Core of Heroes and Leaders mod

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asl3d
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RE: Core

Post by asl3d »

Full squads HaL mod vs ASL

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RE: Core

Post by asl3d »

SAND DUNE

A dune is a landform composed of wind- or water-driven sand. It typically takes the form of a mound, ridge, or hill. Dunes are most common in desert environments, where the lack of moisture hinders the growth of vegetation that would otherwise interfere with the development of dunes. Dunes occur in different shapes and sizes, but most kinds of dunes are longer on the stoss (upflow) side, where the sand is pushed up the dune, and have a shorter slip face in the lee side.

The darker-yellow artwork along Dune hex indicates the Dune's Line Crest.

A Sand Dune hex is Open Ground for the purposes of LOS.

A Ground level Sand Dune hex is a zero Level obstacle through the entire hex that blocks the LOS traced at the same level between the firer and target.

A Sand Dune is a Sand Hillock and units in a Dune hex are assumed to be right on the Dune Crest Line, and therefore located slightly above the surrounding terrain but he is not considered to be at a higher level.

A Sand Dune hex has no TEM for fire traced into it.

The Infantry/Cavalry can enter a Sand Dune hex with a cost of 2 MF.

It cost 2 MP for fulltracked vehicles to enter a Sand Dune hex.

It cost 4 MP for halftracked vehicles to enter a Sand Dune hex.

It cost 7 MP for Vehicles with only wheels to a Sand Dune hex.

Vehicle Overrun against a Sand Dune hex is not permitted.

A Sand Dune hex prevent a mortar attack.

No Pillbox, Trench, Sangar Wire, Minefield, Barricades or Roadblock, may be set up in a Sand Dune hex.

During a scenario, a Blaze is not allowed to be declared at a Sand hex, although it's possible that a Smoke exists in a Sand Dune hex from the beginning of a scenario.

Partisan Cheap Move is allowed in an Sand hex.

Special Move is allowed in an Sand hex.

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RE: Core

Post by asl3d »

CACTUS PATCH

The Indian fig cactus is an important in Sicily, Algeria and other North African countries, although almost any fleshy cactus fruit is edible.

A Cactus Patch hex is the equivalent of a Orchard hex for all purposes except as modified below.

A Cactus Patch hex is not a LOS obstacle, but it does Degrading the LOS traced at the same level between the firer and target.

A Cactus Patch hex is a Level 1 hindrance to the LOS traced through the hex.

A Cactus Patch hex has a TEM +1 for fire traced into it.

The Infantry/Cavalry can enter a Cactus Patch hex with a cost of 1 MF.

It cost 2 MP for fulltracked vehicles to enter a Cactus Patch hex.

It cost 5 MP for halftracked vehicles to enter a Cactus Patch hex.

It cost 7 MP for Vehicles with only wheels to a Cactus Patch hex.

A Cactus Patch hex is a Whole hex for the purposes of the LOS drawn through it.

Vehicle Overrun against a Cactus Patch hex is permitted.

A Cactus Patch hex not prevent a mortar attack.

Fortifications, Wire, Minefield, Barricades or Roadblock, are not allowed in Cactus Patch hex.

During a scenario, a Blaze is not allowed to be declared at a Cactus Patch hex, although it's possible that a Blaze or Smoke exists in a Cactus Patch hex from the beginning of a scenario.

Partisan Cheap Move is allowed in a Cactus Patch hex.

Scout Special Move is allowed in a Cactus Patch hex.

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RE: Core

Post by asl3d »

HILLOCK

A desert Hillock was usually not much more than a swell in the flatness of the landscape, and was sometimes referred to by the British as a "pimple". It could provide vital cover and power of observation; hence the presence of one could dominate a tactical situation. It typically takes the form of a mound, ridge, or hill.

A Hillock hex is the equivalent of a Desert Dune hex for all purposes except as modified below.

The darker-brown artwork along Dune hex indicates the Hillock's Line Crest.

Ground level Hillock hex is a one Level obstacle through the entire hex that blocks the LOS traced at the same level between the firer and target.

A Hillock hex is located 1 level above the surrounding terrain.

A Hillock hex has no TEM for fire traced into it.

The Infantry/Cavalry can enter a Hillock hex with a cost of 2 MF.

It cost 2 MP for fulltracked vehicles to enter a Hillock hex.

It cost 3 MP for halftracked vehicles to enter a Hillock hex.

It cost 4 MP for Vehicles with only wheels to a Hillock hex.

Vehicle Overrun against a Hillock hex is not permitted.

