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HORNET LEADER ALPHA STRIKE

2009 David Schueler


1991 GMT Games, Hanford, CA 93230. Printed in USA
HORNET LEADER is a GMT Games trademark for its Solitaire Game of Modern Naval Air Operations.

HORNET LEADER ALPHA STRIKE

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Hornet Leader - Alpha Strike
By David Schueler

PART 1: TOMCATS AND INTRUDERS
Adding other naval aircraft to Hornet Leader


As I talk with other Hornet Leader players, the conversation seems
to drift to talking about how certain missions would have gone if
other aircraft, such as F-14 Tomcats or A-6 Intruders, were availa-
ble for the mission.
While Ill admit that it always seemed like it would be interesting to
be able to run a full carrier air wing, it would also make for a real-
ly large game and not everyone has the time and space for some-
thing that size. However, a scaled back game where a player could
use other aircraft from the carrier air wing in place of the Hornets,
which would not only be interesting but make a manageable game.
Part 1 of the Alpha Strike variant allows you to do just that by
building a composite squadron of F-18 Hornets, F-14 Tomcats, and
A-6 Intruders and running them through Hornet Leader missions
and campaign.

Organizing Your Squadron
Two options are presented for organizing your squadron. Before
starting a campaign select the option you want to use.

Option 1: The Composite Squadron
In this option you build a composite squadron that will be used
throughout your campaign. When building your composite squad-
ron, you can trade an F-18 for any other aircraft on a one-for-one
basis, so that the squadron still has twelve aircraft. However, as
with Hornets in the normal game, all aircraft must be operated in
pairs of the same type of aircraft on any missions. The composite
squadron will have a total of fifteen pilots/crews.
An example composite squadron would be: 4 F-14s, 4 A-6s, and 4
F-18s with 5 pilots/crews for each aircraft type; which would repre-
sent the typical carrier air wing in the late 1980s and 1990s.
At the start of the campaign you are also given 1 Repair Point for
every 2 missions in the campaign (round down fractions). You can
use the Repair Points to replace one plane that was shot down at a
cost of 3 Repair Points, or completely repair a damaged plane at a
cost of 1 point.
These Repair Points are in addition to the normal aircraft rolls.
This variant includes 8 cards representing the two person crews for
F-14s and A-6s, 4 for each aircraft type. If you need more crews for
these aircraft, the normal Hornet Leader pilot cards can be used to
represent an A-6 or F-14 crew. However, any pilot designated as an
A-6 or F-14 crew cannot fly missions in an F-18.

Option 2: The Borrowed Squadron
In this option you use your normal Hornet squadron, but can bor-
row aircraft and crews from other squadrons on your carrier. At the
start of a campaign you will have 12 Hornets, 15 pilots, and access
to the following aircraft:

Campaign Year Aircraft + Crews Available to Borrow
1992 to 1996 4 F-14s +4 crews, 4 A-6s +4 crews
1996 to 2008 4 F-14s +4 crews

When you are ready to run a mission, multiply the number of Hor-
nets recommended for a mission by 2, this gives you the number of
Mission Aircraft Points. Using the Aircraft Point Value list below,
select the aircraft that will fly the mission. However, as with Hor-
nets in the normal game, all aircraft must be operated in pairs of the
same type of aircraft on any mission.

Aircraft Type Aircraft Point Value
F-14 (pre-1995) 1
F-14 (after 1995) 2
F-18C 2
A-6 3

You can use any available pilots/crews to fly on the mission, but
they must fly in an aircraft for which they are qualified. Damaged
and Not Ready aircraft cannot be used on missions.
Total the points for the aircraft you have selected. For every point
over the Mission Aircraft Points total you automatically lose Mis-
sion Points equal to one-half (round fractions up) the Points Per
Hit listed for the target. For every point under the Mission Aircraft
Points total you gain Mission Points equal to one-half (round frac-
tions up) the Points Per Hit listed for the target. For Fleet Air De-
fense Missions, use the Value listed for MiG-27s.

