RE: Heroes and Leaders mod (Full Version)

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asl3d -> RE: Heroes and Leaders mod (5/5/2020 6:31:14 PM)

Sneak peek Grossdeutschland Lutschessa Valley full training track take 1

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asl3d -> RE: Heroes and Leaders mod (5/6/2020 6:23:48 PM)

Sneak peek Grossdeutschland Lutschessa Valley full training track take 2

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asl3d -> RE: Heroes and Leaders mod (5/7/2020 6:12:25 PM)

Sneak peek Grossdeutschland Lutschessa Valley full training track take 3

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asl3d -> RE: Heroes and Leaders mod (5/8/2020 6:19:31 PM)

Sneak peek Grossdeutschland Lutschessa Valley full training track take 4

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asl3d -> RE: Heroes and Leaders mod (5/9/2020 5:59:54 PM)

Sneak peek Grossdeutschland Lutschessa Valley full training track take 5

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asl3d -> RE: Heroes and Leaders mod (5/10/2020 7:10:37 PM)

Sneak peek Grossdeutschland Lutschessa Valley full training track take 6

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asl3d -> RE: Heroes and Leaders mod (5/11/2020 7:07:22 PM)

Sneak peek Grossdeutschland Lutschessa Valley full training track take 7

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asl3d -> RE: Heroes and Leaders mod (5/12/2020 7:02:28 PM)

Sneak peek Grossdeutschland Lutschessa Valley full training track take 8

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asl3d -> RE: Heroes and Leaders mod (5/13/2020 8:30:52 PM)

Sneak peek Grossdeutschland Lutschessa Valley full training track take 9

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asl3d -> RE: Heroes and Leaders mod (5/14/2020 8:37:37 PM)

To Be Continued ...

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asl3d -> RE: Heroes and Leaders mod (6/20/2020 8:19:53 PM)

New Partizani intro: panel 1

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asl3d -> RE: Heroes and Leaders mod (6/21/2020 7:00:53 PM)

New Partizani intro: panel 2

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asl3d -> RE: Heroes and Leaders mod (6/22/2020 5:57:41 PM)

New Partizani intro: panel 3

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asl3d -> RE: Heroes and Leaders mod (6/23/2020 8:53:57 PM)

New Partizani intro: panel 4

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asl3d -> RE: Heroes and Leaders mod (6/24/2020 5:51:40 PM)

New Partizani intro: panel 5

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asl3d -> RE: Heroes and Leaders mod (6/25/2020 6:42:53 PM)

New Partizani intro: panel 6

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asl3d -> RE: Heroes and Leaders mod (6/26/2020 5:22:25 PM)

New Großdeutschland intro: panel 1

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asl3d -> RE: Heroes and Leaders mod (6/27/2020 8:12:49 PM)

New Großdeutschland intro: panel 2

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asl3d -> RE: Heroes and Leaders mod (6/28/2020 5:45:46 PM)

New Großdeutschland intro: panel 3

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asl3d -> RE: Heroes and Leaders mod (6/29/2020 5:32:58 PM)

New Großdeutschland intro: panel 4

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asl3d -> RE: Heroes and Leaders mod (6/30/2020 6:45:42 PM)

New Großdeutschland intro: panel 5

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asl3d -> RE: Heroes and Leaders mod (7/1/2020 6:06:01 PM)

New Großdeutschland intro: panel 6

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asl3d -> RE: Heroes and Leaders mod (7/2/2020 8:20:43 PM)

New Großdeutschland intro: panel 7

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asl3d -> RE: Heroes and Leaders mod (7/3/2020 6:03:02 PM)

ROUGH

A "Rough" represents rough terrain strewn with boulders, crevices, and the debris of numerous rockslides.
Any hex containing some beige drawings forming a layer of sautéed stones, with irregular boulder symbols, such as shown in the attached figure, is a "Rough" hex.
It is not the boulder symbol itself, but rather the entire crag hex (inclusive of hex-sides) which affects any LOS drawn into or through it.
A Rough is not a LOS obstacle, but it does degrading same-level LOS between the firer and target.
A Rough hex has a TEM of +2 to any fire traced into it.
The Infantry/Cavalry can enter a Rough hex with a cost of 2 MF.
It cost 2 MP for fulltracked vehicles to enter a Rough hex.
It cost 4 MP for halftracked vehicles to enter a Rough hex.
It cost 8 MP for vehicles with only wheels to enter a Rough hex.
Fortifications other than Wire are not allowed in a Rough hex.

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asl3d -> RE: Heroes and Leaders mod (7/4/2020 8:11:27 PM)

Some Basics Concepts

The key thing to remember here is that just about everything that you want to do is more difficult in the PTO. The terrain is more hostile; is harder to move or see through. The Fortifications are harder to find. Detection is more difficult in some terrain types. Recovery is more difficult in some terrain types. Gaining Ambush as is more difficult in some terrain types. Using Aerial and Artillery Support is more difficult. The Japanese are a very different nationality. They behave differently in many respects. The tactical implications of these rules are very important. It may be best to learn them from experience. The rules themselves, however, are not very difficult. Important things to keep in mind include: Morale failure is handled differently for the Japanese. Leaders are different, both more powerful and more fragile. The officers are Samurai and behave like Commissars for all rally and Berserk purposes, increasing the morale level of all other units non-leader. Like the Finns, the Japanese also have a different rank structure than other nationalities with a range from 8+1 to 10-2. All of these factors combine to produce a very unique combat force. Simply put, you cannot play the Japanese (or against the Japanese) the same way you would other nationalities. If you do, you will probably lose. How the Japanese handle failure of morale means that they can often almost guarantee the ability to get from point A to point B if they really want to, albeit with some losses. It also means that they can be tenacious on defense. It's a very high testosterone, in-your-face kind of approach, heavy on infiltration, death by fail-ure to rout and the bayonet.


