Armchair Dragoons Forums

Wargaming => The Modern World => Topic started by: judgedredd on October 31, 2019, 04:53:29 AM

Title: LnL Tactical question
Post by: judgedredd on October 31, 2019, 04:53:29 AM
I've decided I'm probably going to invest in the above series. Yep...giving up on my single man requirements.

I was wondering, before I buy the core rules, is that the final set? It's £50 and a lot of money to burn if they change them. It's the anything I should know before splurging £50 on them?

I was also going to jump into the Solo set which is about £65.

There's a sale on at LnL but nfortunately their shipping rates are shocking.
Title: Re: LnL Tactical question
Post by: Barthheart on October 31, 2019, 06:22:38 AM
If you absolutely need to have a paper manual then yes it’s worth it. But like any paper manual there are bound to be updates.
Download the PDF for free to see if it’s what you want.
Either way it’s a much better manual with many more examples an explanations.

The solo system works really well. It’s bit of a learning curve to get started but flows well once you get going.
But there have been errata and you’ll want to download and print the new charts.

Title: Re: LnL Tactical question
Post by: judgedredd on October 31, 2019, 07:08:19 AM
Cheers Barth.

I think I do want them printed. I really don't like reading rules on a small screen.

I thought about printing them out myself VBbut whenever I've done that the didn't really like the outcome.
Title: Re: LnL Tactical question
Post by: bbmike on October 31, 2019, 08:39:00 AM
Am I imagining things or is a chunk of this thread missing?  :o
Title: Re: LnL Tactical question
Post by: Barthheart on October 31, 2019, 08:56:37 AM
Am I imagining things or is a chunk of this thread missing?  :o

Have another bourbon, yer hallucinating again.... ::)
Title: Re: LnL Tactical question
Post by: mirth on October 31, 2019, 09:00:45 AM
He's still celebrating the Nats win
Title: Re: LnL Tactical question
Post by: bbmike on October 31, 2019, 09:31:08 AM
The Nats won?!?!?!?
Title: Re: LnL Tactical question
Post by: Silent Disapproval Robot on October 31, 2019, 12:23:42 PM
If you're up for a PBEM or VASSALy type game, I'm in.

Speaking of which, Barth.  We're overdue for a rematch.  I think we're 1 and 1 so far.
Title: Re: LnL Tactical question
Post by: judgedredd on October 31, 2019, 01:11:51 PM
Well, it'll be a while. BN I promised myself if get some Warfighter under my belt and I've only played one scenario...so I've got a few of those left. Then I have to get your into the rules.

And that brings me into another question...

Each game Congress with their rules. So for example, of I was to play Hero's of the Falklands, then normally I'd read that rulebook because it had specifics in it for that game. If I was to read the v5 ruleset, do I still have to read the book that came with the flawlessness game? Or does the v5 ruleset encompass everything?

If imagine if you had to read both, it could get tiresome so I'm hoping v5 had everything you need.

Also I purchased the solo set at a whopping £70 inc postage.
Title: Re: LnL Tactical question
Post by: Silent Disapproval Robot on October 31, 2019, 01:18:58 PM
You'll still need to read the rules supplement that's specific to each box set.  Most of the rules are available in v 5.0 but there are some omissions.  Also, I prefer having the theatre-specific rules in their own separate booklet as they're condensed into a few pages rather than spread out through various sections of a massive rulebook as is the case with the 5.0 core rules.
Title: Re: LnL Tactical question
Post by: judgedredd on October 31, 2019, 05:19:20 PM
It's been a while since I looked in the box, bit I do recall seeing two manuals in there... One for v4 rules and something else. I'll have a look when I get home
Title: Re: LnL Tactical question
Post by: mirth on October 31, 2019, 05:25:26 PM
You'll still need to read the rules supplement that's specific to each box set.  Most of the rules are available in v 5.0 but there are some omissions.  Also, I prefer having the theatre-specific rules in their own separate booklet as they're condensed into a few pages rather than spread out through various sections of a massive rulebook as is the case with the 5.0 core rules.

This is pretty standard these days for series games. GMT, MMP, Compass, LnL they all do the same thing - core rules in one book that are standard across games and then a smaller game specific book.
Title: Re: LnL Tactical question
Post by: bayonetbrant on October 31, 2019, 06:25:15 PM
It might've been rules vs scenarios
Title: Re: LnL Tactical question
Post by: Barthheart on October 31, 2019, 08:13:41 PM
It might've been rules vs scenarios

It actually is this way now, the scenario book has the game specific rule as the first few pages.
Title: Re: LnL Tactical question
Post by: bayonetbrant on October 31, 2019, 09:21:14 PM
So we were both right?!?
Dammit!
.. How's a guy s'posed to win an argument 'round here?
 :tickedoff:
Title: Re: LnL Tactical question
Post by: Silent Disapproval Robot on October 31, 2019, 09:46:11 PM
It's been a while since I looked in the box, bit I do recall seeing two manuals in there... One for v4 rules and something else. I'll have a look when I get home

Yes, you'll have the V4.xx Core rulebook for modern combat  (There were different core rulebooks for WWII and post WWII prior to v5.0 where they combined all the rules) and another booklet with scenarios and rules specific to the Falklands theatre.  Basically, the Brits get to roll a d8 instead of a d6 when shooting.  They can try to self rally if they get attacked in melee.  the Argies flip out and go berserk for a turn if someone rolls doubles during combat.  There's almost no cover except for rocky outcrops but digging someone out of those is tough. 

Title: Re: LnL Tactical question
Post by: mirth on October 31, 2019, 10:07:38 PM
So we were both right?!?
Dammit!
.. How's a guy s'posed to win an argument 'round here?
 :tickedoff:

It's a complicated hobby
Title: Re: LnL Tactical question
Post by: bob48 on November 01, 2019, 06:59:18 AM
Win an argument? Strange notion. :ROFL:
Title: Re: LnL Tactical question
Post by: judgedredd on November 01, 2019, 05:02:28 PM
It's been a while since I looked in the box, bit I do recall seeing two manuals in there... One for v4 rules and something else. I'll have a look when I get home

Yes, you'll have the V4.xx Core rulebook for modern combat  (There were different core rulebooks for WWII and post WWII prior to v5.0 where they combined all the rules) and another booklet with scenarios and rules specific to the Falklands theatre.  Basically, the Brits get to roll a d8 instead of a d6 when shooting.  They can try to self rally if they get attacked in melee.  the Argies flip out and go berserk for a turn if someone rolls doubles during combat.  There's almost no cover except for rocky outcrops but digging someone out of those is tough.
Thanks SDR 👍
Title: Re: LnL Tactical question
Post by: judgedredd on November 05, 2019, 06:48:17 AM
So I've now got the Solo set for LnL Tactical. It looks great and I'm looking forward to playing with it.

