Learning Thunderbolt Apache Leader: A Hapless Commander’s Journal, Pt. 1
From a production and budget standpoint, I completely get why a scrappy, independent publisher of wargames would get a couple of pilot illustrations done and then duplicate that across several characters. You switch out the name and stats and keep going because it’s not like the margins are huge in this business.
But in the early going, I find these dudes hilarious; it’s like I’m in charge of an army of hale and doughy vat-cloned yahoos who all were past winners on some military reality show called Top Jerk. (How much post-discharge therapy would you need if you woke up in quarters at 3 a.m. and three identical dudes like this were massing at your cot for some kind of coprophilic prank? These portraits are bursting with grim comedic potential.)
That aside: my plucky All-American homonculi and I, according to the draw of the cards, are off to Pakistan, where we face a Rapid Deployment scenario in the variable setup. Special Options points—your “money” for equipping the squadron and its fliers, among other vital functions—are at a premium. Whatever it is we’re going to do, we’ve got four mission days to do it and twelve enemy divisions to do it to.
What else do I know so far? I love the granular “Now put this here, dummy” steps in the meticulous rulebook. I’ve blown 16 of my 25 initial Special Options points on a squadron consisting of an F-16, an AH-1, an A-10A (if I can’t go BRRRRRRT on my first go, I don’t see the point of any of this) and a scout unit.
I’ve got a roster of six flyers: Mohawk, Dart, Freak, Grandpa, Thor and Gumby. All rated Average in the cockpit, even if they’re exceptionally terrifying while chewing in unison at mess behind wraparound shades. I love filling out the player log, it feels like I’m doing a TTRPG bolted onto very solid rails. I promoted none of my guys in anticipation of point expenditure on armaments. You pick out and “pay” for all your air-to-air and air-to-ground ordnance, following the aircraft data cards for which craft takes what kind of bomb or missile. I’m not worried about strategy at this point: These MFers are probably going to die. I will get sent to another post and apply their sacrifice to my continued improvement. I’ve never felt more patriotic than while typing the previous sentence.
According to the Special Condition card I pulled, I’ve got satellite recon data on my side, which will increase my Loiter ability by 1. I’m not sure what this means yet. I’m just going to assume it’s like stoned and vicious HS sophomores hanging out at 7-11s in the mid-’80s—the more they Loiter, the more damage they can do. Right?
There are also 12 enemy battalions—a mix of Assault, Support and Command—waiting for me in the Pakistani hills, which I have to metrically knock the shit out of, and quickly. I’m not counting on it. For now, I’m going to make some fairly arbitrary and stingy decisions about munitions mix in hopes of eventually using my SO points to cushion the bravura series of rookie commander fuckups that is about to occur.
I’ll hit you up once the boys have scattered a few payloads about.