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GATO LEADER As promised, my next undertaking is an AAR for Gato Leader .  I decided on this route, because a review would have simp...

GATO LEADER AAR GATO LEADER  AAR

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

solo

GATO LEADER


As promised, my next undertaking is an AAR for Gato Leader.  I decided on this route, because a review would have simply been about 95+ % a replication of my review of U-Boat Leader As a prelude, these are the few differences, none critical, as they mainly reflect the historical backgrounds.

Gato Leader :

Includes some differing Special Missions, such as Mine and Recon/Rescue.

Wolfpacks are handled differently.  In fact, I would personally have called them something else, as I don't think that the Americans used this term.  Essentially, you chose whether or not a number of submarines begin as a group together in the same port.  So, no seeing whether a Convoy turns out to be a valuable target and then trying to call in other subs.

Takes us up to 1945, whereas U-Boat only goes as far as 1943, so there is more possibility of using radar.

Provides Forward Operating Bases [that can be purchased with Special Ops points]which allow for removing Stress points and reloading torpedoes.

Takes account of  the inferior quality of torpedoes by having a set of rules for dud torpedoes and a chart to roll on.  At its worst , none of your torpedoes may hit and in plenty of cases at least half will be duds! [Technically, this is not a totally new rule addition as U-Boat Leader 2nd edition has an optional rule for dud torpedoes.]

Allows for reloading torpedoes while on the Tactical Display.


These last two seem to me the most significant differences and one seems in part to balance the other.  However, I do not think that the ability to reload while on the Tactical Display is the big deal some comments on the game have made it out to be.





One other point worth mentioning is that the Event cards can be far more deadly than in U-Boat Leader and, overall, you will probably have to draw more too!



So, with that said, on to ...


Campaign Mission :
Turning The Tide
Short Scenario.



Stategic Segment



This gives me 40 SOs with which to purchase my submarines and any Special items.



I spend 36 SOs on submarines and the remaining 4 SOs on Special items.








Here's everything set up for the start of the Campaign, including my trusty dice tower!  On the left is the mounted play board which  has areas along the top for the Merchant Cards, the Escort Cards and the Naval cards and then beneath is nearly all the necessary information for conducting the Tactical Segment of a turn.  On the right is the Campaign Mission card with the map on which the subs operate in the Operational Segment of the turn.  The very blurred, vaguely bluish shapes are my four subs in groups of two.



Slap bang in the centre is the mounted Tactical Display board on which [surprise, surprise] the Tactical Segment takes place.   On the left side of this board are the holding boxes for the Event cards and Convoy cards and the rest is the lovely depiction of a sonar screen.  It's worth pointing out that this Tactical Display is part of the expansion pack.  It's brilliant, but the one that comes with Gato Leader itself is half the size and not as impressive because of the reduced area to play on.




My choices were:



Guardfish [Trained level + Torpedo Modifier]

Gudgeon  [Trained level + Radar] 

Both placed in Peal Harbour and formed as a wolfpack.  So, these two will operate together.

Silversides [Veteran + Torpedo Modifier]
Tautog       [Veteran + Radar]

Both placed in Freemantle and formed as a wolfpack.  So, these two will also operate together.

My decisions were based on the following reasons: the radar would gain a modifier in locating Convoys and the Torpedo Modifier would mean that the sub would roll one column better when checking for dud torpedoes.



A closer look at Guardfish, loaded up with 10 torpedoes Ready and another 14 Stored on board. 

It has markers showing its 6 gunnery factors and the Torp modifier.




Operations Segment



My first two subs left the port of Freemantle for the South China Sea, each drawing two Event cards.


Silversides



A Fatal Error                   + 3 Stress

Equipment Malfunction  + 2 Stress



[See what I mean about Event cards!  my sub is almost nearly up to its Shaken level and it hasn't even started to look for the enemy.]



Tautog

Lone Merchant - expend 1 torpedo and score 1 VP
Rough Seas         + 2 Stress


My other two subs left Pearl Harbour for the Marianas, each drawing two Event cards.

Guardfish

Nimitz Takes Notice  -  gain 2 SOs if you score equal or more than 10 VPs this turn.
Clear Weather            - no effect

[Well that draw went a bit better.]

Gudgeon

Rough Seas - + 2 Stress
Minefield [condition N/A, so gained default] + 1 Stress



The unfortunate Silversides which has picked up 5 Stress pts

just by sailing in to the South China Sea




 Tactical Segment



[N.B. all die rolls use a d10]



Tautog rolls for Contact



Contact die roll 6  mods +2 [number of subs in wolfpack],

+1[ radar], -3 [sub moved during the Operations segment].



