John Steidl
John Steidl
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Eots Campaign AAR: Turn 12
Time to find out what happens when the Allies invade; it all comes down to this. Note that this is the game-deciding turn; if you'd like to follow the whole story, don't start here!
มุมมอง: 2 009

วีดีโอ

EotS Campaign AAR: Turn 11
มุมมอง 1.3K8 ปีที่แล้ว
Time to invade: ready, set, .... ready, set...ready...ok, can we just go?
EotS Campaign AAR:Turn 10
มุมมอง 1.6K8 ปีที่แล้ว
We explore blockade victory in more detail as I attempt to leverage good cards to put one in place.
EotS Campaign AAR: Turn 9
มุมมอง 1.6K8 ปีที่แล้ว
With my new fleet reinforcements, I start working on a possible blockade victory.
EotS Campaign AAR: Turn 8
มุมมอง 1.9K8 ปีที่แล้ว
I finally get out of ISR and move WiE into positive territory, while Antero sets his defenses in preparation for the end game. We also look at the operational implications of getting back into an India in revolt, and offer a couple examples of amphibious assault.
EotS Campaign AAR: Turn 7
มุมมอง 2K8 ปีที่แล้ว
In which the Allies attempt to take a bomber base, and the Japanese demonstrate feats of political prestidigitation with the cards.
EotS Campaign AAR: Turn 6
มุมมอง 3.2K8 ปีที่แล้ว
Our campaign continues. Can the Allies hold North India? Will the War in Europe situation improve?
EotS Campaign AAR: Through Turn 5
มุมมอง 7K8 ปีที่แล้ว
Join me for Part 1 of a campaign after action report with lots of analysis. This segment gets us through Turn 5.
EotS Basics: Amphibious Assault
มุมมอง 7K9 ปีที่แล้ว
We explore the wonderful world of amphibious assault, and important considerations for conducting them successfully. A variety of examples are included. "Show More" for table of contents: 0:01 Intro 5:25 Japanese AA in the early game with examples 20:05 Allied AA in the mid and late game 26:42 Allied Example #1 31:55 Allied Example #2 (If you only have 15 minutes - watch this...) 46:13 Useful r...
EotS Basics: Playing the Allies - Part 1
มุมมอง 5K9 ปีที่แล้ว
We look here at playing the Allies in the campaign. Part 1 focuses on a brief overview and the early war - that is turns 2 and 3 before the Allies have to start worrying about Progress of the War.
EotS Basics: Playing the Allies - Part 2
มุมมอง 2.8K9 ปีที่แล้ว
Part 2 focuses on the mid game, when the Allies need to make Progress of the War starting with turn 4.
EotS Basics: Hit Allocation in Air/Naval Combat
มุมมอง 2.8K9 ปีที่แล้ว
Examples to demonstrate how hit allocation mechanics impact the damage you can do.
EotS Basics: Running an Offensive Part 2
มุมมอง 7K9 ปีที่แล้ว
More examples of simple offensives in Empire of the Sun.
EotS Basics: Running an Offensive Part 1
มุมมอง 15K9 ปีที่แล้ว
This video looks at the mechanics of running a simple offensive operation in Empire of the Sun 2nd Edition.
EotS Basics: Supply & Activation
มุมมอง 18K9 ปีที่แล้ว
This video provides an overview of supply and activation mechanics in Empire of the Sun 2nd Edition. It ended up being longer than I expected, but hopefully the examples will prove useful, especially for the more involved land rules in the 2nd edition, which add a lot of subtlety to play in the CBI. "Show More" for a table of contents. Next in the series will be "Running an Offensive". 2:25 Gen...
Empire of the Sun with Advance After Combat - Part 4
มุมมอง 1.7K9 ปีที่แล้ว
Empire of the Sun with Advance After Combat - Part 4
Empire of the Sun with Advance After Combat - Part 3
มุมมอง 1.9K9 ปีที่แล้ว
Empire of the Sun with Advance After Combat - Part 3
Empire of the Sun with Advance After Combat - Part 2
มุมมอง 3.2K9 ปีที่แล้ว
Empire of the Sun with Advance After Combat - Part 2
Empire of the Sun with Advance After Combat - Part 1
มุมมอง 7K9 ปีที่แล้ว
Empire of the Sun with Advance After Combat - Part 1

ความคิดเห็น

  • @georgiosiosifidis5999
    @georgiosiosifidis5999 3 หลายเดือนก่อน

    Can't understand why the Japanese army in Seoul wouldn't react to the Marine invasion of Pusan by moving overland. Would you please help me?

    • @johnsteidl293
      @johnsteidl293 3 หลายเดือนก่อน

      The intel condition was a surprise due to Watchtower, so no reaction allowed. Also, I believe I attacked Seoul to kill his air unit, which effectively pins the stack. (If the hex you're in is a declared battle hex, you have to fight in that hex - can't go reacting off to fight in a different hex.)

