Thunderbolt Apache Leader LP

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weemadando
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Thunderbolt Apache Leader LP

Post by weemadando »

So, this is an LP of my 3rd campaign of Thunderbolt Apache Leader - a tactical air support solitaire wargame. The basic setup for this campaign is as follow:

Campaign: Iran 2014,
Scenario: Cut Off
So we'll assume a shock offensive from Iran has cut off an American forward airbase during the fighting (sure, why not). Recapturing the MSR in the area is expected to take 5 days. During this time, the base will be holding out with available resources.

On the base are:
1 x AC-130 (2 pilots - Neon, Zinger)
2 x AH-64D (3 pilots - Daddy-O, Judge, Shadow)
1 x A-10C (2 pilots - Rebel, Thor)
1 x RQ-1
1 x MQ-1
2 x Scouts helos

Board is staged like this:
Enemy Rear: -4 Weight Points, Stress 3
Enemy Transit: -2 Weight Points, Stress 2
Front Line: Stress 1
Friendly Transit: Stress 2
Friendly Rear: -1 SO points per enemy (your resource points), Stress 2
Airbase: -3 SO points per enemy, Stress 3

Iranian Forces:
Friendly Transit
6th Command Battalian - Forward Base
11th Assault Battalian - Tank Leader

Front Line
3rd Assault Battalion - Mechanized
4th Assault Battalion - Mixed Force
6th Assault Battalion - Tank Spearhead
8th Assault Battalion - Scout Force
9th Assault Battalion - Fast Asasult

Enemy Transit
7th Assault Battalion - Dismounted
1st Support Battalion - Artillery
2nd Support Battalion - Convoy
3rd Support Battalion - Bombardment

Enemy Rear
2nd Command Battalion - Scout Group
3rd Command Battalion - Mobile HQ

It looks like this is going to be a hell of a holding action. We have to do a lot of damage early on to get any chance of resupply (destroy 4 battalions for the first wave of resupply and then 4 more for the next).



Day 1
Special condition drawn: Enemy Reinforcement, the 2nd Assault Battalion - a heavy tank formation enters the enemy rear.

With the base under grave threat from the enemy theatre missile and artillery threat I task two flights to attacking the Bombardment as well as the Artillery Battalions as well as the Forward Base which is interfering with safe operations (in-game effect: it denies me the ability to rest pilots and recover from stress).

Target 1: Artillery (1st Support Battalion)
Tasked: MQ-1 Reaper, AC-130 Spectre piloted by Neon.
Our Reaper and AC-130 jump the battalion's air defences, but an unexpected mobile AAA appears and hits the Reaper, damaging it's engine. At the next opportunity the Reaper puts a hellfire into the unexpected target while the AC-130 commences it's steady orbit of the battalion, pounding every vehicle in site. The infantry and crews scatter preventing it's total annihilation, but without any artillery, the battalion is considered destroyed by Intel. However, we're offered priority repairs and take the opportunity to fix the Reaper's engine for free.

Target 2: Bombardment (3rd Support Battalion)
Tasked: RQ-1 Predator, 2 x AH-64D piloted by Daddy-O and Shadow
A MLRS battery has managed to sneak into range and offered support which we immediately accept. The preparatory barrage takes out almost a quarter of the units including some of their air defences. Meanwhile our Kiowa Scouts have done a fantastic job and given us 4 extra loiter turns on target while reducing stress. The Longbows use this extra time wisely and manage to mop up the remains of the battalion after a tense early few moments when the first wave of Hellfire launches fail to clear the SAMs and a Longbow takes a hit.

Target 3: Forward Base (6th Command Battalion)
Tasked: A-10C piloted by Rebel
A UAV flyover gives us a first turn advantage, but it's a hard fought battle during which Rebel's ability to evade fire and his ECM pod all get tested. In the end though, the massive weapons load and advanced avionics of the C model A-10 give Rebel the opportunity to wipe out the battalion. The A-10 finishes the mission with an impressive collection of bullet holes, but no real damage. As we're exiting a B-52 strike is possible (capable of wiping out a whole battalion), but we can't afford it (BOO.)

End of Day 1 sees a general advance by the enemy and we lose a SO Point as the 11th Assault Battalion advances into our Rear.

End of Day enemy disposition:
Friendly Rear
11th Assault Battalian - Tank Leader

Friendly Transit
3rd Assault Battalion - Mechanized
6th Assault Battalion - Tank Spearhead
8th Assault Battalion - Scout Force
9th Assault Battalion - Fast Asasult

Front Line
4th Assault Battalion - Mixed Force

Enemy Transit
2nd Assault Battalion - Tank Force
7th Assault Battalion - Dismounted
1st Support Battalion - Artillery
2nd Support Battalion - Convoy
3rd Support Battalion - Bombardment

Enemy Rear
2nd Command Battalion - Scout Group
3rd Command Battalion - Mobile HQ
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Brother-Captain Gaius
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Re: Thunderbolt Apache Leader LP

Post by Brother-Captain Gaius »

This game appears to be something I must possess.

