Tag Archives: Zabek

A Visit With LNL Publishing – Old Roads Well Trodden

Jim Zabek, 17 October 2014

Following up his visit to Colorado, Jim drops some more Lock’n’Load news in our lap.

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Old Roads Well Trodden

Last week Grogheads published my initial take of a visit to LnL Publishing. Along with me, Dave Lowry also visited LnL Publishing and his article can be found on Clubfantasci.com. Between our articles a number of questions were raised by readers regarding the direction of the company. It is not the intention of this article to address every question raised, but rather to share additional information which should give readers a sense as to the overall direction LnL Publishing will take. Hopefully many of the questions out there will be given answers.

LnL Publishing’s roots are firmly established in traditional tabletop warming. Readers concerned that LnL might depart from those roots should rest at ease: all that printing equipment recently purchased is of little use to electronic games. Yes, LnL is interested in expanding its horizons into different genres and media, but gamers should rest assured that Mark Walker continues to work on boardgame designs.

What can gamers expect to see in the near future? I already hold in my hands (well, technically it’s in the chair next to me as I type) World at War Compendium 2. A reprint of Compendium 1 is also in my possession. Printed and sealed in a plastic bag, it lacks only counters, which have to be printed overseas, in order to ship out the door.


The new Compendium includes additional maps, along with the scenarios, counters, and AARs.

A Visit With LNL Publishing – The Overview

Jim Zabek, 11 October 2014

J-Z spent a few days hanging out with the LNL crew in Colorado.  There’s plenty more to come, but here’s a little wet your whistle.

Several months ago I chatted with Mark Walker, founder of Lock ‘n Load Publishing (since renamed to LNL Publishing – lnlpublishing.com) about the resent sale of Lock ‘n Load. In the interview Mark made it clear that he would still be the creative juggernaut behind his game series such as World at War, Nations at War, and of course the series which started it all, Lock ‘n Load.

 Click images to enlarge.  Really enlarge…

LNL's new lobby

LNL’s new lobby

Tactics in Wolfenstein: The New Order

Jim Zabek, 10 September 2014


The release of Wolfenstein: New Order has thrilled the FPS community with its intricate gameplay and graphics.  Here at GrogHeads we’ve been keeping an eye on it, and after multiple hours of gameplay we’ve worked out some excellent tactical tips and tricks for you.

GrogHeads Interviews Mark H. Walker

Jim Zabek & Mark Walker, 30 July 2014

GH: Hi Mark. It’s been a while since we last chatted. A lot of events have transpired since then, not the least of which is your latest book, Desert Moon. Can you tell us how you took your first novel, A Craving for Blood, and updated it to Desert Moon?

Mark: It’s been completely re-edited. Both a copy and structural edit. Additionally I rewrote passages that I didn’t like, and deleted others. The basic story remains the same–the enslaved people of a planet fight against overwhelming might with ancient military hardware. Ancient being Abrams tanks and their ilk. Additionally, I felt that the new cover and title better fit the novel. Finally, it’s great to expose the vast Kindle Direct Publishing audience to the book.


Of course, writing novels isn’t the only thing you’ve done. After successfully launching a game publishing company, Lock n Load, and running it for several years, you turned around and sold it. Can you tell us more about that decision?

It was part financial and part total-freaking-burnout. I’m proud of the fact that between June of 2006 and March of 2013, I was able to not only make and produce some pretty damn good products, but also support a family of five with those products. But I grew tired of living on the financial edge, and even more tired of working seven days a week, 52 weeks a year. Make no mistake, I understand how lucky I was. It’s a dream job, but I was ready to move on.

Flashpoint Campaigns: Red Storm AAR Part 5 – Conclusion

When we left Part 4 I was sensing the tide of the battle had shifted. The Soviet offensive was stalled and I decided to start pushing forward and take advantage of their degrading communications and battered offensive forces. Make no mistake – the Soviets can still pack a punch. They have plenty of armor and massive amounts of artillery that can quickly reduce my small force to nothing if I’m not careful. But if I do this right I can capture some objectives, score some points and crush the Soviets.

Turn 11 – 26 minutes elapsed

The game is now four hours and twenty-six minutes into the fight. The scenario can run another five and a half hours, but I think the Soviets are in trouble. What I’m not feeling good about is the lack of damage I’ve taken. Aside for the beating my engineers took up north, I’m in good shape. Usually the Soviets beat me more badly. That tells me there’s some tough fighting yet to be done. Hopefully we can keep on the move and stay out of their artillery umbrella.

My luck is holding. Because my troops are on the move several barrages of Soviet artillery fall on empty fields in the south. Keep moving, men!

The mines I drop on a VP take out a couple of units. They’re hidden from me, but I hear the reports of their explosions. Fighting in the south heats up with heavy exchanges between all visible units. A suspected Soviet recce platoon is spotted near my HQ area and my mechanized units moving north to the central objective spot it and take it under fire. More Soviet artillery misses and we continue to push forward.

The turn comes to a close. Lots of Soviet artillery has fallen and none of it has found its mark. I intend to keep that streak going by making some unpredictable changes to the line of movement of some of my units.

Around the middle objective I can see more units now, including a stack of about nine tanks. Tempting as that may be for my MLRS I’m going to use my regular artillery to fire at it.

Turn 12 – 27 minutes elapsed

This round goes badly for me. The Soviet ground forces aren’t much of a threat, but their artillery seems to be everywhere and on target. Entire units go from full strength to zero and it hurts. Normally this kind of response is only drawn when I’m in proximity to an important HQ unit. The suspected air defense unit to the far east of the southern approach is probably more than it appears. The VPs around Dudenhofer to the south are clearly must-haves for the Soviets as they appear to be throwing everything they have at them to retake the VPs I have captured.

Soviet Armor pushes south toward Dudenhofer.

Soviet Armor pushes south toward Dudenhofer.

Turn 13 – 21 minutes elapsed

Note my decision cycle has decreased to 21 minutes while the Soviets have an estimated 37. I’m moving at almost twice their speed. Their success with artillery is probably due to the fact that it’s in LOS of mine and giving direct support to critical HQ units. Let’s see if we can break that pattern now.

There is now a significant cluster of units south of Weiskirchen and it’s time to bust out the MLRS.



I also order artillery to take out the suspect HQ unit to the far east of the southern objective, while my other artillery battery targets the nine tanks north of Jugesheim.