    • @georgiosiosifidis5999
      @georgiosiosifidis5999 3 หลายเดือนก่อน

      @johnsteidl293 I asked because I saw no pinning move. Thanks for the answer, didn't notice it was a surprise attack. Thanks a lot for the fast response, and your overall work! Has taught me a lot so far.

    • @johnsteidl293
      @johnsteidl293 3 หลายเดือนก่อน

      @@georgiosiosifidis5999 The pin was tricky to see because I didn't move the US CVs onto the map section here. I just removed 6 x 1-step Japanese air units given that each CV was assured of killing one. (It's right around 29:00.) I'm sure this wasn't the only place I was going a little too fast to easily follow! It's a great game, but there's a lot of subtlety.

    • @georgiosiosifidis5999
      @georgiosiosifidis5999 3 หลายเดือนก่อน

      @johnsteidl293 Three comments: 1) yes, often times it's hard to follow, but you have generally been doing a great work, without overloading the viewers with info. 2) for physical play, I suggest the use of some custom made counters (I have created my own) to denote all movement, activations, battles and unit participation in battles, as well as possibly HQs' activation range. Such counters will help retrace moves if needed, in otherwise big and chaotic operations. I think it would be helpful to add such counters into the mix in future printings. 3) In my channel I have been working on several GMT Games tutorials and playthroughs so far. Eots is among the very next ones I am going to deal with, very soon. I am going to adopt a "from scratch " approach, directed to total beginners. So, once more thanks for the videos, they have helped me understand a lot of subtleties!

    • @johnsteidl293
      @johnsteidl293 3 หลายเดือนก่อน

      @@georgiosiosifidis5999 Something to be aware of for your tutorial... These videos were based on a key rule interpretation from the Consimworld team play of about 10 years ago. At that time, a CV(L/E) starting an operation in the same hex as a ground unit could escort that unit through enemy air ZOIs to an invasion hex. Per the current version of the rules, that is not legal. The ground unit either has to trace a path that avoids enemy ZOIs, or the player might put his Carriers in positions where they can neutralize those ZOIs. In practice that means creating a path of battle hexes through the enemy ZOIs. The main effect of this change is to make it more difficult for the late-game Americans to penetrate the Japanese perimeter and grab an undefended naval base in the rear. They can still do it, but it will take a major operation, probably with a big EC card.

  • @georgiosiosifidis5999
    @georgiosiosifidis5999 3 หลายเดือนก่อน

    Question: towards the end of the turn, and while the Japs were in control of all hexes in Northern India, couldn't you bring a carrier (say Hermes to attack around Akyab (say, Calcutta), so that the weak Indian unit in Akyab is in supply again (Dacca to Akyab, fully traced through sea), and then activate the Indians to go and grab Kohima? They would then be OOS, yes, but at most they would go reduced. AND the Japanese, being pretty low on cards, would have to expend a 3 OC card to move and possibly retake Kohima. Which, if they didn't have, would be disastrous, because it would delay their Indian progress by 1 whole turn. I think even a 2 OC on your part would be sufficient for this task.

  • @dizpatcher01
    @dizpatcher01 7 หลายเดือนก่อน

    I'm obviously way behind the power curve on this series but this was incredibly helpful.

  • @eddydelrio1303
    @eddydelrio1303 ปีที่แล้ว

    Such insightful analysis!

    • @johnsteidl293
      @johnsteidl293 ปีที่แล้ว

      It's definitely a game that tends to encourage analysis!

  • @WWBoardgamer
    @WWBoardgamer ปีที่แล้ว

    Wow. Great series and great game. Well played by both sides.

  • @WWBoardgamer
    @WWBoardgamer ปีที่แล้ว

    Thanks for these videos. I have learned a great deal from them. The are making the first read of the rules easier to take in.

  • @WWBoardgamer
    @WWBoardgamer ปีที่แล้ว

    Noob Question: Is the Chinese unit by Kunming supplied but unable to activate due to no HQ in range and therefore dead in the water?

    • @johnsteidl293
      @johnsteidl293 ปีที่แล้ว

      It's out of range for activation but also OOS I think. (It's been a long time!) Kunming is only a supply source through the Burma Road or the Hump. With India in turmoil, the Chinese are on their own here.

  • @ugomarsolais
    @ugomarsolais ปีที่แล้ว

    Very clear and excellent explanation of a subject that is not complicated once you get it, but can be confusing sometimes.

    • @johnsteidl293
      @johnsteidl293 ปีที่แล้ว

      Yes. That's a great description of many bits of this game. It's definitely easier to learn by playing with someone who knows it

  • @JaugerPlays
    @JaugerPlays ปีที่แล้ว

    I know this is old so it's before the River Kwai rule addition. But in reaction to Toenails, Japan could add +1 to the efficiency of its reaction? Or is that only during their own offensives?

    • @johnsteidl293
      @johnsteidl293 ปีที่แล้ว

      I don't recall the older rules, but the latest version 13.79 Kwai rule only refers to an activating HQ, it doesn't say it has to be an offensive HQ.

