
			<Jelly Bean #6>
		      RUN SILENT, RUN DEEP
			    92.03.01
			(c) cobalt shiva

1.0 BACKGROUND:	  This file package contains a Jelly Bean.  
It examines the effectiveness of Pakistani anti-submarine 
platforms at the beginning of 1997.  The theme for the scenario 
is taken from events that transpired (will transpire) on 
the second day of the war between the State of India and the 
Nations of the Koranic Compact.

1.1 	You will be playing the role of the commander of 
Pakistan's premier anti-submarine squadron centered on 
the Babur.  As such, you will be the BLUE commander.   
HArI O will be in command of one of the three submarine 
squadrons attached to India's Western Fleet.  He will be the 
RED commander.

1.2	  Accompanying the Babur will be two former US 
Garcia class Frigates, and three fast attack patrol craft, 
Shanghai class.  In addition to the helicopters embarked on 
these warships, you will also have at your disposal a 
number of aircraft stationed at Karachi.

1.3	The scenario has been written so that you (as the 
BLUE commander) must deal with a number of the factors 
faced in typical ASW operations.  First, you are confronted 
with locating a relatively small number of small targets in a 
HUGE ocean.    This is made somewhat easier 
(unfortunately for you) by the fact that your adversary will 
also be looking for you too (your vulnerable merchants and 
tankers, actually).  

1.31	Second, you must chose how to prosecute any 
contacts made.  Your weapons platform of choice ought to 
be your helicopters.  They can attack submarines with 
impunity.  Unfortunately, they are themselves easy prey for 
patrolling enemy aircraft.  So...

1.32	Third, you must take care that your helicopters are 
not jumped by enemy jets.  Maintaining some sort of 
Combat Air Patrol (CAP) is therefore a prudent consideration.  
Unfortunately, there is seldom enough of that.  So you must 
consider whether or when to illuminate your air search 
radars.  This is generally adequate for alerting you to 
impending threats against your helicopters, especially if 
those patrolling helicopters can flee under the SAM 
umbrellas of their mother ships, or patrolling CAP can be 
vectored to intercept hostile bogies.  The only drawback is 
that there is hardly a better way to reveal the disposition of 
your own forces to an eager enemy than to turn on radars.

1.33	No matter what, you can never be everywhere all the 
time with everything you've got.   Still, you can be several 
places at one time, and with just the right resources at the 
crucial moments.  To do that, though, you will need a plan -- 
an operational plan.  That is the fourth factor. And that is 
what sorts out the commanders from the deck hands.  If you 
don't do well in this scenario, you may want to consider 
arcade style games again!

1.34	There is one typical factor in ASW operations that I 
have omitted.  And that is submarines of your own.  That is 
because they are typically not in constant communication 
with a task such as the one modeled in this scenario.  
Harpoon does not permit the simulation of delayed 
communications.  But I am considering another scenario, 
To Catch a Thief, to examine the issue of submarine based 
ASW operations in this theatre at this time in History.

2.0 ORDERS

2.1 BLUE ORDERS:  	Escort the BLUE merchants and 
oil tankers that appear in the scenario safely to within 30 nm 
of Karachi.

2.2 RED ORDERS:	Enforce the blockade of the Pakistani 
coast.  Destroy any Pak warships encountered.  Destroy any 
merchants bound for Pakistani ports.


3.0 INTELLIGENCE REPORT:  not available


4.0 SITUATION REPORTS: not available



5.0 BLUE VICTORY CONDITIONS:

5.1 MINIMUM:  Get at least one oil tanker and at least four 
merchant vessels to within approximately 30 miles of 
Karachi (for at least one minute).

5.2 TOTAL:  none (but you can play on after a minimum 
victory)


6.0 RED VICTORY CONDITIONS:

6.1 MINIMUM:  sink two oil tankers or three merchants.

6.2 TOTAL:  none


7.0 DISCUSSION:  

7.1	The scenario lasts for one day of game time.  It takes 
at least 18 hours of game time for BLUE to win.  As with all 
of my scenarios, variable starting forces and starting 
locations will alter the scenario from one run to the next, 
while leaving the theme intact.

