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Review: Thunderbolt / Apache Leader (GMT)

Posted by Denny Koch on December 1, 2010

Game: Thunderbolt / Apache Leader: Joint Attack Weapons System

Publisher: GMT Games
Published in: 1991
Designer: Dan Verssen
Era and Topic: Contemporary / Close Air Support combat / Aircraft and attack helicopters
Components: 110 full-color two-sided cards, 300 full-color two-sided counters, one 22×17” full-color combat display, one 10-sided die, 20-page rulebook, Sector Map, Pilot / Crew experience log, aircraft & pilot damage chart
Game Type: Solitaire or coop / card-driven / counters

HFC Game-O-Meter: C


Our Rating (1-10):

Graphic Presentation: 7
Rules: 7
Playability:
8
Replay Value: 9.5

Overall Rating: 9

PRO Can be played solitaire or in cooperative team-play, rules contain background information about CAS warfare, high replayability, various difficulty levels, tactical and strategical level, challenging and tough decision-making required, resource management, clever combat system
CONTRA Rules somewhat cumbersome here and there

Introduction

Planning, calculating, and conducting CAS missions together is challenging and fun!

We love cooperative games! We enjoy the card game Space Hulk – Death Angel, we love cooperative board games like Arkham Horror or video games like Too Human or Borderlands on Xbox 360. Thunderbolt / Apache Leader isn’t a cooperative team-game in the first place, it is primarily a solitaire game, but it offers variants for cooperative team play, so one weekend we decided to give the game a try… together!

We own a number of solitaire wargames, for example the Ambush series, London’s Burning, B-17, Carrier, Patton’s Best, even SASL (Solitaire ASL) which are designed to be played by one player “against the game system” or Paper AI. Fortunately, many of these games can be played by two players as well who team up against the enemy. And some of these games even offer specific rules or instructions for playing the game cooperatively. A great example is the modern air combat simulation “Thunderbolt / Apache Leader” by Dan Verssen.

This review doesn’t only deal with the coop variant but is a general in-depth review of the game. So if you are a dedicated (or involuntary) solitaire gamer, this review is also for YOU. In addition, we will tell you something about flying cooperatively (which works excellent, btw!), so if you are a fan of wargames supporting team-play, read on!

What is Thunderbolt / Apache Leader?

Thunderbolt / Apache Leader (TAL) is a wargame depicting modern tactical air combat, utilizing a combination of card- and counter-based mechanics and a combination of tactical and strategical planning and gameplay. It was published by GMT Games in 1991 and is part of the “Air Leader series”. Since players have to conduct a good deal of math calculation and consulting of several tables, the game is definitely not a “light wargame”, but effectively a consim with medium complexity.

In the game, the player commands single A-10 Thunderbolt fighter aircraft and AH-64 Apache attack helicopters. In addition, he can use AH-1 Cobra attack helicopters and AV-8B Harrier vertical takeoff fighter aircraft as support. The game is scenario-based and takes place in various cold-war and contemporary hot spots all over the world: Operation Desert Storm Iraq, Korea, Germany, Russia, Libya. The focus lies on air-to-ground combat, but in the course of a campaign, players can also possibly face opposing air units in air-to-air combat.

Operation Desert Storm in full progress

The objective differs with each campaign. Basically, players have to defend their air base and destroy opposing ground forces before they overrun the base. Enemy ground forces consist of various different unit types, for example SAM sites, Anti-Air-vehicles, heavy armored tanks, infantry, APC, or non-armored trucks. In addition, friendly ground forces (AFV and Mechanized battalions) engage the enemy ground forces, but the player’s main task is to provide air support and to soften the ground targets before the friendly ground forces encounter the enemy.

Players can choose between various types of munition for their aircraft. There are three types of attacks, cannon attacks with board cannons, strike attacks with various rocket types (rocket pot, cluster bombs, Mk.82-84), or stand-off attacks with laser-guided missiles (Hellfire, Maverick). A focus lies on resource management; players have only a restricted contingent of “Air base points” with which they have to “pay” aircraft, pilots, and ammunition for each of the daily missions. So you cannot simply put all the cool stuff into your jets and helicopters – you have to plan carefully and in advance if you want to fly and fight another day.

 

AH-64 "Apache" attack helicopter card

Players also have control over different pilots (jets) or crews (helicopters) with various skills and special abilities. Pilots are humans, though, and suffer from stress during flight missions. Choosing the right pilot for the right task is another challenge of the game. Pilots can get lost or end the day in sick bay or shaken, so they cannot fly the next day. Optional fatigue and experience rules add even more realism to pilot management.

