The Plodder
Member
Cross-posted from Grogheads:
I'm currently having a solo play through of "The Cavalry" scenario from Heroes of the Nam. This is my first proper game of LnL Tactical so I've been making some mistakes and referring to the rule book a lot.
The major turning point has been 2 sections (squads) of NZ infantry with a leader and M60 went into melee against a VC squad with a leader and BAR. At 3:1 odds the Kiwis needed a kill number of 5 or better on 2D6 with the leader adding 1 to the roll. They rolled a 3. The VC needed 11 at 1:3 odds (I didn't realise at the time that you can pick who you want to attack in melee, otherwise I would have just attacked one NZ section to get better odds), they rolled 12! 2 sections and a leader killed just like that.
The Kiwis got some back next impulse when, inspired by the previous melee result, 2 VC squads decided to try and ambush a NZ section through heavy jungle from 2 hexes away and got opfired when they were right next to them. One squad was reduced and another was shaken. There was another VC squad in the hex they were passing through, and realising that all units in the hex must roll in fire combat, they were shaken as well.
I thought the game was done after that melee result but with a lot VC squads shaken with no leaders near them, it might tip it back to NZ's favour.
Great fun and once I get a hang of the rules, it'll be fairly quick to play as well.
edited to correct the ratios to 3:1
I'm currently having a solo play through of "The Cavalry" scenario from Heroes of the Nam. This is my first proper game of LnL Tactical so I've been making some mistakes and referring to the rule book a lot.
The major turning point has been 2 sections (squads) of NZ infantry with a leader and M60 went into melee against a VC squad with a leader and BAR. At 3:1 odds the Kiwis needed a kill number of 5 or better on 2D6 with the leader adding 1 to the roll. They rolled a 3. The VC needed 11 at 1:3 odds (I didn't realise at the time that you can pick who you want to attack in melee, otherwise I would have just attacked one NZ section to get better odds), they rolled 12! 2 sections and a leader killed just like that.
The Kiwis got some back next impulse when, inspired by the previous melee result, 2 VC squads decided to try and ambush a NZ section through heavy jungle from 2 hexes away and got opfired when they were right next to them. One squad was reduced and another was shaken. There was another VC squad in the hex they were passing through, and realising that all units in the hex must roll in fire combat, they were shaken as well.
I thought the game was done after that melee result but with a lot VC squads shaken with no leaders near them, it might tip it back to NZ's favour.
Great fun and once I get a hang of the rules, it'll be fairly quick to play as well.
edited to correct the ratios to 3:1
Last edited: