Lock 'n Load Tactical Heroes of the Motherland, Tough as Nails

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  • Опубликовано: 14 дек 2024

Комментарии • 16

  • @billyriley492
    @billyriley492 Год назад +1

    Just watching this - and thank you for your detailed play through.
    Yeah spotting is a pain - mainly because playing yourself, you always forget because by default you see everything.
    @21:40 - Rule 5.0 - a damage check has to be on the leader first and if he survives the damage check, his leadership modifier is applicable to the other units in his hex.

    • @CounterProductiveGames
      @CounterProductiveGames  Год назад

      Thanks for the rule call out! Spotting is the one rule that I just toss out the window when playing solo. Already to much to track, spotting just adds more work than the return on playability for me.

    • @billyriley492
      @billyriley492 Год назад

      @@CounterProductiveGames agreed on spotting. Even the manual suggests that most often players don't spot...they wait for the enemy to expose their position
      Plus there's such a small chance to succeed anyway

  • @InquisitorTyrus
    @InquisitorTyrus Год назад

    Hope you will do more, I’ve recently bought it so as a new player it’s very useful 👍

  • @jeannettebertelsen5367
    @jeannettebertelsen5367 2 года назад

    Once again an excellent learning video.

  • @e-4airman124
    @e-4airman124 2 года назад +1

    just ordered thank you

  • @deanhickmanii5589
    @deanhickmanii5589 2 года назад

    Learning this system, your video helped thanks

  • @ugosabadini8014
    @ugosabadini8014 3 года назад

    Great video good for tutorial for me beginner THX

  • @XpVersusVista
    @XpVersusVista 2 года назад

    38:20 the russians (red die) wouldn't get a -2, they in fact would get a +1.
    You are correct that assault move gives -2, but being adjacent gives +2 and given that the german has a move marker that's another +1 for a grand total of +1.

    • @XpVersusVista
      @XpVersusVista 2 года назад

      oh wow i spoke too soon 😂 maybe my comment ripped a whole in the space time continuum and made you realize it haha
      but you did make a mistake still xD yes, the bonus was a +1, but the dice difference was also a +2, so the moral checks would have been with +3, not just +1. The two weaker infantry squads would have been shaken.

    • @CounterProductiveGames
      @CounterProductiveGames  2 года назад

      @@XpVersusVista we sometimes catch things we go along, however, now that 3rd edition is out, I have relearn it all anyway :D

    • @XpVersusVista
      @XpVersusVista 2 года назад +1

      @@CounterProductiveGames also regarding 2 things in the video where you didn't know the answer:
      if you have 2 leaders in a hex they don't combine their leadership, you use the highest unshaken (GO) leadership available. This means you can use a 9-1 to help rally a 10-2 and if you succeed use the 10-2 to rally the other soldiers. If the 10-2 fails you can still use the 9-1 to try and rally the other soldiers.
      second thing: i think it was in the beginning of the video but I'm not too sure anymore. You always check the leader first when getting attacked. In the rules it's written as "you can only use the leadership bonus of a leader who already did his check", which means (common sense wise) you check him first to get the most out of him. You can't check him last and use his leadership for all other tested soldiers beforehand.
      a simple rule of thumb is: if you're not sure it's most likely handled the same way as in (A)SL. There it's also first tested are leaders, and also leaders don't add leadership together.