What are the mechanics? Healthy Flames of War-style abstract, or grognard wankery?

And can it be played with the co-ops?
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Stark
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Re: Thunderbolt Apache Leader LP

Post by Stark »

It's clunky but abstract. I believe it can be coops, though. One of those 'better as a tablet game' things.
Zinegata
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Re: Thunderbolt Apache Leader LP

Post by Zinegata »

Thunderbolt/Apache Leader is basically part of a series of solitaire games where you play a strike mission planner. Previous games in the series include Hornet Leader and Phantom Leader.

http://boardgamegeek.com/boardgame/1239 ... che-leader

Basically, T/A puts you in command of a Close Air Support group consisting of ground-attack aircraft, drones, and helicopters. You spend points to buy your aircraft and pilots at the start of a campaign, and then spend points on various munitions per-mission. While the planes and munitions are all based on real life, their effectiveness is balanced more towards playability rather than realism (e.g. a Sidewinder is a better AA missle than the Stinger, but there aren't execruciating rules differences between the two. Basically, the Sidewinder just has a higher range and to-hit chance)

Missions consist of destroying various "battalions" (a collection of armor, artillery, infantry, and building targets) on a strategic map, which may advance / retreat depending on your actions (if they advance too far, your airbase is overrun and you lose the campaign). Each battalion is worth victory points when destroyed, and may have additional special effects.

Much of the game revolves around the mission planning aspect, wherein you're essentially trying to figure out what loadouts to put on each plane to ensure you meet your objectives. After that, you go to a battle map (a really simple hex grid with some terrain features) wherein the actual mission plays out, with the planes needing to follow some rules (they must keep moving and not smash into cliffs when switching between low/high altitude) and the helis following others (e.g. they can loiter).

As Stark said though, it's a good app candidate.
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Re: Thunderbolt Apache Leader LP

Post by Zinegata »

Stark wrote:They already made the earlier and less interesting F4 one.
Yeah. Phantom Leader is kinda weak overall (few plane options, very generic battle scape) but the mission planning system was pretty solid, which is really the heart of the series.

Though there's really no reason to get Phantom Leader when Hornet Leader comes with more planes, more munitions, and more interesting missions in general (e.g. a strike mission against an enemy carrier, as opposed to Phantom Leader's "Let's bomb ANOTHER oil depot"). T/A represents a really different experience though thanks to the new battlescape.
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Re: Thunderbolt Apache Leader LP

Post by weemadando »

Day 2
Special Condition drawn: Resupply - OH GOD YES. YES YES YES. +4SO or I can replace a plane/pilot.

Target 1: Tank Spearhead (6th Assault Battalion)
Tasked: MQ-1 Reaper, AC-130 piloted by Neon and A-10C piloted by Thor.
A big tasking as this unit contains ten tanks as well as heavy air defences. Mission event inbound is Creative Navigation which gives us extra loiter time. The enemy deployment is very heavily clustered. Hey, what's that? Thor is loaded up with cluster bombs? THAT'S TOO BAD. It's a fast and brutal mission and the enemy is wiped out, but not before Thor catches a SAM which destroys an engine. Homebound mission event is light AAA which turns out to be a complete non-event.

Target 2: Tank Leader (11th Assault Battalion)
Tasked: RQ-1 Predator, 2 x AH-64D Longbows piloted by Judge and Shadow
Inbound mission event is a high approach which is going to be the Predator, which I want flying high anyway to spot everything. The scouts are ineffective and pressed for time, the Apaches to go work, managing to clear the enemy helicopters and other air defence units quickly - however the Predator takes a few hits, none of which have any effect. The enemy goes to ground early and the Hellfire heavy approach fails to pay off as the unit isn't wiped out, but is considered destroyed. However, Judge has lost track of time and fuel conditions and is forced to ditch the Longbow. Thankfully, Judge puts it down safely is rapidly recovered by SAR with minimal negative effects. Homebound special event is "Reporting for Duty" which will let me reduce stress for one pilot at some point.

Back at base, the resupply is used to replace the lost Longbow airframe, while the damage dealt to enemy battalions has allowed most supply through and we're looking fairly flush for options heading into Day 3. Neon and Judge have also levelled up to "Skilled" and will prove to be more dangerous going forward - especially Neon who becomes "Fast" (can move and attack before enemy actions) and so can now probably safely solo some missions in the AC-130 without UAV support.

