Mount a Vehicle

Get ready for Mark H. Walker's Lock ‘n Load: Heroes of Stalingrad. This is the first complete computer game in the Lock ‘n Load series, covering the battles in and around Stalingrad during World War II.
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Gerry4321
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Mount a Vehicle

Post by Gerry4321 »

Hello: How do you mount infantry onto Motorbikes or any vehicle.

Are Motorbikes considered vehicles for Exit points?

Thanks,
Gerry
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asl3d
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Re: Mount a Vehicle

Post by asl3d »

Hello Gerry4321:
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Re: Mount a Vehicle

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Part 2:
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Re: Mount a Vehicle

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Gerry4321 wrote: Mon Jan 23, 2023 12:08 am Hello: How do you mount infantry onto Motorbikes or any vehicle.

Are Motorbikes considered vehicles for Exit points?

Thanks,
Gerry
Yes, Motorbikes are considered vehicles for Exit points.

Best regards.
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Gerry4321
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Re: Mount a Vehicle

Post by Gerry4321 »

Thanks very much. No idea how I missed that in the manual.

Your content is amazing. But I am hopeless at your scenarios. I played GD Akhtyrka. GD has so many tanks etc. with 88s that it seems impossible.

Moving infantry in stacks means a few bad rolls and they are lost. If you space units out one to a hex, then they don't have a leader to rally them.

Any tips?

Gerry
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asl3d
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Re: Mount a Vehicle

Post by asl3d »

Gerry4321 wrote: Mon Jan 23, 2023 10:33 pm Thanks very much. No idea how I missed that in the manual.

Your content is amazing. But I am hopeless at your scenarios. I played GD Akhtyrka. GD has so many tanks etc. with 88s that it seems impossible.

Moving infantry in stacks means a few bad rolls and they are lost. If you space units out one to a hex, then they don't have a leader to rally them.

Any tips?

Gerry
Hi Gerry4321,

The first thing you have to know is that it is a difficult scenario, but not impossible.
I assume you play with the Russian forces.
Tank group "1", on the west side of the map, should be moved towards the trees next to the airfield. Note that there are fewer German tanks at the airfield so you can impose your armored majority. The 88mm gun can be removed with an Armored Overrun.
The strategy for the North flank is to act simultaneously with the tanks and the infantry. The general strategy of tank group "2" is to attack one of the Tigers from its flank by getting as close as possible. The same thing must be done with the group of tanks "3" with respect to the other Tiger tank.
But you should not quickly move your tanks from group "2" and "3". The first thing you have to do is advance with the infantry, moving one unit at a time, to cause the German defense to fire on your "decoy" units. The leaders of the "decoy" stacks can be delayed to rally any broken units.
You can only advance your units "stacked" with a leader at the end of each turn and you must end their move on Wheat Fields, Low Crops or Brush, which gives them some protection. The idea is to advance until your main infantry units are within striking distance.
Remember that you must capture the Victory Hexes on buildings with the infantry, so you cannot waste all the infantry to draw German defensive fire. It's a difficult tactical balance.
Finally, tank group "4" should be used as an additional distraction in case the Germans do not react against the "decoy" of the infantry.
Good luck soldier!!!
Regards,
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Re: Mount a Vehicle

Post by Gerry4321 »

Thanks!

When the Soviet elite troops close, should they stay shooting or enter into Melee? I always thought that elite troops don't necessarily want to go into Melee with weak(er) enemy units as Melee is a dice roll.

Question on terrain in the above map. In the village some of the hexes are designated as Level 1. But none in the rest of the map. But graphically it looks like there are elevation changes as in:
- W6 - X6
- AF6 - AF7

Thanks,
Gerry
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asl3d
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Re: Mount a Vehicle

Post by asl3d »

Gerry4321 wrote: Tue Jan 24, 2023 10:51 pm Thanks!

When the Soviet elite troops close, should they stay shooting or enter into Melee? I always thought that elite troops don't necessarily want to go into Melee with weak(er) enemy units as Melee is a dice roll.

Question on terrain in the above map. In the village some of the hexes are designated as Level 1. But none in the rest of the map. But graphically it looks like there are elevation changes as in:
- W6 - X6
- AF6 - AF7

Thanks,
Gerry
1. Soviet elite troops should they stay shooting or enter into Melee?:
It is a difficult question to answer. I can tell you that I prefer to go into melee, although by doing this I risk my units getting trapped in CC or, even worse, I may also lose some units during melee. It's a risk but by doing this I also immobilize a group of enemy units and this is especially important if said group of enemy units is the center of the enemy defensive system. But I'm sure there are friends on the forum who prefer to shoot and then invade the position now occupied by broken units.

2. In the village some of the hexes are designated as Level 1. But none in the rest of the map.
All hexes in the town are Level 1 except for the buildings of AI12, AI15, and AL11, because they are 2-story buildings and block LOS at Level 2.
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asl3d
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Re: Mount a Vehicle

Post by asl3d »

3. Are elevation changes as in: - W6 - X6; AF6 - AF7
In both cases that you indicate, they are Level 2 (HT2) hills, like the buildings of AI12, AI15, and AL11.
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Gerry4321
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Re: Mount a Vehicle

Post by Gerry4321 »

Hi, is there anyway for the player to mouse over and see the height levels.

In ASL there was a defensive modifier if you were on higher elevation, called Height Advantage IIRC. Is there anything like that in LnL?

Thanks.
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asl3d
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Re: Mount a Vehicle

Post by asl3d »

Gerry4321 wrote: Thu Jan 26, 2023 3:31 am Hi, is there anyway for the player to mouse over and see the height levels.

In ASL there was a defensive modifier if you were on higher elevation, called Height Advantage IIRC. Is there anything like that in LnL?

Thanks.
Hi,

1. Is there anyway for the player to mouse over and see the height levels?
I think not. The solution that I use, beyond knowing the drawings that represent the level changes, the buildings, and other elements of the terrain, is to draw a LOS from a Hex to other hexes, to understand the obstacles and obstructions of the hexes of the terrain. Another solution is to trace a hypothetical movement from a friendly unit to another hex and see the cost of each movement.

2. In ASL there was a defensive modifier if you were at higher elevation, called Height Advantage IIRC. Is there anything like that in LnL?
The HA (Height Advantage) does not have an explicit modifier in LnL, at least I am not aware of it. Another thing is that the AI takes it into account in its calculations during the resolution of the combats.
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Re: Mount a Vehicle

Post by Gerry4321 »

Thanks again. Gerry
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