After a loosing a couple of commanders to small arms fire early on, I’ve started with 6th Sense before Synergy. Having to roll for injuries on unbuttoned crew on rolls of 1-2 on B results can be a real bitch. 6th Sense allows you to button up prior to receiving fire (small arms, mortar, artillery). Also, I believe Greg said the only one who was advantaged by being unbuttoned is the TC, so I start with the other two always buttoned and button up using 6th Sense. The unbuttoned TC is the one who directs fire and helps find a hull down spot.
Sixth sense is great! But remember that it can ONLY be used for the commander to button up! I think you have missunderstood the modifiers. TC being unbottoned give's a positive -1 on B1 main gun fire and B2 if firing the 50-cal or directing co-axial MG fire. Being unbottoned also let's the TC use the 50-cal (it can't be used if buttoned up). The AD get's a negative on B2 +1 if firing bow mg when buttoned. The driver get's a bad -1 modifier when rolling for immobilization and when looking for hull down position.
@@WW2SolitaireBoardGameChannel unfortunately, this hasn’t been the best game to play from the rules and charts as written. There’s been errata, official clarifications AND Greg’s answers in BGG and our FB group. I may have misinterpreted what he said (wouldn’t be the first or last time) but believe he put the button/unbuttoned modifiers on the main gun, coax and looking for hull down on the TC. I mean it also makes sense to me that the TC at a higher spot would have the better ability to scout the surrounding area for a hull down location, as opposed to the driver.
@@WW2SolitaireBoardGameChannel that’s how I was playing it until I read Greg’s comments on it. I’ll post a question in the group for him to clarify/confirm this tonight. Questions have been slowing down for him.
@@WW2SolitaireBoardGameChannel I really don’t care about the Bow MG. I’ve probably fired it three times in 75+ missions. It’s basically a glorified hood ornament on my tank. I’ve also never needed to reload any of my MG’s. I probably under use them but only use them when the ready rack is empty and hoping to end the mission with one last MG burst
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I use to start with AP loaded but have switched to starting with a WP in most cases. I seem to come across a lot more INF and AT, than tanks. Plus, I only start fights with tanks if I will be able to use two rounds of AP. So, it mostly only benefited me if the tank was in B to start. Quite frequently there is an INF with the tank anyways, so I blast the INF with the WP, buying me time to either get hull down or assure the option of two AP rounds in the next combat round, assuming there is a next combat round. It also saves an HE round in the ready rack for INF and AT targets, always aiming to win the battle without having to reload the ready rack. Lots of choices 😀
This seems to be playing out really well for you! I'm also noticing this game doesn't seem to take up much play area 🤔 I'm thinking I'm becoming a fan of Mr. Gregory Smith's games. It's like they are made to be played on the go? LOL Of course I'm going to need to bother my smarter and better half to see about getting this. Probably after Xmas. Hahaha! Thanks for playing this, I love how streamlined it is compared to Patton's Best, no disrespect intended for that game though. It also looks excellent, but way too big for the truck!! 😆 Have a great day, Sir!! Buy all the booze!! 🤣
I have to check out the part of the counter attack. Guys, I thought this game and many of Greg’s games difficult at first, however, once you start playing it becomes second nature. You can miss certain rules and it’s no big deal. This is a good series
Another great play through! One question. From memory I thought you check for enemy targeting you at the beginning of each turn (if they aren’t already). That tells you who to prioritize firing at. There was a discussion in the FB group about whether that was realistic. I can tell you from real life when you’re looking through binoculars it’s not hard to tell when you’ve got someone’s attention.
That is correct! and I do it in this video? :P Maybe you got lost because it's an attack, and that means the enemy acts first, then you get to act. In the second turn, you act first. So basicallt you act 2 turns in a row. But yes, roll for enemies (who are not already targeting you) each german turn. On a roll of 1 on a D6, they now target you for the rest of that mission. Thank you for your service Sir!
