Yeah, this A-7 Pilot got titanium balls flying right into a soviet battlegroup and bombing their capital ship. 😂 Nice content, amazing scenario !! KEEP UP !!
Not titanium, his balls were too big to fit into the cockpit (hehe) of his plane. He had to compress them. He had to compress his balls quite a lot and now they are extremely dense. The pilot has tungsten balls.
@@tobiasagdrupdrager5583 ah... it took me some time to realize what you were saying, I know the Russians were only there for "history", my comment was a sarcastic jab at the Sea Power AI (the AA crew so to speak) sorry for the confusion
@@Stealth17Gaming This was a cool ending but definitely not realistic. Maybe for small boats but there's no way an anti tank weapon is going to sink an entire ship of this size. They had small HEAT charges meant to penetrate the weak top armor of tanks to kill the crew inside. I could see it destroying guns on the ships and knocking out the deck and any vehicles on it but it absolutely should not have killed it. That's pretty ridiculous
Stealth: "This Kresta has seemingly lost its propulsion and I won't be surprised if this thing goes down". Kresta: 'Immediately puts the fire out'. 😂 Stealth: "I am waiting for the Kresta to fall behind so that i could hit it with the cluster bombs" Kresta: 'Fixes propulsion and starts moving'. 😂 😂
@@Stealth17Gaming ARH missiles (Shrike & HARM) have very small warheads capable of taking out the Arrays only. So no surprise they didn't sink it. but NO WAY IN HELL those radars are usable That is a MAJOR IN PORT REPAIR. Only thing you could have done better was to have Your ASMs arrive a sniff behind the ARH AND Tomahawks Baby 1000 lbs of woopass😝
I'm just laughing and imagining how awkward it must be for the one A-7 pilot who got show down, ejected, and then was casually bobbing in the water with the Soviet sailors who abandoned ship "Hey Ron" "Hey Terry"
Gives me red storm rising flashbacks when a MiG pilot intercepts an F/A-18, and then ejects because he ran out of fuel and ends up in the same life raft as the hornet pilot he shot down lol
@@sharkybate7115 Red Storm Rising is my favorite, though hunt for red October is probably his best. I haven’t read too many of them though, so don’t ask me too much about it lol
@@christopherchartier3017 I've heard so many good things, and I like the movies based on his works (the ones that I have seen anyway). I heard a sample of Red Storm Rising and I loved it. I need to just pull the trigger and get the audiobooks
You used those A-7’s far better than I did! I swapped them out in the modified scenario for some Intruders, and made those YAK’s actually do something (like trying to take out the prowlers)
Look at these wise guys with their copies of the game over here while us schmo's is huffin replay footage like it's paint in a bag. Fer faaaks sake. Release da game already.....
That Anti-Radiation Missile strike was kinda smart though, sure it won't outright sink a ship, but it'll knock out their sensors and open a path for a follow-up strike.
It's a move I got from Wargame Red Dragon. If we ran out of anti-ship missile aircraft we'd use SEAD aircraft. Took longer, but it sunk ships if you were patient enough.
Yeah agreed! Thats standard procedure! The only way you could have got that better was a Time on target attack - try tthat next time - get your assets to the range ring of the shrikes at 3-4 different attack vectors - then shrike launch first wait for the shrikes to hit and take out the radars then launch Harpoons and Cruise's so they all arrive same time - takes a bit of math and a pause - but that is how its done - TOT missile storm from multiple angle destroy their ability to keep trck of all the missiles unless they have AEGIS
This was some prime entertainment, good sir! Btw., when I see your Sea Power videos I think you sometimes confuse missile range and NEZ (no escape zone, also called MAR - minimal abort range). You want to check, say, how close you can get to a ship that has 20 nm range AA missiles. 20 nm range means that the missile can fly 20 nm from the ship (range) and it will run out of energy after those 20 nm. However, if you spot the missile when it is launched (so, have some EAW) and turn away with your plane, you run away from the missile. So, if at the moment of launch, you are 20 nm away (just at the edge of the missile range), it is enough to run away 1 m and you should be safe. What matters then is the NEZ: how close to a ship you can get to still be able to turn an still outrun the missile. The exact value of NEZ depends on many factors: aircraft current speed, altitude and bearing, aircraft type (max speed and acceleration), the missile acceleration. I don't know how much of that is modeled in Sea Power. In CMO, when I want to be safe and not waste missiles, I set AA on ships to fire at 50% of nominal range or specificaily at NEZ (which the game can calculate the same way as modern aircraft can, e.g. HUD in F-16 or F/A-18 will tell the pilot whether the target is