Thanks for this. Looking forward to watching the series. For folks just learning the system, I would recommend the 2.0 version of the core rules. There are not too many changes from 1.2, but 2.0 is more intuitively organized, which helps a lot with digestion. Even with 2.0, you are better off if you can find an experienced player to help get started. There are just so many things that are different from any game/system you've played - even OCS. It's quite brilliant, and a ton of fun. The 2.0 rules are available on the MMP website or CSW, and Panzers Last Stand is now shipping (with those rules).
I really love systems that have a strong emphasis on formations. The thing with BCS is it does it so differently than other systems and that is exciting. The learning curve is steam though so I really appreciate this video. Great job.
One of the best game systems currently available. The best thing, just like OCS, is that once you are a turn or two in, the game runs buttery smooth - that's what I call good game design :)
I've owned Brazen Chariots for some time but have been intimidated by the rules. This helped wrap my head around some of them. Looking forward to watching your other videos on the system.
Nathan, simply an excellent overview. I’m just starting up BoF 5.2, and yes the system is moderate-heavy in complexity. The real challenge is assessing how to get synergy towards your goals by interweaving the various mechanics. Very fun, very engaging!
This is a system that I tried to learn but just couldn't get my head around exactly about HOW to get things done, particularly DEFEND against attack. I tried an introductory scenario with someone via VASSAL and lasted a turn before I gave up on playing. I've learned a bit more about how the system works, and I think that this system, like most Dean Essig designs, is built around the idea of OFFENSIVE action. You attack by attacking, but you also DEFEND by attacking as well, meaning that unlike many wargames, you don't defend by pulling back units into better defensive positions/terrain. You defend by throwing the attacker off balance. I've started understanding it a bit better, but OCS Third Winter recently arrived. 😂
this new system reminds me of the real time PC WW2 game Airborne Assault: Highway to the Reich. it's almost as fluid as that my head blew up on page one of the rules lol
Not really, these are more about my initial experiences. I do cover the rules, but fairly slowly and I make a few errors. Have you seen The Tabletop's Edge videos?
Good, comprehensive overview, thanks! The game seems to me ridiculously complex and convoluted, unnecessarily so. Standard "I go-You go" systems where supply effects, command and combat capabilities, here all separated into distinct procedures are taken into account will yield equally plausible results. Players are much more interested in tactical maneuver than slogging through an endless series of die rolls which are themselves abstractions of various activities ("SNAFU" just adds more randomness and variability). There's a point where a system becomes novelty for novelty's sake, yielding no new insights into the situation. At Kasserine you have veteran mobile units under experienced commanders but with unclear objectives and limited numbers attacking green, ill-positioned forces with poor fighting doctrine. This situation can be easily simulated at the battalion level without dozens of pages of rules and charts. The results will be the same given the historical deployment and orders, etc. Who needs to spend hours learning this system to discover that supply columns can get into traffic jams or that infantry in the desert are immobile or that communications on the battlefield can break down? See "Decision at Kasserine" (alternating player turns) from Compass Games or von Borries' Eastern Front series from GMT, practically at the same scale with chit pulls.
"Players are much more interested in tactical maneuver" - I think there's space in the market for both types of games. I particularly like how various games model these supply considerations. BCS abstracts supply a little from it's predecessor, OCS, but it's still forefront in your mind. Another similar game is Michael Resch's 1914 series.
Thanks for this. Looking forward to watching the series.
For folks just learning the system, I would recommend the 2.0 version of the core rules. There are not too many changes from 1.2, but 2.0 is more intuitively organized, which helps a lot with digestion. Even with 2.0, you are better off if you can find an experienced player to help get started. There are just so many things that are different from any game/system you've played - even OCS. It's quite brilliant, and a ton of fun.
The 2.0 rules are available on the MMP website or CSW, and Panzers Last Stand is now shipping (with those rules).
