Lock 'n Load Tactical: Heroes of the Bitter Harvest
Lock 'n Load Tactical: Heroes of the Bitter Harvest Rulebook
Table of Contents
Table of Contents
- Heroes of the Bitter Harvest Introduction
- 1.7 Weapon Teams
- 7.1 Module-Specific Smoke Laying Capabilities
- 11.1.6 Incompetent Leadership
- 11.7 Soviet Commissars
- 13.0 National Characteristics
- 14.1 Ordnance To-Hit Tables
- 15.7 No Rear Armor
- 15.8 Open-Topped Vehicles
- 20.2.1 Module-Specific Starshell Capabilities
- 22.0 Scenario Information
- Terrain Effects Chart
- Skill Reference Cards
Heroes of the Bitter Harvest Introduction
Heroes of the Bitter Harvest (hereafter HotBH) covers the German 1942 Summer offensive in South Russia (code named Case Blue), as Germany attempted to press on to capture the vital Baku oil fields but ended up finding itself at the gates of Stalingrad. 12 scenarios depict vicious and brutal fighting across the steppes and mountains of southern Russia. German Landser, Mechanized, and Armored formations clash with Soviet Line, Guards, and NKVD Divisions. New vehicles, equipment and leaders make their appearance.
HotBH is a complete module and ownership of either edition the Lock 'n Load Tactical (LnLT) Core Rules is required to play this game.
Rule Reference
As you read these rules and Player-Aid Cards, you will find references to the LnLT Core Rules. As rules are referenced, in brackets [Core Rules 1.0], the reference means that you can find the referenced rule in either of our LnLT Core Rule books.
If the rule reference is in parentheses (1.0), the reference means you can find the referenced rule in the Companion book. All comments and Developer's Notes are presented in a Gray box, and all notes for AEO or RPC play are presented in a brown box. All examples are in red italics.
Developer's Note: Throughout this manual you will find the terms of "Module Rules and Scenarios" and "Companion" as well as the words "manual" and "book." We consider these to be synonymous and interchangeable with each other.
Community & Support
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1.7 Weapon Teams
The German Wehrmacht 88mm ATG cannot move. It uses its MF to pivot within its hex.
1.7.2 Tachanka MG Wagon
The Tachanka is a horse-drawn cart or wagon with an MG in the back. It is considered a Weapon Team and moves like one but uses R Movement Point Costs. It cannot setup in or enter a building or a bunker nor cross a hexside terrain.
7.1 Module-Specific Smoke Laying Capabilities
Below are the Smoke-laying Capabilities for each of the nationality/force in Heroes of the Bitter Harvest:
- German Wehrmacht: 2
- Soviet Guards: 2
- Soviet Line: 1
- Soviet NKVD: 1
11.1.6 Incompetent Leadership
Not all who hold leadership positions are worthy or trained, or competent enough to hold their rank. Sometimes bad leaders get through. Either through general incompetence or fostering bad will among their troops, or a myriad of other reasons that would make a person a less than effective leader, these results can and often have a negative effect on their battlefield capabilities.
An Incompetent Leader is afflicted with a -1 Leadership Modifier [11.1.1]. Because of its general incompetence, the negative leadership modifier MUST be used in the following circumstances.
- Modify (is subtracted from) Direct fire [5.0] attacks and (is added to) OFT to-hit rolls. [14.1]
- Modify (is added to) Damage Checks [5.0] by all Leg units in its hex.
- Modify (is added to) rally attempts [3.0] by all Shaken leg units in its hex.
- Lead troops in Melee [8.0]: the LM is subtracted from the dice roll.
- Lead troops in Close Assault [17.1]: the LM is added to all pre-Close Assault Morale Checks, including the leader's own, and MUST be subtracted from the FP of ONE Close Assaulting unit, if any (and the leader made his own MC).
These penalties can be avoided if the Incompetent Leader is stacked with another Leader or a Hero. An Incompetent Leader MUST start a game set up with a friendly MMC. It may never voluntarily move by itself and must remain stacked with a friendly MMC. If, for some reason, it finds itself alone in a hex, it must move as soon as it is able to rejoin the closest MMC, taking the safest route possible.
In this instance, the safest route is described as the route to the closest friendly MMC that triggers the least number of potential Op Fires.