within NEZ already). As a rule of thumb, I think you can easily encroach up to 25-30% of the AA system range with your plane and still be safe, potentialy more unless you plane is slow. For 20 nm that puts safely estimated NEZ at 14-15 nm. Other thing about missile ranges: it is also relative to the target altitude (and launcher, but that does not matter for ships). Air closer to the Earth surface is thicker so it takes more energy to defeat the resistance. So, 100% range is achievable for hitting high-flying targets. This is why planes defend against long-range missiles by diving: to force them to go through thick air and loose more kinetic energy (and potentially hit an obstacle on the ground while trying to take the lead to hit the plane moving downwards). The aircraft, then, can use the engine to regain energy and the missile can't (unless it has a second booster, and some nasty buggers do!). Low altitude makes it harder to lock the target. Radar waves cannot bend behind the horizon, so if you fly just over the water, weapon guiding radar cannot lock you from farther than few miles away (unless datalink lock is possible, but that's not 1980 technology). So, surprise low altutde dumb bombing runs are not such a stupid idea (see: the Falkland War). But of course aircraft carrier not lanuching planes to defend itself is stupid and something the devs need to fix! A great (and not too long) book which really helps to understand air and AA development is Lon Nordren's "Air Warfare in the Missile Age", spanning from Vietnam to the NATO air campaign in Serbia in 1992. You can read there in what respect Wargame: Red Dragon depiction of SEAD missiles is bonkers ;-)
For scenarios where there are air assets without a defined spawn point like a base or a ship, the devs should consider adding a command to leave the theater of operations, or maybe tie it with the fuel reserve of the unit so it leaves on its own, also, can helicopters land on ships other than their mothership? i know there is a "rebase" order but i havent seen it being used
33:00 this over the top jamming reminds me of how the Star Wars semi-cannon lore reason (pre-Disney EU) that all space combat in Star Wars takes place within visual range, often with actual manually aimed crosshairs, is that EW tech advanced so quickly and got so widely proliferated that the Mk 1 eyeball is basically the only thing left that can reliably get a weapons grade lock without constantly getting spoofed or jammed, and short range direct fire energy weapons make more sense because you have to be that close for sensors of more expensive guided weapons to get burn through anyways.
those cluster bombs exploding across the entire ship reminds me of the Kinetic Penetrator missiles from Nebulous Fleet Command. they're very expensive and overpenetrate if hitting a target from the side, but hit from ahead or aftward and you'll see the entire ship explode from bow to stern
AGM - 45 Shrikes have relatively small warheads. They're great for popping radar antennae and other relatively delicate structures but not too great at hurting the structural integrity of a ship, (~66kg blast-frag warhead.) They did their job by reducing the ship's ability to defend themselves though. To actually kill the ships you'll need something with a bit more 'oomph'.....or LOTS of Shrikes. Keep the 'what if's?' coming though. They're always fun to see how they play out. (Edit: Serious Death Star trench run vibes from the attack on Kiev!)
I waited until I could watch both parts together. A really great scenario. Something to think about: If you have several different missile platforms, try to attack the enemy formation with missiles from different directions at the same time. For example, in this scenario you have the P3, the A 7 and your ships are in different directions to the enemy. It makes defending against incoming missiles very difficult because I have to divide my defense capacity in different directions. It obviously requires more planning, but it makes the entire attack more effective. Good content, amazing video again!
Yak-38 is a full equivalent of Harrier. No radar and can carry only two R-60 air-to-air missiles with a range of 3.8 - 5.4 nautical miles (in comparison to 9.8 nm of AIM-9L).
Harrier can carry more than just two missiles, and Yak38's can carry more than two R-60M's. In game they have an available loadout of two R-60M's and two Kh-23's, which would make them much scarier. Stealth is right that the AI had the capability to launch a wing with anti-ship missiles but just didn't.
Big brain move. Two squadrons, one anti-ship missiles, the other with cluster bombs. Anti-ship missiles are launched at the edge of cwis range with cluster bombers directly after. but only when anti air radar is jammed lol
ARMs tend to have small warheads meant to make a lot of frag to tear up radar antennas. They aren't going to sink a warship but they will blind it and leave it vulnerable to other weapons. Hitting the escorts with Shrikes first is a solid strategy.
