Sie sind auf Seite 1von 32

Brian Banshee (order #6459653)

Brian Banshee (order #6459653)

Brian Banshee (order #6459653)

Leader only
Units in the same hex with this Leader are
given Assault Movement capabilities as
defined in 6.1

ASSAULTER-SkillCard.indd 1

Brian Banshee (order #6459653)

06.06.2005 13:23:48
SkillCards-BACK.indd
1

11.06.2005 11:43:54

Brian Banshee (order #6459653)

Assault on Vierville
Vierville, France, June, 1944
The French village of Vierville straddled the road from Utah Beach to St. Come
du Mont a location key to the Americans and Germans alike. The Yanks
captured Vierville on June 6th, 1944, but on June 7th, most of the 2nd Battalion
of the 506th Parachute Infantry Regiment vacated the town, leaving only a small
holding force from the 1st Battalion to guard the village. It was then the Germans
decided to mount a counterattack. The battle was a wild free-for-all as first one
side and then the other sent reinforcements, and although the Germans briefly
recaptured most of Vierville, by the end of the day the American paratroopers
had driven them out. - Mark H. Walker

Order of Battle
Americans
Elements 1st Battalion, 506th Parachute Infantry Regiment, 101st Airborne Infantry: set up first within three hexes
(inclusive) of 15H6:
Cpl Medrow
2 x 2-5-4
1 x Sniper (enter play as per 11.4)
1 x 1-4-4
1 x M1919A4

Germans
Elements of 1058th Grenadier Regiment: enter per Special Scenario Rule (SSR):
Lt Plassmann
3 x 1-6-4
Lt Koch
1 x 1-5-4
1 x Medic
1 x MG42
2 x MG34

Victory Conditions
To win, a side must control four building hexes within three hexes
of 15H7. To control a hex the side must either have a good order
MMC or Hero in the hex or have been the last side to pass a good
order Hero or MMC through the hex. The Americans control all
the building hexes at the scenario start.

Brian Banshee (order #6459653)

Scenario Length: Six Turns. German player has the initiative for the first turn.

1 2 3 4 5 6
Special Scenario Rules
All buildings are level one.
Neither side may generate heroes.

The German 1058th Grenadiers point of entry is randomly determined. Before the first German impulse on Turn

One roll 1d6. If the number rolled is 1-2, the Germans enter on the east edge, 3-4, the north edge, and 5-6 the
west edge. The German player never enters via the south edge.

Event Markers
Event Marker A (Occupation) place on 15J5: German activation only. When activated remove Event Marker A and B, read Paragraph One.
Event Marker B (Occupation) place on 15F5: German activation only. When activated remove Event Marker A and B, read Paragraph One

Paragraphs

Paragraph One
On the outskirts of the city your scout spots the dusty field gray of the Wehrmacht. Reinforcements! Beginning in the next friendly impulse the German player may bring
on 4 x 1-6-4, 1 x MG34, 1 x MG 42, and Sgt. Baumann (with Assaulter Skill Card) on any board side except the south side. All units must enter the same side, and follow normal
activation rules during entry. Thats the good news. The bad news is that the scout reports an American column hot on the Germans heels. In any friendly impulse AFTER the
first German reinforcement unit enters the board the American may bring on Major Tom, 1 x 2-5-4, Hero Walker (no Skill Card), and 1 x BAR on any board side adjacent to the
side on which the German units enter (including the south side). All units must enter the same side, and follow normal activation rules during entry.

Brian Banshee (order #6459653)

DFT Attacking Units Die Roll Modifications


Leadership Modifier

Add to die roll

Target is non-vehicle unit marked with Move or Assault Move marker or currently moving (not Low Crawl / Stealth)

+1 to die roll

Target unit is vehicle marked with Move or Assault Move or currently moving or target is helicopter in Hover mode

-1 to die roll.

Target is Helicopter in Flying Mode

-2 to Die Roll

Attacking unit is Helicopter in Flying Mode

-2 to Die Roll

Firing during night scenario at a non-adjacent unit that is not illuminated by a Star Shell

-2 to Die Roll

Target Unit is adjacent

+2 to die roll

Per Degrading Terrain hex through which the LOS passes (maximum of two - a third Degrading hex blocks LOS)

-1 to die roll

Attacking unit is Passenger on (not in) non-moving vehicle

-1 to die roll

Attacking unit is Passenger on (not in) moving vehicle

-2 to die roll

Vehicle mounted MG firing after Assault Movement

-2 to die roll

Vehicle mounted MG firing after vehicle pivots in hex without moving to new hex.

-1 to die roll

DFT Defending Units Die Roll Modifications


Per Target terrain

+/- Terrains Modifier (See TEC)

Support Weapon Portage and Usage Table


Unit

May Carry

May Fire

Notes

Squad

2 Support Weapons

1 SW and retain inherent Firepower, or 2 SW and forfeit inherent Firepower.

Half-squad / Crew

1 Support Weapon

1 SW and forfeit inherent Firepower.

SMC

1 Support Weapon
Reduces MF by 2

Snipers, and Chaplains cant fire


1 SW at half of the SWs normal Firepower (fractions rounded down). Two SMCs may fire Medics,
or carry Support Weapons. Leaders forfeit
a SW without this reduction.
Leadership modifier when firing.

Melee Table
Odds Ratio
Kill Number

1-3

1-2

1-1

3-2

2-1

3-1

4-1

5-1

11

10

Ordnance Fire Table (OFT)


Firing Weapon

Die Roll Modification

Target

Die Roll Modification

Mounted on a vehicle using Assault Movement or an Ops Complete Vehicle/Helicopter

+2

Marked with a Moved marker.

+1

Turreted weapon firing outside covered arc. In other words, did the turret pivot in order
to bring its gun to bear on the target?
Weapons Team or non-turreted vehicle pivoting to fire outside covered arc (allowable
for Opportunity Fire), or turreted vehicle pivoting chassis. Not moving to new hex.
Firing Captured SW

+1

Adjacent

-2

+2

In Terrain with a Target Modifier

As Per TEC

+1

Helicopter In Hovering Mode

+1

-1

Helicopter in Flying Mode

+2

Vehicle is Open
Armor Leader Leadership

- (Leadership)

MMC/SMC Marked with Assault Move Marker firing Support Weapon

+1

SMC (not Hero) firing Support Weapon

+1

Firing during night scenario at a non-adjacent unit that is not illuminated by a Star Shell

+2

Helicopter in Flying Mode

+2

Per hex of Degrading Terrain the LOS crosses enroute to the target (Maximum two hexes)

+1

Brian Banshee (order #6459653)

Direct Fire Table (DFT)


Good Order
MMC

Shaken MMC

Good Order
SMC
(Not Hero)

Shaken SMC
(Not Hero)

Hero

Armored
Vehicles /
Armor Leader

Unarmored
Vehicles

Helicopter

Die Roll < Morale

No Effect

No Effect

No Effect

No Effect

No Effect

No Effect

No Effect

No Effect

Die Roll > Morale


and < 2X Morale

Shaken

Casualties

Shaken

Wounded

Wounded

Shaken

Shaken

Damaged

Die Roll > 2X


Morale and < 3X
Morale

Casualties

Casualties

Wounded

Wounded

Wounded

Shaken

Destroyed

Destroyed

Die Roll > 3X


Morale

Eliminated

Eliminated

Eliminated

Eliminated

Eliminated

Abandoned

Destroyed

Destroyed

Shaken: A Shaken unit flips its counter to the Shaken side (Exception: Vehicles are marked with a Shaken marker). A Shaken unit may return to Good Order by passing a
rally attempt DR (2d6) in an ensuing Rally phase. All vehicles may Self-Rally. Shaken units may not fire their weapons or any Support Weapons they posses. Shaken units
may not advance toward an enemy unit in their Line of Sight (LOS). If engaged in Melee, and there are no other Melee-eligible friendly units in the hex, they are automatically eliminated (Note: Vehicles do not melee.).

Shaken Leaders cannot rally troops, but may attempt to rally themselves. Shaken Leaders may not use their Leadership for any function.
Shaken Medics may not heal soldiers (or themselves).
Shaken Snipers may not snipe, but may Self-Rally (SR).
Shaken Chaplains may not rally troops.
Heroes never shake.
Shaken U.S. Advisors no longer increase the Morale of ARVN units stacked with the Advisor.
Shaken vehicles must Button, halve their movement allowance (drop fractions), and may not fire any of their weapons.
Shaken vehicles that receive another Shaken result are Abandoned.

Abandoned: Abandoned vehicles are just that: abandoned. Place an Abandoned marker on the vehicle. It may not move or fire for the remainder of the scenario no
one wants to climb into a target. The Crew is placed underneath the vehicle and makes a MC. Failure Shakes the Crew (see sections 14.0 & 15.4). Passengers of Abandoned vehicles disembark and make a Morale check. Mark disembarking units with a Move marker.

Damaged: Damaged helicopters must immediately exit the board. They may not unload passengers or fire.
Destroyed: Destroyed vehicles/helicopter are replaced with a wreck counter. Both Crews and passengers must take a Bailout check (see sections 15.4, 16.1, and 16.2).
Destroyed helicopters crash. Roll 2d6 to determine the direction from the hex in which it was engaged the chopper crashed. The colored die is used to determine direction. A die roll of one is due north, two is northeast, etc. Half the number on the white die (rounding fractions up). This gives the number of hexes from the hex in which it
was engaged the bird crashed. Place the crash marker in this hex. All units present in the crash hex are attacked by a 4 Firepower attack. This attack is resolved as per
normal procedure (i.e. the 4 Firepower is added to a die roll, etc.)
Casualties: Replace a full Squad with a Shaken Half-squad. Eliminate a Half-squad or Weapon Team.
Wounded: Unit must stop movement. Flip the SMC to Shaken side (Hero excepted) and mark it with a Wounded marker. Wounded Leaders have their Morale, Leadership modifier and Leadership range decreased by one (i.e. they may only activate units in the same hex). SMCs under a Wounded marker who are Wounded again are
eliminated. Medics may heal wounded SMCs.
Hero Creation: There is a chance that a Hero is created during play whenever a one (1) is rolled during a Damage Check caused by enemy fire. Roll the die again. If an
even number is rolled, a Hero is created in the hex (ARVN excepted (see section 13.4)). Randomly pick a Hero and a Skill Card (see Single Man Counters).
Brian Banshee (order #6459653)

Terrain

Movement Cost
(P=Prohibited)

Type
T

Leg

Target
Modifier

Notes

Height as
Obstacle

Example

Stone Building

Blocking

+4

Dark gray/black roof. Three hex or larger stone buildings are two
story buildings. Costs two MP to change levels in same hex. Stacking Level One or Two
limitations apply to each level.

14D2

Wooden Building

Blocking

12

+3

Reddish brown roof (Exception -18I2 building). T and O class


vehicles with frontal armor > 3 may enter wooden buildings. This
rubbles the hex. Roll a 2d6. If the number is > the vehicle front hull
armor the vehicle is abandoned in the rubbled hex. A die roll of 12
always causes abandonment.

Level One

14J3

Bamboo Hut

Blocking

12

+1

Vehicles with frontal armor > 1 may enter Bamboo Huts. This rubbles the hex. Roll 2d6 -2. If the number is > the vehicle front hull
armor the vehicle is Abandoned in the hex. A die roll of 12 always
causes abandonment.

Level One

1K4

+2

Units adjacent to bocage hex side can be seen, and need not be
spotted, unless required by other terrain in hex. Units adjacent to
the bocage that receive fire across the bocage hex side receive the
TM, but outgoing fire from units adjacent to the bocage that crosses
the bocage hex side receives a -1 modifier for non-ordnance fire,
and ordnance receives a +1 on their To Hit dice roll. Units rallying
in a hex bordered by bocage subtract 2 from the rally die roll, as
described in 3.0, IF all potential enemy unit direct fire would cross
the surrounding bocage hex side. No modifier against indirect fire,
including M-79 Skill Card and onboard mortars. Blocks LOS traced
through, or along, the bocage hex side from the same elevation to
the same elevation. Doesnt block LOS to a hex in which the bocage
forms a hex side (as described previously). LOS IS blocked when
traced along the bocage hex side. Bocage does NOT cast a one
hex shadow. Ordnance Opportunity Firing on vehicles receives +1
to their penetration factor in the first hex the vehicle enters after
crossing the bocage hex side. * Denotes cost to cross hex side.

