Author Topic: SEAD- or how to Wild Weasel (also it was dead at work)  (Read 1348 times)

Colt Ward

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SEAD- or how to Wild Weasel (also it was dead at work)
« on: 27 January 2017, 00:07:08 »
Suppression of Enemy Air Defenses is a bit more complicated in BT because Air Defense is not just the job of purpose built units, though many that are purpose built are not surprisingly good at the job.  In my opinion this can break down into two different areas- ASF/CF and VTOLs.
 
First, and a bit easier to address, is the ASF/CF side of executing a Wild Weasel mission.  I am split on whether a Conventional or Aerospace Fighter would be best for the job- just like other ground attack roles.  The CF has the advantage that it is cheap and therefore less expensive to replace when lost on a Wild Weasel mission.  CFs can also be more mission specific focused since they lack the endurance, firepower and ruggedness of ASF.  On the other hand, ASF are more rugged as mentioned which means they can survive the inevitable damage a fighter takes on a Wild Weasel mission.  They also carry more ordnance internally and externally to deal with the AA they encounter on their sweeps while a CF might have to return to base to reload & refuel.  ASF are also able to fly in a different manner than CF, with the orbital drop & suborbital hop to hit targets that would be out of CF range.
 
With that in mind, what sort of CF or ASF are going to be best for SEAD?  The best AA weapons in order (IMO) are the LB-5X, AC/5 with Flak ammo, HAG/20, LB-2X, LB-10X, other HAGs, AC/2 with Flak ammo and the Clan Large Pulse Laser as the most useful AA weapons.  I place artillery into its own category partly from the cumbersome nature of the systems under BT rules but also due to their dual nature and not being as confident in my understanding of how they interact with the variety of Aero-to-Ground rule sets.  For them, as I understand it I think Arrow IV, Sniper with Flak and finally Thumper with Flak would be the order for artillery in the ADA role- A4 overcomes its limited ammo count by being able to reach the highest; Sniper mixes damage & ammo count; and Thumper is cheap, easy to mount and has a high ammo count.  Long Tom is ruled out b/c the system is so expensive, has a low ammo count, rare, and is better used as normal artillery.  Knowing that any damage and thresholding is the bane of fighters (plink & lawn dart!) the first thing to look for is a design that can negate the types of damage most likely to be encountered & effective when going after AA sites & defenses . . . artillery & AC.  This means that unlike superiority intended fighters where the best armor deals with energy weapons, the best armors for Wild Weasel tasked designs would be Ballistic Reinforced, Reactive and finally Stealth as the best armors.  After a quick look I cannot find Ball-R armor on any fighters but as it would address the typical AA weapons of LBX, Flak loaded autocannons and HAG though perhaps not artillery it halves all damage recieved though does nothing against the LBX plinks.  Reactive deals with artillery and autocannon's AP rounds, I think this would work better for SEAD missions hitting strategic targets like spaceports, ports or other hard targets that are more likely to be defended by artillery systems in fixed defenses.  I also think it would work well for level bombers since one of the AA threats to them would be A4 AA rounds
by my understanding.  The final armor type, Stealth is not so much about negating damage as avoiding it by being harder to hit- after all its pretty hard to be plink'd to death if they cannot hit you . . . Which is a important advantage when considering the long reach of LB-2X and AC/2s with Flak rounds.  One other thing to be looked at when choice ASF to be tasked to SEAD, Omnitech.  Omni makes it easier to repair, can swap weapons loads to be repurposed even if using Ball-R or Stealth as they are the most useful armors in other roles, and of course carry tailored loads- AA vehicles or infantry manned field guns?  SRMs with infernoes, AA mechs?  Gauss Rifles or other big guns, clusters of AA targets?  LRM racks with swarm missiles.  The final consideration is the what size of the ASF or CF works best for the mission.  For the ASF, this might be a
great role for those smaller faster designs which would have difficulty surviving a dogfight against the armored bricks of heavy fighters.  A Wild Weasel bomb load would not slow down such a aeroframe too much which gives it more options when engaging AA sites, provided ASF are selected for SRM & LRM racks to supplement external ordnance.  For CF I would tend to go the other way, large enough to deliver a maximum payload to the strike zone so the least number of more fragile CF are exposed to the risks in a SEAD mission.  It helps that most CF tend to be armed with missile launchers which can properly supplement the external munitions.
 