I've failed this mission once, cause the Harpoons from one P3 smashed into a little island( And today I finally sucseed - 8 Harpoons + jamming = 6 hits to Kiev, although she still stayed above the water, than a couple of Shrikes and many bombs from A-7s - and that's it. Lost only one A-7, and another one was hit by friendly fire in gun attack against land AShM... Surface ships here are near useless) I wanted to ruin SA-2 base with 16" (missiles proved ineffective), but one flying Tomahawk didn't allow me to incresce speed more than x10)
Ah yes, I can't believe that the small missiles designed to take out enemy air defense radars didn't actually do all that much damage when used against a large warship
Scratch one Flat Top! Doing it old school. Who would have thought it. McClusky rides again! However, as you observed, the AI still is not good with handling carrier aircraft.
190mm pen IRL, same warhead as the old navy Mk5 HEAT head for the 2.75" rocket system It's where the name comes from, Rock(et)eye. Part of the whole "eye" series of unguided weapons, which somehow managed to include the AGM-62 Walleye guided bomb because reasons But yes, they're way overpowered.
Just out of curiosity, are all of these scenarios included/will be available on release? I actually took next tuesday and wednesday off to play this game when it releases. Old school Harpoon/Harpoon II/ Fleet command player here. Never got into Cold Waters but when I saw this I couldnt mash the Wishlist button fast enough
@@Stealth17Gaming Outstanding, thank you. I have watched most of your SP vids for the last month and I have some....thoughts... on how to do things differently. Yes, having seen the scenario and having a basic idea of what is about to happen is different than coming at it cold, but I am itching to see what happens.
@@TheStefanskoglund1 Yeah, but compartmentalization means nothing internal is actually getting hit. The upper works are getting trashed yes, but you're not doing any real damage to the ship's survival outside of maybe starting fires
Does anybody know if, when the Alpha is released, will it include any campaigns/missions, or will it be a bare-bones game without scenarios? I wonder if it's a mistake by the creator of the mission or the AI is not up to scratch, but throughout the two episodes I was thinking "Where are the Yaks?"
That's not how TLAMs work...at that time it took hours to put together a mission, which was actually generated at a shore site and flown out to the BG. Much easier nowadays, though. Jamming and SEAD also needs work. EA-6Bs can't automatically jam everything, the jamming pods are mission-specific. Likewise Shrikes have to be told what to go after. The devs need to do their jobs and not just put out something that looks pretty.
@@julhelm1821 That's an excellent point. Micromanaging the dropping of sonobuoys doesn't look fun either. My main point is that the devs could be doing SO MUCH MORE to streamline these labor-intensive tasks, but they seem focused on pretty but useless animations of ailerons and whatnot.
@@gsigs I am one of the devs. This is not supposed to be a CMO replacement. Given that you can drop an entire pattern of sonobouys with a single click of the mouse, it doesn't seem very labor-intensive to me. And the lack of pretty animations in other cold war naval games is a key reason why we're making this game to begin with.
I really don't think forcing the player to select which of the 8 Shrike subvariants they want to use is at all a good idea or decent gameplay. Standard and HARM should really show up as well.
These scenarios are kinda weird. Why do A-7s carry cluster bombs in an anti-ship role when they should be carrying (in the '80s) AGM-62 Walleyes? Plus, how is there no CAP over either force? Land based aircraft for the U.S. strike group and the Yak-38s from the Kiev. Having CAP would have greatly benefited both sides as the Helix could have been eliminated and prevented those SS(N)-12 strikes (it was providing guidance and detection) and the A-7s could have been hassled on their way into attacking the Kiev.
A7E is a far better plane than the YAK better armed and faster too from memory, even if the YAks had missiles still be shot from the sky by the A7Es.....
For April Fools: Operation Gen Z Using USS Ohio (SSGN 726) and USS Gyatt (DDG 712) you must sail through the strait of Hormuz to the city of Riz in the county of Jam, Iran.
Yeah wow..>DEVS pls watch this...Where is the air cover? Where is the counter attack? Lots of work to be done here - NO way some shitty old A7's could ever do this IRL....Lol...Cluster bombing an operational carrier...hahahah....LaLaLand! This game looked awesome till I saw this, hope they fix this as its complete fiction!
It's hardly an operational carrier. The Yaks are very basic. The biggest issue right now is that the AI doesn't know how to launch aircraft. I hope they resolve that soon.
@@julhelm1821 There is a world of difference between a tiny frigate and a vessel the size of Kiev. As a someone who served in the navy for 15 years I ain't buying that for a second.
@@1stpogo For what it's worth we're not happy with the damage system either because of edge cases like these and a thorough revision/redesigned is planned. What real world data we do have isn't terribly consistent though, to where a single Exocet sinks the Sheffield but Stark survives two of them, or it taking 4 Skippers, Harpoons and Rockeyes to sink a frigate and only then it's because it burned out and detonated the magazines. If you have any data or knowledge to contribute due to your service we'd be more than happy to listen to it.
