Date: Tue, 25 Oct 94 09:02:07 EST From: Eddie Campisano Subject: Hornet Leader variant Here's a copy of my "Sam Counter Punch" optional rule for Hornet Leader and an explanation as to why I feel this rule is needed. But remember, the emphasis is on the word "optional". Not everyone will feel compelled to use this rule. Having become a fairly experienced Hornet Leader player I've learned, through trial and error (much error!) the correct way to attack troublesome SAM sites. As a result, I can usually cut a swath through to the target with relative ease and suffer little or no loss to attacking aircraft; even against the heaviest SAM defenses. This knowledge, gained over many missions, has taken some of the challenge away from playing my favorite solitaire game. To remedy this situation and to put the thrill back into playing Hornet Leader I've devised an optional rule called the "SAM Counter Punch". Using this rule will create a heightened level of uncertainty when attacking SAM sites and force players to discover new tactics or suffer serious losses. It will also greatly increase a player's anxiety factor! - Ed SAM Counter Punch (Optional Rule) This optional rule is based on the following premises: 1. A HARM missile will not attack a SAM site unless the SAM site has "lit-up"; actively engaged it's lock-on radar. 2. A SAM site which has "lit-up" may have been able to lock-on to one or more attacking aircraft and launched one or more missiles -BEFORE- the attacking HARM was able to destroy the SAM site's radar. Currently, as the game rules are written, strike aircraft can reduce or destroy SAM sites during the HARM Attack Phase before those SAM sites can attack aircraft during the SAM Lock-On Phase. This provides the strike aircraft with a big advantage, conceivably allowing them to destroy all SAM sites enroute to the target; thus being able to attack the target with little or no opposition. If a player uses the new Sidearm weapons counters included in the Thunderbolt-Apache Leader game then the advantage of attacking first becomes even more pronounced. The SAM Counter Punch optional rule gives successfully attacked SAM sites an opportunity to fire their missiles at the attacking aircraft before they are reduced or destroyed. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SAM Counter Punch 1. Attacking aircraft conduct all HARM/Sidearm attacks on SAM sites as normal during the HARM Attack Phase. 2. SAM sites that are successfully attacked are not immediately reduced or destroyed. Instead, place a Hit counter alongside a SAM site for every hit it receives. 3. During the SAM Lock-On Phase each successfully attacked SAM site will be given an opportunity to attack aircraft within range before it is reduced or removed from play. Make a Saving die roll of 1xd10 (one ten sided die) for each successfully attacked SAM site and compare the result to the printed attack factor on the SAM site counter. If the result is equal to or less than the SAM attack factor then that SAM site may conduct a lock-on attempt/attack during the SAM Lock-On Phase. If the result is greater than the SAM attack factor then reduce or remove the SAM counter as required. 4. Successfully attacked SAM sites that make their Saving die roll attack aircraft in range using their current attack factor. (The factor on their counter before they were attacked.) 5. SAM sites which were not attacked or not attacked successfully do not make this Saving die roll. They will be able to make lock-on attempt/attacks normally during the SAM Lock-On Phase. 6. After all SAM sites which made their Saving die roll have finished their lock-on attempt/attacks, reduce or remove them as required. 7. Note: It is recommended that you do not use the "No One Else To Shoot AT" optional rule when making lock-on attempt/attacks with a SAM site that was successfully attacked and then successfully made a Saving die roll. (It has the potential of giving a SAM site a large advantage.) As the SAM site was under attack it is assumed that a HARM missile struck the site before a greater degree of lock-on was achieved. You may use this optional rule with SAM sites that were not attacked or not attacked successfully. NOTES: For anyone wanting to justify using this optional rule in a campaign, consider the SAM Counter Punch as a representation of: 1. New and improved SAM technology. 2. Better trained SAM crews. 3. A switch in air defense tactics.