretched almost to their limit. The Americans can only receive supplies by sea. The Japanese receive most of their supplies by sea, but receive replacement aircraft and some other supplies by air. The airborne supplies cannot be cut off.

The Americans will start with 250 bombs available. The Japanese will start with 500. The Japanese will receive 50 bombs per frame by air. In random frames, supply convoys will be at sea to replenish the Americans, the Japanese, or both. Each ship in a convoy will carry 20 bombs. Ships not sunk during the frame will deliver their bombs to the appropriate side.

Each CO will be given the convoy schedule for his team before the first frame.

The stockpiles may be affected by attacking the industrial targets, or the shipping around the central atoll and the Kokoda island and in harbor in sectors 3,3 and 5,7. For the industrial targets, 5 bombs will be lost for each bomb dropped on target. Each ship sunk will cost the enemy 10 bombs from their stockpile. Also 25 bombs will be lost for each ammo dump and/or maintenance shed destroyed at an airfield.

The 5th Air Force starts chapter 2 with 10 P-38s, 5 B-17s, and 18 A-20s. Each supply convoy that reaches port will bring 4 P-38s, 4 A-20s, and 1 B-17. If the convoy is attacked, these numbers will be adjusted downward based on the amount of damage the convoy receives. Washington may also send General Kenney (commanding the 5th Air Force) more aircraft via ferry flights at odd intervals, but the war is going poorly everywhere and these flights are unsure.

FLAK

Each airfield may deploy up to 4 Flakpanzers and 4 Jeeps at any one time for additional anti-aircraft defenses. These may be manned by active pilots, or by "dead" pilots.

When a Flakpanzer is killed, it is out of action for 45 minutes. The person(s) manning the Flakpanzer must report to the CM/ACM in gen 1 before moving on to other duties. This is because it takes 45 minutes for maintenance crews to repair the damaged anti-aircraft installation.

When a jeep is killed, the person manning the jeep must report to the CM/ACM in gen 1. They may then immediately return and go out in the jeep again, provided the field has not reached its limit of 4. This is because each side has scads of infantry available to man machine guns.

MISSION SCORING

Scoring is based on the performance of strike aircraft. Points are awarded for getting the strike aircraft to drop on their targets AND for getting back alive. NO POINTS will be awarded for strike aircraft which do not attack their target, nor come within ICON range of the enemy.

The victory index will be based on the differential between the two scores, with the side with the greater score being the victor.

MISSION POINTS

+1 Per fighter/A-20/Ki-45 which drops on target.*

+2 Per medium bomber (B-25, Betty) which drops on target.*

+3 Per B-17 which drops on target.*

+1 Per strike aircraft which lands without dropping on target.

+1 Per strike aircraft which lands at an emergency field after dropping on target.*

+2 Per strike aircraft which lands after dropping on target.*

+5 Per airfield destroyed.

+10 Per airfield captured.

+20 To the Japanese if the Enterprise is sunk.

+20 To the 5af Air Force if they own Kokoda at the end of the last frame.

+10 To the Japanese each for holding Wards, 12-mile, and/or 7-mile at the end of the last frame.

(*"Drop on target" means land >50% of bomb capacity on target.)

VICTORY INDEX

Differential    Result
------------    ------
< 6             Draw
< 11            Marginal Victory
< 21            Substantial Victory
> 30            Decisive Victory

Scores will NOT be announced at the end of each mission. At the end of the first stage, each team will be given an idea of how they are doing. This will be in a form similar to "it is very close", "the Japanese are ahead", etc. The final victory status will be announced at the end of stage 2.

TAKE OFF PROCEDURE

T+0 CAP and HQ flights for both sides and Lae/Mareeba bombers cleared to take off.

T+5 All other aircraft cleared to take off.

FIGHT IS ON

CAMPAIGN MANAGEMENT NOTES

Some things that may be different from other AirWarrior scenarios:

There will be a built in hold at T-5 minutes until start. At this time we will make sure that the sides are balanced and that each CO is ready to proceed. Also at this time, I will make a Campaign Manager briefing using the /announce command to cover any last minute rule changes, general reminders, etc. Command staff for each side should have their briefings complete by this time so I don't get accused of interrupting them. 8-)

It is my intent that these holds be as short as possible, hopefully just long enough for the CM briefing. I am hoping that by the Command Staffs knowing this hold is coming, they can be a little more relaxed in knowing that they will for sure have time to get their sides counted up and ready to go before launch.

When the hold period is over, the count will resume at T-5 minutes. The rosters will be disabled at this time as well. This should give each side ample time to assign planes and/or gunners without the other team being able to look at the roster and see what they are facing.

There will be a 10 minute warning before the End Log. This should give everyone ample time to finish their fights and/or get their planes safely on the ground.

Final Note:

Since I have no idea how many people will sign up for the scenario, the numbers of aircraft for each side is a desired goal. The number of aircraft available to each side will be modified to match the actual number of signups. No matter how many aircraft fly, the ratios of each type of aircraft will be maintained.

------------------------------------------------------------------------
* * * end scenario description * * *
------------------------------------------------------------------------

ROSTER OF PLAYERS

JAPANESE

                                                     Availability
        Handle       Plane Pref                      S W S W S W
  ===========================================================================

  <<< Headquarters Flight >>>

  Brooke                                CO           X X X X X X
  AirShark                              XO           X X X X X X

  <<< 1st Lae Sentai, Ki-43 (Bf-109) >>>

  Moose-san            Oscar, Nick                   X X X X X X
  ThreadNeck           Oscar, Betty                  X X X X X X
  Sturmer              Oscar                         X X X X X X
  Banzai               Oscar                         X X X X X X
  Drum                 Oscar                         X X X X X X
  Night Train          Oscar                         X X X X X X
  Dactyl               Oscar                         X X X X X X
  Biff Tarkiss         Oscar                         X X X X X X

  <<< 2nd Lae Sentai, A6M5a >>>

  Coasty                                             X X X X X X
  VBall                Zeke                          X X X X X X
  TapeWorm             Oscar                         X X X X X X
  wheelin                                            X X X X X X
  Modo                                               X X X X X X
  bodhi                                              X X X X X X
* Rogue                                              X X X X X X
* Santo                                              X X X X X X
  Pops                                               X X X X X
* FeedBack                                           A X A X A X
  Furis                Zeke, Oscar                   X   X   X
  Jedi                                               X   X   X
  TWanger                                            X   X   X
  ShaDow                                             X X   X   X
  moses                                              X   X   X
  Doom                                               X   X   X
  Stefan-san           Zeke                          X   X

