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Hornet Leader: Carrier Air Operations

FAQ
by Michael Andersch

V1.9 (Aug. 7th, 2016)

Changes to previous version are marked RED!

Contents:

Errata .................................................................................................................................................2
Aircraft ...............................................................................................................................................3
Ordnance ............................................................................................................................................6
Event Cards....................................................................................................................................... 10
Targets / Target Cards ....................................................................................................................... 15
Pre-Flight .......................................................................................................................................... 22
Combat / Movement: ....................................................................................................................... 28
Post-Flight ........................................................................................................................................ 36
Miscellaneous ................................................................................................................................... 38
Variants: ........................................................................................................................................... 40

Remarks:

 All questions and answers are taken from the rules forum at boardgamegeek.com:
http://www.boardgamegeek.com/forum/710853/hornet-leader-carrier-air-operations/rules
 I removed all unnecessary texts from the respective threads and tried to focus just on “question”
and “answer”.
 If there is an official answer from the author, this is marked with “<DVG>”.
 The remaining answers are what the community thinks and don’t necessarily be the correct
answer for a given question, albeit the absence of an official correction hopefully means, that
these are correct anyway ;-)
 I tried to omit similar questions, what means that not every thread is to be found here.
 I did not “normalize” terms – so if, for example, you’re searching for questions related to the E-2C,
it might also be a good idea to look for “Hawkeye”.
 Some questions may appear in two different chapters (i.e. a question concerning the effect of an
event card during combat might appear in the “Combat / Movement” section as well as in the
“Event Cards” section
 The answers to most questions are clearly to be found somewhere in the rulebook, but I decided
to include them nevertheless.
 I will keep this document updated on a regular basis. Changes to previous versions are marked in
red.

HL:CAO: FAQ Page 1 of 40


Errata
Q: EA-6B Prowler - ECM pod?
The rulebook shows an example card - Moon, at Average - with a weight limit of 5 and the ability
to mount only HARMs and an ECM pod.
The actual card in the game (using Moon again) shows the EA-6B with no weight allowance, but
with the ability that it always carries 4 HARMs and no ECM.
A: <DVG>: The card in the rulebook is an old version. The Prowler should only carry 4 HARMs.

Q: On page 8 of the rule book it says that F-35b/c costs 6/12/18. On The card it says 3/6/9. The
cost is also wrong for the F/A-18F.
A: <DVG>: You are correct, the card values are right, the rulebook is wrong.

Q: Error in example, page 4? “Your F/A-18C at High Altitude in the Center Area declares the
Target to be his target. Usually, he can only Attack the declared target, but because he has
weapons with the Independent trait, he can drop a Mk. 82…”
How is he able to drop an Mk.82, when it normally requires a low-altitude attack?
A: <DVG>: You're right. The Mk.82 cannot be dropped from high altitude.

Q: F18F costs differently on page 8 (need 4 , 8 or 12 SO) and page 18 (need 3, 6 or 9 SO)
A: Use the SO cost on the aircraft cards.

HL:CAO: FAQ Page 2 of 40


Aircraft
Q: On page 8 of the rule book it says that F-35b/c costs 6/12/18. On The card it says 3/6/9. The
cost is also wrong for the F/A-18F.
A: <DVG>: You are correct, the card values are right, the rulebook is wrong.

Q: F18F costs differently on page 8 (need 4 , 8 or 12 SO) and page 18 (need 3, 6 or 9 SO)
A: Use the SO cost on the aircraft cards.

Q: Can the E-2C expend more than one SA per turn, like the Flight Leader, or just once per
turn?
A: E-2C spends SA the same way a flight leader does. Both can give one or more SAs per turn to
other pilots.

Q: Do the Flight Leader and/or the E-2C need to be in the same section of the tactical display
as the pilot(s) they are giving SO to?

A: <DVG> E-2Cs and Flight Leaders can give SOs to any pilot in the mission.

Q: Can more than one "free" E-2C be added to a mission if there is more than one available in
the squadron?
If so, can you roll against an event only 1 time for each event, regardless the number of E-2C
involved in the mission?
A: <DVG> Yes, you can have more than 1 E-2C and have them both fly free on a mission.
Each E-2C would get to roll against an Event.
We tried having 2 E-2C's in playtesting, but could never get it to work. We were always short on
ATA or ATG. If anyone has success, please post

Q: E-2C: I can add them freely to any mission – do I also add them freely to my squadron at the
beginning?
A: <DVG> All of the aircraft/pilot cards must be purchased to be part of your squadron, including
the E-2C's and EA-6Bs.
An E-2C does not count against the Target card aircraft limit when assigned to the mission.

Q: I imagine that the E-2C stay far behind the strike force it’s supporting and therefore is outside
the range of sites and bandits - but I don't see any rules to that effect and have been allowing
them to be targeted.
A: Hawkeyes can be targeted if they are the same distance from the enemy as all the other aircraft.

Q: What events can a Hawkeye (E-2C) negate?


A: You can avoid any event from an event card.

Q: Can E-2C's ability to negate event draw be used in every card draw (target bound and over
target and homebound)? Is it limited to single use per mission?
A: The E-2C has a chance to negate some, none, or all events during the course of any mission it
participates in.

Q: Can E-2C be part of Marine-Campaigns?


A: <DVG>: E-2Cs cannot be selected as part of a normal Marine campaign, but can be purchased
if you are flying a Large Deck Marine campaign.
The idea is to keep all the squadron aircraft based on the same carrier.

HL:CAO: FAQ Page 3 of 40


Q: Prowler Weaponry / ECM: The prototype prowler card shown on pg. 18 has 5 WP, and lists
AGM-88 and ECM pods as available ordnance. From the normal rules, I was treating Prowlers
as carrying just 4 Harms, no ECM (though that seemed silly for specialized electronic warfare
craft...). SO... do Prowlers come "auto-equipped" with ECM pods, or not?
A: Nope. They get -2 to be hit though. And everyone gets -1 with him. So he is riding inside a big
ECM Pod really.

Q: I have two EA-6a Prowlers in one area; are the -1 modifiers for attacks against aircraft in this
area cumulative? I.e. say another aircraft (that isn't a prowler) in the same area is being attacked
would they get a -1 or -2 modifier for the two Prowlers?
A: <DVG>: The Prowler modifiers are cumulative. The enemy would get -2 for targeting the area,
and -3 for targeting a Prowler

Q: EA-6B Prowler - ECM pod?


The rulebook shows an example card - Moon, at Average - with a weight limit of 5 and the ability
to mount only HARMs and an ECM pod.
The actual card in the game (using Moon again) shows the EA-6B with no weight allowance, but
with the ability that it always carries 4 HARMs.
A: <DVG>: The card in the rulebook is an old version. The Prowler should only carry 4 HARMs.

Q: ECM pod available + EA-6B Prowler in the same area?


If an aircraft on my mission has an ecm pod on board, if in the same mission there is a prowler
too, when the plane is targeted, let's say an f18, this f18 will have the bonus of -1 of the ecm
pod, and -1 of being in the same area as the prowler, right?
A: You are partially correct. An ECM pod has the following attributes:

1. Reduces the stress of an evasion attempt by 1. An aircraft normally takes 2 stress when
evading. With an ECM pod the pilot suffers only a 1 stress penalty for choosing to evade.
2. It gives the attacked pilot a chance to negate the attack on a roll of 6 or higher.

You are correct in that the Prowler (EA-6B) gives a -1 modifier to any aircraft it shares a space
with.
In your example above, the F-18 pilot (equipped with an ECM pod) will:

1. get to attempt to negate the attack with the ECM pod


2. Roll to evade the attack if the ECM fails with a -1 attack modifier (EA-6B)
3. Reduce the stress accrued from evading from 2 to only 1 due to the ECM pod.

Q: Does bringing a Prowler or Growler count toward the maximum plane limit just like E2C?
A: Yes.

Q: Can US Marine campaign use EA6 Prowler? Or is VMA Marine's Prowler limited to big deck
carrier ops ?
A: The Marines may use the Prowler only if you select the 'big deck' Marine campaign.

Q: AV-8B Harriers: at low altitude it treats bandit/site results as they were stress results. Is this
always a constant rule or is it subject to change according to special events?
A: If a Harrier at Low altitude is attacked by a bandit or site, any die roll that would result in a
Damaged condition is treated as Stress instead.

For instance, let’s say a SAM site has attack numbers of 2/4/6. The site rolls the d10 to attack
your aircraft. If the die roll is less than the first number (a 1), there is no effect. If the die roll is
equal to or greater than the first number, but less than the second number (a 2 or a 3), your

HL:CAO: FAQ Page 4 of 40


aircraft takes 1 stress. If the die roll is equal to or greater than the second number, but less than
the third (a 4 or a 5), your aircraft is Damaged. If the die roll is equal to or greater than the third
(6 or higher), your aircraft is Destroyed.

So for a Harrier at Low altitude, any result that would normally damage an aircraft is instead
treated as 1 stress. So any roll between 2 and 5 would add 1 stress, 6 or higher would destroy it.

Q: The E-2C is highly vulnerable to enemy attacks. So my question is: do they start off and move
around the board just like all the rest or can I just leave it at the standoff Area during the
entire mission?
A: <DVG>: You place them on the board and the use the normal movement rules like your other
aircraft. In general, keep them as far away from enemy units as possible.

Q: Why are there no SO points for the A-6?


A: <DVG>: The A-6 is even in value with the FA-18C, so it has no SO cost or benefit.

Q: Can an aircraft be chosen for a campaign if its beginning or ending date matches the year of
the campaign? In other words, are the dates listed inclusive?
A: <DVG>: The dates on aircraft cards are inclusive.

Q: Cutting to the question, which of the following is true about Stealth?

A) At range 1+, you are targeted as normal but make a Stealth roll and if successful the attack is
canceled. At range 0 you are a regular target.

B) At Range 1+, you are automatically ignored. At range 0 you are still targeted as normal but
make a stealth roll and if successful the attack is cancelled
A: B
The first sentence is telling you one benefit of Stealth; Sites and Bandits ignore the F-35 at
ranges of 1 or more. So when determining Enemy attacks and movement, unless an F-35 is in
the same Area, you can essentially pretend that the F-35s are not there.

The next 3 sentences are telling you the other benefit of stealth. This effect of Stealth works
almost exactly like ECM, since it is only used when the aircraft is being attacked, is used before
deciding to Suppress, and cancels the attack. So the Stealth roll only will happen if the F-35 is
the same Area as the Site or Bandit. However, you still follow the usual methods of determining
which aircraft an individual Site or Bandit will target with its attack (closest and then random).

For instance, let's take a Site with range 1 in the E Approach Area. The only aircraft in range are
a Harrier in the NE Pre-Approach Area and an F-35 in the SE Pre-Approach area. The site will
attack the Harrier.

Continuing the example, the Harrier and the F-35 both move into the E Approach Area. When
determining the Site's attacks on the next Over Target turn, you would now include the F-35.
You would randomly determine whether the F-35 or the Harrier is attacked. If the F-35 is
attacked, you would roll for Stealth and cancel the attack if it is equal to or higher than the
Stealth rating.

HL:CAO: FAQ Page 5 of 40


Ordnance

Q: Error in example, page 4? “Your F/A-18C at High Altitude in the Center Area declares the
Target to be his target. Usually, he can only Attack the declared target, but because he has
weapons with the Independent trait, he can drop a Mk. 82…”
How is he able to drop an Mk.82, when it normally requires a low-altitude attack?
A: <DVG>: You're right. The Mk.82 cannot be dropped from high altitude.

Q: Does the Pilot ATG bonus (if any) apply to cannon fire against ground targets? If it can be
used in air to air (I think it can) does ATA bonus apply?
A: Your pilots' AtA and AtG modifiers apply to their guns just like they do for missiles and bombs.

Q: If I use AIM-54 with high stress attack, can I consider that its stress can be use during the first
turn (for another attack or a suppression fire)?
A: I'd have said that it can't be used in the pre-strike phase.
Firstly that's a special phase before the turn sequence, and the rule says it can be used once
per turn. [emphasis mine]
Secondly, I can't imagine a reason why my pilot would gain extra stress when firing missiles at
targets up to 100 miles away.

Q: Are AMRAAM's fired in the Phoenix missile phase? Because the rules say "is much like the
phoenix missile in that it can self guide to the target".
A: Only the Phoenix missile is fired in the Phoenix missile phase. AIM-120s are fired like the other
ordnance.

Q: I armed one of my AV-8Bs ("fast" pilot rating) with 5 AIM-120 AMRAAM missiles. During the
"Fast Attack" portion of my first turn, could I fire one missile each at 5 different bandits within
range?
A: Yes, but don't forget the special rule: "To attack a bandit at range 0 or 1, it must be your pilot's
declared target."
In other words, one can be shot at a target between the range 0 and 4, and the other four can be
shot at targets between 2 and 4.

