Dune: War for Arrakis - Playthrough
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- Опубликовано: 13 сен 2024
- Join Victor and Greg as they playthrough Dune War of Arrakis.
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3 key things to note that we have wrong in the game is, Sandworms are not removed when placed at end of round with a harvester.
Leaders can be removed as casualties in battle, leaving more units to battle on.
Coriolis storms are rolled for all desert, minor erg and plateau areas, except those surrounded by mountains on all sides.
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Cool playthrough, that army that attacked from the North pole should have been hit by corealis storms though i think. The Harkonen player moved it to that plateau to prevent it from being exposed to wormsign tokens but coreolis storms still hit plateau areas in that part of map. I believe that's page 20 of rulebook
I was thinking the same thing
Came to your channel for the command of nature video but have also been going back and forth about getting war for arrakis now it has gone to retail. Its a big investment but im a mega Dune fan having got every other Dune board game out there. Watching this playthrough has helped me to make up my mind to take the plunge on this in the near future so thanks again
I played this game not being a Dune fan and became a Dune fan just from playing it. So I can only imagine how epic it'll feeling being a Dune fan already!
@TabletopKnights that's awesome to hear! Yeah I've been a bid Dune fan since readjng the books years ago and even got most of my left arm covered with Dune tattoos!
15:30 leader can absorb a hit also, so you could end with one regular and roll once more (page #26 - Remove Casualties)
Wow, thanks so much. Big one to miss.
@@TabletopKnightsIt makes combat so much interesting imo with this change as in WOTR leaders I don't believe can take hits directly.
You may already know this but it wasn't clear from the beginning of the video at least, but when you have a Bene token you MAY use it, you don't need to use it, so you can save it for a future round if you'd like.
We had that right in our minds, it just never seemed a good idea to wait. Might help at endgame.
1:31:45 Wild Maker can be placed as any other worm after it has once entered play as an effect of a card played. Even more -- Wild Maker's leadership card stays on the Desert Power slot forever even if WM is removed from the board. So, basically, it can place itself back using its special power
I'm not sure that's correct. The rules say its Leader card comes into play 'spent', facedown, near the board, which makes it seem like it's treated as a named leader, making the special ability only available in the next round after it has refreshed. The Special ability is still once per round.
It is indeed. What I meant was - even if WM is not on the board anymore (after an attack, for example) its card stays and functions as before (once per turn, yep!)
So it can put itself back on the map using the special, for example
For when flipping worm sign tokens you are supposed to flip them all at once, then resolve them all at once rather than one at a time. This is important as the atreidies player only gets 4 worms, so if you flip more than 4 worms worth of tokens you then get to pick where the 4 actually pop up and break stuff. Especially since the worm should remain if it only removes a harvester in the area it appears. It's on page 20 and it is a bit unclear at first.
You're right, the timing is important and the harvester things is annoying, we should have got that. Thanks for pointing this out.
In round 1 the Harkonnen should start by putting aside 1 die on the active row.
@@luclatoir8274 Do you mean at the start of the game? There's no space to put one on the spice board. The setup picture on P12 shows the tokens in the very top space where there is no penalty. The rules state place the markers next to the highest step. The example on p16 is to emphasize when the markers start to drop. That's my understanding.
@@TabletopKnights and you are correct, if you had to store a dice when all faction ally tokens are at the top then you will never be able to get it into play.
oh thats an important one, that the sandworm stays on the board if destroying a harvester. It really forces the Atreides player to consider spice worm strategies more carefully. IE "waste" one of the limited worms to remove a harvester thats far removed from other action on the map, kind of stranding it there. (but I guess it could be respawned in the next round if you get lucky with wormsign)
One thing I've thought about this game is that the Fremen should have some hidden movement and the harKOnen should have to conduct searches and be subject to ambushes
42:15 you have to do the (end of the round) Prescience cards prerequisite during the end of the round phase to claim it
Greg actually claimed it at the end as the card was still there. He was trying hard to convince Victor that he could when that came. You are spot on.
Also, Atreides may only claim a maximum of 2 prescience cards per round (all 3 were claimed during round 3).
@@TabletopKnights but it was played incorrectly regardless - it should be that at the end of the round, if you can reveal a deployment token where paul is, you reveal it, then claim the reward. paul had no token on him at the end of the round so he could not claim it.
1:48:00 HK player had 5 dice since the HK settlements give the same combat bonus as sietches depending on their level. Ah, you notice it a bit later, roll but somehow not take the results into consideration? Like first round HK would suffer only 2 hits instead of 3. So they would even roll 1 extra die round 2. And who knows how would it go, maybe into round 3 even :)
So much going on!
FYI based on FAQ, Bene Gesserit tokens are removed from game after use.
Great to know!
25:39 The removal of a harvester by itself upon placement of a sandworm in its area is not considered an attack. The harvester is removed and the sandworm should remain.
We definitely missed that, thanks so much.