However......I know....there's a part of the Walkthrough in the manual that comes with the expansion which I'm confued by. Here goes.

So the Russians have a sniper in a 2 story building and the Germans enter the map. The manual says
Quote
The Germans move first onto the Map. They move a stack of (2) 1-6-4 units with a 6-0-6 Leader and a onto the board and in range of the sniper in the level 2 church in hex F4
That's verbatim.

The next part says
Quote
The sniper, located in the second floor of the church is the only unit that has LOS and will determine if it Op fire using the Defensive Posture Opportunity flowchart
All good - that's the situation. The Germans move a stack of 2 units and 1 leader onto the map and the Russian sniper wants to use the Defensive Posture Opportunity flowchart to see if it should attack.

The first entry on the flowchart says
Quote
Defensive Posture - Conducting Opportunity Fire

Fine.

The next bit is what is confusing me...it says
Quote
Moving PU part of a stack?
PU = Player Unit (in this case the Germans). The manual has selected NO to this question and I'm left scratching my head because the PU is part of a stack.

However, as part of that NO decision, the manual says
Quote
The Player Unit (PU) is not part of a stack (it was not part of a stack that remained in the starting hex)

I don't understand why the manual has decided the German units being attacked were not part of a stack. Can someone please clarify?

Thanks

Title: Re: LnL Tactical question
Post by: judgedredd on November 08, 2019, 02:59:16 PM
Hi all

Just wanted to ask people's views on my first encounter with the Argies in Heroes of the Falklands. I haven't played LnL Tactical for a very, very long time, so I'm just asking if you can check to make sure my workings are correct. I will probably post more here - so if you could please check now and again, I'd appreciate it.

So the status is the Argies can land on any one of 8 beach hexes (marked with a red dot). I randomly selected the hex by a die roll. They landed in hex I7. It costs 2 MPs to move on the beach. The beach is classed as open terrain but even though the British units in F3 have the range normally to spot and fire, range is reduced to 4 for the first turn.

(https://live.staticflickr.com/65535/49034249798_011c829506_o.jpg)

So the Argies have 4 MPs and have used 2 to enter the beach hex. Next best thing is to jump into the wooden building in I6.

On moving in, the British units in hex J4 (upper level of a level 2 building) perform Opportunity Fire. As they are British, they roll an 8 sided die. They roll an 8. They have 1 for their IFP (inherent firepower) and 2 for their SW (support Weapon) but they are firing through degrading terrain (hex I5) which is a -1 modifier totalling a firepower rating of 10.

The Argies are in a wooden building with a DM (defensive modifier) of +3. They roll a 2 for the DC (defense check) giving a total of 5. The result is 10 (attacking FP) - 5 (defensive bonus) = 5.

I first roll against the Argie leader. His LM (leadership modifier) of 1 cannot be applied to him. I roll a 5 giving an attack value of 10. On the DFT (Direct Fire Table) that's greater than the leaders morale of 6 but less than twice his morale, so he's shaken.

I then roll against the two squads getting 3 and 2 respectively giving attack values of 8 and 7, making both those units shaken.

So questions are...

I was looking at the solo expansion (I was planning on using the solo expansion for both sides - but I'm not going to or I may in part - to teach myself what decisions I should make) and wondering if I should've low crawled them onto the beach. Again, I couldn't see them making any progress over 7 turns...that's why I walked them onto the beach and moved them into the building.
Title: Re: LnL Tactical question
Post by: Silent Disapproval Robot on November 08, 2019, 03:57:43 PM
An 8 on the d8 is always going to hurt.  I would have moved them to J7 and waited until next turn to use their assault move ability to move into the building. Send one squad in first to hopefully draw fire so the Brits are spotted and then move the rest in and shoot back.
Title: Re: LnL Tactical question
Post by: judgedredd on November 08, 2019, 04:02:11 PM
Good thinking...

I did forget to put a spotted marker on the British troops. If another Argentinian unit gets to move around the same area, they could have a pop at the Brits.
Title: Re: LnL Tactical question
Post by: judgedredd on November 08, 2019, 05:58:22 PM
I meant to ask...can soldiers create foxholes? If so how? Or are they just on map when mentioned in the scenario?

If they can, I presume they're marked as ops complete?

The manual section on them is brief and didn't mention how to use them...just that soldiers liked to create additional cover
Title: Re: LnL Tactical question
Post by: Barthheart on November 08, 2019, 05:58:29 PM
There should be a -1 for the Argies for firing at moving infantry.

I agree with SDR about moving to J7. Next turn send one squad around the end of the building and up next to the Brits to make them a) shoot or b) be auto spotted for being next to a GO friendly. K6-K5-K4. Then move remaining squad, SW, and leader into the ground floor, J4, in the next impulse.

But moving directly into the building is just as valid, the Brits just got lucky.
Title: Re: LnL Tactical question
Post by: Barthheart on November 08, 2019, 05:59:29 PM
No, you can’t make foxholes unless by SSR.
Title: Re: LnL Tactical question
Post by: bayonetbrant on November 08, 2019, 09:15:49 PM
No, you can’t make foxholes unless by SSR.


Digging one deep enough to have a measurable game effect would take longer than most of the scenarios
Title: Re: LnL Tactical question
Post by: judgedredd on November 09, 2019, 03:05:22 AM
There should be a -1 for the Argies for firing at moving infantry.

I agree with SDR about moving to J7. Next turn send one squad around the end of the building and up next to the Brits to make them a) shoot or b) be auto spotted for being next to a GO friendly. K6-K5-K4. Then move remaining squad, SW, and leader into the ground floor, J4, in the next impulse.

But moving directly into the building is just as valid, the Brits just got lucky.
I might have used -1 for the Argies movement - the above was all from memory.

I'm glad you said my move was "just as valid". I was playing as "honestly" as I could for the opposition (I don't know why I didn't use the Solo cards...I think I just forgot). The idea was to make progress forward and get them into cover. -3 TM is decent cover and was worth the risk. As you said, the Brits got lucky rolling an 8.

