Lock n Load Board Games in the UK...Where? (Full Version)

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JudgeDredd -> Lock n Load Board Games in the UK...Where? (1/22/2009 4:54:48 PM)

Does anyone know where to get them in the UK?

I'm sick to death of paying through the nose for delivery!




sterckxe -> RE: Lock n Load Board Games in the UK...Where? (1/22/2009 5:08:26 PM)

quote:

ORIGINAL: JudgeDredd

Does anyone know where to get them in the UK?

I'm sick to death of paying through the nose for delivery!


Google not working anymore in the UK ? [;)]

Keywords : uk boardgame shop

http://www.freeindex.co.uk/categories/shopping/gifts/board_games/
http://www.thegamesplayer.com/
http://www.gameslore.co.uk/

Give them a call - if they don't have Lock 'n Load in stock they can usually order it and give you a price quote.

Greetz,

Eddy Sterckx






JudgeDredd -> RE: Lock n Load Board Games in the UK...Where? (1/22/2009 5:16:02 PM)

Thx eddy...lazy [:'(]




JudgeDredd -> RE: Lock n Load Board Games in the UK...Where? (1/22/2009 5:21:39 PM)

Ahhh...GamesLore has it...thx Eddy...might pick it up




sterckxe -> RE: Lock n Load Board Games in the UK...Where? (1/22/2009 5:23:58 PM)

quote:

ORIGINAL: JudgeDredd
Ahhh...GamesLore has it...thx Eddy...might pick it up


Given current 1 Euro == 1 GBP exchange rate I've been actively supporting the UK economy as of late [;)]

Greetz,

Eddy Sterckx




JudgeDredd -> RE: Lock n Load Board Games in the UK...Where? (1/22/2009 5:30:43 PM)

I was thinking about getting Eisenbach Gap....it suggest two player...does anyone know if it plays ok as 1 player (someone who obviously won't exploit one side or the other)? I can't see why one player wouldn't work?? I mean, the counters aren't hidden, so there is no "fog of war" that I couldn't preserve as a single player?

Any other Lock n Load Games which play out as single player ok even though they may say 2 player?




Barthheart -> RE: Lock n Load Board Games in the UK...Where? (1/22/2009 6:17:23 PM)

Hey JD,

Eisenbach should play well solo as it's a chit draw system.

The Band of Heroes series plays well solo as well because of the spotting rules. I have nearly all of the WWII games & expansions. Great fun.

There's a print and play demo of BoH on LnL's site.

All the LnL games are high production quality.... well worth the money.

Have fun.




PunkReaper -> RE: Lock n Load Board Games in the UK...Where? (1/23/2009 4:07:21 PM)

Done a lot of business with Gameslore and never had a problem. They will even discuss games on the phone. Have you tried Conflict of Heroes.. a nice looking game which has had good reviews.




JudgeDredd -> RE: Lock n Load Board Games in the UK...Where? (1/23/2009 4:27:47 PM)

Conflict of Heros? By Lock n Load?




Barthheart -> RE: Lock n Load Board Games in the UK...Where? (1/23/2009 4:29:23 PM)

Academy Games




JudgeDredd -> RE: Lock n Load Board Games in the UK...Where? (1/23/2009 4:33:06 PM)

Ouch! £45-£55!




PunkReaper -> RE: Lock n Load Board Games in the UK...Where? (1/23/2009 8:14:33 PM)

Different game Judge but its supposed to be a great game with extra expansions out and due out inc Vietnam to come. http://www.boardgamegeek.com/game/24800




JudgeDredd -> RE: Lock n Load Board Games in the UK...Where? (1/26/2009 3:10:23 PM)

Decided to lay out for Conflict of Heroes from GamesLore...excited isn't the word! [:'(]




PunkReaper -> RE: Lock n Load Board Games in the UK...Where? (1/26/2009 5:10:13 PM)

Enjoy.....[:)]




Barthheart -> RE: Lock n Load Board Games in the UK...Where? (1/26/2009 6:22:56 PM)

Gives us a detailed report on your experience when you get a chance.

Have fun.




Adam Parker -> RE: Lock n Load Board Games in the UK...Where? (1/26/2009 8:44:43 PM)

quote:

ORIGINAL: JudgeDredd

I was thinking about getting Eisenbach Gap....it suggest two player...does anyone know if it plays ok as 1 player...


