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Khe Sanh Role Cards
Print-and-fly quick-reference, one card per player role in the Campaign Briefing Handbook roster. Period 1968 loadouts and tactics; real Vietnam callsign/role heritage where it fits. Pair with the mission brief.
🟢🟡 History & loadouts. Tactics and ordnance are period-correct for 1968 — dumb iron, napalm, rockets, and guns; no PGMs, no SAMs to dodge, no MANPADS. The campaign does not date-restrict weapons by default (
restrict_weapons_by_dateoff), so the loadout editor may offer later stores — fly the era kit for accuracy. Several airframes are modern DCS stand-ins for the period type (noted on each card).
================ FAC(A) · OV-10A BRONCO · "COVEY" ================
🟡 Stand-in: in Jan '68 the FACs flew O-1/O-2 Bird Dog; the OV-10 arrived ~Jul '68.
JOB: Find the target, mark it, run the CAS stack, keep bombs off the wire.
LOADOUT ('68): LAU Willie Pete (white phosphorus) MARKING rockets ·
LAU-3 HE rockets · 7.62 guns · (smoke)
GAME PLAN
• Work low-and-slow over the target area — eyes on the guns, the trenches, the armor.
• Mark with Willie Pete; talk the attackers' eyes onto it; pass the 9-line.
• Clear each attacker HOT; near the wire it's DANGER CLOSE — they read back, you clear.
• You are the difference between iron on a gun pit and iron in the trees.
THREAT
• You loiter in the gun envelope — stay unpredictable, use terrain, don't orbit a Shilka.
COMMS: own the strike freq; 9-line to attackers; "CLEARED HOT" / "ABORT". TIC discipline.
===================================================================
================ CAS · A-1H SKYRAIDER · "SANDY"/"SPAD" ================
JOB: Loiter, hit hard, stay all day. Perimeter CAS and the RESCAP "Sandy" escort.
LOADOUT ('68): Mk-82 / Mk-82 Snakeye · NAPALM · LAU-3 / Zuni rockets · 4× 20mm
GAME PLAN
• The loiter king — work under the FAC, low-and-slow accuracy, big ordnance load.
• Perimeter CAS by day; the natural CSAR "Sandy" (see CSAR card).
• Napalm + snake on troops in the open / trench lines; guns on the gun pits.
THREAT
• You're in the small-arms/auto-AAA band by trade — vary the run-in, don't re-attack
the same heading, keep moving.
COMMS: FAC check-in, "IN"/"OFF", danger-close read-back.
SAR: you are often the rescue escort — see the CSAR card.
======================================================================
============== JET CAS · A-4E SKYHAWK + F-100D SUPER SABRE ==============
JOB: Fast CAS under the FAC — perimeter, hills, assembly areas.
A-4E SKYHAWK (carriers + Da Nang) — the Marine/Navy CAS workhorse
Load: Mk-82/Snakeye · NAPALM · Zuni · Mk-20 ROCKEYE (vs armor/troops) · 2× 20mm
Plan: dive deliveries from above the gun floor; the Super Gaggle escort for hill resupply.
F-100D SUPER SABRE (Tbilisi) — USAF fast mover
Load: Mk-82/Snakeye · NAPALM · LAU-3 rockets · 4× 20mm
Plan: quick CAS passes under the FAC; don't loiter in the flak.
BOTH
• Roll in from above the 57mm ceiling, deliver, egress jinking. ONE pass when guns hot.
• Vary IP and axis every pass — the gunners learn you fast.
COMMS: FAC 9-line, danger-close read-back. TANKER: A-4 = probe (carrier/Da Nang legs); F-100 = boom KC-135.
======================================================================
================ ANTI-ARMOR / STRIKE · A-6E INTRUDER ================
🟡 Stand-in for the period A-6A. The all-weather bomber — works the crachin.
JOB: Kill the Lang Vei armor; all-weather strike on the guns and the bridges.
LOADOUT ('68): Mk-20 ROCKEYE (armor) · Mk-82/83/84 · Snakeye · NAPALM
GAME PLAN
• Rockeye the PT-76/T-54 at Lang Vei (Kobuleti) — the signature BAI target.
• All-weather / radar deliveries when the monsoon closes the target (Skyspot/TPQ).
