Lock n Load Manual e Book

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    Cnn

    1. Inducin 5

    1.1. System requirements 6

    1.2. Installing the Game 6

    1.3. Uninstalling the Game 7

    1.4. Product Updates, Bonus Content

    and Registering your Game 7

    1.5. Re-downloading your Game 81.6. Game Forums 9

    1.7. Technical Support 9

    1.8. Starting a New Game 9

    1.9. Multiplayer 11

    1.10. Options 12

    1.11. Scenarios and Campaigns 15

    1.12. The Action Bar 15

    2. Quick Sa 16

    2.1. Getting Started 16

    2.2. Moving Stuff 17

    2.3. Attacking 22

    2.4. Turn Two 25

    2.5. Dont You Forget About Me 27

    2.6. Spotting the Enemy 272.7. Melee Combat 28

    2.8. When Opportunity Knocks 29

    2.9. Smoke Em if You Got Em 30

    2.10. Rally Round the Flag 31

    2.11. The Battle Continues 31

    3. Gnal Gam Cnc 313.1. Units 31

    3.2. Counters 32

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    3.3. Dice 34

    3.4. Stacking 34

    3.5. Half-Hexes 34

    3.6. Morale 34

    4. Su Wan and Wan Tam 35

    4.1. Support Weapons 36

    4.2. Tripod Machine Guns 37

    4.3. Flamethrowers and Satchel Charges 37

    4.4. Molotov Cocktails 38

    4.5. Weapon Teams 39

    5. Squnc f Play 40

    5.1. Rally Phase 40

    5.2. Operations Phase 42

    5.3. Administrative Phase 46

    6. Fi Cmba 46

    6.1. Leaders and Their Influence on Attacks 47

    6.2. Direct Fire Table (DFT) Results 48

    6.3. Multiple Attacking Units 50

    6.4. Opportunity Fire 50

    6.5. Extended Range 52

    6.6. Flanking Fire 52

    7. vmn 52

    7.1. Assault Movement 557.2. Double-time 56

    7.3. Low Crawl 56

    7.4. Stealth Movement 56

    8. Smk 57

    9. l Cmba 58

    9.1. Locked Units 609.2. Reinforcing a Melee 61

    9.3. Zero-Firepower and M-Rated MMCs 62

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    10. Lin f Sigh and Sing 62

    10.1. Spotting 63

    10.2. Hills and Buildings 65

    10.3. Figuring Line of Sight (LOS) 6510.4. Terrain Characteristics 67

    11. Singl an ( Wman) Cun 68

    11.1. Leaders 68

    11.2. Heroes 69

    11.3. Medics 70

    11.4. Snipers 71

    11.5. Scouts 72

    11.6. Armor Leaders 72

    11.7. Soviet Commissars 73

    11.8. Nurses 73

    12. Skill Cad 74

    13. Odnanc 74

    13.1. Hits on Unarmored Vehicles 77

    13.2. Non-Penetrating Hits 77

    13.3. Angle and Point of Impact 78

    13.4. Special Ammunition 79

    13.5. Target Acquisition 79

    14. Vhicl 80

    14.1. Vehicle Counters Explained 8014.2. Vehicle Facing and Movement 82

    14.3. Assault Movement in Vehicles 83

    14.4. Overruns 83

    14.5. Vehicle Crews 85

    15. Pang 85

    15.1. Passengers Riding Inside 85

    15.2. Passengers Riding Outside 86

    15.3. Passengers of Abandoned Vehicles 87

    15.4. Mounting and Dismounting 88

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    16. Infany and Ailly VS.Vhicl 90

    16.1. Close Assault 90

    16.2. Small-Arms Fire . Armored Vehicles 92

    16.3. Small-Arms Fire . Unarmored Vehicles 9416.4. Mortars and Artillery . Armored Vehicles 95

    17. Indic Fi 95

    17.1. Onboard Mortars 95

    17.2. Off-board Artillery 96

    18. Nigh Cmba 99

    18.1. Ordnance Attacks During Night Scenarios 9918.2. Melee During Night Scenarios 99

    18.3. Star Shells 100

    19. Fificain 100

    19.1. Foxholes 101

    19.2. Wire 101

    19.3. Trenches 101

    19.4. Railroad Tracks 102

    20. Nainal Chaaciic f Lock n Load 102

    20.1. German Forces 102

    20.2. Soviet Forces 103

    21. Fixd-Wing Aicaf 105

    21.1. Machine Guns and Bombs 106

    22. Glay 108

    lay fnc 111

    Cdi 117

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    5

    1. Inducin

    The Lock n Loadfranchise 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 novel-

    type panels to propel the plot. A turn-based game, Heroes of

    Stalingrad retains Lock n Loads engaging impulse system

    while adding features, such as lanking ire, hidden units, and

    residual machine gun ire, that would just be too iddly for theboardgame.

    In each campaign gamers will not only need their tactical

    wits as the ight 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 theirprecious 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 ighting. There are

    bridge seizures, Partisan ambushes, and even a reprisal of

    several of the scenarios from Lock n LoadPublishings Not OneStep Back.

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    1.1. Sym quimnPlease ensure your system meets the minimum requirements

    listed below.

    1.1.1. inimum Rquimn

    OS:Windows XP SP3, Vista, 7, 8

    CPU:1GHz

    RAM:1GB

    Video/Graphics:DirectX 9.0c+ Video Card

    Sound:DirectX 9 SupportedHard disk space:2GB

    DVD-Rom: Yes, for physical version only

    DirectX version:9.0c

    Peripheral hardware: Mouse, Keyboard

    Internet Connection for Multiplayer++

    1.1.2. Rcmmndd RquimnOS: Windows XP SP3, Vista, 7, 8

    CPU: 2GHz Dual Core

    RAM:2GB

    Video/Graphics:256MB DirectX 9.0c+ Dedicated Video Card

    1.2. Inaing h GamTo 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 ile location, double-click on the installation

    ile, and if it is a zip archive, then double click on the executable

    (exe) ile that is shown inside the archive. The correct ile name

    will normally include the words SetupRelease. Follow all on-screen prompts to complete the installation.

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    1.3. Uninaing h GamPlease use the Add/Remove Programs or Programs and

    Features option from the Windows Control Panel or the

    Uninstall link in the games Windows START menu to

    uninstall the game. Uninstalling through any other method will

    not properly uninstall the game.

    1.4. Pduc Uda, Bnu Cnnand Rgiing yu Gam

    In order to maintain our product excellence, Matrix Gamesreleases updates containing new features, enhancements, and

    corrections to any known issues. All our updates are available

    free on our website and can also be downloaded quickly and

    easily by clicking on the Check for Updates link in your Game

    Menu or by using the Update Game shortcut in your Windows

    START menu folder for the game.

    We also periodically make beta (preview) updates andother content available to registered owners. Keeping up with

    these special updates is made easy and is free by signing up

    for a Matrix Games Member account. When you are signed up,

    you can then register your Matrix Games products in order to

    receive access to these bonus game-related materials. Follow

    this process:1. Sign Up for a Matrix Games Member account: THIS IS A

    ONE TIME PROCEDURE; once you have signed up for a

    Matrix account, you are in the system and will not need to

    sign up again. Go to www.matrixgames.com and click the

    Members hyperlink at the top. In the new window, select

    Register NOW and follow the onscreen instructions.

    When youre inished, click the Please Create My NewAccount button, and a conirmation e-mail will be sent to

    your speciied e-mail account.

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    2. Register a New Game Purchase Once you have signed

    up for a Matrix Games Member account, you can then

    register any Matrix Games title you own in your new

    account. To do so, log in to your account on the Matrix

    Games website (www.matrixgames.com). Click Register

    Your Game near the top of the menu in the Members

    Club to register your new Matrix Games purchase.

    We strongly recommend registering your game as it will give

    you a backup location for your serial number should you lose it

    in the future. Once youve registered your game, when you login to the Members section you can view your list of registered

    titles by clicking My Games. Each game title is a hyperlink that

    will take you to an information page on the game (including all

    the latest news on that title).

    Also on this list is a Downloads for Registered Games

    hyperlink that takes you to a page that has all the latest

    public and registered downloads, including patches, for yourregistered titles. You can also access patches and updates via

    our Latest Downloads section (http://www.matrixgames.

    com/products/latestdownloads.asp).

    1.5. R-dwnlading yu Gam

    If you were logged into your Members Club account whenyou purchased your game, it will be automatically registered

    and you can access an automatic re-download link by going

    to http://www.matrixgames.com/members/myorders.asp

    or using the My Orders link in the Members Club. If your

    download does not show up there, you can contact our Help

    Desk at http://www.matrixgames.com/support/ to receive a

    new download link. This process generally takes one businessday, but is often faster during normal work hours.

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    1.6. Gam FumOur forums are one of the best things about Matrix Games.

    Every game has its own forum with our designers, developers

    and the gamers playing the game. If you are experiencing

    a problem, have a question or just an idea on how to make

    the game better, post a message there. Go to http://www.

    matrixgames.com and click on the Forums hyperlink.

    1.7. Tchnical Sup

    Should you have a technical problem with the game, the bestway to get help is to post a note in the Technical Support sub-

    forum 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 willgenerally be answered within 24 hours, except on weekends

    or national holidays.

    1.8. Saing a Nw GamTo begin a new game of Lock n Load: Heroes of Stalingrad start

    the program and then select New Game from the opening menu.You will then be given the choice of either playing an individual

    scenario or a complete new campaign, which is a series of linked

    scenarios in which units that survive each scenario continue in

    the next scenario until the campaigns conclusion.

    To play a scenario, choose New Scenario from the menu,

    and, after reading the descriptions of each, select one and then

    select Start at the bottom of the screen. Then select whatside you will play, what side the computer (or another human

    player) will play, and select Begin at the bottom of the screen.

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    To play a campaign, go through the same procedure using

    the choices from the campaign menu.

    1.8.1. Lading Savd Gam

    To resume a saved

    game, select Load

    Game from the

    opening-screen menu;ind your save in the

    list and select it (in the

    screenshot below, the

    selected ile is called

    partisan save.sav.)

    then select Load at the

    bottom of the screen.

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    1.9. ulilay

    Starting and joining multiplayer games in Lock n Load(LnL) isa 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 andclick 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 amessage. Once you have worked out the details with that

    person about playing a game, click Create Game at the top

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    of the screen. You will then plug in whatever scenario and

    side that you agreed upon with our opponent (and note

    that next to your name in the left-hand column there is now

    an icon indicating you have created a game), click on your

    opponents name, then select Invite; once they have accepted

    your invitation, the game begins. Enjoy! Also note that any

    incompatibilities between game versions will be shown here

    as well; playing an opponent using a different version of the

    game will most likely cause it to crash.

    Any games you are currently playing will be listed byclicking Current Games. the second tab at the top of the lobby

    screen. Select a game and re-invite your opponent once you are

    both online and in the lobby. Lastly, leave messages for your

    opponents about times to meet online to resume hostilities,

    and start a new match, etc., in the Forum, the third tab at the

    top of the screen.

    1.10. OinSelect Options from the opening-screen menu to ind settings

    that you can use to ine-tune gameplay to your taste, from

    music, sound levels and game dificulty to pop-up info levels

    and various graphic choices, such as the size of the button

    icons The game defaults to an automatic setting for all theseoptions; as you get to know the game better, feel free to change

    them to suit your gameplay style.

    The options are:

    Dificulty: Pick from Normal or Hard. Hard is intended

    for experienced and expert LnL players. Normal gives

    the player some advantages over the AI. Hard levels the

    playing ield.Master Sound Volume: Starts at 50%; adjust as desired.

    Music: On/Off

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    Ambient Sound Effects: On/Off

    Button Icons: Small or Large; this affects the size of the

    buttons in then Action Bar.

    Die Results Timer/Show Die Results: Increases or

    decreases the time that the die roll is shown; the default

    setting is Hold, which means you need to click the

    spacebar to move farther into the phase. You can also set

    this not to show the die results at all.

    Scrolling Die Results: If set to Off (the default), the dice

    are rolled on the screen and there is an automatic pauseafter each roll. If set to On, the roll results are shown in

    a text summary on the left-hand side information.

    Condensed Scrolling: If set to Off (the default), all the

    modiiers and other details that are part of each result

    are listed. If set to On, modiiers are summarized and

    the results are condensed.

    Show Clouds On/Off: Turning this to Off might helpsystem performance.

    Melee Art On/Off: This determines whether additional

    action art is shown during melee resolution.

    Move Cost Shown Yes/No: Default is set to Yes; when

    on, this indicates the movement cost as plotted by a unit,

    as per sections 2.2 and 7.0, below. Counter Peek All/Enemies/None: Controls whether

    some, all, or none of the stacked unit counters scoot

    when hovered over on the map to show all the units in

    that stack.

    Auto Rally Phase On/Off: If set to On, the computer

    will begin the rally all possible Shaken units and take in

    to account all the bonuses given them by any applicableLeaders. If set to Off, this must be done manually by the

    player.

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    Auto End Impulse On/Off: If set to On, the computer

    will automatically end an impulse after the last pass; if set

    to Off, this must be conirmed by the player.

    Auto-select Stacked On/Off: If set to On, the computer

    will automatically select all the units in a stack. If set to

    Off, the player must select any units in that stack.

    Counter Pop-up Info On/Off: If set to On, hovering

    a mouse over a unit in the Unit Display Panel will revel

    important statistics such as Morale, Leadership and

    Movement in the case of a Leader; Firepower, Range,Movement and Morale in the case of a squad; and a vast

    array of vehicle data such as Firepower, Movement,

    Range, Morale, Armor thickness by facing, Ordnance data,

    maximum passenger loads, and more. If set to Off, the

    pop-up will just reveal the name of the Leader/squad/

    vehicle, etc.

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    1.11. Scnai and CamaignNew players should start their Lock n Load experience by

    playing through the tutorial scenarios irst, as they introduce

    the basics of movement, ire combat, melee, and squad

    management. After the completion of the tutorials, start

    with a small scenario such as Partisan Defense. As you gain

    experience in the games mechanics, try playing some of the

    larger scenarios until you have worked your way up to taking

    on either of the two campaigns. Feel free to adjust the dificulty

    as needed in the Options screen (see above).

    1.12. Th Acin BaThe 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.

    For example, in the screenshot above, the selected squad

    at the current time could Move, Low Crawl, make a Spotting

    attempt (the Ops Complete button), attempt to lay Smoke, or

    use the Line of Sight (LOS) tool or check the Victory Conditions

    display. Keep in mind that as an impulse progresses, moreactions may become available! Each of the Actions in the Action

    Bar is described in more detail later in the manual.

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    2. Quick Sa

    Youre just a few clicks away from being right in the middle of

    the action! Grab your rile and follow along.

