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Gerald Reston
United States
Albquerque
New Mexico
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I'm gonna lay out the plans of what might amount to the biggest variant of Hornet Leader: CAO. I'm also taking elements from the original incarnation of the game and Hornet Leader II plus their respective expansions. You can get info on these ones in the following links.
https://boardgamegeek.com/boardgame/6927/hornet-leader
https://boardgamegeek.com/boardgame/18781/hornet-leader-ii
https://boardgamegeek.com/boardgameexpansion/21174/hornet-le...
https://boardgamegeek.com/boardgameexpansion/25558/hornet-le...
https://boardgamegeek.com/boardgameexpansion/29941/hornet-le...

We'll begin with my planned roster for Player Aircraft for Navy and Marine players. The new additions will be in bold text.

US Navy Aircraft
A-6E Intruder
A-7B/E Corsair II
E-2C/D Hawkeye
EA-3B Skywarrior*
EA-6B Prowler
EA-18G Growler
ES-3A Shadow*
F-14A/B/D Tomcat
F-14E Advanced Super Tomcat**
F-24A Hellcat II**
F-35C Lightning II
F-4J/N/S Phantom II
F/A-18A/A+/C Hornet
F/A-18E Super Hornet
F/A-18F Super Hornet/Rhino
S-3A/B Viking
SV-22D Osprey**

US Marine Corps Aircraft
A-6E Intruder
AV-8A/C Harrier
AV-8B Harrier II/II+
EA-6B Prowler
F-35B Lightning II
F-4J/N/S Phantom II
F/A-18A/A+/C/D Hornet

*ELINT Aircraft like these will operate like Hawkeyes, but will provide Situational Awareness Points and ATG modifiers while avoiding ground-based attack Events [AAA and SAMs] on the designated die roll ONLY
**These aircraft will be available in a certain set of Hypothetical Campaigns

Now, check out the Weapons/Equipment I've planned!

Decoys [Used for Suppression ONLY]
ADM-141 TALD
ADM-160

Air-to-Air Missile
AIM-120A AMRAAM
AIM-120C/D Slammer
AIM-152A/B Seraph*
AIM-54A/C Phoenix
AIM-7F Sparrow
AIM-7M/P
AIM-9H Sidewinder**
AIM-9L/M Sidewinder
AIM-9X Sidewinder

Air-to-Ground Munitions
AGM-122A Sidearm
AGM-123 Skipper II
AGM-45 Shrike
AGM-154A JSOW
AGM-154B JSOW
AGM-154C JSOW
AGM-158A Joint Air-to-Surface Standoff Missile (JASSM)
AGM-45B Shrike
AGM-62B Walleye II
AGM-65E Maverick
AGM-65E2 Maverick
AGM-65F Maverick
AGM-78D Standard Anti-Radiation Missile (ARM)
AGM-84A/C/D/G Harpoon***
AGM-84E/H/K Standoff Land-Attack Missile (SLAM)***
AGM-84L/M/N Harpoon II/II+***
AGM-88A/B High-Altitude Anti-Radiation Missile (HARM)
AGM-88C/E HARM
APKWS Rockets
CBU-59 Cluster Bomb
CBU-78 Cluster Mines
GBU-10 Laser-Guided Bomb (LGB)
GBU-12 LGB
GBU-16 LGB
GBU-24 LGB
GBU-31 Joint Direct Attack Munition (JDAM)
GBU-32 JDAM
GBU-38 JDAM
GBU-53 Small Diameter Bomb II (SDB-II)
GBU-54 JDAM
M255 Rockets
M261 Rockets
Mk. 20 Rockeye II (CBU-100)
Mk. 46 Torpedo
Mk. 46 NEARTIP Torpedo
Mk. 50 Barracuda Torpedo
Mk. 52 Bottom Mine
Mk. 55 Bottom Mine
Mk. 62 Bottom Mine
Mk. 63 Bottom Mine
Mk. 65 Bottom Mine
Mk. 82 Iron Bomb
Mk. 82 Snakeye Iron Glide Bomb
Mk. 83 Iron Bomb
Mk. 84 Iron Bomb

Pods
Advanced Tactical Airborne Reconnaissance System (ATARS) Pod
ECM Pod
Gunpod
LAU-61 Rocket Pod
LAU-68 Rocket Pod
Night Pod (N-Pod)
Shared Reconnaissance Pod (SHARP)
Tactical Airborne Reconnaissance Pod System (TARPS)

*Can be used by the F-14E and F-24 ONLY
**A shorter range Rear-Aspect IR AIM-9 that can be used at Range 0 only, and if your Pilot gets an advantage in a dogfight [discussed below]
***The differences between them is that the Harpoon and the Harpoon II/II+ can attack Fleets ONLY. SLAMs can attack Naval AND Surface Targets

That's right, among other changes I'm putting in, there'll be reconnaissance and anti-submarine warfare missions. That'll explain the S-3s, SV-22Ds, torpedoes and bottom mines plus the reconnaissance pods.

The rocket pods will give the suppression bonus to rocket attacks, while the APKWS, M255 and M261 rockets will have certain traits.

More to boot, will be two additional skill levels. From Hornet Leader II, are the Flight School and Instructor ranks. But I've renamed them and all the other levels after USN/USMC ranks.
Cadet/Lance Corporal (Flight School)
Ensign/Gunnery Sergeant (Newbie)
Lieutenant Junior Grade/2nd Lieutenant (Green)
Lieutenant/1st Lieutenant (Average)
Lieutenant Commander/Captain (Skilled)
Commander/Major (Veteran)
Captain/Colonel (Ace)
Rear Admiral/General (Instructor)

I also add in a nice little challenge for you guys to shoot for - A Medal System. Meet the requirements and the receiving pilots will be awarded them, and some will grant some nice bonuses to boot.

Moving along, I'm planning a re-implementation of the Dogfighting Rules from the original Hornet Leader. Only this time, it applies to air-to-air engagements from Ranges 0-1.

The Campaigns this time will have a more unique twist to them. Instead of Short, Medium or Long campaigns - You'll have 9-15 days to win the day. And instead of Victory Points, the final outcome will be determined by Mission Success - Which will be determined by the outcomes of your flights against targets of differing priorities. [The mission outcomes are another re-implementation of the original HL's rules]
And you'll be scored on Mission Efficiency Points (MEPs), which will serve as mostly bragging rights.

Also take note that some campaigns will be two-parters depending on your overall Mission Success, which will last the same number of days as before. Not to mention that some missions during specific Campaigns may make or break your Allies' efforts to defeat the enemy, so make certain you succeed, no matter the cost!

Instead of choosing your pilots/aircraft freely, you'll be restricted to the number of designated aircraft and pilot skill levels according to the Campaign and the Aircraft Carrier you select.

Here's an Example from one of my planned Campaigns, Operation Pizzaro's Rampage in 1992 [Based on Central America from the original Hornet Leader].

USS Dwight D. Eisenhower (CVN-69)
Player Order of Battle
6 x F-14 Tomcat
6 x F/A-18 Hornet (Navy)
3 x A-6 Intruder (Navy)
2 x EA-6B Prowler (Navy)
1 x E-2 Hawkeye
2 x S-3 Viking
Skill Levels: 3 Cadets, 4 Ensigns, 4 Lieutenant Junior Grades, 6 Lieutenants, 2 Lieutenant Commander, 1 Commander

But you'll also need to watch your weapon supply, as mostly the SOs are ditched in favor of limited equipment quantities. Your better weapons will be in smaller quantities compared to the inferior ones, so use them wisely.

SOs will still be needed to call on Friendly AI Aircraft [discussed below], promoting Pilots and Priority R&R, etc.

Also being re-implemented from the original game are Friendly AI Aircraft. While in the original game you got them in Event or Special Condition Cards, they'll be available from your designated Aircraft Carrier. While other Friendly AI Aircraft will help you from the Event Cards or if you pay two SOs for them to show up.

[Same applies for your Air Wing's birds, too]

And the big one is the initial strength of Friendly and Enemy aircraft plus their Pilot Quality plus the initial Air Defense Site strength. The initial strength will decrease over time, and one side will have to alternate what Aircraft or Air Defense Sites they use.
For instance, in one of my planned Campaigns, Operation Rolling Fire (Korean Peninsula - 1995)... You destroy 40 out of 55 MiG-29s, they'll instead use MiG-23s or other Bandits in higher quantities in their place. While destroying lower end aircraft will have the enemy resort to using better ones. Destroying airfields, forward air refueling points and aircraft carriers will also contribute to enemy aircraft losses.

Among some of the new additions to the enemy aircraft will be transport aircraft, helicopters and supply planes. Aside from defending the fleet, you'll also have to intercept Bombers, Attack Aircraft or Helicopters attacking Friendly Ground Forces.

Pilot Quality will provide negative or positive modifiers to their ATA attack, ATG attack and Dogfighting rolls.

I hope this will give you guys a good idea on what to expect from this, and once I can get some CG modeling skills for the pilots' aircraft cards and a LOT of playtesting, I'll get this bad boy off the ground. Let me know what you guys and gals of you think of this premise! Hang loose!
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Judy Krauss
United States
Pittsburgh
Pennsylvania
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but I'm not the only one
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My hands are small, I know, but they're not yours, they are my own
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I'm not a "guy" , but I've been playing this game for years (including the original 1991 version by GMT) and I'm interested in your ideas and new missions.
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Brent Fortner
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Fuquay-Varina
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This sounds quite interesting to me. I'd love to see some new life breathed into this awesome game.

I really like your ideas on changing the skill levels to ranks and even adding to them while establishing medals for special achievements. I especially like the idea of a variable opponent AI driven in part by damage/ success of earlier missions - something that would help tie the campaign missions together. Further, I always felt the friendly AI aircraft support needed a way to be part of the planning phase and not just some random event card draw, so I'd love to see your implementation of this game changing concept. Your other innovations also sounded cool, but are too numerous to mention.

Please continue to share with us your ideas as they develop.

Brent
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Gerald Reston
United States
Albquerque
New Mexico
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Now then, time to show off more of my premise with the following...

Additional Information on some of the New Weapons and Equipment
Both ADMs
As it was said earlier, considering they're Decoys - They can be used for Suppression ONLY

AIM-9H
As it was stated earlier, this is a Rear-Aspect IR-Guided missile. Your only chance of scoring a hit is to get the advantage position during a dogfight

AIM-9X
This one can't only hit targets from two areas away, but also has an Independent ability. But don't expect these to be in high quantities, though... Unless you're playing in campaigns set in future conflicts.

