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RAUBKATER1 -> DELETE! (9/7/2021 10:36:55 PM)

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asl3d -> RE: Core (12/17/2021 5:12:49 PM)

German Availability Infantry

[image]local://upfiles/56084/0052DE6897634E4FAF765F50880B9F3B.jpg[/image]




asl3d -> RE: Core (12/17/2021 5:26:00 PM)

German Availability Infantry

[image]local://upfiles/56084/53202C956B4E45AA9FD82C0C9822F815.jpg[/image]




asl3d -> RE: Core (12/19/2021 5:56:02 PM)

Half Squads Afrikakorps

[image]local://upfiles/56084/575148A1A5634C2A8E54D5A8FAD2B3DF.jpg[/image]




asl3d -> RE: Core (12/21/2021 5:15:02 PM)

Squads Afrikakorps

[image]local://upfiles/56084/C48408ED48D04DE7B179865F81E20D44.jpg[/image]




asl3d -> RE: Core (12/23/2021 5:43:11 PM)

German Squads HaL mod vs ASL

[image]local://upfiles/56084/9CE2C43D95794F90863DE001F5091850.jpg[/image]




asl3d -> RE: Core (12/24/2021 4:56:31 PM)

British AVAILABILITY OF INFANTRY

[image]local://upfiles/56084/C85EF2F5B3894CC59BEA728110F80E19.jpg[/image]




asl3d -> RE: Core (12/25/2021 5:52:22 PM)

British AVAILABILITY OF SUPPORT WEAPONS

[image]local://upfiles/56084/36214AF1DEDB4350BB1E8A650B8208EB.jpg[/image]




asl3d -> RE: Core (1/1/2022 6:20:19 PM)

British AVAILABILITY OF ARTILLERY

[image]local://upfiles/56084/BFD633F6EB544E2FA0332E82A4B383CC.jpg[/image]




asl3d -> RE: Core (1/2/2022 5:09:09 PM)

Half Squads British Army

[image]local://upfiles/56084/D17F289D94A34AF49C1E1012F2A94E8B.jpg[/image]




asl3d -> RE: Core (1/4/2022 5:25:14 PM)

British AVAILABILITY OF VEHICLES PART I

[image]local://upfiles/56084/54768069155A41398FC0BC0B6B72B711.jpg[/image]




asl3d -> RE: Core (1/5/2022 5:53:31 PM)

British AVAILABILITY OF VEHICLES - PART II

[image]local://upfiles/56084/3D7B1714C69A4410B2CEE9AEDD8525E8.jpg[/image]




asl3d -> RE: Core (1/6/2022 5:40:38 PM)

Squads British Army

[image]local://upfiles/56084/6096A9D675FC4D85B8128655196E3076.jpg[/image]




asl3d -> RE: Core (1/7/2022 5:32:58 PM)

HAMMADA

A Hammada is a type of desert terrain whose surface is strewn with loose rocks and stones. It reduced the speed of vehicles to a crawl and severely punished their tires and suspensions, while increasing the fragmentation effect of exploding shells, thus providing an extra danger to infantry and soft-skinned vehicles in the vicinity.

A Hammada hex is Open Ground for the purposes of LOS.

A Hammada hex has no TEM for fire traced into it.

The Infantry/Cavalry can enter a Hammada hex with a cost of 2 MF.

It cost 1 MP for fulltracked vehicles to enter a Hammada hex.

It cost 3 MP for halftracked vehicles to enter a Hammada hex.

It cost 6 MP for Vehicles with only wheels to enter a Hammada hex.

A Hammada hex is a Whole hex for the purposes of the LOS drawn through it.

Vehicle Overrun against a Hammada hex is permitted.

A Hammada hex not prevent a mortar attack.

Fortifications, Wire, Minefield, Barricades or Roadblock, are not allowed in Hammada hex.

During a scenario, a Blaze or Smoke is not allowed to be declared at a Hammada hex, although it's possible that a Smoke exists in a Hammada hex from the beginning of a scenario.

[image]local://upfiles/56084/021DA568BB9048B8BB5E8D03B06E2B52.jpg[/image]




asl3d -> RE: Core (1/8/2022 5:18:58 PM)

British squads HaL mod vs ASL

[image]local://upfiles/56084/673551E302E54F578B28044A04702739.jpg[/image]




asl3d -> RE: Core (1/9/2022 7:11:47 PM)

BEDOUIN CAMP

One of the earliest forms of shelter, the tent is associated with Bedouins. The tents not only served as shelter from the harsh desert conditions but also provided a space for engaging and hosting guests. The Bedouins were renowned for their hospitality. The Bedouin used to be pastoralist nomads and so they had to be mobile and lived in tents.