A Hillock hex prevent a mortar attack.

No Pillbox, Trench, Sangar, Wire, Minefield, Barricades or Roadblock, may be set up in a Hillock hex.

During a scenario, a Blaze is not allowed to be declared at a Hillock hex, although it's possible that a Smoke exists in a Hillock hex from the beginning of a scenario.

Partisan Cheap Move is not allowed in an Hillock hex.

Special Move is not allowed in a Hillock hex.

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RE: Core

Post by asl3d »

DUST

Dust can occur in a number of ways. Moving vehicles, artillery bombardment, bombing, the weather, and other factors could all distinctly impair visibility during a desert battle by creating a ubiquitous pall of dust. In fact, dust was probably the single most effective type of "cover" available in that theater. Vehicles fleeing from the enemy often escaped destruction thanks to the dust they raised, which effectively acted as a smoke screen. A mass of moving vehicles, or a heavy artillery bombardment, could reduce visibility in the affected area to fifty yards or less.

The Dust is a type of desert terrain whose surface is strewn with little loose and small stones, many of them in suspension. It reduced the speed of vehicles to a crawl and severely punished their tires and suspensions, while increasing the fragmentation effect of exploding shells, thus providing an extra danger to infantry and soft-skinned vehicles in the vicinity. Another wind-related aspect of the North African environment is the desert sandstorm, or khanisin in Arabic.

A Dust hex is the equivalent of a normal Smoke hex for all purposes except as modified below.

A Dust hex is formed in an Open Ground or Sand hex and is considered as such for all purposes other than movement costs.

Ground level Dust hex is a two-Level Hindrance through the entire hex that degrade the LOS traced at the same level between the firer and target.

A Dust hex is a Whole hex for the purposes of the LOS drawn through it.

A Dust hex has no TEM for fire traced into it.

The Infantry/Cavalry can enter a Dust hex with a cost of 2 MF.

It cost 2 MP for fulltracked vehicles to enter a Dust hex.

It cost 2 MP for halftracked vehicles to enter a Dust hex.

It cost 2 MP for Vehicles with only wheels to a Dust hex.

Vehicle Overrun against a Dust hex is not permitted.

A Dust hex not prevent a mortar attack.

Wire, Minefield, Barricades, Pillbox, Trench, Sangar or Roadblock, may be set up in a Dust hex.

It's not possible that a Blaze or Smoke exists in a Dust hex from the beginning of a scenario.

Partisan Cheap Move is not allowed in a Dust hex.

Special Move is not allowed in a Dust hex.

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RE: Core

Post by asl3d »

DESERT DEIR

A Desert Deir is a concavity in the landscape, a terrain inconspicuous indentation that could provide protection if the enemy were not too near or at a higher elevation. This terrain feature is an area of ground lower than the surrounding terrain.

A Desert Deir is a concavity formed by a "continuous slope" that occupies most of the surface of its hex.

The Crest Line of a Desert Dier is close to the hexside and the terrain spreads into the depression interior, creating a "continuous slope" and making the hexes on the perimeter of the concavity more difficult to occupy than the rest of hexes inside or outside the depression.

The interior concavity of a Desert Dier is also sand except as altered by the presence of Scrub or Hammada.

The concavity formed by a Desert Dier is 1 level lower than the surrounding hexes.

Units in a Desert Dier hex are on the same level as all other hexes inside the terrain concavity.

A Desert Deir hex is Open Ground for the purposes of LOS and is neither a Hindrance nor an obstacle to LOS.

A Desert Deir hex has no TEM for fire traced into it.

The Infantry/Cavalry can enter a Desert Deir hex with a cost of 2 MF.

It cost 2 MP for fulltracked vehicles to enter a Desert Deir hex.

It cost 5 MP for halftracked vehicles to enter a Desert Deir hex.

It cost 8 MP for Vehicles with only wheels to a Desert Deir hex.

Vehicle Overrun against a Desert Deir hex is permitted.

A Desert Deir hex not prevent a mortar attack.

Wire, Minefield, Barricades or Roadblock, may not be set up in a Desert Deir hex.

No pillbox, Trench or Sangar may be set up in a Desert Deir hex.

During a scenario, a Blaze is not allowed to be declared at a Desert Deir hex, although it's possible that a Smoke exists in a Desert Deir hex from the beginning of a scenario.

Partisan Cheap Move is not allowed in a Desert Deir hex.

Special Move is not allowed in a Desert Deir hex.

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RE: Core

Post by asl3d »

OLIVE GROVE

The cultivation of olive oil is historically traditional in North Africa. Olive oil is obtained from olives grown in Olive Groves built in valleys and on terraced hills.

