Naval Effectiveness: "SUBS & SAMS" © Phil Barker. As of 4 March 2006
Naval Effectiveness: "SUBS & SAMS" © Phil Barker. As of 4 March 2006
NAVAL EFFECTIVENESS
INTRODUCTION
The purpose of this exercise is to determine and quantify the relative values of items of naval equipment in
performing a warship’s operational tasks.
This raises the question of what weighting should be placed on each of those tasks. Preparing for the last war
involves serious risk. For example, the RN entered the Falklands War with ships optimized for trade protection
against submarines, with defence against surface ships and air attack as a secondary consideration, yet found
itself opposing an enemy with only one operational modern submarine, but a large number of SSM and gun-
armed ships and greatly superior numbers of aircraft. Warships relatively recently scrapped would have been
more suitable. Indeed, had Vanguard been retained in service (as the Iowa’s had been by the USN) her heavy
guns, huge anti-aircraft battery and armour largely impervious to SSM would have been decisive.
Similar mistakes now appear to be being made, with the RN losing its air defence fighters in favour of ground
attack aircraft more suitable to invading Iraq than, for example, fighting the greatly improved Chinese navy and
air force. It may be said that there is currently no likely risk of war with China, but this argument carried to its
logical conclusion (and which smacks of the notorious moving “Ten Year Rule” of the 1920’s) would lead to the
scrapping of all naval capability except disaster relief, fishery regulation and anti-piracy patrol.
The only safe course appears to be to assume that anything can happen within the lifetime of a ship and give
equal weight to anti-submarine, anti-aircraft, anti-surface vessel and army support. Luckily, the capabilities
required for these also suffice for the lesser tasks. For example, helicopters capable of attacking submarines with
homing torpedoes, sinking FAC with missiles or landing troops are also useful in disaster relief.
The method of comparison chosen is a manual war game with human decision input. This requires less setting
up than a computer game and has the important advantage that all factors are transparent, not concealed in the
software. The finished product could be converted into a computer game, but this is not within my expertise.
The only practical advantage would be
depriving players of knowledge of enemy forces and actions. A manual war game must allow this knowledge
(but prevent it being acted on unrealistically).
Existing commercial manual war games for modern naval warfare have certain disadvantages. Though generally
accurate, they tend to emphasise often minor technical differences between specific sensors and weapon systems
to an extent that often drastically slows play and sometimes obscures tactical principals. They have also failed to
cope with the problems raised by variations in sensor and weapon ranges from some hundreds of miles to less
than a mile and by speeds varying from that of a supersonic missile to that of a stalking submarine. Play is
typically with largely unrecognisably small models on a very large playing area, most of which remains empty.
In contrast, the rate of play in this game approximates to real time. Roughly comparable weapon systems are
grouped and awarded the same value. Only coarse distinctions are used, typically in the region of 17% (the
difference between a score of 4 and 5 with a 6-sided dice). Finer distinctions are often spurious, unobservable in
battle, and tend to be argued over excessively by people incapable of perceiving a larger picture and who believe
that percentages (which they confuse with probabilities) are somehow more “scientific” than fractions.
The weapons considered are from 1950 onwards, to enable historical checks on assumptions. Strategic nuclear
weapons are not included, but tactical nuclear weapons are. This is partly for historical comparison, but also
because a torpedo would possibly be the best form of delivery for North Korean nuclear weapons, enabling
attacks on USN carrier battle groups, troop convoys and South Korean and Japanese coastal cities.
1960 TO 2020
GAME PHILOSOPHY
ENVIRONMENT
SEQUENCE OF PLAY
MOVEMENT
COMMAND AIDS
SITUATIONAL AWARENESS
UNDERSEA COMBAT
MINE WARFARE
RESILIENCE TO DAMAGE
SHIP-TO-SHORE OPERATIONS
AIRCRAFT LISTS
GAME PHILOSOPHY
These rules are formulated on the principle that modern naval combat is not solely an electronic chess game. The stakes for
participants are high, technology frequently does not fulfil its promise, tension is constant and there are very likely to be
short episodes of sudden excitement, extreme apprehension and deadly danger calling for rapid decisions to avert disaster.
30 seconds of intense activity should ideally not be simulated by 15 minutes or more of looking up multiple tables in a
thick rule book, however accurate this may be.
DEVELOPMENT STAGE
The original project is now completed and paid for, but I will continue to develop the rules into a complete set. The initial
ship and aircraft libraries will be progressively enlarged, first expanding laterally to take in most contemporary (and near
future) types, then backwards in time as far as 1960. All data are from open sources, based on theoretical capabilities
moderated (and where necessary over-ruled) by actual combat results. Numbers inevitably change as more of the collected
information is analysed. Even though starting with a good general knowledge of the subject, collection, collation and
analysis has been time consuming. Compiling the ship and aircraft libraries has brought to light the need for several rule
changes, not all of which have yet been completely implemented.
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“SUBS & SAMS” © Phil Barker. As of 4th March 2006
PLAYING AREA
Because of the distances involved, it is usually impractical to restrict play to a single continuous table with a constant
distance scale, since this leads to vast expanses of empty table. Ideally, the size of table and models should so correspond
that a model ship at the centre of the table subtends the same angle to the player’s eye as the image in binoculars of the real
ship at combat range. Alternately, it has been suggested (I hope light-heartedly) that 1/6000 models should be painted a
fluorescent light green to represent radar images…
The practical limit on the size of each table is arm reach. Ideally, no point on the table should be more than 24” (or 600
mm) from an accessible edge.
If using large models (1/1250 or above), it has in the past often been necessary to use two or more tables a notional distance
apart. These rules replace this by using spacer batons to effectively remove empty areas from a single table, which is also
much simpler in practise than using a variable distance scale. They cannot be placed closer to any vessel than its horizon.
FORCES
Combat is assumed to be between a moderate number of elements, not “Grand Fleets” (which have no parallel in
contemporary warfare). Each side selects combat elements up to an agreed (or arbitrarily or randomly selected) points total.
DISTANCE SCALES
For the sake of realism, all distances are expressed in nautical miles (nm). Measured is between nearest base edges
When using 1/6000 model ships, 1” measured on the table represents 1 nm in real life, enabling distances to be read from
an expanding tape measure with no calculation. The on-table distance must be doubled for 1/2400 or 1/3000 models.
1 or more long batons laid on the table between groups each represent a gap of a variable and often large number of nm.
They are assumed to be of infinite length.
TIME SCALE
Play is divided into two kinds of periods, representing two kinds of activity (which a cynic might describe as boredom and
fear). The first kind is a Cruising Hour (CH) and represents 1 hour of real time. The second is a Tactical Bound (TB) and
represents 10 minutes of real time. The current period is a TB if any player wishes to use a weapon at less than horizon
range. A TB may also split into up to 6 phases to represent different layers of defence against missile or aircraft attack.
A single or consecutive TBs are assumed to be coincidental with the early part of the next CH.
COMBAT ELEMENTS
Each ship or submarine is represented by a scale model permanently directly mounted on a rectangular (preferably
magnetic card) base to a scale of 2 nm long (increased to 3 nm for large ships) by 1 nm wide, which in the case of a surface
ship is painted with a wake. Cast bases provided by manufacturers are discarded. Individual shore-based maritime
reconnaissance aircraft and ship-based helicopters are represented by 1/2500 scale models on a 1 nm diameter base. The
difference between aircraft and ship scale can be rationalised as the aircraft being visually identified at shorter range.
(Full load displacement is preferred to standard displacement because the latter is an unsatisfactory compromise measure
invented for the naval treaties of the 1920s and 30s, and has now been mainly abandoned.)
ASM and area defence SAM are represented after launch by small dice. Types of missile are distinguished by colour.
Strike and defensive fixed wing aircraft formations are represented by a single 1/2500 model on the apex of a 2 nm sided
equilateral triangular base. Each aircraft of the formation is initially represented by a dice placed on the rest of the base.
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ENGAGEMENT ARCS
As a simplification, these rules do not usually differentiate between sided and centreline or fore and aft mountings. This is
acceptable because:
Air or missile attack may be from several directions.
Aircraft can be shot at after they have passed over,
Sided mounts are not generally used for surface gunnery except in defence against small craft.
A small change of course and gyros enable sided torpedo tubes to be used in either direction.
Military training adaptations of previous war games rule sets have substituted random number generators for dice, but
never very successfully. An intermediate method sometimes used by rule authors to give a more “scientific” impression is
to use a pair of 20-sided dice, each numbered 1 to 9 twice, to provide a 2 digit probability, but they have often confused
percentages (which can be added or subtracted) with probabilities (which must be multiplied). Neither of these approaches
is preferable in practise to the D6. As well as increasing complication, they encourage spurious accuracy in calculation not
justified by the quality of the data.
ENGAGEMENTS
An engagement is defined as the action that can be taken during the time that the target is within the specified range band
or while an enemy action is being taken. For an anti-aircraft weapon, it is limited by the aircraft’s closing speed. The
aircraft may pass through several range bands and be subject to a separate engagement in each, for example by a Sea
Harrier fighter beyond the horizon, by a Sea Dart ship having crossed the horizon, then by a 4.5” gun, and finally by 20mm
cannon or even a clutch of GPMG. For SSM, it might be the length of time between firing and the result being observed.
For surface gun actions, it is an arbitrary time segment. For submarine actions, it will be the length of time taken to fly out
or swim out to the target.
4. Totalling the damage on each target by all hits during the TB and comparing this with its capacity to absorb
damage without serious loss of capability (its “resilience).
Engagements can be fixed wing aircraft (FWA), anti-ship missile (ASM), surface gunnery (by both sides) or
submarine/torpedo. The bounder may instigate up to 1 engagement of each type in the order above. Except for surface
gunnery (in which both sides fight simultaneously), only the bounder can attack, the other side being restricted to defensive
weapons.) FWA precede FWA so that aircraft armed with SSM may be shot at by suitable weapons before launching
Aircraft following up SSM (as Skyhawks following an Exocet in the Falklands), must do so in the next TB.
