Heroes of the Motherland
With the add-ons
Dark July 43 - X-Maps for Dark July 43
by
Lock 'N Load Publishing
With the add-ons
Dark July 43 - X-Maps for Dark July 43
by
Lock 'N Load Publishing
 An Argosy of wargaming goodness arrived on my porch a while ago. There 
is just so much that comes with Heroes of the Motherland that I have a 
real problem figuring where to start, and what to write about. I 
received not only HOTM, but also two add-ons for it. They are  Dark July
 43: The Battles for Prokhorovka Third Edition, and also the X-Maps 
for Dark July. 
|  | 
| HOTM Counters | 
The Eastern Front in World War II is probably the one campaign that has more games, tactical, operational, and strategic than any other. The types of weapons and troops you can use in this game span the depth and breadth of the war. Tanks that were built before the war to King Tigers and JS-2s are present for your gaming pleasure.
|  | 
| HOTM Maps | 
 LNL's
 premise for their tactical World War II era games is simple but 
breathtaking in scope. They have developed a core set of rules that span
 the years 1930-1959. This core set allows gamers to learn it, and then adds a
 few extra rules for each game. That means that gamers can game all of 
the conflicts and campaigns during those years with a single rules set. 
This has been tried in the past, but to my knowledge only for Ancient 
and Medieval gaming. The game scale is fifty meters wide to the hex. You
 play with squads, half-squads, and vehicle crews etc. 
|  | 
| Scenario | 
 The
 Core Manual is sixty-six pages long. However, do not be discouraged. It
 is written in large script and has many pictures and examples 
throughout. The Module Rules and Scenario Booklet really has only four 
pages of rules to learn. This is how encompassing the Core Rules are. 
They are also constantly being updated. The rules are up to version 5.0 
now.
 The game comes with:
14 x Color Geomorphic 8.25 x 12.75 Maps.
5 x CounterSheets with over 550+ counters. 
1 x Color Core system manual featuring the latest v4.1 rules.
1 x Color Game Module rules,  Examples of play with 12 scenarios and One Campaign.
3 x 11 x 17 Player Aid Cards.
2 8 x 11 Player Aid Cards.
1 x Heavy Duty box. 
 The sequence of play is:
Rally Phase
Operations Phase
Fire Combat
Movement
Laying Smoke
Melee Combat
Administrative Phase
 I
 really like this system for tactical gaming. That does not mean that I 
do not own and like others. You can ask my wife. I think it is a losing 
proposition to compare games against each other. Much like a parent, you 
can find good and bad traits in your children, or a game's rules and mechanics. We are 
Wargamers, so we buy Wargames, many, many Wargames. Back to HOTM, the 
rules have been worked on to be streamlined and as easy to understand as
 possible. The setup of the rules and scenarios are done in a sequence 
to make it easier on the gamer to learn.
 The
 components that come with any Lock 'N Load game are some of the best on
 the market. The counters are extremely well done, and for those who 
cannot play without it, they come already clipped. Almost all of them 
fall out of the sprues with nothing extra stuck to them, or the need for
 cleaning them up. The maps are once again well done. They are on thick 
paper stock. Some people prefer mounted maps, but I can play on either 
surface without giving it a second thought. 
 The
 Dark July module adds in the seminal fight between the SS divisions and
 the Russian forces rushing forward to make sure that operation 
Zitadelle is a German defeat. The module is a bit misnamed because 
there is also a scenario about the Battle for Ponryi on the northern 
flank of Zitadelle. So this means you can see how effective Ferdinands 
really were. There are only two pages of rules that come with Dark July,
 and some are optional. This is what Dark July comes with:
1 x 34 x 22 Color Map. 
2 x Color Geomorphic 12.75 x 8.25 Maps. 
1 x Counter Sheet with over 80+ counters.  
1 x Color Module rules, Examples of play with 6 Scenarios. 
1 x 8 x 11 Player Aid Cards.
                                  Dark July Counters
 The
 X-Maps add-ons that Lock 'N Load sells are worth every penny. The maps 
are the same as the ones that come with the module, for example Dark July. The 
difference is that the hexes are much larger. The standard maps in Dark 
July are 8.25" X 12.75". The X-Maps come in at 11" X 17".
So
 you get the same maps, but are able to play with less clutter, which is
 always a good thing. So if you do buy any of the main game's modules I 
suggest that you do invest in the X-Maps for it. The X-Maps for Dark July contain:
One Color Two Part 51 x 33 Map.Two Color 11 x 17 Maps.
One 11 x 17 Player Aid Card.
One Color Two Part 51 x 33 Map.Two Color 11 x 17 Maps.
One 11 x 17 Player Aid Card.
 Great
 system, great components (besides the lack of mounted maps, which again
 I could care less about), if you have any interest in the theater I 
think it is time and money well spent investing in HOTM. Thank you Lock 
'N Load for letting me review all of this gaming goodness.
|  | 
| X-Maps Size | 
 I will put a link below to the newer rules, and my review of Heroes of North Africa, another great game.
https://www.awargamersneedfulthings.co.uk/2018/03/heroes-of-north-africa-by-lock-n-load.html
https://forums.lnlpublishing.com/resources/lock-n-load-tactical-core-rules-home-printer-friendly.259/
https://www.awargamersneedfulthings.co.uk/2018/03/heroes-of-north-africa-by-lock-n-load.html
https://forums.lnlpublishing.com/resources/lock-n-load-tactical-core-rules-home-printer-friendly.259/
Robert
 





 
 
 
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