Level One

14D4/14D5

Blocks LOS traced through, or along, the hedge from the same
elevation to the same elevation, with the following exceptions: 1)
Doesnt block LOS to a hex in which the hedge forms a hex side,
2) when traced FROM a hex through a hedge that forms one of the
hexs sides, or 3) when the LOS is traced from the firing hex along
a hedge that connects the firing hex to the target hex. For example,
LOS from 15K1 to 15L3 is not blocked. Negates movement modifier
against direct fire traced across Hedge hex side. No modifier against
indirect fire (including M-79 Skill Card (Forgotten Heroes module). *
Denotes cost to cross hex side.

Per height of
terrain

15K2/15L3

Per height of
terrain

15F4/15G4

Per height of
terrain
Per height of
terrain

15J6
15L2

Level Two

1K8

Level One

1I3

Per height of
terrain

15B3

Bocage

Hedges

Blocking

Blocking

*+9

+0

*+3

*+4

*+4

*+1

Walls

Blocking

*+1

*+1

+1

Blocks LOS traced through, or along, the wall from the same
elevation to the same elevation, with the following exceptions: 1)
Doesnt block LOS to a hex in which the wall forms a hex side, 2)
when traced FROM a hex through a wall that forms one of the hexs
sides, or 3) when the LOS is traced from the firing hex along a wall
that connects the firing hex to the target hex. For example, LOS
from 15K5 to 15L7 is not blocked. +1 TM against direct fire traced
through wall hex side. No modifier against indirect fire (including
M-79 Skill Card (Forgotten Heroes module). TM is in addition to other
terrain in hex. * Denotes cost to cross hex side.

Cemetery

Degrading

+2

None

Wheat Fields

Blocking

+2

Heavy Jungle

Blocking

P
1 for VC

Light Jungle

Degrading

Negates +1 Moving or Move marker penalty for target unit.

No vehicles unless on road. Limits stacking to two squads (or


equivalent), two SW, and two SMC. NVA ignore this stacking
+3 for NVA or VC restriction.

+1

1 for VC

+2 for VC

None

Low Crops

Degrading

Forest

Blocking

+2

No vehicles unless on road. Forest hexes contain more than four tree
silhouettes. The silhouettes overlap.

Level Two

14H3

Light Woods

Degrading

+1

Light Woods contain four tree silhouettes per hex. None of the
silhouettes touch.

Level One

15K5

Brush / Flowers

Degrading

Negates +1 Moving or Move marker penalty for target unit.

Per height of
terrain

13M5/18G4

Tall Grass

Blocking

Negates +1 Moving or Move marker penalty for target unit.

Level One

1F3

Rice Paddy

Open

+1

None

Ground Level

1F2

Clear

Open

None

Ground Level

17D7

Rubble

Degrading

+3

Level One

Created during
play

Road

Open

.5

Ignore terrain in hex when moving from one contiguous road hex to
another.

Per other terrain


in hex

15H6/13F4

Wire

Open

None

Per height of
terrain

Created during
play

Brian Banshee (order #6459653)

Negates +1 Moving or Move marker penalty for target unit.

Degrades LOS through ANY portion of the rubbled hex. LOS traced
down the edge of the hex is not degraded.

Terrain
Soccer Field
Soccer Field Stands

Movement Cost
(P=Prohibited)

Type

Target
Modifier

Height as
Obstacle

Example

Per height of
terrain

3K3 / L4

Level One

3K4 / 3L3

Per height of
terrain

1D5

None

Ground Level

2 D4 / D5
Hexside
3H5

Units in bunkers and foxholes can be spotted per the rules of the
terrain in their hex.

Per height of
terrain

Placed in setup

Level Two

Created during
play

Notes

Leg

Open

None

Degrading

Units in stands are considered to be at Level One.

Per other terrain


Hill

+1 against fire
from a lower level None

Per terrain in
hex and rules +1 MP to move to higher elevation
+2 MP for R move to higher elevation

Pool

Open

Bunker / Foxhole

Open

As per other terrain

+2 / +1

Smoke

Blocking

As per other terrain

+1

Blocks LOS through hex or traced down the edge of the hex.

Vehicle or Wreck

Degrading

As per other terrain

+2

Degrades LOS through any portion of the vehicle/wreck hex. LOS


traced down the edge of the hex is not degraded. TM applies to other
units in hex, not units on the vehicle.

Per height of
terrain

N/A

Marsh

Degrading

+1

Weapon Teams may not enter.

Ground Level

17G2

If LOS crosses the bridge bordering wall, the TM and LOS restrictions are the same as Wall (above). When traced down the length of
the bridge, the terrain is Open.

Ground Level

17H4

Bridge

See Notes

Brian Banshee (order #6459653)

P
1

P
1

P
.5

2
1

See Notes

DEMO RULES OF PLAY V2

2007 Lock n Load Publishing, LLC

Brian Banshee (order #6459653)

Contents
CONTENTS.................................................................................................................. 3
1.0 GENERAL CONCEPTS ........................................................................................... 5
1.1 Scale and Counters .......................................................................................... 5
1.2 Dice ................................................................................................................... 5
1.3 Stacking ............................................................................................................ 5
1.4 Hexes................................................................................................................. 5
1.5 Morale ............................................................................................................. 6
1.6 Support Weapons and Weapon Teams............................................................. 6
1.6.1 Support Weapons ....................................................................................... 6
1.6.1.01 Tripod Machine Guns ............................................................................. 6
1.6.1.1 Jamming .................................................................................................. 6
1.6.2 Flamethrowers and Satchel Charges......................................................... 6
1.6.3 Weapon Teams ............................................................................................ 7
1.7 Event Markers................................................................................................... 7
2.0 OUTLINE OF PLAY ................................................................................................ 7
3.0 RALLY PHASE....................................................................................................... 7
4.0 OPERATIONS PHASE ............................................................................................ 8
4.1 Operations Complete Marker ........................................................................... 8
5.0 FIRE COMBAT ....................................................................................................... 9
5.01 Leaders Influence on Combat .................................................................... 9
5.1 Direct Fire Table (DFT) Results ......................................................................... 9
5.2 Multiple Attacking Units ................................................................................... 9
5.3 Opportunity Fire .............................................................................................. 10
6.0 MOVEMENT ........................................................................................................ 10
6.1 Assault Movement .......................................................................................... 10
6.2 Double-time .................................................................................................... 11
6.3 Low Crawl ....................................................................................................... 11
6.3.1 Weapons Teams and Special Movement.................................................. 11
6.4 Stealth Movement ........................................................................................... 11
7.0 LAYING SMOKE .................................................................................................. 11
8.0 MELEE COMBAT ................................................................................................. 11
8.1 Post Melee ...................................................................................................... 12
8.15 Reinforcing a Melee................................................................................... 12
8.2 Zero Firepower and M rated MMCs ............................................................ 12
9.0 ADMINISTRATIVE PHASE ................................................................................... 12
10.0 LINE OF SIGHT AND SPOTTING ........................................................................ 12
10.1 Spotting ......................................................................................................... 13
10.2 Buildings and Hills........................................................................................ 13
10.3 Figuring Line of Sight ................................................................................... 13
10.4 Terrain Characteristics ................................................................................. 14
11.0 SINGLE MAN (OR WOMAN) COUNTERS (SMC) ................................................. 14
11.1 Leaders ......................................................................................................... 14
11.11 Leaders and Combat ............................................................................... 14
11.12 Leaders and Skill Cards .......................................................................... 14
11.2 Heroes ........................................................................................................... 14
11.3 Medics........................................................................................................... 15
11.4 Snipers .......................................................................................................... 15
11.5 Chaplains ...................................................................................................... 15
11.6 Advisors ........................................................................................................ 15
11.7 Scouts ........................................................................................................... 15
11.8 Armor Leaders .............................................................................................. 15
12.0 SKILL CARDS ................................................................................................... 16
13.0 NATIONAL CHARACTERISTICS FOR LOCK N LOAD .......................................... 16
13.8 German ......................................................................................................... 16
13.81 SS ............................................................................................................. 16
13.82 Wehrmacht Half-squad Creation ............................................................ 16
13.9 Americans World War II ............................................................................... 16
13.91 Well Supplied .......................................................................................... 16
13.92 American Glider Soldiers ........................................................................ 16
13.93 American Glider Troops Half-squad ....................................................... 16

Brian Banshee (order #6459653)

EXAMPLE OF PLAY: BASIC INFANTRY COMBAT ........................................................ 17


Situation: ........................................................................................................... 17
Rally Phase: ...................................................................................................... 17
Operations Phase: ............................................................................................. 17
US Impulse: ....................................................................................................... 17
German Impulse: .............................................................................................. 17
US Impulse: ....................................................................................................... 18
Admin Phase ...................................................................................................... 18
Rally Phase ........................................................................................................ 18
Operations Phase............................................................................................... 19
German Impulse: .............................................................................................. 19
German Impulse: .............................................................................................. 19
Example of Melee: ............................................................................................. 19
COUNTER REDUCTION CHART .................................................................................. 20
GLOSSARY OF TERMS.............................................................................................. 21
CREDITS ................................................................................................................... 22
THE LOCK N LOAD CREW ...................................................................................... 22
MATRIX GAMES ...................................................................................................... 22

There is something uniquely captivating about tactical war gaming. Perhaps it is the sense of being there, reliving the moment, that
so engages gamers minds. Unfortunately, past squad-level games were a bit longer on rules than fun. Lock n Load changes that.
Here is a game system long on personality, but short on complexity.
Dynamic individuals, morale, and national characteristics are the games cornerstones, as is the interactive give and take of the Operations Phase. Youll find that Lock n Load feels a bit like a role-playing game in addition to a tactical tour de force. Thats intentional.
We want you to care about the men and woman you command, cheer when they do well, and feel a pang of regret when they die. In
short, like a good book, we want to suspend your disbelief and bring you to the bocage of Normandy, rice-paddies of South Vietnam,
the rocky hills of the Falklands, or somewhere in the future.
From the moment, in October of 2001, that I first put pen to the Lock n Load design paper, I knew that I had a time machine in my
hands. A game that was capable of taking gamers to any conflict within the last century. And because of that ability, coupled with
our desire to give you a complete product, these version two (V2) rules are complete. In them you will find the latest update to ALL
LnL rules, be they about Wehrmachts Panzerfausts firing from the concealment of Norman bocage or the First Cavs Hueys landing
beside a South Vietnamese rice paddy.

1.0 General Concepts

A Single Man Counter (SMC) represents a single man or woman,


and is depicted by a counter with either a single individual or
in the case of leaders a face.
Support Weapons are individual weapons that must be fired by
a Squad, Half-squad, Crew, or specific SMC. Weapon Teams (WT)
may not carry or fire additional Support Weapons.
Turns represent 2-4 minutes.

1.2 Dice
The game uses a pair of six-sided die. 2d6 means both die are
rolled and, unless otherwise indicated, summed. 1d6 indicates
one die is rolled.

1.3 Stacking
Each side may have up to three squads (or their equivalent), two
vehicles, one airborne helicopter (Forgotten Heroes module),
and two SMCs in a hex. Each vehicle or helicopter wreck marker
counts as one vehicle for stacking. One Weapons Team or two
Half-squads/Crews are the equivalent of a Squad. Some terrain,
such as Heavy Jungle and multi-story buildings, modify the stacking limits. Consult the Terrain Effects Chart (TEC) for details.
A multi-story building may have up to three Squads (or their
equivalent) and two SMC on each level. The lower level may additionally include two vehicles. The hex may also include one
airborne helicopter.

1.1 Scale and Counters


Each hex is 50 meters wide. Multi-Man Counters (MMC) include
Squads, Half-squads, vehicle crews (hereafter called Crews), and
Weapon Teams.
A Squad represents 8-12 men and is depicted by a 5/8 counter
with two men. A Half-squad or Crew represents 4-6 men and is
depicted by a 5/8 counter with one man.
A Weapons Team (WT) represents 3-5 men and a heavy weapon
and is depicted by a 3/4 counter showing the weapons silhouette and two men.

These stacking limitations apply at ALL TIMES.


For example: a player may not move units through a hex
if the sum of the moving and stationary units in the hex
exceeds stacking limitations.

1.4 Hexes
Unless otherwise noted in the scenarios special rules, the half
hexes along the edge of the map are playable and have the
same stacking limitations and movement cost as full hexes. The
two joined half hexes where boards meet are considered a single full hex.
5

Brian Banshee (order #6459653)

The terrain surrounding a hexs center dot defines the elevation


and terrain type of the hex.
For example: 13B7 is a ground level Forest hex.