Result 6 = 2 Contacts


Place Contact marker on the Campaign map board, draw a Convoy card and flip Contact marker from 2 to 1.

Contact card drawn is Card 043 [6 Merchants and 3 Escorts]  Unidentified markers are placed on the Tactical Display for all nine ships.



Convoy card 043 showing where the relevant unknown ship markers should be placed


The card only shows the 4 Centre Convoy Sectors and the 8 Short Range Sectors.  Beyond those are the 8 Medium Range Sectors and finally the 8 Long Range Sectors.  






Here are the six blue unidentified Merchant ship markers and the three unidentified escort ship markers, before I place my two subs in any of the outer Long Range Sectors.  



Once I do that, I choose for both submarines to submerge and move one sector nearer the revealed Escort Ikuna and the following enemy are revealed because of range : Merchants Santyo Maru, Katori Maru, Nanrei Maru and Hoten Maru.



As a result of Lag Movement, the two submarines move one sector towards the Convoy's wake.  [The top of the board is marked as the Convoy's course and the bottom is the Convoy's wake.]  The Escort Ikuna rolls for detection of the subs.  A 1 fails to detect the sub Silversides, but a roll of 8 detects Tautog and so, the other two unidentified Escorts converge along with Ikuna on Tautog.  The other Escorts are revealed as the Momi and Etorofu.  Ikuna and Etorofu are now directly in the same sector as my sub Tautog!



Also, the last two Merchants are revealed as the Harbin Maru and the Sakito Maru.



The image shows all the ships now identified and two Escorts in the same sector as the detected Tautog.  Tautog is just about to Deep Dive to try to avoid the Escorts attacks which are not rolled for, but Damage chits are automatically drawn.  In this case, it would have meant drawing 7 Heavy Damage chits in total - in all probability this would have been fatal for my sub!

*[At this point, with two Escorts at range zero, panic set in and I forgot that Tautog had the Aggressive quality and could have fired at the Escorts before they could fire at him.] 

Instead, not too surprisingly, the sub opts to Deep Dive to attempt to avoid the imminent attacks, first it takes 2 Stress points as a result of making the Deep Dive.  Though avoiding drawing damage tokens for attacks from the three Escorts, the sub still has to roll against its evasion rating and is successful for two of the three attacks, but fails against the other and so takes a temporary Flooding marker.  Not good, but could have been much, much worse if the Escorts' attacks had gone in.

[Crash Dive, which is what you do if you are attacked while on the surface, states quite clearly that an Evasion roll is made for each Escort attacking you.  With a Deep Dive, the rules are not 100% clear as to whether you make an Evasion roll for each separate Escort, as I did, or whether it's a single die roll.]

Because the Tautog has dived, it cannot attack. 

[Again, a point worth raising. In both Gato and U-Boat Leader, there are no restrictions on Escorts sailing into and through Convoy Sectors.  In my review of U-Boat Leader, I queried the historical validity of this total freedom.  Still not sure how appropriate this is.]

The other sub Silversides, however, now unleashes a spread of 5 torpedoes at the Katori Maru and another spread of 5 at the Hoten Maru.

Resolve those against the Katori Maru first.  The die roll for duds means that only half run true [i.e. 3 torpedoes out of the 5].  So, modifiers are +2 [3-1 for torpedo spread] +2 [sub's Torpedo Skill] -1 for range, giving a final mod of +3.

The torpedo rolls are 1,3, 9, becoming 4, 6 and 12.  Taking the highest result 12, this is compared with the target's stats and as 12 well passes the target's third number, the Katori Maru settles beneath the waves.  Silversides chalks up 4 VPs and 3 Experience Points.

So, the focus turns to the attack on the Hoten Maru.  All five torpedoes run true; no duds this time.  Modifiers: +4 [5-1 for torpedo spread, +2 [sub's Torpedo Skill] -2 [range] = +4.

Die rolls for the five torpedoes are 3, 7, 8, 9 becoming 7, 11, 12, 13.  like its sister ship, a final result of 13 is more than enough to sink the Hoten Maru and Silversides gains another 3 VPs and 2 Experience Points.

The Combat Resolution phase is over and so the Deep Dive marker is removed from the Tautog and a new round begins.

Silversides surfaces and moves 2 sectors away to the western most Long Range sector, while Tautog opts to attempt Silent Running and rolls a 1 [hurrah], so the detection marker is removed  and the sub's speed drops to zero.  As a result, in the Lag Movement phase, Tautog drifts two sectors south and out of detection range of the Escorts.