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“SUBS & SAMS” © Phil Barker. As of 4th March 2006
ENVIRONMENT
LITORAL OR OCEANIC
The first decisions required of each side are:
1. Whether it will start in littoral waters or in the open ocean. If only one side chooses littoral, it is the defender,
otherwise they dice and the lowest scoring side is the defender
Littoral waters are obstructed by land terrain blocking line-of-sight (LOS) for vision, radar and weapons, are
shallow (less than 100 fathoms), hinder sonar, prevent deep diving, allow diesel-electric submarines to lie on the
bottom and permit mine warfare.
Oceanic waters permit surface and aerial detection and engagement out to the horizon if sensors/weather allow,
high speeds and deep diving
2. If in littoral waters, the coastal, inland or island terrain models it wishes to use.
These are then placed by a game director, or alternately in succession by the two sides, starting with the defender.
Sea State is assumed to be directly related to wind speed. The defender dices for Sea State at game start (the score
indicating Sea State number), and then for any change at the start of each watch (4 hour period). Since weather changes can
be forecast, the new Sea State applies from the start of the next watch. Successive increases may raise Sea State to a
maximum of 9 (Hurricane or Typhoon). Sea state is reduced by 2 if there is land less than 10 nm to windward.
The main effect of a high Sea State is to further limit a ship’s maximum speed, the effect being greater for smaller ships.
Ships with excellent sea keeping treat the Sea State as if 1 lower and those rated as poor sea keepers as if 1 higher.
Sea State: Score required to change Sea State: Limit to maximum speed if ship size is:
Increase by 1. Reduce by 1. Minor. Small. Medium. Large. Giant.
A limit of 0 shows that the ship has been forced to heave-to, using its engines only to maintain safety.
A high sea state may also limit the use of sonar, submarine masts, weapons and the ability to use aircraft.
Submarine masts cannot be detected by radar in Sea State 4 or higher.
Helicopters and VTOL aircraft cannot be launched by or land on ships in Sea State 5 or higher, or other fixed wing aircraft
in Sea State 4 or higher or unless moving at at least 25 knots in Sea State 1.
Sea skimming missiles cannot be used in Sea State 5 or higher.
TIME OF DAY
Time is best kept by using a dummy clock face and moving the hands on before each period. This will facilitate keeping
track of dusk and dawn and of aircraft refuelling and re-arming.
Day and night can be taken as equal between the tropics of Cancer and Capricorn. Within the Arctic and Antarctic circles,
night is continuous in winter except for an hour of twilight either side of noon, and day is continuous in summer except for
an hour of twilight each side of midnight. Elsewhere, it can be taken as equal in spring and autumn, 2/3 day in summer and
2/3 night in winter, but with 1 hour of twilight before sunrise and after sunset.
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“SUBS & SAMS” © Phil Barker. As of 4th March 2006
SEQUENCE OF PLAY
AT GAME START
Each side decides and records in the following order:
2. The initial position, course and speed in knots (default 15 knots) of each of its groups of vessels or independent
vessels.
6. The initial position of its land assets, such as airfields and aircraft, port facilities, AA or AS gun or missile
batteries, or radar stations.
7, Local times of sunrise and sunset. Both sides dice, the high scorer’s nominations will be used. Sunrise is preceded
and sunset followed by 1 hour of nautical twilight.
9. Preferred start time. The earliest of those selected by the two sides will be used,
1. Sea state.
2. Wind direction.
Both sides now dice for the remaining endurance of ships and submarines.
If both sides nominate a TB, they dice for which becomes the bounder.
If its bound did not include underwater combat, the bounder can follow its TB that with one more TB if it so chooses,
otherwise the other side can choose to become a bounder. The choice alternates until neither side wishes to be bounder.
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2. Combat air patrol (CAP) fighters, patrol/recce fixed wing aircraft and helicopters can be launched. They fly out to
their station immediately if ship-based, otherwise during the next CH. Shore-based maritime recce aircraft remain
on station 6 hours, other aircraft and helicopters 2 hours.
3. Air strikes (strike aircraft and escorting fighters) can be launched, formed up and fly towards their target.
7. Ships and/or submarines can fire SSM at targets beyond the horizon.
1. Active radar search. This is of the same intensity as previously, unless enemy have been detected.
3. Ships and/or submarines can fire SSM with less than horizon range. SSM and air strikes arrive. Ships can fire
SAM and/or AA. Results are resolved.
9. Helicopters move.
10. Air attacks and non-torpedo surface attacks on submarines are resolved.
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SPEED CLASSES
Legend speeds found in reference books are not a totally reliable guide to actual ship speed in realistic conditions. Nations
differ in how they conduct speed trials. Some test representatively loaded ships in a typical sea state (often in modern times
in Sea State 4, 6 months out of dock), others still use the pre-World War II practise of measuring speed at light load over a
fixed route in sheltered water. Ships often fail to attain legend speed in service and ships of identical class have in the past
produced different trial speeds. Conversely, some ships prove faster than their conservatively estimated legend speed in
service.
The classes below group ships that habitually operate together and separates ships that have in the past been considered at a
speed disadvantage to those in the next group. Submarine maximum speed is maximum submerged speed. Surface travel or
snorkelling is always at 10 knots. Speed classes are:
40 knot. Includes ships and submarines with legend speeds of: 40 knots or more.
35 34-39
30 28-33
25 24-27
20 19-23
15 15-18
10 14 or less.
Vessels do not maintain top speed for long, since it more than doubles fuel consumption, increases the ease with which they
can be detected by passive sonar and handicaps their own sonar use. I assume a typical cruising speed for non-nuclear
powered ships of 15 knots.
PROPULSION
The advantages and disadvantages of different power systems are:
Nuclear (N) In ships and submarines. High initial cost. Unlimited endurance. High manning costs. Long
refits. Noisy.
Nuclear and Steam (NS) In ships (Kirovs only) using smaller nuclear reactors with oil-fired boost for high speed. High
initial cost. Unlimited endurance at cruising speed. High manning costs. Long refits. Noisy.
Steam. In ships. Obsolete. Moderate endurance. High manning costs. Long refits. Noisy if steam turbine
(ST). Very Noisy but cheap if steam reciprocating (SR).
Diesel (D). In ships. Cheap. High endurance. Low manning costs. Good acceleration. Noisy
Diesel-electric (DE). Submarines and also ships capable of running on electric power alone. High endurance if ship.
Very Quiet while using electric only at 10 knots or less, otherwise Noisy if submarine using
diesel, Quiet if ship.
Gas-turbine. Ships, either alone (G) or combined with steam (SG), diesel (DG) or diesel electric (DEG).
Moderate endurance, very low manning cost and Quiet if alone. Very High acceleration. Repair
by replacement at sea.
SEA KEEPING
A ship’s speed class givess the maximum speed it can be moved at in normal sea states. The degree to which a ship can
maintain speed in higher sea states is a function of its size and hull design. Big ships and those with well-flared bows, long
fo’c’sle and/or high freeboard maintain speed better in rough weather. High speed small craft (such as fast attack boats) are
heavily handicapped by high sea states and may be restricted to calm inshore waters. A ship’s sea keeping (its ability to
operate in all weathers) relative to its size can be Excellent (SK+), Adequate or Poor (SK-). Ratings are partly anecdotal,
partly based on observable characteristics.
Excellent is associated with pronounced bow flare, long bow, raised forecastle, good freeboard, sheltered crew access and
transom sterns. Treat sea state as if 1 lower.
Poor is associated with little flare, stubby bow, low freeboard, lack of shelter and overloading. Treat sea state as if 1 higher.
Ships are at risk of sinking in Sea State 8 or 9 if Minor unless SK+, or in Sea State 9 if Small and SK-. A crippled ship
counts the Sea State as 1 higher than it is. Dice at the end of the watch. A ship sinks if it scores 1 or 2.
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SHIPS
Ship fuel capacity is less important than in previous eras because replenishment at sea is now normal practise and makes
the required frequency of refuelling a more useful measure than cruising range, which is difficult to define since it varies
greatly with cruising speed.
Diesel engined ships generally have a greater endurance than those powered by steam or gas turbines alone. Entirely
nuclear powered ships have almost infinite fuel endurance (though they still have to replenish stores at less frequent
intervals), but this not entirely so if using steam-boost (NS). Accordingly, the rules consider how long each ship not entirely
nuclear powered can continue to operate without refuelling from a tanker. Each such ship is diced for at the start of the
game. If its score is 1, throw 4 further dice if diesel or diesel-electric powered or 3 if not. The total score of those dice is
how many hours fuel remain. When these have elapsed without refuelling, the maximum speed of NS ships is reduced to 15
knots and that of non-nuclear ships to 0. However, the last 2 hours can be doubled if speed is restricted to 15 knots. A ship
reduced to 0 sinks in Sea State 9, being unable to keep head to sea and being broached
Refuelling requires positioning alongside a fleet tanker, fuel depot jetty or harbour felling lighter. Refuelling from a tanker
at sea can be of a single ship or one each side. Replenishment of all other consumables except expended missiles or
torpedoes or mines (none of which can be replaced during the game) is assumed to occur simultaneously.
Minor 1 CH
Small 2 CH
Medium 3 CH
Large or Giant 4 CH
It is not possible in Sea State 5 or higher, and the time required is increased by 1 CH in Sea State 4.
SUBMARINES
Nuclear submarines have infinite endurance, regardless of the speed used,
Diesel-electric submarines are assumed to snorkel or travel on the surface at 10 knots and to cruise fully submerged at 5
knots. Each diesel-electric submarine throws 4 dice at the start of the game if Medium, 3 if Light or 2 if Minor. The total of
those dice is its remaining CH submerged endurance at 5 knots before it must snorkel or surface. Submarines with air-
independent propulsion (AIP) add 12 CH. Each CH of subsequent snorkelling or surface running increases its remaining
non-snorkelling submerged endurance by 6, up to a maximum of 60, plus any unexpended AIP hours. Each CH at 5 knots
or TB at higher speed reduces it by 1.
