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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!

tactical












 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

Fighting Formations Grossdeutcshland Division's Battle for Kharkov by GMT Games   The new histories show us t...

Fighting Formations Grossdeutcshland Division's Battle for Kharkov by GMT Games Fighting Formations Grossdeutcshland Division's Battle for Kharkov by GMT Games

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

tactical



by







 The new histories show us that Kursk was not the blood letting for the German Army that we were led to believe. The defensive battles after Kursk are really where the Wehrmacht was steadily depleted of machines and trained men. This add-on lets you game the Third Battle of Kharkov, but also a few of the defensive battles going into early 1944.


Box Contents


 This is a list of what comes in the box:

  • 1 back-printed 8.5” x 11” player aid card
  • 3 back-printed 22˝ x 34˝ mapsheets
  • 2 back-printed 22˝ x 17˝ mapsheets
  • a half sheet of die-cut counters
  • a 24-page Playbook 


Counters

 Fighting Formations Grossdeutschland Division's Battle for Kharkov is an add-on to the original very well received game. The included battles show the deterioration of the German Army's quality and quantity. The game covers scenarios that show German victory and defeat historically. The original game was designed by Chad Jensen of Combat Commander game. This add-on was done by Bryan R. VanNortwick. The units that are added to the base game are:

  • The Soviet SU-76M “Suka” open-topped assault gun;
  • SU-85 tank destroyer;
  • T-34C;
  • T-26b light tank;
  • The German Mk VI Tiger I
  • PzIII M;
  • 7.5cm PaK 40 anti-tank gun;
  • Low quality troops representing GD artillerymen forced to fight on the front lines





Play


  This is a great addition to an already great game. Gamers have been clamoring for more in the series because it is so good. Hopefully we will see more Division battles start to show up as was originally planned. Thank you GMT Games for letting me review this product.

 This is a link to my review of the base game:

Robert

Fighting Formations Grossdeutschland Motorized Infantry Division by GMT Games   Fighting Formations ...

Fighting Formations Grossdeutschland Motorized Infantry division by GMT Games Fighting Formations Grossdeutschland Motorized Infantry division by GMT Games

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

tactical





by










 Fighting Formations Grossdeutschland Infantry Division was supposed to be the start of an ongoing series of wargames at platoon and squad level. It was released in 2011 and the series was only added to in 2018 by an add-on named Fighting Formations Grossdeutschland Division's Battle for Kharkov .One of the main pulls of the series was that it was going to spotlight different combat units from both the Axis and Allies. Its design was pretty innovative and people have been waiting for other releases. The game was designed by Chad Jensen, which should speak for itself. 



Box Contents



 Let us have a look at what comes in the box:

4 back printed 22" x 34" maps
5 die-cut counter sheets
2 Player Aid Cards 8.5" x 11"
55 Playing Cards
1 Track Display, 2 sided
24-page Series Rulebook
64-page Playbook
10 dice
10 wood cubes
1 wood pawn

The scale, as mentioned, is platoon and squad. Each hex is 75 meters across. The turn time is five minutes.
Some Cards

 It's coming up on the holidays, so it seems appropriate to open up this heavy box, and see what is stuffed inside. Stuffed is the right word for this game box. I do not know if you could incapacitate a burglar by hitting him with it, but you could sure stun him. First the box itself; some people were put off by the understated cover art. I actually kind of like it. It definitely says to me that here is a wargame, and not a Euro etc. The maps are very well done, and it is easy to distinguish terrain. They also have over sized hexes at 1.5" by 1.5".  The counters are a bit subdued in color, like the box. However, this also makes them easy to read. It also helps old eyes that the infantry counters are also large at 5/8" by 5/8". The tank and artillery counters are even larger at 1 1/4" by 5/8". The information markers are the usual counter size.These counters do show a side view of the weapon in question instead of top down. Some people have stated that they would have preferred to have top down views, but I think that would make them harder to distinguish from each other. The cards are very well done, and easy to read and understand. The ten die are different colors to help you with picking the correct numbered ones. The pawn and small wood blocks are red and not fancy. You also get enough small plastic counter bags for probably two games. 




