I'm going to offer up some impressions soon, but I think if you are looking for a fast-moving game with lots of creative ways to solve problems, this can be a lot of fun. I really enjoy the brisk gameplay and opportunities to be creative in how you can win. :)
I agree that the map is just wildly gorgeous on this one, and when you add the block units, the whole thing just pops visually. Really a treat to play and the full Mediterranean map is just spectacular. :)
There is an option for land units to retreat before things get out of hand. In this battle I kind of kept units engaged. In a full game it might have made more sense for the Axis to retreat once their armor got wiped out.
This game looks unique. I'm interested. I would suggest one thing. It's much more interesting if the units have historical designations I.E. 15th and 21st pz. written on theyr'e counters.
That might be a bit tricky for this game, as you are creating fresh units and the orders of battle are geared to playability rather than historical accuracy.
Hi Phalanx - we definitely thought about that but ended up drawing the lens out some around units. However, as Zilla mentioned, each nation can use its unique upgrades and unique units to create variations that align pretty well to the timeline - e.g. Stukas, Panzergrenadiers, Tigers for Germany - or Shermans for the US, Matildas for the UK - and lots of different ones - to add flavor, variations in power and abilities, hisotircal fun, etc.
Massive exchange saving Tobruk. Seems like certain units have an extreme value over others, due to repeat "early" activity. Shore bombardment seems a bit strong at this point, since it can go again and again and in immune to damage. But looks casual and fast
That shore bombardment isn't invincible, it's just that you can't hit back at it if no battle were declared in the space where the cruiser was. It's a bit of a nuance, but for example, the British artillery could declare to fire on the cruiser in their half of the turn, which would "activate" all the units in both spaces and then the cruiser could take damage. Alternatively, the British could send light bombers there or some other ship. :)
You nailed it CopperFieldsGaming. The goal was to provide a lot of depth and choices on how to attack or defend - but also have a fast combat system. The bombardment is designed to work well when it hits, but not always easy to hit. Zilla's flurry of 12s certainly showed off the guns tho...
I don't believe there will be a full solo bot for the game. There is a header in the rules draft I had for Solo Notes, which I suspect will be added to the final rules as guidance on playing solo. But I don't want to overstate things, probably best to wait for full information from the developers. :)
Howdy deedubb118 - the game at its core is collaborative with the simultaneous movement of units and nations forces - and simultaneous options for attacking and defending and casualties, etc. But it works great for 1 v 1 too. As Zilla mentioned, it is certainly possible to take out a few of the NS Cards as well as some Hidden Fleet items and play solo. We may explore the addition of additional rules/bot/mechanics to enhance it. Thanks for the Q!
I think it's going to be VERY important to mark the one card with a counter to indicate what Step you are on AND what Nationality. Since as you say, when you have the full map and have to do these all over, trying to see where units which can make a couple of different battles are going to head, it could be easy to forget exactly where you are at. (I say this since I wasn't too clear why the Italian Infantry units moved in their own step; is it that infantry of any nations can move in the two steps, OR, the banner at the bottom which may have indicated Italy? Yet the step above only showed British Spitfires?)
There are battle declaration markers that you drop in places where you are declaring battles and that helps a lot on the big map. I didn't use them after the first round because on a small scenario like this there isn't a real need. The banners are for specialized units, which can behave a bit differently than the ones were were using. :)
The Movement Steps deesignate which units can move - and it can be the units of any of the nations on the active side, Allies or Axis. So in Movement Step 4 for example, the Allied nations can work together (or not) to move their land units (land transports/mechanized, tanks, infanty, artillery, and AA) and declare battles usind the declaration markers across the board. Following the Allied shot at Movement Step 4, its the Axis turn to counter with their ground units. In Zilla's example, it is likely that he just moved the Italian Infantry on its own - which is certainly allowed. But it's likely he could have moved other land units - or in other spots across the board too, in step w/the Germans.
