Tag Archives: Eagle Leader

Defending the Baltic Approaches

I made a couple of false starts at this release, but I’m now in a place where I can comfortably consider it out the door. After a couple of weekends of unhealthy hyperfocus in GIMP, the end product (for now) of my thoughts on Eagle Leader‘s under-served Luftwaffe is available.

AIRBALTAP, my first fan-made expansion, includes:

  • 16 West German and Danish pilot cards
  • 3 event cards
  • 3 squadron asset cards
  • stats for the West German Alpha Jet light strike fighter and AS.34 Kormoran anti-shipping missile
  • a new campaign, Able Archer Baltic (1983)

The campaign requires the use of the target cards from Expansion 8: JASDF and assumes you have Expansion 1: Luftwaffe and RAF.

It’s currently at a playtest draft version 0.5, which you can download from my main DVG resources page.

Eagle Leader Pilot Builder Worksheet

One of my ongoing projects over the past couple of months has been to reverse-engineer the design formula that DVG uses to build and balance pilots for the Air Leader series of games. The first step was to spreadsheet every printed pilot card in the Eagle Leader run, which was a non-trivial but oddly-relaxing data entry project.

Then the analysis started. That was considerably less relaxing.

I still haven’t isolated the formula that DVG actually uses (and I have, at times, had serious doubts that it actually exists, or that they follow their own math if it does exist). But I do have a ~85% solution that I’m considering “good enough for now.”

If you’re one of the 0.3 of my readers who are interested, you can get it on my main DVG resources page.

Alpha Jet Alpha Test

After letting some thoughts on the Luftwaffe in Eagle Leader percolate for a month, I bought a replacement power cable for our flatbed scanner, grabbed some images at 600dpi, and did a little bit of hacking and homebrewing in GIMP.

I don’t know if this’ll go any farther – it’s not like I have a shortage of other creative projects – but I’m pleased with what I was able to accomplish with a few hours of research and tinkering.

Near as I can tell, the fonts DVG used are Gunplay Regular (by Typodermic) for the vertical text (aircraft models, service years, and SO costs), and something really close to Bombardier for everything else.

Head to Head Engagement: Eagle Leader vs. Fulcrum Leader

Over the past couple of months, I’ve been playing – and thoroughly enjoying – Eagle Leader. I recently picked up its sibling, Fulcrum Leader, and am currently playing through my first campaign. These are collectively the newest additions to Dan Verssen Games’ Leader series of solo wargames (more specifically, of the Air Leader sub-branch, which originated with Hornet Leader). I won’t say too much more about the games’ shared ancestry here because there is plenty of content elsenet, and this is neither advertisement nor review (despite me dumping this in the Reviews category for ease of later return).

So whatthehell am I spending electrons on, then?

My intent with this post is to illustrate the points of congruence and divergence between the two games – beyond the “well, duh” obvious of NATO versus Warsaw Pact player-avatar perspective. Basically, I’m putting together the kind of information that I wish I’d had when I was considering whether to buy one or both, because it was all too easy to conclude that they’re the same game with different skins. That, I’m happy to report, is in no way the case. While they definitely share the core mechanics and gameplay loop of the Air Leader sub-series, the devil is in the details – and there are a lot of details in which they differ.

The following assumes a baseline level of familiarity with the Leader series, particularly the Air Leader sub-family (Hornet Leader, Phantom Leader, Israeli Air Force Leader, Corsair Leader, Zero Leader…).

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In Which I Wax Rhapsodic About Eagle Leader

Because of poor impulse control and a strong interest in late Cold War (i.e., my formative years) NATO air operations, I wound up snagging the full run of Eagle Leader from Atomic Empire and The Tabletop Strategist (good vendors, BTW; will doubtless give both them more money soon, especially before TTS’ current moving sale ends on Friday). Despite Dan Verssen Games’ long-standing and justly-deserved rep for crappy editing and questionable playtesting being fully borne out with this product, I have been having a ridiculous amount of fun.

A small amount of that is the fact that this is a physical product. Analog gaming feels innately healthier than my default mode of digitally-mediated work and play. It gets me away from screens and requires my brain to manipulate things in meatspace, something I’m realizing I need badly. With our recent rearrangement of furniture, it also gives me another reason to spend time in our now-much-more-welcoming library – either alone, or engaged in parallel play while The Girl is working on Lego kits or writing on her laptop.

The greater part of Eagle Leader‘s appeal, though, is its existence in my sweet spot of complexity (fiddly bits! options!) and speed of play, combined with the sort of emergent narrative I first encountered – and latched onto – in the original X-Com. This extends to the other Leader-series games in my library (currently more Cold War – Thunderbolt/Apache Leader, Spruance Leader, and Hornet Leader, with the Vietnam-era Huey Leader in my Kickstarter fulfillment queue). When my little dudes are individual pilots with names and callsigns, or named warships, with varying stress levels and damage and experience and improvement over time, it’s easy to get attached, and to start writing stories in my head.

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