Game play Picture



 The game's complexity is listed as a six, while the solitaire suitability is listed as a five. Myself and others have found solitaire gaming to be higher in reality. As mentioned, the rules are very innovative. The game borrows on the designer's earlier games, but are not a copy of them, and go to a new level. This does not mean that they are obtuse or hard to understand. It helps that the rule book has eighteen full page, and in color, examples of play. The game comes with ten scenarios, and one introductory one. Two scenarios are half-map size, six are full-map size, and two are double-map size. It is good to see a tactical game not only played on small maps.



Players Aid Card


 I'll try to explain the game's mechanics. Rest assured that I will probably make it sound harder than it is. The game play revolves around the 'Order Matrix', seen below. The scenario information will tell you where the red 'Order Cubes' are to be placed. The red pawn shows which side has the initiative and its placement is also shown in the scenario information. You can see that the Order Matrix has numbers descending on both the German and Russian side. Likewise, the initiative track is numbered with zero being in the middle of the track, and has ascending numbers going both right and left. To start a turn, the player with the initiative gets to pick an orders cube equal or less than where the red pawn is on his initiative track. Here is where it gets a little tricky. Let us say the German player has the red pawn on on number 7 on the initiative track. He then can choose to use the red cube on the order matrix that has 'Sniper' next to it. The German player then moves the red pawn toward the Russian direction of the initiative track seven spaces (it would now be at '0'). The German player can then perform the order on number 7 the 'Sniper' order, or he may choose to do any of the orders below 7 all the way to #1. Whatever he chooses as an order, he must always move the red pawn the number of the red cube that he chooses. In explanation, the German player has taken the #7 red pawn, but only chooses to do the 'move' order that is next to the #3. He still must move the red pawn the 7 spaces toward the Russian side of the initiative track, even though he has only used the #3 order. The results of these innovative rules are that a player is constantly trying to use orders, but he will also be trying to keep the red pawn on his side of the initiative track. So the player is forced to juggle between what he wants to do and what he doesn't want the other player to do.  



Order Matrix


 The turn sequence is:

The player with the initiative performs any order 
At the end of every order players check to see if the turn ends
Whoever has the initiative performs the next order
If no cubes are left on the Order Matrix the turn ends
Advance the turn forward one space
Check for 'Sudden Death' (where it is placed is in the scenario
   information)
Remove depleted Smoke Markers
Sniper Activity (the player with the sniper marker attempts to 
    destroy one of the other players 'Command Markers')
Regroup (flip Command Markers per the rules etc.)
Reinforcement
Reseed (each player rolls one die10 for each of the ten red 
     order cubes for the next turn)


                                        Counter Closeup




 The game also give each player, depending on the scenario, Command Markers.  These may be placed at any time during the turn by either player. These markers have two sides; one is named 'Mission Command', the other 'Tactical Command'. When placed the Mission Command side is used first. During the Regroup Phase of the turn, all of the Mission Command Markers on the board are changed to their Tactical Command side. Both sides of the Command Markers drop the initiative cost to activate the players' units. 









 The wargaming world was surprised and very happy with this very innovative game in 2011. The only thing that has led to any gripes was the lack of follow up games on other famous fighting units. The 2018 add-on for this game (soon to be reviewed), was the only new piece added to this gaming stable since it first came out. It is very surprising, seeing as the game is very good and was very well received. There is so much more I can talk about in regards to this game. It has air strikes, entrenchments, close assaults, and so much more. The play of the game flows very well for a tactical game with this much inside it. The rules are easy to follow and it plays  much simpler, in gaming terms, than a tactical game like this usually does. Thank you GMT Games for the chance to review this great game.

Robert

Armored Brigade By Matrix/Slitherine       Armored Brigade is out and wargamers around the world are thankful dur...

Armored Brigade by Matrix/Slitherine Armored Brigade by Matrix/Slitherine

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

tactical



By




  



 
 Armored Brigade is out and wargamers around the world are thankful during this season of thanks. It is an adult sized toy chest filled with wargaming goodness for those of us who enjoy gaming a fictional World War III. The forces that you have at your fingertips never really fought each other. A lot of the actual weapons did fight each other, but mostly they were in the hands of different troops. Many of the Middle East conflicts had these same weapons in use. The sheer scope of this game is pretty amazing. I will have quite a few links at the end of the review because this game has had more buzz about it than any game for a good long time.