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MOVEMENT
The extent to which a ship can maintain its theoretical speed is limited by a combination of size and sea state, larger or
more seaworthy ships maintaining speed better.
A change of speed or course by a group of vessels or independent vessel can be pre-programmed before the start of the
game to take effect at the start of specified CH. No other changes of speed or course can be made before enemy are
detected. Once enemy have been detected, speed and course can be changed in any CH or TB.
Speed and course can be changed at the start of any CH, this offering plenty of time for adjustments. A group cannot halt or
move at less than 10 knots, but can reverse direction.
Speed can be changed at the start of any TB. A ship not at least partly powered by gas turbines can increase speed by no
more than 20 knots per TB if Minor or 10 knots if larger.
Course can be changed at 1 nm after the start of a TB by a submarine, or by most Minor, Small or Medium ships. A larger
ship or a ship with a single rudder and screw must delay until it has moved 2 nm on its previous course. A change of course
is not allowed if it will take the element closer to an undetected enemy vessel.
If a group tray is moving, its speed and direction must be taken into account in a TB when changing the relative positions
of ships in that group. For example, if the group is advancing at 15 knots, the on-table move of a ship moving from the
group’s front to its rear at 25 knots should be measured as if at 40 knots. No measurement is required during a CH, since
ample time is available for any evolution.
In oceanic warfare, a group need not necessarily move at all, since movement can be simulated by changing the value of
distance spacer batons or the gap between tables.
AIRCRAFT MOVEMENT
On-table movement during a TB by a helicopter or fixed wing aircraft is unlimited and unmeasured (subject to enemy
action), except that it cannot go within 10nm of an undetected enemy.
A helicopter can cross a spacer baton only in a CH, and cannot exceed 100 knots while doing so.
Periscope depth Necessary to use periscope, optronics, radar, SATCOM, EW or ESM, to launch missiles or for a diesel to
snorkel.
Normal
Deep Possible only to those nuclear submarines specified as deep divers, which cannot fire weapons at that
depth and can only be attacked with deep diving torpedoes (DHT or DLT) and tactical nuclear weapons
(NDB, NHT or NUM).
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COMMAND AIDS
CIC-1 Combat information centre (CIC) in citadel, with (usually raw) information presented on cathode ray tube (CRT)
screens and acetate plotting boards for human decision (1960’s). Russian ships can download targeting from CIC-
2 ships or land HQ. Passive ECM decoys deployed manually. As RN ADA (1964) in carriers or CAAIS (1974)
in 21’s/Leanders.
CIC-2 CIC with computer-assisted plots and displays, early single function monitors and rudimentary C4 and
decision support tools. Can share aircraft (but not submarine) plots and targeting with similarly equipped ship in
line of sight. High risk of information deluge and of passive detection of communications by enemy. Passive ECM
decoys usable in seduction mode. As RN ADAWS 1-10 (1966) in carriers and destroyers, USN NTDS (1966),
Russian “Second Captain” (1967) in carriers, cruisers and destroyers, French SENIT.
CIC-3 CIC with good multi-function displays (the number varying with ship function from as many as 25 in major
warships down to 3 or 4 to mine hunters or fleet auxiliaries) , distributed processing, advanced C4 software and
effective decision support tools. Risk of information deluge reduced but not eliminated. Reliability greatly
improved and system’s vulnerability to damage decreased. Can control active ECM seduction decoys. GPS
corrected inertial navigation. As RN ADAWS 12 upgrade (1993) or ADAWS 2000, ADIMP (1994) or CACS
(1979 in 22’s), USN ACDS (1986) in carriers, Russian 3R60 in Steregoshchiy frigates (2005).
CIC-4 CIC with some automatic decision making and co-operative engagement capability providing sensor fusion
and shared detection and tracking with all other CIC-4-equipped elements (2008 on). As USN CEC in carriers,
cruisers and later Aegis destroyers and upgraded RN Type 23 frigates.
SCS-0 Captain at periscope. Individual separate crew members controlling other sensors, depth, course and trim. Manual
control of weapons with no automatic trim correction on firing. As Russian in Whiskey.
SCS-1 Adds manual or (usually) analogue action information system (AIS) team producing target motion analysis (TMA)
of variable reliability for only 2-3 target tracks (1955 on). As Russian in Yankee, Victor I, Tango, Kilo.
SCS-2 Digital AIS producing 24 or more good tracks. Small library of sonar signatures to aid classification. Submarine
steering control system (SSCS) provides semi-automatic control of depth, course and trim. Semi-automatic control
of several weapons with automatic trim compensation on firing . As RN Outfit DCA in Swiftsure (1973), USN
CCS in Los Angeles (1976), Russian Accord in Alpha (1977)
SCS-3 Integrated navigational, sensor and weapon systems using multi-function consoles (MFC) with full colour
displays. Automatic tracking, TMA and classification. Large data library of maps and signatures. Effective
decision support tools. As RN SMCS in Trafalgar (1983), USN BYS-1/2 in improved Los Angeles (1988) and
Seawolf (1996).
SCS-4 Massively increased computing power greatly reduces reaction times. “Fly-by-wire” control by single helmsman.
Digital recording periscope optronics reduce mast exposure time. Can co-ordinate actions with CIC-4 ships and
SCS-4 submarines by satellite data link while at periscope depth. As in RN Astute and USN CCSM in
Virginia.
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SITUATIONAL AWARENESS
This is a very fashionable term, but as a salutary reminder, I am tempted to quote the commanding officer of the Black
Watch Battle Group in Iraq “Don’t mistake situational awareness for knowing what is actually going on.”
DEGREES OF LOCATION
All enemy start the game unlocated. There are 4 progressive degrees of location, which are:
Satellite – once per orbit (assumed to be every 30CH) only if available to own nation or clandestine allies). 100nm swathe
Over-the-horizon (OTH) land-based active radar (if available –currently only Australia?) 800 nm
Land-based maritime recce aircraft. 1,500 nm
Carrier-based aircraft. 600 nm
Fixed location passive sonar (such as SOSUS). ?
Satellites automatically achieve classification of ships at sea or acquisition of ships in port and shore installations.
Detection 2
Classification 2
Acquisition 2
Maximum visual search range is: Visual clear day. Visual murky day. Visual clear night. Visual dark night. Optronic
Ship to periscope 2 nm 1 nm 1 nm 0 2 nm
Aircraft to periscope 4 nm 1 nm 0 0 4 nm
Ship or periscope to ship 8 nm 4 nm 4 nm 2 nm 8 nm
Ship to ASM 4 nm 2 nm 2 nm 2 nm 12 nm
Ship to aircraft 8 nm 4 nm 4 nm 0 24 nm
Aircraft to ship 24 nm 12 nm 20 nm 2 nm 24 nm
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RADAR SEARCH
Maximum detection range is limited by the horizon, but also sometimes by radar type.
Radar classification is primarily on function, not equipment, Long wave lengths increase range, lower wave lengths
increase scan rate and accuracy. Detection is now as much dependent on processing as on radar characteristics and this is
largely covered by our CIC gradings. These rules list functions performed, not the number of radars performing them. The
simplified categories used here are:
Dice separately for location of each enemy ship or exposed submarine mast within 12 nm of a friendly element using
curtailed search or within maximum location distance of a friendly element using unrestricted search. It will either be
acquired or remain unknown.
Sonar can be used to detect ships or submarines (or passively a helicopter that is using active sonar). Sonar is classed by
whether its array position, whether primarily active or passive and by its frequency. Arrays can be ship hull (usually but not
always at the bow), submarine bow, submarine flank, or towed (VDS sonars are classed as active towed arrays). Towed
arrays cannot be used in shallow water or more than Sea State 4.
A ship with a LF or VLF towed array or a submarine is assumed to be using passive search unless active is specified. Other
ships are assumed to be using active unless otherwise specified.
Sonar frequencies of 25 to 8 kHz are high frequency, 5 kHz are medium frequency and 3.5 kHz are low frequency. Very
low frequency can be as low as 0.5 kHz if active or 0.1 kHz if passive. Bottom object classification/mine hunting sonars
can be between 50 kHz and 300 kHz and are classed here as ultra high frequency.
MAD can be used by a helicopter or maritime reconnaissance aircraft to finalise acquisition of a target that has already
been classified and is not currently deep.
Active sonar can always be used for detection by direct path (DP). Some ship sonars can also produce an outer ring of
convergence zone (CV) detections if conditions are suitable. Bottom bounce detection has proved less practical than was
hoped and is not considered. A vessel using active sonar can be detected by passive sonar of the same or next lower
frequency class at twice the range of the active sonar. Maximum ranges in nm are otherwise:
TAU Ship towed array active (VDS) sonar if ultra high frequency 1 0 0
TAH high frequency 2 1 0
TAM medium frequency. 4 36-40 4 2
TAL low frequency. 6 36-40 8 4
TPL Ship or submarine towed array passive sonar if low frequency. 0 16 8
TPV very low frequency. 0 32 16
TAV Ship towed array active/passive sonar if very low frequency (RN 2087) 8 32 16
MAD ½ ½
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USE OF SONOBUOYS
An anti-submarine fixed wing aircraft or helicopter can lay a line of 6 sonobuoys, represented by knots in a thread (red for
active, green for passive), none of which can be less than 10 nm from any undetected enemy. An aircraft can lay 1 line each
period. A small helicopter can lay a total of 2 lines, a large helicopter or fixed wing aircraft capable of being carrier-based
4, a large shore-based fixed wing aircraft 8. Active sonobuoys are removed after 3 complete TB or 1 CH, passive after 12
TB or 2 CH.
+2 if the searcher is a ship or submarine whose own current speed is above 25 knots.
+1 if the searcher is a ship or submarine whose own current speed is above 15 knots.
+1 if the target is classed as very quiet.
-1 if the target ship or submarine’s current speed is greater than 15 knots, unless submarine with pump jet.
-2 if the target ship or submarine’s current speed is 25 knots or more.
