Battle of Buariki: Trading Fire

Our third installment will find both sides trading fire as they begin to spot one another. This is a common trend in Lock ‘n Load games, and is one that you must take into consideration. As soon as you fire on the enemy, you’re now spotted and open to take return fire yourself. Last time we covered how-to conduct DFT combat, so we will not cover that in such extensive detail but rather try to cover some more ground. And this introduction would not be complete without…

Note: All components seen are playtest material, and have been poorly constructed and put together by yours truly, so they do not represent what the final game will look like.

Trading Fire

A barrage of bullets opens up as the Japanese try to inflict greater damages on the loan Marine squad that rushed into the open, however as their attack is uncoordinated they have no effect. Both sides continue to open up with ill effect; each side firing upon the other one after another. The cover of heavy jungle negates the majority of each sides attempts to bring about any meaningful results.

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Battle of Buariki: Opening Moves

Welcome back to our play through of a scenario from an upcoming game in the Lock ‘n Load lineup. Here is a shot so that you can pick up right where we left off. Both sides have deployed and we’re ready for the start of the scenario. I should note that I mistakenly did not account for marshes as degrading terrain for these first few moves.

Deployment from our previous installment.

Note: All components seen are playtest material, and have been poorly constructed and put together by yours truly, so they do not represent what the final game will look like.

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The Battle of Buariki

I’ve received the permission from Mark Walker, Lock ‘n Load Head Honcho, to share with you a playtest scenario AAR from one of his upcoming games currently in the playtest phase, Heroes of the Pacific. This game is currently on pre-order status, and if you’re interested in it you should head over and pre-order it. I previously had the opportunity at a local gaming convention, Game On, to test the game with one of Lock ‘n Load’s leading playtesters, Mike Panikowski. When asked by Mark if I wanted to continue playtesting I quickly agreed. Hopefully, my enthusiasm for this game in this wonderful series will be accurately shared in this illustrated AAR.

Follow this link to head over to Lock ‘n Load’s website and pre-order Heroes of the Pacific.

Note: All components seen are playtest material, and have been poorly constructed and put together by yours truly, so they do not represent what the final game will look like. 

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Downtime Part 2 [bvk]


Soviet Turn 4:  Again, my own impatience is my worst enemy.  Instead of shaking up the squads in L10, I move directly in to melee with it and lose my squad.  I know I’ve lost at this point but let’s see if luck can repair what brashness has broken.

Kev does not fall for my attempt at pulling all of his units into melee in Q13.  Instead, he throws the Germans into the hex and starts to move north to attack my base of fire/command.  So far, the tank has managed to fire but it’s gradually less effective as the turns have worn on.  Also, Kev has managed to pull several random events that include putting a “Fired” marker on any unit.  Naturally, he chooses the tank and I effectively lose half my main firepower for much of the game.

At this point, we had a couple of SMCs with support weapons and we both suddenly remembered that this reduces their movement by 2.  I don’t think it has seriously affected the game so far but luckily, this does mean his units are advancing towards me a bit slower.

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Into The Breach, The Flood. World at War

Into The Flood,

The Us Forces are thrust into the on coming tide of Soviet armor. It is up to Ghost Team and its supporting Task Forces to halt the race to the bridges and key towns, on this 4 maps monster play of World at War. 1985,never looked so deadly.

Team plan:

Ghost Team: guard Northen approaches from a distance, protect towns

Soviet Plan: attack the bridges. Full steam ahead.

T1 ET (End Turn Marker). 65th,ET….ok…..

This forces the Soviet hand early. On come the Tanks in the Northern most town [ Shultz]

No Opp fires were available.

The FSE sit tight.

Turn 2 [forgot to pull 2 ET markers out..duh] Outrider goes first. They adjust their axis of defense. [at this point 1 ET would have gone back into the cup] ET.

FSE is next up and they advance cautiously down the road.

The 143rd enter the board.  [2nd ET returns to cup]Whilst planning to have entered further North , the roads are jammed up. They enter on the on the road to Metz. Opportunity fire slows the advance.

Chaose ensues. Soviets receive the Battle Drill chit. Task Force Outrider drops FASCAM but it scatters into the woods and does not hinder the 143rd.

Designated Formation.  The 143rd continues movement towards Metz.

Ghost Troop attacks aggressively, an Abrams platoon engages and kills one T-62 platoon from 143rd. The Southern most elements of Ghost start moving North. The Bradleys cherry pick targets. In the excitement Abrams fire is inaccurate. Ghost Team settles down and engages units again killing another platoon from 143rd using fire and move tactics.

ET.

Turn3

ET.

Chaos (Volley Fire) using this immediately the 143 reduces and disrupts the Abrams hidden in the woods south of Metz.

As the 143rd attempts to advance the Bradleys open up L8 is a smoking area full of twisted metal, right behind it tanks advance heedless of the incoming fire.

The Outriders continue in their activation and eliminate another  t-62 platoon hiding amongst the wrecks and smoke of L8.

H11 bradleys miss their targeted shots at the 65th [ammo deplete] ITV shoots and disrupts, reduces targets in M2.

The 68th comes on board to the North. The road is jammed with BMPs.

TF Outrider continues to punish 143rd for taking the open road. Ghost troop fires at several units disrupting them from their path. FSE finishes the turn with careful move forward.

Turn 4

Ghost Team kicks into gear. The troops breaks up a t-62 platoon from 143rd, and is itself disrupted from Opportunity fire. The FSE HQ and BMP platoon go up in smoke from Bradley fire [here I make the error of not using wreck and rough terrain modifiers to block LOS] – l7 to l2.

The 68th advances.

The 143rd HQ is reduced as it advances, losing more units.

Turn 5

The weakened Abrams platoon pays the ultimate prices for advancing in move fire.

143rd eliminates the lone scout platoon. Advancing costs another platoon of tanks and one reduced.

The FSE slows to a crawl. Ghost troop puts DPCIM and mines into the midst of 68th, to good effect.

The Soviets look around…..smoking hulls pervade the field. Even with the LOS error 2 Soviet formations are in essence broken.

Time for a new plan.