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Khe Sanh Campaign Briefing

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Khe Sanh: Operation Niagara — Campaign Briefing Handbook

The 414th's working reference for Caucasus - Khe Sanh: Operation Niagara (Caucasus map, 21 January 1968). This is the brief-builder: accurate friendly order of battle, the win geometry, a fill-in mission-brief template, package recipes, a comms/FAC card, the AAA threat-defeat reference, and a phased campaign plan. Print it, fork it, scribble on it.

A C-130 on the Khe Sanh airstrip amid supply pallets, smoke, and the surrounding hills, 1968 The lifeline under fire — a C-130 on the Khe Sanh strip, 1968. USAF photo (public domain), via Wikimedia Commons; full image credits.

🟢🟡 Provenance & confidence — read this. This handbook is read straight from the campaign filesresources/campaigns/khe_sanh_niagara.yaml, resources/factions/USA 1970 Vietnam War.json, and resources/factions/nva_1970.json. Trust the ORBAT, factions, economy, settings, supply routes, and the enemy AAA/armor/SAM lists. Two things are designed but still being tuned / not yet flown and are flagged 🟡 where they appear: the exact SAM/IADS placement in the NVA rear (the build inherited Yankee Station's SAM laydown and is being thinned to a firebase feel — see §4/§10), and Combat SAR (a 414th feature still in in-game testing). The campaign is headless-validated, pending its first in-game flight pass.

⚠️ Mods/modules required. This campaign won't load or spawn correctly without the period content it's built on. From the campaign + faction files: Vietnam War Vessels (v2.3.0), OV-10A Bronco mod, Russian Military Assets Pack ([CH] T-54/ASU-85), WW2 Asset Pack (NVA), and the era modules it slots — A-4E, A-1 Skyraider, F-8E, A-6, F-100, OV-10, OH-6, plus the F-4/F-111C/B-52 it lists. Make sure your squadron's install matches before op night.


Table of contents

  1. Campaign at a glance
  2. Win conditions & how the siege breaks
  3. Friendly order of battle (real, from the campaign)
  4. The enemy in one screen
  5. Campaign CONOPS — the phase plan
  6. Weekly op-night runbook
  7. The mission brief template (fill-in)
  8. Package recipes
  9. Comms, FAC & code-word card
  10. Threat-defeat quick reference (it's an AAA fight)
  11. Combat SAR — downed over the hills
  12. Loadout & role pairing notes (1968)
  13. Appendix A — blank one-page brief sheet
  14. Appendix B — mission log / debrief sheet

1 · Campaign at a glance

Item Value
Campaign Caucasus - Khe Sanh: Operation Niagara (fork of NoGoodNews' 1968 Yankee Station)
Theater Caucasus (NW-Vietnam highlands mapped onto the foot of the Caucasus range)
Date / setting 21 January 1968 — the siege of Khe Sanh; Operation Niagara air umbrella
Our side USA 1970 Vietnam War — Marine/Navy/USAF/Army air, the carriers on Yankee Station
Enemy NVA 1970 — ground-heavy (armor + artillery + AAA), air-light (token guns-only MiG-17s)
Posture Asymmetric. Blue owns the air; red owns the ground and the initiative. Keep the base alive, then break the ring.
Economy skew Blue favoured — start $3000 / income ×1.5 vs red $1500 / ×1.2 (red's money feeds the ground)
Front reinforcements automate_front_line_reinforcements: true — the ring keeps pressing on its own
Threat profile Wall-to-wall AAA (12.7–57 mm + radar Shilka), armor at Lang Vei, SA-2/SA-3 in depth. No MANPADS (none existed in 1968).
Difficulty cushions invulnerable_player_pilots: true, player_skill: Excellent, enemy Average, day-only missions
Module note Many airframes are modern stand-ins for the period type (AH-1W for AH-1G, A-6E for A-6A, F-4E for F-4B/C, CH-53E for CH-53)

The one-sentence situation: two NVA divisions have ringed the Marine base at Khe Sanh; the only way in is by air — hold the perimeter with round-the-clock tac air, Arc Light, and airlift, then break the siege with the Pegasus relief.


2 · Win conditions & how the siege breaks

This is a dynamic campaign built around a siege topology. There's no scripted ending — you win by relieving Khe Sanh and rolling the NVA off the perimeter.