I really love systems that have a strong emphasis on formations. The thing with BCS is it does it so differently than other systems and that is exciting. The learning curve is steam though so I really appreciate this video. Great job.
One of the best game systems currently available. The best thing, just like OCS, is that once you are a turn or two in, the game runs buttery smooth - that's what I call good game design :)
Great video - looking forward to getting one of these games to the table soon.
I am learning this system at the moment as well! heh. So far I like what I see quite a bit ... but it's hard to grok at first.
I've owned Brazen Chariots for some time but have been intimidated by the rules. This helped wrap my head around some of them. Looking forward to watching your other videos on the system.
Thanks Counter Attack! The next two are up as live feeds.
Nathan, simply an excellent overview. I’m just starting up BoF 5.2, and yes the system is moderate-heavy in complexity. The real challenge is assessing how to get synergy towards your goals by interweaving the various mechanics. Very fun, very engaging!
Thanks Steve! Yes it's a wonderful system with a lot of depth.
yeah... can't wait to watch this... keep them coming..
This is a system that I tried to learn but just couldn't get my head around exactly about HOW to get things done, particularly DEFEND against attack. I tried an introductory scenario with someone via VASSAL and lasted a turn before I gave up on playing. I've learned a bit more about how the system works, and I think that this system, like most Dean Essig designs, is built around the idea of OFFENSIVE action. You attack by attacking, but you also DEFEND by attacking as well, meaning that unlike many wargames, you don't defend by pulling back units into better defensive positions/terrain. You defend by throwing the attacker off balance. I've started understanding it a bit better, but OCS Third Winter recently arrived. 😂
Just started working through Nathan - much needed and appreciated video - thanks for tackling it. Are you using 2.0 rules?
Yep 2.0 with the new tables and a heap of other handy guides...
Great video, where di you get the player aid at 7:41 ?
They're all downloaded from links I found on consimworld. I'm not sure what that one was exactly...
@@WiseGuyHistory can you be any more specific? that site is deep. Is there a name for the chart to search on?
this new system reminds me of the real time PC WW2 game Airborne Assault: Highway to the Reich. it's almost as fluid as that
my head blew up on page one of the rules lol
think I found your learning series on BCS, will this help teach the rules etc?
Not really, these are more about my initial experiences. I do cover the rules, but fairly slowly and I make a few errors. Have you seen The Tabletop's Edge videos?
@@WiseGuyHistory No I have not should I check that out?
First live play is up here: th-cam.com/video/I7fKfN-enlY/w-d-xo.html
Good, comprehensive overview, thanks!
The game seems to me ridiculously complex and convoluted, unnecessarily so. Standard "I go-You go" systems where supply effects, command and combat capabilities, here all separated into distinct procedures are taken into account will yield equally plausible results. Players are much more interested in tactical maneuver than slogging through an endless series of die rolls which are themselves abstractions of various activities ("SNAFU" just adds more randomness and variability). There's a point where a system becomes novelty for novelty's sake, yielding no new insights into the situation.
At Kasserine you have veteran mobile units under experienced commanders but with unclear objectives and limited numbers attacking green, ill-positioned forces with poor fighting doctrine. This situation can be easily simulated at the battalion level without dozens of pages of rules and charts. The results will be the same given the historical deployment and orders, etc. Who needs to spend hours learning this system to discover that supply columns can get into traffic jams or that infantry in the desert are immobile or that communications on the battlefield can break down? See "Decision at Kasserine" (alternating player turns) from Compass Games or von Borries' Eastern Front series from GMT, practically at the same scale with chit pulls.
It depends on whether you would rather play Napoleon At Waterloo or La Bataille system to model the battle.
"Players are much more interested in tactical maneuver" - I think there's space in the market for both types of games. I particularly like how various games model these supply considerations. BCS abstracts supply a little from it's predecessor, OCS, but it's still forefront in your mind. Another similar game is Michael Resch's 1914 series.
well said