 The first thing you need to know about the game is that it comes with fifteen scenarios. This game is the ultimate sandbox for wargaming the last years of the 20th century in parts of Europe. The player has a tremendous amount of variables to use in making his various scenarios. From what I have read there will be DLCs with more player ready scenarios and possibly campaigns. The second thing you need to know is that this was a free download game for a long time. What you need to know about this is that this game in its core resembles the free game. In reality the game has come a long way since then. You can see by the list below what is actually included for the player to use in their scenarios. Below that you will see the seven nations that are included with the game.


 
  

 This will be my take on the AI. Yes, it may make mistakes that some (remember that word some) human players might not make. However, the idea that is floated about is that all human players will play better than any game's AI is completely wrong. A human player can sometimes be a terrible player of a game, be it chess, wargames, or poker. The only things that a human player does sometimes that an AI almost never does are these:

1. A human player sometimes makes some incredibly foolish, or if you will stupid, moves that take you by surprise. If an AI is not done right it will make stupid moves, but they will be logical stupid moves not illogical.
2. A human player will sometimes game the system by using bad or incomplete rules to win a game by completely non-historical or insane means. What I mean by this is games that allow a regiment of AA to take a city the size of Moscow. 

 The AI in Armored Brigade is done well enough to keep the average wargamer on his toes. It will not (no AI will) be competitive to a gamer who plays one game sixteen hours a day for a month or two. I will say if that is your life, you are not a wargamer, just a person in need of a new hobby or something. Most of us have only limited time to play our wargames. If we are lucky we might get in up to four or five straight hours in a week. I also suspect that many are like myself and play different games pretty much each gaming session we can cram in, meaning that most of us do not play enough of one game to find the AI's pattern in them. Are there games out there with bad AIs, yes. Is this one of them, no. The defense rests.



 So, the salient parts of the game are this. It is single player only (gasp from the audience). On the other hand, I have seen it posted in articles that as low as 10% of all gamers play multiplayer. It comes with only fifteen preset scenarios. I would have liked to see more, and maybe at least one campaign added. I am not a fan of the DLC model that computer games are heading in. I do understand the higher costs companies are dealing with and why the DLC model is probably necessary. However, that does not mean I have to like it.


Farthest Out Zoom

 On the plus side you have a robust AI. The mission generator is one of the best as far as ease and amount of variables a player can use for his scenarios. I do believe by all the buzz that we will be able to choose from a large amount of player made scenarios. Matrix/Slitherine has developed or been involved with a lot of videos to explain most of the game's rules etc. With these, any player who has any questions can get playing in no time, although I did find the game to be intuitive and started playing right away. The scope of the weaponry and troops goes from 1965-1991. With this game you have a very large sandbox for battles in the late 20th century in a lot of Europe. The maps can vary from extremely large to very small to represent any size combat that you want. As a player, you can send orders to different parts of your own force to help with micromanagement. As for the AI on your side please see above. If you are a micromanager, the game allows you to play that way also. It is an RTS, but I wish we would come up with a different moniker. RTS always leaves a bad taste in my mouth and brings visions of Command and Conquer to mind. Maybe we can call these games wargames played in realtime, WPIR instead. Visually the game is a wargame sort of in the mold of the Close Combat series of games. You can zoom in very far, but you will not see tanks done in 3D. You will see very well done top down views of tanks etc. One great addition is that of dummy objectives. This is a neat addition to the game.



Closest Zoom


 My esteemed colleague on the blog would like to see the following added:
Snipers
Engineers
Paratroopers
 So in wrapping up I am happy to endorse the game to anyone who wants my opinion. The only thing I can really knock the game for is not coming with enough scenarios or a campaign.
Game Trailer:
How to move units:
AB developer interview:

This is a link to the manual:

DDR faction video:
Here is a write up about night time operations:

Robert

Preview of Armored Brigade by Matrix Games and Veitikka Studios  It is big and it is beautiful, and it ...