-2 if the target is classed as noisy.
-1 if the searcher is a submarine with both bow and flank array sonar.
-1 if the target ship or submarine has been previously detected by any friendly element.
-1 if the target submarine has fired a torpedo or missile.
-1 if the target is a ship, submarine or helicopter and is using intermittent active sonar.
-2 if the target is either a ship or submarine using continuous active sonar, or a line of active sonobuoys.
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AIR STRIKES
Each fixed wing aircraft (FWA) can be used for a maximum of 3 daylight strikes if carrier-based or 5 if shore-based or for 1
night strike per day. The earliest the first day strike can be timed to arrive is at dawn after pre-dawn preparation and flight.
A night strike cannot launch before nightfall or return before dawn. A strike package including fighter and electronic escort
can include up to 30 FWA Preparation, launching, forming-up and flight out to enemy detection range takes 1 CH. Return
and recovery takes 1 CH. 2 CH are then needed to refuel, re-arm and prepare for another strike. Maximum strike radius for
a carrier-launched or tactical aircraft is 300 nm (taken as 1/3 of maximum range with that load).
INTERCEPTION
Fighters can be allocated to deck (carrier) or ramp (airfield) alert - ready to take-off to intercept attackers when these are
detected, or to combat air patrol (CAP) - kept already in the air in relays. The number of fighters that must be allocated to
mai9ntain 1 on CAP is 3 if at up to 50 nm from their base (carrier or airfield) and 6 if between 50 and 200 nm. The number
of aircraft allocated to alert or CAP must be specified 1 CH before dawn each day. Aircraft so allocated cannot be used for
air strikes or recce.
If on alert:
Detection at 150 nm or more allows engagement at beyond visual range (BVR) and then again within visual range (WVR).
Detection at between 100 and 150 nm allows WVR engagement with air-to-air missiles (AAM) and/or guns at up to 50 nm
from base.
Detection at between 50 and 150 nm allows WVR engagement with IR AAM or guns at up to 10nm from base.
Detection at less than 50 nm does not allow engagement.
If on CAP:
Detection by a fighter’s own radar or IRST or by friendly ship, shore or AEW aircraft radar allows BVR engagement with
AAM followed by WVR engagement with IR AAM and/or guns.
Un-aided visual detection by a fighter allows WVR engagement with IR AAM and/or guns.
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AIR-TO-AIR COMBAT
Air combat precedes Anti-Aircraft defence. Combat beyond visual range (BVR) precedes combat within visual range
(WVR).
BVR
Pair-off dice representing defending fighters with dice representing opponents (which can be fighters, other aircraft or
ASM). Surplus fighters can assist another fighter. Surplus strike aircraft or SSM proceed without being intercepted.
Each dice is thrown and any of the factors below that apply are added to its score.
+1 If with simple air-to-air radar.
+2 If with look-down radar.
+3 If with multi-target radar.
+1 If with IRST.
+2 If directed by ship radar that has detected target.
Fighters with a higher score shoot with radar-guided AAM. Fighters scoring double can shoot again at the same or a surplus
target. Strike aircraft that score double can shoot with radar-guided AAM (if they have them), then proceed. Strike aircraft
that score higher but not double proceed. Other aircraft with higher scores flee out of reach. Opposed fighters with equal
scores can both shoot.
WVR
Dice representing defending fighters that have survived BVR are paired with dice representing opponents that have
proceeded beyond or survived BVR (which can be fighters or other aircraft, but not ASM). Surplus fighters can assist
another fighter. Surplus strike aircraft proceed without being intercepted.
Each dice is thrown and any of the factors listed below that apply are added to its score.
+1 Helicopter or piston-engined.
+2 Low subsonic jet (F.84, Meteor, Sea Hawk)
+3 High subsonic jet (Skyhawk, Mig-15).
+4 Transonic jet (F.86, Hunter, Mig-17).
+5 Supersonic jet (F.104, F.4, Dagger, Mig-21)
+6 Relaxed stability supersonic jet (F.14-18, Mirage 2000).
+8 Highly unstable carefree supersonic jet (F.22, Typhoon, Rafale, Grippen, Mig-29, SU-27).
+1 For each friend assisting.
+2 If directed by ship radar that has detected target.
+3 If assisted by AEW aircraft or AEW helicopter that has detected target.
Fighters with a higher score shoot with IR-guided AAM or guns. Fighters scoring double shoot with both. Strike aircraft
scoring higher proceed. Strike aircraft firing double shoot, then proceed.
AIR-TO-AIR SHOOTING
Dice for each shooting aircraft. The minimum score required to destroy the target is:
6 if command-guided AAM (such as Fireflash, Alkali)
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1. Select and throw one D6 dice for each SSM being fired at the target group or attacking FW, and deduct those
ASM fired from their ship’s remaining stock. If a target being attacked from over the horizon has been:
2. If the ASMs are not sea-skimmers or FW are making a high level attack, and the target group has been alerted
and has area defence SAM of 60 nm or greater range, decide how many of these SAM will be fired to defend
against the attack, deduct these from their ship’s remaining stock and dice for each SAM (or pair) fired. If the
dice score is sufficient (see below) a hit results. Discard one SSM or FW dice for each SAM hit.
4. Repeat the above, but even if the ASM are sea skimmers or FW not at high level, and including ADW of up to
8 nm range in addition
5. Throw all remaining ASM or FW dice FW adding 1 unless flying low in littoral and place them by the ship
indicated by their score. A score of:
6 = attacking a ship nominated by the firing player.
5 = attacking the largest ship in the group.
3 or 4 = attacking the nearest ship in the group.
2 = attacking the nearest un-alerted ship in the group, or if this is alerted, the nearest ship beyond it.
1 = missing all ships in the group.
6. Ships with LDW allocate them to protect either their own ship or another ship within range.
7. Each ship under attack throws a D6 for each PDW and each allocated LDW. Discard 1 attacking ASM or FW
dice for each hit.
8. Each remaining ASM hits the ship it is attacking. Throw its dice, adjusting its score in accordance with the ASM’s
lethality rating. FA dice for hits (see next section).
The lethality rating of an SSM (or SAM used as an ASM) depends mainly on its warhead size, but also on total
missile weight and terminal velocity. It is:
D-1 if its warhead is rated as Small, such as Penguin, Sea Skua or SAM
D if its warhead is rated as Medium, such as Exocet, Harpoon, Gabriel, Harpoon, Ottomat, Tesseo
or Switchblade.
D+1 if its warhead is rated as Big, such as Styx, Silkworm/Seersucker, Siren or Sunburn.
D+2 if its warhead is rated as Very Big, such as a Tomahawk TASM, Scalp Naval, Sandbox or
Shipwreck.
9. Compare the total ASM score for each ship against the ship’s resilience factor.
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Weapons can be point defence (PDW) protecting only their own ship, local defence (LDW) protecting their own ship or
another in close company, or area defence (ADW). 2 dice are thrown for each CIWS, 1 dice for each other weapon (Guns
other than CIWS or other gatlings per barrel). 2 area defence SAM can be fired at a single target. The 2 nd is not adjudicated
as a separate firing, but reduces the score required for a hit by 1. Each LDW or ADW SAM used in a single or paired firing
is deducted from the firing ship’s remaining stock. Ammunition used by guns, PDW and decoy launchers is not recorded.
The number of targets a ship can simultaneously engage with each SAM type (channels of fire) is specified in ship lists. It
is normally 1 per director/illuminator, but can be more for advanced radar/CIC combinations and/or active homing missiles.
(Higher claims for AEGIS have not been fully demonstrated in practise and are viewed with some scepticism.)
PDW (SAM)
Shoulder-fired AA missiles, such as Strela or Blowpipe 4 5 5 - -
Seacat, Sea Chaparral, 3 x Sinbad 3 5 5 6 -
RAM, Sadral, Igla, Umkhonto 2 3 3 3 3
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The scores needed are increased by 1 if the size class of the defended ship is medium, 2 if large, 3 if giant, and reduced by
1 if it is RS or 2 if LO.
ANTI-SHIP MISSILES
Rather than list a very large number of ASM, they are classified by a 4 character code defining flight path, range, warhead
size and whether their speed is subsonic or supersonic.
As examples, a Styx is LHBN, Sea Skua SCSN, Exocet SHMN, Harpoon SOMN, Shipwreck DFVS, Sizzler
SFBS. SAM used as SSM are all treated as DHSS. A fuller listing is included later.
Type of attack: Height: Difficult to: Immune to: Minimum to hit: Effect on armoured: Effect on other:
Rocket salvo Low Area SAM Guns under 25mm. Hits and effect as automatic 3” gun
25mm to 30mm cannon Low Area SAM - Hits and effect as 30mm gun
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SURFACE GUNNERY
The target must be acquired. Dice for each gun (or number of MG) firing.
The score (D) minus any number quoted is the number of hits or damaging near misses. Total the effect scores for all hits.
Hits per gun. Effect of each hit if target is:
WW2 Armoured. Steel-hulled. Other. Suicide boats
Maximum range 12 nm:
15” or 16” D-3 D D+1 D
D-5
8” automatic (USN Des Moines) D-2 D-1 D D D-5
Other 8” D-3 D-1 D D D-5
6” automatic (RN Lion, USN Worcester) D-2 D-2 D D D-5
Other 6” D-2 D-2 D D D-5
5.25” D-1 D-3 D D D-5
4.5“ Mk.8, 5”/L54 or AK-130 D D-4 D-1 D D-3
4.5” Mk.6, 5”/L58 D-1 D-4 D-1 D
D-4
Compare your ship’s gunnery effect total with the aggregate gunnery effect total of all enemy ships using guns against it.
If its total is higher, add the difference.
If its total is lower, deduct the difference.
Compare the new gunnery effect total with the target ship’s resilience factor.
A flock of suicide boats is treated as if 6 missiles with small warheads moving at 35 knots. Gunnery effect is the number of
boats destroyed. 1 missile hit sinks 1 of flock.