What weapons are ASF & CF best equipped with to go hunting AA and EW sites?  Weapons of fire, scatter/area damage and homing are the best choices the Wild Weasels.  This means Inferno SRMs, Inferno Bombs, A4-Inferno, Cluster Bombs, A4
Cluster, RL10 pods, ARAD missiles, LRM Swarm/Swarm-I, LRM Semi-Guided, and A4  Homing will be superior to other weapon systems or external munitions.  Which mix works best for a SEAD mission will depend on what the type of target is you are trying to hit.  Hitting fixed emplacements like Sniper, Thumper or A4 sites protected by revetments or other fortifications would best be attacked with Inferno SRMs & A4, ARAD and A4 Homing as well as going after supporting EW with ARAD weapons.  For AA vehicle groups, Inferno SRMs & A4s, Cluster Bombs & A4, RL Pods and LRM Swarm/Swarm-I serve best since vehicles are weak to fire and lots of little hits and AA vehicles tend to have supporting vehicles nearby to attract Swarms.  Autocannon and artillery field guns are best dealt with by Inferno SRM & A4 and Cluster Bombs & A4 since the troops that man the weapon burn and cluster munitions burst overhead ignoring ground cover or being dug in.  Finally the one that most people worry about- those AA mechs like the Rifleman or Orion- typically armed with scatter guns or ACs able to load flak.  For once they are not the targets best serviced by infernoes, but rather Cluster Bombs & A4; guided stuff like Semi-G, Homing A4 & ARAD; finally the RL10 pods which can deliver a lot of damage but exploit any openings hole punchers like A4 Homing make.  Note some of these weapons require teamwork or some non-weapon equipment to be loaded- TAG pods on the ASF or as part of the CF so that other Wild
Weasels can put the hurt on what is being lased.  Protecting strikes against  known targets defenses would call for specifically tailored ordnance mixes as illustrated above. 

As part of a general tactical sweep supporting close air support a Wild Weasel should be loaded with a mix of infernos (either internally in SRM or MML ammo bins or externally as bombs or A4), ARAD (preferrably LRM or LRM loads in MML), cluster bombs and RL10 pods.  This provides a very flexible load for any of the 4 target types or if no AA presents itself the ordnance can be used for general tactical bombing- like hunting field artillery or fire support positions.
Colt Ward
Clan Invasion Backer #149, Leviathans #104

"We come in peace, please ignore the bloodstains."

"Greetings, Mechwarrior. You have been recruited by the Star League to defend the Frontier against Daoshen and the Capellan armada."

Colt Ward

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Re: SEAD- or how to Wild Weasel (also it was dead at work)
« Reply #1 on: 05 February 2017, 22:29:49 »
All interesting but what does it really have to do with the game I play?
 
Good question, let's look at a few situations . . .
 
Everyone loves the orbital drop, or at least a HALO mech drop.  Its the go to answer for getting to the battle site and how to quickly unload your DS.  But that is generally as much thought as it is given- kick the mechs out the doors and hope you make the landing rolls.  What happens when they are falling through the sky?  As they approach the LZ, especially if its contested or the actual target?  What happens if the air/aero support waited until the mechs were in the sky?  For the last one, we have a few times ASF meet mechs falling through the sky in orbital or HALO drops.  Sometimes they just take damage without being able to effectively respond, and other times its enough to tumble the mech where the jump packs are not aligned to compensate for the fall (makes you wonder what happened to drogue 'chutes).  We talk about these sort of drops way more than they actually occur in fiction and when you factor in sourcebook campaign
descriptions they happen even less.  Rarely is any planning ever mentioned for the drops.
 