The map (“Combat Display“) is a sheet printed with several tables, turn record tracks, and terrain space which consists of randomly placed terrain cards. You see the combat area from high above – from an aircraft’s perspective. There are two types of combat resolutions each day – a primary (mandatory) mission which is resolved tactically in aircraft vs. single units of ground vehicles, infantry, or enemy aircraft, and a secondary (optional) mission which is resolved strategically by comparing attack and defense strength, troop quality, and several other scenario-specific modifiers.

All in all, Thunderbolt / Apache Leader is a quite simulative game with lots of mathematic calculations and cross-referencing of combat and effect tables. This sounds very technical and dry, but in fact the game accurately portrays air warfare from the perspective of a squadron leader which feels very cool and authentic.

Graphic presentation and production quality

TAL depicts modern air warfare, so the overall game design corresponds with the topic.

The box art shows photos of the A-10, the AH-64, and infantry soldiers during Operation Desert Storm. The box contains a paper map sheet, several additional displays (a sector sheet and the air base sheet), log sheets for pilot fatigue, counters for several game effects, enemy ground units, friendly ground units, ammunition types, combat results. There are several card decks – double-sided aircraft and pilot cards as well as draw decks for random events. Campaigns and combat conditions are also printed on small cards. The design is somewhat technical and abstract, but all in all, the game looks modern.

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Posted in Games A-Z, Historical Games A-Z, Hypoth. Games A-Z, Reviews | Tagged: , , , , , , , , , , , , | 2 Comments »

New experimental Wingmen rules for DiF – Aces High (DVG)!

Posted by Denny Koch on November 11, 2010

One of the new wingmen cards

Our review of Aces High inspired game designer Dan Verssen to experiment with new wingmen rules. One of our major complaints was the elimination of wingmen rules from the new Down in Flames game (which were a vital part of the original Down in Flames series by GMT).

Dan Versson developed experimental rules and Wingmen cards for playtest purposes and published a sample dogfight game between two leaders and two wingmen, showing the new rules in action.

“My goal is to return wingmen to the game, while keeping the rules as simple as possible. From what I have heard, almost everyone likes the idea of wingmen, but many people were turned-off by the old rules. For those of you who never played the old game, the wingmen rules were filled with complexity and exceptions. Basically, you had to learn/teach two seperate sets of rules, one for Leaders and one for Wingmen. My goal is to make the Wingmen rules as much like Leader rules as possible, while still retaining their flavor.”

If you are a wingmen fan and want to participate in testing the new rules, you can simply download the rules and sample cards and integrate them into an Aces High dogfight.

Feedback, comments, and suggestions are highly welcome, please leave any comments in the DVG forum on Consimworld!

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Review: Down in Flames: WWII – Aces High (DVG) and comparison with DiF (GMT)

Posted by Denny Koch on November 3, 2010

Game: Down in Flames: WWII – Aces High

Publisher: DVG
Published in: 2008
Designer: Dan Verssen
Era and Topic: World War II / ETO and PTO / Air combat
Components: 110 Full color Action Cards, 110 Full Color Aircraft Cards, Full Color Rulebook, Full Color Counter Sheet (88 – 5/8” counters), 6 Full Color Campaign Sheets
Game Type: Card based wargame

HFC Game-O-Meter: D


Our Rating (1-10): (Rating for experienced DiF players / Rating for casual gamers who don’t know the original)

Graphic Presentation: 9
Rules: 6
Playability:
6/8
Replay Value:
3/9

Overall Rating: 5/8

PRO Great artwork; very modern design; high production quality;  strong glossy coated full-color cards, counters, and rules; fast gameplay; new actions cards; new fighter ratings (firepower, two Horsepower ratings); PTO and ETO; new maneuvering system with speed and action cards; tactics cards; almost no setup time; fighters can attack in chains and be attacked by several other fighters which provides dynamic dogfights…
CONTRA …which are more ahistorical because of the removal of wingman rules; campaign extremely simplified; elimination of almost all simulative aspects of the classic campaign game; only one bomb mode (no more level, saturation, torpedo bombing etc.); simple hit system; simple bombing system without random element; no more variable mission length; no ingress / egress / target / home bound turns; simple Flak rules; no crews; rules describe only 1 vs 1 dogfights for simplicity – but are raising questions for 2 vs 2 (or more) dogfights; ambiguous rules and wording; some rules only mentioned in examples

A preliminary note or warning:

This is not only a review about DiF – Aces High, but also a detailed comparison between the “new” DiF series and the “classic” DiF series by GMT Games. Many wargamers who enjoy the classic GMT series (and own several modules and expansions) are wondering whether they should “switch” to the new system. Information about the differences and about who should switch – and who should not! – are sparse and scattered all over the internet.