1.5 Morale
Each unit in Lock n Load has a morale rating. This morale represents the units training and willingness to fight. There are two
Morale levels in Lock n Load: Good Order and Shaken.
Good Order units are cohesive, steady, and ready to fight. They
are depicted by the front of the units counter.
Shaken units are frightened, disorganized, and generally tired of
the whole wargame bit. The back of the counter depicts this.
Many things may shake a units confidence, but a poor result on
the Direct Fire Table (DFT) is the primary instigator.
Morale checks are resolved by rolling 2d6. The dice are summed
and modifiers applied. If the result is greater than the units morale rating, it fails the check.

1.6 Support Weapons and Weapon Teams


Any 5/8 counter with the silhouette of a weapon, such as a machine gun, bazooka, LAW, flamethrower, satchel charge, or RPG, is
a Support Weapon (SW). On the other hand, 3/4 counters with
the silhouette of soldiers firing a weapon, such as a German
88mm ATG or American 60mm Mortar, are Weapon Teams (WT),
which includes both the weapon and its firing crew.

1.6.1 Support Weapons


Support Weapons are 5/8 counters that have no crew and must
be carried, crewed, and fired by an MMC or eligible Single Man
Counter (SMC). A Squad may carry up to two Support Weapons,
a Half-squad or Crew may carry one, and a SMC may carry one
Support Weapon, but forfeits two movement points while doing
so. Consult the Support Weapons Portage and Usage Table for a
summation of portage costs.

ate an enemy weapon (or anything else for that matter) better than the typical line squad.
Medics and Chaplains may not carry or fire SW. Leaders firing a
SW forfeit all Leadership modifiers, even in their own attack.
If a Squad carrying two Support Weapons is reduced to a Halfsquad, it must drop one SW of its owners choice. If a unit carrying Support Weapons is eliminated, the SWs remain in the units
hex.
A Good Order unit of either side that has entered a hex containing a dropped SW may recover it during their Rally Phase, assuming the unit is eligible to carry another SW and that there are no
enemy units in the hex.

1.6.1.01 Tripod Machine Guns


Machine guns shown with a tripod are special Support Weapons. They may not be moved when pictured with the tripod side
up. A good order Squad or Half-Squad may flip the counter in
the Rally Phase. Tripod machine guns other side either depicts
the machine gun in bipod configuration or dismantled. Either
may be transported like any other support weapon. When units
enter a scenario from off-board, their tripod weapons are either
dismantled or in bipod mode.

1.6.1.1 Jamming
No machine guns in Band of Heroes jam. This rule is only applicable to modules such as the Falklands that specifically call
for it. On the Falkland Islands, the L7A2 and MAG58 were susceptible to jams. Whenever either machine gun is participating
in an attack (not Melee) and the opposed die rolls match (for
example, both players roll a 1), the machine gun jams. Flip the
machine gun to its Jammed side and subtract its Firepower from
the attack. Flip the counter to its unjammed side in the next Rally
Phase if the gun is in possession of a Good Order SMC or MMC. If
more than one machine gun is attacking, only one jams.

1.6.2 Flamethrowers and Satchel Charges

The unit directly above a Support Weapon possesses that weapon. Units may capture and use enemy Support Weapons, but if
such Support Weapons use the Direct Fire Table (DFT), they are
fired at 1/2 Firepower, fractions rounded up. If the captured Support Weapon uses the Ordnance Fire Table (OFT), it receives a +1
die roll modification on its To Hit dice roll (14.0).

Flamethrowers are Support Weapons with two special capabilities: Flamethrowers may be used in Melee, and flamethrowers
may cause targeted units to retreat. If a flamethrower, or a multiple unit attack that includes a flamethrower, Shakes an enemy
unit when firing on the DFT (not when used in Melee), the enemy unit must retreat one hex.

A Squad may fire one SW and retain its inherent Firepower, or


fire two Support Weapons and forfeit its inherent Firepower. A
Half-squad or Crew may fire one Support Weapon, forfeiting its
inherent Firepower in the process.

The retreat must increase the distance between the retreating


unit and the unit conducting the flame-thrower attack. The retreat may not reduce the distance between the retreating unit
and any other enemy unit in the retreating units LOS. Retreating
units are marked with a Move marker and may trigger Opportunity Fire. If the unit has no hex into which it may legally retreat,
it is eliminated.

Eligible SMCs may fire a SW, be it captured or friendly, at half of


the SWs normal Firepower (fractions rounded up).
For example: a German Fallschirmjager Hero or Leader
may fire a MG-34 at 1 FP, the same Leader also fires a
M1919A4 tripod-mounted MG at 1 FP.

Satchel charges represent rucksacks stuffed with TNT. They may


be used in Melee (8.0), thrown into an adjacent hex, or used
when Close Assaulting a vehicle (17.1). Satchel charges are used
once and then removed from the board.

Designers Note: Lock n Loads SMCs represent the


cream of their armies. Accordingly, they would oper-

Leadership does modify satchel charge attacks, unless the Lead-

Brian Banshee (order #6459653)

er is using the satchel charge him or her self, but satchel charges
do not receive any other DFT Attacking Units Die Roll Modifications, nor is their Firepower halved when used by an eligible SMC
(Leader, Hero, Scout, and Advisor). Satchel charges may be used
whenever a unit is eligible to use a Support Weapon. Resolve the
Satchel Charge attack as you would any other support weapon.
For example, if an American 2-5-4 throws a satchel charge into
an adjacent hex it would attack the hex with 6 Firepower. On the
other hand, if the same American Paratrooper Squads fires its inherent Firepower into the adjacent hex ANDS throws the satchel
charge, it would attack the hex with 10 FP (2 for its inherent Firepower, + 2 for firing its inherent Firepower at an adjacent hex, +
6 for the satchel charge).

1.6.3 Weapon Teams


Weapon Teams represent heavier or more specialized weapons
along with their crew. The teams manning these weapons often
represent the best soldiers in the company and hence have better Morale, can Self-Rally (SR), and possess other unique advantages. Weapon Teams may not be carried nor fired by other units,
but have their own movement factor and inherent Firepower.
Weapons teams marked with a gun size greater than 20mm may
not set up or enter buildings (huts, stone, and wooden buildings), nor cross wall, hedge, or bocage hex sides.
If engaged in Melee, Weapon Teams defend with a nominal Firepower of one (1), and may not counterattack. If a Weapons Team
is eliminated, its weapon is considered destroyed and may not
be captured or re-crewed as Support Weapons can.
Weapon Teams with a red arrow in the corner of their counter
may only fire in the direction defined by the arrow, as explained
in the section on ordnance (14.0). They will need to change facing to fire at enemies outside their arc of fire. They may either
change facing within their hex in lieu of firing at a cost of 1 MP
per two hex sides pivoted, change facing and fire which incurs a
penalty on the OFT but is permitted when conducting Opportunity Fire (5.3), or they may face any direction after entering a new
hex. Place a Move marker on any Weapons Team that changes
facing.
Recoilless Rifle Weapon Teams may not fire from inside a building. They may, however, fire from inside a bunker. Weapon Teams
may not Close Assault (17.1) vehicles.
The German 88mm ATG cannot move. It uses its movement factor to pivot within its hex, as described above.

1.7 Event Markers


Most scenarios include Event Markers. These markers, when
activated, initiate special events (such as unexpected reinforcements, story telling elements, etc.) that bring the scenario to life.
There are two types of Event Markers in Lock n Load: Occupation
and Line of Sight.
Occupation markers are activated when the side indicated on
the scenario card occupies the markers hex. If no side is indicated, both sides may activate the marker. Line of Sight markers
are activated when the side indicated on the scenario card has a
Line of Sight to the markers hex.

When an Event Marker is activated, read the indicated paragraph


from the scenario card. No reading ahead it spoils the fun!

2.0 Outline of Play


Each game turn consists of a Rally Phase, an Operations Phase,
and an Administrative Phase.
In the Rally Phase, Shaken units may be rallied and Half-squads
can be combined. In addition, eligible units may pick up SWs in
their hex or swap them with other units. Only Good Order units
may swap Support Weapons.
During the Operations Phase, the players alternate impulses. In
an impulse, one hex/building level and all the units in it may be
activated to fire or move. When activating a Leader, units not only
in the Leaders hex, but also in all hexes adjacent to the Leaders
hex may be activated.
In a multi-story building, only one level of a hex may be activated
per impulse. Exception: a Leader may choose to activate both the
level he occupies and the levels above and below.
For example: a Leader in the Upper level of 15I5 could
activate units in the Upper level of 15I6, 15J5, or the Upper level and ground floor of 15I5.
In the Administrative phase, gamers clean the map of irrelevant
markers, including Fire for Effect, Move, Assault Move, Low Crawl,
Fire, Ops Complete, Smoke 2, and Spotted markers. Smoke 1
markers are flipped to Smoke 2 markers.

3.0 Rally Phase


Each player rolls 1d6. The player who rolls highest has the initiative. Ties go to the player who had the initiative the previous
turn.
The player with the initiative rallies any Shaken troops. When he
is finished with all rally attempts, the other player rallies. Shaken
leaders rally first. Shaken troops in the same hex/building level
with a Good Order Leader (exception SS soldiers 13.81) may attempt to rally by rolling less than or equal to their morale with
2d6. Leadership modifiers are subtracted from the die roll. Armor Leaders (11.8 and 15.41) can only rally the tank they are
crewing. Troops in terrain with a positive Target Modifier, such as
Forest, Light Woods, and Wooden Buildings, subtract two from
their die roll. (Target Modifiers are listed on the Terrain Effects
Chart.) Troops without a Good Order Leader in their hex may not
rally (Exception: troops in a hex with a Hero may attempt to rally,
vehicles may always attempt to rally, and troops marked with a
SR may Self-Rally). Leaders may only rally units whose counters
have the same background color as the Leader.
For example: SS leaders may not rally Fallschirmjager soldiers.
Snipers, Weapon Teams, and other troops designated with a SR
on their counter may Self-Rally without a Good Order Leader.
Good Order Leaders present in the hex may still apply their
Leadership to the rally attempt.
7

Brian Banshee (order #6459653)

You may not create half-squads, they may only be created as a


result of combat or provided in the scenario OOB.
Any two Good Order Half-squads (not Crews) of the same nationality and type may join to form a Full-squad in they are in the
same hex as a Good Order Leader. The units may not be locked
in Melee.
Any Good Order MMC, excluding WTs, or eligible SMC may pick
up an unpossessed Support Weapon present in its hex. Friendly
good order units may also trade Support Weapons. Place a Support Weapon directly beneath a unit that possesses it.

4.0 Operations Phase

ing the special rules for SWs noted above) and those that move
must also do so together. All squads in a hex, however, are NOT
required to activate in the same impulse.
For example: Ed activates a hex with three squads, but
only moves one squad, hoping to draw fire from the BAR
at the end of the street. Because he neither moved nor
fired the remaining two squads, he can activate them in
another impulse.
Moving through a hex occupied by other units does not force
them to accompany units passing through. This rule only applies to units that start in the same hex during the impulse in
which they are activated.

This phase consists of a number of impulses. During each impulse, the players take turns activating and controlling units or
passing. The player with initiative goes first, then his opponent,
and so on until the phase is complete.

Mark units that move with a Move, Low Crawl, Assault Move, or
Stealth marker (see Movement), and those that fire with a Fired
marker. Those units may not be used again this turn except to
defend in Melee. (See 6.1 Assault Move for the sole exception
to this.) Mark helicopters that move but havent fired- with an
Operations Complete Marker.

Once all units have either moved, fired, been marked with an Ops
Complete marker, or after three consecutive passes (i.e. Player
One passes, Player Two passes, Player One passes again), the Operations Phase ends and the Administrative phase begins.