Preview of Armored Brigade by Matrix Games and Veitikka Studios Preview of Armored Brigade by Matrix Games and Veitikka Studios

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

tactical

Preview of Armored Brigade

by

Matrix Games

and

Veitikka Studios










 It is big and it is beautiful, and it is all dolled up to come to your home in a short while. I believe it was Ty Bomba who said "Nato, Nukes, and Nazis" sell wargames. By the amount of gamers that want to wargame a possible World War III, I believe he is right. In lieu of a box cover I have used this pretty painted pachyderm.







Main Menu Screen




 I have had the privilege bestowed upon me by Matrix Games and Slitherine to take the soon to be released Armored Brigade for a spin. To sum up the game in one word, it is 'excellent'. The game play and components added are exactly what you would want and expect from a Cold War gone hot land game. Each side's night fighting capabilities etc. have been factored in. However, the greatest part of the game are the abilities that the game gives you when you generate your own missions. First,we have the maps; you can make your own or use any size that come with the game. These can be from as small or as large as you want. One of the very interesting parts of the game is that neither side knows exactly where all of their objectives actually are. The years that the game can model the NATO and Warsaw Pact forces are from 1965-1991. You have four preset choices for your forces: Armored, Mechanized, Infantry, or Dynamic, although you can pretty much mix and match for any force you want for both sides. So, you can see that the player gets to play with a vast amount of choices to make any mission you can envision. Unlike many other World War III games, this does include Finnish forces.

 At the moment there are no campaigns, and few scenarios that you can jump right into. As we mentioned, the mission generator is pretty easy to use, so you will be up and firing in no time. In talking with the developer, campaigns will be added as DLCs later on. This game is meant for single player only right now.


 Just remember that these screen pictures are still of a preview version and they could change.

Here is the link to the trailer:
Fulda Gap Map


 I had downloaded and played the free version a few years ago and it was a good game. Now it has really grown up. The game has been described as a cross between the Close Combat Games and Command Ops. I think that hits the nail right on the head. The following Twitch stream of the game is all encompassing. Just so you know, it is over 2 1/2 hours long. About half of the video is on how many choices you have in generating a mission. Yes, there is that much stuff to play with. The other half is actual game play. Here is the link:
https://www.twitch.tv/videos/320309527


 Armored Brigade also has dynamic weather which you can see in this video:

https://www.youtube.com/watch?v=yXnAMa9XeoY&feature=share 

Warsaw Pact Setup For The River Crossing Scenario

This Is A Close-up Of The Above Scenario
 

 

Ghost Panzer: Band of Brothers Remastered by Worthington Publishing    The game series name is based upon the S...

Ghost Panzer: Band of Brothers Remastered by Worthington Publishing Ghost Panzer: Band of Brothers Remastered by Worthington Publishing

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

tactical



by









  The game series name is based upon the Saint Crispin's Day Speech, from Shakespeare's Henry V. These are some of the words that the bard puts in Henry's mouth the day of the battle. 

 "We few, we happy few, we band of brothers.
For he today that sheds his blood with me
Shall be my brother; be he ne'er so vile,
This day shall gentle his condition.
And gentlemen in England now abed
Shall think themselves accursed they were not here,
And hold their manhoods cheap whiles any speaks
That fought with us upon."

 Sorry, I know everybody knows it, but it still puts a lump in my throat.





  This game follows the 11th Panzer division through four years of war on the East Front. The divisions first commander was Crüwell later of Afrika Korps fame. The original troops of the division came from Silesia in Germany. This is the part of Germany that Frederick The Great stole from the Hapsburgs, and fought two wars to keep (War of The Austrian Succession, Seven Years War). 

 The game is on a tactical and squad level. The system is meant to replicate reality on the World War II battlefield without burying the player in a ton of rules. The rule book is set up to give you all of the rules, but also tries to show and walk you through any instance that may appear in the game.


