Melee Madness - Lock 'N Load Tactical Zero to Hero | WW2 Wargame | Gameplay | Episode 1b
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- Опубликовано: 14 дек 2024
- We continue our first Zero to Hero playthrough session in our learnalong/tutorial series featuring the Lock 'N Load Tactical System from Lock 'N Load Publishing. In this scenario, featuring units from the Heroes of the Bitter Harvest module, 2 platoons of German infantry try to wrest control of a village away from a platoon of Russian infantry.
-Known Errors-
1 - 19:32 I calculated the Russian firepower at 1d6+4, but I overlooked the +1 bonus because the Germans were moving at the time. The attack should have been 1d6+5. This would have made the Damage Check +2 instead of +1. It didn't change the overall result as both German squads rolled low enough to survive a +2 Damage Check.Thanks to jdzayas!
2 - 23:51 When the 2 Russian squads reinforce the melee, the melee shouldn't be executed right away, as there is a rule that there is only one melee round per hex per turn. They should be locked in place, and then the melee is executed as part of an impulse in the next turn. Thanks to Joel Toppen!
Zero to Hero is a multi-scenario series featuring a variety of modules from the Lock 'N Load Tactical system.
If you'd like to support my work in creating more historical wargaming videos, I have a Patreon page. Support is greatly appreciated.
/ zillablitz
Lock 'N Load Tactical Combat System website:
store.lnlpubli...
Lock 'N Load Tactical Heroes of the Bitter Harvest:
boardgamegeek....
Village Assault Scenario Information:
docs.google.co...
The game in this video is a review copy provided by Lock 'N Load Publishing
World War 2 Tactical Game
Heroes of the Bitter Harvest
WW2 Board Game
Lock 'N Load Publishing
LNLT
Advanced Squad Leader
Lock 'N Load Tactical System
Combat Commander
Solitaire Wargame
Devin Heinle
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Melee Madness - Lock 'N Load Tactical Zero to Hero | WW2 Wargame | Gameplay | Episode 1b
Love this series! Let’s go ahead and watch what’s next !
Thanks! I’m glad you have enjoyed it. It’s been fun to make too. :)
A really solid set of tactical observations and rules overviews. =) One small bit of advice I would pass on when moving units...if-for whatever reason, a unit only has to move 1 hex-like the shaken units moving into the wheat fields-Always Low Crawl them. Low Crawl is moving only one hex anyways AND they get marked with a Low Crawl Marker and NOT a Move marker and they are not spotted if in terrain due to the Move action. A good habit to get into if you are only ever moving 1 hex. And you have learned a valuable lesson on attacking a built-up position! You need heavy weapons and multiple support weapons to crack that +3 bouns the defenders get for those wood buildings!
Also, there is ever only 1 melee in a hex per turn. IF units move into a hex that is under a Melee counter, then the melee will hold over until the next turn. On the next turn, either player can use one of their Impulse actions to resolve the Melee and the Melee must be conducted before the end of the next turn. It is possible with several sets of bad dice rolls a Melee can last several turns before it's fully resolved. I once had a melee that lasted 3 turns between 3 German squads and a drunk Soviet Hero with a Tokarev pistol. Neither side (especially the Germans) could roll what they needed to kill any of the other. remember what I said about my bad dice rolls with the germans =)
Overall real good. Looking forward to the next one!
Thanks, Devin! Very helpful observations, and I'll make a note of that Low Crawl/1-hex movement habit. I think that'll make for a great tactical tip at the beginning of the next episode. I can see how that's a great default to build as a habit. :)
Thanks for the 1 melee/hex/turn note as well. Joel Toppen and Markus Klaas pointed it out as well, and I've added it to the Known Errors section. I've already shot the video bit for the next episode talking about the error. It makes total sense and should be easy to remember going forward. Thanks!
As tricky as the attack is without support, I think I could do better as the Germans if I played again. I'm curious how some forceful long-range fire might have worked for the Germans. Get 30 men firing at distance from just outside the Russian units' range for a couple of turns before attacking in mass with the rest. Or just sending all 70 men through the big wheat field.
Very enjoyable Zilla. I love watching well nararrated play-thourghs like this. This is so much better than watching the digital ones. Thanks!
Thanks much! It's been great fun to make so far. I'm looking forward to the next one, probably head to the Pacific. :)
Great video! Couldn`t spot any errors… Looking forward to the next one!
Thanks, I'm glad you are enjoying them! There was the one issue with conducting melee twice in the same turn in the same hex, but I think other than that I think the execution turned out okay. I'm going to space these out a bit, so probably start the next one in a week. :)
@@ZillaBlitz aah yes… 8.2: “If they reinforce the hex after the Melee has been fought, they cannot participate in the Melee until the following turn.”
Thanks… learned something today… ;-)
I'm glad it helped! :)
That was fun. For a moment it looked like the Germans were getting back into the battle, but it wasn't to be. Enjoying the concept of this series, looking forward to seeing the scenarios build up in complexity.