In hindsight though, the Argies wouldn't have known if anyone was in the building or not...so perhaps I shouldn't have entered them onto the map as a stack and first made one "scout"....I don't think it said in the scenario rules that they had to enter as a stack.
Title: Re: LnL Tactical question
Post by: judgedredd on November 09, 2019, 03:07:05 AM
No, you can’t make foxholes unless by SSR.
Thank you

Digging one deep enough to have a measurable game effect would take longer than most of the scenarios
I was thinking more a "shell scrape" or something which can be dug fairly quickly...but yeah - all other "fortifications" would take some time to build properly.
Title: Re: LnL Tactical question
Post by: judgedredd on November 09, 2019, 03:08:33 AM
Well that was only the first impulse. It took me ages because I was reading back the rules.

Impulse 2 to come and I'll try and use the Solo cards to show them off.
Title: Re: LnL Tactical question
Post by: Barthheart on November 09, 2019, 03:11:05 AM
There should be a -1 for the Argies for firing at moving infantry.

I agree with SDR about moving to J7. Next turn send one squad around the end of the building and up next to the Brits to make them a) shoot or b) be auto spotted for being next to a GO friendly. K6-K5-K4. Then move remaining squad, SW, and leader into the ground floor, J4, in the next impulse.

But moving directly into the building is just as valid, the Brits just got lucky.
I might have used -1 for the Argies movement - the above was all from memory.

I'm glad you said my move was "just as valid". I was playing as "honestly" as I could for the opposition (I don't know why I didn't use the Solo cards...I think I just forgot). The idea was to make progress forward and get them into cover. -3 TM is decent cover and was worth the risk. As you said, the Brits got lucky rolling an 8.

In hindsight though, the Argies wouldn't have known if anyone was in the building or not...so perhaps I shouldn't have entered them onto the map as a stack and first made one "scout"....I don't think it said in the scenario rules that they had to enter as a stack.

Yes you could have entered a single squad to start. Good idea when trying to trigger Op Fire.

As for the Solo module , it’s better that you play both sides for a bit to get the flow of the game then add in the Solo module. Also there are not enough cards to run both side from the cards. There’s attack cards, defence cards and neutral cards to make up decks. Not enough neutrals to make and attack deck and a defence deck.
Title: Re: LnL Tactical question
Post by: judgedredd on November 09, 2019, 04:53:21 AM
I split the cards up into defence, attack and split the neutrals into two piles to shuffle into the defence and attack stacks and there seemed to be a few.

Ah well. I'll likely just play as the Brits or do as you suggest and play both...as long as I can stay objective
Title: Re: LnL Tactical question
Post by: Barthheart on November 09, 2019, 05:55:35 AM
When I play both side I find it easier to try and play the attacker as “my team” and have the defender mostly react to what the attacker is doing. Try to OpFire only when it makes sense and not move much unless to retake VP locations.
It can some times lead to analysis paralysis as you know what the attackers next moves are and so it can become difficult to stay on track. But the dice help sometimes with unexpected results.
You can, like you were saying about the Argies, play as you’d think the actual troops on the ground would, sort role playing / story telling.

Most of all have fun. Cheat once and a while with a re-roll to move the story along or erase extreme results.

Some people think that they need to step in a lot with the Solo module because they see what appears to be stupid moves. Me, I just go with whatever the cards dictate. The AI can surprise this way a few moves later that you won’t have seen coming.
Title: Re: LnL Tactical question
Post by: judgedredd on November 09, 2019, 07:28:38 AM
Thanks.

Subsequent impulses.

Due to visibilty being restricted to 4 hexes on the first turn, there's not alot of firing going on.

1. The Argentinian 3-3-4 squad land on hex D8 and want to move up to the left to capture the Marine barracks at B2, C1 and D1. It costs 2MPs to move onto D8 and 2 to move into C7.

2. The British need to stop them so they drop down a level of the building in F3 for a cost of 2MPs and move along the road, using DT (double time) and jump into the wooden building in C3 - all costing a total of 6MPs.
I'm not quite sure about the legitimacy of this move...at the time of moving the British had no idea the Argies were heading for the barracks. I forgot to be objective here and jumped the gun. Had I waited until the Hero had moved, I could've at least made an argument for they saw someone jumping in the building and decided to move.

3. The Hero lands in hex C7 for a cost of 2MPs and moves up the road and jumps into the building in B5 for a total of 6MPs

4. The Brits pass and the Argie 3-3-4 lands in hex I7 for 2MPs. They know now that the Brits are in J4, so they stay behind the building and move to the side for 2MPs hoping to make it in the building next turn.

(https://live.staticflickr.com/65535/49037053773_a15115a52d_o.jpg)

The Brits to the west near Government House will now move to better positions.

(https://live.staticflickr.com/65535/49037084493_99920d0935_o.jpg)

5. The medic and 2 squads are going to head to J5 for the defensive position in the rugged terrain (+3 TM) so they move to K4

6. Cpt Edwards and his squad are heading to the high ground at D4 and so move out to their jump off at F5

That concludes the first turn.

I'm actually thinking I could leave Cpt Edwards and his squad in Government House...they have plenty of range with the SW



So there's a couple of things that have cropped up that reminded me of the complexity of LnL. Why would they move the values around from counter to counter. Cpt Edwards MV needs to be bottom left corner (which it admittedly almost is) and the SW FP and range need to be at the left corner and middle as it is in MMC counters

I'm sure I'll get used to it - but it is (at least initially) annoying.

Second thing is the hex identifiers are shocking. I'm spending an awful lot of time looking for a hex in the same column to try and find the number. Only a pain when being instructed to do something on a specific hex - but still annoying. Makes me want to get X-Maps  :'(

Title: Re: LnL Tactical question
Post by: Barthheart on November 09, 2019, 10:50:09 AM
Hmmm... the the location of the factors differing from squads to single man counters to support weapons never bother me... it’s similar in every squad level game I think....

Yeah Cpt. Edwards could have stayed put and I would have left Lt  Smith in his start location too. Smith had good cooperative covering fire with the troops in J4 and field of fire down the road at the house the hero is now in.

Good going so far. It gets quicker and soon you won’t even be looking at the DFT or the terrain chart.
Title: Re: LnL Tactical question
Post by: judgedredd on November 09, 2019, 12:13:26 PM
It's probably just a case of getting used to it. I keep having to check at the moment.
Title: Re: LnL Tactical question
Post by: Barthheart on November 09, 2019, 12:16:49 PM
Oh definitely... just takes a few games.
Title: Re: LnL Tactical question
Post by: tuna on November 09, 2019, 12:48:45 PM
Oh definitely... just takes a few games.

Get into FOG and play your turn!!!  >:(
Title: Re: LnL Tactical question
Post by: Barthheart on November 09, 2019, 01:41:33 PM
Oh definitely... just takes a few games.

