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Stalin's Triumph Nations At War by Lock 'N Load Publishing  Stalin's triumph is a platoon level game, a...

Stalin's Triumph A Nations At War game from Lock 'N Load Publishing Stalin's Triumph A Nations At War game from 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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 Stalin's triumph is a platoon level game, and it is part of Lock 'N Load Publishing's 'Nations At War' series. Stalin's Triumph is about the battle of Kursk on the Eastern Front in July 1943. For those familiar with the battle, the names Ponryi and Prokhorovka are well known. The game has scenarios from both sides of the Kursk cauldron dealing with the attacks of the German Army Group South and Army Group Center. This is good because some games center on the part of the battle that took place in the south and give only lip service to the  violent clash in the north. It also gives the player a chance to use Ferdinand tank destroyers (these were named after Dr. Porsche). Besides those you get a plethora of armored vehicles to command. Tigers, Panthers, and Panzer IVs are here along with T-34s, Churchills, and the SU-152 (the beast slayer). The German player can also use FlammPanzer (flamethrower tanks) and Goliath remote controlled demolition vehicles. Air support, which played such a crucial role, is also in the mix. The game includes 'Fate Points' and battlefield chaos to represent the 'friction' of the battlefield.




 The game comes with:

Stalin's triumph: Module And Scenarios Booklet
Nations At War: Second Edition Core Rules 
Five Counter Sheets
Six 11" X 17" Geomorphic Maps
Fifteen Scenarios
Three Scenario Campaign On The German Division Das Reich
Two Six Sided Die
A German And Soviet Unit Point Cost Sheet: to design your own       scenarios
Terrain Effects Chart
Rule Summary Sheet
Chaos Table Sheet
Player Aid Sheet
Online you can also find these aids:                                                   
  A Free Vassal Module
  Stalin's Triumph: Clarifications And Corrections Volume 2.2
  Nations At War: Clarifications And Corrections Volume 2.2
  Nations At War: Compendium Volume 1
  (I will have some links at the bottom of the review)





 The counters are your typical Lock 'N Load ones, meaning that they are well done and pop from the sprues with minimal effort and cleaning up. They might be a little on the 'busy' side with all of the information included on them. The coloring of the German counters is a bit foreboding and adds a nice touch. The maps are functional with easy to distinguish terrain. They can be mixed and matched to make plenty of different terrain sets which can only add to the life of the game. The scale of the game is roughly 150 meters to each hex. The Platoons are approximately 40-60 men, 3-5 tanks, and 3-5 gun teams. Each turn is meant to be anywhere from 5-15 minutes of real time.






  This is the turn sequence:

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.





 The game includes the following actions that the player can do:
   Mine Removal/Placement
   Assault
   Opportunity Fire
   Ranged fire
   Fire Smoke
   Battlefield Chaos Rules
   Fate points: These are used to be able to reroll die throws or raise    or lower die throws etc.

These are additional rules:
   Anti-Aircraft units
   Close Air Support
   Support Weapon Placement
   Leaders




 One interesting rule addition is the ability of your forces to use 'overwatch'. This is something that is missing in a lot of games, especially as it was and still is a common practice in war. 




  So it comes down to why buy into Lock 'N Load's 'Nations At War' games? One reason is that they are actually listening to players and are constantly updating and revising the rule system (not just on these but all of their games). The physical quality of their components are some of the best on the market. It would have been nice to have mounted maps, but that would have added a large sum to the actual cost and also to the shipping. A mounted map is a nice touch, but what I usually do with games without them is to put a sheet of plexiglass on top to stop any movement. It also acts as the map's protector. Many of us learned this trick when we were Padawans. The rules come in at thirty-five pages, but the printing is extra large and is in color. So it is easy to read and understand with old Grog eyes. I know we are not getting old, just aging like fine whiskey. The standard set of rules also makes it so you can pretty much hop from one game in the series to the next without the time consuming learning or teaching. As others have mentioned, the 'chit pull' system for operations is a great way to keep the fog of war going and to help make these games very solitaire friendly. In this day and age a way to play solitaire is almost a mandate in any game. 'On your game table' longevity is enhanced by the fact that the game has rules for anyone to create their own scenarios.
 



