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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:

Infantry Combat in Point Blank
over 2 years ago – Thu, Aug 26, 2021 at 03:28:54 AM

As we move into the larger world of unlocking stretch-goals and adding more content to V is for Victory, lets take a closer look at what you'll be doing with it. Starting off, let's see what a round of infantry combat in Point Blank looks like close up.

The setup: 2 unspotted Airborne units, one equipped with a “BAR” support weapon and Lt. Mason occupy a Wood Building in sector B2 on the US player side. Their target:  2 spotted German infantry units that occupy   “The Manor House” Objective card in Middle Sector B0, 2 Sectors away with a clear Line of Sight.

The US player has a fire card in his hand, and for his impulse will play it on the Airborne Unit with the BAR in B2. The US Player announces the attack and the target. Sector B2 is marked spotted and EACH unit in the sector is marked with a Fatigue 1 counter generated because of the fire action (Leaders do not become fatigued).

The US player begins his attack by totaling the Fire Power of his forces for the attack and checks the range of their weapons. The range of the airborne units is 2 and their BAR support weapon range is 3. 

The US Player wants to include the second Airborne unit in the Sector, and forms a fire group consisting of the Airborne Squad equipped with the BAR and that second Airborne Squad. Lt Mason will add his leadership when the time comes.

The base attack for the US Airborne infantry is 2 (red circled number) and the BAR support weapon are added together 1 (red circled number) for a total of 3. The US fire group formation adds all other participating units and then halves their firepower rounded up. There is only one other unit in the stack that will participate and they will contribute their 2 firepower halved rounded up which results in 1 firepower. Finally Lt. Mason adds his leadership modifier of 1 to the attack. The total firepower is totaled and results in a 5 firepower attack.

The Germans total their defense of the attack using the defensive modifier printed on the objective/terrain card which is a 3 defensive modifier. They will also play from their hand a Cover card action which will give them an additional 2 defensive modifier. The total defensive modifier is 5.

The US Player draws an action card from the top of the action deck to determine the d6 check. The result is an action card with a 5 “pip”. This number is added to their firepower of 5 resulting in a final firepower attack result of 10.

The German player now draws an action card from the top of the action deck to determine their d6 check. The result is an action card with a 3 “pip”. This number is added to their defensive modifier of 5 resulting in a total defense of 8.

If the attacking firepower is higher the result is a successful attack and a damage check would be made. If the defensive total was higher, there would be no effect on the German infantry and the US action would be complete.

The US player attack is successful because their firepower total is higher than the German defensive roll total. US = 10 and the German = 8. Since the US player attack was successful there is now a Damage Check that must be performed on the German infantry. The German defensive total is subtracted from the US firepower total which results in a 2.

The German player must now perform a damage check on each unit that is in the stack that was attacked.

For the first Infantry Squad, the German player draws an action card from the top of the action deck for a d6 check. This d6 check is added to the damage check modifier (which in this case is 2) and is compared to their morale number printed on that German Infantry Unit's card (Blue circled number). If the result is higher than their morale they are shaken. If it is equal or lower they survive the attack. The d6 check is a 3. The 3 is added to the damage check of 2 and the result is a 5. This result is compared to their morale number of the German unit which is a 5. The check did not exceed the morale number and the German unit survived the attack.

That takes care of the first German Infantry Squad, but now we need to make a damage check for the second Squad. Again, the top card of the action deck is drawn resulting in a 5 “pip” d6 result. This number is added to the damage check of 2 resulting in a 7.

Since the moral of the second German Infantry Squad is identical to the first, this result will be higher, meaning the Unit is now "Shaken" and that unit is marked with a shaken marker.

And that concludes the attack action of the US player. I hope this gave you a little insight into the unique mechanics of Point Blank's combat. Stay tuned for more updates like this one, and hopefully more stretch goal unlock updates to show off the cool new toys these boys will have to play with and the new battlefields they'll be fighting across!

Point Blank and Point Blank solo system are fully funded
over 2 years ago – Sun, Aug 22, 2021 at 07:30:31 AM

Thank you all for your support thus far! The game along with the solo system are fully funded! Now on to the British Paras!

Thank you

UK Para Funded!
over 2 years ago – Sun, Aug 22, 2021 at 07:30:24 AM

Thank you all for getting the UK Para into the game! Now lets give them something to do and unlock their scenarios!

Live Point Blank Discussion - Friday August 20, 2021 7PM CST
over 2 years ago – Sat, Aug 21, 2021 at 02:58:53 PM

Join us for a Live talk about our new Point Blank game system and our ongoing Kickstarter.  This Friday, August 20, 2021, at 7 PM CST.

Whiskey Charlie: https://youtu.be/4TQWPdQRPic