A Olive Grove hex is the equivalent of a normal Orchard hex for all purposes except as modified below.

A Olive Grove is not a LOS obstacle, but it does degrade the LOS traced at the same level between the firer and target.

Ground level Olive Grove hex is a zero Level Hindrance through the entire hex that degrade the LOS traced at the same level between the firer and target.

A Olive Grove hex is a Whole hex for the purposes of the LOS drawn through it.

A Olive Grove hex has a TEM +1 for fire traced into it.

The Infantry/Cavalry can enter a Olive Grove hex with a cost of 1 MF.

It cost 2 MP for fulltracked vehicles to enter a Olive Grove hex.

It cost 4 MP for halftracked vehicles to enter a Olive Grove hex.

It cost 8 MP for Vehicles with only wheels to a Olive Grove hex.

Vehicle Overrun against a Olive Grove hex is not permitted.

A Olive Grove hex prevent a mortar attack.

Wire, Minefield, Barricades or Roadblock, may not be set up in a Olive Grove hex.

No pillbox, Trench or Sangar may be set up in a Olive Grove hex.

During a scenario, a Blaze is not allowed to be declared at a Olive Grove hex, although it's possible that a Blaze or Smoke exists in a Olive Grove hex from the beginning of a scenario.

Partisan Cheap Move is allowed in an Olive Grove hex.

Special Move is allowed in an Olive Grove hex.

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RE: Core

Post by asl3d »

SAND DEIR

A Deir of Sand is a concavity in the landscape, an sand inconspicuous indentation that could provide protection if the enemy were not too near or at a higher elevation. This terrain feature is an area of ground lower than the surrounding terrain.

A Deir of Sand is a concavity formed by a "continuous slope" that occupies most of the surface of its hex.

The Crest Line of a Dier of Sand is close to the hexside and the sand spreads into the depression interior, creating a "continuous slope" and making the hexes on the perimeter of the concavity more difficult to occupy than the rest of hexes inside or outside the depression.

The interior concavity of a Dier of Sand is also sand except as altered by the presence of Scrub or Hammada.

The concavity formed by a Dier of Sand is 1 level lower than the surrounding hexes.

Units in a Dier of Sand hex are on the same level as all other hexes inside the sand concavity.

A Deir of Sand hex is Open Ground for the purposes of LOS and is neither a Hindrance nor an obstacle to LOS.

A Deir of Sand hex has no TEM for fire traced into it.

The Infantry/Cavalry can enter a Deir of Sand hex with a cost of 2 MF.

It cost 2 MP for fulltracked vehicles to enter a Deir of Sand hex.

It cost 5 MP for halftracked vehicles to enter a Deir of Sand hex.

It cost 8 MP for Vehicles with only wheels to a Deir of Sand hex.

Vehicle Overrun against a Deir of Sand hex is permitted.

A Deir of Sand hex not prevent a mortar attack.

Wire, Minefield, Barricades or Roadblock, may not be set up in a Deir of Sand hex.

No pillbox, Trench or Sangar may be set up in a Deir of Sand hex.

During a scenario, a Blaze is not allowed to be declared at a Deir of Sand hex, although it's possible that a Smoke exists in a Deir of Sand hex from the beginning of a scenario.

Partisan Cheap Move is not allowed in an Deir of Sand hex.

Special Move is not allowed in an Deir of Sand hex.

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Re: Core of Heroes and Leaders mod

Post by asl3d »

VINEYARD

The cultivation of wine is historically traditional in North Africa. Wine is obtained from wine grown in Vineyards built in valleys and on terraced hills.

A Vineyard hex is the equivalent of a normal Orchard hex for all purposes except as modified below.

A Vineyard is not a LOS obstacle, but it does degrade the LOS traced at the same level between the firer and target.

A Vineyard hex is a Whole hex for the purposes of the LOS drawn through it.

Ground level Vineyard hex is a zero Level Hindrance through the entire hex that degrade the LOS traced at the same level between the firer and target.

A Vineyard hex is a Whole hex for the purposes of the LOS drawn through it.

A Vineyard hex has no TEM for fire traced into it.

The Infantry/Cavalry can enter a Vineyard hex with a cost of 1 MF.

It cost 1 MP for fulltracked vehicles to enter a Vineyard hex.

It cost 4 MP for halftracked vehicles to enter a Vineyard hex.

It cost 8 MP for Vehicles with only wheels to a Vineyard hex.