  <<< 3rd Lae Sentai, Ki-45 (Nick) (A-26) >>>

  BlackPanther         Nick                          X X X X X X
  ShaPPer                                            X X X X X X
  Razor                                              X X X X X X
  floor                                              X X X X X X
* Blackhawk (#1934)                                  X X X X X X
  ShotGun                                            X   X   X
* Kaz                                                X   X   X
  Tex               A-20                             A A A A A A

  <<< 25th Koku Sentai (Lae) >>>

  Meercat              Betty                         X X X X X X
  Splatter             Betty                         X X X X X X
  Deathbunny           Betty                         X X X X X X
  Damned Big T                                       X X X X X X
  ZAPPA                                              X X X X X X
* melon                                              X X X X X X
* Bloody Viking                                      X X X X X X
* Psyco                                              X X X X X X
* KOO                                                X X X X X X
* JasHook                                            X X X X X X
  Nug                                                X   X   X

  <<< Salamaua Sentai, A6M5a >>>

  SCD*DOGZ*            Zeke                          X X X X X X
  FullRigor            Zeke                          X X X X X X
  DoublTap             Zeke                          X X X X X X
  AIRDOG                                             X X X X X X
* Reaper                                             X X X X X X
* Wildcat                                            X X   X   X
* Dasdman                                            X   X   X
  Milkman              Zeke                          X   X   X
  Newbie               Zeke                          X   X   X
  Vicious                                            X   X   X
  Bundy                                              X   X   X
  Vortex                                             A A A A A A
  Spellbound           Zeke                          A A A A A A
  Shamrock                                           ?  ?  ?  ? 
?  ?

  <<< Kokoda Sentai, A6M5a >>>

  SkyVon               Zeke                          X X X X X X
  Pulse                Zeke                          X X X X X X
  Malice               Zeke                          X X X X X X
  Tempest              Zeke                          X X X X X X
  Pirate               Zeke                          X X X X X X
  Moo                  Zeke                          X X X X X X
  Jigsaw            P-38, B-17                       X X X X X X
  Woebird                                            X X   X   X
* AC                                                 X   X   X

PRE-MISSION ORDERS

TO: All pilots of the IJAAF, New Guinea
SUBJECT: MANDATORY TRAINING EXERCISES
FROM: Command staff, IJAAF, New Guinea

Brooke, Commanding Officer
AirShark, Executive and Logistics Officer
Splatt, Bomber Group Leader

Pilots of the IJAAF, we will soon be launching wide-ranging assaults against US positions in New Guinea as we push toward Australia. Intelligence reports that the USS Enterprise is in the area and that US forces are being supplied almost exclusively via naval convoy. Also, we have some indication of the location of enemy anti-aircraft positions. As a result, our fighters will often be equiped with bombs and be given antishipping or ground-attack assignments as well as air-to-air combat duties. So, in addition having the usual high level of air-to-air combat proficiency, fighter pilots should make sure that they are proficient in divebombing. Nick pilots should practice divebombing, level bombing, and break turns (described below). Betty pilots should practice break turns and level bombing. The following training should be completed prior to March 9th.

(For this scenario, Oscars are modelled by Bf109s. Nicks are modelled by A-26's. P-40's are modelled by Yaks. Zeros and Bettys are already available in Air Warrior.)

SURVIVING COMPRESSIBILITY

If you are flying a Betty, do not get into compressiblity -- diving straight at the ground until your wings rip off will not please your bomber group leader. If you are flying a Nick, you can dive for extended periods, just make sure that you don't pull more than 5 g's, as your wings come off at 6 g's. If you are in a fighter, be careful of how many g's you pull coming out of compressiblity -- practice the following. Nick pilots must be the most careful of all coming out of compressibility.

Take your plane (armed with one bomb if you are in a fighter or 2 bombs if you in a Nick) up to 25k ft. altitude. Turn on your gun camera. Fly around for at least 5 minutes. Turn off your gun camera and remember to save the film. Now you have a film that you can jump into (take control of) in which your plane is already at 25k.

Practice diving into and out of compressiblity (where your plane it buffeting and the controls are almost ineffective). Dive straight down until you are in compressiblity. Pull all the way back on the stick, then chop throttle. Observe how your wings rip off as soon as you come out of compressiblity, due to excessive g's. (At least this will be the case with the Zero -- I'm not sure whether the Oscar will come apart or not. Try it and see.) Now do the same thing, but pull back on the stick only far enough to generate 3 g's or so. As soon as you come out of compressiblity, immediately relax back pressure on your stick, pulling no more than 6 g's. Notice that your wings did not rip off.

Nick pilots must be even more careful about coming out of compressiblity -- don't even pull enough to get to 3 g's in compressiblity. Please practice it.

DIVE BOMBING

For pilots of all but the Betty, jump into the film you made from the compressiblity practice and go divebomb a small ship. Practice divebombing so that you can come down onto the target vertically, in a steep dive, horizontally at low altitude and high speed, from various altitudes, and from various approaches. You will probably be doing a fair amount of bombing in this battle -- make sure that you are good at it. Note that, under some conditions (prolonged steep dives) , you might need to chop your throttle to maintain control of your aircraft.

For the Betty, practice normal bombing. For the Nick, practice normal bombing and divebombing.

BOMBERS AND BREAK TURNS

If you are flying a Betty or a Nick and an enemy fighter is gaining on you, ready to start a firing pass, one of the most effective defensive maneuvers is the nose-low break turn. To do this, you start the break turn when the enemy is approximately 2500 yards to your rear. You turn hard either left or right, keeping the nose below the horizon and pulling 5 g's. Practice this maneuver. Practice chopping throttle during the maneuver if you are flying at more than about 150 knots IAS.

DIVING AWAY IN THE NICK

The Nick is very fast in a dive and picks up speed rapidly. If you have some room, you might be able to dive away from the P-40 and even accelerate away in a dive under some circumstances from the P-38. Don't be afraid to try diving away if the enemy is not closing quickly. You can always chop throttle and initiate a nose-low break turn if he closes.

NICKS AND FLAPS

NICK PILOTS -- IMPORTANT -- Be aware that, if you have one or more notches of flaps deployed, diving can cause you to exceed the speed below which you can control the pitch of your aircraft. If you are going to dive, make sure you don't have flaps deployed. If you experience a nose-down movement that you can't counter by pulling back on the stick, CENTER YOUR STICK and then retract flaps immediately. If you don't center your stick before retracting flaps, you will generate more than 6 g's when the flaps are retracted, and your wings will rip off. Practice putting in one notch of flaps then diving until your aircraft starts to pitch down uncontrollably. Practice recovering from the situation.

-- Brooke, CO, IJAAF (brooke@genie.geis.com)

TO: All IJAAF pilots
FROM: Command Staff, IJAAF, New Guinea

INTRODUCTION

This document contains general information that will be applicable to all missions flown. Read this material in advance of your first mission.

