I think the deployment zone change is a cool idea however I think it should be used as a powerplay. For example , if you loose two in a row you can either scrap your forces or move the zone
Look checkpoint put the longest range unit next to a melee unit and in the next round he puts the spear throwers right next to the jouster. Of course he lost.
He never even really countered the units on the ship, and none of the counters he tried were successful at all. Terrible plays all round from checkpoint
I like the idea of the rule but I’ve got my own variation on it you should consider: when a player looses twice they get the choice to either clear their army or change the line.
I felt the line change option each turn to be powerful enough it could change the tide of battle each turn, I bet spiff vs Tom with this rule would be a close game.
Definitely grateful for all the TABS content! Love Checkpoint for giving it a go but I don't think he's the best choice for trying out new gamemode ideas.
@@thankyouforwakingmeup8674 Just because a three year old spends all their time coloring in coloring books doesn't mean they know how to stay in the lines.
While we're getting all jazzy with the rules, why not try some sort of "Loser Points" and a "Loser Points Exchange"? Get loser points for losing, you can exchange them for things like moving the line, redeploying, banning ~~ballistas~~ certain units, etc. You could keep up the loss streak bonuses as well by ramping up the points earned by consecutive losses Good luck working out the balanced numbers on that though. Sounds like some kind of linear programming based hell
Honestly, I don't think manually placing the line is a good rule for HORSE. I think the line should automatically be adjusted to shrink the winners deployment zone further and further with successive victories, resetting to default if the losing streak player suddenly wins a round. Obviously, the zone cannot shrink to less than 25% of the total map surface area, or there would be no area to actually deploy on. This way, anyone on a losing streak will have better odds at countering high damage ranged units stuck in the far off corners of the map and any "reserve" forces that take a while to march into the fray.
@@walker1054 I was thinking increments of 20% to 25%. A 10% reduction, while fine in theory, would still leave 60% of the winner's initial deployment zone if they won 4 rounds in a row. if their victory streak is solely because of a unit like artemis, then they'd still have enough wiggle room to plonk down their allotted points of units somewhere in that 60%. And as we've seen previously, 2500 points worth of defensive/chaff units in the front of a high cost unit can carry the day despite being deployed first.
I definitely like the line moving rule! There'll be a lot of comments already offering their suggestions, so all i'll say is that it might need a little work balancing but it's definitely something i'd like to see more of. There are many reasons I love your channel and innovations in TABS-Horse is one of them!
13:55 - *_LEGIT OR QUIT!!_* Also, 6:47 & 10:49 were some absolutely _quality_ new edits, Josh! I hope that Festag left you & Tom both exceptionally well-rested and refreshed! Also, I quite love these new rules for keeping things fresh and ridiculous.
Darius Has Dogs checkpoint did not display any prowess in this video tho lmao. I haven’t checked out his own tabs content but he was so strategically awful here.
I like how Tom is mixing things up but at the same time being able to change the line is overpowered and makes many units and strategies effectively obsolete
I feel like messing with the deployment zone is too strong, as range/support units become almost obsolete, as they're just gonna be flanked and killed instantly making them waste of points.
it makes more well rounded units more viable instead of the specialist roles protecting vulnerable units more closely can help prevent this to an extent
Well, that's not true. It might work once or twice but if the person is smart, the round they lose they'll move the line back around and use halflings or vampires to tie up melee units. In fact, an easy answer for that strategy is just to have a few halflings placed around your ranged units in general, since all they need is time to turn around and fire on anyone attacking them.
One thing I'd suggest giving a go, is placing your units in a small circle and then switch which team is inside the circle and place the second army; so that the size of units is almost more important than their value.
Holy shit. One lonely Clam Boy saving the whole battle by finishing off both Artemis and the Pirate Queen pretty much single-handed has got to be the greatest underdog comeback story of all time. Clam Boy 2020
I really like the "line moving" format :) I think you guys should try a "totally accurate lore" rule set where, if a player can make a "good" lore reason why an extra unit above the point total should join their army, they can have it. However, the opposing player then gets a chance to rebuttal by making up their own totally accurate lore of another unit that has come to the aid of their army. Both players may keep adding one unit at a time in this fashion until ultimately one player falters on their explanation and the armies lock in for the round. No player may copy a piece of totally accurate lore already told in another player's story. Ie: Player 1: But of course, this hero ball doesn't go anywhere without their trusty bard to sing their tale! Player 2: Well my army also never marches without their faithful bard troupe! *GAMESHOW BUZZER!!* Player 2 copied so Player 1 wins final deployment. Idk.. just thoughts. Love the channel, love the series, miss my regular doses of Warhammer. There's new Skaven to play FFS! I started a game to mess around but I'm ~really~ trying to wait to play my game along side the Jerk Offs!