@@julhelm1821 Is there any separation between ship damage and sensor damage? I've played a bit of the tabletop Harpoon wargame and it limits certain attacks (Shrike, CBU's, strafing) to damage of unarmored topside systems.
The Pilots of Stealth17 Battlegroup when they hear their Captain go "Okay, hear me out..." over the PA:
Yeah, this A-7 Pilot got titanium balls flying right into a soviet battlegroup and bombing their capital ship. 😂 Nice content, amazing scenario !! KEEP UP !!
Operation Praying Mantis moment.
Russian AA crew: "Sorry, Comrade Captain, that A-7 is too low, we can't depress the guns low enough"
He flew over the rain of 30mm HE like a fucking shower
@@weiserwolf580 *Iranian crew, the russian where only there to quote "take pictures... for history". But those pilots in that A-7 had balls of steel
Not titanium, his balls were too big to fit into the cockpit (hehe) of his plane. He had to compress them. He had to compress his balls quite a lot and now they are extremely dense.
The pilot has tungsten balls.
@@tobiasagdrupdrager5583 ah... it took me some time to realize what you were saying, I know the Russians were only there for "history", my comment was a sarcastic jab at the Sea Power AI (the AA crew so to speak)
sorry for the confusion
This is a tricky mission that other content creators have had difficulty with: your success is a mark of how much you've learned and improved!
Thanks!
How did the A-7’s survive the CIWS so easily? I feel like that’s the whole point of a CIWS
@@Stealth17Gaming This was a cool ending but definitely not realistic. Maybe for small boats but there's no way an anti tank weapon is going to sink an entire ship of this size. They had small HEAT charges meant to penetrate the weak top armor of tanks to kill the crew inside. I could see it destroying guns on the ships and knocking out the deck and any vehicles on it but it absolutely should not have killed it. That's pretty ridiculous
‘You’re going in for science “ was such a good line
Stealth: "This Kresta has seemingly lost its propulsion and I won't be surprised if this thing goes down".
Kresta: 'Immediately puts the fire out'.
😂
Stealth: "I am waiting for the Kresta to fall behind so that i could hit it with the cluster bombs"
Kresta: 'Fixes propulsion and starts moving'.
😂 😂
Yeah annoying cruiser
Stubborn Soviets
Stealth: Hold my clusterbombs then
Mic-drop Kresta
@@Stealth17Gaming ARH missiles (Shrike & HARM) have very small warheads capable of taking out the Arrays only. So no surprise they didn't sink it. but NO WAY IN HELL those radars are usable That is a MAJOR IN PORT REPAIR. Only thing you could have done better was to have Your ASMs arrive a sniff behind the ARH AND Tomahawks Baby 1000 lbs of woopass😝
I'm just laughing and imagining how awkward it must be for the one A-7 pilot who got show down, ejected, and then was casually bobbing in the water with the Soviet sailors who abandoned ship
"Hey Ron"
"Hey Terry"
Gives me red storm rising flashbacks when a MiG pilot intercepts an F/A-18, and then ejects because he ran out of fuel and ends up in the same life raft as the hornet pilot he shot down lol
@christopherchartier3017 I really need to start reading Tom Clancy
@@sharkybate7115 Red Storm Rising is my favorite, though hunt for red October is probably his best. I haven’t read too many of them though, so don’t ask me too much about it lol
@@christopherchartier3017 I've heard so many good things, and I like the movies based on his works (the ones that I have seen anyway). I heard a sample of Red Storm Rising and I loved it. I need to just pull the trigger and get the audiobooks
@ It’s worth it
You used those A-7’s far better than I did! I swapped them out in the modified scenario for some Intruders, and made those YAK’s actually do something (like trying to take out the prowlers)
Look at these wise guys with their copies of the game over here while us schmo's is huffin replay footage like it's paint in a bag. Fer faaaks sake. Release da game already.....
@ it’s out on Tuesday, so not too much longer to wait :)
@@BrotherMunro thaaaaats soooooooooo faaaaaaaaaar awwaaaaaaaaaaaaaaayyyyy
@@BrotherMunro Desert Spear is a great mission!
Amazing to watch the Shrikes home in on all the different radars on the kresta!
That Anti-Radiation Missile strike was kinda smart though, sure it won't outright sink a ship, but it'll knock out their sensors and open a path for a follow-up strike.