I've played a few sessions solo and it works fine. The map is mounted and small. Very manageable in terms of maneuver. The counter quality is my biggest issue with LnL. The latest boxes have much thicker counters but I found them harder to separate from the sprue as a result. The Soviet "red" needed some paint touch ups.

Mark Walker has r-written the rules somewhat for the future "Blood and Bridges" game that should be out very soon - the beta rules should still be downloadable. So heads up.

Also check out "Totensonntag" - same sized mounted map in such a small box - beware that Mark let a unit typo remain in his recent second printing which I've told him about and just slipped his mind.

It'll be much later in the year now cash flow-wise (I've just bought quite a few books) but I will be adding to my LnL collection with Blood and Bridges, LnL Noville, Dawns Early Light and Rising Star etc.

The thing with the EB gap series is be ready for some deadly action. Range and LOS are big factors in 1980's Europe!




PunkReaper -> RE: Lock n Load Board Games in the UK...Where? (1/27/2009 12:55:58 PM)

Stop looking out the window it wont arrive till Thursday [:-]




JudgeDredd -> RE: Lock n Load Board Games in the UK...Where? (1/27/2009 12:58:49 PM)

lol...well it was dispatched yesterday and I chose the most expensive shipping method....so hopefully [:'(]




JudgeDredd -> RE: Lock n Load Board Games in the UK...Where? (1/27/2009 6:55:22 PM)

lol - Conflict of Heroes turned up tonight! yaaaaay! [:D][:D][:D]




sterckxe -> RE: Lock n Load Board Games in the UK...Where? (1/28/2009 8:15:00 AM)

quote:

ORIGINAL: JudgeDredd
lol - Conflict of Heroes turned up tonight! yaaaaay! [:D][:D][:D]


And ?

Come on you lazy bum, it's 08:15 AM and you haven't typed up a full report on the game yet [;)]

Greetz,

Eddy Sterckx




JudgeDredd -> RE: Lock n Load Board Games in the UK...Where? (1/28/2009 11:21:06 AM)

lol...

erm...no excuse sir!

Actually, I've been rebuidling my PC (again). Something got porked, so spent last night doing that whilst reading the rules.

It's more complex than Memoir '44...I expected that, but not sure my daughter will be! Looks intriguing reading the rules, though. Can't wait. One of the fire fights (the first one) is small (5 units each) and you can use that whilst you go through the rules, so I will probably do that tonight....though I have the gym and Generation Kill to watch...so time is going to be tight!

Hopefully, I'll be able to give some deeper info come Sunday




JudgeDredd -> RE: Lock n Load Board Games in the UK...Where? (1/28/2009 10:32:17 PM)

k

Just for you Eddy [:D]

Opened it up. Nicely packed with 6 board mounted, folded maps...it appears you are able to use them together to create bigger battlefields.

The counters are very, very nice. They pop out of the cardboard holder very easily with no "hanging bits" and actually go back in...so you can store them again. Cards are pretty nice also.

I played the first Firefight. It had...
Germans
2xRifle Units
2xMG Units
1xPioneer as reinforcements on turn 3

Russians
1xMG Unit
2xRifle units
2xSMG units
2xSMG units as reinforcements on turn 2

Fighting over a small map
Play
1. Players roll for initiative - highest roll goes first - each player starts with CAPs (set by scenario) and 7 APs
2. Player with initiative selects a unit (that uses 1 activation). He then continues to move and or shoot until his APs are used. Each unit has different APs for movement/shooting e.g. The Russian MG unit uses 2 APs for movement and 3 APs to fire. Terrain also uses APs e.g. Woods = +1AP...water +4AP
Also, changing facing uses 1AP, but only when changing facing from front to rear and back (front has 3 hexsides and rear has 3)
Dusing this phase of a player, the opponent can, at anytime, open fire. If it does, it is flipped to it's used status and therefore cannot play for that turn again. The problem here is, if it's a German MG unit with 2APs per fire, then it fires once and is used...whereas if you wait until you activate it, it can fire 3 times (1AP to activate + 3x2APs per attack = 7APs)
3. If a unit is hit, the opponent (or you) takes a hit marker which has varying affects on your unit abilities. If it is hit again, it is destroyed. You could possibly also pull a destroyed chit marker, in which case it is destroyed right away. Also, if the roll + attack value is 4 or more than the units defense rating, it is automatically destroyed.
4. When All APs for the selected unit are used, the opponent plays and the turn continues until both players pass.
5. At the end of the turn, if any control markers are held, the side holding those adds a VP to the VP tracker and both players roll for initiative.