End of Day 2 and the Iranians have halted most of their advance and some units even retreat:
Friendly Rear:
9th Assault Battalion - Fast Assault

Friendly Transit:
3rd Assault Battalion - Mechanized
4th Assault Battalion - Mixed Force
8th Assault Battalion - Scout Force

Front Line:
7th Assault Battalion - Dismounted
2nd Support Battalion - Convoy

Enemy Transit:
None

Enemy Rear:
2nd Command Battalion - Scout Group
3rd Command Battalion - Mobile HQ
2nd Assault Battalion - Tank Force
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Re: Thunderbolt Apache Leader LP

Post by weemadando »

OK, mechanical comments:
I'm playing pretty safely at the moment and going with a munitions heavy approach which has meant I'm not having to take as many risks - hence only losing one airframe and not taking much damage. However, it's likely that won't last much longer and I'll be having to send in solo planes as the Friendly Transit zone is getting a bit too crowded. I intend to stretch this campaign out - after the cut-off we might go into Surge and then General War etc to see just how long the pilots and planes will last.

AC-130s are hells strong, being able to use 3 attacks per turn at 1+, 3+ and 5+ with independent targeting across the two valid hexes? That's nuts. Especially given that you don't have to worry about crap like re-stocking munitions for it. The only downside is that it's vulnerable to enemy aircraft. But hey, all the pilots have ridiculous Evasion stats. I do wonder though, can you use the 5+ (20mm gatling) against enemy helos? Cannons can be used against aircraft as far as I can tell.

I wouldn't mind them adapting the mechanics of this into an earlier era (like Phantom Leader) and having a greater focus on SAM mechanics - do a proper Wild Weasel game. But that's just me being weird.
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Re: Thunderbolt Apache Leader LP

Post by weemadando »

Day 3
Special Condition drawn: Reduced Enemy Air Cover - meaning that all "Battalion" helicopters are automatically killed at the start of the first loiter turn. Which is awesome as it means I can attack some of the more dangerous targets as their primary air defences are going to be automatically eliminated.

Target 1: Fast Assault (9th Assault Battalion)
Tasked: RQ-1 Predator, 2 x AH-64Ds piloted by Shadow and Daddy-O.
Inbound Mission Event drawn: High approach - easily dealt with as I need the Predator flying high anyway.
The Longbows are carrying fuel tanks in order to give us all the time we can get over the target as we're attacking without scout support. It takes every last moment, but the final vehicle is destroyed as the Longbows exit - they've learned their lessons about sticking about too long.
Outbound Mission Event drawn: Supply priority, free SO point.

Target 2: Mixed Force (4th Assault Battalion)
Tasked: MQ-1 Reaper, A-10C piloted by Thor
Inbound Mission Event drawn: Creative Navigation - giving me 2 more loiter turns.
The enemy is tightly clustered and the scout gives us a few extra loiter turns. Again, tightly clustered enemy = hey, I'm carrying cluster bombs. It's a fantastic start as nearly 80% of the battalion is destroyed in the opening two turns, but then it turns into a mad chase to try and get the scattered, in cover remnants before our time runs out. An enemy helicopter "pops up" as Thor makes a gun run on the final target, destroying it and escaping the board before the helicopter can press it's attack.
Outbound Mission Event drawn: AAA site, thankfully Thor still has an abundance of weapons on board and clears the site as he returns home. However, it's been a busy few days and he's now Shaken and needs some time to recover.

Target 3: Scout Force (8th Assault Battalion)
Tasked: AC-130 piloted by Neon
Inbound Mission Event drawn: Enemy Support - an additional random unit appears, in this case it's only one more APC, nothing that worrying.
Our scout chopper has absolutely gone HAM on this target, giving us 4 extra loiter turns and reducing stress. We luck out with cover rolls and only 1 APC goes to ground during the whole mission. The rest of their Battalion gets absolutely trashed by the Spectre in 3 turns, but this one damn APC stays firmly in cover for 6 while the AC-130 orbits, waiting for an opportunity. But it never comes and Neon is forced to return to base. Intel records the battalion as combat ineffective and removes it.
Homebound Mission Event draw: SA-7 attack. No effect thanks to Neon having "Cool". Yeah man, you are.

At the end of the day, we've taken no damage, cleared 3 battalions and spent hardly any of our resources doing it. Luck had SO MUCH to do with this. Excellent scout roles and random enemy placement was in our favour big time. Not to mention being able to not worry about enemy helicopters. Thor and Daddy-O level up and we sneak in a bunch of supplies as we kill 3 battalions (Iran special rule is +1 SO per battalion destroyed) and destroying 8 gives us yet more from the Cut-Off special rules.

End of Day 3 enemy disposition: the advance continues to be stalled, though some units advance and string out the lines. Friendly troops should have no problems breaking through when they arrive.
Friendly Rear:
3rd Assault Battalion - Mechanised.

