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  Point Blank V is for Victory by Lock 'N Load Publishing  "I'm here, I'm here! Let the bells ring out and the banners fly!...

Point Blank V is for Victory by Lock 'N Load Publishing Point Blank V is for Victory by Lock 'N Load Publishing

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Lock 'N Load Publishing




 Point Blank V is for Victory


by


Lock 'N Load Publishing





 "I'm here, I'm here! Let the bells ring out and the banners fly! Feast your eyes on me! It's too good to be true, but I'm here! I'm here!"

(If you do not get the reference, I am sorry for your cloistered childhood)


 The fighting that occurred in western and northern Europe in 1944-1945 has had many games designed around it. D-Day has been especially covered by games at all levels and in all sizes. Point Blank V is for Victory is a new tactical game based upon the Allied and German troops that fought in the entire campaign. The game is meant for either one or two players. It does come with a solo 'bot' if you will. So, when playing it solo you do not have to try and be on both sides of the table. Let us take a look in the box and see if we are stuck in the hedgerows or gunning our tank in open fields.



All of the decks stow away beautifully



  This is from Lock 'N Load Publishing:


"Point Blank is a tactical squad infantry card game set in World War II Europe and is loosely based on the award-winning Lock ‘n Load Tactical game series.  Players do not need not be familiar with any of the Lock ‘n Load Tactical rules to play.  Point Blank is designed by Sean Druelinger and is a game that dares to be different, with new game concepts that give a whole new feel to tactical wargaming. 

 

Point Blank V is for Victory is for two players pitted against each other in situational combat scenarios.  There is also a solo option as well as partnerships in teams of two.  Each scenario presents the players with a unique situation involving squads of men, support weapons, leaders, and individual armored fighting vehicles.  The first game in the series will pit the forces of the USA against Germany just after the landings in Normandy (June 1944) through October 1944. Each player has victory conditions determined by the scenario in which to defend or take objectives, seek and destroy their opponent’s units, or one of many other different scenario objectives.

 

The game is played on an abstract map board made up of terrain cards in the game and managed through a distance system that accounts for the range to targets, line of sight, and defensive attributes. The player has units that start out on the map and gradually work their way towards their objectives by advancing through the battlefield all the while conducting combat actions against their opponent or defending their troops from return fire or whatever hell that awaits them. Players draw cards from a common action deck where they will play actions on their units on the map board. The game is an IGOUGO impulse system and turns are managed when the action deck is exhausted. (Some scenarios may require multiple deck exhaustion to finish the game). Actions in the game consist of Fire, Move, Assault, Rally, etc. The action cards contain dice icons on them to determine random results.


One of the unique features of the game is that it contains a deck of terrain cards that are not part of the action deck. As players change terrain they will draw a terrain card in which their moving units will occupy. Some action cards such as Recon helps players manage what terrain they occupy but your opponent may have other plans for your moving troops during their turn.  Two players can play a game in about an hour (depending on the scenario size) and if you cannot find an opponent then try the game solo system. 

 

Point Blank system has been called innovated, realistic, and yet extremely playable, and with solitaire play, and two-player options available we expect you will too."


 

Playing 'map' or mat for the cards


 The box that was delivered to me was a very heavy one. I knew enough about the game to know it did not come with mounted maps, so I was wondering why the heft? Well, it turned out to be the cards. You see, I believe there are almost 900 cards that come with the game. 

 Sean Druelinger, the designer, had done a write up for AWNT a bit ago about the game and himself. He is also the designer for Lock 'N Load's Tactical Series of games. According to him Point Blank is based on that series and the old Avalon Hill game 'Up Front'. I had seen things about Up Front down through the years, but I was not interested at all. At the time I was a very snobbish grognard and was only interested in hexes and hefty rulebooks. I would not play an area movement game, and the thought of cards being added to a hex wargame was an abomination in my eyes. Block games were another genre that would put my teeth on edge. I have now seen the light of these newfangled additions to my beloved hobby. However, this takes it one step further. You do not even need to use the map/mat at all. I believe I have done two different aircraft games that were just cards, but there was no terrain etc. In Point Blank everything is based upon the cards. So, let us see about this strange new animal (at least to me).



There are a lot more cards there than you probably think.