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UNDERWATER COMBAT
If the submarine is acquired, the aircraft is placed with its rear base edge in contact with the far side of the submarine and
can now use its weapons. If the target is not acquired, the aircraft is placed 2 nm in a straight line beyond it
WEAPON USE
An attacking helicopter must have passed over the target submarine and ended with its rear base edge in contact.
An attacking ship must be within 2nm of the target submarine.
Only 1 attack can be made against each target or by each ship or aircraft during the current TB.
Dice for the effect. The minimum scores required to destroy a submarine target are:
SLT 5
FLT 4
DLT 3
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LAW and HAW can be used when the front base edge of the ship is in contact with the submarine’s base.
TAW can be used when any part of the ship’s front base edge is within 2nm of the submarine’s base.
Several ships can attack the same target.
Dice for the effect. The minimum scores required to destroy a submarine target are:
LAW 5
HAW or TAW 4
The attacking helicopter must have passed over the target submarine and ended with its rear base edge in contact.
Only 1 attack can be made against each target or by each helicopter during the current TB.
NDB can only be used by RN or USN. No more than 2 can be carried on a helicopter-capable ship or 4 by an aircraft
carrier.
Dice for the effect. The minimum scores required to destroy a submarine target are:
DC 5
NDB 3
Dice for the effect. The minimum scores required to destroy the submarine are:
4 if less than 6 nm distant.
5 if up to 30 nm distant.
6 if more than 30nm distant.
NUM scores are 1 lower.
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WHT can only be used during a CH and not against submarines or in Sea State 5 or higher. Other torpedoes can only be
fired during a TB. The range can be up to:
UHT 2 nm.
WHT 30 nm
Other torpedoes 8 nm
A submarine with SCS-0 can fire 1 SHT, FHT or DHT or up to 3 UHT during the current TB at a single target.
A submarine with SCS-1 can fire either up to 3 UHT or 1 other torpedo or missile during the current TB at a single target.
A submarine with SCS-2, 3 or 4 can fire up to a total of 4 weapons of any mix during the current TB at separate targets.
It can fire 1 WHT during a CH.
A submarine has as many ready weapons as it has torpedo tubes. It has reloads but can access these only during a CH. It
cannot carry more than 2 missiles ready in tubes or 2 NHT or NUM in total.
A ship can fire up to 1 UHT per tube in salvos of any size, with no reloads. If it does not carry UHT, it has as many other
torpedoes ready as it has tubes, except that if SS-N-15 Starfish are carried, 2 of these replace the same number of torpedoes.
Adjustments:
Increase in score required by ahead-throwing weapon if target is a submarine capable
of at least 15 knots submerged and is not in shallow water. +1
Deduct 1 from the score of an acoustic homing torpedo for each of:
Target is a very quiet surface ship beyond 2nm.
Target is a diesel electric or quiet nuclear submarine.
Target has a towed noise-maker decoy D:N), such as Foxer.
If the target is a double-hulled submarine and the weapon is not a DLT, SHT, FHT or DHT
Dice for the effect of each non-nuclear torpedo on the ship hit and add 4 to its score.
Throw 2 dice for the effect of a nuclear torpedo on the target and 1 for each other ship within 2nm. Helicopters within 2 nm
are destroyed.
Compare the total effect of all hits on the target ship with its resilience factor.
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MINE WARFARE
MINE TYPES
Mines can be:
Moored Moored to sinker on bottom by cable. Usually detonated by contact with ship. Can be laid in
depths of 25 to 100 fathoms. .Swept by one pass of Oropesa cutting sweep.
Ground Laid on bottom. Can be laid in depths up to 50 fathoms. Detonated by:magnetic and/or acoustic
influence of passing ship. Swept (imperfectly) by repeated influence sweeps.
Pressure wave of passing ship plus an influence signature. Unsweepable except in Sea State 3
or higher, when it reverts to an ordinary influence mine.
All mines can also be located by ultra-high frequency sonar and cleared slowly one at a time by a remote
operated vehicle (ROV) controlled by TV through an umbilical cable and placing an explosive charge, such as
PAP.104, or by divers (D), or more quickly by expendable mine disposal vehicles (MDV), such as Seafox or
Archerfish..
SWEEPING SUCCESS
All sweepers carry both a cutting sweep and a combined influence sweep, but cannot use both simultaneously.
They are referred to collectively as mine sweeping gear (MSG). If using the correct sweep against:
Moored Dice each CH. Score of 2-6 clears all mines. Score of 1 sinks sweeping ship.
Pressure Dice each CH. No mines swept. Score of 1 damages sweeping ship moving at 5 knots,
sinks it if moving faster.
Other influence Dice each CH. Score is number of mines swept by ship. Score of 1 damages sweeping
ship. Score -2 is number of mines swept by helicopter.
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SHIP-TO-SHORE OPERATIONS
MILITARY INSTALLATIONS
Fixed. Locatable by recce. Light defence against ground attack provided by military guards.
MILITARY UNITS
Moveable once initial inertia overcome. Initial position locatable by recce. Self-defence against ground attack.
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MEANS OF ATTACK
Special forces detachment.
Rifle platoon
Support platoon.
Artillery battery.
Naval guns.
Recce Platoon.
Tank Platoon.
Cruise missiles:
Bunker-busting
Other.
Ballistic missiles
Aircraft:
Guns.
Rockets.
Missiles
Cluster bombs
Lay-down bombing
Dive bombing
Area bombing
Guided bombs
Bunker-busting bombs.
FAE.
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RESILIENCE
A ship’s resilience factor varies according to its size and toughness. It is:
2 if Minor.
4 if Small.
6 if Medium.
8 if Large.
12 if Giant.
The greatly increased volume of vital areas (such as CIC, missile storage) in modern ships makes armour plate impractical,
The only attempt to design such a ship was abandoned when it was found that this would increase its displacement from
8,000 to 19,000 tons for the same weapon load.
Armour in WW2 vintage ships consisted only of a narrow waterline armour belt and armoured decks protecting magazines
and machinery and armour for main armament turrets and uptakes in battleships and cruisers (lesser turrets were usually
only splinter-proof gun houses). This did ships surviving into our era substantial protection against surface gunnery and
aircraft bombs and probably against ASM. However, it should be noted that many big ships in WW1 and WW2 were
effectively crippled by a hit on their un-armoured command bridge or radar, loss of flotation by multiple hits on un-
armoured parts of the hull, a hit on oil fuel tanks reducing endurance, or by fires involving embarked aircraft, aviation fuel
or ready-use ammunition.
Armour is irrelevant against torpedoes and mines, the only palliative against which was sub-division. These rules assume
that all warships are adequately sub-divided; water-tight doors are shut when at action stations and that well trained damage
control parties are available. Any shortcomings in these (as in the loss of the Belgrano in 1982) are accounted for by
extreme combat results dice scores.
The greatest menace to ship survival in combat is fire, but this is often neglected in peace time in the effort to make crew
conditions more pleasant. Since the Falklands War, some new British and American ships have improved survivability and
are classed as Toughened, due to:
The lower resistance to damage and fire of weight-saving aluminium superstructure, contrary to popular belief, is not a
major survival factor. By the time a ship has burned sufficiently to ignite or soften aluminium, it is already dead, and the
only further effect is a more spectacular end.
COMBAT RESULTS
If an ASM, torpedo, surface gunnery or aircraft bomb total is equal to or better than the resilience factor, the ship is
crippled. It cannot use any weapons or move under its own power. If it is at least double, the ship is sunk.
If an SSM or torpedo (but not surface gunnery or aircraft bomb) total is at least half the resilience factor, the ship is sunk if
already crippled. If it is not, it is seriously damaged. A seriously damaged ship’s maximum speed is reduced to 10 knots for
the next hour and all its dice scores are reduced by 1.Minor damage that does not seriously affect fighting power and
mobility is disregarded.
Note: This is a temporary system, and will probably be replaced in time by a modified critical hits system very similar to
that in DBSA.
Real life examples: 4 Styx kill a destroyer (though 2 sank the WW2-built Eilat), 7-8 a cruiser.
1-2 Sunburn kill destroyer.
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SHIP POINTS
This is primarily intended to allow ships not listed in the following section to be classified; rather than to allow theoretical
ships to be designed. It is a first approximation. Numbers and definitions are likely to change with further research and
testing. Points are for utility in a war game, not the cost of provision for a real navy A vessel’s total reflects its general
utility, not that in its specialised role. If a measure is required for a vessel’s lifetime cost of provision, I suggest this is
possibly best approximated by full load displacement plus 10 x total crew.
FW Share of flight deck, hangar, lifts, catapults and stores for 1 non-VTOL fixed wing (or any helicopter). 100
(Cost will later vary according to type. Probably half present for ship impact, plus aircraft cost)
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DFVS 33 Shipwreck.
SHIP AND SUBMARINE LISTS
Square brackets enclose points value of the equipment specified, or if at the start of the 2nd line, total value of the vessel.
Note that value is effectiveness in wargames terms, not financial cost
BRITISH
AIRCRAFT CARRIERS
Invincible RN 1989> Large [40] 30k [20] G [8]
[2116] CIC-3 [40] VN [45]
3 x Goalkeeper [30], 2 x 20mmM [4], 2 x Miniguns [4], D:P [5].