 The game series has more of a randomness to its 'chit pull' than a lot of other games. In this series it is possible for a turn to end before you can pull a chit to activate some or one of your units. Most games vary the time when you can activate all of your forces on one side, but you can usually activate all of them during a turn. Not so in this game. You may really need that tank platoon to attack that bridge, but instead it just sits there for a turn. It may seem maddening in a game, but just read almost any book about any battles and you will see the same thing in history. You can, if you have the 'Fate Points' to spend, use two of them to be able to put the marker that you just drew back into the cup and choose again.

 I like the game and look forward to playing others in the series. Tactical games are an odd lot. Players either buy into the designer's choices to try and represent space and especially time. I think the game mechanics in this game work and work well. Apparently in the first counters that were made, there was an error on the SS Tiger counters. This was fixed very quickly and the copy of the game I have all is good.




Robert

Heroes of North Africa by   Lock 'N Load Publishing  This is the largest game in the Lock 'N Load tact...

Heroes of North Africa by Lock 'N Load Publishing Heroes of North Africa 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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 This is the largest game in the Lock 'N Load tactical series yet. It is about the desert war from 1940-1943: North Africa WW II Rommel, Cruewell, Montgomery, O'Connor, Graziana, and Gariboldi plus lots and lots of sand. For your gaming pleasure LNL has brought you the forces of Italy, Germany, Britain, France, and the US. Let us go through a checklist of what comes with the game.






 Large box -  check, seems like the holidays
Counters large and easy to read -  check
Large easy to read colorful manuals - check, LNL standard fare
Mounted maps - Nope, none here; these are paper maps, but there
   is a ton of them and they are well made





 The game comes with the following manuals and player's aids:

LNL Tactical World War II Era 1930-1959 Core Rules Manual 
  Version 4.1
Heroes of North Africa: Module Rules and Scenarios
Heroes of North Africa: Rules Reference Card
Heroes of North Africa: Player-Aid Card
Heroes of North Africa: Skill Reference Card
Heroes of North Africa :Sequence of Play, and on the other side  
  Weapons, Ammo, and Targets
The Turn Record Track also has some information on it.






  Most of the scenarios are ones in which the English are fighting the Italians. The game comes with twenty scenarios, but your imagination and history can come up with many more. There are three I saw that had Germans and Italians fighting as allies. There are even a few with US troops fighting Vichy French troops. Most of the scenarios only use one map piece, but there are a few that use two. There is only one scenario where three map pieces are used. There are actually six 8.25 X 12.75 single sided maps, and six double sided 8.25 X 12.75 maps. The hex size is fifty meters across. This is tactical warfare up close and personal. There is not much room, if any, to maneuver, and sweeping encirclements are not happening. 







 There are six sheets of 700 plus counters. The counters come in three sizes. The largest is for vehicles, including tanks, and the next size down is for artillery pieces. The troops and markers are the smallest and most numerous of the counters. Unfortunately, the counters are a mixed bag as far as getting them off the sprues. On two of the counter sheets, the counters popped out like they had been buttered. One of the sheets was tough to get them out without damage, and then they had cardboard flanges stuck to their middles. The other sheets were average as far as undoing the counters. 






 This is a link to the turn sequence aid:

http://forums.lnlpublishing.com/resources/lnlt-rule-sequence-guide.101/

  This is a link to the World War II Core Rules:

http://forums.lnlpublishing.com/resources/lnlt-world-war-ii-era-core-rules-final.94/

 The rules are what you would expect from a detailed tactical simulation. It even has rules to simulate the Italians' lack of supply and sometimes indifferent training. This is not a knock against the Italian armed forces in WW II. It was unfortunately the truth for them. Some of their forces were elite troops that you will have your hands full with, and all fought to the best of their ability. No matter how under-gunned and under-armored the Italian tanks were, they continually were in the thick of the North African fighting. The Italian army was very well equipped to fight a war in 1936. However, by 1940 and later most of their equipment was outdated. The amount of scenarios will show how much fighting the Italian Army was involved with.




