So I'm going to do another AAR for Thunderbolt Apache Leader and try not to screw this one up!
I wanted to give this game the AAR it deserves before I went on to learn my new baby - World at War:Blood and Bridges
Here goes....
Looking forward to it JD!
Cheers. Lets hope I don't balls this one up! :)
Campaign SetupSelect Campaign CardFirst thing to do is select a campaign. There are 8 campaigns to choose from with varying difficulties
- Iraq 1991 (Introductory)
- Libya 1984 (Standard)
- Libya 2011 (Standard)
- Pakistan 2013 (Standard)
- Iran 2014 (Standard)
- Israel 2001 (Advanced)
- North Korea 2001 (Advanced)
- WWIII North Atlantic 1986 (Expert)
I choose the Israel Defence Advanced Campaign
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The campaign card has the following information
1. Name, year and difficulty
2. Evaluation chart
3. Setup - Total number of Battalion Victory points
4. Terrain tiles to use
5. Special Notes
I also select the specified Terrain Tiles and set them aside. For each mission, these are gathered, shuffled and placed from top left to bottom right on the Tactical Display
Select Situational Card
Next is the Situational card to select. There are 6 options
- Show of Force (2 days)
- Surge (3 days)
- Rapid Deployment (4 days)
- Cut Off (5 days)
- Holding Action (6 days)
- General War (8 days)
I choose HOLDING ACTION.
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The situation card displays the following information
1. Name
2. SO points assigned at the start
3. Length of the campaign (days)
4. Daily SO points
5. Tactical ruleset
6. Description
Battalion Cards
Choose the Battalion cards you will face in the campaign where the victory point value of the cards meets or exceeds the Battalion Victory Points specified on the Campaign card (in my selected campaign that is 37).
You choose battalion cards (blindly) by separating them into their 3 categories (Command, Support and Assault) and drawing cards in the following order:
- Assault
- Assault
- Support
- Command
And do so until you meet or exceed the Setup value on the Campaign card.
The ones I am assigned are:
- 2A - Tank Focre (Assault - 5VPs)
- 12A - Air Defence Unit (Assault - 4VPs)
- 3S - Bombardment (Support - 4VPs)
- 2C - Scout Group (Command - 3VPs)
- 9A - Fast Assult (Assault - 3VPs)
- 6A - Tank Spearhead (Assault - 6VPs)
- 2S - Convoy (Support - 1VPs)
- 1C - Command Unit- (Command - 5VPs)
- 5A - Mounted Infantry (Assault - 4VPs)
- 3A - Mechanised (Assault - 3VPs)
giving a total of 38VPs - more than the Setup value of 37 required - so I stop choosing battalions
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The info supplied is:
1. Battalion Name
2. Battalion Designation
3. Enemy Units in battalion
4. Victory Point Value
5. Half and Destroyed values - the battalion is reduced to Half Strength if the value of the units remaining is reduced to the first number or less but more than the second number. The battalion is destroyed if the value of the units remaining is reduced to the second number or less.
6. Special Notes
I place the battalions on the top right section of the Tactical Display. Generally, Assault Battalions are placed in the Front Line section, Support Battalions are placed in the Enemy Transit section and Command Battalions are placed in the Enemy Rear section.
As you can see the 5A Battalion (displayed above) which is an Assault Battalion is to be placed in the Enemy Rear section because it states on the card in the Special Notes section that it should be placed there.
Buy Aircraft
The next phase of the Campaign Setup is to buy your aircraft. You use your SOs here to buy aircraft. They are expensive, so pickings can be slim because you have to keep SOs for weapons, repairs and Scouts. Unlike Hornet Leader, weapons DO NOT cost their weight in SOs - each weapon has an individual weapon point cost. As weapons are added to an aircraft, the weapon points are added and every 10 weapon points on an aircraft cost you 1 SO.
This is a 6 day campaign - so I'm going to buy
- 1xF-16 @ 5 SOs
- 1xA-10A @ 8 SOs
- 2xAH-64D @ 5 SOs
costing a total of 23 SOs
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The values displayed are
1. Airframe number and Type
2. Canon Rating
3. Year and SO cost
4. Hits to Crash
5. Weapon availability
6. Weight Points
Buy Scout Counters
Scout counters allow your aircraft to Loiter over the battlefield longer. They cost 1xSO each. I buy 2
Select Pilots
Pilots have 3 cards with a total of 6 skill values. You choose 1 Average pilot for each airframe and 1 extra pilot for each airframe type. Having 3 different aircraft types, that means I select 7 Average pilots (1 for each airframe and 1 extra for each airframe type)
You can upgrade a pilot's skill by downgrading another pilot by an equal amount...I do not do so and leave all pilots as Average. You could also spend 1xSO and upgrade a pilot without downgrading another pilot. Again I choose not to.
