DVG - Phantom Leader AAR

Gamers can also use this forum to chat about any game related subject, news, rumours etc.

Moderator: maddog986

User avatar
JudgeDredd
Posts: 8362
Joined: Fri Nov 14, 2003 7:28 pm
Location: Scotland

RE: DVG - Phantom Leader AAR

Post by JudgeDredd »

Thanks.

The P-40 is coming along nicely. I'm stuck to weekends because of bad light and late nights at work...but it's getting there and starting to look the part. How did you know about it? Wargamer? SimHQ? Grogheads?
Alba gu' brath
User avatar
wodin
Posts: 10709
Joined: Sun Apr 20, 2003 3:13 am
Location: England
Contact:

RE: DVG - Phantom Leader AAR

Post by wodin »

JD..if you had a choice between Hornet leader and TAL which one would you go for...I may ask for one of my Mum and dad for Xmas...I like the sound of fighter combat..but I also like the sound of TAL being more of a tactical game..looked for PL everywhere but all out of stock now. Otherwise I'd have bought it, cheaper and love sixties jets.

Thanks
User avatar
JudgeDredd
Posts: 8362
Joined: Fri Nov 14, 2003 7:28 pm
Location: Scotland

RE: DVG - Phantom Leader AAR

Post by JudgeDredd »

I don't think you know how hard that question is! Both really are awesome games but totally different. TAL takes a completely different way to play. I mean alot of the rules and gameplay are the same - but there's more of a "feel" for a battlefield in TAL.

But Hornet Leader is packed with so many goodies!

I think TAL (and I really had to think about that for a good 10-15 minutes!)...there's some nice rules in there, some good kit, some nice weapons and the replayability is added to even more than in the two previous games by the random hex layouts. Also - I'm hoping he releases expansions for TAL as he seems to have made it a bit more modular.
Alba gu' brath
User avatar
wodin
Posts: 10709
Joined: Sun Apr 20, 2003 3:13 am
Location: England
Contact:

RE: DVG - Phantom Leader AAR

Post by wodin »

Thanks mate..hopefully if I'm a good boy father Xmas (Mum and Dad) will get me TAL. Do you get to fly any fighters in TAl..I'm sure I saw one or two in component pics..

User avatar
wodin
Posts: 10709
Joined: Sun Apr 20, 2003 3:13 am
Location: England
Contact:

RE: DVG - Phantom Leader AAR

Post by wodin »

JD. Just read over at BGG that you can do a campaign using both Hornet and TAL, the rules are on the DVG site apparently. Not sure if you knew.
User avatar
DampSquib
Posts: 425
Joined: Mon Mar 08, 2010 12:03 am
Location: UK

RE: DVG - Phantom Leader AAR

Post by DampSquib »

It was GrogHeads JD.
Watched the B 17 take shape as well...nice job on that :)
User avatar
wodin
Posts: 10709
Joined: Sun Apr 20, 2003 3:13 am
Location: England
Contact:

RE: DVG - Phantom Leader AAR

Post by wodin »

Wish I lived in the States..TAL Leader around $49..shipping to the Uk add another $55!!! (plus could get stung for Customs)

Looks like I will have to find a UK stockist. The cheapest I've found including shipping is Around £60. Phantom leader is sold out everywhere.
kvob
Posts: 133
Joined: Sat May 18, 2002 9:12 pm

RE: DVG - Phantom Leader AAR

Post by kvob »

It's available here for £43.95 but it's on pre-order.

http://www.secondchancegames.com/gamede ... ameId=6960
User avatar
wodin
Posts: 10709
Joined: Sun Apr 20, 2003 3:13 am
Location: England
Contact:

RE: DVG - Phantom Leader AAR

Post by wodin »

Yeah I've found it for £37 but out of stock, No one has it until the deluxe version is released and I don't expect that too soon. SO going to get TAL which is around £60.
User avatar
JudgeDredd
Posts: 8362
Joined: Fri Nov 14, 2003 7:28 pm
Location: Scotland

RE: DVG - Phantom Leader AAR

Post by JudgeDredd »

I had heard rumblings I think some time ago about "joining" them - I'll have a look - maybe that's a 4th AAR! There are alot of rules between the two games though - I wonder how easy it'll be to join them.

Thanks DampSquib. I was a little sad when I saw the B-17 kit on opening the box and even sadder when I started to piece it together - but I was very pleased with how it looked in the end. It turned out a fair bit of work but a decent finish I thought. The P-40 is the saem - seems like a fair bit of exra work, extremely simplistic looking model but it's looking like it might end up nice.

Wodin you couldn't go wrong with Hornet Leader or Thunderbolt Apache Leader - both a great games and packed full of great, high quality kit. TAL nips it as mentioned above. And I know £60 is alot of money - but there is a hell of alot in those boxes...and on top of that, replayability seems almost endless. If you only had one campaign in there the different pilots, airframes, weapons and terrain tiles all make that campaign different each time.

Phantom Leader Deluxe is going to be superb. Unfortunately I simply couldn't justify paying the £60 to replace the £45 version I bought. I know it's packed to the rafters...but it's still £60 for something which I already own £45 worth of. It's almost like buying one of those computer games for £30 then buying the DLC but paying £45 just because it contains the full game as well. Shame he doesn't do "upgrade" kits but I guess profit is prohibitive in the boardgame industry.

You never know, I may change my mind...
Alba gu' brath
User avatar
wodin
Posts: 10709
Joined: Sun Apr 20, 2003 3:13 am
Location: England
Contact:

RE: DVG - Phantom Leader AAR

Post by wodin »

Thanks JD. Well I will ask my Mum and Dad for it for Xmas and throw in twenty pounds myself I think.
User avatar
SuluSea
Posts: 2414
Joined: Fri Nov 17, 2006 2:13 pm

RE: DVG - Phantom Leader AAR

Post by SuluSea »

My apology for going off topic Judge. Do you , Wodin or anyone else have any opinion on Gato Leader by DVG or know where I can find something it looks right up my alley.


Thanks!
"There’s no such thing as a bitter person who keeps the bitterness to himself.” ~ Erwin Lutzer
User avatar
JudgeDredd
Posts: 8362
Joined: Fri Nov 14, 2003 7:28 pm
Location: Scotland

RE: DVG - Phantom Leader AAR

Post by JudgeDredd »

Well - not really because it's not out yet. His website is showing backordered and pre-orders at 67 out of 250 needed. (see here)

I did buy and play (for a while) U-Boat Leader. As I've said elsewhere - I wouldn't say it was a bad game. Actually it's pretty well thought through and played out nicely - but it actually wasn't really my bag. It was a little bit slow paced for me and limited (torpedoes and subs)...but the gameplay was pretty tense.

Sorry - that's all I've got...it's been quite some time since I played U-Boat Leader.
Alba gu' brath
User avatar
JudgeDredd
Posts: 8362
Joined: Fri Nov 14, 2003 7:28 pm
Location: Scotland

RE: DVG - Phantom Leader AAR

Post by JudgeDredd »

Combat Phase - Turn 1
Combat Phase goes like so
  • Fast Pilots Attack
  • Sites and Bandits Attack
  • Slow Pilots Attack
When attacking you can
  • Attack the target with some or all AtG munitions if at the right altitude and within range OR
  • Attack target with guns if at low altitude and over the target OR
  • Attack a site with some or all AtG munitions if at the right altitude and within range OR
  • Attack a site in the same area with guns if at low altitude OR
  • Attack a bandit with some or all AtA munitions if you are in range OR
  • Attack a bandit with guns if you are in the same area as the bandit
As I have no fast pilots, it's the enemy to hit out.

Looking at the target area - there's no sites able to target me. The 2 S-60s in the Western Approach Area can only attack low altitude aircraft - and all my aircraft are high. My aircraft are out of range of the M1939 in the target area...there is however the Mig-21...and it has a range of one. So it's going to attack my squadron.

I roll a dice to determine which pilot is being attacked...and it's Jagger. I can suppress and evade if the suppression fails. Jagger fires an AIM-9 to suppress the Mig. The AIM-9 requires a roll of 6 or more to be effective. With Jaggers +1 AtA modifier and the +1 from the Sierra Hotel EVent Card, I only need to roll a 4 or more...he fires the missile. I roll a 5 and the suppression is successful.

That's the Bandit and Site attacks done. Next it's my pilots turn.

Junior fires an AIM-9 at the Mig-21 as it's in range. The roll is a 2. Damn! The Mig-21 escapes.
Jagger fires his remaining AIM-9 at the Mig-21. The roll is 4...HIT! The Mig-21 explodes.

