BOMB ALLEY
The Battle of San Carlos Water
21st
May 1982 ~ 21st
May 2011
by
Peter Hunt
The Vision
In
the early hours of 21st May 1982 the ships of Royal Navy
Amphibious Task Group 317 charged with mounting “Operation Sutton”, the
British liberation of the Falkland Islands after their occupation by the
Argentines seven weeks before, sailed towards what was to be the largest
air-sea battle since 1945.
On the port bridge wing of his flagship, HMS
Fearless, Commodore Michael Clapp looked out at his mixed force of warships,
amphibians and merchant ships, many of the latter still in their bright,
peacetime colours. “For the millionth time...” he thought of all
the things that had been done, that still were to be done, and could be
done, and wondered if he had done them right.
Then he “...must have slipped into a form of
involuntary daydream because I next saw a stream of people dressed in
Elizabethan clothes drifting across my imagination.
I had no idea who they were (although I
was certain that Drake was amongst them) but they gave encouragement by
saying, “It’s always like this before the action and there is nothing to
fear from the Don.””
Commodore Clapp dismissed his vision
as the product of deep tiredness and worry, but he felt immensely boosted by
it.
Peter Hunt’s vision was more prosaic.
I had all the ships for the Falklands/Malvinas
in 1:3000 scale.
I had all the aircraft for the Fleet Air Arm,
the Fuerza Aerea Argentina, and the Commando de Aviacion Naval Argentina
(COAN) in 1:700 scale.
Saturday 21st May 2011 was one of the
HKSW fortnightly meeting dates.
It had to be done …
The Game System
The
bugbear of modern naval wargaming is the size of the battlespace.
Normally you are talking of hundreds of miles.
However, almost all of the action in the Battle
of San Carlos took place within a space 20 miles by 15 miles into which were
crammed the 18 ships of the invasion force.
About eight miles south of this box HMS Ardent
was shelling Goose Green as part of the diversion plan for the operation.
Such a space should be available to any
wargamer.
My “Handbrake” modern naval rules normally
operate at 1” to 1 mile but for this battle we were able to triple the
scale.
The game system described below can be played in
conjunction with any set of tactical system you like.
The first attack happened at 0845hrs
Zulu and the last 1406Z.
My rules use 20 minutes turns so this translates
to 17 turns, not all of which see combat.
If you are using other modern naval rules, which
typically use much shorter turns, then, rather that have an interminable
number of turns, I suggest that you use 17 “action” turns described
below and develop some kind of bridging mechanism to your shorter combat
turns when they happen.
The
aim of the game was to recreate the balance, tempo and uncertainties of the
battle without giving the players either too much historical latitude or
introducing too many variables.
This was done by using a card based system to
generate the raids and the intercepts.
Cards are, usually, discarded after play so the
net effect will be to give the Argentines the same number of raids, and the
British the same number of intercepts as really happened in the Battle, but
not in the same order.
The British ships were disposed in
their historical positions a shown here -----.
Throughout the day there were one or two CAPs,
of two Sea Harriers (SHAR) each, patrolling to the North and South of the
battle area, flying in from the Carrier Battle Group some 130 miles to the
North-East.
However with no AEW and the Argentines attacking
out of the radar “clutter” of West Falkland, British intercepts were by no
means assured.
The decks of cards used to control
the game are made up as follows:
Argentine Deck = 15 cards
Diamond Ace = Multiple raid with four flights.
Diamond J.Q.K. = Multiple raid with two flights.
Diamond 7, 8, 9, 10 = raid with single flight.
Diamond 2, 3, 4, 5, 6 and Heart Q, K = All clear. No
raid.
British Inbound intercept Deck = 17 cards
Spade A, K, Q = Intercepted.
Joker = Bombs by error.
Clubs A to K = Not intercepted.
British Outbound Intercept Deck = 14 cards
Spade J, 10, 9 = Intercepted.
Heart A –J = Safe Home!
So, shuffle up the decks and let play proceed.
Turn Sequence
The normal turn sequence is:
-
Draw a card to see if there is
any raid.
-
If there is no raid move ships,
conduct damage control, and proceed to next turn.
-
If there is a raid:
-
Determine the number of
flights in the raid.
Place these aircraft on their approach
routes.
-
Draw a card from the British
inbound intercept deck for each incoming flight to see if it is
intercepted.
If they are intercepted conduct
air-to-air-combat.
If more than one aircraft of the
incoming flight is shot down the others abort.
-
Survivors conduct air-to-ship
strikes in order of the flight arrival.
-
Draw a card from the British
outbound intercept deck for each outgoing flight to see if it is
intercepted.
If it is, conduct air-to-air combat.
-
Move ships, conduct damage
control, proceed to next turn.
Turns 1 and 2 are different because
Lt Grippa’s MB339 arrives automatically on turn 1 and Pucara 1 flight
arrives automatically on turn 2.
Do not draw from the Argentine deck on these two
turns, but draw from the British decks as normal.