[In the image above, Tautog has just successfully rolled for Silent Running and its speed drops to zero.  Consequently, in the Lag Movement phase, the sub will move two Sectors due south, towards the Convoy's wake.]

* [I realised much later, I had made a mistake here.  The attack by Silversides would have placed an Alert counter on the Tactical Display which would have increased the Escorts' detection range by one and put Silversides in potential detection range of the Escorts.] 

Consequently, the Escorts roll for random movement.  End of Combat round.

For the next 3 rounds, the two subs lurk on the fringes, out of escort range, while Silversides reloads 2 torpedoes per round.

On the next round, both subs move into firing range of the Merchants.

Tautog fires 6 torpedoes at the Sakito Maru and half run true.  Modifiers +2 [3-1 for torpedo spread] +1 [sub's Torpedo Skill] -2 range = +1

Torpedo dice rolls are 10, 7, 1 becoming 11, 8 , 2

The Sakito Maru is sunk and Tautog gains VPs 4 : Experience Points 2.

Silversides launches 5 torpedoes at the Harbin Maru, but a pathetic die roll of 2 means that only one torpedo runs true and one of the torpedoes that miss errs dramatically off-course and hits its own sub!  This causes 3 Heavy Hits on the sub;  the first adds 2 Stress, the second is No Effect and the third causes lasting Hull damage.

To counter this appalling SNAFU, the 1 torpedo that strikes the Merchant rolls a 10 and with +1 total modifier the Harbin Maru is added to Silversides' growing total, gaining 3 VPs and 2 Experience Points.

On the next round, both subs surface in order to be able to move two sectors.  The Tautog is able to exit the Tactical Display, but Silversides can only reach the Western Long Range sector and so is easily detected by the Escorts who converge for the kill.  Silversides opts to Crash Dive and adds 1 Stress, so that the sub is now at 8 Stress, one away from the maximum it can take before becoming Unfit!  But all evasion rolls are successful.

On the next Combat round, the sub can exit the Tactical Display and the situation moves to the Post-Combat Resolution Phase.

Silversides records his 10 VPs and 7 Experience Points on the Campaign Log.

Tautog records 4 VPs and 2 Experience points.

Each sub gains 1 Stress at this stage.

Silversides moves to 9 Stress, and so I decide to place the sub back onto the Campaign Map in the Area's Searched Box.

Tautog, now at Stress 5, fully reloads and with 1 Convoy-sighted marker still on the Tactical Display, I decide to continue the Tactical Segment and draw a new Convoy card which reveals two Merchant ships and Escorts.  A second Convoy card is then drawn for its random Event.

Tautog decides to fire off 5 torpedoes at each Merchant ship [this causes them to be revealed as the Anyo Maru  and the Tatuwa Maru]. 

Firing at the Tatuwa Maru -  the roll on the dud table is low and only one torpedo hits the ship doing no damage, while one of the misses hits his own sub adding 1 Stress, Lasting Electrics damage and No Effect.

The other 5 torpedoes fired at the Anyo Maru all run true and with the best of his five dice being a 10, plus a small modifier, a final Merchant ship is sunk adding 4 VPs and 3 Experience Points to the tally.

In the next Combat round, Tautog immediately exits the Tactical Display to add one more Stress in the Post-Combat Phase, so the sub's Stress is now at 7.

Tautog also records 4 VPs and 3 Experience points.

With virtually no torpedoes left to reload and a high Stress level, I decide to call it quits and place Tautog in the Searched Box where Silversides has already been placed.

[... It was now the turn of my other two subs in the Marianas and I hope that you will allow me to draw breath at this point and pass over their exploits, until another day.  Otherwise this AAR is going to ... argh my two typing fingers have gone numb!

Some time later...

Once all your subs have been activated and gone through the processes that I've detailed, you move to the last Segment Refit.]

Re-fit Segment

Promote Submarines

Silversides  spends 5 of Experience points to promote the sub's commander to Ace level.

Tautog spends 3 Experience points to promote the sub's commander to Ace level.

As there is no Forward Operating Base in the area, neither sub can reduce their Stress level and neither sub has the Cool Special Ability which would allow 1 Stress point to be removed.

Any temporary damage received is removed, but lasting damage remains on the sub.

Finally the submarines are put back from the Searched Box into the South China Sea area and the process starts again.

With neither sub fit for much action, I simply return them to the Port of Freemantle from which they had started.  Of course, if subs travel further afield, you can head for the nearest Port or journey back drawing Event cards for moving into areas as you do so.  Thankfully for these two battered heroes, Freemantle borders the South China Sea and so they go straight into the Port Box.

Once in Port, each sub can remove the appropriate amount of damage, in this case 5 Stress points each for Freemantle Port.