STANDARD OPERATING PROCEDURE

Before you fly in a mission, make sure that you have read the rules for the scenario, the mission orders, and that you have a map. In addition, have a piece of paper and a pencil ready to write down briefing information (such as bomber assignments).

Show up at least 20 minutes before takeoff time (T-20). Alternates will be given available planes at T-20; so if you don't show up by then, you risk losing your plane.

If you are not scheduled to fly but would like to fly, please show up as an alternate. Go to C-land HQ and await assignment.

Report enemy sightings on channel 2. Use your squadron channel for most other information.

After the mission, go to your briefing room so that you can report kills and deaths to your squadron leader. Post-mission intelligence will be important for us to figure out attrition.

Know which flight you are in and wait for my or your flight leader's direct order to take off. Do not take off based on TH's announcements.

NAMING CONVENTIONS FOR FLIGHTS

The Bettys will be divided into two groups, BG1 and BG2. The Nicks will be in one flight, NI1 flight. The Oscars will be in two flights, OS1 and OS2. The Zeros at Buna will be in two flights, BU1 and BU2. The Zeros at Salamaua will be in SA1 and SA2. The Zeros at Kokoda will be in KO1 and KO2. Know your flight's name -- I will use it during the mission to send orders.

CARRYING BOMBS

Zeros should keep their bombs even in dogfights. If you do find that a P-40 or P-38 is staying with you in a prolonged turn and coming around for a shot on your tail, you may jettison your bomb, but this should rarely happen. The Zero, under most circumstances, should be able with a bomb still to outturn the enemy planes.

Oscars can jettison their bombs if they get into a turning fight. Keep in mind, though, that you should not be getting into prolonged turning fights -- we will need you to chase down enemies and get them to turn for the Zeros. Oscars will need to keep up their speed and energy.

Nicks and Bettys should keep their bombs even if attacked.

AMMO LOADS

Ammo loads here are realistic -- half of what they are in the regular AW area. Zeros have a VERY low ammo load. Do not waste ammo on headon shots or snap shots. (You should avoid headon shots anyway as the Zero is so fragile.) Wait until you are saddled up on an enemy and well within firing range before you fire. Oscars don't have a huge amount of ammo either, but they do not have to be quite as frugal. Nicks have a huge ammo load and can take almost any shot of opportunity.

EVASIVE TACTICS FOR BOMBERS

If an enemy is closing on you, when he is at about 2500 yards, do a hard, 5 g, nose-low turn toward him. Don't rip your wings off by pulling more than 6 g's -- watch those g's. Making it a nose-low as opposed to a level turn is important -- you will be much harder to hit in a nose-low turn.

Nicks can also try diving away from enemies, but if the enemy closes, chop your throttle and do a hard nose-low turn.

COMPRESSIBLITY

Bettys should never get into compressiblity.

Nicks can go into compressiblity but must be VERY careful about pulling g's while coming out of compressiblity. Do not pull many g's at all if you are close to coming out of compressiblity or you will rip your wings off.

Zeros can dive into compressiblity and can pull up to 3 g's at the transition of coming out of compressiblity. If you pull all the way back on the stick and come out of compressibility, you will rip your wings off.

Oscars are more robust than Zeros, but be careful -- you might be able to rip your wings off, too. There is no need to pull more than 3 g's in compressiblity anyway -- that's about the limit of what you can pull, and pulling back more on the stick gains you little.

MAPS

You should have a printed map for this battle. You can obtain them in either of two places and in either of two formats. Maps are available on GEnie in the MPGRT library and on the Internet via anonymous ftp from alumni.caltech.edu in the directory /pub/brooke. The files are called "rtpacpcx.zip" (for the PCX format map) and "newrtpac.gif" (for the GIF format map).

The maps in these files do not have sector numbers -- you will have to add the numbers to the rows and columns. Columns are numbered across the bottom of the map starting from the left with 0 and ending at the right with 8. Rows are numbered across the left side of the map starting at the bottom with 1 and ending with 10 at the top. Sectors are numbered using the (x, y) coordinate system.

Write the names next to the appropriate airfields (Lae, Salamaua, Berry, Jackson, etc.). I will refer to the names usually as opposed to the field numbers.

RADIO PROCEDURE

Each flight will be given a radio channel to tune to. Tune to that channel right after takeoff. Use that channel for all communication except for communication with the bombers or with other flights, in which case you'd use the apostrophe key to communicate on channel 2 (unless you are in a bomber). Bombers will use the slash key to communicate and will always be on channel 2.

Enemy sightings should be announced on channel 2, giving sector, location within a sector, number of enemies, type of enemies, and (if possible, given the situation) altitude and heading of enemies. For example:

*5965: 4 yak in 5,5 nw hd ne 25k

would mean that 4 P-40's (Yaks) are in sector (5, 5), northwest corner, heading NE at 25k ft. altitude.

IF YOU ARE SHOT DOWN

Get in a Flakpanzer (or, if no FP's are available, a jeep) and protect, in the following order of preference: Kokoda, Salamaua, Buna (if possible), and Lae. Listen on channel 2 for calls of gunners needed for any bombers rearming -- you may be called into service as a gunner, too.

ADDENDUM TO GENERAL ORDERS
FROM: Command Staff, IJAAF, New Guinea

NAMING CONVENTIONS FOR FLIGHTS

The Zeros based at Lae will join into two flights, LA1 and LA2.

RADIO PROCEDURES

Enemy sightings should be announced on channel 2, giving sector, location within a sector, number of enemies, type of enemies, and (if possible, given the situation) altitude and heading of enemies. For example:

*5965: 4 yak in 5,5 nw hd ne 25k

would mean that 4 P-40's (Yaks) are in sector (5, 5), northwest corner, heading NE at 25k ft. altitude.

FIGHTER TACTICS

If you are in a Zero, you should not be persuing enemy fighters that have two or more Zeros already in persuit ahead of you. Do not bunch up on enemy fighters. Do not blow your altitude chasing an enemy fighter that is already being sufficiently chased. Beward of chasing enemy planes into enemy ack.

If you are in an Oscar, you may chase any enemy plane that looks like it is successfully running away from our Zeros, regardless of the number of Zeros already chasing. Do not chase a plane that already has an Oscar following it, though, unless it is a US bomber (especially a B-17).

ANOTHER ADDENDUM TO GENERAL ORDERS
FROM: Command Staff, IJAAF, New Guinea

ALL PILOTS

As soon as you are shot down, go do antiaircraft and antiparatroop action at any field that still has room for Flakpanzers or Jeeps. Pick a field in the following order of preference: Kokoda, Salamaua, Buna (if possible), and Lae. Take your vehicle off the runway at least a little (if possible). Do not bunch up -- spread out around the area so that you can shoot at paratroopers that might be dropped away from the field a bit (i.e., out of the range of your guns if you are still right next to the field). BEWARE OF PARATROOP DROPS BY C-47'S, expecially at Kokoda. I want some FP's and Jeeps spread around that field to shoot such paratroopers.