CAPS are used as "extras". I probably wasn't using them correctly, but the gist is you can use CAPS to "enhance" a unit. For example, a Russian unit with an attack value of 4 is attacking a German unit with an defence value of 12. This means the Russian unit has to roll 8 or higher to hit (rolled 8 + attack value of 4). However, the Russian unit can use up to 2CAPs to enhance the firepower of the unit...this means the Russian unit only has to roll a 6 or higher to hit...much better odds (rolled 6 + 4 attack value + 2CAPs = 12). A roll of 10 or more makes an automatic destroyed unit (10 + 4 + 2 = 16 against a defense rating of 12...16-12 = 4...4 or more = automatic kill).

CAPs are for the duration for the turn. In the first firefight, the Russians started out with 7CAPs. So in the example above, that unit using 2 CAPS means there are only 5 left for the duration of the turn, for all units. I think you can also use CAPS to enhance movement...but I have to read more on that.

When a unit is hit and draws a chit, the chits have different values which affect various attributes of the unit. For example, Berserk gives a -1 to the cost of firing and a +1 to the attack value, but it's range is dropped to 1, meanwhile pinned means no movement at all but the unit's other attributes are untouched. Suppressed increases the APs to fire and reduces the attack value by 2. Also, each chit has a Rally value of 7 or 8. The player can attempt (when activating the unit) to rally the troops. If the die rolled is equal to or greater than the Rally value on the chit, the unit is rallied and the chit is removed. Rallying costs 5APs. If a unit has a chit marker and is hit again, it is killed.

That's it in a nutshell. I liked it very much. Quite fluid. Not "overly" difficult, but moreso than Memoir '44.

As is always the way with me, I read the "getting started" bit, then glanced over the rules, then played the first firefight, referring to the manual when I was moving, firing, hitting etc. But there is an awful lot more to the game than that, so I will have to get dirty in the rules.




JudgeDredd -> RE: Lock n Load Board Games in the UK...Where? (1/28/2009 10:37:55 PM)

Meant to say, when I looked at the first firefight, I thought "Come on!!! 5 units!!", but it played well and there are any number of outcomes from the same map. Also, that first firefight took me over an hour...although I was checking the rules a fair bit.

Also, there are quite a few "variations" mentioned for single player...for example, rather than start with 7APs for each side, roll 2 dice and use that figure as the number of APs available. It lends some variation and unpredictability to the scenario.

I guess there isn't alot they can do with "pre-bombardment" and hidden units.




JudgeDredd -> RE: Lock n Load Board Games in the UK...Where? (1/28/2009 10:39:27 PM)

And the rule book is very easy to read, very intuitive and explains the rules very very well.

Bit disappointed with the number of firefights in the game (although I knew this prior to buying), so I'll be looking to see if the community gor this is as active as for Memoir '44 where you can get many many different scenarios to download.

All in all, a very polished product. [&o]




Titanwarrior89 -> RE: Lock n Load Board Games in the UK...Where? (1/29/2009 2:01:09 AM)

Good read Judge, it answered some questions for me.
quote:

ORIGINAL: JudgeDredd

k

Just for you Eddy [:D]

Opened it up. Nicely packed with 6 board mounted, folded maps...it appears you are able to use them together to create bigger battlefields.

The counters are very, very nice. They pop out of the cardboard holder very easily with no "hanging bits" and actually go back in...so you can store them again. Cards are pretty nice also.

I played the first Firefight. It had...
Germans
2xRifle Units
2xMG Units
1xPioneer as reinforcements on turn 3

Russians
1xMG Unit
2xRifle units
2xSMG units
2xSMG units as reinforcements on turn 2

Fighting over a small map
Play
1. Players roll for initiative - highest roll goes first - each player starts with CAPs (set by scenario) and 7 APs
2. Player with initiative selects a unit (that uses 1 activation). He then continues to move and or shoot until his APs are used. Each unit has different APs for movement/shooting e.g. The Russian MG unit uses 2 APs for movement and 3 APs to fire. Terrain also uses APs e.g. Woods = +1AP...water +4AP
Also, changing facing uses 1AP, but only when changing facing from front to rear and back (front has 3 hexsides and rear has 3)
Dusing this phase of a player, the opponent can, at anytime, open fire. If it does, it is flipped to it's used status and therefore cannot play for that turn again. The problem here is, if it's a German MG unit with 2APs per fire, then it fires once and is used...whereas if you wait until you activate it, it can fire 3 times (1AP to activate + 3x2APs per attack = 7APs)
3. If a unit is hit, the opponent (or you) takes a hit marker which has varying affects on your unit abilities. If it is hit again, it is destroyed. You could possibly also pull a destroyed chit marker, in which case it is destroyed right away. Also, if the roll + attack value is 4 or more than the units defense rating, it is automatically destroyed.
4. When All APs for the selected unit are used, the opponent plays and the turn continues until both players pass.
5. At the end of the turn, if any control markers are held, the side holding those adds a VP to the VP tracker and both players roll for initiative.

CAPS are used as "extras". I probably wasn't using them correctly, but the gist is you can use CAPS to "enhance" a unit. For example, a Russian unit with an attack value of 4 is attacking a German unit with an defence value of 12. This means the Russian unit has to roll 8 or higher to hit (rolled 8 + attack value of 4). However, the Russian unit can use up to 2CAPs to enhance the firepower of the unit...this means the Russian unit only has to roll a 6 or higher to hit...much better odds (rolled 6 + 4 attack value + 2CAPs = 12). A roll of 10 or more makes an automatic destroyed unit (10 + 4 + 2 = 16 against a defense rating of 12...16-12 = 4...4 or more = automatic kill).

CAPs are for the duration for the turn. In the first firefight, the Russians started out with 7CAPs. So in the example above, that unit using 2 CAPS means there are only 5 left for the duration of the turn, for all units. I think you can also use CAPS to enhance movement...but I have to read more on that.

When a unit is hit and draws a chit, the chits have different values which affect various attributes of the unit. For example, Berserk gives a -1 to the cost of firing and a +1 to the attack value, but it's range is dropped to 1, meanwhile pinned means no movement at all but the unit's other attributes are untouched. Suppressed increases the APs to fire and reduces the attack value by 2. Also, each chit has a Rally value of 7 or 8. The player can attempt (when activating the unit) to rally the troops. If the die rolled is equal to or greater than the Rally value on the chit, the unit is rallied and the chit is removed. Rallying costs 5APs. If a unit has a chit marker and is hit again, it is killed.

That's it in a nutshell. I liked it very much. Quite fluid. Not "overly" difficult, but moreso than Memoir '44.

As is always the way with me, I read the "getting started" bit, then glanced over the rules, then played the first firefight, referring to the manual when I was moving, firing, hitting etc. But there is an awful lot more to the game than that, so I will have to get dirty in the rules.





sterckxe -> RE: Lock n Load Board Games in the UK...Where? (1/29/2009 8:03:27 AM)

quote:

ORIGINAL: JudgeDredd
Just for you Eddy [:D]


Thanks man, you know I trust your mini-reviews more than the "offical" ones [;)]

Greetz,

Eddy Sterckx




JudgeDredd -> RE: Lock n Load Board Games in the UK...Where? (1/29/2009 10:09:13 AM)

np Eddy/Titan.

Error on my part reading the rules more last night...activating a unit doesn't use an AP!




JudgeDredd -> RE: Lock n Load Board Games in the UK...Where? (1/29/2009 10:21:48 AM)

About APs and using them to "enhance" a unit...I used it effectively last night.

My Russian MG unit shooting at a German MG unit. German MG unit defence rating 13 (12 natural + 1 for being in light woods). The Russian unit had an attack value of 3, so needed to roll 10 or more for a hit. I used 2 CAPs to enhance the attack value. Rolled a 12, giving me an attack value of 17 (12 rolled + 3 attack value + 2 CAPs). This gave me an overall attack hit of 4 (17 Russian attack - 13 German defence), meaning the unit was hit and because it was by 4 or more, it was automatically destroyed. I was gutted for the Germans.

Also, it makes sense to rally troops if you can, because one more hit and they're out. Problem with rallying is it's a 5AP hit...and such a high score to rally (7/8 or more)...so it's a chance you take.




Barthheart -> RE: Lock n Load Board Games in the UK...Where? (1/29/2009 5:58:25 PM)

Thanks for the quick overview JD. Sounds fun.

Just have to come up with the $100+ to get it here...[X(]




leastonh1 -> RE: Lock n Load Board Games in the UK...Where? (1/29/2009 10:05:06 PM)

I was about to buy Arkham Asylum from Gameslore until you posted this thread JD! Now, I'm doing a Mavis. Remember Open all Hours? [:'(]




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