  • @AlejandroEcheverryB
    @AlejandroEcheverryB ปีที่แล้ว

    Thank you very much!!

  • @DT-wy1wp
    @DT-wy1wp ปีที่แล้ว

    Thank you so much, much appreciated

  • @mwt3579
    @mwt3579 ปีที่แล้ว

    Not germane to anything, but, my father-in-law was on the USS Mississippi during WWII. She has the distinction of being the last BB to fire her main battery at another BB in combat.

    • @johnsteidl293
      @johnsteidl293 ปีที่แล้ว

      Very cool! Was that at Surigao Straight? (Leyte)

    • @mwt3579
      @mwt3579 ปีที่แล้ว

      Yes. With Olmendorff's BBs...he always said that they were the battleship right behind the Missouri in Tokyo Bay at the surrender. All the pics I've seen are cropped so you can't tell. I always told him he was full of BS. :-)

  • @eddydelrio1303
    @eddydelrio1303 2 ปีที่แล้ว

    Woa. You confused me. Please clarify the Activation vs Supply trace that you discuss at 33:12-33:34. Did you transpose something? Great video and thanks for doing these. I find the rules composition for EoTS to be much less clear and properly edited than other GMT games.

    • @johnsteidl293
      @johnsteidl293 2 ปีที่แล้ว

      It's pretty much what it says. A supply trace requires ports when going out to sea and back. An activation trace doesn't. (If it helps, think of the first as getting fuel and ammo through - which takes ports, while the second is about getting orders through. Or logistics vs. command and control.) As far as rules writing and editing, I don't think GMT or any other wargame publisher has a technical writing staff. The designers usually write their own rules and find someone to proof them, so there are bound to be differences in writing style and editing. I think one reason folks find these rules confusing is that the mechanics are not like any wargame you're used to. Also, Mark's style is not to duplicate something in all the places it might be useful to have as a reminder. That might be nice at times with the unusual mechanics, but it would also make the rules a lot longer.

  • @NigelIncubatorJones
    @NigelIncubatorJones 2 ปีที่แล้ว

    Thanks for doing these. This game is on my list for wanting to play someday.

    • @johnsteidl293
      @johnsteidl293 2 ปีที่แล้ว

      Hi Matt, if you're like me, there are a lot of games on the "want-to-play-someday" list! When you get to this one, it helps a ton if you can find someone willing to do a teaching game. It's just so different from anything else you're used to. The main videos to jump right in are supply & activation, and running an offensive. Amphibious assault can be useful, and hit allocation is only 10 minutes but covers one of the more confusing concepts for new players. Good luck!

    • @NigelIncubatorJones
      @NigelIncubatorJones 2 ปีที่แล้ว

      @@johnsteidl293 Indeed. It looks like a deep and complex game. I'm an ASL player, though, so the rules aren't too intimidating for me. I've also played Paths of Glory a couple of times, so I'm familiar with those kind of card choices. It's just a question of whether/when I can get it on the table with a friend. Lots of other games on that 'want to play' list also.

    • @johnsteidl293
      @johnsteidl293 2 ปีที่แล้ว

      @@NigelIncubatorJones I will just add that the Vassal module for this is excellent, so that's one way to get into it if table space is a challenge.

  • @alanshackelford6450
    @alanshackelford6450 2 ปีที่แล้ว

    The VASSAL module really brings some added value to playing this game, even if playing face to face.

  • @Heldermaior
    @Heldermaior 2 ปีที่แล้ว

    Seeing this video for the first time and I was scraeming at the Japanese player to notice Rabaul. Excellent envelopment you did there. Wiping out Mogami and a CVL is an excellent result. Huge blow to the Japanese limited Naval assets imho. Edit: also those .25 results were really bad luck for the Japanese.

  • @135Pandemonium
    @135Pandemonium 2 ปีที่แล้ว

    I can't thank you enough for this really!

  • @sheridangatley8648
    @sheridangatley8648 3 ปีที่แล้ว

    John - brilliant video. I am just getting into using Vassal ( and Wargmaing after some 45 years ) and would love to dive deep into EoTS. Your multiple videos on EoTS are brilliantly done. Super Thanks for your efforts from the UK. Nice you got a comment from Mark Herman - All good

  • @chokin78
    @chokin78 3 ปีที่แล้ว

    This game has the worst rulebook ever. It really made me NOT want to play the game. Has anybody else had this experiencie?

    • @johnsteidl293
      @johnsteidl293 3 ปีที่แล้ว

      In my experience there are three things folks struggle with. First - the game is unlike any wargame you've ever played, so there is no basic mental framework to start from. Second - Mark doesn't duplicate rules in various places where they might be relevant; the rulebook would be much longer if he did. Finally, a lot of rules questions are actually answered by the sequence of play. Until you internalize that, it can be a little rocky. My suggestion is to skim the rules lightly, then watch some videos, then skim the rules lightly again, then more video time. Supply and Activation, Running an Offensive, Amphibious Assault, Hit Allocation cover most of the basics. Playing the Allies and the AAR get into using them more strategically. For your first attempt at the game, I'd suggest the Souith Pacific scenario/mini game. If you can manage it, play with someone who knows the game, even if that means Skype and Vassal.

