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  1. Art Hall

    Deal of the Century...........

    I have a huge collection of the Lock n Load series with maps I have mounted............I need to move by the end of November and this stuff is free for the taking for some lucky stiff but you must come to Shreveport, LA to pick it up.........my email is capt56ATattDOTnet if interested and we set...
  2. Art Hall

    replacement counters..........

    which counters go with what game...........I can figure the Japanese ones go into Heroes of the Pacific but what about the others..........thanks in advance. Art
  3. Art Hall

    Mortars and smoke

    mortar teams when inc. in the scenario should be able to place smoke ONCE per scenario.
  4. Art Hall

    Bocage question

    If a unit moves into a hex with a bocage hexside between him and enemy does he still need to be spotted to be opfired on?
  5. Art Hall

    Spotting question...............

    lets say a unit is behind a building...........enemy unit is across the street inside another building. The unit behind the building moves into the building.............are they spotted by the enemy across the street and subject to OP fire?
  6. Art Hall

    Which is correct.

    Rattenkrieg scenario from HOTM...........FLAME markers show 1-4 keep burning.....5-6 go out...........in Scenario rules it is the opposite............1-4 go ut, 5-6 keep burning and spread............which is correct?
  7. Art Hall

    Can you fire..............

    over another friendly unit or does that "block" LOS.
  8. Art Hall

    Another Spotting question.........

    HOTP Red Beach Red scenario............1st turn the Japanese have the initiative........after the Rally Phase can I assume that All the Marine units that are setup on the beach are spotted....in other words can I as the Japanese player on turn 1 just open up on the closest Marine threat?
  9. Art Hall

    ATGM question...........

    The Milan WT has * at the range of 4 hexes or less for to hit and penetration numbers.........I cant seem to find that in the rules anywhere.........I'm assuming (and we all know what trouble that can cause) that means its an automatic hit and vehicle destroyed at 4 hexes or less?
  10. Art Hall

    Op fire at 2 different hexes...............

    Monte Cassino scenario.............. Hex with 2 MMC Fallschirmjager squads, each with an anti tank support weapon (one has a Pz 30 the other a RPzB54)........can I op fire their inherent FP at US infantry moving up to attack a anti tank gun and then fire the anti tank stuff at a different hex...
  11. Art Hall

    Fall of Carentan:Hill 30

    has anyone had any luck breaking the 6th Fallschirmjager wall...........Great scenario from the Tac. Compendium 1 which BTW I highly recommend.........lots of scen. from several diff. modules..........really extends the replayability!
  12. Art Hall

    Scenario rule question..........

    Raid on Buariki........Hero Holen with Gung Ho skill.............if you use him in any Melee do you automatically remove him afterward or only if you use him with the Gung Ho skill in a Melee?
  13. Art Hall

    Do I place a melee marker..........

    Battle of Buariki...........I move a MMU w/SW + Sgt Stryker into hex with a Japanese sniper........I elect to attempt to place one of the 2 Ninjutsu units into that hex.......the placement roll comes up a 3 (-1 for enemy MMU in hex) and they are eliminated which also cooks the...
  14. Art Hall

    Takin' out Snipers...........

    I assume the best way is to move a squad into that hex and unless the Sniper has other friends with him he is toast correct? What if the Sniper is a lone wolf.........is that still considered a Melee when you move into the hex or can your squad continue its move if it has MP's left after...
  15. Art Hall

    Emplaced tanks...............

    they can still rotate turret to OP fire etc. correct? Question 2: the Crusader I & II have no HE equiv.............is it useless to fire at anything except other vehicles?
  16. Art Hall

    lets say.............

    you move into a hex and conduct a successful Melee attack elim. the enemy units.....can a GO enemy unit now conduct a direct fire attack into that hex or does it have to wait until new turn and Melee marker is removed? Art
  17. Art Hall

    Vehicle Assault move/fire question.............

    ok, playing Pavlovs house........PZ III moves 1 hex into 40H8 and fires at Guards unit in Stone Building 2 hexes away at 40J8 (spotted as they had op fired at German squad in 40I6)..............the to hit roll would be at at +6 correct (2 for moving vehicle and +4 for target in Stone building) ...
  18. Art Hall

    J subscript weapons............

    where in the rules is the routine for jammed weapons explained? For the life of me I cant find it and I know I have seen it...its hell getting old! playing a Defiance scenario and the Belgians have a couple of Chauchats SW's.
  19. Art Hall

    2 questions.............

    can a GO leader/scout call in smoke from a mortar? If not that should be under consideration.....maybe a limited use (once per scenario) house rule and treat it like off board arty with possible drift and leader correction. Must have a WT mortar on map and leader/scout must have LOS to...
  20. Art Hall

    2 more questions...........

    Op fire....let me make sure I understand this right.............A Marine Assault Sq gets no OP fire on first hex it moves into (unless it moves next to an enemy unit). The number of potential OP fire oppro. is equal to MP's expended to get into hex? Muchas gratias for your help. Art
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