Rise to the Occasion
(Originally published on August 21, 2015)Designer: Lee Brimmicome-Wood
Player count: 2
Publisher: GMT Games
Designer Lee Brimmicombe-Wood is obsessed with air warfare. From Downtown: Air War Over Hanoi, 1965-1972 to the hot-off-the-press Wing Leader: Victories 1940-1942, each game focuses on the challenge, the glory, but also the vagaries of high-powered aircraft confronting each other above the battlefield. The historical research drips from each of Brimmicombe-Wood’s projects, subtly turning the wargame den into an engrossing class room, as educating as it is exciting. This is no small feat, and yet this latest opus manages to pull it off one more time.
The
first, striking thing about Wing Leader
is that it’s played with a horizontal point of view. So forget all about
top-view maps with a hex grid for a hat: this one’s played from the side, with
both opponents sitting on the same side of the table. Historically, one of the
key factors was altitude, and there’s simply no better way to illustrate—and
exploit!—that dimension than looking at it as if you were standing on the
ground, watching aircraft evolve on a grid of blue squares.
The
game is all about raids, so each of its 23 scenarios features one bombing
mission or another. (The occasional recon or transport gig creeps in, but we’re
talking rare exceptions, here.) One player flies toward his target, filled with
hope and dread, while the other rushes to contact in a resolute attempt to
curtail the intrusion. Bombers obey an autopilot of sorts, moving forward two
squares each turn without altering their altitude, until they reach their
target. Squadrons on an escort or sweep mission behave pretty much the same,
while aircraft sent to do an intercept job must reach the position of their
vector marker as soon as possible. All that rigidity, of course, disappears the
first instant the sky starts to vibrate with enemy threats.
So
the first thing players will do is try to get a tally (the eyeball equivalent
of a target lock-on) on an enemy aircraft. Weather considerations like clouds
or rain will cause headaches as planes jockey for sky dominance, and then most
of the action comes down to the angle of attack, or how each player manages to
position his aircraft before all hell breaks loose. Climbing is a costly and
sometimes lengthy proposition, but the advantage of attacking while in a dive
cannot be denied—especially if you managed to jump on your opponent out of the
sun.
Once
the enemy is engaged, combat is resolved with a series of dice rolls modified
by numerous factors. One of them is the nature of the skirmish: who is the
attacker? Air combat favors the aggressor, who gets to choose whether battle is
resolved using the turn or speed value of each aircraft. So if an interceptor
managed to tally one of your bombers and fly into its square, the deck is
stacked in your opponent’s favor. However, if your escort reacted in time and
wedged itself between the enemy and its quarry, you’ll find yourself with the
upper hand.
Other
modifiers include the quality of the crew you assigned to each squadron,
special equipment mounted on each plane, flying formations, and so on. One roll
determines the number of theoretical hits, while another translates those hits
into actual losses—which represent individual planes shot out of the squadron.
Enough losses and the squadron is toast—but that rarely happens. No, the most
dreadful roll of all is the Cohesion Check, where squadrons risk getting so
disorganized that their combat effectiveness is all but annulled. Those
squadrons limp home, often after a single engagement—an especially disheartening
reality when your expert pilot was part of the disgraced formation. Although
being the attacker also helps on a Cohesion Check, repeated attacks (through
ammo depletion) and mounting losses carry with them a stark modifier. So make
each attack count! It might be your only one.
Some
missions feature ground units—even planes taking off from carriers!—and/or flak
from a refreshing variety of sources. Whether each side accomplishes the task
set for them determines the winner, through a differential of victory points.
WAR
PRODUCTION
Wing Leader comes with a
paper map that consists in a blue grid of squares, with a thin dark green line
(meant to represent the ground) at the bottom. It is all at once boringly bland
and pregnant with possibilities—a mix that doesn’t fail to attract attention
when laid out on a table. The rest of the equipment includes numerous
rectangular aircraft counters, representing the mighty squadrons and the more
humble flights (seen from the side, of course, which shows off their unique
paint jobs), as well as a tall stack of aircraft data cards—really more like
thick cardboard tiles, each sporting the game specs of an individual aircraft
type. A plethora of player aids round out this foxy package, which GMT decided
to wrap in an attractive, action-oriented cover.
The
whole box screams “fly me home.”
Oh
yes.
RULES
OF ENGAGEMENT
With
its 48 pages of rules, Wing Leader
may create some trepidation in our midst. Fear not: those 48 pages constitute
the full game. For the basic system, you need only parse 31 pages of text.
…
Which may still seem like a sizeable quantity, until you realize that, while
there are a lot of rules, each and
every one of them is of the simple-to-grasp variety. So just read through the
whole thing without worrying too much, and check back on the sections indicated
at each step of the various combat tables during an actual game. You’ll do
fine.
The
equally chunky scenario book proposes 23 scenarios (!), organized in order of
increasing complexity. Indeed, the first three scenarios are essentially
training material, with very few aircraft involved and not a whole lot to do.
In fact, the first scenario is recommended as a solitaire, introductory introduction
to the system. At the other end of the spectrum, scenario 23 pits 23 (how
appropriate!) squadrons against each other, plus a slew of naval units to spice
things up.
(The
biggest of all remains scenario 22, which fires off thirty-one squadrons in a pandemonium of flying steel and tumbling
bombs.)
Still
not enough? The designer’s own website is host to a variety of support
materials, including a scenario creation toolkit, as well as Scenario
Supplement 1 (hinting at subsequent ones…) with four additional historical
scenarios—bringing the total to 27.
Look
here: http://www.airbattle.co.uk/wingleader.html
Brimmicombe-Wood
may be many things, but ungenerous isn’t one of them.
FUN
FACTOR
I
was already a Brimmicombe-Wood fan going in.
But
I wasn’t sure about the side-view aspect of Wing
Leader. I love trying new stuff and thinking in new ways, but I was leery
of abandoning the trappings of air combat and not being able to “move around”
enemy aircraft. It turned out, of course, that the designer was right: bombing
runs were essentially air convoys where lateral mobility paled in comparison
with the massive advantage of altitude. And Wing
Leader models that reality in a fun, thrilling way.
A
minor caveat is in order. Because bomber squadrons are more resilient than
fighter squadrons when it comes to matters of cohesion, a player will
occasionally find himself with just bombers left on the map and not much to do:
bombers usually fly themselves and react to attacks from intercepting aircraft.
But while that reality is not all that exciting, it thankfully never lasts
long. When you’re down to just bombers, the scenario is almost over, one way or
the other. (Usually the other.)
Now
there’s something playful about sitting with your opponent on the same side of
the table, as if watching a show together. I love the historical background and
aftermath of each scenario (so you know ahead of time that your side is
supposed to get clobbered…), just as I enjoy watching the battles unfold in the
multi-layered sky. Some clouds—when it’s not contrails or the blasted rain!—may
get in the way, but there’s always a solution, a window of opportunity where the
target is clear, the action decisive.
Unless
the Cohesion Check of Doom™ sends you home with your tails between your legs,
of course.
PARTING
SHOTS
Although
the game may physically look like very different from its brethren, the
gameplay feels very much like it’s part of the Brimmicombe-Wood universe. If
you’ve played any of his other games, you’ll feel right at home the minute you
get started on Wing Leader.
At
the rate I’m playing this, I can see myself burning through all the scenarios
before too long. (Way before too long…) So it’s no small comfort to see volume
2 of the series already gaining altitude on GMT’s P500 program.
I
can start dreaming of a volume 3.
I finally got this game, and now I must try it. Thanks for the excellent overview, I will keenly read the rules in preparation to go horizontal.
ReplyDelete