Our intention was to review the new Down in Flames series from a wargamer’s perspective who played and enjoyed the classic series, especially the campaigns, and to give you veterans an overview over what to expect from the new system – and what not!


Introduction

Shoot down your enemies… out of the sun!

In 1993, GMT Games published the first module of the Down in Flames series, “Rise of the Luftwaffe“, depicting WWII air combat in Europe, designed by Dan Verssen, Gene Billingsley, and Rodger McGowan. In 1995, the second module, “8th Air Force” was published. The game series was then further supplemented by two Pacific modules (“Zero” and “Corsairs and Hellcats“) as well as several smaller add-ons published in GMT’s C3i magazine.

The first two modules are out of print by now and there are no plans of reprinting them. Instead, GMT announced a new game which will replace the first two modules and serve as a modern update: “Wild Blue Yonder“. This game is still in P500 status and when (and if) it will hit the market is unknown.
Update 2017: The game is available  now!

If you want to get into the classic and very popular “Down in Flames” series, you have to search eBay or other marketplaces for Luftwaffe or 8th Air Force, and you can expect that it will cost you a nice amount of money. The Pacific expansions are still available at a reasonable price, but if you want to “own them all”, it will require some dedication (and money) to become a “Down in Flames” pilot.

But wait… what about the relaunch of “Down in Flames” by game designer Dan Verssen? Why should I bother collecting the “old stuff” when there is a brand-new, revised, modern version available?

In 2008, Dan Verssen published his own new version of “Down in Flames” in his own company, DVG (Dan Verssen Games). The first game was “Aces High“, supplemented in 2010 by “Guns Blazing” and several smaller card expansions. The new version is not compatible with the old GMT Down in Flames series, but was announced as an advanced, revised new game which improves many aspects of the old game while streamlining the Campaign game (which was quite simulative and of moderate complexity in the old games, so the designer felt the need of making the Campaign more accessible to casual gamers).

WWII air combat on your gaming table!

But should you really sell your entire GMT DiF collection and switch to the new, improved version of Down in Flames with modern and stylish graphics, more fighter abilities, more and different action cards, more maneuvering options, more color, more fun?

The answer is: you could – if you are a casual gamer or a gamer who enjoys playing the basic dogfights variants of the original game and who never touched the campaigns because they were too complex for you, or who always thought the wingmen rules were too static (disregarding historical leader and wingmen tactics which were even more static, so that the RAF pilots were actually dubbed “Idiotenreihen” (rows of idiots) by German fighter pilots due to their rigid and static formations). You will get improved graphics and a more dynamic dogfighting system than in the original game and you will certainly enjoy the new look and feel.

But beware – if you are an experienced wargamer who loved the GMT DiF series, and especially the campaigns, you should avoid the new game system! While the dogfights and several basic mechanics benefit from the new rules and action cards (reducing historical accuracy but enhancing gameplay), the Campaign game is simplified beyond recognition and won’t satisfy you if you loved the old Campaigns – on the contrary, we were heavily disappointed by the dumbed-down Campaign rules.

Aces High: the components

Besides this, the original rules (which consist of two 22-pages-rule books in 8th Air Force) are now condensed into one 24-pages rulebook. The campaign rules, formerly filling a rulebook of their own, are now drastically shortened and integrated into the basic rulebook. The shorter rules are not only caused by a reduced complexity, but also by a new wording which is more ambiguous and less extensive than in the old rule books. They certainly aren’t sufficient to please a classic-GMT-DiF-player, so read this review before considering to sell your old games on eBay!

As we stated in the initial warning, this review of “Aces High” gives a general overview over the DVG game, but also serves as a comparison between the old system and the new system from a wargamer’s point of view, because many wargamers are interested in the question whether they should sell their old games and switch to the new system – or whether they should stick to the GMT games.

Hopefully, our review will help them to decide whether they would enjoy the new game (a more casual gamer with a preference for simple dogfights who loves exciting graphics and thinks the old system to be too static and old-fashioned certainly will, so no game-bashing is intended!) or be disappointed.

What is Down in Flames anyway?