24 x HHH/VFW [1920]
(Sea Harrier FA.4?, Harrier GR.7/9, Merlin HM.1, Sea King ASAC.7)
ATTACK SUBMARINES
Trafalgar RN 1983> Large [40] 30k [20] N [20] PJ [10] Sub [120] DD [10]
[658] SCS-3 [25] N [5] BPL+FPL+TPV [90]
5 x TT [50], 8 x TLAM [64], 8 x Harpoon SOMN [144], 9 x DHT [45], D:E [10]
Astute RN 2008> Large [40] 30k [20] N [20] PJ [10] Sub [120] DD [10]
[768] SCS-4 [30] N [5] BPL+FPL+TPV [90]
6 x TT [60], 18 x TLAM [144], 8 x Harpoon SOMN [144], 12 x DHT [60], D:E [10]
BATTLESHIPS
Vanguard RN 1946-60 Giant [60] 30k [20] ST [0] SK+ [5] BA [120]
[867] CIC-1 [20] LMN [55]
8 x 15” [240], 16 x 5.25” [128], 73 v 40mmO [219]
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Type 42/3 RN 1983-88 Small [20] 30k [20] G [8] SK+ [5]
[418] CIC-2 [30] VN [45] HAM + HAU [20]
1 x 4.5”A [15], 22 x Sea Dart/2t [170], 4 x 30mmM [16], 2 x 20mmO [2], 6 x DLT
[15], D:PT [10], LD [2]. 1 x LHH [40]
1987-93 Small [20] 30k [20] G [8] SK+ [5]
[415] CIC-2 [30] VN [45] HAL [30]
1 x 4.5”A [15], 22 x Sea Dart/2t [170], 2 x Phalanx [16], 2 x 20mmM [6], D:PT [10],
LD [2].1 x LHH [40]
Type 45 RN 2009? Medium [30] 30k [20] DEG [12] SK+ [5] T [10] SS [5]
[1175] CIC-4 [50] VPN [105] HAM [15] IRST [20]
1 x 4.5”A [15], 8 x Harpoon SOMN ASM [144], 32 x Aster30/8t [480], 16 x Aster
15/8t [140], 2 x Phalanx [16], 2 x 30mmM [8], D:AT [20]. 1 x HHH [80]
Type 15 (FC) RN 1951-77 Small [20] 35k [22] ST [0] SK+ [5]
[126] CIC-1 [20] SN [15} HAM [15]
2 x 4” [10], 2 x 40mmO [6], 2 x Limbo TAW [10], D:N [3]
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Leander (Ikara) RN 1972-95 Small [20] 30k [20] ST [0] SK+ [5]
[310] CIC-1 [20] LN [35] HAM + HAU +TAM [45]
2 x Sea Cat [14], 2 x 40mmO [6], 13 x Ikara [79], 1 x Limbo TAW [4], 6 x FLT [12],
D:PT [10]. 1 x LHH [40]
Leander (Ex) RN 1975-93 Small [20] 30k [20] ST [0] SK+ [5]
[265] CIC-1 [20] LN [35] HAM + HAU [20]
4 x Exocet SHMN ASM [56], 3 x Sea Cat [21], 2 x 40mmO [6], 6 x FLT [12],
D:PT [10]. 1 x LHH [40]
Type 22/2 RN 1984-05 Small [20] 30k [20] G [8] SK+ [5]
[451] C3 [40] MN [25] HAL/TPV [70]
4 x Exocet SHMN ASM [56], 12 x Sea Wolf/2t [80], 4 x 30mmM [16], 2 x 20mmM
[6], 6 x DLT [15], D:PT [10]. 2 x LHH or 1 x HHH [80]
Type 22/3 RN 1988-04 Small [20] 30k [20] G [8] SK+ [5]
[550] CIC-3 [40] MN [25] HAL/TPV [70]
1 x 4.5”A [15], 8 x Harpoon SOMN ASM [144], 12 x Sea Wolf/2t [80], 1 x
Goalkeeper [10], 2 x 30mmM [8], 6 x DLT [15], D:PT [10]. 2 x LHH or1 x HHH [80]
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Type 22/3 RN 2004> Small [20] 30k [20] G [8] SK+ [5]
[556] CIC-3 [40] MN [25] HAL/TPV [70]
1 x 4.5”A [15], 8 x Harpoon SOMN ASM [144], 12 x Sea Wolf/2t [80], 1 x
Goalkeeper [10], 2 x 30mmM [8], 2 x Minigun [4], 6 x GPMG [2], 6 x DLT [15],
D:PT [10]. 2 x LHH or1 x HHH [80]
Type 23 RN 1990-05 Small [20] 30k [20] DEG [12] SK+ [5] T [10] SS [10]
[591] CIC-3 [40] MN [25] HAL/TPV [70]
1 x 4.5”A [15], 8 x Harpoon SOMN ASM [144], 32 x Sea Wolf/2t, [140] 2 x 30mmM
[8], 8 x DLT [20], D:PT [10], LD [2]. 1 x LHH [40]
2006> Small [20] 30k [20] DEG [12] SK+ [5] T [10] SS [10]
[691] CIC-4 [50] MN [25] HAL/TAV [110]
1 x 4.5”A [15], 8 x Harpoon SOMN ASM [144], 32 x Sea Wolf/2t [140], 2 x 30mmM
[8], 8 x DLT [20], D:AT [20], LD [2].1 x HHH [80]
PATROL CRAFT
Island RN 1978-92 Minor [5] 15k [5] D [2] SK+ [5]
[25] CIC-0 [0] N [5]
1 x 40mmO [3]
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AMERICAN
AIRCRAFT CARRIERS
Nimitz USN 1986> Giant [60] 30k [20] N [20] T [10]
[7400] CIC-3 [40] LN [35]
24 x Sea Sparrow/3t [78], 4 x Phalanx [32], D:T [5].
71 x HHH/CFW [7,100].
CVN 78-79 USN 2015? Giant [60] 30k [20] N [20] T [10]
CIC-4 [50] ?
16? X ESSM/?t, D:/PAE [15].
? x HHH/CFW
ATTACK SUBMARINES
Los Angeles USN 1985> Large [40] 30k [20] N [20] SP [5] Sub [120]
[762] SCS-3 [25] N [5] BPL+FPL+TPV+HAU [95]
4 x TT [40], 12 x TVT [60], 24 x TLAM [192], 14 x DHT [130], D:E [10].
Seawolf USN 1997> Large [40] 35k {22] N [20] SP [5] Sub [120] DD [10]
[794] SCS-3 [25] N [5] BPL+FPL+TPV+HAU [95]
8 x TT [80], 36 x TLAM [288], 14 x DHT [70], D:E [10]
Virginia USN 2004> Large [40] 35k [22] N [20] PJ [10] Sub [120]
[794] SCS-4 [30] N [5] BPL+FPL+TPV+HAU [95]
4 x TT [40], 12 x TVT [60], 24 x TLAM 192], 26 x DHT [130], D:EH [30]
38
“SUBS & SAMS” © Phil Barker. As of 4th March 2006
A. Burke F1/2 USN 1991> Medium [30] 30k [20] G [8] T [10] RS [5]
[1299] CIC-3 [40] PN [55] HAL+TPV [70]
8 x Harpoon SOMN [144], 26 x Standard 2/6t [332], 56 x TLAM or Standard 2 [448],
8 x ASROC SUM [64], 1 x 5”A [15], 2 x Phalanx [16], 6 x FLT [12], D:PT [10]. 1 x
HHP [20].
A. Burke F2A USN 2002> Medium [30] 30k [20] G [8] T [10] RS [5]
[1383] CIC-4 [50] PN [55] HAL+HAU [35]
26 x Standard 2/6t [332], 54 x Standard 2 or TLAM) [432], 32 x ESSM/6t [140], 8 x
ASROC SUM [64], 1 x 5”A [15], 6 x FLT [12], D:AT [15]. 2 x HHH [160]
A. Burke F2A USN 2006> Medium [30] 30k [20] G [8] T [10] RS [5]
[1443] CIC-4 [50] PN [55] HAL+HAU [35]
26 x Standard 2/6t [332], 54 x Standard 2 or TLAM [432], 32 x ESSM/6t [140], 8 x
ASROC SUM [64], 1 x 5”A [15], 6 x FLT [12], D:AT [15], 2 x AUV [60]. 2 x HHH
[160]
DDX USN 2013? Medium [30] 30k [20] DEG [12] T [10] LO [10]
[1437] CIC-4 [50] VAN [105] HAL+HAH?+TPV [80]
26 x Standard 2/8t [342], 28 x Standard 2 or TLAM [224], 32 x ESSM/8t [160], 6 x
ASROC SUM [64], 2 x 155mmA [50], 2 x 57mmM [10], D:ATEH [50], 2 x AUV [60].
2 x HHH [160].
CORVETTES
LCS USN 2007? Small [20] 40k [30] DEG [12] LO [10]
[421] CIC-3? [40] MN [25] HAH? [10]
1 x 57mmM [5], 1 x RAM [10], 4 x HMG [2], 6 x FLT? [12], D:AE? [25], 2 x AUV
[60], 2 x HHH [160]
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“SUBS & SAMS” © Phil Barker. As of 4th March 2006
FRENCH
AIRCRAFT CARRIERS
C. de Gaulle Fr 2002-6 Giant [60] 20k [10] N [20]
[4288] CIC-2 [30] VPN [95]
32 x Aster 15/8t [240], 2 x Sadral [20], 4 x 20mmM [8], D:P [5].
38 x HHH/CFW [3800]
(12 x Rafale F.1 [, 20 x Super Entendard, 2 x Hawkeye, 2 x HH, 2 x LH)
ATTACK SUBMARINES
DESTROYERS
Suffren FR 1970-08 Medium [30] 35k [22] ST [0]
[381] CIC-2 [30] LN [35] HAM+TAM [40]
4 x Exocet MM.38 SHMN [56], 48 x Masurca/2t [132], 2 x 100mmA [20], 4 x 20mmO
[4], 2 x HMG [1], 4 x SLT [6], D:P
MINE CLEARANCE
Eridan FR 2001> Minor [5] 15k [5] D [2]
[105] CIC-2 [30] N [5] HAU [5]
1 x 20mmM [2], 1 x HMG [1], MSG [10], 2 x ROV [20], 1 x SROV [20].
40
“SUBS & SAMS” © Phil Barker. As of 4th March 2006
GERMAN
ITALIAN
AIRCRAFT CARRIERS
Garibaldi It 2003> Medium [30] 30k [20] G [8]
[1619] CIC-3 [40] LN [30] HAM [15]
4 x Tesseo SFMN [88], 16 x Aspide/2t [56], 6 x 40mmM [30], 6 x FLT [12], D:PT
[10].
16 x HHH/VFW [1280].