Enjoyed this video. However, I believe the Axis would have had more success if they had moved ground forces earlier. You are right that the British Anti-Air gunners were truly outstanding. As a former U.S. Army Air Defense Officer - go AA folks. 🙂
The ground forces couldn't move earlier in the turn, as they have to wait for their activation phase before they can move. Only specific types of units can move in each phase of a turn. :) Roughly, it's a Air-Sea-Land type of phasing. And thank you for your service, that AA unit was a star!
That's an interesting observation. The way the movement steps and battle are designed - it's all about how to use the combined forces of each nation (and in teaming up with your Axis or Allied teammate) to maximum impact. Sequencing is important - and in play testing we often get a lot of "would love to try that again and stage our advance in a different way" - which creates some fun.
Nice video! I like your transitions; smooth, not choppy. I like this, but don't they have a similar game WWI in the Balkans, or am I confusing that? I think I'm confused. Merry Christmas to you and yours!
Howdy - we dont have a separate game as of yet, this being our first. While the Balkans are obvisouly in the scope of the full Med Theater game of Song for War, we don't have a sep game or scenario for that one - but you never know.
Interesting looking game. Thanks for posting today. Merry Christmas!
I'm going to offer up some impressions soon, but I think if you are looking for a fast-moving game with lots of creative ways to solve problems, this can be a lot of fun. I really enjoy the brisk gameplay and opportunities to be creative in how you can win. :)
Thanks for the support jackolantern - much apprecated. Will be on KS around Feb-Mar 2025 with final date to come. Will post news. Thanks!
Seen it out of the corner of my eye , Zilla and Aussie content . Yay merry Christmas to me 🎉
Definitely Aussies in this one!
Nice job with the video.
Thanks!
thank you for covering this. This was my "beautiful wargame" choice from the video you asked us about.
I agree that the map is just wildly gorgeous on this one, and when you add the block units, the whole thing just pops visually. Really a treat to play and the full Mediterranean map is just spectacular. :)
Thanks 12600Grey! Appreciate the shout out and hope you get a chance to play before too long.
A pretty bloody battle.
There is an option for land units to retreat before things get out of hand. In this battle I kind of kept units engaged. In a full game it might have made more sense for the Axis to retreat once their armor got wiped out.
I had an AH Tobruk game in the late ‘70’s / early ‘80’s. It was great.
Tobruk was a fantastic game, yes. :)
I want this game so bad 😂
Should be on KS in the near future. I can't wait to play more too. (I no longer have the prototype, so I'm waiting too.)
This game looks unique. I'm interested. I would suggest one thing. It's much more interesting if the units have historical designations I.E. 15th and 21st pz. written on theyr'e counters.
That might be a bit tricky for this game, as you are creating fresh units and the orders of battle are geared to playability rather than historical accuracy.
Hi Phalanx - we definitely thought about that but ended up drawing the lens out some around units. However, as Zilla mentioned, each nation can use its unique upgrades and unique units to create variations that align pretty well to the timeline - e.g. Stukas, Panzergrenadiers, Tigers for Germany - or Shermans for the US, Matildas for the UK - and lots of different ones - to add flavor, variations in power and abilities, hisotircal fun, etc.
Massive exchange saving Tobruk. Seems like certain units have an extreme value over others, due to repeat "early" activity. Shore bombardment seems a bit strong at this point, since it can go again and again and in immune to damage. But looks casual and fast
That shore bombardment isn't invincible, it's just that you can't hit back at it if no battle were declared in the space where the cruiser was. It's a bit of a nuance, but for example, the British artillery could declare to fire on the cruiser in their half of the turn, which would "activate" all the units in both spaces and then the cruiser could take damage. Alternatively, the British could send light bombers there or some other ship. :)
You nailed it CopperFieldsGaming. The goal was to provide a lot of depth and choices on how to attack or defend - but also have a fast combat system. The bombardment is designed to work well when it hits, but not always easy to hit. Zilla's flurry of 12s certainly showed off the guns tho...
