Really? Wow. I also have a 15 year old daughter an I'm pretty sure I'd get [8|]if I suggested playing LnL with me. Maybe when you release a version of "LnL, The Sims". [:D]ORIGINAL: markhwalker BTW, I play the game with my 15 year old daughter.
Best, Mark
Lock ‘n Load: Band of Heroes Available for Pre-Order!
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- FlyingElvis
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RE: Lock ‘n Load: Band of Heroes Available for Pre-Order!
- markhwalker
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RE: Lock ‘n Load: Band of Heroes Available for Pre-Order!
We've shown you all a lot of graphics... we thought you might like to see an example of play... armor in this case...
Example of Play: Armor
The following mini-battle demonstrates how to calculate combat resolutions involving armored vehicles, ordnance and off-board artillery.

The American column has been advancing through the French countryside hoping to capture a large Wehrmacht payroll rumored to be in a village just off the west end of the board. The Germans intend to protect their money. It’s the Operations Phase and the German’s impulse.
German Impulse: The German 75mm anti-tank gun (ATG) Weapons Team (WT) shoots at the Sherman M4A1 that’s clanking down the dusty country road. The range is four hexes. Flipping the ATG counter over, the German sees the basic to hit number at seven or less hexes is 9. Consulting the Ordnance Fire Table (OFT) the German notices that he receives a +1 modifier on his to hit dice roll for firing on a vehicle marked with an Assault Move marker, and another +1 modifier for firing from an adjacent hex through a bocage hex side (fire from units adjacent to the bocage that crosses the bocage hex side receives a -1 modifier). So, the final number the German must roll to hit the tank is 7, with 2d6. The German rolls a 6, and the American groans. Since the number rolled is both greater than 2 and an even number, the shell strikes the turret. There is no turret counter on the vehicle so it’s assumed that the turret faces forward. The round hits the front of the turret. The German now rolls to see what he has done to the tank. He rolls 1d6 + the ATG’s penetration factor, which at four hexes is 5. The German rolls a 4 for a total of 9, the modified penetration value. The American rolls 1d6 plus the armor factor at the point of impact, which in this case is the turret front (4). The American rolls a 6 for a result of 10, the modified armor value. The ATG gun round slams into the Sherman’s turret, but doesn’t penetrate. Since it doesn’t penetrate, the American must take a Morale Check, subtracting the difference in the modified penetration value from the modified armor value. This value is 1… (10 modified armor – 9 modified penetration). The American throws down a 7 on 2d6, subtracts the difference mentioned in the previous sentence and passes the morale check. The Sherman is unaffected, and the German places a Fired marker on the 75mm WT and a -1 Acquisition marker on the Sherman. If the Sherman moves to a new hex or the ATG engages a different target, that Acquisition marker will be removed.
American Impulse: Now it’s the American impulse and he decides to do something about that ATG. The American Idol’s namesake in hex F5 calls in a module of 105mm (5 FP) off board artillery. Clarkson places a Spotting Round on top of the ATG (C3), and the crew gulps. Clarkson has learned to ignore such posturing and rolls 2d6. The white die shows 4, and the colored die 1. As per 18.2 Clarkson subtracts his leadership from the white die, divides by two, and drops any fractions ((4-1)  2 =1.5, drop the fraction and you have 1) the result is 1. This is the distance the artillery Spotting Round scatters. The colored die is the direction. One is north, four is south, and so on. Hence the Spotting Round scatters one hex north to C2. With a sly grin Clarkson corrects it to D3, and flips it to its FFE side, bringing down a world of hurt on D3 and the surrounding six hexes, attacking each with 5 Firepower.
Clarkson decides to resolve the barrage in C3 first. He rolls 1d6 + 5 (the 105mm barrage’s Firepower). The bocage spanning the C3/D4 hex side would degrade direct fire from Clarkson’s hex at C3, but not indirect off board artillery. His leadership does not affect the roll, he used that to modify the artillery scatter. He rolls 4 for a total of 9. The German player gets no TM so he rolls 1d6. Unfortunately, he rolls a 1, and must take a Damage Check + 8. He rolls a 5, which equals 13. That’s greater than twice the WT’s morale, which results in Casualties and the WTs removal.
Now Clarkson moves on to E2. Here he rolls a 2, and adds it to the barrage’s 5 Firepower, to obtain a 7. The German does not get any benefit from the stone wall with artillery, but does benefit from the Light Woods. Hence, he rolls a 1d6 +1. He rolls a 6 for a total of 7, and the barrage does not affect the Germans in E2. Note that the FFE marker remains in D3 until the Administration Phase, attacking any units that attempt to move through D3 or the six adjacent hexes. Clarkson, activates the Squad in his hex and orders him to fire at the StuG IIIG in D5, in hopes of shaking the vehicle and forcing it button up. The American gets the Squad’s Firepower of 2 +1d6. He rolls 3 for a total of 5. The StuG IIIG rolls its lowest armor factor, which is 2, and 1d6. The vehicle rolls 1, for a total of 3, and must take a Damage Check + 2. The StuG IIIG rolls a 5, fails the Damage Check, and is marked with both a Buttoned and Shaken marker. A large hand slides over the board and marks the American Squad in F5 with a Fired marker, and Clarkson with an Ops Complete marker. The board now looks as shown below.