Q: Can I fire an AIM-9 at a target 1 space in front of me, while also firing 2 AIM-120's at two
different targets at range 3?
A: Yes, as long as the AIM-9 is fired at your declared target. The AIM-120s are available to fire at
any eligible target at 2+ range.

Remember that all non-Independent weapons must be fired at the same, declared target.

If you had two bandits within range 1 or 0, you could only fire at one of them, even with the AIM-
120s, as the AIM-120 does not act like an independent weapon at that range and must be fired
at your declared target.

Q: Is there a limit for independent weapons launched to different targets in one turn?
A: <DVG>: No, you can fire as many as you like.

Q: The rules says (Page 20):


"JDAMs can only target Fixed Target and the Sites of Fixed Target from 1999 to 2008"
So, does that mean that they are useless in the Iran 2014 campaign? If that is the case,
what is the purpose of listing those ammunition as allowed in that campaign sheet?

HL:CAO: FAQ Page 6 of 40


A: After 2008, they can attack mobile targets as well. See page 20, the last sentence of the GBU-
31 JDAM paragraph:
“Later, a laser guidance option was added to allow it to attack mobile targets.”
They should have made it clear by stating that after 2008, all sites & targets are eligible for a
JDAM attack following the sentence you quoted.

Q: JDAM weapons can only attack fixed targets from 1999 to 2008. Which are the JDAM
weapons and what do you consider a fixed target?
How do I handle fixed targets before 1999?
Can I ONLY destroy a fixed target (1999-2008) with JADMS?
A: See page 20 of your rulebook. The JDAM weapons are listed in the right column: GBU-31
JDAM, GBU-32 JDAM, GBU-38 JDAM.
Fixed targets are target cards with the label Fixed written on the card. You don't look at the
picture or the name of the target, only at the Fixed in the text.
Sites of fixed targets are also considered fixed, so you can hit these with JDAMs as well.
Before 1999, use anything other than JDAMs that can hit the target. "Fixed" only applies to
JDAMs; the trait has no effect on any other munition.
You can use any other munition available to strike the target as well. Typically your iron bombs
(Mk. 82-84) or Guided bomb units (GBU 16, 12, and 10) are great alternatives.

Q: Can rockets be used to suppress a bandit attack? I assume not, because they lack the
yellow stripe, although the section on suppression at the bottom of page 4 only talks about Air
Defense Counters, which includes bandits. The later rules on rockets at the bottom of page 20,
refer to the plus 3 bonus to suppress a site attack, but make no mention of bandits.
A: They are only air to ground weapons. They are unguided and therefore would not be able to
target other aircraft.
It's also worth noting that rockets get a +3 to suppress, but don't get a +3 versus soft targets. I've
made that mistake at least once.

Q: Rockets get a +3 to suppress. Is the +3 suppression bonus available to use when suppressing
an attack on another aircraft than the one firing the rockets, or only for itself?
A: The rocket suppression bonus is available for all suppression attempts of ground targets only
which are firing at your aircraft.. Doesn't matter who is targeted, just that you are using the
rockets for suppression instead of attacking.

Q: SO points for the JDAMs. Once you spend the points for the JDAMS, does that mean you can
only load all of 1 type of JDAM, or can you use all types of JDAMs? And is this loaded
onto only 1 aircraft, or possibly all aircraft?
A: <DVG>: When you pay for JDAMs, you can load as many as you want of all types on to as
many aircraft as you like.

Q: The rules say that the AGM-65 Maverick has a bonus attacking vehicles, would it not be logical
to use the bonus on al mobile sam or aaa sites (even if not the specific mission target)? They, in
my opinion are vehicles, like trucks and tank, target on which such a weapon is able to aim.
Using the bonus only against target card where only the trait "vehicle" is written, seems not so
logic.
A: <DVG>: The images on the SAM/AAA counters are for appearance sake. They represent both
fixed and mobile units, so they are not treated as Vehicles.

Q: If we shot maverick AGM-65 against a vehicle target, we have to roll 3+, or 4+ (with a +7 we
would achieve a unmodified hit, and on that we have to detract +3, vehicle bonus)?
A: Maverick's normal hit numbers are 7/10 (in other words, a roll of 7 to 9 deals 1 hit damage, and
a 10+ deals 2 points).
The vehicle bonus gives a +3. So you now need to roll 4 to 6 for 1 point of damage, and 7+ for 2
points damage.

HL:CAO: FAQ Page 7 of 40


Q: As an aircraft attacks, it can launch as many as AGM-88 against only one site of the target (in
case of target 9: sa-8a; 1 sa-6; 2 sa-13;) or it can launch, for example 4 AGM-88 on 4 different
sites of the target card in the same attack turn?
A: Per rules for Independent weapons on page 4, the HARM's must all attack same target. They do
not have the "I" on their counter that identifies them as Independent weapons.

Q: The GBU-31 JDAM missile has the Attack numbers starting with zero (0/2/5/9). Does this
mean that whatever I roll I will have at least one hit?
A: No. If your pilot has a negative AtG modifier or the target has the "small" trait which gives a
negative AtG modifier on your attack, it's possible for your attack to fail.

Q: Do the "cannot attack range" numbers(red) on the munition counters ALSO apply to
suppression?
A: Yes, And the max attack range as well.

Q: Are all d10 rolls in modified values? E.g. pods and rockets during suppression/evasion?
A: When you fire your weapons you use pilot skill and site/bandit modifiers for the roll.
When you roll for the ECM pod no pilot skill is involved, it's automatic electronics, so you don't
modify the roll.
When you suppress you follow the same procedure as firing your weapon at the site/bandit (incl.
modifiers). Except if you "hit" it you have thwarted the attack on you, and not destroyed the
site/bandit.
With evasion you may roll the die twice for the site/bandit attack instead of once, there is no die
roll modifier.
Note: events may add special die roll modifiers to certain rolls.

Q: Is the ECM pod a one-use item or can you use it for the whole mission?
A: You keep your ECMs for the whole mission.

Q: When I go on a mission, are the weapon counters used for a mission discarded from the
game (campaign), or do they go back into the stockpile of weapons to choose for the next
mission?
A: They’re available for the next mission

Q: As there's only a limited number of weapons of each type, I'm wondering if it is against the
rules to load your aircraft with 'more' weapons, recorded on paper, for example?
A: Rules, p. 3: The weapon counters provided limit your selection.

Q: Are the expended weapons from the primary mission available for selection in the
secondary mission? I ask because I used most of my ECM's and HARM's on the primary
mission and do not have enough without reusing some for my secondary mission.
A: According to the rules: "Fly the Secondary mission after you fly the Primary mission. Treat the
Secondary mission in all ways like a Primary mission."

As this is in contradiction to a posting of DVG in another thread, saying “The weapon counters
reset after every Day“, there was a controversary discussion which interpretation is the right
one.

Meanwhile DVG has given an unambiguous answer:


<DVG>: My intent was to have all the weapon counters available for every mission, including the
Secondary missions. I've looked through the rulebook to see if anything contradicts that, but I

HL:CAO: FAQ Page 8 of 40


don't see anything.

Q: Except Target 20 (radar installation), AGM-88s can't attack Targets, right?


Page 4 says AGM-88s cannot attack Targets, they can only attack Sites have "R".
But Target 20 card says AGM-88s can inflict up to 3 Hits on the Target.
A: <DVG>: Right, AGM-88s can only attack "R" sites, except for target #20.

Q: If I pay 4 OP's to buy 4 AIM 120s, and I only use 2 of them in the mission, do I still lose the OPs
or can I use the missiles in future missions?
Q: If I spend SO points for a special weapon and then don't use it on the mission, is that weapon
available for future missions? Or do I lose it?
Q: Am I supposed to be discarding ordnance on each campaign? I keep re-using it!
A: <DVG> Unused munitions do not carry over. Weapons that come back from a mission are
never saved. You must rebuy them if you want them again for a future mission. This means the
SO's you paid are wasted.
The counter selection is available at the start of every mission. Return all the used and unused
counters to the mix at the end of each mission.

Q: ECM pod available + EA-6B Prowler in the same area?


If an aircraft on my mission has an ecm pod on board, if in the same mission there is a prowler
too, when the plane is targeted, let's say an f18, this f18 will have the bonus of -1 of the ecm
pod, and -1 of being in the same area as the prowler, right?
A: You are partially correct. An ECM pod has the following attributes:

3. Reduces the stress of an evasion attempt by 1. An aircraft normally takes 2 stress when
evading. With an ECM pod the pilot suffers only a 1 stress penalty for choosing to evade.
4. It gives the attacked pilot a chance to negate the attack on a roll of 6 or higher.

You are correct in that the Prowler (EA-6B) gives a -1 modifier to any aircraft it shares a space
with.
In your example above, the F-18 pilot (equipped with an ECM pod) will:

4. get to attempt to negate the attack with the ECM pod


5. Roll to evade the attack if the ECM fails with a -1 attack modifier (EA-6B)
6. Reduce the stress accrued from evading from 2 to only 1 due to the ECM pod.

Q: Hardpoint limitations when arming aircraft: Am I right that there are no hardpoint limitations
when arming, other than what may appear on the aircraft card?
For example, I could arm an aircraft which can carry 8 weight with 8 Sidewinders?
A: Correct, there are no hardpoint limitations in the RAW. This is definitely an abstract game and
the Weight Point system is a good example of this. For instance, the A-6 can carry 12 Mk.82
counters vs. the real Intruder which can carry over 25 Mk.82 bombs.

HL:CAO: FAQ Page 9 of 40


Event Cards

Q: How exactly do ECM pods help against attacks from Event Cards?
Based on the rulebook pg. 21, under ECM Pod:
Special Rules: ...or when reacting to a Special Event Attack when weapon counters can be
expended to reduce the number of Special Event Attacks., roll a die for the ECM Pod before
Suppressing or Evading. Negate the Attack on a roll of 6 or higher....
The rule is very clear on how ECM pods work when Over-Target. However, to me, the exact
sequence when reacting to an Event Card Attack is unclear.
A: <DVG>:
Roll for ECM after determining which planes are targeted.
Since an ECM pod only defends the plane carrying it, it would not stop an attack until it is known
that the attack is targeting the plane carrying a pod.

Q: Do you get to determine the (potential) target(s), and roll for their ECM, BEFORE deciding to
expend ordnance to suppress the attack(s), or AFTER?
A: In the description of the ECM Pods the book says:

Special Rules: Each time the Aircraft is Attacked by a Site or Bandit or when reacting to a
Special Event Attack when weapon counters can be expended to reduce the number of Special
Event Attacks, roll a die for the ECM Pod before Suppressing or Evading. Negate the Attack on
a roll of 6 or higher. So the order is:

1) Determine Aircraft targeted


2) Roll 6 or more for ECM
3) If ECM fails, Suppression
4) If Suppression fails, Evasion / Take Hit

And remember: A Pilot whose Aircraft is equipped with an ECM Pod only suffers 1 Stress when
Evading (instead of 2). Each Aircraft can only carry 1 ECM Pod.

Q: Event card attack(s) may allow ordnance to be expended to negate the attack(s). Just
interpolating here, this seems like a way of porting the suppression mechanism, normally used
on-board against sites or bandits, to the disembodied attackers of the event card. Now, in
normal suppression ECM is rolled BEFORE expending ordnance to suppress. In practice, that
means you don't have to waste ammo when jamming suffices.
Does the same (ECM before suppress) hold true for the "automatic suppression" achieved by
expending ordnance to negate event card attacks? Or do you expend-to-negate BEFORE
determining targets and rolling up ECM? This is an important point, especially in those missions
far from the carrier where every weight point counts... rather not expend ordnance if ECM will
take care of the threat, right?
A: 1. You randomly roll to determine the affected aircraft.
2. If the affected aircraft has an ECM pod, you may attempt to negate the attack on that aircraft
using that ECM pod.
3. If the ECM pod is unsuccessful, you may then expend munitions to negate if available.
4. You may try to evade if you don't expend munitions.
5. Repeat this sequence for each additional attack specified by the event card

Q: SAM Vehicles Event Card: This card states that all sites move to the center for the over target
event. However, the card says SAM Vehicles and the picture on the card only matches certain
sites (does not look like infantry or the KS-19). So should only SAM Vehicles move to the center
or should all sites do so?
A: <DVG>: All sites go to the center. Card titles and graphics do not effect game play unless
specifically noted, as with some of the Improvement traits.

HL:CAO: FAQ Page 10 of 40


Q: In the event card SAM Sites, who gets to expend the counter? Any plane in the squadron or
the random aircraft being attacked? Can one plane discard multiple counters to negate all the
attacks?
Can the same aircraft be picked more than once or do they have to be 4 different aircraft?
Does every plane get the bonus 1XP or just the ones involved in the attack?
A: <DVG>: Any plane can expand. A plane can expend more than one counter.
An aircraft can end up being randomly picked more than once.
All planes present during the Event get the bonus 1XP.