It's a move I got from Wargame Red Dragon. If we ran out of anti-ship missile aircraft we'd use SEAD aircraft. Took longer, but it sunk ships if you were patient enough.
I didn’t know ARMs could hit moving targets. I guess, so long as the radars stayed on they could right?
@@Stealth17Gaming Funnily enough I also remember doing that in WGRD 😅
@@christopherchartier3017 Yep.
Yeah agreed! Thats standard procedure! The only way you could have got that better was a Time on target attack - try tthat next time - get your assets to the range ring of the shrikes at 3-4 different attack vectors - then shrike launch first wait for the shrikes to hit and take out the radars then launch Harpoons and Cruise's so they all arrive same time - takes a bit of math and a pause - but that is how its done - TOT missile storm from multiple angle destroy their ability to keep trck of all the missiles unless they have AEGIS
What a Top Gun moment from that A-7. Great Video Stealth - keep up the good work
29:34 Medal of Honor :-D
This was some prime entertainment, good sir!
Btw., when I see your Sea Power videos I think you sometimes confuse missile range and NEZ (no escape zone, also called MAR - minimal abort range).
You want to check, say, how close you can get to a ship that has 20 nm range AA missiles. 20 nm range means that the missile can fly 20 nm from the ship (range) and it will run out of energy after those 20 nm. However, if you spot the missile when it is launched (so, have some EAW) and turn away with your plane, you run away from the missile. So, if at the moment of launch, you are 20 nm away (just at the edge of the missile range), it is enough to run away 1 m and you should be safe. What matters then is the NEZ: how close to a ship you can get to still be able to turn an still outrun the missile. The exact value of NEZ depends on many factors: aircraft current speed, altitude and bearing, aircraft type (max speed and acceleration), the missile acceleration. I don't know how much of that is modeled in Sea Power. In CMO, when I want to be safe and not waste missiles, I set AA on ships to fire at 50% of nominal range or specificaily at NEZ (which the game can calculate the same way as modern aircraft can, e.g. HUD in F-16 or F/A-18 will tell the pilot whether the target is within NEZ already).
As a rule of thumb, I think you can easily encroach up to 25-30% of the AA system range with your plane and still be safe, potentialy more unless you plane is slow. For 20 nm that puts safely estimated NEZ at 14-15 nm.
Other thing about missile ranges: it is also relative to the target altitude (and launcher, but that does not matter for ships). Air closer to the Earth surface is thicker so it takes more energy to defeat the resistance. So, 100% range is achievable for hitting high-flying targets. This is why planes defend against long-range missiles by diving: to force them to go through thick air and loose more kinetic energy (and potentially hit an obstacle on the ground while trying to take the lead to hit the plane moving downwards). The aircraft, then, can use the engine to regain energy and the missile can't (unless it has a second booster, and some nasty buggers do!).
Low altitude makes it harder to lock the target. Radar waves cannot bend behind the horizon, so if you fly just over the water, weapon guiding radar cannot lock you from farther than few miles away (unless datalink lock is possible, but that's not 1980 technology). So, surprise low altutde dumb bombing runs are not such a stupid idea (see: the Falkland War). But of course aircraft carrier not lanuching planes to defend itself is stupid and something the devs need to fix!
A great (and not too long) book which really helps to understand air and AA development is Lon Nordren's "Air Warfare in the Missile Age", spanning from Vietnam to the NATO air campaign in Serbia in 1992. You can read there in what respect Wargame: Red Dragon depiction of SEAD missiles is bonkers ;-)
For scenarios where there are air assets without a defined spawn point like a base or a ship, the devs should consider adding a command to leave the theater of operations, or maybe tie it with the fuel reserve of the unit so it leaves on its own, also, can helicopters land on ships other than their mothership? i know there is a "rebase" order but i havent seen it being used
33:00 this over the top jamming reminds me of how the Star Wars semi-cannon lore reason (pre-Disney EU) that all space combat in Star Wars takes place within visual range, often with actual manually aimed crosshairs, is that EW tech advanced so quickly and got so widely proliferated that the Mk 1 eyeball is basically the only thing left that can reliably get a weapons grade lock without constantly getting spoofed or jammed, and short range direct fire energy weapons make more sense because you have to be that close for sensors of more expensive guided weapons to get burn through anyways.
Rockeyes *really* shouldn't sink a ship, but sure.
I think the best A-7 loadout would be either 2x AGM-45 and either 2x Mk83 or 24x Zuni
I mean, GG to the entire deck tho. That’s basically a dead ship
"How many medals should we give the pilots of VA-82?"
"Yes."