  This is what comes with the game:

119 x Mini Cards

698 x Poker Cards

1 x 32" x 38" Two Piece Map

1 x Core Rules Manual

1 x Scenario and Module Rules Manual 

9 x Double Sided 8.5" x 11" Player Aids

2 x Counter Sheets With Over 160 Counters

2 x 16mm Dice

Executive Producer:

David Heath

Game Design and Development:

Sean Druelinger

Game Art:

Shayne Logan



Some Cards



 This is the Sequence of Play:

1. Select a Scenario
2. Determine Sides
3. Layout the Battlefield
4. Deploy units
5. Draw Action Cards


2.2.2 Game Phases

1. Upkeep Phase – The phasing player
conducts upkeep tasks.

2. Impulse Phase – The phasing player
may conduct an action. There are
situations that allow more than one
action to occur from the play of a
card that includes multiple actions
or through the execution of a leader’s
Spend action (see Leaders 2.11).
Once a player completes his impulse
play passes to his opponent.

3. Turn End Phase – Check to see if the
Action Card deck has been exhausted.
If so, follow the turn end procedures
before impulse play begins
again.

4. Victory Conditions Check – Check
to see if you have won the scenario
before impulse play begins again.



Terrain Card




 We will start out discussing the cards that come with the game. As mentioned, there are nearly 700 of the larger cards in six decks. The information needed to play on the cards is huge. These cards will have all your men and larger military equipment, such as: tanks, squads, anti-tank guns etc. They feel just like playing cards do. Then there are 119 mini cards. These encompass commanders, machine guns, PIATs, med kits etc. Even though these are smaller, the information on them is just as large as on the larger cards. Both sets of cards have a very nicely done picture of whatever they represent on them. They look like little portraits, especially the faces. The two-piece map is also well done. It is really only a background with muted colors, but it works well with the cards. It is large at 32" x 38" but if you have been a wargamer for any length of time you will have a table that can accommodate it. The counters are used for bookkeeping etc. You can also use the counters on the cards instead of using the map. These, like the rest of the game, are oversized and very easy to read. The coloring and design of them are up to the par of all the other components. The Core Rules Manual is ninety-four pages long. However, the type size is also huge (Do you see a pattern here?).  The rules go to page seventy-one with the rest being a breakdown of each terrain card and then the Solo Rules. The Scenario and Module Rules Manual comes with twenty scenarios and there is a section on building your own scenarios. At the end of the scenarios are the Campaign Game Rules. Both of the Manuals are in full color and made of glossy paper. There are five Player Aids that are made of hard stock, and they are double-sided. These are also in large type like the rest of the components. These give all the information for playing the game that you would need without having to look through the manual. The next four Players Aids are for playing the game Solo. These rules are done with an easy-to-follow flow chart method. These are also made of hard stock and in full color. 



Some of the Counters



 The cards represent everything you would find on a battlefield in norther Europe during WWII. The Allied cards represent both the U.S. and British and Commonwealth militaries. Here are some examples:

Germans - Marder I, Stug IIIG, Tiger, Panther, truck, halftrack, 75mm anti-tank gun, SS, Heer, and Luftwaffe troops.

Allied - M36, M20, Parachute Squad, Infantry Squads and Half-Squads, Sherman Firefly, Otter, and even a Tetrarch!

The smaller cards show - Satchel Charges, Radios, MG 42, Flame Throwers, and a slew of Commanders.



Mini Card Commanders



 So, you might be thinking: Is this game a behemoth in both size and rules? To be honest, you do need some table space for the game. In actuality it is an easy to play game, at least once you have the rules set in your head. Lock 'N Load says that most scenarios will take about an hour to play. Except for my first couple of dry runs, this seems to be about right. Playing Solo takes a bit longer, but it does in any game that has solo rules built in. The flow chart method for Solo Play does make it a lot easier to follow and play. I think that Solo Play should be included in most games. That way you can play your favorite game of the hour without having to round up a friend or more to play it. 

 As I mentioned. I have never played Up Front nor really ever had an itch to. Many people have compared Point Blank V is for Victory to Up Front and say it is the Up Front for the 21st century. If Up Front was anywhere near as fun to play as Point Blank, I am sorry that my rigidness stopped me from playing it. 

 I was at first a little put off by not being able to know the terrain in in front and around me. Then I put myself into the mindset of a Squad Leader at the time and it really made sense. You know your objective, at least most of the time, and you know what direction it is on your compass. Often that is about the amount of information you would be given. Oh, you know what could be out there between you and it, but you are only guessing. Unless you are extremely lucky you will not know what enemy force is out there until they open fire. Point Blank brings that guessing and Fog of War front and center. This is not a card game of tactical warfare in WWII. It is a tactical wargame that uses cards for play. There is a large difference. Remember that Point Blank uses a lot of the designer's Lock 'N Load Tactical Series as its bones. 

