Lock N Load Manual e Book
Lock N Load Manual e Book
1. Introduction
1.1. System requirements
1.2. Installing the Game
1.3. Uninstalling the Game
1.4. Product Updates, Bonus Content
and Registering your Game
1.5. Re-downloading your Game
1.6. Game Forums
1.7. Technical Support
1.8. Starting a New Game
1.9. Multiplayer
1.10. Options
1.11. Scenarios and Campaigns
1.12. The Action Bar
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2. Quick Start
2.1. Getting Started
2.2. Moving Stuff
2.3. Attacking
2.4. Turn Two
2.5. Dont You Forget About Me
2.6. Spotting the Enemy
2.7. Melee Combat
2.8. When Opportunity Knocks
2.9. Smoke Em if You Got Em
2.10. Rally Round the Flag
2.11. The Battle Continues
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3.3.
3.4.
3.5.
3.6.
Dice
Stacking
Half-Hexes
Morale
6. Fire Combat
6.1. Leaders and Their Influence on Attacks
6.2. Direct Fire Table (DFT) Results
6.3. Multiple Attacking Units
6.4. Opportunity Fire
6.5. Extended Range
6.6. Flanking Fire
7. Movement
7.1. Assault Movement
7.2. Double-time
7.3. Low Crawl
7.4. Stealth Movement
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8. Smoke
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9. Melee Combat
9.1. Locked Units
9.2. Reinforcing a Melee
9.3. Zero-Firepower and M-Rated MMCs
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13. Ordnance
13.1. Hits on Unarmored Vehicles
13.2. Non-Penetrating Hits
13.3. Angle and Point of Impact
13.4. Special Ammunition
13.5. Target Acquisition
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14. Vehicles
14.1. Vehicle Counters Explained
14.2. Vehicle Facing and Movement
14.3. Assault Movement in Vehicles
14.4. Overruns
14.5. Vehicle Crews
15. Passengers
15.1. Passengers Riding Inside
15.2. Passengers Riding Outside
15.3. Passengers of Abandoned Vehicles
15.4. Mounting and Dismounting
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19. Fortifications
19.1. Foxholes
19.2. Wire
19.3. Trenches
19.4. Railroad Tracks
players reference
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Credits 117
1. Introduction
The Lock n Load franchise comes to the PC with Lock n Load:
Heroes of Stalingrad. Designed by Mark H. Walker and
programmed by elements of the team responsible for bringing
you Panzer General Online, Heroes of Stalingrad remains faithful
to Lock n Loads ease of play and immersive format, while
incorporating all the advantages of playing on your computer.
The game features two, branching campaigns. One that is
playable from the Soviet side and one from the German point
of view. The campaigns are story driven, using graphic noveltype panels to propel the plot. A turn-based game, Heroes of
Stalingrad retains Lock n Loads engaging impulse system
while adding features, such as flanking fire, hidden units, and
residual machine gun fire, that would just be too fiddly for the
boardgame.
In each campaign gamers will not only need their tactical
wits as the fight company-sized battles in, and on the
approaches to, Stalingrad, but will also need to manage their
troops in the campaign interface. It is in the campaign interface
that they decide who to take into to battle, how to spend their
precious resource points, and whether to lead a tank-heavy for,
vulnerable to enemy infantry in the streets of Stalingrade, or a
less mobile, infantry only, contingent.
Heroes of Stalingrad ships with 12 stand alone missions
for those who want to jump right in to the fighting. There are
bridge seizures, Partisan ambushes, and even a reprisal of
several of the scenarios from Lock n Load Publishings Not One
Step Back.
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To install the game, insert the game DVD disc into your DVD
drive. If you have disabled the Autorun function on your DVD
or if you are installing from a digital download, navigate to the
DVD or download file location, double-click on the installation
file, and if it is a zip archive, then double click on the executable
(exe) file that is shown inside the archive. The correct file name
will normally include the words SetupRelease. Follow all onscreen prompts to complete the installation.
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Should you have a technical problem with the game, the best
way to get help is to post a note in the Technical Support subforum of the main game forum at http://www.matrixgames.
com/forums. Youll then hear back from either our Matrix
Games Staff, the development team, or from one of the many
helpful players of the game. This is usually the fastest way to
get help. Alternatively, you can contact our Help Desk at http://
www.matrixgames.com/support/ . Support requests will
generally be answered within 24 hours, except on weekends
or national holidays.
To resume a saved
game, select Load
Game
from
the
opening-screen menu;
find your save in the
list and select it (in the
screenshot below, the
selected file is called
partisan
save.sav.)
then select Load at the
bottom of the screen.
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1.9. Multiplayer
Starting and joining multiplayer games in Lock n Load (LnL) is
a straightforward process.
First, each player needs an active Slitherine.com account. If
you do not have one, go to Slitherine.com and register for your
account by clicking Login in the upper right-hand corner and
then select Sign up here.
Once you have your credentials in hand, start the game and
click Multiplayer from the opening screen. At the prompt,
enter your Slitherine login and password, as above; this will
then take you to the Multiplayer Lobby.
Once in the lobby, in the left-hand column, you should see
your Slitherine login name, along with other players currently
online who may be seeking an opponent. Click on any of the
names in the lobby and then click Whisper to send them a
message. Once you have worked out the details with that
person about playing a game, click Create Game at the top
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1.10. Options
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The Action Bar is the set of icons at the bottom of the screen
arrayed in two rows, starting at the upper left with the Move
icon; these buttons allow you to issue orders and actions to
your units. If a certain action is not available to that selected
unit, the icon will be dimmed, or grayed out, and is not clickable.
Actions that are available to that unit are not dimmed/grayed
out, and when the mouse is placed over them they become
outlined in yellow.
2. Quick Start
Youre just a few clicks away from being right in the middle of
the action! Grab your rifle and follow along.
At the main menu, click New Game, then click New Scenario.
From the available scenarios, choose A Partisan Defense.
Read the scenario synopsis, make sure the German side is set
to the Human player, then click Begin! at the bottom of the
screen. The AI rolls for initiative at the beginning of each turn,
indicating which side goes first. Using the mouse cursor or the
arrow keys, scan the board to locate your units positions and
possible enemy positions. Use the mouse wheel or the +/
keys to zoom in or out. While there are no enemy units visible
to start, the hexes you need to capture are pulsating with a
white glow, and displayed in the top right of the screen (press
V to remove the window) These are the factory at hexes D4,
E3, F3, G2 and the open hex at K4.
