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Point Blank - V is for Victory

Created by Lock 'n Load Publishing

Point Blank is a card game of squad-level combat in World War II that is inspired by the Lock 'n Load Tactical game system.

Latest Updates from Our Project:

Point Blank V is for Victory Now Available for Tabletop Simulator
over 2 years ago – Sat, Aug 28, 2021 at 09:31:38 AM

Point Blank V is for Victory is Available for Tabletop Simulator.

We like to thank Uwe Bech for making our Tabletop Simulator (TTS) module.  The module is available for anybody that owns Tabletop Simulator on Steam.  To find our module on TTS via Steam in the workshop area.  Do a search for Point Blank and then hit the subscribe button. That's how you will get the module attached to your TTS account in Steam and it will be in there when you fire up the game.

when you go into TTS you will see a menu with 'Join' and 'Create', for now just hit the Create Button and you will see three options, Single Player, MultiPlayer, and Hot Seat.  If you are just want to look around select Single Player.  Now four categories will be available.  Classic, DLC, Workshop, and Load.  Any modules that you have subscribed to will show up in the DLC.  So click on that and it will have a list of all the mods you have subscribed to and can play.   If you have subscribed to the Point Blank module you'll see it there and just click on that to start the game up!

https://steamcommunity.com/sharedfiles/filedetails/?id=2585715872&searchtext=

Point Blank Game Mechanics Video
over 2 years ago – Fri, Aug 27, 2021 at 10:43:49 PM

Here is a video of some of the Point Blank game mechanics.

YouTube Link: https://youtu.be/1hC7_ULdwi8

Armored Fighting Vehicle Combat Example
over 2 years ago – Thu, Aug 26, 2021 at 08:39:32 PM

We've seen how infantry handle combat, now lets look at the big guns. It is the US player turn and they play a Fire Action card on a US M4A1 Armored Fighting Vehicle (AFV) in sector B1, in Woods terrain on the US player side. The US player wants to target a German Pz IIIj AFV in sector C2 on the German player side who is in Brush terrain.

The Fire action is played but before it resolves the US player must check the Line of Sight (LOS) and the Range to the target to determine if they may conduct their attack.

The US player checks the LOS between the US M4A1 and the German Pz IIIj. Since the LOS crosses the 0 sector row a LOS check is made from the US AFV sector B1 to the B0 sector.  There is no terrain in sector B0. The German AFV in C2 checks its LOS from its C2 Sector to the C0 sector. There is brush terrain in C0 which degrades the LOS between the 2 vehicles. However LOS between the 2 vehicles is established.

The US player now establishes the range to the target German AFV. The player counts the number of sectors between his sector to the target. When counting the range the player never includes the starting sector (in this case the US AFV in B1). He begins count at B0 and counts up the Area (column) to B2 on the German player side. Once in the same sector row the US player counts the distance between Areas which is 2. (The distance between Areas on the map board is always 2). This would put the range at 5, 3 sectors to row B2 and 2 for crossing the Area boundary into C2.

Once LOS and the range have been established the fire calculations can be determined.

To target the German AFV with the M4A1 ordnance the player refers to the colored ribbon at the bottom of the attacking AFV’s card. There are 3 colors that are Red, Yellow, and White. Each color represents a set of range distance to the target. Red = 1 to 2 sectors, Yellow represents 3 to 5, and White represents any target at 6 or more sectors.

Within each color on the ribbon are a set of numbered values that are used to target an enemy opponent at the range within the ribbon color. The first number in the ribbon color section represents the “to-hit” value. This number must be below or equal to the value using a 2d6 check to score a hit. If the “to-hit” number exceeds the “to-hit” number then the shot is a miss.

The second number after the dash on the ribbon is the penetration number and is used after a hit is scored to determine if the target of the attack has been destroyed.

In this example the LOS has been established and the range to the target was determined to be 5. The US player refers to the yellow section of the M4A1 ribbon to determine the “to-hit” number. The M4A1 “to-hit” number is a 6. The US player will conduct the attack by making a 2d6 check and subtracting or adding any modifiers to the attack.

The German AFV is in Brush terrain which adds +1 to the US attack and there is degrading terrain which also adds a +1 to the attack.

The US player will now conduct a 2d6 check adding the modifiers to his check needing to score a 6 or less.

The US player draws 2 cards from the top of the Action card deck and checks the pips on each card to get a total. The cards drawn contain a 1 “pip” and a 3 “pip” which results in a total of 4. The US player now adds the modifier total which is +2 to the check which makes the final total 6. This is compared to the “to-hit” number on the yellow section of the ribbon which is a 6. The result is equal so a hit is now scored!

After a hit is scored the Target AFV of the attack determines if it survives the hit. To determine this the US player must determine their penetration result. The US player looks at the second number after the dash in the yellow part of the ribbon which is a 3 and adds this value to a d6 check. The US player draws the top card of the action deck and the result is a card with the 4 “pip”. This is added to the penetration number (3) and is totaled. The result is 7 (3+4).

The German Armor now makes a check by conducting a d6 check and adding the number to its armor value (its protection from attacks). There are 2 armor values available to an AFV. A Front and a Flank. A Front armor value is used if the attack is coming towards the front of the vehicle and the Flank is used if the attack is coming from the side or from behind the target vehicle.

In this example the attack is made against the front of the attack and the Front Armor number will be used. The target, a Pz IIIj AFV has a front armor value of 3. The German player draws the top card from the action deck and result is a 2 “pip”. The d6 (2) is added to the Front Armor (3) which results in a 5.

The penetration result (7) is higher than the armor protection result (5) which indicates that the Pz IIIj AFV has been destroyed.

Replace the Pz IIIj AFV card with a Wreck card to indicate that a vehicle has been destroyed in that sector.

That covers AFV combat. We'll be back with more info about the unique mechanics of Point Blank!

Major Project Update: Stretch Goals UPDATED and IMPROVED
over 2 years ago – Thu, Aug 26, 2021 at 07:40:30 AM

We made some major changes to our Stretch Goals for Point Blank.  You will find that we have combined and changed the amounts that unlock our Stretch Goals, making them easier to reach.  We will also be releasing some new game write-ups and videos over the next few days.

Thank you for your support.



Stretch Goal #3 British Airborne Scenarios UNLOCKED
over 2 years ago – Thu, Aug 26, 2021 at 07:38:50 AM


Thank You, Everyone, Stretch Goal #3 has been unlocked.  You will receive three new scenarios to go with your newly unlocked British Airborne Units.