General Rule Changes
Almost all of the standard Hornet Leader rules are used in the Al-
pha Strike variant, but there are a few general changes. Whenever a
card or the rulebook refers to Hornet or F-18, substitute with
aircraft. For aircraft that have crews instead of single pilots (F-14s
and A-6s), whenever a card or the rulebook refers to pilot substi-
tute crew.
When determining a random aircraft; if more than one type of air-
craft is on the mission roll a die and assign an equal chance to each
type of aircraft, then use the counters for determining a random
Hornet to determine which aircraft is affected by using the last two
digits on the counter. If only one type of aircraft is on the mission,
then use the counters for determining a random Hornet to determine
which aircraft is affected by using the last two digits on the counter.


HORNET LEADER ALPHA STRIKE

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Special Condition and Mission Event Cards
Some of the Special Condition and Event Cards included in Hornet
Leader have become outdated by changes in the weapons and air-
craft used by the U.S. Navy. The following changes are recom-
mended to these cards:
- AIM-120 AMRAAM (Special Condition Card) Remove from
the deck for missions before 1991, when the missile was not availa-
ble, or after 1995, when the missile became widely available. Be-
tween 1991 and 1995, this card stays in use and the missile availa-
bility rules from C3i#3 are used. After 1995 all of the AIM-120
counters from C3i #3 are available.
- F-14 Tomcat Support (Special Condition and Mission Event
Card) This replaces rule 19.3. Use the Tomcat cards from this ar-
ticle armed with 2 Sidewinders and 4 Sidewinders (in the Wing are-
as), 2 Sparrows, and 2 Phoenix missiles (in the Fuselage areas)
- A-6 Intruder Support (Special Condition Card) This replaces
rule 19.4. Use the Intruder cards from this article armed as the play-
er wants, within the limits of the Mission Briefing Card. If the mis-
sion is after 1996, replace the Intruders with 2 F-18Cs armed as the
player wants, within the limits of the Mission Briefing Card.

Aircraft Characteristics
The aircraft in this variant have a lot of differences from the F-18
Hornet, but that is what makes this variant interesting. The follow-
ing section provides information about the aircraft, the weapons it
can carry, and any special rules for using the aircraft on Hornet
Leader missions.

F-14A/B/D Tomcat
The Grumman F-14, one of the worlds premier air defense fight-
ers, was designed to replace the F-4 Phantom II fighter (which was
phased out of U.S. Navy carrier wings in 1986). While the F-14
continues to meet current operational commitments, the Navy has
been working to improve the aircrafts systems, including the radar
and inertial navigation system. In late 1995 the F-14 Tomcat took
on a new ground attack combat mission as part of Operation Delib-
erate Force in Bosnia. Nicknamed Bombcats, these F-14s deliv-
ered laser-guided bombs, but other aircraft had to paint the targets
with lasers. Later the ability to carry FLIR pods was added, so that
the F-14s could designate their own targets. The addition of the
precision strike mission for F-14 aircrews caused a shift in the em-
phasis of training; flight hours now have to be devoted to air-to-
ground training as well as for air-to-air training. Concerned about
the Navys capability to maintain carrier-based power projection
without A-6Es, the Navy looked at upgrading the F-14s so that its
capabilities to use ground attack standoff weapons would be similar
to the F-15E Strike Eagle. However, in the end this upgrade proved
to be too expensive and the F-14 was left with just basic ground
attack ability.

Weight Points and Load Area Limits: Each Tomcat may carry at
most 5 Weight Points of munitions. Each Tomcat has five Load Ar-
eas. Three of the load areas (at the bottom of the card) may be used
to carry a variety of weapons.
The other two areas may only carry Air-to-Air missiles. The
Tomcat may always use all of its Load Areas on a mission; howev-
er refer to the Weight Points listed on the Mission Briefing Card to
determine the Weight Point limits for the current mission.
Wing Load Areas: The two Wing Load Areas may always be
used. Each may carry one AIM-54 Phoenix missile or a combina-
tion of two Sidewinder or Sparrow missiles.
Fuselage Load Areas: The two Fuselage Load Areas may carry a
combination of two Sparrow or AIM-54 Phoenix missiles. After
1995 each area may be used to carry one Mk 84 or J DAM bomb, or
two of any other type of weapons or pods that can be carried by an
F-14 (see the table at the end of this article). If carrying two coun-
ters, they can be of different types (i.e. a Mk 82 and a Rockeye).
Center Line Area: The Centerline Area may carry one Pod (E or
after 1995 N).