Seriously, PUC for the unit, and a Navy Cross for the pilot who took out the carrier, at a *minimum*, I would say =p
@@thisherehandleIdospout Going for a second and third ship on the same run? Medal Of Honor, no doubt about it!
Okay I didn't expect you to go full F-it and bomb the whole fleet!😂
Bro dandy care he sunk the Kyiv and was like f it
lol, you should've tried clusterbombing the yaks
at this point it wouldn't surprise me if that worked
Well, an F-15 has an IRL air to air BOMB kill.
@@ryanpayne7707 On a helicopter, if I remember correctly
18:51 So basically, you get Styx up the A🫏!😂 Also, the pilot dropped his balls on the Kiev first, then the cluster bombs hit.
those cluster bombs exploding across the entire ship reminds me of the Kinetic Penetrator missiles from Nebulous Fleet Command. they're very expensive and overpenetrate if hitting a target from the side, but hit from ahead or aftward and you'll see the entire ship explode from bow to stern
I think the jamming is quite overpowered
They've nerfed it recently
@@Stealth17GamingThat's great news! was it after o before this video was recorded? thanks!
@renato892-j4i The nerf was after I recorded this video
@@Stealth17Gaming Thank you very much!
AGM - 45 Shrikes have relatively small warheads. They're great for popping radar antennae and other relatively delicate structures but not too great at hurting the structural integrity of a ship, (~66kg blast-frag warhead.) They did their job by reducing the ship's ability to defend themselves though. To actually kill the ships you'll need something with a bit more 'oomph'.....or LOTS of Shrikes.
Keep the 'what if's?' coming though. They're always fun to see how they play out.
(Edit: Serious Death Star trench run vibes from the attack on Kiev!)
I waited until I could watch both parts together. A really great scenario.
Something to think about: If you have several different missile platforms, try to attack the enemy formation with missiles from different directions at the same time. For example, in this scenario you have the P3, the A 7 and your ships are in different directions to the enemy. It makes defending against incoming missiles very difficult because I have to divide my defense capacity in different directions. It obviously requires more planning, but it makes the entire attack more effective.
Good content, amazing video again!
Yak-38 is a full equivalent of Harrier. No radar and can carry only two R-60 air-to-air missiles with a range of 3.8 - 5.4 nautical miles (in comparison to 9.8 nm of AIM-9L).
True, though it should have absolutely been able to wipe the floor with an A-7, which is a ground attack jet. especially with a numbers advantage
Harrier can carry more than just two missiles, and Yak38's can carry more than two R-60M's. In game they have an available loadout of two R-60M's and two Kh-23's, which would make them much scarier. Stealth is right that the AI had the capability to launch a wing with anti-ship missiles but just didn't.
@@Tom-jt1mr Yak-38 would've been scarier if Kh-23 had more than 5.4 nm of range
Big brain move. Two squadrons, one anti-ship missiles, the other with cluster bombs. Anti-ship missiles are launched at the edge of cwis range with cluster bombers directly after. but only when anti air radar is jammed lol
i think those cluster bombs are over performing, i could see them wrecking everything topside, but to actually cause a ship to sink?
Control: A-7, you switched off your targeting computer. What's wrong?
A-7: Nothing. I'm alright.
Kaboom!
He used the force
ARMs tend to have small warheads meant to make a lot of frag to tear up radar antennas. They aren't going to sink a warship but they will blind it and leave it vulnerable to other weapons. Hitting the escorts with Shrikes first is a solid strategy.
Lore accurate A-7Es
Maybe you hit the FCR on the Udaloy with the Shrike attack earlier.
Who needs a battle group when all you need is a flight of A-7s with clusters
I would have the P3's attack with Harpoons before the A7s attack so that the missiles arrive as the A7s attack
That was great!
I've been needing a good laugh. Thanks!
such good entertainment! Can't wait for this game to become available. tks for the content.
In a realistic setting, wouldn't the Kiev have some CAP up?
Nice one, I'd like to see this scenario in the workshop and play it!
This is an included one :)
This game looks so fun, never played one of these more sim like rts games. gunna have to buy this.
Excellent video. Great tactics.
those missiles you have discovered with chopper must have some kind of SHORAD system or HMGs at worst.
I've failed this mission once, cause the Harpoons from one P3 smashed into a little island(
And today I finally sucseed - 8 Harpoons + jamming = 6 hits to Kiev, although she still stayed above the water, than a couple of Shrikes and many bombs from A-7s - and that's it. Lost only one A-7, and another one was hit by friendly fire in gun attack against land AShM...
