+Jonathan Hudson Thanks, Jonathan! The feedback really helps keep me going. I'm finishing up the next video for this weekend for Heroes of Normandie. I've got to pace myself before taking on a big game like Tide of Iron again! That one was a challenge.
My son and I have learned how to play TOI and Axis and Allies 1941 from your videos. Awesome job they are easy to understand and very clearly laid out. When I cross reference them with the rule book(s) every question that came up for either game was answered. Again great job. We are thinking of getting Axis and Allies 1942 now. Which of the two games (TOI and Axis and Allies)do you prefer? I think we like TOI a little more.
I'm glad to hear the tutorials helped you and you're son learn these games! As for favorites it's tough. I like the Commander feel of Axis & Allies. Composing and executing plans at the Strategic Level and watching my troops sweep across the board. Then after a bad run with the dice, like any leader, I get frustrated with the way my orders are getting carried out by my Generals (bad dice rolls translate to incompetent officers in my imagination). I then want to get down in the trenches and show them how get the job done right with a tactical game like Tide of Iron. Then when I've been playing for hours trying to take some hill, I want to zoom out again and move through battles quickly so I can feel the flow of progress again. The next game I want to play is usually driven by the way I feel playing the current game.
Haha that is a great explanation and it is almost exactly the way I explained the difference in them to my son. He liked TOI because, as he referred to it, it is battle specific. But we also really enjoyed to "global" feel of Axis and Allies. Thanks for helping us get hooked on two very cool games and the awesome father son time that has resulted. He loves history so this fit perfectly (we a currently watching Band of Brothers) and he loves equating the game with the show.
At 10:12 do you show the -1 then -2 to show the total movement used? Because it at a glance it seems like according to the graph it takes one to move in and then two to move into the vehicle.
Awesome vids. I would play this game a lot more but every time I pull this game out, I give up after trying to build the friggin' squads. The pegs are all too big for the holes, so they don't go all the way in unless I get a small screwdriver or something like that to press the base down further into the hole. If I don't, some of the figs will fall out, so it's just too big of a pain to deal with for me in the end.
Hi!, it is a great video, funny, clear, concise. Really clear layout btw, I loved the infographics (do you have experience with graphic design?, they helped a lot and I printed them as reference sheets, the groups just loved them because we are not an english speakers group.
Thanks, Dario. No formal graphic design experience. Over the years, I've created a lot of corporate presentations and process documentation. I'm glad you enjoyed the visuals! Have fun with the game!
For reference: Line of Sight is located on pages 23-25 of the Rules of Play (Read Second) book. The graphic on page 25 is particularly helpful. Essentially, units at the edge of higher elevations (think ridge lines) can target anything below that is not in the shadow of a blocking hex (In other words 2 hexes out). If they're standing out of the shadow (3+ hexes out) the shooter on the ridge cam target them. Units standing farther back on an elevation (back from the ridge) cannot make "plateau shots." Adjacent units (next to each other) but at different elevations can shoot at each other.
an example given was shooting from on top a level 1 hill can hit units 3 hexes behind their level 1 hill. does that reduce by one hex if the units are on a level 2 hill and shooting over a level 1 hill?
The rules aren't clear on this one, but thinking through the angles it would make sense that from that altitude a shooter could conceivably see the units beyond the level 1 hill.
This is just awesome. Thank you for taking the time to do part 2., very helpful!
+Ray Gaer You're Welcome! Enjoy the game!
Great job again!
Part 2 is very good as well...I did not think Id ever stop laughing at your poor FO (artillery-spotting officer) :)
Fantastic video. Once again really well presented and the attention to detail is great.
+Jonathan Hudson Thanks, Jonathan! The feedback really helps keep me going. I'm finishing up the next video for this weekend for Heroes of Normandie. I've got to pace myself before taking on a big game like Tide of Iron again! That one was a challenge.
Tx for great work!
Awesome video!. Solo playing but love TOI.
My son and I have learned how to play TOI and Axis and Allies 1941 from your videos. Awesome job they are easy to understand and very clearly laid out. When I cross reference them with the rule book(s) every question that came up for either game was answered. Again great job. We are thinking of getting Axis and Allies 1942 now. Which of the two games (TOI and Axis and Allies)do you prefer? I think we like TOI a little more.
I'm glad to hear the tutorials helped you and you're son learn these games! As for favorites it's tough. I like the Commander feel of Axis & Allies. Composing and executing plans at the Strategic Level and watching my troops sweep across the board. Then after a bad run with the dice, like any leader, I get frustrated with the way my orders are getting carried out by my Generals (bad dice rolls translate to incompetent officers in my imagination). I then want to get down in the trenches and show them how get the job done right with a tactical game like Tide of Iron. Then when I've been playing for hours trying to take some hill, I want to zoom out again and move through battles quickly so I can feel the flow of progress again. The next game I want to play is usually driven by the way I feel playing the current game.
Haha that is a great explanation and it is almost exactly the way I explained the difference in them to my son. He liked TOI because, as he referred to it, it is battle specific. But we also really enjoyed to "global" feel of Axis and Allies. Thanks for helping us get hooked on two very cool games and the awesome father son time that has resulted. He loves history so this fit perfectly (we a currently watching Band of Brothers) and he loves equating the game with the show.
At 10:12 do you show the -1 then -2 to show the total movement used? Because it at a glance it seems like according to the graph it takes one to move in and then two to move into the vehicle.
Awesome vids. I would play this game a lot more but every time I pull this game out, I give up after trying to build the friggin' squads. The pegs are all too big for the holes, so they don't go all the way in unless I get a small screwdriver or something like that to press the base down further into the hole. If I don't, some of the figs will fall out, so it's just too big of a pain to deal with for me in the end.
Hi!, it is a great video, funny, clear, concise. Really clear layout btw, I loved the infographics (do you have experience with graphic design?, they helped a lot and I printed them as reference sheets, the groups just loved them because we are not an english speakers group.
Thanks, Dario. No formal graphic design experience. Over the years, I've created a lot of corporate presentations and process documentation. I'm glad you enjoyed the visuals! Have fun with the game!
can you address line of sight elevation rules
For reference: Line of Sight is located on pages 23-25 of the Rules of Play (Read Second) book. The graphic on page 25 is particularly helpful. Essentially, units at the edge of higher elevations (think ridge lines) can target anything below that is not in the shadow of a blocking hex (In other words 2 hexes out). If they're standing out of the shadow (3+ hexes out) the shooter on the ridge cam target them. Units standing farther back on an elevation (back from the ridge) cannot make "plateau shots." Adjacent units (next to each other) but at different elevations can shoot at each other.
an example given was shooting from on top a level 1 hill can hit units 3 hexes behind their level 1 hill. does that reduce by one hex if the units are on a level 2 hill and shooting over a level 1 hill?
The rules aren't clear on this one, but thinking through the angles it would make sense that from that altitude a shooter could conceivably see the units beyond the level 1 hill.