FREMM (GP) IT 2010? Medium [30] 30k [20] DEG [12] LO [10]
[755] CIC-3 [40] PN [55] HAM+HAU [20]
8 x Tesseo SFMN [176], 16 x Aster 15/t8t [176], 1 x 127mmA [15], 1 x 76mmA [8], 2
x 25mmM [8], 4 x DLT [10], D:PE [15]. 2 x HHH [160].
FREMM (AS) IT 2010? Medium [30] 30k [20] DEG [12] LO [10]
[733] CIC-3 [40] PN [55] HAM+HAU+TAM [45]
4 x Tesseo SFMN [88], 16 x Aster 15/t8t [176], 2 x 76mmA [16], 2 x 25mmM [8], 4 x
Milas LUM [48], 4 x DLT [10], D:PE [15]. 2 x HHH [160].
NETHERLANDS
41
“SUBS & SAMS” © Phil Barker. As of 4th March 2006
SPANISH
AIRCRAFT CARRIERS
P. de Asturias SP 1988> Large [40] 25k [15] G [8]
[2490] CIC-2 [30] LN [35]
4 x Meroka [32], D:PT [10].
29 x HHH/VFW [2,320].
(Normal = 8 x AV.8S, 10 Seaking or Seahawk)
ARGENTINE
DESTROYERS
A,Brown. ARG 1996> Small [20] 30k [20] G [8]
[430] CIC-2 [30] LN [35} HAM [15]
8 x Exocet MM.40 SOMN [144], 24 x Aspide/1t [58], 1 x 127mmA [15], 8 x 40mmM
[40], D:PT [10]. 1 x LHH [40].
FRIGATES
Espora ARG 1985> Small [20] 25k [15] D [2]
[234] CIC-2 [30] MN [25] HAM [15]
4 x Exocet MM.38 SHMN [56], 1 x 3”A [8], 4 x 20mmM [8], 2 x HMG [1], 6 x SLT
[9], D:P [5]. 1 x LHH [40].
CANADIAN
DESTROYERS
Iroquois RCN 1999> Medium [30] 25k [15] G [8] SK+ [5]
[689] CIC-3 [40] LN [35} HAM+TAM [40]
29 x Standard 2/2t [316], 1 x 3”A [8], 1 x Phalanx [8], 6 x HMG [2], 6 x FLT [12],
D:PT [10]. 2 x HHH [160]
FRIGATES
Halifax RCN 2006> Small [20] 30k [20] DG [6] SK+ [5] RS [5]
[519] CIC-3 [40] LN [35} HAM+TPV [55] IRST [20]
8 x Harpoon SOMN [144], 16 x Sea Sparrow/2t [56], 1 x 57mmM [5], 1 x Phalanx [8],
8 x HMG [2], 4 x FLT [8] D:PT [10]. 1 x HHH [80].
NORWEGIAN
FRIGATES
SWEDISH
CORVETTES
Visby SW 2005> Minor [10] 35k [22] DG [6]
[448] CIC-3 [40] MN [25] HAH+TAM+TPL? [65] IRST [20]
8 x RBS-15 SOMN [144], 1 x 57mmM [5], 4 x FLT [8], 2 x LAW [4], 1 x SROV [20],
24 x MDV [24], D:PE [15]. 1 x LHH [40]. (Not certain SROV + MDV with ASM).
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“SUBS & SAMS” © Phil Barker. As of 4th March 2006
FINNISH
CORVETTES
RUSSIAN
AIRCRAFT CARRIERS
Kuznetsov RF 1993 Giant [60] 30k [20] ST [0]
[6807] CIC-2 [30] PN [45] HAL [30]
12 x Shipwreck DFVS [396], 24 x Gauntlet/4t [104], 8 x CAD-1 [80], 6 xAK630 [24],
2 x TAW [8], D:PE [10]
60 x HHH/CFW [6,000].
ATTACK SUBMARINES
Akula II RF 1995> Large [40] 30k [20] N [20] SP [5] Sub [120]
[907] SCS-2 [20] S [10] BAH+BPL+TPV [80]
8 x TT [80], 8 x Sizzler SFBS [232], 8 x Stallion VUM [120], 8 x Silex LUM [96], 16
x FHT or WHT [64].
CRUISERS
Kynda RF 1962- Medium [30] 35k [22] ST [0] SK+ [5]
[502] CIC-1 [20] SN [15] HAH [10]
8 x Sepal LFVS [240], 32 x Goa/2t [60], 4 x AK76 [32], 4 x AK630 [16], 6 x FHT
[24], 2 x TAW [8], D:? 1 x HHP [20]
Kirov RF 1981> Large [40] 30k [20] NS [10] SK+ [5] RS [5]
[2373] CIC-3 [40] VN [45] HAL + TAM [55]
20 x Shipwreck DFVS [660], 96 x Grumble/12t [952], 40 x Gecko/2t [92], 6 x CAD-1
[60], 2 x AK130 [30], 6 x Starfish MUM [60], 10 x FHT [40], 1 x TAW [4], D:PTB
[15]. 3 x HHH [240]
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“SUBS & SAMS” © Phil Barker. As of 4th March 2006
DESTROYERS
Sovremenny RF 1981> Medium [30] 30k [20] ST [0] SK+ [5]
[773] CIC-2 [30] MN [25] HAM [15]
8 x Sunburn SOBS [200], 44 x Gadfly/6t [268], 4 x AK130 [60], 4 x AK630 [16],
4 x FHT [16], D:PB [10], LD [2]. 1 x HHH [80]. 22 mines [6]
FRIGATES
Krivak I RF 1970 Small [20] 30k [20] G [8] SK+ [5]
[345] CIC-0 [0] SN [15] HAM + TAM [40]
40 x Gecko/2t [92], 4 x AK76 [32], 4 x Silex LUM [48], 8 x FHT [32], 2 x TAW [8],
D:PTB [15].
Krivak III RF 1984 Small [20] 30k [20] G [8] SK+ [5]
[308] CIC-0 [0] SN [15] HAM [15]
20 x Gecko/1t [52], 1 x AK100 [20], 2 x AK630 [8], 8 x FHT [32], 2 x TAW [8],
D:PTB [15]. 1 x HHH [80]
CORVETTES
Parchim II RF 1986> Minor [10] 25k [15] D [2] SK+ [5]
[164] CIC-1 [20] MN [25] HAM + TAH [30]
1 x AK76 [8], 1 x AK630 [4], 2 x Igla [20], 4 x FHT [16], 2 x TAW [8], DCT [1], D:P
[5].
44
“SUBS & SAMS” © Phil Barker. As of 4th March 2006
45
“SUBS & SAMS” © Phil Barker. As of 4th March 2006
CHINESE
DESTROYERS:
12 x Luda PRC 1971> Small [20] 30k [20] ST [0]
[285] CIC-0 [0] MN [25] HAH [10]
6 x Seersucker LOBN [90], 4 x 130mmA [60], 8 x 37mmO [24], 8 x 25mmO [8], 6 x
FLT [12], 2 x HAW [6], DCT [1]. 38 mines [9]
2 x Luhu PRC 1994> Small [20] 30k [20] DG [6] SK+ [5]
[535] CIC-3 [40] MN [25] HAM + TAM [40]
16 x Saccade SOMN [288], 8 x Crotale/1t [34], 2 x 100mm [10], 8 x 37mmO [24],
6 x FLT [12], 2 x HAW [6], D:P [5].
1 x Shenzhen PRC 1999> Medium [40] 30k [20] DG [6] SK+ [5]
[684] CIC-3 [40] MN [25] HAM [15]
16 x Saccade SOMN [288], 8 x Crotale/1t [34], 2 x 100mm [10], 8 x 37mmO [24], 6 x
FLT [12], D:P [5]. 2 x HHH [160]
2 x Sovremenny PRC 2000> Medium [30] 30k [20] ST [0] SK+ [5]
[787] CIC-2 [30] MN [25] HAM [15]
8 x Sunburn SOBS [200], 44 x Gadfly/6t [268], 4 x 130mmA [60], 4 x AK630 [16],
4 x FHT [16], D:PB [10], LD [2]. 1 x HHH [80]. 40 mines [10]
2 x Kaifeng PRC 2003> Small [20] 30k [20] ST [0]
(Luda IIIB) CIC-3 (Tavitac0 [40] MN [25] HAM [15]
[547] 16 x Sardine SHMS [320], 8 x Crotale/1t [34], 4 x 100mm [20], 6 x 57mmM [30], 6 x
FLT [12], 2 x HAW [6], D:P [5]
2 x Luyang I PRC 2004> Medium [30] 30k [20] DG [6] SK+ [5] RS [5]
[910] CIC-3 [40] MN [25] HAM [15]
16 x Saccade SOMN [288], 48 x Grizzly/4t [264] 1 x 100mmA [10], 2 x 730 [16], 4 x
TAW? [16], D:P. 2 x HHH [160].
2 x Luyang II PRC 2004> Medium [30] 30k [20] DG [6] SK+ [5] RS [5]
[828] CIC-3 [40] PN [45] HAM [15]
8 x C-803 SFMN [176], 48 x HHQ-9/8t [360], 1 x 100mmA [10], 2 x 730 [16], D:P. 1
x HHH [80].
2 x Sovremenny PRC 2006?> Medium [30] 30k [20] ST [0] SK+ [5]
[885] CIC-2 [30] MN [25] HAM [15]
8 x Sunburn B SFBS [224], 44 x Gadfly/6t [268], 2 x 130mmA [30], 4 x CADS-1 [40],
4 x FHT [16], D:PB [10], LD [2]. 2 x HHH [160]. 40 mines [10]
2 x Luzhou PRC 2006> Medium [30] 30k [20] ST [0] SK+ [5] RS [5]
[855] CIC-3 [40] MN [25] HAM [15]
8 x Saccade SOMN [144], 48 x Grumble/6t [508], 1 x 100mmA [10], 2 x730 [16], 6 x
FLT [12], D:P [5]. 1 x HHP [20]
FRIGATES
12 x Jianghu IA PRC 1975> Small [20] 25k [15] D [2]
[205] CIC-0 [0] MN [25] HAH [10]
4 x Seersucker LOBN [60], 2 x 100mm [10], 12 x 37mmO [36], 2 x
HAW [6], DCT [1], D:P [5]. 60 mines [15].