4.1 Operations Complete Marker

During an impulse, the active player may activate all or some of


the units in a hex. If the activated hex contains a Good Order
Leader, the player may also activate any units in adjacent hexes.
In a multi-story building, only one level of a hex may be activated
per impulse. Exception: a Leader may choose to activate both the
level he occupies and the levels above and below.
For example: a Leader in the Upper level of 15I5 could
activate units in the Upper level of 15I6, 15J5, or the Upper level and ground floor of 15I5.
Each activated unit in a hex may either move or shoot (not both,
except in the special case of Assault Move). Not all units in a hex
need to perform the same function, but all firing units within
a hex that are activated in the same impulse must engage the
same target. There is, however, an exception. Support Weapons
with To Hit tables on the back of their counters (such as Bazookas and Panzerfausts (PzF30)) must either fire separately (i.e. not
adding their Firepower in with any other units targeting the
same hex, but rather making an entirely separate roll) or fire at
another target altogether. They still must fire during the same
impulse as the unit possessing them.
Support Weapons may not activate separately from the Squad
that possesses them.
For example: a Squad might activate to fire its MG42 at
an enemy out of the range of the Squads inherent FP.
Even though the Squad does not fire separately from the
SW during this activation, it may not subsequently activate again until the next turn.
All moving units that begin their move in the same hex and are
activated in the same impulse must move together. Note that
when units in a hex are activated together, some may move and
some may fire, but those that fire must do so together (follow8

Brian Banshee (order #6459653)

Units that Spot, attempt to lay smoke, or perform other actions


described in the subsequent rules as rendering them Ops Complete are marked with an Ops Complete (Operations Complete)
marker. Except for the instances described below, units beneath
Ops Complete markers may not Spot, fire (including sniping),
move, or use their Leadership ability.
MMCs under an Ops Complete Marker may Opportunity Fire,
but do so with one-half Firepower (fractions rounded down).
Units with an unmodified FP of 0 fire with a -1 Firepower. The
Firepower is modified BEFORE considering any other Attacking
Units Die Roll Modifications.
For example: a 2-6-4 SS Squad under an Ops Complete
marker would Opportunity Fire with 2 FP (2 FP X .5 =1
FP + 1 for firing at a unit marked with Move or Assault
Move marker) at an American Squad in Clear terrain that
moved into its LOS two hexes distant. A Wehrmacht 0-54 Half-squad would engage the same American Squad
with 0 FP (-1 FP + 1 for firing at unit marked with Move or
Assault Move marker = 0 FP).
SW owned by Squad that is marked with an Ops Complete marker may also fire with the Squad. Machine Guns or Flamethrowers
are halved, while Support Weapons that use the OFT suffer a +2
DRM to hit penalty.
Vehicles/Helicopters under an Ops Complete Marker may Opportunity Fire, but their machine guns do so with one-half Firepower (fractions rounded down), and ordnance that uses the
OFT suffers a +2 DRM to hit penalty. See section 5.3 below for
more details on Opportunity Fire.
A unit under an Ops Complete marker may fire at FULL Firepower at a hex it Spotted, during the same impulse in which it Spotted the hex. By the same token, Leaders under an Ops Complete
marker may add their Leadership to this fires 1d6 roll, but only
if directed against a hex that the Leader Spotted during the current impulse. In other words, a unit may immediately fire upon

any hex it has successfully Spotted.


Designers Note: The intent is to allow a unit to fire at
an enemy hex that it Spotted. It only makes sense that
if a unit was focusing on a specific area, it would have
time to fire its weapons at it.

5.0 Fire Combat


To fire on enemy units, they must be within the range of the firing
weapon(s), within the firing units Line of Sight (LOS), and Spotted. You can fire through friendly units located in a hex between
the firer and the target, but may not fire into a hex that contains
both friendly and enemy units. Its just unethical. Nor may you
fire into a hex marked with a Melee marker. Thats a turn-based
time continuum thing.
To determine range, count the hexes from the firing hex to the
target hex. Include the target hex, but not the attackers hex.
See the section on LOS (10.0) to determine LOS and Spotting
procedures.
If range, LOS, and Spotting requirements are met, the attacker
adds its Firepower to 1d6, adds any applicable Leadership modifiers, and then modifies the results with any target movement
or Degrading Terrain (see section 10.3) modifiers. The defender
rolls 1d6, adds the Target Modifier of hex terrain occupied by the
targeted troops and compares it to the attackers die roll.
If the attackers modified die roll is less than or equal to the defenders modified die roll, the fire has no effect.
If the attackers modified die roll is greater than the defenders
modified die roll, each of the defending units must take a Damage Check by rolling 1d6, adding the difference between the attackers modified die roll and the defenders modified die roll,
and then consulting the Direct Fire Table (DFT).
If a Good Order Leader is present, his Leadership modifier is
subtracted from the Damage Check die roll of the other units
in the hex (not himself ). The Leader must survive his own check
for damage first in Good Order, before aiding the other units in
his or her hex.

5.01 Leaders Influence on Combat


Leaders not under a Move, Low Crawl, Fire or Ops Complete
marker may aid ALL attacks conducted by same nationality/
force units in their hex during their impulse.
Specifically, their Leadership modifier is added to a units Firepower that is using the DFT and/or subtracted from the to hit
dice roll for Support Weapons and Weapon Teams using the OFT.
Note that the Leader may aid both Squads using their inherent
Firepower/ Support Weapons (LMGs, flamethrowers, etc.) AND
Support Weapons or Weapon Teams using the OFT that are activated in the Leaders hex in the same impulse. Leaders that aid
such fire are placed under a Fired marker.

5.1 Direct Fire Table (DFT) Results


Shaken: A Shaken unit is flipped to its Shaken side. A Shaken unit
may return to Good Order by passing a rally attempt during a
later Rally Phase. Shaken units may not use either their inherent
Firepower or any Support Weapons they possess. Shaken units
may not advance toward an enemy unit in their Line of Sight
(LOS). Shaken units may not Spot, nor are enemy units that they
are adjacent to considered spotted by the adjacency. If engaged
in Melee, they surrender and are removed from the board.
Shaken Leaders cannot rally troops, but may attempt to rally
themselves. Shaken Leaders may not use their Leadership for
any function.
Shaken Medics may not heal soldiers (or themselves).
Shaken Snipers may not snipe, but may attempt to Self-Rally
(SR).
Shaken Chaplains may not rally soldiers.
Shaken U.S. advisors no longer increase the morale of ARVN
units stacked with the Advisor.
Shaken vehicles must Button (see section 15.0), have their movement factor halved, and may not fire.
Heroes never Shake (Just ask Sara Pezzini).
Casualties: Replace a Full-squad with a Shaken Half-squad. Eliminate a Half-squad, Crew, or Weapons Team.
Wounded: If the unit is moving, it must stop immediately. Flip the
SMC to its Shaken side (Hero excepted, they flip to their wounded side) and mark with a Wounded marker. Wounded Leaders
have their morale, Leadership modifier, and Leadership range
decreased by one (i.e. they may only activate units in the same
hex). SMCs under a Wounded marker, or wounded Heroes who
are wounded again are eliminated. Medics may heal wounded
SMCs (see section 11.3).
Hero Creation: There is a chance that a Hero is created during
play whenever a Squad or Half-squad (even if Shaken) rolls a one
(1) during a Damage Check caused by enemy fire. Roll 1d6. If the
result is even, a Hero is created in the hex. Randomly pick a Hero
and a Skill Card (see section 11.2 below). The Hero assumes the
activation state of the squad that spawned it.
For example: if the Squad spawning the Hero is marked
with a Fired marker, so is the Hero.

5.2 Multiple Attacking Units


Only units in the same hex may fire simultaneously, and then
only at the same target. One unit leads the fire and fires at its
full FP. Each additional MMC adds 1/2 of its Firepower to the attack. Heroes add their full Firepower. Zero (0) Firepower units
add nothing (unless they are firing a Support Weapon). Machine
guns and flamethrowers add their entire Firepower. The total
Firepower is summed; remaining fractions are rounded up and
the combat is resolved as in the section on Fire Combat.
9

Brian Banshee (order #6459653)

Remember that, for the most part, all units firing from the same
hex, in the same impulse, must target the same hex. There are,
however, exceptions. Support Weapons with To Hit tables on the
back of their counters (for example, Bazookas) Weapon Teams,
helicopters, and vehicles must fire separately even when firing
in the same impulse. Although Weapon Teams, helicopters, and
vehicles may fire in a different impulse, Support Weapons must
fire during the same impulse as the Squad that possesses them.

5.3 Opportunity Fire


Units that are not marked with a Move, Low Crawl, Stealth, or Fire
marker, and that have a clear Line of Sight (LOS) to a hex in which
an enemy unit expends at least one movement factor by any
kind of movement other than Low Crawl may fire on the movers. This is called Opportunity Fire, occurs during the opposing
players impulse, and is not considered an impulse. Low Crawling
units may only be the target of opportunity fire if they are spotted in the hex they enter.
Additional units/hexes may also fire but all units in the same hex
must fire at the same time and at the same target. Remember,
however, that Support Weapons with a To Hit table on the back
of their counter, Weapon Teams, helicopters, and vehicles must
fire separately as described in 5.2.
The moving unit(s) may not be attacked more than once per
movement point expended in the hex, unless attacked by Support Weapons with a To Hit table on the back of their counter,
Weapon Teams, helicopters, and vehicles who are stacked with
the units that first fired.
Place a Fired marker on units that Opportunity Fire. Opportunity
Fire must be declared before the target units leave the hex, and
the player currently moving must give sufficient time for his opponent to declare the Opportunity Fire.
An Opportunity Fire attack is conducted like any other, with the
exception that the attacker receives a +1 bonus (unless firing at
Low Crawling units) to their die roll for firing at moving units,
unless the moving units are in terrain that negates that modifier.
For example, Low Crops.
If the target hex contains both moving and non-moving units,
both are affected by the Opportunity Fire attack, but only the
moving units suffer the +1 modification to the attackers die
roll.
For example: a German 1-6-4 fires at an American 2-5-4
as it moves through a clear terrain hex that also holds a
non-moving 2-5-4. The German player rolls a single 1d6
and adds 2FP (its base FP of 1 + 1 for firing on a moving
unit) against the moving Squad, and 1FP against the stationary Squad.
Note that even though moving units are automatically Spotted,
the stationary Squad in the hex retains the same Spotted status
that it had prior to the attack. In other words, if the stationary
unit wasn't Spotted before the Opportunity Fire attack, it remains unspotted after the moving Squad departs the hex. This is
the ONLY exception to the rule that states, If one unit in a hex is
Spotted, the entire hex is Spotted.
10

Brian Banshee (order #6459653)

Target units that become Shaken must end their movement. This
includes units that are Shaken due to Casualties or Wounding. If
not all of the moving units in a stack are Shaken, the remaining
Good Order units may continue moving.

6.0 Movement
Units move from hex to hex, paying the movement point cost
of each hex as it is entered. These costs are summarized on the
Terrain Effects Chart (TEC). All units that move from the SAME
hex, in the SAME impulse, must be moved together (exception, if
some units in moving stack are Shaken see 5.3).
A hex that contains an unshaken, unwounded, yet to be activated Leader, may activate both the units in that and adjacent
hexes. Units in the same hex, but on a different level of a multistory building are considered adjacent. Units in an adjacent hex,
but on a different level of a multi-story building are not. Units
starting in adjacent hexes to the Leader are free to move or fire
separately from the Leader. The units in each hex, however, must
move or fire together if they do either.
For example, if all three 1-6-4 German squads in a hex are activated, some may move and some may fire, but those that move
IN THE SAME IMPULSE must move together, and those that fire
IN THE SAME IMPULSE must fire at the same target (exception:
Ordnance 14.0, may fire at separate targets).
The number of movement points that a unit may spend each
turn is called its Movement Factor (MF) and is marked on the
counter. As noted above, MMCs, WTs, and SMCs under a Move or
Assault Move marker that are fired upon suffer a modifier of 1
added to the attackers DFT die role.
Unless such a move would bring a Shaken unit closer to an enemy unit in their LOS, units with a movement allowance equal
to or greater than one may always move one hex, no matter the
cost, or change levels within a multi-level building. If a unit must
expend ALL its movement points to move one hex it may not
Low Crawl (or Assault Move obviously) into the new hex.
Units may move through hexes containing friendly units (subject to stacking restrictions), but must stop upon entering an
enemy occupied hex and Melee (see section 8.0).

6.1 Assault Movement


Units whose movement factor is boxed in red for example, Heroes, may Assault Move. These units intentions are declared at
the beginning of their impulse and they are marked with an Assault Move marker. Leaders may also Assault Move with eligible
units that they start their impulse with.
Units which Assault Move may spend up to one-half of the
movement points printed on their counter, modified by doubletime movement if applicable (fractions rounded up), and subsequently fire (or Opportunity Fire). Subtract two from the total attacking firepower of units using Assault Movement. For example,
two American Airborne Full-squads using AM would fire with a
Firepower of 1 (2 for lead squad + 1 for second squad -2 for AM =
1). Support Weapon Ordnance, such as Bazookas, suffer a penalty
on the Ordnance Fire Table (OFT).

Once the units fire, they are also (in addition to the Assault Move
marker ) marked with a Fired marker; neither the Assault Move
or Fire marker is removed until the Admin Phase. The units need
not fire in the same impulse that they originally moved but can
be activated again later to fire or may instead engage in Opportunity Fire if the appropriate situation arises. They must, however, move when they are first activated.

6.2 Double-time
Units that begin their impulse, and move the entire impulse, with
a Good Order Leader may increase their movement allowance
by two points. The units may not move further than the Leaders
printed movement factor. Weapon Teams may not double-time.