AGM-122 Sidearm
The perfect Anti-Radiation Missile to be equipped for the Harrier until the missile is retired in the Mid-90's.

AGM-154's A-C
The AGM-154A, which is based on the one from the base game has the modifier against Soft Targets [especially against Sites]. The AGM-154B is your best bet against Vehicles, while the AGM-154C ignores the Hardened Trait of specific targets.

AGM-158A JASSM
Ignores the Hardened Trait.

AGM-88F HARM [Sorry for not including this one in the initial list!]
This AGM-88 model will ignore all negative modifiers on Sites.

APKWS Rockets
These laser-guided rockets get a +3 modifier against Vehicles, Soft targets and Sites.

CBU-78 Cluster Mines
These will get +4 modifiers when used against airfields and vehicles.

GBU-53 SDB-II
These babies ignore the Small Trait of certain Targets.

Gunpod
These can be only used by F-4 Phantoms.

M255 and M261 Rockets
The former have a +4 modifier against Soft Targets, while the latter have a +3 modifier against Vehicles.

Night Pods
Certain aircraft can equip these Pods to negate Nighttime mission modifiers. [Discussed below]

LAU-61 and LAU-68 Rocket Pods
These Pods will give +3 modifiers to Suppression, but how they're different here is the number of Salvos (AKA attacks) you can make when you load them with rockets. The former allows for 4 Salvos, while the latter gets 3. For the A-6 Intruders, you can load up to four of either or both Rocket Pods, and you can have them get the same rockets or mix n' match. Harriers, regular Hornets, and Super Hornets/Rhinos on the other hand are restricted to 2 Pods per aircraft. But keep in mind, when loading Rocket Pods, you have to do it in pairs.

Reconnaissance Pods (ATARS, SHARP, TARPS)
These are required for Reconnaissance Missions, while completing a Mission of a Ground or Naval Target Type with these equipped at Low Altitude will add to the Mission Efficiency Points.

Information on New Game Mechanics

Air Superiority
Joining the Infra, Intel and Recon tracks is the Air Superiority, or simply "Air" track. This is based on the Radar track from Hornet Leader II, involving the number of Bandits that will be modified for the the Center Area.

Dogfighting
If one of your Pilots or an AI Friendly Aircraft gets into an Area adjacent to a Bandit or enters the same area WITH the Bandit, a Dogfight commences.
The following shows the position and the die roll that needs for the position to be achieved.
Friendly/Pilot Disadvantage/Bandit Advantage: 1-4
Both have no Advantage/Disadvantage: 5-8
Friendly/Pilot Advantage/Bandit Disadvantage: 9-10

When one gets an advantage over the other, both fighters start maneuvering to negate the advantage one has. The fighter at a disadvantage should be flipped 90° to represent it being chased. While if neither has an advantage, restart the maneuvering or have either side attempt a Snap Shot.

Snap Shot Rules
If the Friendly Aircraft does not belong to one of your Pilots, roll for both it and the Bandit’s attack rolls. If one’s value exceeds the other, that one is destroyed.
For your Pilots on the other hand, if said Pilot is Fast, he will attempt the Snap Shot with Missiles or Guns to destroy the Bandit. If the Pilot is Slow, play the usual Bandit Attack rules. If either side’s aircraft both fail in the Snap Shot, they will end dogfighting for the remainder of the turn. Any Aircraft that attempts a Snap Shot will have its roll suffer a -1 modifier.

Maneuvering
In any case of maneuvering, use the following to determine whether the maneuvers are successful or not.
Maneuver Failed: 1-5
Maneuver Success: 6-10
Friendly Maneuver Failed/Bandit Maneuver Successful: Bandit proceeds to attack [Use normal Bandit Attack rules]. Friendly or Pilot CANNOT attack the Bandit for the remainder of the Turn
Both Failed: Re-roll to restart the Maneuvers
Friendly Maneuver Successful/Bandit Maneuver Failed: Friendly can attack the Bandit/Pilot can attack with Guns or Missiles. Bandit CANNOT attack for the remainder of the Turn

Just keep in mind about Pilot Quality and if your Pilots' Aircraft have ATG ordinance on hand. Those will have a distinct effect on Dogfighting.

New Campaign Track Sheet Rules
[Air]
If the Counter is Far Left - You're in for pain, as the Enemy possesses more Bandits in the Center and Approach Areas. Check the Track Sheet for the designated modifier. Your Pilots suffer +1 Stress at the end of each Day.
If the Counter is Far Right - Enemy Bandits will be reduced drastically in both the Center AND Approach Areas. Check the Track Sheet for the designated modifier. Your Pilots suffer -1 Stress at the end of each Day.
[Infra]
If the Counter is Far Left - It'll be tough going to destroy Targets, as they will take more Hits. Check the Track Sheet for the designated modifier. -3 SOs per Day.
If the Counter is Far Right - You'll make destroying Targets such a breeze, as they'll take less hits to destroy. Check the Track Sheet for the designated modifier. +3 SOs per Day.
[Intel]
If the Counter is Far Left - Sites will litter the Center and Approach Areas. Check the Track Sheet for the designated modifier. Your Pilots suffer +1 Stress at the end of each Day.
If the Counter is Far Right - The Center and Approach Areas will be lacking in Sites. Your Pilots suffer -1 Stress at the end of each Day.
[Recon]
If the Counter is Far Left - You'll only choose 1 Mission Card at random.
If the Counter is Far Right - You can choose any Mission Card you want.

Mission Debriefings, Priorities, Outcomes and Success Rate

Mission Debriefings
Just like it sounds, they'll give you closure on the outcome of your assigned Mission. It'll also display the number that the Mission Success Rate will be advanced or be reduced by [discussed later].

Mission Outcomes
Mission Failure - Just like it sounds, you perform below the Mission's requirements.
Mission Inconclusive - A subpar result, you achieve roughly half of the Mission's requirements.
Mission Complete - You achieve 80-90% of your Mission's Objective(s) for a good result. The target is neutralized and no longer a factor.
Mission Accomplished - You successfully achieve all of your Mission's Objective(s) to fulfill it and/or achieve overkill a Target. This'll net you a very good set of results.

Low Priority Mission
-Mission Failure, Inconclusive or Complete Outcomes will not advance the Mission Success Rate
-A Mission Accomplished Outcome will advance the Success Rate by 1
-Generally gives the lowest Mission Efficiency Points
Normal Priority Mission
-Mission Failure Outcomes will reduce the Success Rate by 1 or 2
-Mission Inconclusive Outcomes will not advance the Success Rate at all
-Mission Complete Outcomes will advance the Success Rate by 1
-Mission Accomplished Outcomes will advance the Success Rate by 2
-Generally gives the normal amount of Mission Efficiency Points
HIGH PRIORITY MISSION
-Mission Failure Outcomes will reduce the Success Rate by 3 or 4
-Mission Inconclusive Outcomes will reduce the Success Rate by 1 or 2
-Mission Complete Outcomes will advance the Success Rate by 2
-Mission Accomplished Outcomes will advance the Success Rate by 3 or 4
-Gives the highest Mission Efficiency Points
-In certain campaigns with particular High Priority Missions, getting a Failure or Inconclusive Outcome will have nasty consequences. While a Complete or Accomplished Outcome will put the Enemy in a tight spot.

Overall Success Rates [from worst to best]
Abysmal - Your Campaign performance is an outright disaster, and the Enemy has won the war. Your jockeys will be lucky to either scrub the floors or pilot Cessnas.
Poor - Your Pilots failed to adequately carry out their duties, which leaves you stuck at your current rank for the remainder of your career.
Average - The enemy's been stopped, but at what cost? You may get another chance to redeem yourself, but your superiors are watching your every move from here on.
Good - Your Pilots managed to contribute well to the Friendly war effort. Good job out there! Make some room on your uniform for a medal or two following your promotion.
Superb - Congratulations! Your Pilots performed above and beyond the call of duty. You head back home with your Squadron to participate in a ticker-tape parade with fly-bys, following medals promotions from your superiors.

Mission Types
Instead of what you guys are typically used to, these missions will be designated by what kind of Targets they are. This time, it'll be divided between Air, Ground and Naval Targets.
-Air Targets will mostly consist of Aerial Ambushes, Dogfights, Escorts, Intercepts, MiGCAPs and Recon. These will be 2nd only to the Ground Target types in the number of Missions you encounter. On the Campaign Maps and the Cards, they are represented by Gray Circles.
-Ground Target types will encompass the vast majority of the Missions. Everything from Offensive Air Counters (OCAs) to knock out airfields, Close Air Support (CAS), Destruction of Enemy Air Defenses (DEAD), Escorting Friendly Troops, Rescue Combat Air Patrols [involving the destruction of Bandits and Sites alike], Search and Destroy, Striking Ground Targets, and Suppression of Enemy Air Defenses (SEAD) by destroying Radars. They are represented by Green Circles.
-Naval Targets will be fewer than the other two Target types, but they're among the most challenging. You'll do everything from Anti-Shipping, Anti-Submarine Operations, Escorting Friendly Vessels and sinking Enemy Ships. They are represented by Blue Circles.

Nighttime Mission Modifiers
Aside from the usual night mission rules from the base game of CAO, I'm bringing back a few elements from the original game.
-1 to AAA Site attack rolls
-1 to Gun attack rolls
-1 to Dogfighting rolls

I look forward to hearing from you folks and will be happy to listen to your suggestions!

The next post will hopefully throw in a few new ideas [some, at the instigation of hawkeye_de, inspired by Falcon Ace], show off the Medals and their requirements, and giving you an outline of the Campaigns I have in mind.
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Brent Fortner
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Fuquay-Varina
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I like what I'm seeing here, you obviously have invested considerable time and effort into this.

A few questions:

* what are the weight point and SO cost for the new rocket pods?
* since you're requiring the pods to be loaded in pairs, are their salvo qty of 3 or 4 attacks, per pair or per pod?
* I've always assumed the original game rockets represented pods, would you keep them in game as is, or modify them somehow to be compatible with your rocket pod additions?
* I've always liked how Thunderbolt Apache Leader handled rocket pods with a d10 to determine when they're actually empty, have you considered this, rather than assigning 3 or 4 known salvos?
* Do you have a listing of all the new weapons, their SO cost, weight points and hit numbers in a file you can share?
* what are the colored circles you're referring to under the mission types? Is that something you still plan to publish as a file with graphics?