The pilots I choose are
- A-10A - PIRATE
- A-10A - THOR
- AH-64 - COUGAR
- AH-64 - EAGLE
- AH-64 - ROCK
- F-16 - DART
- F-16 - MOHAWK
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The values displayed are
1. Callsign, Skill rating and XP to promotion
2. Airframe to pilot
3. Speed of pilot
4. Canon/Strike modifier (same hex)
5. Standoff modifier (outside current hex)
6. Cool value
7. Evasive modifier
8. Shaken/Unfit Status
I have spent a total of 25 SOs and I dare not spend anymore. If I'm honest, I think that's more than I should have spent.
Place SO and Day Counters
I place the SO Counter on the SO track. I place it on the number 5 as I have 5 SOs left at this moment. I also place the Day counter on Day 1.
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Start of Day
Special Condition
I pick a Special Condition card. It's good news Hornet Support. I am to remove 3 random Popup counters that are NOT NO ENEMY. The popup counters removed are Infantry, AAA Site and AAA.
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Special Condition cards stay for the entire day and apply to all missions for the day unless otherwise instructed. I can discard this one as I have removed the 3 Popup counters.
Allocate Pilots and Aircraft
This step sees you select the battalions you are going to attack and select pilots and aircraft.
Looking at the Battalions I try and evaluate which ones I would be best to get rid of. Normally getting rid of Assault Battalions because they are on your front door is a priority...but I have some other battalions that affect me like adding to Battalion move rolls or losing SOs. I opt to attack Tank Force and Air Defence Unit...both Assault Battalions.
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I'll be sending my A-10 flown by PIRATE to attack Air Defence Unit 12A
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I'll send my F-16 flown by DART, and my 2 AH-64Ds flown by ROCK and EAGLE to attack Tank Force 2A
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Allocate Scouts
I allocate both my scouts to the targets for the day. Scouts give you a chance of a longer Loiter time and could also reduce stress.
Mission 1 Resolution12A - Air Defence UnitAbort MissionYou can elect to abort the mission at this point.
Arm AircraftPIRATE is in the A-10. It has a WP of 14. As the target is in the Front Line, there is no penalty to weight points.
I load the A-10 up with
- 1xECM Pod
- 6xAGM-114
- 2xMK-83
- 2xMK-20
- 1xAIM9
The ECM, MK-20's, AIM-9 and the AGM-114's have an Ordinance Point cost of 1 each. I've used 10 Ordinance Points and therefore have to pay 1 SO. 10 Ordinance Points cost you 1 SO, 20 Ordinance Points costs 2SOs etc.
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Fueling PriorityYou can buy the Fuelling Priority for 1 SO. I don't have to because the target is in the Front Line
Target Bound Mission EventI draw a Mission Event card and obey the top portion (Target Bound)...F-15 Air Cover. I can pay 1 SO and ignore all Helicopter Popups and destroy all helicopters on the battlefield. Well, I intend to stay low and there are no helicopters on the battlefield - so I'm going to refuse the offer. I need the SOs
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Engine Damage ChecksThis step lets you check to see if any engine damage results in a crash
Place Terrain HexesShuffle the hexes and then place them top left to bottom right on the Tactical Display.
Place Enemy UnitsYou place enemy units by rolling a dice for each unit and placing it in that hex. The hexes number from 1-10 from top left to bottom right.
Place Friendly AircraftNext I place my aircraft. I want to stay low for as long as possible, I need stay out of trouble AND take out the SAM sites as soon as possible.
Trouble is my pilot is slow. So I either start in LoS of the SAMs (eg in Hex 9) or I start in cover in Hex 1 or Hex 4. That will keep me in cover and out of trouble. However if I go high to avoid the ridge, I'll run into a whole hornets nest of trouble. I could stay low over the ridge, but I will have to roll for Ridge Evasion. I think I'll take the chance with the Ridge.
I place my pilot low and in Hex 4 heading east into Hex 7 and then south east into Hex 9 turning north east. On turn 1, he'll be out of harms way, fly over the ridge and surprise the SAM sites. BY moving into Hex 9 he'll be out of the way of the AAA Site in Hex 8.
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Scout Success CheckI roll for my scout and roll a 9. That's 4 extra turns over the batllefield AND -1 stress. I put the scout counter back on my Scouts section on my Air Base as I didn't lose it and set the Loiter Counter to 9 (normally 5 + the 4 from the scout)
NB I must remember that with this Battalion I have to add1 to the range of AAA and SAM sites as stated in the Special Notes section of the card.
This is the game board at the start of Loiter Turn 1 on Day 1 of Mission 1.
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Battlefield Resolution - 1
Popup Counters
As PIRATE is at low altitude I do not need to draw a Popup counter
Enemy Cover Roll
A roll of 7 means 1 Random Hex goes to cover. A further roll gives a 7 means Hex 7 and there are no units there.
Fast - Altitude, Move/Attack
I have no fast pilots
Enemy Attacks
Enemy Helicopter Movement
Helicopters moves at the start of the Enemy Attack phase. Helicopters do not use altitude and can move over ridges fine but ridges do block LoS
There are no enemy helicopters
Enemy Attacks
As PIRATE is low and behind a ridge and other enemy units are behind ridges, he cannot be attacked by any enemy units
Slow Pilots - Altitude, Move/Attack
Altitude
PIRATE needs to stay low...if he goes High, he's stuck in High and can be attacked by just about every unit except the APCs next turn.