Surface ships here are near useless) I wanted to ruin SA-2 base with 16" (missiles proved ineffective), but one flying Tomahawk didn't allow me to incresce speed more than x10)
Ah yes, I can't believe that the small missiles designed to take out enemy air defense radars didn't actually do all that much damage when used against a large warship
Smart to try to blind the ships to open up for further strikes but shouldn't really be expected to sink anything
Was a lot of fun to watch
Scratch one Flat Top! Doing it old school. Who would have thought it. McClusky rides again!
However, as you observed, the AI still is not good with handling carrier aircraft.
I really hope they fix the cluster bombs vs ships. i can imagine they would be good at messing up the radar dishes but little else
Thanks for another great scenario!
would like to see you replay this with what you have learned so that the US battlegroup play more of a part....
these are the highlight of my day stealth
Didn't know cluster bombs had that much penetration, let alone that much damage since every bomblet has a warhead measured in grams/ounces.
190mm pen IRL, same warhead as the old navy Mk5 HEAT head for the 2.75" rocket system It's where the name comes from, Rock(et)eye. Part of the whole "eye" series of unguided weapons, which somehow managed to include the AGM-62 Walleye guided bomb because reasons
But yes, they're way overpowered.
" .. CATCH ! .. " a cluster bmb :D i
Cant wait to play this
Wow those CBU-100s 🤩🤩🤩
big balls = big win. Trust in science 💥
Just out of curiosity, are all of these scenarios included/will be available on release? I actually took next tuesday and wednesday off to play this game when it releases. Old school Harpoon/Harpoon II/ Fleet command player here. Never got into Cold Waters but when I saw this I couldnt mash the Wishlist button fast enough
Some of them are mine and you can find those on the workshop. Some are included in the base game, such as this one.
@@Stealth17Gaming Outstanding, thank you. I have watched most of your SP vids for the last month and I have some....thoughts... on how to do things differently. Yes, having seen the scenario and having a basic idea of what is about to happen is different than coming at it cold, but I am itching to see what happens.
ECM is still broken, id refrain from using it until they sort it out
Would love to see a mission based off the Russian nuclear sub that defected to the us and you have to protect it
You’re getting way better at this game. Just wanted to say that since we’ve given you so much grief.
Thank you for saying that
It would not make sense for the radar destruction to kill a ship. They are not core hits, though that should mission kill the vessel.
The Corsaires have Sidewinders? I forgot about that. And the Yaks are craptacular
Looks like cluster bombs slaps
The udaloy didn't shoot back with guns because you took out his directors with the shrikes previously.
if it's stupid, but it works... please don't hold back on trying wild stuff, gaming it is the best testing the game could get.
Does anyone know if burn through from radars is modeled yet? Or missles that home on jam? Doesnt look like it so far.
Who knew cluster bombs could do so much against naval assets
Most naval ships except for magazines isn't armored at all (CIC could have ballistic kevlar but that is about it.)
@@TheStefanskoglund1 Yeah, but compartmentalization means nothing internal is actually getting hit. The upper works are getting trashed yes, but you're not doing any real damage to the ship's survival outside of maybe starting fires
@@MandolinMagi doesnt really matter - it is mission kill either way.
Does anybody know if, when the Alpha is released, will it include any campaigns/missions, or will it be a bare-bones game without scenarios?
I wonder if it's a mistake by the creator of the mission or the AI is not up to scratch, but throughout the two episodes I was thinking "Where are the Yaks?"
The campaign is planned for q2 2025. Until then you can play scenarios from the game itself and those from the workshop (such as mine)
@Stealth17Gaming thanks very much!
Those CBUs are the stuff ahahahaha
Those bombs... oof.
That's not how TLAMs work...at that time it took hours to put together a mission, which was actually generated at a shore site and flown out to the BG. Much easier nowadays, though. Jamming and SEAD also needs work. EA-6Bs can't automatically jam everything, the jamming pods are mission-specific. Likewise Shrikes have to be told what to go after. The devs need to do their jobs and not just put out something that looks pretty.
That level of micromanagement doesn't sound like it would be very entertaining.
@@julhelm1821 That's an excellent point. Micromanaging the dropping of sonobuoys doesn't look fun either. My main point is that the devs could be doing SO MUCH MORE to streamline these labor-intensive tasks, but they seem focused on pretty but useless animations of ailerons and whatnot.
@@gsigs I am one of the devs. This is not supposed to be a CMO replacement. Given that you can drop an entire pattern of sonobouys with a single click of the mouse, it doesn't seem very labor-intensive to me. And the lack of pretty animations in other cold war naval games is a key reason why we're making this game to begin with.