Map of the Khe Sanh valley — base, airstrip, hill outposts, Route 9, Lang Vei The real ground the layout abstracts: the base + airstrip, the hill outposts, Route 9 east, and Lang Vei to the SW. Public domain; see the visual briefing for the aerial + Jan-1968 disposition map and full credits.

The map (Caucasus → Vietnam):

Vietnam Caucasus CP Side Role
Khe Sanh Combat Base Kutaisi BLUE the besieged base — encircled, air-only resupply (starts at 0.25 strength)
Hill 881S (forward outpost) Hill 881S FOB BLUE blue forward FOB, airlift-supplied with Kutaisi
The hills (881/861/558) + NVA artillery Sukhumi RED the siege ring NW — artillery + AAA on the high ground
Route 9 / Pegasus axis Senaki RED the NW approach the relief must reopen (token MiG-17s here)
Lang Vei SF camp Kobuleti RED SW — the armor threat (PT-76 / [CH] T-54), Route 9
Da Nang (tac-air rear + relief) Batumi BLUE main blue tac-air base + the Pegasus ground-relief pocket
Yankee Station Naval-1 / Naval-2 BLUE the carriers offshore (A-4/A-6/F-8/RA-5/E-2)
Deep-east rear Tbilisi-Lochini BLUE the heavy rear: fast jets, B-52 Arc Light, EC-121, tanker, airlift

The siege geometry: Kutaisi (blue) is encircled — every land-adjacent CP (Senaki, Sukhumi, Kobuleti) is red, so the front rings the base and its only lifeline is air. Blue's other holding (Batumi + the carriers) is a separate pocket, not land-adjacent to Kutaisi. Kutaisi's 0.25 strength pulls the siege fronts in tight (~7/13/28 km on the Senaki/Kobuleti/Sukhumi axes).

The win arc = Operation Pegasus: push from Batumi through Kobuleti / Senaki to link up with Kutaisi — that breaks the siege. Get there by:

  • Keeping the base alive — CAS on the perimeter, airlift/resupply into Kutaisi + Hill 881S.
  • Killing NVA ground — BAI/CAS on the hill artillery and the Lang Vei armor; Arc Light on the massed infantry. Red's economy feeds ground reinforcements (×1.2, automated), so attriting the ring is how the line moves your way.
  • The ground relief — as the front advances up the Pegasus axis, the encircling CPs flip and the ring opens.

Tempo: unlike a SAM-belt air war, the limiting factor here is how fast you can grind the ring while the airlift keeps the garrison fed. Air superiority is essentially free — spend your sorties on the ground fight, not on chasing MiGs.


3 · Friendly order of battle

Exact, from khe_sanh_niagara.yaml. All airframes are player-flyable era types (some modern stand-ins). Sizes are starting squadron strength.

Kutaisi — Khe Sanh Combat Base (the besieged garrison)

Squadron airframe Role Size
AH-1W SuperCobra CAS 4
OV-10A Bronco CAS / FAC(A) 4
A-1H Skyraider CAS (forward "Sandy") 4
UH-1H Iroquois Air Assault (medevac/resupply) 4

Batumi — Da Nang (forward tac-air strip + Pegasus staging)

Squadron airframe Role Size
A-1H Skyraider CAS 8
F-8E Crusader BARCAP 8
CH-53E Air Assault (heavy lift) 2
UH-1H Iroquois Air Assault 4

Tbilisi-Lochini — deep-east rear (fast jets + heavy fixed-wing)

Squadron airframe Role Size
F-100D Super Sabre CAS 12
F-4E-45MC Phantom II Strike 12
RF-101B Voodoo Armed Recon 4
B-52H Stratofortress Strike (Arc Light) 4
EC-121D Warning Star AEW&C 2
KC-135 Stratotanker Refueling (boom) 2
C-130J-30 Transport (Khe Sanh airlift) 4

Naval-1 — carrier on Yankee Station (USS Enterprise)

Squadron airframe Role Size
E-2C Hawkeye AEW&C 2
F-8E Crusader BARCAP 12
A-4E Skyhawk Strike 12
A-4E Skyhawk Strike 12
RA-5C Vigilante Armed Recon 4

Naval-2 — carrier (Bon Homme Richard)

Squadron airframe Role Size
A-6E Intruder Strike (all-weather) 12
A-4E Skyhawk CAS 12

Reading the roster for tasking:

  • CAS / FAC — the main effort. A-1H Skyraider (the iconic "Sandy", Kutaisi + Da Nang), A-4E Skyhawk (carriers), F-100D (Tbilisi), AH-1W gunships, and the OV-10A Bronco as your FAC(A) (the faction's JTAC airframe). This is where most sorties go.
  • Strike / interdiction. A-6E (all-weather, big bomb load), F-4E (Tbilisi), A-4E. Hit the hill artillery, the Lang Vei armor, and the supply road/bridges.
  • Arc Light. B-52H out of Tbilisi — area saturation on massed NVA.
  • Air superiority (cheap). F-8E Crusader (Da Nang + carrier) and the F-4E cover the token MiG-17 presence at Senaki. Carries AIM-9 + guns — and that's plenty here.
  • Recon. RF-101B Voodoo + RA-5C Vigilante — find the guns, the armor, and the bomb damage.
  • Lift / lifeline. C-130J (the Khe Sanh airlift), UH-1H (medevac/resupply), CH-53E (heavy lift).
  • Enablers. EC-121D + E-2C for the air picture, KC-135 boom tanker.

⚠️ Tanker gotcha (plan around it): only the boom KC-135 is fragged (at Tbilisi). It feeds the USAF jets — F-100D, F-4E, RF-101B, B-52H. The Navy/Marine probe jets (A-4E, A-6E, F-8E, A-1H) have no drogue tanker in the laydown — they rely on short legs from the carrier / Da Nang and hot-pit turns. Keep their fragged ranges honest, or add a KC-130/S-3B drogue tanker squadron if you want carrier-jet AAR.


4 · The enemy in one screen

The NVA are ground-heavy and air-light — historically right. The campaign is not an air-superiority or SEAD fight; it's about surviving the guns and killing the ground force.

Air — token, and guns-only.

  • MiG-17F Fresco (×8, BARCAP) at Senaki — the only fielded fighters near the front. The faction date-gates their missiles out (R-3R/R-60 pushed to 1980), so they're guns-only knife-fighters. Don't get slow and low with one; keep energy, use F-8/F-4 to swat them. The faction can field MiG-19/MiG-21 but the campaign doesn't place them.
  • Mi-8 Hip at Sukhumi (CAS) and Senaki (transport) — the NVA's own lift/light-attack.

Ground — the real fight (BAI/CAS targets).

  • Armor at Lang Vei (Kobuleti): PT-76 amphibious tanks and [CH] T-54 MBT (plus [CH] ASU-85, T-55A, half-tracks) — the campaign's signature armor threat. Historically the PT-76 overran Lang Vei on 7 Feb '68 — the first NVA armor in the South.
  • Artillery on the hills (Sukhumi): BM-21 Grad and towed guns ringing the base.
  • Infantry massing on the perimeter — the Arc Light / TIC targets.

Air defense — AAA is the threat, not SAMs. From nva_1970.json:

System Type Note
ZSU-23-4 Shilka Radar-directed 23 mm SPAAG The dangerous one — accurate, tracks. Respect it.
ZSU-57-2 57 mm SPAAG (optical) Heavy hitter up to medium altitude.
S-60 57 mm Towed radar/optical 57 mm Reaches ~medium altitude; the classic NVA flak.
ZU-23 (towed + on Ural) 23 mm autocannon Everywhere; deadly low.
SA-2 / SA-3 + KS-19 Strategic SAM + 100 mm guns 🟡 In depth only (intended). See below.

🟡 On the SAMs / IADS. advanced_iads: true is set and the faction carries SA-2/SA-3 + the "Flat Face" search radar, but the exact SAM placement is still being tuned — the build inherited Yankee Station's SAM laydown and the design intent is to thin it to a firebase feel: AAA at the perimeter, SA-2 only in the deep rear. Also, the NVA field no AWACS and no dedicated EWR, so under the MANTIS engine the SA-2 net is likely detection-light. Net effect for you: plan against the AAA belt as the dominant, ever-present threat; treat any SA-2 as a deep-rear verify-in-game item, not a perimeter problem.

Naval — minimal. Small patrol boats (armed speedboats / S130) only. No real surface threat; blue owns the water (and brings the New Jersey / Oklahoma City gun line — see §8).


5 · Campaign CONOPS — the phase plan

The historical arc (Niagara → Pegasus) becomes a phased plan. Phases overlap; the automated ring keeps pressing, so the early phases are about not losing the base while you build toward the relief.