@@invictarexgames thanks, indeed his rolling "show off the guns" GO ZB!
Did you happen to catch whether or not the designers were offering any kind of solo bot option?
I don't believe there will be a full solo bot for the game. There is a header in the rules draft I had for Solo Notes, which I suspect will be added to the final rules as guidance on playing solo. But I don't want to overstate things, probably best to wait for full information from the developers. :)
Howdy deedubb118 - the game at its core is collaborative with the simultaneous movement of units and nations forces - and simultaneous options for attacking and defending and casualties, etc. But it works great for 1 v 1 too. As Zilla mentioned, it is certainly possible to take out a few of the NS Cards as well as some Hidden Fleet items and play solo. We may explore the addition of additional rules/bot/mechanics to enhance it. Thanks for the Q!
@@invictarexgames Awesome! Thanks for the explanation.
@@invictarexgames Sounds awesome, can't wait!
Hi Zilla
Merry Christmas! :)
☃️ Sì, buon Natale,,,,,, 🌲
Merry Christmas!
I think it's going to be VERY important to mark the one card with a counter to indicate what Step you are on AND what Nationality. Since as you say, when you have the full map and have to do these all over, trying to see where units which can make a couple of different battles are going to head, it could be easy to forget exactly where you are at.
(I say this since I wasn't too clear why the Italian Infantry units moved in their own step; is it that infantry of any nations can move in the two steps, OR, the banner at the bottom which may have indicated Italy? Yet the step above only showed British Spitfires?)
There are battle declaration markers that you drop in places where you are declaring battles and that helps a lot on the big map. I didn't use them after the first round because on a small scenario like this there isn't a real need.
The banners are for specialized units, which can behave a bit differently than the ones were were using. :)
The Movement Steps deesignate which units can move - and it can be the units of any of the nations on the active side, Allies or Axis. So in Movement Step 4 for example, the Allied nations can work together (or not) to move their land units (land transports/mechanized, tanks, infanty, artillery, and AA) and declare battles usind the declaration markers across the board. Following the Allied shot at Movement Step 4, its the Axis turn to counter with their ground units. In Zilla's example, it is likely that he just moved the Italian Infantry on its own - which is certainly allowed. But it's likely he could have moved other land units - or in other spots across the board too, in step w/the Germans.
Take my $$$
Haha! :)
When this game will be released?
Coming to Kickstarter early next year. There is a link in the description to check for more information. :)
Enjoyed this video. However, I believe the Axis would have had more success if they had moved ground forces earlier. You are right that the British Anti-Air gunners were truly outstanding. As a former U.S. Army Air Defense Officer - go AA folks. 🙂
The ground forces couldn't move earlier in the turn, as they have to wait for their activation phase before they can move. Only specific types of units can move in each phase of a turn. :) Roughly, it's a Air-Sea-Land type of phasing.
And thank you for your service, that AA unit was a star!
@@ZillaBlitz Thanks for clarifying that about movement.
That's an interesting observation. The way the movement steps and battle are designed - it's all about how to use the combined forces of each nation (and in teaming up with your Axis or Allied teammate) to maximum impact. Sequencing is important - and in play testing we often get a lot of "would love to try that again and stage our advance in a different way" - which creates some fun.
Nice video! I like your transitions; smooth, not choppy. I like this, but don't they have a similar game WWI in the Balkans, or am I confusing that? I think I'm confused. Merry Christmas to you and yours!
Thanks! This is their first game so nothing in the Balkans. I think you might be thinking of Princeps Games?
@ZillaBlitz prolly.
The one with the cards that have pictures of the generals.
Howdy - we dont have a separate game as of yet, this being our first. While the Balkans are obvisouly in the scope of the full Med Theater game of Song for War, we don't have a sep game or scenario for that one - but you never know.
Your dice rolls seem to be kinda biased: british hits harder each time they attack... Axis do nothing... Kinda biased... Lol
The British rolled insanely well in this battle, for sure. Those 12's were killers.
you noticed that too... :-) ha