 The scenarios all have their own victory conditions. Many times, it is taking control of and holding a specific terrain piece. The turns all revolve around the Action Card deck. When the last Action Card has been played that is the end of that turn. The scenarios run from two, three, and four turns. So, for each turn you would have to use up all of the Action Cards. If you are not used to Lock 'N Load's Tactical Series games, you will have a bit of a learning curve. If you have played any of them the curve will be pretty short. It is not a difficult game to learn. That is, if you can get the idea of the Lines of Sight and movement and transpose that knowledge to the cards laid out on the table. I have played many of Lock 'N Load's Tactical Series games. However, I did have a problem in the beginning but not because of the rules. It was my own brain that was not getting it. Once I talked myself into the fact that the cards were the same thing as counters on a hex map, things went much smoother. I believe this was certainly a case of an old dog trying to learn new tricks.

 The game is big in components, and they are also visually striking. The muted colors of even the Rulebook pages gives a real sense of being in the rain, fog, and mud of a real battlefield. The visuals only help with the players immersion. Because the Rulebook is so large in size of type the rules themselves are not that long or hard to learn. There is no need of any die because the Action Cards have die values right on them on in the upper right hand. Yes, luck does have a place in playing the game. However, in any battle of whatever size, there is always some amount of luck. As von Clausewitz wrote:

 "The great philosopher of war, Karl von Clausewitz, coined the term: "Friction," he wrote, is "the concept that differentiates actual war from war on paper," those surprising things that happen during wartime that make “even the simplest thing difficult."




More Terrain Cards




 Thank you Lock 'N Load for letting me take this Maserati out for a test drive. I am now fully convinced that a ground wargame can be played with just cards. Not only that but said game can be totally engrossing for the player. It also helps that the manufacture of the cards etc. are of such a high quality. Great Game, Lock 'N Load. Keep up the good work. 





 
Robert


Lock 'N Load Publishing:


Point Blank V is for Victory:














Sean Druelinger designer of Lock 'n Load's Point Blank: V is for Victory  I had asked Mr. Druelinger to do a short bio about himself...

Sean Druelinger designer of Lock 'n Load's Point Blank: V is for Victory Sean Druelinger designer of Lock 'n Load's Point Blank: V is for Victory

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Lock 'N Load Publishing




Sean Druelinger designer of Lock 'n Load's


Point Blank: V is for Victory







 I had asked Mr. Druelinger to do a short bio about himself and some information about his game. I would describe it as not a Card Wargame, but a wargame played with cards. It comes with a good-sized rulebook and does not abstract many parts like a card game usually does. 


Game Map


 This is a write up about the game from Lock 'n Load:

"Point Blank" is Lock 'n Load Publishing tactical World War 2 squad card wargame, for 2 players pitted against each other in situational combat scenarios.

There is also a solo option as well as partnerships in teams of 2.

Each scenario presents the players with a unique situation involving squads of men, support weapons, leaders, and individual armored fighting vehicles.

This game pits the forces of the USA against Germany just after the landings in Normandy (June 1944) through October 1944. Each player has victory conditions determined by the scenario in which to defend or take objectives, seek and destroy their opponent’s units, or one of many other different scenario objectives.

The game is played on an abstract map board made up of terrain cards in the game and managed through a distance system that accounts for the range to targets, line of sight, and defensive attributes. The player has units that start out on the map and gradually work their way towards their objectives by advancing through the battlefield all the while conducting combat actions against their opponent or defending their troops from return fire or whatever hell that awaits them. Players draw cards from a common action deck where they will play actions on their units on the map board. The game is an IGOUGO impulse system and turns are managed when the action deck is exhausted. (Some scenarios may require multiple deck exhaustion to finish the game). Actions in the game consist of Fire, Move, Assault, Rally, etc. The action cards contain dice icons on them to determine random results.

One of the unique features of the game is that it contains a deck of terrain cards that are not part of the action deck. As players change terrain they will draw a terrain card in which their moving units will occupy. Some action cards such as Recon helps players manage what terrain they occupy but your opponent may have other plans for your moving troops during their turn.

Combat in the game is similar to how combat is conducted in Lock n Load Tactical. 2 players can play a game in about an hour (depending on the scenario size) and if you cannot find an opponent then try the game solo system. In general, the gameplay is fast and excited and compares to such legendary game systems as Up Front."