Vehicle Overrun against a Vineyard hex is not permitted.

A Vineyard hex prevent a mortar attack.

No Wire, Minefield, Barricades or Roadblock, may be set up in a Vineyard hex.

No pillbox, Trench or Sangar may be set up in a Vineyard hex.

During a scenario, a Blaze is not allowed to be declared at a Vineyard hex, although it's possible that a Blaze or Smoke exists in a Vineyard hex from the beginning of a scenario.

Partisan Cheap Move is allowed in a Vineyard hex.

Special Move is allowed in a Vineyard hex.
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Re: Core of Heroes and Leaders mod

Post by asl3d »

Desert Warriors new Core Pack coming soon
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Re: Core of Heroes and Leaders mod

Post by asl3d »

Desert Warriors Core news
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Re: Core of Heroes and Leaders mod

Post by asl3d »

The release 7.0 of Heroes and Leaders mod is already available in this same "thread", in the post # 1:

tm.asp?m=4354865#

The main news contained in current release of Heroes and Leaders mod are:

New German Deutsches Afrikakorps units, version of March 7, 2022

New British Army units, version of March 7, 2022

New Italian Army units, version of March 7, 2022

New terrain file for Heroes and Leaders mod expansion "Desert Warriors"

New Units file for Heroes and Leaders mod expansion "Desert Warriors"

New Sprites file for Heroes and Leaders mod expansion "Desert Warriors"

New event file

New “hexes” files

New rules

Complete scenarios of Heroes and Leaders Historical Module "Ardennes"

Errata modifications and corrections.
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asl3d
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Re: Core of Heroes and Leaders mod

Post by asl3d »

New Core Pack is coming
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Re: Core of Heroes and Leaders mod

Post by asl3d »

The release 8.0 of Heroes and Leaders mod is already available in this same "thread", in the post # 1:

tm.asp?m=4354865#

The main news contained in current release of Heroes and Leaders mod are:

Complete scenarios of Heroes and Leaders mod Expansion "Desert Warriors"

Complete scenarios of Heroes and Leaders mod Historical Module "Ardennes", version of October 10, 2022, made by Chinchin

New Units file

New Sprites file

New event file

Errata modifications and corrections
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Hellway
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Re: Core of Heroes and Leaders mod

Post by Hellway »

Superb, thanks. I try to play with the counters (not the graphical units) but nothing change when I make this choice in the options menu (always Graphical counters in all version of the mods). Any help ? Need to copy the Mods Counters folder in the counters folder of the game maybe ?


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CHINCHIN
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Re: Core of Heroes and Leaders mod

Post by CHINCHIN »

You have to unzip the files and overwrite them in:

C:\Matrix Games\Lock n Load Heroes and Leaders mod\Heroes and Leaders mod\Counters

https://www.matrixgames.com/forums/view ... 6&t=332200
My native language is Spanish, and no English language mastery, sorry.
CHINCHIN
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Re: Core of Heroes and Leaders mod

Post by CHINCHIN »

I just installed and checked, it seems that Asl3d put the single maps in the scenarios by error, these scenarios cannot be played since they are only maps. Play the scenarios that don't end in "single", they work fine.
My native language is Spanish, and no English language mastery, sorry.
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Hellway
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Re: Core of Heroes and Leaders mod

Post by Hellway »

Gracias, ya tengo el mod de contadores 1.1 pero ¿es posible jugar con tus contadores (los que ya están incluidos en la carpeta del mod una vez instalados) o tengo que usar la versión 1.1 que mencionas en tu respuesta? Intento jugar con las fichas (no las unidades gráficas) pero nada cambia cuando hago esta elección en el menú de opciones (siempre fichas gráficas en todas las versiones de los mods).

Traducción realizada con la versión gratuita del traductor www.DeepL.com/Translator
CHINCHIN
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Re: Core of Heroes and Leaders mod

Post by CHINCHIN »

The options menu does not change anything regarding silhouettes or counters. You have to overwrite all the counters mod files, above the Heroes and leaders mod, in the folder:

C:\Matrix Games\Lock n Load Heroes and Leaders mod\Heroes and Leaders mod\Counters
My native language is Spanish, and no English language mastery, sorry.
CHINCHIN
Posts: 574
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Re: Core of Heroes and Leaders mod

Post by CHINCHIN »

To prevent the single maps from appearing in the scenarios to play, delete all the files that end in "single" in the folder:

C:\Matrix Games\Lock n Load Heroes and Leaders mod\Heroes and Leaders mod
My native language is Spanish, and no English language mastery, sorry.
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