Sorry, I’m driving. Did you say your hull is facing B and you turned your turret left so you can attack A and D? I thought if you were facing B, your attack options for rotating your turret would be A, B and C. I’m pretty sure your hull would need to be facing A, in order to attack D, A and B by rotating your turret in one of those directions.
Sorry Ted but that is wrong. If your turret faces B, it can ONLY attack B. If it faces A, it can attack A and D. If it faces C, it can attack C and E. Look at the tank mat, where the turret marker is located, this clearly shows which areas can be targeted depending on the turret location.
@@WW2SolitaireBoardGameChannel now that I think about it, that stinks. We rarely have to shoot at D and E, but now have to check for IMM every time we shoot at A and C. Dang it!
@@tedbrayton Well we could just turn the turret if we want to target D, E, A or cC! But if we angle the hull towards D,E,A or C, yes we have to check for imob :P
I agree that the rules are problematic but the designer has clarified all questions so now it's not really and reason not to play. Look up any questions on bgg and you're set to go! The rules are quite low complexity so this is a game that is fast to learn. Good luck!
After a loosing a couple of commanders to small arms fire early on, I’ve started with 6th Sense before Synergy. Having to roll for injuries on unbuttoned crew on rolls of 1-2 on B results can be a real bitch. 6th Sense allows you to button up prior to receiving fire (small arms, mortar, artillery). Also, I believe Greg said the only one who was advantaged by being unbuttoned is the TC, so I start with the other two always buttoned and button up using 6th Sense. The unbuttoned TC is the one who directs fire and helps find a hull down spot.
Sixth sense is great! But remember that it can ONLY be used for the commander to button up!
I think you have missunderstood the modifiers. TC being unbottoned give's a positive -1 on B1 main gun fire and B2 if firing the 50-cal or directing co-axial MG fire. Being unbottoned also let's the TC use the 50-cal (it can't be used if buttoned up). The AD get's a negative on B2 +1 if firing bow mg when buttoned. The driver get's a bad -1 modifier when rolling for immobilization and when looking for hull down position.
@@WW2SolitaireBoardGameChannel unfortunately, this hasn’t been the best game to play from the rules and charts as written. There’s been errata, official clarifications AND Greg’s answers in BGG and our FB group. I may have misinterpreted what he said (wouldn’t be the first or last time) but believe he put the button/unbuttoned modifiers on the main gun, coax and looking for hull down on the TC. I mean it also makes sense to me that the TC at a higher spot would have the better ability to scout the surrounding area for a hull down location, as opposed to the driver.
@@tedbrayton Look at chart B5, it says "-1 if driver is buttoned up" and it doesn't say anything about the TC
@@WW2SolitaireBoardGameChannel that’s how I was playing it until I read Greg’s comments on it. I’ll post a question in the group for him to clarify/confirm this tonight. Questions have been slowing down for him.
@@WW2SolitaireBoardGameChannel I really don’t care about the Bow MG. I’ve probably fired it three times in 75+ missions. It’s basically a glorified hood ornament on my tank. I’ve also never needed to reload any of my MG’s. I probably under use them but only use them when the ready rack is empty and hoping to end the mission with one last MG burst
Hi everyone! If you enjoyed this video, please subscribe to my channel and click the "bell icon"! You can also support the channel by liking the video! Have a great day!
I use to start with AP loaded but have switched to starting with a WP in most cases. I seem to come across a lot more INF and AT, than tanks. Plus, I only start fights with tanks if I will be able to use two rounds of AP. So, it mostly only benefited me if the tank was in B to start. Quite frequently there is an INF with the tank anyways, so I blast the INF with the WP, buying me time to either get hull down or assure the option of two AP rounds in the next combat round, assuming there is a next combat round. It also saves an HE round in the ready rack for INF and AT targets, always aiming to win the battle without having to reload the ready rack. Lots of choices 😀
Good tactics my friend!!
An interesting system .... thanks for the training session!!!!!!!!! I'm glad that you are gaming and sharing with us!!!!
Thanks for watching as usual Nick!! :)
Another great video my friend. Can’t wait for episode 3 🫡
Thank you Sir!