The enemy units will reveal themselves soon enough. It is
important to note that because of the vagaries and randomness
of combat in LnLfor example, whether the enemy passes his
Spotting roll to see some of your unitsit is very difficult to
lay out a scenario, step-by-step, and have it happen every time
in a way that we could put down here. So, should the action
commence before it does below, or not at all, or in a different,
unexpected way, you may need to either jump ahead a section
or two in the Quick Start or back up. Its simply impossible to
gaze too far in the crystal ballbut thats what makes the LnL
system so dynamic.
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Once youve activated all the units in Lt. Kochs stack in L8,
hover your mouse over one of squads. A small menu of the
units capabilities will appear.
Lets get these troops moving. A Movement Factor (MF) is
the total number of Movement Points (MPs) a unit, or stack
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After finishing the initial impulse, with Lt. Koch and his
Squads, it was the AIs impulse; if you moved Koch through the
buildings on the way to M5, the AI may not have spotted any
of your units, so it may pass. Of course, if you took a different
route or activated a different group, or enemy units have
spotted units of yours that havent moved yet, your results may
be different.
Sometimes its better to keep a low profile when you move. To
Low Crawl, follow the same steps as those for Movement, except
click on Low Crawl in the Action Bar at the bottom of the
screen. Units that Low Crawl
can only move one hex per
impulse, but they will remain
unspotted unless they are
in open terrain, adjacent to
an unshaken enemy unit, or
are successfully spotted by a
spotting attempt.
Lets move the Squad
in I5 towards its eventual
destination hex of H4 using
Low Crawl to hex I4, then
click Finished.
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Note that in this scenario, only Lt. Koch, his Pioneer Squads,
and Lt. Wurtz in H6 are capable of Assault Movement (Leaders
and Heroes can always Assault Move). Squads that can Assault
Move are designated by a red square over the Movement Factor
on their counter. This action is accomplished by following
the same steps as those for Movement and Low Crawl. Select
the units, click on the Assault Move button in the Action Bar
and right click twice on your destination to move. Assault
Movement allows units to move up to half their Movement
Factor (or half a Leaders MF if in the same stack) and still fire
in the same impulse or in a later impulse.
Assuming at this point that there are no enemy units spotted,
lets move some more of our guys forward. If we can possibly
end an impulse in cover instead of in the open, thats a good
thing, so lets move one of our Squads with an MG 34 in K7
over to assist Lt. Koch. Note that without Koch in their hex,
they dont have the movement boost Kochs men did; they only
have a MF of 4. This is, however, enough to get them to cover in
M6. So select one of the MG 34-possessing Squads and move it
towards M6... Theres a good
chance when the unit hits the
Road in L7 that they may get
fired upon by Partisans in the
Building at hex M3. If they
were fired upon, what was
the result? Are they Shaken
or did they take Casualties? If
so, they have stopped in their
tracks and are done for this
impulse. However, we now
have targets; if the first Squad
to cross to M6 didnt draw
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fire, try moving the second Squad from K7 there; odds are, one
of them will draw the interest of a trigger-happy Partisan.
For more on Movement, see Section 7.
2.3. Attacking
All that passing above will lead to Turn 2, and the computer will
roll for initiative again. Depending on who wins this roll, Elana
and her group may fire first, at a spotted hex; a completely new
unit may move and become spotted; or, if we win the initiative,
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Assault Move will allow your armored car to fire after moving
(in fact, it gets two shots as shown by the 2X on the counter).
Remember the Mortar Weapon Team from last turn? Its time
to quit talking about firing it and do it. The Partisans in M3
who fired at the armored car are prime targets. Use Lt. Kochs
ability to Call Onboard Mortar Fire (the Fire for Effect button
in the Action Bar) and drop some 50mm Mortar rounds on
that hex! While it was emotionally gratifying to think of our
rounds finding their target, sadly, our rolls show No Effect;
perhaps you did better. Note, also, that hex M3 is now under
a Fire For Effect marker, meaning any unit, friendly or foe,
that enters that hex this turn is subject to an attack from that
mortar barrage.
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3.1. Units
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which represent groups of soldiers such as Squads, Halfsquads, Vehicle Crews, and Weapon Teams.
A Squad represents 8-12 men and is depicted by a counter
with two men. A Half-squad or Crew represents 4-6 men and is
depicted by a counter with one man.
A Weapon Team (WT) represents 3-5 men and a heavy
weapon, and is depicted by a counter showing the weapons
silhouette and two men.
A Single-Man Counter (SMC) represents a single man
or woman, and is depicted by a counter with either a single
individual orin the case of Leaders, Chaplains, Commissars,
and Nursesa face.
Support Weapons (SWs) are individual weapons that
must be fired by a Squad, Half-squad, Crew, or a specific SMC.
Weapon Teams (WT) cannot carry or fire additional Support
Weapons.
Vehicle counters represent a single vehicle of that type. The
vehicles Crew only becomes a separate counter apart from the
vehicle when they leave the vehicle.
3.2. Counters
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3.3. Dice
The AI uses a pair of automated six-sided dice as a randomizer
when computing combat results, initiative, Rally attempts, and
so forth; 2d6 means both die are rolled and, unless otherwise
indicated, summed, while 1d6 indicates one die is rolled.
3.4. Stacking
Each side can have up to three Squads (or their equivalent), two
vehicles, and two SMCs in a hex. Each vehicle or Wreck marker
counts as one vehicle for stacking. One Weapon Team or two
Half-squads/Crews are the equivalent of a Squad.
These stacking limitations apply at ALL TIMES. A player
cannot move units through a hex if the sum of the moving and
stationary units in the hex exceeds
stacking limitations.
Units inside a vehicle are
considered part of the vehicle for
stacking purposes. They cannot
unload if their presence on the
ground would exceed stacking
limits and would be eliminated in
case of a required bailout.
3.5. Half-Hexes
The half-hexes along the edge of the map are playable and
have the same stacking limitations and movement cost as full
hexes. The terrain surrounding a hexs center dot defines the
elevation and terrain type of the hex.
3.6. Morale
In LnL, each unit has a Morale rating (to find this rating, see
Section 3.2, Counters, above). A units Morale represents its
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once and are then removed from play. Satchel Charges can be
used by any unit that is eligible to use a SW.
