Last year I bought a copy of Thunderbolt Apache
Leader.
This year I played it.
This is one of the Leader Series by Dan Verssen Games (the
company that exists to publish games written by Dan Verssen). They all
have some elements in common: you're put in command of a military
force consisting of units of multiple types, and you have to get them
through a campaign of some kind: choosing crew and targets, selecting
weapons from a limited pool, and managing stress and damage to keep
your force viable.
They all have somewhat differing rules, but they also have a fair bit
in common, so the recommendation is that you pick the one or two that
cover conflicts you're interested in. In my case that's this plus
Hornet Leader: Carrier Air Operations. (And if they ever did a
Lancaster and night bombing expansion to B-17 Flying Fortress
Leader…)
Anyway, this is the Cold War close air support iteration of the game,
and as you'd imagine the focus is on the A-10A Thunderbolt II and the
AH-64 Apache. In this short game, that's what I went with, though the
AH-1, AV-8B, F-16 and AC-130 are also available, as well as some drones.
You will see below that I made several errors. I won't note them
individually.
I bought this at Midcon, and discovered that the previous owner had
carefully clipped the corners of the counters to reduce snagging and
wear… good for him.
Given a theatre of operations and a campaign setting, one establishes
the available enemy forces, and buys a squadron from a set number of
points. (These are also used for buying scout reports and special
weapons, and for repairs, so it's worth keeping some back.) The
recommended introductory region is Iraq in 1991, so I went for two
Thunderbolts and two Apaches. This gave me six available pilots.
The short campaign rule required me to destroy two enemy units on each
of the first two days. First up, the Thunderbolts went after an enemy
artillery unit that would otherwise have an impact on my resupply chain.
The composition of the target is determined by the card, but the exact
terrain and placement are generated randomly.
This was a relatively soft target: lots of victory points, not too
much in the way of tough defences.
The Thunderbolts got away with some pilot stress but nothing more
serious. (ECM pods. Always get ECM pods.)
Day 1's other mission was against a mixed force, and this had slightly
better anti-air teeth, but again the ECM pods and evasive flying did
their thing.
For Day 2, they went after different sets of targets and took a bit
more damage – but nothing that couldn't be repaired.
I'd planned that Day 3 would be a combined attack on the tank
spearhead that was pushing through the front lines… but a sudden
shortage of munitions meant that I wouldn't be able to fit my aircraft
with ECM pods or specialised anti-tank weapons. I also looked at my
victory points so far, and realised that I only needed three more VP
to get a "Great" evaluation… so I went after a scout group instead.
Fortunately they were quite scattered, and we were able to knock them
off one at a time without being too badly shot up by their neighbours.
Made it out in one piece. (Leaving a couple of trucks intact to wonder
what happened to all their colleagues…)
Clearly this was only the short introductory game; as it was some of
the pilots were looking a bit stressed by the end. Yes, all right, it
took about four hours, but much of that was getting the hang of this
particular iteration (I've played Hornet Leader before on Tabletop
Simulator, but this was my first time with the physical bits), and
things were definitely moving faster as the game went on.
It came close, but in the end there were no pilot or airframe losses.
Next time I play this I'll try some of the expansion material, which
arrived quite recently…
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