Let's Play: Great War
ฝัง
- เผยแพร่เมื่อ 27 ส.ค. 2024
- Freddy from Battlefront Miniatures is in to show us the gameplay in their new 15mm World War I wargame which launched in March.
The year is 1918. The men have broken through the trenches and find themselves desperately fighting for control of a militarily strategically important apple juice factory.
Be sure to stay tuned as the guys battle it out in WWIII wargame Team Yankee Oil War, coming later this month.
Have you tried Great War yet?
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for some reason the rules work so much better for WW1 than WW2 to me. Im glad to see they are now restocking it and its coming back! Wish they would make a good starter box!
Would like to see a game earlier in the war with some more trenches
Needs more machine guns, and less tanks. MOAR MACHINE GUNS!!!
Just a point on the British tanks. The sponsons on the mkIV onward didn't need to be removed for transport, they could be pushed inward to narrow the tank for transport. And Hermaphrodite tanks had a Female sponson on one side and a male on the other, the weaponry wasn't interchangeable from one side or the other. Sponsons could be swapped but not easily or quickly
Ion Riley Good info man. I didn’t realize that. I’ve built several of the WWI tanks in 1:35 scale, amazing behemoths, and just caught that bit. I always thought they removed them. Interesting stuff.
I do not know why but i find ww1 tanks so adorable
Freddy...the last thing I said to you on Thursday before flying the following day was to read the rules on landships on the plane :-)
1) the Artillery would only have one shot against a landship
2) you don't add +1 if the target moved, you add 1 if you have moved and firing a single shot weapon
3) the British Tank would take a damage marker unless a second fire power test was passed and then it would be destroyed
4) If John is shooting at your troops, John chooses the target and you can use Mistaken Target if outside of 4"...8" for tank teams
but as always a great video and lots of fun :-)
Glad this show goes a little slower thanks
2nd! Nice to hear the Historical perspective on the games set up.
Firepower tests vs tanks has to be confirmed on "landships" no?
Love all the lets plays so excited every time I see them
The mark iv wouldnt have died, you would have needed a second FP test to see if you destroyed it.
Thanks for this. I have been waiting for GW for a while now. I would like to point out that the Mk IVs are landships and thus should have been damaged rather than destroyed..Also, there is no +1 to hit moving tanks, unless the firing unit has a RoF of 1, is pinned or slowfiring. Non infantry units shooting at moving tanks use their moving RoF instead.
In regards to A7Vs firing at field pieces, the unit card does not have a bombardment stat, the gun would not benefit from it's gunshield in my opinion because the gunshield is ment to stop small arms fire not ordnance.
Very interesting, can see this being used for a number of early 20th century wars.
I can't believe that the rules setting of 1918 doesn't even feature aircraft when combined arms were becoming more prevalent at this time. A chance missed in what could have been an excellent rule set.
Can it be that you were wrong in 27:23? Front Armor of the Tank and AT of the gun dont get added to make your Save number. You add the Armor value to your dice roll and need to meet (bail possible) or exceed (bounce) the enemies AT Value
51:00 That's not all true. The teams with no Unit Leader would just be considered Out of Command. The "In Command" rules listed in the movement section of the rulebook state that a unit that is out of command may do three things: move tactically with a +1 penalty to hit, remain stationary with no penalty, or dash toward their leader (dead, in this case). So, they can still move. You're right that a unit with no Unit Leader is automatically not In Good Spirits when morale test time comes, though, but they can still rally and survive.
I'm not sure why he couldn't automatically replace the unit leader. There were plenty of SMLE teams within 6" to replace the unit leader when it was destroyed. The 3+ roll is for the formation commander and not platoon leader stands. The rules from these situations are on pages 46-47 of the rulebook.
The game looks fantastic!
If your AT is 3 and the FA is 1... 3 - 1 = 2. 2 will be a bail chance and 1 would be a kill chance.
Ar the Miniatures the same size as team yakee and flame of war?
yes
1:00:40 The tank should have taken a remount/motivation test to see if the second bailing shot destroyed them. If it passed the test, the shot would have no additional effect. Also, the mk iv tank DOES have the landship rule. Did they change that since this video was shot? I can't imaging you wouldn't just see it written on the unit card so they must have changed it?
No, Freddy was wrong. The MIV has the Landship rule. Also, the Landship rule changes how bailouts work. Landships don't "bailout". They can be damaged instead. Page 61 says that Landships that become Bailed Out are marked as damaged instead. The second bailout becomes another damage marker so the MKIV is now damaged twice- which is the same basic effect as being bailed out (it can't move, shoot, or really do anything). It can try to repair itself in the Starting Step (in place of remounting), so it can do a skill check for each damage marker- success means that the damaged marker comes off. If it repaired both then it's back in action as a normal team. If it passed one, but failed another, then it would be able to shoot and fight in assaults, but can't do anything else. If it failed both then it just sits there and can't do anything. Additional hits would force it to roll vs. Motivation (or Remount) with successes having no effect and a failures meaning that the team is destroyed.
yeah that assault shouldn't have been that effective going in, you can only kill teams you are in contact with, those 9 hits, would have only killed the 4 stands in the building. Then you'd need to test to counter-attack with the defenders.
Game was better in version 1 rules...
Is this game 15mm scale like Flames of War?
you dont add +1 for just moving unless the full rof is 1.
That is when yourself is moving though?
@@PMMagro only if your initial rof is 1. if the rof is something else, say 2, then it generally goes down to 1 with no modifiers.
What is the name of this board game i need this board game
jedrool it’s called WWI minatures
@@hamontequila1104 ok
Now, where can I pick up some of these?
i know my flgs had some of these on the shelf right when the notification of this video arrived. The french starter seems cool with the little ft's.
Miniature Market has some
really? MKIV don't have land ship? really? also those early game Armour saves... Armour 1 +3(from the save) = AT of 3 machine gun literally the worst play through....
First 😂
OK, arm chair time. You needed, as the allies, to get in the building that the enemy has taken. Why would you fire on anything else with your troops waiting to assult? Also you are saying the fire rate for a moving unit that sat there for at least 1 turn or did i miss something? Every piece of artillery should have targeted the building to get troops inside. And I can't see artillery having any issues killing all the troops on the lower floor. Sorry my friend but your plan was a very bad plan and Johns was a very good plan. The saddest thing is I haven't anyone that I know of to play against within a hundred miles now. Sorry to add to this way to long comment but you can run infantry in front of a machine gun position and it don't fire? But you have defensive fire for troops in the building? Sorry this is so long.
In order to fire and assault you have to use your moving rate of fire. That's the case whether or not your unit actually moved. If I recall correctly, Freddy tried to suppress the soldiers in the building by shooting at them first, but luck wasn't with him as he couldn't generate the magical 5 hits to pin down those soldiers. In order to get those shots in AND drive in the assault Freddy HAD to use his moving rate of fire which reduces his normal rate of fire and imposes a penalty of +1 to slow firing teams (the SMLEs). In hindsight Freddy would have been better off massing fire on the building as he suffered the usual bloody nose of trying to assault an unpinned enemy unit.