Greetings from Greece! First and foremost many thanks for your time, effort, clear presentation and mainly for sharing your experience and attitude on how you use different aspects of the game. Not only are your campaign playgthroughs interesting and extremely helpful for us who are delving this period into the rules but the last two videos on the battle cycle and searching contribute essentially in a deeper and more holistic understanding of both the mechanics and the philosophy of the game. A brief comment regarding advantage movement. If I hear correctly and read things correctly you can only move ground and naval units during this segment. So transferring air units from one base to another takes place during the air mission segment which is expected as this action is called Ferry and is one of the four possible types of air mission. Keep sharing your experience and insights as you play more of the game!
Thanks so much--yes, I misspoke concerning air units--only ground and naval move in Advantage and Disadvantage Movement phase. Contact movement is when you can move each type of unit. I'll clarify that in an addendum.
Also IMPORTANT about Lighting - if weather option is used (it is not in the optional rules section, but listed in main rules as an option). Even though Lighting is Day AM or PM, you still can be limited with your searches and airstrikes if a bad weather roll occurs for that area.
I agree with you that the sequence of play is the heart of the game as it defines your strategical and tactical decisions. Let me stress something that seems weird to me. The Air repair and the Rally segment are common for both players and both can remove ALL hit and interdiction markers. So if the advantage player has inflicted damage on ground units and bases the disadvantage player pays the cost of the damage only in the case of ground combats which precede the two segments. In terms of air unit launching capacity he pays no cost even as a disadvantage player. I don’t know but it seems weird. Also the fact that all hits may be removed at once and not somehow incrementally seems peculiar. It’s likely that I am missing something here as I am still working on engagement scenarios and their modifications
It's a very good question, perhaps better answered by Mark Herman, the designer. But my take on it is that it relates to Mark's discussion of "time" in the game and not how we think of it in a progressive, hour by hour concept. The game mechanics are meant to be fluid in connection with time and events, so those repairs may be happening over several days--it just happens to be a place in the sequence where you can show that, Interestingly, as a disadvantage player, you could interdict a base and in the next round, that would affect the other player's abilities, which can be important even if you get the advantage--since they might be unable to alert planes in an air attack. Also, i assume you don't mean, in reference to ground units, that you would remove hits from them in Rally phase. You can only roll their TQ in order to get them out of a broken state.
Once again we agree. A game is a universe by itself. It defines its own space and time and this is, at least from my perspective, the major challenge of a designer. How to present all these concurrent continuous events that take place within this universe by using a discrete and finite number of steps consisting the sequence of play. Still I find weird what I mentioned before and mostly the fact that each player may remove all hits. So we need to better understand what is the meaning of hits, of interdiction, of repairing. Someone could call this a far too theoretical discussion but I believe grasping such nuances gets you closer and deeper to the narrative of the game and increases the fun and satisfaction you get out of it. Thanks again for taking the time to answer!
You are awesome for doing these videos, sir. Thank you for your service!
You're welcome, glad to help! More are coming!
Greetings from Greece! First and foremost many thanks for your time, effort, clear presentation and mainly for sharing your experience and attitude on how you use different aspects of the game. Not only are your campaign playgthroughs interesting and extremely helpful for us who are delving this period into the rules but the last two videos on the battle cycle and searching contribute essentially in a deeper and more holistic understanding of both the mechanics and the philosophy of the game.
A brief comment regarding advantage movement. If I hear correctly and read things correctly you can only move ground and naval units during this segment. So transferring air units from one base to another takes place during the air mission segment which is expected as this action is called Ferry and is one of the four possible types of air mission.
Keep sharing your experience and insights as you play more of the game!
Thanks so much--yes, I misspoke concerning air units--only ground and naval move in Advantage and Disadvantage Movement phase. Contact movement is when you can move each type of unit. I'll clarify that in an addendum.
And thanks for checking in from Greece--my brother was there last October and had a wonderful week!
Very grateful for these step by step videos! So helpful. Thanks!
Agreed very appreciated
Also IMPORTANT about Lighting - if weather option is used (it is not in the optional rules section, but listed in main rules as an option). Even though Lighting is Day AM or PM, you still can be limited with your searches and airstrikes if a bad weather roll occurs for that area.
I agree with you that the sequence of play is the heart of the game as it defines your strategical and tactical decisions. Let me stress something that seems weird to me. The Air repair and the Rally segment are common for both players and both can remove ALL hit and interdiction markers. So if the advantage player has inflicted damage on ground units and bases the disadvantage player pays the cost of the damage only in the case of ground combats which precede the two segments. In terms of air unit launching capacity he pays no cost even as a disadvantage player.
I don’t know but it seems weird. Also the fact that all hits may be removed at once and not somehow incrementally seems peculiar. It’s likely that I am missing something here as I am still working on engagement scenarios and their modifications
It's a very good question, perhaps better answered by Mark Herman, the designer. But my take on it is that it relates to Mark's discussion of "time" in the game and not how we think of it in a progressive, hour by hour concept. The game mechanics are meant to be fluid in connection with time and events, so those repairs may be happening over several days--it just happens to be a place in the sequence where you can show that, Interestingly, as a disadvantage player, you could interdict a base and in the next round, that would affect the other player's abilities, which can be important even if you get the advantage--since they might be unable to alert planes in an air attack. Also, i assume you don't mean, in reference to ground units, that you would remove hits from them in Rally phase. You can only roll their TQ in order to get them out of a broken state.
Once again we agree. A game is a universe by itself. It defines its own space and time and this is, at least from my perspective, the major challenge of a designer. How to present all these concurrent continuous events that take place within this universe by using a discrete and finite number of steps consisting the sequence of play. Still I find weird what I mentioned before and mostly the fact that each player may remove all hits. So we need to better understand what is the meaning of hits, of interdiction, of repairing. Someone could call this a far too theoretical discussion but I believe grasping such nuances gets you closer and deeper to the narrative of the game and increases the fun and satisfaction you get out of it.
Thanks again for taking the time to answer!