A Bedouin camp hex is the equivalent of a Wooden Build hex for all purposes except as modified below.

Ground level Bedouin camp hex is a one Level obstacle through the entire hex that blocks the LOS traced at the same level between the firer and target.

A Bedouin camp hex has a TEM +1 for fire traced into it.

The Infantry/Cavalry can enter a Bedouin camp hex with a cost of 2 MF.

It cost 5 MP for fulltracked vehicles to enter a Bedouin camp hex.

It cost 10 MP for halftracked vehicles to enter a Bedouin camp hex.

Vehicles with only wheels may not enter a Bedouin camp hex.

A Bedouin camp hex is a Whole hex for the purposes of the LOS drawn through it.

Vehicle Overrun against a Bedouin camp hex is permitted.

A Bedouin camp hex not prevent a mortar attack.

Fortifications, Wire, Minefield, Barricades or Roadblock, are not allowed in a Bedouin camp hex.

Partisan Cheap Move is allowed in a Bedouin camp hex.

During a scenario, a Blaze is not allowed to be declared at a Bedouin camp hex, although it's possible that a Blaze or Smoke exists in a Bedouin camp hex from the beginning of a scenario.

[image]local://upfiles/56084/B96206132AA94CCA8C1670856C5928CC.jpg[/image]




asl3d -> RE: Core (1/10/2022 5:50:18 PM)

Squads Italian Army

[image]local://upfiles/56084/3AE7B95FB6C347839CF4F12DB5F2373D.jpg[/image]




asl3d -> RE: Core (1/11/2022 7:07:22 PM)

WADIS

Wadis are similar to gullies but, being formed by the rushing waters of winter's downpours, are more prone to have vertical, cliff-like sides. In some spots however, they slope up to ground level less abruptly and could provide excellent hulldown positions. In addition, Wadis represent eroded ravines gouged into the sides of the djebel (mountain).

A Wadi is a Depression, and is the equivalent of a gully for all purposes except as modified below.

A Wadi hexside is located 1 level below the surrounding terrain.

Units cannot be placed inside a Wadi because a stream is a hexside and can only be crossed.

A Wadi hexside is Open Ground for the purposes of LOS, so it does NOT block or degrade the LOS.

A Wadi hexside has no TEM for fire traced through it.

The Infantry/Cavalry can cross a Wadi hexside with a cost of 2 MF.

It cost 1 MP for fulltracked vehicles to cross a Wadi hexside.

It cost 3 MP for halftracked vehicles to cross a Wadi hexside.

It cost 6 MP for Vehicles with only wheels to cross a Wadi hexside.

A Wadi hexside not prevent a mortar attack.

Fortifications, Wire, Minefield, Barricades or Roadblock, are not allowed in Wadi hexside.

[image]local://upfiles/56084/0E996353F2174E399025BD7E04C0C3E8.jpg[/image]




asl3d -> RE: Core (1/12/2022 5:30:45 PM)

Italian AVAILABILITY OF INFANTRY

[image]local://upfiles/56084/5D37404E67434B53B7A3A603BCFAED27.jpg[/image]




asl3d -> RE: Core (1/13/2022 7:19:22 PM)

SCRUB

Scrub represents the camel thorn bush which grows in the North African desert. Since it rarely attains a height of even two feet it offers little in the way of cover, but it can aid in the camouflage of positions. It also imparts a jolting ride to the occupants of vehicles, forcing them to greatly reduce their speed.

A Scrub hex is not a LOS obstacle, but it does Degrading the LOS traced at the same level between the firer and target.

A Scrub hex has no TEM for fire traced into it.

The Infantry/Cavalry can enter a Scrub hex with a cost of 1 MF.

It cost 1 MP for fulltracked vehicles to enter a Scrub hex.

It cost 2 MP for halftracked vehicles to enter a Scrub hex.

It cost 3 MP for Vehicles with only wheels to enter a Scrub hex.

A Scrub hex is a Whole hex for the purposes of the LOS drawn through it.

Vehicle Overrun against a Scrub hex is permitted.

A Scrub hex not prevent a mortar attack.

Fortifications, Wire, Minefield, Barricades or Roadblock, are not allowed in Scrub hex.