    • @chokin78
      @chokin78 3 ปีที่แล้ว

      @@johnsteidl293 We just had a run at the mini scenario with other 3 gamers, two of whom had previous experiencie with the game, and have to say that it was just as you said. Thank you!

  • @wsclulin
    @wsclulin 3 ปีที่แล้ว

    GREAT series, thanks for posting these !

  • @jamess6097
    @jamess6097 3 ปีที่แล้ว

    Thanks for these great analysis videos John. One thing which you might mention as part of the planning phase is what the odds of success are. For this particular battle my estimate (disregarding the possibility that the Allied player has either the Allied ground combat ambush Card and the Ord Wingate Card) is that the odds of the Japanese player successfully capturing Rangoon were roughly 63%. That is - there was roughly a 37% chance of failure with this offensive (which is what occurred in the actual battle). If the possibility that the AP has either Wingate or the Ambush card is factored in, the odds of success probably drop to something in the order of roughly 57-58% (depending on how many cards are left in the AP hand at the point this offensive was run). Co-incidentally there is also a 36% chance that the the IJA loses 3 elite air steps (which is what happened). The chance of losing 3 air steps AND losing the ground battle was something like 13% or 1 in 8. So overall Antero got pretty unlucky here. I presume he did risked this battle outcome because it was his least worst option and he was under pressure to capture Rangoon this Turn? Obviously using elite Japanese air to fight at range (which he had to do due to ISR and the limitation of the card) and act as as essentially a meat shield for ground troops is not what you would want to do as the JP unless the strategic or tactical situation absolutely demanded it. I note also that Mandalay doesn't need to be supplied from Kunming - as it is within 4MP's of Dacca - but I note that this point has already been made in the context of the supply trace for the Japanese units.

    • @johnsteidl293
      @johnsteidl293 2 ปีที่แล้ว

      Missed this one and, yes, you are absolutely right about the benefit of odds calculation. It can get fairly complex though, especially once you get into amphibious assaults. There you need to win both the air/naval and the ground combat, and the defender may have multiple options for reaction. Establishing an optimal force composition, or even deciding whether you want to make the AA, will require looking at your own options for force comp and his best responses to those. A whole other piece of the puzzle is knowing what cards are still in his deck that could ruin your day, figuring the odds that he has one of them in his hand, and then trying to come up with a strategy to get him to play it to stop another offensive so your most critical offensive can go through. This is one place that chess concepts like tempo and fork provide a nice analytic framework. I would say that you don't need to get into this level of analysis to enjoy the game, and its hard to do F2F as it can slow the game down. But I would encourage trying it out with PBEM for anyone who is probabilistically inclined.

  • @johnsteidl293
    @johnsteidl293 3 ปีที่แล้ว

    Clarifying the invasion of Jolo that starts around 22:00, the designer's interpretation of the naval movement rules has changed since these videos were created. These videos (and the game portrayed in the AAR) were all done with the interpretation that naval units (especially CVs) could legally escort a ground force starting in the same port to an undefended hex without having to declare a battle hex. The current interpretation does not relax the restriction to declare a battle hex for escorts, which means that a CV CANNOT escort an AA to an empty hex UNLESS it's able to declare a battle against another hex in range. Even then, I'm not clear whether the CV could actually escort. It might actually need to move first, per 8.21. Obviously it could escort to a defended hex and declare that as the battle hex - that was always the case. I'm sure this issue comes up a few times in these videos. I'll try to highlight them as I see them or when folks point them out as James has done below. It's worth noting that this probably doesn't come up that many times in any given game, but when it does it can be significant. For example, the Jolo operation here would be quite different - and perhaps impossible, I haven't looked carefully - with the current rules interpretation. I also have not explored the implications for strategy, so really don't know how much this changes the way either side needs to play the game at the strategic level.

  • @jamess6097
    @jamess6097 3 ปีที่แล้ว

    Hi John, Love your videos. Just a note that your explanation for the AA at 23:41 is inconsistent with Rule 7.27 and 8.21E of the printed rules. I believe that what you are describing here may be a "CSW staff variant" of this rule - which is of course a completely valid variant to choose - but it may confuse people as this video is stated to be explaining the basic rules - and you do not explain that you are playing an optional variation of this important rule. In fact you explicitly refer to rule 8.21 and emphasize how important it is to get the rule correct. Rule 7.27 and 8.21E of the printed rules when read together explain that a CV cannot end its move in escort of a ground unit performing AA into an unoccupied enemy hex unless the CV has "some other legal reason" for being in the unoccupied AA hex. Under the example at 7.27 in the printed rules - the CV must declare and attack an enemy unit in another hex (either Guadalcanal or Rabaul in this case) in order to be able to escort the marine unit into Bouganville.