I think that's it for now. Thanks again for you work here.
Brent
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Gerald Reston
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To answer your questions about the Rocket Pods...
The LAU-61 and LAU-68 won't cost anything, and their respective WPs are 1. The rockets you load won't cost or weigh anything, either.
I've decided for the Salvos to be for each pair.
No, I didn't take that into consideration. But I'll definitely put in a full salvo that will expend all rockets in the pods.
I forgot one other aircraft that can use the rocket pods - The S-3 Viking! It can take only two Pods. Makes for a pretty nice auxiliary aircraft for air-to-ground strikes.

And to answer your question about weapons/equipment, they won't cost SOs, but the assigned Aircraft Carrier/Airfield will have limited magazines for each and every one of these in the Campaigns. And didn't I mention that in my first post as well?
Quote:
But you'll also need to watch your weapon supply, as mostly the SOs are ditched in favor of limited equipment quantities. Your better weapons will be in smaller quantities compared to the inferior ones, so use them wisely.

[An example of this will be discussed later]
You can, of course, pay the following number of SOs for this set of resupply options...
Light Resupply: 2 SOs (Refills the magazines by 25%)
Moderate Resupply: 4 SOs (Refills the magazines by 50%)
Heavy Resupply: 8 SOs (Refills the magazines by 75%)
Full Resupply: 16 SOs (Refills the magazines fully)


I'll give you the weapon/equipment list, Brent. At this time, I need to improve my artistic touch in order to create the weapons/equipment inside the counters.

Decoys

ADM-141 TALD
Altitude Level: High/Low
Suppression Roll: 6
Max Range: 4
Weight: 1

ADM-160
Altitude Level: High/Low
Suppression Roll: 5
Max Range: 4
Weight: 1

Air-to-Air Missiles
AIM-120A AMRAAM (Based on the AIM-120 from the base game)
Special Rule: Independent Ability at Range 2+, said ability CANNOT be used at Range 0-1 UNLESS the Bandit was the missile's target.
Altitude Level: High/Low
Attack Roll: 5
Max Range: 3
Weight: 1

AIM-120C/D Slammer
Special Rule: Independent Ability at Range 2+, said ability CANNOT be used at Range 0-1 UNLESS the Bandit was the missile's target.
Altitude Level: High/Low
Attack Roll: 4
Max Range: 4
Weight: 1

AIM-152A/B Seraph
Special Rule: Can be used by the F-14E and F-24A ONLY. Independent Ability. Can be used in the Phoenix/Seraph Missile Attacks.
Altitude Level: High/Low
Attack Roll: 5
Max Range: 4
Weight: 1

AIM-54A/C Phoenix
Special Rule: Can be used in the Phoenix/Seraph Missile Attacks. Independent Ability. CANNOT attack at Range 0
Altitude Level: High
Attack Roll: 6
Max Range: 4
Weight: 1

AIM-7F Sparrow
Special Rule: CANNOT attack at Range 0
Altitude Level: High/Low
Attack Roll: 7
Max Range: 2
Weight: 1

AIM-7M/P Sparrow
Special Rule: CANNOT attack at Range 0
Altitude Level: High/Low
Attack Roll: 6
Max Range: 2
Weight: 1

AIM-9H Sidewinder
Special Rule: Can only be fired when the Pilot's aircraft can get an Advantage Position during a dogfight. (Remember, this is a Rear-Aspect IR Missile unlike the L\M and X variants)
Altitude Level: High/Low
Attack Roll: 7
Max Range: 1
Weight: 1

AIM-9L\M Sidewinder (Based on the AIM-9 from the base game)
Altitude Level: High/Low
Attack Roll: 6
Max Range: 1
Weight: 1

AIM-9X Sidewinder
Special Rule: Independent Ability (Reflecting its Lock-On After-Launch [LOAL] capabilities) at Range 1 and during a Dogfight. Negates the -1 Modifier on a Snap Shot.
Altitude Level: High/Low
Attack Roll: 5
Max Range: 2
Weight: 1

Air-to-Ground Munitions
AGM-122A Sidearm
Special Rule: Can attack Sites with Radar attributes ONLY
Altitude Level: High
Attack Roll: 6
Max Range: 1
Weight: 1

AGM-123 Skipper II
Altitude Level: High/Low
Attack Roll: 3/4/6/8
Max Range: 1
Weight: 2

AGM-154A Joint-Standoff Weapon (Based on the AGM-154 from the base game)
Special Rules: +3 Bonus against Soft
Altitude Level: High/Low
Attack Roll: 4/8
Max Range: (High) 3, (Low) 1
Weight: 2

AGM-154B JSOW
Special Rules: +4 Bonus against Vehicles
Altitude: High/Low
Attack Roll: 5/9
Max Range: (High) 3, (Low) 1
Weight: 2

AGM-154C JSOW
Special Rules: Ignores Hardened
Altitude: High/Low
Attack Roll: 3/4/6/8
Max Range: (High) 3, (Low) 1
Weight: 2

AGM-158 Joint Air-to-Surface Standoff Missile (JASSM)
Special Rules: Ignores Hardened
Altitude: High
Attack Roll: 0/3/6/7
Max Range: 4
Weight: 4

AGM-45B Shrike
Special Rules: Can attack Sites with Radar attributes ONLY
Altitude: High
Attack Roll: 5
Max Range: 2
Weight: 1

AGM-62B Walleye II
Altitude: High
Attack Roll: 4/7/10
Max Range: 1
Weight: 2

AGM-65E Maverick (Based on the AGM-65E2 Maverick from the Cthulhu Conflict expansion)
Special Rules: +3 against Vehicles and Sites
Altitude: High/Low
Attack Roll: 8
Max Range: 2
Weight: 1

AGM-65E2 Maverick
Special Rules: +3 against Vehicles and Sites
Altitude: High/Low
Attack Roll: 6
Max Range: 2
Weight: 1

AGM-65F Maverick (Based on the AGM-65 from the base game)
Special Rules: +3 against Vehicles
Altitude: High/Low
Attack Roll: 6/10
Max Range: 2
Weight: 2

AGM-78D Standard Anti-Radiation Missile (ARM)
Special Rules: Can be used against Sites with Radar attributes ONLY
Altitude: High
Attack Roll: 5
Max Range: 3
Weight: 1

AGM-84A/C/D/G Harpoon
Special Rules: +3 against Fleet Targets, ignores Dispersed Trait, can be used against Fleets ONLY
Altitude: High
Attack Roll: 3/6/9
Max Range: 4
Weight: 2

AGM-84E/H/K Standoff Land-Attack Missile (SLAM)
Special Rules: +3 against Fixed Targets, ignores the Hardened Trait, and has the Independent Ability in Campaigns after 2000
Altitude: High
Attack Roll: 2/5/7
Max Range: 4
Weight: 2

AGM-84L/M/N Harpoon II/II+
Special Rules: +4 against Fleet Targets, ignores Hardened Trait, can be used against Fleets ONLY
Altitude: High
Attack: 2/5/7
Max Range: 4
Weight: 2

AGM-88A/B High-speed Anti-Radiation Missile (HARM)
Special Rules: Can be used against Sites with Radar attributes ONLY
Altitude: High
Attack Roll: 4
Max Range: 3
Weight: 1

AGM-88C/E HARM
Special Rules: Can be used against Sites with Radar attributes ONLY
Altitude: High
Attack Roll: 3
Max Range: 4
Weight: 1

AGM-88F HARM
Special Rules: Can be used against Sites with Radar attributes ONLY, ignores negative modifiers on Sites
Altitude: High
Attack Roll: 4 (To reflect the smaller warhead)
Max Range: 4
Weight: 1

APKWS Rockets
Special Rules: +3 against Vehicles, Soft and Sites
Altitude: Low
Attack Roll: 4
Max Range: 1
Weight: 1

CBU-59 Cluster Bomb
Special Rules: +5 against Soft
Altitude: Low
Attack Roll: 8/11
Max Range: 0
Weight: 1

CBU-78 Cluster Mines
Special Rules: +4 against Airfields and Vehicles
Altitude: Low
Attack Roll: 7/9/10
Max Range: 0
Weight: 1

GBU-10 Laser-Guided Bomb (LGB)
Altitude: High
Attack Roll: 1/2/4/7
Max Range: 0
Weight: 2

GBU-12 LGB
Altitude: High
Attack Roll: 6/8/10
Max Range: 0
Weight: 1

GBU-16 LGB
Altitude: High
Attack Roll: 3/5/7/9
Max Range: 0
Weight: 2

GBU-24 LGB
Altitude: High
Attack Roll: 2/4/6/8
Max Range: 0
Weight: 2

GBU-31 Joint-Direct Attack Munition (JDAM)
Altitude: High/Low
Attack Roll: 0/2/5/9
Max Range: (High) 1, (Low) 0
Weight: 2

GBU-32 JDAM
Altitude: High/Low
Attack Roll: 2/4/7
Max Range: (High) 1, (Low) 0
Weight: 2

GBU-38 JDAM
Altitude: High/Low
Attack Roll: 3/9
Max Range: (High) 1, (Low) 0
Weight: 1

GBU-53 Small-Diameter Bomb II (SDB-II)
Special Rules: Ignores the Small trait
Altitude: High/Low
Attack Roll: 4/10
Max Range: (High) 1, (Low) 0
Weight: 1

GBU-54 JDAM
Altitude: High/Low
Attack Roll: 2/8
Max Range: (High) 1, (Low) 0
Weight: 1

[Note about JDAMs: In Campaigns after 2008, they can be used to attack Mobile Targets such as Vehicles and Fleets]
[NEW RULE: Due to their Independent ability, JDAMs ignore the Dispersed Trait]

M255 Rockets
Special Rules: +4 against Soft [To represent the use of Flechettes that are effective against softskin targets]
Altitude: Low
Attack Roll: 8
Max Range: 1

M261 Rockets
Special Rules: +3 against Vehicles
Altitude: Low
Attack Roll: 7
Max Range: 1

Mk. 20 (CBU-100) Cluster Bomb
Special Rules: +3 against Soft and Vehicles, ignores the Dispersed trait
Altitude: Low
Attack Roll: 5/7/8/10
Max Range: 0
Weight: 1