7.2	The group of three merchants (the "Gulf" group) 
starts the scenario roughly 360 nm from Karachi.  Sailing at 
15 knots on a straight line course will get it there in just over 
24 hours.  That is not good enough.  You will have to make 
it go faster (and be noisier) if you plan on winning.  It is 
capable of 20 knots.

7.3	You will have one long range ASW aircraft.  It is quite 
an effective weapon.  It carries 100 quality sonobuoys and 
eight torpedoes.  And it can reach any part of the theatre of 
operations in an hour or less.  And its surface search radar 
can be quite effective against low flying aircraft, especially 
from high altitudes.

7.4	You will also have two Sea King helicopters.  These 
start the scenario in Karachi, but, like all your helicopters, 
they can be landed on the Babur.  These are your most 
effective helicopters, having exceptional endurance, and a 
sizeable weapons loadout (both torpedoes and 
sonobuoys), plus a dipping sonar with good range.

7.5	Your surface group can more than take care of itself.  
Unfortunately, that does little good for the merchants and 
tankers under you protection.  So, in formulating your 
operational plan, you should give early consideration to 
detaching some of your units to move to escort the 
incoming cargo vessels.

7.6	Doing that (or not) is one of the factors you should 
consider.  You will be confronted with the problem of 
protecting four different cargo groups approaching Karachi 
from different directions and relative distances -- all with one 
Surface Group.  And, of course, you will have to ensure that 
the area around Karachi remains secure.  It will do you little 
good to safely escort your merchants and tankers to 
Karachi, only to lose them there!  Because the formulation 
and execution of an operational plan is such an integral part 
of this scenario, I have gone to great lengths to ensure that 
there are no "early" surprises in this scenario.  You will have 
plenty of time to conceive and initiate an overall plan.  Long 
enough, in fact, so that if it's the wrong plan, you may not 
have the time to recover!

7.7	One other important point.  Your Garcia class 
Frigates.  Both of them are equipped with AN/SQS-26 
sonars. (The letters have the following meaning: AN means 
"electronics"; SQS indicates ship-based (S) sonar (Q) 
whose primary function is searching (S); 26 is a serial 
designation.)  These are truly long range sonars.  Their 
primary frequency is approximately 3 KHz.  This means the 
sound they produce has a relatively long wavelength (about 
18 inches or 45 cm, about ten times that of sonars used in 
WW II).  This requires large sound receptors 
("microphones") in order to maintain good directionality.  
And, of course, you need a lot of them, especially if you 
want to listen in more than one direction at a time.  All this 
adds up to a "big" sonar.  The SQS is responsible for the 20 
meter "bulge" in the hull of these Frigates, if you've ever 
seen them out of the water, or in pictures.  These bulges 
reduce the hydrodynamic efficiency of the hulls, make the 
ships noisier and slower than they would otherwise be, etc.  
So, why build such a liability into a ship in the first place?  
Because, the longer a sound wave is, the further it can travel 
in water for a given amount of  attenuation.  The SQS is 
effective out to a range of roughly 15,000 yards (or nine 
miles) in a straight line.  But sound does not travel in just 
"straight lines" in water.  It bends.  And does so with very 
little attenuation.  This gives rise to "convergence" zones.  
This is particularly true of long wavelengths.  If a sonar can 
"hear" these wavelengths (whether as echoes or not), its 
range is substantially increased.  In short, these Frigates 
can be your "best" ears.  Make sure that they are positioned 
where convergence is possible, to maximize their 
effectiveness.  And don't squander that advantage by 
moving them at high speeds!

7.8	One last tip.  Turn on animations.  If nothing else, this 
will alert you to "unannounced" attacks on your ships, 
whether successful or not.

7.9	Comments and suggestions are always welcome.   Is 
there any particular issue you would like to see explored in 
a jelly bean?  Do you have any comments on the First 
Eurasian War now being examined in other scenarios?

<from the work shop and temporal stores of Cobalt Shiva, 73577,1755>


Title: Run Silent, Run Deep
Harpoon IOPG Scenario Jelly Bean FEW Blue (IBM)

(c) 92.03.01 cobalt shiva
[1]  jbean6: RUN SILENT, RUN DEEP 3/1/92

Downloaded from Harpoon Scenario Warehouse, filename JBEAN6.