Move/Attack
PIRATE
He moves east into Hex 5 and rolls for Ridge Evasion. A roll of 9 is 1 stress. He heads to the south eastern edge of Hex 5 and then into Hex 9 and heads north east.
Now he fires his weapons. He fires 2xAGM-114s...1 each at the SAMs. He gets a +1 modifier to his Strike ability. Rolls of 8 and 7 modified to 9 and 8 means a hit as the AGM-114 only requires 4 or more. The SAMs are toast (thankfully)
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Advance Loiter Turn
I move the Loiter counter to 8
Place Bingo Fuel Counters
No need...at present.
This is the situation at the start of Loiter Turn 8
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Battlefield Resolution - 2
Popup Counters
As PIRATE is at low altitude I do not need to draw a Popup counter
Enemy Cover Roll
A roll of 9 means 1 hex with the most active. There are two...Hex 2 and Hex 10. The rule book says I can choose which hex goes to cover. I choose 10 (I need to STRIKE Hex 2). Maybe this isn't the best way of doing it - why should I get to choose? Perhaps a roll would make it random...but I follow the rule book.
Fast - Altitude, Move/Attack
I have no fast pilots
Enemy Attacks
Enemy Helicopter Movement
There are no enemy helicopters
Enemy Attacks
PIRATE is again surrounded by ridges and cannot be attacked by any units.
Slow Pilots - Altitude, Move/Attack
Altitude
PIRATE stays low again
Move/Attack
PIRATE
He moves north east first into Hex 6 and then again into Hex 3 and heads west. He then fires 2xAGM-114s...1 at the AAA unit and the other at the APC. Rolls of 4 modified to 5 and 2 modified to 3 means a hit on the APC and a miss on the AAA unit. Bugger! I knew I should've fired 2 AGM-114s at the AAA unit! Now he's in trouble (though he does have an ECM Pod!)
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Advance Loiter Turn
I move the Loiter counter to 7
Place Bingo Fuel Counters
No need...at present.
This is the situation at the start of Loiter Turn 7
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Battlefield Resolution - 3
Popup Counters
As PIRATE is at low altitude I do not need to draw a Popup counter again
Enemy Cover Roll
A roll of 9 means 1 hex with the most active. The one with the most active is already in cover - Hex 10.
Fast - Altitude, Move/Attack
I have no fast pilots
Enemy Attacks
Enemy Helicopter Movement
There are no enemy helicopters
Enemy Attacks
PIRATE is now in trouble. He is in direct LoS of the AAA unit in Hex 2 and the AAA Site in Hex 8. Normally (with a range of 2) the AAA Site would not be able to reach the A-10 - but the Battalion Card has a +1 for the range of SAM and AAA Sites.
The AAA unit locks onto PIRATE. He fires up his ECM Pod. A roll of 8 means thankfully the attack is avoided.
The AAA Site fires up it's radar. A roll of 6 for the ECM Pod means it failed this time. PIRATE pulls 3 light damage chits. I pull NO EFFECT, 2xSTRESS and BULLET HOLES. A lucky escape I think.
Slow Pilots - Altitude, Move/Attack
Altitude
PIRATE stays low again
Move/Attack
PIRATE
He fires an AGM-114 at the AAA unit in Hex 2. A roll of 1 modified to 2 is a miss again!
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He then stays low and moved west into Hex 2 and then west again into Hex 1 and heads south west. He has to roll for Ridge Evasion again. Luckily a roll of 9 (-2 for his stress level) means 1 stress.
He's now SHAKEN. I place a SHAKEN counter on his card and he suffers -2 on all rolls...one more stress point and he will be UNFIT - losing all weapons and not being able to attack.
Advance Loiter Turn
I move the Loiter counter to 6
Place Bingo Fuel Counters
No need...at present.
This is the situation at the start of Loiter Turn 6
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Battlefield Resolution - 4
Popup Counters
As PIRATE is at low altitude I do not need to draw a Popup counter again
Enemy Cover Roll
A roll of 3 means in the same hex as the A-10...and there are none.
Fast - Altitude, Move/Attack
I have no fast pilots
Enemy Attacks
Enemy Helicopter Movement
There are no enemy helicopters
Enemy Attacks
PIRATE is again surrounded by Ridges and therefore cannot be attacked.
Slow Pilots - Altitude, Move/Attack
Altitude
PIRATE MUST go high. If he stays low he'll have to roll for Ridge Evasion and it will result in stress...and he cannot take anymore stress.
Move/Attack
PIRATE
He moves into Hex 4 and Heads south west. He then fires his remaining AGM-114 at the AAA Site in Hex 8 and a roll of 1 modified to -1 (because of his -2 for his SHAKEN status) is a miss. He's in real trouble now.
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He then moves into Hex 8 and heads south east...he's getting the hell out of dodge!
Advance Loiter Turn
I move the Loiter counter to 5
Place Bingo Fuel Counters
No need...at present.
