Thread: Sam
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Old September 22nd, 2023, 06:21 PM
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Default Re: Sam

SAMs, especially early long range ones, can have signifigantly long minimum ranges. So long in fact that they will really only get shots as fixed wing planes enter the map - not when actually on map making a strike run, and will have problems with helicopters even on very large maps.

So the place for area and other LR SAM systems is in the back zone, probably up on a commanding height with clear LOS over the entire battlefield. Of course, these will get spotted PDQ once tartgets get shot at...

Later SAM with smaller minimum ranges can be moved a bit closer up. But probably not over the halfway line. Manpads want to be up front as well. Manpads in the 70s are good (70s planes have limited EW), but thier EW generally does not keep up past the 80s. It can be a problem supplying manpads with ammo as well since they tend to be spread about the place - so a Manpads system on a truck may be better than a shoulder fired crew?. All will want to be on hilltops with a good LOS.

SAM usually have few rounds, so ammo trucks nearby are a good idea. However - see above regarding supplying Manpad systems that are shotgunned all over the place. At the least, assign some jeeps to those to run back to the resupply depot, behind a hill etc, not standing in the line of sight of the enemy. Me, I usually avoid shoulder fired Manpads - I'd rather have another ZSU-23-4 or Vulcan!.

However - Area and medium range SAM do best with some SP-AAA systems sprinkled in the mix to deal with close range shots, especially some human player being sneaky with "nape of the earth" helicopters trying to get within the minimum range and executing the SAM with thier rockets and cannon, by flying down river valleys or forest draws as masking. I like a ZSU-23-4 type thingy or Vulcan with a decent EW alue for that. Gephards and Tungaskas - nice but pricey!.

Also, a self-propelled SAM mounting wins out against the emplaced type - they can scoot after revealng themselves and not be where the inevitable arty strike or air attack lands. Emplaced ones need to be picked up by a big truck, shifted then dumped so relocation puts them out of service for 3-4 or so turns. An SP one can move a fair bit and be ready soon as it stops.
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