    • @johnsteidl293
      @johnsteidl293 3 ปีที่แล้ว

      Thanks for raising this James. To clarify, the designer's interpretation of the naval movement rules has changed since these videos were created. These videos (including the AAR) were all done with the interpretation that naval units (especially CVs) could legally escort a ground force starting in the same port to an undefended hex without having to declare a battle hex. The current interpretation does not relax the restriction to declare a battle hex for escorts, which means that a CV CANNOT escort an AA to an empty hex UNLESS it's able to declare a battle against another hex in range. Obviously it could escort to a defended hex and declare that as the battle hex - that was always the case. I'm sure this issue comes up a few times in these videos. I'll try to highlight them as I see them or when folks point them out as you have done here. It's worth noting that this probably doesn't come up that many times in any given game, but when it does it can be significant. I have not explored the implications for strategy, so really don't know how much this changes the way either side needs to play the game.

    • @jamess6097
      @jamess6097 3 ปีที่แล้ว

      @@johnsteidl293 Noted and agree with all of that John. I see that 5 years ago the designer himself commented on this video (below) and said nothing about your interpretation of the escort rule being inconsistent with his. Your videos are so clear and well explained (and the learning curve of the game so steep) that rightly or wrongly, people use them as a key training tool to learn and understand the subtleties of the rules of the game. This fact combined with the ambiguity in the printed rules and that fact that the designer's change in interpretation does not appear to have been accompanied by any significant marker or announcement or design note or clear change in the printed rules makes it extremely difficult for someone new learning the game to appreciate what the actual rules now are! Specifically - the printed rules do not make this "no escort" rule as explicit as they might, example 7.27 itself isn't clear and 8.21E as printed arguably allows escorting and more particularly if it does not allow it (which the designer states is now the correct interpretation), it makes no mention anywhere that Japanese organic naval transport into an unoccupied enemy hex (which is clearly intended to be legal) is an exception that otherwise breaches 8.21 I understand the designer has stated the text accompanying example 7.27 will be updated for the planned "4th edition" reprint and I have made a formal submission to the designer to clarify the language in 8.21

  • @didierrenard3875
    @didierrenard3875 3 ปีที่แล้ว

    Thanks a lot for this video series John, it has been a great resource to learn this game! I’d like to add another question regarding the amphibious assault at Jolo (24:30). I wonder why that move with the Intripid is legal? My understanding is that since there is no enemy unit in the hex, the intripid should either move after the ground unit (to support AA) or it should make a valid attack at the time of its move. It seems the only legal way to move naval and ground units together in an empty hex without attack is Japanese organic transport. Mark Herman has clarified the intent in this post for instance: boardgamegeek.com/thread/2525598/article/36097632#36097632 Just want to check if I am missing something else that made your move legal? Thanks, Didier

    • @johnsteidl293
      @johnsteidl293 3 ปีที่แล้ว

      Mark's clarification on BGG seems to contradict the rules interpretation we used in the staff games on CSW for years. I'm sure there are other cases in this AAR where we "break" that rule, since Antero and I were used to playing it the other way - in many games with Mark. EDIT: Having looked at this further, as I recall, the interpretation was that the CV was moving to a hex in which it could (potentially) participate in a battle since the Japanese could roll an SR and declare Jolo as a battle hex. In this type of situation, the CV would have to escort the AA unit, because it could not move to the invasion hex first (8.21 example E) which means both units would have to start in the same port. If you want to play with Mark's new interpretation, just be aware that it will mean that the Japanese can leave undefended ports all over, and the allies will not be able to easily invade them as long as there are ZOIs covering the approaches. I think this will shift game balance significantly in a way that is not needed and seems ahistorical. But that's just one opinion.

    • @jamess6097
      @jamess6097 3 ปีที่แล้ว

      @@johnsteidl293 Hi John, First up let me say how much I enjoy these videos and the tutorial series that you did. This is definitely an illegal move per Mark Herman's explanations on the forums (perhaps he changed his mind from how it used to be played in earlier editions?). I understand from those posts that the "4th Edition" printing will update the example in 7.27 in the "3rd edition" to make it more clear that the existing rule is that the Intrepid cannot escort the Marine unit in that way. According to Mark - the CV "needs a reason" to be in the SR hex and it does not have one unless you use it to attack another enemy unit outside of the SR hex. I am afraid, I don't know enough about the impact on game balance of this rule or whether it is ahistorical to express an opinion as to whether this rule is a good one. Of course everyone is free to agree with their opponent to play whatever variant on the official rules which they like!!

    • @jamess6097
      @jamess6097 3 ปีที่แล้ว

      @@johnsteidl293 I agree that the current rule (at 7.27) makes quite a difference from the former rule/staff variant which you depict in this AAR - as it makes it more difficult to penetrate a ZOI screen to attack a potential SR hex without risking the loss of at least US 1 carrier.

