In one of your videos, you commented that at long range, the only number to hit was rolling 1, which is consequently, a critical hit. I recommend that in that situation, if you get a hit by rolling a 1, that you reroll that hit and if it comes up another 1, then it is a critical hit. Otherwise, it is a regular hit. Just a possibility for you to think about.
I took a little french in high school, I expect Le Orient should be pronounced "Lhor-ree-ahn." Had this in my watch later list for months, finally got down to it and glad I did. Superb battle report
Thanks for the video. I really like Black seas, but I too have some issues with the rules. I like the following "House Rules": 1. I think all hits should be rerolled to determine critical hits. The odds would then be a consistent 10% chance per hit. 2. In real life with ships moving simultaneously, as long as the guns have had time to reload, all fire is really "fire as she bears". I don't understand the -2 penalty to hit. The ship would just need to time (move) to reload since its last fire and there would be no effect if it hadn't fired last turn. 3. I read that the Le Orient was burning for at least a hour before it exploded. Any ship burning for a hour could explode. I would ignore that special rule. 4. In some "Age of Sail" games you track crew hits and losses affect gunnery and boarding actions. Are there any changes in the new rule supplement? I don't have a copy yet.
@@AllMiniaturesGreatandSmall Thanks for your response. I appreciate that you took the time to read and comment. I think most rules need some house rules.
While a bit of a pain to paint and store, due to being 28mm, so huge models for ships, Blood & Plunder does the critical system a lot better, and as there are crew member models, it also solves the less crew issue. There is a lot good about Warlord's game, but like GW (where the main amout of Warlord came from, so no shock) they are a model company first, so are more willing to be a little loose with their rules. But some of the downsides of this game also make it a better game to play while having a few beers and chatging with friends.
The way I see it with critical hits is that no matter the range or position crew, guns, commanders, steering or rudders, will all always be vulnerable to cannon fire where as the hull of the ship at some point either by distance or angle, becomes impossible to harm. But a crit( being an important or vulnerable part of the ship will always be more vulnerable than the oak )
That is true, but with distance and shot difficulty scoring a critical hit should also be exponentially harder. I think a rule such as "no critical hit if it's 2 to hit or less" might be one possible solution.
Another way I rationalize it is this, At long ranges or at odd angles a ship will bounce cannon shot that strike it which would do no damage to hull. But no matter the distance or angle of the ship, a cannon ball to mast or crew would still be felt. Crits are annoying often but "usually" don't spell doom for a vessel. So I think it balances out pretty well. And it's realistic.
For the critical hit, me and my friend changed the game a bit when we play together, what we did is that if you throw a 1, then you throw a d20 or a "d100" and basically the chance you deal a critical damage is either your original hit throw threshold x2 or x10 depending if we use the 100 or 20, with a cap to 6 or 30 max. So that way if you've a low chance of hitting, then it is less likely to have a critical hit. That's one of the changes we made to the original rules, the rest of the rules are pretty solid but the fact that a ship that require 1 to hit does critical damage every time kinda goes against logic.
Great battle report ... please make many more Black Seas Battle Report's ... Another black powder game, we are missing on this channel is ....Epic American Civil War... ohhh yes we do !!! Please please ... PLEASE make some (many) Epic American Civil War battle reports 🙏🙏 many thanks for showing and please keep up the good work👍
@@AllMiniaturesGreatandSmall I know that I speak for many, when I say that this is really really good news. I'm looking forward to news on the ACW front and ACW battle reports in particular, with great excitement....there are pretty much no AWC battle reports out there, and that is a shame. Many thanks for your time and the work you guys is putting in this channel 👌
To be fair at that time England was by far the best navy and were nearly unstoppable; with superior training and overall technology. So that the rule reflect that is nice, but what they could have done is reduce the amount of points the English are allowed against other fleets, when you check historical battle the English managed to won even when out numbered nearly two to one (battle of cape St Vincent), and Admiral Jervis was pretty confident that they could won due to their superior crews and training.
In fench you do not prononce the final lettre once you avec prononced the vowel. Méchant Autant L'orient Juste ignore the "t". Warlord game with an unbalanced rule in the benefits of the UK/british/english... noooo... they would Never do such a fan boy things.😂
Great battle report for an otherwise pretty boring game. The ships look the same and there are no special guns or rules that make other games so interesting. The fun only starts when you roll criticals. Your feedback at the end pretty much sums it up, and it was a good demo for a game I now know not to play. And that's also worth something. Can't wait to see you do more FoW and Battletech!
what is boring about a standard battle. I tend not to like when every unit has special this special that, to many chiefs not enough Indians scenario, the ships are all uniform and function the same as real life. just like land units you want 10 m1 Garands and 3 special units not 13 special units because then you dont actually have a core army make up no one is playing the "main" force Same with the ships they are the core fighters they dont need to all have special things this is just a conventional battle grounded in reality which is a lot more fun with the realism aspect then crazy ununiform fleet mystic battles
In one of your videos, you commented that at long range, the only number to hit was rolling 1, which is consequently, a critical hit. I recommend that in that situation, if you get a hit by rolling a 1, that you reroll that hit and if it comes up another 1, then it is a critical hit. Otherwise, it is a regular hit. Just a possibility for you to think about.
Yesss! Keep the black seas comming!
I took a little french in high school, I expect Le Orient should be pronounced "Lhor-ree-ahn." Had this in my watch later list for months, finally got down to it and glad I did. Superb battle report
that makes sense and thanks!
Hard to type it phonetically, but that looks like how I would say it. Not a French speaker, but took it through most of my schooling (Canadian).
Just what I needed today.
