At 34:55, note that the TR depth marker does not give them an extra card: "9.32 A depth marker revealed to be a tactical reinforcement during close combat does not contribute a card to the close combat. Place the arriving tactical reinforcement unit after resolving the combat."
At 25:48, you moved a unit in the water. I don't think you can do this; rule 7.3 says "a unit starting its turn in a land hex may move ...". I'm pretty sure units in the water can only move during Phase 1, and only if they weren't onboard an LVT that turn.
Terrific video, Joe. Don’t fret about any errors, as long as they are corrected they serve to instruct just as well. I really appreciate your efforts on this terrific solitaire series!
At 13:52, your narration indicates that you chose the units to receive depth markers based on the strength of the adjacent US unit. However rule 9.20 says to do this: 1. Choose the Japanese unit closest in hexes to a US unit (you did that). 2. If two or more units are equidistant choose a unit in a position in or adjacent to a beach hex before choosing a unit in an inland position (you did that). 3. If there is more than one eligible unit in a given position type, place the depth marker in the position with the lowest ID number. If two or more positions have the same number, place the marker in the position with the lowest letter (you didn't seem to do this). I mention this in case anyone learning from this video gets the impression that the player has choice when placing depth markers.
At 24:23, you removed the disruption from all the Japanese tanks (in red, purple, and brown positions). You should only remove the disruption from units whose position colour appears on the Japanese fire card (yellow, red, or green), as per rule 6.4. So the tanks in the purple and brown positions should have kept their disruption markers.
At 31:58, I think you forgot to check the fire colours on the card; there was a blue square, so you should have removed a step and a card from the US side.
Yes, it really is a great game. There's a real element of chance in everything with the card-driven play. The randomness of which "colors" will fire at your units keeps you on your toes for sure. It can be brutally tough - kind of a puzzle and a strategic challenge wrapped up in one. Thanks for watching!
At 32:35, when the US lost a step to the second Japanese card, you should also have removed a card from the US pile. Same thing when they lost their second step at 33:00. And again in the green hex CC at about 36:20 (so the US shouldn't have lost that step and the Japanese shouldn't have gained another depth marker or another card).
I like it a lot, but it's a hard game to win. The rules are a bit on the complex side, which is due to the nature of it being a solitaire game with the Japanese being run by the game system. It can be brutally tough but if you like a challenge, it's a great game.
At 34:55, note that the TR depth marker does not give them an extra card:
"9.32 A depth marker revealed to be a tactical reinforcement during close combat does not contribute a card to the close combat. Place the arriving tactical reinforcement unit after resolving the combat."
Thanks!
Looking forward to more of these, love the D-day Series
Thanks! Part 2 should be done today. It'll cover turns 2 and 3.
At 25:48, you moved a unit in the water. I don't think you can do this; rule 7.3 says "a unit starting its turn in a land hex may move ...". I'm pretty sure units in the water can only move during Phase 1, and only if they weren't onboard an LVT that turn.
Thanks!
Terrific video, Joe. Don’t fret about any errors, as long as they are corrected they serve to instruct just as well. I really appreciate your efforts on this terrific solitaire series!
At 13:52, your narration indicates that you chose the units to receive depth markers based on the strength of the adjacent US unit. However rule 9.20 says to do this:
1. Choose the Japanese unit closest in hexes to a US unit (you did that).
2. If two or more units are equidistant choose a unit in a position in or adjacent to a beach hex before choosing a unit in an inland position (you did that).
3. If there is more than one eligible unit in a given position type, place the depth marker in the position with the lowest ID number. If two or more positions have the same number, place the marker in the position with the lowest letter (you didn't seem to do this).
I mention this in case anyone learning from this video gets the impression that the player has choice when placing depth markers.
Thanks, great point - appreciate the feedback.
At 24:23, you removed the disruption from all the Japanese tanks (in red, purple, and brown positions). You should only remove the disruption from units whose position colour appears on the Japanese fire card (yellow, red, or green), as per rule 6.4. So the tanks in the purple and brown positions should have kept their disruption markers.
Thanks!
At 12:30, I think you should have added the next turn's forces to the beach approach hexes?
Yes, I think that happened more than once actually (over various plays).
At 31:58, I think you forgot to check the fire colours on the card; there was a blue square, so you should have removed a step and a card from the US side.
Thanks!
Nice video, Sir. I have yet to purchase any of the D-Day series, but this title looks like it may be my first. =)
Yes, it really is a great game. There's a real element of chance in everything with the card-driven play. The randomness of which "colors" will fire at your units keeps you on your toes for sure. It can be brutally tough - kind of a puzzle and a strategic challenge wrapped up in one. Thanks for watching!
@@HexedAndCountered you are welcome. I am ok with that, like you say, keeps you on your toes. =)
At 37:10, note that you should "Remove all non-elite Japanese units eliminated in close combat from play."
Thanks!
At 32:35, when the US lost a step to the second Japanese card, you should also have removed a card from the US pile. Same thing when they lost their second step at 33:00. And again in the green hex CC at about 36:20 (so the US shouldn't have lost that step and the Japanese shouldn't have gained another depth marker or another card).
Thanks!
What were your final thoughts on this game? I keep moving it to the bottom of my pile.
I like it a lot, but it's a hard game to win. The rules are a bit on the complex side, which is due to the nature of it being a solitaire game with the Japanese being run by the game system. It can be brutally tough but if you like a challenge, it's a great game.
I'm guessing you grew up in Queens.
No, but you're fairly close. Jersey City. Haven't lived there in 30 years, but the accent remains.
Hmmm… a little late to the party I’d say.
Sure, I guess. But better late than never & certainly never too late when it's a Butterfield classic.