This concludes 1 Patrol for each submarine which is the maximum they can do in a Short Mission.

Between them the Silversides & Tautog had notched up 18 Victory pts, enough to get me exactly half way to scoring the minimum total of VPs to earn the Adequate level in game terms!!


A FINAL FEW WORDS

First of all, this was a hugely enjoyable experience, though it took 10 A-4  pages of careful record keeping just to cover the details that covered half of the Campaign and several sessions that tallied about nine hours in total.  To play the game, without all the written record keeping to produce this AAR, is [I can assure you] a whole lot quicker!

I'd like to thank DVG, who very kindly sent with the game the Expansion Ship Miniatures and Battle Board which provides a mounted Tactical Display board twice the size of the smaller board in the game itself. But, as mentioned in my review of U-Boat Leader, the latter is rather small for the number of counters and markers likely to be placed on it. 

I love the expansion, but it does add another £22.99 to the cost of the overall package.

Both U-Boat Leader 2nd Edition and Gato Leader are for me excellent additions to my solitaire experience.  I imagine that the UK gamer may well settle for the former and the US gamer for the latter.  Both give equally satisfying and rewarding experiences.




























U-BOAT LEADER from DAN VERSSEN GAMES As hoped for, having soared to great heights gaining my pilot's wings over Vietnam in Phan...

U Boat Leader by DVG Games Review U Boat Leader by DVG Games Review

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

solo

from DAN VERSSEN GAMES


As hoped for, having soared to great heights gaining my pilot's wings over Vietnam in Phantom Leader, I have been allowed to sound the chilling depths of the North Sea and Mid-Atlantic with U-Boat Leader.  Having surprised myself with the amount of enjoyment I gained from an air war simulation, I had little doubt that a topic I have always liked, namely submarine warfare, would immediately appeal.  Being part of a series, I was not surprised to find that there are many similar features to both games.  But would that make for disappointment or would two totally different environments be capable of being successfully simulated by similar mechanics?  Before solving that key question, let's take the traditional peak inside the box at the physical components.





Once again quality stands high on the agenda ranging from the same deep strong box with its beautiful artwork, counters of even greater richness and thickness and visually first-class cards.  For me, the sombre brown, shading to sepia of the illustrations of ships seen through the periscope lens and the faded writing are perfect for conjuring up the period and ambiance of the game, but they may evoke different responses, especially if striking colour is more to your taste. 

What has definitely caused a degree of concern and complaint has been a number of significant production errors.  None of them prevent you from playing the game, but they do raise questions.  Above all, virtually all the cards depicting the surface ships [Merchants, Escorts and Naval] have been printed on the front as Merchants.  DVG has an excellent record on customer care  and they have been swift to reassure buyers that complete new decks will be supplied, but this will take at least a couple of months.

In the meantime, in practical terms of playing the game, this can swiftly be sorted out by comparing the ship counters with the cards and the correct three decks created.  But to save you time, the Escort cards are those numbered from 86 -100 and the Naval cards are those numbered 101-112.  The simple process of using sleeves with different coloured backs is a further quick way to make sure that you don't have to go through the process of sorting at the beginning of each game.  Having been a gamer since 1976, it's no big deal for me, but I can quite understand and sympathise with those for whom this is a very off-putting factor.

The problem seems to stem from the printers, but even more disconcerting is that the main play aid [labelled Help Sheet], which contains important rule sequences, wrongly contains the old Combat routine instead of the new 2nd edition ones.  Again the mistake can be easily overcome by referring to the rule book, but as one of the main criticisms of the 1st edition was the simplistic and unsatisfying Combat rules, there must have been considerable focus on this element.  So, this mistake really should not have been allowed to get through.  I'm hoping that like the cards this will be corrected for those who have already received the game, though so far I am unaware of any pronouncement from the company on this.






[This is the mounted board Help Sheet.  The incorrect Combat Sequence is in the bottom left corner and as you can see the central pile contains all the Escort cards wrongly printed as Merchant cards and to their right are the Naval cards, again, apart from the two I've put on top of the pile, wrongly printed as Merchant cards.]



