Yes, I agree. I found it more difficult than both Falling Sky and Liberty or Death. I'm very glad it's helped. I think Pendragon is worth the effort to get fluid at it.
When you did the battle in Parisi at 17:20, you counted the garrison as having 1 attack value during the escalade step. Because it is a hillfort, its escalade damage counts as 1/2 per unit. It has an inherent garrison of 1 unit, plus your 1 militia, meaning it deals a total loss value of 1, killing 2 raiders instead of the 3 you took off. Then, during the storm step, each unit (raiders, militia, and garrison) deals 1 loss and takes one loss simultaneously, killing another 2 raiders and destroying the hillfort. Hope that makes sense!
Excellent. That's why I wanted to post this video before I got too far down the line. To make sure I get these nuances right. You are absolutely right. In the end, I shortchanged myself a raider death in Parisi, and in Novantae and Dumnonii I believe. Thanks for the comment.
Sorry for my comments above (now deleted). I have had the video up all day waiting to view it after work and missed the previous comments. Great Video! Thanks!
I think 6 raiders should have been killed in Dumnonii: 3 during the escalade step (1 for the militia and 2 for the garrison) and 3 more during the storm step. I also found out that not al seas start the game patrolled, which I did in my game, oops :p
Sebastiaan De Schagt Only 1 for the garrison as it has an inherent garrison value of 1 unit attacking for 1/2 a loss during escalade step plus 1 militia also hitting for 1/2, killing 2 raiders at 1/2 defence each. In the storm step, all units including raiders, militia, and garrison attack for and absorb 1 loss simultaneously, so another 2 raiders and the stronghold destroyed.
The Isle of Avalon coming out this soon is bad news for the Dux, I would imagine. They will not have the chance to move these 5 cavalry later on. I'm excited to see how this series plays out! Also, at 32:25 you note the error regarding Intercept. However, Iceni is also controlled, so you could move into both of those, right?
I have played quite a lot of Cuba Libre but am wanting to step up to this more challenging game and appreciate the effort you have put into learning and recording the game. I am somewhat confused by Turn 1 however. The Saxons did a Command + Feat. The Available play box for the Scotti Faction Marker in the 2nd Faction box is "Event or Limited Command"; so therefore I believe the Scotti should've only raided one space with no Feat (or am I missing something?) Thanks again for the time & effort you are putting into this.
I tried playing this a while back. The intro walk through was exhausting. There just was not enough simplification of the combat. I hope to return to this game soon, but I wish war games had a bit more explanation in there walk throughs. Even if it became a 35 page pdf file show one complete round of play.
I agree that this combat design is a little more complicated than some of the others in the COIN system. If you like the system (and the theme), consider trying Falling Sky. I find the combat system there easier to get a grip on.
Maybe you can help me with something. I am playing Saxons solo and have six raiders in Trinovantes. There is one town, fort, militia, and cavalry. How does the non-player determine withdrawal? Do both go into the fort and leave the town unprotected or does the cavalry enter the fort and the militia the town? Thanks for any help!
Yeah. I actually saw your post on BGG but I don't know the answer for sure. The Non-Player Battle Tactics table seems to suggest you withdraw first into a fort, then a town, and in any event in a way to maximize the possibility of saving a stronghold.
redboot Thanks anyway. For now, I put both units in the fort with the reasoning that my six raiders were guaranteed to destroy that town and so the defenders wouldnt withdraw into it because it wouldnt prevent that
In your intercept in Parisi, you mention that there is road into the space. But the space is not under Briton control and thus roads cannot be used. Of course you were adjacent in Eboracum, so that didn't matter but as you noticed the destination must be controlled regardless. Iceni WAS controlled so an okay target for interception, right?
Right, Iceni was controlled, so a legit target for intercept. But Parisi was not legit, regardless of roads or adjacency. I will correct this as best I can in the next video
I have found this COIN to have the steepest learning curve I appreciate the play through its helping me to get a grasp on how to play this
Yes, I agree. I found it more difficult than both Falling Sky and Liberty or Death. I'm very glad it's helped. I think Pendragon is worth the effort to get fluid at it.
Love the way you are editing this and realize the work involved!