Phase 0 — Hold the perimeter & keep the lifeline open (turns 1–2)

  • Objective: don't lose Khe Sanh. Blunt the closest assaults; keep Kutaisi + Hill 881S supplied.
  • Fly: CAS on the perimeter (A-1H, AH-1W, A-4E) under FAC(A) control (OV-10); airlift (C-130) and medevac (UH-1H) into Kutaisi; light BARCAP (F-8E) for the token MiGs.
  • Win when: the perimeter is stable and the airlift is flowing.

Phase 1 — Break the guns & find the armor (turns 2–4)

  • Objective: beat down the AAA on the hills so strikers can work, and locate the Lang Vei armor.
  • Fly: recon (RF-101B/RA-5C) to map the guns + armor; BAI on the hill artillery; FAC-directed CAS; first Arc Light boxes on massed infantry. Keep CAS feeding the perimeter.
  • Win when: the worst of the perimeter AAA is suppressed and the armor/artillery is mapped.

Phase 2 — Kill the armor & the artillery (turns 4–7)

  • Objective: destroy the Lang Vei (Kobuleti) armor and the hill (Sukhumi) artillery — the things that can crack the wire.
  • Fly: dedicated anti-armor strikes (A-6E/A-4E/F-100 with Rockeye/snake/napalm), sustained Arc Light, naval gunfire if you want it. Push the Batumi front toward Kobuleti.
  • Win when: the armor threat is gone and the ground front starts moving up the Pegasus axis.

Phase 3 — Operation Pegasus: break the ring (turns 7+)

  • Objective: advance from Batumi through Kobuleti / Senaki to link up with Kutaisi.
  • Fly: CAS/BAI ahead of the advancing front, interdiction of the supply road (cut the bridges — see §8), Arc Light on the NVA divisional rear, continued airlift until the road opens.
  • Win when: the front reaches Kutaisi — siege broken.

Carry one idea through every phase: the air keeps the base alive; the ground fight wins it. Don't let the airlift lapse while you chase the offensive.


6 · Weekly op-night runbook

A repeatable Saturday flow. The mission commander (MC) owns the plan; everyone else fills it.

Before op night (MC, in the Retribution tool):

  1. Sync the save; read last turn's SITREP (losses, base captures, front movement) and the current siege geometry.
  2. Pick this turn's objective off the phase plan (§5): one main effort (perimeter CAS / anti-armor / Pegasus push) + the standing airlift.
  3. Lay the packages (§8): main-effort CAS or anti-armor under a FAC, an Arc Light if there's a massed target, the C-130 airlift, light BARCAP, and a Combat SAR alert if helos are free.
  4. Assign player slots to the sorties that matter; let the AI fill BARCAP/lift.
  5. Generate the mission. Confirm the FAC/JTAC is set, day-only is on, and kneeboards generated.

At the brief (MC, ~10 min): run the §7 template. Emphasise the gun threat and run-in discipline (this campaign kills you with flak, not missiles).

Flight leads: brief your flight's game plan, FAC contract, and comms off the package brief.

After the flight (MC): run the §Appendix B debrief, fly the turn, capture the SITREP.

Role slate (assign each op night):

Role Typical airframe Job
Mission Commander any Owns the plan & timeline
FAC(A) OV-10A Bronco Finds targets, marks, controls the CAS stack
CAS lead A-1H / A-4E / F-100D / AH-1W Puts ordnance on the perimeter under the FAC
Anti-armor lead A-6E / A-4E Kills the Lang Vei armor
Arc Light B-52H Area saturation on massed NVA
BARCAP F-8E Swats the token MiG-17s (cheap insurance)
Airlift C-130J / UH-1H Keeps Khe Sanh + Hill 881S fed
Recon RF-101B / RA-5C Maps guns, armor, BDA
Sandy / CSAR A-1H + UH-1H/CH-53E Rescues downed aircrew over the hills

7 · The mission brief template

Copy this for each mission. Fill the brackets. A stripped one-pager is in Appendix A.

======================  KHE SANH — MISSION BRIEF  ======================
OP / TURN / DATE: Niagara · Turn [N] · 21 JAN 1968 (+[turns])
MISSION #: [____]      MC: [callsign]

1. SITUATION
   Last turn (SITREP): [losses / front movement / base status]
   Siege now: [where the ring is; is the airlift flowing?]
   Enemy: [AAA known on this axis / armor or arty located / token MiG note]
   Friendly: [adjacent packages, the ground push, airlift status]
   Weather / light: DAY. [ceiling / vis / wind]

2. MISSION (who-what-where-when-why)
   "[Package] will [task] [target] vic [hill/Lang Vei/Route 9] at [TOT]
    under [FAC callsign], in order to [phase objective]."