German Impulse: Now the Wehrmacht wants some pay back. The Squad in G3 chooses to Close Assault (17.1) the Sherman in G4. The Squad must first take a pre-assault morale check. Two is subtracted from the 2d6 roll since the Squad is in a hex with a positive Target Modifier. The Squad rolls 5 and passes. The Squad moves into the Sherman’s hex. It sums its Firepower and 1d6, and the die roll is 4, so the total is 5 (1 inherent Firepower + 4). The American rolls 1d6 and adds it to the lowest armor factor on the Sherman (2). The American rolls 2, for a total of 4. The German’s total (5) is greater than the American’s total (6), so the Sherman is destroyed, and its crew eliminated (17.1).
American Impulse: Sgt Darius and his Sherman want to even the score. He decides to shoot at the StuG IIIG in D5. The Sherman’s to hit number for 7 hexes or less is 8, the tank is open, and it has an armor leader (both are -1 to the to hit dice roll), so it can hit on 2d6 10 or less, but —as John Madden would say— wait a minute. The LOS passes through the Degrading terrain hex at F5, which ADDS one to the dice roll, so Darius hits on a 9 or less. The American player rolls a 7 with 2d6. Clang! The German Assault Gun rocks from the impact of the American 75mm shell. The American adds his penetration value of 4 to 1d6. He rolls a 4 for a modified penetration value of 8. The German and the StuG IIIG roll 1d6 + its frontal armor of 4. The German rolls a 3, for a total of 7. The modified penetration value is greater than the modified armor value, so the German vehicle is destroyed. The German rolls to see if his crew survives. He rolls a 2… an even number and places a Shaken crew in the hex with a wreck marker.
Example of Play: Armor
The following mini-battle demonstrates how to calculate combat resolutions involving armored vehicles, ordnance and off-board artillery.

The American column has been advancing through the French countryside hoping to capture a large Wehrmacht payroll rumored to be in a village just off the west end of the board. The Germans intend to protect their money. It’s the Operations Phase and the German’s impulse.
German Impulse: The German 75mm anti-tank gun (ATG) Weapons Team (WT) shoots at the Sherman M4A1 that’s clanking down the dusty country road. The range is four hexes. Flipping the ATG counter over, the German sees the basic to hit number at seven or less hexes is 9. Consulting the Ordnance Fire Table (OFT) the German notices that he receives a +1 modifier on his to hit dice roll for firing on a vehicle marked with an Assault Move marker, and another +1 modifier for firing from an adjacent hex through a bocage hex side (fire from units adjacent to the bocage that crosses the bocage hex side receives a -1 modifier). So, the final number the German must roll to hit the tank is 7, with 2d6. The German rolls a 6, and the American groans. Since the number rolled is both greater than 2 and an even number, the shell strikes the turret. There is no turret counter on the vehicle so it’s assumed that the turret faces forward. The round hits the front of the turret. The German now rolls to see what he has done to the tank. He rolls 1d6 + the ATG’s penetration factor, which at four hexes is 5. The German rolls a 4 for a total of 9, the modified penetration value. The American rolls 1d6 plus the armor factor at the point of impact, which in this case is the turret front (4). The American rolls a 6 for a result of 10, the modified armor value. The ATG gun round slams into the Sherman’s turret, but doesn’t penetrate. Since it doesn’t penetrate, the American must take a Morale Check, subtracting the difference in the modified penetration value from the modified armor value. This value is 1… (10 modified armor – 9 modified penetration). The American throws down a 7 on 2d6, subtracts the difference mentioned in the previous sentence and passes the morale check. The Sherman is unaffected, and the German places a Fired marker on the 75mm WT and a -1 Acquisition marker on the Sherman. If the Sherman moves to a new hex or the ATG engages a different target, that Acquisition marker will be removed.
American Impulse: Now it’s the American impulse and he decides to do something about that ATG. The American Idol’s namesake in hex F5 calls in a module of 105mm (5 FP) off board artillery. Clarkson places a Spotting Round on top of the ATG (C3), and the crew gulps. Clarkson has learned to ignore such posturing and rolls 2d6. The white die shows 4, and the colored die 1. As per 18.2 Clarkson subtracts his leadership from the white die, divides by two, and drops any fractions ((4-1)  2 =1.5, drop the fraction and you have 1) the result is 1. This is the distance the artillery Spotting Round scatters. The colored die is the direction. One is north, four is south, and so on. Hence the Spotting Round scatters one hex north to C2. With a sly grin Clarkson corrects it to D3, and flips it to its FFE side, bringing down a world of hurt on D3 and the surrounding six hexes, attacking each with 5 Firepower.
Clarkson decides to resolve the barrage in C3 first. He rolls 1d6 + 5 (the 105mm barrage’s Firepower). The bocage spanning the C3/D4 hex side would degrade direct fire from Clarkson’s hex at C3, but not indirect off board artillery. His leadership does not affect the roll, he used that to modify the artillery scatter. He rolls 4 for a total of 9. The German player gets no TM so he rolls 1d6. Unfortunately, he rolls a 1, and must take a Damage Check + 8. He rolls a 5, which equals 13. That’s greater than twice the WT’s morale, which results in Casualties and the WTs removal.
Now Clarkson moves on to E2. Here he rolls a 2, and adds it to the barrage’s 5 Firepower, to obtain a 7. The German does not get any benefit from the stone wall with artillery, but does benefit from the Light Woods. Hence, he rolls a 1d6 +1. He rolls a 6 for a total of 7, and the barrage does not affect the Germans in E2. Note that the FFE marker remains in D3 until the Administration Phase, attacking any units that attempt to move through D3 or the six adjacent hexes. Clarkson, activates the Squad in his hex and orders him to fire at the StuG IIIG in D5, in hopes of shaking the vehicle and forcing it button up. The American gets the Squad’s Firepower of 2 +1d6. He rolls 3 for a total of 5. The StuG IIIG rolls its lowest armor factor, which is 2, and 1d6. The vehicle rolls 1, for a total of 3, and must take a Damage Check + 2. The StuG IIIG rolls a 5, fails the Damage Check, and is marked with both a Buttoned and Shaken marker. A large hand slides over the board and marks the American Squad in F5 with a Fired marker, and Clarkson with an Ops Complete marker. The board now looks as shown below.

German Impulse: Now the Wehrmacht wants some pay back. The Squad in G3 chooses to Close Assault (17.1) the Sherman in G4. The Squad must first take a pre-assault morale check. Two is subtracted from the 2d6 roll since the Squad is in a hex with a positive Target Modifier. The Squad rolls 5 and passes. The Squad moves into the Sherman’s hex. It sums its Firepower and 1d6, and the die roll is 4, so the total is 5 (1 inherent Firepower + 4). The American rolls 1d6 and adds it to the lowest armor factor on the Sherman (2). The American rolls 2, for a total of 4. The German’s total (5) is greater than the American’s total (6), so the Sherman is destroyed, and its crew eliminated (17.1).
American Impulse: Sgt Darius and his Sherman want to even the score. He decides to shoot at the StuG IIIG in D5. The Sherman’s to hit number for 7 hexes or less is 8, the tank is open, and it has an armor leader (both are -1 to the to hit dice roll), so it can hit on 2d6 10 or less, but —as John Madden would say— wait a minute. The LOS passes through the Degrading terrain hex at F5, which ADDS one to the dice roll, so Darius hits on a 9 or less. The American player rolls a 7 with 2d6. Clang! The German Assault Gun rocks from the impact of the American 75mm shell. The American adds his penetration value of 4 to 1d6. He rolls a 4 for a modified penetration value of 8. The German and the StuG IIIG roll 1d6 + its frontal armor of 4. The German rolls a 3, for a total of 7. The modified penetration value is greater than the modified armor value, so the German vehicle is destroyed. The German rolls to see if his crew survives. He rolls a 2… an even number and places a Shaken crew in the hex with a wreck marker.
World at War: Revelation, a creepy, military action, alternate history, World War Three novel. At Amazon Kindle Direct Publishing (http://tinyurl.com/mcgcht8). Only $3.99. What the hell?
RE: Lock ‘n Load: Band of Heroes Available for Pre-Order!
Boy after reading all that, now I remember why I quit playing board wargames. Heh, now, I'm sure I can wait for the "computer" version of this that will do all that calculating and keep up with all those numbers and die rolls. Thanks Mark, just saved me $54. (I was almost fixing to take you up on your deal.) 