Q: For the event card "SAM Sites!", can the targeted pilot(s) use ECM's and evade like usual?
A: The rule is that you can evade or use ECM pods when reacting to a Special Event Attack when
weapon counters can be expended to reduce the number of Special Event Attacks. So "SAM
Sites!" would allow it since it states to roll 1 less attack for each AtG counter expended. And
actually, I don't see any Special Event Attacks that don't allow the use of counters to reduce
attacks, so yes!

Q: "Move any one site or bandit to any approach area"


I choose a site or bandit of my choice and move that site/bandit to the approach area of my
choice. Is that correct?
A: Yes.

Q: When called upon to "expend" a counter, during an event (like Bandits -- expend AtA to
negate attacks) or during Search and Rescue (expend AtG to modify die roll), what exactly
does "Expend" mean? Do I just take the counter off of the aircraft to achieve the result, or must I
roll to hit successfully (using the counter stats and any pilot "to hit" modifiers) to achieve the
result (like when expending a counter for Suppression)?
A: <DVG>: You just discard the counters to meet the event's condition.

Q: When an Event Card says "Roll 3 attacks against random aircraft," is it against 1 aircraft or
3 separate aircrafts?
A: Select a number between 1-10 for all aircraft. Let’s say I have 3 aircraft- Talon will be 1-3
Cowboy will be 4-6 and Brick will be 7-9.If I roll a 10 I reroll again. Now say I get 3 for the first roll
7 for the second roll and 1 for the last roll. That means I have to resolve 2 attacks against Talon
and 1 attack against Brick. Don’t forget you can use your ECM (if you have one) to hopefully get
out of the attack.

Q: Long Range Threat event (homebound):


1. I don’t understand if this is an attack by or against my aircraft. Do I attack up to 3 enemy
aircraft or do roll to survive those 3 attacks?
2. Should I give +1XP to all aircrafts flying the mission? Or just to the ones targeted by the 3
rolls? Destroyed aircrafts don't get the bonus, I think. But aircrafts not targeted?
3. Should I target 1 single aircraft for the 3 rolls or 3 different aircrafts? What is the right
procedure?
A: <DVG>:
1. That is a negative Event for you. It will make three attacks on your aircraft (determined
randomly, the same aircraft can be "targeted" more than once). For each attack, you roll the
d10 and if you roll a 1-9, then the attacked pilot gets +2 Stress. If you roll a 10, then that
plane is destroyed.
2. Give the XP to all aircraft that entered the event, just like normal mission XP. Give it to all
aircraft. It might matter if a destroyed pilot is later rescued.
3. Randomly determine which aircraft each attack targets.

Q: Long Range Threat vs. F-35A: I am returning after my mission with 3 F-35s and I draw the
event "Long Range Threat". I do not have any 2+ Range ATA counters. Since an F-35 is ignored
at 1+ range I assume that the event will not affect me. Is this correct?

HL:CAO: FAQ Page 11 of 40


And: if I do ignore them do I still get the bonus +1 XP?
A: As a F-35 is ignored at 1+ range I assume that the event will not affect you. Normally, you
handle event cards in the same way as site/bandit attacks (evade, ECM, ...), so there should be
no reason to handle it differently here.
And: Yes, you still should get the bonus +1 XP. See also the Question “What happens when
event looks not applicable for the mission you fly? Do you still get XP from the event card?” that
DVG has answered with “Yes”.

Q: What happens when event looks not applicable for the mission you fly? Do you still get XP
from the event card?
For example, I had to fly mission 57 which is Fighter Sweep, this mission has 0 sites. On Target
bound flight I got Political Limitations card reading “XP1. You can't attack Sites in Approach
Areas, you may suppress them.”
So since there are no sites on this mission, do you get the XP or not?
A: <DVG>: Always apply all the instructions on a card.
In this case, if there was a Site, you would apply the restriction. But you always get the XP.

Q: Secondary Missions and Shore Leave: I just finished a primary mission and drew shore leave
as my event. It says to remove 2 stress from every pilot during the gain experience step. Is this
set after the second missions since campaign tracks are not adjusted until the end of the second
mission?
A: <DVG>: Wait until all missions are flown, then resolve the Event.

Q: Event card 17 – Tanks: Tanks require 2 extra hits to destroy.


Question: which enemy ground units are considered as tanks?
A: This only applies to targets with "Tanks" in its name, not the sites that are counters. These would
be Targets #11 and #12.
You'll also find the word "Troops" used for Targets #10 and #11, as well as the word "Fleet"
used for Targets #33 thru #37.

Q: AERIAL Refueling: if i got a Weight Point Penalty from an Event Card like “FLEET
RESUPPLY”: During your next mission your aircraft can carry -1 WP' will the Aerial Refueling
negate this card's penalty in addition of negating the Range Band Weight Point Penalty ?
A: Go with the card's penalty, with the refueling option removing the WP penalty from the target's
range.

Q: You have selected a target with the "objective" trait. You place the aircraft or site counters in
the target area and begin your mission.
For your target bound event, you draw an event that allows you to destroy a bandit/site of
your choice. Are you allowed to destroy one of the objective counters?
Same idea for the Intel Air Defense Adjustment. If you have the option to remove a site or
bandit, are you allowed to remove one of the target counters? Or must you select a
regular site/bandit to remove?
I interpret the rules on pages 5-6 to mean that counters used as the Target are different from
sites/bandits drawn to defend the target. With that in mind, I view counters used as the Target as
ineligible choices when you are able to remove counters due to an event or the Intel Air Defense
Adjustment.
A: The infrastructure track directly effects the "hit" rating of a Target. That is its sole purpose.
Should the Intel track, with a negative modifier, then effect the counters of a Target with the
"objective" trait as well? I believe it's definitely not the designer's intent to have the Intel track
add a Target counter to a Target with the "objective" trait. With that thought and with consistency
in mind, I would probably not apply the Intel track modifier to any Target counters.

In most cases it's not much of a deal breaker which way the interpretation goes. Most targets
have you draw both sites & bandits as part of their defense array. So likely there's going to be a
long range, powerful attack site/bandit that you won't mind expending the Intel modifier on

HL:CAO: FAQ Page 12 of 40


anyway.

Q: Sierra Hotel as Over Target Event card: It reads 'destroy 1 random site in each Approach
Area'. Does this give me one free turn to the normal turn or how is it resolved? What if I can't
score any hit or I'm out of range?
A: It is a bit simpler than you're reading into it. You actually remove a Site from each Approach
Area immediately upon drawing that card. You don't have to actually shoot them or use Air to
Ground counters or worry about range, you just remove one.

"Random Site" means if there are 2 sites in the Approach Area you randomize which one is
removed (if there's two you can roll the 10 sided dice with 1-5 being the first Site and 6-10 being
the second).

Q: Political Limitations: "XP1. You cannot Attack Sites in Approach Areas. You may suppress
them". My understanding is that Sites in the four Approach Areas cannot be attacked (and not
that when aircraft are in approach area, they cannot attack any site) Am I right ? The 1 XP gain
goes to all aircraft involved in the mission or only the ones carrying AtG weapons?
A: You are right - you cannot attack the approach area sites, but can suppress. Does not matter
where your planes are. The +1 XP is for every pilot on the mission.

Q: Charlie Foxtrot: "XP1. Reduce the number of turns you can spend over Target by 1". Do you
give XP 1 to E-2 a/c if one is involved in the mission?
A: Every pilot on the mission gets the +1 XP, regardless of role.

Q: Charlie Foxtrot: I'm playing a night mission...so naturally you're going to be drawing for the
order that the attacks are resolved. My Over Target Card tells me that the sites and bandits
attack first before the fast pilots. How do you rule on this? I’d say that the card overrules the
night rules and as such, the sites and bandits get to go first.
A: I don't think this overrides the night mission beyond the first turn. You are referring to the Event
Card: "Charlie Foxtrot" where on the 1st turn only, sites and bandits attack before fast pilots; I
would have the sites and bandits go ahead and attack first, then randomly draw between the
"slow" and "fast" counters.

Q: Fleet Resupply: "During the next mission you resolve, your aircraft can carry 1 less WP". Does
it mean that aircrafts get a -1WP penalty or a +1WP improvement?
A: -1 WP for each plane on the next mission (Penalty).

Q: Fleet Resupply event card applies a -1 WP penalty on the next mission on top of the penalty
due to the location of the target. Thematically, I suppose, it represents a shortage of ammo
(that's why the fleet needs to resupply itself).

My question is, since Primary and Secondary missions are flown (in reality) at the same
time should I apply this shortage of ammo penalty to both?

Applying it to both seems more thematically correct, however the card says next mission not
missions.
A: I apply it to the next single mission that I play. Just like it says. It doesn't say "next day" or
anything like that.

Q: Fleet Defense Target Cards: These are the cards that have bombers that must be destroyed.
I'm a little confused on the wording. Do they mean that if one bomber remains the campaign
ends or if I don't destroy even one bomber the campaign ends?
A: The penalty text is: “If more than 1 Su-24/Su-7 is not Destroyed, end campaign.”

HL:CAO: FAQ Page 13 of 40


I take the "more than 1" to mean that if 2 or more bombers survive, the carrier is destroyed
(which ends the campaign). If only 1 bomber survives, you didn't successfully complete the
mission, but the carrier survives and the campaign does not end (the carrier fleet took care of
the bomber or the damage it did wasn't enough to take the carrier out). If you destroy all the
bombers, obviously the mission was successful.

Q: Event card: clear skies: "no adjustment" Does it mean nothing happens ?
A: The skies are free and clear of bandits so nothing happens. Enjoy the flight home!

Q: I had to abort mission, aborted all planes... do they have to take a home bound card? Or is it
just when they have been over target?
A: Since aircraft that don't abort are required to take a card in the home bound phase, I think that
aircraft that do abort are not supposed to take a home bound event card.

Q: After a day's mission do you add the event cards back in the deck and reshuffle them for the
next mission or do you place them at the bottom of the deck and not reshuffle for the next
mission?
A: <DVG>: You only shuffle when the deck is depleted. This ensures you get an even
distribution of cards.

Q: Mission „Search and Rescue“ (#40). The target card states "Scramble. Friendly Fire. Objective:
1 Infantry, 1 SA-7, 1 SA-14, and 2 S-60s."

For my Over Target Event I drew the "Cruise Missile Strike" which states "At the start of each
turn, roll a die. If 8+, Destroy any 1 Site."

Question: Am I allowed to use the Cruise Missile Strike to take out the sites that make up the
target? Or can I only use this to destroy regular sites that you draw during the "Determine and
Place Sites Present" step of the "Pre-Flight" phase? This question also applies to this event card
on its "Target Bound" section which states "Destroy any 1 Site." What constitutes a "site" for
resolving the effects of this event?
A: You can target any site so you can target objective sites.

HL:CAO: FAQ Page 14 of 40


Targets / Target Cards
Q: Target Card 20: Since Harms can only inflict 1 hit each, I am assuming that the 3 hits note on
this card means that 3 hits max for that raid can come from Harms. If this is true, and I have
inflicted 3 hits, but only damage the target. When I return (using the optional damaged target
rule), will I be able to inflict 3 more damage via Harms?
A: <DVG>: A total of 3 hits can be inflicted with HARMs to Target 20. If you inflicted 3 hits the first
time, you couldn't inflict any more hits the second time.

Q: Target Card 20: What does it mean "can inflict up to 3 Hits on the Target?" Does that mean
each AGM-88 that I hit with does three damage, do I roll three times for each AGM-88, or are
there a maximum of three hits from AGM-88?
A: Regardless of how many AGM-88s you have equipped, only 3 of them can HIT Target 20. In
other words, when your 3rd AGM-88 HITs Target 20, stop launching the rest of your 88s
because the Radar designator on Target 20 has been destroyed so your remaining 88s are
ineffective.
AGM-88s do not do 3 points of damage. You do not roll 3 times for each 88.

Q: Target Card 20: it says AGM 88 can inflict up to 3 hits, how do you do you get it up to 3 hits.
Also can I stand off in the approach areas and fire the AGM 88 at the target and score as they
have a range of 3?
A: The card is saying that you can only do 3 points of damage to the site with AGM-88s (1 point
each.) After that, the radar is no longer emitting and there is nothing for the HARMs to lock-on
to. You'll need to go in with other ordnance to finish the job.

Q: Except Target 20 (radar installation), AGM-88s can't attack Targets, right?


Page 4 says AGM-88s cannot attack Targets, they can only attack Sites have "R".
But Target 20 card says AGM-88s can inflict up to 3 Hits on the Target.
A: <DVG>: Right, AGM-88s can only attack "R" sites, except for target #20.

Q: To repeat: do you get to determine the (potential) target(s), and roll for their ECM, BEFORE
deciding to expend ordnance to suppress the attack(s), or AFTER?
A: In the description of the ECM Pods the book says:

Special Rules: Each time the Aircraft is Attacked by a Site or Bandit or when reacting to a
Special Event Attack when weapon counters can be expended to reduce the number of Special
Event Attacks., roll a die for the ECM Pod before Suppressing or Evading. Negate the Attack on
a roll of 6 or higher. So the order is:

1) Determine Aircraft targeted


2) Roll 6 or more for ECM
3) If ECM fails, Suppression
4) If Suppression fails, Evasion / Take Hit

And remember: A Pilot whose Aircraft is equipped with an ECM Pod only suffers 1 Stress when
Evading (instead of 2). Each Aircraft can only carry 1 ECM Pod.