Some Cards


 I am not a big fan of interviews. It seems that the same questions always get asked. I would much rather have the designer etc. give us the information without my input. To each their own. 


 

This is a big game with a lot of cards

 Without further ado, here is Mr. Druelinger's write up. It gives us a good look at his game design:


I was introduced to Squad Leader when I was about 12 years old. I was playing D&D every other week with this gaming group of 20 something’s at the time. I accidentally showed up on a non-D&D day and was asked if I want to play SL. I was hooked from that point on. 

I was lucky to see a lot of AH games in their infancy and was able to participate in many of the playtest sessions. Titles like longest Day, up front, enemy in sight, etc.

In and around 2012 I wrote some scenarios for Nations at War and Tank on Tank for Line of Fire magazine. I then developed an east front prototype for Nations at War and got a green light from the owner of L'nL at the time to proceed. L'nL was then bought by David Heath around 2015. He wanted to redo the original Nations at War titles and asked me to develop them. At the same time, he asked that I include my east front module “Stalin’s Triumph” into the mix. We developed all 3 systems at once. In addition to that, Dave asked me to develop/design the Lock 'n Load tactical solo system to be compatible with every scenario for every L'nL tactical game to date.

In 2016 I began designing PB. I introduced the game to David in 2017 at Origins and after some strong hesitation he gave me the green light.

Point Blank was inspired by games like Up Front and L'nL tactical. The thing that makes this game different is that it introduces what I feel are new concepts in tactical gaming. For instance: 

Movement: Moving is an action that you can issue to the game, but the ordered units do not complete their move until the next owning player's upkeep phase. This models that troops have to gather their equipment, form up and then move out. From a game perspective the opposing player has a chance to react to move action before it is completed. Melee is handled in much the same way. An order is issued and then resolved in the player's next upkeep phase. I do not see a lot of games that handle actions this way. 

Terrain and Line of Sight are other areas that sets the game apart. Terrain is very dynamic in PB. A unit in a sector within terrain can conduct an action to change its terrain while remaining in the same sector. Terrain can also be acquired and held by the player through play of recon actions. Terrain that is collected through Recon actions can place terrain into empty sectors to secure good terrain for units that are in the process of moving or into sectors adjacent to opposing units or friendly units. This mechanic makes of interesting Line of Sight situations and expands the maneuverability options for units in the game.

Spend and Discard actions; Another key factor that sets this game apart from other card driven games is the ability to discard cards to perform some type of action. In every card driven game there are situations where a hand of cards may not contain a card that you need to perform a preferred action. In PB you may, in lieu of playing an action card, discard a card (spend action) to activate an action printed on a unit's card. Once that action is performed however, the unit is "spent" (rotated 90 degrees) to indicate that it can no longer perform an action until it is readied through the play of a "Ready" action. Other actions in the game are available through discard type actions. This whole concept expands the game play and helps to prevent situations where a player is locked down by a hand of cards that may not be of any use.

Leaders in the game are represented by individual cards and they have benefits to units by contributing their modifiers. Additionally, they have actions printed on their card that they can execute through a spend action in action to the play of an action card during a player impulse.









 Visually it is a stunning game. The cards are regular playing card sized. So, you can see that the information on them is incredibly easy to see. I believe I could play the game with my glasses off. I will be doing a review of the full game on our site. Thank you Lock 'n Load for allowing me to take this out for a spin. Point Blank: V is for Victory is still available for late pledges on Kickstarter.

Robert

Lock 'n Load:

Point Blank: V is for Victory:

Preview of Lock 'N Load Tactical Digital by Lock 'N Load Publishing  Here we are very lucky to h...

Preview of Lock 'N Load Tactical Digital by Lock 'N Load Publishing Preview of Lock 'N Load Tactical Digital by Lock 'N Load Publishing

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Lock 'N Load Publishing




Preview of

Lock 'N Load Tactical Digital

by

Lock 'N Load Publishing







 Here we are very lucky to have the best of both worlds, the digital and boardgame, and able to choose which we would rather play at the moment. There is a time for boardgames, even solo, and a time for the computer to lend a helping hand. I have reviewed and liked the tactical series from L'NL and was a little wary of how the digital version would turn out. I have also reviewed some of their 'Nations at War' series of boardgames and really liked them. So I was very pleased to find out that the digital version of them was excellent. I was wary about the Tactical series in digital, because lightning very rarely strikes twice. So, was L'NL able to put it in a bottle and use it for this game series also? The answer is an unequivocal YES! The game plays pretty much exactly as the boardgames do. The AI is also as good as the one in Nations at War Digital. The game will becoming out on Steam very soon. The L'NL Tactical base game comes with four scenarios from their Heroes of Normandy game and two from their Heroes of the Nam game. They are releasing two scenario packs of the aforementioned games with twelve scenarios each when the game launches. The scenario packs will be add-ons that you will have to purchase separately. They are also working on adding the rest of the Tactical series games as other add-ons to the base game. The tentative release date is 4/2, so keep your fingers crossed.

