Picked Pakistan (average) with Show of Force (2 days with bonus VPs for first day battalion destroys.) I drew some pretty decent battalions - nothing too bad. Worst was a support that drained 2 loiter turns from each combat so I went after him first.
Decided to buy 2 A-10A’s and 2 A-64A’s and 3 scouts leaving me with exactly 3 SO points for ammunition.
Sent first A-10 after the other support (I forget what it did).
Sent a second A-10 after an assault.
Sent the A-64’s after that support with the -2 loiters.
Condition card was move one battalion of my choice 1 step closer to my base - easy decision - I moved that support
For reference, all 3 missions had a LOT of baddies so with only 2 days, and with the bonus on turn 1 I was arming with as much weapons as I could carry within my weight and without going over 1 SO per mission.
For the first mission I brought A lot of LAU-61’s in the hopes I could use them but not expend them. Since the field was going to be very target heavy I also brought a cluster bomb hoping for a bunch and a couple of independent missiles knowing I might need to hit multiple hexes a few turns since I was at a -2 loiter and I was going for wiping them out for the bonus XP. I hemmed and hawed over bringing an A-9 in case of a heli pop-up knowing to use the independent I would need to fly high. In the end I decided to risk going without one.
Day 1:
Mission 1: In-bound card wasn’t anything special. Map laid out poorly for me, even though this tileset didn’t have a ton of ridges they were put in really bad spots and the enemy was very spread out. Place my A-10 and roll for enemy cover. Bad roll - 1 unit from each hex. This is starting out badly…
I shrug off some light fire turn 1 and take out my targets. So far so good.
Turn 2, Cover roll sends some more baddies in hiding. I need to take out multiple hexes to avoid some fire so I decide to go high. I take out the targets I need to and I’m doing pretty well on ammo. I might pull this off.
Turn 3 - Pop up time - Enemy Helicopter - CRAP. For those who have never played this game - that’s pretty much the worst possible thing you can draw (almost…keep reading).
My pilot is slow and the heli starts off in range of me and since I’m flying high I’m an easy target - I wish I brought that A-9… He shoots for 3 red damage - I draw some chits. Bullet holes - no problem. Pilot Killed - CRAP (that’s the worst draw in the game…).
Well that mission is a bust and it’s already looking like I’ll be lucky to get a decent score in this game but it’s only 2 days so I might as well keep going.
Score: -2
Mission 2: Same plane, different battalion. This time I learned my lesson and swapped an independent for an A-9. This mission went pretty routine. I took no damage but ran out of turns before I could decimate the battalion though so I only got half of the 6 point and no bonus. No helicopters thank god.
Score: 1
Mission 3: This is my 2 AH-64A’s. I load them up similarly to the A-10’s (lots of LAU-61’s). On one of the Helicopters I take an A-9 knowing I’m only going to fly high if I absolutely have to. I get a great scout roll and some great cover rolls. The in bound mission let me ignore enemy fire for the first turn. There was a lot of infantry and things that caused small arms fire but both pilots also had evasive so while the sheer volume of fire meant I was taking a hit or 2 here and there it was all yellow so I only sustained light damage. I’ve got 2 tiles to clean up to get the battalion destroyed and I’ve got plenty of weapons and my Aim-9 left to do the job. I only had 3 loiter turns left so I needed to bring on AH high (I wanted to avoid the evasion roll).
Time to check for pop ups - guess what I pull - ANOTHER FREAKING HELICOPTER. He starts out of range but can see me so he moves one tile closer which brought him in range of BOTH of my choppers - which were hovering so I had to fight it out. Helicopter gets to shoot first but with evasive I get to reduce one of the 3 reds to a yellow so with the helicopter and the one baddie in the tile I’m in I need to pull 2 yellow and 2 red. I go red first - second chit is ANOTHER KILLED PILOT %^&$^%&$%^$!!!
Well At least the chopper left had the A-9 and with my bonus for standoff I get a +1 to hit which means I need a 2 or better to take the chopper out from my position, I shoot and roll a FREAKING 1. UGH.
Crap, now I need to get the hell outa dodge before he wrecks me. I’m on the edge of the board and there’s one enemy left in my space - if I take him out next turn I’ll destroy the battalion - I’m stuck here 2 turns anyway because I need 1 to move to the edge of the map and the second turn to exit. This will mean 2 barrages from the stupid helicopter.
Next turn I take a barrage and it’s not too bad, 1 Structure and some other stuff that hurt but didn’t matter too much.I use the last of my ammo on the baddie in my square and take him out, mission accomplished but now I need to survive one more salvo from the chopper.
Next turn I pull the chits and get 2 Structure hits - second AH-64 goes down!! ARGH. I get the mission points and the bonus (for 5 total) but losing the 2 pilots cost me 4 victory points
Score : 2
End of day 1: 3 Pilots dead, 3 planes lost. One battalion reduced to half strength, one destroyed. I spend my 2 VP to buy another A-10 for Day 2 - Yes I’m going to finish this tomorrow and see if I can at least pull myself out of the Dismal category up to the poor category. I’ll basically need the missions to go exactly opposite than they did today.
Score : 0