Get into FOG and play your turn!!!  >:(

As soon as I get to my hotel ... so maybe Dec..... :P
Title: Re: LnL Tactical question
Post by: judgedredd on November 09, 2019, 04:33:43 PM
Turn 2 started with the Brits getting the initiative.

Nothing to do so the Argies in I6 try to rally. The leader and one of the squads manages to rally but one with the SW (support weapon) is still shaken.

The Brits move Cpt Edwards and his squad back to Government House.

(https://live.staticflickr.com/65535/49040043242_c6fac50515_o.jpg)

1. The 3-3-4 squad Assault Move into the building
2. The Brits open up with Op Fire and get no result
3. As the Brits have given their position away, they are attacked by the squad and shaken
4. The Argentinian squad Low Crawls forward to try and draw fire...see if there's any enemy about before the Hero Yaco tries to make a b-line for the Marine Barracks
5. Brits do open up and manage to shake the Argentinian squad
6. The hero now makes a break by Assault Moving to the Marine Barracks
7. He then fires at the Brits in C3 and misses - he shouldn't have opened fire - Assault Move only allows him 3MPs and he had to use 4 to get into the barracks

The Argentinians and the Brits both pass and end the turn.

The Argentinian Ayerza in hex I6 could've moved with his squad, but ideally he wants to see if he can rally those troops before he heads off.
The Argentinians are going to leave the Brit squad in J4 because they're shaken with no leader - so there's no need to eliminate them
is that cheating - because I guess they don't know! Also - would any of you just have abandoned your unit?

Anyway - two more turns and the big boys turn up in their LVTP7s
Title: Re: LnL Tactical question
Post by: Barthheart on November 10, 2019, 03:15:06 AM
If killing units is not part of the VP then leaving shaken squads is fine as long as you are sure they can’t get to a leader. Shaken squads can still move so it’s possible the Brits could get Lt Smith and the shaken squad to move together and rally.

I’d move to kill just to be sure.

I would not leave the shaken squad in I6. More troops is always better, but they are on a short time line so it’s a judgement call. I would have taken a shot with them though cause it’s free because no one can return fire.

Low crawl in the open does no good, other than take away the -1 for moving target. But if you had moved normally and the Brits had missed you could have moved to better cover.
Title: Re: LnL Tactical question
Post by: judgedredd on November 10, 2019, 03:47:59 AM
If killing units is not part of the VP then leaving shaken squads is fine as long as you are sure they can’t get to a leader. Shaken squads can still move so it’s possible the Brits could get Lt Smith and the shaken squad to move together and rally.

I’d move to kill just to be sure.
Yeah - leaving them is a risk - but I'm hoping to swamp Lt Smith and get rid of him. As you said though - the Argentinians are on a tight timeline so they need to keep up the momentum.

Having said that, the next turn (unless the Brits get initiative and move), I could eliminate them. So I'll see. If the Brits get initiative, they'd move away and closer to Lt Smith, so I'll leave them and got after Lt Smith. If the Argies get the initiative then I'll pounce on them.

I would not leave the shaken squad in I6. More troops is always better, but they are on a short time line so it’s a judgement call. I would have taken a shot with them though cause it’s free because no one can return fire.
Yeah - it really was a judgement call. I thought I'd leave him in place and give him that one chance to rally the troops.

Low crawl in the open does no good, other than take away the -1 for moving target. But if you had moved normally and the Brits had missed you could have moved to better cover.
But I wanted to draw fire and minimise the risk - which Low Crawl did. Lt Ayerza can get to them on Turn 4 and try and rally on turn 5. Having written that though, what use are they really going to be to me on turn 5. I'm not going to make Government House if I'm only at C6 on Turn 5.

I think I was caring about my troops too much. Looking at the troops I have and the job I have to do, I should've been cracking on and that means moving Ayerza on that last turn. He'd be close to Lt Smith on this turn and the objective.
Title: Re: LnL Tactical question
Post by: judgedredd on November 10, 2019, 07:27:39 AM
Turn 3 the Argentinians did get the initiative and were able to rally the troops in I6

(https://live.staticflickr.com/65535/49042612806_c6b907bab0_o.jpg)

(https://live.staticflickr.com/65535/49042112758_c1684e2442_o.jpg)

1. The Argentinian squad head towards the Marine Barracks from J6 and move into H5 before they are fired on.
I did think about moving them to eliminate the British squad but they wouldn't make it this movement as it would cost 5MPs to move up to the second level of the building and also it would cost them 2 more to get down from the second level next turn
2. The British under Lt Smith open fire and the Argentinian squad is left shaken
3.  I move Cpt Edwards and his squad back onto the ridge and into Government House
4. The Argentinian Hero moves through the Marine Barracks making sure they're clear
5. The British squad and medic move into the rough terrain on higher ground so they have a decent field of view
6. Lt Ayerza and his two squads make a break for the north to try and eliminate Lt Smith
7. A sniper suddenly appears and opens fire on Ayerza and his squads - causing casualties to the squad with the support weapon...he and his good squad continue to the safety of the building

That's the end of Turn 3.

I was in a dilemma with Ayerza. Obviously I knew the Brits had a sniper...but he wouldn't which is why I decided to try and mimic his situation on the ground...he knew troops had opened fire. He knew where from (roughly) over the course of the previous two turns...so I don't think it was totally unreasonable for him to have been thinking the Brits had shown their hand.

I was also in a dilemma with the Brits and placing the sniper...after all, what good is he going to be now really? I thought perhaps I could've been better served having him guard Government House with his range.

Anyway - what's done is done and the Argentinians have more troops and two LVTP7s heading onto the beach next turn.

(https://live.staticflickr.com/65535/49042112668_c1ab5bff89_o.jpg)
Title: Re: LnL Tactical question
Post by: Barthheart on November 10, 2019, 08:35:24 AM
Looks good! Everything you did makes sense.

Snipers are good but are indeed hard to decide where to put them. Too close to the action and they are easily kill in melee... too far and they get only 1 shot maybe 2.... Where he is now gives an alright view of the beach.

Argies need to take out that LAW or their LVTP7s might get explodey….

A point about spotted markers, you don't put them on anyone that gets a move or fired marker. Saves clutter and anyone who moved or fired is spotted for the rest of the turn anyway.
Title: Re: LnL Tactical question
Post by: Silent Disapproval Robot on November 10, 2019, 08:38:09 AM
Regarding the shaken Brit squad, remember that the Brits in the Falklands scenarios have the special ability to try to self rally when they’re attacked in melee so it’s a risk trying to finish them off.

