Just to add clarity to Strategic Movement - newly arrived units CANNOT use SM on its first turn of entry. In video when explaining SM, players might take it that its done immediately but they must wait one turn. And also, I'm willing to bet that its the most misplayed rule in game with new units entering game.
Wow Alex is up early and posting !! Thx Sir. I e got this game about 2 years and haven’t had chance to play it yet. What I like about it is it looks like modernized version of my beloved from around 1978 AHs Afrika Korps game. So it’ll be interesting to see what your thoughts are on this title and how it compares to other WWII NA titles you’ve played. Best Neil. --- PS. I need to get some tips from u sometime on video and recording equipment u and your wingman the G-man use to do these videos as I have a goal to start my own YT WGaming channel in 2023. Insights into Software for editing processing videos for posting would be great too. Thx Alpha-Dog. A for Alexander. Alpha for military alphabet designator for letter A. So don’t let Alpha Dog call sign for u if u like it. Literally go to your head. 😉. Thx again sir Whiskey Mike Actual - out
I don't have and have never played a N Africa game though I find the history Interesting. I almost feel like I could play the game after watching your video so great job. I feel like it's almost too basic for me. I really like the 4x series (e.g.. Stalingrad 42) so that version of the African campaign might be better for me. Looks like a fun game though. Good job.
How does it compare to SCS Afrika? Any opinions? Also for a unique North Africa game, I want to recommend Rommel in the Desert from Columbia. It’s a classic for a reason. They now have a deluxified version, but an older version would be the same game I think, just with cheaper components. Designed by Craig Besinque (Triumph and Tragedy). Rules are pretty easy but the strategy is not. The hidden information with the blocks makes occasional bluffing essential. You have to gamble with how weakly you want to defend your supply lines for the sake of committing more forces to a battle, while your opponent won’t know exactly what’s out there. And you have to worry about unknown locations of fast recon units that could swing around and cut you off if you aren’t careful. Tough choices about how to use your precious gas. You can have a big turn with extra movement or extra fighting, or both, but it’ll cost you.
@@peterb.3004 yeah. That was the really annoying part for a game that was really just an enhanced reprint. I’d have to go pull my copy out in a bit. But I do seem to recall Compass actually owned up to that and sent me and others a couple of new fixed counters.
Yep. Here screenshot. Compass to their great credit did make good on later sending out errata fixed counters. In this shot correcting the blank reduced strength side of allied counters to Peter noted above. Ughh. YT don’t allow SSs. Oh well
I'm not that good at playing two-player games solo anyway, but I find North Africa games harder rather than easier in this regard. It seems to me like more of the game (in a game like this) is about hiding your intentions from the other player and trying to put yourself in a position to do something unexpected.
And I’m not sure some of the optional rules were playtested properly as they unbalance the game. No excuses allowed for a 40+ year re-print. Compass’ management relies on constant hype instead of investing in proper, quality development - the first time!
Another example of Compass using the community’s free labour to “fix” the screw-ups in the 1st edition - without offering cheap upgrade kits to early adopters. Lesson learned: don’t ever buy a Compass 1st edition.
If I'm not mistaken, Fortress Europa was the third game if you want to call it a series.
Just to add clarity to Strategic Movement - newly arrived units CANNOT use SM on its first turn of entry. In video when explaining SM, players might take it that its done immediately but they must wait one turn. And also, I'm willing to bet that its the most misplayed rule in game with new units entering game.
I just got this from Compass. A definite game going to my table in 2023.
One of my favorites for years... A great go to game for trying different tactics thus replay value is very good
another great review thank you
Wow Alex is up early and posting !! Thx Sir. I e got this game about 2 years and haven’t had chance to play it yet. What I like about it is it looks like modernized version of my beloved from around 1978 AHs Afrika Korps game. So it’ll be interesting to see what your thoughts are on this title and how it compares to other WWII NA titles you’ve played. Best Neil.
---
PS. I need to get some tips from u sometime on video and recording equipment u and your wingman the G-man use to do these videos as I have a goal to start my own YT WGaming channel in 2023. Insights into Software for editing processing videos for posting would be great too. Thx Alpha-Dog. A for Alexander. Alpha for military alphabet designator for letter A. So don’t let Alpha Dog call sign for u if u like it. Literally go to your head. 😉. Thx again sir
Whiskey Mike Actual - out
Hit me up with an email with any equipment/recording questions. We're pretty rough and ready. Theplayersaid at gmail dot com
@@ThePlayersAid will do sir. Thx much AD. WMA out
I don't have and have never played a N Africa game though I find the history Interesting.
I almost feel like I could play the game after watching your video so great job.
I feel like it's almost too basic for me. I really like the 4x series (e.g.. Stalingrad 42) so that version of the African campaign might be better for me.
Looks like a fun game though. Good job.
I'm curious as to the unit scale.
Units are brigades and divisions.
@@ThePlayersAid Thanks
How does it compare to SCS Afrika? Any opinions?
Also for a unique North Africa game, I want to recommend Rommel in the Desert from Columbia. It’s a classic for a reason. They now have a deluxified version, but an older version would be the same game I think, just with cheaper components. Designed by Craig Besinque (Triumph and Tragedy). Rules are pretty easy but the strategy is not. The hidden information with the blocks makes occasional bluffing essential. You have to gamble with how weakly you want to defend your supply lines for the sake of committing more forces to a battle, while your opponent won’t know exactly what’s out there. And you have to worry about unknown locations of fast recon units that could swing around and cut you off if you aren’t careful. Tough choices about how to use your precious gas. You can have a big turn with extra movement or extra fighting, or both, but it’ll cost you.
Pretty sure they fixed some annoying errata too in this latest edition.
… and they fixed the backside of two Allied units.
@@peterb.3004 yeah. That was the really annoying part for a game that was really just an enhanced reprint. I’d have to go pull my copy out in a bit. But I do seem to recall Compass actually owned up to that and sent me and others a couple of new fixed counters.
Yep. Here screenshot. Compass to their great credit did make good on later sending out errata fixed counters. In this shot correcting the blank reduced strength side of allied counters to Peter noted above. Ughh. YT don’t allow SSs. Oh well
I'm not that good at playing two-player games solo anyway, but I find North Africa games harder rather than easier in this regard. It seems to me like more of the game (in a game like this) is about hiding your intentions from the other player and trying to put yourself in a position to do something unexpected.
And I’m not sure some of the optional rules were playtested properly as they unbalance the game. No excuses allowed for a 40+ year re-print. Compass’ management relies on constant hype instead of investing in proper, quality development - the first time!
Another example of Compass using the community’s free labour to “fix” the screw-ups in the 1st edition - without offering cheap upgrade kits to early adopters. Lesson learned: don’t ever buy a Compass 1st edition.