    2.1. Gting SadAt 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 irst. 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 visibleto 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 randomnessof combat in LnLfor example, whether the enemy passes his

    Spotting roll to see some of your unitsit is very dificult 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 togaze too far in the crystal ballbut thats what makes the LnL

    system so dynamic.

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    2.1.1. Th Rally Pha

    The game begins with the Rally Phase, but since neither you

    nor your enemy begin the game with units that need to be

    rallied, the game will advance to the Operations Phase (to see

    what phase you are in, just look at the box in the upper left-

    hand corner). More on the Rally Phase later.

    2.1.2. Oain Pha

    The Operations Phase, which is where the bulk of the game

    occurs, functions through an impulse system: players alternateimpulses, during which they activate friendly units in one hex

    at a time, per impulse, or pass.

    To check the (friendly or enemy) units in a stack, click on

    that stack. For example, click on the stack in hex L8 led by Lt.

    Koch: a yellow border now outlines the hex, and the units in

    that hexLt. Koch, his two accompanying Pioneer Squads, and

    their Support Weaponsappear in the Activation Box at thelower right side of the screen.

    The default is for all units in a clicked hex to be activated;

    activated Squads are surrounded by a red border in the

    Activation Box. To deactivate these units, move the cursor over

    each of them and click; the red square will appear or disappear

    depending on how many times you click. If you change yourmind, its OK; just click any unit you wish to deactivate, or click

    Unselect All.

    2.2. ving SuffOnce 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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    of units, has. The stacks MF

    (in this case, 6) appears in

    the upper-right corner of the

    Activation Box. Next, right-

    click on the hex you want the

    stack to Move to, in this case

    the building at M5, and a white

    arrow will appear showing

    you the route to the target

    hex and the MPs needed to getthere.

    The white arrow indicates

    that you have enough MPs to

    reach the hex; a red arrow will

    appear if you dont. Click on a

    hex at a range of eight or nine

    hexes away to see how thisworks. Both arrows will be traced back to the stack.

    In this case, the arrow remains white, but the reality is that

    while Lt. Koch, who has a MF of 6, could reach that building,

    but his Squads, which only have MFs of 4, could not if they were

    on their own. However, and this point is extremely important:

    Lt. Koch increases their movement to 6 when they all movetogether. Try selecting just a Squad without the Leader and

    testing how far it could go.

    Lets keep our stack together and move into cover in the

    building in M5, but instead of walking down the street, lets

    use the row of buildings as cover. Click the stack, make sure all

    the units are selected, and right-click on hex M7. To conirm

    the Move, right-click a second time on the destination hex;the stack will then move out. Upon entering M7, because

    your stack still has MPs left, you can keep moving as long as

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    19

    you have more MPs or you

    havent taken damage or been

    Shaken as a result of enemy

    ire. Lets keep moving your

    Pioneers and Lt. Koch north

    into the building at M5. You

    should end your turn as the

    screenshot below shows;

    note that due to the vagaries

    of combat and the route youdecided to take, you may

    have encountered the enemy

    (hint: the enemy can see your

    troops easily in open hexes like the road in L6 and L7, but

    moving through a building is much stealthier).

    Did you notice when you moved away from Kochs initial

    hex that the hexes surrounding his starting point were shadedgreen? This is the game reminding you that because Koch is a

    Leader, you can also activateduring this impulseany units

    that started the impulse adjacent to him (in one of those green-

    shaded hexes). This is a very important attribute and rule;

    remember that normally you can only activate one hex worth

    of units per impulse, so it is easy to see how this Leader abilitycan be very important under ire.

    To complete the impulse, click Finished, or press the

    Enter key. Again, remember that units that become Shaken or

    Wounded during Movement must stop in that hex; they cannot

    continue. If Lt. Koch or some of his Squads were Shaken or took

    casualties, theyll remain in that hex until they can be Rallied.

    Assuming you survived any Opportunity Fire and completedyour move, note that the stack also has a Moved marker on it to

    indicate that its units have completed their action for this turn.

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    Note:if you dont want your unit(s) to move to the designated

    hex the way the AI indicates it will move it, right-click on a hex

    different from the hex you want your unit(s) to end up in and

    move them there irst, then, with your remaining MPs, inish

    the move to your desired destination. Do this if you think the

    AIs movement route will subject your units to Opportunity

    Fire, etc. This is why we moved to M7 and then M6 in two one-

    hex moves.

    After inishing the initial impulse, with Lt. Koch and hisSquads, 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 proile when you move. ToLow 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 arein 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 usingLow 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 irein 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 onlyhave 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

    ired upon by Partisans in theBuilding at hex M3. If they

    were ired 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 nowhave targets; if the irst Squad

    to cross to M6 didnt draw

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    ire, 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. AtackingOK, lets get some ire on those Partisans who so foolishly

    opened up on our lads. In order to ire at an enemy unit, that

    unit must irst be spotted, which the Partisans in M3 are

    because they ired, and are thus under a Fired marker.

    Enemy units that are in open terrain, under a Moved, Firedor Assault Move marker, or adjacent to a Good Order friendly

    unit are considered spotted and can be ired upon.

    Select the unmoved Squad in hex K7 (this assumes the

    Partisans opened up on your irst Squad; if they didnt and you

    had to move both, the Partisans will have to wait until next turn).

    It has LOS to the Partisans and its MG 34 is well within range.

    Left-click on the hex with the Partisans in it; you will noticethat the cursor changes to a crosshair as you hover your mouse

    over the target hex and gives you a very valuable percentage

    likelihood of effective ire. Just to highlight the eficacy of the MG

    34 as a Support Weapon, click the MG 34 in the Activation Box

    to de-select it, and once again hover your mouse over the target.

    You will see that that the percentage of effective ire has droppedfrom 28% with the MG 34 to just 4% without it.

    Re-select the MG 34 and click on the hex to attack the

    Partisan units in it. The AI computes the results of the combat,

    and depending on how well your side and their side rolled, the

    results could be anywhere from No Effect to Shaken or various

    levels of Casualties or damage. In our case, we rolled well; one

    Partisan was Wounded and the other has been Shaken. Yourresults, as they say, may differ.

    For more on Fire Combat, see Section 6.

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    2.3.1. Indic Fi 101

    Lets see how those Partisans react to a little mortar ire, shall

    we? Select the 50mm Mortar Weapon Team in hex I7 and left-click on the Partisans; no joy. Our team does not have either

    LOS to the target OR a Leader with LOS to the target who

    could call in the mortar ire using the Call Onboard Mortar Fire

    action (Lt. Koch is in a good position to do so next turn, but has

    completed his turn already). We can check the Mortar Weapon

    Teams LOS using the LOS String Tool in the Action Bar. Whenusing the LOS String Tool, click on another hex to check LOS

    from that hex. Given that we cant attack the hex with the

    Partisans in it using direct ire, lets hunker down and prepare

    to use the Mortar Weapon Team next turn if we can spot the

    Partisans then.

    Another possibility is that the Mortar Weapon Team has

    been spotted and ired upon, and may have been Shaken oreliminated. See Rally Round the Flag, farther down in the

    Quick Start Guide, for possible solutions in this regard.

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    2.3.2. Saying On Tak

    Four of the ive victory hexes in this scenario are in the factory

    building to the north, so it needs to be the focus of our effort.

    Weve started one rile Squad in the direction via Low Crawl;

    lets get Lt. Wurtz and his two Squads in to an overwatch in

    the stone building in F5, which will provide good cover and

    an excellent vantage point to our objectives; move them there

    now using the same methods you have used before.

    Contact! In all likelihood, Partisans in the factory didnt

    take kindly to your appearance across the road. Most likely,

    their Opportunity Fire had no effect, but there is no certainty

    in war. Once you have arrived in the hex, you are done with

    the impulse; click Finished. Instead of passing, as it has been

    doing, the AI might take this opportunity to ire at Lt. Wurtzand his troops from other areas nearby, revealing the iring

    units to you.

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    Once they have ired,

    we can assess more of the

    nature of the enemy. Click

    on any enemy stack or unit

    to see more about that hexs

    occupants. For example,

    clicking on hex D4, as long

    as they have indeed ired at

    you (sorry for the spoiler

    if not), shows the SovietPartisan Leader Elana and

    two Squads of Partisans.

    By this time, weve moved or ired all our units except

    the Medic in J8 who could help us rally Shaken units or heal

    Wounded Leaders or Heroes. Hes under cover and unspotted,

    and hopefully no one needs his services yet (but if you do have

    Shaken or Wounded units, feel free to move the Medic to theirhex so that he can help them in the next Rally Phase), so lets

    leave him be, and click Pass in the lower right-hand corner,

    and keep clicking it until we get through three Passes.

    Again, the way this turn has played out for you may be quite

    a bit different from what was laid out here. If so, using the

    sections of the Quick Start Guide that apply to your situation isjust as relevant a way to learn the game as any other; feel free

    to roll with whatever proverbial punches the AI has thrown

    your way, and keep pushing forward.

    2.4. Tun TwAll that passing above will lead to Turn 2, and the computer will

    roll for initiative again. Depending on who wins this roll, Elanaand her group may ire irst, at a spotted hex; a completely new

    unit may move and become spotted; or, if we win the initiative,

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    it falls on us to strike irst. Regardless, we see reinforcements

    have arrived in hex M7: an armored car! Before we rub our

    hands together in glee over the arrival of our irst vehicle unit,

    lets see if we can scare up some targets.

    Even though we now have LOS to hexes that we know contain

    the enemy, because it is a new turn and they havent ired

    and arent adjacent to one of our units and arent in an open-

    terrain hex, they are unspotted. You can tell they have not been

    spotted because their counters are shadowed. Time to move

    that armored car into the thick of things; select it, click AssaultMove (vehicles can also do this), and lets move it up the road

    toward J6. What will happen? Odds are, at the very least, the

    Partisans in M3 will once again rear their heads. Though we

    hope their rounds will ping harmlessly off of the vehicle,

    there is no surety of this,

    especially if they are in range

    and choose to ire their anti-tank rile. But you cant make

    an omelette without breaking

    a few eggs, right? Notice that

    those Partisans counters are

    no longer shadowedthey

    are open game for anyone withLOS to them.

    Never ones to leave well

    enough alone, we also moved

    the armored car two hexes to

    the northwest to hex J4, where

    a heretofore unseen Partisan

    appeared from hiding and iredupon it, leaving it Shaken. Feel

    free to return ire if you can, as

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    Assault Move will allow your armored car to ire after moving

    (in fact, it gets two shots as shown by the 2X on the counter).

    2.5. Dn Yu Fg Abu Remember the Mortar Weapon Team from last turn? Its time

    to quit talking about iring it and do it. The Partisans in M3

    who ired 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 ourrounds inding 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.

    2.6. Sting h EnmySpotting attempts are done against unspotted hexes. Enemy

    units in an unspotted hex are shadowed. Spotting attempts do

    not count as an impulse, but only one attempt can be made per

    friendly impulse.

    Spotting requires the same steps as the other available

    actions. For example, click on Lt. Wurtz in hex F5, then choosejust his counter (by Shift-clicking the counter) in the Activation

    Box to activate just him. Select Spot Hex from the Action Bar;

    your cursor will change in to an arrow. Hovering the mouse in

    this mode over a hex will also give you a percentage likelihood

    of the spotting attempts success. Go ahead and click Elanas

    hex, D4. A die roll will ensue. To spot a degrading-terrain hex

    requires a roll of three or less; to a spot blocking-terrain hexrequires a roll of two or less. One is added to the spotters die

    roll for every hex of degrading terrain its LOS passes through

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    en route to the target hex. Leadership modiiers are subtracted

    from spotting-attempt die rolls, which means your Leaders

    usually make the best spotters. Units that fail a spotting attempt

    are marked with an Ops (Operations) Complete marker. If the

    spotting unit is successful it, and any other units it is stacked

    with, can ire at the enemy unit(s) in the now-spotted hex. Use

    Lt. Wurtzs two Squads to ire on Elanas hex, assuming it has

    been spotted.

    For more on Spotting, see Section 10.

    2.7. le CmbaMelee combat is an effective tactic. In Melee, both the attacker

    and the defender roll, but not in an opposed die roll, as they do

    in regular Fire combat. To enter Melee, a unit must irst move

    into an enemy-occupied hex. To do this, follow the steps as

    stated above.

    Remember the Squad we Low Crawled last turn? Well, it isright across the Road from that Partisan Half-squad that tried

    to shoot up our armored car, and its payback time. Move the

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    Squad into the Partisan units hex,

    K3. Melee combat will ensue. A

    Melee screen will appear. Be sure to

    activate not just your 1-6-4 Squad

    but their MG 34 Support Weapon,

    too. You can toggle the MG 34s

    activation status by clicking on it,

    and the Squads Firepower will alter

    from 1 to 3, depending on whether

    or not it has been activated. TheMelee odds will alter as well.

    In this Melee, the Germans have

    3:1 odds, and in our speciic case

    that proved to be enough to do the job. Click the OK button to

    move through the Melee resolution.

    If the attacker survives and the defender is eliminated, or

    vice-versa, the surviving unit(s) remains in the hex under aMelee marker, which prohibits enemy ire into the hex for the

    rest of the turn. If both the attacker and the defender survive,

    they remain in the hex under a Melee marker. Friendly or

    enemy units can reinforce the Melee in subsequent impulses,

    but no further Melee combat occurs until the next turn. In the

    next turn, either side uses an impulse to initiate Melee combatby selecting the hex, activating their Melee-eligible unit(s), and

    selecting Melee on the Action Bar. Melee continues in this

    manner until one or both sides units are eliminated.

    For more on Melee Combat, see Section 9.

    2.8. Whn Opuniy Knck

    If and when an enemy unit moves into a hex, its movementmakes that enemy unit an eligible target of any of your inactive

    units or units marked Ops Complete; this gives you the option to

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    Opportunity Fire (OF) on that unit. In other words, the enemy

    has appeared in front of you unexpectedly, and you havent ired

    yet. Would you like to? The AI will ask you should this occur. If

    you only want one unit in your stack to OF, click on the units

    you DONT want to ire so that they are no longer outlined in

    red (activated). You can also use the buttons in the Action Bar to

    cycle between units that can conduct OF if the enemy unit is in

    range and within LOS of more than one of your units.

    For more on Opportunity Fire, see Section 6.4.

    2.9. Smk Em if Yu G EmNeed to cross an open-terrain hex and know the enemy is out

    there waiting for you to try? Perhaps some Smoke is the answer.

    To lay Smoke, activate a unit as you would a unit for any other

    action, but select Lay Smoke from the Action Bar. The units

    hex will remain outlined in red and its six surrounding hexes

    will become outlined in orange; these are the seven hexes inwhich you can choose to lay Smoke.