“Down in Flames” is a card-based wargame about Air Combat in World War II, WWI and post-war. Players control single fighters (German, British, Polish, Russian, US, Japanese) and conduct dogfights against other fighters. Fighters maneuver against each other, trying to get an advantaged position from which they could shoot down their enemies. The best position is tailing the opponent, but since each player wants to tail the enemy, there’s a lot of maneuvering until one fighter is behind the other and that’s what makes these dogfights a thrilling and fun experience.

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Gaming this weekend: Down in Flames (GMT)

Posted by Denny Koch on October 20, 2010

Module 1: The Rise of the Luftwaffe, unfortunately out of print

This weekend, a classic returned to our gaming table: Down in Flames by GMT Games, a card-based game series depicting World War II air warfare.

Down in Flames consists of 4 modules and several expansions, but we wanted to play the dogfight variant this weekend, not one of the larger campaigns, so we only used the first two modules “Rise of the Luftwaffe” and “Eighth Air Force“.

“Dogfights” are the basic game variant where your leaders and their wingmen fight against the other players’ fighters. The “Campaigns” are the advanced variant, they add special rules, bomber formations, and historical scenarios, for example “Invasion of Poland” or “Battle of Britain” with several sub-missions, like bombing raids on railway stations or supply depots.

This isn’t meant to be a review or anything like that, just some short random impressions and general thoughts that occurred to us while we were (re)playing this game which had spent a long time on the shelf (you know the problem… too many games, too little time… ;)).

Down in Flames – more than a series (actually, two series)

Module 2: Eighth Air Force, adding more fighters, more scenarios and replaces the Luftwaffe rules

“Rise of the Luftwaffe” was the first module of the GMT game series, published in 1993. Ownership of this module is the prerequisite of playing the second module, 8th Air Force. Unfortunately, both modules (Luftwaffe and 8th Air Force) are out of print and GMT Games doesn’t plan to reprint them. The other two modules which depict World War II air combat in the Pacific theater (“Zero” and “Corsairs and Hellcats”) are still available. GMT announced that they are planning a “Down in Flames Deluxe European Theatre Game” named Wild Blue Yonder which will replace Luftwaffe and 8th Air Force, but it is still in P500 status and whether it will ever be published in the foreseeable future is unknown.

At the same time, game designer Dan Verssen re-booted the series and published DiF in his own company, DVG (Dan Verssen Games) with revised expanded rules and new modern artworks. The first module of his new Down in Flames series was “Aces High”, published in 2008. The second module “Guns Blazing” was just released this autumn. His new DiF games are not compatible with the GMT DiF series, however.

So getting into the “classic” GMT version of the game is somewhat more difficult than jumping into the new DVG version because especially “Luftwaffe” is hard to find, at least for a reasonable price. In addition, if you own Luftwaffe and 8th Air Force, there might be some slight rules confusion because the 8th Air Force rules supersede the Luftwaffe rules whereas you have to stick to the Luftwaffe rulebook if you want to play any Luftwaffe campaigns.

We are in the lucky position of possessing several copies of the GMT modules as well as the Dunkirk variant from the C3i magazine (the house zine of GMT), so when we decided to bring back the classic DiF to our gaming table, we could jump into our dogfights immediately. We also decided that it would be an interesting task to compare the classic GMT Down in Flames with the brand-new DVG DiF series and to write some impressions about the differences between both series. Since many gamers are confused by the old series vs. the new series vs. the Wild Yonder P500 module, some information about both series could be helpful. We know about the confusion because we fell into the same trap… so you can expect more about both games in this blog – stay tuned!

Dogfights on the table

There is almost no setup time - you select your fighters and off you go!

So this weekend, we returned to the classic GMT version (we will play the DVG version next weekend). We hadn’t played Down in Flames in years, so we actually had to re-read the rulebook and almost start from scratch (although we quickly remembered why we always liked the dynamics of this fast card-driven wargame!).

Since we did a review reset when we relaunched our HFC website, we took the chance to read the rules with a fresh perspective as a new player would read them. And don’t get me wrong – we really love the game, it’s certainly one of the coolest air combat games ever made and the flight and fight dynamics, the speed, the feel of being a pilot are unmatched. Nevertheless, some random aspects, negative as well as positive ones, shall be mentioned here.

The 8th Air Force rules supersede the Luftwaffe rules, so when you are playing the dogfights variant, you only need the 8th Air Force Basic game rulebook. Unfortunately, the Luftwaffe rulebook has more illustrations as well as card explanations which are missing in the 8th Air Force rulebook, but this becomes more problematic in the campaign game (for example when you want to know what a “spoiled attack symbol” looks like – which is only illustrated in the Luftwaffe rulebook). For dogfights, the 8th Air Force rulebook is sufficient and you can leave the Luftwaffe rules in the box.