I got two games in at BottosCon over the weekend.  I played as the Brits in the Falklands in a scenario where the Argies conduct a pre-dawn parachute and helicopter raid.  Very bloody affair but I managed to hold on in that one.  I played as the Germans against the US 506th in Vierville.  Dice were not with me at all in that one and I got massacred.   I managed to rush the objective with two squads and a sgt on turn two and get into melee with two of their squads and a cpt.  Everyone died.  Those were the only US casualties of the match.  He always managed to pass his morale checks whereas I seemed to fail all mine by one or two and get shaken.  Then he’d just rush one squad around and mop up each shaken unit in melee turn after turn.
Title: Re: LnL Tactical question
Post by: Barthheart on November 10, 2019, 08:40:37 AM
Regarding the shaken Brit squad, remember that the Brits in the Falklands scenarios have the special ability to try to self rally when they’re attacked in melee so it’s a risk trying to finish them off.

I got two games in at BottosCon over the weekend.  I played as the Brits in the Falklands in a scenario where the Argies conduct a pre-dawn parachute and helicopter raid.  Very bloody affair but I managed to hold on in that one.  I played as the Germans against the US 506th in Vierville.  Dice were not with me at all in that one and I got massacred.   I managed to rush the objective with two squads and a sgt on turn two and get into melee with two of their squads and a cpt.  Everyone died.  Those were the only US casualties of the match.  He always managed to pass his morale checks whereas I seemed to fail all mine by one or two and get shaken.  Then he’d just rush one squad around and mop up each shaken unit in melee turn after turn.

Sounds like fun... well not the second game maybe...
Title: Re: LnL Tactical question
Post by: judgedredd on November 10, 2019, 08:53:11 AM
Regarding the shaken Brit squad, remember that the Brits in the Falklands scenarios have the special ability to try to self rally when they’re attacked in melee so it’s a risk trying to finish them off.
Good point. I'd forgotten about that module specific rule. Thanks for the reminder
Title: Re: LnL Tactical question
Post by: judgedredd on November 10, 2019, 04:16:14 PM
OK...come across a question and I can't find the answer in the 4.1 manual or the 5 manual.

I have a shaken unit that's moved and it's been attacked. The attack succeeds but only results in a Shaken outcome. What do I do to the Shaken unit? Does it just remain Shaken? Does it take casualties? Is it eliminated?

By the way - I'm very glad I've bought the Core 5 rules. There's been several instances when I've tried to find something in the 4.1 manual and had to resort to searching the Core 5 rules and found the answer easily (apart from this). I don't have it yet, but it should be with me tomorrow.
Title: Re: LnL Tactical question
Post by: Barthheart on November 10, 2019, 04:29:31 PM
It should be on the DFT, under the results. Pretty sure they take a casualty.
Title: Re: LnL Tactical question
Post by: Silent Disapproval Robot on November 10, 2019, 04:30:54 PM
Double check that you’re using the correct column.  A shaken unit takes casualties or gets eliminated.
Title: Re: LnL Tactical question
Post by: judgedredd on November 10, 2019, 04:34:42 PM
Damn. Sorry. Here's me thinking I'm getting used to the direct fire procedures (and I am) and I go and forget to check the DFT.

Yes it's on there and the unit takes Calais. Thanks.
Title: Re: LnL Tactical question
Post by: judgedredd on November 10, 2019, 05:04:41 PM
One last one for tonight.

I have a leader, MMC and a LAW (light anti-tank weapon). I know I can fire the LAW at infantry in a building and not lose -1 because it's a heat weapon.

When I fire my LAW, is my MMC that has the LAW allowed to fire as well but separately?

The only thing I see in the manual on this is under 5.2 Multiple Attacking Units which in itself is confusing for my situation because I don't have multiple attacking units...just one MMC...and it says "SWs must fire during the same impulse as the squad that possesses them" and I take that to mean the MMC can fire it's IFP as well as firing it's SW (as long at that SW has an OFT)...and at a different hex of it wishes.

Am I right?
Title: Re: LnL Tactical question
Post by: judgedredd on November 10, 2019, 05:10:22 PM
NM. I've just read on the OFT that a squad can fire it's SW and it's IFP or two support weapons and forfeit is IFP.
Title: Re: LnL Tactical question
Post by: Barthheart on November 11, 2019, 02:47:39 AM
Yes you can fir the OFT SW and then use your own FP. Must be separate attacks but must be in the same impulse. Can be different targets. Can only use leadership mod for one of the attacks.
Title: Re: LnL Tactical question
Post by: judgedredd on November 11, 2019, 03:57:47 AM
Yes you can fir the OFT SW and then use your own FP. Must be separate attacks but must be in the same impulse. Can be different targets. Can only use leadership mod for one of the attacks.
Just to clarify - when you say "different targets",  those targets can be in different hexes? The rules don't specify "different targets in the same hex", so I'm guessing you can fire a SW (with an OFT) at one hex and fire your IFP at a different hex. Or indeed two different targets in the same hex.
Title: Re: LnL Tactical question
Post by: Barthheart on November 11, 2019, 04:19:41 AM
Same hex. So if there is a tank and infantry in one hex you can fire the OFT SW at the tank and fire your IFP at the infantry.
Where if you have a DFT SW you have to fire it and your IFP at the same time at either the tank or the infantry but not both.
Title: Re: LnL Tactical question
Post by: judgedredd on November 11, 2019, 05:30:54 AM
Thank you - superb help as always  :bigthumb:
Title: Re: LnL Tactical question
Post by: Barthheart on November 11, 2019, 05:57:07 AM
You're welcome. Any time.
Glad you seem to be enjoying this more than in the past.
Title: Re: LnL Tactical question
Post by: judgedredd on November 11, 2019, 10:15:32 AM
Yeah I've pretty much got direct fire down now - at least the process. Before I used to get confused about why I was rolling so many dice. Roll for attack. Roll for defence. Subtract and use remainder to add to another die roll and compare to the morale values...it really threw me.

The challenge now seems to be remembering all the various modifiers. I noticed the other night (last?) that I forgot a modifier again. So it's about taking my time and making sure I have all the modifiers.

The DFT modifiers helps alot.

I should make a list of the key points so I have a sheet. For example SDR mentioned about a British unit being able to self-rally in melee. I had read it but totally forgotten about it.

