Another piece of input from the designer is that as soon as you have the enemy down to one Inf unit, it withdraws before you roll an event, so you don’t keep getting more and more enemy coming after you.
Thanks for the video Dave. One point, the Main Gun HE v INF/Truck/AT/HT uses B1 to hit and then check the notes on the table. B2 HE is only for friendly or enemy artillery/mortars.
Just ordered and can't wait. I have vivid imagination how each mission will work and all in the luck of the dice. I always like your little laugh when you have a crappy dice roll. lol
Actually, I'm learning when to do the turret instead of the hull. You would rotate your hull to keep the enemy fire t the front of your tank, where the armor is strongest.
Couple more points, the designer on a recent post said when you load the ready rack you get to put an extra round in the chamber too. A second point, you were getting caught up in all the rounds of firing, I think you neglects to roll you events at the end of each round. When you start using these, note there are two tables, one you refer to only once per mission, an the first roll of 12. Edit …. I see you remembered the events after.
Thanks a lot for the video. Only note you forged roll for event at the end of every round of combat and every time you change hull orientation need to roll for INM.Thanks
@@charleslatora5750 eh, mine came out with a little fraying on a lot of the corners. Not a deal breaker, but after finally playing with rounded corners in Devil Boats, I don’t want to deal with them. Just ordered the 2mm non-deluxe rounder on Amazon
at 24", after you eliminated an Inf unit, then you removed the other unit due to being last man standing, but before you do that, I think you need to roll for random event? Because that might have reinforcements arrive (and therefore not be last man standing...)?
Hey Dave, really enjoy your videos, but adding to what the others say about firing HE at Inf, even if you miss, the target is suppressed until the start of the next turn. Not sure if that is no effect on turn one of an attack where the Germans fire first, or if you keep it in effect an extra turn in that instance.
Another piece of input from the designer is that as soon as you have the enemy down to one Inf unit, it withdraws before you roll an event, so you don’t keep getting more and more enemy coming after you.
My bomber in B17 Queen of the Skies is named "Hoosier Daddy"
Very cool, and I know that joke.
Cool video Dave!
Same here still on my table not opened
Thanks for the video Dave. One point, the Main Gun HE v INF/Truck/AT/HT uses B1 to hit and then check the notes on the table. B2 HE is only for friendly or enemy artillery/mortars.
Thanks for the pointer. I'll make sure I do that on my next playthrough.
Love the game i think but cannot but it anywhere in Europe.
This looks like tons of fun Dave. I’m wishing I picked this up now.
Just ordered and can't wait. I have vivid imagination how each mission will work and all in the luck of the dice. I always like your little laugh when you have a crappy dice roll. lol
Why do you rotate your hull instead of your turret? Thanks
Actually, I'm learning when to do the turret instead of the hull. You would rotate your hull to keep the enemy fire t the front of your tank, where the armor is strongest.
@@davesgamingcave7862 I get it now; thanks!
don't forget your gunner skill -1
I can’t wait to break into this one. The box has been on my table a couple of days now.
Couple more points, the designer on a recent post said when you load the ready rack you get to put an extra round in the chamber too.
A second point, you were getting caught up in all the rounds of firing, I think you neglects to roll you events at the end of each round. When you start using these, note there are two tables, one you refer to only once per mission, an the first roll of 12. Edit …. I see you remembered the events after.
Thanks a lot for the video. Only note you forged roll for event at the end of every round of combat and every time you change hull orientation need to roll for INM.Thanks
Yes, I forgot that on the first battle, but then I remembered to do it on the second one.
Did you clip the counters, if so, what did you use? I really hoped these would be rounded like Devil Boats
I clipped them. I bought a counter clipping tool on Amazon.
@@davesgamingcave7862 I didn't waste time clipping They punched out so cleanly.
@@charleslatora5750 eh, mine came out with a little fraying on a lot of the corners. Not a deal breaker, but after finally playing with rounded corners in Devil Boats, I don’t want to deal with them. Just ordered the 2mm non-deluxe rounder on Amazon
@@charleslatora5750 It didn't take too long, since there were only two sheets of counters.
at 24", after you eliminated an Inf unit, then you removed the other unit due to being last man standing, but before you do that, I think you need to roll for random event? Because that might have reinforcements arrive (and therefore not be last man standing...)?
You are correct. I think I correct this a little later.
That is not correct. The rules specifically say that you do not do that, to avoid endless german reinforcements.
On your first actions, you rotated your hull, I think you need to check for IMM?
Thanks for that tip. I will double check that and start doing that.
HE and WP vs INF and AT if hit use result to right of B1 "Man Gun vs AT/INF" not B2.
Quite similair to pattons best from the 80s which i own?
Not very I would say. This is much more abstracted and more "on the rails" than PB.
Hey Dave, really enjoy your videos, but adding to what the others say about firing HE at Inf, even if you miss, the target is suppressed until the start of the next turn. Not sure if that is no effect on turn one of an attack where the Germans fire first, or if you keep it in effect an extra turn in that instance.
a great thank for this gamefrom france
M4.