11.7 Soviet Commissars
Commissars function as Leaders for Guards (red), Line (gold) and NKVD (gold with the NKVD insignia) units for all purposes. For more information on Commissars, see Core Rule (11.7).
11.7.1 Fight or Die!
The Fight or Die! Ability can be used in conjunction with the For the Motherland module rule (13.1.2). For more information on Fight or Die!, see Core Rules [11.7.1].
13.0 National Characteristics
13.1 Soviet Forces
The Soviets fought an epic war against Hitler's Germany, suffering millions of casualties and engaging the bulk of the German forces fielded in the Second World War. In Heroes of the Bitter Harvest, they have three different types of forces: Elite Guards (red), Regular Line troops (gold) and NKVD troops (gold with special insignia).
All Soviet SWs and WTs are in gold and can be used by all three branches. A WT assigned to a Guards or NKVD OOB for a scenario follows the rules for the force it is assigned to. All Soviet vehicles are gold. Unless otherwise noted in an SSR, eligible SMCs cannot rally units of another background color.
13.1.1 NKVD
The NKVD (People's Commissariat for Internal Affairs) was a political law enforcement agency that did the will of the All Union Communist Party. The public face of the NKVD was the regular police force, which acted in a similar way to other police forces. In addition to its state security and police functions, some of its departments handled other matters, such as transportation, fire guards, border guards (NKVD border troops), etc.
However, it is the classified activities for which it was truly feared. This was the work of the Main Directorate for State Security, known as the GUGB. The NKVD also included the Soviet secret police. The GUGB protected the state security of the Soviet Union. This was done by massive political repression, including the use of sanctioned political murders and assassinations. Typically much more fanatical than standard Soviet troops, NKVD formations would often fight to the last man.
NKVD troops are identified as 0-4-4 Squad and 0-3-4 Half-Squad units on gold counters, like Soviet Line troops but with the NKVD insignia in the upper left-hand corner. They use Soviet Line troop Leaders, Heroes, and Support Weapons.
NKVD Fanaticism
Even though the NKVD was a political police force and not a military one, it was organized along standard military formations, fielding units up to Division size, and deployed as such. Due to their high fanaticism, they were often compared in their 'do or die' attitude to German SS formations.
Whenever an NKVD 0-4-4 Squad receives a Shaken result, it may instead be reduced to a 0-3-4 Half-Squad that is NOT Shaken.
Dedicated
To represent the NKVD's dedication to the Communist cause, in each Rally Phase [3.0], the Soviet player can attempt to either rally one NKVD unit that is not in a rally-eligible hex or re-roll an unsuccessful rally attempt for one unit. In this case, rally-eligible hexes are defined as hexes with a friendly leader (or under a leader's influence), or hexes containing a Hero.
Firepower
Each additional NKVD MMC beyond the first firing from a hex adds 1 to the total FP (not halved) of the attack, e.g., 3 NKVD 0-4-4 Squads firing from a hex have a combined total FP of 2 (0+1+1=2).
13.1.2 For the Motherland
In each Rally Phase, the Soviet player can raise the Morale of ALL units in ONE hex by one, e.g., a 1-4-4-5/4 Squad can raise its Morale from 4 to 5. Other Rally modifiers such as the occupation of terrain with a positive TM (see 3.0) and LM still apply. This ability applies to any Soviet unit, including vehicles. The morale raise only lasts for the Rally Phase.
13.1.3 Soviet Squad Reduction
Whenever a Guards 2-2-4 Squad is reduced, replace it with a Guards 1-3-4 Half-Squad.
Whenever a Line 1-4-4 5/4 Squad is reduced, replace it with a Line 1-3-4 Half-Squad.
Whenever an NKVD 0-4-4 Squad is reduced, replace it with a 0-3-4 Half-Squad.
13.2 German Forces
The German forces in Heroes of the Bitter Harvest are comprised of units from the Wehrmacht (light gray) and SS (black). The Wehrmacht has MMCs, SMCs, Support Weapons (SWs), Weapon Teams, and Vehicles. A limited number of Wehrmacht Squads can Assault Move. There are also German Mounted Units (6.6). The SS units in Heroes of the Bitter Harvest are vehicles/Crew only.
13.2.1 German Squad Reduction
Whenever a Wehrmacht 1-6-4 Squad is reduced, roll 1d6: If the result is odd, the Squad is reduced to a 1-5-4 Half-Squad; if the result is even, the Squad is reduced to a 0-5-4 Half-Squad. If, for some reason, you have run out of one of the Half-Squad counter types, then use the other counter type.