If I could make a recommendation, it would be that you should move the line back every time someone gets a win. So it is harder for them (the previous winner) to defend their first set of units on the frontline, and their opponent can place units closer to their ranged dudes.
I honestly love how Tom tries out these new rules and self made game modes. Heres my two cents: What if on your *Third* loss you can choose to change the border or reset?
I think the line moving should be kind of like American Football. If you are losing you move the line of scrimmage forward about 5 halflings worth. That way the Winner's army becomes more and more compact if they keep winning but also the loser's front line can make yardage against the winner's back line and potentially flank/surround the winner's front line.
Next time you should make it so that the loser can move a single unit in their opponents army. So if there is Death or Artemis causing trouble they can stick them in an awkward place.
It'd be interesting if units got a Home Field Bonus where their damage is slightly, AND ONLY *SLIGHTLY*, increased if on the map that's of the same theme as them. Vikings on the Viking maps etc. Secret units DO NOT get this bonus.
I would honestly put down one halfling in the first round to throw it then the second round I'll have a bunch of points to spend and I'll get to control the whole map then I'll cover the place with units so even if they get to change the battlefield later, ill always have good coverage Honestly tom should just let the opponent decide if they wanna play horse with changing deployment or not cause i can see really cool metas or just pure chaos spawning from this rule
I feel like there needs to be rules on where the line can be placed because Checkpoint was screwing Tom over by limiting him to the small area on the boat, and it could just end up in a back and forth strategy where you limit your opponent's placement area or give them an area where their units will instantly die, like putting it in the water.
I know there are a few of these comments already, but my two cents for an idea on the line changing rule: Between each battle, the line is spun around while remaining in the center of the map while they look away and stop it. This way it still adds that spice of not knowing where you'll be deploying next and getting lots of units mixed in together. Both players will still have lots of room to work with, and the random nature of it prevents it from feeling "cheesy".
I really like this new way of playing, but I'd like to see it taken advantage of a bit more, just felt like theres a lot more uses you can use besides how Checkpoint used it
Squires always lose to fencers. Both their swords kill the other with a single hit, but fencers are able to dash in, strike, and pull out, giving them a longer reach and allowing them to vastly outmaneuver squires. Checkpoint choosing to counter Tom's fencers with squires was a huge misplay, and more fencers or anything with a shield would have been a better choice. Skeleton warriors' fear effect would work well, hay balers would be largely resistant to their attacks and deal decent damage, blunderbusses are basically better hay balers. Even stoners or spearthrowers placed at range would have been better than squires, which will lose any one on one or equal point matchup against fencers.
I think the new rule is cool but I don't think it should be a constant thing, maybe whenever you do rematches you can decide which ruleset you're going to use.
Whenever there has been multiple matches you should show the wins and loses for both. Maybe you could even have HORSE HORSE where after losing a game of horse you get a H that shows at the start of their next game
100 IQ play: put ranged units in the back line
Checkpoint IQ play: put ranged units in melee
ThePigKnight 100 iq isn’t that much but I get your point
duckmz 100 IQ is average.
ThePigKnight so it’s an average play
duckmz the normal play would have been to play ranged at ranged. That’s the joke.
I almost want to commend Steve for his refusal to back down from ranged frontline. Almost.
he could've just put like 5 halflings in front of the cheerleader cannon and it'd suicide every round taking half the things around it.
I think the deployment zone change is a cool idea however I think it should be used as a powerplay. For example , if you loose two in a row you can either scrap your forces or move the zone
The metal horse is glorious
Sounds more like something Gelt would say...
Look checkpoint put the longest range unit next to a melee unit and in the next round he puts the spear throwers right next to the jouster. Of course he lost.
He never even really countered the units on the ship, and none of the counters he tried were successful at all. Terrible plays all round from checkpoint
Why is a comment that spoils the outcome the top bloody comment TH-cam !?!?
