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Preview of Nations At War Digital by Lock 'N Load Publishing  The Nations At War boardgames from Lock 'N Loa...

Preview of Nations at War Digital by Lock 'N Load Publishing Preview of Nations at War Digital by Lock 'N Load Publishing

Preview of Nations at War Digital by Lock 'N Load Publishing

Preview of Nations at War Digital by Lock 'N Load Publishing

Preview of Nations At War Digital


Lock 'N Load Publishing

 The Nations At War boardgames from Lock 'N Load comprise these games and add ons:

Nations At War Starter Kit
Stalin's Triumph
White Star Rising
Desert Heat
Solo Assistant for Nations At War

 These games portray platoon-level combat in the different theaters  of World War II. You will get to command armor, artillery, infantry and air support. From tanks fighting tanks to close infantry assault. If you are inclined to play both digital and boardgames (who isn't?), you should take a look at this series.

 So, I did reviews of two out of the three boardgames that comprise the L'NLs stable of Nations At War games. I found them to be great games that were quick to play, and gave historical results. The rules were meant to allow the player to play the game, and not to pore over page after page of the manual. In this, L'NL succeeded admirably. Now I have been allowed to do a preview of Nations At War Digital edition, and put it through the paces and see if it is as good as its cardboard cousin. So on to the game.

 First, the action is based entirely on the Western Front of WWII. The scenarios and equipment, etc. were taken from the 'White Star Rising' edition of the boardgames. Before we get too deep, please remember that this is a preview and things could and probably will change. I had played a much earlier version of the game, so I have seen it grow and become much more polished. 

 The player can play either the German or American side in the game. This means that you get to play with both Shermans and Panthers, along with most of the other equipment that each army used.

 The AI plays almost like a human opponent. To give you an example; I had four Tigers and the AI has a multitude of Shermans, M18s, M36s, and a few Stuarts. The victory conditions for the German side was that I destroy all of the enemy and exit the western edge of the map. The AI would use the Stuarts in Kamikaze like attacks towards the Tigers. At first glance, this seems a rather foolish move. However, for at least two turns I was forced to deal with the Stuarts and not do anything about the real threats that were enveloping my position. So, even though the tactics seem 'gamey', it is exactly what some players would actually do. The Allied airpower is not to be trifled with either. The ground attacking American planes took out two of my Tigers and a Wirbelwind in the above scenario. I have lost more than I have won playing against the AI.

 Another factor that is part of the boardgame, and is a real game changer at times, is Fate Points. Both sides are assigned so many of them at the start of each scenario. I will use L'NL's words to explain them:

"Despite generals, sergeants,riflemen, spreadsheets,tables, and game designer’s best efforts, battles are often won not by the side with the best weapons, most men, or better morale, but by the unforeseen actions of men and women and inexplicable twists
of fate. Fate Points (FPts) in the Nations at War system represent those twists.Fate Points are points that can be used to sway the turn of events and change an unfavorable situation into a favorable
Fate Points are assigned within each scenario to a side and can be used anytime within the game. They cannot be carried over to other scenarios.Fate Points can be thought of as currency and can be used to purchase an event that can change the game. They can be used by the active player or their opponent at anytime.  The defending player ALWAYS has the last chance to use FPts to adjust a unit’s outcome. Fate points that are used to adjust die results may only be used on that players own die results."

 So instead of getting an almost faithful representation of the boardgames, L'NL was able to transpose the boardgames right into the silicon world. This in itself is a major kudo for the game. The AI knows what it has to do to win victories, and is able to follow through and do it. It uses its forces very aggressively, so don't assume it will be passive and better on the defense (as most AIs are). I am very impressed by the game, and really looking forward to L'NLs Tactical Digital series of games that is also coming out soon. Thank you L'NL for allowing me to do this test drive on Nations At War Digital. I almost forgot, this game will be available on Steam at release, as will L'NLs Tactical Digital series.

Lock 'N Load:
Nations At War Digital:
Nations At War boardgames:


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