Weapons Loadout
The diagram below is used when arming a Tomcat for a mission.
Special Rules: The following special rules apply to Tomcats during
a mission:
- If an F-14 Tomcat is assigned to a mission, the player receives a
+1 modifier for the Initial Position die roll.
- An F-14 Tomcat ignores the 1 Night Mission dogfight modifier.
- Apply a 1 modifier to all MiG Fire Position rolls against F-14
Tomcats.
- When carrying Sparrow missiles, a F-14 Tomcat may use them in
the same manner as Sidewinder missiles with the same modifiers.
- When carrying AIM-54 Phoenix missiles during Long Range Air
Combat, the F-14 may engage as many enemy aircraft as there are
Phoenix missiles that the aircraft is carrying.
- If using the Pilot Check rules, subtract one from the Pilot Check
roll. If using the Fatigue rules, subtract one Fatigue Point total.
- For a Rack Failure random event, use the following table to de-
termine the affected Load Area:
1 = F-14 Left Wing
2-4 = F-14 Left Fuselage
5-6 = F-14 Center Line
7-9 = F-14 Right Fuselage
10 = F-14 Right Wing

A-6E Intruder
The A-6E was an all-weather, two seat, subsonic, carrier-based
attack aircraft. It was one of the best all weather precision bombers
in the world, able to penetrate sophisticated air defense systems, at
low levels and in complete darkness, and accurately delivered la-
ser-guided and other ordnance on target. During its lifetime the A-6
underwent numerous upgrades, from the A-6A to the A-6E, to im-
prove its performance. The proposed replacement for the A-6, the
A-12 Avenger, was plagued with problems and the program was
finally cancelled in January 1991.
HORNET LEADER ALPHA STRIKE

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With the collapse of the Soviet Union and the development of the
Super Hornet, the U.S. Department of Defense decided there was
no need for a replacement and that the aircraft would be retired
from service.
The 19 December 1996 launch of an A-6E Intruder from the air-
craft carrier USS Enterprise (CVN 65) marked the last Intruder
squadron to fly from the deck of an aircraft carrier. The Intruder
Attack Squadron 75 of Carrier Air Wing 7, known as the Sunday
Punchers, was decommissioned in early 1997.

Weight Points and Load Area Limits: Each Intruder may carry at
most 14 Weight Points of munitions. Each Intruder has five Load
Areas. All of the load areas may be used to carry a variety of weap-
ons. The Intruder may not carry any Air-To-Air missiles. To deter-
mine the Weight Points and Load Areas limits for the Intruder, refer
to the Mission Briefing Card and add 2 to the number of Load Are-
as and double the total Weight Points, not to exceed 14 (Example:
If the Mission Briefing Card allows for 2 Load Areas and 5 Weight
Points, an Intruder can use 4 Load Areas and 10 Weight Points).
Outboard Wing Load Areas: The two Outboard Wing Load Areas
may either be used to carry three Mk 82 or Rockeye bombs OR one
of any other type of weapon or pod that can be carried by an A-6
(see the table at the end of this article). If carrying two or three
counters, they can be of different types (i.e. a Mk 82 and a Rock-
eye).
Inboard Wing Load Areas: The two Inboard Wing Load Areas
may either be used to carry three Mk 82, Mk 83, Rockeye OR two
Maverick OR one of any other type of weapons or pods that can be
carried by an A-6 (see the table at the end of this article). If carrying
two or three counters, they can be of different types (i.e. a Mk 82
and a Rockeye).
Center Line Area: The Centerline Area may carry one Pod, Mk
83, or Mk 84.

Weapons Loadout
The diagram below is used when arming an Intruder for a mission.
Special Rules: The following special rules apply to Intruders dur-
ing a mission.
- Intruders may not carry air-to-air missiles or gun pods.
- Intruders have a built-in N Pod. This built-in pod does not count
against the counter limits for N-pods.
- Apply a +2 modifier to all MiG Fire Position rolls against A-6
Intruders.
- If using the Pilot Check rules, subtract one from the Pilot Check
roll. If using the Fatigue rules, subtract one Fatigue Point total.
- For a Rack Failure random event, use the following table to de-
termine the affected Load Area:
1 = A-6 Left Outboard
2-4 = A-6 Left Inboard
5-6 = Center Line
7-9 = A-6 Right Inboard
10 = A-6 Right Outboard

Crew Generation Rules
While this variant includes some crew cards for the F-14s and A-6s,
these rules allow players to randomly create crews for those air-
craft. Because F-14 and A-6 crews were trained differently than the
F-18 crews, they receive modifiers when creating a crew. When
generating crews for F-14s or A-6s roll on the tables normally, but
add the modifiers shown below when determining if a crew has Air
Combat, Ground Attack, and Cool Bonuses and for the Air Combat
Style die roll. There are no modifiers to the Bonus die roll.

For Air Combat Checks:
F-14 Crews get a +4 die roll modifier
A-6 Crews get a -2 die roll modifier

For Ground Attack Checks:
Before 1995, F-14 Crews get a -2 die roll modifier
After 1995, F-14 Crews get a +1 die roll modifier
A-6 Crews get a +4 die roll modifier

For Cool Checks
F-14 Crews get a +2 die roll modifier

For Air Combat Style Rolls:
F-14 Crews get a +3 die roll modifier
A-6 Crews get a -2 die roll modifier

Use the standard rules for determining the crew ratings when
Shaken.

New Weapons
The following information explains how to use the new weapons.
Special Rules for use: This explains any special rules associated
with the use of the weapon.
Weight Points: Each of the following specifies a Weight Point val-
ue. This is used to determine the number of an aircrafts Weight
Points used to carry the weapon.
Load Area allocation: Each weapon also specifies a Load Area
allocations and a weapon type already present in Hornet Leader.
This limits the Load Areas in which the new weapons may be
placed.
Usage: This rating details the type of attack used for each weapon.
While conducting Air to Ground attacks, an aircraft may only con-
duct one type of attack: Cannon, Bomb, or Missile.
Hit Numbers: These are the hit numbers for the weapon.

AIM-54 Phoenix
The AIM-54 Phoenix is a long-range radar-guided
air to air missile that uses its own built-in active ra-
dar for terminal guidance to a target. It can only be
carried by the F-14 Tomcat. A major advantage of
the combined F-14/Phoenix weapon system is the
capability to attack multiple targets simultaneously in all weather
and heavy jamming environments.
HORNET LEADER ALPHA STRIKE

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The AIM-54 Phoenix Missile was developed in the early 1970s as
the principle long-range, air-to-air, defense armament of the F-14
Aircraft and attained Initial Operating Capability in 1974. There
have been two updates to the Phoenix missiles, the first in 1986 and
the second in 1988, to update the capabilities and lethality of the
missile.
Special Rules for use:
AIM-54 Phoenix missiles are very expensive to use and its use
should be limited to World War III campaigns
When carrying AIM-54 Phoenix missiles the F-14 Tomcat may en-
gage as many targets as AIM-54 missiles that the aircraft is carrying
during the Long Range Air Combat or Very Long Range Air Com-
bat.
Phoenix Very Long Range Air Combat: During the Attack Reso-
lution 1st step, before determining Initial Air Combat Positioning
and Long Range Air Combat, F-14 Tomcats armed with AIM-54
Phoenix missiles may fire them at opposing aircraft. MiGs cannot
return fire during this step. Resolve the missile attack normally with
only Damaged and Destroyed results counting. If a MiG is Dam-
aged it will abort and will not take part in other Air Combat steps.
As mentioned above, the F-14s may engage as many opposing air-
craft as AIM-54 missiles that the F-14 is carrying.
Weight Points: 1
Load Area allocation: Sparrow
Usage: Long Range Air Combat, Very Long Range Air Combat
Hit Numbers: +3 +7

Walleye II
The AGM-62 Walleye II was a guided glide bomb
designed to be delivered on a surface target from
an attack aircraft. It was used primarily against
targets such as fuel tanks, tunnels, bridges, radar
sites, port facilities, and ammunition depots. When
introduced, the Walleye was unique in that it had
no propulsion section and relied on its ability to glide to the target
after release from the aircraft.
Originally developed by the Navy, the Air Force began Walleye
combat tests in Vietnam during August 1967 that achieved excellent
results in good visibility against targets that gave a strong contrast
and were lightly defended.
Later Walleye operations in more demanding conditions were less
successful. It continued to be used in Southeast Asia, but due to its
operating restrictions, cost, and the appearance of laser-guided
bombs (LGB), it comprised only a small fraction (6 percent) of the
total number of Precision Guided Munitions (PGMs) employed in
Vietnam.
The Walleye continued to be used up through the Desert Storm
campaign, but was replaced in the inventory by newer and more
accurate guided weapons, such as the Maverick and SLAM.
Special Rules for use: Walleye IIs may be used to hit Targets,
AAA, or SAMs in the same or adjacent areas as the attacking air-
craft.
Weight Points: 2
Load Area allocation: Mk 83
Usage: Missile.
Hit Numbers: 5/10 6/11

Shrike
The AGM-45 Shrike is a passive air-to-ground mis-
sile whose mission is to home on and destroy or
suppress radiating radar transmitters, directing
both ground antiaircraft fire and surface-to-air mis-
siles.
The Shrike was the first mass produced missile built specifically for
the anti-radar mission, and more than 20,000 Shrikes were pro-
duced beginning in 1962. The Shrikes effectiveness was limited by
the requirement that the missile had to be tuned to attack a certain
radar type before the aircraft took-off, the missile needed to be
pointed at the intended target radar during launch, and that the
Shrike will lose its lock if the targeted radar ceased to radiate. The
much-improved AGM-88 HARM replaced the Shrike.
Special Rules for use: Shrikes may only be used to attack enemy
SAM sites in the same area as the attacking aircraft.
Weight Points: 1
Load Area allocation: HARM
Usage: Missile
Hit Numbers: 5/11

Weapon Availability During Munitions shortages:
If a Munitions Shortage card is drawn it has the following effects
for these weapons:
Minor Munitions Shortage AIM-54 Phoenix =9, AIM-120* =
10, Walleye II =6, Shrike =9, Mk 84 =8, J DAM =7, J SOW =7.
Munitions Shortage AIM-54 Phoenix =7, AIM-120* =8, Wall-
eye II =4, Shrike =7, Mk 84 =6, J DAM =5, J SOW =5.
Severe Munitions Shortage AIM-54 Phoenix =4, AIM-120* =
6, Walleye II =2, Shrike =4, Mk 84 =4, J DAM =3, J SOW =3.

* - After 1995

HORNET LEADER ALPHA STRIKE

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PART 2: CORSAIR II AND SUPER HORNET
Adding other naval aircraft to Hornet Leader

By David Schueler
This variant adds the A-7 Corsair II and F-18E/F Super Hornet to
the game.

Organizing Your Squadron
Two options are presented for organizing your squadron. Before
starting a campaign you must select which option you want to use.

Option 1: The Composite Squadron
In this option you build a composite squadron that will be used
throughout your campaign. When building your composite squad-
ron, you can trade an F-18C for any other aircraft on a one-for-one
basis. But, as with Hornets in the normal game, all aircraft must be
operated in pairs of the same type of aircraft on any missions. The
composite squadron will have a total of 15 pilots/crews. A-7s
should not be combined in a squadron with F-18s of any type.
These types of aircraft never served on a carrier at the same time.
At the start of the campaign you are also given 1 Repair Points for
every 2 missions in the campaign (round down fractions). You can
use the Repair Points to replace one plane that was shot down, for 3
points, or repair a damaged plane, for 1 point. These Repair Points
are in addition to the normal aircraft rolls.
This variant includes cards representing the two person crews for
the F-18Fs. The normal Hornet Leader pilot cards can be used for
the A-7s and F-18Es, however any pilot designated as an A-7 or F-
18E pilot cannot fly missions in any other aircraft. If you need more
F-18F crews for these aircraft, the normal Hornet Leader pilot cards
can be used to represent an F-18F crew. However, any pilot desig-
nated as an F-18F crew cannot fly missions in an F-18C or F-18E.
An example composite squadron would be: 4 F-18Cs, 4 F-18Es,
and 4 F-18Fs with 5 pilots/crews for each aircraft type, which
would represent the composition of future carrier air wings. You
could also create a squadron of 4 F-14s, 4 A-6s, and 4 A-7s, which
would represent the typical carrier air wing in the late 1970s and
1980s. One option, for those of you that want a real challenge,
would be to swap your entire F-18C Hornet squadron for an A-7
Corsair squadron. Of course you may have some problems fighting
off those MiGs!
If you are using A-7s in your campaign, it is recommended that you
remove any Fleet Air Defense (cards 17 and 25) and Fighter Sweep
(cards 22 and 23) missions.

Option 2: The Borrowed Squadron
In this option you use your normal Hornet squadron, but can bor-
row aircraft and crews from other squadrons on your carrier. At the
start of a campaign you will have 12 Hornets, 15 pilots, and access
to the following aircraft:

Campaign Year Aircraft + Crews Available to Borrow
Before 1992 (Replace F-18s with A-7s) 4 F-14s +4 crews, 4
A-6s +4 crews
1992 to 1996 4 F-14s +4 crews, 4 A-6s +4 crews
1996 to 1998 4 F-14s +4 crews
1999 to 2008 4 F-14s +4 crews, 4 F-18E/F +4 pilots/crews
After 2008 4 F-18Es +4 pilots, 4 F-18F +4 crews

If you are using A-7s in your campaign, it is recommended that you
remove any Fleet Air Defense (cards 17 and 25) and Fighter Sweep
(cards 22 and 23) missions.
When you are ready to run a mission, multiply the number of Hor-
nets recommended for a mission by 2, this gives you the number of
Mission Aircraft Points. Using the Aircraft Point Value list below,
select the aircraft that will fly the mission. However, as with Hor-
nets in the normal game, all aircraft must be operated in pairs of the
same type of aircraft on any mission.

Aircraft Type Aircraft Point Value
F-14 (pre-1995) 1
F-14 (after 1995) 2
F-18C 2
A-6 3
A-7 1
F-18E/F 3

You can use any available pilots/crews to fly on the mission, but
they must fly in an aircraft for which they are qualified. Damaged
and Not Ready aircraft cannot be used on missions.
Total the points for the aircraft you have selected. For every point
over the Mission Aircraft Points total you automatically lose Mis-
sion Points equal to one-half (round fractions up) the Points Per
Hit listed for the target. For every point under the Mission Aircraft
Points total you gain Mission Points equal to one-half (round frac-
tions up) the Points Per Hit listed for the target. For Fleet Air De-
fense Missions, use the Value listed for MiG-27s.

General Rule Changes
Whenever a card or the rulebook refers to Hornet or F-18, sub-
stitute with aircraft. For aircraft that have crews instead of single
pilots, whenever a card or the rulebook refers to pilot substitute
with crew.
When determining a random aircraft; if more than one type of air-
craft is on the mission roll a die and assign an equal chance to each
type of aircraft, then use the counters for determining a random
Hornet to determine which aircraft is affected by using the last two
digits on the counter. If only one type of aircraft is on the mission,
then use the counters for determining a random Hornet to determine
which aircraft is affected by using the last two digits on the counter.

Special Condition and Mission Event Cards
Some of the Special Condition and Event Cards included in Hornet
Leader have become outdated by changes in the weapons and air-
craft used by the U.S. Navy. The following changes are recom-
mended to these cards:
- EA-6B Prowler Support (Special Condition Card) - This replac-
es rule 19.5. After 2010, replace with 2 EF-18G Growlers as de-
scribed in this article.

Aircraft Characteristics
The aircraft in this variant have a lot of differences from the F-18C
Hornet, but that is what makes this variant interesting. The follow-
ing section provides information about the aircraft, the weapons it
can carry, and any special rules for using the aircraft on Hornet
Leader missions.

HORNET LEADER ALPHA STRIKE

5

F-18E/F Super Hornet
The multi-mission F-18E/F Super Hornet strike fighter is an up-
grade of the combat-proven night strike F-18C/D.
The Super Hornet is meant to provide the battle group commander
with a platform that has range, endurance, and ordnance capabili-
ties comparable to the A-6 Intruder.
It is also intended to replace the F-14 in the fleet defense role some-
time in the future.
The Super Hornet incorporates two additional weapon stations
compared to the F-18C/D. This allows for increased payload flexi-
bility by mixing and matching air to-air and/or air-to-ground ord-
nance. The aircraft can also carry the complete complement of
smart weapons. The Super Hornet has all-weather air-to-air ra-
dar and a control system for accurate delivery of conventional or
guided weapons.
Although the more recent F-18C/D aircraft have incorporated a
modicum of low observables technology, the F-18E/F was designed
from the outset to optimize this and other survivability enhance-
ments.
In January 1997, the Super Hornet successfully conducted its initial
sea trials on board the Navys newest aircraft carrier, USS JOHN
C. STENNIS (CVN 74).