6.3 Low Crawl


A unit or stack of units may spend its entire impulse to move one
hex. This is a Low Crawl. Units Low Crawling are not automatically
Spotted unless they are in Clear terrain or adjacent to an enemy
unit. Enemies targeting Low Crawling units do not receive the +1
bonus to their FP. Low Crawling units may change levels within a
multi-story building, but may not change levels AND move to a
different hex. Weapon teams may not Low Crawl.

6.3.1 Weapons Teams and Special Movement


Weapons Teams may neither Low Crawl or Double-time.

6.4 Stealth Movement


Units designated with a bright-yellow square outline surrounding their movement may move up to half their movement allowance (drop fractions) and subsequently fire. Such fire is modified
like Assault Movement fire subtract two from the total attacking firepower of units using Stealth Movement fire (Scouts Excepted). Stealth Movement capable units are NOT automatically
spotted when they move even if adjacent to an enemy unit
the enemy unit must either perform a successful spotting attempt (10.0), the Stealth Movement capable unit must fire, or
move into clear/open terrain in the LOS of a Good Order enemy
unit. Units may NOT use Stealth Movement while Double-timing (6.2), but may use Stealth Movement to enter Melee. Heroes
and Leaders may not use Stealth Movement unless specifically
designated.

7.0 Laying Smoke


Good Order MMC counters that are not marked by a Move, Low
Crawl, Fire or Ops Complete Marker may attempt to lay smoke in
their own or an adjacent hex.
Select the hex and roll 1d6. If the die roll is equal to or less than
the units smoke laying capability, place a Smoke 1 marker in
the hex. Regardless of whether the attempt was successful, place
an Ops Complete marker on the unit attempting to lay smoke.

Smoke Laying Capabilities:


All Band of Honor Units:
U.S. Vietnam:
NVA, ANZAC,
British (Falkland), Argentine:
VC:
ARVN:

2
3
2
1
1

Smoke is Blocking terrain with a Target Modifier of +1. The Target


Modifier is added to the hexs existing Target Modifier. Hence a
smoked Forest hex would have a TM of +3. Units firing from a
smoked hex must subtract one (1) from their die roll.
In the Administrative phase after the Smoke 1 is laid, replace
the marker with a Smoke 2 marker. In the next administrative
phase, remove the Smoke 2 marker.

8.0 Melee Combat


When you move into a hex with enemy units, you must Melee.
Mark the units that entered the hex with a Move marker. Units
may not use Assault Movement to enter Melee. Units in multistory buildings must be on the same level to Melee. Melee combat is normally simultaneous (Nationality characteristics, Events,
and Skill Cards may alter the sequence) and losses arent taken
until the round of Melee-combat is concluded.
The inherent Firepower of all the attacking units (the units that
moved into the hex) and eligible Support Weapons (machine
guns, satchel charges, and flamethrowers) is compared to the
Firepower of any defending units (and their LMGs, satchel charges, and flamethrowers) the attacker chooses and an odds ratio is
determined, dropping any fractions. For example, 4 FP attacking
2 FP is 2-1, whereas 5 FP attacking 2 FP is not 2.5-1, but also 2-1.
Not all defending units must be attacked, but at least one must
be attacked. Unmodified attacks at less than 1-3 are treated as 13, but may not be conducted against multiple units. Roll 2d6 and
consult the Melee Table (MT). Leadership modifiers apply for the
attacking units and are added to their die roll. If the attacker rolls
equal to or greater than the kill number, the defending units are
eliminated. Eliminated units are NOT yet removed. The defender
then follows exactly the same procedure against any of the attackers units he chooses. After assessing damage, remove eliminated units from both sides. Mark the hex with a Melee marker.
If the Melee combatants include Heroes, they shift the odds one
column in favor of their side when attacking. Multiple Heroes do
not grant multiple shifts.
Attacking, in the context of this section, means that your unit is
making a melee attack it has nothing to do with whether you
entered the hex. Defending means your unit is the target of a
melee attack. A unit that may only defend cannot make melee
attacks but is not automatically eliminated either.
Unless modified for Ambush (13.1) or Skill Cards, Melee combatants use their unmodified, inherent FP.
For example: two 2-5-4 Squads equal 4 FP factors in
Melee combat or three 1-6-4 squads and a bipod MG42
equal 5 FP factors.
11

Brian Banshee (order #6459653)

Squads and Half-squads must still abide by the Support Weapon


usage restrictions delineated in the section on Support Weapons and Weapon Teams (1.6). In other words, a Squad may fire
one SW and its inherent FP or two SW and forfeit its inherent FP.
A Half-squad may fire one SW and forfeit its inherent FP.
Leaders/Advisors carrying a melee-eligible Support Weapon
(machine gun or flamethrower) attack and defend with half of
the Support Weapons Firepower (i.e. 1 or 2), unless two Leaders/Advisors are crewing one Support Weapon, in which case
they attack/defend with the Support Weapons printed Firepower. Note that Leaders/Advisors carrying a satchel charge may use
the charges entire (6) Firepower, but remove the charge after
one use. Just to be clear, satchel charges are always removed after use. Heroes defend with their printed Firepower unless they
are crewing/using a Support Weapon. Note that Skill Card special rules supersede these rules.

8.1 Post Melee


Units remaining after the round of Melee are locked in Melee. Place a Melee marker on the units to so annotate. Locked
units may not move (unless withdrawing) nor fire, but may use
an impulse in the following turn to either Melee or attempt to
withdraw. Melee markers may not be removed as long as units
from both sides inhabit the hex. Once one sides units have been
eliminated, the Melee marker is removed in the ensuing Admin
Phase.
Units that wish to withdraw must announce their intention at
the beginning of their next impulse (before they are once again
engaged in Melee by the opposing player) and pass a Morale
Check (Leadership modifiers apply). Failure to pass incurs no
penalty. Units that pass the Morale Check may exit the hex, paying appropriate movement costs. If a player withdraws all friendly units from the hex, the Melee marker is immediately removed
and the remaining enemy units are eligible to Opportunity Fire
on the withdrawing units. Note that a player may intentionally
leave a unit behind as a rearguard to prevent this from occurring.
Leaders and Advisors not carrying a melee-eligible Support
Weapon (machine gun, satchel charge, or flamethrower), Snipers, Chaplains, Medics, and Shaken units do not attack, nor may
they be targeted in Melee. They are considered non melee-eligible units. If all Good Order MMCs, Heroes, and Leaders/Advisors
carrying a LMG or flamethrower in the hex are eliminated, non
melee-eligible units are removed. If a unit enters a hex containing only enemy units not eligible for Melee, then all the enemy
units are eliminated and the unit that moved in must halt.
Designers Note: Although one man operates a flamethrower, the operator frequently used a spotter to
direct his fire. Hence, without the spotter, the FP is
halved.

8.15 Reinforcing a Melee


Units from either side may reinforce a Melee. If they do so before a round of Melee has been fought in the current turn, they
may participate normally in the Melee. If they reinforce the hex
after the Melee has been fought, they may not participate in the
12

Brian Banshee (order #6459653)

Melee until the following turn. If the reinforcing units have the
Ambush capability (13.1), their tripled firepower is added to the
other friendly units normal Firepower, but the Melee combat
round is considered simultaneous.

8.2 Zero Firepower and M rated MMCs


MMCs with a Firepower of 0 (zero) attack and defend with a Firepower of 1 in Melee. For each zero Firepower MMC participating
in an attack, 1 is subtracted from the die roll. For each zero Firepower unit participating in defense, 1 is added to the attackers
die roll.
For example: Two 0-5-4 German Half-squads attack a 25-4 in Melee. The odds would be 2 vs. 2 or 1-1 (each 0 FP
Half-squad counts as 1 FP for the attack). The Germans
must, however subtract 2 from their dice roll. Hence, the
VC player would need to roll 10 or better (10-2 =8, which
is the minimum needed to kill the opposition in a 1-1 attack) to eliminate the 2-5-4. Conversely, the 2-5-4 would
attack the two German Half-squads at 2 vs. 2 or 1-1, but
would add two to its dice roll. Accordingly, it would eliminate the two VC Half-squads on a roll of 6 or better (6 +
2= 8).
Units with an M superscript add 1 to their Firepower when attacking or defending in Melee.

9.0 Administrative Phase


Once all units have either moved or fired, or after three consecutive passes (i.e. Player One passes, Player Two passes, Player
One passes again), the Operations Phase ends. In the Admin
Phase, players remove all Move, Assault Move, Low Crawl, Fire,
Operations Complete, and Spotted markers. FFE markers are either flipped to their Spotting Round side or removed. Smoke 1
counters should be turned over to become Smoke 2 counters
and Smoke 2 counters removed from the map. Once all markers have been removed, advance the turn marker one turn and
begin the Rally Phase.

10.0 Line of Sight and Spotting


A unit has a LOS to another unit if, in the real world, it could see
that unit. Units may not fire at targets to which they do not have
a LOS. LOS is traced from the center of the firing units hex to the
center of the target hex. Line of Sight that crosses the silhouette
of a piece of Blocking or Degrading Terrain is considered blocked
or degraded. LOS is not blocked or degraded by small pieces of
terrain that extend from the firing unit or targets hex into an
adjacent clear terrain hex. See below for additional details.

10.1 Spotting
Even if a unit has a LOS to its target, the attacker might not see
the enemy.
For example: a Squad of soldiers is hidden in a building
two hexes distant. There may not be anything blocking
your own Squads view of the building, but that does not
mean they see the enemy.
To be able to fire on an enemy hex, it must be Spotted. Hexes,
rather than units, are spotted, so if one unit in a hex is Spotted,
the entire hex is Spotted.
Different levels of a multi-story building within the same hex are
considered different locations for Spotting. In other words, Spotting the units on the second floor does not allow you to fire on
unspotted units on the first floor.
Spotting is status driven. A hex (and all units within it) is spotted if any of the following apply: the hex is marked with a spotted counter, a good order enemy unit is adjacent to the hex, a
friendly unit is currently moving or assault moving through the
hex, a unit in the hex is marked with a Move/Assault Move/Fire/
Melee marker or the hex is open terrain. Note that the status of
a hex may change over a turn. For example, if the hex is spotted
because it is adjacent to a good order enemy unit and that unit
is either shaken or moves away, it will no longer be spotted.
Note that Low Crawling units and units using Stealth movement
are not automatically spotted during their movement.
If all units leave a hex, any spotted counter on it is removed.
Units (including Open vehicles) may attempt to Spot unspotted
units to which they have a LOS. Units in blocking terrain are spotted with a 1D6 roll of two or less. Those in degrading terrain are
spotted on a 1D6 roll of three or less.
For example: if a unit is attempting to Spot an enemy in
Degrading Terrain, it must roll a three or less to succeed.
One is added to the spotters die roll for every hex of Degrading
terrain its LOS passes through en route to the target unit. Note
that the LOS must actually pass through a piece of the Degrading terrain in the Degrading terrain hex.
One is also added if it passes through the silhouette of Degrading terrain that is in part of an otherwise open hex. If the LOS
passes through more than two hexes of Degrading terrain, or
silhouettes of Degrading terrain within two open hexes, it is
blocked. Leadership modifiers apply and are subtracted from
the die roll.
LOS is not blocked or degraded by small pieces of terrain that
extend from the firing unit or targets hex into an adjacent clear
terrain hex.
Once a unit (helicopter excepted) is Spotted, the entire hex is
Spotted and a Spotted marker is placed there. Spotted markers
are removed during the each Administrative phase or if all units
leave the hex.

Spotting attempts do not require an impulse, but only one attempt may be made per friendly impulse, and a unit attempting to Spot is marked with an Ops Complete marker regardless
of the result of the attempt. Units marked with Fire, Move, Low
Crawl, Ops Complete, Stealth or Assault Move markers may not
Spot.
Helicopters (19.0), which are included in other Lock n Load modules, are a unique situation. Choppers are always Spotted, but
their status does not affect the units below them. In other words,
although a helicopter hovering over a Heavy Jungle hex that is
occupied by a Squad is Spotted, it does not mean that the Squad
in the jungle beneath it is.

10.2 Buildings and Hills


Most of the terrain in Mark H. Walkers Lock n Load! is ground
level. There are, however, hills that are level one and two. Progressively darker shades of brown represent taller hills. Each level
above ground level denotes a rise of about 2-5 meters.
By the same token there are one and two story buildings. All
three-hex or larger stone buildings are considered two story
(multi-story) buildings. Staircases are in each building hex. Units
may move from the ground floor to the upper level of their
hex by paying two MPs. Units in a single story building occupy
ground level. Units on the upper level of a two-story building are
two levels above the terrain the building rests on.
For example: units on the Upper level of building that
is built at ground level (level 0) are at level two or the
same height as a unit on a level two hill.
Units in adjacent hexes, but different levels of multi-story buildings ARE NOT considered adjacent.