    Left click on the hex you want to attempt to lay Smoke in. A roll

    of two (2) or less is needed for success (Note: Partisans need to

    roll a one). If successful, a Smoke 1 marker will occupy the hex

    for the duration of the turn. During that turns Administrative

    Phase, the marker will be turned over to its Smoke 2 side, forthe next turn, and in the next turns Admin Phase it will be

    removed. Regardless of the result of the lay-Smoke die roll, the

    unit that made the attempt is marked Ops Complete. Smoke

    is blocking terrain with a Target Modiier (TM) of +1. The TM

    is added to the hexs existing TM; thus, a Smoked Forest hex

    has a TM of +3. Units that Fire from a Smoked hex subtract one

    (-1) from their die roll. Smoke can be useful both on Attack andDefense and is a key part of solving many tactical problems.

    For more on Smoke, see Section 8.

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    2.10. Ray Rund h FlagEvery turn begins with the Rally Phase, and the player who

    holds the initiative can Rally his units first. By default, the

    game will automatically conduct any Rally rolls for you

    and pause in the Rally Phase only if a decision is required.

    However, you can also change the Options (set Auto-Rally

    Phase to Off) to allow you to conduct each Rally Phase

    manually. The Rally Phase is also your opportunity to swap

    Support Weapons between Squads or pick up dropped

    Support Weapons.Nurses function the same way as a Medic except they can

    heal up to two Shaken units per Rally Phase.

    2.11. Th Batl CninuOnce youve learned how to complete all of the above actions

    youll be on your way to victory. You still might have options

    this turn as well. Remember to use your ability to Assault Moveand Fire with Lt. Kochs group and the armored car. Perhaps

    the Medic might be of use to any of your troops that have taken

    damage or are Shaken?

    Good luckthe streets of Stalingrad await you!

    3. Gnal Gam Cnc

    Each hex in LnL is 50 meters across, and each turn represents

    2-4 minutes of time.

    3.1. UniUnits in LnL fall under one of several categories. The most

    common units in the game are Multi-Man Counters (MMCs),

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    which represent groups of soldiers such as Squads, Half-

    squads, 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 singleindividual orin the case of Leaders, Chaplains, Commissars,

    and Nursesa face.

    Support Weapons (SWs) are individual weapons that

    must be ired by a Squad, Half-squad, Crew, or a speciic SMC.

    Weapon Teams (WT) cannot carry or ire additional Support

    Weapons.

    Vehicle counters represent a single vehicle of that type. Thevehicles Crew only becomes a separate counter apart from the

    vehicle when they leave the vehicle.

    3.2. CunSquads, Half-squads, and Weapon Teams each have four

    numbers on their counters: Starting from the lower-leftcorner and then moving counter-clockwise, these numbers

    represent Firepower, Range, Movement Factor, and Morale.

    For example, the unit below would be designated a 1-6-4-

    5. Often in this manual, Squads will be described with just

    their first three attributes, making the unit

    below a 1-6-4.

    This Weapon Team would be designated asa 4-14-2-6; note the great difference in range

    between the Squad and the WT.

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    Single-Man Counters such as Leaders only

    have three attributes on their counters, and

    these run along the counters right side. From

    the top, they are Morale, Leadership, and

    Movement Factor.

    Support Weapons have just two attributes on

    their counters, along the bottom; from the left

    they are Firepower and Range.

    For more about how these attributes are used

    in computing combat results, see Section 6, FireCombat. Vehicles have a completely different set

    of attributes.

    For more on them, see Section 14, Vehicles.

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    3.3. DicThe 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. SackingEach 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 twoHalf-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 forstacking 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-HxThe 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 deines the

    elevation and terrain type of the hex.

    3.6. alIn LnL, each unit has a Morale rating (to ind this rating, see

    Section 3.2, Counters, above). A units Morale represents its

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    training and willingness to ight. There are two Morale levels

    in LnL: Good Order (unshaken) and Shaken.

    Units in Good Order are cohesive, steady, and

    ready to ight. They are depicted by the front of

    the units counter.

    Shaken units are frightened, disorganized,

    and just tired of the whole war-game scene;

    their attributes drop accordingly. Many things can shake a

    units conidence, but being successfully targeted by direct ire

    from the enemy is the primary instigator.Morale Checks (MCs) as a result of combat

    are resolved by the AI rolling 2d6. The dice

    are summed and modiiers applied. The only

    modiiers that can be applied to an infantry

    MC (including rallying attempt) are a Leaders

    Leadership Modiier (LM) and a 2 for being in a hex with a

    positive Terrain Modiier (TM). If the result is greater than theunits Morale rating, it fails the check and becomes Shaken.

    4. Sup Wan and

    Wan TamAny counter with the illustration of a weapon, such as a

    machine gun or satchel charge, is a support weapon (SW). On

    the other hand, counters with the illustration of soldiers iring

    a weapon such as a mortar are weapon teams (WT), which

    includes both the weapon and its iring crew.

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    4.1. Sup WanSupport weapons (SWs) are counters that have

    no intrinsic iring crew and must be carried,

    crewed, and ired by a MMC or eligible SMC. A

    Squad can carry up to two SWs, a Half-squad or

    Crew can carry one, and a SMC can carry one

    SW but forfeits 2 Movement Points while doing so.

    The unit in a stack directly above a SW possesses that SW. Units

    can capture and use enemy SWs, but if such SWs use the Direct

    Fire Table (DFT), they are ired at 1/2 Firepower (FP), fractionsrounded up. If the captured SW uses the Ordnance Fire Table

    (OFT), it receives a +1 die-roll modiication when it attacks.

    A Squad can ire one SW and retain its inherent Firepower

    (FP), or ire two SWs and forfeit its inherent FP. A Half-squad or

    Crew can ire one SW, forfeiting its inherent FP in the process.

    Eligible SMCs can ire a SW, be it captured or friendly, at half

    of the SWs FP (fractions rounded up).Heroes iring a SW forfeit their inherent FP.

    Example: A German Hero can ire a MG 34 at 1 FP; the same

    Hero also ires a tripod-mounted MG 34 at 2 FP.

    Non-combatants such as Medics cannot carry or Fire SWs.Leaders who ire a SW forfeit all Leadership Modiiers, even in

    their own attack.

    If a Squad carrying two SWs is reduced to a Half-squad, it

    must drop one SW of its owners choice. If a unit carrying one

    or more SWs is eliminated, the SWs remain in the units hex.

    A unit in Good Order on either side that has entered a hex

    containing a dropped SW can recover it during their RallyPhase, assuming the unit is eligible to carry another SW and

    that there are no enemy units in the hex.

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    Panzerfaust counters represent a clutch of rockets, thus

    they are not discarded after being used like the Satchel Charge.

    4.2. Tid achin GunMachine guns shown with a tripod are special

    SWs. They cannot be moved when pictured with

    the tripod side up. Thus, units possessing a SW

    on its tripod side cannot Move or Assault Move.

    A tripod machine guns other side either

    depicts the machine gun in bipod coniguration or dismantled.Either can be transported like any other SW. When units

    enter a scenario from off-board, their tripod SWs are either

    dismantled or in bipod mode.

    4.3. Flamhw andSachl ChagFlamethrowers are SWs with two special capabilities: They canbe used in Melee, and they can cause targeted units to retreat.

    If a Flamethrower, or a multiple-unit attack that includes one,

    causes an enemy to become Shaken when iring using the DFT

    (not when used in Melee), the enemy unit must retreat one hex.

