Thoughts and Demo Rules vs Actual Rules

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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Adam Parker
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Thoughts and Demo Rules vs Actual Rules

Post by Adam Parker »

In the lull between the regimental warfare of Battles in Italy/Normandy, the battalion warfare of Panzer Campaigns and the platoon warfare of Panzer Leader/Grenadier, I've printed off the Lock N' Load Forgotten Heroes "Demo Rules of Play" (can you feel a wargaming renaissance beginning here?)

What is very apparent at the start is how this design seems to be a meld of the tried and true basics of Advanced Squad Leader (unit structure, approximate scale, hex and hexside terrain, turret counters etc), Panzer Grenadier (initiative, leader activation, impulses, die roll resolution vs odds based tables, degrading terrain) and Ambush (role playing, random events, triggered occurrences) etc., with a traces of innovation thrown in to make it all work.

Another example of this innovation appears to be a highly watered down system for the determination of line of sight when compared to Advanced Squad Leader, together with new requirements for "Spotting".

It's interesting that spotting attempts are based on a die roll against a unit's morale and not some skill or training level.

However, in my opinion what really makes or breaks any tactical series or title are its rules for determining "Line of Sight". Convolute them and a series will simply die. There's quite a bit of debate right now regarding the treatment of terrain in Avalanche Press' Panzer Grenadier title Beyond Normandy. Missing rules, unclear procedures, very confused maps. ASL takes three pages in its Infantry Rules Section plus an entire Terrain Section to describe its system and many board gamers will remember the terrain diagram included at the rear of the original Squad Leader rules booklet as an attempt to help there.

So in LnL it seems, level 1 and 2 tarrain simply creates a 1 hex "shadow". This then totally obviates the pain of ASL's need to count the number of hexes between the firing unit and target, the terrain levels of both with that of the obstacle itself and the "physics" of shadows (aka blind hexes) created as a result. Simple should be very good. I wonder how this feels in play?

At this point though, I'm also really wondering whether the LnL demo rules have now changed somewhat across the board since Matrix has taken over development? I'm basically wondering whether I'll be on the right track in preparing for Band of Heroes by taking on board the demo rules set? Or should I expect the need to unlearn concepts such as spotting and LOS?

Anyway, a few complexities to study and memorize such as rounding up and rounding down multiple elements in a particular procedure. Some extra dice rolling to resolve things such as combat as opposed to comparing odds and looking for ways to manage the series' on board informational counters. (Spotting counters will likely proliferate, then again so did armor target acquisition counters in ASL).

I hope the series also leads to early extensive DYO and expansion. Whilst I would truly welcome a full Vietnam game, the limited focus of BoH suggests a fairly early need to expand the WW2 counter set and scenario spread. GI's, Wehrmarcht, ETO Commonwealth and the Russian Front of course. The huge Beyond Valor did precede Paratroopers in terms of expansive game play and DYO potential for the grognard vs the limited single map for tenatative newbies (and it can be said something US for gamers to play with). The smaller maps and the counter spread in BoH suggests something in the middle yet, the yearning for another more expansive WW2 title soon to keep the juices flowing and the following growing.

Anyway, just some pre-impressions! Await info re the relevance of the demo rules. Also is there a BoH Errata list yet?

Cheers,
Adam.
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RE: Thoughts and Demo Rules vs Actual Rules

Post by WO1GKW »

Adam,
There have been minor changes to some of the DEMO rules since the Anzac and BoH games have been published. For example - spoting rules no longer are base on morale - just if the target is in blocking or degrading terrain. The demo rules didn't have ARTY or ARMOR rules - they have been altered from the Forgotten Heroes game and BoH. I'm no expert but I have ASL, ATS and Panzer grenadier games and I'd hve to say LnL gets the nod as the best system from a time invested/enjoyment gained stand point.

Gregg
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Adam Parker
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Location: Melbourne Australia

RE: Thoughts and Demo Rules vs Actual Rules

Post by Adam Parker »

ORIGINAL: WO1GKW

For example - spoting rules no longer are base on morale - just if the target is in blocking or degrading terrain.

Excellent - that makes very good sense.

ORIGINAL: WO1GKW

The demo rules didn't have ARTY or ARMOR rules - they have been altered from the Forgotten Heroes game and BoH.

Thanks for that heads up Gregg - I'll give the demo rules just a casual reading now and leave the "study" for the real deal hopefully soon.

Thanks for the play perspective too. I've read that BoH's OBA is smoother and more intuitive than ASL's. Hoping the same for armor and vehicles [;)] I suppose Panzer Grenadier is a good way to get used to initiative and dice rolling as opposed to odds columns! Seems to be the trend for the 21st century. Just very hard to like PG's maps. BoH's will be a pleasure to behold.

****
(Note for Marc S: I saw a post on a thread somewhere re your box art and the number of planes vs soldiers - I dug your vision man[:D] )
****

Adam.
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