Thanks for the video. I really like Black seas, but I too have some issues with the rules. I like the following "House Rules":
1. I think all hits should be rerolled to determine critical hits. The odds would then be a consistent 10% chance per hit.
2. In real life with ships moving simultaneously, as long as the guns have had time to reload, all fire is really "fire as she bears". I don't understand the -2 penalty to hit. The ship would just need to time (move) to reload since its last fire and there would be no effect if it hadn't fired last turn.
3. I read that the Le Orient was burning for at least a hour before it exploded. Any ship burning for a hour could explode. I would ignore that special rule.
4. In some "Age of Sail" games you track crew hits and losses affect gunnery and boarding actions.
Are there any changes in the new rule supplement? I don't have a copy yet.
I would agree with all those house rules :-)
@@AllMiniaturesGreatandSmall Thanks for your response. I appreciate that you took the time to read and comment. I think most rules need some house rules.
While a bit of a pain to paint and store, due to being 28mm, so huge models for ships, Blood & Plunder does the critical system a lot better, and as there are crew member models, it also solves the less crew issue. There is a lot good about Warlord's game, but like GW (where the main amout of Warlord came from, so no shock) they are a model company first, so are more willing to be a little loose with their rules. But some of the downsides of this game also make it a better game to play while having a few beers and chatging with friends.
The way I see it with critical hits is that no matter the range or position crew, guns, commanders, steering or rudders, will all always be vulnerable to cannon fire where as the hull of the ship at some point either by distance or angle, becomes impossible to harm. But a crit( being an important or vulnerable part of the ship will always be more vulnerable than the oak )
good point, I still have my issues with it but by no means is it a deal-breaker when it comes to this game.
That is true, but with distance and shot difficulty scoring a critical hit should also be exponentially harder. I think a rule such as "no critical hit if it's 2 to hit or less" might be one possible solution.
Another way I rationalize it is this,
At long ranges or at odd angles a ship will bounce cannon shot that strike it which would do no damage to hull. But no matter the distance or angle of the ship, a cannon ball to mast or crew would still be felt. Crits are annoying often but "usually" don't spell doom for a vessel. So I think it balances out pretty well. And it's realistic.
It's like to to hit roll isn't only a matter of do I hit ship, it's also a matter of will my shot have an impact on said ship
For the critical hit, me and my friend changed the game a bit when we play together, what we did is that if you throw a 1, then you throw a d20 or a "d100" and basically the chance you deal a critical damage is either your original hit throw threshold x2 or x10 depending if we use the 100 or 20, with a cap to 6 or 30 max. So that way if you've a low chance of hitting, then it is less likely to have a critical hit. That's one of the changes we made to the original rules, the rest of the rules are pretty solid but the fact that a ship that require 1 to hit does critical damage every time kinda goes against logic.
Great house rule!
"Dad to you" LOL, exact response I would have gotten from my parents xD
I love these battle reports!
You gotta keep these young punks in their place :)
Great battle report ... please make many more Black Seas Battle Report's ...
Another black powder game, we are missing on this channel is ....Epic American Civil War... ohhh yes we do !!!
Please please ... PLEASE make some (many) Epic American Civil War battle reports 🙏🙏
many thanks for showing and please keep up the good work👍
I've been painting more ACW, just need to talk someone into a game. I'd also like to pick up the new plastics from Warlord as well. (Plastic Cavalry!)
@@AllMiniaturesGreatandSmall I know that I speak for many, when I say that this is really really good news.
I'm looking forward to news on the ACW front and ACW battle reports in particular, with great excitement....there are pretty much no AWC battle reports out there, and that is a shame.
Many thanks for your time and the work you guys is putting in this channel 👌
Never looked forward more to Jon failing a check, than I did upon learning about what happens when his ship fails to put out a fire. XD
I kinda wanted to see it too 🙂
Where did yinz get the clear plastic bases??
Great video guys! Y'all should do more guilty pleasure games! All your black seas videos are good. Have you ever tried cruel seas?
I haven't. Seems like fun though.
Glad you don't use the nation rules. Warlord games has some good games, but piss poor game balance in national rules.
I mean, if you're going to have them at least point them accordingly.
To be fair at that time England was by far the best navy and were nearly unstoppable; with superior training and overall technology. So that the rule reflect that is nice, but what they could have done is reduce the amount of points the English are allowed against other fleets, when you check historical battle the English managed to won even when out numbered nearly two to one (battle of cape St Vincent), and Admiral Jervis was pretty confident that they could won due to their superior crews and training.
In fench you do not prononce the final lettre once you avec prononced the vowel.
Méchant
Autant
L'orient
Juste ignore the "t".
Warlord game with an unbalanced rule in the benefits of the UK/british/english... noooo... they would Never do such a fan boy things.😂
Great battle report for an otherwise pretty boring game. The ships look the same and there are no special guns or rules that make other games so interesting. The fun only starts when you roll criticals.
Your feedback at the end pretty much sums it up, and it was a good demo for a game I now know not to play. And that's also worth something. Can't wait to see you do more FoW and Battletech!
what is boring about a standard battle. I tend not to like when every unit has special this special that, to many chiefs not enough Indians scenario, the ships are all uniform and function the same as real life. just like land units you want 10 m1 Garands and 3 special units not 13 special units because then you dont actually have a core army make up no one is playing the "main" force
Same with the ships they are the core fighters they dont need to all have special things this is just a conventional battle grounded in reality which is a lot more fun with the realism aspect then crazy ununiform fleet mystic battles
I don’t find this game boring at all.
Out of curiosity, what type of table do you guys play on? Do you have a dedicated gaming table or something like a dining table?
We have a dedicated gaming table in the studio. Sometimes we have to divert to the dining room table but have a 6x4 topper for those occasions.