This is the situation at the start of Loiter Turn 5
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It's a shame - he had so many turns left and quite a few weapons. He could've easily taken out the Battalion. He will get 1/2 points as the total left is below the 10 specified on the Target Card of 10...so the Battalion will be reduced to half strength.
I think I relied too heavily on the AGM-114s. I should've been more liberal with them.
As it is, he'll be lucky to survive before exiting the Battlefield. I should've exited from Hex 4 - he wouldn't have suffered any firther - as it is he will be attacked by quite a few units before he can leave the Battlefield. Bad move on my part - especially considering I didn't need that AAA Site to get the half destroyed battalion!!
Battlefield Resolution - 5
Popup Counters
PIRATE is high and the Popup Counter pulled is an APC with a range of 1...so no danger to him.
Enemy Cover Roll
A roll of 6 means all infantry. There are no infantry on the field
Fast - Altitude, Move/Attack
I have no fast pilots
Enemy Attacks
Enemy Helicopter Movement
There are no enemy helicopters
Enemy Attacks
Well...because PIRATE is high, he can be attacked by the AAA unit in Hex 2, the AAA Site in Hex 8 and the AAA unit and AAA Site in Hex 10 (remember the Battalion card gives all AAA and SAM sites +1 extra range!)
PIRATE's ECM Pod fails with a roll of 2. The AAA unit in Hex 2 opens up and hits PIRATE. BULLET HOLES and STRUCTURE are the chits pulled.
The AAA Site in Hex 8 targets him. His ECM Pod is successful this time with a roll of 8 and the AAA Site loses track.
The AAA unit in Hex 10 opens up - but a roll of 10 means his ECM Pod thwarted the attack.
Finally the AAA Unit locks on to PIRATE but again his ECM Pod is successful with a roll of 7.
I think that's a very lucky escape for him considering the position I put him in!
Slow Pilots - Altitude, Move/Attack
I could - but it makes no odds. The Battalion is half destroyed and therefore only half the units will show...I gain nothing else by using ordinance on the AAA Site. Also, I could need my AtG weapons to counter a Special Event card.
PIRATE exits the battlefield and the mission is over...with half points going to him.
This is the situation at the end of the mission.
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Home Bound
Adjust Battalion Strength Counter
The battalion is half destroyed because the victory points of the units left on the battlefield is 9 and 10 or less is half destroyed. I flip the 12A counter to it's half strength side. If I attack this battalion again, I only put half of each unit type on.
Home Bound Mission Event
I draw a Home Bound Mission Event card. It's...bad news. SAM VEHICLE - Inflict 1 light hit on a random aircraft. It does not mention using munitions to counter the instruction - so the Light Hit chit I pull is NO EFFECT!
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Bingo Fuel Checks
I did not go into Bingo Fuel, so I do not have to perform this check.
Crashed Pilot SAR Check
No pilot crashes, so I do not have to perform this check.
Record Pilot Stress
I record PIRATE's stress on the record sheet. He suffered 4 stress and he gains 1 stress for entering into the Front Line...5 stress makes him UNFIT...I will not be able to choose him until his stress is reduced. He does not have a COOL value either - so his final stress value is 5.
Dare I suggest he use the doown time to train with AGM-114s?
Record Pilot Experience
The pilot gains 1 XP for flying the mission. If the battalion was destroyed he'd get another XP and if ALL units were destroyed he'd get a 3rd XP. As it is - he gets 1.
I record 1 XP on the Record Sheet.
Damaged Aircraft
I record the damage to the aircraft. Bullet Holes means a pilot stepping into that aircraft at the beginning of a mission suffers stress immediately. Structure damage obviously means the airframe is 1 closer to crashing.
Destroyed Aircraft and Lost Pilots
You lose 1VP for each airframe and pilot lost in the mission. I lost neither.
Promoting Pilots
PIRATE is not due for promotion...yet
Record Mission Victory Points
I record 2VPs (half of the 4 the battalion was worth) on the Player Log
Mission over! Not quite the outcome I wanted but not a total disaster.
I did balls up! The other day the cat managed to knock my game for 6. I thought I had sorted everything out, but I screwed up because I put the GREEN card for PIRATE face up. How did that affect my game? Well it gave him an OKAY value of 0-3 and SHAKEN 4 (at average he should have been OKAY 0-5 and SHAKEN 6-8)...so if I had put him the proper face up (AVERAGE) I would not have exited the battlefield so quick.
So sorry about that...not totally my fault this time...damned cats and boardgames DO NOT GO!
Anyway I won't be adjusting the AAR - it's done and it's done early on. It would be a mare to try and fix it now.
Mission 2 Resolution2A - Tank ForceAbort MissionI am not aborting the mission
Arm AircraftI have 3 airframes involved in this one...2xAH-64Ds and 1xF-16.