Weight Points and Load Area Limits: Each Super Hornet may
carry a maximum of 12 Weight Points of munitions.
Each Super Hornet has seven Load Areas. Two areas may only car-
ry Sidewinder Air-to-Air missiles; the other five load areas may be
used to carry a variety of weapons. To determine the Weight Points
and Load Areas limits for the Super Hornet, refer to the Mission
Briefing Card and add 2 to the number of Load Areas and double
the total Weight Points, not to exceed 12 (Example: If the Mission
Briefing Card allows for 2 Load Areas and 5 Weight Points, a Su-
per Hornet can use 4 Load Areas and 10 Weight Points).
Wing Tip Load Areas: The two Wing Tip Load Areas may always
be used. They are in addition to the Load Areas designated on the
Mission Briefing Card. Each area may carry a Sidewinder missile.
Outboard Wing Load Areas: The two Outboard Wing Load Areas
may either be used to carry two Mk 82 or Rockeye bombs OR one
of any other type of weapon or pod that can be carried by an F-
18E/F (see the table at the end of this article). If carrying two coun-
ters, they can be of different types (i.e. a Mk 82 and a Rockeye).
Inboard Wing Load Areas: The two Inboard Wing Load Areas
may either be used to carry two Mk 82, Mk 83 or Rockeye bombs
OR one of any other type of weapon or pod that can be carried by
an F-18E/F (see the table at the end of this article). If carrying two
counters, they can be of different types (i.e. a Mk 82 and a Rock-
eye).
Center Line Area: The Centerline Area may carry one Pod.

Weapons Loadout
The diagram that follows is used when arming a Super Hornet for a
mission.

Special Rules: The following special rules apply to Super Hornet
during a mission.
- Apply a -1 modifier to all SAM Lock-On rolls against F-18E/F
Super Hornets.
- Apply a -1 modifier to all MiG Fire Position rolls against F-18E/F
Super Hornets.
- For the F-18F only: if using the Pilot Check rules, subtract one
from the Pilot Check roll. If using the Fatigue rules, subtract one
Fatigue Point total.
- For a Rack Failure random event, use the following table to de-
termine the affected Load Area:
1 = F-18 E/F Left Wingtip
2-3 = F-18 E/F Left Outboard
4-5 = F-18 E/F Right Outboard
6 = F-18 E/F Right Wingtip
7-10 = Roll again, on the second roll:
1-4 = F-18 E/F Left Inboard
5-6 = F-18 E/F Centerline
7-10 = F-18 E/F Right Inboard

A-7E Corsair II
Built originally on the airframe of the F-8U Crusader, the A-7 un-
derwent a number of modifications since its 1965 introduction, with
the A-7E being the final fleet version of the A-7. Often called the
SLUFF (Short Little Ugly Fat Fellow), it was also called many oth-
er names, but beautiful wasnt one of them.
At the peak of utilization, 22 Navy squadrons were equipped with
the A-7E. Transition of some of these units to the F-18 Hornet be-
gan in 1987. After more than two decades of service, the Corsair II
was replaced by the F-18 Hornet in the carrier air wing mix, with
the last two squadrons transitioned in FY 1992. Replacing A-7s
with F-18s gave operational commanders more flexibility by allow-
ing them to employ the F-18s in either the fighter or attack role.
The A-7 also served in the U.S. Air Force and continues to serve in
the air forces of several nations.

Weight Points and Load Area Limits: Each Corsair II may carry
at most 8 Weight Points of munitions. Each A-7 has five Load Are-
as. Three of the load areas (at the bottom of the card) may be used
to carry a variety of weapons. The other two areas may only carry
Sidewinder Air-to-Air missiles. Look at the Weight Points and
Load Areas listed on the Mission Briefing Card to determine the
limits for the current Mission, but the maximum Weight Points may
not exceed 8.
Cheek Load Areas: The two Cheek Load Areas may always be
used. They are in addition to the Load Areas designated on the Mis-
sion Briefing Card. Each may carry one Sidewinder missile only.
Wing Load Areas: The two Wing Load Areas may either be used
to carry one Mk 84 bomb, Harpoon, or Walleye II, or two of any
other type of weapons or pods that can be carried by an A-7 (see the
table at the end of this article). If carrying two counters, they can be
of different types (i.e. a Mk 82 and a Rockeye).
HORNET LEADER ALPHA STRIKE

6

Center Line Area: The Centerline Area may carry one Pod (N, E,
or Gun).

