Hello friends
Introductions:
I am an Aviation (military) enthusiast with no connection to real military, the only knowledge is from WIKI and GOOGLE search and some books about aviation history (Osprey publishing, etc). I found this forum in part because of a google search looking for articles to balance the views that was posted in APA articles. Im happy to say in this forum i find lots of 'balanced' talk about aviation and not the usual 'this fighter VS that fighter talk' threads.
Query:
Im also new to the 'boardgaming' scene and recently i found a game thats peaked my curiosity in Naval Aviation campaign / planning. Its a boardgame called 'Hornet Leader' and its focus is not in the aircombat itself but more like a mission planning and pilot management including their stress level, their fatique and promotion. The combat mission part is mostly abstracted and ordnance weapon load is matched to the current target expected resistance (AAA/SAM/BANDITS). The Fog of War is simulated via random Event Card Draw that add additional / previously unknown Air Defense Sites, a random SAM attack , Political Limitation etc. The campaign tracks the Infrastructure , Intellegence and Reconnaisance factors that influenced the mission difficulty.
I know pilot training today is complemented with simulator time in addition to real flying time. But im curious to know how the Aviation military personel (eg USAF / USN / USMC or other countries) use computer to train their planning crew in a simulated campaign? Did they use computers as their opponent or did they use a 'RED team' enemy planners as OPFOR ? Im imagining they are using a vastly more complex planning simulation (not like the simplified game i describe above)
what i mean is how to train not the pilots but the planning officers who will create the winning strategy. How they will select pilots and ordnance load for every mission, how they plan to attack each target and suppress enemy air defences ?
IIRC the USMC used a computer game called TACOPS to help their soldiers learn about ground/armored combat, and a company called SONALYST (IIRC) make simulations for US NAVY and they also create a civilian game called 688(i) Hunter Killer thats pretty realistic in simulating 688(i) class submarine (realistic in comparison to other games)
Regards
Introductions:
I am an Aviation (military) enthusiast with no connection to real military, the only knowledge is from WIKI and GOOGLE search and some books about aviation history (Osprey publishing, etc). I found this forum in part because of a google search looking for articles to balance the views that was posted in APA articles. Im happy to say in this forum i find lots of 'balanced' talk about aviation and not the usual 'this fighter VS that fighter talk' threads.
Query:
Im also new to the 'boardgaming' scene and recently i found a game thats peaked my curiosity in Naval Aviation campaign / planning. Its a boardgame called 'Hornet Leader' and its focus is not in the aircombat itself but more like a mission planning and pilot management including their stress level, their fatique and promotion. The combat mission part is mostly abstracted and ordnance weapon load is matched to the current target expected resistance (AAA/SAM/BANDITS). The Fog of War is simulated via random Event Card Draw that add additional / previously unknown Air Defense Sites, a random SAM attack , Political Limitation etc. The campaign tracks the Infrastructure , Intellegence and Reconnaisance factors that influenced the mission difficulty.
I know pilot training today is complemented with simulator time in addition to real flying time. But im curious to know how the Aviation military personel (eg USAF / USN / USMC or other countries) use computer to train their planning crew in a simulated campaign? Did they use computers as their opponent or did they use a 'RED team' enemy planners as OPFOR ? Im imagining they are using a vastly more complex planning simulation (not like the simplified game i describe above)
what i mean is how to train not the pilots but the planning officers who will create the winning strategy. How they will select pilots and ordnance load for every mission, how they plan to attack each target and suppress enemy air defences ?
IIRC the USMC used a computer game called TACOPS to help their soldiers learn about ground/armored combat, and a company called SONALYST (IIRC) make simulations for US NAVY and they also create a civilian game called 688(i) Hunter Killer thats pretty realistic in simulating 688(i) class submarine (realistic in comparison to other games)
Regards