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Steve Overton

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Everything that has happened so far takes 2 to 3 times longer than I would expect. So, if I give you a date it would more than likely be way off.

I will say at the moment we are looking at samples of graphics for both the maps and counters. While the first drafts look really good they aren't to the ones we want yet.

Good Hunting.
 
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It's all very nice to hear you talk about this game. Very intriguing to hear about your time in Europe during the Cold War.
Anyhow, just wanted to hear if there is any news on the gfx department? Sorry for nagging but hearing you talk about this game just makes me wanna play so badly!
Is there anything else you might share with us, such as what the maps will look like? How many of them will be included in the game? How much of the Cold War are you going to cover in regards to countries, armies etc?

Thx in advance
 

Steve Overton

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I completely understand. I'm a bit surprised at the pace of board game production myself.

All things happen in their time, so, we just aren't there yet.

As an overall update, Dave and the guys have just gotten back from TWO cons! Back to back for TWO WEEKS worth of gaming goodness.
What that does is put a hold on things. Graphics are still being negotiated. Working on a FREE DEMO is being worked on. The entire time that it is taking for the process to work itself out I'm continuing to test the system in all time frames so that when we do actually get a product out there the rate at which we do extra content in scenario packs and expansions is as rapid as possible.

The goal is for 6 maps per pack, with 16 scenarios in each. There will be a 50 card Tactical Event Deck for each organization in each game, which will more than likely limit each game or expansion to at 2 organizations at most, There will be Data Cards for things like artillery and vehicles, helicopters, ,etc.

Night combat may come in an expansion so that all the associated counters etc. can be done without scrimping. As I'm also working on a Leader Campaign option I'm sure that will be along in the mix sometime soon after the initial release as well.

Another option is to have the original games be infantry combat with vehicles and their associated data cards introduced at a later time. That's still to be determined.


The initial goal is to do the Cold War Germany 1989. US and Soviets are first, I've already got the West Germans ready and working on the BAOR. After that I'm probably looking at scenario packs. The second area to be released after West Germany Cold War games will probably be Vietnam. There are several options since the game series is designed to recreate combat from 7 July 1937 to 20 years into the future.

We may take a poll to see where gamers want to see the series go after Cold War Germany.

Good Hunting.
 
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Hi Steve,

I have some questions mostly regarding the Tactical Event Decks. Here goes...
  1. What is the Experience Level Down card meant to represent? I mean, I know what it does, I just want to know what that card would represent in real life?
  2. Will there be an explanation of all the different cards in the rules, as to what they represents?
  3. Would it be possible to omit certain cards for one (or both) fighting factions in a scenario to simulate situations of bad intel etc?
  4. Will the USMC card deck be much different if you play in the ‘nam era rather than ’89?
  5. Will it be possible to create your own armies by putting together a custom deck? If so, would you provide guidelines as to how one could create such a new deck?
  6. What kind of graphics are you all going for regarding the maps and counters? Detailed - LnL style - or more bare bones a la ASL?
  7. Will this game be focused on US forces? I'd really like to see some Swedish troops as well (knowing that Sweden was a very potential attack vector by the Sovs. Also, playing missions as Soviets in Afghanistan (such as the famous Battle for Hill 3234) would also be interesting.
  8. Will all scenarios be just about fighting over unknown VP locations (don't remember what they're called) or will we have delaying actions, escort missions etc.? What I am trying to say is will this game offer a wide range of different types of missions?
  9. Will helicopters (and A-10's) be represented by counters or just as CAS cards?
And please include vehicles in the game by default (not to mention helicopters (one of the prime reasons I look forward to this game))!

Looking forward...
 

Steve Overton

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Sorry this answer has taken so long. The storms in my area knocked out my internet over the past couple of days.

Let's take the easy parts of this list first.

6. What kind of graphics are you all going for regarding the maps and counters? Detailed - LnL style - or more bare bones a la ASL?

Detailed LnL style. We had a graphics artist and due to personal reasons he dropped out. We are now in the process of replacing the graphics artist.

7. Will this game be focused on US forces? I'd really like to see some Swedish troops as well (knowing that Sweden was a very potential attack vector by the Sovs. Also, playing missions as Soviets in Afghanistan (such as the famous Battle for Hill 3234) would also be interesting.

The game will be focused on combat forces of the world in different settings. The specific question seems to be about the 1989 Cold War gone hot. The first game in the series will be US vs Soviet as the first Fire Team was. As with that game I have worked on the BAOR and Bundeswehr forces already. The game evolves a bit more each week. The way the series is structured there should be no tactical level engagement from 7 July 1937 until present that couldn't be modeled.