When you did the battle in Parisi at 17:20, you counted the garrison as having 1 attack value during the escalade step. Because it is a hillfort, its escalade damage counts as 1/2 per unit. It has an inherent garrison of 1 unit, plus your 1 militia, meaning it deals a total loss value of 1, killing 2 raiders instead of the 3 you took off. Then, during the storm step, each unit (raiders, militia, and garrison) deals 1 loss and takes one loss simultaneously, killing another 2 raiders and destroying the hillfort. Hope that makes sense!
Excellent. That's why I wanted to post this video before I got too far down the line. To make sure I get these nuances right. You are absolutely right. In the end, I shortchanged myself a raider death in Parisi, and in Novantae and Dumnonii I believe. Thanks for the comment.
redboot No problem, I'm just running the intro scenario solo for the first time tonight myself
Sorry for my comments above (now deleted). I have had the video up all day waiting to view it after work and missed the previous comments. Great Video! Thanks!
I think 6 raiders should have been killed in Dumnonii: 3 during the escalade step (1 for the militia and 2 for the garrison) and 3 more during the storm step. I also found out that not al seas start the game patrolled, which I did in my game, oops :p
Sebastiaan De Schagt Only 1 for the garrison as it has an inherent garrison value of 1 unit attacking for 1/2 a loss during escalade step plus 1 militia also hitting for 1/2, killing 2 raiders at 1/2 defence each. In the storm step, all units including raiders, militia, and garrison attack for and absorb 1 loss simultaneously, so another 2 raiders and the stronghold destroyed.
The Isle of Avalon coming out this soon is bad news for the Dux, I would imagine. They will not have the chance to move these 5 cavalry later on. I'm excited to see how this series plays out! Also, at 32:25 you note the error regarding Intercept. However, Iceni is also controlled, so you could move into both of those, right?
Subbed. Awesome content.
I have played quite a lot of Cuba Libre but am wanting to step up to this more challenging game and appreciate the effort you have put into learning and recording the game. I am somewhat confused by Turn 1 however. The Saxons did a Command + Feat. The Available play box for the Scotti Faction Marker in the 2nd Faction box is "Event or Limited Command"; so therefore I believe the Scotti should've only raided one space with no Feat (or am I missing something?)
Thanks again for the time & effort you are putting into this.
I'll answer my own question: 8.1.2 Non-Player Commands Not Limited (and they also always get Feats) I should've remembered this from CL.
Yep. You got it. I wonder sometimes if it makes the non-player factions overpowered.
@@brianstephens8866 I was confused too and checked the rules. The auto is really powerfull.
Great help. Thanks
We love this!
I tried playing this a while back. The intro walk through was exhausting. There just was not enough simplification of the combat. I hope to return to this game soon, but I wish war games had a bit more explanation in there walk throughs. Even if it became a 35 page pdf file show one complete round of play.
I agree that this combat design is a little more complicated than some of the others in the COIN system. If you like the system (and the theme), consider trying Falling Sky. I find the combat system there easier to get a grip on.
Maybe you can help me with something. I am playing Saxons solo and have six raiders in Trinovantes. There is one town, fort, militia, and cavalry. How does the non-player determine withdrawal? Do both go into the fort and leave the town unprotected or does the cavalry enter the fort and the militia the town? Thanks for any help!
Yeah. I actually saw your post on BGG but I don't know the answer for sure. The Non-Player Battle Tactics table seems to suggest you withdraw first into a fort, then a town, and in any event in a way to maximize the possibility of saving a stronghold.
redboot Thanks anyway. For now, I put both units in the fort with the reasoning that my six raiders were guaranteed to destroy that town and so the defenders wouldnt withdraw into it because it wouldnt prevent that
In your intercept in Parisi, you mention that there is road into the space. But the space is not under Briton control and thus roads cannot be used. Of course you were adjacent in Eboracum, so that didn't matter but as you noticed the destination must be controlled regardless. Iceni WAS controlled so an okay target for interception, right?
Right, Iceni was controlled, so a legit target for intercept. But Parisi was not legit, regardless of roads or adjacency. I will correct this as best I can in the next video
Good video -thanks for this. Iceni is pronounced eye - seen- e by the way!