 



 This is my first foray into the LNL 'Heroes' series of tactical games. It seems like LNL is trying to supplant a game which shall not be mentioned as our 'go to' tactical wargame (don't you hate buzz words?). As mentioned, these core rules are for tactical gaming for the years 1930-1959. LNL has a plethora of games issued and forthcoming in this series. 





 The Italians are brittle, as they should be. The British are stolid, and the US troops are green. The German troops and equipment are better than most, at least in the early years, unless an armadillo of a British Matilda crawls slowly into view. With the core rules and separate modules rules, on the outset it looks like a player would be overwhelmed. With the player's aids and the turn sequence clearly delineated it helps to ease the player's learning curve. I have to thank LNL for printing everything  in large easy to read type. The play examples are well thought out and also help you learn the ropes. The line of sight rules are a bit lengthy and are probably the hardest part of the game rules to get right. The game does not have many votes, but its 8.44 rating on BGG I think is spot on. With the small area of play the battlefield Carnage adds up fast. Very few games now give you this much gaming in one box: Panzer IIIs and IVs, Crusaders, Valentines, and early Shermans along with French Renault 35s and of course a lot of the Italian tanks to name just a few of the pieces. The map pieces along with all of the counters for bunkers etc. give the player the ability to play out any scenario, historical or not. 

 Below is a setup for the scenario 'Mon Cheri I'. Italian armor is trying to break through dug in Free French forces.







 This is a link to a print and play mod that adds units and more to Heroes of North Africa:

 http://forums.lnlpublishing.com/resources/heroes-of-north-africa-desert-raiders-print-and-play-mod.226/


Robert

A Wing And A Prayer Bombing The Reich by Lock 'N Load Publishing   The introduction in the manual starts ou...

A Wing And A Prayer Bombing the Reich by Lock 'N Load Publishing A Wing And A Prayer Bombing the Reich 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 introduction in the manual starts out "A Wing and a Prayer Bombing the Reich is an easy, fast playing solitaire game placing YOU in command of a squadron of B-17 Flying Fortress bombers stationed in England during World War II, starting from 1942 through the end of the war." Let's see how close this statement is when actually playing the game.





 The first thing I want to mention is that this review is based on the new version 2.2 manual. 'A Wing and a Prayer' is actually both a solitaire, and a two player game. The player commands the aforementioned squadron of Allied bombers (you can also choose B-24s) during the Second world war. With solitaire play, the dice and cards determine what the enemy flak and fighters do. When playing the two player version, the second player takes over the German forces. 




 The map is of northern France and Germany, and uses a point  to point movement system to get your bombers over the target. As the errata in the manual shows, there is still a problem with the spelling of four cities on the map. I have to stress that this is the only place where the errors occur and it does not affect game play in the least. 




 The components, including the map, are very well done as far as quality of the items and the art work. The map is actually 19" x 25". The counters are sized 1" square, and uncluttered with only four numbers on the bomber counters in the corners. There are three counter sheets for a total of 189 counters. The counters also come with clipped edges for us sticklers. The game comes with seven full sized player aid cards. The tables and writing in the manual and the other components are large and easily read. In the back of the manual there are six pages of logs etc. that can be photocopied, and they can also be downloaded from Lock 'N Load's web page.




 The manual itself is well written and thirty-two pages long. With it and the player aids, one should not have to keep referring back to it for rule clarifications. 




 Like other games about the bombing campaign your job as commander, as in real life, is to manage your crews against the damage you can inflict on targets. Your crews will face flak, fighters, and weather.




 There has been some postings about games like this 'playing themselves'; they feel the player does not have enough input into the game once the mission starts. The answer to that has also been posted. That pretty much was what it was like for a commander in the bombing war. Just like the game, you were given a target and picked the crews and the flight pattern. Beyond simply scrubbing the mission because of losses or weather, there was not much else to do. Your goal in the game is to keep enough crews to make sure the next missions get done.
  




