From: rogopp@auto-trol.com (Roger Opperman) Subject: Re: Review of Hornet Leader (GMT) Date: 17 Jul 91 22:36:47 GMT Overall impressions were very good. The game consistes of the rulebook, a "target display", a "carrier display", a d10, one sheet of counters and several decks of cards (pilot, a/c, mission event, target and special event + some other useless ones). Graphics quality is outstanding, with the exception of the rulebook which had fuzzy printing, but that may have just been mine. The rules are fairly clear and contain adequate decent examples. This is a solotaire game which which places the player in simulated command of a squadron of F-18 Hornet fighter/bombers. To play, you select a campaign from the "campaign cards" provided (there are a lot of cards in this game). The card will indicate that some of the missions should be removed (major naval strike in Central America, for instance) and that certain planes and SAM levels should be substituted for what you will eventually draw on the mission cards. For instance, the easier campaigns will usually have a downgraded SAM threat and will replace Mig-23s with Mig-21's, etc. Next you shuffle the target cards and draw one. This is what you are out to destroy this mission. This card will indicate a target, a recomended number of Hornets to take, the anticipated SAM and Mig threats, the possibility of special events, the possibility of intel screwing up and, finally, the range and amount of ordinance you can take. Next you draw a "mission event" card. These can be good or bad. You might get F14 support or have your munitions selection severly limited, for instance. There are lots of these. Next you randomly (within the constraints on the mission card) set up the targets defences. You can look at these to plan your attack, but you should beware since there is a chance that intel has screwed up and the defenses may change after you have committed to an attack. Next you assign pilots, aircraft and weapons to the mission. This is easy at the start of the campaign but becomes a real mess later as pilots are killed, injured and stressed out and as planes are damaged and destroyed. You get points for taking fewer planes than the recommended number and lose points for taking more. You can arm the planes with Sparrows, Sidewinders, HARMs, Mavericks, Mk-82 and Mk-83s. Range to the target is a SERIOUS limiting factor on your ordinance load -- I've been told that the Hornet is a great plane except for its range limitations and I believe it after playing. You also assign pilots to the various planes. Pilots have different ratings for coolness, air-to-air, air-to-ground and flying style (aggressive, neutral and defensive). Finally, you fly off and fight. This already way too long, so I won't describe the mechanics. I found the combat mechanics to be the weak point of the game, but honestly can't say how I would have improved them without doubling the complexity of the game. The fun here is managing the squadron as it falls apart from fatigue (personal and mechanical), not from blowing up things. I've been thinking about using _Hornet Leader_ as a scenario generator for _Air Strike_ and getting the best of both worlds. Summary: very good game if you like the genre. Definitely shows you a different aspect of modern combat aviation -- I was always thinking about the book _Flight of the Intruder_ as I tried to decide which of my shaken pilots I should risk on the next mission. Roger Opperman