Q: SAM Vehicles Event Card: This card states that all sites move to the center for the over target
event. However, the card says SAM Vehicles and the picture on the card only matches certain
sites (does not look like infantry or the KS-19). So should only SAM Vehicles move to the center
or should all sites do so?
A: <DVG>: All sites go to the center. Card titles and graphics do not effect game play unless
specifically noted, as with some of the Improvement traits.

HL:CAO: FAQ Page 15 of 40


Q: Target 57 fighter sweep. It lists 0 bandits and sites but then lists 7 bandits as a secondary, how
do I go about placing these targets on the board? All in the center?
A: Keywords are on page 5. Secondary isn't important to this question but Objective is.
Objective - Place the indicated counters in the Center Area. You must Destroy these counters to
Destroy the Target.

Q: Target 57 fighter sweep. When the target tells you to place Migs such as #57 - are those Migs
placed in the center area or placed randomly in the center and approach areas?
A: Zhey are placed in the center target area.

The randomly drawn bandits (center left of card in green text) are placed where noted in the
appropriate approach and center areas.

Q: Target 57 fighter sweep. Do those MIGS on the Fighter Sweep card move during the BANDIT
MOVE phase? In other words... are they treated the same as "normal" Bandits?
A: Yes

Q: I want to attack the minor airfield and SCUD launchers on the first day. If I destroy the minor
airfield first, do I no longer have to deal with the +1 center bandit improvement?
A: Any improvements from a target card go away as soon as that particular target is destroyed. So,
if you destroy your primary mission target, its target card improvement does not affect your
secondary mission.

Q: When do I move the campaign markers when flying a primary and a secondary mission:
after the target is destroyed or after I fly both missions? This might affect if I can negate the +1
center bandit from the campaign map.
A: "Adjust the Campaign tracks after completing both missions." (Page 6 column 1)

Q: How exactly do scramble and secondary interact? Say I draw a scramble target as my very
first card of the campaign -- I cannot fly a secondary that day, then, because I must stop drawing
cards. Right? If I draw a scramble Target and I have a Secondary Target card already out, I
assume I CAN fly the secondary as a secondary, right?
A: Scramble just forces it to be your Primary, and prevents further drawing. You can fly a
secondary mission if you’ve already drawn one before.

Q: If I draw a target that is eligible for a secondary mission and has an improvement (example -
Minor Airfield), can I choose to run the secondary mission first before running the primary,
if the primary target isn't a secondary eligible target?
A: Page 6, under definition for "Secondary" – “Do not determine the
Sites for the Secondary Target until after resolving the Primary
mission.” - Fly the Secondary mission after you fly the Primary mission.

Q: Do both first target and secondary one have to be done just in one day?
That's what I understand :
- make two teams, one for each target.
- make the first target with the first team
- If the day is not finished (turns left out of 5), the second team can fly to the secondary target.
A: No. Both missions are considered to be flown in parallel (in reality) but on the board you play
them one after the other and you have 5 turns for each mission.

Q: As Marine campaign, the rules tells me to securise an area before going to the next one. So I
must destroy half the targets of the area.

HL:CAO: FAQ Page 16 of 40


But discarding targets when choosing one I don't have enough targets in my area.
I decided to shuffle the ones I discarded but the rules don't seem so clear.
A: Yes.

Q: Mission Selection:
Recon is 3 (first day, Iraq)
I draw one card at a time, until I have a hand of 3 UNLESS I draw a Scramble, at which point I
stop drawing and play that as my primary.
I select a card (primary or secondary) to serve as my primary mission for the day. I can also
select a secondary mission card from that hand to use as a secondary mission. Also, any
Improvements on targets drawn will be in effect even if not selected, correct? These cards would
be set aside face up to show they are a active (until selected as a mission and destroyed).

If a Scramble is drawn after a secondary, can the secondary still be used?


A: This sounds right. Improvement targets not selected or selected but not destroyed are set aside
and can be selected later. Thus, if you have active improvement targets at the beginning of a
day, you can draw zero new cards and select your target(s) from those.

Also, it is good to note here that the missions (primary/secondary) are considered to be flown at
the same time, so even if you destroy an improvement target as your primary, the improvement
still has an effect on your secondary target.

You can draw more cards than your Recon value if you pay the SO points for Recon priority.
Rarely used, but I have used it sometimes at the end of a campaign if I desperately needed a
high VP target.

Scramble after Secondary: Correct. It sucks if you have a lot of planes (more than allowed for a
mission) ready to fly, and the first card you draw is a Scramble, leaving you with good pilots with
no target…

Q: During the sites placement phase, I've drawn an enemy bomber which doesn't have a site on
either side.
Should I redraw a site counter or just remove it from the board?
A: You should draw a new site counter.
The bombers should have been set aside in the first place, not mixed with site/bandit counters.
They are used only as targets in some cases.

Q: When putting the Bandits to the target if we get the Bombers do we put them on the target, or
they are not considered Bandits. If so when do the bombers appear on the game?
A: You do not place the bombers into the draw cup. Only counters with a site on one side, and a
bandit or NO BANDIT on the other side are placed in the cup (some campaigns require you to
remove certain types of counters).
The bomber counters are only used for specific missions (Carrier Defense missions). See page
3, left column.

Q: A Target requires 16 hits, but my INFRA affords me -2 for a total of 14. No problem. My Target
also has the Overkill 20+ bonus so I wonder if I apply the INFRA to that or not.
A: <DVG> You play it as if the target started with that many hits, i.e. if you have a -1 hit modifier
from the INFRA track, you play it as if the target already had 1 hit.

Q: Do mobile SAM sites count as "Vehicles" for the AGM-65's "Vehicle" ability or just target
cards with the "Vehicle" keyword?
A: Only Targets with the keyword "Vehicle".

Q: Which enemy sites are considered "vehicles" for the purpose of using the vehicle bonus

HL:CAO: FAQ Page 17 of 40


on ATG weapons? There are no letter "V"s on these. I know some of the target cards designate
the target as a vehicle.
A: No enemy sites are considered to be "vehicles". In this game, the word "vehicles" is a trait. Traits
are only applied to Target cards. But if you have a Target with the "objective" trait and the
"vehicle" trait, I would treat those objective counters as vehicles for the purposes of selecting a
munition with a bonus against "vehicles".

Q: Minor airfield as target - It states all "targets get +1 center bandit draw." It does not imply it is
given on every turn however. In the example a bandit is drawn at the start of every turn - not just
once at the start of the mission. Is that correct? If it were then I presume on a major airfield it
would then be 2 bandits every single draw?
A: The plus 1 refers to initial draws only. The 1 bandit means every turn. So, you only draw a plane
every turn at airfields, but the airfields provide the 1st turn extra draw for every target.

Q: Trait Word "Bandit”- Draw the indicated number of Bandit counters at the start of each turn
Over Target. Place the resulting Bandits in the Center Area."
Does this mean that in the beginning of each turn I must put the number of Bandits counters in
the Center Area. Example: Turn 1: put the bandits; Turn 2: put the bandits, and so on until turn
5?
A: Targets with Bandit on their card have this trait. For those missions you draw bandits as you
indicated. 1 Bandit means draw 1 bandit counter for the Center Area at the start of every turn.
Turn 1: put bandits as normal + draw indicated number of extra bandits for Center Area. Turn 2:
draw indicated number of extra bandits for Center Area. Turn 3: draw indicated number of extra
bandits for Center Area. etc.

Q: Target card 59: Are the 6 SU-7 in addition to the bandits for the approach and center area of
the target. Worst case scenario could be 13 bandits, 6 SU-7's, 1 each on the approach areas,
and 3 more in the center?
Do both SU-7's shoot?
Do I target only one at a time? Flip it over if I get a kill?
A: <DVG>: The Su-7s are in addition to the Bandits.
The Su-7s will not shoot at you, but you need to shoot them down to win the mission.
Each is a separate target, so a pilot must use one attack step to engage one Su-7.
Even though there are 2 planes on one counter side, they must be attacked as two seperate
targets. If hit, flip the counter to the 1 plane side. If hit again, remove the counter.
It is handy to use Phoenix missiles or AIM-120s to engage multiple targets.

Q: Target 44, Close Air Support. My question is, what exactly is the target? Is it a ground target,
or is it meant to be attacked AtA? Keywords 'soft' and 'dispersed' relate to AtG weapons,
indicating it is a ground target, but what is it? Pic shows airplanes up in the sky.
A: That would be a ground target - bring some cluster bombs or JSOWs! I believe the aircraft on
the card are AV8B Harrier II's.
The way I see this target is the allies making a push forward to gain ground and having met
strong resistance, therefore air support is urgently requested (scramble).

Q: Target card 6 "AAA sites": It is an "objective" target where you have to destroy 7 sites: 2 S-
60's, 3 Zu-23-4's and 2 Zu-23-2's.
The target also mentions the trait word "Vehicle".
Does this "vehicle"-trait applies to all those sites to be destroyed, even to the Zu-23-2 ? Based
on the image on the counter that doesn't seem to be a vehicle ? And the S-60 seems to be a
towed gun.
A: <DVG>: Just stick to the trait words. Card titles and graphics do not effect game play.
You just need to destroy the objective sites (2x S-60s, 3x Zu-23-4s and 2x Zu-23-2s) and can
use the bonus (e.g. AGM-65 +3 against vehicles) when attacking the objective sites.

HL:CAO: FAQ Page 18 of 40


Q: Target card 6 "AAA sites": It is an "objective" target where you have to destroy 7 sites: 2 S-
60's, 3 Zu-23-4's and 2 Zu-23-2's.
The target also mentions the trait word "Vehicle".
Does this "vehicle"-trait applies to all those sites to be destroyed, even to the Zu-23-2 ? Based
on the image on the counter that doesn't seem to be a vehicle ? And the S-60 seems to be a
towed gun.
A: <DVG>: Just stick to the trait words. Card titles and graphics do not effect game play.

Q: Is the improvement in effect for the target itself? Major airfield, Improvement +2 Center Area
bandits, so I have 5 bandits (3+2) in the center area if I select it as target?
Or does it count only for OTHER targets?
A: As long as it is active, it effects EVERY target, including itself.

Q: The Rules on pg.3 give this example:"One of your pilots targets a bomber counter with 2
bombers. He fire 4 sidewinders and scores 3 hits. He destroys 1 enemy bomber. Flip the
counter to its 1 bomber side." My question is how many hits does it take to destroy 1 bomber?
The example hints to 2 hits. Or does the example has a typo, and its only 1 hit to destroy 1
bomber?
A: The bomber token represents two enemy planes, so when one of them is destroyed it is flipped
to show one plane remaining.
But each plane counts as a separate target (which is where the example is unclear, as it
erroneously talks about targeting a counter, instead of attacking a target, which in this case is
one plane on the counter).
So in the example, as Sidewinders do not allow independent targeting (unlike AIM-54s and
AMRAAMs), the attacking pilot can only shoot at *one* target this phase. He is shooting all four
Sidewinders at *one* of the planes shown on the token.
It doesn't matter whether he scores one hit, three hits, or twenty seven hits: the target that he
was shooting at (one plane on the token) is destroyed.

Q: What if at the end of the mission, the target was not destroyed? What happens to the target
from there...? I read something on the Help cards in the files section on this site that they can
stay on the board and be attacked again the next day. Also when a target is discarded does that
mean it’s put in a separate pile and then when all targets are gone through all shuffled and
picked through again?
A: Damaging Targets is an optional rule, if you choose it the Target goes to the Discard Pile and
gets reshuffled into the new Draw Pile WHEN you run out of Targets, EXCEPT for
Improvements, which stay in the game until destroyed.

Q: What implication has the trait "fixed" on the targets? (the rules speak only about jdam
weapons).
A: Between 1999-2008 JDAM's can only hit those "Fixed" targets. JDAM'S cannot be used against
targets without "Fixed" attribute.

Q: If the Objective calls for bandits, can these bandits move during the Bandit Movement
phase? I have been playing that they can - otherwise, it may be too easy to destroy them from a
distance. But it makes it harder to keep track of which ones are the "regular bandits" and which
ones are the Objective Target Bandits that need to be destroyed to complete the mission.
A: I've always played that Target objective Bandits do get to move. Otherwise it's like you said, it's
too easy to plan on wasting them from a distance with AIM 120s or AIM 54s. I believe you'd play
them like any other bandits who aren't going to fly loops and ignore you if you're out of their
combat range.

Q: When target number 9 is selected (Sam Trap) you need to destroy the 5 SAMs and also need
6 hits on the target card. My question: is can you use the HARM missile on the SAM Trap target
card as well as the 5 Sites?