Later in the mission, if we need gunners for bombers, a call will go out on channel 2, so you won't miss out if you are manning a Jeep or FP. Just make sure you are tuned to channel 2. You don't have to wait in the conference room of Lae for gunning duty.

Divebombers, do not divebomb Flakpanzers unless otherwise ordered.

Betty and Nick pilots, if you are rearming and if you need gunners, give a call on channel 2 several minutes before you are ready to take off. You will most likely get the gunners you need.

GUNNERS

Be aware that the gunners of a Betty do not get much ammo. Be conservative.

Gunners in Nicks (A-26's) probably don't need to be conservative.

BOMBERS

Once you have bombed an area, do not stick around -- run like hell back to base. Hanging around, even to lend support for bombers not yet clear of the area, is not your job and is more likely to get you shot down. The Betty is fragile, not particularly fast, is worth 2 points if it gets back to base, and can be rearmed and flown again if it gets back to base.

-- Brooke, CO, IJAAF

MISSION ORDERS

MISSION #1: LET'S KILL BERRY
TAKEOFF TIME: 4 PM EASTERN TIME, MARCH 9TH, 1996
FROM: Command Staff, IJAAF, New Guinea

INTRODUCTION

The default mission is to destroy the Berry airfield. Divebombers will take out the ack and the support buildings, then clear a way for the bombers. The Bettys will come in to close the field and to destroy any remaining buildings. More detailed mission orders follow.

Keep in mind that this mission will probably have a large portion of in-flight mission orders. For example, if we spot the Enterprise or a US supply convoy, we may have divebombers go hit either of those targets, but we won't know that until the mission is underway. This scenario will be a lot more active and less pre-planned. Timing of the strikes may change drastically if depending on US resistance, but the targets will hopefully remain the same.

EVERYONE

The ack at the central atol (Wards, Berry, Jackson) is very strong. We will try to kill the ack at Berry early on, but beware following enemy planes into the ack at Wards and Jackson.

BG1

Brief at Lae, which is your takeoff field. Take off, tune to channel 2, and climb N to the center of sector (4, 10), then W to the center of sector (3, 10), then 150 degrees to sector (4, 8). Do a patrol there in a racetrack pattern, climbing to 30k ft. altitude. Tell me the disposition of enemy counters that you can see, and stay out of reach of enemy planes, even if you have to leave the assigned sector. Use the counters to stay out of trouble.

When you are cleared to head to target, you will fly SE to column 5, then head S down column 5 until you are east of Berry. Then you will turn west, bomb the runway, and run north back to land at Lae. You may descend from 30k during your route, converting altitude to speed. Your Bomb-Group Leader will give you more specific instructions on altitude management. I suggest you stay as high as possible during approach.

Your BGL will announce fuel load before takeoff.

BG2

Brief at Lae, which is your takeoff field. Take off, tune to channel 2, and climb N to the center of sector (4, 10), then W to the center of sector (3, 10), then 225 degrees to sector (1, 8). Do a patrol there in a racetrack pattern, climbing to 30k ft. altitude. Tell me the disposition of enemy counters that you can see, and stay out of reach of enemy planes, even if you have to leave the assigned sector. Use the counters to stay out of trouble.

When you are cleared to head to target, you will fly to Salamaua, then head S down column 5 until you are east of Berry. Then you will turn west, bomb the runway, and run north back to land at Lae. You may descend from 30k during your route, converting altitude to speed. Your Bomb-Group Leader will give you more specific instructions on altitude management. I suggest that you stay as high as possible during approach.

You may be repositioned during the mission -- the above route is the default.

Your BGL will announce fuel load before takeoff.

NI1

Brief at C:69, but take off from Lae. TAKE 2 BOMBS ONLY! Take off, tune to channel 2, climb at 1k fpm N to the center of sector (4, 10), then E to the center of sector (5, 10), then 192 degrees to Berry. Level off at 13k ft. altitude -- I want you to get to Berry as quickly as possible. Your job is to kill the ack at Berry (which is on the north side of the field, at the center). Send in one Nick at a time if the area is hot while the others stay out of trouble. If you have bombs remaining after taking care of the ack at Berry, I may have you try the same thing at Wards. If not, you will bomb any standing structures at Berry. When you have dropped your bombs, if you have the altitude, run N; if not, run toward Kokoda. Get clear of enemy persuit, climb to 30k, and rejoin each other at Salamaua for a CAP. You will then be B-17 hunters. I want to time your arrival at Berry to coincide with the huge fighter strike that is headed there.

Your BGL will announce fuel load before takeoff.

KO1 AND KO2

Brief at Kokoda, your takeoff field. Load 100% fuel and one bomb. KO1, tune 101. KO2, tune 102. Climb in a 1-sector radius of Kokoda, doing a CAP. Wait for flights from Buna and Salamaua to arrive. You will then be part of a huge stike on Berry. Wait for the call to proceed. Once at Berry, wait for the call to bomb. KO1 will hit the fuel tanks at the NE end of the runway. KO2 will hit the control tower at the SE end of the runway. If your target is destroyed already, hit whatever else is standing. If there is nothing else standing, hit the northernmost ship docked near Berry. After your divebombing run, climb in the vacinity of Berry and await further instructions.

BU1 AND BU2

Brief at Buna, your takeoff field. Load 100% fuel and one bomb. BU1, tune 201. BU2, tune 202. Climb at 1k fpm toward Kokoda. Once at Kokoda, you will then be part of a huge stike on Berry. Wait for the call to proceed. Once at Berry, wait for the call to bomb. Your divebombing target is the building on the N side of the midpoint of the runway (not the fuel tanks). If it is destroyed, hit whatever else is standing. If there is nothing else standing, hit the northernmost ship docked near Berry. After your divebombing run, climb in the vacinity of Berry and await further instructions.

SA1 AND SA2

Brief at Salamaua, your takeoff field. Load 100% fuel and one bomb. SA1, tune 301. SA2, tune 302. Climb at 1k fpm toward Kokoda. Once at Kokoda, climb hard in a 1-sector radius doing a CAP. You will wait for flights from Buna to arrive and will then be part of a huge stike on Berry. Wait for the call to proceed. Once at Berry, wait for the call to bomb. Your divebombing target is the building on the S side of the midpoint of the runway (not the tower). If it is destroyed, hit whatever else is standing. If nothing else is standing at Berry, hit the northernmost ship docked near Berry. After your divebombing run, climb in the vacinity of Berry and await further instructions.

