One of my favorite titles from the LnLT system. There is a LnLT solo system kit you can buy from LnLP that addresses solo play for most of the older games in the series BTW. Latest rules (5.1) are much better IMO. The spiral bound version is very slick for your table although you can just get the PDF manual if you want to save some $$$. I put this one up on Tabletop Simulator (with permission and direction from LnLP)' as well as almost all of the others. They are only demos with one or two scenarios each, but they do give you a nice recce of the game should you want to purchase it. The demos also include everything in the box except all the scenarios so you could just buy the scenario compendium from LnLP and play it on TTS. LnLP is very progressive in their approach to virtual gaming IMO. Thanks for the video ZB.
Wow. A hill that actually looks like a hill. That's awesome :). I understand the way elevation lines are supposed to work on maps, but usually I have a hard time visualizing height in a three dimensional way. I love the way it's done here.
That's a good point, isn't it. I didn't realize it until you mentioned it, but I can think of a number of games where I've been wondering how high a hex is. And these are crystal clear, for sure.
LnLP is actually considering adding hill shaped tiles that you can build on your various maps up to two levels up. That will REALLY make hills easier to work with for people that have difficulty visualizing them in 3D.
Yes, and I think the unique elements of gameplay will be fun to explore in this module. I'm looking forward to the beach landing scenarios in particular.
Nice unboxing. Crisp. I did notice some registration issues on the counters. I own the game, but haven't opened it. It would have been interesting to see an example of how the maps fit together. The Star is Army, the Globe and Anchor, Marines. They get a little touchy about being thought of as Army 😉 This is a great example of a within system comparison. Comparing it to other Pacific games tactical games would be relatively straightforward, once you understood the rules. Choose the same types of units on both sides and set them up on maps with similar terrain. You'd have to mention scale, but that might still have the same feel. It might even be possible to set them up on the same table and move back and forth without editing.
Thanks! And yes, I can imagine the Marines being a bit touchy on getting classified as Army. Probably vice versa too. :) I like the idea of visual cross-system comparisons. It'd take a fair bit of time and the ability to shift between game systems fluidly, but it'd be a fun video (series) to make. At some point I'd like to compare tactical systems, but I feel like it could be a minefield. Almost like comparing religions. :)
@@ZillaBlitz Definitely a minefield. We play games for different reasons. I like the history and the designs more than the competition. Merely reading the rules forces you to consider history and reality in different ways. I'm an ex-software-engineer. Programming languages are similar to game designs in some ways. They extend your thought processes, because the concepts are different. But lots of the what you need to know is arbitrary and the specifics will ultimately be useless knowledge down the road. If the minefield is viewers disagreeing about the best system or the amount of complexity or chrome that's fine. If the minefield is the difficulty in processing the various systems and design choices, for me that's way more valuable than learning some arbitrary syntax to make software work. Unless, of course, you have to make a living that way. In any case, I'm just trying to help you brainstorm. *** Your point about starting this system with the most recent rules so you won't have to unlearn things is similar to the argument I'm making.
Makes sense, yes. I was thinking a "minefield of controversy" more than processing the various systems and design choices. People tend to get emotionally attached to their tactical combat systems. Just narrowing the games in the pool would probably upset a number of people. :) From the angle of comparing the various design choices and mechanics, though, I think this project would be a blast to do. The visual comparisons are definitely a great idea. I could see a series of videos, each one comparing a particular mechanic or subset of mechanics in the games. Sequence of play, complexity, close combat, direct fire, morale, etc.
@@ZillaBlitz Absolutely. We're on the same page. A difficulty would be to try to compare apples with apples. Your last points are the kind of issues that capture the core of the mechanic. We see them in time and space on the map. Yet luck or randomization - chit pull, the CRT, cards - are hidden. A great example of the later is the comparison of leaders in the GMT US Civil War versus the older Victory Games Civil War. What happens if Grant dies at First Bull Run? Does a general always get better when they are promoted? Partly mechanics, partly luck. A fertile field to plow. You wonder if one way to build community is to collaborate with other channels. *** I now remember that ArdwulfsLair was looking to do a discussion comparison of the current Civil War systems. He had players, experts and advocates for their favorite system, but was missing one for one design. He knew the designer would participate, but didn't think that was fair. I agree. All designers, yes. A mix could work, but as you say, a potential minefield.