Whenever a Wehrmacht 1-4-4 Squad is reduced, replace it with a 1-3-4-5 Half-Squad.
Whenever a Pioneer 2-3-4 is reduced, replace it with a 1-3-4-6 Half-Squad.
Whenever a Wehrmacht Motorcycle 1-4-20 Squad is reduced, replace it with a 1-3-20 Half-Squad unit.
14.1 Ordnance To-Hit Tables
Ordnance To-Hit tables now have a new look to them in Heroes of the Bitter Harvest. Along the left-hand side of each Ordnance To-Hit table is a set of 3 colored bands and a letter designator in them. This is a simple reminder of what each row of the chart is for. R is for Range, H is for To-Hit, and P is for Penetration Value.
15.7 No Rear Armor
The German Marder II is considered unarmored when targeted by small arms fire from the rear.
15.8 Open-Topped Vehicles
The German Marder II and the SdKfz 251 are open-topped vehicles.
20.2.1 Module-Specific Starshell Capabilities
Below are the Starshell Capabilities for each of the nationality/force in Heroes of the Bitter Harvest:
- German Wehrmacht: 2
- Soviet Guards: 2
- Soviet Line: 1
- NKVD: 1
22.0 Scenario Information
The scenarios in this booklet are laid out, for thematic effect, in date, and in some cases hourly, order.
If you are new to the LnLT system, a starter scenario is "Far From Home". It has a small Order of Battle, a limited playable area, and is almost exclusively a battle between infantry. The Germans have a single vehicle; enough to get a feel for how they operate. And the scenario takes place at night. "Queen's Pawn" is another scenario to begin with. "Fire on Hill 150" is a good one to get a feel for more vehicles on the Map.
Terrain Effects Chart
Movement Cost columns: T, O, R, Leg (P = Prohibited). TM = Target Modifier.
| Name | Type | T | O | R | Leg | TM | Obstacle Height | Notes |
|---|---|---|---|---|---|---|---|---|
| Brush / Flowers | Degrading | 1 | 1 | 2 | 1 | 0 | Per Terrain Height | Negates +1 Moving or Moved marker penalty for target unit. |
| Building, Stone (Heavy Construction) | Blocking | P | P | P | 2 | +4 | Level-1 OR Level-2 | Three-hex or larger HC Buildings are two-story Buildings. Costs 2 MPs to change Levels in same hex. Stacking limitations apply to each Level. |
| Building, Wooden (Light Construction) |
Skill Reference Cards
Assaulter
- Leader
- Units in the same hex with this Leader are given Assault Movement capabilities as defined in 6.1. They can also use Assault Fire (6.1.1).
Blitzer
- Armor Leader
- Single-Use
- After this Leader activates and finishes its impulse, it may use this skill to remove any Activation marker (Moved, Assault Move, Fired, etc.) and immediately reactivate.
Cleaner
- Leader or Hero
- When this Leader is stacked with Assault Movement-capable units (6.1), those can use Assault Fire (6.1.1) with a reduced penalty of -1 to their total FP. They also can use Assault Fire to enter Melee or attempt a Close Assault (17.1).
- If a Hero possesses this skill, it only applies to itself, but it can fire first and then move with other non-firing units.
- An Armor Leader possessing this skill can have its vehicle use Assault Fire (15.2.1), observing reduced DFT (-1) and OFT (+1) penalties; the vehicle can use Assault Fire and then perform an Overrun (15.3), if eligible.
Dead Eye
- Leader or Hero
- Double the range of units stacked with this Leader.
- If a Hero possesses this Skill, only its range is doubled.
Deadly
- Leader or Hero
- Add one to the Firepower (FP) of DFT attacks from units stacked with this Leader. That's 1 FP TOTAL, not 1 FP per unit in the stack.
- If a Hero possesses this Skill, add 1 FP to its DFT attacks.
Die Hard
- Leader
- This Leader and any units (whether Good Order or Shaken) in its hex can roll TWO dice for any Damage Check, choosing the single die result they wish to apply. Roll 2d6 for EACH unit.
Fanatic
- Leader
- Shaken leg units stacked with this Leader attempt to rally (LM and TMs apply) when an enemy unit enters the hex for Melee. Leaders try to rally first (if need be). If the Leader does not rally, the other units cannot attempt to rally.
