I usually think about three major aspects when purchasing board games:
rulebook, quality of components an the replay value. Apart from many
wargamers (since this is a wargame topic), I do not have such great
knowledge (actually, I do not have it at all) about different types of
weapons and how do they affect (or have affected during WWII) infantry,
vehicles, artillery and so on. So I just take all wargames just as they
are – I mean, if some infantry has a movement value of 5 and range of 4,
I am not really eager to check if the weapon they carry was really able
to shoot that far away. Maybe in the future, when I get more and more
into different types of wargames, I’ll be able to divide sparrows from
nightingales, but for now I am just curious how the game works as it was
designed and how to make as much as possible from units I have in play.
So let’s get to the point. Quality of components. I have seen some reviews of L’n’L system, so I was kinda familiar with all those maps and counters, but all those pictures and videos do not do their justice. You just gotta feel it yourself, punch it yourself (although my copy was even too easy to punch, that’s why some of the infantry was ‘alive’, moving around the box and looking for some Germans before I even opened the game – some kind of a night ambush combat maybe) and you’ll realize that it was really designed to please you, not only in a ‘gaming’ way. I do like the artwork, although you may find it too cartoonish, I believe it is way much better than the one that comes with, let’s say CC or CoH. And the maps are no exception – they have beautiful graphics and are very sturdy. I like the modular ones, so I can play a scenario using my coffee table (with a size of a single map of CC), so that is really a great advantage to me and you feel like you’re really facing your opponent, sitting so close to each other and staring at the map. Maybe hexes could be a bit bigger just to put some units next to each other rather than stacking them, because when it comes to put some markers on them, you have to sometimes create an Eiffel Tower on the board, but still not a great disadvantage. One thing could definitely be a bit improved. It involves maps, but... well, not exactly. What I mean by that is that I would like the box to be a bit longer, like half an inch, just to keep maps unfolded as well as easily put some tray (like the one from CC) on them to store counters. But because it isn’t, I just fold my maps and keep counters in ziplock bags.
The rulebook is printed on a glossy paper and so are the scenario cards and player aid card. All the scenarios do not come in a scenario book but are separated one from another (I do believe there is only one card that is printed with two different scenarios on both sides), so it easier to keep it aside and see what is supposed to be going on there. And their quality is very, very high. Heroes cards are also functional, but there is the same thing as with the box – this time they could trim ‘em just a little bit to fit in with sleeves – those cards are slightly too big to be put in Mayday’s 63,5x88 mm. But in general, everything seems to be almost perfect – I even like the glossy box, that is really a great pleasure to keep it in your hands. There is also one nice addition to the game – some overlays, you need to cut out and use to create more different and exciting scenarios. If I’m not mistaken, this was L’n’L first attempt to put it in one of the modules and it works well too.
The rulebook. I do not have that opportunity to have a lot of friends that also buy wargames and are ready to introduce me to the new stuff they got. I usually have to do it myself, as well as purchase new things, that’s why I emphasize on rulebook and rules itself so much. I do know L’n’L system a bit (maybe even a bit more), so there are not so many things still to be explained, but when I first got into it I was a bit confused.
- It is printed in black and white. That’s not a big problem, but looking at the back cover of it and seeing this nice and sweet piece of map, you start to wonder why isn’t that so colorful when it comes to explain different things like f.e. LOS.
- There is one general rulebook for all games in the L’n’L system – that's fine – and avery module comes up with its own extra modular rules within only couple of pages – that’s fine even more. But for some players it might be a bit strange to see HOTB rulebook with examples of play from BOH and LOS figuring from FH. You can see all those huts that do not come up in play with HOTB and as you merge it with the thing I’ve mentioned above, the whole picture might become a bit blurry, at least not so clean enough to get the game started right from the box.