This is the link to L'NL Tactical on their site:

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

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Lock 'N Load Publishing




Preview of Nations At War Digital

by

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
one.
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:
https://store.lnlpublishing.com/
Nations At War Digital:
https://store.lnlpublishing.com/series/nations-at-war-series/nations-at-war-digital-for-windows
Nations At War boardgames:
https://store.lnlpublishing.com/series/nations-at-war-series

Robert

Heroes of the Motherland With the add-ons Dark July 43 - X-Maps for Dark July 43 by Lock 'N Load Publishing ...

Heroes of the Motherland with add-ons Dark July 43 - X-Maps for Dark July 43 by Lock 'N Load Publishing Heroes of the Motherland with add-ons Dark July 43  - X-Maps for Dark July 43 by Lock 'N Load Publishing

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

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.
 


HOTM Campaign


 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.






 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

Robert

Nations At War Compendium by Lock 'N Load Publishing   The Nations at War Compendium is exactly that. It is a r...

Nations At War Compendium by Lock 'N Load Publishing Nations At War Compendium by Lock 'N Load Publishing

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Lock 'N Load Publishing


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 The Nations at War Compendium is exactly that. It is a repackaged volume of all of the Nations at War scenarios from the Lock 'N Load Line of Fire Magazine, Airborne, and Operation Cobra expansions. This is a list of what you get with the package:

Four Double Sided Seasonal Maps
Two Counter Sheets With Over 175 Counters
One Color Module Booklet
Thirty-one Scenarios
Three Campaigns Totaling An Additional Thirteen Scenarios











 

 This is the list of some of the scenarios:

Escape At Dunkirk
Jubilee - Dieppe Raid
Barce Libya
Juno Beach D-Day
Carentan
Point 213 - Michael Wittmann at Villers-Bocage
Operation Goodwood

The three campaigns are:

Normandy
Arnhem
Operation Cobra









 The compendium says that you need both White Star Rising Second Edition and Desert Heat Second Edition. They are required for the scenarios in it. However, I have checked through the scenarios and with what you receive with White Star Second Edition and the counters and maps from the compendium, it seems that you can play most with just them. There are a few that Desert Heat Second Edition are essential for. The new maps and counters also mean that a player's imagination can run even wilder with homemade scenarios.










 These add on scenarios and campaigns for the Nations at War games are well worth the cost. You get a lot of bang for the buck (sorry had to). As you can see, one of the scenarios allows you to try and recreate Michael Wittmann's mayhem at Villers-Bocage or play the English and try to stop him. The aforementioned scenario, along with the two Operation Goodwood scenarios, are my favorites of the ones I have played. The compendium just adds to the depth and breadth of the Nations at War games.



Robert

White Star Rising Nations At War Second Edition by Lock 'N Load   "Macht Schluss mit dem Krieg, ihr...

White Star Rising Nations At War Second Edition by Lock 'N Load White Star Rising Nations At War Second Edition by Lock 'N Load

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Lock 'N Load Publishing

White Star Rising


Nations At War Second Edition


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Lock 'N Load 





 "Macht Schluss mit dem Krieg, ihr idioten" (End the War, or Make Peace, you idiots). This was said by Field Marshal von Rundstedt to lacKeitel, sometime after the Normandy invasion. This is the second game of the 'Nations At War' series by Lock 'N Load that I have reviewed (the first was 'Stalin's Triumph'). This game takes us to Western Europe and the battles range from the landings in Normandy to the end of the war.  The name is a bit of a misnomer because it also includes counters and scenarios for the British troops who fought during the same campaign. I liked the game system in the first game, so let us see how it translates to this side of the continent.



One Counter Sheet


 The counters, as usual from Lock 'N Load, are wonderfully done and come pre-clipped. They are a bit busy for their size, although the use of different colors should help all but the color blind. The four double-sided maps are not mounted, but are still well done. The rulebook and the Module Rules and Scenario book are done in full color with large print. The various Players' Aids are also well done and visually appealing. So let us look at what you get with the game:


Four Double Sided Seasonal Maps.