I got my new v5 Core Ruleset today. It looks smashing . It was pricey but I think it'll prove very worth it. The past couple of nights if I couldn't find an answer in the 4.1 ruleset, I'd shimmy on down to the PC and fire up the v5 rules and often find the answer - quite quickly too.
Title: Re: LnL Tactical question
Post by: bbmike on November 11, 2019, 10:31:55 AM
The v5 Core Rulebook is a thing of beauty.  :bigthumb:
Title: Re: LnL Tactical question
Post by: Silent Disapproval Robot on November 11, 2019, 11:22:55 AM
Yeah I've pretty much got direct fire down now - at least the process. Before I used to get confused about why I was rolling so many dice. Roll for attack. Roll for defence. Subtract and use remainder to add to another die roll and compare to the morale values...it really threw me.

The challenge now seems to be remembering all the various modifiers. I noticed the other night (last?) that I forgot a modifier again. So it's about taking my time and making sure I have all the modifiers.

The DFT modifiers helps alot.

I should make a list of the key points so I have a sheet. For example SDR mentioned about a British unit being able to self-rally in melee. I had read it but totally forgotten about it.

I got my new v5 Core Ruleset today. It looks smashing . It was pricey but I think it'll prove very worth it. The past couple of nights if I couldn't find an answer in the 4.1 ruleset, I'd shimmy on down to the PC and fire up the v5 rules and often find the answer - quite quickly too.

I think the biggest changes between 4.1 and 5.0 are:

Smoke.  If you are successful getting an MMC to deploy smoke, you can now have them move if (I believe) a -1MP penalty whereas before they'd get an ops complete marker and be stuck.

LOS.  You can now see between two hexes with buildings in them as long as the LOS doesn't cross the actual building artwork.  You take a penalty for op firing through such a narrow gap but it's no longer totally blocked as it was previously.

Assault Fire.  Assault move capable units can now assault fire.  This lets them fire and then move up to half their MP.  This rule is the one that gives me the most problems because, IMO, they way they handle it is really clunky. 
Title: Re: LnL Tactical question
Post by: Barthheart on November 11, 2019, 12:10:42 PM
The v5 Core Rulebook is a thing of beauty.  :bigthumb:

I didn't know you played!  :o
Title: Re: LnL Tactical question
Post by: bbmike on November 11, 2019, 01:24:04 PM
The v5 Core Rulebook is a thing of beauty.  :bigthumb:

I didn't know you played!  :o

You were at Origins when I bought it! As for actually play it...
Title: Re: LnL Tactical question
Post by: judgedredd on November 11, 2019, 02:55:31 PM
Yeah I've pretty much got direct fire down now - at least the process. Before I used to get confused about why I was rolling so many dice. Roll for attack. Roll for defence. Subtract and use remainder to add to another die roll and compare to the morale values...it really threw me.

The challenge now seems to be remembering all the various modifiers. I noticed the other night (last?) that I forgot a modifier again. So it's about taking my time and making sure I have all the modifiers.

The DFT modifiers helps alot.

I should make a list of the key points so I have a sheet. For example SDR mentioned about a British unit being able to self-rally in melee. I had read it but totally forgotten about it.

I got my new v5 Core Ruleset today. It looks smashing . It was pricey but I think it'll prove very worth it. The past couple of nights if I couldn't find an answer in the 4.1 ruleset, I'd shimmy on down to the PC and fire up the v5 rules and often find the answer - quite quickly too.

I think the biggest changes between 4.1 and 5.0 are:

Smoke.  If you are successful getting an MMC to deploy smoke, you can now have them move if (I believe) a -1MP penalty whereas before they'd get an ops complete marker and be stuck.

LOS.  You can now see between two hexes with buildings in them as long as the LOS doesn't cross the actual building artwork.  You take a penalty for op firing through such a narrow gap but it's no longer totally blocked as it was previously.

Assault Fire.  Assault move capable units can now assault fire.  This lets them fire and then move up to half their MP.  This rule is the one that gives me the most problems because, IMO, they way they handle it is really clunky.
In some of the rules I've had to check, there's been additional text and better explanation. Worth the money.
Title: Re: LnL Tactical question
Post by: judgedredd on November 14, 2019, 02:24:29 PM
Right - Turn 4 and the LVTP7s arrive with the reinforcements. They are heading straight for Government House.

(https://live.staticflickr.com/65535/49066001647_c3c018cee0_o.jpg)

It costs them 4 MPs to move into an ocean hex (even though the TEC says it costs 3 MPs) and 2MPs to move into a beach hex. They stay clear of the British north at the Marine barracks as there's no movement penalty for moving on gorse or clear hexes for tracked vehicles.

I used a random 8 roll die again to determine what hex they started in.
Title: Re: LnL Tactical question
Post by: Barthheart on November 14, 2019, 02:46:03 PM
 :rockon:
Title: Re: LnL Tactical question
Post by: judgedredd on November 14, 2019, 02:56:48 PM
Oh - I forgot to mention, they are unbuttoned. If they don't get initiative, they stay unbuttoned until their impulse...can the sniper have a go (being unbuttoned) and if so, what kind of damage is likely? I'm off to look at v5 rules to check. I know the sniper can't do any damage to the vehicle (I presume!) but can they injure the soldiers inside?
Title: Re: LnL Tactical question
Post by: Barthheart on November 14, 2019, 03:06:47 PM
The worst the sniper can do is shake the crew of the vehicle. Unbuttoned just means a crew member has his head stuck out. The passengers are not exposed.
Title: Re: LnL Tactical question
Post by: judgedredd on November 14, 2019, 03:23:44 PM
Thanks Barth - but I just want to check please...

(https://live.staticflickr.com/65535/49066255347_fc788d4df2_o.jpg)

This says that a damage check is taken by the passengers and specifically mentions that only external passengers are checked if the vehicle is buttoned. This vehicle is unbuttoned.

I know it's just a sniper, but the rule earlier on does say about SMCs attacking an armoured vehicle (not shown in my image). I don't see how the sniper could do any damage to the vehicle clearly, but the rule does suggest a damage check for passengers in an unbuttoned armoured vehicle which this is.

The way I read this, if I do perform a damage check, I do as I do with any sniper attack on multiple MMCs and SMCs and attack one.

Are you sticking by only targeting the crew? If so, I will bow to your experience
Title: Re: LnL Tactical question
Post by: Barthheart on November 14, 2019, 04:17:17 PM
We had this conversation on the LnLP forums some time back, in fact twice.
https://forums.lnlpublishing.com/threads/snipers-vs-vehicles.5356/

The thread at the link above agrees with you. And we never did get an official ruling.