Mk. 46 Torpedo
Altitude: Low
Attack Roll: 7/10
Max Range: 0
Weight: 1

Mk. 46 NEARTIP Torpedo
Altitude: Low
Attack Roll: 6/8
Max Range: 1
Weight: 1

Mk. 50 Barracuda Torpedo
Altitude: Low
Attack Roll: 7/9
Max Range: 1
Weight: 1

Mk. 52 Bottom Mine
Altitude: Low
Attack Roll: 5/7/10
Max Range: 0
Weight: 2

Mk. 55 Bottom Mine
Altitude: Low
Attack Roll: 3/6/9
Max Range: 0
Weight: 3

Mk. 62 Bottom Mine
Altitude: Low
Attack Roll: 7/10
Max Range: 0
Weight: 1

Mk. 63 Bottom Mine
Altitude: Low
Attack Roll: 5/7/10
Max Range: 0
Weight: 2

Mk. 65 Bottom Mine
Altitude: Low
Attack Roll: 4/5/9
Max Range: 0
Weight: 2

[Note about Torpedoes and Bottom Mines: Can be used against Submarines ONLY]

Mk. 82 Iron Bomb
Altitude: Low
Attack Roll: 7/10
Max Range: 0
Weight: 1

Mk. 82 Snakeye Iron Glide Bomb
Special Rules: +2 against Soft
Altitude: Low
Attack Roll: 8/10
Max Range: 0
Weight: 1

Mk. 83 Iron Bomb
Altitude: Low
Attack Roll: 5/7/10
Max Range: 0
Weight: 2

Mk. 84 Iron Bomb
Altitude: Low
Attack Roll: 3/6/9
Max Range: 0
Weight: 3

Miscellaneous Equipment
Advanced Tactical Airborne Recon System (ATARS) Pod
Special Rules: Can be used ONLY by Marine F/A-18 Hornets, add +1MEP if the Marine Hornet is at Low Altitude at the Center Area due to Battle Damage Assessment.
Altitude Level(s): Low
Weight: 1

ECM Pod
Special Rules: Can be used to cancel Enemy Attacks ONLY during the Bandits Attack Phase
Altitude Level(s): High/Low
Die Roll: 6
Weight: 1

Gunpod
Special Rules: Can be used only by F-4s ONLY
Altitude Level(s): High/Low
Attack Roll: 10
Max Range: 0
Weight: 1

LAU-61 Rocket Pod
Altitude Level(s): Low
Max Number of Salvos: 4
Max Range: 1
Weight: 1

LAU-68 Rocket Pod
Altitude Level(s): Low
Max Number of Salvos: 3
Max Range: 1
Weight: 1

Night Pod (N-Pod)
Special Rules: For specific aircraft, these can negate Nighttime mission modifiers
Altitude Level(s): Low
Weight: 1

Shared Reconnaissance Pod (SHARP)
Special Rules: Can be used ONLY by the F/A-18E and the F/A-18F, add +1MEP if either kind of Super Hornet is at Low Altitude in the Center Area due to the Battle Damage Assessment
Altitude Level(s): Low
Weight: 1

Tactical Airborne Reconnaissance Pod System (TARPS)
Special Rules: Can be used ONLY by the F-14 Tomcat, add +1MEP if the Tomcat is at Low Altitude in the Center Area due to the Battle Damage Assessment
Altitude Level(s): Low
Weight: 1

What I meant by the different colored circles, is their positions on the Campaign Maps.
To elaborate on the circles' colors again...
Gray - Air Targets
Green - Ground Targets
Blue - Naval Targets
And they'll have numbers for the designated targets as well.
Also, the Range Bands will be re-designated as Sectors - They'll go by NATO Alphabets as opposed to Band 1-4, etc. [Sector Alpha, Bravo, Charlie, Delta, Echo, Foxtrot, etc.]

Here's an example of the limited weapon quantities thus far in Operation Rolling Fire in 1995 from the USS Independence (CV-62).
AIM-7M/P: 124
AIM-9M: 160
AIM-54C: 90
AIM-120A: 118
ADM-141: 56
AGM-65F: 94
AGM-84C/D: 78
AGM-84E: 72
AGM-88A/B: 70
AGM-88C: 64
CBU-59: 66
CBU-78: 48
ECM Pod: 60
GBU-10: 44
GBU-12: 46
GBU-16: 42
GBU-24: 25
Mk. 20: 55
Mk. 46 NEARTIP: 60
Mk. 50: 58
Mk. 55: 74
Mk. 62: 65
Mk. 63: 45
Mk. 65: 36
Mk. 82: 104
Mk. 82 Snakeye: 82
Mk. 83: 78
Mk. 84: 66
TARPS: 8

Also, I'm gonna throw in a special something if you don't want to do Campaigns: Bonus Single Missions.
These are standalone missions set in specific regions and years, but they have more unique challenges and conditions to meet. Including missions inspired by single missions from games, movies (Like actually striking the Japanese Fleet during the Final Countdown, Operation Bullseye from Top Gun, etc.) and novels.

My next post will hopefully involve my list of planned Campaigns, some improved tactical gameplay and Medals. Keep the feedback coming, people!
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Eugeny Timoshok
Russia
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Nice, Thumb up. I've checked your thing out... greatly similar to my attempts to make Hornet Leader larger, bigger and more interesting.

The similar mutation cover all Navy and Soviet planes and weapons in service from the 60s to our days. I've discarded not only recon/intel with chage of them to the air suoeriority (in the HLCW intel performs the same role), but also tactical display with replacement to hexsheet. I've used loading diagrams for the planes to assign counters to hardpoints. I've used even more weapons (with other numbers and rules though0 and incuded data link pods (necessary for some weapons, like AGN-62 and GBU-15 for some Army craft), LANTIRNs (F/A-18 and some other planes have to carry it to negate night conditions and use laser guided weapons) and SNIPERs (+1 to AtG, laser guidance, no night capablities)

I've also add to bandits 3 logics marked on the counters. The logic included F (general randaom attack logic), C (clear escort logic - plane choose targets between escort fighters, with priority from obvious (F-14, MiG-29, Su-27 etc) to multiroles wilout bomb load - i've assumed they may be selected by higher maneuverability), Intercept, Hunting and some other logics.

Spend 2 years enjoying this _thing_, play a dpzen of home made campaigns

Later a little part of the full mega-system was simplified and cristallized as HLCW - i've returned to classic target display, removed pods and special features of weapons (E.g. in the full version the dumb bombs and passive radar missiles have to be used only in "Slow" phase since they require time for guidance, but their use have to be declared in the Fast phase. If plane evasdes AIM-7E/F/M, AA-7, ects is lost), and reduce diagrams to Free weapons/triple boms/limits combination. Generally I've tried to make part of the system mpre playable and appealing to players. Unforunately I have to said I've failed since no special interest was found to the HLCW.
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Gerald Reston
United States
Albquerque
New Mexico
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Thanks, Eugeny. In fact, it was partially inspired by your work my friend.

Now for the Campaign list, and some quick synopses for each of them.

Operation Red Furnace (WWIII North Atlantic 1980)
Operation Red Kettle (WWIII Mediterranean 1980)
Operation Red Cauldron (WWIII Pacific 1980)

The USSR decides on a military strike against NATO and its allies on all fronts in response to the USA's grain embargo.

Operation Sinbad's Voyage (Libya 1984)

In response to Libya's support for terrorism and other atrocities, the USA orders a series of surgical airstrikes against Libya.

Operation Atlantic Ragnarok (WWIII North Atlantic 1986)
Operation Four Horsemen (WWIII Mediterranean 1986)
Operation Ring of Fire (WWIII Pacific 1986)

Mikhail Gorbachev's policies are rebuked, and the Soviet Union goes into an all-out attack against NATO and its allies to preserve its military might.

Operation El Dorado Canyon (Libya 1986) [HISTORICAL]
Hoping to stop Libya from committing any more support for international terrorism and enforcing the Freedom of Navigation around the Line of Death, Ronald Reagan orders the US Navy and Air Force to commence surgical strikes against Qaddafi's regime.

Operation Red Storm Rising (WWIII North Atlantic 1987) [Based on the events of the Tom Clancy novel, "Red Storm Rising"]
After a terrorist attack in Siberia weakens Soviet infrastructure, the Soviets launch an all-out attack against NATO. Take command of either the USS Saratoga (CV-60) or Nimitz (CVN-68) plus USMC forces in an attempt to liberate Iceland. Will you repeat the events of the book, or change them forever?

Operation Eye for an Eye (Iran 1987)
The Iran-Iraq War spilled onto the UAE, and Saudi Arabia for reasons unclear does not respond. The USN, USAF and USMC send out a rapid-deployment force with the approval of Qatari officials to defuse the situation.

Operation Never Sound Retreat (WWIII North Atlantic 1989)
Operation Sword vs. Sickle (WWIII Mediterranean 1989)
Operation Lake Cocytus (WWIII Pacific 1989)

In 1985, Mikhail Gorbachev is killed by hardliners and the Soviet government increases their military buildup tenfold. NATO and its allies fall under attack on all fronts.

Operation Red Sky at Morning (WWIII North Atlantic 1990)
Operation Evening Red (WWIII Mediterranean 1990)
Operation Red Tide Incoming (WWIII Pacific 1990)

The revolution in the Soviet Union goes south and the Reds attempt an all-out attack with their allies to retain their former claims.

Operation Desert Shield (Iraq 1990) [HISTORICAL]
Reenact Navy-Marine Corps air ops against Iraq shortly before the main event...

Operation Desert Storm (Iraq 1991) [HISTORICAL]
Relive Operation Desert Storm as an USN or USMC air wing commander, and assist Coalition forces in liberating Kuwait.

Operation Desert Firestorm (Iraq 1991) [Inspired by Eugeny's scenario in his HL:CAO Expansion]
The revolution in the USSR is thwarted, and they send their best equipment over to aid Saddam Hussein's forces. Coalition troops and airmen will expect a ferocious brawl to decimate the Iraqi war machine.

Operation Pizarro's Rampage (Central America 1992)
The Latin American Liberation Front [LALF] has seized most of Central America with the aid of Venezuela and Colombia. Now they're seeking to add Mexico and the Four Corners region of the USA to their claims. The USAF, USMC and USN sally forth to meet the threat.

Operation Minh's Ghost (Philippines 1992)
A raid on an Abu Sayyaf prison compound by US Navy SEALs revealed that their recent uprising against the Philippine government had received logistical and military support from the People's Liberation Army. China's goal is to seize and hold the Spratly Islands, but needs the Philippines as a safeguard against foreign retribution. The USN, USMC, and USAF sally forth to stop the PRC's invasion, wrest control of the Spratly Islands and destroy the Abu Sayyaf and their radical Muslim allies.

Operation Ocean Saber (East Timor 1992) [Based on the scenario from the simulation game, "Super VGA Harrier"]
Indonesian hardliners have seized control of the government and are subduing all resistance in East Timor. The USS Tarawa [LHA-1] is spearheading the USMC effort to dislodge the Indonesian forces.