OS1 AND OS2

Brief at Salamaua, your takeoff field. Load 100% fuel and one bomb. OS1, tune 401. OS2, tune 402. Climb at 1k fpm toward Kokoda. Once at Kokoda, climb hard in a 1-sector radius doing a CAP. You will wait for flights from Buna to arrive and will then be part of a huge stike on Berry. Wait for the call to proceed. Your purposes are (1) to chase down P-40's and cause them to turn so that the Zeros can kill them; (2) to make sure that P-38's don't maul our Zeros; and (3) to intercept B-17's at high altitude. If you can keep your bombs while doing that, fine. If not, jettison them. For the most part, you will follow around swarms of Zeros, staying fast and high. You are not to engage in prolonged turning fights if you don't have to. If the enemy is turning, he is tasty meat for the Zeros. You might get called away from swarms of Zeros if we locate any B-17's. You also will probably need to refuel at some point during the mission. I will keep an eye on your situation. You will divebomb if we manage to severely attrit the US forces before two hours are up.

-- Brooke, CO, IJAAF

ADDENDUM TO ORDERS, MISSION #1
FROM: Command Staff, IJAAF, New Guinea

ORDERS FOR LA1 AND LA2

Brief at C:69, along with NI1. Take off from Lae with 100% fuel and a bomb loaded. Escort NI1 as best you can. (The Zero is slower than the Nick -- you will probably be trailing the Nicks until they pause to send one Nick at a time in on ack positions.) At Berry, do not drop your bombs unless specifically ordered to do so. If you escort Nicks to Wards or Jackson, after the Nicks destroy the ack, destroy the maintenance or supply building there (or both, if you have enough bombs and are not harassed by enemies). Continue to escort NI1 as it leaves the target area and heads either north or (more likely) to the Kokoda pass.

DEBRIEFINGS

MISSION #1 DEBRIEF BROOKE, 5965, CO

STRATEGIC DEBRIEF

It appeared that the US launched an early strike at Kokoda. The strike seemed to be handled by KO, BU, and part of SA squadron. There were also US planes near Salamaua, and the other part of SA and perhaps some of LA dealt with that. Meanwhile, the rest of LA stayed S of Lae to it; BG1 and BG2 acted as AWACS planes and stayed out of trouble; and NI1 went toward Berry.

All of our airspace was eventually mostly cleared. After Kokoda was cleared out, all fighters at Kokoda and with bombs headed for Berry to bomb the hell out of the buildings there. Fighters without bombs were ordered to stay on CAP at Kokoda. LA stayed S of Lae for support.

A fight ensued over Berry, but the buildings there were obliterated in divebomb attacks. NI1 was able to go in to bomb targets, too, although it had to fight its way in or out.

Then, the US sent in some P-40's at about 20k north toward Lae. They were dealt with by a few Zeros from LA. Well behind the P-40's, the US sent in at least 2 B-17's, which flew near Kokoda on their way toward Salamaua. They were intercepted near Salamaua and shot down. I'm not sure if the B-17's were able to cause much damage at Salamaua.

After the B-17's were dealt with, our airspace was soon again mostly clear of enemy planes. When the airspace over Berry was also cleared out, BG1 was sent in. BG1 encountered some enemy planes on ingress to target but several bombers were able to get through to bomb the runway. 2 bombers were able to get away from Berry, fly N, and land at Lae.

BG1's strike on Berry apparently acted as a magnet for much of the US fighter cover over the central atol, for once the IJAAF fighters cleaned up the area, there didn't seem to be many US fighters left. When the area was again clear, BG2 was called in for a strike on Berry. BG2 was able to bomb the target and land at Lae with perhaps only one bomber lost.

During the attacks by BG1 and BG2, the US sent first a wave of B-25's and later a wave of A-20's to hit Kokoda. Fortunately, the ack at Kokoda was still active. Among the ack, the FP's, the jeeps, and the few fighters over Kokoda, most of the US bombers were taken care of, but some did get away. The US managed to destroy the fuel tanks at Kokoda but not the much more vital supply and maintenance buildings.

By this time, the US seemed to be fairly heavily attritted -- or perhaps they had a substantial CAP over the Enterprise. Either way, our surviving bombers were able to rearm and go out on a second strike. The target this time was Jackson. At least one of our fighter squadrons was able to rearm with bombs and go hammer the buildings at Jackson in advance of the bombers.

BG1, with its surviving 1-2 bombers, hit buildings at Jackson. About 5-10 minutes later, BG2, which was mostly intact, bombed the runway. The bombers ran to Kokoda to land, which they were not quite able to do before time was called.

Overall, I think that we did very, very well in this first battle. We landed a huge number of bombs on Berry and Jackson, destroying the maintenance and supply buildings at both airstrips. I am confident that we completely destroyed Berry. Jackson's airstrip might have barely escaped destruction -- we'll see on Monday when a more accurate damage assessment comes in.

We did well, but I would like especially to congratulate the bomber pilots, so many of whom got to and from targets in two separate missions. Congratulations also to KO squadron, which despite heavy losses, dropped an estimated 14 bombs on targets, had several fighters return to base after bombing, and shot down 6 enemy planes.

PERSONAL DEBRIEF

I took off from Lae in a Zero loaded with one bomb. When the call of incursions over Salamaua came in, I flew S with LA squadron to protect against a possible strike at Lae. When that didn't materialize, I hung around Lae, keeping an eye on counters.

At one point, I saw some enemy counters coming through our defenses and heading N toward Lae. They were about 10-20 miles S of Lae at that point. I put out a call on the radio and intercepted. It turned out to be three P-40's at 20k, heading N toward Lae. I did a half-hearted run on the leader causing him to veer away from his northerly heading. I harassed the second in line and then noticed another Zero or two joining the fray. At that point, I broke off as the P-40's were not much of a threat to Lae or to our bombers, which were elsewhere. I stayed on the lookout for US bombers, meandering in the area between Lae and Salamaua.

Shortly thereafter, the call came in of B-17's near Salamaua. I flew to intercept and found 2 B-17's and one P-38. They were in trail at about 20k-25k being harassed by a couple of IJAAF fighters. I put out a call on the radio, rolled over, and dove onto the lead bomber's 6. I held my fire until I was at about 600 yards and then opened up. I held the trigger down until I passed the bomber and saw many hits at close range. The bomber was now in a break turn. I had a lot of speed on it, and as I passed, I pulled up into a steep climbing turn. At this point, I don't think that I had been hit by the gunners yet, so I looped over and came in again on the bomber as it continued its tight turn. Again I fired all the way to range zero and noticed strikes. This time, I did get hit. Another of the IJAAF fighters was tangling with the bomber now, too, I think, and the bomber was leaving a nice trail of smoke. I did a high yo yo and came in again on its 6. I opened up at 600 yards, closed to about 400 yards, seeing strikes all over the bomber. Unfortunately, I was taking hits, too, and my plane soon exploded, ending my participation as a pilot in the battle.