- It is also a bit ascetic. I do not mind it, especially after many reads and plays, but for the newcomers it might be not the best thing to deal with. I always compare every rulebook to the on you can find in Tide Of Iron. I know that this suppose to be a much (much!) lighter wargame, but still if you cannot fully understand the rule itself, you can easily go to the graphics and your questions will mostly be answered. I miss that in L’n’L system, but then again, if Mark would like to put it in black and white it is better not to put it at all.
As the game is not so complexed, the rulebook sometimes do not make you think like it is really so. Like I said before, I don’t mind at all, but it is not about ‘me’, it’s about players who’d like to share the experience with HOTB and maybe they’ll be interested in what’s not so good about it (but not it that way that makes you say it wasn’t worthwhile).
And what about replayability? To be honest, a scenario-driven games, especially those that include more than ten of them, are about to be played in a different way each and every time (multiplied by two - switching sides), so this is not something you should be worry about. You can put your troops on a different hexes; all of course restricted by scenario rules, but still with a lot of flexibility. The game actually have some cards - luckily there are not random events but some heroes/leaders characteristics that may have influence on the game but not as great as not having the exact card to attack or move. They rather add some flavor and I do like to use them. I also like those events chits that are placed on the map and you’re about to find what’s going on in there whether you have a line of sight to that hex or one of your units will move into it. There is no such thing as an event generator, so once you discover what it is, there will be no surprise in the future, but it actually might be another advantage of the game – if this is a positive event, maybe it is better to put some of your troops closer to it and if it’s not, you should rather stay away from there and maybe try to find another way (literally) to get closer to your enemy. This replay value (if you actually consider learning the rules and playing the game) also helps you with different terrain types and their effects. There are so many of them and all maps are fulfilled with buildings next to roads, next to low crops, next to light forests, next to streams and for some occasions even next to clear terrain. The beginners might spend some time checking all that terrain effects and how they affect LOS or movement (not to mention different movement types), so maybe this „more game, less guff” won’t be correctly understood, but once they get through I believe they’ll like it. This actually might be a great game if you are a begginer as long as you have somebody who knows the game and will explain it to you or at least somebody who wants to spend some time to learn it and you will discover it together. I have done it myself, with a great help of BGG tutorials, so you might give it a try even as a solitary player. And if you don't like it, I believe there will be many people who'd like to trade it with you, so do not worry.
ps. I've seen there is a module to be released with a full-color rulebook. I'm really excited to see that as well as the play this module. Keep up the good work!
So let’s get to the point. Quality of components. I have seen some reviews of L’n’L system, so I was kinda familiar with all those maps and counters, but all those pictures and videos do not do their justice. You just gotta feel it yourself, punch it yourself (although my copy was even too easy to punch, that’s why some of the infantry was ‘alive’, moving around the box and looking for some Germans before I even opened the game – some kind of a night ambush combat maybe) and you’ll realize that it was really designed to please you, not only in a ‘gaming’ way. I do like the artwork, although you may find it too cartoonish, I believe it is way much better than the one that comes with, let’s say CC or CoH. And the maps are no exception – they have beautiful graphics and are very sturdy. I like the modular ones, so I can play a scenario using my coffee table (with a size of a single map of CC), so that is really a great advantage to me and you feel like you’re really facing your opponent, sitting so close to each other and staring at the map. Maybe hexes could be a bit bigger just to put some units next to each other rather than stacking them, because when it comes to put some markers on them, you have to sometimes create an Eiffel Tower on the board, but still not a great disadvantage. One thing could definitely be a bit improved. It involves maps, but... well, not exactly. What I mean by that is that I would like the box to be a bit longer, like half an inch, just to keep maps unfolded as well as easily put some tray (like the one from CC) on them to store counters. But because it isn’t, I just fold my maps and keep counters in ziplock bags.