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asl3d -> RE: Heroes and Leaders mod (7/5/2020 6:34:45 PM)

Japanese moral:

All Japanese squads and HS have the capacity for self-Rally.

All Japanese squads and HS have the same level of moral in Good Order as Shaken.

The Japanese elite units: Marine Paratroopers, Naval Landing, and Assault Engineers, have a morale level of 7.


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asl3d -> RE: Heroes and Leaders mod (7/6/2020 7:00:02 PM)

Code of Bushido

The Japanese were well known as fighters that never-say-die. To simulate this they ARE NOT automatically eliminated when a Melee-eligible Squad enters the hex with Shaken Melee-eligible Japanese units. Instead, the Japanese units attempt to rally. Leaders attempt to rally first, and then other units in the hex. Good Order Leaders apply their Leadership Modifier, but a Good Order Leader IS NOT necessary for the Japanese units to attempt to rally before Melee. Units that fail to rally are automatically eliminated; those that do rally can fight in the Melee normally. If the only Good Order units in the hex after the rally attempts are non-Melee-eligible units (non-MG-equipped Leaders, for example) they are eliminated.

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asl3d -> RE: Heroes and Leaders mod (7/7/2020 7:00:25 PM)

Japanese Dedication

The Japanese were completely dedicated to the Fatherland’s fight. To represent this, in each Rally Phase, the Japan player can either attempt to rally one Japanese unit that is not in a rally-eligible hex or re-roll an unsuccessful rally attempt for one unit. In this case, rally-eligible hexes are defined as hexes with a friendly Leader or under the Leader’s influence (e.g., Leaders equipped with the Charismatic Skill Card) or hexes containing a Hero.

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asl3d -> RE: Heroes and Leaders mod (7/8/2020 6:29:42 PM)

The Japanese in the jungle

Players new to the jungle will realize that with all the jungle, kunai, and bamboo spread over the board the Allies will always have cover to close the distance. No more of those "charging through five hexes of open ground, until you drop" type defenses that we've become familiar with when we see a German scenario. So, why would we ever want to play a jungle scenario? Because the Japanese in the jungle are to their opponents as is a mamma bear to anyone caught petting her cubs. They are spitting mean, obnoxious, and downright vicious. When you are fighting against the Japanese in the jungle you tend to forget about all their handicaps and pray they had more.
Heroes and Leaders mod is a "timed" game. You only have a certain amount of time (or turns) to achieve your goal. As in any game where time is a dominant factor, a major key to winning is timing. All the great players have a sixth sense about timing, an inner knack of knowing when to make the push. Too early and you don't have enough concentration of force. Too late and either your opponent has received his reinforcements or you've run out of time. With this in mind, the ability to throw off an attacker's timing is critical to winning as the defender. Stalling him for an extra turn or causing him some other worry that takes his mind off the victory conditions can spell the difference between victory and defeat. The Japanese have all sorts of special abilities that can mess with an attacker's timing. The jungle itself causes all types of minor problems which, coupled with the Japanese ability to make use of these problems, can cause much concern to any attacker. Knowing what terrain features will slow down the attack and knowing where the general direction of the attack will take place makes it much easier to set up a few nasty surprises.
To simulate the ability of Japanese soldiers to move in the jungle, all squads and half-squads of the Japanese Imperial Army have the ability of the Stealth Movement. That is, the Japanese can move without being detected automatically, even if they are adjacent to an enemy unit. To be spotted, an enemy unit must either perform a successful spotting attempt, or the Japanese unit must fire or move in open terrain in the LOS of an enemy unit of Good Order. The Japanese CANNOT use Stealth Movement while performing Double-timing movement with a leader, but can use Stealth Movement to enter Melee. Heroes and leaders cannot use the stealth move unless specifically designated. Japanese units can also move up to half of their MF (drop fractions) and subsequently fire. Such fire is modified like Assault Movement fire—subtract 2 from the total attacking FP of the units using Stealth Movement fire.

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asl3d -> RE: Heroes and Leaders mod (7/9/2020 6:40:24 PM)

Japanese divisions were highly variable in composition, with some garrison divisions consisting of just 6,000 men, while a few divisions retained the square organization and had as many as 25,000 men. However, the organization of most divisions resembled that of a U.S. infantry division, with three infantry regiments organized into an infantry group. There was no officer rank between colonel and major general in the Japanese Army, and divisions were commanded by lieutenant generals. The infantry group was commanded by a major general who also acted as deputy division commander.
The Japanese divisions that fought in the early battles in China were regular or Type A divisions and "special" or wartime divisions composed mostly of reservists. As the war dragged on, a number of additional regular divisions were activated; some as Type A divisions, using regiments released by triangularization of existing Type A divisions, and others as Type B divisions, built around cadre from disbanding a number of wartime divisions that had seen service in China.


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