Friendly Transit:
7th Assault Battalion - Dismounted

Front Line:
2nd Support Battalion - Convoy

Enemy Transit:
None

Enemy Rear:
2nd Command Battalion - Scout Group
3rd Command Battalion - Mobile HQ
2nd Assault Battalion - Tank Force
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Re: Thunderbolt Apache Leader LP

Post by weemadando »

Day 4
Special Condition drawn: Munition Shortage - cannot allocated more than 1SO of munitions per mission.

Target 1: Mechanised (3rd Assault Battalion)
Tasked: RQ-1 Predator, A-10C piloted by Rebel.
Inbound Mission Event drawn: Creative navigation.
Already laden with fuel tanks as he's operating without scout support and needs all the time he can get, Rebel does serious damage to the enemy, but takes many, MANY hits. With his engine damaged and many other minor strikes Rebel limps his plane back to base, but not before taking out the last of the enemy on his egress.
Homebound Mission Event drawn: Maintenance Priority - fix that engine for free thanks.

Target 2: Dismounted (7th Assault Battalion)
Tasked: AC-130 piloted by Neon, AH-64D piloted by Judge.
Inbound Mission Event drawn: SAM launcher, which Judge takes out before it can do any damage.
The Spectre and Longbow absolutely mop the floor with the enemy, despite the Longbow taking several hits and sustaining minor damage.
Homebound Mission Event drawn: Enemy Fighters - I pay the SO to have this not be an issue.

Target 3: Convoy (2nd Support Battalion)
Assigned: MQ-1 Reaper, AH-64D piloted by Daddy-O.
Inbound Mission Event drawn: Low Level - enemy can't attack on the first turn.
Scouts are excellent, giving Daddy-O plenty of time on target and less stress to slowly work over the convoy.
Outbound Mission Event drawn: Aggressive Enemy - no impact as the battalion is already dead.

I use my Reporting For Duty card on Thor to get him back into the line-up for next turn.

End of Day 4 enemy disposition: The Scout Group and Tank Force move forward, but the Mobile HQ remains in place.
Friendly Rear:
None

Friendly Transit:
None

Front Line:
None

Enemy Transit:
2nd Command Battalion - Scout Group
2nd Assault Battalion - Tank Force

Enemy Rear:
3rd Command Battalion - Mobile HQ


Day 5
Special Condition drawn: Digging In - not really an issue as this is the last turn.

Target 1: Tank Force (2nd Assault Battalion)
Assigned: MQ-1 Reaper, A-10C piloted by Thor, AH-64D piloted by Shadow. Fuelling priority purchased.
Inbound Mission Event drawn: Enemy Support - Self Propelled Artillery is the random unit. Yeah, no biggie.
Very high risk first turn as we put it all on the line to take out the dangerous enemy air defences. However, it's not enough and Shadow's Longbow takes multiple heavy hits. As he's forced to a higher altitude a AAA site pops up, but immediately takes a rocket barrage from Shadow. With the battalion destroyed, the planes turn for home, but an infantry unit appears and manages to take down the Reaper.
Homebound Mission Event drawn: SA-7 Attack - no effect as Shadow's Cool let's him deal with it.

Target 2: Mobile HQ (3rd Command Battalion)
Assigned: RQ-1 Predator, AC-130 piloted by Neon, AH-64D piloted by Daddy-O. Fuelling priority purchased.
Inbound Mission Event drawn: Creative Navigation.
We've got hexes of death at 9 and 10 - filled with SAMS and AAA, also there's helicopters floating in adjacent hexes just waiting to kill us. It's a devastating first turn as both sides deal massive damage on each other. Daddy-O's chopper is shot to hell over several turns, but keeps dishing it out until his cannon is disabled and avionics damaged. The Mobile HQ is destroyed, but a few trucks remain - denying us the "Wiped Out" bonus.
Homebound Mission Event drawn: Supply Priority.

With relief imminent, the unit uses all available resources to get the Apaches up to an airworthy state again.

End of Day 5 enemy disposition: The sole remaining enemy (Scout Group, 2nd Command Battalion) moves forward into the Enemy Transit zone.

We end the campaign on 40 Victory Points (including the -4VP start penalty), which is in the 31+ "Great" range.

Next up I'll run a Marines "Rapid Deployment" - Harrier and Cobras. Should be much, MUCH nastier. And then come back to our Forward Air Base friends.
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Re: Thunderbolt Apache Leader LP

Post by Zinegata »

Harriers and Cobras only is painful. Having no Longbows is sorta-ok although you'll miss the extra munitions they carry, but losing AC-130s and A-10s in favor of just Harriers is bad.

That said, the Marine campaigns usually have some additional balance thrown in. In Hornet Leader the USMC missions were Harrier-only (no Tomcats, Intruders, or Hornets), but they were still pretty playable.
weemadando
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Re: Thunderbolt Apache Leader LP

Post by weemadando »

This is enforced pain, probably going to do a "Rapid Deployment" with the Marines, then back to the other guys for Surge, then look at a General War.
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