Weapons Loadout
The diagram below is used when arming a Corsair II for a mission.
Special Rules: The following special rules apply to Corsair IIs dur-
ing a mission.
- Apply a +1 modifier to all MiG Fire Position rolls against A-7
Corsair IIs.
- A-7s cannot attack during Long Range Air Combat.
- For a Rack Failure random event, use the following table to de-
termine the affected Load Area:
1 = A-7 Left Cheek
2-4 = A-7 Left Wing
5-6 = Center Line
7-9 = A-7 Right Wing
10 = A-7 Right Cheek

Crew Generation Rules
You can use the pilots cards included in Hornet Leader for the A-7s
and F-18Es. If you want to generate new pilots for A-7s or F-18Es,
use the standard Random Aviator Generation. This variant includes
crew cards for the F-18Fs, but the modifiers shown below are used
when determining if a crew has a Ground Attack Bonus. Use the
normal rules for an Air Combat bonus, Cool Check bonus and Air
Combat Style die rolls.
For Ground Attack Checks:
F-18F Crews get a +4 to the die roll Use the standard rules for de-
termining the crew ratings when Shaken.

New Support Aircraft
EF-18G Growler
The EA-6B will begin retirement in the 2010
timeframe, after a career that exceeded 40 years
of deployments in support of USN, USMC, and
USAF strike forces. As of early 2000, Defense
Department planning for replacing the EA-6B
Prowler includes a scheme under which the Navy
would buy an EF-18G Growler - an F-18F modified for escort
and close-in jamming.

The EF-18G replaces the EA-6B Prowler on the Special Condition
Card with the following effects:
The player receives a +1 modifier to the Initial Air Combat Posi-
tioning die roll, a -2 modifier from MiG Fire Position die rolls dur-
ing Step 1 for each EF-18G in the Air Combat Area during Step 1,
and a -3 modifier from SAM Lock-On die rolls for each EF-18G in
the Area under attack.
Growlers may be present in the Air Combat Area.
They do not carry missiles, so they cannot attack. After Step 1, they
may leave the Air Combat Area and can assist aircraft attacking
ground Targets (if one is present).
Growlers may operate singly in the ground target areas, but do not
carry any weapons. If a ground Target is not present, the EF-18Gs
are removed from the Mission.
HORNET LEADER ALPHA STRIKE

PLANES AND WEAPON AVAILABILITY CHART
Weapon In Use
A-6 Intruder
(until 1996)
F-14 Tomcat
(until 2008)
A-7 Corsair II
(until 1992)
F-18C/D Hornet
F-18E/F Super Hornet
(from 1998)
Air-to-Ground
Gun Pod
a
Any N N N Y Y
Mk 82 Any Y Y Y Y Y
Mk 83 Any Y Y Y Y Y
Mk 84* Any Y Y Y Y Y
Rockets
a
Any Y N Y Y Y
Walleye II*** 1974 - 1992 Y N Y Y N
Maverick 1980 - current Y N Y Y Y
Rockeye
a
Any Y Y Y Y Y
Shrike*** 1965 - 1989 Y N Y Y N
HARM 1984 - current Y (after 1990) N Y Y Y
Sidearm
a
1986 - current N N N Y N
Harpoon 1979 - current Y N Y Y Y
SLAM
a
1989 - current Y N N Y Y
JDAM** 1998 - current N Y N Y Y
JSOW** 1999 - current N N N Y Y
Air-to-Air
Sidewinder Any N Y Y Y Y
Sparrow Any N Y N Y Y
AIM-120 AMRAAM
a
1991 - current N N N Y Y
AIM-54 Phoenix*** 1974 - current N Y N N N
Pods
N Pod Any Built-in Y Y Y Y
E Pod Any Y Y Y Y Y
* C3i #1; ** C3i #14; *** Alpha Strike;
a
TAL;
This chart shows the years when a weapon became generally available and which aircraft can carry the weapons.
A Y means the aircraft can carry the weapon and N means that it cannot.
HORNET LEADER ALPHA STRIKE























































2009 David Schueler
1991 GMT Games, Hanford, CA 93230. Printed in USA
HORNET LEADER is a GMT Games trademark for its Solitaire Game of Modern Naval Air Operations.

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