    The retreat must increase the distance between the retreating

    unit and the unit conducting the Flamethrower attack. Theretreat cannot reduce the distance between the retreating

    unit and any other enemy unit in the retreating units LOS.

    Retreating units are marked with a Moved marker and may

    trigger Opportunity Fire. If the unit has no hex into which it

    can legally retreat, it is eliminated.

    Satchel Charges represent rucksacks stuffed

    with TNT. They can be used in Melee, be throwninto an adjacent hex, or used when Close

    Assaulting a vehicle. Satchel Charges are used

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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 modiications, 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.

    Example:If a Soviet 2-FP Squad throws a Satchel Charge into

    an adjacent hex it would attack the hex with 6 Firepower. On

    the other hand, if the same Soviet Squad ires its inherent FP

    into the adjacent hex AND throws the Satchel Charge, it would

    attack the hex with 10 FP (2 for its inherent FP + 2 for iring

    its inherent FP at an adjacent hex + 6 for the Satchel Charge).

    4.4. lv CckailMolotov Cocktails are a Support Weapon (SW) with unique

    characteristics. Molotovs can be used whenever a unit is

    eligible to us a SW. Molotovs are used once and then removed

    from play. Molotovs can be used in conjunction with a MMC

    or SMCs FP to attack infantry and vehicles on the DFT.Molotovs can also be used in Melee or added to a units FP

    when Close Assaulting a vehicle (16.1). If a Molotov, or a

    multi-unit attack that includes a Molotov, Shakes an enemy

    unit when firing on the DFT (not when used in Melee) the

    enemy unit must retreat one hex, as described

    in 4.3. If a Molotov, or a multi-unit attack that

    includes a Molotov, Shakes a vehicle whenfiring on the DFT, the Crew must Abandon the

    vehicle and retreat.

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    Leadership Modiiers affect Molotov attacks unless the

    Leader is throwing the Molotov him/herself. Molotovs receive

    no other DFT modiications, although a MMC employing its

    inherent FP in addition to throwing a Molotov does receive

    DFT modiications. Molotov FP is not halved when used by an

    eligible SMC (Leader, Commissar, Hero, or Scout).

    4.5. Wan TamWeapon Teams (WTs) represent heavier or more specialized

    weapons, along with their intrinsic crew. The crew manningthese weapons often represent the best soldiers in the company

    and hence have better Morale, can Self-Rally (SR), and possess

    other unique advantages. WTs cannot be carried or ired by

    other units, but have their own Movement Factor and inherent

    FP. WTs marked with a gun size greater than 20mm cannot set

    up in or enter Buildings (Stone or Wood) or cross Wall, Bocage,

    or Hedge hexsides.If engaged in Melee, WTs defend with a

    nominal FP of 1 and cannot counterattack. If

    a WT is eliminated, its weapon is considered

    destroyed and cannot be captured or re-crewed

    as SWs can.

    WTs with a red arrow in the corner of theircounter can only ire in the arc deined by the arrow. They will

    need to change facing to ire at enemies outside that arc of

    ire. They can either: Change facing within their hex in lieu of

    iring at a cost of 1 MP per two hexsides pivoted; change facing

    and ire, incurring a penalty on the OFT but is permitted when

    conducting Opportunity Fire; or they can face any direction

    after entering a new hex. Place a Moved marker on any WT thatchanges facing.

    WTs cannot Close Assault vehicles.

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    Note:The German 88mm ATG cannot move. It uses its MF to

    pivot within its hex, as described above.

    5. Squnc f 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 andHalf-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.

    5.1. Ray PhaTo 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 irst attempts to Rally any

    Shaken units; this is done automatically by the

    computer. When it inishes with all the Rally

    attempts for the side that won initiative, it willattempt to rally the other sides Shaken units as

    needed.

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    Shaken units in the same hex with a Leader in Good Order

    attempt to Rally with a 2d6 roll of less than or equal to

    their Morale. Leadership Modiiers are subtracted from the

    automated die roll.

    Armor Leaders can only attempt to Rally the tank they

    are crewing. Units in terrain with a positive Target Modiier

    (TM), such as Forest, Light Woods, and Wood Buildings, are

    awarded a cover bonus to their Rally attempt and subtract two

    from their die roll (TMs are listed on the Terrain Effects Chart

    (TEC)).Units without an unshaken Leader in their hex cannot Rally.

    The exceptions to this rule are units in a hex with a Hero;

    vehicles can always attempt to Rally; and units marked with a

    SR can Self-Rally.

    In general, Leaders can only Rally units whose counters

    have the same background color as the Leader. For example,

    SS Leaders (black) cannot rally Wehrmacht (gray) MMCs. Thismight be altered by a scenario-speciic rule.

    Snipers, Weapon Teams, and other units designated with a

    SR on their counter can Self-Rally without a Leader. Unshaken

    Leaders present in the hex can still apply their Leadership to

    the Rally attempt. Each unit can only attempt to Rally once per

    Rally Phase but a Medic trying to assist a Shaken Squad doesnot constitute a Rally attempt. A just-rallied Medic can Heal

    another unit in the same Rally Phase.

    You cannot create Half-squads; they can only be created as a

    result of combat or be provided in a scenarios Order of Battle

    (OOB).

    Any two unshaken Half-squads (not Crews) of the same

    nationality and type can join to form a full Squad if they arein the same hex as a Leader in Good Order. The units cannot

    currently be engaged in Melee.

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    Any unshaken MMC (excluding WTs) or eligible SMCs can

    pick up a discarded, dropped or otherwise un-owned SW

    present in its hex. Friendly unshaken units can also trade SWs.

    SWs can be dropped only in the Rally Phase and only by an

    unshaken unit. The sole exception is for a Squad reduced to a

    Half-squad while carrying two SWs.

    5.2. Oain PhaThe Operations Phase consists of a number of impulses.

    During each impulse, the players take turns activating andcontrolling units, or passing. The player with the initiative (see

    the beginning of the Rally Phase, Section 5.1) goes irst, then

    his opponent, and so on until the phase is complete.

    Once all units have either Moved, Fired, Low Crawled,

    Assault Moved, been marked with an Ops Complete marker, or

    after three consecutive passes (Player One passes, Player Two

    passes, Player One passes again), the Operations Phase endsand the Administrative Phase begins.

    During an impulse, the active player can activate all or some

    of the units in a hex. If the activated hex contains an unshaken

    Leader, the player can

    also activate any units

    in adjacent hexes; theadjacent hexes will be

    highlighted in green.

    Each activated unit in

    a hex can either move or

    shoot (but not both, except

    in the special case of an

    Assault Move). Not all unitsin a hex need to perform

    the same function, but all

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    iring 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 anti-

    tank rile; mouse over the SW to see it lip to its own To-Hit

    Table) must either ire separatelynot adding their inherent

    FP in with any other units targeting the same hex, but rather

    by making an entirely separate rollor ire at another target

    altogether. They still must ire 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 ire its MG 42

    at an enemy out of the range of the Squads inherent FP. Even

    though the Squad does not ire 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 andare activated in the same impulse must move together. Note

    that when units in a hex are activated together, some may move

    and some may ire, but those that ire 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 ire

    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 passingthrough. 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 ire 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 ire 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 ire from the irst hex, then unit B could ire froma second hex and inally unit C, located in the irst 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. O Cml ak

    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. Exceptfor the instances described below, units

    beneath Ops Complete markers cannot spot,

    ire (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 unmodiied FP of 0 ire with a 1 FP. The FP ismodiied BEFORE considering any other attacking units die-

    roll modiications (DRMs).