I've not played Battle Hymn, but I'm somewhat familiar with the Ambush system it uses. Some of the bigger observations... - Battle Hymn is designed as a solitaire experience. Heroes is designed as a 2-player experience, and has had a solitaire system added to it. - Battle Hymn units are individual soldiers. Heroes has half-squads, squads, and individual leaders. - Artwork for the two games is very different because Battle Hymn comes from an older time. Hope that helps some! I haven't played Battle Hymn/Ambush! yet, so it's hard for me to say more.
@@ZillaBlitz Ambush is a tremendous system. I have Battle Hymn, too, but never played it. The biggest difference, other than what's already been mentioned, is fog of war. You use a crazy card system to go to a booklet and read off an event. What's interesting about the Pacific is that in the jungle, the forces often had zero idea where the enemy was. And on New Guinea, the Japanese positions were camouflaged so well the Allies only found them the hard way. The old AH Guadalcanal game had hidden movement IIRC. Pain in the butt, yet interesting. Not sure it's solvable and playable at the same time. I'd be interested if players find it to be a problem.
I'm hoping to play the digital version too. I like PC games, and also like tabletop for that escape from technology. The tactile nature of board games is glorious. I also like learning games. :)
It's an awesome way to learn the boardgame as the scenarios generally progress from easy to more difficult in a nice progressive manner. As it doesn't let you make mistakes, you learn the system correctly and can't miss read anything...lol.
Yes, I think that's a great idea. I was thinking to read the rules, play a game on two on the tabletop, then fire up the digital version to see where I was making mistakes.
One of my favorite titles from the LnLT system. There is a LnLT solo system kit you can buy from LnLP that addresses solo play for most of the older games in the series BTW. Latest rules (5.1) are much better IMO. The spiral bound version is very slick for your table although you can just get the PDF manual if you want to save some $$$. I put this one up on Tabletop Simulator (with permission and direction from LnLP)' as well as almost all of the others. They are only demos with one or two scenarios each, but they do give you a nice recce of the game should you want to purchase it. The demos also include everything in the box except all the scenarios so you could just buy the scenario compendium from LnLP and play it on TTS. LnLP is very progressive in their approach to virtual gaming IMO. Thanks for the video ZB.
Oh, that's great to know, Uwe! Thanks for all your hard work on that, and I will pin this comment to the top to make it more visible. :)
well this is a surprise! =) And Stars are US Army and the golden Globe and Anchor are Marines.
Oh, thanks for the confirmation, nice! Looking forward to building into this one, but I want to try Bitter Harvest first. :)
Wow. A hill that actually looks like a hill. That's awesome :). I understand the way elevation lines are supposed to work on maps, but usually I have a hard time visualizing height in a three dimensional way. I love the way it's done here.
That's a good point, isn't it. I didn't realize it until you mentioned it, but I can think of a number of games where I've been wondering how high a hex is. And these are crystal clear, for sure.
LnLP is actually considering adding hill shaped tiles that you can build on your various maps up to two levels up. That will REALLY make hills easier to work with for people that have difficulty visualizing them in 3D.
Fantastic mapboards!
Yes, and I think the unique elements of gameplay will be fun to explore in this module. I'm looking forward to the beach landing scenarios in particular.
Thanks for the look. I like this systema nd will pick up this game soon. =)
Sure thing! I'd be interested to hear how you like it! :)
Really liking the look of these Lock ''n' Load games. Can't get 'em all though ...
Ha! I hear you. I really need to clone myself to be able to play them all. :)
Nice unboxing. Crisp. I did notice some registration issues on the counters. I own the game, but haven't opened it. It would have been interesting to see an example of how the maps fit together. The Star is Army, the Globe and Anchor, Marines. They get a little touchy about being thought of as Army 😉
This is a great example of a within system comparison. Comparing it to other Pacific games tactical games would be relatively straightforward, once you understood the rules. Choose the same types of units on both sides and set them up on maps with similar terrain. You'd have to mention scale, but that might still have the same feel. It might even be possible to set them up on the same table and move back and forth without editing.