3. EXECUTION
   a. Commander's intent / main effort: [the one thing that must happen]
   b. Scheme of maneuver:
        - Push: [time]   IP / Contact pt: [point]   TOT: [time]
        - [Flight] — [role] — [run-in plan, FAC check-in, deliveries, egress]
   c. Game plan vs. the GUNS (this is an AAA fight — §10):
        - Hard deck / roll-in altitude: [stay above the auto-AAA floor]
        - Run-in: vary axis every pass; NO repeat passes on the same heading
        - Shilka (radar 23mm) called: [terrain-mask / re-attack from a new axis]
        - Egress: jink, don't dive low to admire the target
   d. Weapons / loadout per flight: [§12 — period iron, snake/napalm/rockets/gun]
   e. FAC contract: [marks (Willie Pete), talk-on, line-up, cleared hot / abort]
   f. Success / abort criteria: [what "done" is; when to knock it off]

4. COORDINATION & COMMS (§9)
   FAC(A): [callsign / freq]   AWACS: [EC-121/E-2 callsign / freq]
   Tanker: [KC-135 / freq — USAF jets only]   Airlift window: [if deconflicting Kutaisi]
   Package freq: [____]   Guard: 243.0
   Code — PUSH [____]  CLEARED HOT [____]  ABORT [____]  TROOPS-IN-CONTACT [____]

5. ADMIN & SAR (§11)
   Bingo / Joker: [____]   Divert: [Da Nang/Khe Sanh/carrier]
   Combat SAR: Sandy [A-1H flight], Dustoff [UH-1H], freq [____]
   If you go down: [over hostile hills — get off the LZ-side slope, guard, Sandy runs it]

6. CONTINGENCIES
   - Weather below mins over the target: [divert / re-task]
   - FAC off-station: [hold / abort the CAS — no uncontrolled drops near the wire]
   - Airlift threatened: [escort / suppress the gun that's ranging the strip]
   - Heavy AAA on the briefed axis: [shift IP, attack from a new bearing]
========================================================================

8 · Package recipes

Fast templates for the tool. Scale to what's available and to the threat. Note how different this is from a modern war — no SEAD/DEAD packages (AAA isn't killed by HARM), and air superiority is an afterthought.

Package Core Support Notes
FAC + CAS (the bread and butter) OV-10 FAC(A) + 2–4× A-1H / A-4E / F-100D AH-1W gunships The FAC finds/marks; CAS works the perimeter. Most sorties.
Anti-armor (Lang Vei) 2–4× A-6E or A-4E (Rockeye/snake/napalm) OV-10 FAC Kill the PT-76/T-54 at Kobuleti. The signature BAI mission.
Arc Light 1–3× B-52H (recon to fix the box) Area saturation on massed infantry/arty. Deconflict the box hard.
Hill interdiction 2–4× A-4E / F-100D / A-6E OV-10 FAC + recon Beat down the Sukhumi artillery + AAA.
Road/bridge interdiction 2× A-6E / A-4E recon Cut the destructible bridges on the NVA supply axis (Route 9).
BARCAP (cheap) 2× F-8E EC-121 / E-2 picture Token MiG-17 insurance. Guns + AIM-9 is plenty.
Airlift / resupply C-130J + UH-1H (CAS on call) Keep Kutaisi + Hill 881S fed. Protect the strip from ranging guns.
Naval gunfire (optional) New Jersey / Oklahoma City gun line The faction carries the BB/CLG; shore bombardment of the coastal ring.
Combat SAR (§11) A-1H "Sandy" ×2 + UH-1H/CH-53E AH-1W Stand up when aircrew goes down over the hills.

Put a FAC (OV-10) over any CAS push — talk-ons and Willie-Pete marks are how you put iron on a gun or a bunker line you can't see from altitude, and how you keep drops off the friendly wire.


9 · Comms, FAC & code-word card

Fill the blanks per mission; the structure stays constant. The FAC(A) is central here — more like a JTAC brief than a strike-package brief.