Leadership bonuses modify Satchel Charge attacks, unless
the Leader himself is using the Satchel Charge. Satchel Charge
attacks do not receive any other DFT attacking
units die-roll modifications, and their FP is NOT
halved when used by an eligible SMC (Leader,
Hero, Scout). Resolve the Satchel Charge attack
as you would with any other SW.
5. Sequence of Play
Each game turn consists of a Rally Phase, an Operations Phase
and an Administrative Phase.
In the Rally Phase, Shaken units can attempt to Rally and
Half-squads can be combined. In addition, eligible units can
pick up SWs in their hex or swap them with other units. Only
units in Good Order can swap SWs.
During the Operations Phase, the players alternate impulses. In
an impulse, one hex and all the units in it can be activated to Fire or
Move. When activating a Leader, units not only in the Leaders hex
but also in all hexes adjacent to the Leaders hex can be activated.
In the Administrative Phase, irrelevant markers, including
Fire For Effect, Moved, Assault Move, Low Crawl, Fired, Ops
Complete, Smoke 2, and Spotted markers are removed. Smoke
1 markers become to Smoke 2 markers.
To start the Rally Phase, the computer rolls 1d6 for each player.
The player who rolls highest has the initiative. Ties go to the
player who had the initiative the previous turn.
The player with the initiative first attempts to Rally any
Shaken units; this is done automatically by the
computer. When it finishes with all the Rally
attempts for the side that won initiative, it will
attempt to rally the other sides Shaken units as
needed.
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firing units within a hex that are activated in the same impulse
must engage the same target.
There is, however, an exception: Support Weapons with
To-Hit Tables on the back of their counters (such as an antitank rifle; mouse over the SW to see it flip to its own To-Hit
Table) must either fire separatelynot adding their inherent
FP in with any other units targeting the same hex, but rather
by making an entirely separate rollor fire at another target
altogether. They still must fire during the same impulse as the
unit possessing them.
SWs cannot activate separately from the unit that possesses
them. For example, a Squad might activate to fire its MG 42
at an enemy out of the range of the Squads inherent FP. Even
though the Squad does not fire separately from the SW during
this activation, it cannot subsequently activate again until the
next turn.
All moving units that begin their move in the same hex and
are activated in the same impulse must move together. Note
that when units in a hex are activated together, some may move
and some may fire, but those that fire must do so together
(allowing for the special rules for SWs noted above) and
those that move must also do so together. All Squads in a hex,
however, are NOT required to activate in the same impulse.
For example, the German player activates a hex containing
three Squads, but only moves one Squad, hoping to draw fire
from the enemy Squad at the end of the road. Because he
neither Moved nor Fired the remaining two Squads, he can
activate them in another impulse.
Moving through a hex occupied by other units does not force
them to become activated and accompany the units passing
through. This rule only applies to units that start in the same
hex during the impulse in which they are activated.
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The computer will mark units that move with a Moved, Low
Crawl, or Assault Move marker (see Section 7, Movement),
and those that fire with a Fired marker. Those units cannot be
used again this turn except to defend in Melee (See Section 7.1,
Assault Move, for the sole exception to this).
Units/hexes activated in the same impulse can act in any
order desired, as long as all units that fire or move from a
hex do so together, as per the rules above. Thus, in a situation
where many hexes are activated at once (by a Leaders ability),
unit A could fire from the first hex, then unit B could fire from
a second hex and finally unit C, located in the first hex with A,
could move out of it. Chain activation is possible (a Leader can
activate an adjacent Leader who then activates adjacent hexes
and so on).
A Leader activating adjacent units is marked by the
computer with an Ops Complete marker if he does nothing else
in this impulse.
5.2.1. Ops Complete Markers
Units that spot (successfully or unsuccessfully), attempt to lay
Smoke, or perform other actions described in the subsequent
rules as rendering them Ops Complete are
marked with an Ops Complete marker. Except
for the instances described below, units
beneath Ops Complete markers cannot spot,
fire (including sniping), move, or use their
Leadership ability.
MMCs under an Ops Complete marker can Opportunity
Fire, but do so with one-half FP (fractions rounded down).
Units with an unmodified FP of 0 fire with a 1 FP. The FP is
modified BEFORE considering any other attacking units dieroll modifications (DRMs).
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6. Fire Combat
Essentially, much of LnL is based on the concept of getting your
units in to a position where they can most advantageously
use their weapons against the enemy; at the same time, your
opponent will be attempting to do the same thing with his units.
To fire on enemy units, they must be within the range of the
firing weapon(s), within the firing units Line of Sight (LOS),
and be spotted. You can fire through friendly or enemy units,
but cannot fire into a hex that contains both friendly and enemy
units, nor can you fire into a hex marked with a Melee marker.
To determine range, count the hexes from the firing hex to
the target hex. Include the target hex but not the attackers hex.
See Section 10, Line of Sight, to determine LOS and spotting
procedures.
If range, LOS, and spotting requirements are met, the
attacker adds its FP and any applicable Leadership modifiers
to the automated 1d6 roll. The AI then modifies the results
with any target movement, degrading terrain, and flanking-fire
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modifiers. The AI then rolls for the defender, adds the Target
Modifier (TM) of hex terrain occupied by the targeted units
and compares it to the attackers die roll.
If the attackers modified die roll is less than or equal to the
defenders modified die roll, the fire has no effect.
If the attackers modified die roll is greater than the defenders
modified die roll, each of the defending units must take a Damage
Check (DC). The AI rolls 1d6, adding the difference between the
attackers modified die roll and the defenders modified die roll,
and then consults the Direct Fire Table (DFT).
If an unshaken Leader is present in the hex, his or her
Leadership Modifier is subtracted from the DC die roll of the
other units in the hex (not himself). The Leader must survive
his own DC first, and be in Good Order, before aiding the other
units in his or her hex.
Results from the DFT fall under one of the following categories:
Shaken, Casualties, Wounded, and Hero Creation.
Shaken: A Shaken unit is flipped over to its Shaken side.
A Shaken unit returns to Good Order by passing a Rally
attempt during a subsequent Rally Phase. Shaken units
cannot use either their inherent FP or any SWs they possess.
Shaken units cannot advance (including changing a level in
a Building) toward an enemy unit in their LOS. Shaken units
cannot spot, nor are enemy units that they are adjacent to
considered spotted. Shaken units can still spawn Heroes.
