Looks like you've improved the game quite a bit. One of the complaints I've received about SPv1 is that sometimes a player never gets to do anything because the Tiffin card always comes up before his leader card. Is it any different in v2? Hopefully your next video will explain a little more about how the end of a turn works. Looking forward to the new rules. I moderate the Napoleonic Skirmish Yahoo group ( groups.yahoo.com/neo/groups/NapSkirmish/info ) and we are eagerly awaiting the release of SPv2.
+Rob Jones Problem was that the guys command was not near any action and his card never came up so not being able to move he could never get into any action. I since made mods to v1 to alleviate that by using Grasp the Nettle cards to activate a leader, but was wondering how v2 will handle.
As someone who takes great enjoyment from hosting games presenting my players with well-thought out, interesting scenarios, I've more than once been frustrated by Sharp Practice. More than one nicely designed scenario has been rendered unwindable by one side of the other because of a combination of random event cards or a run of deals with a key leader's card below the Tiffin card. Will SP2 cause me less frustration in this regard?
+Richard Crawley I think so, yes the fact that the card deck is smaller and the opportunity of using Command cards to activate a leader during the turn does allow players more flexibility, however your players have to make more choices of when to use command cards which in itself is going to cause frustration (but in SP2 its a good type of frustration) have a look at the game run-through on the TFL blog as you'll get a better idea of how the turn works toofatlardies.co.uk/blog/?p=5479 Mike
great series
cant wait to see an entire turn or game!!!!
(i know i can get 3 rounds off!!! i saw the movie!!! woot)
Just pre-ordered the big bundle. Can't wait!
thank you
Question: If the tipping card comes up and both players are able to use a Command Card, who goes first. Thanks for the videos
When will the sample game vid be posted ?
Can't wait!!!
think i might give this a go. skirmish looks more fun than big battles.
Rich. Who is the Passchendaele book authored by above your right shoulder? Is it any good?
Hi, I assume Sharp's Practice is meant for 28mm? Could you play with different scales such as 10mm?
15, 20 or 25 without changes. Use cm for 10mm. That will work fine.
Thanks for the reply. You guys make great stuff and have even better support!
What is the ground scale?
Looking forward to release day, April 23rd
Looks like you've improved the game quite a bit. One of the complaints I've received about SPv1 is that sometimes a player never gets to do anything because the Tiffin card always comes up before his leader card. Is it any different in v2? Hopefully your next video will explain a little more about how the end of a turn works. Looking forward to the new rules. I moderate the Napoleonic Skirmish Yahoo group ( groups.yahoo.com/neo/groups/NapSkirmish/info ) and we are eagerly awaiting the release of SPv2.
+Rob Jones No. That was the first edition. This is totally different.
+Rob Jones Problem was that the guys command was not near any action and his card never came up so not being able to move he could never get into any action. I since made mods to v1 to alleviate that by using Grasp the Nettle cards to activate a leader, but was wondering how v2 will handle.
As someone who takes great enjoyment from hosting games presenting my players with well-thought out, interesting scenarios, I've more than once been frustrated by Sharp Practice. More than one nicely designed scenario has been rendered unwindable by one side of the other because of a combination of random event cards or a run of deals with a key leader's card below the Tiffin card.
Will SP2 cause me less frustration in this regard?
+Richard Crawley I think so, yes
the fact that the card deck is smaller and the opportunity of using Command cards to activate a leader during the turn does allow players more flexibility, however your players have to make more choices of when to use command cards which in itself is going to cause frustration (but in SP2 its a good type of frustration)
have a look at the game run-through on the TFL blog as you'll get a better idea of how the turn works toofatlardies.co.uk/blog/?p=5479
Mike
Thanks, Mike. I took the plunge and now have the pdf awaiting perusal.