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    For example, an SS Squad with a FP of 2 under an Ops

    Complete marker would Opportunity Fire with 2 FP (2 FP X

    .5 = 1 FP + 1 for iring at a unit marked with Moved or Assault

    Move marker) at a Soviet Squad in Clear terrain that moved

    into its LOS two hexes distant. A 0-5-4 Half-squad would

    engage the same Soviet Squad with 0 FP (-1 FP + 1 for iring at

    unit marked with Moved or Assault Move marker = 0 FP).

    A SW possessed by a Squad that is marked with an Ops

    Complete marker can also be ired by the Squad. Machine

    guns or Flamethrowers are halved, while SWs that use the OFTsuffer a +2 DRM To-Hit penalty.

    Vehicles under an Ops Complete marker can Opportunity

    Fire, but their machine guns do so with one-half FP (fractions

    rounded down), and ordnance that uses the OFT suffers a

    +2 DRM To-Hit penalty. See Section 6.4 for more details on

    Opportunity Fire.

    A unit under an Ops Complete marker can ire its FULLFP at a hex it has spotted during the SAME impulse. By the

    same token, Leaders under an Ops Complete marker can add

    their Leadership to an attack roll, but only if directed against

    a hex that the Leader spotted during the current impulse. In

    other words, a unit can immediately ire upon any hex it has

    successfully spotted.

    Designers Note: The intent is to allow a unit to ire at an

    enemy hex that it spotted. It only makes sense that if a unit

    was focusing on a speciic area, it would have time to ire its

    weapons at it.

    All units in the same hex as a successful spotting unit canire with their full FP at the just-spotted hex, along with the

    spotting unit.

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    5.3. Adminiaiv PhaAfter all units have either Moved or Fired, or after three

    consecutive passes (i.e. Player One passes, Player Two passes,

    Player One passes again), the Operations Phase ends. In the

    Administrative Phase, the computer removes all Moved,

    Assault Move, Low Crawl, Fired, Ops Complete, and Spotted

    markers. FFE markers are removed. Smoke 1 markers become

    Smoke 2 markers and Smoke 2 markers are removed from the

    map. Once all markers have been removed, a new turn begins

    with the Rally Phase.

    6. Fi Cmba

    Essentially, much of LnL is based on the concept of getting your

    units in to a position where they can most advantageouslyuse their weapons against the enemy; at the same time, your

    opponent will be attempting to do the same thing with his units.

    To ire on enemy units, they must be within the range of the

    iring weapon(s), within the iring units Line of Sight (LOS),

    and be spotted. You can ire through friendly or enemy units,

    but cannot ire into a hex that contains both friendly and enemyunits, nor can you ire into a hex marked with a Melee marker.

    To determine range, count the hexes from the iring 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 modiiersto the automated 1d6 roll. The AI then modiies the results

    with any target movement, degrading terrain, and lanking-ire

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    modiiers. The AI then rolls for the defender, adds the Target

    Modiier (TM) of hex terrain occupied by the targeted units

    and compares it to the attackers die roll.

    If the attackers modiied die roll is less than or equal to the

    defenders modiied die roll, the ire has no effect.

    If the attackers modiied die roll is greater than the defenders

    modiied die roll, each of the defending units must take a Damage

    Check (DC). The AI rolls 1d6, adding the difference between the

    attackers modiied die roll and the defenders modiied die roll,

    and then consults the Direct Fire Table (DFT).If an unshaken Leader is present in the hex, his or her

    Leadership Modiier is subtracted from the DC die roll of the

    other units in the hex (not himself). The Leader must survive

    his own DC irst, and be in Good Order, before aiding the other

    units in his or her hex.

    6.1. Lad and Thi Influncn AtackLeaders not under a Moved, Low Crawl, Fired or Ops Complete

    marker can aid ALL attacks

    conducted by same nationality/

    force units in their hex during

    their impulse. Speciically, theirLeadership modiier is added to

    a units FP that is using the DFT

    and/or subtracted from the To-

    Hit dice roll for SWs and WTs

    using the OFT.

    Note that the Leader can aid

    both Squads using their inherentFP/SWs AND SWs or WTs using

    the OFT that are activated in the

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    Leaders hex in the same impulse. Leaders

    that aid such ire are placed under a Fired

    marker.

    6.2. Dic Fi Tabl (DFT)RulIf the attackers modiied die roll is greater

    than the defenders modiied die roll, each of

    the defending units will take a 1d6 Damage

    Check and add the difference between theattackers modiied die roll and the defenders

    modiied die roll. The AI will use the Direct

    Fire Table (DFT) to compute the results.

    Note: All tables can be found at the end of this manual, in

    Section 22.

    Results from the DFT fall under one of the following categories:

    Shaken, Casualties, Wounded, and Hero Creation.

    Shaken: A Shaken unit is lipped 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 anenemy unit enters their hex to initiate Melee. If the SS unit

    passes its MC, it Rallies.

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    Shaken Leaders cannot Rally units, but can attempt to Rally

    themselves. Shaken Leaders cannot use their Leadership

    for any function. Shaken Medics cannot Heal other SMCs (or

    themselves). Shaken Snipers cannot ire, but can attempt to

    Self-Rally (SR). Shaken vehicles must Button (see Section 14),

    their MF is halved, and they cannot ire. WTs can also attempt

    to Self-Rally.

    Heroes cannot become Shaken.

    Casualties: Replaces a Squad with a Shaken Half-squad;

    eliminates a Half-squad, Crew or WT.Wounded: If the unit is moving, it must stop immediately.

    The computer will lip the SMC to its Shaken

    side (Hero excepted; they lip to their Wounded

    side) and mark with a Wounded marker.

    A just-Wounded SMC that has yet to be

    activated in a turn can still do so in a later

    impulse, including for movement. SMCs alreadyunder a Wounded marker, or Wounded Heroes

    who are Wounded again, are eliminated.

    Wounded Leaders have their Leadership

    Modiier and Leadership range decreased by

    one. Their Rally range, too, can be reduced by one

    but not below zero. Wounded Leaders can still call Indirect Fire(Mortar and Artillery) and move their full MF.

    Wounded Snipers can still ire with no reduction in effectiveness.

    Hero Creation:There is a chance that a Hero is created during

    play whenever a Squad or Half-squad (even if Shaken) rolls a

    1 during a Damage Check caused by enemy

    ire. The computer will roll another 1d6 in this

    eventuality; if the result is even, a Hero is createdin the hex. The Hero assumes the activation state

    (Fired, Moved, etc.) of the unit that spawned it.

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    6.3. ulil Atacking UniOnly units in the same hex can ire simultaneously, and then

    only at the same target. One unit leads the ire and ires at its

    full FP. Each additional MMC adds half of its FP to the attack.

    Heroes always add their full FP. Zero-FP units add nothing

    (unless they are iring a SW). Machine guns and Flamethrowers

    add their entire FP. The total FP is summed, remaining fractions

    are rounded up and the combat is resolved as in the section on

    Fire Combat.

    Remember that, for the most part, all units iring from thesame hex, in the same impulse, must target the same hex. There

    are, however, exceptions. Support Weapons with To-Hit Tables

    on the back of their counters (for example, Panzerfausts), WTs,

    and vehicles must ire separately even when iring in the same

    impulse. Although WTs and vehicles CAN ire in a different

    impulse, SWs must ire during the same impulse as the unit

    that possesses them.