I really don't think forcing the player to select which of the 8 Shrike subvariants they want to use is at all a good idea or decent gameplay.
Standard and HARM should really show up as well.
@@julhelm1821 Alright, good. It is not my fault that none of the streamers I've watched have demonstrated that. Thanks for replying, btw.
I Think You May Have Found An Idea For One Of Your Missions If You Plan To Make It
The kiew has the same firepower like the Kara. For AAW.
And where are the forgers ? Hunting the A7 and A 6 and P 3
AI dont know how to launch aircraft from carriers or airfields yet
Corsair II pilot channeling his inner Dick Best.
why can't the tomahawks just do a few loops so the target is outside minimum range?
Good question. I don't know. Gameplay balance perhaps, or too difficult to program a flight route?
These scenarios are kinda weird. Why do A-7s carry cluster bombs in an anti-ship role when they should be carrying (in the '80s) AGM-62 Walleyes? Plus, how is there no CAP over either force? Land based aircraft for the U.S. strike group and the Yak-38s from the Kiev. Having CAP would have greatly benefited both sides as the Helix could have been eliminated and prevented those SS(N)-12 strikes (it was providing guidance and detection) and the A-7s could have been hassled on their way into attacking the Kiev.
A-7 probably meant to be used against ground targets.
you damaged the Udaloys radar with a shrike thats why it wasn't firing much
Maybe THIS is why they won't allow planes in UAD? lol
WAIT, THEIRS A KIEV????
how is he playing if its not out yet kn steam please help
Content creator early access to build hype
@ ohhh thanks
when you do an airplane attack like that you may have more survival chances with afterburners on
Neither A-7 or A-6 have afterburners
@@josephknaak9034 ah my bad I forgot
What's this game called and what do I need to play in just a new computer some one get a hold of me please
Read the title, and its not out until the 12th
Wish we had nukes in this game 😊
The Ukrainian War has rewritten all we know about Russia and it's lackluster military. So this game and alike are based on a purely fictional world.
A7E is a far better plane than the YAK better armed and faster too from memory, even if the YAks had missiles still be shot from the sky by the A7Es.....
missile age my ass.
For April Fools: Operation Gen Z
Using USS Ohio (SSGN 726) and USS Gyatt (DDG 712) you must sail through the strait of Hormuz to the city of Riz in the county of Jam, Iran.
Horrible. I'd play it
Yeah wow..>DEVS pls watch this...Where is the air cover? Where is the counter attack? Lots of work to be done here - NO way some shitty old A7's could ever do this IRL....Lol...Cluster bombing an operational carrier...hahahah....LaLaLand! This game looked awesome till I saw this, hope they fix this as its complete fiction!
It's hardly an operational carrier. The Yaks are very basic.
The biggest issue right now is that the AI doesn't know how to launch aircraft. I hope they resolve that soon.
Agreed. A barely operational carrier lol. Game needs work. Looking forward to being to pay it still
28:25: What kind of Ace Combat shit is this?
LOL
Yak 38 was a very bad aircraft.
Jamming is way too effective
Why are the AD on those ships all turned off ? They use only guns. Really bad simulation.
Enjoy your videos but the constant, CONSTANT throat clearing is becoming extremely distracting, and taking away from your content
Sorry. Sore throat. Either this or no video
@ well when you put it that way. That’s fair enough. Apologies for making a shitty comment. Keep the videos coming and I hope your ailment improves 🤙
Sinking ships with cluster bombs???? Yeah I think it will be a hard pass on this game for me. If I wanted fantasy I'd play something else.
Absolutely they can. Rockeyes were used to great effect to finish off the Sahand in 1988.
@@julhelm1821 There is a world of difference between a tiny frigate and a vessel the size of Kiev. As a someone who served in the navy for 15 years I ain't buying that for a second.
@@1stpogo For what it's worth we're not happy with the damage system either because of edge cases like these and a thorough revision/redesigned is planned. What real world data we do have isn't terribly consistent though, to where a single Exocet sinks the Sheffield but Stark survives two of them, or it taking 4 Skippers, Harpoons and Rockeyes to sink a frigate and only then it's because it burned out and detonated the magazines.
If you have any data or knowledge to contribute due to your service we'd be more than happy to listen to it.
@@julhelm1821 Is there any separation between ship damage and sensor damage? I've played a bit of the tabletop Harpoon wargame and it limits certain attacks (Shrike, CBU's, strafing) to damage of unarmored topside systems.