Thanks! I'm glad you liked it. I feel like I could do better as the Germans if I played again. But on to the next scenario we go! :)
Always useful to help understand the games we play. Thanks
Thanks! It's been fun to make these. On to the next. :)
The Learning part is a helpful idea, stick to this, please.
The 2 rounds of melee in 1 turn were the only error I found. Looking forward to the next episode.
Thanks for this series!
Thanks! And yes, sometimes it's hard to explain everything while playing, so I think I'll keep moving some pieces to that mini-tutorial format. :)
20:54 Russian roll 1 but they get + 1 for firepower +1 for the leader bonus and +2 for close combat and a final +1 for target in movement, right ? I’m a beginner so maybe I’m wrong here😆
Yes, nice catch! This was noted in the video description's Known Errors section. I missed the +1 DRM for German movement. :)
@@ZillaBlitz Perfect thanks ! I'm currently learning the game so your videos helps !
It's a really fun system. I want to get back to this series in the summer, too. I'd like to make more. :)
@@ZillaBlitz awesome game for sure ! I also heard about “old school tactical” game … what do you think of this one ? Still have to get info on it, I’ve played conflict of heroes before going to LnL and I heard it was kinda similar ?
I've heard really good things about Old School Tactical, but I don't have it yet. Some day, I hope! :)
great analysis of your tactical decisions at the beginning there....I have quite a bit more to learn but it's a start, thank you!
Thanks! It's a pretty comprehensive system, let's eat the elephant one bite at a time. :)
You forgot to include the +1 for moving in the calculation of the firepower for the Russian units in the building firing at the two moving, adjacent German squads. It should have been 1 for the Russian squad plus 1 for the leader, plus 2 for the Germans being adjacent, plus 1 for the "moving" German Squads, for a total of 5.
D'oh! Nice catch! It's at 19:32 and yep, you're totally correct. I knew that too, just overlooked it. I'll add it to the Known Errors section, thanks!
Boy what a melee battle that was. I think the Germans need to get a new dice ha ha. I do like the learning phase you have added to these videos as it also helps this ole fella follow along.
I'm glad you're finding it fun and that it's making sense! Let me know if there are other things that are confusing. :)
Loved this playthrough, Zilla! Great idea for a series of instructional videos in this system. Too bad the Germans didn’t have smoke grenades or a mortar squad. That would have been more useful. Maybe a panzerschreck to blow those buildings open. But they will be back for the next scenario. Remember the famous battle cry of the Wehrmacht in WWII: “Leroy Jenkins!!”
Ha! I was wondering how many people might pick up on the Jenkins' reference. It seemed like such a Jenkins' moment. :)
Yeah, it was a bit forced to have the Germans attack without support of some kind, like a MG or something, but I think on the whole it worked well to cover a lot of the core game system rules. Support weapons will be in the next scenario! :)
Not sure if addressed in future video, couldn't the shaken German units try to self rally ( since they were in cover and not adjacent) and combine their two half squads during the admin phase?
The German units would need a leader to rally. Certain units have the ability to self rally, but core German infantry don't, unless there is a rule I'm missing somewhere. :)
Looks a tough one for the Germans to win, might need an artillery piece or tank to help them out. dice rolls for me never go to plan. Excellent take on the game.
I think the Germans could have had a better chance if we had coordinated better. I'm even thinking that all of the German forces could have come through that larger wheat field. Without supporting fire, numbers might be the best way? Not sure. Having said that, they were one 1-1 melee attack away from tipping it in their favor early on.
Well, as you KNOW the charge of the two units was kind of ill-advised, better would have been sit there in the wheat and take the shot at the leader house. What sort of roll would they have needed to get any sort of good result on that attack?
Given the circumstances, I think the rush might have been the best of a set of bad options. If the two squads opened up on the Russians in the house, they would have had a +2 attack against a +3 defense. But the Russians in the house to the right can slide over, and then the Germans have 3 squads to deal with. Long odds no matter what they do in that situation.
Can you recommend a game in this series to start with that will offer a good deal of content? I am looking for WW2 mostly, although I am open to other Eras.
I'd be inclined to recommend 3 ways to go:
1 - The Starter pack is an inexpensive way to try the system, see if you like it. Linkie:
store.lnlpublishing.com/lnlt-starter-kit-v5-1-llp312797
2 - If you like PC gaming, the Core Game on Steam offers a digital sampler of the game for a very reasonable price, and it goes on sale often:
store.steampowered.com/app/1149940/Lock_n_Load_Tactical_Digital_Core_Game/
3 - If you know you want to go all in, Heroes of the Bitter Harvest is expensive, but it's got everything in one box. Latest rules, solo system for the game, campaign game, data cards, tons of scenarios, battle generator, etc.
store.lnlpublishing.com/heroes-road-to-stalingrad-llp314098
Other than that, Heres of the Pacific has the older rules but is often on sale on their website for less than full price. Any of those WW2 modules are good value, I think.