These drawbacks will sadly deter some from ever buying the game and will cause many to justifiably wait until they are sure all has been put right.  However, my personal major disappointment is the Tactical Display Board on which all the direct action between submarines and the vessels that they encounter is performed.  As it stands, it looks the part, but small is definitely not to be considered good here.  This central focus of the game takes the form of a sonar display and the quadrants are barely large enough to hold more than two ship/submarine counters, as the picture below shows. 







the Tactical Display Board contained in the 2nd edition

Considering that in Phantom Leader [PH from now on] the equivalent board is twice the size and excellent in every respect, I was puzzled about this reduction.  Fortunately, I received, along with my review copy of the game, the U-Boat Leader and Gato Leader Ship Miniatures and Battle Board package.  As the Tactical Display Board in this expansion is exactly the size of the board referred to above in PH, I strongly feel that this should have been a basic part of the 2nd edition production.  It certainly transforms the whole experience - as the identical set up on the larger board [shown below] reveals.





the Tactical Display Board contained in 
the U-Boat Leader and Gato Leader
Ship Miniatures and Battle Board package



All that now follows establishes that both PH and U-Boat Leader follow similar effective paths in all other respects.  4 Campaign cards take us from the early years in The Battle Begins [Sept 1939 - May 1940] on into the Axis domination of The Happy Times [June 1940 - May 1941] and up to the period of parity and then the gradual British upturn in The Hunted [June 1942 - June 1943]. The fourth Campaign is, for me, something of an unknown sideshow taking us to the Caribbean and the American coast in Operation Drumbeat [Feb 1942 - June 1942].  I'm not sure whether this was an eye to the American market, though Gato Leader which takes us to the Pacific war with American submarines will certainly satisfy that desire.



My first four submarines set up ready to start
 a Short version of The Happy Times Campaign

Each Campaign contains the ability to play at Short, Medium and Long length.  The length of campaign determines the number of SOs [Special Operation] points that you receive and the number of patrols each submarine must make.  SOs are mainly used to buy your submarines.  In PH your aircraft was designated by its call sign [e.g. Digger]: in U-Boat Leader, each submarine has an historical U-boat commander's name on the card.  I liked the call signs and feel that being able to sally out with such characters as Gunther Prien makes play even more immersive.  You can buy each submarine card at one of four levels, Green to Ace, as against the six levels of pilot in PH.



Above are the cards for those first four submarines.

If you have your own copy of PH or have read my review of that game, you will quickly see that U-Boat Leader is marginally simpler and easier to play at each stage that I'm now going to take you through.

The Strategic Segment especially is much quicker than the equivalent procedures in PH.  Choose your submarines and spend the few SOs you may have kept back after putting your submarine group together on such things as Special Missions such as Raider or Air Searches and Supply ships.  That's more or less it.  There is none of the lengthy deliberation on what types of ammunition and missiles you need, as each sub card tells you how many torpedoes you have in store and ready loaded and whether it has a gun capacity for surface firing.  Torpedo capacity may vary, but all subs with guns get 6 potential shots!  Place your subs in whatever ports are available and you're ready to sail on to the Operational Segment.



Close up of the submarines in port ready to sail
in the Operational Segment on the Campaign map.

To my surprise I rather missed the more complex decision making of PH.  On the other hand, I did like being able to get down to the action quicker and here there is a major difference, as your U-boats have an Operations Segment where each moves individually on the Campaign map from sea area to sea area drawing and resolving Event cards as they do so.  Though a simple process, I like the extra dimension of deciding how far you're going to move and finding out what happens as you keep pressing on.

When you have moved all your subs, you then change to the Tactical Segment and once more sub by sub roll to see if you make contact with the enemy.  The possibility is from zero to three contacts, with each contact giving you the opportunity to draw a Convoy card.   When you have drawn a Convoy card reduce the Contact marker by one.  The size and composition of the convoy may vary and, if you don't like what you see you can always decide to abort that encounter.




A close up of the Tactical Display with two Merchants identified.

One has taken damage, the other so far is unscathed.


If you do decide to tackle the convoy, then in some cases you may be able to form a wolfpack, if you have chosen to move more than one sub to the same sea area and the pickings look particularly rich.
With the Convoy card accepted, you set out the enemy ship markers according to their positions on the Convoy card.   Often there will be a number of merchant ships with one or two escorts, on the Tactical Display.  As yet your targets are unidentified and so their markers are those with question marks on.  Then you  place your sub/s on the outer most ring of the display.

You move your subs one space if submerged and two on the surface, while very simple and easy mechanics govern the movement of enemy ships.  As these come within range, you'll draw an appropriate card which will identify the ship and you will place its named marker on the display.  This whole part of the game is engrossing with all relevant features taken into account through very accessible rules.

And so the heart of the game is under way.  Decisions, decisions!  The element I always appreciate in a game.  Attack on the surface, so that you can use your gunnery as well as torpedoes and become a more easily identified target by any Escorts.  How many torpedoes to launch at one target to improve your chance of hitting?  How do you react to being attacked?  Always loved Silent Running and Crash Dives in warfare?  They're both simple options that you can go for.