    6.4. Opuniy FiUnits 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 orStealth Movement can ire 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 (thustwo OF attacks can be made on a unit entering a Light Woods

    hex), even if the irst attack Shakes the unit, forcing it to stop

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    moving. Moving unit(s) cannot be attacked more than once

    per MP expended in the hex, unless attacked by SWs with a To-

    Hit Table on the back of its counter, WTs, and vehicles that are

    stacked with the units that irst ired.

    A Fired marker is placed on units that Opportunity Fire.

    An OF attack is conducted like any other, with the exception

    that the attacker receives a +1 bonus (unless iring at Low

    Crawling units) to their die roll for iring at moving units, unless

    the moving units are in terrain that negates that modiier (Low

    Crops, for example).If the target hex contains both moving and non-moving

    units, both are affected by the same OF attack die roll, but only

    the moving units suffer the +1 modiication to the attackers

    die roll.

    Example: A German 1-6-4 ires at a Soviet 1-4-4 as it moves

    through a Clear hex that also holds a stationary 1-4-4. Thecomputer rolls a single 1d6 and adds 2 FP (its base FP of 1 + 1

    for iring on a moving unit) against the moving Squad, and 1 FP

    against the stationary Squad.

    Note that even though moving units are automatically spotted,

    the stationary Squad in the hex retains the unspotted statusthat it had prior to the attack IF the moving unit exits the hex.

    In other words, if the stationary unit wasnt spotted before

    the OF attack, it remains unspotted after the moving Squad

    departs the hex. This is the ONLY exception to the rule that

    states, If one unit in a hex is spotted, the entire hex is spotted.

    Target units that become Shaken must end their movement.

    This includes units that are Shaken due to Casualties orWounding. If not all of the moving units in a stack are Shaken,

    the remaining unshaken units can continue moving.

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    6.5. Exndd RangMMCs/SMCs with a black box surrounding their range can ire

    at up to twice their printed range. Any ire greater than the

    printed range, however, is halved. Accordingly, a Soviet 2-2-4

    Guard Squad iring at a German Squad three hexes away has

    a FP of 1.

    6.6. Flanking FiWhenever a target unit receives ire utilizing the DFT from two

    non-adjacent hexsides, the secondand all subsequent DFTire for that turnreceives a +1 DRM.

    7. vmn

    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 ANYof the units in the stack can make it to the destination hex, the

    route will be displayed in white.

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    Note that just because

    the route is displayed in

    white does not mean that

    every selected unit can

    make it to that destination.

    If NONE of the units in the

    hex can make it to the

    proposed destination hex,

    then the route marker

    turns red after the lastattainable hex, as below.

    Once you have decided on a destination hex and plotted

    your route with a right-click, right-click a second time to

    move. The computer will then place a Moved marker on the

    units. In the example below, Lt. Wurtz and his two Squads

    have made the move to the Building, where, upon arrival, they

    were greeted with ineffective Opportunity Fire from a group

    of Soviet Partisans across the Road. Wurtz and the units in hisstack have Moved markers on them, while the Partisans have

    Fired markers on them.

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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 theunits 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 ire separately from the Leader. The

    units in each hex, however, must move or ire 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 ire, but those that

    move IN THE SAME IMPULSE must move together, and those

    that ire IN THE SAME IMPULSE must ire at the same target

    (exception: Ordnance (Section 13) can ire 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 ired upon suffer a modiier 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 greaterthan 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 auto-

    spot the adjacent enemy unit.

    7.1. Asaul vmnUnits whose Movement Factor is boxed in red, such as Heroes,

    can Assault Move (AM). Leaders can also AM if

    they start their impulse with eligible units.

    Units that Assault Move can spend up to one-

    half of their printed MF, modiied by double-time

    movement (see Section 7.2, below) if applicable

    (fractions rounded up), and subsequently ire (orOpportunity Fire). The double-time bonus (if any) is added to

    the printed units MF before being halved for the Assault Move.

    Subtract two from the total attacking FP of units using AM.

    Example: Two SS 1-6-4 Squads using AM could ire with

    a Firepower of 0 (1 for lead Squad + 0.5 for second Squadrounded up to 1 2 for AM = 0). Support Weapon Ordnance

    suffers an AM penalty on the Ordnance Fire Table (OFT). Once

    the units ire, they are also (in addition to the Assault Move

    marker) marked with a Fired marker. Neither the AM nor the

    Fired marker is removed until the Admin Phase. The units

    need not ire in the same impulse that they originally moved

    but can be activated again later to ire or engage in OF if theappropriate situation arises. They must, however, move when

    they are irst activated.

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    7.2. Dubl-imUnits 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.

    7.3. Lw CawlA unit or stack of units can spend its entire impulse to move

    one hex. This is a Low Crawl. Units Low Crawling are notautomatically spotted unless they are in open

    terrain or adjacent to an enemy unit. Enemies

    targeting Low Crawling units do not receive

    the +1 bonus to their FP. Weapon Teams cannot

    Low Crawl.

    7.4. Salh vmnUnits designated with a bright-yellow square outline

    surrounding their MF can move without being automatically

    spottedeven if adjacent to an enemy unit. To be spotted,

    an enemy unit must either perform a successful spotting

    attempt (10.1), the Stealth Movement-capable unit must ire,

    or it must move into open terrain in the LOS of a Good Orderenemy unit. Units CANNOT use Stealth Movement while

    Double-timing (7.2), but can use Stealth Movement to enter

    Melee. Heroes and Leaders cannot use Stealth Movement

    unless speciically designated.

    Stealth Movement-capable units can also move up to half

    their MF (drop fractions) and subsequently ire. Such ire is

    modiied like Assault Movement iresubtract 2 from thetotal attacking FP of the units using Stealth Movement ire

    (Scouts excepted).

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    8. Smk

    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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    an Ops Complete marker is placed on the unit that attempted

    to lay Smoke.

    Smoke is blocking terrain with a Target Modiier of +1. The

    Target Modiier is added to the hexs existing TM. For example,

    a Smoked Forest hex has a TM of +3. Units iring from a Smoked

    hex must subtract 1 from their die roll.

    In the Administrative Phase after the Smoke 1 is laid, the

    computer will replace the marker with a Smoke 2 marker. In

    the next Admin Phase, the Smoke 2 marker is removed.

    All Heroes of Stalingrad units Smoke-laying capability is 2.Partisans, however, cannot lay Smoke.

    9. le Cmba

    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 vice-

    versa. 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 thatmoved into the hex) and Melee-eligible SWs (MGs, Satchel

    Charges, Molotov Cocktails, and Flamethrowers) is compared

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    to the FP of any defending units and any Melee-eligible SWs the

    defender chooses, and an odds ratio is determined, dropping

    any fractions.

    For example: 4 FP attacking 2 FP is 2:1, whereas 5 FP attacking

    2 FP is not 2.5:1, but also 2:1. Not all defending units must

    be attacked, but at least one must be attacked. Unmodiied

    attacks at odds less than 1:3 are treated as 1:3, but cannot

    be conducted against multiple units. The computer will roll

    2d6 and consult the Melee Table (MT). Leadership modiiersapply for the attacking units and are added to their die roll.

    If the attacker rolls equal to or greater than the Kill Number,

    the defending units are eliminated. Eliminated units are NOT

    yet removed. The defender then follows the same procedure

    against any of the attackers units he chooses. After assessing

    damage, remove eliminated units from both sides, and mark

    the hex with a Melee marker.

    If the Melee combatants include Heroes, th