Thanks so much for these videos, I recently got this game and am very much enjoying it. Still trying to grasp some of the nuances and make sure I’m understanding the rules correctly, so this is really helpful.
EDIT analysis below for interest only as you only battle with "select one Faction(Dux and Civitates together before Fragmentation) there for the group of Raiders just placed there (only) to fight using the Battles procedure (3.6). You could only use the current 6 raiders. @10:32 No Battle for different reason than withdraw to fort but because considering all options if they battle Dux would not withdraw:- The battle options present a more intriguing choice for the Dux because they can withdraw into Fort and/or Town. Less so for non player DUX as there would be a field battle because all withdrawing to Fort and Town wouldn't save Town nor would a partial withdrawl. Use the Solitaire non player battle tactics "Can Raider Assault Stronghold? chart to see chance of success. 9 raiders will succeed if Fort has 0-1 defenders and 9 raiders can succeed if Town has 0-2 defenders. After units withdraw the raiders choose which stronghold to assault one at a time. In this case it would need 2 cavalry to stay out to prevent assault otherwise the Scotti could successfully assault at least one stronghold. The non player Dux would only withdraw if they could save stronghold or inflict more enemy losses than a field battle which they will not as Assaults are always against fewest withdrawn units first and non player Dux withdraw to fort first. In this case a town with 1 cavalry which would fall, raiders lose 3 in Escalade then 3 in storm so only 6 not more than the 6 losses from a field battle for 3 DUX cavalry. So the optimum decision for a player DUX would be stay out and inflict 6 for 2 losses and save stronghold.
Hopefully these comments don't come off as nit-picking. It's much easier as the viewer I think to watch carefully for any errors or oversights. I'm certainly no expert myself and doubtless make tons of mistakes playing this myself, let alone filming it. Again, great videos so far and looking forward to more! Good luck with those pesky barbarians!
You can use a feat if the command not executed "empty" depending on Command e.g. can select one if it allows a choice of zero spend upto which includes 0. Check clarifications. DUX Train:The Dux does only needs to pay 3 Resources in a Train space if he is placing Cavalry and/or Militia; he may pay no Resources for placing Troops and only pay 2 Resources to add Prosperity cubes in up to 2 spaces, which means it is legal to select Train without paying any Resources if no Troop is placed and Prosperity is added in 0 spaces. Such an “empty Train” and still counts as a Command, would allow to add an associated Feat (Build, Invite or Requisition). Note however that a Feat cannot be “empty”. Most Commands have must in them somewhere. It would be helpful if the palyaid had an indication of which can be chosen but can be "empty"
When you did intercept battles at around 44 minutes, you forgot that the dux can put one plunder back into the town, and gain +1 prestige for it. That would mean that prestige would be +2 and prosperity+prestige would be +4, since you could do this in two areas. This is crucial for the dux victory.
Also, when you defeat and destroy forts, hillforts and towns, you get plunder from offmap, it's not taken from the prosperity boxes and thus does not affect total prosperity.
I’m trying to think strategy here. Watching the Dux power and prestige falter, could the Civitates have begun to focus more on wealth in order to gain victory at Autonomy? You are really helping me grok the game and learn my first COIN game.
For the Textoverdi battle at 10:30, wouldn't 2 cavalry withdraw into the fort and one into the town? Then the raiders would be able to successfully take the town and would attack, right? I'm still a little unclear on how this works.
Redboot: a question -- I noted in the video that Oceanus Germanicus had the "patrolled" seas counter flipped to not patrolled. When did that happen? I don't remember that in the prior episodes.
You're very observant. It's been a while, but if memory serves, I think I had made a mistake and went back and re-filmed a few cards. I probably had flipped it during the mistake segment and then forgot to flip it back when I corrected the error. In any event, that's the best explanation I have unfortunately, 7 months later.
Redboot , thanks for the clarification. I’m still reading through the rules, so I haven’t gotten to the point yet about patrolled seas, but I just got a bit confused there when I saw the counter flipped.
I'm trying to learn this game.
Thanks very much so far for going to the bother of showing this game and how complex it is .
Thanks so much for these videos, I recently got this game and am very much enjoying it. Still trying to grasp some of the nuances and make sure I’m understanding the rules correctly, so this is really helpful.
