Band of Heroes (LnL) Rules TOC

Weicome to Lock 'n Load. ! wanted to take a few moments to explain where we were coming from with these Version 3 (V3) rules. The first game of the Lock 'n Load series, Forgotten Heroes, included all the series rules. That only makes sense. It was, after all, the first game. The next complete module. Band of Heroes, also included the complete rules...well, sort of. We didn't see any need to include Viet Cong, NVA, Vietnam era U.S. Marine or Army nationality characteristics, but did include rules for helicopters and Claymore mines—neither of which were used in World War II. That dichotomy of focus bothered me.
I felt that we needed to go one way or the other. We either needed to include EVERYTHING, no matter its relevance to the module in question, or only include the core rules, and a supplemental booklet with the module-specific rules. We choose the latter for two reasons. Reason one: as the number of modules and factions increase so would the length of the complete rulebook. For example, if you are playing Day of Heroes, do you need to waste your time reading rules on the British PIAT, Soviet Commissars, or Viet Cong ambushes? Reason two: with increase in length comes an increase in cost. No one needs that. So, what you have here are the complete Lock ‘n Load rules, but without reference to nationalities or special nationality weapons. Our rule of thumb is simple: If a weapon or rule is used in more than one expansion or module, it becomes part of the core rules; otherwise it stays with the expansion or module with which it was used. We hope that makes these rules even quicker to learn, and easier to use. Please let us know what you think. -Mark H. Walker

Table of Contents

1.0 General Concepts
2.0 Outline of Play
3.0 Rally Phase
4.0 Operations Phase
5.0 Fire Combat
6.0 Movement
7.0 Laying Smoke
8.0 Melee Combat
9.0 Administrative Phase
10.0 Line of Sight and Spotting
11.0 Single Man (or Woman) Counters (SMC)
12.0 Skill Cards
13.0 National Characteristics for Lock ‘n Load.
14.0 Ordnance
15.0 Vehicles
16.0 Passengers
17.0 Infantry and Artillery vs Vehicles
18.0 Indirect Fire
19.0 Helicopters
20.0 Night Combat
21.0 Fortifications
22. General scenarios rules
Example of Play: Basic Infantry Combat
Rally Phase:
Operations Phase:
Administrative Phase:
Rally Phase:
Operations Phase:
Example of Play: Armor
Helicopter Example of Play
Glossary of Terms

Rules TOC