  • @didacsalazar8950
    @didacsalazar8950 3 ปีที่แล้ว

    Hi John!! First af all, thanks for these videos, they're really helpful for begginers like me. Just a questions regarding the move you propose in 24:10. You say a CV may escort an AA unit to a unoccupied enemy hex. That is what I thought at the beginning but it seems this movement is not allowed by the rules as the questions is addressed by Mark Herman in this thread (boardgamegeek.com/thread/2525598/article/36096463#36096463). I am not a native English speaker but it seems to me that he is quite cathegoric when he denies that possibility. Don't know if you understand the same thing. Again thank you very mucho for the time you devoted to these videos! Regards.

    • @johnsteidl293
      @johnsteidl293 2 ปีที่แล้ว

      Missed this one but see the comment from James S. Such a move was legal five years ago but the designer's interpretation of the rule in question (8.21 I think) has changed since those days. Note that there is some further elaboration in the latest version of the rules. There are certainly a few places in this game where Antero or I made moves that are not consistent with the current interpretation.

  • @KarateSnoopy
    @KarateSnoopy 3 ปีที่แล้ว

    Great vid. btw, Kunming is pronounced "koon ming"

    • @johnsteidl293
      @johnsteidl293 3 ปีที่แล้ว

      I confess I don't speak Kunming/Yunnan dialect, only Mandarin. Hence the pronunciation you heard. Cheers.

  • @trevmex
    @trevmex 4 ปีที่แล้ว

    These videos are great! Do you think you might do something similar for Plan Orange one day?

    • @johnsteidl293
      @johnsteidl293 3 ปีที่แล้ว

      Hi Trevor. I poked around with Plan Orange but it has a very different feel. More oriented towards battleships than carriers, and air seemed much less important overall. It does a nice job of showing how much difference 5 years might have made in the conduct of the war. Check in at the CSW site to see if anyone is doing anything in that direction.

  • @Nnomadd
    @Nnomadd 4 ปีที่แล้ว

    Thanks for the videos, very helpful. Just a comment that the Special Reaction roll always uses the OC value not the EC value.

  • @wicuwe
    @wicuwe 4 ปีที่แล้ว

    Very well done and much appreciated.

  • @johnsy4306
    @johnsy4306 4 ปีที่แล้ว

    Incredible series, John. It really taught me a lot about EotS back in the day and now I'm a fairly experienced player. Your AAR series also inspired me to do my own but I did mine as an instructional AAR series where I teach the rules in context of the game. So thanks for this series and the inspiration

  • @lelind
    @lelind 4 ปีที่แล้ว

    To complicated game.

  • @dbd31463
    @dbd31463 4 ปีที่แล้ว

    I just got this game a week ago and your videos have been very helpful. After learning the basics I tried the campaign starting on turn one. The Japanese did ok on turns 1 and 2 and took Malaya and the Philippines. It went south for them turns 3-6, they were unsuccessful in Burma and lost 3 CVs a BB and a CA in some bad battles in the Caroline Islands not to mention their South Seas HQ. I'm not sure if my strategy is really bad or if I'm doing something wrong. Time to watch more videos and try again.

    • @johnsteidl293
      @johnsteidl293 4 ปีที่แล้ว

      Welcome to a great game that has many levels. There is overall strategy; then there is turn-by-turn implementation of the strategy, which is really about how you choose to use the cards you've drawn - which may sometimes even cause you to change your strategy; and then there is the more operational side, i.e. how you actually execute a specific operation. The game is so different to anything you've played, that the best way to improve is to participate with more experienced players. The CSW staff game is a great place to do that.

    • @dbd31463
      @dbd31463 4 ปีที่แล้ว

      @@johnsteidl293 I agree...playing an experienced player would be very helpful in learning all the different events and when they should be played or played as a FO or a OC. Each game is different and have to adjust strategies depending on what cards you're dealt. I'm having a good time with this game and actually like playing more on Vassal than on the table since it's easier to see ZOIs and HQ ranges.

  • @JimLederer
    @JimLederer 5 ปีที่แล้ว

    This whole series is fabulous. Very few times you see an AAR or "how to play" video that discusses strategy options.

    • @johnsteidl293
      @johnsteidl293 4 ปีที่แล้ว

      Thanks, Jim. I had the pleasure of playing a really excellent player here in Antero Kuusi - and he deserves a huge share of the credit for whatever value these bring. It was fun trying to get inside his head and it also pushed me to think about my own strategy. The fact that I was recording these more or less as we went, and not at the end of everything, also made it easier to remember and include some of the strategic thinking.

  • @JimLederer
    @JimLederer 5 ปีที่แล้ว

    Around 17:00, shouldn't the CVL get a chance to damage the Dutch ground unit via air-naval combat, before the Japanese ground unit even attacks?

    • @johnsteidl293
      @johnsteidl293 4 ปีที่แล้ว

      Hi Jim - an air/naval attack can never eliminate the last ground step in a hex and the Dutch regiment is only a one-step unit.

    • @JimLederer
      @JimLederer 4 ปีที่แล้ว

      John Steidl Wow, didn’t catch that!