After that, I sat for a long time in a Flakpanzer at Kokoda. I saw a couple of B-25's attack. One of them managed to hit the maintenance building but not to destroy it. I fired at the B-25's as they came in. At least one of them was shot down by the ack, perhaps assisted by the other FP's and Jeeps in the area. I sat for a while longer, and an A-20 or two showed up. At least one of those was shot down by a fighter in the area.

By this time, BG2 was reloaded and ready to go, so I hopped in Meercat's Betty as upper gunner. BG1 was in front of us by about 20-30 miles and hit Jackson first, bombing the remaining buildings. By the time BG2 was 30 miles or so from Jackson, confirmation came in that all of the buildings at Jackson were destroyed, so BG2 was ordered to bomb the runway. Meer and BG2 hustled south at 20k, high enough to avoid ack, the FP's, and the many US fighters milling around at low altitude near Jackson. Jackson had an IJAAF CAP over it. There were some calls of high P-38's and P-40's in the area, but they were either driven or lured off. By the time BG2 got there, the area was clear. BG2 plastered the runway and then ran for Kokoda to land.

-- Brooke, CO

--

BPsan Debrief Frame 1

Took off with AS, Snapper and Tneck in our Nicks from Lae. As I was rolling some trigger happy guy behind me :) started shooting me. I lost my #2 engine but somehow managed to land and replaned after reporting to TH.

Took off again and caught up with AS and Snapper...Tneck was dumped and a sector behind us. As we crossed the Owen Stanley range, AS dumped and me and Snap continued. I was giving Tneck our position when 3 Yak's got behind me and dove. I broke when they were 2500 yards back and put out a warning message to Snap...but as I watched in rearview all 3 yaks jumped him. He was killed shortly after.

Another Yak dove on me as I headed back North. We passed under a flight of zekes (Lae) but they kept heading to berry. Finally one zeke saw me and cleared my tail. The Yak and zeke mixed it up and I tried a couple passes on the yak with no hits. The yak then ran toward C:63 and I chased him.

The ack at 63 started up and the the guy decided to dive back S to Berry. He must have forgotten about those 12k mountains in Row 6 since he flew right through them at 4k. I decided to get some alt, cross the mountains and then blast Berry with my 2 eggs.

As I approached Berry I saw a high flight of zekes. I also saw at least 3 p38's and 4 Yak's.... The zekes never even saw them or maybe were running away. I put out 2 messages to the flight about Yak's tracking them.

I took a quick look out rearview and nearly crapped as I saw 4 Yak's and 1 p38 on my six...I chopped throttle and did a nose low turning dive but still took a couple pings. I dove N but was at 1000 ft and not wanting to smash into the mountains I turned 90 and headed for the Kokoda pass.

I had 4 zekes and 1 p38 all all chasing me...lucky the nick is fairly fast. I was about 1 minute out from Kokoda when the P38 finally ran me down...I started doing some rolling corners to throw off his aim...but he still hit me 5 times. I thought I was ded when Crow came in and clear my tail...whew! I flew over our FP's at the Kokoda pass and headed north for alt.

I turned 270 and headed back East to get alt to cross the mountains again. I saw 4 planes heading N to C:63 I was praying they'd be friendly but no it was another P38 and 3 Yak. I managed to turn S and they must have missed me since they continued N. I came into 66 and level bombed the maint shed there.

I decided to get some alt with Furis escorting me, both heading to Kokoda and then revving back. We passed over 66 at 30k and headed for a look around the atoll. Me and Furis scouted 64 but we could see nothing from that alt. I was ordered to replane and bomb 64 by Brooke.

I replaned at 61 and took off with FR gunning and formed with BG2 as they hit 64. I was ordered to hit the tower but for some reason(too high?) the norden never showed any buildings. So rolled over and divebombed. As I screamed in from 20k I saw the craters all over 64 and about 5 yaks and 3-4 FP's all milling below. I dropped 2 eggs right on the maint shack and egressed to Kokoda. I was had just landed when endlog was called. Another 30 seconds and I'd have made it into the hangar :(

BPsan !!

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Debrief mission #1 - Oscars.

Took off with all eight Oscars carrying bombs. Dactyl got promoted as I stepped up to be group leader. Found out my WCS had lost it's settings and did not work at all. Tried frantically to remember all the keystrokes . Got to 70, circling, per orders. Then a large group of p38s arrived, and they had at least 5k on us. Fight ensued. I totally lost sight of everyone and lost control of the group. Was chasing a P38 southeast, when we overflew a mossy coming north! Broke off the P38 and engaged the mossy.

Fired 82% of my load against him from inside of 400. He must have been on his last ping, but he didn't die. (I did get 128 points :( ) Broke off, and Bodhi and I RTB'd to C63. He had smoked the P38 in the fite, again, no kills.

Bodhi and I replaned and headed to N66. The rest of the Oscars were fighting around N70, mainly. I engaged a few Yaks and P38s vicinity of 66 but broke off to try to protect the buffs in the area. Finally headed down to 64. Bodhi died in the ack. I _tried_ to stay away from ack, but after about 3 inconclusive fights, I got pulled in a little close to 64. I took two ack hits and immediately died.

The Oscars killed 3 buffs and 3 fighters, for 4 losses, two of which were USELESS deaths to the ack at 64. I prepare to disembowel myself upon Moose's return :)

-Sturmamoto

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SA1 Mission 1 Debrief

First off, I'm a little pissed cuz FR, Pop, and I were only ones to stick around and give a debrief for SAL flt. I had to do a /sco on all the people in our flt just to see who droped their bombs.

Now to what I goofed up on. First off with the 109s squadron at Sal it was hard to figure out who was in what flt. I suggest that Sal flt or the 109s meet at C68 to brief and take a roll call. At -5 min we go to 63 and wait until cleared for TO.

Upon being cleared for flt SA1 and SA2 took off and headed N for some alt. That was against orders, sorry Brooke and AS. We got some alt and turned toward Kokada. Saw enma ctrs, on dar, in sec 4,7. Reported it and was told to cap Sal. We did, climbing and lookin all the time. Spotted a couple of P40s higher. They did not engage, so they musta been scouts. When cleared off cap at Sal we hdg to KO. Once at KO we circled until cleared in to Berry. During this time SA1 and SA2 got seperated. :( SA1 went to Berry at 26k and we all dropped on maint bldg. We ended up being cap at Berry. SA2 came in dropped and beat feet back to KO. I should have taken SA1 with ya FR.<G> Oh well, anyways we got engaged by 2 38s and 3 P40s(I think). I had alt on the 1 38 and was at 500 away an closing when Ketchup, in the other 38 got on my 6 and kilt me. There were no pings, just a BOOM! and red screen of course. FR assumed command of Sal flt then, so we'll have to see what he writes for a debrief. <G> DT took over as FL for SA1.