Excellent Daniel! You are playing the game well, fun to watch!
Thank you!
I have it on my table and just watching these good videos before I play. I can see this game becoming a lot more with Eastern Front and desert, wow
Let me know if you have any questions and I'll help out!
Great video, this game is so addictive!!
Thank you, and I agree!!
Great suggestion on counter placement for identifying if an enemy unit is targeting you.
Thanks. Makes it easy to remember!
This seems to be playing out really well for you! I'm also noticing this game doesn't seem to take up much play area 🤔
I'm thinking I'm becoming a fan of Mr. Gregory Smith's games. It's like they are made to be played on the go? LOL
Of course I'm going to need to bother my smarter and better half to see about getting this. Probably after Xmas. Hahaha!
Thanks for playing this, I love how streamlined it is compared to Patton's Best, no disrespect intended for that game though. It also looks excellent, but way too big for the truck!! 😆
Have a great day, Sir!! Buy all the booze!! 🤣
haha my channel is bad for you my friend! But yes indeed Gregory Smith's game are just awesome, can't go wrong with any of them.
Concur on the Smith games all good but I rate the PT boat one last (no good reason)
Thanks Man!
@@johnbaker9290 Cheers!
I have to check out the part of the counter attack. Guys, I thought this game and many of Greg’s games difficult at first, however, once you start playing it becomes second nature. You can miss certain rules and it’s no big deal. This is a good series
Yes, once you get going, it's smoth. Just got to pass that learning curve!
I think you missed the +1 for being hull down when the AT fired at you.
At what time stamp? I'm not sure I made hull down in this episode?
@@WW2SolitaireBoardGameChannel At 6:00 you can see your hull down
@@smittymx5 Right, would be a +1 modifier, positive for us :D But he missed anyway so we're good
Use a small red block from other games as a target option
Good idea
Just out of curiosity I was wondering if you have any comments regarding this game and Patton's Best?
They are quite different. I will do a comparison video on this soon!
Another great play through! One question. From memory I thought you check for enemy targeting you at the beginning of each turn (if they aren’t already). That tells you who to prioritize firing at.
There was a discussion in the FB group about whether that was realistic. I can tell you from real life when you’re looking through binoculars it’s not hard to tell when you’ve got someone’s attention.
That is correct! and I do it in this video? :P Maybe you got lost because it's an attack, and that means the enemy acts first, then you get to act. In the second turn, you act first. So basicallt you act 2 turns in a row. But yes, roll for enemies (who are not already targeting you) each german turn. On a roll of 1 on a D6, they now target you for the rest of that mission.
Thank you for your service Sir!
Sorry, I’m driving. Did you say your hull is facing B and you turned your turret left so you can attack A and D? I thought if you were facing B, your attack options for rotating your turret would be A, B and C. I’m pretty sure your hull would need to be facing A, in order to attack D, A and B by rotating your turret in one of those directions.
Sorry Ted but that is wrong. If your turret faces B, it can ONLY attack B. If it faces A, it can attack A and D. If it faces C, it can attack C and E. Look at the tank mat, where the turret marker is located, this clearly shows which areas can be targeted depending on the turret location.
@@WW2SolitaireBoardGameChannel love it! Like getting an early Christmas present 😀
@@tedbrayton 😆
@@WW2SolitaireBoardGameChannel now that I think about it, that stinks. We rarely have to shoot at D and E, but now have to check for IMM every time we shoot at A and C. Dang it!
@@tedbrayton Well we could just turn the turret if we want to target D, E, A or cC! But if we angle the hull towards D,E,A or C, yes we have to check for imob :P
Great video as always!
Thank you Sir!
👏🏻👏🏻👏🏻
😊
I think you can shoot at aAT with machine guns?
That's correct my friend
I so want to get into this game but I gave up because of the rules and rule book. It’s so bad
I agree that the rules are problematic but the designer has clarified all questions so now it's not really and reason not to play. Look up any questions on bgg and you're set to go! The rules are quite low complexity so this is a game that is fast to learn. Good luck!