Hope that helps!
@@ZillaBlitz Thanks very much for this. I picked up the base pc game and I bought Heroes of the Pacific. I thought about the starter kit but there is only 4 small scenarios. Does not see very economical... maybe. I would of loved to get Heroes of Normandy but its OOP. Heroes of bitter harvest seems awesome but that is a big investment. Thanks again.
I don't think the two Russians that move into the Melee can attack until next turn. Only 1 round per turn, right?
Aha! Yes, you are correct. I did not know that. I'll make a known errors section and revisit in the next video. Thanks!
Nice, no worries about the errors. If you make them we won't have to 🙃 Are the shaken/reduced units allowed to move adjacent to the enemy? Can they control a victory hex? I was thinking the two in the wheat field might have been able to outflank the Russians. Perhaps creating a situation where the Russians were overloaded. Meleeing them would kill them, but the Russians would have to abandon or weaken at least one building. And if they ran out of impulses, the Germans could have gone in at the last minute. Cheesy I know. And probably they wouldn't have survived the extra turn even if it was 2 to 2. Would casualties have mattered in a tie?
Enjoyable way to be exposed to the system. Thanks again.
Yeah, the errors will happen, for sure, especially as we move into more complicated elements. But I'm hopeful that' they can help us to learn as we go.
Shaken units can't move closer to an enemy unit in their line of sight. They can't use direct fire, either. So they are pretty much useless until they rally. If we had a leader and could have rallied those half squads, then they would have been able to function as normal.
I wasn't thinking about casualties being a part of the victory conditions, but it might be a good tie-breaker, yes. :)
Thanks again!
@@ZillaBlitz Thanks. Forgive me, but I've been gaming for a long time so I'm a bit of a rules lawyer. I haven't fully absorbed the spotting issues, but overall it seemed like a nice way to handle it without hidden units. I assumed the Russians would spot the Germans moving when out of range and figure something bad was gonna come through the wheat field. But it didn't feel too gamey.
In real life these shaken/reduced units would probably head for the hills. Yet I can imagine a game situation where they might advance because the LOS is shielded by buildings or terrain. Not that I'd feel good about doing it. I like systems where the units know where the rear is, and can't move closer to the enemy. That said, I liked the overall balance. Felt like attacking is more sequence dependent as in reality, and so easier to screw up. I also felt that better tactics had a decent chance of mitigating poor die rolls. Plus it seemed to play quickly, even with your explanations. It might even be fun to play with a game clock. Pause the clock for the die rolls, but use it for the decision making. I also wondered why the Germans didn't get a modifier for the initiative rolls.
Ironically, before watching the videos I'd read an article on the current Eastern Front. Effective combined arms attacks rely on sequencing and communications, which require years of training. I know the military is trying to use games - both commercial and those developed especially for them. I saw one lecture that used a Lock 'N Load map and modern units to answer the question about whether logistics ought to be in a game. I never realized how complicated it was. IIRC there were maybe 10 units on the map, but adding command, medical, repair, resupply, and even earmarking roads for special one-way traffic... it was a nightmare.
Two examples. The rule in the US is that you recover the dead, but don't transport the dead with the wounded. And you need a special route to decontamination stations that don't risk contaminating uncontaminated units. Meaning you can't share roads in many situations. Who knew?
Yes, the coordination element feels quite well developed in this system. Further muddying the waters is that the impulses and opportunity fire mean that your enemy is likely to mess up your coordination as well. I can only imagine how chaotic and disorganized in can feel in real combat! Thanks for sharing! :)
Shaken may not move closer to enemy. Pretty sure they could move adj, but they are so easy to eliminate….
But if you could keep distance …you could run around them. Essentially no other penalties
Couldn't the 2 Russian squads have Fired upon the Germans in the open ground prior to melee?
Good question! A defending side gets one Opportunity Fire action for every movement point expended by an enemy action, so the Russians can only fire once at the units moving in the open. (The German squads used one movement point to move into the open from the wheat field.) And Opportunity Fire isn't an option when a unit is moving into the Melee hex.
So we had to choose between Lt. Mahkhov's men firing or the two infantry squads firing. I chose Markhov because of the +2 adjacency bonus. :)
Will they make a ukrainian war game?
I know one is being worked on now, yes.
This looks like a clone of Squad Leader ('77) except the maps of SL are much better. No offence 'Zilla!
Interesting, I've not seen that one yet. I can say that ASL and LnLT play very differently as tactical systems.
I invested so much money in SL I never played ASL...but I Loved Squad Leader. When my assault engineers blasted they're way into the Drezinski Tractor werks using smoke and satchel charges firing point blank at fanatical Soviets, I was hooked.
Can totally relate to that, for sure. :)
Nah man LnL maps are more diverse and better drawn than SL. These maps were chosen because of their simplicity