IMPORTANT: If engaged in Melee, Shaken units (with the
exception of SS units, see 20.1.1) surrender and are removed
from the board. SS units take a Morale Check (MC) when an
enemy unit enters their hex to initiate Melee. If the SS unit
passes its MC, it Rallies.
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Units that are not marked with a Moved, Low Crawl, Stealth,
or Fired marker, and that have a clear (not blocked) Line of
Sight (LOS) to a hex in which an enemy unit expends at least
one MP by any kind of movement other than Low Crawl or
Stealth Movement can fire on the moving unit(s). This is called
Opportunity Fire (OF). It occurs during the opposing players
impulse, and is not considered an impulse. Low Crawling units
can only be the target of Opportunity Fire if they are spotted in
the hex they enter.
A unit entering a hex with a MP cost greater than 1 can be
subjected to OF attacks equalling the MP cost of the hex (thus
two OF attacks can be made on a unit entering a Light Woods
hex), even if the first attack Shakes the unit, forcing it to stop
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Whenever a target unit receives fire utilizing the DFT from two
non-adjacent hexsides, the secondand all subsequent DFT
fire for that turnreceives a +1 DRM.
7. Movement
Units move from hex to hex, paying the Movement Point (MP)
cost of each hex as it is entered. These costs are summarized
on the Terrain Effects Chart (TEC). All units that move from
the SAME hex, in the SAME impulse, must be moved together
(exception, if some units in the moving stack are Shaken during
movement they must stop movement while the other units
may continuesee Section 6.4).
To move a unit, select the unit(s) by clicking on their hex. By
default, all units in the hex are selected, and are shown in the
Unit Display Panel in the lower-right corner with a red border. To
unselect a unit, click on it in this window to remove its red border.
When you have selected the unit you would like to move,
right-click on a destination. The computer will plot the route
and the number of MPs needed to reach the destination. If ANY
of the units in the stack can make it to the destination hex, the
route will be displayed in white.
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To move a unit or
units within a hex,
that hex needs to be
activated at the start of
the impulse by clicking
on it. A hex that
contains an unshaken,
unwounded, yet to
be activated Leader
can activate both the
units in that hex and
adjacent hexes. The green hexes surrounding an activated
Leader signify this. Units starting in adjacent hexes to the
Leader are free to move or fire separately from the Leader. The
units in each hex, however, must move or fire together if they
do either.
Example: If all three 1-6-4 German Squads in a hex are
activated, some may move and some may fire, but those that
move IN THE SAME IMPULSE must move together, and those
that fire IN THE SAME IMPULSE must fire at the same target
(exception: Ordnance (Section 13) can fire at separate targets).
The number of MPs that a unit can spend each turn is called its
Movement Factor (MF) and is marked on the counter. As noted
above, MMCs, WTs, and SMCs under a Moved or Assault Move
marker that are fired upon suffer a modifier of +1 added to the
attackers DFT die role.
Unless such a move would bring a Shaken unit closer to an
enemy unit in their LOS, units with a MF equal to or greater
than one (1) can always move one hex, no matter the cost,
or change levels within a multi-level Building. If a unit must
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expend ALL its MPs to move one hex it cannot Low Crawl or
Assault Move into the new hex.
Units can move through hexes containing friendly units
(subject to stacking restrictions), but must stop upon entering
an enemy-occupied hex and begin Melee (see Section 9).
Thus, a unit that moves adjacent to an enemy unit but is
Shaken by OF (from this enemy unit or another) does not autospot the adjacent enemy unit.
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7.2. Double-time
Units that begin their impulseand move the entire impulse
with an unshaken Leader can increase their Movement Factor
by 2. The units cannot move farther than the Leaders printed
MF. Weapon Teams cannot double-time (DT). Shaken units
can use DT.
8. Smoke
Unshaken MMC counters not marked by a Moved, Low Crawl,
Fired or Ops Complete marker can attempt to lay Smoke in
their own or an adjacent hex.
To lay Smoke, select the unit, click Smoke 1 in the Action
Bar at the bottom of the screen, and click the adjacent hex you
wish to target for Smoke. The computer will then roll 1d6.
If the die roll is equal to or less than the units Smoke-laying
capability, a Smoke 1 marker will be placed on the hex; if the
die roll is higher than the units Smoke-laying capability, there
is no Smoke. Regardless of whether the attempt was successful,
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9. Melee Combat
When you move into a hex with enemy units, you must Melee.
Units cannot use Assault Movement or Low Crawl to enter
Melee. Melee combat is normally simultaneous
(nationality characteristics, Events, and Skill
Cards may alter the sequence) and losses
arent taken until the round of Melee combat
is concluded.
There can only be one Melee round/turn/
hex. All units that participate in a Melee round are considered
activated at the same time. Melee takes place as soon as
enemy units enter a hex containing friendly units or viceversa. Thus, there is no OF against the enemy unit as it enters
the Melee hex.
The inherent FP of all the attacking units (the units that
moved into the hex) and Melee-eligible SWs (MGs, Satchel
Charges, Molotov Cocktails, and Flamethrowers) is compared
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10.1. Spotting
It is important to note that even if a unit has LOS to its target,
the attacker might not see the enemy.
For example, an enemy Squad is hidden in a Stone Building two
hexes distant. Just because there is nothing blocking your Squads
view of the Building does not mean that it sees the enemy.
To be able to fire on an enemy hex, it must be spotted. Hexes,
rather than units, are spotted, so if one unit in a hex is spotted,
the entire hex is spotted.
Spotting is status driven. A hex (and all units within it) is
spotted if any of the following apply: a Good Order enemy unit
is adjacent to the hex, a friendly unit is currently Moving or
Assault Moving through the hex, a unit in the hex is marked with
a Moved, Assault Move, Fired, or Melee marker, or if the hex is
open terrain. Units in any open-type terrain are automatically
spotted, even if the LOS is degraded by intervening terrain.
Note that the status of a hex can change over a turn.
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One is added to the spotters die roll for every hex of degrading
terrain its LOS passes through en route to the target units hex.
Note that the LOS must actually pass through a piece of the
degrading terrain in the degrading terrain hex.