Argentine flights arrive in the order
given below:
Call Sign
|
Composition
|
Turn #
|
Historical Notes
(Damaged caused and suffered)
|
Grippa
|
1 X MB339 COAN
|
1
|
Negligible damage on Argonaut.
|
Pucara 1*
|
2 X
Pucara
|
2
|
|
Diversion 1*
|
4 X Mirage III
|
3
|
|
Leon
|
2 X Dagger
|
3
|
Negligible damage on Antrim.
|
Nandu
|
3 X Dagger
|
3
|
1 shot down by Sea Wolf.
|
Zorro
|
3 X Dagger
|
3
|
Negligible damage on Brilliant.
|
Perro
|
3 X Dagger
|
4
|
Fire and systems hit (SAM) on Antrim.
Intercepted on exit with no loss.
|
Tigre
|
3 X Pucara
|
7
|
1 shot down by Stinger.
1 shot down by SHAR on exit.
|
Pato
|
4 X A4
|
10
|
2 shot down by SHAR on entry.
|
Mula
|
2 X A4
|
10
|
Reduced flight from 4 A/C.
1 Bombs by error.
|
Leo
|
5 X A4
|
12
|
Systems hit (propulsion), and fire on Argonaut.
|
Diversion 2*
|
2 X Mirage III
|
15
|
|
Cueca
|
4 X Dagger
|
15
|
Intercepted on entry by SHAR.
1 A/C shot down.
Others did not realise that they had been intercepted and
proceeded to bomb Ardent, starting fire and systems hit (guns).
|
Laucha
|
2 X Dagger
|
16
|
|
Raton
|
3 X Dagger
|
16
|
Intercepted on entry by SHAR.
All 3 shot down.
|
Tabanos
|
5 X A4 COAN
|
17
|
Critical hits, which later prove fatal, on Ardent.
Intercepted on exit by SHAR.
3 shot down.
|
*
= not a real call sign.
#
= historical turn of arrival – you can use this
for a more predicable game if you want.
Other Rules
The following rules add to the
historical accuracy and local colour of the game.
Argentine Bombs
Because
they were pressing their attacks at low level and their bombs did not have
enough time to fuse properly, and because they were using old munitions,
many Argentine bombs did not explode.
When a hit is achieved on a ship by an FAA
flight deduct – 1 from the damage dice role, (in “Handbrake” terms this
halves the chance of a critical hit and doubles the chance of negligible
damage.
Adjust your own rules accordingly.)
The COAN used rockets on the MB 339
and retardant bombs on the A4s so they did not have this problem on 21st
May.
Ardent Alone
HMS
Ardent was alone to the South of the battle area.
In Clapp’s words: "[s]he was a
sitting duck” to air attack.
Place her alone on a separate bit of sea away
from the battle area.
All Pucara strikes are directed at Ardent.
Any surviving bomb by error strikes are directed
at Ardent if she is still alone.
Ardent finishes her bombardment and arrives at
the south edge of the battle area on turn 14, 1300Z.
Ironically it was only then that her luck
changed …
Mula Flight
Mula flight originally had 4 aircraft
but two had to turn back.
Throw a D6 when Mula arrives.
On a 6 there are 4 A/C, on 5 there are 3, on a 4
or 3 there are 2, on a 2 there is only 1 A/C and on 1 no aircraft arrive.
Bombing by Error
South of the battle area lies the
hulk of the Argentine supply ship Rio Carcarana which had been wrecked by
the Fleet Air Arm five days earlier.
The Argentine pilots did not know of her
location and reasonably thought that she was a British ship.
When the Joker is drawn, dice for each aircraft
in the flight.
On a score of 1, 2 or 3 they bomb the Rio
Carcarana.
On a 4, 5, or 6 they proceed up Falkland Sound
to the battle area and will bomb Ardent if she is still alone, if not they
enter from the south and attack normally.
Diversion Flights
The Mirage diversion flights were
attempts to lure the SHAR CAPs into an air-to-air battle away from the
battle area, allowing the Argentine attack aircraft free passage.
The British did not play.
If the British draw an intercept card on a
diversion flight they replace it in the pack and shuffle.
As an optional rule if there is a diversion
flight the British do not draw from their deck but throw a D6.
On a 1 the British intercept the diversion
flight with two SHARs but do not draw any cards for other incoming flights.
On a 2 the British intercept the diversion with
four SHARs but do not draw any cards for both incoming and outgoing flights.
On a 3-6 they draw from both decks as normal.
The British do not draw
to intercept outbound diversion flights.
Attack Routes
Except for the Malvinas based Pucaras
and MB339s the Argentine aircraft operating over the Falklands were at the
very edge of their range.
Thus the diversion flights could not operate at
low level, directly escorting the attack flights but had to fly at high
level which was more economical.
The
attack flights had limited approach routes, to the north and south of the
islands, and further complicating their task the early flights took off from
their mainland bases before the exact locations of the landings was known.
To reflect this Argentine aircraft are limited
in their approach routes as follows:
-
Grippa approaches from the north.
-
Pucaras approach from the south,
and will attack Ardent alone.
They will only proceed to the battle area if
Ardent is sunk.
-
Leon to Perro flights approach
from the south.