@@TabletopKnights also, I could not find the rule about advancing the Jihad marker after removing 2 Harvesters, as you errata'd in 25:56. Could you point me to the rulebook?
@@prajsiol it was pointed out to us in the digital version on CMON but it's not in the paper version. We can assume the version delivered with the game is correct hopefully.
@@TabletopKnights it's not in the digital version anymore either, then I guess it is official now. So all in all, you played it correct :)
Loving the Dune content! Just wondering which sleeves you used?
My game should be coming in a week or so and I'm looking at the Mayday USA Chimera which are 57.5mm x 89mm but I believe the cards are all 57 x 89 so it might be tight?
Thanks!
The Gamegenic Standard American fit perfectly. Not sure about the Mayday.
I used these Gamegenic Matte Standard American- Sized Boardgame Sleeves 59 x 91 mm and they fit perfectly
Thanks for this video!
No worries!
I think the prescience card that requires AR player to reveal tokens in an area with Paul require an AR action for that. So if HK flips the tokens by recon or by attacking, it doesn't work for the purpose of card scoring
I would agree with that
34:00 the leftovers of the HK legion attacking the sietch should have been moved over to where the sietch was after battle
Correct!
1:25:54 you can achieve max 2 prescience cards in 1 round (page #28 - Prescience cards)
You are spot on, well spotted.
When a sandworm token flips during the Desert Hazards phase you resolve a sandworm attack.
You guys just had the Harkonnon troops retreat which left the Harkonnon player with way more forces then they should of had
During Action Resolution you resolve a sandworm attack if the Harkonnen trigger a wormsign token. During Desert Hazards, the rule states that the Harkonnen retreat. If they can't retreat then resolve a Sandworm attack.
I’m not seeing in the rules that removing two harvesters increases the jihad track. Was that a Prescience card?
We discovered that was in the work in progress rules. We have a how to coming out shortly.
@@TabletopKnights Excellent! I’m looking forward to watching it. Your other videos on the game thus far have been really great! Thanks for putting them out!
Looks like you forgot to add the Wild Maker leader card to your board - it adds a one time per round effect of "add a worm" as a dessert power action
Yep, another mix up, it's amazing how much fun we still had.
@@TabletopKnights oh yeah, all the stuff is pretty small - wouldn’t even have commented about it if you hadn’t asked for rules feedback!
1:26:05 Can only claim 2 prescience cards in a turn.
Why is Thufir Hawat on the Harkonnen side? Wasnt he an Atredies Mentat?
After the Atreides are defeated at Arrakeen, Thufir Hawat is abducted and used by the Harkonnens as their new mentat after the death of Piter De Vries.
Two hour playtime is giving me some pretty positive signs!
I imagine if you weren’t filming it might’ve been a Little shorter too!
Definitely. It's Greg's perfect type of game and still not as tricky as WoTR. We have the rules spot on now so will shoot the big rematch soon.
@@TabletopKnights will definitely be watching
At 26:02 you have a "rule error" notification on the screen about the jihad marker moving up every 2 harvesters destroyed but I don't believe the final rulebook has this rule - can you check? Thanks
This rule did not make it into the final rulebook. We were listening to comments in our previous video and assumed they were correct
Thanks for this!!
Regarding setup, I have more named leader cards on my dashboard than you do - cards that have the text: "In play at the start of the game." I just want to make sure that you aren't purposefully leaving those out because of some rule that I missed. More specifically, your Harkonnen dashboard has Beast Rabban, Captain Aramsham, and Baron Harkonnen. In my set, the cards for Piter De Vries, Princess Irulan, and Count Fenring should also be on the dashboard. For Atreides, I have five named leader cards that are supposed to be in play at the start. What am I missing?
I figured this out and want to answer it in case someone else is confused. Turn the leader cards sideways and you'll see the words: Possible Futures. There's a variant of the game that involves those cards. So, remove those leaders from the game if you're playing the standard game. Also, there are planning cards that have that text, so remove those as well.
My apologies I missed this comment! But yes you answered it yourself! We were quite overwhelmed by how many heroes there were until we saw the possible futures cards.
Those cards are optional and the rules for how to pick which alternative leaders to use in the game is in the promo rulebook
Tks for the great playthrough and review! Does someone know about any retail plan for this as I missed the KS?
It's on its way to retail soon
Atreides would've won if he got the +1 of each for beating the settlement and then instead of attacking a legion with his last attack, he would have attacked that wide open settlement for the win!!!
Nevermind! Atreides victory check is at end of round - Harkonnen victory check is instantly
@@Youssef-qb3cx it would of certainly been a much closer match for sure! We will replay this game with the expansions soon and see how that goes!
@@TabletopKnights great job though getting this content out so quickly - it’s very impressive. You’re bound to make rules error when you’re filming, and don’t wanna be checking rules every 5 seconds! Very fun watch!
@@Youssef-qb3cx thanks so much!