NETS
  Package (primary) ....... [____]      Guard ................... 243.0 / 121.5
  FAC(A) "[callsign]" ..... [____]      AWACS (EC-121/E-2) ..... [____]
  Tanker (KC-135, USAF) ... [____]      Airlift / Khe Sanh tower [____]
  Combat SAR (Sandy) ...... [____]      Ground / TIC net ....... [____]

THE 9-LINE (FAC to attack) — copy it down
  1 IP/BP   2 Heading   3 Distance   4 Target elev   5 Target desc
  6 Target location   7 Mark (WP/laser/talk-on)   8 Friendlies   9 Egress
  Readback: lines 4, 6, and restrictions. Wait for "CLEARED HOT".

CODE WORDS (set fresh each mission)
  PUSH ......... [____]   (commit / run-in)
  CLEARED HOT . [____]    (FAC clears the drop)
  ABORT ........ [____]   (knock it off — go around, no drop)
  TIC ......... [____]    (troops in contact — danger-close discipline)

KEY BREVITY
  CONTACT ............ I see the mark/target you called
  TALLY / NO JOY ..... I see the target / I don't
  IN (heading) ....... rolling in on the attack
  OFF (direction) .... off target, egressing
  WINCHESTER / BINGO . out of ordnance / fuel to RTB
  DANGER CLOSE ....... friendlies within risk distance — FAC must clear, read back
  GUNS / TRIPLE-A .... taking AAA (give type + clock + where)

No "MAGNUM/MUD" SAM chatter here — the threat call that matters is "GUNS, [clock], [type]" so the flight can shift its run-in. And danger-close discipline near the wire is the whole ballgame.


10 · Threat-defeat quick reference

This campaign kills you with flak, not missiles. Carry this on the kneeboard.

The guns (the everyday threat)

Threat Defeat
ZSU-23-4 Shilka Radar-directed 23 mm — the accurate one. If it's up, terrain-mask and re-attack from a new axis; don't fly a predictable pattern in its arc. Kill it first if it's near your target.
ZSU-57-2 / S-60 (57 mm) Reach up to medium altitude. Roll in from above their effective ceiling, dive, deliver, egress jinking. Don't loiter or make repeat passes on one heading.
ZU-23 (23 mm) + 12.7/14.5 mm Lethal low. Stay above the auto-AAA floor near the target; if you must go low, go fast and unpredictable, one pass.

The golden rules (1968 tac-air):

  • There are no MANPADS. Medium altitude is comparatively safe — use it. The historical loss driver was diving into the auto-AAA envelope and making repeat passes.
  • Vary everything — IP, run-in heading, roll-in altitude. The gunners learn a pattern fast.
  • One pass, haul ass when the guns are hot. Let the FAC re-mark for the next jet, don't re-attack the same line.
  • Let the FAC find the gun. A Willie-Pete mark on a flak pit is a target; an un-spotted gun is what gets you.

Air & SAM (minor here)

  • MiG-17F — guns-only (missiles date-gated out). Keep energy, don't slow-fight; F-8/F-4 with AIM-9 + guns handle it. AWACS (EC-121/E-2) gives the picture.
  • 🟡 SA-2 / SA-3 — deep-rear only and likely detection-light (no NVA AWACS/EWR). Not a perimeter problem; verify placement in-game before planning any deep strike around it.

11 · Combat SAR — downed over the hills

A downed airman over the NVA-held hills is the COIN mood of this campaign, and the faction carries the classic rescue package: the A-1H "Sandy" escort + UH-1H "Dustoff" / CH-53E pickup.

  • Sandy — A-1H Skyraider (Kutaisi + Da Nang): finds and protects the survivor, suppresses the guns around them, walks the helo in.
  • Dustoff / pickup — UH-1H (medevac) or CH-53E (heavy lift).
  • Gunship — AH-1W for suppression.

Two campaign-specific notes:

  • 🟡 Combat SAR is a 414th feature still in in-game testing (open items on the checklist) — fly it, but brief it as a capability we're shaking out, not a guaranteed safety net.
  • invulnerable_player_pilots: true is set for this campaign — your own pilot won't be killed in the cockpit, which softens the stakes of going down. CSAR is still the right play for immersion and for AI aircrew, but it's a cushioned ride here by design.

Downed-airman contract (put it in §5): get off the LZ-side slope to defensible cover, comms on the SAR/guard freq, let Sandy run the on-scene picture, authenticate per the day's plan.