Operation Spruance (South Africa 1993) [Based on the events of the Barrett Tillman novel, "The Sixth Battle"]
The Union of Eurasian Republics has joined the war effort against South Africa. Take command of the USS Langley and its Air Wing or the USS Eisenhower (CVN-69) plus USMC forces and remove the Eurasian presence at all costs.

Operation Kingdom in Flames (Israel 1993)
Israel has come under attack by Jordan [which has fallen to Islamic hardliners] and Syria. Among the casualties are American citizens. The USA scrambles a USMC MEF and two carrier groups to protect Israel and US citizens.

Operation Turmoil Exemplified (Southeast Asia 1993)
Unexpectedly, order has yielded to discord throughout Southeast Asia and Vietnam has sided with the rebel forces in Thailand. The USA swiftly responds to defend its former Vietnam War ally.

Operation Maul the Mullahs (Iran 1993)
Iranian forces have shot down a F/A-18C that flew too close to their airspace. And due to Bill Clinton's feckless statements and reckless diplomatic measures, the situation has escalated into a conflict as Iranian troops prepare to strike at Saudi Arabia.

Operation Black Cauldron (Ukraine 1994) [Based on the scenario from the simulation game, "US Navy Fighters"]
Boris Yeltsin has been deposed by a hardliner faction in Moscow and Russia now looks to reassert its former claims when it still was the USSR. Take command of the USS George Washington [CVN-73] and do whatever it takes to help bring down the Russians' invasion of the Ukraine.

Operation Divine Wind (Kuril Islands 1994) [Based on the scenario from the US Navy Fighters expansion pack, "Marine Fighters"]
Take command of the USS Wasp [LHD-1] and its squadron of Harrier IIs as they assist the USMC and Japanese Self-Defense Forces in ridding the Kuril Islands of Russian troops.

Operation Old Times (WWIII North Atlantic 1994)
Operation Vindicator (WWIII Mediterranean 1994)
Operation Crimson Sea (WWIII Pacific 1994)

Years after the failed revolution in the USSR, the Soviets rebuild their military might and prepare to commit a dangerous military gamble against NATO and their allies.

Operation Deliberate Force (Balkans 1995) [HISTORICAL]

Assume command of USN/USMC forces against Serb forces in the Balkans. But beware of inflicting civilian casualties.

Operation Rolling Fire (Korean Peninsula 1995)
North Korea is using US intervention in the Balkans and aircraft intruding on its airspace as a justification for invading South Korea. As the nearest USN/USMC forces, defend against the DPRK and if should they get involved, the Chinese until reinforcements arrive. Or as the reinforcements, assist your Allies in reunifying the Peninsula under the banner of the ROK.

Operation Platinum Cigar (Cuba 1996)
Fidel Castro has lost control and Cuban hardliners are preparing to strike the USA. The USN and USMC swiftly respond to the situation.

Operation Fortress Sevastopol (Ukraine 1996)
Operation Island Hopping (Kuril Islands 1996)

[See the respective Campaign Synopses for Operations Black Cauldron and Divine Wind. Except the former has the Enterprise (CVN-65) and the George Washington (CVN-73) as its Carriers]

Operation Tokyo Holiday (Japan 1997)
Japan has fallen into a civil war with Samurai-like hardliners and socialists enjoying popular support with the latter receiving help from the PRC and DPRK. The USA scrambles a force to defuse the situation with all haste.

Operation Stratocracy Resurgent (Argentina 1997)
After secretly rearming their forces, Argentina has yet again invaded the Falklands. The USN/USMC and the UK respond to stop them once and for all.

Operation Defend Promise (Nigeria 1998)
The Boko Haram have received hard-hitting equipment, and now they're raring to strike at the Pro-West government. The USN and USMC respond in kind.

Operation Old Scores (North Africa 1998)
Libya has rearmed its military arsenal with the latest equipment from Russia and China, and has declared war on Egypt. The US Navy returns to the Line of Death while the USMC prepares to make a landing against invasion troops.

Operation Allied Force (Balkans 1999) [HISTORICAL]
Relive Operation Allied Force, in the last major op to defuse instability in the Balkans. But be wary of collateral damage!

Operation Sword of Shiva (Indian Ocean 1999)

India's present government has been seized by hardliner forces, and they're looking to start an Empire of their own design. The USA sends out a fighting force of ships, troops and aircraft to stop them.

Operation Horns of Hell (Africa 2000)
From South Africa, the African Socialist Liberation Front is marching to conquer all of the continent. While UN Peacekeepers struggle, the USA sends in the Navy and Marine Corps in an attempt to stem the tide at all costs.

Operation Carrier Duel (WWIII Mediterranean 2000) [Based on the scenario from the simulation game, "F-14: Fleet Defender"]

The Soviet Union has survived and its production of Aircraft Carriers has gone on schedule. Take command of one of three US Carriers pitted in a fierce battle against the Kuznetsov and Varyag Carrier Groups.

Operation David's Sling (Israel 2001)
Shortly after the 9/11 attacks, Syria and Egypt launch a surprise attack against Israel. The USA swiftly sends out Navy and Marine Corps elements before its forces are spread too thin.

Operation Indian Rope Trick (Indian Ocean 2002)
India and Pakistan have declared war upon one another. The USN and USMC goes in defense for the latter...

Operation Rain of Green (Malay Peninsula/Oceania 2002)
Singapore has come under attack by Malaysia and Indonesia. The USN responds by sending in the USS Kitty Hawk (CV-63) and the USS Constellation (CV-64) Carrier Groups to defend the small island nation.

Operation Et tu, Naji? (Pakistan 2003)
Pakistan has come under control of a Pro-Al-Qaeda government and has effectively trapped Coalition forces inside Afghanistan. The USMC, under the cover of USN Carriers, rushes to rescue the besieged Coalition troops.

Operation Alexander and Lenin (Kola Peninsula 2004) [Based on the scenario from the simulation game, "Jane's F/A-18"]
Russia has fallen into a civil war between Pro-Soviet hardliners and Pro-West forces. The USS Ronald Reagan (CVN-76) has been sent out to sea to restore peace and destroy the Red Russian forces.

Operation Crusader's Folly (Syria 2004)
Syria has discovered uranium fields along its southern borders. They decide to safeguard their discovery by having their troops cross the Israeli-Syrian border. The USN/USMC responds in force against this sudden situation.

Operation Andromeda (Greece/Turkey 2005)
Hardliner forces seize control of Turkey and declare the rebirth of the Ottoman Empire. Greece falls under heavy Turkish attack, and NATO, spearheaded by the USN and USMC, rushes to prevent Turkish expansion.

Operation Fizzling Threat (Korean Peninsula 2005)
Angered by his nuclear strike against the USA fizzling out, Kim Jong-Il orders the NKPA to invade South Korea. The USN and USMC hurry to defend the ROK against DPRK aggression.

Operation Cat's Last Run (Egypt 2006)
A civil war has erupted in Egypt, and the US Navy rushes to the scene. President Bush decides to make this campaign the last run for the venerable F-14 Tomcat.

Operation Pick a Card... Any Card (Iran 2006)
Bush gives the go-ahead for his planned strike against Iran to thwart its nuclear program.

Operation Mad Minh (Vietnam 2007)

Vietnam decides to rebuild French Indochina in their own image, and the USN and USMC responds in force.

Operation Sicarius Draconem (Taiwan 2008)
China's dreaded invasion of Taiwan has begun. USN and USMC elements respond with all haste against the PRC forces.

Operation Amaterasu (Japan 2008)
Russia and China have invaded Japan from the North and South. The USN and USMC rush to assist the struggling USAF presence.

Operation Coils of the Anaconda (South America 2009)
Stratocracies begin replacing the rightful governments throughout South America, and it falls on a Coalition led by the USA to stop them once and for all.

Operation Wrath of Goliath (Israel 2010)
Syria has received the latest equipment from the Russian Federation, and with support from Iran and Turkey, has declared war on Israel. The USN and USMC move in response to the degrading situation.

Operation Iron Fortress (Korean Peninsula 2011)

Tired of the USA's meddling in its nuclear program, the North Korean People's Army (NKPA) decides to launch an attack along the DMZ. The US Navy and Marine Corps responds in kind to defend the ROK.

Operation Scorching Vengeance (Angola 2012)
Angola has fallen once again to the snares of communism, and now has set its sights upon its neighbors. The USN and USMC decide to contain the situation with all haste.

Operation Judas Rising (Pakistan 2013)

Pakistan suddenly betrays the USA's efforts in Afghanistan by siding with the Taliban and Al-Qaeda. The USMC and USN rush to the Indian Ocean to relieve the trapped US forces.

Operation Tiger Spirit (Korean Peninsula 2013)
Believing that the USA is not prepared after being bogged down by the stalemate in the Middle East, the DPRK invades the ROK. The USA hurries a Carrier Group in defense of the South Koreans.

Operation Alexander's Ghost (Iran 2014)
Iran completes its nuclear program ahead of schedule, and the USA responds by declaring war.

Operation Shining Arrowhead (Alaska 2015)

Alaska has been invaded by an ambitious Russian government, and the USA responds with the Navy-Marine Corps.

Operation Tales of the Crypts (Egypt 2015)
Egypt has fallen into a state of civil war, and the Muslim Brotherhood is gaining momentum. The USN and USMC move in to exterminate the threat at long last.

Operation Jagged Spear (South Pacific 2016)
A band of well-equipped sea pirates is wreaking havoc. The USN and USMC with a RDF at their side moves in to protect civilian shipping and destroy the pirates.

Operation Vigilant Honor (Iran 2017)
In response to Iran preparing to launch nuclear missiles at Israel, the US Navy and Marine Corps with the aid of a RDF moves to neutralize the threat.

Operation Midas Touch (South China Sea 2018)
China now seeks to exert full control over the islands it declares rightfully theirs. The USN and USMC respond in force against the PRC's aggression.

Operation Black Hammer (Ukraine 2020)
Russia has escalated its invasion of the Ukraine, and NATO is struggling to hold on. US Navy and Marine Corps elements scramble to meet the threat...

Operation Reign of Fire (WWIII Pacific 2022)

Japan has fallen under control of military hardliners, and now seeks to become an undisputed ruler of the Pacific Ocean. China, North Korea and Russia form into a triple alliance against this new Empire while the USA sides against the four factions in defense of South Korea, the Philippines, Singapore and Australia.