  • @JimLederer
    @JimLederer 5 ปีที่แล้ว

    Thanks for these. Appreciate the thoughts and examples on the strategy implications of various alternatives.

  • @RockSteadyGT
    @RockSteadyGT 5 ปีที่แล้ว

    Great stuff. Clear and concise overview. Thank you.

  • @leehanna8435
    @leehanna8435 5 ปีที่แล้ว

    At 9:34, you say amphibiously assaulting ground units' defense strengths are halved; where is that in the rules?

    • @chryssalidpunk1996
      @chryssalidpunk1996 5 ปีที่แล้ว

      in the latest version of the rules (v3.1) it's section 9.4B5 "9.4 Ground Combat Procedure B. How to Apply Hits 5. Offensive ground units that conducted amphibious assault..." note this only applies to offensive units, not ground units reacting amphibiously

  • @fmfetish
    @fmfetish 5 ปีที่แล้ว

    I am apparently unable to reply directly to your post, John, so trying here - about the naval Oahu replacements question I asked. Confirmed. Page 49 under Game Turn Two, Replacement Phase. "The Allies receive 2 ground, 5 air, and two US naval replacements (one plus the standard one US naval if they hold Oahu)." Many thanks!

  • @fmfetish
    @fmfetish 5 ปีที่แล้ว

    At 14:33. Okay - "Truk is not within control of the HQ in Tokyo and can't react" but doesn't Truk have an HQ in it as well? And doesn't that give Truk the ability to react? I don't get it.

    • @johnsteidl293
      @johnsteidl293 5 ปีที่แล้ว

      Cheers, and welcome to EotS. Start at about 13:35 and follow from there. Truk has no air and is under the ZOI of Bunker Hill, which puts the HQ out of supply thus unable to react. If there were an air unit in Truk, that HQ could be used to react. Correct placement of carrier forces to cut supply and prevent reactions is a critical strategy for the allies during late game operations.

    • @fmfetish
      @fmfetish 5 ปีที่แล้ว

      @@johnsteidl293 Bingo - that's right. Supply may not be traced through enemy ZOI-controlled hex sides. The same way that the McArthur HQ could not trace supply out of Manila earlier in the game. Thank you for responding to a comment on a three-year old video. Just got the game (3rd edition) a week ago and a friend of mine and I are gearing up to play. Thank you to both you and Antero Kuusi for these play throughs. Both of you exhibited remarkable insight and resourceful strategies. I am sure my friend's and my first game is going to be a mess - but less of a mess because of your generous vids. Many thanks.

    • @johnsteidl293
      @johnsteidl293 5 ปีที่แล้ว

      @@fmfetish If your first game is a bit of a mess, you will be in good company. I think that was the case for all of us. Just have fun and make a note of your questions. The BGG and CSW boards are very active and you'll get quick responses. The CSW board is also a great way to start to understand the nuances. I learned absolutely everything I know about the game there, from Antero and some other really great players. The ongoing staff games there are a pretty special thing.

    • @fmfetish
      @fmfetish 5 ปีที่แล้ว

      @@johnsteidl293 Thanks again John. BGG has gone to a sign-in-only policy and I can't get the website to accept my attempts to create a sign-in. I will look for CSW and see what it has to offer. My war gamer pal and I are not entirely helpless - we both go back to at least the 70s and 80s and I play tested several titles for SPI, and was on one of the play test teams for the re-issue of Flat Top for AH in 1982. I played Harmon's Pacific War twice when it first came out - and loved it, except that it took so long to play - just the operation planning phase between turns could easily take an hour. WWII Pac Theater is a favorite of mine so looking into this "new" game by Mark Harmon that looks a lot like Pac War and seems to be much shorter is a great development. Your vids on specific topics have been amazingly helpful: "Running an Offensive", "Hit Allocation", Amphibious Assaults, etc. And the 11-turn campaign videos were fantastic. Can't wait to get the game on the table. Great stuff - Thank you very much.

    • @fmfetish
      @fmfetish 5 ปีที่แล้ว

      @@johnsteidl293 Hey John - if you don't mind one more question (that has been driving me nuts) ... Case 11.33 Naval Replacements says: " The Allied player gains one or two US naval replacements per turn (except on turn 1) if they control Oahu (5808)." Well, which is it? One or two? How do I determine whether it is one or two? (this could be crucial in the early game) Thanks in advance!

  • @Rasmushoygaard
    @Rasmushoygaard 5 ปีที่แล้ว

    Great series. Watched all of it and enjoyed every last moment.

  • @johnsy4306
    @johnsy4306 5 ปีที่แล้ว

    Was there a video posted with final commentary and thoughts?

