Tag Archives: Aerial Combat
Does Hornet Leader take flight? Michael buzzes in to let us know.
Michael Eckenfels, 11 July 2015
In Hornet Leader (this version is the recent remake), the player controls a squadron of either U.S. Navy or Marine Corps aircraft through one of several campaigns, which include both real-world historical events and hypothetical ones (more hypothetical, though, than real-world). There’s tons of cards and counters you use to record, fight, and try to keep your squadron alive long enough to earn enough victory points to get a good enough rating for your campaign.
Unboxing DVG’s Hornet Leader
Michael Eckenfels, 1 July 2015
The arrival of Hornet Leader: Carrier Air Operations (hereafter referred to has simply Hornet Leader) at my doorstep was something I was greatly looking forward to. For one, I was a HUGE fan and player of the original Thunderbolt/Apache Leader game, from 1991 when it was made by GMT. I absolutely loved being in control of my own squadron of Warthogs and Apaches and taking out targets in modern air-to-ground (and sometimes, air-to-air) combat.
I’ve head good things about Hornet Leader, but don’t really know what to expect as the game seems more balanced between air-to-air and air-to-ground combat. There’s also a choice between playing a US Navy campaign or a US Marine Corps campaign.
The game box is huge, probably close to two inches thick and with a bookcase-sized height and width. It’s very nicely designed, though personally, I’m not a huge fan of the F/A-18 Hornet. Rather, I’m more excited about the possibility of controlling F-14 Tomcats and A-6 Intruders. This game will let you do those, and many more.
Andy takes a look at one of the most influential attack helicopter simulations in PC gaming history
Andy Mills, 17 June 2015
Those were the days
Back in 1996 the competition for air supremacy in the attack helicopter sim market was intense. Publishers like Domark, Digital Integration and EA/Jane’s Information Group were all homing in on gunship simulations for the PC. Digital Integration had already released AH-64 Apache and was in the process of finishing up HIND for release in 1997. Unfortunately, Domark’s title, Flying Nightmare’s 2, never saw the light of day, leaving EA/Jane’s AH-64D Longbow as the most significant rotary-wing sim release of 1996. Longbow did not disappoint. Built on the solid heritage of the Gunship franchise, Longbow became the benchmark by which all other helo sims would be judged for many years to come.
What better way to celebrate the holidays than to have millions of dollars of military hardware devoted to tracking Santa through the sky?
Jomni, 2 December 2014
Jomni has a whole series of screenshots showcasing his trip around the world in a flight simulator. Check out our forums and see for yourself!
Lloyd Sabin, 15 November 2014
Wings! Remastered Edition by Cinemaware
Lloyd takes to the skies and finds…
Humming in the Shower
I talk about my gaming childhood all the time around here – games that I grew up with, that introduced me to the hobby, that left an imprint on my personality, and whose theme songs I still hum in the shower 25 years later. Moreso than Gunship!, F-19 Stealth Fighter, Impossible Mission, Archon or Winter Games, or two dozen other titles from the 1980s and 1990s, memories of Wings! have been with me, branded into my gaming soul, since it was released almost 25 years ago.
The original is one of my favorite games of all time, probably in my personal top five list, because of the game’s perfect World War I atmosphere, generated by a combination of music, art and mood that really placed my impressionable brain in the Great War. Combined with the [albeit] linear campaign, the authentic sounding names in the pilot roster, the unit journal of the 56th Aerosquadron and the goings-on of the unit while off duty, Wings!, while not realistic by any measure other than a human one, grabbed my gaming brain and never let go.
Command: Modern Air Naval Operations is one of the most decorated wargames of 2013, including a hard-fought Usenet award, and both of its categories here at Grogheads. It’s also been one of our most-talked-about games of the past year in our forums. The guys behind the game took some time to chat with us about where Command came from and where they’re headed next.
So guys, let’s start at the beginning – what was the impetus behind Command, and why did you want to build your own game instead of continuing to build on existing proven platforms?
Command is a culmination of all our hobby experiences. Our interest was born reading & watching the great techno-thrillers of our youth (Forsyth, Clancy, Ludlum, Coyle, Brown etc.), absorbing all the political & military history and facets of the Cold War (which at that day seemed far from over) and playing some really great amazing games of the era (F-19, RSR, M1TP, SPI’s CentFront series, the Fleet series, Gunship, Steel Panthers, Fleet Defender, Tornado, Harpoon and loads more). Our involvement with Harpoon and AGSI helped cultivate it as we met each other through the Harpoon community and really started learning about modern warfare, talking with professionals and thinking about simulations. We started out as avid modders for Harpoon 2 and then 3 and had great success helping to grow the Harpoon community and helping AGSI develop their game (including doing the grunt work for their first pro deal). All of this played a part in our own development and helped us build a strong and skilled team that had a vision of the game they wanted to build and the energy and motivation to do it. So we reached a point where we really wanted to do our own thing and as is now self evident we went ahead and did just that.
When you have to describe Command to someone who doesn’t know wargaming, what’s the “elevator pitch” for the game? How do you hook a potential player with just 1-2 sentences?
If the guy is getting off at the next floor and I have only 5 seconds:
“Command is the ultimate modern air and naval wargamer’s sandbox.”
If we’re both heading for the loft and he’s stuck with me for just a bit more:
“Breakfast – you trade machine gun fire & rocket salvos with pirates & smugglers in the littoral.
Lunch – you plan and execute an Alpha Strike from a carrier.
Dinner – you launch a strategic nuclear attack over the North Pole.
Midnight snack – you spin your own historical or what-if anywhere on the globe, with practically any war machine in existence post-WW2.
All with high realism & accuracy. All in one game. Command.”
Michael Eckenfels unboxes another recent discovery!
Legion Wargames’ Picket Duty is a solitaire game from Steve Dixon, a designer that had a hand in creating B-29 Superfortress and its expansion, Hell Over Korea. I’ve been watching this title for some time now and was quite eager to get a copy, even though I’ve read discussions over on BoardGameGeek about how the current version 1.0 of the rules are confusing and a newer version is due out soon. Regardless, what I followed in development looked like a game with a lot of potential and great components.
You can view the game on Legion Wargames’ page here.
The box is a standard-sized wargame box, if a bit thinner than a ‘normal’ one.