-
Pato to Tabanos flights may
approach from the south, north or east.
Mark their chosen route (S, N or E) before a
card is drawn on turn 3.
Northern approaches arrive on the north edge, over the
sea and may:
-
Exit to the south over the sea.
-
Turn port into San Carlos Water
and run down either the northern or the southern arm of the Water.
Exit to the east over land.
-
Turn port over the Sussex
Mountains and run across both arms of the Water.
Exit to the north over land.
Southern approaches arrive at the south edge, over the
sea and may:
-
Exit to the north over the sea.
-
Turn starboard into San Carlos
Water and run down the either the northern or the southern arm of Water.
Exit to the east over land.
-
Turn starboard over the Sussex
Mountains and run across both arms of the Water.
Exit to the north over land.
Eastern
approaches arrive at the east edge, descend over the Verde Mountains and run
down either arm of San Carlos Water.
Exit to the north over the sea.
Flights crossing the Sussex Mountains
and attacking across the San Carlos Water had much less time to acquire
targets, but, correspondingly, were exposed to AA fire for a shorter time
too.
If attacking ships in the southern arm of San Carlos
Water the flight commander can only designate whether he is attacking the
northern or the southern part of the arm.
Throw a D6 and the score indicates which ship is
attacked, starting from the north or the south as appropriate.
(e.g. The flight is attacking the south, the
dice score is 3, so the third ship from the south is attacked.)
The attackers receive a –1 to their attack and
defending ships in the Water receive a –1 to their defence.
(Using “Handbrake” rules the –1 equates to about
a 25% reduction in effectiveness, adjust accordingly if using other rules.)
Note that flights attacking down the arms of the
Water, or across the northern arm have none of these penalties.
On
21st May no flights attacked from the East, but later experience
showed that they could have.
However such flights had a greater chance of
being intercepted by the CAP, and would also have had to face the ground
fire of the Marines and Paratroops who had already landed.
On the other hand they did not have to run the
gauntlet of the warships in the sound outside the water before they bombed.
If a flight is approaching from the east draw
two inbound intercept cards to it.
If one of these is an intercept conduct the
air-to-air combat as normal and then shuffle the intercept card back into
the deck.
If all three intercept cards have already been drawn
before the flight arrives, shuffle one intercept and one non-intercept card
back into the deck.
The intercept card is only valid if drawn
against an eastern approach.
Stingers, Blowpipes, GPMGs and the Occasional Rapier
In addition to the Ardent bombarding
Goose Green an SAS team was mounting a diversionary attack on the place.
These were armed with Stinger MANPADS.
Dice for each of the two Pucara flights before
they arrive.
On a score of 4, 5 or 6 one Pucara is shot down
by the SAS.
The Marines and Paratroops of the
invasion force were equipped with Blowpipe MANPADS, GPMGs, and were working
manfully to establish their Rapier SAMs in firing positions to defend the
beachhead.
Flights attacking across or down San Carlos
Water dice before, and/or after their attack as follows:
-
Flights arriving over Sussex
Mountains lose 1 A/C before they attack on a score of 6.
-
Flights arriving over Verde
Mountains lose 1 A/C before the attack on a score of 5 or 6.
-
Flights departing over land to
the north or east lose 1 A/C after they attack on a score of 6.
The Great White Whale
The
Canberra was painted white, like a hospital ship would have been, and, in
“Sharkey” Ward’s words: “Without exception, the Argentine pilots were
honourable men, and not one attacked what they thought was a sanctuary for
the injured.”
The Argentines may not attack the
Canberra. The
Canberra may fire at Argentines …
Victory and Defeat
There are no real victory conditions
for this game.
If you enjoy it, that should be satisfaction
enough.
You may, from the safety of your armchair, compare your
own performance to that of the real men who fought on 21st May
1982.
The Argentines lost 12 aircraft out
of 42 attack sorties.
British ships were hit eight times and ended the
day with Ardent critically damaged, she would sink later, significant damage
on Antrim and Argonaut, and negligible damage on Broadsword.
Both sides fought with honour and courage and in
the final analysis the British won what turned out to be a strategic victory
by securing the beachhead.
Drake did not reappear before Commodore Clapp,
but he must have been looking on with pride …
21st
May 2011
The
game turned out to be quicker to play than I thought it would be, and
Frankie Li and I got through it twice in the space of five hours, so we
certainly got a lot of value out of it.
Frankie’s hard charging personality
was well suited to the role of Argentine bomber pilot and he focussed on the
transports. He sunk Antrim and Sir Geraint, significantly damaged Ardent and
Sir Percivale, and caused negligible damage on Norland and Fearless, for the
loss of 12 aircraft.
When it was my turn in the Dagger
cockpits I focussed on the escorts to less effect, sinking Yarmouth and
Antrim, causing significant damage on Ardent and negligible damage on
Argonaut, for the loss of seven aircraft. Both games were tense but very
enjoyable, whilst the results seemed well within the bounds of historical
possibility. I think that there is a lot of mileage in this game and, no
doubt, will return to San Carlos Water.
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|