During a scenario, a Blaze is not allowed to be declared at a Scrub hex, although it's possible that a Blaze or Smoke exists in a Scrub hex from the beginning of a scenario.


[image]local://upfiles/56084/64E8C64B43774F12A83BBEA8C785425B.jpg[/image]




asl3d -> RE: Core (1/14/2022 6:39:07 PM)

Half Squads Italian Army

[image]local://upfiles/56084/E3FE3D430355400F9A72742BCACFB37F.jpg[/image]




asl3d -> RE: Core (1/15/2022 5:39:12 PM)

BEDOUIN TRACK

Bedouin tracks were trails used by the Bedouin. They cannot by any stretch of the imagination be considered the equal of roads. In fact, trails that were frequently travelled became thoroughly rutted and covered with fine powdery dust a foot or more deep; consequently they were usually avoided, with vehicles instead moving parallel to them at a distance.

Nevertheless a Bedouin track is the equivalent of a road for all purposes except as modified below.

A Bedouin track hex is Open Ground for the purposes of LOS.

A Bedouin track hex has no TEM for fire traced into it.

The Infantry/Cavalry can enter a Bedouin track hex with a cost of 1 MF.

It cost 1 MP for fulltracked vehicles to enter a Bedouin track hex.

It cost 1 MP for halftracked vehicles to enter a Bedouin track hex.

It cost 1.5 MP for Vehicles with only wheels to a Bedouin track hex.

Vehicle Overrun against a Bedouin track hex is permitted.

A Bedouin track hex not prevent a mortar attack.

Fortifications, Wire, Minefield, Barricades or Roadblock, are allowed in Bedouin track hex.

During a scenario, a Blaze is not allowed to be declared at a Bedouin track hex, although it's possible that a Smoke
exists in a Bedouin track hex from the beginning of a scenario.

[image]local://upfiles/56084/7D7F4DC229B8413BAFFA9DC3CD35E31A.jpg[/image]




asl3d -> RE: Core (1/16/2022 6:29:56 PM)

Italian Squads HaL mod vs ASL

[image]local://upfiles/56084/A3A4C524626C42BEBCA9E1CF56D30DEA.jpg[/image]




asl3d -> RE: Core (1/17/2022 5:41:48 PM)

OASIS

An Oasis is a place in a desert where water comes up to the surface from deep underground. An Oasis is a unique water landform surrounded by desert. It has a water source underground and supports vegetation and animal life. There are certain plants that Bedouins often plant at oases. These include date palms, which are a main source of food, and carob trees.

In Heroes and Leaders mod, an Oasis is understood as the set of trees, generally palm trees, that grow in the Oasis next to the water present there.

An Oasis hex is the equivalent of a Wood or Forest hex for all purposes except as modified below.

Ground level Oasis hex is a one Level obstacle through the entire hex, that blocks the LOS traced at the same level between the firer and target.

An Oasis hex has a TEM +1 for fire traced into it.

The Infantry/Cavalry can enter an Oasis hex with a cost of 2 MF.

It cost 12 MP for fulltracked vehicles to enter an Oasis hex.

Halftracked vehicles may not enter a Oasis hex.

Vehicles with only wheels may not enter a Oasis hex.

An Oasis hex is a Whole hex for the purposes of the LOS drawn through it.

Vehicle Overrun against an Oasis hex is not permitted.

An Oasis hex prevent a mortar attack.

Fortifications, Wire, Minefield, Barricades or Roadblock, are not allowed in Oasis hex.

Partisan Cheap Move is allowed in an Oasis hex.

Special Move is not allowed in an Oasis hex

During a scenario, a Blaze is not allowed to be declared at an Oasis hex, although it's possible that a Blaze or Smoke exists in an Oasis hex from the beginning of a scenario.

[image]local://upfiles/56084/254AFDA5CDE94AFCB481257A4EA87B7C.jpg[/image]




asl3d -> RE: Core (1/18/2022 5:50:00 PM)

Italian AVAILABILITY OF SUPPORT WEAPONS

[image]local://upfiles/56084/EAFD67C519054C26AE383FC1BC20D1C4.jpg[/image]




asl3d -> RE: Core (1/19/2022 5:16:08 PM)

SANGAR

In the desert, proper entrenchments and trench systems could rarely be just "dug"; usually they needed to be cut, drilled and/or blasted out of the rocky limestone ground. When the specialized equipment or necessary time for this was lacking, defenses of a more improvised nature were constructed. Known as sangars (a Pushtu word for stone-built breastworks), these consisted of rocks, gathered from wherever they could be found, piled into a low circular wall. Though less than ideal cover, sangars were infinitely preferable to being "naked" in the open desert.

