Thanks for doing this. Unable to add item to List. http://battlefieldswarriors.blogspot.com/2013/10/lock-n-load-tiger-trials-1942.html, An earlier article that looks at the Heroes of the Pacific Core Module, http://battlefieldswarriors.blogspot.com/2015/11/heroes-of-pacific.html. So under the general heading of Bunkers, there are 19 associated rules, such as Line of Sight, Mines, Melee etc, so whatever your query, it is a fairly easy route to track down the right rule section. With the re-ordering of some rule sections, old hands may not find things where they ‘remember’ them being, but it’s not a problem as now we have a simply superb 24 page index. I really don’t know how available it was on the battlefield, but if it becomes an issue, I think I might try a house rule in which at the start of play, a side gets an allowance of smoke counters equal to their smoke creation capability, so in the above game, that would have meant that the Germans would only ever have been able to put two smoke counters into play and would have needed to be more thoughtful about it. It’s time for another tour of duty. Lock ‘n Load Tactical v5.0 – Play the Game and Not the Rules. About this item. Publisher's Summary. As an aside, this helps with the administration of the existing counter mix, since there obviously isn’t an Assault Fire counter and an Assault Firing unit can simply be marked with a Move counter at the end of its impulse. I thought that seem obvious at first, but then thought of situations in which players might have used the rule to fight their way onto the gameboard, so one is left with the sense that pretty much everything has been thought about in this re-write and that there has been a real drive and focus to get a tight ruleset, which they certainly seem to have done. V5 says that buttoned up vehicles add +1 to spotting tests, so McCloud and his men in the building could only be spotted on a ‘1’. They are shaded grey are easy to ignore once read. For my money, dropping it was the best outcome. As World War II unfolded, Mussolini and Italy’s colonial expansion in Libya and East Africa were at stake, as well as the Axis’s desire to control the Mediterranean Sea and the Suez Canal. As a primer, a new player reading through them will have a much easier time when it comes to assimilating the main rules. The walkthroughs are pretty exceptional and I can see regular players repeatedly visiting them as they dip in and out of the series for short periods and just need a quick primer to get back into the swing of things. Together with his squad, he  decides it is time to drop back and this tactic of falling back is frustrating for the German player. Sentences and in some case entire paragraphs have been added to provide better rule clarity throughout. additional subsections, more bullet points, or more images and examples - and even in-depth examples. This has been no mean under-taking by the company and is especially impressive as this update work has also included a separate re-visiting of the Scenario Generator and SOLO systems for gentle improvement in their rule presentations. Hexes represent about 50 metres of ground. I like enjoy clarity in rules' writing too. Alone, this section is substantially responsible for the extra pages in this set, but it is a great piece of work. This post is just going to work through some of that, giving some early observations on V5. Thanks for the thumbs up, now that the rules are fully fresh in my head, I will press on and do the Dark July module next. Very nice write up for a game system. Please use the ‘read more’ tab for the rest of this post. For example, a new paragraph says that when a unit fires mortars indirectly, it cannot add its own Fire Power to the attack. For the most part, I can see gamers generally being very pleased with the tweaks and new gamers pleased that the gateway to the system has probably been made easier for them. Others show a depth of understanding of the nuances that surround the introduction of new rules. Here  a quick look at headline grabbing additions. Heroes Road to Stalingrad is a module for the Lock 'n Load Tactical series. The latter group on the one hand may feel the expanse of the rules initially look intimidating, but it has to be hoped that this particular audience will find the better rule structure, good examples and perhaps most importantly the excellent playthroughs, a useful counter-balance that will actually get them up and running faster. Thanks Jonathan. The award-winning Lock ’n Load Tactical Series. Cancel online anytime. Whether this will result in too much smoke hitting the table, only time will tell, but the rule suggests (optional) you can’t have more smoke markers in play than are physically available in that module. Narrated by: John McNabb. It is often useful, will reduce debate, argument, doubt and Q&A and indeed, now that it exists, you wonder why some of it wasn’t there before. We move from the 5 and 3 pages respectfully that V4.1 gave these subjects to a whopping 45 and 26 pages respectfully in the V5 set. 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