HL:CAO: FAQ Page 19 of 40


A: You can use the HARM missiles (AGM-88s) on the objective sites since they are marked with
"R" on the counters, but not the target card. Some targets (see: Radar Installation) will allow you
to use HARM missiles on them, at least for a certain amount of hits, but you're out of luck on the
SAM Trap.

Q: Partially damaged targets: If a target is stated as need 8 damage, then a hit of less than 8 is
considered failure? Are there any variants or corrections of this rule that states the target that’s
hit at 50% damage (e.g. 8 hits required but the strike only hit 4) is available for next mission?

In my mind, a strike against an armored force or a SAM site that hit 50% should mean that force
is now only half as effective and this should account for less defense on site.
A: There is an exception in the options pages of the rule book, where you can keep your target
card which has been damaged.

Q: If I only damage an improvement target, can I attack it again at a later stage, and if so, does
its damage carry over, or is it repaired?
A: Under the normal rules a target that is not destroyed is again fully repaired in a next mission. An
improvement target remains active until it is destroyed. It is not discarded if your missions
against it fails, but returns to the active improvement targets, and can be selected again.
There is an optional rule where targets keep their damage between missions. Optional rule
"Damaging Targets" on page 17.

Q: When you damaged a target using this option, are all bandits and sites later reset to full, half
or remaining values? The rulebook only mentions scoring 1/2 of the VP.
A: Reset to full defense.
It takes less hits next time (if you again draw that target) to destroy the target but then you'll gain
all the track adjustments and the rest of the VPs.

This is only valid if you choose to play with the optional rule. In the normal game…
1. Enemy units are always reset to full value
2. you do not get to choose the target later. The target is discarded and reshuffled when the
target deck is depleted.

Q: Why not draw all three target choices and find out what is best? Once you draw a target card
that has an Improvement listed does that Improvement take effect even if you don't
choose that target? If so, do you leave the unpicked targets out to handle the next days in
order to remove the improvements?
A: Improvements stick even if not chosen, so yes drawing fewer is safer, though not better
necessarily. The targets drawn but not chosen are available next time. Attacking improvement
cards that are really bad early is a good strategy. The only ways to get rid of improvements are
to destroy the target to which it is attached or discard the improvement as part of a bonus.

Q: Target 8 "Sam Sites": Do I have to destroy the actual SAM counters listed plus make 4
hits to the card in order to destroy the target?
A: This target has 4 hits and "...Objective: 3 SA-10s", meaning you need to add those SAM sites
before you even choose the other target defenses. So to destroy the target you have to destroy
the 3 SA-10 sites AND inflict 4 hits on the target.

From the rules: “Some Target cards with Objectives also list Hits. To Destroy the Target, you
must Destroy the Objectives and inflict the noted number of Hits.”

Don't forget to take note of the other target traits too: Secondary, Stress +2, Fixed, and Vehicle

Q: I'm playing with "Damaging targets" option.


I'm flying against target #6, which has "Objective" trait, consisting of 7 sites and no hits

HL:CAO: FAQ Page 20 of 40


stated.

Q:
If I destroyed 5 of 7 objectives does it count as a partial victory (+1VP and partially destroyed
target when the card will be drawn again in the future)?
If yes - do I need to record which were destroyed and which were not?

Q2:
How about targets with objectives and hits together?
A: The rulebook is not specific, but it makes logical sense to do as you say and simply write down
what is left of the target to destroy, whether it is hits or objectives.

HL:CAO: FAQ Page 21 of 40


Pre-Flight
Q: If the highest rank pilot on a mission is one of the "radar" planes that allow you to avoid events
is this pilot required to be the flight leader?
A: <DVG> The highest ranked pilot must be the flight leader, even if he is in a radar plane.

Q: Drawing Target Cards - what is the general meaning of that phase: draw X Target cards for the
day where X is the number on the "Recon" track.
But what struggles me is the sentence "Draw cards one at a time". (Page 8) What does it mean
exactly?
Initially I thought that you had to draw one card, decide to keep (so stop drawing)
or discard and draw the next one, up to X.
But reading the following part: "Examine each of the Target cards and select one as the Target
of the mission" and most of all, reading the "Secondary" Target Trait word it seems that instead
you have to look at the X cards together so you can choose one Primary mission and eventually
one Secondary.
So how does it work really? And why the sentence "Draw cards one at a time" is there?
A: Example: You have a recon 4, so you can draw up to 4 cards. You draw cards one at a time.
You can draw a first card, and choose it, or keep it for selection, and draw another, then you
have two to choose from, etc.
There are Scramble target cards that force you to take that Target card immediately. It's also
possible to draw an Improvement card. So you might not want to risk drawing as many cards as
you are allowed.

Q: Mission Selection:
Recon is 3 (first day, Iraq)
I draw one card at a time, until I have a hand of 3 UNLESS I draw a Scramble, at which point I
stop drawing and play that as my primary.
I select a card (primary or secondary) to serve as my primary mission for the day. I can also
select a secondary mission card from that hand to use as a secondary mission. Also, any
Improvements on targets drawn will be in effect even if not selected, correct? These cards would
be set aside face up to show they are a active (until selected as a mission and destroyed).

If a Scramble is drawn after a secondary, can the secondary still be used?


A: This sounds right. Improvement targets not selected or selected but not destroyed are set aside
and can be selected later. Thus, if you have active improvement targets at the beginning of a
day, you can draw zero new cards and select your target(s) from those.

Also, it is good to note here that the missions (primary/secondary) are considered to be flown at
the same time, so even if you destroy an improvement target as your primary, the improvement
still has an effect on your secondary target.

You can draw more cards than your Recon value if you pay the SO points for Recon priority.
Rarely used, but I have used it sometimes at the end of a campaign if I desperately needed a
high VP target.

Scramble after Secondary: Correct. It sucks if you have a lot of planes (more than allowed for a
mission) ready to fly, and the first card you draw is a Scramble, leaving you with good pilots with
no target…

Q: I just drew 3 Secondary cards in a row. So, from what I understand; I can use ONE as my
primary target and then choose between the last two as my Secondary target and discarding the
third secondary card. Correct?
A: Correct, assuming the third card is not also an improvement. If the third card has both the
Secondary and Improvement traits it would stay out.

HL:CAO: FAQ Page 22 of 40


Q: After drawing a "No bandit" counter, do you put the counter back in the cup/bag
IMMEDIATELY (before drawing for next area) or do you keep it out until you've drawn for ALL
bandits?
A: Short: Draw everything, THEN put back in the cup
Long: You draw the appropriate number of Bandit counters and PLACE them in the approach
and center areas of the Tactical Display. If the counter reads No Bandit, then REMOVE it from
the Tactical Display and return it to the cup.
So you don't pull the counter, look at it and immediately return it to the cup if it says No Bandit.
You place it on the Tactical Display, then continue to draw the rest of the bandit counters. Then
you clean up by returning any No Bandit counters to the cup.

Q: Is there a limit on the number of missions a pilot can fly a day, or is it totally based on his
stress level?
A: Each pilot may only fly one mission per day.

Q: Assign Pilots to both missions when you assign Pilots to the Primary mission.
I 'm not sure I understand this correctly. Let's say I want to perform a primary and secondary
mission. The primary mission lists 6 available Aircraft, the secondary mission lists 3. Do I assign
9 aircraft in total ?
A: Yes. You choose 9 pilots, assign 6 of them to the primary mission and the other 3 to the
secondary.

Q: Can the first (and only) mission be a Secondary one?


Let's say you are allowed to draw two cards and they both are Secondary.
A: A target card with the Secondary trait can be used for either a Primary or Secondary Target
mission.
But the second mission must have a Target with the Secondary trait.

Q: Would it be allowed to assign let's say 7 pilots to the primary mission and 2 to the
secondary (9 total), even when the primary target card says 6 planes and the secondary target
card says 3 planes ?
A: Page 9, Assign Pilots:
Each Target card indicates the maximum number of Aircraft that can participate in the mission.
You may send fewer Aircraft on a mission, but you may not send more than the listed number.
Remember, that when you add a Hawkeye to a mission, it does not count against the number of
Aircraft you can send on the mission.

Q: Pre-Mission Rack Time vs. Secondary mission: If I flip this on the Primary mission, is it right
that I can give the nap to one of the pilots on the secondary mission? Or should it say "3 pilots
not flying today" rather than "not on this mission". Don’t know if the theme is the two missions
are at the same time or back to back.
A: Adhering to the text of the card, I'd say it applies to any pilot not flying the current mission.
But adhering to my interpretation of the game's theme, I'd only apply it to a pilot who did not fly
at all that day.

Q: Tanker priority - page 4. Is this all or nothing for all your planes. I.e. if you have a 5 plane
mission do you have to pay 5 SO points for all the planes or can you choose just to give priority
to 1 or 2 planes just to increase the weight carried in those planes?
A: All planes or none, even AWACS!

Q: Tanker priority: Does an E-2C added to the mission count towards the cost (1 SO per plane
flying the mission)? What about the EA-6B?
A: The E-2C should not count against it, simply because the E-2C can't be refueled in air in reality.

HL:CAO: FAQ Page 23 of 40


But the rules do read: “Pay 1 SO Point for each Aircraft flying the mission.” So consider it a
"design for effect" and that if there is an E-2C on the mission, then it costs 1 SO for tanker
priority. Same for EA-6B.

Q: Tanker priority - You pay 1 SO for each pilot flying the mission to negate any WP penalty for
the target distance. So you're saying I can pay 6 SO for 6 planes, and travel to a -4 WP target
without the WP penalty?
A: Yes, correct!

Q: AERIAL Refueling: if i got a Weight Point Penalty from an Event Card like “FLEET
RESUPPLY”: During your next mission your aircraft can carry -1 WP' will the Aerial Refueling
negate this card's penalty in addition of negating the Range Band Weight Point Penalty ?
A: Go with the card's penalty, with the refueling option removing the WP penalty from the target's
range.

Q: When placing/removing sites/bandits in the Intel Air Defense Adjustment phase:


1. When adding, it always seems to be to the Center area, so I assume you just randomly pick
out of the cup. If "No Bandit" is drawn, it is put back into the cup with no replacement for it
drawn, correct?
2. When removing, since sometimes there are multiple sites and bandits in the center area and
other areas, and since often, no particular area is specified, do we get to choose what to remove
within the written constraints? Or must we determine the sites/bandits removed randomly (again
within the written constraints)?
3. Also, when removing sites/bandits from the Center area, are Target Objectives (those
counters that NEED to be destroyed to get the VPs for the Target) eligible to be removed using
the Intel Air Defense Adjustment?
A: 1. Yes, there are no replacements drawn for them. You put back the "no bandit" counters only
after placing the last bandit.
2. You can choose
3. No

Q: I don’t want to fly the secondary mission I selected.. now do I get a move to left on the campaign
track as in the rules? But I have flown a mission for that day so the written rules don’t apply.. or
do they? There is nothing about cancelling the secondary mission…
A: You can’t cancel the mission, although you can still choose to abort during the mission. See
"Secondary" on page 6 of the rules, and "Aborting a Mission" on page 10.
There is no penalty for that, but aircraft that abort do not gain Experience, but do suffer Target
Stress (shown in the RANGE band on the campaign map) as normal.

Q: During the sites placement phase, I've drawn an enemy bomber which doesn't have a site on
either side.
Should I redraw a site counter or just remove it from the board?
A: You should draw a new site counter.
The bombers should have been set aside in the first place, not mixed with site/bandit counters.
They are used only as targets in some cases.

Q: Promoting Pilots:
1. BEFORE campaign start, player can pay SO to promote pilots
2. AFTER recording pilot experience, player can promote pilots if his XP is sufficient without
paying any SO cost.
So the only time promotion cost SO is before the campaign and in the middle of campaign the
pilot is automatically PROMOTED to higher level if his XP reached the promotion level?
A: You are correct.

HL:CAO: FAQ Page 24 of 40


Q: Is the improvement in effect for the target itself? Major airfield, Improvement +2 Center Area
bandits, so I have 5 bandits (3+2) in the center area if I select it as target?
Or does it count only for OTHER targets?
A: As long as it is active, it effects EVERY target, including itself.

Q: Improvements / Discarding Target Cards:


The rules state that once a target with an improvement is drawn, it is in effect until the Target is
either destroyed or discarded.
The rules also state that targets that are used for a mission, but are not destroyed, are
discarded. (Not removed from the game like destroyed targets) This would imply that choosing a
target with an improvement for a mission, whether you destroy it or not, will discard that target
and nullify its improvement.
The optional rules for target damage say that damaged targets with improvements stay out on
the board and are still in effect until you go and finish the job.
What is true about improvements?
A: <DVG>: Improvement targets stay in play. Here's the rule from page 5...
Improvement - This trait activates when the Target card is
drawn. Apply the effect until you Destroy the Target card. If
you do not select or Destroy these Target cards, do not discard
them. These cards remain available for mission selection, in
addition to your Recon Target draws, until Destroyed

Q: Improvements / Drawing & Discarding Target Cards:


Let's say I draw 3 target cards for day 1; 2 of which have improvements:
Target X - improvement
Target Y
Target Z - improvement
I select Target X as my target for the day.
Question: What do I do with the other 2 cards? The rule says to "discard" other targets not
selected, unless they have an improvement. I can't figure this out. Does this mean I put both
cards back in the target deck?
Do I have to apply the other target improvement throughout the campaign even if it's not
selected as the current target, until I decide to select it is my daily target?
A: <DVG>: You draw 1 card at a time before deciding to draw another card. After you select your
target, discard any Targets that do not have an Improvement.
Place the discard targets into a discard pile and shuffle them when the deck is depleted.
Keep the Improvement cards out on the table for easy reference. They remain selectable as
targets in later missions.
Any Improvement drawn instantly goes into effect and remains in effect until the target is
destroyed.

Q: Are Open Target Cards (previously drawn) selectable without drawing a new Target Card? In
other words, must you draw at least one target card at the start of each new mission, even
if you plan to choose one that is already on the table (an undestroyed Improvement card)?
A: If you’ve cards available, you do not have to draw new ones and can choose from those
available.

Q: You have selected a target with the "objective" trait. You place the aircraft or site counters in
the target area and begin your mission.
For your target bound event, you draw an event that allows you to destroy a bandit/site of
your choice. Are you allowed to destroy one of the objective counters?
Same idea for the Intel Air Defense Adjustment. If you have the option to remove a site or
bandit, are you allowed to remove one of the target counters? Or must you select a
regular site/bandit to remove?
I interpret the rules on pages 5-6 to mean that counters used as the Target are different from
sites/bandits drawn to defend the target. With that in mind, I view counters used as the Target as
ineligible choices when you are able to remove counters due to an event or the Intel Air Defense

HL:CAO: FAQ Page 25 of 40


Adjustment.
A: The infrastructure track directly effects the "hit" rating of a Target. That is its sole purpose.
Should the Intel track, with a negative modifier, then effect the counters of a Target with the
"objective" trait as well? I believe it's definitely not the designer's intent to have the Intel track
add a Target counter to a Target with the "objective" trait. With that thought and with consistency
in mind, I would probably not apply the Intel track modifier to any Target counters.

In most cases it's not much of a deal breaker which way the interpretation goes. Most targets
have you draw both sites & bandits as part of their defense array. So likely there's going to be a
long range, powerful attack site/bandit that you won't mind expending the Intel modifier on
anyway.

Q: Some bandits like Su-7 and bombers don't have an attack value. How do I determine hits?
A: You only use those bomber Chits for certain missions. You can't draw those when drawing for
bandits.
They do not attack you. You resolve your attack against them as you would any other
site/bandit.

Q: On the approach directions, what is the purpose of coming in from north, south, east, or
west? It seems that if I come in from the south and there are bandits in the north approach area,
I can still attack them cause they are 2 or 3 areas apart from my planes even though they are in
the north and I am in the south. Or can only planes from the north attack or be attacked from
planes in the north, etc?
It seems obvious that all planes from all directions can attach in the center. That makes sense,
but I am concerned about what to do about the east, north, south, and west directional rules.
A: With long range weapons, yes, you can attack almost anywhere, especially since you do not
have to trace range in a straight line (just from adjacent area to adjacent area). But it matters
sometimes which approach you use because some sites and bandits have less range,
approaching from a particular direction may keep your planes from being attacked right away by
too many enemies.

Q: Random Pilot Selection: Is 6,12,18 SOs all you get for selecting this option, or additional to the
normal campaign?
A: It's additional to the normal campaign total, to offset against the additional difficulty of not being
able to pick the best options for your playing style.

Q: Deciding not to take a mission for the day / disengage during a mission:

In the rules, it says that you may decide not to take a mission for the whole day.
If so, you move the Recon/infra/intel one step to the left and you go directly to the debriefing
phase.
I have some questions about it:

1) Can you do that after drawing target cards or only if you don't draw any card?
2) How does the debriefing work then?
3) What is the point of not taking a mission. Is it relevant for all campaigns durations or only for
the long ones?
A: 1) either
2) It works as normal with pilots reducing stress for not having flown etc.
3) See 2 for the benefit. Also you may find yourself with a lot of shaken/unfit pilots and just can't
mount a viable mission.

It can be done with any length of campaign, but probably more useful for longer ones. It's the
long campaigns where you are more likely to need that stress reduction (arguably), and where
there is more time to recover from the recon/infra/intel hit you take.

Aborting a mission after the first event is slightly different. You have actually begun the mission,

HL:CAO: FAQ Page 26 of 40


so those pilots do suffer target stress, but don't gain experience. The recon etc markers don't
move, and pilots who didn't take off recover stress as normal.

HL:CAO: FAQ Page 27 of 40


Combat / Movement:
Q: What happens when a pilot goes over his shaken stress limit during combat? I know he
becomes unfit and can’t fly the next mission. Do you treat it like getting a damaged result?
A: Simply follow the procedure at p. 4, top left column: the unfit pilot loses all weapons (not Pods),
and can't attack or suppress, only evade. The rules don't specify it, but when a Hawkeye
becomes unfit I also ignore all the special abilities he has instead of attack (like helping ignoring
events, giving bonuses on die rolls, etc). It makes sense to me that if he is unfit he can't do such
things... Also, otherwise there'd be no real penalty for him.

However, there are differences between unfit and damaged status. One is that an unfit pilot
does not lose situational awareness... so according to the rules it seems that an unfit flight
leader can still give situational awareness.

Also, a damaged aircraft loses the Pod while an unfit pilot doesn't, but, most importantly, the
airplane of an unfit pilot can be hit and given the damaged status TWICE before being
destroyed, whereas the damaged airplane will be destroyed at its next damaged result.

Q: Can the target of the attack also be the aircraft that suppresses the attack?
A: <DVG>: Yes, a pilot can suppress an attack targeting him

Q: Suppression attack: Is there a limit per turn the same pilot may suppress?
A: No, the only limit is that just one pilot may suppress during each enemy attack.

Q: Suppression can be done by all of the attacked pilot's friends – e.g.: if pilot A is attacked,
then pilot B can try to suppress, if failed then Pilot C can suppress.. and so on and so on ?
A: Just one pilot may suppress during each enemy attack.

Q: Do weapons that are used to suppress have to be in the correct RANGE and correct
TYPE? E.g. a HARM cannot be used to suppress an Infantry or AAA site that doesn’t have an
"R" icon?
A: Yes.

Q: May I try to suppress 1 attack if the airplane is not in the same zone?
A: Yes, any one of your planes can try to suppress the site or bandit. As long as the weapon you
use has the range/altitude to reach the site or bandit.

Q: Can a suppressed enemy still attack you on the next turn? Or does it stay suppressed all
throughout the current mission?
A: Suppressed enemies are only suppressed for this one turn. Next turn they will shoot again.

Q: Can the flight leader spend SA points more than once per turn?
A: <DVG>: The flight leader can use more than 1 SA point for other pilots during a turn. Spend
each point when the pilot you want to affect is about to act.

Q: If I use AIM-54 with high stress attack, can I consider that its stress can be use during the first
turn (for another attack or a suppression fire)?
A: I'd have said that it can't be used in the pre-strike phase.
Firstly that's a special phase before the turn sequence, and the rule says it can be used once
per turn. [emphasis mine]
Secondly, I can't imagine a reason why my pilot would gain extra stress when firing missiles at
targets up to 100 miles away.

HL:CAO: FAQ Page 28 of 40


Q: When attacking the mission's target, if an aircraft drops 2 bombs on the target, do I roll twice
and add up the hits result? So let's say I drop 2 AGM-65 (7/10) on the Scud Launchers target.
I roll an 8 for the first one, +3 (vehicle bonus) + 1 aircraft AtG bonus = 12
I roll a 5 for the second one, +3 (vehicle bonus) = 8
Does this target attack = 3 hits?
A: Yes. Complete each roll for every weapon counter independently for each munition used and the
resulting hits are cumulative.

Q: Can rockets be used to suppress a bandit attack? I assume not, because they lack the
yellow stripe, although the section on suppression at the bottom of page 4 only talks about Air
Defense Counters, which includes bandits. The later rules on rockets at the bottom of page 20,
refer to the plus 3 bonus to suppress a site attack, but make no mention of bandits.
A: They are only air to ground weapons. They are unguided and therefore would not be able to
target other aircraft.
It's also worth noting that rockets get a +3 to suppress, but don't get a +3 versus soft targets. I've
made that mistake at least once.

Q: Do the "cannot attack range" numbers (red) on the munition counters ALSO apply to
suppression?
A: Yes, And the max attack range as well.

Q: Do you get to determine the (potential) target(s), and roll for their ECM, BEFORE deciding to
expend ordnance to suppress the attack(s), or AFTER?
A: In the description of the ECM Pods the book says:

Special Rules: Each time the Aircraft is Attacked by a Site or Bandit or when reacting to a
Special Event Attack when weapon counters can be expended to reduce the number of Special
Event Attacks, roll a die for the ECM Pod before Suppressing or Evading. Negate the Attack on
a roll of 6 or higher. So the order is:

1) Determine Aircraft targeted


2) Roll 6 or more for ECM
3) If ECM fails, Suppression
4) If Suppression fails, Evasion / Take Hit

And remember: A Pilot whose Aircraft is equipped with an ECM Pod only suffers 1 Stress when
Evading (instead of 2). Each Aircraft can only carry 1 ECM Pod.

Q: ECM pod available + EA-6B Prowler in the same area?


If an aircraft on my mission has an ecm pod on board, if in the same mission there is a prowler
too, when the plane is targeted, let's say an f18, this f18 will have the bonus of -1 of the ecm
pod, and -1 of being in the same area as the prowler, right?
A: You are partially correct. An ECM pod has the following attributes:

5. Reduces the stress of an evasion attempt by 1. An aircraft normally takes 2 stress when
evading. With an ECM pod the pilot suffers only a 1 stress penalty for choosing to evade.
6. It gives the attacked pilot a chance to negate the attack on a roll of 6 or higher.

You are correct in that the Prowler (EA-6B) gives a -1 modifier to any aircraft it shares a space
with.
In your example above, the F-18 pilot (equipped with an ECM pod) will:

7. get to attempt to negate the attack with the ECM pod


8. Roll to evade the attack if the ECM fails with a -1 attack modifier (EA-6B)
9. Reduce the stress accrued from evading from 2 to only 1 due to the ECM pod.

HL:CAO: FAQ Page 29 of 40


Q: If the combined attack bonuses make it impossible to miss, it that allowed?
For example: firing an AGM-88 (R4) at a target with a +2 bonus (like an SA-2) from a pilot with a
+2 to hit ATG bonus would result in no chance of missing.
A: Yes.

Q: When counting the range during attacks from either pilots or enemy sites/bandits, the
rules read (page 2):
“Adjacent Areas: Always use the shortest path when calculating range for an Attack or
movement.“
I have been taking that to mean to count along the least number of adjacent areas to get to the
intended target, even though it is not in a straight line. Is this correct?
A: <DVG>: Correct, use the path with the fewest number of Areas.

Q: What is the range of the SA-8A? I am assuming a range of 0, it must attack low flying aircraft in
the same area.
A: Correct, the range is 0.
p.2 "The counter’s range number is in the black circle and indicates
the maximum range of the counter’s Attack. If a counter does
not have a range number, it can only Attack Aircraft in its same
Area."

Q: Partially damaged targets: If a target is stated as need 8 damage, then a hit of less than 8 is
considered failure? Are there any variants or corrections of this rule that states the target that’s
hit at 50% damage (e.g. 8 hits required but the strike only hit 4) is available for next mission?

In my mind, a strike against an armored force or a SAM site that hit 50% should mean that force
is now only half as effective and this should account for less defense on site.
A: There is an exception in the options pages of the rule book, where you can keep your target
card which has been damaged.

Q: When unfit and/or damaged, are special aircraft abilities gone?


For example, the E-2C, the EA-6B, the F-35B/C and the EA-18G all have special abilities, some
of them which also affect other aircraft (and the AV-8Bs have the "Nap of the Earth" ability).
When an aircraft with any of these abilities becomes Unfit or Damaged, do all these abilities on
the affected planes become useless for the rest of the mission?
Also, what about Flight Leaders’ (and the E-2C's) ability to give SA? Do they lose this ability
when Unfit or Damaged?
A: As with other Aircraft, E2C/EA6B/F35/EA18G also follow the same rules when they became
damaged / unfit:

Page 5: When a Pilot becomes Unfit, (the Unfit range on this card is 10+) remove all weapons
(not Pods) from the Aircraft. An Unfit Pilot may not Attack or Suppress. Unfit Pilots can evade
Attacks. Unfit Pilots may not be chosen for a mission.
Page 13: If the modified die roll is equal to the second number but less than the third number,
the target Aircraft is Damaged. Remove all weapon, pod, and Situational Awareness counters
and give the pilot 2 Stress Points. If an Aircraft is damaged a second time during a mission it is
destroyed.
Since there are no rules concerning E2C/EA6B/F35/EA18G's special abilities in relation of their
current STRESS level, the abilities are still active even when they are unfit.

Q: STEALTH: A Stealth aircraft that’s under attack can do a STEALH Check (based on pilot stealth
skill). If he failed then he can SUPPRESS and/or EVADE, however before he SUPPRESS he
can do another STEALTH Check and before he evade he can do ANOTHER Stealth Check? So
Stealth Aircraft can do 2 to 3 Stealth Checks every time enemy attack him?

HL:CAO: FAQ Page 30 of 40


A: You check stealth once before suppression/evasion.

Q: If the Objective calls for bandits, can these bandits move during the Bandit Movement
phase? I have been playing that they can - otherwise, it may be too easy to destroy them from a
distance. But it makes it harder to keep track of which ones are the "regular bandits" and which
ones are the Objective Target Bandits that need to be destroyed to complete the mission.
A: I've always played that Target objective Bandits do get to move. Otherwise it's like you said, it's
too easy to plan on wasting them from a distance with AIM 120s or AIM 54s. I believe you'd play
them like any other bandits who aren't going to fly loops and ignore you if you're out of their
combat range.

Q: If a fast pilot attacks during the Fast pilot attack step, and then the same pilot gets targeted
during Sites and Bandits attack step, take some heat which causes him to slip into shaken and
he becomes slow does he get to attack again in slow pilot attack step?
Based on situational awareness rule I don't think this is forbidden.
A: A pilot only gets to attack once per turn unless a Situational Awareness point is spent.
So, normally, no, he doesn't get an automatic extra attack just for changing his speed mid-turn -
only if a Situational Awareness point is spent to allow him to attack in both Fast and Slow Attack
Steps.

Q: If I use Situational Awareness for Slow pilot to attack in Fast step of turn, I attack a site and
it is destroyed, can I still use this pilot in slow step of turn to pick and attack another target?
A: There is no requirement to select the same target in each phase. You are free to declare
different targets each phase.
You are literally allowing a pilot to act in both attack phases, each of which has their own step to
declare one target.

Q: Is it possible to attack 1 site and in parallel drop 2 independent missiles against bandits?
So my pilot would attack in 1 turn 3 enemies (1 site and 2 bandits).
I think that it`s possible, since the e.g. AIM 120 are independent, but on the other hand my pilot
is attacking AtG and AtA in one turn, which is not stated in the rules on page 11.
A: There is nothing in the rules that strictly forbids you declaring your target as a ground site and
using your independent weapons to attack bandits. But I am pretty sure this is not intended.
There is a hint in the rules (p. 11):

Attack any one Site with any and all Air-to-Ground weapon
counters provided they are in range of the Site and the Aircraft
is at the proper Altitude.
Attack any one Bandit with any and all Air-to-Air weapon
counters that are in range of the Bandit.

Those 2 sentences exclude in my opinion the usage of independent air-to-air weapons while
using air-to-ground weapons and vica versa.

Q: Situational Awareness at night: It seems that SA cannot be used at night due to the random
nature of the chit picks?
A: You use it as normal, it allows a fast pilot to attack when the slow chit is drawn & a slow pilot to
attack when the fast chit is drawn.

Q: The case: My aircrafts are in the east pre approach area.


The only bandit is located in the west approach area. I´m not in his range and based on that he
will move in my direction during the bandits movement phase.

Question: Is the center area treated like a "normal" approach area and the bandit will fly
directly over it OR is the bandit flying along the north- or south pre approach areas....in such a

HL:CAO: FAQ Page 31 of 40


case (center = approach areas) a roll of e.g. a die would help to choose 1 direction out of the 3
optional (=North, Center, South) ways.

If the center is treated just like all the other approach areas I could definitively also shoot a bomb
over it and not just in it, couldn`t I?!
A: The center area is counted when moving just like the other areas. You (and bandits) can move
into it (and then out of it again in a later turn) or shoot over it.

Q: Can a damaged aircraft still attack as slow pilot?


A: Depends. After you add all the stress from the enemy attack, you check the pilot’s new status.
You just need to remember that because your aircraft has been damaged, you need to take out
all weapons counters.

Q: I have to remove all weapon counters once an aircraft gets damaged. Question: Can a
damaged aircraft still attack with its gun?
A: According to page 13 in the 4th paragraph under "Attack Resolution", the rules state:

If the modified die roll is equal to the second number but less than the third number, the Aircraft
is Damaged. Remove all weapon, pod, and Situational Awareness counters and give the
Pilot 2 Stress Points. If an Aircraft is Damaged a second time during a mission it is Destroyed.

The text is explicit that all counters, including munitions and pods, are removed. The pilot's
status may be okay, shaken, or unfit. The rules do not mention guns/cannon, which is the only
weapon not represented by a counter. Here are my two possible interpretations:

1) Since guns/cannons are not explicitly prohibited in the text, they are available to use whether
the aircraft is okay or damaged. Thus, if a pilot is okay or shaken, he may be able to score a hit
with guns depending on modifiers.

2) While guns/cannons are not explicitly prohibited in the text, the intent of the rules seems to be
that once the aircraft is damaged, it is no longer capable of taking offensive action. Thus, the
use of guns/cannons should not be permitted/possible once the aircraft is damaged.

To me, interpretation (2) seems to be the best choice, and it is the way I choose to play. If the
rules state a damaged aircraft cannot use missiles or bombs, which can be fired successfully
from a benign flight path (straight & level), why would the damaged aircraft be allowed to fire
guns? Using guns would likely require the pilot to put the damaged aircraft in much more
stressful maneuvers, such as a low level strafing attack or those subjected to in a dogfight. In
addition, it makes the game a little more challenging, if the damaged aircraft can't defend itself or
attempt a last ditch guns attack to destroy a target.

Q: If the target is of closer range, do I just go straight for the target or must I clear the
surrounding obstacles first?
A: The target is always in the center target space (unless the Target is enemy Bandits and they
move towards you). You do not have to destroy Sites or Bandits on the way to the Target. You
can ignore them but risk taking damage each round.

Q: When firing multiple munitions at a designated bandit or site, can you fire each one at a
time (roll for one, then the next) until a hit, or must you spend all the weapons you've designated
whether or not if the first one was a hit and destroyed the bandit or site (thus "wasting" a
weapon) or not?
A: The latter - you run the risk of wasting, or it would be too easy.

Q: “Any and all weapons during attack” does that mean that I
1) designate a target and then
2) designate ALL weapons used before I make any rolls. Is that correct?

HL:CAO: FAQ Page 32 of 40


Do I have to use all weapons of one type during an attack?
A: 1) Yes
2) You declare all weapons you want to use (but you do not have to use all weapons of one
type). Then you roll for all of the declared weapons. If you should have too many fails, there
is no chance of firing some more weapons from this aircraft during this same round.

Q: Can any of my planes attack simultanously several targets in range with several different
weapons?
Like Hunter attacking enemy plane 1 with AIM7, enemy plane 2 with AIM9, and vehicle with
GBU10?
A: No.
Page 10, second column, under "Aircraft Attack Sequence", fourth paragraph:
"Each Aircraft Attacks individually and may only Attack one target. Resolve the Attack for one
Aircraft before declaring an Attack for another Aircraft."
Certain weapons with the "I" (Independent) capability allow some relaxation of this rule. See
page 4. The AIM-120 has the independent quality.

Q: Are friendly aircraft required to move towards the target every turn, or can they stay in
the same area or move sideways (or even away from the Center target)?
A: You can move in any direction you like or not move at all...

Q: In the Jettison Decision the aircrafts carrying Air to Ground munitions must remove them to
avoid Dogfight penalties. I don´t understand what is the Jettison Decision objective and what
and when do the Dogfights appear and why?
A: At the start of every turn there is a Jettison Decision (see Over Target Resolution sequence,
page 8). Each plane can choose to jettison some or all of their munitions (just drop them).
Planes that attack other planes air-to-air (dogfight) get a penalty if they carry air-to-ground
munitions. See "Dogfight Weight Point Penalty" page 11, right column.
Dogfighting is attacking air-to-air at range 0, so launching missiles at targets 1 area or more
away incurs no penalties. Also, the penalty depends on the weights points of air to ground
munitions carried, and pods don't count; for 2 points or less, there's no penalty.

Q: The Rules on pg.3 give this example:"One of your pilots targets a bomber counter with 2
bombers. He fire 4 sidewinders and scores 3 hits. He destroys 1 enemy bomber. Flip the
counter to its 1 bomber side." My question is how many hits does it take to destroy 1 bomber?
The example hints to 2 hits. or does the example has a typo,and its only 1 hit to destroy 1
bomber?
A: The bomber token represents two enemy planes, so when one of them is destroyed it is flipped
to show one plane remaining.
But each plane counts as a separate target (which is where the example is unclear, as it
erroneously talks about targeting a counter, instead of attacking a target, which in this case is
one plane on the counter).
So in the example, as Sidewinders do not allow independent targeting (unlike AIM-54s and
AMRAAMs), the attacking pilot can only shoot at *one* target this phase. He is shooting all four
Sidewinders at *one* of the planes shown on the token.
It doesn't matter whether he scores one hit, three hits, or twenty seven hits: the target that he
was shooting at (one plane on the token) is destroyed.

Q: Do the Flight Leader and/or the E-2C need to be in the same section of the tactical display
as the pilot(s) they are giving SO to?
A: <DVG> E-2Cs and Flight Leaders can give SOs to any pilot in the mission.

Q: Site attack (Altitude Range): I have 2 aircraft flying HIGH in the WEST APPROACH area; they
share the area with 1 SA-6 (Range:1, low altitude attack.) I also have 1 aircraft flying LOW in the
CENTER area. The SA-6 attempts to target the closest aircraft, which should be one of the 2

HL:CAO: FAQ Page 33 of 40


aircraft in the WEST APPROACH, but it cannot due to altitude. Would the SA-6 target my
aircraft in the CENTER instead since that aircraft is flying LOW and within the SA-6s range?
A: <DVG>: A Site targets the closest aircraft it is allowed to attack. If multiple aircrafts match that
condition, you randomly select one.

Q: Attack on target card:


DO I have to be on the card in order to attack a Target, or can I attack from a distance? For
example, yesterday I had 4 AGM-65 loaded on my A-6 and was able to attack from 3 areas
away without much resistance.
A: You can attack from distance, you decide what is your strategy to destroy the target

Q: When the last "Over Target" turn is done, where do my aircraft sit? From the Home-Bound
step, are they in the last position or do they move somewhere?
A: When you end the Over-Target portion of the mission, your aircraft leave the target area entirely.
You can just pick them up and remove the counters from the board.

Q: Can aircraft leave the over target portion at the end of any turn? Or are we stuck there for
the full time?
A: You can. Page 13, right hand column, 3rd paragraph under Aircraft Movement. You can exit
the Tactical Display and end the Over-Target portion of the mission during the Aircraft
Movement step.

Q: If I destroy the target during the Fast pilots attack phase on turn 2, do I have to wait until the
Aircrafts movement phase to go Homebound or can I go homebound right after the Target is
destroyed and before Bandits and Sites attack?
A: You have to wait Aircraft Movement Step, even if target is destroyed. Page 13, right hand
column, 3rd paragraph under Aircraft Movement. You can exit the Tactical Display and end the
Over-Target portion of the mission during the Aircraft Movement step.

Q: It's impossible for one pilot to leave the engagement by exiting the tactical display with a
move over its border, while the other pilots remain in combat. If a plane has been damaged, the
best thing to do for the pilot without having the whole squadron abandonning the mission would
be to jettison his AtG weapons and to remain the farthest away possible from enemy sites and
bandits. Am I right ?
A: Correct. You can instantly end the over target part of the mission during the movement phase of
any turn, and if you do you have to end the mission for all planes at once. A plane that is
damaged though HAS to jettison all weapons (among other things), it's not a choice.

Q: Can the E-2C expend more than one SA per turn, like the Flight Leader, or just once per
turn?
A: E-2C spends SA the same way a flight leader does.

Q: If a bandit is in range to hit my birds will they still move towards me during their
movement? I have been in fights where something like a MIG-25 is able to attack me at 4 range
and my AIM-7s only have a two range. If I was the MIG I would keep my distance and safely
keep popping away with BVR shots.

Should I be having them closing on my planes or hang back?


A: From the manual, page 13:
'If there are one or more aircraft within the Bandit's range, the Bandit does not move.'

Q: Can an aircraft get attacked by one or potentially by multiple enemy units each turn

HL:CAO: FAQ Page 34 of 40


provided it's within range like in TAL?
A: Each bandit or site determines randomly which aircraft in range it attacks, so multiple attacks on
the same aircraft can occur.

Q: Like Phantom Leader, once a site attacks ONE TIME (at ONE AIRCRAFT), then it is
removed, right?
A: No. The sites stay until destroyed, and can attack every turn, provided there are aircraft in
range.