Operation Michael and Lucifer (WWIII North Atlantic 2023)
Operation Kindling Justice (WWIII Mediterranean 2023)
Operation Little Boy and Fat Man (WWIII Pacific 2023)

In 1993, the USSR was supposed to die out... It didn't. A communist revolution surged and overthrew Yeltsin's Pro-West Government. As a result, the Cold War has begun anew until 30 years passed. And now, WWIII has begun, and you must do your part against the Red Menace.

Operation Endgame Alpha (North Atlantic 2030)
Operation Endgame Beta (Mediterranean 2030)
Operation Endgame Gamma (Africa 2030)
Operation Endgame Omega (Caribbean/South America 2030)
Operation Endgame Zeta (Middle East/Indian Ocean/Pacific 2030)

Conflicts are breaking out worldwide for varied reasons, and you must lead your air wing to victory anytime, anywhere. Good luck! Restore peace...

Medal System
As it was mentioned earlier, these Medals require special conditions to be met in order to achieve them. But for specific medals, they will be awarded to the MVP(s) of a specific mission. The MVP(s) is/are the one(s) who get the most ATA and/or ATG kills.

Purple Heart Medal
Requirements: The receiving Pilot's Aircraft must be Damaged in a Mission
Effects: N/A

Armed Forces Expeditionary Medal
Requirements: Received after 3-7 consecutive Days [must participate in missions]
Effects: N/A

Navy Commendation Medal/Navy and Marine Corps Commendation Medal

Requirements: Pilot(s) destroy 2 Bandits or Sites in a Single Mission.
Effects: +1XP, can be awarded up to 3 times during a Campaign per Pilot

Navy and Marine Corps Achievement
Requirements: The receiving Pilot(s) must complete 5 consecutive Missions.
Effects: +1 to the receiving Pilot(s)' Cool, +1XP, can be awarded up to 2 times during a Campaign per Pilot

Navy/Marine Air Medal
Requirements: The receiving Pilots must destroy 4 Bandits in a single Mission, complete a CAS Mission, succeed in an Escort Mission, destroy an Enemy Base or Fleet.
Effects: +1 to the receiving Pilot(s)' Cool, +2XP, can be awarded up to 3 times during a Campaign per Pilot

Bronze Star Medal
Requirements: The participating Pilot(s) must destroy 6 Bandits or Sites.
Effects: +1 to the Pilot(s)' Situational Awareness, +3XP, can be awarded up to 3 times during a Campaign per Pilot

Legion of Merit Medal
Requirements: (Navy) Receiving Pilot(s) must complete 8 consecutive Missions/(Marines) Receiving Pilot(s) must complete 6 consecutive Missions
Effects: +4XP to the receiving Pilot(s), can be awarded up to 2 times during a Campaign per Pilot

Silver Star Medal
Requirements: Succeed in a Normal Priority Mission and destroy ALL Bandits and Sites, the MVP(s) are awarded the SSM. Only one SSM can be awarded per MVP.
Effects: +4XP, +1 to the MVP(s)' Cool, +1 to the Pilot's Situational Awareness, +2 to the MVP(s)' ATA/ATG rolls, can be awarded up to 2 times during a Campaign per Pilot

Navy Cross
Requirements: Succeed in a HIGH PRIORITY Mission that is worth 4-5MEPs and destroy ALL Bandits & Sites, the MVP(s) are awarded the NC. Only one NC can be awarded per MVP.
Effects: +5XP, +2 to the MVP(s)' Cool, +2 to the MVP(s)' ATA/ATG rolls, can be awarded up to 2 times during a Campaign per Pilot

Congressional Medal of Honor
Requirements: Succeed in a HIGH PRIORITY Mission that is worth 6MEPs or Higher and destroy ALL Bandits & Sites, the MVP(s) are awarded the MOH. Only one MOH can be awarded per MVP.
Effects: +6XP, +3 to the MVP(s)' Cool, +3 to the MVP(s)' ATA/ATG rolls, can be awarded only only once during a Campaign per Pilot

I know I promised more gameplay updates, but it's getting late over where I am. But have no fear, my coming post(s) will delve into them!

LATEST EDIT: Also expect a list of AI Friendly/Enemy Aircraft to come along with it! Changed Operation Spruance's year to be 1993 to match the one from the book.
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Brent Fortner
United States
Fuquay-Varina
North Carolina
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Really enjoy seeing your additions for this cool game. Anxious to read more about your ideas and see what it would take to incorporate them into my next campaign.

Thanks again for sharing with the community.
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Gerald Reston
United States
Albquerque
New Mexico
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Time for the next round of additions!

Conflict Zone Seasonal Conditions and Weather
Just like it sounds, you can choose what Seasonal Conditions you can get in the Conflict Zone you're in. What effect this will have is in the form of what modifiers which will affect the Weather (discussed later), along with the geographical climates of the designated Conflict Zones.

For example:
Africa (Central Regions)
Spring/Summer: +3
Autumn/Winter: +2

Weather
Roll for the following, if the weather remains the same, proceed with choosing your Mission(s) for the day. If the weather changes, choose randomly from one of 4 out of 5 Weather Conditions. [And yes, the Bad Weather Event is replaced in favor of this system]
1-5: Weather remains the same
6-10: Weather changes
Clear: No Change
Cloudy/Overcast: -1 to Unguided ATG Munition Rolls
Light Storm: -2 to Unguided ATG Munition and Dogfight Rolls
Heavy Storm: -3 to Unguided ATG Munition and Dogfight Rolls, +1 Stress to all Pilots after the Mission
Foggy (Occurs after Heavy Storms): -3 to Unguided ATG Munition and Dogfight Rolls

[Here's Credit to Hawkeye_de's contributions from his Variant minus the Counter-HARM SAM]

Advanced Radar: Friendly and Enemy Aircraft/Sites can target up to 2 Aircraft at a specific Range

Aircraft Defense Modifiers: Negative Modifiers will make it easier for attacks, while Positive Modifiers will make it harder to achieve a hit

SAM Radar Shutdown

1-5: SAM Shuts Down
6-10/Aircraft is in Range: SAM Radar is Active

Counter-HARM SAM (From Campaigns with Russian forces from 2000 onward)
1-6: Counter-HARM SAM missed
7-10: HARM Shot down

AGM-65s' Range is reduced to 1 due to the Pilot trying to get a good line of sight.

ECM Roll Modifiers:
Certain Sites will either reduce or add to how much you need to achieve a Successful Roll with an ECM Pod

Moving along, we have more Rules for Dogfighting, Special Campaign Events, an additional Campaign to round out the number to 70, how specific Missions work and Unknown Aircraft and Sites.

Additional Dogfight Rules
-Pilots may use either AIM-9Hs, AIM-9L/Ms, AIM-9Xs, AIM-120s and Guns to destroy enemy aircraft.
-Pilots' ATA Skill Modifiers are added to the Dogfight Rolls.
-If a Friendly Aircraft or Bandit is outnumbered 2-1, that Aircraft is at a disadvantage.
-If a Pilot is outnumbered, he is at a disadvantage and add +1 Stress.
-If ANY Aircraft are equal in numbers, play the standard rules.
-If the Pilots' aircraft outnumber a Bandit, the Bandit is at a disadvantage and the Pilots gain +3 to their rolls.
-A Fast Pilot or a Pilot with longer-range ATA missiles can rescue a Slow Pilot by suppressing the Bandit, whereupon if successful the Slow Pilot can return the favor by getting an advantage on the Bandit.
-If the Pilot's Aircraft has AIM-9Xs armed, it can negate the 2-1 ratio thanks to its Independent Ability so that the Bandits are Suppressed or Destroyed.

An additional Campaign
Operation Black Gold 2008
In response to the Russian Federation's invasion of Georgia, George Bush decides to have the USA intervene against the Russians.

Special Campaign Event Examples

Operation Spraunce 1993
The Langley's Air Wing Goes Ashore
If the Carrier Air Wing's AI-controlled Tomcats and Hornets fall below half strength after destroying the Novorossiysk Carrier and crippling the Varyag Carrier while completing 2 Fleet Defense missions while 3 more are either Failures or Inconclusive, the remainder of the aircraft including the Player's Pilots will leave for an Airfield in South Africa. [This reflects Admiral Gideon's decision to move the Carrier Air Wing after it appeared that the Carrier Group would not survive the Eurasian bomber raids]
You will be restricted to attacking Ground Targets. You'll be using the following weapons: AIM-9Ms, Rockets and Unguided Bombs.

Operation Crusader's Folly 2004
Russian Forces Inbound?
Roll for the following when your Aircraft destroy a Target that is worth more than 3MEPs.
1-4: Russians Back Down, Campaign proceeds normally
5-6: Russians send in SA-15s, SA-17s, MiG-29s and Su-27s to Center Areas and Approach Areas
7-8: Russians send in Tunguskas, SA-22s, MiG-31s and Su-30s to Center Areas and Approach Areas
9-10: FULL RUSSIAN INTERVENTION

Unknown Aircraft and Sites
In the Approach Areas, not all Bandits may be definite contacts. Consult the following die rolls to determine if the Air Contact is a Bogey, a definite Bandit, Unknown Site or definite Site.
1-5: Bogey/Unknown Site
6-10: Definite Bandit/Site
That will change unless an E-2 Hawkeye or an ELINT Aircraft is airborne at High Altitude or one of your Pilots or a Friendly Aircraft is adjacent to the Bogey/Unknown Site. You may attempt to shoot at the Bogey, but it may turn out to be a Civilian Aircraft! So be careful. Until the Unknown Site has a Radar signature, you may attempt to shoot at it with an Anti-Radiation Missile... Unless its range for it allows it to be inactive at that range.

Specific Mission Conditions
-SAM/AAA Traps: Your Pilots will start out in the Center Area under attack right away before the Fast Pilots get their turn. Your Pilots may attempt to egress, but the Mission will end with an Inconclusive Result. But if your Pilots can destroy either most or all of the designated Sites, you'll get a Completed or Accomplished Outcome.
-Aerial Ambush: The airborne equivalent of SAM/AAA Traps, your Pilots must fend off the attacking aircraft.
-Dogfights: Friendly Aircraft from your Air Wing or Allied bases will be in a furball with Bandits. Destroy most or all Bandits in the AO and minimize Friendly losses for the best results.
-Escort of Friendly Vessels: Destroy most of/all of the Attack Aircraft/Bombers to Complete/Accomplish this kind of Mission.
-Reconnaissance: Your Recon Bird must be at Low Altitude at the Center Area to Complete/Accomplish the Mission.

