EotS Basics: Playing the Allies - Part 2

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  • เผยแพร่เมื่อ 27 ธ.ค. 2024

ความคิดเห็น • 6

  • @markherman50
    @markherman50 9 ปีที่แล้ว +1

    My one China comment is there has been a couple of changes with the 2nd edition. First, the Japanese can cause China surrender with the play of a China offensive event versus the first edition restriction that required this occur with a China OC offensive. Second, the Manchuria event can move the Chinese front marker back into the stable box, but this is a minor point.

  • @markherman50
    @markherman50 9 ปีที่แล้ว +1

    One thing that I thought I would add is remind your audience that Surprise attack cards typically carry the condition that no more than one ground unit can be activated. So, while powerful, they are only useful for capturing one hex.

    • @johnsteidl293
      @johnsteidl293  9 ปีที่แล้ว

      Mark Herman
      Thanks, as always, for taking the time to watch Mark; great points on China and here. On a related note re Surprise cards, it can sometimes be better to use them to go hunting the other guy's units rather than take a hex - for example, if you're not worried about making PoW. The exact use will vary depending on the circumstances.

  • @asyncritus
    @asyncritus 9 ปีที่แล้ว

    I've thoroughly enjoyed your videos and look forward to Part 3 of this as well as your thoughts on Japanese strategy. Thanks very much for taking the time to make these.

  • @markherman50
    @markherman50 9 ปีที่แล้ว

    Thanks, I have been meaning to do a mid-war Allied strategy piece. I'm glad you got to it. Nicely done.

    • @johnsteidl293
      @johnsteidl293  9 ปีที่แล้ว +1

      Mark Herman
      Thanks. I have two thoughts on next steps here. I will probably do a tutorial on the mechanics of amphibious assaults, since that is one of the more complex aspects of the game and is especially challenging for the Allies mid war. Then, if there is interest, I can do an analysis of the Allied hands and play in my current game with Antero. (With focus on turns 4 through 7.) He's playing Japan and I have been deep in WiE trouble since the beginning - so only just made it to 3 ASPs on turn 7 with Booz. Yet the game is quite tight and interesting, and I think will go down to the wire if I don't do something stupid. Would probably be a fun way to explore how to develop and execute mid-war turn plans based on the overall game situation and cards you are dealt. I think this game shows nicely that basic principles of sound play don't change just because the game evolution has been a little unusual.