One is also added if it passes through the silhouette of
degrading terrain that is in part of an otherwise open hex. If the
LOS passes through more than two hexes of degrading terrain,
or silhouettes of degrading terrain within two open hexes, it is
blocked. LOS is NOT BLOCKED or degraded by small pieces of
terrain that extend from the firing units or targets hex into an
adjacent hex. Leadership modifiers apply and are subtracted
from the die roll.
Once a unit is spotted, the entire hex is spotted and the units
there go from grayed-out (unspotted) counters to normal
counters.
Spotting attempts do not require an impulse, but only
one attempt can be made per friendly impulse, and a unit
attempting to spot is marked with an Ops Complete marker
regardless of the result of the attempt. Units marked with
Fired, Moved, Low Crawl, Ops Complete, or Assault Move
markers cannot spot for yet unspotted units, but they do
automatically spot adjacent units, moving units, units marked
with a Moved, Assault Move, Fired, or Melee marker or units
in open terrain. Shaken units or buttoned vehicles dont
automatically spot adjacent enemy units.
64
Terrain
can
be located at an
elevation (altitude)
or be of a certain
height (expressed in
terms of levels on the
TEC). For example:
a Forest hex (Level
2) on a Level-1 Hill
would be a Level-1
hex but presents an obstacle to LOS of a height of Level-3.
Blocking/degrading terrain at the same elevation as both
the attackers and targets hex blocks/degrades LOS. For
example, the LOS below is degraded:
LOS traced through blocking/degrading terrain that is located
at a higher total height than both the attackers or targets hex
elevation is blocked/
degraded. For example,
the LOS between the
two units below, each at
Ground Level (Level 0),
is blocked by the Level-1
obstacle between them:
LOS traced through blocking/degrading terrain that is
located at a lower total height than both the attackers and the
targets hex elevation is not blocked/degraded.
LOS traced to a lower elevation hex is blocked/degraded if
it crosses blocking/degrading terrain that is at the same total
height as the attackers hex elevation.
Units on a hex higher in elevation than the total height
of a blocking/degrading-terrain hex can see and fire over
it into hexes at a lower elevation than the total height of
66
11.1. Leaders
11.2. Heroes
11.3. Medics
11.4. Snipers
Snipers can stack with MMCs, but forfeit their special TM when
doing so. When stacked with MMCs they can attack in the same
impulse as the MMCs, but fire separately within the impulse.
Snipers cannot voluntarily enter Melee. Snipers do not
attack or defend in Melee. If all friendly MMCs and Meleeeligible SMCs in the same hex as a sniper are eliminated during
Melee, the Sniper is removed from play.
11.5. Scouts
11.8. Nurses
73
13. Ordnance
Ordnance is a weapon that has a To-Hit Table on the back of
its counter. These include SWs, such as an anti-tank rifle; WTs,
such as the 75mm Anti-Tank Gun (ATG); and
vehicle-mounted weapons, such as a tanks
main cannon.
Whether it is mounted on a tank, a separate
SW, or a WT, ordnance is fired separately from
74
other units in the hex. It does not have to engage the same
target as other units firing from the same hex. Ordnance firing
on a hex that contains both vehicle and non-vehicle units must
either target a specific vehicle or all non-vehicular targets in
the hex.
WTs and vehicle-mounted ordnance must fire through a
covered arc defined by either a red triangle in the corner of the
counter or, in the case of a turreted weapon not firing through
its vehicles hull covered arc, a covered arc defined by the gun
barrel. This covered arc is displayed in the diagram below.
Each piece of ordnance has three ranges printed on the back of
the counter; to see these ranges, hover your mouse over the unit/
weapon in question and it will flip to its reverse side, revealing
75
79
14. Vehicles
14.1. Vehicle Counters Explained
Vehicles can either be open or buttoned. Open vehicles have
some/all of their crew hatches open and some crew members
are riding with their heads and shoulders exposed to enemy
fire. Buttoned vehicles (indicated by a Buttoned marker) have
all their hatches closed.
Open vehicles can see the enemy better, but
risk injury to crew members from enemy smallarms fire. Buttoned vehicles are invulnerable (if
armored) to small-arms fire, but cannot fight
as well as an opened vehicle. Buttoned vehicles
cannot spot, not even adjacent hexes. Vehicles
can switch from open to buttoned or vice versa at the beginning
of their impulse. Note: By default, vehicles are considered open.
Movement: The vehicles MF and type. There are three types
of vehicle movement types: Tracked (T), Off-road (O), and
Road (R). Tracked are fully tracked. Off-road vehicles are either
half-tracked or off-road capable multi-wheeled vehicles. Road
vehicles perform best on Roads. See the TEC and the paragraph
below for further explanation.
Morale: Is the units Morale. A Shaken vehicle must button
(close all hatches), cannot fire its weapons, its MF is halved,
and it cannot spot. Vehicles can Self-Rally, and if an Armor
Leader is onboard, the vehicle uses the Leaders Morale
rating to Rally. The Armor Leader has his Leadership
modifier subtracted from the Rally dice roll. Vehicles
subtract 2 from their Rally-attempt die roll for being in
terrain with positive TM.
80
There are several terrain types that vehicles cannot enter, and
some Buildings that once entered by a vehicle are turned to
the Rubble terrain typesee the TEC for complete details.
Vehicles can continue moving after turning a hex to Rubble
provided they have MPs left.
There are also significant differences in vehicle movement
as compared to movement of MMCs/SMCs. Vehicles MUST
move individually, but unlike Squads, simultaneously activated
vehicles need not move through, or end movement in, the same
hexes. However, MMCs/SMCs on foot and vehicles can move
together provided they start and finish their impulse together.
All vehicles can Assault Move.
Vehicles must ALWAYS face a hex spine (the corner between
two sides of a hexagon). The red corner/arrow on a vehicle
counter indicates the vehicles facing. Vehicles move into one
of the two hexes that lay on either side of the spine to which
the red arrow points. Vehicles can, however, pivot within their
hex. The cost is one MP per hex spine turned.
82
14.4. Overruns
15. Passengers
Passengers, whether riding inside or outside of the vehicle, are
placed on top of the vehicles counter.
87
To load a unit onto a vehicle, click the unit you wish to load,
then click on the Load/Unload button in the Action Bar.
If there is more than one possible vehicle in the hex that the
unit could be loaded onto, you will be asked to choose which
vehicle you prefer. After selecting the vehicle, the unit will be
shown in the Activation Window to the right of the selected
vehicle, indicating it is loaded, as below. In the image, the 1-6-4
squad has been loaded into the SdKf251.
