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| The only non-hypothetical game in Modern Battles II. The 6 turn limit should maybe be adopted in the standard game. I play Diplomacy, so Risk does nothing for me. Most plays you never get there. Wow! The leaders had a few ablities, the sliding parts of the board is pointless. The figures are boring without variety. Overall, anyone can win, but use all the tools you have. I know myself that I wasted several turns early by not adding the 155mm FPF to several incident. Negatives: Although the rules are clear, there are a lot for a game of this length. | |
| Rating is just based on the concept and its follow-on HL-II. | |
| Fairly simple game, however, as a solitaire game it lacked "grab", replay value was limited. |
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| I have just played my first game of Lock'n'Load and I've been a little bit disappointed by it. Components could have been of higher quality. More easily accessible than the (A)SL(SK) stuff, if the rulebook was better organised! | |
| The game system is quite good. I think it does some stuff quite well - the differentiation between the Soviet and German forces is nicely portrayed, and the desperate situation for the Germans, where they are pushed to the breaking point but have significant counterattack potential - is interesting. The impulse system reflects the difficulties of mounting an attack and encourages holding reserves for the later part of the turn. Well done MMP and Adam Starkweather for bringing another of Tetsuya's excellent games to the US! There are numerous interesting decisions to make and they are quite varied over the course of the game, due to differences in reinforcements and the need to stay within your supply lines. But there are a lot of subtleties to playing well, so maybe with experienced players they are balanced. | |
| Complexity but not complicate - that is the keyphrase why I eagerly awaited the final release (and actually the endless shipping over the ocean) of LnL. But I am not sure I was playing it correctly so this is provisional. |
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| Looking forward to trying this and comparing it to the new one. Best played multi-player. | |
| 1st edition 2-player version - unplayed - | |
| I want to like it as I'm a fan of chess. |
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| Nice presentation (box, board, pieces, card holder), but the questions are not as good as the original. | |
| We call this one "Improper" Trivial Pursuit (as opposed the "proper" original version). I've played it several times but the mechanics is ... Concept is great though, maybe just requires more time than I've been able to invest. When most of the questions are in the "nobody at the table can even make a guess" category, it stops being fun. That way, the Command & Control circumstances of each situation could be more customized than in this game. | |
| Always there for the party, never pulled out ;). Trivia cards are fun but generally, it is easy to predict who will win....the trivia buff. It's been played about 4 or 5 times in total. Oh, also, this version has a lot of convoluted wording on the questions -- hard to comprehend many of them the first time through, when they're being read out loud. I was disappointed in this version. I will try it again soon. I record plays at since I think it is just a new version. Combat consists of passing a DR check to enter the fight then modifying your roll by several, simple modifiers. I really do like Miranda games. Terrain is key in both battles & act to draw units into short range slugfests. I also think it's too hard to put together any kind of a coordinated attack. Each turn is 5 years long for a max of 7 turns. I'll admit to only having plated the Soferino scenario once and the San Martino scenario twice. This is a long game, though. Three playings is plenty to become familiar with game mechanics. 2. I would play it again, but it's just shy of being a great game and, from comments on CONSIMWORLD, it appears there's no future for the system. The designer has said that the topic is the problem, but I suspect the game system has something to do with its lack of interest in the larger gaming community. The period is interesting enough and the battles are big and exciting. |
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| Never played. |
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| Fun to play, mistakes just happen. I love the maximum speed, the imposed penalties, the timers, the "a die played is a die laid" rule, and the wonderful cars. Just wished they would publish more tracks... | |
| OK, Played this now as Japs. I would love to see someone republish this and continue the series. All in all though it is good fun and the game plays fast (compare that to 3DoG!) With 5 battle scenarios in the box, it is also great value. Would need very clever timer settings to put different time pressures on each player to try and level the field. In this one... | |
| Great components. Our party game group played, and it was very well received by the group in general. Wish MotorChamp had these size courses. | |
| For me, it´s the best racing game. Ie. |
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| Adds a small bonus for filling the 6-space enclosure first. |
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| I dumped this dog! | |
| Quite involved game system with lots of errata, and a number of subsystems that might have been streamlined a bit. Reminds me almost of a multiplayer Dracula (two player Kosmos), but is simpler, and easier for kids. | |
| I used to own this one, but I never got around to trying it... | |
| Donated to Chain of Generosity. |
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| This game tries very hard and there is tension in the escapes; however, it's too long (use only 2 escapees for the win) and at least 95% luck. Uses the same system, but fewer counters (192) and more map (17x22"). This game was much too abstract. Reminds me of Parcheesi. The game is also quite balanced and the wrong move will actually either cost you the game or swing the balance wildly from one side or another. The end game was very balanced with some nice surprises. The Red Horde. Awesome game! | |
| (expansion) Tends to break easily. This game was much too abstract. Easy if go slow but get behind. |
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| Certainly does not change the game any. |
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This document is part of Crummy, the webspace of Leonard Richardson (contact information). It was last modified on Tuesday, August 09 2011, 22:54:28 Nowhere Standard Time and last built on Thursday, October 08 2026, 22:00:04 Nowhere Standard Time.
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