@@llewtree3013 because he has the top bloody likes
MiLkBaGzz no shit
@@llewtree3013 Maybe you should watch the video before reading comments?
I like the idea of the rule but I’ve got my own variation on it you should consider: when a player looses twice they get the choice to either clear their army or change the line.
I felt the line change option each turn to be powerful enough it could change the tide of battle each turn, I bet spiff vs Tom with this rule would be a close game.
I love the line moving shenanigans, but it feels a tad powerful. Maybe make it another perk of losing 2 in a row, along with clearing?
Then again, there wouldn't be the back-and-forth crazy fun as much. Maybe just deploying first is enough of a balancer.
@@Collserra3 Thank you...?
Maybe if it was only after losing 3 times in a row, so it happens a lot less often.
I will consume TABS HORSE content like an addictive substance.
Definitely grateful for all the TABS content! Love Checkpoint for giving it a go but I don't think he's the best choice for trying out new gamemode ideas.
Checkpoint was hilariously awful at this. I don't think he deployed a single unit in a sensible place.
I didn't even need to watch the video to guess that. He isn't one of the smartest Yogscast members.
He probably doesn't know the game well
Transform987 he should know the game well considering the game he plays the most on his channel is TABS
@@thankyouforwakingmeup8674 Oh, didn't know.
@@thankyouforwakingmeup8674 Just because a three year old spends all their time coloring in coloring books doesn't mean they know how to stay in the lines.
While we're getting all jazzy with the rules, why not try some sort of "Loser Points" and a "Loser Points Exchange"? Get loser points for losing, you can exchange them for things like moving the line, redeploying, banning ~~ballistas~~ certain units, etc. You could keep up the loss streak bonuses as well by ramping up the points earned by consecutive losses
Good luck working out the balanced numbers on that though. Sounds like some kind of linear programming based hell
Complicated, but something I'd like to see nonetheless
Interesting idea but it seems a bit too complicated and serious for this game.
@@Collserra3 Why do you hate god
thats reddit formatting, not youtube, friend.
If you clear, you should also have to reset the line back to normal.
Honestly, I don't think manually placing the line is a good rule for HORSE. I think the line should automatically be adjusted to shrink the winners deployment zone further and further with successive victories, resetting to default if the losing streak player suddenly wins a round. Obviously, the zone cannot shrink to less than 25% of the total map surface area, or there would be no area to actually deploy on.
This way, anyone on a losing streak will have better odds at countering high damage ranged units stuck in the far off corners of the map and any "reserve" forces that take a while to march into the fray.
@@walker1054 I was thinking increments of 20% to 25%. A 10% reduction, while fine in theory, would still leave 60% of the winner's initial deployment zone if they won 4 rounds in a row. if their victory streak is solely because of a unit like artemis, then they'd still have enough wiggle room to plonk down their allotted points of units somewhere in that 60%.
And as we've seen previously, 2500 points worth of defensive/chaff units in the front of a high cost unit can carry the day despite being deployed first.
I like this as well.
7:01 The Horse is just listening to the Red Alert Hell March
Please do more of these vids I really enjoy them keep up the amazing work
I definitely like the line moving rule! There'll be a lot of comments already offering their suggestions, so all i'll say is that it might need a little work balancing but it's definitely something i'd like to see more of. There are many reasons I love your channel and innovations in TABS-Horse is one of them!
Damn, josh with the top tier editing with 6:45 as always!
2:35
Get yourself a HIYECH
13:55 - *_LEGIT OR QUIT!!_* Also, 6:47 & 10:49 were some absolutely _quality_ new edits, Josh! I hope that Festag left you & Tom both exceptionally well-rested and refreshed!
Also, I quite love these new rules for keeping things fresh and ridiculous.
That Owen Wilson "Wow" edit killed me :D
Pretty interesting changes to the rules. Always enjoy some experimentation. Well played.
2:40 i swear checkpoint just said "get yourself a hedge".
Tom’s pulling out all the cheeky stuff after he got slam Dunced with 0-5
When the 2 TABs pros come together it's always a gooooood time. :)
Darius Has Dogs checkpoint did not display any prowess in this video tho lmao. I haven’t checked out his own tabs content but he was so strategically awful here.