The same process is used to unload units. Units can unload at
any time in the vehicle hex during the carrying units impulse,
as long as the vehicle still has at least half of its MPs remaining.
Passengers can be fired at in the hex in which they have been
88
a hex, meaning that, from this hex, only the Close Assaulting
units can move in this impulse.
Before entering the vehicles hex, MMCs, Heroes, and any
accompanying Leaders must pass a pre-assault MC. Two is
subtracted from the MC dice roll if the units are entering
the vehicles hex via a hex with a positive TM. The Leader
checks first; if he passes, he can use his Leadership to assist
other MMCs (not Heroes) making the MC. Units that fail the
MC remain in the hex they occupied prior to the MC. If these
units moved, a Moved marker is placed on them; if not, an
Ops Complete marker is placed on them. They do not become
Shaken; they merely do not participate in the Close Assault.
Next, move the Close Assaulting MMCs/Heroes into the
vehicles hex. Now, each MMC/Hero individually Close Assaults
the tank. The Close Assaulting MMC/Hero rolls 1d6, adding its
inherent FP, the Leadership Modifier of any accompanying
Leader, and the HE-equivalent of any ONE possessed antitank weapon or Satchel Charge. Units without any anti-tank
weapons can still Close Assault the vehicle. The Leader can
only assist ONE MMCs Close Assault. The defending vehicle
rolls 1d6 and adds the LOWEST armor factor on the vehicles
counter (usually rear hull). If the attackers die roll is greater
than the vehicles die roll, the vehicle is destroyed and a Wreck
marker placed in the hex.
Example: A 1-6-4 Wehrmacht Squad equipped with a Satchel
Charge assaulting a T-34 adds 7 (1 FP + Satchel Charges 6 FP) to
its die roll. The owner of the tank would also add the tanks rearhull armor factor to his die roll. If the Germans modified die roll
is greater than the Soviets die roll, the tank is destroyed. Repeat
this process for each attacking MMC or Hero, but remember that
the Leader can only assist ONE MMCs Close Assault unless, of
course, there is more than one Leader in the attacking stack.
91
vs .
Small arms are weapons that do not have To-Hit numbers on the
back of their counters and do not use the Ordnance Fire Table
(OFT). Examples are machine guns (MGs), Flamethrowers,
Satchel Charges (when used in this context) and a Squads
inherent FP. These units can attack unarmored vehicles and
open armored vehiclesincluding open-top vehicles, such as
the German Sdkfz 251 and Soviet Su-76, with their inherent FP.
Armored vehicles are vehicles that have armor factors printed
on their counters. By contrast, unarmored vehicles have an
asterisk in place of the armor factors.
92
vs .
vs .
Units using the OFT fire at any target within two hexes (count
the targets hex but not the firers). A unit can fire on units
farther than two hexes ONLY if the target is marked with a
Fired Marker. Add 3 to the To-Hit dice roll unless the target is
within two hexes.
99
19. Fortifications
Given time, soldiers will always improve their positions. After
all, even a shallow hole provides some protection. LnL reflects
this with a wide range of man-made fortifications.
100
19.1. Foxholes
19.2. Wire
19.3. Trenches
Railroad Tracks are laid on a slight rise and are thus considered to
be degrading terrain with a +1 TM, in addition to other terrain in
the hex. For example, a Forest hex with Railroad Tracks through
it has a total TM of +3.
Movement-Point cost is
as per the hex terrain.
If an attacking units
LOS crosses the tracks,
it suffers a 1 to its FP
on the DFT or a +1 to
its To-Hit die roll on the
OFT.
103
20.2.2. Partisans
Germanys treatment of subjugated
civilian populations, especially in Eastern
Europe and in Russia, was a catalyst for
insurrection, giving rise to small bands of
armed men and women who harassed the
rear elements of the German armies. Over
the course of the war, these groups became
more organized, and were often covertly
supplied by the Allies. Partisan units have
an orange background and possess the following capabilities:
Smoke and Star Shells: Partisan units cannot lay Smoke and
have a Star-Shell Capability of 1.
Stacking: Partisans can only stack TWO MMCs per hex unless
theres a Leader in the hex. If a Partisan Leader in a hex with
three MMCs is eliminated, the Partisan player must also
eliminate a Partisan MMC (his or her choice).
Firepower (FP): Each additional Partisan MMC firing from
a hex adds one (1) to the FP (not halved) of the attack. For
example, two 0-3-4 Partisan Squads firing from a hex would
have a combined FP of 1 (0 + 1 = 1).
Ambush: When a Partisan unit (or stack) makes a Melee
assault on a unit that did not have LOS to the Partisan unit(s)
at the beginning of the Partisan units impulse, the Partisans
FP is tripled for the first round of Melee. Additionally, this first
round of Melee is considered non-simultaneous (Exception:
reinforcing Melee) and eliminated opponents are removed
from play. Note, however, that Partisans are Zero-FP units and
are governed by rule 9.3, which states that Zero-FP MMCs attack
and defend with a FP of 1 in Melee but suffer a die-roll penalty.
For example, a 0-3-4 Partisan Squad ambushing a German 1-64 Squad would attack at 3:1 odds but would subtract 1 from its
104
Melee die roll (see 9.3) and would only eliminated the German
Squad on a roll of 6 or greater.
Movement: Partisans pay only one (not two) MPs to move into
a Light Woods hex; and they pay only one MP for the FIRST
Forest or Swamp hex entered during an impulse, but two
MPs for each subsequent Forest or Swamp hex entered in the
impulse.
Target Modifiers: Partisans receive a +3 TM for Forest terrain
and a +2 TM for Light Woods.
For example, the German player has air support. It is his impulse
and he decides to take a shot at a Soviet T-34 with one of his
Squads Panzerfausts. The To-Hit die roll produces doubles.
The German resolves the attack normally and concludes his
impulse. The next impulse (yes, before the Soviet player gets
another impulse) the German air support arrives. If in the Rally
Phase either player rolls doubles while attempting to rally a
unit, the air support arrives in the first impulse of the following
Operations Phase, regardless of who holds the initiative.
105
will attack the hexes with the FP indicated after the x. This
FP represents FP factors (6.0) or Penetration Value (13.0),
whichever the owner prefers, and may represent different
methods of attack to different targeted units in the same hex.