Four Counter Sheets with Over 350+ Counters.

One Color Module Booklet

Twenty-One Scenarios

One Core Game System v2.0 Manual

Two Unit Cost Sheets 11” x 17”

Four Player-Aid Cards 8.5” x 11”

 
Two D6 Dice


Maps



 The sequence of play is:

Operations phase: Players alternate pulling a marker from an opaque container. These can be Formation, Administration, Chaos, or End Turn markers.

Formation Impulse; If a Formation is activated this is the sequence:

 1. Unit Formation Marker removal

 2. Check Command Status

 3. Perform Rallies

 4. Perform Fire Missions: Mortar/Artillery

 5. Perform Operations: Movement, Assault, etc.
 



Players' Aids


 The meat of this chit pull system is the 'end turn' chits. There are always two, sometimes three, of these in the mix of the other chits. Once the second end turn chit is pulled, the game turn is over; do not pass go or collect $200 etc. So, the players have no way of knowing if all or any of their units will be able to do anything this turn. It is possible to pull the end turn chits one after the other as the first two chit pulls. In time limited, or scenarios where one side has a lot of terrain to cover, this means that one turn has just been lost. Another nice touch is the addition of a 'Chaos Chit' to the chit mix in some scenarios. Once the Chaos Chit is pulled, two six-sided die are rolled. Then you consult the Chaos Table to find out what event or result has been rolled. This is a nice way of adding even more fog of war into the game. The game also includes the use of 'Fate Points' by each player. Each scenario lists how many Fate Points each side has to use. As the rules state, " Fate Points can be thought of as currency and can be used to purchase an event that can change the game". These can be used from re-rolling one dice to being able to remove an 'Ops Complete Marker' from a unit. There are not many rules that apply only to this module. Most of the rules used are just the normal Second Edition Core Rules. This module only rules include:


 Bridge Demolition
 British Cruiser Tanks Extra Movement
 British Headquarters
 American tank Gyro Stabilizers
 American White Phosphorus Rounds (Willy Pete)
 German SS Fanatics
 German Mobile Assault 


 The Core Rules also deal with rules for these and more:

 Close Air Support
 Anti-Aircraft Units
 Mines and Mine Removal
 Leaders



Counters

                                Closer Counter View


  

   There is really not much more to say: The 'Nations At War' series from Lock 'N Load is a well done and thought out game. You really get the best of both worlds in these games, meaning that you are really playing a tactical game without all of the minutiae that come with tactical games. Not that there is something wrong with tactical games, just sometimes I know I am not in the mood for that many rules etc. There were some incidences when the second editions came out with problems with the printing, rules, and some counters. I did find a paragraph in the rulebook about 'Line of Sight' that still needs to be fixed. The spacing in it is non-existent for the most part. From what I have read, Lock 'N Load was quick about sending out new counters etc., and did their best to make things right. The rulebook that came with the game was version 2.0. On Lock 'N Load's website they have posted  a version 2.2. I will put a link at the bottom of the review. As I mentioned, I liked the first game I reviewed, 'Stalin's Triumph', a lot. This game is no different. I can easily recommend it to anyone who has a hankering to play a platoon size late World War II Western Front game. One of my favorite scenarios is 'The Hill of Death'. This is about the fight for Hill 112 in Normandy. Look for my forthcoming reviews of 'Heroes of The Motherland' and the 'Nations At War Compendium'.


 White Star Rising Second Edition Vassal Module:
https://forums.lnlpublishing.com/resources/white-star-rising-2nd-edition-vassal-module.237/

 White Star Rising Second Edition Clarifications & Corrections Version 2.2:
https://forums.lnlpublishing.com/resources/white-star-rising-2nd-edition-clarifications-corrections.234/

 Nations At War Core Rules Version 2.0 Clarifications And Corrections:
https://forums.lnlpublishing.com/resources/nations-at-war-core-rules-v2-0-clarifications-and-corrections.232/

 Nations At War Core Rules Second Edition:
 https://store.lnlpublishing.com/nations-at-war-core-rules-v2-0
 There is also a link to download them on the page.

 This is a link to my 'Stalin's Triumph' review:
 http://www.awargamersneedfulthings.co.uk/2018/05/stalins-triumph-nations-at-war-game.html


Robert
hpssims.com