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LnLT Digital Feature Requests

Stéphane Tanguay

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thanks, I played the scenario and indeed there is a pf30 counter.
couple of issues (sorry I will drop the panzerfaust fixation soon!!):
1. pf was a one shot weapon. I used my pf in the scenario numerous times.
2. the pf would use the aquisition marker in the game. Again this should not happen because of 1. above
3. A pf 30 had a range of 30m which is 1 hex. In the game the pf30 has a range of 2 hexes which is about 100m...it should be limited to 1 hex.
1) In the game, this is considered to represent a cluster of PzF30
2) Good point. Again, for the sake of simplicity, at the moment, all ordnance SW in the boardgame do acquire. Maybe, in this case, acquisition represent the capacity of the squad to focus on the target? because can you reallya cquire with a bazooka or an RPG in real life? I'm niot a military equipement specialist
3) Try to hit anything at 2 hexes with the Pf30 :) but yes, in strict mathematical terms, it should be limited to one hex. I don't think they are going to reprint the counters anytime soon
 

Barthheart

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thanks, I played the scenario and indeed there is a pf30 counter.
couple of issues (sorry I will drop the panzerfaust fixation soon!!):
1. pf was a one shot weapon. I used my pf in the scenario numerous times.
2. the pf would use the aquisition marker in the game. Again this should not happen because of 1. above
3. A pf 30 had a range of 30m which is 1 hex. In the game the pf30 has a range of 2 hexes which is about 100m...it should be limited to 1 hex.

1. The counter represents a bunch of pf30s not just one.
2. See 1.
 
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ok thanks for the info. It would be nice to see the rulebook updated with this info at some stage
 
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Stéphane Tanguay

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ok thanks for the info. It would be nice to see the rulebook updated with this info at some stage
Well, since it is not mentionned anywhere that you should discard your PzF30 (like it is mentionned for a satchel charge or a molotov cocktail), most people won't even realize that this was a one-shot weapon.
 

Erik Winroth

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Today during setup all counters are put on the board in an unorganized manner. I have to sort the counters manually before I can do my deployment.
I would prefer to have a window like that you get with reinforcements.
 
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A function key to lock the map on the screen.

For a scenario with only one map or the main action happens at a limited part of the maps, it is a little disturbing when either I move the mouse at the screen edge or the application pan to the current unit and the map jumps on the screen.

If the current unit is outside of the visible view, e.g. Ops Fire, maybe a map pan is needed even if the map is locked.
 

Wiggum

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Please add the Name of the Phase to the Victory Screen, like
Turn 2 of 5
Rally Phase

Also, some nice little dice sounds would be cool when dice are rolled (could be optional)
 

ChuckB

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Hi, I only spent little time with the game yet but at first glance, it looks like my biggest hope for the game was not fulfilled: I had hoped that the game would be a great tool to better learn the system but at this point, I find the information the player receives what is going on (and why, based on which rules etc.) very much lacking.
The worst thing for me is that it's not possible to go step-by-step through the processing of an action. The delay setting are (IMO) a very poor replacement and I would really urge the developers to also add an option where the next step only happens upon a mouse click (or press of space bar).
In addition, I would love to see a formatting of the results that helps me better understand what is going on. Colors and icons could help a lot but ideally, there would be hyperlinks/pop-ups/tool tips for the terms/actions used so I could click on them to understand the background.

I understand that this is not important for the LnLT pros but right now, for me (as a beginner), things are simply happening too fast and I can't follow (and retrace) what is going on.

I don't want to sound too negative (and I hope that many of my comments above, especially the "step-by-step" option instead of a delay) can be integrated. I'll spend more time with the game and see if I can make it work for me. I have the feeling that some screen space is not used well with information that is not overly relevant all the time but again, I'll spend more time to come to a conclusion.