WE/I WANT 1:1 or something even 1:2 death animations in the KOIOS PANZER COMMAND SERIES don't forget Erik!
and Floating Paratroopers We grew up with Minor, Marginal and Decisive victories why rock the boat with Marginal, Decisive and Legendary?

- Erik Rutins
- Posts: 39657
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
- Contact:
RE: Lock ‘n Load: Band of Heroes Available for Pre-Order!
Ravinhood,
You're a real gentleman. [;)] If you were put off by that, it plays faster than it reads. My first game of LnL was slow, but once I got the hang of things rules lookup was not an issue, just used the reference card as necessary. Honestly, any game can be confusing at first look but LnL really does roll along quickly once you take some time to learn it. Did you check out the flash demo of play on the www.locknloadgame.com page? That may be a better way of showing play than just a forum post.
Regards,
- Erik
You're a real gentleman. [;)] If you were put off by that, it plays faster than it reads. My first game of LnL was slow, but once I got the hang of things rules lookup was not an issue, just used the reference card as necessary. Honestly, any game can be confusing at first look but LnL really does roll along quickly once you take some time to learn it. Did you check out the flash demo of play on the www.locknloadgame.com page? That may be a better way of showing play than just a forum post.
Regards,
- Erik
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
RE: Lock ‘n Load: Band of Heroes Available for Pre-Order!
Gee, Ravinhood, my reaction is just the opposite. After reading all that, I wish they were shipping the game to me today!
Like Erik said, once you have a game or two under your belt, LnL really does start to flow. Don't get me wrong, I appreciate the computational convenience of computer wargames too, but I also often find playing with tangible components on a table top with a tangible opponent (hell, even solitaire) to be more satisfying that staring at a computer screen [X(]. It depends on my mood.
Zen
Like Erik said, once you have a game or two under your belt, LnL really does start to flow. Don't get me wrong, I appreciate the computational convenience of computer wargames too, but I also often find playing with tangible components on a table top with a tangible opponent (hell, even solitaire) to be more satisfying that staring at a computer screen [X(]. It depends on my mood.
Zen
- Marc von Martial
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- Joined: Thu Jan 04, 2001 4:00 pm
- Location: Bonn, Germany
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RE: Lock ‘n Load: Band of Heroes Available for Pre-Order!
Yeah ravin has a bad week again [;)], what´s the word again, "grumpy"?
RE: Lock ‘n Load: Band of Heroes Available for Pre-Order!
Gee guys I didn't know this forum was for "non-honest" opinions only. I didn't know I must "conform" and be borged an assimulated into zombie like status when I see things I don't agree with or like. Just reading all that above number crunching gave me a head-ache. If I enjoyed number crunching so much Ida never gave up board wargaming in the first place, it's 100% there for sure. 
I'm not knocking the game it looks wonderful, and probably plays wonderfully as well for those that enjoy playing with all those numbers and charts and rulebooks in their hands. I just got away from it 25 years ago and except for the occassional game of "Squad Leader" that's the only board wargame I play anymore. Computer wargames have spoiled me, McDonalds has spoiled us all. heh Gotta have fast food, fast games, fast women, fast cars, fast life. lol
I hope you sell a jillion copies Mark so maybe Matrixgames will lower the prices of their other titles I am interested in.

I'm not knocking the game it looks wonderful, and probably plays wonderfully as well for those that enjoy playing with all those numbers and charts and rulebooks in their hands. I just got away from it 25 years ago and except for the occassional game of "Squad Leader" that's the only board wargame I play anymore. Computer wargames have spoiled me, McDonalds has spoiled us all. heh Gotta have fast food, fast games, fast women, fast cars, fast life. lol
I hope you sell a jillion copies Mark so maybe Matrixgames will lower the prices of their other titles I am interested in.

WE/I WANT 1:1 or something even 1:2 death animations in the KOIOS PANZER COMMAND SERIES don't forget Erik!
and Floating Paratroopers We grew up with Minor, Marginal and Decisive victories why rock the boat with Marginal, Decisive and Legendary?