• Big bomb load — also the bridge/road interdiction striker.
THREAT
• Medium-alt deliveries beat the flak; mind the Shilka on the run-in.
COMMS: FAC or radar-bombing control; coordinate the box with Arc Light. TANKER: probe (carrier).
======================================================================
================== ARC LIGHT · B-52H STRATOFORTRESS ==================
🟡 Stand-in for the period B-52D "Big Belly". The siege-breaker from altitude.
JOB: Saturate massed NVA — assembly areas, troop concentrations, the divisional rear.
LOADOUT ('68): full conventional bomb load (area saturation)
GAME PLAN
• Box strikes on massed infantry/artillery — the single heaviest blow available.
• Historically walked progressively CLOSER to the wire as accuracy proved out —
but deconflict the box hard; everyone else stays clear of it.
• High altitude, above the entire gun threat — your risk is the box, not the flak.
COMMS: strict box/time deconfliction with the FAC and all tac air. TANKER: boom KC-135.
======================================================================
================== BARCAP · F-8E CRUSADER ==================
JOB: Swat the token MiG-17s. Cheap insurance — air superiority is basically free here.
LOADOUT ('68): AIM-9 Sidewinder ×2-4 · 4× 20mm
GAME PLAN
• "Last of the gunfighters" vs a guns-only MiG-17 — a fair-and-then-some matchup.
• Keep energy; don't get slow-and-low in a knife fight. Use the EC-121/E-2 picture.
• Realistically you'll see little air — be ready to flex to armed recon if it's quiet.
THREAT: the MiG-17F is GUNS ONLY (its missiles are date-gated out). Don't bleed energy.
COMMS: AWACS picture (EC-121/E-2); FOX-2 calls. TANKER: probe (carrier/Da Nang).
=============================================================
============== AIRLIFT / LIFT · C-130 · UH-1 · CH-53 ==============
🟡 Stand-ins: C-130J for the period C-130B/E & C-123; CH-53E for CH-53A/CH-46.
JOB: Keep Khe Sanh alive. No airlift = no garrison.
C-130 — the Khe Sanh airlift (the lifeline)
• Ammo, rations, water into a fire-swept strip. Historically: LAPES/GPES + parachute drops
after the strip got too hot to land. Run the approach FAST, minimise time on the ground.
UH-1H "Dustoff" — medevac / resupply · CH-53E — heavy lift
• Hill-outpost resupply under fire — historically the "SUPER GAGGLE": a pack of A-4s
escorting and suppressing while the helos run in through the weather.
THREAT: the strip + the hills are the worst gauntlet — never go without CAS/escort on call.
COMMS: Khe Sanh tower / airlift window; CAS on call; deconflict with the strike stack.
====================================================================
================== COMBAT SAR · SANDY + DUSTOFF ==================
🟡 414th feature still in in-game testing. NOTE: invulnerable_player_pilots is ON for
this campaign (your own pilot won't be killed) — CSAR is mood + AI-aircrew here.
JOB: Recover downed aircrew over the NVA-held hills — the COIN heart of the campaign.
SANDY — A-1H Skyraider (×2): find & protect the survivor, suppress the guns, walk the helo in.
DUSTOFF — UH-1H (pickup) · CH-53E (heavy) · AH-1W gunship for suppression.
THE PLAY
• Sandy runs the on-scene picture; suppress the AAA around the survivor first.
• Helo ingress under Sandy cover once the area's quiet; one quick pickup.
DOWNED-AIRMAN CONTRACT: get off the LZ-side slope to cover, guard/SAR freq, authenticate,
let Sandy run it. (No MANPADS threat to the helos — but the guns are everywhere.)
===================================================================
Companion docs: Campaign Briefing Handbook · First Three Turns · Intel Assessment (history) · Visual Briefing. Loadouts are recommended period baselines; actual stores depend on the mission's loadout editor and difficulty settings.
This page is the online copy of docs/campaigns/khe-sanh-role-cards.md in the repo. Edit that file; the wiki is mirrored from docs/wiki/ on merge to main.
414Ret — the 414th Joint Fighter Group's fork of DCS Retribution. Download the latest build · Repository · Upstream wiki
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