Wednesday, 16 May 2018

Prepping for a big Lock 'n Load game

Lock ‘n Load Tactical has not graced the gaming table since January and I want to get the Dark July module (Kursk ‘43) onto the table soon, so this week I have had another read through of the rules (version 4.1) and set up a couple of the scenarios from the Heroes of Normandy module that include vehicles, to get familiar with things again.
Scenario graphic


This is a WWII tactical game with hexes representing 50 metres and counters representing squads, individual vehicles and individual support weapons.

This post is just something of a musing about the system, showing its great narrative character by way of an AAR.

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Saturday, 5 May 2018

Hexing Ball's Ford (ACW regimental battle)

Having just played this unusual scenario on an open table with the Black Powder rules, I am taking an opportunity to translate it across to a hexed table top and replay the game with my own hex based Two Flags - One Nation rules.


Again, we can get our action into a 4’ x 3’ space. The first thing to do was to tweak the scenario to fit the different rules and it was really interesting to see how the emphasis of each set of rules changed the subtleties of the game.

Sunday, 29 April 2018

The fight for Ball's Ford (Black Powder)

Hoping to take Ball's Ford across Bull Run unopposed, Colonel Krzyzanowski urged his men on through the light woodland towards the ford at their best pace. In skirmish order, there was a momentum and a sense of purpose to their advance over the rough terrain, but as they neared the ford and the first shots cracked out, it was obvious that the Boys in Grey were already awaitin’.



This is part 2 of bringing a small slice of action from a boardgame to the tabletop.

We are using Black Powder rules and the ACW supplement (Glory Hallelujah) with just two brigades against one on a small table, which of itself as an exercise brings some interest for these rules that are designed for bigger battles.

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