Player Aid/Terrain Chart

 This game is different than most tactical games in a few respects. First, instead of just a battle or campaign you get to follow the Ghost Panzer Division from the start of the War in the East until almost the end of it. Second, there are no leader counters. Leadership is added into the counters' stats already. Third, the game has no CRT. I will post a bit of the designer notes:

 "Based on years of research, the game system uses a unique suppression mechanic. There are no longer two unique states for a unit, but varying degrees of suppression. This allows suppression to accumulate from multiple fire sources and means that the unit will not take take a morale check until it is asked to do something. You will never know for sure how your units will respond until they are needed"


Scenario Booklet


 So the game focuses much more on the morale side of battle rather than focusing on just casualties.This also increases the fog of war. So not only do you have to guess what your opponent is doing, but also wonder if your troops will follow orders.


Map Section

 The game comes with seven double-sided geomorphic maps that are 8 1/2" by 11". The hexes are large and are meant to represent forty yards across. The maps can be joined in all different ways to represent the battlefield being played on at the moment. The unit counters are large, at 7/8 inch in size. The action counters are 1/2 inch in size. The illustrations on the counters are well done, and represent infantry, tanks, planes etc. The numbers and other info on the counters are also large and easy to read. 


Rule Book

 The game comes with two player aid cards that have the terrain charts and situations chart on the back. The rule book is twenty pages long. It has two pages of play examples in it. There is also a glossary and an index of the rules. The scenario booklet is just as nicely done. All of the booklets and the aid cards are in color and are relatively easy to read. It would have been nice to see the rule book in larger print, but it has so much in it that it would then end up to be thirty to forty pages long. I have seen people posting about how long rule books make them not look at the purchase of a game, even if the game might interest them. So, this might have been for the better. The rule book is this long because it is for the whole series of the 'Band of Brothers' games. So if you learn or have the rule book for one game you now know the whole series. The scenario booklet comes with fifteen scenarios. As mentioned, the scenarios cover most of the war so the player gets to use a plethora of equipment on both sides to experiment and play with. One good thing about the counters is there a lot of them. One bad thing about the counters is there are a lot of them. The counters are large and thick, which is nice, unless your are trying to cut them away from the cardboard sprue. You will definitely get a workout of your scissor hand.


Counters


 The sequence of play is as follows:

Command Points Phase: Each player receives a certain amount each turn
Operations Phase: This is the phase where most movement and fire takes place
 Movement
 Infantry Fire: This actually includes tanks and guns also
Suppression and Morale Checks; MC in the rule book
Opportunity Fire
Final Opportunity Fire: This is for units that are marked 'used'
Rout Phase
Melee Phase
Recovery Phase

 Their are also special rules for the following:

Special Anti-Tank Weapons: Piats, Panzerfausts etc.
Flamethrowers
Mortars
Fortifications
Smoke
Night Scenarios 
Along with many others

 So as you can see, the game has all of the bases covered as far as what could or did happen on the battlefield in World War II.


Introductory Infantry Scenario


 As I have mentioned before in another review, tactical wargames are the toughest to get right. One can know how far a man can walk or run with a pack or certain weight. One can also know how far a weapon can shoot reliably and accurately. It is the time and other variables that make or break a tactical game. I might also add that the designer of a tactical game is playing to a rough crowd. In my almost fifty years of gaming, and reading about gaming, and listening to gamers grumble (hence our title grognards), tactical games, especially World War II tactical games, for some reason bring out the fightin' words in gamers. Every designer has an idea in his head of how tactical combat works. They base it on Dupuy or any other number of pundits on the subject. It is almost like they are directors of a movie or a playwright. The question usually comes down to: is it believable? I think the more important question is: is it fun? Is this game something you want to spend a few hours or more of your precious life playing? To me Ghost Panzer answers both those questions as a resounding yes. I believe that the rules give you a good representation of the tactical battlefield of the time. It also plays quick and is really fun. So, to you grognards, take a chance on someone else's vision and check out the Band of Brothers line. I have reviewed a good number of Worthington Publishing games and have never been unsatisfied. Going by the other reviews and their scores on BGG, I am not the only one by far.

 The other games in the series are:

Band of Brothers: Screaming Eagles Remastered
Band of Brothers: Texas Arrows
Band of Brothers: Epic Battles Expansion

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!

tactical



by









 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
hpssims.com