For example, a Ju-87D Stuka could attack a hex containing
two Soviet Squads and a T-34 tank as follows. The Stuka
would roll 1d6 and add 2 (its FP) when attacking the Squads.
The Soviet Squads would make a normal opposed die roll as
described in 6.0. The Stuka could then attack the T-34 using
a Penetration Value of 2. The Stuka does not make a To-Hit
roll, but makes the opposed penetration roll as described
in 13.0. The target (in this case a T-34) uses its lowest rear
armor factor, (turret or hull; in this case both are 3), halved
and rounded up (to represent thinner top armor) + 1d6 when
making the opposed roll. Resolve results normally.
Air support cannot spot, but can initiate its attack in
any hex in the LOS of a friendly Leader (it doesnt need to
be spotted), or any hex that is spotted. Air support can only
attack hexes within its flight path, and each hex attacked
must be adjacent to another. It cannot attack more hexes than
indicated on its counter.
An air-support units HE-equivalent (located next to its
MG FP) represents the damage the aircrafts bombs inflict
on ANY hex in its flight path. This hex need not be adjacent
to the hexes attacked with the units MG FP. The hex chosen
is attacked with the HE-equivalent FP in the same way as
the MGs attacked the previous hexes. In other words, this
Firepower represents FP factors (6.0) or Penetration Value
(13.0), whichever the owner prefers, and may represent
different methods of attack to different targeted units in the
same hex.
107
22. Glossary
1d6: Roll of one die
2d6: Roll of two dice
AP: Administrative Phase
AM: Assault Move
ATG: Anti-Tank Gun
BC: Bailout Check
CA: Close Assault
DC: Damage Check
DFT: Direct Fire Table
DRM: Die Roll Modification
DT: Double-time
FFE: Fire For Effect
FP: Firepower
GO: Good Order
HEAT: High Explosive Anti-Tank
HE: High Explosive
Infantry: Generic term that includes all MMC and SMC counters.
Inherent Firepower: The Firepower printed on a counter.
LM: Leadership Modifier
LOS: Line of Sight
LC: Low Crawl
MAV: Modified Armor Value
MF: Movement Factor
MG: Machine Gunnormally interchangeable with LMG, but also used to
denote machine-gun Weapon Teams (3/4 counters) such as the Soviet
12.7mm machine gun.
MMC: Multi-Man Counter (Squad, Half-squad, Crew, Weapons Team)
MC: Morale Check
MP: Movement Point(s)
MPV: Modified Penetration Value
MT: Melee Table
108
110
ELIMINATED
Casualties
Shaken
No Effect
Wounded
Shaken
No Effect
Good
Order SMC
(Not Hero)
Wounded
Wounded
No Effect
Shaken SMC
(Not Hero)
Wounded
Wounded
No Effect
Hero
Shaken
Shaken
No Effect
Armored
Vehicles/
Armor
Leader
Casualties
Casualties
No Effect
Shaken
MMC
DESTROYED
DESTROYED
Shaken
No Effect
Unarmored
Vehicles
DESTROYED
DESTROYED
Damaged
No Effect
Helicopter
Shaken: A Shaken unit flips its counter to the Shaken side (Exception: Vehicles are marked with a Shaken marker). A Shaken unit may return
to Good Order by passing a rally attempt DR (2d6) in an ensuing Rally phase. All vehicles may Self-Rally. Shaken units may not fire their
weapons or any Support Weapons they posses. Shaken units may not advance toward an enemy unit in their Line of Sight (LOS). If engaged in
Melee, and there are no other Melee-eligible friendly units in the hex, they are automatically eliminated (Note: Vehicles do not melee.).
Shaken Leaders cannot rally troops, but may attempt to rally themselves. Shaken Leaders may not use their Leadership for any
function.
Shaken Medics may not heal soldiers (or themselves).
Shaken Snipers may not snipe, but may Self-Rally (SR).
Shaken Chaplains may not rally troops.
Heroes never shake.
Shaken U.S. Advisors no longer increase the Morale of ARVN units stacked with the Advisor.
Shaken vehicles must Button, halve their movement allowance (drop fractions), and may not fire any of their weapons.
Shaken vehicles that receive another Shaken result are Abandoned.
Die Roll 3X
Morale
Die Roll 2X
Morale and < 3X
Morale
Die Roll
Morale
Good Order
MMC
players reference
111
Abandoned: Abandoned vehicles are just that: abandoned. Place an Abandoned marker on the vehicle. It may not move or fire for the
remainder of the scenario no one wants to climb into a target. The Crew is placed underneath the vehicle and makes a MC. Failure
Shakes the Crew (see sections 14.0 & 15.4). Passengers of Abandoned vehicles disembark and make a Morale check. Mark disembarking
units with a Move marker.
Damaged: Damaged helicopters must immediately exit the board. They may not unload passengers or fire.
Destroyed: Destroyed vehicles/helicopter are replaced with a wreck counter. Both Crews and passengers must take a Bailout check (see
sections 15.4, 16.1, and 16.2). Destroyed helicopters crash. Roll 2d6 to determine the direction from the hex in which it was engaged the
chopper crashed. The colored die is used to determine direction. A die roll of one is due north, two is northeast, etc. Half the number on
the white die (rounding fractions up). This gives the number of hexes from the hex in which it was engaged the bird crashed. Place the
crash marker in this hex. All units present in the crash hex are attacked by a 4 Firepower attack. This attack is resolved as per normal
procedure (i.e. the 4 Firepower is added to a die roll, etc.)
Casualties: Replace a full Squad with a Shaken Half-squad. Eliminate a Half-squad or Weapon Team.
Wounded: Unit must stop movement. Flip the SMC to Shaken side (Hero excepted) and mark it with a Wounded marker. Wounded Leaders
have their Morale, Leadership modifier and Leadership range decreased by one (i.e. they may only activate units in the same hex). SMCs
under a Wounded marker who are Wounded again are eliminated. Medics may heal wounded SMCs.
Hero Creation: There is a chance that a Hero is created during play whenever a one (1) is rolled during a Damage Check caused by enemy
fire. Roll the die again. If an even number is rolled, a Hero is created in the hex (ARVN excepted (see section 13.4)). Randomly pick a Hero
and a Skill Card (see Single Man Counters).
-1 to die roll.
