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german version

Lock n Load Box Rating Grade (1-10)
Graphic Presentation 10
Rules 2
Playability 4 (9)
Replay Value 7
Overall Rating 5,75 (7)

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Lock'n Load
Review #1

written by: Andreas Ludwig
Graphic Presentation The graphic presentation is clearly the strength of Lock N'Load Forgotten Heroes: Vietnam. That's the way modern consims should look like: clear maps printed on glossy paper (although I always prefer mounted maps even if that means the game will be more expensive...), large counters with photo-realistic portrays of persons and weapons, well done scenario sheets, excellent looking skill cards etc.. In this respect, LNL belongs to the best looking wargames out there. So maximum points from me!
Rules

But the rules definitely are the weak point of this game and that's especially annoying because a good wargame isn't primarily based on graphics, but mainly on the rules! Good graphics can't outweigh bad rules and it's fair to say that LNL is in some sense a "faker" - at least when compared to the needs of an easy starter game. The game is hailed as a big innovation, for after long times of highly complex games there's a game available now with the focus on fun again and not on rules study - "More game, less guff!", as the handy marketing slogan says. The designers state that this game is all about an easy start for newcomers into the hobby and it shall help newbies to see how much fun wargaming can actually be and wants to give the vets who usually play ASL and the like some nice game for a change. That's fine, but the serious issue is that the rules are only "easy" because they simply ignore possible questions the players may have.

Furthermore there's indeed a quick and easy jump into this game, for the wording is simple. But this leads to some holes in the rules. Some unconcerned words about a "clear LOS" lead to confusion just because in wargames terms are usually rather in a precise fashion - so if there's a "clear LOS", then there has to be something like a "hindered LOS" to which different conditions apply. "Clear LOS" and "LOS" are not necessarily the same, or so the player thinks. Such thoughts make sense in other games because of many rules details for different gaming situations. Not so with LNL, a "clear LOS" simply means LOS, a Line of Sight. "Clear" is an add-on sometimes used, sometimes not - as if you were having a relaxing conversation while drinking your 5 o'clock tea!

An easy wording may be helpful for some newbies but consim rules have to be as clear and precise as possible and have to avoid any confusion on the players' side. The way these rules are written evokes more questions than answering them and without contact to the designer to ask him what his intention was with this or that rule, it's almost unplayable. At least if you don't like to make your own interpretation while playing - which is something the designer of the game actually supports, though. Of course one has to admit that all this becomes a more serious problem for players with some experience under their belt, so everyone used to the ASL rules with a rather clear wording will soon encounter questions whether x is allowed or y forbidden. This is based on the simple fact that the rules don't mention certain aspects one is used to reading in tactical level game rules. You'll discover that LNL will always use a design-for-effect solution and some things simply don't happen.

Gamers playing the game more "unbiased" will probably have fewer problems, because some questions don't come up if you are not used to tactical games. But even this could be improved if a) the rules would be better organized (no index here, folks!) and b) some elements that play no role in the game would be mentioned, so noone gets confused about the question whether they perhaps do play a role...

Because of the bad wording, the game gets a big minus from me - something which really annoys me, because the game itself is good.

Playability

When you get used to the sloppy style of the rules, LNL is a game that provides many hours of fun: the game utilizes a quick gameplay that gets both players into permanent action due to its clever impulse system, which is also responsible for realistic movement of your troops. The spotting system, i.e. the fact that units actually in LOS are not necessarily also seen by enemies, does make the game very interesting. Everything in this game is optimized for speedy gameplay, which becomes obvious when you realize that units, who are shaken under enemy fire, i.e. they can't act anymore in their normal fashion, can be brought back into action by leaders rather quickly when in terrain that provides some cover. Firefights are based on a system that is somewhat odd at first and which allows for a more dicey combat outcome, although its simultanous procedure makes sense after you accept the luck factor involved in it.

Elevation levels, modifier, firefights etc. are also very simple concepts - as is the whole game. That means things like malfunctions of weapons etc. don't matter at all, everything plays on the surface and is not going very much into detail. Thus, don't expect too much from the game, it's providing simple tactical gameplay without too much detail to consider but that's exactly what it was designed for. Keeping this in mind, it's an interesting, quite exciting Vietnam Game (the excitement also comes from the events in the various scenarios, i.e. things happening within the scenario triggered by one or both players) that can be explained to newbies rather quickly (at least when you could solve any rules problems due to their sloppy wording) and which brings quick action on the table.

Replay Value The replay value is quite high, but this is something which is part of tactical gaming as such. The fact that after you've played through the scenarios once or twice, you'll know the events, causes a problem, though, because the surprise effect will be lost. Aside from that, these scenarios make for a good game from time to time, comparable to the little Up Front scenario Meeting of the Patrol that can be played over and over again without getting boring.
Creativity The interesting impulse system and a rather short Sequence of Play, which is speeding up gameplay, is certainly innovative amongst modern wargames which tend to be rather complicated. That's something helpful for newcomers, but this isn't true for the first time you try out the game, because the rules contain so many holes and things won't become clear at first. But nevertheless the game has to be applauded because there's a cd-rom with the VLNL module in the box. This module based on the vassal engine allows for PbEM gaming as well as realtime online play over the internet, which is something more games should include in their boxes. As a side note, it's to be said that this game is not suited for PbEM gaming because the speed of play gets lost this way and this is a big part of the fun factor with LNL. It's better suited for realtime online gaming than ASL, because the short scenarios need less time to be played through.
Simulation Value Although many of the scenarios are based on historical events of the Vietnam War and the gameplay provides the correct feeling, the game isn't really interested in simulating reality in an accurate way. No weapon malfunctions, no destruction of buildings or terrain after some arty was called in, various single man counter are simply removed from play after they get in contact with the enemy etc.. all that makes it obvious that the game is using a rather abstract system. But that isn't a problem because LNL doesn't want to be a simulation. It's realistic enough to give some real tactical challenge without being a pure fun-wargame.
Solitaire Factor You can play it solitaire because the events provide some surprises at first playing, but it is designed for close two player action.
Can be compared to Let's say Squad Leader in Vietnam, but with much lesser simulation value. Events remind of Ambush!
Short Review I don't want to repeat my strong criticism given above about the rules here, but simply say that the designer didn't do himself or the players a favour. The game is fun, feeling is ok and you can get into it rather quickly, even with newbies. The fast playing scenarios allow for tourneys with several players, the graphics are great and the story told by the game makes you longing for more. So on the whole, the game can be recommended, because it fits to both newbies and veterans. Because of the the sloppy rules I've given a double ranking for the playability: folks sitting alone with the rulebook at their gaming table can face some big problems when asking the wrong questions and there are no answers to find, which bogs down the fun. When you know what the designer intended with the game, it's simple (in a positive way!) and therefore with high playability.

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