Wonderful stuff; thank you for making the effort. In fact, you've got me pondering picking up "Plan Orange," while I wait for my preorder of EotS to be reprinted at GMT.
Thank you for the suggestion. I looked into "South Pacific" and saw that it is to be included in reprint 3 of EotS. The latest GMT email lists early winter 2019 as the planned date for the reprint - fingers crossed.
Thanks for walking us through this fairly heavy game. As I recall (from limited play and rule review) one thing that always bugged me is that amphib attacks were always like 1/2 or 1/4 attack strength so pulling together enough marines was always a challenge.
Ground units that conduct Amphibious Assault are half Defense, not attack. The issue in EotS is I have taken the dice out of most combat, if you send enough men. If so, the dice only decide the casualties not the outcome.
@@CounterAttack Right. So in your attack on Wake, when the defenders rolled a 2x result, the 4 hits they inflicted should have caused a step loss to the attacking SS unit, since its defense would have been 1/2 of 6 = 3.
@@ricker79 Much bigger scale I'm affraid. And a mess of a game. I have World in Flames. That is good for that scale. Still worse than EOTS imho. Smaller decision space.
You were correct about not using the MA air in the 2112 battle, but I thought that I'd comment on what you could have done under normal circumstances since it appears you haven't quite grasped reaction (I had the same sort of trouble in my first run with the game). A) once you declared the air attack vs. them, they can only fight there. They cannot leave a battle hex to fight elsewhere, though they could be earmarked for reaction so they could PBM away from the hex after the battle, if there were any survivors. B) If they were not under attack, and were able to react, they could have participated in 2112 by flying a leg to Kuantan . Then they would be in range and fight from there. You also cannot react with air into the battle hex, but have to fight at range. Force Z and the US ships will almost certainly end up out of supply in Java vs. a competent allied player, and consequently will not be able to move and just await its fate. A new player such as yourself could get away with it due to inexperience at conducting Japanese offensives. An experienced hand will surround Java with ZOI's to prevent supply and reinforcements. Only if the situation is such that ABDA can deploy there will supply be likely. In Burma or India force Z would be in supply and therefore able to help out in the future. The US ships can go into a spot in range of a US HQ, CINCPAC being the best.
Great stuff. You've motivated me set aside Pericles to break EotS out to finally grok the rules. Check the 12-12 uniit in Singapore. I think it's starting hex is elsewhere.
I don't really have fun with bots - I feel like the game is playing me instead of me playing the game. I think I compartmentalize my mind a bit allowing me to play both sides without bias - though I certainly can't surprise myself :)
I'd love to play one of these heavy complicated board games, like World in flames, but Europa Universalis(the board game obviously) gave me a massive trauma and fear of any game more complicated than Pax Romana. So.... Pretty limiting for a wargamer
There's quite a lot of wargames available for someone whose complexity ceiling is Pax Romana. That said, I understand how you feel about complex games but there's nothing like a game with a patient mentor. You'll find that the game runs fairly simply and the rules come in on different occasions. I've played an entire campaign of EotS (something that will feature prominently on my tombstone) and it's do-able and very rewarding.
I really want to watch these videos. He really seems to care about explaining and showing in detail how to play the game. It looks really great actually. But I have a sound sensitivity and I’m unable to watch because I couldn’t take all the tsking. Tsk. Tsk.
Great series so far! I’ve been wanting to learn this game for years now. Keep them coming please.
Wonderful stuff; thank you for making the effort. In fact, you've got me pondering picking up "Plan Orange," while I wait for my preorder of EotS to be reprinted at GMT.
Might I suggest South Pacific instead? Well...maybe not since it will be included in the reprint.
Thank you for the suggestion. I looked into "South Pacific" and saw that it is to be included in reprint 3 of EotS. The latest GMT email lists early winter 2019 as the planned date for the reprint - fingers crossed.