The rulebook is printed on a glossy paper and so are the scenario cards and player aid card. All the scenarios do not come in a scenario book but are separated one from another (I do believe there is only one card that is printed with two different scenarios on both sides), so it easier to keep it aside and see what is supposed to be going on there. And their quality is very, very high. Heroes cards are also functional, but there is the same thing as with the box – this time they could trim ‘em just a little bit to fit in with sleeves – those cards are slightly too big to be put in Mayday’s 63,5x88 mm. But in general, everything seems to be almost perfect – I even like the glossy box, that is really a great pleasure to keep it in your hands. There is also one nice addition to the game – some overlays, you need to cut out and use to create more different and exciting scenarios. If I’m not mistaken, this was L’n’L first attempt to put it in one of the modules and it works well too.
The rulebook. I do not have that opportunity to have a lot of friends that also buy wargames and are ready to introduce me to the new stuff they got. I usually have to do it myself, as well as purchase new things, that’s why I emphasize on rulebook and rules itself so much. I do know L’n’L system a bit (maybe even a bit more), so there are not so many things still to be explained, but when I first got into it I was a bit confused.
- It is printed in black and white. That’s not a big problem, but looking at the back cover of it and seeing this nice and sweet piece of map, you start to wonder why isn’t that so colorful when it comes to explain different things like f.e. LOS.
- There is one general rulebook for all games in the L’n’L system – that's fine – and avery module comes up with its own extra modular rules within only couple of pages – that’s fine even more. But for some players it might be a bit strange to see HOTB rulebook with examples of play from BOH and LOS figuring from FH. You can see all those huts that do not come up in play with HOTB and as you merge it with the thing I’ve mentioned above, the whole picture might become a bit blurry, at least not so clean enough to get the game started right from the box.
- It is also a bit ascetic. I do not mind it, especially after many reads and plays, but for the newcomers it might be not the best thing to deal with. I always compare every rulebook to the on you can find in Tide Of Iron. I know that this suppose to be a much (much!) lighter wargame, but still if you cannot fully understand the rule itself, you can easily go to the graphics and your questions will mostly be answered. I miss that in L’n’L system, but then again, if Mark would like to put it in black and white it is better not to put it at all.

As the game is not so complexed, the rulebook sometimes do not make you think like it is really so. Like I said before, I don’t mind at all, but it is not about ‘me’, it’s about players who’d like to share the experience with HOTB and maybe they’ll be interested in what’s not so good about it (but not it that way that makes you say it wasn’t worthwhile).
And what about replayability? To be honest, a scenario-driven games, especially those that include more than ten of them, are about to be played in a different way each and every time (multiplied by two - switching sides), so this is not something you should be worry about. You can put your troops on a different hexes; all of course restricted by scenario rules, but still with a lot of flexibility. The game actually have some cards - luckily there are not random events but some heroes/leaders characteristics that may have influence on the game but not as great as not having the exact card to attack or move. They rather add some flavor and I do like to use them. I also like those events chits that are placed on the map and you’re about to find what’s going on in there whether you have a line of sight to that hex or one of your units will move into it. There is no such thing as an event generator, so once you discover what it is, there will be no surprise in the future, but it actually might be another advantage of the game – if this is a positive event, maybe it is better to put some of your troops closer to it and if it’s not, you should rather stay away from there and maybe try to find another way (literally) to get closer to your enemy. This replay value (if you actually consider learning the rules and playing the game) also helps you with different terrain types and their effects. There are so many of them and all maps are fulfilled with buildings next to roads, next to low crops, next to light forests, next to streams and for some occasions even next to clear terrain. The beginners might spend some time checking all that terrain effects and how they affect LOS or movement (not to mention different movement types), so maybe this „more game, less guff” won’t be correctly understood, but once they get through I believe they’ll like it. This actually might be a great game if you are a begginer as long as you have somebody who knows the game and will explain it to you or at least somebody who wants to spend some time to learn it and you will discover it together. I have done it myself, with a great help of BGG tutorials, so you might give it a try even as a solitary player. And if you don't like it, I believe there will be many people who'd like to trade it with you, so do not worry.
ps. I've seen there is a module to be released with a full-color rulebook. I'm really excited to see that as well as the play this module. Keep up the good work!
Brak komentarzy:
Prześlij komentarz