46
“SUBS & SAMS” © Phil Barker. As of 4th March 2006
3 x Jiangkai PRC 2004> Small [20] 25k [15] D [2] SK+ [5] RS [5]
[378] CIC-3? [40] M [20] HAM? [15]
8 x Saccade SOMN [144], 8 x Crotale/1t [34], 1 x 100mm [5], 4 x AK630 [16], 6 x
FLT [12], D:P [5]. 1 x LHH [40].
7 x Houjian PRC 1991> Minor [10] 30k [20] D [2] SK- [-5]
[125] CIC-0 [0] SN [15]
4 x Sardine SHMN [56], 2 x 37mmO [6], 4 x 30mm [16], D:P [5]
16 x Houxin PRC 1991> Minor [10] 30k [20] D [2] SK- [-5]
[112] CIC-0 [0] SN [15]
4 x Sardine SHMN [56], 4 x 37mmO [12], 4 x HMG [2]
3 x Type 2208 PRC 2004> Minor [10] 35k [22] D [2] SK- [-5] LO [10]
[114] CIC-0 [0] SN [15]
4 x Sardine? SHMN [56], 1 x AK630 [4]
47
“SUBS & SAMS” © Phil Barker. As of 4th March 2006
INDIAN
AIRCRAFT CARRIERS
Viraat Ind 1987 Large [40] 30k? [20] ST [0] CA [20]
[2661] CIC-1 [20] LN [35] HAM [15]
16 x Barak/2t [92], 2 x 40mmO [6], 2 x AK630 [8], D:P [5].
30 x HHH/VFW [2400]
DESTROYERS
Delhi Ind 1997> Medium [30] 30k [20] G [8]
[1294] CIC-2 [30] LN [35} HAM+TAM [40]
16 x Switchblade SOMN [378], 48 x Gadfly/6t [444], 16 x Barak/2t [92], 1 x 100mmA
[10], 2 x AK630 [8], 5 x FHT or WHT [20], 2 x TAW [8], DCT [1]. D:PT [10]. 2 x
HHH [160]
FRIGATES
Talwar IND 2003> Small [20] 30k [20] DG [6] RS [5]
[651] CIC-2 [30] LN [35} HAM [15]
8 x Sizzler SFBS [232] 24 x Gadfly/4t [168], 1 x 100mmA [10] 2 x CADS-1 [20], 4 x
SLT [6], 1 x TAW [4] D:PT [10]. 1 x HHH [80]
JAPANESE
DESTROYERS
Kongou 2 IJN 2007? Medium [30] 30k [20] G [8] RS [5]
[1243] CIC-2 [30] PN [55] HAL+TPV [70]
88 x Standard 2/6t [828], 8 x Asroc SUM [64], 1 x 5”A [15], 2 x Phalanx [16], 6 x FLT
[12], D:PT [10]. 1 x HHH [80].
FRIGATES
Abukuma IJN 1989> Small [20] 25k [15] DG [6]
[367] CIC-2 [30] LN [35} HAM [15]
8 x Harpoon SOMN [144], 8 x Asroc SUM [64], 1 x 3” [8], 1 x Phalanx [8], 6 x FLT
[12] D:PT [10]
AUSTRALIAN
FRIGATES
Anzac RAN 2002> Small [20] 25k [15] DG [6]
[446] CIC-3 [40] LN [35} HAM+HAU [20]
8 x Harpoon SOMN [144], 8 x ESSM/1t [42], 1 x 5”A [15], 4 x HMG [2], 6 x FLT
[12], D:AT [15]. 1 x HHH [80].
48
“SUBS & SAMS” © Phil Barker. As of 4th March 2006
HELICOPTER COST
Basic cost if:
Light. 50
Heavy. 100
49
“SUBS & SAMS” © Phil Barker. As of 4th March 2006
Characteristics classes are listed in order of importance. The classes are quite crude and the aircraft listed as examples are a
first off-the-cuff draft to be refined by rereading sources. Aircraft value is the total for all classes, but may vary according to
current role. Aircrew realistic combat training (live on instrumented ranges or on multi-aircraft simulators or Red Flag-style
exercises) can (and should) be employed as a multiplier, with a minimum value of 2 or 3.
SA-6 [90] MTS, plus full aspect stealth unless carrying external stores.
(F.17, B.3, F.22)
FP-7 [65] Highly unstable carefree supersonic jet, able to super cruise (i.e supersonic without reheat) at M1.2
(Grippen, Typhoon)
BVR-3 [6] Extended range (circa 100 nm) AAM mainly using SAR.
(Phoenix AIM-54, R-33 Amos.)
BVR-4 [8] Medium range AAM mainly using ARH (active radar homing). Limited WVR capability.
(AMRAAM AIM-120, Mica-EM, Derby, R-Darter, PRC PL 12)
BVR-6 [20] Extended range (circa 100 nm) high terminal energy AAM mainly using ARH.
(Meteor, R-77M Adder)
WVR-4 [10] Exceptionally high agility and acceleration, IR countermeasure resistant, high off-bore sight especially
when used with HMS (helmet mounted sight) usually IIR (imaging infra-red passive homing) AAM.
(Sidewinder AIM-9X, Iris-T, Python 4, A-Darter.)
WVR-5 [12] As WVR-4, but even higher acceleration, longer range giving BVR capability, and providing launch
aircraft with partial IRST.
(ASRAAM, R-73 Archer?, Mica-IR, Python 5.)
Bonuses: A [+2] Helmet-mounted sight (HMS), per WVR-4 or 5 ( Mig-29, SU-27/30/33, F.18E/F, Typhoon)
G-3 [4] 4 x 20mmO, 1 x 37mmO plus 2 x 23mmO, 2 x 20mmM, 1 x 23mmM or 1 x30mm NR 30..
G-5 [10] 3 x 30mm NR 30, 1 x 23-25mmG, or 1 x 27mm BK27, 30mm GSh 30 or 30mm GIAT 30M791.
51
“SUBS & SAMS” © Phil Barker. As of 4th March 2006
RECCE PODS
R-2 EO video recording. Better through haze/foliage/camouflage. Return lag 2 CH. Processing lag ½ CH.
R-3 EO video recording with GPS co-ordinates. Return lag 2 CH. Processing lag ½ CH.
R-4 EO/TI digital through narrow angle targeting pod. Return lag 2 CH. Processing lag ½ CH.
R-5 EO/TI digital though wide angle recce pod. Return lag 2 CH. Processing lag ½ CH.
R-6 EO/TI digital with line of sight data link. Return lag 1 CH. Processing lag ½ CH.
R-7 EO/TI digital with satellite data link. Return lag 0. Processing lag ½ CH.
Anti-ship or land attack missile. Value as for same missile if ship-launched. [8-20]
DAS-6 [20] RWA and stand-off jammer hindering surface radar acquisition of all friends.
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“SUBS & SAMS” © Phil Barker. As of 4th March 2006
AIR-TO-AIR VALUES
I have done a few checks on pairs of historically opposed types to see if relative value totals from an earlier version of the
previous section reflect actual air combat success. Results are encouraging..
Meteor 0 15 4 0 0 19
Sabre 0 25 2 0 0 27
Mig-15. 0 20 4 0 0 24
Hunter. 0 25 12 0 0 37
Gnat. 0+5 25 8 0 0 38
Sabre + Sidewinder. 0 25 2 0 12 39
F.100 0 30 8 0 0 38
Phantom 30+4 30 0 9 12 85
Phantom + gun. 30+4 30 8 9 12 93
Mig-17 0+5 25 4 0 0 34
Mig -21 10+5 30 8 0 12 65
Javelin. 10+4 20 12 0 0 46
Lightning. 10 30 8 0 12 60
Phantom. 30+4 30 0 12 12 88
Tornado 50+4 30 4 12 24 124
Typhoon 60+8+10 65 4 24 24 196
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“SUBS & SAMS” © Phil Barker. As of 4th March 2006
The first line specifies aircraft name/type, nation, service dates, whether conventional or VTOL situational awareness class,
bonuses, flight performance class and defensive aids class. Subsequent lines list typical war load in each role. The numbers
in square brackets behind each item are values for class or equipment. Those following name/type are the total cost of the
aircraft in its most expensive role.
Sea Harrier FA 4 [134] 1984-2006 VTOL SA-4 [50] FP-3 [25] DAS-2? [3]
4 x WVR-4 [48], G-4 [8].
Harrier GR7/9
Rafale F 1 [168] 2004> CTOL SA-5 [60] FP-6 [50] DAS-4 [6]
4 x BVR-4 [32], 2 x WVR-3 [16], G-3 [4]
Super Entendard
SU-33 (Flanker D) RF
Mig-29K IND
54
“SUBS & SAMS” © Phil Barker. As of 4th March 2006
HELICOPTER LISTS
HEAVY HELICOPTERS
Whirlwind
Wessex
NH.90 9,100
Sea King 9,300
Seahawk 9,435
Hormone
Helix 11,000
Merlin 14,290
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“SUBS & SAMS” © Phil Barker. As of 4th March 2006
GLOSSARY
CH Cruising hour.
TB Tactical bound.
Radar. Detection by electronic radiation (passive) or reflection (active) through air or vacuum..
Sonar. Detection by sound radiation (passive) or reflection (active) through water.
CAP Combat air patrol (Defensive fighters already in the air, requiring periodic relief)
AI Air intercept radar ( Active radar in fighter aircraft)..
BVR Beyond visual range.
WVR Within visual range.
SARH Semi-active radar homing missile (on radar reflection from launch platform transmissions).
ARH Active radar homing missile (on radar refection from missile transmissions)
IR Infra-red passive homing missile (on target heat radiation).
56