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Leader only
Units in the same hex with this Leader are
given Assault Movement capabilities as
defined in 6.1
ASSAULTER-SkillCard.indd 1
06.06.2005 13:23:48
SkillCards-BACK.indd
1
11.06.2005 11:43:54
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.
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.
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.
-2 to Die Roll
-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
+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
-1 to die roll
-2 to die roll
-2 to die roll
Vehicle mounted MG firing after vehicle pivots in hex without moving to new hex.
-1 to die roll
May Carry
May Fire
Notes
Squad
2 Support Weapons
Half-squad / Crew
1 Support Weapon
SMC
1 Support Weapon
Reduces MF by 2
Melee Table
Odds Ratio
Kill Number
1-3
1-2
1-1
3-2
2-1
3-1
4-1
5-1
11
10
Target
+2
+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
As Per TEC
+1
+1
-1
+2
Vehicle is Open
Armor Leader Leadership
- (Leadership)
+1
+1
Firing during night scenario at a non-adjacent unit that is not illuminated by a Star Shell
+2
+2
Per hex of Degrading Terrain the LOS crosses enroute to the target (Maximum two hexes)
+1
Shaken MMC
Good Order
SMC
(Not Hero)
Shaken SMC
(Not Hero)
Hero
Armored
Vehicles /
Armor Leader
Unarmored
Vehicles
Helicopter
No Effect
No Effect
No Effect
No Effect
No Effect
No Effect
No Effect
No Effect
Shaken
Casualties
Shaken
Wounded
Wounded
Shaken
Shaken
Damaged
Casualties
Casualties
Wounded
Wounded
Wounded
Shaken
Destroyed
Destroyed
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
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
+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
Per height of
terrain
13M5/18G4
Tall Grass
Blocking
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.
15H6/13F4
Wire
Open
None
Per height of
terrain
Created during
play
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
+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
+2 / +1
Smoke
Blocking
+1
Blocks LOS through hex or traced down the edge of the hex.
Vehicle or Wreck
Degrading
+2
Per height of
terrain
N/A
Marsh
Degrading
+1
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
P
1
P
1
P
.5
2
1
See Notes
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
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.
1.2 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.
1.4 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
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.
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.
1.6.1.1 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.
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.
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).
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.
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.
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).
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.
2
3
2
1
1
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.
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.
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.
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
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.
11.3 Medics
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
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.
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.
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
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
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
20
Glossary of Terms
1d6:
MP:
Movement Point(s)
2d6:
MT:
Melee Table
ARVN:
NVA:
OFT:
APC:
Panzerfaust:
DC:
Damage Check
Panzerschreck:
DFT:
FFE:
FP:
Firepower
HEAT:
SR:
Self-Rally
HE:
High Explosive
SSR:
INFANTRY:
SW:
Support Weapon
TEC:
TM:
INHERENT
FIREPOWER:
The Firepower printed on a counter. For example, a U.S. Airborne Squads inherent Firepower is 2.
LAW:
LMG:
Light Machine Gun Support Weapon Machine guns (5/8 counter), such as MG42,
MG34, M1919A6 .30 cal, BAR, M60, and RPD.
UNIT:
LOS:
Line of Sight
USA:
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:
VC:
Viet Cong
WT:
Weapons Team
MF:
Movement Factor
MG:
MMC:
21
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
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
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