Thunderbolt-Apache Leader puts you in the cockpits of the world’s best Close Air Support aircraft. In Thunderbolt-Apache Leader, you’ll zoom through canyons hunting enemy tanks and troops while dodging their AAA fire and SAMs.
Stuffing all this heavy metal in one box has allowed us to expand the normal Leader component set! This game comes with 168 cards and 5 counter sheets!
Thunderbolt-Apache Leader puts you down in the weeds in 8 campaigns spanning the globe. The game system creates immense replayability by pairing a Tactical Situation card with the Campaign card to create a unique environment for the campaign. This means that your campaign in North Korea might be part of a Holding Action, Show of Force, Rapid Deployment, or General War.
The game places you in command of the pilots and aircraft of a squadron of U.S. Close Air Support (CAS) aircraft in hostile campaigns around the world. The aircraft and weapons available for each campaign are historically accurate.
A major part of the game is mission planning. You decide how to arm your aircraft and which pilots are best for the mission. Pilots are rated for skill level. Deciding which pilots to fly each mission is a major consideration. Your pilots will become fatigued with every mission. If you fly a pilot too often, his skills will degrade. Your pilots also gain experience with every mission flown. This makes for some great decision-making. Should you keep flying the top pilots and further fatigue them to get the job done, or fly the new guys to prep them for the tough missions ahead?
Missions are quickly resolved using an area movement system to display tactical combat over the target. Speed and realism take top priority in this game. Terrain cards randomly generate each battlefield. The cards include mountain ranges that block lines of sight from both you and the enemy forces. If you plan it right, you get to fly nap of the earth through the canyons and come screaming over the ridge-line to rain fire down on the enemy before they can react. Beware! During each battle enemy air defenses will pop-up on the map to ruin your day, so watch were you’re flying!
You get to resolve every missile launched at enemy bandits, and every air to ground attack against the enemy targets. Each enemy tank, S.P. Artillery, APC, Infantry, etc is represented by its own counter on the battlefield. You also get to resolve the enemy SAM, AAA, and Bandit attacks against your aircraft.
While performing each mission, you get to decide how your pilots engage the enemy Bandits, SAMs, and AAA Sites. This makes for some tough choices. Do you hit the high value targets first, or take out the enemy SAM and AAA assets?
Thunderbolt-Apache Leader aircraft are usually able to survive more than one attack. These aircraft are rugged and made to soak-up damage. This also factors into your decision-making. How long should you loiter over the target blowing-up enemy tanks before heading for home? If your aircraft is too shot-up, it won’t be able to fly the next day.
Thunderbolt-Apache Leader features an operation combat sheet that tracks the progress of enemy formations attempting to overrun your sector. You get to select the formation you want to engage each day and assign the air assets you think are best suited to the task.
If you’ve played Hornet Leader or Phantom Leader, you’ll make an easy transition into Thunderbolt-Apache Leader.
We’ve included the cards for every pilot to progress in experience from Newbie, to Green, Average, Skilled, Veteran, and Ace!
Thunderbolt-Apache Leader includes the following aircraft:
A-10A Thunderbolt II
A-10C Thunderbolt II
AH-64A Apache
AH-64D Apache Longbow
AH-1 Cobra
F-16 Fighting Falcon
AV-8B Harrier II
AC-130 Spectre
RQ-1 Predator UAV
MQ-1 Predator UAV
Scheduled Campaigns:
Iraq 1991
Pakistan 2013
Libya 1984
Iran 2014
Taiwan Defense 2008
North Korea 2011
Israel Defense 2001
North Atlantic WWIII 1986
Thunderbolt-Apache Leader includes the following weapons: Mk.82 Iron Bomb, Mk.83 Iron Bomb, AGM-65 Maverick, AIM-92 Stinger, LAU-68, LAU-61, ECM Pod, AGM-114 Hellfire, AIM-9 Sidewinder, Mk.20 Rockeye
Target Audience:
This game is perfect for both expert level military gamers as well as first time gamers. The core rules are easy to grasp and very intuitive, while still giving players a wide variety of decision-making options and tactical choices.
The game can also be played co-op (like our other Leader games) by splitting-up the aircraft and planning/resolving missions as a team.
Each mission requires only in 30 to 60 minutes.
Each campaign consists of 2 to 6 turns in which you’ll fly one or more missions each day.
Re-implements:
Thunderbolt/Apache Leader
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Thunderbolt Apache Leader has sadly dropped to 199 on this list.
- John Company solo is great.
- Mr President is the biggest table hog—it's like one of the most ridiculous but like in an awesome way games I have ever seen.
- Paperback Adventures jumped up 560 spots this year.
- Pavlov's House changed the course of my videos and my gaming habits.
- Earth is going to rise up next year.
References (from this video)
- exciting combat system
- great variety of loadouts
- rule book can be confusing
- Tactical aircraft combat
- WWII air campaign; Dan Verson series
- cinematic, tactical
- Field Commander Napoleon
- Castle Itter
Mechanics (from transcript analysis)
- Tactical combat on a map — Move units, manage altitude, engage targets.
Video topics + discussion points
Quotes (from this video)
- this is just my opinion my list if your favorite game isn't on here it's more likely that I haven't played it
- it's a solid tense game
References (from this video)
- Campaign-driven design with meaningful budgeting and planning
- High replayability via multiple campaigns and special conditions
- Rich integration of pilots, aircraft, and stress mechanics that influence decisions
- High complexity and steep learning curve
- Heavy bookkeeping and tracking can be taxing during play
- Potential for scheduling analysis paralysis during setup and turns
- Modern air warfare and campaign-level strategic decisions
- Late 20th-century modern aerial campaign featuring helicopters and fixed-wing aircraft in a campaign-based game
- Emergent campaign storytelling through scenario and campaign cards
Mechanics (from transcript analysis)
- Battalion deck draw and placement — Draw assault, support, and command battalions to form opposing forces and place them on the board with location rules.