At this point the following familiar and in most cases identical elements from PH kick in.  Your subs indicated on their card as aggressive fire first, then the enemy and then cautious subs. OK and Shaken status play their part as does Stress.  The different hit numbers on the enemy ships determine the amount of damage your die roll inflicts on them, up to and including sinking them outright.

What has greatly improved the game is the introduction of damage chits to be drawn randomly for the enemy attacks on your subs.  Overall, this works very, very well, with only one slight concern on my part and that is the almost nil chance of Merchant ships inflicting damage and the seeming lethality of Escorts. 

It does mean, of course, that you try to keep the Merchant ships between you and the Escorts, but as the Escorts can both sail through and fire through the Merchant ships, this isn't too easy.  I must admit that here I feel that a house rule might come into being for me, limiting the ability of Escorts simply ploughing straight through the Merchant ships.  As things stand at the moment, once the Escorts start firing, it's time for my subs to cut and run to fight another day.

Once your subs are off the display, that particular encounter is finished and there is the opportunity to reload torpedoes and attend to other housekeeping elements.  However, it does not necessarily mean that your current sub is finished with.  If you still have a Contact level remaining you may draw another Convoy card and the Tactical cycle begins again or if you have an enemy ship on the verge of sinking you can spend a Contact point, fire off a torpedo or gun if on the surface to guarantee that it does settle beneath the waves and add to your VP and Experience point tally.  These ideas get another thumbs up from me. 



Just some of the high quality counters contained in the game.

This continues until all your subs have been activated or you do not want to activate any more.  However, all is still not quite done, as you still have to return to a port passing through the sea areas necessary to do so and drawing Event cards as you do so.  This constitutes one Patrol.  Finally, you reach the Refit Segment with such items as promotion of U-boats if gained, Stress recovery and torpedo reloads.   If playing a Short Campaign, you'll now determine the success level, as your subs only undertake one Patrol; if a Medium or Long Campaign, you will prepare for another Patrol and off you go again. 

All these elements are handled in the rule book with excellent clarity and in the appropriate logical progression familiar from DVG's solitaire games.   Components are clearly explained, as are all the different cards, followed by the Set Up instructions.  Next come the rules for the various Segments I've talked you through, a short historical section on different types of U-boats and a very helpful three page example of play.  This latter part is standard in all the DVG games I've played and is thankfully becoming a feature of other companies' rulebooks.

In terms of game play, I can thoroughly recommend the experience of playing U-Boat Leader and would suggest that it is an easier starting point than the many solitaire air warfare games produced by DVG.  For those of you who are hesitant because of the production problems needing to be rectified, you could always move straight to Gato Leader, which covers the Pacific war from the periscope lens of the American subs.  Hence the title. 

Obviously, the appeal is solidly aimed at the US market, but everything in the box is spot one with none of the slip-ups to be corrected in U-Boat Leader.

As the only difference in the rules are very, very minor, a separate review would be a pointless repetition and so, I hope, in a few weeks' time to take you instead through a detailed AAR of a Short length Campaign from play of Gato Leader.  Until then, beware the enemy above!



  













PHANTOM LEADER DELUXE VIETNAM AERIAL COMBAT GAME FROM DAN VERSSEN GAMES Prior to Phantom Leader Deluxe , my experience of air w...

PHANTOM LEADER DELUXE: Review PHANTOM LEADER DELUXE: Review

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

solo

PHANTOM LEADER DELUXE

VIETNAM AERIAL COMBAT GAME

FROM

DAN VERSSEN GAMES


Prior to Phantom Leader Deluxe, my experience of air war games was fairly limited.  Or, perhaps what I should say is that the number of games simulating the war in the air that I liked was very limited.  First and foremost was John Butterfield's original solitaire RAF and its solitaire and two-player remake of the same name and the very light, but enjoyable Wings of Glory.  Other than those two, most other air games had left me cold, often because the mechanics were so convoluted and distinctly user unfriendly.  Some, like Avalon Hill's Flight Leader, I confess I just found boring.

Perhaps, by now, you're wondering why I agreed to accept this particular review.  Mainly, it was because of the publisher, Dan Verssen Games [hereafter DVG], who produce top-notch quality games that I have particularly experienced through their Field Commander series.  Secondly, I had heard very positive things said about the whole Leader series of air games.


"one sumptuous, deep, glossy box"

Phantom Leader Deluxe certainly did not let me down on the question of quality.  One sumptuous, deep, glossy box surpassed even my expectations based on my experience of Field Commander Alexander and Field Commander Napoleon.  The contents no less so, especially the thick, high quality counters that, with their rounded corners, just press out perfectly with no dog-eared corners to laboriously trim off.  Considering the sheer number of counters, that's one big chore out of the way, even for someone like me who can find counter-clipping therapeutic!


