Hi Guys, David Schaffner expanded on our Tank On Tank series for an evening of gaming goodness. Please find David changes and let us know what you think. We also like to highly recommend the hobby shop Game Nite in St. Louis, Missouri. You can find contact information listed below. Game Nite 8330 Watson Rd. St. Louis, Missouri 63119. Phone: (314) 270-8440 Web: http://gameniteshop.com/ Get Directions:...
Lock 'n Load Publishing announced a few weeks ago that our game leader artwork, would be of our fans and not random people. In the past the gamer would pay for this, going forward there will be no fee. Here is the latest work from David Julien taking a picture and turning it into a LnLT leader. If you want to become a leader in one of our games, just follow the link below. http://forums.lnlpublishing.com/threads/get-your-face-on-a-lnlt-counter.3271/ ...
Good article on the Heroes of the Motherland Battle Generator. This Battle Generator is used for the whole Lock 'n Load Tactical Series. You can find it at Battlefields and Warriors. David
The links below is where you can find everything you need to decide if Lock 'n Load Tactical is for you. LnLP: http://forums.lnlpublishing.com/resources/categories/lock-n-load-tactical-series.5/ BGG: https://boardgamegeek.com/boardgamefamily/28328/lock-n-load-tactical We have provided four downloads to help introduce you to the Lock 'n Load Tactical system. LnLT Game...
Command Op 2 Build 5.1.24 is Now Available. Changes
  • Convert to VS2013
  • Fixed Out of Sync Issue caused by Miquel's code to store entrenchments. Changes to ScenScenario::GetDeploymentState(). Added temp calls to RecordOrVerifyState() to track down the cause inside ScenPlanScheduling::ScheduleNextEvent(), GameEventThread: ProcessPartialMinute(), ScenTaskEvent: ProcessEvent() and ScenDefendEvent: ProcessEventSelf(). Note this fixed the problems inhibiting replaying or recordings...
Hi Everyone Here are some notes from Peter Bogdasarian on the changes in v2.1. We have just loaded the 2.1 rules to the files section. These make a couple tweaks Peter has wanted to do for some time and corrects one error inserted into the 2.0 rulebook. * 6.0 is corrected and will now match the first edition so: "An activated unit receives movement points (MPs) equal to the player’s activation number." * When attempting to barrage, you now get an opportunity to range-in on each...
Command Ops 2 Core Engine Build v5.1.22. Now Available. Changes: * Increased morale modifier if forces assaulting. There is now on average10% less chance of failing a morale check if the unit is assaulting. The exact percentage varies according to the unit's aggro level, with higher aggro up to 15% less likely of breaking and low aggro as little as 5% less likely. * Ensure RefuelReassessment not called within planning code if plan initiated as part of...
Command Ops 2 Build 5.0.18 is now available for download. Changes * Removed handling for receiving and generating reports from ToolPalette:SubjectUpdated(). Note this is now created from the new Orders dialog and not the Tools dialog. This fixes the triple posting of onMap messages. * Removed redundant player->AddObserver() call in ToolPalette:OnPaletteCreate(). This fixes crash on Quit. * Added destructor function to RouteAversionMap in an attempt to clobber the memory leak. This alone...
Hello Everyone, We have just made available Command Ops2 Build 5.0.17. Please find the changes listed below. Changes: * Ensure ScenTransportEvent-DetermineLosses() can handle cases where the startLoc and currLoc are the same. This fixes CTD that occured rarely when the recipient retreats back to its base. * Mods to FGMsgLogDialog to ensure onMapMessages are hidden when the dialog opens and shown when the dialog closes. In essence player reports are either shown onMap or, if it's...
Hi all, I have just uploaded the new build 5.0.16 to LNL. Please allow a few days for them to build their installer. Primarily this patch fixes the CTD introduced in the last one when I modified the resupply code. It should also ensure that EstabEditor is the release version an not the debug version. It should now ensure that it uses the VS2010 vcredit package to install the correct dlls. This should fix the "ordinal" issue we had for a few users. Changes: *...
We have printed (and played) a number of Hex & Counter war games, and made lots of expansion counters and scenarios for games I already own. I have developed tested methods, which make the process crazy quick and stupid simple. Might as well share what I know. We are using a standard Print n Play game using Checkpoint Calvi as an example, since the basics apply to any PNP Hex & Counter game. The expanded Checkpoint Calvi scenario is a 14-page PDF, although three pages are repeated. Included...