12 · Loadout & role pairing notes

Period 1968 — dumb iron, napalm, rockets, and guns. There are essentially no PGMs in this fight; accuracy comes from the FAC, the dive, and the gun.

Role Airframe(s) Typical period load Notes
CAS (prop) A-1H Skyraider Mk-82/snakeye, napalm, LAU rockets, 20 mm The loiter king. Sandy + perimeter CAS.
CAS (jet) A-4E, F-100D Mk-82/snake, napalm, Zuni, Mk-20 Rockeye, gun Fast CAS under the FAC.
Anti-armor A-6E, A-4E Mk-20 Rockeye, snake, napalm Rockeye is your armor-killer at Lang Vei.
Strike / interdiction A-6E, F-4E Mk-82/83/84, snake A-6E = all-weather, big load; bridges + arty.
Area saturation B-52H Full conventional bomb bay Arc Light boxes — deconflict hard.
Gunship AH-1W rockets + cannon (+ TOW where fitted) Perimeter CAS, escort.
FAC(A) OV-10A Bronco Willie Pete marking rockets + LAU rockets + gun Finds, marks, controls. The keystone.
BARCAP F-8E Crusader AIM-9 + 20 mm "Last of the gunfighters" — perfect vs the MiG-17.
Recon RF-101B, RA-5C cameras Map the guns, the armor, the BDA.
Lift C-130J, UH-1H, CH-53E The lifeline. C-130 = Khe Sanh airlift.

Tanker pairing (don't strand a striker):

  • Boom (KC-135, the only one fragged): F-100D, F-4E, RF-101B, B-52H.
  • Probe (no drogue tanker fragged): A-4E, A-6E, F-8E — fly off the carrier / Da Nang ranges, or add a KC-130/S-3B drogue squadron.

Note: restrict_weapons_by_date is off by default for this campaign, so the loadout editor may offer later stores — fly the period iron above for the right feel (and to keep it honest to '68).


Appendix A — blank one-page brief sheet

Print one per flight lead.

KHE SANH  ·  TURN [__]  ·  MSN #[____]            MC: [______]

CALLSIGN: [______]  AIRFRAME: [______]  #SHIP: [__]  ROLE: [__________]

MISSION: ________________________________________________________________
TARGET / AREA: ________________________  TOT: [______]  PUSH: [______]
FAC(A): [__________]  FAC FREQ: [______]

RUN-IN PLAN:  IP [______]  ROLL-IN ALT [______]  AXIS (vary!) [__________]
HARD DECK: [______]   BINGO: [______]   JOKER: [______]   DIVERT: [______]

GUNS EXPECTED: _________________________________________________________
GAME PLAN: _____________________________________________________________

COMMS:  PKG [______]  FAC [______]  AWACS [______]  GUARD 243.0
CODE:   PUSH [____]  CLEARED HOT [____]  ABORT [____]  TIC [____]

LOADOUT: _______________________________________________________________
SAR: Sandy [______]  Dustoff [______]   If down: ______________________
NOTES: _________________________________________________________________

Appendix B — mission log / debrief sheet

One per mission; feeds next turn's SITREP.

KHE SANH DEBRIEF  ·  TURN [__]  ·  MSN #[____]  ·  [date]

OBJECTIVE THIS TURN: ____________________________________________________
RESULT:  [ ] MET   [ ] PARTIAL   [ ] NOT MET

PERIMETER: [ ] held  [ ] pressed  [ ] lost ground at ___________________
AIRLIFT INTO KHE SANH:  [ ] flowing  [ ] threatened by ________________
RED GROUND KILLED:  armor ____  arty ____  vehicles ____  troops (est) ____
BLUE LOSSES:  a/c ____  aircrew ____ (recovered __ / down __)
FRONT MOVEMENT (Pegasus axis): _________________________________________

WHAT WORKED: ___________________________________________________________
WHAT DIDN'T: ___________________________________________________________
NEXT TURN MAIN EFFORT (per §5): ________________________________________

Grounded in resources/campaigns/khe_sanh_niagara.yaml, resources/factions/USA 1970 Vietnam War.json, and resources/factions/nva_1970.json. Build/design notes: docs/dev/design/414th-khe-sanh-campaign-notes.md. Items marked 🟡 (SAM/IADS placement, Combat SAR) are designed-but-pending and should be verified in-game. Callsigns, frequencies, and code words are illustrative and freely editable.


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