10.3 Figuring Line of Sight


There are two types of terrain that affect LOS in Lock n Load:
Blocking Terrain and Degrading Terrain. Examples of Blocking
Terrain include buildings, forest, and bocage. Think of Blocking
Terrain as 2-5 meter tall objects that are either solid (buildings)
or semi-solid (Forest).
Examples of Degrading Terrain include Brush, and Light Woods.
Degrading Terrain is either semi-transparent or short (1 meter
tall) terrain that degrades LOS traced through it, but does not
block it (except as noted below).
LOS traced through Blocking Terrain that is at the same elevation
as both the attacker and the target is blocked. Blocking Terrain in
either the attackers or targets hex does not block LOS.
LOS traced through Degrading Terrain that is at the same elevation as the attacker and the target is degraded. Subtract one from
the attackers die roll for each Degrading Terrain hex through
which the attackers LOS passes. If the LOS passes through more
than two Degrading Terrain hexes, or Degrading silhouettes extending into two otherwise open hexes, the LOS is considered
blocked, and no attack or Spotting attempts may be made. Degrading Terrain in either the attackers or targets hex does not
degrade LOS.
13

Brian Banshee (order #6459653)

Note the LOS must actually cross the silhouette of the obstacle,
not just enter the obstacles hex, to be either blocked or degraded. Conversely, if the LOS crosses a Blocking or Degrading
silhouette extending into a hex that is considered open terrain
for defensive purposes, the LOS is also affected.
Note, however, that LOS is not blocked or degraded by small
pieces of terrain that extend from the firing units or targets hex
into an adjacent clear terrain hex.
Designers Note: So why have the bleed-over pieces
if they dont affect LOS? Two reasons: They DO affect
LOS. In fact, they provide uncounted instances of
unique fire lines and cover. Secondly, the bleed-over
effect adds greatly to the appearance of the maps.
LOS traced through Blocking or Degrading Terrain that is lower
than both the firing unit and its target is not blocked or degraded. LOS traced through Blocking Terrain (such as a hill or multistoried building) that is higher than both the firing unit and its
target is blocked. LOS traced to lower terrain is blocked if it must
cross a silhouette of blocking terrain that is on the same level as
the attackers hex. LOS traced to lower terrain is degraded if it
must cross a silhouette of degrading terrain that is on the same
level as the attackers hex. It is blocked if it crosses more than two
such hexes of Degrading Terrain silhouettes.
Units on higher terrain can see and fire over Blocking and Degrading Terrain in lower elevation hexes. However, level one and
level two Blocking and Degrading terrain hexes cast a one-hex
shadow that blocks LOS to units directly behind those obstacles.

10.4 Terrain Characteristics


Each piece of terrain has distinct advantages for units seeking
shelter in it, and varying movement costs for units attempting
to move through it. These advantages and movement costs,
along with other information, are delineated on the Terrain Effects Chart (TEC).
The terrain surrounding a hexs center dot defines the elevation
of the hex, and the type of terrain in the hex.
For example: 15F5 is a stone building.

11.0 Single Man (or Woman) Counters (SMC)


Single Man Counters (SMC) represent significant individuals that
have the power to affect the course of the battle. These counters
include Leaders, Advisors, Heroes (or Heroines), Snipers, Chaplains, Medics, and Scouts. There will be other types of SMCs in
subsequent modules.

11.1 Leaders
Leaders are individuals with exceptional skills. They are usually
officers or outstanding NCOs. Leaders have no Firepower, and
cannot (unless crewing a Support Weapon) individually fire at
enemy troops or voluntarily enter Melee alone. If enemy units
move into the hex of a solitary Leader who is not carrying a melee-eligible Support Weapon (machine gun, satchel charge, or
14

Brian Banshee (order #6459653)

flamethrower), the Leader is eliminated.


A Leaders Leadership modifier may be used to aid Direct Fire attacks, modify Damage Checks, rally units, and lead troops in Melee, as well as for the other functions mentioned in these rules.

11.11 Leaders and Combat


Leaders not under a Move, Low Crawl, Fire or Ops Complete
marker may aid ALL attacks conducted by same nationality/
force units in their hex during their impulse. Only one Leader
may aid each attack.
Their Leadership modifier is added to a units Firepower that
is using the DFT and/or subtracted from the to hit dice roll for
Support Weapons and Weapon Teams using the OFT. Note that
the Leader may aid both Squads using their inherent Firepower/Support Weapons (LMGs, flamethrowers, etc.) AND Support
Weapons or Weapon Teams using the OFT that are activated in
the Leaders hex in the same impulse. Leaders that aid such fire
are placed under a Fired marker.
Leaders may not call onboard mortar fire or off board artillery
and add their leadership to a direct fire attack in the same turn.

11.12 Leaders and Skill Cards


Scenario rules may assign a Skill Card to a Leader. These cards
grant special abilities such as enhanced morale or sighting.

11.2 Heroes
Heroes are ordinary soldiers who perform extraordinary feats of
courage. Heroes may be part of a scenarios starting forces or created during play. There is a chance that a Hero is created whenever a one is rolled on a Squad or Half-squads Damage Check.
Roll 1d6 again. If the number is even, a Hero has been created.
Randomly pick a Hero and a Skill Card.
Newly created Heroes assume the activation status of the unit
that spawned them.
For example: if the Squad that spawned a Hero was already marked with a Move marker, the Hero would also
receive a Move marker.
If spawned by a moving MMC, the Hero is assumed to have spent
the same number of movement points as the Squad had before
it spawned the Hero. If creation of a Hero would violate stacking
limitations, the owner may place the Hero in any adjacent hex
that has no enemy units.
Heroes may Assault Move. Heroes may assault vehicles. Heroes
always add their FULL Firepower to multiple unit attacks. Units
in the same hex as a Hero may attempt to rally, even if there is
no Leader present. Heroes shift Melee odds one column in their
sides favor (in addition to adding their own Firepower) when
attacking (not defending). Remember, in melee attacking has
nothing to do with whether you moved into the hex, only that
you are currently conducting a melee attack.
Each Hero randomly receives a Skill Card when created during
play or is assigned a specific Skill Card by scenario rules. If a Hero

that begins the game on the map is not assigned a Skill Card he
does not draw one.

accompanied the troops to the battle, frequently risking their


own life to rescue the wounded or console a shaken soldier.

11.3 Medics

Lock n Load chaplains have Leadership ratings just like Leaders.


These ratings may only be used to rally troops and not to assist
in a Damage Check nor assist in fire attacks. Chaplains may not
attempt to Spot enemy units.

Medics represent exceptional medical personnel. They may not


carry or fire weapons, nor may they Spot enemy units. They can,
however, use their medical kits to heal units.
During each Rally Phase, a Medic may attempt to either remove
the Wounded marker from one SMC or flip a Shaken Squad to
its good order side. In either case, the subject of a Medics attentions must be located in the same hex as the Medic. To perform
either function, the Medic must first pass a Morale Check rolled
with 2d6. Two is subtracted from the dice roll if the Medic is in
terrain with a positive Target Modifier. There is no penalty for failing the check, but the Medic may not perform any function in
that Rally Phase if he (or she) fails the check. A Shaken Medic may
not attempt to Heal SMCs or MMCs until it is rallied.
Medics do not attack or defend in Melee. If all friendly MMCs, and
melee eligible SMCs, in the same hex as a Medic are eliminated,
the Medic is removed from play.

11.4 Snipers
Snipers have no movement allowance and arent initially placed
on the board. Once the scenario starts, the Snipers owner may
place the Sniper at any time in any hex whose terrain has a positive Target Modifier, as long as enemy units do not currently occupy that hex.
Once placed, the Sniper may not move. The Sniper may immediately attack any Spotted enemy hex within its LOS utilizing the
Direct Fire Combat routine. The Sniper, however, rolls 2d6 for its
attack instead of 1d6. If there are multiple units in the target hex,
randomly determine which target the Sniper attacks. The Snipers attack only affects one unit.
For example: if the Sniper declares an attack against a
hex containing an enemy Squad and a Leader. The players would randomly determine which unit the Sniper attacks.
Snipers may be fired on like any other unit, but double their
own hex Target Modifier when rolling against incoming attacks
from all units except artillery/mortar barrages and enemy Snipers. Snipers may stack with MMCs, but forfeit their special terrain
modifier when doing so. When stacked with MMCs they may attack in the same impulse as the MMCs, but fire separately within
the impulse.
Shaken Snipers may Self-Rally
Snipers may not voluntarily enter Melee. Snipers do not attack or
defend in Melee. If during Melee all friendly MMCs and Melee eligible SMCs in the same hex as a Sniper are eliminated; the Sniper
is removed from play.

11.5 Chaplains

Chaplains do not attack or defend in Melee. If during Melee all


friendly MMCs and Melee eligible SMCs in the same hex as the
Chaplain are eliminated; the Chaplain is removed from play.

11.6 Advisors
Advisors are not included in Mark H. Walkers Lock n Load: Band
of Heroes. Throughout the war in Vietnam, the Americans provided advisors to the ARVN. An Advisor has morale and movement ratings. An Advisor raises the morale of all ARVN units it
is stacked with by one (1). Advisors may Spot and fire Support
Weapons.

11.7 Scouts
Scouts may use Stealth Movement (see 6.4), and subtract 2 from
all their spotting die rolls. Scouts do not subtract 2 from their
Firepower after using Stealth Movement. Scouts have a FP of 0.
They may assist in crewing a SW, but lose all Scout abilities in doing so. Scouts fight as 0 Firepower MMCs (8.2) in Melee.
Units moving with (i.e. during the same impulse as and stacked
with) a Scout pay only one movement point per Heavy/Light Jungle, Forest, Light Woods, Wheatfield or Tall Grass hex entered.
Scouts may call artillery fire.

11.8 Armor Leaders


Armor Leaders are 5/8 counters with a pictured Armor Leader,
Morale, and leadership rating. Armor Leaders have no Movement
Factor. In Band of Heroes, the two armor Leaders are Lt Rindt and
Sgt Darius.
Armor Leaders are unique in that they completely share the fate
of the tank they command. The may not be wounded, but rather
are Shaken, which represents the shaking of the entire tank crew,
or forced to abandon the vehicle that they crew, in which case
they are removed from the board.
Armor Leaders can only rally the tank they are crewing. Tanks
with an Armor Leader assume the Leaders morale for all purposes and subtract the Leaders leadership from the die roll when
rallying or performing Damage Checks. Vehicles with Leaders
check DFT results under the appropriate column on the DFT:
Armored Vehicles or Unarmored Vehicles NOT the Good Order
SMC column.
The Leaders leadership rating may be subtracted from To Hit
die rolls, and added to machine gun attack die rolls (but not HE
equivalent attack die rolls). He may affect both in the same turn.
If forced to abandon the tank, the Leader is removed from the
board.

Chaplains are not included in Mark H. Walkers Lock n Load: Band


of Heroes. The courage of combat chaplains is legendary. Many
15

Brian Banshee (order #6459653)

12.0 Skill Cards


Skill Cards bestow unique characteristics on the SMC or MMC
that owns the card. Some cards bestow traits or advantages that
may only be used once. Others give benefits that last for the entire scenario, and still others equip the owner with unique weapons or items. Each card explains its trait and when/how it may be
used. In most scenarios, the Skill Cards are pre-assigned to the
leaders. If a unit is not assigned a Skill Card or does not draw one
during creation (Heroes) it does not possess a Skill Card. Obvious? Yes but we get these questions.

13.0 National Characteristics for Lock n Load


Lock n Load features numerous distinct fighting organizations.
Included in Band of Heroes are just some of the combatants to
discover more armies buy the other games in the series. Below
are the armies contained in Band of Heroes.

13.8 German
13.81 SS
Fanaticism: The SS were well known as never-say-die fighters.
To simulate this they ARE NOT automatically eliminated when a
melee eligible squad enters the hex with Shaken melee eligible
units. Instead, the SS units attempt to rally. Leaders attempt to
rally first, and then other units in the hex. Good order leaders
may apply their leadership as described in 3.0, but a good order
Leader IS NOT necessary for the SS units to attempt to rally before melee. Units that fail to rally are automatically eliminated;
those that do rally can fight in the melee normally. Note, this
means that if the only good order units that are in the hex after
the attempted rally are non-melee eligible units (non-machine
gun equipped Leaders, for example) they are eliminated.
Dedicated: The SS were completely dedicated to the Fatherlands fight. To represent this, in each Rally Phase, the German
player may either attempt to rally one SS unit that is not in a
rally eligible hex, or re-roll an unsuccessful rally attempt for one
unit. In this case, rally eligible hexes are defined as hexes with a
friendly Leader or hexes containing a hero.