- Campaign progression — Track days, deploy assets, and pursue objectives before the campaign ends.
- Damage tracking and repairs — Aircraft take damage and must be repaired or risk worsening performance or removal.
- Front line / enemy rear positioning — Battalions are assigned to front lines, enemy rear, or other zones, with specific consequences for exposure.
- Log sheets and status tracking — Keep track of SSO points, ace counters, VP, and battalion targets; provides situational awareness during play.
- Pilot management and stress — Pilots have experience levels and stress that affect performance; promotions and stress influence decisions and outcomes.
- Special options points (SSO) — Budget and spend points to purchase aircraft, missiles, repairs, and scouts; running out ends the game.
- Terrain setup and management — Terrain tiles are drawn and influence movement, cover, and encounter outcomes.
Video topics + discussion points
Quotes (from this video)
- there's a whole lot of budgeting and planning that goes into this game
- this is a campaign game the idea is that we're trying to either destroy all the battalions or at least make it to the end of the number of days allotted
- you're basically using your special options points for a number of things
- if there's ever a point where you need to spend one and you can't then you lose
- you want to protect friendly rear and air base bands
References (from this video)
- Rich, campaign-driven experience that rewards careful planning and long-term resource management.
- Tight tactical decisions with meaningful choices about loadouts, routes, and engagement sequences.
- The asymmetrical emphasis on multiple pilots and aircraft creates a satisfying sense of progression and mastery.
- Steep learning curve and substantial bookkeeping can be daunting for newcomers.
- Reliance on a dedicated log sheet and meticulous tracking may deter casual players seeking quicker play sessions.
- High complexity can obscure accessibility for players not familiar with modern air support concepts.
- Close air support, tactical air operations, and pilot leadership under stress; campaign-style progression with daily events and resource management shapes the outcome of a high-stakes mission cycle.
- A modern-era close air support and battlefield interdiction scenario played on a modular hex-based map. The action centers on a small airbase under pressure from enemy transit bands and a mix of infantry, SAMs, and long-range missiles. The environment features air superiority dynamics, ground threat management, and the need to coordinate multiple aircraft and pilots across a congested frontline.
- Live-playthrough commentary interwoven with tactical planning, hex-based combat resolution, and day-by-day campaign bookkeeping. The narrative emphasizes decision-making under weight and fuel constraints, pilot stress management, and the evolving battlefield situation.
Mechanics (from transcript analysis)
- Air mission planning and loadout — Players select aircraft types, armaments, fuel levels, and pilot assignments within unit weight and resource constraints. Loadout decisions drive offensive capabilities and survivability. The phase also tracks loiter turns and mission events that impact how aggressively a player can press the battlefield.
- Aircraft altitude and movement options — Pilots can choose low or high altitude, which affects vulnerability to enemy fire and pop-ups. Movement decisions along map edges and ridge lines are used to optimize engagement sequences and minimize risk.
- Cover and line-of-sight rules — Enemy units can go to cover, reducing their vulnerability. Line-of-sight constraints and terrain interactions shape which targets can be engaged and when a unit can be selected for attack.
- Hex-based combat resolution — Attacks resolve with targeted dice rolls, often with modifiers and bracketed damage that allow multiple rolls per unit. The bracket mechanic means a single weapon can roll multiple times depending on the number of targets in a hex, creating risk-reward decisions about engagement.
- High-value target prioritization — Some units (e.g., SAMs, Scuds) carry higher strategic value. Players must balance immediate kill-or-move decisions with long-term VP goals, often sacrificing short-term gains for critical eliminations.
- Homebound phase and end-of-day bookkeeping — The day ends with VP accounting, pilot stress recovery options, potential repairs, and daily special option points that affect next-day actions. This phase links mission outcomes to campaign progression.
- Pilot and crew management — Pilots accrue stress from combat actions and mission events. Stress requires cooling or affects performance. Some pilots can be at risk of being shaken or unfit to fly if excessive stress accumulates. Cooling mechanics and fatigue management influence long-term campaign viability.
- Pop-up enemy counters — As altitude thresholds are reached or certain turns pass, new enemy units can appear as pop-ups. This adds sudden pressure and requires rapid assessment and prioritization to prevent overrun.
- Resource and point economy — Special option points and daily surge points influence how aggressively players can field weapons or repair critical components. The economy of points underpins risk-taking and long-term campaign viability.
- Victory points and battalion status — VPs are earned by destroying enemy units and battalions. The end-of-day VP tally determines success and influences resource allocation for subsequent days. Battalions with low remaining strength can be scored differently depending on the phase.
- Weapon retention and expenditure — Missiles and bombs (e.g., LAU-60, AGM equivalents) are expended or kept based on roll results and mission constraints. Some weapons can be kept for subsequent turns if thresholds are met, influencing future capability and planning.
Video topics + discussion points
Quotes (from this video)
- I really enjoyed this one even though I know basically nothing about modern military history or close air support.
- it's a really enjoyable Scylla game if you are willing to do a log sheet
- I love keeping track of my pilots and trying to give them best care and help them level up
- it's a really successful run
- I think it's a really enjoyable campaign setup
- I really love the campaign setup I think it's a really fun way to play a game
- I also really enjoyed the campaign structure and how it rewards careful planning over time