Thanks! And yes, I can imagine the Marines being a bit touchy on getting classified as Army. Probably vice versa too. :)
I like the idea of visual cross-system comparisons. It'd take a fair bit of time and the ability to shift between game systems fluidly, but it'd be a fun video (series) to make. At some point I'd like to compare tactical systems, but I feel like it could be a minefield. Almost like comparing religions. :)
@@ZillaBlitz Definitely a minefield. We play games for different reasons. I like the history and the designs more than the competition. Merely reading the rules forces you to consider history and reality in different ways. I'm an ex-software-engineer. Programming languages are similar to game designs in some ways. They extend your thought processes, because the concepts are different. But lots of the what you need to know is arbitrary and the specifics will ultimately be useless knowledge down the road. If the minefield is viewers disagreeing about the best system or the amount of complexity or chrome that's fine. If the minefield is the difficulty in processing the various systems and design choices, for me that's way more valuable than learning some arbitrary syntax to make software work. Unless, of course, you have to make a living that way. In any case, I'm just trying to help you brainstorm.
***
Your point about starting this system with the most recent rules so you won't have to unlearn things is similar to the argument I'm making.
Makes sense, yes. I was thinking a "minefield of controversy" more than processing the various systems and design choices. People tend to get emotionally attached to their tactical combat systems. Just narrowing the games in the pool would probably upset a number of people. :)
From the angle of comparing the various design choices and mechanics, though, I think this project would be a blast to do. The visual comparisons are definitely a great idea. I could see a series of videos, each one comparing a particular mechanic or subset of mechanics in the games. Sequence of play, complexity, close combat, direct fire, morale, etc.
@@ZillaBlitz Absolutely. We're on the same page. A difficulty would be to try to compare apples with apples. Your last points are the kind of issues that capture the core of the mechanic. We see them in time and space on the map. Yet luck or randomization - chit pull, the CRT, cards - are hidden. A great example of the later is the comparison of leaders in the GMT US Civil War versus the older Victory Games Civil War. What happens if Grant dies at First Bull Run? Does a general always get better when they are promoted? Partly mechanics, partly luck. A fertile field to plow. You wonder if one way to build community is to collaborate with other channels.
***
I now remember that ArdwulfsLair was looking to do a discussion comparison of the current Civil War systems. He had players, experts and advocates for their favorite system, but was missing one for one design. He knew the designer would participate, but didn't think that was fair. I agree. All designers, yes. A mix could work, but as you say, a potential minefield.
I have Battle Hymn -- a great solitaire WW2 Pacific theater solitaire land battles game. I wonder how this one compares -- anybody?
I've not played Battle Hymn, but I'm somewhat familiar with the Ambush system it uses. Some of the bigger observations...
- Battle Hymn is designed as a solitaire experience. Heroes is designed as a 2-player experience, and has had a solitaire system added to it.
- Battle Hymn units are individual soldiers. Heroes has half-squads, squads, and individual leaders.
- Artwork for the two games is very different because Battle Hymn comes from an older time.
Hope that helps some! I haven't played Battle Hymn/Ambush! yet, so it's hard for me to say more.
@@ZillaBlitz Ambush is a tremendous system. I have Battle Hymn, too, but never played it. The biggest difference, other than what's already been mentioned, is fog of war. You use a crazy card system to go to a booklet and read off an event. What's interesting about the Pacific is that in the jungle, the forces often had zero idea where the enemy was. And on New Guinea, the Japanese positions were camouflaged so well the Allies only found them the hard way. The old AH Guadalcanal game had hidden movement IIRC. Pain in the butt, yet interesting. Not sure it's solvable and playable at the same time. I'd be interested if players find it to be a problem.
The Digital version looks the same, plays the same but one does not have to learn or study manuals to play
I'm hoping to play the digital version too. I like PC games, and also like tabletop for that escape from technology. The tactile nature of board games is glorious. I also like learning games. :)
It's an awesome way to learn the boardgame as the scenarios generally progress from easy to more difficult in a nice progressive manner. As it doesn't let you make mistakes, you learn the system correctly and can't miss read anything...lol.
Yes, I think that's a great idea. I was thinking to read the rules, play a game on two on the tabletop, then fire up the digital version to see where I was making mistakes.
Zilla more lock And load please
It's on the list, a bit delayed for a while, but ... We ... shall... return. :)
Heroes of the Pacific, with cover art of Japanese servicemen is problematic to me. They certainly were not heroes!😔
My uncle would’ve agreed with you. Cheers.