- Erik Rutins
- Posts: 39657
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
- Contact:
RE: Lock ‘n Load: Band of Heroes Available for Pre-Order!
Are you saying you didn't received your keyboard-delivered injection of nanites when you signed up for the forums? If so, I'll have Alex check that out and fix the problem. If our zombification process has stopped working, that would explain a lot. [;)] Seriously though, no you don't have to conform, but you may take a bit of ribbing if you become too predictable. [:D] My reply to you was 10% ribbing and 90% clarification and suggestion.ORIGINAL: ravinhood Gee guys I didn't know this forum was for "non-honest" opinions only. I didn't know I must "conform" and be borged an assimulated into zombie like status when I see things I don't agree with or like. Just reading all that above number crunching gave me a head-ache. If I enjoyed number crunching so much Ida never gave up board wargaming in the first place, it's 100% there for sure.
If you still play Squad Leader, I have to say this is easier than Squad Leader (at least for me, and I mean the original SL not to even mention ASL).I'm not knocking the game it looks wonderful, and probably plays wonderfully as well for those that enjoy playing with all those numbers and charts and rulebooks in their hands. I just got away from it 25 years ago and except for the occassional game of "Squad Leader" that's the only board wargame I play anymore. Computer wargames have spoiled me, McDonalds has spoiled us all. heh Gotta have fast food, fast games, fast women, fast cars, fast life. lol I hope you sell a jillion copies Mark so maybe Matrixgames will lower the prices of their other titles I am interested in.
Regards,
- Erik
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
RE: Lock ‘n Load: Band of Heroes Available for Pre-Order!
Is this an ASL-Clone ?? Why isn't ASL being made as a PC-wargame ???
RE: Lock ‘n Load: Band of Heroes Available for Pre-Order!
Yes, that's what I play the origional and I spent months "memorizing" the rules, that's why I don't wish to go through that again. I know these games, there's a lot to remember and keep in your head, it's not like a computer that stores all that for you and you merely play out the mechanics with only a smidgen of that knowledge to have to store in your head. There's rules and sub rules then eratta, and all that can play with your mind when you have 100's of games with different rules to play with to the point you start incorporating rules from other games that don't even exist in the game you are playing. lol Then you have the arguing over the interpretation of the rules, I've seen that happened before many times, in the way one reads the rules and someone else interprets them a different way, then you have a stand off and one says "well if we are playing by those rules, I'm just not going to play". And well, that's the end of that gaming session. lolIf you still play Squad Leader, I have to say this is easier than Squad Leader (at least for me, and I mean the original SL not to even mention ASL).
So, I'll just stick to my computer games, I know you guys are going to port this over to the computer because you like it so much as a boardgame and I believe you believe it will be a popular seller as a computer game as well as a boardgame. Am I right?

And I can't be assimulated because I am already a part of the MATRIX, lol Matrixgames that is. hahaha
WE/I WANT 1:1 or something even 1:2 death animations in the KOIOS PANZER COMMAND SERIES don't forget Erik!
and Floating Paratroopers We grew up with Minor, Marginal and Decisive victories why rock the boat with Marginal, Decisive and Legendary?

RE: Lock ‘n Load: Band of Heroes Available for Pre-Order!
My news (in French...sorry [:D]) about the release of Lock 'n Load !!!
http://www.jeuxdeguerre.com/index.php?p ... d=462&t=35
Enjoy [;)]
http://www.jeuxdeguerre.com/index.php?p ... d=462&t=35
Enjoy [;)]

- markhwalker
- Posts: 951
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- Contact:
RE: Lock ‘n Load: Band of Heroes Available for Pre-Order!
Not unless you consider Porsche a Chevrolet clone.[;)]Is this an ASL-Clone ??
World at War: Revelation, a creepy, military action, alternate history, World War Three novel. At Amazon Kindle Direct Publishing (http://tinyurl.com/mcgcht8). Only $3.99. What the hell?
I LIKE IT!
I was enlisted to help Mark with this fine game, but just got there a little too late to do more than offer a tiny bit of advice and some ideas for some scenarios.
I've played Mark's LocknLoad of Vietnam and I do think he and his team have done a fine piece of work. Its been 10 years since I played a board game but I confess if Mark and his boys keep putting them out like this, I'll be getting back into it.
No, its not ASL. To me its better. It is actually simpler than ASL. Any board game ahs rules. Mark has kept them to a minimum. He has done a good job of that.
Some folks just don't enjoy board games. No amount of coaxing will change that. Too bad. It opens yet another aspect of the hobby we all love so much.
I'm looking forward to seeing and playing it. I hope a solitaire method of play is forthcoming.
You certainly have my support, Mark.
Wild Bill
I've played Mark's LocknLoad of Vietnam and I do think he and his team have done a fine piece of work. Its been 10 years since I played a board game but I confess if Mark and his boys keep putting them out like this, I'll be getting back into it.
No, its not ASL. To me its better. It is actually simpler than ASL. Any board game ahs rules. Mark has kept them to a minimum. He has done a good job of that.
Some folks just don't enjoy board games. No amount of coaxing will change that. Too bad. It opens yet another aspect of the hobby we all love so much.
I'm looking forward to seeing and playing it. I hope a solitaire method of play is forthcoming.
You certainly have my support, Mark.
Wild Bill

In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant