I got 35 min. into this and Backed out to order this from Amazon, I Have the Lone Sherman and Fields of Normandy 2 Hardcover, And fields of Normandy and have the 3d printed minis for Lone Sherman, can't wait to play this, Very Well Done ! Thank you for these, your games are Brilliant!
I don't like the doubles killing the commander with 2x 3's. For my own games I limit this to just double 6's. The reason is because the odds are far too high. You can already lose the Commander with Sniper Fire and within the tank with a KIA.
Fair enough. Remember it has to be a successful hit so double 3 will not usually be sufficient. More often it will require at least a double 5. Cheers. Mike
@mikelambosolitairebookgames the other thing I was thinking was the timer track. If you get unlucky with the event role, as in more enemies, you kinda have no chance. My idea was to cap the heart dice roll to 5-6 dice. This will work as a counter weight if you get unlucky as in your game
@@JohnSandora-z9v Thanks! Just remember, games are very finely balanced when play-testing, so I would recommend at least trying the rules as written before making any adjustments. As it is only a 6 which advances the casualty track, an extra die or two here and there doesn't actually make too much difference, but gives you an incentive to be more attack minded than you might otherwise be. Cheers.
Of course I intend to. I have played the first Sherman and have made a change on the double 6s because of what I said. They are just slight nitpicks. The game is excellent.
Not being able to move multiple units into the same hex restricts the flow of the game for infantry imho, plus why can the Sherman not rake the AT-gun with MG fire (perhaps a penalty to causing casualties due to gun-shield etc)
The AT guns were often well protected with bunkers and so on, so I decided not to do that. I guess infantry wouldn’t charge a Sherman when a nearer Japanese gun or tank is already attacking it. But yes, it boils down to personal preference and these were my choices. Cheers.
I saw you’d uploaded the playthrough, but thought I’d save it until today (which was when Amazon were due to deliver the book). Jeez - your dice rolling was poor. Remember victory is achieved by skill and appropriate tactics, defeat should generally be blamed on the dice gods. 🤣😂
Thanks for uploading the instructional play through! This looks like a lot of fun!
That depends on your idea of fun - but yes, I hope so!!
I got 35 min. into this and Backed out to order this from Amazon, I Have the Lone Sherman and Fields of Normandy 2 Hardcover, And fields of Normandy and have the 3d printed minis for Lone Sherman, can't wait to play this, Very Well Done ! Thank you for these, your games are Brilliant!
Thanks 🙏
Marvellous…ordered the book from Amazon UK this weekend.
Thank you 👍
Very clear instructions. Thanks Mike
Thanks you from France i have all your Books game
I dream of one with t hé sécession War to play
I second ACW
Amazing!
Wow, 4 sixes out of 7 dice! That's pretty unlucky indeed.
4+ sixes on 7d6 is about 1.76%!
Exciting. ..have enjoyed the 3D printed tanks for the first book you did.. are the Japanese units available too?
I hope they will be (they are not made or supplied by me). If they are and I get some, I'll be sure to do a video with the link.
I don't like the doubles killing the commander with 2x 3's. For my own games I limit this to just double 6's. The reason is because the odds are far too high. You can already lose the Commander with Sniper Fire and within the tank with a KIA.
Fair enough. Remember it has to be a successful hit so double 3 will not usually be sufficient. More often it will require at least a double 5. Cheers. Mike
@mikelambosolitairebookgames the other thing I was thinking was the timer track. If you get unlucky with the event role, as in more enemies, you kinda have no chance. My idea was to cap the heart dice roll to 5-6 dice. This will work as a counter weight if you get unlucky as in your game
@mikelambosolitairebookgames
The game looks outstanding. I plan on picking up a copy soon.
@@JohnSandora-z9v Thanks! Just remember, games are very finely balanced when play-testing, so I would recommend at least trying the rules as written before making any adjustments. As it is only a 6 which advances the casualty track, an extra die or two here and there doesn't actually make too much difference, but gives you an incentive to be more attack minded than you might otherwise be. Cheers.
Of course I intend to. I have played the first Sherman and have made a change on the double 6s because of what I said. They are just slight nitpicks. The game is excellent.
Tough luck on this one Mike!
Not being able to move multiple units into the same hex restricts the flow of the game for infantry imho, plus why can the Sherman not rake the AT-gun with MG fire (perhaps a penalty to causing casualties due to gun-shield etc)
The AT guns were often well protected with bunkers and so on, so I decided not to do that. I guess infantry wouldn’t charge a Sherman when a nearer Japanese gun or tank is already attacking it. But yes, it boils down to personal preference and these were my choices. Cheers.
Any chance for dowloadable maps on BGG? :)
Yes, it’s on my list. Hope to submit them today.
I saw you’d uploaded the playthrough, but thought I’d save it until today (which was when Amazon were due to deliver the book). Jeez - your dice rolling was poor. Remember victory is achieved by skill and appropriate tactics, defeat should generally be blamed on the dice gods. 🤣😂
Agreed 🤣