So how would a Orbital Drop occur?  Think of it as a modern airborne operation which is a very close analogue.  Individual fighting units drop off of their transport, fall through the sky and arrive on the ground able to move to the fight with only the support they brought with them.  But what happens before and during that mech getting ejected from a dropship?  Besides a LOT of previous planning before a trooper ever set foot on a transport, the dropzone would be prepared with a series of air strikes.  How much and how long depends on the target dropzone, number of defending units in the area, defender's ability to shift response forces and the era/tech level.  When the strikes go in, C&C duties will be on the lead carrier DS in orbit (likely geosync) of the strike zone which should be supported by other DS, small craft or ASF that remain in fuel-efficient orbits.  The air strike goes in with ASF dedicated to air defense, SEAD and bombing roles.  While all ASF would be able to dogfight, the success of such engagements would depend on their internal weapons mix and aside from AA missiles a lack of external ordnance which would degrade their flight characteristics.  ASF tasked with SEAD would be armed according to the previous discussion and the specific ASF picked out by those guidelines.  They can became additional air defense fighters once they have dropped their external ordnance provided they did not load too much of their internal ammo storage to ground
attack munitions.  Finally the ground attack ASF with a general bomb load going after assigned targets- hitting enemy air strips, bridges, road/rail junctions, artillery firebases, garrisons, and ground C3 facilities (which are also a secondary SEAD target).  When the command is satisfied with the suppression in the target DZ, the drop commences . . . under the cover of a fresh air strike though the assignment plan should be difference with half the available fighters being air defense, a quarter SEAD and the final quarter as ground attack for the last minute targets which misdirection will no longer matter - IE the last major highway bridge between the DZ and first city objective where a tracked/wheeled armor company (or larger) could have responded from.  The last minute targets should isolate your DZ so the scattered mechs, BA and anything else can properly regroup to move on their targets.  Depending on the scope (or ambititon) of the operation, rather than blowing the bridge or wrecking the road junction small craft could be landing infantry/BA or kicked out paratroopers/ BA to seize the bridge/pass/tunnel/road junction for the imminent advance out of the DZ.  The caution there should be that the capture of such a choke point would signal the axis of advance for the grounded troops to the defense force and make it easier to plan the response.  Why are Wild Weasels flying at this time?  Because you do not want your BA transports or falling mechs to be hit by ground fire because that is the time they are most vulnerable.  As a defender it would also be why you kept back some of the best equipped/hidden/powerful air defense units to unmask once the drop is underway.
 
The risks in just dropping the mechs, leaving out the support of those units on the ground, their vulnerability during the drop, and their inabiity to retreat are all risks that generally steer operational staffs away from doing orbital or even HALO drops . . . and exactly why during the 4th SW the plan dropped the Michael Hasek-Davion supporting Fusiliers on Tikonov.
 
Air Mobile Infantry & BA
Limited mechs supported by tracked/wheeled armor and vehicles, even if the vehicles are only things like ammo trucks, would require the capture of bridges, tunnels and passes for a advance to keep an advance moving steadily forward.  To accomplish this a combined arms force needs either a ground cavalry element with the speed to bypass likes and the firepower to hold objectives or venture into a 3rd dimension and use transport VTOLs to move infantry, battle armor and support like field guns to capture the previously mentioned choke points.  Generally offensives cannot have enough of the specialized equipment or trained personnel so to accomplish the mission let alone preserve assets for future use.  Any such flight would prudently recieve air defense and Wild Weasel cover to keep the vulneralbe transports from attack by other VTOLs, CF or ASF and protect them from any ADA bubbles they wandered into during the flight.  Ideally the path would be previously planned out so the only ADA encountered might be the target's defenders which should be suppressed moments before the transports'
arrival.
 
Airborn leafrogging & Dropship sub-orb hop

Roughly the same as above, but the method of transport is different and so is the flight path.
Colt Ward
Clan Invasion Backer #149, Leviathans #104

"We come in peace, please ignore the bloodstains."

"Greetings, Mechwarrior. You have been recruited by the Star League to defend the Frontier against Daoshen and the Capellan armada."

 

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