BTW: I think a great implementation of a visual representation of the combat system was Matrix Games digital version of "Heroes of Normandie" that shows all the modifiers to each combat in a very easy to understand form - see below on the right side: one can see both units, there combat value, modifiers and die rolls and the comparison in the middle

screenshot.heroes-of-normandie.1920x1080.2015-12-02.42.jpg
 
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Jack Ruetty

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Hi, I only spent little time with the game yet but at first glance, it looks like my biggest hope for the game was not fulfilled: I had hoped that the game would be a great tool to better learn the system but at this point, I find the information the player receives what is going on (and why, based on which rules etc.) very much lacking.
The worst thing for me is that it's not possible to go step-by-step through the processing of an action. The delay setting are (IMO) a very poor replacement and I would really urge the developers to also add an option where the next step only happens upon a mouse click (or press of space bar).

Go to the options menu and you will find three sliders on the lower left. Slide them all to the far right. This will maximize time that info boxes stay on the screen. Most important for you the to hit summary will stay on the screen until you mouse click on it. The damage results from any hits are than summarized in the box on the lower right. This is a little harder to read but it is all there. Hope this helps.
Jack
 

Stéphane Tanguay

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Hey Chuck, am I not a good teacher enough ? :) Will teach you LNLT once we're done with NAW :)

If you put the delay to the max, it will become infinite for some windows, effectively requiring you to click anywhere if you want to continue.

Once you've done that, you might want to follow the action on the screen with a copy of the rulebook no too far (free in PDF format). From what I've seen from you, you will soon pester us with little rules bugs reports :)

There are bootcamps videos (http://bit.ly/LnLT-Bootcamp) too that are really helpfull I've been told and, of course, complete detailed and commented naratives in the rulebook.

There is so many ressoure to help you learn that great game that is almost intimidating!
 

ChuckB

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Go to the options menu and you will find three sliders on the lower left. Slide them all to the far right. This will maximize time that info boxes stay on the screen. Most important for you the to hit summary will stay on the screen until you mouse click on it. The damage results from any hits are than summarized in the box on the lower right. This is a little harder to read but it is all there. Hope this helps.
Jack

Thanks - will try this!
 

ChuckB

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Hey Chuck, am I not a good teacher enough ? :) Will teach you LNLT once we're done with NAW :)

If you put the delay to the max, it will become infinite for some windows, effectively requiring you to click anywhere if you want to continue.

Once you've done that, you might want to follow the action on the screen with a copy of the rulebook no too far (free in PDF format). From what I've seen from you, you will soon pester us with little rules bugs reports :)

There are bootcamps videos (http://bit.ly/LnLT-Bootcamp) too that are really helpfull I've been told and, of course, complete detailed and commented naratives in the rulebook.

There is so many ressoure to help you learn that great game that is almost intimidating!

Stéphane, you're a great teacher (but of course, I'm also afraid of your skills :blackeye: ). 1v1 is great but the advantage of a computer adaption is that it's a great tool to try things, go back, try again etc. and I really hope that LnLT Digital will grow into such a tool (which, when it works well then brings the second advantage: remove some of the setup and process time to get more games in).
I'll definitely follow the development of LnLT Digital and I'm still busy with NaW (and hopefully some WaW85, too)
 

Wiggum

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Side specific text color in the log window (bottom right).
Could be optional but could help to easily see what happened. For example a spotting check by player A could be in blue text.
Stuff concerning both players (like new turn) could stay white.
 

Wiggum

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  • Please add Terrain Hight information to the Terrain Info window, this is important
  • A hotkey to show the target arc would be nice
  • Please change the text from (lets assume its turn 1) "Reinforcements arriving: 6 Turns" to "Reinforcements arriving: Turn 7", would make it easier to get the information, less room for confusion, no math to do.
 
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I think that the AI tactic is to offensive when the goal is to hold already acquired hexes, I have seen how entities leave these hexes and walk out to a Clear hex and become easy targets.

Maybe an optional parameter for setting the level of the tactical behavior.
 
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