Friendly and Enemy AWACS, ELINT and Jammer Aircraft
Friendly AWACS Aircraft will net your Pilots 1+ to both ATA and ATG rolls, in addition to providing 1+ to Friendly Aircraft's attack rolls.
Then Friendly ELINT Aircraft will provide your Pilots and Friendly Aircraft 1+ to their ATG attack rolls.
Friendly Jammer Aircraft will be able to attack Radar-Mounted Sites from Campaigns after 1987 and reduce Enemy attacks on Friendly Aircraft/Pilots by -1.
Enemy AWACS will provide Bandits and Sites 1+ to their attack rolls and enable Bandits to attack after the Slow Pilots have their turn.
Enemy ELINT Aircraft will provide Sites 1+ to their attack rolls.
Enemy Jammer Aircraft will reduce Pilots and Friendly Aircraft's attack rolls by -1.

Here is a partial list of AI-Controlled Aircraft so far plus who partially possesses/possessed them.
Friendly
A-4 Skyhawk (USMC, Australia, Singapore)
A-4 Ahit (Israel)
A-6E Intruder (USN)
A-7 Corsair (USAF, Greece)
A-7E Corsair II (USN)
A-10A Thunderbolt II (USAF)
A-10C Thunderbolt II (USAF)
AH-1W Cobra (US Army, USMC)
AH-1Z Viper (USMC)
AH-64A Apache (US Army, Egypt, Saudi Arabia)
AH-64A Peten (Israel)
AH-64D Apache Longbow (US Army, Egypt, Greece, JSDF, Netherlands, Singapore)
AH-64D Saraph (Israel)
AH-64E Apache Guardian (US Army, ROK, Taiwan)
B-1 Lancer (USAF)
B-2 Spirit (USAF)
B-52 Stratofortress (USAF)
C-130 Hercules (USAF)
C-5 Galaxy (USAF)
CF-18A Hornet (Canada)
E-2 Hawkeye (USN, Egypt, JMSDF, Taiwan)
E-3 Sentry (USAF)
E-8 J-STARS (USAF)
EA-6B Prowler (USN)
EA-18G Growler (USN)
F-4D/E/G Phantom II (USAF)
F-4F Phantom II (Germany)
F-5 Freedom Fighter/Tiger II
F-14A/B/D Tomcat (USN)
F-14 TARPS (USN)
F-14E Advanced Super Tomcat (USN)
F-15A Eagle (USAF)
F-15A/B/C/D Baz (Israel)
F-15C Eagle (USAF/Saudi)
F-15E Strike Eagle (USAF)
F-15FX (JASDF)
F-15I Raam (Israel)
F-15J Eagle (JASDF)
F-15J MSIP Eagle (JASDF)
F-15K SLAM Eagle (ROK)
F-16A Falcon (USAF, Belgium, Denmark, Netherlands, Norway, Portugal, Taiwan)
F-16A/B Netz (Israel)
F-16ADF Falcon (USAF, Italy, Thailand)
F-16C Fighting Falcon (USAF, Egypt, Greece, ROK, Singapore, Turkey)
F-16C Barak (Israel)
F-22 Raptor (USAF)
F-24 Hellcat II (USN)
F-35 Lightning II (USAF/USMC/USN)
F-104 Starfighter (Denmark)
F-111 Aardvark (USAF, Australia)
F/A-18A/A+/C/D Hornet (USN/USMC, Australia, Finland, Spain)
F/A-18D ATARS (USMC)
F/A-18E Super Hornet (USN)
F/A-18F Super Hornet (USN, Australia)
F/A-18E/F SHARP (USN)
Tornado ADV (RAF, Italy, Saudi Arabia)
Tornado ECR (FRG/Germany, Italy)
Tornado IDS (RAF, FRG/Germany, Italy Saudi Arabia)
WAH-64D Apache (UK)

Bandits

A-4 Skyhawk (Argentina, Indonesia)
A-50 Mainstay (USSR/Russia)
AH-1 Cobra (Iran, Turkey)
F-5 Freedom Fighter/Tiger II (Egypt, Iran)
F-16C Fighting Falcon (Egypt, Japan, Pakistan, Turkey)
F/A-18D Hornet (Malaysia)
J-8 Finback (China)
J-10 Firebird (China)
J-11 Flanker (China)
J-20 Orao (USSR, Serbia, Yugoslavia)
J-20 Mighty Dragon (China)
J-31 (China)
Mi-24/25/35 Hind (USSR/Russia, Brazil, Cuba, DPRK, Egypt, Libya, Venezuela, Vietnam)
Mi-28 Havoc (USSR/Russia)
MiG-1.44 Flatpack (USSR/Russia)
MiG-17/J-5 Fresco (China, DPRK)
MiG-19/J-6 Farmer (China, DPRK)
MiG-21/J-7 Fishbed (USSR/Russia, DPRK, India, Iraq, Libya, Syria)
MiG-23 Flogger (USSR/Russia, DPRK, India, Iraq, Libya, Syria)
MiG-25 Foxbat (USSR/Russia, India, Iraq, Libya, Syria)
MiG-25R (USSR/Russia, Iraq, Libya, Syria)
MiG-27 Flogger (USSR/Russia, India)
MiG-29 Fulcrum (USSR/Russia, DPRK, India, Iran, Iraq, Syria, Yugoslavia)
MiG-29K Naval Fulcrum (USSR/Russia, India)
MiG-31 Foxhound (USSR/Russia)
MiG-35 Super Fulcrum (USSR/Russia
PAK FA (USSR/Russia)
Q-5 Fantan (China, Pakistan)
Su-17/20/22 Fitter (USSR/Russia, Angola, DPRK, Egypt, Iran, Iraq, Libya, Peru, Syria)
Su-24 Fencer (USSR/Russia, Angola, Iran, Iraq, Syria)
Su-25 Frogfoot (USSR/Russia, Angola, DPRK, Iran, Iraq)
Su-27 Flanker (USSR/Russia, India)
Su-30 Flanker (USSR/Russia, India, Vietnam)
Su-33 Naval Flanker (USSR/Russia)
Su-35 Super Flanker (USSR/Russia)
Su-37 Terminator (USSR/Russia)
Su-47 Berkut/Firkin (USSR/Russia)
Tu-16 Badger (USSR/Russia, China)
Tu-22 Blinder (USSR/Russia, Iraq)
Tu-22M/26 Backfire (USSR/Russia)
Tu-95 Bear (USSR/Russia)
Tu-126 Moss (USSR/Russia)
Tu-128 Fiddler (USSR/Russia)
Yak-38 Forger
Yak-44 Hawkeyeski (USSR/Russia)
Yak-141 Forger (USSR/Russia)

Also, after looking after the SHEER number of Targets that could fit into each and every campaign... I've decided that when I come up with my Campaign maps - They won't have the different-colored circles w/numbers in them. Instead, they'll be double-sided - One will have the Map plus SITREP while the other side will show which Targets are in which Sector.

Sorry to keep you guys waiting, but I appreciate your feedback! Expect the next post to delve into the craziness of the Campaign system even more.
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Ernie Olsen
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Special Campaign Events !!!
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Gerald Reston
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Now to give more insight about what I've got planned for my Campaigns...

CHANGED
-The Campaigns will actually have set numbers of Days as opposed to 9-15, due to some Campaigns having a SHEER number of Targets. For instance, Operation Desert Storm will last 41 Days, akin to how it lasted historically. [Keep reading, I'll go into further detail on how this works]

ADDITIONS
-Instant Victory or Defeat Conditions: Unless Special Events or Conditions dictate otherwise, if three days pass when the Mission Success Rate is at Superb/Abysmal, the Campaign Ends.
-Reinforcements: Every 5 Days, Friendly Aircraft and Enemy Aircraft will be replenished by 10.
-Non-Paid Resupply: Every 3 Days, your SOs will be replenished by 6, while your Supplies are replenished by 15

REMINDER
Your Pilots' Aircraft will not exclusively fly from Carriers/Amphibious Assault Ships. They can also use ground-based Airfields and/or FARPs to conduct operations. Just make sure you check your Campaign Cards!

Special Options Points will be used for the following:

Resupplying your Carrier/Airfield/FARP Weapon Magazines
Cruise Missile Attacks - Pay 2 SOs to use [This time around, they won't just be used for moving the Campaign Tracks to the Right, but you also can pay an additional 2 SOs to attack Enemy Sites at the start of each Turn during a mission]
Friendly Aircraft - Pay 2 SOs to have 2 Friendly Aircraft of your choice join your forces for the coming mission. Pay 4 or 6 SOs to have 4 or 6 Friendlies accompany you in battle. But keep in mind, that if these Aircraft are lost, they'll reduce Friendly Aircraft Strength.
Promoting/Replacing Your Pilots

Feedback, feedback, feedback, please! The next post I'm thinking of is how I can make a Linked Campaign System...
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Gerald Reston
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A fine set of ideas you have, Kevin. I'm also gonna add a Campaign that is based on another Fleet Defender Scenario, alongside what I will name your Scenarios...

Operation Solomon's Key (Mediterranean) 1982 [Inspired by the Powder Keg Scenario from Fleet Defender: The F-14 Tomcat Simulator]
Israel's Operation Peace for Galilee has escalated to a point where Soviet intervention is imminent. As of now, a Soviet Amphibious Force is enroute to help the struggling Syrians. Take command of USS Forrestal (CV-59), USS America (CV-66), USS John F. Kennedy (CV-67), or USS Dwight D. Eisenhower (CVN-69) or USMC elements as they attempt to stop the Reds and aid the Israelis' push to victory. At the same time, defend against Libyan and Syrian forces.

Operation Ghosts of Charlie (Philippines) 1991
The southern regions of the Philippines has fallen into heavier turmoil courtesy of the New People's Army, the Moro Islamic Liberation Front and Abu Sayyaf increasing their daily violence. The US Navy and USMC goes to defend America's former colonial claim.

Operation Red Spectre (Siberia) 1991

The August Putsch has escalated into a more massive civil war between Gorbachev and Yeltsin's Pro-West forces and Putin's Pro-Soviet hardliners. The USN and USMC deploys to Siberia to discourage the "Rebels" once and for all.

Operation Uphold Democracy (Haiti) 1994
The attempted peacekeeping operation in Haiti suddenly goes south and the situation deteriorates into open warfare. Reluctantly, Clinton authorizes the USMC with USN and USAF support to defuse the situation.

Operation Deliberate Strike (Balkans) 1994
Recreate the early bombing campaigns in the Balkans as the USMC or USN.

Other changes was changing Operation Carrier Duel's year to be 2000, as it is according to the Campaign Notes and Commentary book from Fleet Defender. (Approximately early in the 21st Century)

Now onto some of plans for the Linked Campaigns...

You will be able to keep most of your Pilots, but bear in mind of the following exceptions...
-Aircraft Retirement Dates
-Pilots Retiring or Training Newcomers when a Campaign Ends with them at the Rank of Rear Admiral/General

Also, some particular Campaigns will not be a part of the Linked Ones if one Campaign is already complete on the note of a Good or Superb Outcome. For example, if you complete Operation Fortress Sevastopol, the Russians will no longer be a threat until the Operation Endgame Campaigns. It'll just be a matter of determining what happens where from this moment on as I work on the Linked Campaigns...

Thanks for your feedback, Kevin. This variant is due to get better and better! In the meantime, I'll prepare to link this thread to an upcoming one with some of my original ideas for the Campaign system.
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Gerald Reston
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Time for an update, folks! Now for a few additional elements I have in mind...

Enemy Cruise Missiles
In certain Fleet Defense and Bomber Intercept Missions, around Turn 5, whatever Bombers that survived will launch Cruise Missiles. Your job is to shoot them down before the Turn ends at all costs. Failure to do so for will prompt the AEGIS-Escort/Airbase SAM-AAA Defense if the Carrier or Airbase is the Enemy Bomber Flight's target. (Discussed Below)

AEGIS-Escort/Airbase-FARP SAM-AAA Defense

When the number of Enemy Bombers/Attack Aircraft are in the Failure/Inconclusive Outcome thresholds or not all Cruise Missiles are destroyed, the Carrier or Airbase/Forward Air Refueling Point (FARP) will come under attack. You will roll the following to destroy the incoming Enemy Aircraft/Cruise Missiles. Please note that Enemy Attack Aircraft destroyed by the Defenses will add to the Mission Outcome, but Cruise Missiles do not.

AEGIS-Escort Defense Rolls
Surface-to-Air Missiles
1-3: Missile Missed
4-6: Bandit Retreats/Inbound Cruise Missile Destroyed
7-10: Bandit Destroyed/Inbound Cruise Missile Destroyed
Phalanx Gatling Guns
1-5: Miss
6-8: Bandit Retreats/Inbound Missile Destroyed
9-10: Bandit Destroyed/Inbound Missile Destroyed

Airbase/FARP SAM-AAA Defense Rolls

Surface-to-Air Missiles
1-3: Missile Missed
4-6: Bandit Retreats/Inbound Cruise Missile Destroyed
7-10: Bandit Destroyed/Inbound Cruise Missile Destroyed
Anti-Aircraft Artillery
1-6: Miss
7-8: Bandit Retreats/Inbound Cruise Missile Destroyed
9-10: Bandit Destroyed/Inbound Cruise Missile Destroyed

The following modifiers represent the Improvements in SAM/AAA technology.
In Campaigns after 1986, you'll get 1+ Modifiers to your Rolls
In Campaigns after 1991, you'll get 2+ Modifiers to your Rolls
In Campaigns after 1995, you'll get 3+ Modifiers to your Rolls
In Campaigns after 2000, you'll get 4+ Modifiers to your Rolls

Any Enemy Aircraft or Cruise Missiles that survive will damage the Carrier/Airbase. Consult the following for the end results.

Carrier Damage
1-2: Miss/Dud [No Change.]
3-5: Light Damage [No Change. It costs 5 SOs to repair the Damage]
6-7: Moderate Damage [Add 2+ Stress to Pilots at the End of each Day, 1+ to WP Cost in each Sector, Lose 25% of SOs and Weapons/Equipment quantities. Your Pilots will not be able to fly for 5 Days. It costs 10 SOs to repair the Damage]
8-9: Heavy Damage [Add 3+ Stress to Pilots at the End of each Day, 2+ to WP Cost in each Sector, Lose 50% of SOs and Weapons/Equipment quantities. Your Pilots will not be able to fly for a full week. It costs 20 SOs to repair the Damage]
10+: Carrier Destroyed [Simple as that. End the Campaign with an Abysmal Result]

Airbase Damage
0-3: Missed/Dud
4-5: Ammo/Equipment Bunkers Hit [Lose 50% of your SOs and Weapons/Equipment quantities. It takes 2 Days to repair them]
6-7: Fuel Bunkers Hit [2+ to WP Cost in each Sector. It takes 3 Days to repair them]
8: Control Tower Hit [Your Pilots will not be able fly for 4 Days and it takes 4 Days to rebuild as well.]
9: Hangars Hit [Your Pilots suffer 3+ Stress at the end of each Day. It takes 5 Days to repair them.]
10: Runway Hit [Your Pilots will not be able to fly for a full week. It takes a week to repair it.]

If all parts of an Airbase are hit, end the Campaign with an Abysmal Result.

FARP Damage
0-2: Missed/Dud
3-5: FARP Damaged [Your Pilots Suffer 3+ Stress at the end of each Day, you lose 50% of your SOs, 2+ to WP costs in each Sector. Your Pilots will not be able to fly for 5 Days]
6-10: FARP Destroyed [End Campaign with an Abysmal Result]

The number of Enemy Aircraft and Cruise Missiles will positively or negatively Modify the Damage Rolls - So pay attention.
10+: 3+
8-9: 2+
6-7: 1+
5: 0
4: -1
2-3: -2
0-1: -3

Here's the link to my original idea for the Campaign system as promised - What I like to call the Fixed Campaign System... Unless your feedback may dictate the title otherwise.
https://boardgamegeek.com/article/23695812#23695812

Keep the feedback rolling, people! I'll need it for this and my Bonus Campaign System. And don't forget to submit more ideas for this would-be variant and the Linked Campaign, please!

EDIT: The number of times you can roll for your Defenses will depend on how many Escort Ships or SAM/AAA Sites your Carrier/Airbase/FARP have - Check your Campaign Card!
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Gerald Reston
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Folks, I'll be taking time off this thread for the time being to focus my energies in presenting other premises of variants for Thunderbolt-Apache Leader, Phantom Leader Deluxe and Tiger Leader. But have no fear, I'll leave you guys with some changes, fixes and additions to the Premise I've given to HLCAG-MTAC. I'll be working overtime to put those variants and changes to this variant together.

CORRECTION
AGM-65s [F and both E variants] have their Range reduced to 1 at Low Altitude due to the Pilot's vision being limited.

CHANGE
Additional Modifiers a la Hawkeye_de's Realism Expansion. [Don't worry, I'll have all the changes laid out the next time I post on here. And credit to the guy, by the way]

ECM [Affects ECM Pod Rolls]
(+) Roll higher than a 6 to Cancel an Attack
(-) Roll lower than a 6 to Cancel an Attack

Defense [Affects Attack Rolls]
(+) Roll higher to Destroy Bandit/Friendly/Site, roll higher to achieve a Bandit/Site/AIM-120 Attack result on a Pilot's Aircraft
(-) Roll lower to Destroy Bandit/Friendly/Site, roll lower to achieve a Bandit/Site/AIM-120 Attack result on a Pilot's Aircraft

Attack [Just like it sounds, it involves Attack Rolls]
(+) Roll higher to achieve a Successful Hit
(-) Roll lower to achieve a Successful Hit

ADDITION
"Mad Dog" AIM-120s
If you are firing two of either variant of the AIM-120 at a single Bandit with another Pilot's Aircraft or Friendly and the first one destroys the Bandit, the second AIM-120 goes ambiguous in its target selection and will target both Enemy and Friendlies alike!

Consult the following for what result the missile will go for.
1-8: AIM-120 Self-Destructs
8-10: AIM-120 Targets the nearest Bandit/Friendly/Pilot [If Range allows, if not, the AIM-120 self-destructs]
If it's a Bandit or Friendly Aircraft, roll for the AIM-120's Attack Roll while taking Modifiers into account.

If it's another Pilot's Aircraft, roll for the following when evading:
AIM-120A
1-2: Stress
3-4: Damaged
5+: Destroyed
AIM-120C/D
0-1: Stress
2-3: Damaged
4+: Destroyed

CAMPAIGN ADDED
Operation Old Dragons (Korean Peninsula) 2017
Believing that America is distracted with Donald Trump's administration meddling in Iran's nuclear program, North Korea goes on the offensive. However, Trump is quick to learn of this and orders the USN and USMC to stop them.

CAMPAIGN SYSTEM CHANGE
Campaign Length Choices
Classic Hornet Leader Length: Fly the Designated Number of Missions
II & CAO Length: Fly a Short, Medium or Long Campaign
Historical Length (HISTORICAL SCENARIOS ONLY): Just like it sounds.
CAG-MTAC Length: 9-25 Days

Campaign Module System

Taking an ode to the Desert Storm and North Korea Campaign Modules from the original game and the C3i magazine expansion - I'm doing a remake of this stuff. Everything from High to Low approaches, rolling for Targets and Enemy Aircraft, etc.

And once more - This will be the last post I'll do for this thread for a good, long while. But never fear, I'll be back when I come up with a major update for my variant and maybe, just maybe... Some illustrations of the Targets, Weapons, Aircraft, etc. And once again, give me some feedback!!!

EDIT: ADDED RULE FOR DOGFIGHTS
Jettison Ordinance
Any Aircraft that comes into a Dogfight with ATG ordinance must make the decision to dump the load in order to lighten the Aircraft's weight.

EDIT: ADDITION
Friendly and Enemy Aces
Just like it sounds, there will be specially-named Friendly and Enemy Aces piloting specific Aircraft. They receive beneficial Attack and Dogfight Modifiers. Any Pilot that shoots down an Enemy Ace will gain +2XP by the end of the Mission. But a Friendly Ace cannot exist if a Pilot with the same Name and the same Aircraft are in the Player's Pilot names.
 
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Gerald Reston
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Hello, I'm back again! I know I said I wouldn't update this for a while - But seeing some of the news from Israeli Air Force Leader's upcoming Kickstarter prompted me to come back to this thread. That particular bit news in question is the innovative ability to purchase skills for your Pilots. Thus, I feel that it may be natural to try and incorporate this new element into my upcoming variant for HLCAO.

You can check out some of the news I'm covering here...
https://boardgamegeek.com/thread/1645738/coming-soon-kicksta...

Anyway, I'll be back to doing College life plus my premises for variants I plan on incorporating into Phantom Leader/Phantom Leader Deluxe, Thunderbolt-Apache Leader, and Tiger Leader. Hang loose, guys and gals! Make sure to give this thread more feedback, please.
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