Lock 'n Load Tactical Starter Kit: Is It Right for New Players?
By Lock n Load Publishing | Published: 2026-10-15
Category: Product Reviews
A practical buying guide to the Lock 'n Load Tactical Starter Kit. Learn what's inside, who it suits, and how to decide if it's the right entry point for you.
Quick answer
The Lock 'n Load Tactical Starter Kit is a low-risk way to try the system before committing to a full core game. It includes two introductory scenarios and a streamlined rulebook that teaches the same core mechanics used in the full series. If you're new to tactical wargames and want to see if the impulse-turn style suits you, this is the right starting point. If you already know you enjoy the system, skip straight to a core module.
What you actually get in the Starter Kit
The Starter Kit is built around two scenarios: one set in Normandy and one in Vietnam. These aren't simplified versions of the game—they use the same rules as the full Lock 'n Load Tactical series, just pared down to what those two situations require. You get counters, maps, and a rulebook that covers squads, leaders, and the impulse turn system. The impulse turn is the heart of the system: instead of moving all your units then waiting for your opponent, you alternate activating individual units or small groups. That keeps both players engaged and creates tough decisions about when to push and when to hold back.
How hard is it to learn?
The Starter Kit is designed as a learning tool. The rulebook focuses only on what you need for the two scenarios, so you're not reading about artillery, vehicles, or advanced terrain rules that don't appear on the included maps. Most players with some board game experience can get through the first scenario in an evening. The impulse system is intuitive once you see it in action, and the scenarios are small enough to play in 60–90 minutes. That said, it's still a tactical wargame: you'll need to think about line of sight, cover, and morale. If you've never played a hex-and-counter game before, expect a learning curve, but the Starter Kit is one of the gentler introductions available.
Starter Kit vs. jumping into a full core game
The main trade-off is content versus commitment. The Starter Kit gives you two scenarios and the core rules, but it doesn't include the full range of units, vehicles, or nationalities found in a core module like Heroes in Defiance or Heroes of North Africa. If you're unsure whether you'll enjoy the system, the Starter Kit is the smart buy—you spend far less and still get the authentic experience. If you're already confident you like tactical wargames and want the full breadth of the system, a core game gives you more scenarios, more units, and more replayability right away. The Starter Kit's rules are compatible with the full series, so anything you learn carries over.
What to consider before buying
Think about your opponent. The Starter Kit is a two-player game, and the impulse system shines when both players are engaged. If you mostly play solo, you can play both sides, but the tension is different. Also consider your interest in the settings: Normandy and Vietnam are the two included scenarios. If neither appeals, you might prefer a core game set in a theater you find more compelling. Finally, check whether you want a companion book later. The Heroes of Normandy Companion Book and Heroes of North Africa Companion Book add scenarios and historical context, but they assume you already own the corresponding core game—they're not standalone expansions for the Starter Kit.
Decision rules for buying the Starter Kit
- If you're new to tactical wargames: Buy the Starter Kit. It teaches the core system with minimal rules overhead and two self-contained scenarios. Low risk, high learning value.
- If you already own a Lock 'n Load Tactical core game: Skip the Starter Kit. You already have the full rules and more scenarios. Consider a companion book instead for extra content. Don't duplicate rules you already know.
- If you prefer a specific theater: The Starter Kit only includes Normandy and Vietnam. If you want North Africa or 1940 France, go straight to the corresponding core game or companion book. Match the setting to your interest.
- If you're unsure about the impulse system: Watch a playthrough video or read the rulebook excerpt online. The impulse turn is central to the experience—if it doesn't appeal, the system may not be for you. Try before you commit.
Key products for new players
- Lock ‘n Load Tactical: Starter Kit: Two introductory scenarios put you in command, one in Normandy and one in Vietnam. The rules here are the rules the full games use, cut down to what those two scenarios actually need. You get a genuine taste of the system without buying a full core game first.
- Lock 'n Load Tactical: Heroes in Defiance: The French army in 1940 had more tanks than the Germans and some of them were better. Six weeks later it was over. What happened in between happened at the level of a road junction, a bridge and a village. If you enjoy the Starter Kit and want a full core game with a different tactical puzzle, this offers a complete campaign experience.
- Lock 'n Load Tactical: Heroes of Normandy Companion Book: You get the summer of 1944, from that first night through the hedgerows and on to the bridges of Market Garden. A companion book that expands the Normandy setting with more scenarios and historical detail, once you own the matching core game.
Who should buy the Starter Kit?
Best for
- New players curious about tactical wargames who want a low-cost introduction
- Players who want to learn the Lock 'n Load Tactical system before buying a full core game
- Anyone who enjoys small, fast-playing scenarios with high interaction
Not for
- Veterans who already own a core game and want more scenarios
- Players who prefer strategic-level or operational-level wargames
- Those looking for a solitaire-only experience