I like how Tom is mixing things up but at the same time being able to change the line is overpowered and makes many units and strategies effectively obsolete
I love how frequently TABs has been uploaded. Finally!
I feel like messing with the deployment zone is too strong, as range/support units become almost obsolete, as they're just gonna be flanked and killed instantly making them waste of points.
someone would have to think of it first, checkpoint never countered Tom's units on the right ship
@@Cyndayn well more accurately he tried, failed, and abandoned the position
it makes more well rounded units more viable instead of the specialist roles
protecting vulnerable units more closely can help prevent this to an extent
Well, that's not true. It might work once or twice but if the person is smart, the round they lose they'll move the line back around and use halflings or vampires to tie up melee units. In fact, an easy answer for that strategy is just to have a few halflings placed around your ranged units in general, since all they need is time to turn around and fire on anyone attacking them.
Look who's back again on Tom.
Riding out.
No spoiler... haven't finished yet.
Update: these rules are getting complicated....
Tom at 3:23: "Execute Order 66."
Once again proving he is indeed the senate.
That reserve clam man coming in with the big play brought a smile to my face
I'm LOVING this series Tom. Keep up the great work.
Line moving is good! It makes the games less likely to deadlock into the battle for a single point, with a ton of artillery trained on it
One thing I'd suggest giving a go, is placing your units in a small circle and then switch which team is inside the circle and place the second army; so that the size of units is almost more important than their value.
Like the changes to the format. Super fun.
You should do an other special rule were you get to Move 1 troop from the enemy similar to like how you moved the lime.
I think tom is finally realizing that the clams are the best unit especially when cheered
That was a rocking horse.
I'll let myself out.
Holy shit. One lonely Clam Boy saving the whole battle by finishing off both Artemis and the Pirate Queen pretty much single-handed has got to be the greatest underdog comeback story of all time.
Clam Boy 2020
Though the Pirate Queen had tanked at least 5 cannon bombs first, so she was definitely softened up a bit.
I feel that changing the line is absolutely gamebreaking, but lowkey fun
Headbanging Horse, you were totally right! I can't wait for more of these angory tom videos!
keep up the great work man!
You thought it would be headbanging horse. But it was me! DIO!
TABS will never get old
Can we get an apology from Tom and Steve to Steve. Thank you.
RIP Captain Saddlebeard
I'm happy the clams made a comeback.
I really like the "line moving" format :) I think you guys should try a "totally accurate lore" rule set where, if a player can make a "good" lore reason why an extra unit above the point total should join their army, they can have it. However, the opposing player then gets a chance to rebuttal by making up their own totally accurate lore of another unit that has come to the aid of their army. Both players may keep adding one unit at a time in this fashion until ultimately one player falters on their explanation and the armies lock in for the round. No player may copy a piece of totally accurate lore already told in another player's story. Ie: Player 1: But of course, this hero ball doesn't go anywhere without their trusty bard to sing their tale! Player 2: Well my army also never marches without their faithful bard troupe! *GAMESHOW BUZZER!!* Player 2 copied so Player 1 wins final deployment. Idk.. just thoughts. Love the channel, love the series, miss my regular doses of Warhammer. There's new Skaven to play FFS! I started a game to mess around but I'm ~really~ trying to wait to play my game along side the Jerk Offs!
Couldn't tell if that first edit was saying, "This is getting fun" or "This is getting fucked". Either way, accurate
Yogscast Horse headbanging on the job
If I could make a recommendation, it would be that you should move the line back every time someone gets a win. So it is harder for them (the previous winner) to defend their first set of units on the frontline, and their opponent can place units closer to their ranged dudes.
The deployment line movement rule is a nice addition, would like to see more of it
I honestly love how Tom tries out these new rules and self made game modes. Heres my two cents: What if on your *Third* loss you can choose to change the border or reset?
Tabs horse, always an instant like, even before the BAM!
“I’m not gonna clear!”
There’s only 3 minutes left in the video.
I think I know who wins this one ☝️
I think the line moving should be kind of like American Football. If you are losing you move the line of scrimmage forward about 5 halflings worth. That way the Winner's army becomes more and more compact if they keep winning but also the loser's front line can make yardage against the winner's back line and potentially flank/surround the winner's front line.
