lock n load manual e book
TRANSCRIPT
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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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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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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