The sudden gameplay flip in Rogue Regiment from strealth to crazy action is cool. I've had a demo of Rogue Regiment and its ace. I prefer its brighter artwork too.
V-C/V-S was just too simple for me. I had a reasonably good couple of plays of it (not my own copy but got to try it out at a convention), but I knew it wasn't something I needed to purchase. Or if I did, I was going to house rule that the terrain actually meant something, because that was a huge negative for me. I lamented that there wasn't a good "Commandos" boardgame. Until now. This game looks like it's the stealth game I've been wanting. And your comparison completely confirms that for me, so thanks for the video.
Thanks a lot. I own AC:BoV from Triton Noir and I am into the first couple of full blown missions. I agree that the dice in the system spoils the fun quite a bit and I am tempted to back SAS.
My first few playthroughs I thought exactly the same. Dice mechanic and the way boards work bothered me, but then I realised, that the game is about planning the actions ahead to mitigate the dice. As for the boards I just had to accept it, but I like the different mechanic for different size boards. Haven't played the SAS yet, but it arrived today so...
All you said I recommended it to Thibauld(v-c) in the first year of playtest, but he wanted to make a simple game. Game has been renamed due to copyright issues with commando video game btw. He also made the assassin's creed board game.
Not having the minis and new components is a miss unfortunately. You were really showing VC 2016 vs SASRR, the newer 2022 V-Sabotage version has some elements that make significant table presence and improve gameplay. The discussion is good, but SASRR being prototype and using the 2016 release makes it flawed. I look forward to SASRR, but the prototype is not enough yet to really know if it will stick at least for me. Using the right Commando and play you can nearly eliminate the dice roll stealth check. SASRR still is unique in that aspect and interesting.
I disagree. The core elements of V Commandos did not change enough to make the comparison invalid. Sure minis and epic campaigns are great but that wouldn't have changed what I pointed out. There are some new game modes, which again is great, but that doesn't change the core gameplay. When it comes to SAS the only thing I couldn't directly judge would be the finalized components since no one has those yet. The comparison between the two didn't have to do with components but rather gameplay. I think I was fair and accurate with both games. The missing fluff wouldn't have changed what I was saying.
@@thegimpygamer all good, my words though were flawed, you had valid points. I am not saying invalid. At the end of the day though you compared a 2016 game to a prototype. I personally think that is an important distinction. For the props and minis imagine Company of Heroes with only cardboard tokens, versus the elements you showed. V-Sabotage with the props and minis has a significant appeal when those 2022 elements are used. As a 2016 player upgrading and playing the 2022 content it makes a worthy of consideration difference. I am sure a Company of Heroes player who only had cardboard tokens would say the same. Sometimes there are things that help that have nothing to do with game mechanics. They just help the narrative.
SAS looks a lot more like the video game that V-Commandos got nailed for "copying" (really?) and had to change its name to V-Sabotage. Pretty stupid that the video game people just didn't go with it since it could generate renewed interest in their game.
Hi, thanks for your work and thoughtfulness to give us an idea these two games. I appreciate it.
Great comparison! This is the kind of videos that really help getting and idea of why should you get a game over the other!
The sudden gameplay flip in Rogue Regiment from strealth to crazy action is cool. I've had a demo of Rogue Regiment and its ace. I prefer its brighter artwork too.
V-C/V-S was just too simple for me. I had a reasonably good couple of plays of it (not my own copy but got to try it out at a convention), but I knew it wasn't something I needed to purchase. Or if I did, I was going to house rule that the terrain actually meant something, because that was a huge negative for me. I lamented that there wasn't a good "Commandos" boardgame.
Until now. This game looks like it's the stealth game I've been wanting. And your comparison completely confirms that for me, so thanks for the video.
Comments like this help make the effort worth it. Thanks!
@@thegimpygamer You're welcome. And I should have explicitly added that the comparison was very well done at that!
Thanks a lot. I own AC:BoV from Triton Noir and I am into the first couple of full blown missions. I agree that the dice in the system spoils the fun quite a bit and I am tempted to back SAS.
My first few playthroughs I thought exactly the same. Dice mechanic and the way boards work bothered me, but then I realised, that the game is about planning the actions ahead to mitigate the dice. As for the boards I just had to accept it, but I like the different mechanic for different size boards.
Haven't played the SAS yet, but it arrived today so...
Excellent breakdown and comparison of the two games. Cleared it up nicely for me
Thank you!
All you said I recommended it to Thibauld(v-c) in the first year of playtest, but he wanted to make a simple game. Game has been renamed due to copyright issues with commando video game btw. He also made the assassin's creed board game.
Great comparison thanks. SAS definitely sounds like the stealth action is more tactical and fun to play.
This is exactly what i was looking for!
Five purple purses...My wife only has 3!
Thank you for this vid. What happened to your left hand?
I had injured it so the bandage is covering stitches.
Not having the minis and new components is a miss unfortunately. You were really showing VC 2016 vs SASRR, the newer 2022 V-Sabotage version has some elements that make significant table presence and improve gameplay. The discussion is good, but SASRR being prototype and using the 2016 release makes it flawed. I look forward to SASRR, but the prototype is not enough yet to really know if it will stick at least for me.
Using the right Commando and play you can nearly eliminate the dice roll stealth check. SASRR still is unique in that aspect and interesting.
I disagree. The core elements of V Commandos did not change enough to make the comparison invalid. Sure minis and epic campaigns are great but that wouldn't have changed what I pointed out. There are some new game modes, which again is great, but that doesn't change the core gameplay.
When it comes to SAS the only thing I couldn't directly judge would be the finalized components since no one has those yet. The comparison between the two didn't have to do with components but rather gameplay. I think I was fair and accurate with both games. The missing fluff wouldn't have changed what I was saying.
@@thegimpygamer all good, my words though were flawed, you had valid points. I am not saying invalid. At the end of the day though you compared a 2016 game to a prototype. I personally think that is an important distinction.
For the props and minis imagine Company of Heroes with only cardboard tokens, versus the elements you showed. V-Sabotage with the props and minis has a significant appeal when those 2022 elements are used. As a 2016 player upgrading and playing the 2022 content it makes a worthy of consideration difference. I am sure a Company of Heroes player who only had cardboard tokens would say the same. Sometimes there are things that help that have nothing to do with game mechanics. They just help the narrative.
SAS looks a lot more like the video game that V-Commandos got nailed for "copying" (really?) and had to change its name to V-Sabotage. Pretty stupid that the video game people just didn't go with it since it could generate renewed interest in their game.