- Those that do rally can fight in the Melee as per 8.0.
Inspirational
- Hero
- Single-use
- If this Hero begins the Rally Phase in a hex with a friendly MMC (even if it's a hex locked in Melee), it creates another Hero.
- The new Hero does not draw a Skill counter.
Decisive
- Leader
- Single-use
- This Leader can activate both itself and all leg units stacked in its hex twice. The activation occurs during a second impulse. Remove any Fired, Moved, Assault Move, Low Crawl, Stealth or Ops Complete markers immediately before the second activation. Mark the units as appropriate after the second activation.
Erratic
- Leader
- Single-use
- Utilize this Skill when combat results call for a Damage Check (DC). Roll 1d6: if the result is even, neither the Leader nor the units in the hex take a DC; if the result is odd, the Leader and the units in the hex take double the initial DC, e.g., if the original DC was DC2, the DC would be DC4. If a Hero possesses this Skill, it only applies to itself.
Leader Hero
- Hero
- This Hero has exceptional Leadership. In addition to Hero qualities, it also has a Leadership Modifier (LM) of 1, which can be used for everything Leaders use theirs for (11.1), e.g., during the Operations Phase it can activate units in adjacent hexes.
- The Hero suffers no Leadership penalties when wounded.
Op Movement
- Leader or Hero
- If not marked with a Low Crawl, Moved, Fired, Assault Move, Ops Complete or Stealth, this Hero or Leader (and all units stacked with the Leader) can Opportunity Move. At any point they would be eligible to Opportunity Fire, they can activate and move instead, including making an attempt to Close Assault an enemy vehicle. Mark them with an appropriate marker at the end of their activation. The phasing player can then complete its impulse. OP Moving unit can be Op fired on, including by the original units if those are Assault Moving.
Plough the Row
- Leader or Hero
- This Leader, and the units in its hex, can target any two adjacent hexes when they attack. Both hexes must meet all requirements for Fire Combat (5.0).
- If a Hero possesses this Skill, it only applies to itself. It can participate in an attack with other units in its hex and then fire separately at an adjacent hex, if desired.
Preempt
- Leader
- Single-use
- After the opponent has declared which units will conduct their impulse, but before the impulse is conducted, the Leader, and all units in its hex, can conduct an impulse. All units must be eligible to conduct an impulse (not marked with Fired, Moved, Assault Move, Low Crawl, Ops Complete or Stealth). If a Hero possesses this Skill, only the Hero can conduct a Preempt impulse.
Shadow
- Leader
- This Leader is an expert at concealment and camouflage skills. Any Leg unit stacked with it in a Blocking or Degrading hex may not have a Spotted attempt made against its hex.
Slayer
- Hero, MMC or WT
- The unit possessing this Skill is/contains an expert machine-gunner. This unit can fire more than once per turn. When the unit fires, resolve the attack and mark the firing unit with a Fired marker and the targeted hex with the Fired Slayer marker. In subsequent enemy impulses, during the same Operations Phase, the unit can Opportunity Fire at enemy units that move in or adjacent to the hex containing the Fired Slayer marker. To do so, however, the firing unit must first pass a Morale Check (MC). If the unit passes the MC, it fires on the designated hex with 0 FP. If the unit fails the MC, remove the Fired Slayer marker.
The Ambush
- Leader or Hero
- Single-use
- Utilize this Skill whenever a unit enters an enemy-occupied hex or moves adjacent to it.
- Roll 1d6 and place the forces allotted in the table in or adjacent to the user's hex (even if enemy-occupied). Reinforcements assume the activation status of the user and must be of the user's type (NKVD, SS, etc.), but randomly selected.
| 1D6 Result | Reinforcements |
|---|---|
| 1 | Nothing |
| 2 | Half-Squad, MG SW |
| 3, 4 | Squad, MG SW |
| 5, 6 | 2 x Squads |
Speedy
- Leader or Hero
- Add 2 Movement Points (MPs) to this Hero or to the Leader and all units in the Leader's hex.
- MMCs (not WTs) Double-Timing with this Leader have 8 MPs.
- If units in the Leader's hex are Assault Movement capable, they can expend up to 4 MPs and then fire, or Assault fire and then move up to 4 MPs.