I just find it hard to accept that a sniper would be able to fire in through an open hatch and affect internal passengers inside a vehicle.
Title: Re: LnL Tactical question
Post by: BanzaiCat on November 14, 2019, 04:32:42 PM

I just find it hard to accept that a sniper would be able to fire in through an open hatch and affect internal passengers inside a vehicle.


Is this LnL Tactical, or LnL Hollywood?  ;)
Title: Re: LnL Tactical question
Post by: judgedredd on November 14, 2019, 04:36:08 PM
We had this conversation on the LnLP forums some time back, in fact twice.
https://forums.lnlpublishing.com/threads/snipers-vs-vehicles.5356/

The thread at the link above agrees with you. And we never did get an official ruling.

I just find it hard to accept that a sniper would be able to fire in through an open hatch and affect internal passengers inside a vehicle.
I agree fwiw. It was a moot point anyway - the sniper wasn't going to get a shot.

I decided to post this before I forgot...The lead LVTP7 moved forward for AM. It moved 6 hexes and was engaged by the Medic and the 2 squads  (one with a LAW SW). Unbelievably,  the Brits fired the LAW and rolled a 3. At a range of 6, the LAW needed a 3 to hit and got it (I think it actually only needed a 2 because the target was moving)! They then rolled a 3 and added the penetration value of 8 for the LAW 11. The LVTP7 rolled a 4 and added with it's value of 2 for frontal armour, a 6 is less than 11 and so the LVTP7 was destroyed.

Doing a bail-out check, only the commander survived shaken. The 2 squads were killed and the SW was destroyed.

Very lucky for the Brits I think. rolling a 3 on 2D6 was lucky.

(https://live.staticflickr.com/65535/49066539087_3c794eb4c5_o.jpg)
Title: Re: LnL Tactical question
Post by: judgedredd on November 14, 2019, 05:56:53 PM
The squad with Lt Smith attempted to lay smoke and failed. They were marked with Ops Complete.

The Argentinians haven't been very lucky. The other LVTP7 moved along the road and into the LOS of Lt Smith. Although they were marked as Ops Complete, they are allowed to Op Fire. They couldn't fire their LAW as they are in a building (I just notice that) so they opened up with their IFP. They didn't affect the vehicle so no DC (damage check) on the occupants.

They continued along the road moving at full speed to Government House. Although they passed the hex with Lt Smith, the British were not spotted because the vehicle continued onwards. They were then attacked with the squad residing with the Medic on the approach to Government House. They managed to shake the vehicle and the occupants inside.

Cpt Edwards and his squad with their SW opened up and had some rather poor rolls - making no hits. I might not have been allowed to do this. IIRC I can Op Fire up to the value of the MP cost of the hex being moved into. As the LVTP7 was moving on a road at a cost of 1MP, then I don't think Cpt Edwards should've been able to attack as the squad with the medic had already done so.

As Lt Smith opened up on the LVTP7, they were spotted and so The Argentinian officer, two squads and SW open fire on them and perform dismally.

The sniper then targets The Argentinian officer and his squads and also fails.

The dice just weren't rolling - they seemed to have been all used up on the first LVTP7.

It looks like this might be all over for the Argentinians. They've got no way of getting to Government House. The officer is at the lower end of the map and shaken. The squad shaken in the LVTP7 at the north end of the map is shaken as is the LVTP7 and so cannot move towards Government House. They already currently own all 3 Marine Barracks buildings and the points that go with them...unless the Brits can tek them back. So I can't see them gaining anymore points.

(https://live.staticflickr.com/65535/49066655771_65e437aede_o.jpg)

(https://live.staticflickr.com/65535/49066868552_87f0cd00f6_o.jpg)
Title: Re: LnL Tactical question
Post by: Barthheart on November 15, 2019, 01:40:52 AM
We had this conversation on the LnLP forums some time back, in fact twice.
https://forums.lnlpublishing.com/threads/snipers-vs-vehicles.5356/

The thread at the link above agrees with you. And we never did get an official ruling.

I just find it hard to accept that a sniper would be able to fire in through an open hatch and affect internal passengers inside a vehicle.
I agree fwiw. It was a moot point anyway - the sniper wasn't going to get a shot.

I decided to post this before I forgot...The lead LVTP7 moved forward for AM. It moved 6 hexes and was engaged by the Medic and the 2 squads  (one with a LAW SW). Unbelievably,  the Brits fired the LAW and rolled a 3. At a range of 6, the LAW needed a 3 to hit and got it (I think it actually only needed a 2 because the target was moving)! They then rolled a 3 and added the penetration value of 8 for the LAW 11. The LVTP7 rolled a 4 and added with it's value of 2 for frontal armour, a 6 is less than 11 and so the LVTP7 was destroyed.

Doing a bail-out check, only the commander survived shaken. The 2 squads were killed and the SW was destroyed.

Very lucky for the Brits I think. rolling a 3 on 2D6 was lucky.

(https://live.staticflickr.com/65535/49066539087_3c794eb4c5_o.jpg)

It’s -1 for firing at a moving vehicle, +1 for firing at moving infantry.

Title: Re: LnL Tactical question
Post by: Barthheart on November 15, 2019, 01:43:05 AM
The squad with Lt Smith attempted to lay smoke and failed. They were marked with Ops Complete.

The Argentinians haven't been very lucky. The other LVTP7 moved along the road and into the LOS of Lt Smith. Although they were marked as Ops Complete, they are allowed to Op Fire. They couldn't fire their LAW as they are in a building (I just notice that) so they opened up with their IFP. They didn't affect the vehicle so no DC (damage check) on the occupants.

They continued along the road moving at full speed to Government House. Although they passed the hex with Lt Smith, the British were not spotted because the vehicle continued onwards. They were then attacked with the squad residing with the Medic on the approach to Government House. They managed to shake the vehicle and the occupants inside.

Cpt Edwards and his squad with their SW opened up and had some rather poor rolls - making no hits. I might not have been allowed to do this. IIRC I can Op Fire up to the value of the MP cost of the hex being moved into. As the LVTP7 was moving on a road at a cost of 1MP, then I don't think Cpt Edwards should've been able to attack as the squad with the medic had already done so.

As Lt Smith opened up on the LVTP7, they were spotted and so The Argentinian officer, two squads and SW open fire on them and perform dismally.

The sniper then targets The Argentinian officer and his squads and also fails.

The dice just weren't rolling - they seemed to have been all used up on the first LVTP7.

It looks like this might be all over for the Argentinians. They've got no way of getting to Government House. The officer is at the lower end of the map and shaken. The squad shaken in the LVTP7 at the north end of the map is shaken as is the LVTP7 and so cannot move towards Government House. They already currently own all 3 Marine Barracks buildings and the points that go with them...unless the Brits can tek them back. So I can't see them gaining anymore points.