Unfortunately, after that I don't have enough AIM-9s to take out the remaining 2 Migs. I'll have to chance my luck with guns

The only other pilot able to attack this turn due to range is Lefty. He fires one of his AGM-12 Bullpups at one of the S-60s in the Western Approach Area. The AGM-12 requires a 2 or more to be successful. Lefty has no modifier to AtG or AtA rolls - so he needs 1 or more. I think it's obvious there's no need to roll - but anyway...the roll is 8 and the S-60 is toast!

Ok...movement time. I'm going to move all my aircraft low except Junior who will stay High as he has the remaining AIM-9 - so I want to keep him out of harms way of the S-60. They will be prone to attack from the S-60 in the Western Approach and the M1939 in the target area, but I need to be low to suppress the M1939 with my rockets so that Lefty can get his AGM-12 off the rail. So all aircraft go low and head into the Western Approach Area.

This is the state of affairs at the end of Turn 1

Image

*edit* - Cajun is actually showing above as having 2xMk-82s when in fact he should have 2xMk-84s - I knocked the table and the counters fell (a downside to boardgaming!) and when I put them back, I didn't make then Mk-84s.

*edit* oops - the picture above shows all aircraft low...I was keeping Junior high...so I've fixed that for this turn.

*edit*
Getting tired of edits! I must have been tired the other day becuase I forgot to move bandits. The rule for moving bandits is they can move 1 area but are not required to move. If any of my aircraft are in range of the bandit, then it doesn't move...otherwise it moves one area closer. If I had aircraft in more than one zone and they are equally close to the bandit, then you randomly choose which area that bandit is to move.
So - the Mig-19 in the Northern Approach moves into the Western Approach and the Mig-19 in the Eastern Approach moves into the Target Area.


I've updated the picture above to reflect the edits!

Turn 2 tomorrow
Alba gu' brath
User avatar
JudgeDredd
Posts: 8362
Joined: Fri Nov 14, 2003 7:28 pm
Location: Scotland

RE: DVG - Phantom Leader AAR

Post by JudgeDredd »

Turn 2 tomorrow.
Alba gu' brath
User avatar
wodin
Posts: 10709
Joined: Sun Apr 20, 2003 3:13 am
Location: England
Contact:

RE: DVG - Phantom Leader AAR

Post by wodin »

Thanks mate.

User avatar
JudgeDredd
Posts: 8362
Joined: Fri Nov 14, 2003 7:28 pm
Location: Scotland

RE: DVG - Phantom Leader AAR

Post by JudgeDredd »

Combat Phase - Turn 2

Fast Pilots
Again, I have no fast pilots, so the enemy gets to strike first.

Sites and Bandits
The weapon platforms in range of my aircraft are the S-60 and the Mig-19 in the Western Approach Area (where my aircraft are) and the M1939 over the target area. That's quite a lot of evasion I'm going to have to do here.

The Mig-19 swoops in and attacks (randomly rolled) Jagger. Surfer and Lefty have guns (the Phantom F4 II have marked on their cards that they don't have guns until 1967) and Junior has an AIM-9. I really need to keep the AIM-9 so I can attack one of the Migs. So Surfer dives and heads towards the Mig in his F-100 Super Sabre - guns blazing..7 rolled (+1 for the Sierra Hotel event card but with 3WPs of AtG he suffers a -1 on AtA rolls) = 7 and 10 is needed...the suppresion fails and the Super Sabre sweeps on by.

The Mig-19 gets into position and is ready to open fire...Jagger goes evasive (and gains 2 stress for his reward!). In order to be successful the Mig-19 must roll a 5, 8 or 10. I roll two dice (because Jagger has gone evasive) and I roll a 3 and 1 - it would've missed anyway! The Mig scurries around, looking for another opportunity.
nb on bandit/site attacks - a roll less than the first number then there is no effect, a roll equal to the first number but less than the second number and the pilot gains one stress, a roll equal to the second number but less than the third and a hit is incurred and the pilot gains two stress and and loses all external stores...an further hit and the aircraft will be destroyed...and a roll equal to or greater than the third number and the aircraft is destroyed outright.
nb on evasion - when an aircraft goes evasive, they are awarded 2 stress points and you roll two dice for the attack by the bandit and choose the lowest attack number)

Next the S-60 opens up (Junior will be left out of this random roll to determine who is attacked because he is High and the S-60 can only attack low flying targets) and targets Cajun. He rolls over, dives down and fires his rocket salvo to suppress the S-60. Rockets have a +3 modifier for suppression. A roll of 5 modified to 9 with the +1 from the Sierra Hotel Event Card and the +3 from the rockets being used as suppression means the site is suppressed.