"high quality counters"


But it's the stunning packs of cards that blow you away.  First of all there are separate packs for ten different USAF aircraft and nine Navy aircraft.  Not surprisingly, considering the title of the game the number of Phantoms predominates, but add in evocative names like the F-101 Voodoo or the F-102 Delta Dagger and all together you have seven new types of aircraft included in the Deluxe version.  In total there are 19 types of aircraft and 90 aircraft, with each of those aircraft having a different named pilot with three separate double-sided cards that take him from Newbie all the way to Ace.  So, if you've done your maths that's 270 cards in the box just to cover the aircraft - all in full colour with the plane set against a steely blue sky and the key stats in the bottom section of the card.


"the number of Phantoms predominates"


Above you have a typical average USAF F-4 Phantom with the pilot whose call-sign is Smokes with his array of information.   A vast spectrum to choose from with small gradations of ability in the modifiers for ATA [Air-to-Air] and ATG [Air-to-Ground] targets and all affected by whether the pilot status is OK or Shaken, as is his speed.  The guy up there, as you can see, is SLOW whatever his stress level!. 

This degree of choice of aircraft and pilot and then the range of armaments that each plane can carry has led to a few criticisms of detail overload.  As someone with NO modern [or at least relatively modern] knowledge of aircraft, seeing that we are primarily in the period of the Vietnam War, I can sympathise.  But, if you are really so concerned, you could choose just to fly phantoms or use the rulebook's optional rule for how to draw a random set of aircraft.  I certainly would not be put off buying this game, because it contains too much

Beside having so many beautiful aircraft cards, there are cards for Targets and Events.  Here  is the very first target that I came up against - the Barracks.




The card provides details of the enemy aircraft [Bandits] and enemy ground sites that you will come up against.  At first sight that doesn't look too bad, but there are four approach areas, one in each of the compass points, so that's eight potential enemy sites and four bandits and three more sites and two bandits in the centre where the target is!!  The card also tells you how many VPs, Recon pts and Intelligence pts you'll earn depending on how many hits you land on the target.

Much of this involves new additional rules for the Deluxe version.  In the original, it was destroy/fail to destroy your target, as pure and simple as that and VPs or no VPs.  I really like this development that allows for degrees of success.  [Hollow laugh ... on this first mission I scored no hits on the target, lost two out of my four planes and the other two came back so stressed they immediately had to be rested!  Please don't ask if I've got any better.]



And here are my valiant fellows; call signs Jagger, Misty, Smokes and Digger.  The centre two are the planes that went down and the outer two are the ones that survived.

Before I comment on the rule book, there is one last type of card to show you - Events.  During a mission three will be drawn - one Target-Bound, one Over-Target and the last one Home-Bound.  Each card has three sections and you apply the appropriate text according to which stage of the mission you are at.





As you can see, Bandits was my Target-Bound card and Forward Air Controllers my Over-Target card.

And so to the Rulebook.  A very nice product in full colour and glossy paper. One major surprise and drawback is that there is no index.  In part, this may be because the rules, after explaining all the components, take you through the sequence of play step-by-step in the chronology of how the game plays.  As thorough and clear as these rules are,  like any set when you are first learning and playing with them, you will certainly need to check and refer back.  An index should be a requisite part, if only for ease of play, and as the back page of the rulebook is used merely to advertise many other DVG games, this was an unnecessary omission.



An initial skim through quickly established that methodical planning would be the early part of the game.  First up is your choice of Campaign map and there are 8 to choose from, three set at different periods of the Vietnam war ranging from 1965 - 72 and one set during the Cuban Missile  Crisis of 1962.  Each Campaign has a separate USAF and Navy copy with varying targets and the possibility of playing Short, Medium or Long Campaigns.  This wide range of scenarios and variable targets, plus the range of aircraft and pilots make for great replay value.

Then on to selecting the pool of aircraft and pilots that will be available during the campaign.  The longer the campaign, the more pilots you will select for your pool, as a Short campaign typically involves four days and up to twelve days for a Long campaign.  Each day begins with drawing two target cards to choose from and the choice is not just a simple "which do I fancy having a go at."  Each target comes with a political cost that is marked on the Political track on your Campaign card. so that you may find you don't have enough political points to go for either target.  Consequences being that you may have a day of rest or spend some of the Special Ops points that come with a Campaign to buy other targets to choose from.