Thanks for walking us through this fairly heavy game. As I recall (from limited play and rule review) one thing that always bugged me is that amphib attacks were always like 1/2 or 1/4 attack strength so pulling together enough marines was always a challenge.
Ground units that conduct Amphibious Assault are half Defense, not attack. The issue in EotS is I have taken the dice out of most combat, if you send enough men. If so, the dice only decide the casualties not the outcome.
Ah ok got it, it was the Defense. Thanks Mark.
Oh I missed that!
@@CounterAttack Right. So in your attack on Wake, when the defenders rolled a 2x result, the 4 hits they inflicted should have caused a step loss to the attacking SS unit, since its defense would have been 1/2 of 6 = 3.
I would love a global game on this scale. It would be awesome!
Check out A World at War
@@ricker79 Much bigger scale I'm affraid. And a mess of a game. I have World in Flames. That is good for that scale. Still worse than EOTS imho. Smaller decision space.
You were correct about not using the MA air in the 2112 battle, but I thought that I'd comment on what you could have done under normal circumstances since it appears you haven't quite grasped reaction (I had the same sort of trouble in my first run with the game).
A) once you declared the air attack vs. them, they can only fight there. They cannot leave a battle hex to fight elsewhere, though they could be earmarked for reaction so they could PBM away from the hex after the battle, if there were any survivors.
B) If they were not under attack, and were able to react, they could have participated in 2112 by flying a leg to Kuantan . Then they would be in range and fight from there. You also cannot react with air into the battle hex, but have to fight at range.
Force Z and the US ships will almost certainly end up out of supply in Java vs. a competent allied player, and consequently will not be able to move and just await its fate. A new player such as yourself could get away with it due to inexperience at conducting Japanese offensives. An experienced hand will surround Java with ZOI's to prevent supply and reinforcements. Only if the situation is such that ABDA can deploy there will supply be likely. In Burma or India force Z would be in supply and therefore able to help out in the future. The US ships can go into a spot in range of a US HQ, CINCPAC being the best.
Thanks for the clarification!
Seeing how easily you wiped out those American units, I see why intercept and ambush as so crucial! Surprise attacks are brutal.
can't wait to watch this. i've had it staring at me and mocking me for 3 years now while other less complex titles get learned.
APD - DD with transport capability.
'A' is for amphibious.
35:15 Can we movie 20-10-2 Air Unit at 3615 hex? This hex is not under Japanese control.
Great stuff. You've motivated me set aside Pericles to break EotS out to finally grok the rules. Check the 12-12 uniit in Singapore. I think it's starting hex is elsewhere.
Oh great catch. Thanks! That unit starts at 2105 vs 2015 ;)
I look forward to your video.
Great video!
Thank you very much
are you going to use erasamus bot for the allied player?
I don't really have fun with bots - I feel like the game is playing me instead of me playing the game. I think I compartmentalize my mind a bit allowing me to play both sides without bias - though I certainly can't surprise myself :)
I'd love to play one of these heavy complicated board games, like World in flames, but Europa Universalis(the board game obviously) gave me a massive trauma and fear of any game more complicated than Pax Romana.
So.... Pretty limiting for a wargamer
There's quite a lot of wargames available for someone whose complexity ceiling is Pax Romana. That said, I understand how you feel about complex games but there's nothing like a game with a patient mentor. You'll find that the game runs fairly simply and the rules come in on different occasions. I've played an entire campaign of EotS (something that will feature prominently on my tombstone) and it's do-able and very rewarding.
World in Flames is ballpark only slightly more complex than this game - and the rules are really well written.
I really want to watch these videos. He really seems to care about explaining and showing in detail how to play the game. It looks really great actually. But I have a sound sensitivity and I’m unable to watch because I couldn’t take all the tsking. Tsk. Tsk.
Closed captioning....
@@glassjaw328 I'm too stupid to watch AND read.
@29:00 you stole an ASP point with that swap ! cheater ;)