13.82 Wehrmacht Half-squad Creation


Whenever a German half-squad is created roll a die. If the result
is even its a 1 FP squad, if its odd, its a 0 FP squad. See the
Squad Reduction Chart in the back of this rules book.

13.9 Americans World War II


13.91 Well Supplied
In any scenario in which Americans are allocated artillery, they
may continue to request artillery after they have used their last
module allocated on the scenario card. To do so, they call for an
additional mission as described in 18.2. After placing the spotting round marker, but before rolling for scatter, roll 1d6. If the
number rolled is < 3, continue resolving the spotting round and
subsequent fire mission normally. If the number is greater than
3 the Americans receive no more fire missions for the entire scenario.
16

Brian Banshee (order #6459653)

13.92 American Glider Soldiers


Glider soldiers (1-6-4 Squads) in both the 101st and 82nd Airborne Divisions were equipped like leg infantry squads with a
mixture of M-1 Garand semi-automatic rifles, M-1 Carbines, and
a Thompson sub-machine gun for the squad leader. The glider
troops lacked a bit of the lan the paratroopers had, but were issued the Browning Automatic Rifle (BAR), which the paratroops
werent. To simulate this extra long range firepower, multiple
Glider Rifle Squads (or Half-Squads) firing from the same hex are
not halved when firing. For example, three 1-6-4 Squads have
a combined Firepower of 3. Glider Rifle Squads (but not HalfSquads) receive a one column shift to the right when attacking,
or to the left when defending, in melee. This is per attack, not
per Squad. For example, three 1-6-4 Glider Rifle Squads attacking
one 3-3-4 Fallschirmjager Squad in melee would attack at 1-1,
shifted one column to the right to 3-2.
If Glider Rifle Squads are participating in melee with other types
of Squads for example, American paratroopers the U.S.
player only receives the melee bonus if Glider Rifle MMCs constitute the majority of the friendly melee units. For example, if two
Glider Rifle Squads (or Half-squads) and one paratroop Squad (25-4) are attacking in melee the U.S. player gets the column shift.
If only one Glider Rifle MMC is attacking with one paratroop
Squad, he does not.

13.93 American Glider Troops Half-squad


Whenever a glider rifle squad (1-6-4) is reduced to a Half-Squad
roll a die. If the result is even place a 1-5-4 Half-squad on the map.
If it is odd, place a 0-5-4 Half-squad on the map. See the Squad
Reduction Chart in the back of this rules book.

Example of Play: Basic Infantry Combat


In this mini-battle, you have the chance to learn the mechanics of
Lock n Loads infantry combat. Follow the steps to practice how
to Spot, calculate Firepower, resolve damage, check morale, rally
troops, Assault Move, Melee and more. Or, if youre already getting the hang of the system, try setting up your troops as in the
first diagram below, and see if you can achieve a different result.

Situation:
Soldiers of the US Army Airborne and the German Fallschirmjager, each at platoon strength, have just started a meeting engagement. In the preceding turn, the American unit at F5 was about
to cross the road when it took casualties from E3. It is now the
Rally Phase of the next turn.

Rally Phase:
Both sides roll a 5 on the initiative die roll. Since the German player held the initiative in the previous turn, he wins the roll. There
are no units eligible for rally on either side, so play proceeds to
the Operations Phase.

Operations Phase:
German Impulse: Capt. Weiss attempts to Spot hex G4. Because
G4 is Degrading terrain, Weiss must roll three or less on a 1d6. His
Leadership factor of 1 is subtracted from the Spotting roll so he
needs to roll a four or less (see 10.1). Weiss rolls a 5 and fails to
Spot. An Ops Complete marker is placed on Weiss. The German
player passes. He could instead have moved any eligible unit, or engaged in combat on some other part of the game board where
there were eligible targets.

US Impulse:
CPL Medrow attempts to Spot Weiss hex. Where are those Germans?! He has no Leadership bonus so he must roll a three or less.
Medrow rolls a 1 and a Spotted marker is placed on Weisss hex. Ach, this is gonna hurt, exclaims Weiss. Medrow is now Ops Complete, but he may direct fire (or call onboard mortar fire (18.1)) against the hex he Spotted in this impulse. He activates his hex and
the Shaken Squad in the adjacent F5. The good order squads in his hex will fire on Weisss hex, and the Shaken Squad will Low Crawl
to the Medic in F6. The player chooses to resolve the fire combat first. His first Squad contributes its entire 2 Firepower, the additional
Squad half its 2 Firepower, or 1, and the M1919A6 machine gun its entire Firepower of 2. This is because additional squads firing from
a hex must halve their Firepower (American glider troops are an exception), but machine guns always fire at full FP. The total FP of
the attack is thus 2+1+2 or 5 FP. Medrow has no Leadership bonus, and no other modifiers apply, so the US player rolls 1d6+5. A four
comes up on the die, for a total of 9.
The Germans receive a +1 Target Modifier for Light Woods, so the German player rolls 1d6+1. A 4 comes up on the die for a total
of 5. The attackers modified die roll exceeded the defenders modified die roll, so a Damage Check must be conducted for every
defending unit in Weisss hex. The difference between the modified die rolls was 4, so the German player must roll 1d6+4 for each
unit, starting with the Leader, and check the results on the Direct Fire Table (DFT). Weiss rolls a six. 6+4 = 10. Looking on the DFT in
the column for Good Order SMCs we see that a modified die roll greater than his morale, but not up to twice his morale, causes the
result Shaken. Weiss is flipped to his Shaken side. The Half-squad under Weiss rolls a four. 4+4 = 8, and since the Leader is Shaken, his
Leadership bonus does not apply. The Half-squads morale being six, the Squad is also Shaken.
The US player places a Fired marker on Medrows stack. He then finishes his impulse by Low Crawling his Shaken Half-squad at D5 to
E5. Not the most brilliant move possible. But hey, this is an example of play, not a tournament. They are bringing back their wounded
under the cover of the rest of the platoons fire. A Low Crawl marker is placed on that Half-squad.

German Impulse:
The German player decides to use Assault Movement to move his two squads at F2 to F3, and put down some fire on Medrows hex.
Because the men in Medrows hex have fired the hex is now Spotted for the rest of the game turn. The Fallschirmjager squads may
Assault Move as designated by the red box around their movement factor. It costs one movement point for a Fallschirmjager Squad
to enter a Low Crop hex, and they may use up to one half of their printed movement allowance of 4 to Assault Move. Hence the move
17

Brian Banshee (order #6459653)

is legal. The Fallschirmjager squads, together with their MG34, are moved to F3 and an Assault Move marker is placed on the stack.
At this point, if any American units were eligible to fire and had LOS, they could Opportunity Fire on hex F3 with a +1 modifier for
attacking a moving target. But since there is no one eligible to Opportunity Fire, the Germans proceed to carry out their Assault Fire.
If he wished, the German player could also allow one or both of the squads to fire in a later impulse, or Opportunity Fire during an
American impulse.
The Fallschirmjager 2-3-4 with the MG34 equals 4 Firepower, the additional Fallschirmjager squad equals 1.5 Firepower, rounded up
to 2 Firepower. So the total Firepower is 2 + 2 + 2 or 6. Because the Squads Assault Moved subtract 2 from their Firepower for a total
of 4 Firepower. Not bad for 20 men and an MG34 who just dashed 50 meters across some Low Crops. So, the German roll 1d6 + 4. A
five comes up on the die, for a total of 9. A Fired marker is placed on the stack.
American troops in Light Woods receive a 1 Target Modifier, so they roll 1d6+1. A two comes up on the die for a total of 3. Bad luck
for the Americans. They must face a DC6a Damage Check with a +6 modifier to their disadvantage. The Leader rolls first and rolls
a 6 for a total of 12. His morale is 6 so this result is twice his morale. So cross checking on the DFT we see that Medrow is wounded.
A Wounded marker is placed on him, which reduces his Leadership and morale by 1, and he is flipped to his Shaken side. The next
Squad, which possesses the M1919A4 .30 Cal, rolls a six also, for a total of 12. Their morale is six, so we check on the column for good
order MMC at double or greater their morale. The result is Casualties. The Squad counter is removed, and is replaced with a Shaken
Half-squad. The final Squad rolls a 1, which totals to 7. It is flipped to its Shaken side.
Things are looking very grim for the Americans, but wait a moment! The most recent DC roll was a 1, before modification. That
means they can roll for Hero creation. The Squad succeeds in
getting an even die roll and a Hero counter is created in that
hex. He draws a random skill card and is placed in the hex with
the others. The Hero assumes the activation status of the MMC
that spawned him (11.2), so he is placed under a Fired marker.

US Impulse:
Both sides now Pass until the Ops Phase ends.

Admin Phase
The diagram to the right shows the board at the beginning
of the Admin Phase. Unnecessary markers, such as Moved, Assault Move, Low Crawl, Fired, Spotted and Ops Complete are
now removed. Wounded markers are not removed. The turn
counter is moved forward and a new Rally Phase begins.

Rally Phase
The U.S. player wins the initiative roll and begins by rallying
eligible troops. Initially he tries to rally Medrow. Medrow is
wounded which reduces his Shaken morale from 6 to 5. Since
he occupies terrain with a positive Target Modifier two is subtracted from his rally dice roll, so he needs a 7 to rally (3.0). The
Yank rolls boxcars (i.e. 12) and fails. Normally, the squads in his
hex would therefore not be eligible to rally, and the Germans
would easily overrun the Shaken troops, throw the Airborne
out of Carentan, the Americans off the Norman coast, win
World War II, and Id have to write this in German. But units
may attempt to rally if they are in the same hex as a Hero. The Shaken Half-squad has a morale of 5, and the positive TM modifier, so
he passes on a 7 or less. He rolls a 6 on the 2d6 and passes. The Shaken Squad at the bottom of the stack also passes on a roll of 3.
Things are looking up for the red, white, and blue.
The Medic must pass a morale check to patch up the Half-squad in his hex and flip them to their Good Order side. He rolls a 4 with
2d6, which passes. He is in terrain without a positive TM, so he had to roll against his straight morale of 6. Everyone except for Medrow rallied.
Now the German player rallies his men. Remember that Leaders are always eligible to attempt self-rally. In E3 Weiss has a Shaken
morale of 6. Since hes in terrain with a positive Target Modifier (TM) he receives a modifier of 2 to his advantage. He needs to roll a 8
or less on 2d6 to pass. Weiss rolls a 3 and rallies. His counter is flipped to his Good Order Side. The Shaken Half-squad in the same hex
may now also attempt to rally since there is a Good Order Leader in the hex. The Squad has a morale factor of 6, plus 2 for terrain,
18

Brian Banshee (order #6459653)

and 1 more for Weisss Leadership. It needs a roll of 9 or less, rolls exactly 9, and passes.

Operations Phase
US Impulse: Units must be Spotted again to be eligible targets for direct fire in the new game turn. The US Squad in G4 attempts to
Spot F3. The target hex is in Degrading terrain, so he needs to roll 3 or less. He rolls a 4 and fails to Spot. He is Ops Complete. Stunned,
the US player chooses to pass the rest of his impulse, and heads for the consolation of a nearby refrigerator and its stock of cold
beverages.