This is my first time as a GL, so if you see me making any goofs or have any ideas, please speak up.<G>

I had a blast btw, even tho I got shot by that turncoat Ketch.<VBG>

SCD*DOGZ*<GL/FL SA1>
4147

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I apologize to the most humble servants of the Emperor, as the following is a lengthy overflow of excited words from a scenario virgin now without a cherry!

From the Grave of TapeWorm <LA1> 2nd Lae Sentai DeBriefing of Frame 1: Lets Take Berry

Orders: LA1 and LA2 to escort NI1 to target and back. Vball GL/FL LA1, Rogue FL LA2.

Active duty: LA1 - Vball,TapeWorm,Bug, Wheelin, Enforcer; LA2 - Rogue, Modo, Furis, Jedi. Brooke

Santo was on stand down (due to improper version of Mac Software guys ya need v.3.28. or something like that??) I did not personally account for Pop's whereabouts. (was he there, just quiet?).

Upon takeoff, we tuned 501,502 and joined up on Vball. Unfortunately, our orders were late in arriving to my desk (company adjutant - promoted to pilot cause I read the orders and did not have time to walk them to Vball-sama so he told me to hop in the nearest Zeke and brief him in the air).

So, we turned west following BG1 and BG2 instead of east to follow NI1. I was ill prepared and suffering MASSIVE CONFUSION, I have never seen so many friendly counters in one place before. What a rush, my heart was pounding and I broke into an excited sweat. Oh my God, where is our flight of bombers?!!?

On two, I see "NI1 turning 192 " and I realize we should have gone east, I was so busy trying to stay in formation (hard skill for adjutant turned pilot) I missed that little fact. OkOk its not so bad, we race south still formed up nicely on Vball. It gets even better when we get a call from Brooke "Lae zekes released from bomber escort duty, stay on station at alt. and cover Lae - enemy B17 spotted heading your way. Over" Vball acknowledges and we are all relieved. Orbiting a while, LA2 splits from LA1.

Bug, Wheelin, Enforcer, TapeWorm procede south, south-east toward Salamaua. Bug gets separated. Enforcer separates. Wheelin and I respond to a call to head west on report of possible bogies there. From the grave, Bug's ghost tells me that he proceeded to Salamaua, scouted, turned west due to same report of bogies, was checking map (looking at coffee stain from breakfast on said map) when... PING. I will defer to Bug for his report on the matter, but you get the idea.

Wheelin and I intercept P-38 and 2 P-40's 5k lower than us and make run on them, (prolly the same ones Brooke spoke about in his debriefing) but they break off and head south (we had crossed Stanley - Owens by this time and were near Berry (12mile). Enemy never got closer to me than 1500 yards. (heart pounding for adjutant lemme tell ya, it is a far sight from my typewritter).

We proceed to strike Berry - I successfully dropped on the Tower with my one bomb and climbed out west. Woefully, I found myself now alone and somewhat at a loss for what to do. I made an uneventful pass on two more P-40's that were not interested in me and just dove away.

They seem to fly in pairs, but all P-38s I encountered were alone...

I then found a low 38 alone at 5k nnw Wards so I aggressively dove to my doom. But I jump ahead of the story now. He was smart but aggressive as well and we made a first pass no shots fired and no pings felt. I anticipated his pull up and so went vertical. We leveled out at 8k and he flat turned with me. I had 50% fuel and no bomb by this time. When I got to within 1200 yards, he broke for the ocean. Now, two low P-40's were watchin as I followed my prey right between them. Uh oh. Gets hairy from here....38 turns with me and I go vertical, but forced to break away as P40 on my 6 1000 yds. I turn over on his 6, but he too fast pulls away. Next guy passes me and for half minute I keep switching targets just as they pull up past me. Manage to squeeze off a few rounds as I learn to anticipate their passes. No pings though - I am an adjutant.... Two more P-40=92s are comming 5000 yards from Wards, so I say screw this and head for the deck and promptly compress. SUCKS, but remember hearing pilots in training saying watch for the pullout - so I don't rip wings, just level out at 1000 feet and run right into ack field at Ward. Doh! they persue but I can breathe. Wind up jinking and juking over bridge and get nice view of salivating flak panzie drivers just out of reach. (How come none of those guys augered. It works in all the training films I have seen hehe) Anyway, Stinger claimed my kill and he had two other pelts at that time T+90min.

Bug, Floor, I and Jasukua (aka JasHook) participated in second Betty run on Jackson (7mile) however, there was No Joy (term for noncontact with enemy).

RECOMMENDATION: Furis <LA2> deserves special attention and public congratulations for finding NI1 and personally escorting Black Panther through his mission. WELL DONE.

APPOLOGIES: to Nick bomb group for blown assignment. IT WILL NOT HAPPEN AGAIN as long as I have time to properly prepare. I now know what to expect and was simply overwhelmed with the chaos and confusion. However, I am indeed addicted and anxiously await Frame 2.

TapeWorm <LA1>
2nd Lae Sentai adjutant (who finds Piloting a bit more exhilarating)

--

Since I did't have a chance to debrief at 70, here it is, short and soo sweet. Think I hit ship tied up at Berry on first flight. RTB. Think I hit little building at SE end of strip at 64 on second flight. The joint was jumpin and took one hit from small arms. Subsequently engaged yak S of 64 (6687). He augered. Frame terminated shortly afterward. ?? Can we reduce fuel load for second flight?

Woebird

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KO/GL Debrief

At pre-flight debrief orders were ammended so that all flights were tuned to the same CH to facilitate comms between both flights.

KO1 and KO2 took off from KO as scheduled and proceeded to gain alt/CAP 70 until we got the go ahead for our strike at Berry. We didnt have to wait long over KO before we spotted P-40/38's above us (have gotten mixed reports as to what there alt actually was), due to their alt advantage it was difficult to engage. Acft from both KO1 and KO2 got seperated as they continued to track the higher bogeys when calls came from members of both flights calling out mossies below (again, Ive gotten conflicting reports as to what alt they came in on 70), those in vis range of the mossie proceeded to intercept while others went to regroup at 70. By then we had been joined on the N by members of other Sentai's (Sal I believe).

After 70 had been cleared we continued on to Berry as ordered with all my remaining hvy acft (14 total). As we approached our target we got the call of bogeys hi just S of Berry we pressed on at 20K until sure that target was clear for our strike. Once we arrived both flights attacked their assigned target, many good hits and even a visual confirmation of a building being destroyed were reported.

After the srike both flts fanned out in diffrent directions as they proceeded to regain alt. I called for a regroup over Berry for both flights as we continued to climb to our CAP alt (20+K). Throught out our CAP we encountered and egaged several P-40/38's (difficult to estimate enemy numbers) at diffrent altitudes, during this period KO Sentai scored several kill. We re-grou at Berry and continued our CAP of the area, unfortunately during our fights with the enemy we lost about 1/2 of the Sentai. (I have a feeling that some of those got picked off as they were alone in one of our "fanned out" periods).

We returned to KO to re-arm/fuel (lower fuel load), and then continued on to Jackson with 6 hvy acft (approx. 35 min to end-game), once we arrived at Jackson we went ahead on our strike on Jackson sructures/rway and took a CAP roll over it imediately after. During this time we again score several kills, and pursued several enemy acft from the area. We also had 3 P-40's low over Jackson attempting to lure us low into thier ack. I lost at least 2 acft to ack here. We continued to cap for the incoming buff strike and gave them escort on their egress to KO.

All in all it was a fun and succesful mission for KO sentai, unfortunately with very heavy loses, I hope that with a little more common sense and some ideas I have some of those deaths can be avoided in the next frame.

-Malice #2334
GL/FL1 Kokoda Sentai

P.S. - Sorry if i was somewhat long winded :P this is my first de-brief

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2nd Salamaua Sentai
Dactyl, #2476 OS2(FL temp)

At T-30, I joined my fellow Oscar jockeys at Salamaua. I settled into my chair, positioned my map just so and took a sip of freshly made coffee. Due to Moose's absence, Sturmer informed me that he had promoted me to OS2 Flight Leader. Fortunately, my wife was home and heard the loud 'fahWUMP!' as my body hit the floor. She came running downstairs with a bucket of water and revived me in time for take-off.

We arrived over Kokoda and were circling at 25k or so when the first wave of P-38s arrived. "All hell broke loose" does not begin to describe the ensuing pandamonium. The messages were FLYING by with virtually no hope of communication outside our own flight channel. I believe the US strategy is to make a fast pass and then dive in hopes our planes will follow and end up at low altitude clearing the higher air for bombers. Virtually every US plane dove after the intial engagement. For the most part, our flight didn't bite and stayed high. When the B-17s arrived, they were escorted by only one P-38 and were apparently not gunned,(I was never pinged). I brought down one 17 and Biff Tarkiss killed another.

We replaned at Salamaua and returned to Kokoda but all was quiet. Brooke ordered us to Jackson for a bombing strike on the maintence building. The rest of the frame was spent over the atoll. Shag killed a Yak near Berry. All and all, a very good day.

Dactyl, OS2

--

Well is spit of a little disorganization, my flight stayed together pretty good. We took off Salamaua and circled northeast for alt. We revved and went straight south to Kokoda for cap. When we were almost there, the call came out the there was an enemy flight coming into Salamaua. There were very few friendly markers in the sector at that point, so I turned flight around and climbed north. Sure enough we encountered three high yakas and two or three p38s. They weren't interested in coming down to fight and just zoomed away back towards Berry.

We then returned to Kokoda for regroup with Sal 1 flight. From there we attacked Berry. Berry was minimally defended with only a few FPs and a token effort by a couple of P38s. I chased one of them east towards Kokoda where he met his doom. (I think Crow got him). My flight was pressing the attack at Berry so I re-joined.

Dove in on Berry and got very stupid. Dropped on an FP instead of building, thinking it was ack. Flight regrouped and rtb'd at Salamaua. I think I lost one pilot on an augered landing. (Practice makes perfect I guess...)

We waited the obligatory 10min, and rearmed with bombs for attack on Jackson/ Port Moresby . We were joined by Dactyl, who seemed to have lost his command. We attacked Jackson putting ordinance on the maintenance shack. At that point, there were only a yak and a P38 circling low at the field. We egressed east after bomb run and re-gained alt. We then went back to Jackson for some tactical. At first there were only that Yak and P38. All of a sudden there were 3-5 yaks and at least 3 P38s. I think they were circling high to the south east and dove in as soon as the "bait" at Jackson was taken.

We got chewed up and I died. Came up as gunner for BP on uneventful run on Jackson again and ran like hell to Kokoda. Endlog called 10 seconds from touchdown on tarmac.

We need better coordination in SAL group and with other flights we're assigned to link up with. This was not that big a problem this time, cause target objectives were reached. But I don't think the enemy is gonna be as hapless in frame 2 . We should be ready for a fight.

stevep1@primenet.com

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Mission #1 Debrief - BG1

Personal debrief: After launching and loitering in 4,8 we were called in to hit 66 from the east. BG1 decended from 30K to 20K for the bomb-run. We were attacked over 66 by 2 Yaks and a -38 (?). I was heads down and took 2 pings and saw a yak fly thru the bombsite before realizing we were under attack. Dropped and recovered at 61. Waited around for a bit and collected gunners. Big T and I then launched and flew to 64 where we attacked buildings. I droppped on the Maint. and Ammo buildings and was heading N when Big T called that he was going around again. Being gunned, I rev'd to lend moral support and draw fire from him on the bomb-run. Died after the tail ran out of ammo.

25th Koku Sentai awards ZAPPA a shiney new samurai sword for getting a total of 3702 pts for Frame 1 WTG ZAP!

Splatt |!

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Mission Debriefing for Bomber Group 2
BG2 - Meercat, Koo, Zappa, JasHuku

We took of from Lae and proceeded on a HDG of 330 to the center of sector 3,10. We then turn to a heading of 225 and proceeded to our holding position in sector 1,8. We made at least 5-6 circuits around 1,8 until we were released to proceed to target. After getting the go ahead, Meercat had to put the plane on autopilot while he went and hung out the side to relieve himself 8). We proceeded to Sal and then turned to a hdg of 180. We then turned to a heading of 270 and proceeded to drop all 16 bombs on the runway at Berry. We egressed to the North and all landed safely back at Lae. We then waited for the planes to be refueled and reloaded with bombs. With the CO as my gunner, BG2 then lifted for a strike against Jackson. We headed towards target and as we were closing we got the 10 minute warning. We managed to get bombs dropped on the runway at Jackson and proceeded to egress to Kokoda for landing. Time was called as all four of the BG2 bombers were in the final approach to landing 8(

What I would like to suggest is a possible cutback on the holding times and let us get to the first target with more than 25-30 minutes left in the frame.

Meercat-san <<< 25th Koku Sentai (Lae) >>>

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