The sequence of play, for single player, is:

Adjust the mission turn counter
Mission deck - add or subtract to mission deck due to year
New escort fighter types -  check on the mission turn track to see if   new fighters are available
War progress events check - check the mission turn track for these
Target for today - Draw a mission card
Target cloud cover - roll die for this check
Assign bombers and crews
Coordinate escort - check mission card

Once you are aloft this is the sequence:

Move bomber formation -  to next hex
Lead bomber and formation adjustment - adjust bomber                   formations if necessary
Loose formation check -  formation can be loose or tight
Damaged aircraft checks
Escort fighters range check - check your hex against the escorts range
Escort rendezvous site check
Flak site attack check  - if Flak is present in hex
Formation event check - check for formation events
Conduct air combat 
Repeat the above until you get to the target hex
Conduct bombing run
Return to base- repeat the above sequence until back at your base hex
Land aircraft

Once your planes have landed:

Clean up - reset board etc. for next mission
Victory points
Damaged bomber replacement and repair
Crew experience and recovery
War progress
Game end


 


  I will go through a mission turn next.




  The board is all setup and the next step is to choose the target for today's bombing run. The mission will be from 1942 to make it simple. The mission turns seem like the player has a lot to remember, but the game is simpler than it looks as far as having to keep track of things. Naturally, your first few turns will take longer until you get the process down pat.

 The following pics show the game map, formation card, and the squadron briefing card setup for our first mission. Thanks to Lock 'N Load I was able to download and print another squadron briefing card. The first one was lost in a small coffee flood. 




 This mission is going to be over Meaulte. I have six B-17s to use. The game starts you off with one crack, two veteran, and nine green crews. The green crews are not named as the veteran and crack crews are. My crack crew is naturally 'Memphis Belle', and my two veteran crews are 'Hell's Angels' and 'Jack the Ripper'. For escorts in 1942 you have P-47s that have a range of six. I have four escorts available due to lucky rolling. You also roll and check for 'fighter aces' with your escorts, and also with enemy fighters. Unfortunately I rolled no fighter aces for my escorts. Nothing has happened over the two channel spaces, and luckily over Lille the die roll for a flak attack came up nil. 




  Now we get to the bombing mission itself. You first check the mission card for the flak rating of the target. In this case Meaulte has a rating of fourteen. So then we check the 'combat table' to see how many one die rolls we roll against each bomber to check for flak damage. In this case it is three rolls, and each roll of six indicates damage. I have lucked out once again, and suffered no incoming flak damage. Remember this is still early in the war and I am not making a bomb run against deep enemy targets. I still have to check on 'egress' flak after our bombing run and also see if enemy fighters attack my bombers. The roll for enemy fighters puts one FW-190 in the air against us, and it is also piloted by an ace. We can use two interceptors against him and our luck is still holding out. The FW-190 is destroyed. 




 Now we get into the bombing run itself. Unfortunately, because of only six bombers and the fact that Meaulte is under heavy cloud cover, the bombers score only two hits and inflict no damage. The egress (thank you P.T. Barnum) flak does no damage either. Our trip back home over Lille again and then over the channel is uneventful. 





  The game to me is an excellent representation of the bombing campaign. Once your target and crews were chosen there was not much else to do but hang on tight and pray. The players' choices  before the mission starts are the largest factor in how your mission will go. Of course, with this many die rolls to check each time you move into a new hex, lady luck does have a large part to play in it. There are also die rolls that can give you a 'lady luck' counter to be used during your flight. I have not had a chance to play it as a two player game. As the German player you have the chance to increase the flak attacks, and you are in charge of your interceptors. You are not allowed to change history by, for example, building more ME-262s, or building them sooner. Actually both sides pretty much play exactly the hands that history dealt the people whose shoes they are filling. This is my first Lock 'N Load boardgame, and I have to say I am impressed.  I have played a lot of their different digital games like 'Command Ops' etc. down through the years, and have really enjoyed them. The AI in them is amazing. 


Robert
hpssims.com