The M1939 from the target area has a range of 1 and can attack my aircraft. Because it can attack both high and low, Junior can be targeted. I roll to see which aircraft the site is attacking and it's Surfer. The M1939 can inflict stress on a roll of 3,4 or 5 - inflict a hit on a roll of 6 and 7 and can destroy an aircraft on a roll of 8,9 or 10...so it's quite dangerous. Lefty dives down - letting loose his rockets. A roll of 8 modified to 12 (+1 Sierra Hotel and +3 for rocket suppression) suppresses the site.

Slow Pilots
Right - at last - it's my boys turn.

Lefty fires his AGM-12 Bullpup at the M1939 in the Target Area (the AGM-12 has the range). It's a definite hit with the +1 from the Sierra Hotel card - and a roll of...ohhhh...1 means it's only just a hit! Without the Sierra Hotel modifiers that would've went skyward! The M1939 is destroyed - and with it the danger it poses. Lefty is out of weapons.

Junior fires his AIM-9 at the Mig-19 in the Western Approach Area. A roll of 4 modified to 5 (+1 Sierra Hotel and +1 AtA modifier and -1 for 3WPs AtG penalty) means his AIM-9 goes wide...bad news!

Surfer dives down and drops a Mk-82 on the S-60. A roll of 7 modified to 9 sees the S-60 going up in smoke!

Movement
There's nothing else to do here...the pilots stay low and move in to the Target Area

The bandit in the Target Area stays and the one in the Western Approach Area moves into the Target Area

This is the pictures at the end of Turn 2
Image
Alba gu' brath
User avatar
JudgeDredd
Posts: 8362
Joined: Fri Nov 14, 2003 7:28 pm
Location: Scotland

RE: DVG - Phantom Leader AAR

Post by JudgeDredd »

Combat Phase - Turn 3

Fast Pilots Attack
None [:(]

Sites and Bandits Attack
There are two infantry units in the area and 2 Mig-19s.

One of the Mig-19s dives in and attacks Jagger (AGAIN!). Lefty tries to put the Mig off...he attacks with his gun. A modified roll of 7 doesn't help. Jagger goes evasive again increasing his stress level to 4. Rolls of 9 and 6 means 1 stress is inflicted on him...putting his stress level to 5. I'm surprised he's still able to fly as he's been pretty much the most attacked pilot.

The other Mig comes in and attacks Junior. Lefty swoops in again (it's not clear if for suppression you can't use the same pilot) and fires his cannon. BANG ON! A modified roll of 10 (9 rolled and +1 Sierra Hotel) means he's done enough to put the Mig off Junior's scent.

The infantry units open up with small arms fire in the hope of hitting the aircraft. Surfer and Junior are attacked. Lefty strafes both the infantry units but doesn't manage to suppress either of them with rolls of 4 and 6 modified to 4 and 7. Surfer and Junior don't see the threat as high so stay on their bombing runs through the hail of small arms fire. A roll of 4 sees Surfer coming through with no damage and a roll of 5 sees Junior through...both have the target (Supply Depot) in their sights and pickle their bombs...

Slow Pilots Attack
Surfer continues down - and drops his MK-84. A roll of 1 modified to 3 (+1 Seirra Hotel and +1 AtG) is a miss - and a big blow to the attack...that's a possible 3 hits down!

Junior is next in line - flying low and straight he drops his MK-82 and MK-84. The MK-82 has a roll of 3 modified to 5 (+1 Seirra Hotel and +1 AtG) is also a miss! Damn. His MK-84 has a roll of 3 modified to 5 again and is a single hit. This really is bad news. That's 1 hit out of a potential 8! I need every single hit left from the remaining bombs to get the overkill required - and as I minimum I can only miss twice just to destroy the target.