+1 to die roll
-2 to Die Roll
-2 to Die Roll
-2 to Die Roll
+2 to die roll
-1 to die roll
Flanking Fire
+1
-1 to die roll
-2 to die roll
-2 to die roll
May Carry
May Fire
Squad
2 Support Weapons
Half-squad /
Crew
1 Support Weapon
Reduces MF
by 2
1 SW at half of the
SWs normal Firepower
(fractions rounded
down). Two SMCs may
fire a SW without this
reduction.
SMC
1 SW and forfeit
inherent Firepower.
1 Support Weapon
Melee Table
Odds Ratio
Kill Number
112
1-3
11
1-2
10
Notes
1 SW and retain
inherent Firepower,
or 2 SW and forfeit
inherent Firepower.
1-1
8
2-1
6
3-1
5
4-1
4
5-1
3
Die Roll
Modification
Target
Die Roll
Modification
+2
Marked with a
Move or Assault
Move marker .
+1
+1
Adjacent
-2
+2
In Terrain
with a Target
Modifier
As Per TEC
Firing Captured SW
Vehicle is Open
+1
+1
-1
Helicopter In
Hovering Mode
- (Leadership)
Helicopter in
Flying Mode
+2
+1
+1
+2
+2
+1
113
114
Blocking
Blocking
Degrading
Hedges
Walls
Cemetery
Degrading
Blocking
Light Woods
Woods
Blocking
Wheat Fields
Blocking
Blocking
Stone Building
Wooden
Building
Type
Terrain
*+1
+0
*+3
12
*+4
*+1
*+1
Leg
Movement Cost
(P=Prohibited)
+1
+2
+2
+1
+3
+4
Target
Modifier
None
No vehicles unless on road. Limits stacking to two squads (or equivalent), two
SW, and two SMC. NVA ignore this stacking restriction.
Blocks LOS traced through, or along, the wall from the same elevation to the
same elevation. Doesnt block LOS to a hex in which the wall forms a hex side,
when traced from a hex through a wall that forms one of the hexs sides, or
when the LOS is traced from the firing hex along a wall that connects to the
target hex.. For example, LOS from 15K5 to 15L7 is not blocked. +1 No modifier
against indirect fire (including M-79 Skill Card (Forgotten Heroes module). TM
is in addition to other terrain in hex. * Denotes cost to cross hex side.
Blocks LOS traced through, or along, the hedge from the same elevation to
the same elevation, with the following exceptions: 1) Doesnt block LOS to a
hex in which the hedge forms a hex side, 2) when traced FROM a hex through
a hedge that forms one of the hexs sides, or 3) when the LOS is traced from
the firing hex along a hedge that connects the firing hex to the target hex. For
example, LOS from 15K1 to 15L3 is not blocked. Negates movement modifier
against direct fire traced across Hedge hex side. No modifier against indirect
fire (including M-79 Skill Card (Forgotten Heroes module). * Denotes cost to
cross hex side.
Notes
115
Open
Clear
Open
Degrading
Bridge
Marsh
Degrading
Blocking
Vehicle or
Wreck
Smoke
Open
Open
Per
terrain in
hex and
rules
Bunker /
Foxhole
Pool
Hill
Open
Wire
Road
Degrading
Rubble
Brush/
Flowers
Degrading
Degrading
Light Woods
Blocking
Degrading
Forest
Low Crops
.5
.5
+1
+2
+1
+2 / +1
+1
against
fire from
a lower
level
+3
+1
+2
Degrades LOS through any portion of the vehicle/wreck hex. LOS traced down
the edge of the hex is not degraded. TM applies to other units in hex, not units
on the vehicle.
Blocks LOS through hex or traced down the edge of the hex.
Units in bunkers and foxholes can be spotted per the rules of the terrain in
their hex.
None
None
None
Ignore terrain in hex when moving from one contiguous road hex to another.
Degrades LOS through ANY portion of the rubbled hex. LOS traced down the
edge of the hex is not degraded.
None
Light Woods contain four tree silhouettes per hex. None of the silhouettes
touch.
No vehicles unless on road. Forest hexes contain more than four tree
silhouettes. The silhouettes overlap.
Credits
Lock n Load Publishing:
GAME DESIGN
Mark H. Walker
PROGRAMMING
Tom Proudfoot
SCENARIO DESIGN
Mark H. Walker, Tom Proudfoot
MUSIC
Jeff Edwards
ART PANELS
Ian Hamilton.
COUNTER ART
David Julien, Gabriel Gendron, Mark H. Walker, Pete Abrams
CARD ART
Guillaume Ries
TESTING
Ralph Ferrari
MATRIX GAMES/SLITHERINE
PRODUCERS
Erik Rutins, JD McNeil, Iain McNeil
MARKETING DIRECTOR
Marco Minoli
TECHNICAL DIRECTOR
Phil Veale
BOX AND LOGO DESIGN
Claudio Guarnerio & Myriam Bell
GAME ART
Nicolas Eskubi, David Julien, Marc von Martial, Gabriel Gendron
MANUAL EDITING AND CONTENT
Jeff Lewis, John Thompson, Mark Walker, Erik Rutins
MANUAL DESIGN AND LAYOUT
Myriam Bell
PUBLIC RELATIONS & MARKETING
Marco Minoli
PRODUCTION ASSISTANTS
Andrew Loveridge, Gerry Edwards
ADMINISTRATION
Liz Stoltz, Dean Walker
BETA TEST COORDINATION
Karlis Rutins, Erik Rutins
QA LEAD
Erik Rutins
CUSTOMER SUPPORT STAFF
Christian Bassani, Paulo Costa, Andrew Loveridge, Gerry Edwards,
Erik Rutins, Iain McNeil
FORUM ADMINISTRATION
Erik Rutins, Valery Vidershpan
WEB-DATABASE DESIGN & DEVELOPMENT
Andrea Nicola, Valery Vidershpan, Phil Veale
NETWORK AND SYSTEM ADMINISTRATOR
Valery Vidershpan, Andrea Nicola
TERRITORY MANAGERS
France Olivier Georges, Spain Juan Diaz Bustamante
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acropora, stolypin, DReaper, spillblood, designer1812, philB, MikeGER,
sulla05, Hakhen, Blond_Knight, benpark, jmlima, derfderf, Light Horse,
sgt_lobo, CptWasp, JMass, Bott, heyhellowhatsnew, Ubercat, jomni,
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