    • @johnsteidl293
      @johnsteidl293 5 ปีที่แล้ว

      I never got around to it and, as is probably obvious in looking at my failure to respond to questions, I haven't looked at this closely in 2+ years. By way of quick commentary for someone starting this now, the game itself was pretty unusual in that certain low probability events happened in combination. On the other hand, the game is very probabilistic, and some improbable events will normally happen in some combination. No two games of EotS are much alike, and playing well is about being able to respond to whatever the dice, and especially the cards, throw at you. The AP ended up winning here, ultimately, because Antero (JP) gave me a mulligan at a key point, and the last improbable event also went in my favor on the last turn. It could easily have gone the other way. Hopefully there is enough detailed commentary throughout the AAR to help new players develop a better sense of some of the nuances involved in playing the game well enough to enjoy it. It's so different from anything most of us have played before that it can seem overwhelming, but it's also hugely rewarding if you invest the time to learn it, and you enjoy the kinds of puzzles it presents. Thanks for watching, and for taking the time to ask good questions.

  • @johnsy4306
    @johnsy4306 6 ปีที่แล้ว

    Did you ever put out that mid game card planning video you talked about?

    • @johnsteidl293
      @johnsteidl293 4 ปีที่แล้ว

      General mid-game strategy for the Allies is covered in "Playing the Allies: Pt 2". As far as hand strategy for the Allies, you'll find that scattered through the AAR of my game with Antero.

  • @JPLaurio
    @JPLaurio 6 ปีที่แล้ว

    At 14:30 you say that the card is OC:5 EC:7 but the card clearly says OC:3 EC:5. Am I missing something, or..?

    • @johnsteidl293
      @johnsteidl293 6 ปีที่แล้ว

      At that point I'm discussing the General Adachi card being used by the Japanese and comparing it to Reno for the Allies, the point being that the Allies have an easier time getting intercept than the Japanese. So Adachi, a typical Japanese OC3 card, is 5/7, where Reno (shown here) is only 3/5.

    • @JPLaurio
      @JPLaurio 6 ปีที่แล้ว

      John Steidl Ah, right. I thought I was going blind. Thanks for the clarification and all these great videos!

    • @johnsteidl293
      @johnsteidl293 6 ปีที่แล้ว

      No worries. When I listened to it again, I found it a little confusing myself! Cheers.

  • @MrSomethingdark
    @MrSomethingdark 6 ปีที่แล้ว

    Where can you get a digital copy? Can I play like this the way you are showing it in the video. It'd be great to play online with friends.

    • @johnsteidl293
      @johnsteidl293 6 ปีที่แล้ว

      Jusuf - If you have never tried Vassal, you're in for a pleasant surprise. You will need to download the Vassal engine, as well as the module for EotS. There are hundreds of other wargame modules available as well. You can either send files back and forth, or play in real time via the Vassal server. To play in real time, you'll want something like Skype for voice. Almost as good as being face to face!

  • @war_gamer
    @war_gamer 6 ปีที่แล้ว

    Excellent stuff!!!!!

  • @rickdibello4156
    @rickdibello4156 6 ปีที่แล้ว

    John, Just wondering if you would consider doing a tutorial series on Mark Herman's Pacific War game?

    • @johnsteidl293
      @johnsteidl293 6 ปีที่แล้ว

      That might be a retirement project! It would be better done on the reprint edition, given the amount of development work (thus potential rule changes) that Nuts! are talking about.

    • @rickdibello4156
      @rickdibello4156 6 ปีที่แล้ว

      Got it, John! Thanks for the great EotS video's and info about PW II. Any word on that release? (no updates on the Nuts! site in weeks).

  • @ekted
    @ekted 6 ปีที่แล้ว

    At 17:50 you say that the Chinese 6-12 Corps can be supplied by Kunming. But isn't it the case that reaction may only use a single HQ for activation?

    • @ekted
      @ekted 6 ปีที่แล้ว

      For the benefit of others, I have answered my own question. The single HQ was used for activation, but supply may come for other sources. This is probably most common with Kunming.

    • @johnsteidl293
      @johnsteidl293 6 ปีที่แล้ว

      Yes, that's correct! And you're right, it does not happen that often.

  • @HistoricalConflict
    @HistoricalConflict 7 ปีที่แล้ว

    which channel has the best newbie learning videos for this game

    • @johnsteidl293
      @johnsteidl293 7 ปีที่แล้ว

      BGG is usually the best place to see the range of what's out there. Mark Herman has several on his youtube channel, and there is a fairly recent set in spanish, which is great to see. Other than that, I'm afraid you're pretty much stuck with these.

  • @sentient02970
    @sentient02970 7 ปีที่แล้ว

    Thank you for this. A couple of solo tries had me second guessing my understandng of the Amphib Assault Defensive modifier as I couldn't make any of them stick with it! I needed another example to prove to me how incredibly hard it is to win an Amphib Assault. This also helped me understand the options available for ground offensives.

  • @thehappywargamer9122
    @thehappywargamer9122 7 ปีที่แล้ว

    Why was not the japanese units Guadalcanal removed do to attrition?

    • @johnsteidl293
      @johnsteidl293 7 ปีที่แล้ว

      The unit was already reduced. You don't eliminate a unit unless it's not within the command range of any HQ.