Jagger is up. In a shallow dive he's hoping his bombs are more precise. He drops his MK-82 and MK-84...a roll of 6 modified to 8 is a hit. The MK-84 has a roll of 8 modified to 10...that's much better. That's 4 hits out of a possible 5. The target is half destroyed. I need at least 5 of the next 6 potential hits to score...

Cajun is up. As the Newbie, he's got a hell of a lot of responsibility...he takes the same (successful) approach as Jagger...a shallow dive towards the target. The infantry are still firing small arms fire, but his Phantom stays the course...he drops both MK-84s...rolls of 1 and 8 modified to 2 and 9...3 more hits...not enough. The target is burning, but large parts of the Supply Depot are untouched.

Movement
The pilots turn and head for home - egressing through the Southern Approach Area and going high.

Unfortunately the Migs are hot on their tails.

This is the state of affairs at the end of Turn 3
Image
Alba gu' brath
User avatar
JudgeDredd
Posts: 8362
Joined: Fri Nov 14, 2003 7:28 pm
Location: Scotland

RE: DVG - Phantom Leader AAR

Post by JudgeDredd »

Combat Phase - Turn 4

The pilots are heading home - but they still have 2 Mig-19s nipping at their heels.

Fast Pilots Attack
None

Sites and Bandits Attack
The sites present en route are infantry units and their small arms cannot reach the high flying squadron.

One of the Migs closes in on Junior. Surfer tries to put him off and a roll of 9 modified to 10 is enough...the Mig bails and heads for home.

His pal is continuining though and also closes on Junior. Lefty takes a run at the Mig and a modified roll of 2 sees all his bulltes goind wild. Junior goes evasive - increasing his stress to 2. The lowest roll of the two dice is a 6...that is enough to inflict one stress on Junior...but he escapes injury and leaves the scene of the battle with 3 stress.

The bandit flies right and heads for home. Lefty and Surfer want to go after the Migs but Jagger pulls them back.

The battle is over and nothing is acheived.

It's so difficult to take that...8 hits out of a potential 21 (well 19 because I used a MK-82 on a site)...but it's a missed opportunity.

And I didn't use the Optional Rule (for a cost of 2 SOs for a Medium campaign) for Damaged Targets where I would get half the VPs (rounded down) and if you come across the target again, it starts with the hits inflicted this turn and if destroyed you get half the VPs (rounded up).

But - I get nothing for this.

This is the end of Turn 4. We actually came away from the battle in pretty good shape. All pilots and airframes return...that's a plus I guess.

This is the end of the battle.
Image
Alba gu' brath
User avatar
JudgeDredd
Posts: 8362
Joined: Fri Nov 14, 2003 7:28 pm
Location: Scotland

RE: DVG - Phantom Leader AAR

Post by JudgeDredd »

Home Bound Phase

This phase contains two steps
  • Home Bound Event Card - Draw a card and execute it's home bound event portion
  • Search and Rescue - for destroyed aircraft to see if you get the pilot back
Home Bound Event Card
Damn - Political Limitations...Presidential Directive - During the next mission, you cannot attack sites, only suppress them.
Image

Search and Rescue
No pilots were shot down this mission

Debriefing Phase
This phase is all about paper work...logging the outcome of the mission, adjusting tracks and recording experience and stress.

I record the Target No as 26, the starting SOs of 6, the used SOs (1 for 2xAGM-12 Bullpups), the remaining SOs of 5, the Target Status of O (operational) and the Victory Points of 0

I adjust the Politics track one to the left and leave the Recon and Intel ones where they are as I did not destroy the target.

All pilots suffer 2 stress due to the location of the target. The pilots now have the following stress levels
  • Jagger - 5 stress (5 in mission, +2 for target area and -2 for Cool Down value)
  • Junior - 4 stress (3 in mission, +2 for target area and -1 for Cool Down value)
  • Surfer - 2 stress (+2 for target area)
  • Lefty - 2 stress (+2 for target area)
  • Cajun - 2 stress (+2 for target area)

Each pilot gains 1 Experience point and none have enough to be promoted.

The end of Day 1 of the Campaign has not gone well. I do have all my pilots, but I have no VPs as yet, my hands are partially tied next mission and Jagger and Junior aren't in great shape. 3 days left!

This is how the campaign log looks
Image
Alba gu' brath
Post Reply

Return to “General Discussion”