(https://live.staticflickr.com/65535/49066655771_65e437aede_o.jpg)

(https://live.staticflickr.com/65535/49066868552_87f0cd00f6_o.jpg)

Correct. Cpt. Edwards could not Op Fire. But then could immediately do regular fire at them anyway so it’s a wash in this situation.
Title: Re: LnL Tactical question
Post by: judgedredd on November 15, 2019, 02:01:19 AM
It’s -1 for firing at a moving vehicle, +1 for firing at moving infantry.
This is what I find frustrating about board gaming. Having to remember. I forget very easily OR (as more likely in this case) I performed combat with infantry and "assumed" it was a +1 for firing at a moving target.

So many rules and so little brain capacity  :waah:

I knew I was in over my head when I saw this scenario had vehicles. I think I'm going to go away and do some infantry on infantry for the time being to get to grips with that aspect. Then I'll move onto vehicles. Then helicopters.

Thanks for your help everyone  :bigthumb:
Title: Re: LnL Tactical question
Post by: judgedredd on November 15, 2019, 11:07:36 AM
I've just bought 4K X-Maps - seems like I'm in this for the long haul  :2funny:
Title: Re: LnL Tactical question
Post by: Barthheart on November 15, 2019, 11:10:06 AM
It’s -1 for firing at a moving vehicle, +1 for firing at moving infantry.
This is what I find frustrating about board gaming. Having to remember. I forget very easily OR (as more likely in this case) I performed combat with infantry and "assumed" it was a +1 for firing at a moving target.

So many rules and so little brain capacity  :waah:

I knew I was in over my head when I saw this scenario had vehicles. I think I'm going to go away and do some infantry on infantry for the time being to get to grips with that aspect. Then I'll move onto vehicles. Then helicopters.

Thanks for your help everyone  :bigthumb:

I have no memory anymore either. But the info is on the DFT and OFT so keep looking at those every time you take a shot until you have it memorized. That's all I have done. I've been playing this system for 10+ years and still have to look up stuff. It's the nature of the game. You cannot possible remember it all. That's what charts and rule books are for. And the new rule book is fantastic for looking stuff up.
Title: Re: LnL Tactical question
Post by: Barthheart on November 15, 2019, 11:10:53 AM
I've just bought 4K X-Maps - seems like I'm in this for the long haul  :2funny:

Wait til you get them. You won't understand how you ever played on the regular maps.
Title: Re: LnL Tactical question
Post by: judgedredd on November 15, 2019, 11:13:16 AM
And the new rule book is fantastic for looking stuff up.
It is superb. Very easy to find things and the examples and rules are much clearer.
Title: Re: LnL Tactical question
Post by: judgedredd on November 18, 2019, 01:37:22 PM
I've gone mad with LnL shit. I've bought the v5 Core rules, Solo Expansion, Day of Heroes, 4K X-Maps for Heroes of the Falklands and now today I bought the addon for Heroes of the Falklands - A Feat of Arms.

I'm now eyeing up LnL Heroes Against the Red Star.

Must....stop.....buying. I'll have to sell something else soon.
Title: Re: LnL Tactical question
Post by: bbmike on November 18, 2019, 01:42:38 PM
You might want to go see a doctor. It sounds like you have BanzaiCatitis.
Title: Re: LnL Tactical question
Post by: bob48 on November 18, 2019, 01:44:38 PM
..or Mirthitiritis
Title: Re: LnL Tactical question
Post by: bbmike on November 18, 2019, 01:50:20 PM
...or bbmikeatosis?
Title: Re: LnL Tactical question
Post by: bob48 on November 18, 2019, 01:57:12 PM
Ewww! We don't want that  :hehe:
Title: Re: LnL Tactical question
Post by: judgedredd on November 18, 2019, 02:01:40 PM
Sounds like I could put any one of your lots names before "itis" and suffer from it.

bobitis
bayonetitis
sdritis
barthitis
tunitis

And so on.... :D
Title: Re: LnL Tactical question
Post by: BanzaiCat on November 18, 2019, 02:05:19 PM
You might want to go see a doctor. It sounds like you have BanzaiCatitis.

Bah! Pay no attention to the peasantry, JD! They are only wishing their immune systems were as lit as those of us with the collecting syndrome.
Title: Re: LnL Tactical question
Post by: bob48 on November 18, 2019, 02:06:46 PM
Ye gods, its an epidemic!

...or should that be emetic?
Title: Re: LnL Tactical question
Post by: Silent Disapproval Robot on November 18, 2019, 06:28:50 PM


I'm now eyeing up LnL Heroes Against the Red Star.


Give the armour scenarios in Falklands a whirl first.  Red Star is much more tank focussed than most other titles in the series so if armour isn’t your thing, you might want to look at other selections. 
Title: Re: LnL Tactical question
Post by: judgedredd on November 19, 2019, 01:35:14 AM
That's a good call. Thanks. I'm not quite down with armour at the moment and focusing on infantry for the moment.  :bigthumb:
Title: Re: LnL Tactical question
Post by: judgedredd on November 19, 2019, 06:29:01 AM
I might get (in that case) Heroes of The Nam (released circa 2015) as I have Forgotten Heroes:Vietnam (released circa 2003 according to BGG)!
Title: Re: LnL Tactical question
Post by: bbmike on November 19, 2019, 08:01:33 AM
This thread made me pull out my Heroes of the Pacific X-Maps and admire them.  :dreamer:
Title: Re: LnL Tactical question
Post by: BanzaiCat on November 19, 2019, 08:02:15 AM
You're supposed to play with them, aren't you? Not just ogle and finger them?
Title: Re: LnL Tactical question
Post by: bbmike on November 19, 2019, 08:11:38 AM
(https://i.pinimg.com/originals/88/aa/5a/88aa5a9708fe10faa3529b8420fc07aa.png)
Title: Re: LnL Tactical question
Post by: BanzaiCat on November 19, 2019, 08:13:07 AM
I have a ton of LnL stuff I'm fingering right now. Well, not at this very moment as I'm in the office and that would be weird to the normies around here, but I most certainly am.  :nerd:
Title: Re: LnL Tactical question
Post by: bayonetbrant on November 19, 2019, 08:58:26 AM
It's the smelling of the finger afterwards that so disturbs the normies, as BC's last 3 trips to HR can attest
Title: Re: LnL Tactical question
Post by: BanzaiCat on November 19, 2019, 09:05:11 AM
While maintaining eye contact. Always look-a eye.