In a fortified line (which is what trenches usually represent) communication trenches linked the various defensive positions. It wouldn't make much sense to fortify a hilltop but not provide a protected access route to it. Sangars emphasize the benefits inherent in a well-planned position.

A Sangar is treated exactly like a trench except as modified herein.

Ground level Sangar hex isn't a LOS hindrance or obstacle, so doesn't Degrading or Blocking the LOS traced at the same level between the firer and target.

A Sangar hex provides a TEM +2.

The Infantry/Cavalry can enter a Sangar hex with a cost of 3 MF.

It cost 1 MP for fulltracked vehicles to enter a Sangar hex.

Halftracked vehicles may not enter a Sangar hex.

Vehicles with only wheels may not enter a Sangar hex.

During a scenario, a Blaze is not allowed to be declared at a Sangar hex, although it's possible that a Blaze or Smoke exists in a Sangar hex from the beginning of a scenario.

A Sangar cannot be created during play.

A Sangar has the same capacity as a trench.

[image]local://upfiles/56084/FB08F6D09217477CBFD9E82F43AC6597.jpg[/image]




asl3d -> RE: Core (1/20/2022 5:50:32 PM)

Italian AVAILABILITY OF ARTILLERY

[image]local://upfiles/56084/AA2D8EB1040E4EEA9AFDE076B8A2027C.jpg[/image]




asl3d -> RE: Core (1/21/2022 6:32:49 PM)

SAND

A sure way to add to one's problems in the desert was to drive through an area of soft sand. Not only would precious fuel be consumed at a much higher rate, but bogging down in it became a distinct possibility. Sandy areas—even when level—were usually identifiable by experienced drivers, but occasionally the sand's surface was baked into a crust that was virtually indistinguishable from hard ground; such a trap could fool even the most veteran driver.

A Sand hex is neither a Hindrance nor an obstacle to LOS and, except as affected by the presence of other terrain, such as scrub, is treated as Open Ground for all purposes other than movement costs.

A Sand hex has no TEM for fire traced into it.

The Infantry/Cavalry can enter a Sand hex with a cost of 1 MF.

It cost 1 MP for fulltracked vehicles to enter a Sand hex.

It cost 3 MP for halftracked vehicles to enter a Sand hex.

It cost 5 MP for Vehicles with only wheels to a Sand hex.

Vehicle Overrun against a Sand hex is permitted.

A Sand hex not prevent a mortar attack.

Wire, Minefield, Barricades or Roadblock, may be set up in a Sand hex.

No pillbox, Trench or Sangar may be set up in a Sand hex.

During a scenario, a Blaze is not allowed to be declared at a Sand hex, although it's possible that a Smoke exists in a Sand hex from the beginning of a scenario.

Partisan Cheap Move is not allowed in an Sand hex.

Special Move is not allowed in an Sand hex.

[image]local://upfiles/56084/757B548523C745A6A9BE832F0EDBBDA1.jpg[/image]




asl3d -> RE: Core (1/22/2022 6:40:04 PM)

Italian AVAILABILITY OF VEHICLES

[image]local://upfiles/56084/9DEB1E59432B473C95E7388EE6364582.jpg[/image]




asl3d -> RE: Core (1/23/2022 5:34:26 PM)

CACTUS HEDGE

Usually, the Cactus Patches were protected and delimited by the Cactus Hedges, which did the same function as the normal Hedges.

A Cactus Hedge hex is the equivalent of a normal Hedge hexside for all purposes except as modified below.

Ground level Cactus Hedge hexside is a zero Level obstacle through the entire hexside that blocks the LOS traced at the same level between the firer and target.

A Cactus Hedge hexside has no TEM for fire traced through it.

The Infantry can cross a Cactus Hedge hexside with a cost of 2 MF.

It cost 1 MP for fulltracked vehicles to cross a Cactus Hedge hexside.

It cost 4 MP for halftracked vehicles to cross a Cactus Hedge hexside.

It cost 7 MP for Vehicles with only wheels to cross a Cactus Hedge hexside.

[image]local://upfiles/56084/10C52A9C9CB344999CCF44AA146F54AB.jpg[/image]




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