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Review: Empire of the Sun

Posted by Denny Koch on July 14, 2010

Game: Empire of the Sun

Publisher: GMT Games
Published in: 2005
Designers: Mark Herman, Stephen Newberg
Era: World War II, Pacific War
Game Type: Hex based consim, card-driven
Players: 2
Scale: Strategical level. 1 hex=250 miles, 1 turn=4 month.
Contents: 1 rulebook, 280 9/16“ and 88 5/8“ counter, 2 strategy decks (82 cards for the Japanese player, 83 cards for the Allied Player), map (not mounted, 55×86 cm), 2 Player Aid Cards, one 10-sided die

HFC Game-O-Meter:B


Our Rating (1-10):

Graphic Presentation: 8
Rules: 6
Playability:
8
Replay Value:
10

Overall Rating: 8

PRO Interesting combat system, variety due to the card-driven mechanics, strategically challenging, interesting to both sides until the end of the game
CONTRA It’s difficult to get into the game in the first place because of a somewhat confusing rulebook

Introduction

Empire of the Sun (EotS) is a strategic game of the Pacific War of World War II. It is a complex hex and counter consim with a card-driven mechanic.

The most interesting aspect of PTO games is the approach to the Japanese victory conditions and how to keep the game interesting in the endgame. Pacific games often suffer from the fact that the Japanese historically couldn’t win the war and were heavily outgunned in the late war by the US, strangled by supply problems, and their ships and aircraft fleets almost destroyed.

US invasion in Japan

So there is always the danger that a game dealing with the PTO becomes quite boring for the Japanese player after his first (and last) initial strikes because he cannot react to Allied actions. A good example for this is Fire in the Sky (FitS) where the Japanese player is damned to watching the US “god fleets” take one island after another while the Japanese suffer from heavy oil shortages, unable to react to the US fleet movements. In the end game of  FitS, the game gets even boring for the US player because his attacks are made on such ridiculous odds with utopian dice roll modifiers that he cannot lose a combat even if the Japanese spends his last valuable oil reserves to counter one of his attacks. This doesn’t mean that the US win all FitS games (they don’t, because their victory conditions are very sharply timed), but it’s always the US against the clock and not the US against the Japanese.

Therefore, our main intention for playing Empire of the Sun was to see how this game deals with the Japanese end game issues and the question how a Japanese player can win the game – even if Japan couldn’t win the war historically. The designer’s notes of EotS admit that Japan couldn’t ever have won the war – but the Japanese player nevertheless can win the game by preventing  US victory. And this works!

Empire of the Sun is interesting and intense for both sides, up to the very last turn and last-minute of the game – there is always enough to do for the Japanese to take an active part in the game and throw obstacles in the US path.

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Downtown (GMT) HFC Report #1

Posted by Andreas Ludwig on May 6, 2010

Game: Downtown (GMT)
HFC Report # DT 01
Scenario: AUG 1967 FROM TF 77, YANKEE STATION
Game Type: FTF
Reporter: Andy Fairnie
Date: unknown

AUG 1967 FROM TF 77, YANKEE STATION

Radio Transcription of Alpha Strike Launched 1310 local from CVA-43 Coral Sea
Target Hai Duong Railroad viaduct between Hanoi and Haiphong N.Vietnam
Weather Clear, wind calm

Strike Composition:-
2 x 2 ship F4B MigCap Showtime, Old Nick (CAG) flights
2 x 2 ship F4B Armed Escort Tempest, Killer flights
2 x 2 ship A4E Iron Hand Silverfox, Clansman flights
4 x 4 ship A4E Main Strike Force Bulldog, Diamond, Dogear, Redcock flights
2 x 2 ship F4B TarCap/Escort Switchbox, Taproom flights

NVA initial forces and setup and USN flight plan all as briefed in Downtown Scenario Book Example of Play. USN Strike Rally Point Grid Ref 3217.

MAIN STRIKE FORCE TIME ON TARGET 14.39 LOCAL TIME


TIME ON TARGET MINUS ZERO NINE MINUTES

Showtime and Old Nick flights report feet dry grid ref 3011 heading 315 true followed in line astern by Tempest and Killer all medium altitude.
Red Crown reports MiG activity warnings: Bullseye (Hanoi) and Kep.
Old Nick lead (CAG) orders Showtime to provide TarCAP between Kep and target area
Old Nick lead (CAG) reports heading 270 to counter Hanoi area MiG threat.

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