German Impulse:
Weiss decides to light up hex F6, the hex with the Half-squad and the Medic. The Half-squad in Weisss hex is manning a MG34.
According to the Support Weapon Portage and Usage Table, a Half-squad may man a SW, but sacrifices their inherent FP (see 1.6).
There is also one hex of intervening Degrading terrain in F5 so they fire at FP2 (MG34), -1 (intervening Degrading terrain), +1 (Weisss
Leadership) for a total of 1d6+2. They roll a four, which gives a total of 6.
The US player defends with 1d6, since Clear terrain does not give a positive TM. He rolls a three, which is 3 less than the German total
of 6, so he must face a DC3 (damage check with +3 modifier).
The Medic rolls a four on a 1d6, for a total of 7. He is Shaken. He will need to be in the hex of a Good Order Leader or Hero before he
will be able to rally. The Half-squad rolls a one, which gives a 4. It passes. A roll to check if a Hero is created gives a 5 which, being odd,
fails to generate a Hero. The Americans tighten their grip on the stock of their M-1 Garands and await their impulse.
A Fired marker is now placed on Weisss hex, and the hex is Spotted. The U.S. Hero and his hex activate to fire at Weisss hex. Its payback time. Unfortunately for the Americans the full Squad in that hex earlier tried to Spot a different target hex, so it is Ops Complete
and may not participate in this attack (it could Opportunity Fire against moving enemy units in a future impulse). If the fire attack
had been against the same hex, in the same impulse, it had earlier tried to Spot, they would have been allowed to fire. Only the other
units may participate. The Hero has 1 FP, and the Half-squad mans its M1919A4, forfeiting its inherent Firepower for a total of 2 FP.
1+2 gives a total of 1d6+3 for the attack. A six comes up on the 1d6 for a total of 9. Now were talking!
Weisss hex defends with 1d6+1. They roll a five, for a total of 6, and the hardened Fallschirmjagers gasp they face a DC3. Weiss rolls
a four, which makes 7, and Shakes. His Half-squad rolls a five, which gives 8. This gives a result of Shaken on the DFT.
A Fired marker is placed on the Heros hex, but keep in mind that the Squad didnt fire, and is under an Ops Complete marker, not
under the Fired marker.

German Impulse:
The Fallschirmjager stack at F3 is moves, via G3, to G4 to melee the US units in that hex. When the stack has entered G3, but before it
moves into G4, the US player announces Opportunity Fire. His remaining non-fired Squad, under the Ops Complete marker has the
right to Opportunity Fire at half its normal Firepower. The target in G3 is adjacent, which gives the firing American paratroopers +2
bonus, and moving, which gives +1. Half of the Squads FP gives 1, plus 3 more for the adjacency and target moving bonuses, which
gives a total of 4 FP. But the dice are against the US. The attack yields No Effect and a Melee begins.

Example of Melee:
Two Fallschirmjager squads (2-3-4, 3-3-4), with an MG34 machinegun, storm into the hex of a US Tommy-gun toting 2-2-6 Hero,
a 1-4-4 Half-squad with an M1919A4 machinegun, a 2-5-4 Squad and a Shaken Leader. A Moved marker is placed on the German
Squads. They may now attack any Melee-eligible unit or units in the hex. They choose to apply their 7 FP against the 1-4-4 Half-squad
with the M1919A4. This gives them 7-2 or 3-1 odds (actually, its 3.5 to 1, but we drop fractions) on the Melee Table, which gives a Kill
Number of 5. They roll 2d6 and get 9, which is easily equal to or higher than the Kill Number. The US Half-squad will be removed at
the end of this Melee resolution. But first the US player is allowed to Melee back. The Hero has 2 FP, the (now doomed) Half-squad
contributes 2 FP (2 for its M1919A4 it forfeits its inherent FP when firing a SW (1.6)), and the other Squad contributes 2 FP for a total
of 6 FP. All this is applied to the German Squad carrying the MG34 for 6-4 or 3-2 odds. But because they contain a Hero, the odds are
shifted one column in their favor, to 2-1, which gives a Kill Number of 6. The US player is taking a gamble. He could have chosen to
attack the Squad without the MG34 instead and gotten better odds. He rolls exactly 6, which destroys the German Squad with the
MG34. Both sides destroyed Squads are removed. The MG34 and M1919A4 are left in the hex in no ones possession, and a Melee
marker is placed on the hex. Next turn, the Melee may continue, or one or both sides may attempt withdrawal according to the
Melee rules (see 8.0).
Who will win this skirmish? Will the wounded Medrow survive to return to his lovely wife Susan? Or will Capt. Weiss lead his
Fallschirmjagers to victory? Im betting on the Americans.

19

Brian Banshee (order #6459653)

Counter Reduction Chart


The chart below graphically explains how to reduce each squad in Mark H. Walkers Lock n Load: Band of Heroes:

20

Brian Banshee (order #6459653)

Glossary of Terms
1d6:

roll of one die

MP:

Movement Point(s)

2d6:

roll of two dice

MT:

Melee Table

ARVN:

Army of the Republic of Vietnam

NVA:
OFT:

North Vietnamese Army


Ordnance Fire Table

APC:

Armored Personnel Carrier. A lightly armored


vehicle used to transport troops; for example,
the M-113.

Panzerfaust:

(PzF30) Relatively crude German anti-tank


weapon.

DC:

Damage Check

Panzerschreck:

(RPzB54): German anti-tank weapon similar


to, but better than, the American bazooka.

DFT:

Direct Fire Table


RPG:

Rocket Propelled Grenade

FFE:

Fire For Effect


SMC:

FP:

Firepower

Single-Man Counter (Advisor, Leader, Hero,


Sniper, Medic, Chaplain)

HEAT:

High Explosive Anti-Tank

SR:

Self-Rally

HE:

High Explosive

SSR:

Special Scenario Rule

INFANTRY:

Generic term that includes all MMC and SMC


counters.

SW:

Support Weapon

TEC:

Terrain Effects Chart

TM:

Terrain Modifier, also known as terrain Target


Modifier

INHERENT
FIREPOWER:

The Firepower printed on a counter. For example, a U.S. Airborne Squads inherent Firepower is 2.

LAW:

Light Anti-tank Weapon

Tripod Mounted: Both the M1919A4 and MG42 were mounted


on a tripod for better accuracy. The MG42
also came in a bipod version (2-10).

LMG:

Light Machine Gun Support Weapon Machine guns (5/8 counter), such as MG42,
MG34, M1919A6 .30 cal, BAR, M60, and RPD.

UNIT:

Generic term that includes all moveable units.


For example, tanks, MMCs, etc.

LOS:

Line of Sight

USA:

United States Army

ORDNANCE:

Ordnance are weapons that have a To Hit table on the back of the counter. They include
Support Weapons, -such as the Bazooka, Panzerfaust (PzF30), Panzerschrek (RPzB54), LAW,
Weapon Teams such as the 75mm anti-tank
gun (ATG), 73mm RR, and vehicle or helicopter-mounted weapons such as the M-4A1
tanks 75mm cannon or the Hueys rockets.
These weapons use the OFT to determine
modifications to their To Hit die rolls.

USMC:

United States Marine Corps

VC:

Viet Cong

WT:

Weapons Team

MF:

Movement Factor

MG:

Machine Gun Normally interchangeable


with LMG, but also used to denote machine
gun weapon teams (3/4 counters), such as
the U.S. .50 cal machine gun.

MMC:

Multi-Man Counter (Squad, Half-squad, Crew,


Weapons Team)

21

Brian Banshee (order #6459653)

Credits
THE LOCK N LOAD CREW
Mark H. Walker: Concept, game/scenario design, and development
Nikolas Eskubi: Counter Artist
Bill Ash, Marc Schwanebeck, Louis Jones: Map Art
Bill Ash: VASSAL module.
Bill Ash, James Luck, Mike Mirfin, Stuart Poll, Oliver Revenu, Peter
Bogdasarian, Tom Konczal, and Paul Pratt: Play testing, development, scenario design, and grammar checking.
Dedication: To Roy Hobbs at bat, Good Charlotte at volume,
Switchfoot (Im not giving up), Kelly Clarkson with heart, Ayrton
Senna at speed, Takuma Sato on the outside, Fosters beer in the
bottle, mini-skirts on long legs, good games on wooden tables,
beautiful beaches and that one particular harbor, Bryan Randall
whos more than a quarterback, but a man as well, Virginia Tech
football, and all the stupid crazy stuff that inspires us. But most
of all thanks to God for his guiding hand, my wife Janice, and
the coolest three daughters on the face of this - or any other
- planet.

MATRIX GAMES
Executive Producer
David Heath
Associate Producer
Erik Rutins
Art and Graphics
Marc Schwanebeck, Louis Jones
Box Design
Marc Schwanebeck
Manual Design and Layout
Marc Schwanebeck
Public Relations & Marketing
Joe Lieberman
Administration
Liz Stoltz
Customer Support Staff
Marc Schwanebeck, Mike Vahan, Daniel Heath, Alex Fiedler, Erik
Rutins, David Heath
Forum Administration
Paul Vebber, Marc Schwanebeck, Erik Rutins , David Heath
Web-Database Design & Development
Alex Fiedler

22

Brian Banshee (order #6459653)

Network and System Administrator


Mike Vahan
Network & PC Support
Ron Duquesnel
Very Special Thanks
Ron Tedesco, Debra Pugh, Renee Schoenfelder, Marti Nagy, Thomas Heath, Yvonne Heath.
Matrix NexGen
David Vebber, Megan Vebber, Rowan Lieberman, Andrew Heath,
Nicholas Heath, Shane Heath, Austin Stoltz, Noah Stoltz, Cameron Eckenfels, Hannah Eckenfels and Erik Conkling.
Our Strength:
We thank God for giving us the ability and strength
to complete this project and follow our dream.
We also like to thank our families and friends for giving us their
non-stop love and support during this project.

For those of you who are tired of tactical board games that are long on rules and short on fun,
we present Mark H. Walkers Lock n Load: Band of Heroes. Its a squad-level battle game that
is more game, less guff.
Mark H. Walkers Lock n Load: Band of Heroes
is the second complete module in the Lock n
Load game system and it covers the battles of
Americas airborne troops during the invasion of
Normandy. Its an easy system to learn and even
better, gamers who are familiar with the Lock n Load
system can jump right in. As with the original game,
each hex is 50 meters and turns are a few moments;
counters represent squads, leaders, heroes, medics and
even the occasional chaplain or scout.
Band of Heroes emphasizes the impact of the individual.
Leaders and heroes can produce dramatic results,
frequently turning the tide of battle with daring assaults
on machine gun positions, or by accurately directing
the fire of their men. Lock n Loads innovative Skill
Cards add even more flavor, assigning unique abilities
- such as increased range, great bravery, or additional
firepower - to Leaders, heroes, and even squads.
But the game is about more than individuals. This is
squad-level combat at its best, and the game focuses
on the squads that fought in Normandy, the weapons
they used, and the tanks that fought along side them.
The module includes U.S. Airborne (both 82nd and
101st), Airborne Glider troops, SS Panzergrenadiers,
Fallschirmjager, straight stick Wehrmacht, StuG IIIG,
PzIIIJ, Marder I, Pz35-S, Tiger I, M4A1, M10, M5A1, Jeeps, 88mm,
57mm, and 60mm and 81mm mortar Weapon Teams, MG42, MG34,
M1919A4 .30 cal, BAR, all drawn with lavish detail, and gamed on maps
that will set the industry standard for years to come.
But counters and maps do not a game make. You must have a coherent
and accessible set of rules, and the scenarios to play them with. Thats
good news, because LNL gets you up and playing in less than twelve
pages of rules, and the games alternating impulse system and opposed die rolls keep both players actively involved in the
fast-paced, frantic battles.
And scenarios? Well, the scenarios play to one of LnLs strong suits... story telling. Event markers trigger unexpected
events - such as hidden minefields, reinforcements, and new objectives - that bring the missions to life, and make no
mistake, there are plenty of missions to enliven. We have the battle of Medal of Honor where two paratroopers (later
supported by a platoon) took down an entire German artillery battalion. The Alamo depicts the final battle in Saving Private
Ryan, Flash... Thunder demonstrates the chaotic struggle of the first scattered paratroopers as Germans and Americans
randomly appear, and still another (The Call of Duty) dishes up some tough choices for the commander of the 327th Glider
Regiment. There are also straight up, tactical firefights such as Coming Through... a meeting engagement between elements of the 37th Regiment 17th SS Panzergrenadiers
and the 502nd Parachute Infantry Regiment, The Road to Foucarville, where the 502nd attacks toward Foucarville through the 1057th Regiment of the 91st ID, Ewells Charge,
in which the 501st PIR attempts to flank the 6th Fallschirmjager at Dead Mans Corner.

Stunning graphics. This art will pull you out of your work-a-day life and
throw you into the streets of Carentan, the bridges over the Merderet, or
the Bocage of Normandy.
Unique impulse system keeps players involved. No more snoozing while
your opponent takes a lengthy turn.
Squad level battles take gamers inside the struggle for Normandy. Heroes,
Leaders, medics, squads, anti-tank guns, tanks. Its all here, letting you
play and create the battles that shaped a generation.
Event system morphs battles into breathing entities that challenge gamers,
and as more than one player has said, feel more like a movie than a
game.

Players:
1-2
Time:
Each turn = 2-5
minutes
Map:
50 meters per hex
Units:
Individuals, squads,
weapon teams, tanks,
weapons

Brian Banshee (order #6459653)

10
9
8
7
6
5
4
3
2
1

10
9
8
7
6
5
4
3
2
1

Das könnte Ihnen auch gefallen