F-16
- 1xECM Pod
- 1xMK-83
- 2xMK-20
- 1xMK-82
- 2xAIM9
- 2xAGM-114
AH-64D (both)
I have assigned 17 Ordinance Points which costs me 2xSOs
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FThunderbolt%2520Apache%2520Leader%2FP1120013_zps28c5e55b.jpg&hash=ca91d4989755aeb1d31b6e6ba7e17ccfb3a48db1)
Fueling PriorityI don't need to take this option
Target Bound Mission EventCreative Navigation. I can increase my Loiter turns over the battlefield by one. I move the Loiter chit to 6 and return the card.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FThunderbolt%2520Apache%2520Leader%2FP1120014_zpsc1949f38.jpg&hash=707f6c5d7daac2576640fca5161e3950ba0bbfba)
Engine Damage ChecksAll airframes are fine
Place Terrain HexesHexes are placed. Interesting layout
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Place Enemy UnitsI place the enemy units
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Seemingly I can't start my aircraft anywhere where they will not be engaged!
Place Friendly AircraftI place my aircraft. I place all 3 pilots in Hex 8 heading north west.
Scout Success CheckA roll of 4 for my Scout means an extra 2 Loiter turns. I place the Loiter chit on 8 and return the Scout to my pool
This is the game board at the start of Loiter Turn 1 on Day 1 of Mission 2.
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Battlefield Resolution - 1
Popup Counters
All pilots are low, so no Popups chits are pulled.
Enemy Cover Roll
A roll of 4 means any units with destroyed units in the hex - and there aren't any.
Fast - Altitude, Move/Attack
I have no fast pilots (wish I had!)
Enemy Attacks
Enemy Helicopter Movement
There are two enemy helicopters in Hex 10. Because the helicopters are behind a ridge and my aircraft are low, the helicopters do not move.
Enemy Attacks
The LoS is confusing to me in this game....but anyway, I know my pilots can be attacked by the units in Hex 4 and I think they can be attacked by the units in Hex 1.
The AAA site in Hex 4 attacks ROCK. ROCK's ECM fails. The 2 heavy damage chits are 2xPylon! He loses 4 weight points of weapons. So he's lost 2 of his 3 LAU-61s! Damn!
The AAA Site in Hex 1 opens up on DART. His ECM Pod fails too. His damage chits are HUD, BULLET HOLES and NO STRIKE! Damn it. HUD means -2 from strikes and NO STRIKE means he cannot perform a strike next turn!! The boys are really getting it!
The SAM in Hex 1 now has a go! A roll of 5 is DART again. DART's ECM Pod fails! 3xSTRESS and BULLET HOLES again.
Slow Pilots - Altitude, Move/Attack
DART
Altitude
DART stays low
Move/Attack
DART fires his 2 AGM-114s at the SAM and the AAA Site in Hex 1. He has a +1 modifier on Stand Off Attacks. Rolls of 4 and 3 modified to 5 and 4 means 2 direct hits. Revenge is sweet! He then moves into Hex 4, Hex 1 and finishes his move in Hex 2 heading South East.
EAGLE
Altitude
He stays low
Move/Attack
EAGLE fires 2 of his LAU-61s at the AAA unit and Tank in Hex 4. The AH-64D gets a +1 on all Cannon, Strike and Stand Off attacks. Rolls of 3 and 9 modified to 4 and 10 (modified back to 8 because the tank has a -2) means 2 hits and his 2nd missile is retained. He then moves into Hex 4 heading North East.
ROCK
Altitude
He stays low
Move/Attack
He fires his sole remaining LAU-61 at the tank in Hex 1. A roll of 7 modified to 9 (his +1 for the AH-64D and +1 modifier for his Stand Off attacks) and further modified back to 7 (-2 for the tank) means the Tank is destroyed and he retains the weapon. He also moves into Hex 4 and heads North East.
This is the attack phase.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FThunderbolt%2520Apache%2520Leader%2FP1120012_zps3a9215e2.jpg&hash=0258bbc5fc75a592107687724d94db9b795b6103)
Advance Loiter Turn
I move the Loiter counter to 7
Place Bingo Fuel Counters
No need...at present.
This is the situation at the start of Loiter Turn 7
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FThunderbolt%2520Apache%2520Leader%2FP1120013_zps2aebc9ec.jpg&hash=607b79a720b8fcacdf69fdc7f9243370a88136a3)
Battlefield Resolution - 2
Popup Counters
All pilots are low, so no Popups chits are pulled.
Enemy Cover Roll
A roll of 3 means any units in the same hex as my aircraft. So the tank in Hex 2 goes to cover
Fast - Altitude, Move/Attack
I have no fast pilots
Enemy Attacks
Enemy Helicopter Movement
The enemy helicopters still cannot move (nothing in LoS)
Enemy Attacks
The tank in Hex 2 and the SAM in Hex 6 can attack DART. The AH-64s are safe.
The tank attacks DART. A roll of 9 means his ECM Pod worked this time!
The SAM in Hex 6 opens up. His ECM fails (typical) with a roll of 5. The two heavy damage chits are BULLET HOLES and STRUCTURE. It must be awful windy in his aircraft. I think it looks like flying Swiss Cheese!
Slow Pilots - Altitude, Move/Attack
DART
Altitude
DART stays low
Move/Attack
DART can't perform a strike this turn and he doesn't have any stand off weapons left. So he moves to the safest place...Hex 5 heading North East. I can now remove the NO STRIKE chit from DART.
EAGLE
Altitude
He stays low
Move/Attack
He moves into Hex 1 and heads South East. He then fires his LAU-61 at the tank in Hex 5. A roll of 1 modified to 2 and back to 0 is a miss and the weapon is discarded.
ROCK
Altitude
He stays low
Move/Attack
He moves into Hex 1 heading South East and fires his LAU-61 at the tank in Hex 5. A roll of 9 modified to 11 and back to 9 is a hit and he retains the weapon.
This is the attack phase.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FThunderbolt%2520Apache%2520Leader%2FP1120013_zps41237ad6.jpg&hash=55c0cce630d63ee53707a137bf1b20142a3fd8fb)
Advance Loiter Turn
I move the Loiter counter to 6
Place Bingo Fuel Counters
No need...at present.
This is the situation at the start of Loiter Turn 6
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FThunderbolt%2520Apache%2520Leader%2FP1120014_zps5a4515d1.jpg&hash=f38035ca20d40c131e631596cc3a3d711691afc3)
As it stands, ROCK and EAGLE have 1xLAU-61 and an AIM-9 and DART has 2xMK-20s, 1xMK-83, 1xMK-82 and 2xAIM-9s and suffers a -2 to all strike rolls.
Battlefield Resolution - 3
Popup Counters
All pilots are low, so no Popups chits are pulled.
Enemy Cover Roll
A roll of 4 means any units in the same hex as destroyed units. No change.
Fast - Altitude, Move/Attack
I have no fast pilots
Enemy Attacks
Enemy Helicopter Movement
The enemy helicopters still cannot move (nothing in LoS)
Enemy Attacks
For the first time there is nothing that can attack my aircraft ...WOOHOO!
Slow Pilots - Altitude, Move/Attack
DART
Altitude
DART stays low
Move/Attack
He moves into Hex 6 heading South West. He needs to make sure he takes out this SAM, so he drops his MK-83 and MK-82 on the SAM. Rolls of 1 for the MK-83 (modified to 2 and then back to 0) and 9 for the MK-82 (modified to 10 and back to 8 ) means the SAM is in smoke! Thank god I dropped both weapons!
EAGLE
Altitude
He stays low
Move/Attack
He moves into Hex 5 and continues to head South East. He then fires his remaining LAU-61 at one of the tanks in Hex 9. A roll of 10 modified to 11 and back to 9 sees the tank disappear in a burst of flames! He retaines the weapon.
ROCK
Altitude
He stays low
Move/Attack
He also moves into Hex 5 heading South East and fires his LAU-61 at the remaining tank in Hex 9. A roll of 1 modified to 2 and back to 0 is a miss and the missile flies off into the ground. He loses the weapon and the tank survives.
This is the attack phase.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FThunderbolt%2520Apache%2520Leader%2FP1120012_zps8088d527.jpg&hash=c802fab794f06a58a4a5e8516a3678e833c662db)
Advance Loiter Turn
I move the Loiter counter to 5
Place Bingo Fuel Counters
No need...at present.
This is the situation at the start of Loiter Turn 5
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FThunderbolt%2520Apache%2520Leader%2FP1120013_zpsfca25561.jpg&hash=3aa63eab85a4f5883691f6782cccd4750381c8f8)
Battlefield Resolution - 4
Popup Counters
All pilots are low, so no Popups chits are pulled.
Enemy Cover Roll
A roll of 2 means any units in the same hex as my aircraft. No change.
Fast - Altitude, Move/Attack
I have no fast pilots
Enemy Attacks
Enemy Helicopter Movement
The enemy helicopters still cannot move (nothing in LoS)
Enemy Attacks
None of my units can come under attack.
Slow Pilots - Altitude, Move/Attack
DART
Altitude
DART goes HIGH! He wants those helicopters!
Move/Attack
He moves into Hex 9, then Hex 5 and then into Hex 2 heading South East. He fires his AIM-9s at the helicopters. Rolls of 2 and 10 modified to 5 and 13 (the F-16 gets +2 against helicopters) see the helicopters nose dive from the sky!
ROCK
Altitude
He stays low
Move/Attack
He moves into Hex 9 and heads South West to exit the battlefield next turn. He fires his Cannon at the tank. A roll of 8 modified to 9 and back to 7 is a hit. The tank erupts into a ball of fire.
EAGLE
Altitude
He stays low
Move/Attack
He moves into Hex 9 and heads North East.
This is the attack phase.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FThunderbolt%2520Apache%2520Leader%2FP1120012_zps4bf46d97.jpg&hash=d5cda779b72690ca0457014b9a76acf020092630)
Advance Loiter Turn
I move the Loiter counter to 4
Place Bingo Fuel Counters
No need...at present.
This is the situation at the start of Loiter Turn 4
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FThunderbolt%2520Apache%2520Leader%2FP1120013_zps2e2a8536.jpg&hash=434df04395e1275c469223eec59cab2172146641)
Battlefield Resolution - 5
Popup Counters
DART is high this turn, so I pull a Popup chit - bugger! It's a helicopter. These bad boys inflict 3 heavy hits and have a range of 3! I roll to place it and it goes in Hex 4.
NBConfusingly the helicopter popup has a L signifying Low Altitude...but the rule on helicopters says helicopters don't have High/Low? Colour me confused here.
Anyway - I hope DART's ECM Pod works...'cause 3 heavy hits are going to hurt!
Enemy Cover Roll
A roll of 7 means 1 random mhex and a further roll of 7 sees the tanks in Hex 7 go to ground.
Fast - Altitude, Move/Attack
I have no fast pilots
Enemy Attacks
Enemy Helicopter Movement
This Popup helicopter does have LoS to DART but is not in range - so he is allowed to move into range. There are two hexes he can move into to be in range - Hex 1 and Hex 5. (house roll) I roll a die and it's a 2 so he moves into Hex 1
Enemy Attacks
The helicopter in Hex 1 attacks DART. His ECM Pod fires up and...works! (roll of 9).
There are no other units that can attack
Slow Pilots - Altitude, Move/Attack
DART
Altitude
DART goes low
Move/Attack
He moves into Hex 7, then Hex 8 heading East ready to exit the battlefield. He drops his MK-20's Those bad boys roll against each unit. Rolls of 3, 1 and 4 modified to 2, 0 and 3 sees the first MK-20 do no damage! Rolls of 3, 9 and 9 modified to 2, 8 and 8 means 2 of the tanks are destroyed.
I just need 1 more tank to go and the Battalion is destroyed.
ROCK
Altitude
He stays low
Move/Attack
Leaves the battleifled.
EAGLE
Altitude
He stays low
Move/Attack
He moves into Hex 6 and heads North West. He fires his AIM-9 at the enemy Popup helicopter. A roll of 9 modified to 10 destroys the helicopter
This is the attack phase.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FThunderbolt%2520Apache%2520Leader%2FP1120012_zps519529b1.jpg&hash=f1bcca29df20ef12edbca49c11ff71311420220d)
Advance Loiter Turn
I move the Loiter counter to 3
Place Bingo Fuel Counters
No need...at present.
This is the situation at the start of Loiter Turn 3
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FThunderbolt%2520Apache%2520Leader%2FP1120013_zps9c117070.jpg&hash=ecbe0028b85a81672fb48e9bcb082b92d34c8851)
Battlefield Resolution - 6
Popup Counters
No one is high so no Popups.
Enemy Cover Roll
A roll of 8 means any one unit in each Hex. Only the tank in Hex 10 is not in cover - so it goes to cover.
Fast - Altitude, Move/Attack
I have no fast pilots
Enemy Attacks
Enemy Helicopter Movement
No helicopters
Enemy Attacks
No enemy units can attack
Slow Pilots - Altitude, Move/Attack
DART
Altitude
DART stays low
Move/Attack
He fires his cannon (why not) at the tank in Hex 7. A roll of 7 modified to 8 and back to 6 is a miss. He moves off the battlefield
EAGLE
Altitude
He stays low
Move/Attack
He moves into Hex 2 and goes to Hover. He fires his LAU-61 at the tank. A roll of 6 modified to 8 and back to 6 is a hit and the weapon is discarded! The tank (and the Battalion) is destroyed!
This is the attack phase.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FThunderbolt%2520Apache%2520Leader%2FP1120012_zps5e6e013a.jpg&hash=993a865005502dc2ba19b8675058fab78d3e4593)
Advance Loiter Turn
I move the Loiter counter to 2
Place Bingo Fuel Counters
No need...at present.
This is the situation at the start of Loiter Turn 2
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FThunderbolt%2520Apache%2520Leader%2FP1120013_zps7a73e260.jpg&hash=444c8a38589ff4ef540978169e31ded5e9b81376)
Battlefield Resolution - 7
Popup Counters
No one is high so no Popups.
Enemy Cover Roll
A roll of 3 means in the same hex as my aircraft...no change.
Fast - Altitude, Move/Attack
I have no fast pilots
Enemy Attacks
Enemy Helicopter Movement
No helicopters
Enemy Attacks
No enemy units can attack
Slow Pilots - Altitude, Move/Attack
EAGLE
Altitude
He stays low
Move/Attack
He moves to the edge of Hex 2 ready to leave the next turn
Advance Loiter Turn
I move the Loiter counter to 1
Place Bingo Fuel Counters
No need...at present.
Battlefield Resolution - 8
Popup Counters
No one is high so no Popups.
Enemy Cover Roll
A roll of 0 means any one hex emerges. I take the tank in Hex 7 out of cover
Fast - Altitude, Move/Attack
I have no fast pilots
Enemy Attacks
Enemy Helicopter Movement
No helicopters
Enemy Attacks
No enemy units can attack
Slow Pilots - Altitude, Move/Attack
EAGLE
Altitude
He stays low
Move/Attack
He exits the battlefield - just in time! One more turn over the target and he'd be in BINGO range
Advance Loiter Turn
I move the Loiter counter to Bingo +6
Place Bingo Fuel Counters
No need...although the counter is on Bingo +6, all my aircraft are home and dry
This is the battlefield at the end of Loiter Turn 8
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FThunderbolt%2520Apache%2520Leader%2FP1120012_zpsad10d1fa.jpg&hash=85385ca735fcb578769d99fd5638f1a709fdd0dc)
Home Bound
Adjust Battalion Strength Counter
To damage the battalion (half strength) I needed to leave no more than 22 Victory Points on the board. To destroy the battalion, I needed to leave no more than 5. There are only 4 left (2xtanks) so the battalion is destroyed
Home Bound Mission Event
I draw a Home Bound Mission Event card. It's...bad news. AAA FIRE - Inflict 1 light hit on each aircraft that does not expend a weapon. ROCK still has his AIM-9...so he can discard that and avoid the light hit. EAGLE picks up ATTACK -1 but the aircaft designation is AH-64 anyway so it's discarded. DART pulls STRUCTURE. That's 2 he has! His plane is in a seriously bad way!
PIC
Bingo Fuel Checks
I did not go into Bingo Fuel, so I do not have to perform this check.
Crashed Pilot SAR Check
No pilot crashes, so I do not have to perform this check.
Record Pilot Stress
I record the pilot stress.
DART has 3 stress, no cool and +1 Mission Stress making 4 stress
EAGLE and ROCK both have 0 stress, no cool and +1 Mission Stress making 1 stress
Record Pilot Experience
All pilots gain 1 XP for flying the mission and 1 XP for destroying the battalion
I record 2 XPs on the Pilot Log.
Damaged Aircraft
I record the damage to the aircraft. All my aircraft are in a bad way...and I don't have enough SO's to fix them!
Destroyed Aircraft and Lost Pilots
I didn't lose any
Promoting Pilots
No pilots are due promotion
Record Mission Victory Points
I record 5 VPs on the Player Log
DONE.
End of Day 1No Fly Stress RecoveryAs this is my first day, no pilots can recover stress. They either flew today or didn't - if they flew, then they do not recover and if they didn't fly they have no stress.
Gain Special Option PointsI gain 5 SOs as stated on the Situation Card and record it on the track. Also mentioned on the Situation Card is losing 1 SO for each full strength Command Battalion on the battlefield. There are 2 so I lose 2 SOs.
Also the Battalion 3S Bombardment states in it's Special Notes section that I lose 1 SO at the start of each day.
I move the SO chit from 2 to 4.
Lose Special Option PointsYou lose 1 SO for each enemy battalion in the Friendly Rear Area
You lose 3 SOs for each enemy Battalion in your Air Base
Neither of these have occurred.
ReplacementsYou can pay 2 VPs to replace crashed or damaged aircraft with new ones of the same type. I have 7 VPs. I have 4 SOs. I do not have enough SOs to repair my damaged aircraft ANDbe effective from a weapon perspective. So I spend 4VPs and replace the F-16 and the AH-64D ROCK was flying which had 2xPylon damage. I loath to do so...but I have no choice. Both these aircraft are useless as is and beyond repair.
SalvageIf you are replacing an aircraft that did not crash, you can salvage it for parts for an aircraft of the same type for the following sections that did not suffer damage
- HUD
- Display
- Controls
- Engine
- Cannon
- Pylon
This is not applicable to me this time.
PilotsYou can replace a killed pilot or a pilot that has suffered massive stress. 2 of my pilots have suffered alot of stress...but not enough yet to make me want to spend a VP to replace them.
Repair AircraftI can now spend SOs to repair aircraft. Well, I've replaced my two most damaged ones. The A-10 I have is considerably damaged, but I need to keep my SOs - so I do not repair it. It can take considerable damage!
Pilot R&RAt the end of each day you can spend 2 SOs to remove 2 stress (+ the pilots cool value) from each pilot in your squadron. I choose not to - yet.
Advance Day CounterI move the Day counter to Day 2.
So at the end of the first day - I'm a bit buggered.
I only destroyed one battalion. 2 of my pilots are stressed. My A-10 is in a bad way and anyone flying it will suffer stress immediately. I've lost 4 of my 7 VPs to replace 2 very badly damaged aircraft. I lose an SO every day for each full strength Command battalion in play. I also lose a further SO every day the 3S Bombardment battalion is in play...so I'm unlikely to recover SO's soon.
Next day I have to take out the two Command battalions to keep those 2 SOs at the end of the day.
So it's not been a great day.
I'll finish this here as the AAR's are so time consuming. I hope you enjoyed this one (even though the cat helped me screw up the first mission because of the pilot screw up)
I'm going to read my rule set for my new game now - World at War Blood and Bridges.
This is great stuff. I have a solid feel for how the game plays. With the addition of optional minis, I'm thinking this is a game I'm going to want to get.