Q: If I run out of AtG weapons over the center site on turn 4, do I still have to continue to play all 5
turns, or would I then just pick my homebound event card and start to wrap up the mission?
Same thing if I destroyed the target earlier than 5 turns: would I still have to finish all turns?
A: You can quit the mission after any turn.

Q: High Stress Attack/Suppression:


HL:CAO rulebook says:
“Before any Pilot performs an Attack or Suppression...”

PLD rulebook says:


“Before a Pilot performs an Attack or Suppression...”

In HL:CAO I understand that I need to choose High Stress Attack/Suppression before any pilot
takes an action.
In PLD I guess that some Pilots may perform an action before I choose High Stress
Attack/Suppression for next Pilot but the expression "a Pilot" I can understand also as e.g. "a
Pilot on a Mission" so it would be the same as "any Pilot".
A: The PLD wording is to clarify that you can enact the "High Stress" before any particular pilot
does an attack or suppression. I believe this is the intent of the HL:CAO wording, but it can
certainly be interpreted as "before the pilots have made any action".

Put it this way, I don't see why it should be against the rules to have a fast pilot make an attack
and then before a suppression attempt, take the stress and gain the bonus (for the rest of the
turn). Seems like it is supposed to be a decision you can make at any point in the turn.

HL:CAO: FAQ Page 35 of 40


Post-Flight
Q: If I pay 4 OP's to buy 4 AIM 120s, and I only use 2 of them in the mission, Do I still lose the OPs
or can I use the missiles in future missions?
Q: If I spend SO points for a special weapon and then don't use it on the mission, is that weapon
available for future missions? Or do I lose it?
Q: Am I supposed to be discarding ordnance on each campaign? I keep re-using it!
A: <DVG> Unused munitions do not carry over. Weapons that come back from a mission are
never saved. You must rebuy them if you want them again for a future mission. This means the
SO's you paid are wasted.
The counter selection is available at the start of every mission. Return all the used and unused
counters to the mix at the end of each mission.

Q: Does Priority R&R really allow a pilot to remove his Cool in Stress twice?
A: <DVG>: Right, Bigfoot with Cool 2 would recover 8 Stress if he didn't fly, 4 if he did.

Q: Priority R&R says that it can be done after each mission for 9 SO. If I fly a secondary mission
could this then be done twice in the same day?
A: That’s what most people think should be correct:
R & R is at the end of day, Primary and Secondary is flown at the same time (in game time), so
it counts as 1 day and you only have to do the end of day maintenance once.

Whereas the Rulebook says: “Once after every mission you may spend 9 SO Points to remove
2 Stress plus the Pilot’s Cool from every Pilot in your squadron.”

So probably this is something for a houserule…

Q: When you fly a Secondary mission do the other pilots (who just flew a Primary mission
and got beat up badly) get to rest and recover Stress as per the end of their mission (and
then rest again after the Secondary), or is it one general rest period after both missions are
flown?
A: Consider the rest a full day. If the pilot was on a Primary or Secondary mission, he didn't rest at
all, so he doesn’t recover.

Q: When do I move the campaign markers when flying a primary and a secondary mission:
after the target is destroyed or after I fly both missions? This might affect if I can negate the +1
center bandit from the campaign map.
A: "Adjust the Campaign tracks after completing both missions." (Page 6 column 1)

Q: Secondary Missions and Shore Leave: I just finished a primary mission and drew shore leave
as my event. It says to remove 2 stress from every pilot during the gain experience step. Is this
set after the second missions since campaign tracks are not adjusted until the end of the second
mission?
A: <DVG>: Wait until all missions are flown, then resolve the Event.

Q: I don’t want to fly the secondary mission I selected.. now do I get a move to left on the campaign
track as in the rules? But I have flown a mission for that day so the written rules don’t apply.. or
do they? There is nothing about cancelling the secondary mission…
A: You can’t cancel the mission, although you can still choose to abort during the mission. See
"Secondary" on page 6 of the rules, and "Aborting a Mission" on page 10.
There is no penalty for that, but aircraft that abort do not gain Experience, but do suffer Target
Stress (shown in the RANGE band on the campaign map) as normal.

HL:CAO: FAQ Page 36 of 40


Q: Promoting Pilots:
1. BEFORE campaign start, player can pay SO to promote pilots
2. AFTER recording pilot experience, player can promote pilots if his XP is sufficient without
paying any SO cost.
So the only time promotion cost SO is before the campaign and in the middle of campaign the
pilot is automatically PROMOTED to higher level if his XP reached the promotion level ?
A: You are correct.

Q: Regarding the loss of VP for destroyed aircraft and missing pilots, rules page 14 state:
“Destroyed Aircraft
Lose 1 Victory Point for each of your Aircraft that was destroyed during the Campaign.
Lose an additional 1VP, 2VP, or 3VP during a Short, Medium, or Long Campaign for each of
your Pilots that suffered a Missing In Action result (and was not later recovered with the
Search and Rescue Event card).”

Is it correct that at the end of EACH MISSION you lose 1 VP for EACH and every aircraft lost
during the entire CAMPAIGN so far?(not the said mission?) What about the additional VPs? (for
that mission only?)
A: If you look back at the rules it has a couple of sub headings under debriefing.
-adjust campaign tracks
-target status
-campaign outcome
Then as a sub heading under campaign outcome is destroyed aircraft.
Campaign outcome says that you only apply the following "If this mission was the last mission of
a campaign."

So no, you only record those lost victory points at the end of the campaign.

Q: I`ve finished a primary mission and received 4 SOPs for it. Since I´ve already decided to fly a
secondary mission it`s now the question, if I could use those 4 SOPs from the 1st mission
and invest them into the 2nd mission?
A: <DVG>: The SOs cannot be used. All missions are assumed to be flown
simultaneously.

Q: When is stress applied?


A: Stress incurred during Events or as a result of evasion or enemy attacks (stress/damaged
results) are applied immediately. This is where the stress tokens provided with the game are
used and can cause a previously Okay or Shaken pilot to immediately drop into Shaken or Unfit
during the mission.
Additionally, stress from a target's range band is not incurred until after the mission is complete.

Q: I had to abort mission, aborted all planes... do they have to take a home bound card? Or is it
just when they have been over target?
A: Since aircraft that don't abort are required to take a card in the home bound phase, I think that
aircraft that do abort are not supposed to take a home bound event card.

Q: When I go on a mission, are the weapon counters used for a mission discarded from the
game (campaign), or do they go back into the stockpile of weapons to choose for the next
mission?
A: They’re available for the next mission

HL:CAO: FAQ Page 37 of 40


Miscellaneous
Q: Can aircrafts leave the over target portion at the end of any turn? Or are we stuck there for the
full time?
A: You can. Page 13, right hand column, 3rd paragraph under Aircraft Movement. You can exit
the Tactical Display and end the Over-Target portion of the mission during the Aircraft
Movement step.

Q: In the North Korea campaign it states the first 6 SO points used each day are free. If all
that you equip are JDAM weapons do you still pay the whole 12 SO or do you only pay 6 SO?
A: <DVG>: You can use the free points for anything. So you could use them to pay 6 of the 12
JDAM SOs.

Q: The campaign options (or Optional Rules as it's called in the rulebook), I pay the SO cost only
once at the beginning of the campaign, those options aren't paid on a per mission basis, as
opposed to the priority options, right?
A: All paid per Campaign, they are selected during the setup of the campaign and stay in play

Q: Can more than one "free" E-2C be added to a mission if there is more than one available in
the squadron?
A: <DVG> Yes, you can have more than 1 E-2C and have them both fly free on a mission.

Q: Can victory points go below zero?


A: You are correct. VPs are summed up the end of the campaign to find your level of victory, so
you can legally start with a bad result.

Q: In the Libya 1984 campaign you have to remove the SA8-B/SA15 sites and MIG-29/SU-37
bandits. I assume those counters are removed from the draw cup.
But, some of those counters have eligible sites or bandits on the opposite side. Are they
removed from the draw cup anyway ?
A: If the campaign notes direct you to remove a counter because it depicts an ineligible unit, you
must discard the counter from the campaign regardless of what is on the other side.

Q: 1984 Libya campaign - No Marine Corps aircraft?


Since the AV-8B Harrier II doesn't become available until 1985, according to the cards and the
rulebook, 1984 Libya cannot be played as as a Marine Corps campaign unless the Large Deck
Marine Campaigns Option (which allows the use of Navy aircraft in Marine Corps campaigns) is
used. Was this intentional, or is there perhaps a typo either on the 1984 (1985?) campaign sheet
or on the AV-8B Harrier II (1984 rather than 1985?)
A: <DVG>: You can't use the Harriers in 1984, but you can fly a large carrier Marine campaign in
1984.

Q: What must we do when we have to remove by example MIG21 from a campaign?


Do we remove only MIG21 or MIG and the sites back of the MIG too?
A: You remove all the MiG-21's and put them back in the box, or whatever you store them in. This
will also remove whatever is on the backside of the counter.

Q: Campaign Length: When a campaign is listed as a 3-day campaign, am I safe to assume that
means that 3 primary missions would be played (not counting any secondary missions) before
the campaign ends?
In other words, the game is played as 1 mission per day (not counting any secondary missions
that can also be played in the same day)??

HL:CAO: FAQ Page 38 of 40


A: You are correct. In a 3 day mission you will play no more than 3 primary missions.
You could conceivably play less than three if you choose to rest your pilots to recover stress.

Q: Could someone please list all the possible ways to add/subtract to/from the Special Options
Points total?
A: Ways to spend SO points:
1. Recon (before mission)
2. Tanker Priority (before mission)
3. Special Weapons (before mission)
4. Priority R&R (after mission)
5. Promoting pilots (beginning of campaign)
6. Selecting aircraft that cost SO (beginning of campaign)
7. Flying 1 less, or 1 more aircraft (beginning of campaign option)
8. Random squadron selection (beginning of campaign option)
9. High Stress Attacks/Suppressions (beginning of campaign option)
10. Large Deck Marine Campaigns (beginning of campaign option)
11. Replacement Pilots (beginning of campaign/during campaign)
12. Damaging Targets (beginning of campaign option)
13. Decreased SOs (beginning of campaign difficulty option)
14. Event card - spend 4 SO to gain 1 VP (during campaign)

I don't think there are any Event cards that force you to lose SO points. One allows the choice to
expend SO for a VP (see above). But I haven't scoured through them other than through normal
play to confirm this.

Ways to gain SO points:


1. Events (during mission)
2. Destroying the target during a night mission (during mission)
3. Random Squadron Selection (beginning of campaign option)
4. Increased SOs (beginning of campaign difficulty option)
5. Picking certain aircraft during pilot selection (beginning of campaign)

Q: Are replacement pilots an optional rule, or are you supposed to check for them regardless?
A: <DVG>: Replacement Pilots are an Optional rule.

Q: Where on the board are the high/low altitudes?


A: Not on the board...the Aircraft counters can fly either high "H" or low "L" (look at both sides of the
Aircraft counters)...this will determine which weapons the Aircraft may fire and which weapons
the enemy (sites & bandits) can fire at the Aircraft.

Q: Random Pilot Selection: Is 6,12,18 SOs all you get for selecting this option, or additional to the
normal campaign?
A: It's additional to the normal campaign total, to offset against the additional difficulty of not being
able to pick the best options for your playing style.

HL:CAO: FAQ Page 39 of 40


Variants:

Designation of the targets of enemy sites and bandits:

Each turn they are to be picked at random between the planes closest to them...
I prefer to consider that if such a target has not been destroyed, the enemy (site or bandit) will keep it
in line of fire, except if some other targets are now closer to them. That is : if the previous turn's target
has not been destroyed and is still one of the closest targets available, then I won't be using a random
pick and keep instead the same target for the site or the bandit.

E-2C as preferred targets for sites and bandits:

If bandits or sites have the option to attack more than one mission aircraft, do not select their target
randomly if one of them is a E-2C. Bandits and sites will always go for the E-2C when possible and
when forming the nearest threat compared to other mission aircraft. The enemy is well aware of the
value of those aircraft (so-called force-multipliers) and would love to knock them down.
You can even increase the threat situation for the E-2C if you make them automatically the hot target
for all those nice and nasty events aiming at your mission package.

Damaged targets:

 A Site that was hit less than 50% should be considered total failure
 A Site that was hit 50% or more should stay on player's target list and if he attack this target again
in his next turn then the required hit will be reduced accordingly depending on the last hits on that
site. The defenses around the target is the same as when the player last left it, destroyed
SAM/AAA will still be destroyed. However Bandits will be normally generated according to the
target card info since bandits is not static defense
 If player skip this target and don’t play it in the next turn then the amount of hit and defense is
back to normal as stated on target card.
 These rules don’t apply to targets that need to be destroyed entirely like Airfield and Bridge. These
need total destruction otherwise they can still function and benefits the enemy.

HL:CAO: FAQ Page 40 of 40

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