These different rules are making this even more spicy
Next time you should make it so that the loser can move a single unit in their opponents army. So if there is Death or Artemis causing trouble they can stick them in an awkward place.
Wow that gloating at the end lol
Tom is undefeated anything other wise is cannon
Headbanging horse for new Yogscast CEO
Steve has no sense of strategy ._.
The salt was amazing
You need ride him in glorious victory, in a manner that would make toddy proud!
The cannon some how getting cover saved toms butt
It'd be interesting if units got a Home Field Bonus where their damage is slightly, AND ONLY *SLIGHTLY*, increased if on the map that's of the same theme as them. Vikings on the Viking maps etc. Secret units DO NOT get this bonus.
I like your sweater steve
I would honestly put down one halfling in the first round to throw it then the second round I'll have a bunch of points to spend and I'll get to control the whole map then I'll cover the place with units so even if they get to change the battlefield later, ill always have good coverage
Honestly tom should just let the opponent decide if they wanna play horse with changing deployment or not
cause i can see really cool metas or just pure chaos spawning from this rule
BRING IN DAFF!!!
It’s nice to see Yogscast Steve
I feel like there needs to be rules on where the line can be placed because Checkpoint was screwing Tom over by limiting him to the small area on the boat, and it could just end up in a back and forth strategy where you limit your opponent's placement area or give them an area where their units will instantly die, like putting it in the water.
I know there are a few of these comments already, but my two cents for an idea on the line changing rule:
Between each battle, the line is spun around while remaining in the center of the map while they look away and stop it. This way it still adds that spice of not knowing where you'll be deploying next and getting lots of units mixed in together. Both players will still have lots of room to work with, and the random nature of it prevents it from feeling "cheesy".
I don't like the new rule. "Bam, your ranged are all dead." it breaks the game.
The return of checkpoint!
Heh, literally just re-watched the whole Sylvio 2 playlist a couple of days ago. Wonder if Sylvio 1 is worth playing?
The line rule was pretty fun
I wanna see ISP and Checkpoint cosplay as eachother
When are we going to see non-Yogscast members on this series Tom? Hannah Witton for example, since she clearly knows her some strategy!
Checkpoint could have put loads of hobbits down right infront of the cannon. The cannon would have blown itself up and loads of toms units with it
Im convinced that Tom has bribed Checkpoint to let him win. Some of these goofs were a bit out of character.
Loving it but we need that humiliation punishment for losing
the fuckin editing... MWAHHH beautiful.
poor steve lol. He did good tho. Great episode tho
I really like this new way of playing, but I'd like to see it taken advantage of a bit more, just felt like theres a lot more uses you can use besides how Checkpoint used it
Squires always lose to fencers. Both their swords kill the other with a single hit, but fencers are able to dash in, strike, and pull out, giving them a longer reach and allowing them to vastly outmaneuver squires. Checkpoint choosing to counter Tom's fencers with squires was a huge misplay, and more fencers or anything with a shield would have been a better choice. Skeleton warriors' fear effect would work well, hay balers would be largely resistant to their attacks and deal decent damage, blunderbusses are basically better hay balers. Even stoners or spearthrowers placed at range would have been better than squires, which will lose any one on one or equal point matchup against fencers.
we all need to understand how OP clams are in this game
Checkpoint. Dude. Lol.
Damn I wanna know what song that horse was listening to.
That roach cosplay by Tom's horse.
Checkpoint making these 30 IQ plays every day
Love this duo
I like this approach
I think the new rule is cool but I don't think it should be a constant thing, maybe whenever you do rematches you can decide which ruleset you're going to use.
Hey Tom I got a suggestion that the heist should chose the map unless you already did that you clever clog you!
My phone is broken lol I mean guest not heist
Whenever there has been multiple matches you should show the wins and loses for both. Maybe you could even have HORSE HORSE where after losing a game of horse you get a H that shows at the start of their next game
Maybe deploying the line should be something special, like if a player is only one point away from losing the game they can shift the line or redeploy
I want that horse on a tshirt, damnit!
I feel like it was one of Tom's easiest wins. How sad. Lol still fun to watch and i think checkpoint needs to go play singleplayer TABS for a while
Clams are indeed people. Who would have thought? legit or quit
I have got an idea, melee only version of this.
I like the new rule it makes the game unpredictable
Can testify: The Sylvio 2 series is *alright*