Rolling Thunder 1967


Here's the typical start of a Campaign, the first day's target has been chosen, the Political points cost marked on the appropriate track and the Target marker placed on the mini-map.  Notice the other two Tracks are for Recon and Intel- both of these may be affected favourably by the degree of success achieved in missions flown during a Campaign.

Then it's move to the core of the game's action and the mounted board on which it will be played out.
This display is clear and totally functional, with a very helpful Turn sequence on the right-hand side and locations for the Target cards and Event cards.



You now have five turns in which to move from the entry point of your flight path to its exit point diametrically opposite where you entered.  Once more this is a detail I like and, I would say an improvement on some of the other Leader games, as you have to do more than just get to the target and drop your bombs.  Now you have to make your exit too!  Your aircraft don't all have to appear at the same Entry point, but if they enter at different points then their Exit points will be also be different.  There is some latitude here, as an aircraft can leave by an area adjacent to its Exit point.

Each of the five turns starts with combat or in this game's term Aircraft Attack Sequence.  If your aircraft is Fast, it will fire before the enemy does: if Slow, the enemy will fire first.  Though there is a good number of aspects affecting fire, I found them very easy to remember and use.  Perhaps the most obvious and important is Altitude.  Many of the Sites you will come up against can only hit you if you're flying at Low Altitude - so, just fly over them at High Altitude.  The next is range; often you can get in a shot before the enemy because you have better range, but beware those enemies that can fire at range, I've found them deadly.

Add in the possibility of Suppression and Evasion, Soft targets and Radar targets, AtA and AtG weaponry, changing altitude and you get a very good narrative and atmospheric feel to the heart of this game.  With named pilots, I felt far more of an RPG effect than in most war games I play.  Each roll, especially when the enemy has you in his sights, is a tense moment.  As with any solitaire game, an iron will is needed to accept the die and see your aircraft tumbling out of the sky.

It's Not Over Until The Fat Lady Sings!

You've not finished yet.  I love the final sequences after the mission has been flown.  Remember those planes I lost on my first mission flight out, well, they're not necessarily gone for ever as there is a Search and Rescue Phase with a 50/50 chance of survival.  Both mine did survive, but as always there is a stress cost.

And then comes Debriefing, with hopefully some element of VPs, Intelligence pts and Recon pts depending on the amount of damage scored on the Target.  As your Intelligence improves, the number of targets you can choose from for a Mission increases, while Reconnaissance reduces the number of Sites and Bandits you will come up against in later Missions. 

In this final phase of the game, the last factor and for me is the effects of all those Stress points piling up on your pilots.  Now you have to assess the following: who can continue to fly, who must be rested [above a certain level and you are grounded until those stress points have been reduced], the effect of MIA [Missing in Action] pilots on all your other pilots stress levels.  You don't lose buddies without it having an impact on you. 

You can even Transfer highly stressed pilots out of your team and get a replacement.....but have you guessed what's coming next.  Sure, a new pilot to the team, can you rely on him - consequences, a bit more stress for each of your existing team!!

One final tip before my round-up.  The Campaign Log for recording your Missions and pilot progression will take a lot of bashing if you try to use it to record changing Stress levels during a Mission.  So, making a simple chart for each Mission's pilots that logs the ongoing stress accumulation is well worth the few minutes it takes to knock one up on the computer. [it also adds to the RPG element, I've talked about.]

So, what are my final thoughts and conclusions?  At the start, I gave you my reasons for taking on this review.  Am I glad that I did make that decision.  Above all, I've had a great time playing this game.  More than anything, I've been surprised how much I've enjoyed the preparation and planning stage.  I had thought I'd find this a tad tedious and would want to hurry through, but I now feel this is an integral and enjoyable part of the whole game experience.

I still consider myself very much a newbie and am a long way off knowing what aircraft are best for a particular job and what armament.  But, the rule book has a very detailed Section on each aircraft and each weapon that repays the time spent on repeated reading through.

As to flying the Missions and the whole campaign shebang, love every minute of it.  Never thought I could be rooting so much for an aircraft card with its call sign Digger and whether it would make it through its mission.  Phantom Leader has been a great experience and one I can thoroughly recommend to you.

[Schnell! Schnell! Das Boot.....Torpedoes away.  Dive! Dive!

Having been allowed to take to the skies with Phantom Leader there are rumours that I may be allowed to sink beneath the waves with U-Boat Leader and its American counterpart Gato Leader.

However, until that is confirmed, perhaps you'd like to dip into one of my own collection and march with me in a couple of weeks to the Somme, where you'll be up to your neck in muck and bullets, with Richard Borg's The Great War.]




















































































































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