8. Will all scenarios be just about fighting over unknown VP locations (don't remember what they're called) or will we have delaying actions, escort missions etc.? What I am trying to say is will this game offer a wide range of different types of missions?


There is no military mission that can't be modeled with the system. Delaying actions, recon missions, dust off, attack defend, urban or rural fighting, infantry heavy, vehicle heavy, solitaire, etc. can all be done easily by the system.

I am currently working on a random scenario generator for those that want something different in short order. Although I intend on putting enough content out to support the system there should be plenty to play.

9. Will helicopters (and A-10's) be represented by counters or just as CAS cards?

Yes, there are both fixed and rotary wing aircraft counters in the game. In addition to that there are missions that allow for specific types of CAS, those are in addition to any Tactical Event Cards you may get during play.



Okay. Those were the easy questions. I'll answer all the Tactical Event Card questions next.

Good Hunting.
 

Steve Overton

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There are 36 Tactical Event Cards. These have been evolving for a couple of years. They are specifically designed to cover the types of tactical choices that small units use in combat situations. Some of them are nationality specific, others are very generic.

The list of Tactical Events is:

Ambush
Artillery Mission
Bayonet Attack
Booby Trap
Boresight
Close Air Support
Command and Coordination
Confusion (General)
Confusion (Vietnam)
Determined Attacks
Determined Defense
Double Time
Exhaustion
Experience Level Down
Experience Level Up
Grenade Attack
Hero
Human Wave
Improvised Explosive Device
Infiltrate
Jihad Attack
Katyusha
Mines
Morale Wavers
NATO/US MRL Attack
Patrol Advantage
Rally
Rapid Fire
Reaction
Reinforcement
Smoke
Soviet/WP MRL Attack
Strengthen Morale
Take Prisoners
Time on Target
Weapons Cache

The Tactical Event Cards are drawn at the beginning of each turn. Any, all or none of them may be played at the players discretion during the turn. The last thing a player does in a turn is to discard any Tactical Event Cards they don't want in their hand. Normal discard is NATO/US/German based organizations get to discard 2. Soviet based organizations get to discard 1. This is simply that the tactical options available to lower level commanders of the NATO/US/German based types of organizations are much more flexible than the one the Soviets use.

The hand size per turn is 4 by default but that can go up or down according to the situation being modeled. The Tactical Event decks each hold 50 cards of varying capability and varying number of each specific type of card determined by the actual military units tactical capabilities.

I'll go over each of these in more detail over the next few days.

Good Hunting.
 
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Steve Overton

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The first on the list is Ambush.



!1 Ambush_2 .png




This is used anytime an enemy unit moves into your location to do close combat.


18.2 Ambush Procedure - To determine if an ambush takes place follow this procedure:

1) Each side will find the unit with the highest morale. The highest morale number is their base ambush value.
2) Each side checks to see if they have scouts or K-9's in the location. Scouts add +2, K-9's add a +3 modifier to their ambush value. (10.2.5, 10.2.6)
3) Each side may play an ambush TE Card. The player with moving units deciding whether to play an Ambush TE Card before the non-moving player. TE Cards add +5 to their ambush value.
4) Cover modifiers are added to the side's die roll that did not move.
5) Once the final ambush values are determined each side rolls two dice and adds that to their respective total.
6) If the moving player's number is higher they are not ambushed. If the non-moving player's total is higher the units that moved into the location are ambushed. If the moving player's number is at least 5 higher than the non-moving player number the non-moving units are ambushed.



Ambush modifiers may be added to a side with Special Scenario Rules as well. Basically, if you moved into the location you are more at risk of being ambushed. Certain organizations have a terrain knowledge advantage. Such as any guerrilla/insurgent unit in any war. VC/Partisans in WW2/ Insurgents in Iraq or Afghanistan...and the list goes on....

Good Hunting.
 

Steve Overton

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Second on the list is Artillery Mission.


!2  Artillery Mission_2.png


This is not the artillery that is assigned to a mission (scenario). This is your friendly neighborhood Artillery Observer telling you he has a mission he can fire outside of those you were planning on. Or if there was no artillery assigned to the mission (scenario) this gives you the ability to get some added to your options.

If there is artillery assigned to the mission (scenario) this card adds another mission to it. If there is no artillery assigned this card allows for a random mission. The Random Artillery Cards for each military are set up to give you the highest chance of getting what a small unit on the battlefield would get starting with their own local units, mortars first and then smaller caliber weapons up through the first layer of a Corps support mission. If the weapons system can fire smoke it has that capability on the correct die roll.

Here is the US Random Artillery Data Card for the 1989 time frame.


Artillery US Army 46 - 2025.png


See the smoke availability on an even access die roll.

Good Hunting.
 

Steve Overton

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Bayonet Attack.

This is pretty self explanatory. It's when people put bayonets on the end of rifles and attack people in close combat with them. Some nations and time frames believed in using bayonets more than others.


!3 Bayonet Attack_3.png




Good Hunting.
 

Steve Overton

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Booby Traps are a common tool of warfare for centuries. The more modern they are the more deadly they can be to anyone unlucky enough to set one off. Today's name for them are Improvised Explosive Devices or IED's. The cards are the same except for the name on the card. The two names mean different things to different people and either of them can be upgraded to a red attack number with a Special Scenario Rule.


!4 Booby Trap_2.png







!20 Improvised Explosive Device_2.png


Good Hunting.
 

Steve Overton

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Boresighting is when a unit has the time to put a weapons system or unit in an advantageous location. Some places just give better opportunities for putting down lots of firepower. Some soldiers do better when they are set and ready. This card is for all of those situations.




!5 Boresight_2.png


The cards are written in such a way as to be as all encompassing as possible. I've seen some pretty innovative ways they have been applied so far and expect to see even more ways people come up with to apply them. There are few things that I believe to be 'gamey' when it comes to the tactics applied to a military organization. They want to live and go home to their families, wives and children. They will generally do whatever it takes to make that happen. So, if the description on the game card matches what the player just did, it's legal in KN.

Good Hunting.
 
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Steve Overton

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Next up is everybody's favorite!

Well, maybe not your favorite if you are on the receiving end of the attack.

Close Air Support is for a fixed wing aircraft attack that is not a part of the mission (scenario) support available to that player. The attack is immediate.



!6 Close Air Support_2.png

Once the card is played an aircraft counter is chosen and placed in a hex on the edge of the map. Players choice as to where it starts. This will normally be determined by the attack package the aircraft is carrying and any AAA/SAM/MANPAD threats to the aircraft.


These are some of my renditions of the aircraft. These are just for examples and are playtest art only.


!6 Close Air Support_2aaa.png

They do show the CAS aircraft for the US, German and Soviet military both for WW2 and modern.

Having the aircraft in the game is great but what are they capable of doing to support my troops? The first thing that happens is that you don't get to decide what kind of CAS you get. Only the Air Forces involved in sending the planes know for sure!

I know, I know, but it's been that way since the Wright Brothers started this entire ordeal. There are 6 different types of CAS mission depending on what the air unit is equipped with. They are broken into two types. Strafing - which can be done with either machineguns, cannon or miniguns depending on time frame and theater or ordnance - which can deliver either bombs, rockets or napalm. A random chit determines just exactly what the Fly Boys sent our way.


!6 Close Air Support_2b.png

So, in summary, you draw a Close Air Support Tactical Event Card. You can play it anytime you like, because any Tactical Event Card can be played at anytime unless it specifically states otherwise. You place the aircraft unit on the map, draw a mission chit to see what it's attack mission will be and move it to the target location possibly triggering Opportunity Fire, if the aircraft survives it then executes it's attack.

Good Hunting.
 
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Steve Overton

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Command Coordination came about because I didn't like the way that supporting fires were structured in my rules. The rule is good and it works fine. Except that Murphy wasn't alive and well in the Fire Group resolution. With the Command Coordination Tactical Event Card he has arrived.

Each unit in a Fire Group that is in the same location adds it's firepower together. They are all close together and would logically be able to apply maximum firepower to a target. The units that are not in the base units location wouldn't put as much firepower down on the target. They just wouldn't. If they could they would be the base of the Fire Group and not a supporting element.

As supporting elements they add 1 Infantry Firepower to the group. That's great but SOMETIMES they do better than that. So, with a Command Coordination card they get to add 2 Infantry Firepower to the group. Or, they may coordinate an attack with a vehicle!!!

In either case this can definitely up the fire power you can put on the target location.


!7 Command Coordination A.png


Good Hunting.
 

Steve Overton

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Confusion comes in a normal version and a Vietnam version. They do the same thing the version for Vietnam simply names US and Viet Cong forces on the card. More than likely these will be combined into the more generic version. The Vietnam version of the card still exists because the Viet Nam version of the game was the first one I completed. In the interim I've worked on the Modern and WW2 time periods and wrote the more generic description. It will depend on how the games get packaged. Cost cutting is a valid concern. So is chrome.


!9 Confusion Nam_3.png



!8 Confusion All Others_3.png


Good Hunting.
 
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