EDIT analysis below for interest only as you only battle with "select one Faction(Dux and Civitates together before Fragmentation) there for the group of Raiders just placed there (only) to fight using the Battles procedure (3.6). You could only use the current 6 raiders.
@10:32 No Battle for different reason than withdraw to fort but because considering all options if they battle Dux would not withdraw:-
The battle options present a more intriguing choice for the Dux because they can withdraw into Fort and/or Town. Less so for non player DUX as there would be a field battle because all withdrawing to Fort and Town wouldn't save Town nor would a partial withdrawl.
Use the Solitaire non player battle tactics "Can Raider Assault Stronghold? chart to see chance of success. 9 raiders will succeed if Fort has 0-1 defenders and 9 raiders can succeed if Town has 0-2 defenders.
After units withdraw the raiders choose which stronghold to assault one at a time. In this case it would need 2 cavalry to stay out to prevent assault otherwise the Scotti could successfully assault at least one stronghold.
The non player Dux would only withdraw if they could save stronghold or inflict more enemy losses than a field battle which they will not as Assaults are always against fewest withdrawn units first and non player Dux withdraw to fort first. In this case a town with 1 cavalry which would fall, raiders lose 3 in Escalade then 3 in storm so only 6 not more than the 6 losses from a field battle for 3 DUX cavalry.
So the optimum decision for a player DUX would be stay out and inflict 6 for 2 losses and save stronghold.
During the Epoch, unless I'm missing something, the Calvary in Iceni need to be relocated as there's no fort in Iceni.
Hopefully these comments don't come off as nit-picking. It's much easier as the viewer I think to watch carefully for any errors or oversights. I'm certainly no expert myself and doubtless make tons of mistakes playing this myself, let alone filming it. Again, great videos so far and looking forward to more! Good luck with those pesky barbarians!
Not at all. I'm glad you're providing some "color commentary". Very helpful.
You can use a feat if the command not executed "empty" depending on Command e.g. can select one if it allows a choice of zero spend upto which includes 0.
Check clarifications.
DUX Train:The Dux does only needs to pay 3 Resources in a Train space if he is placing Cavalry and/or Militia; he may pay no Resources for placing Troops and only pay 2 Resources to add Prosperity cubes in up to 2 spaces, which means it is legal to select Train without paying any Resources if no Troop is placed and Prosperity is added in 0 spaces.
Such an “empty Train” and still counts as a Command, would allow to add an associated Feat (Build, Invite or Requisition). Note however that a Feat cannot be “empty”.
Most Commands have must in them somewhere. It would be helpful if the palyaid had an indication of which can be chosen but can be "empty"
When you did intercept battles at around 44 minutes, you forgot that the dux can put one plunder back into the town, and gain +1 prestige for it. That would mean that prestige would be +2 and prosperity+prestige would be +4, since you could do this in two areas. This is crucial for the dux victory.
Also, when you defeat and destroy forts, hillforts and towns, you get plunder from offmap, it's not taken from the prosperity boxes and thus does not affect total prosperity.
Ah, nm, you did that later...put it on the cav.
I’m trying to think strategy here. Watching the Dux power and prestige falter, could the Civitates have begun to focus more on wealth in order to gain victory at Autonomy? You are really helping me grok the game and learn my first COIN game.
For the Textoverdi battle at 10:30, wouldn't 2 cavalry withdraw into the fort and one into the town? Then the raiders would be able to successfully take the town and would attack, right? I'm still a little unclear on how this works.
Actually, yes, I think you might be right about that. For some reason, I was overlooking the existence of the fort. Thanks.
Redboot: a question -- I noted in the video that Oceanus Germanicus had the "patrolled" seas counter flipped to not patrolled. When did that happen? I don't remember that in the prior episodes.
You're very observant. It's been a while, but if memory serves, I think I had made a mistake and went back and re-filmed a few cards. I probably had flipped it during the mistake segment and then forgot to flip it back when I corrected the error. In any event, that's the best explanation I have unfortunately, 7 months later.
Redboot , thanks for the clarification. I’m still reading through the rules, so I haven’t gotten to the point yet about patrolled seas, but I just got a bit confused there when I saw the counter flipped.