Great showcase match. Good on you Michael for showing no mercy to Justin. Always fun watching him squirm when hit with the unexpected. It would have been nice to add an graphic showing how the unit abilities changed over time with damage.
Looked great, not sure about the cards, seem to change the entire game at the drop of a hay, but looks awesome. Would love to know if there will be other factions as well.
Also I noticed with the direwolf getting killed, you shouldnt get victory points from a unit with a point value of zero. Maybe Grey wind used to have value points back then but page 28 of the rule book on victory through combat it says that units costing zero points do not gain victory points.
17:33 is the bodyslam of the match. I've played demo games with Michael at CMoN Expos. Nobody in the industry is as infuriatingly polite as Micheal when pointing out the flaws in your plans. ROTFL!
I really wanted to buy this game on KS but took me at a bad moment and also the shipping was painful for latinoamerican countries, sad story for this side of the world. Also, Miniatures look great!
They're not bad. Look at it this way- your unit has 12 figures. One is the captain, and there are 3 different poses for the other 11. You may even have times where you'll have another character in your unit, making it look even more varied. And there is nothing stopping you from cutting and repositioning sword or shield arms.
Nice video, but I hate how strong panic is in this game. You roll snake eyes and it could cost you a 7-8 models. Roll it twice and regardless of how well you played you just lost the game. Most miniature games have a strong RNG element, but in this game it is taken to new levels. It would make more sense to lose units until you lose the current incomplete rank, and stop there.
Its still in development so if it proves to be too much a deciding factor then it may very well change before release, just a few weeks ago some big changes to the core rules was announced based on both playtesting and backer/community feedback. But I agree, right now it does look to be too decisive in a game, morale should be one of the most important things but its margin of effect is huge.
If you need a 7, and the modifiers subtract 2 from the roll and you roll 1+1 then you could lose 7 models, not 5. At least this is what I got from this video. That is terrifying. But even if the max you can lose is 5, that's 40% of the tray in most cases. I'm sorry but this is ridiculous, especially since units in this game panic all the time, even when they don't receive damage themselves, like it happened with Justin twice in this game.
I don't play these games (no opponents in my area) but isn't panic tests par for the course for these games? I think it's Kings of War that has these rolls where the whole tray runs away?
This new demo sealed my decision to not back this game. Too many modifiers and unrealistic "take that" effects played through cards and "tactics" board outside of actual combat. Unrealistic battlefield situations combined with all the above have made me go back to Blood & Plunder my "honest" piratey war game where conditions and modifiers are direct results of actual combat and maneuvers not the other way around.
I backed this game, if nothing else for the fantastic models and great value the kickstarter offers. I agree that the game features too much cardplay and "take that" moments (great fitting term!) but the rest of the game seems to play smooth and while not realistic at least seems to make sense in many ways. It will be a nice game to have available for a quick battle every now and then, with or without houserules :)
Totally loath pre-measuring in rules. A good wargamer should use size of table and where objects are and learn judging length skills as though a real commander would in judging the terrain. Deciding with pre-measure makes player think more rather than be committing to an action like the good old chess move when you have your hand still on the piece to do a move so you visualise better counter attacks, and only committing when you take your hand off. Pity the opponent who has to wait longer as a player pre-measure every goddam move. Also after watching Sharpes practice game play, I like subtle bonus' rather than pretty much some very powerful abilities that change the game. Panic/morale rules like someone said below need better working on.
I love how this game plays. Another demo with more units would be amazing.
this ^^ (Ideally 50 points per side to *really* show off a game.)
Would love to see more of this game I can't wait for it to be released.
Great showcase match. Good on you Michael for showing no mercy to Justin. Always fun watching him squirm when hit with the unexpected. It would have been nice to add an graphic showing how the unit abilities changed over time with damage.
This looks like a hell of a game
So glad i backed this kickstarter
Looked great, not sure about the cards, seem to change the entire game at the drop of a hay, but looks awesome. Would love to know if there will be other factions as well.
Was he supposed to lose 3 guys not 2 at 11:50? I think with the reroll he failed 3 and saved 2.
Thats what I thought too, maybe just an oversight from them at first.
Also I noticed with the direwolf getting killed, you shouldnt get victory points from a unit with a point value of zero. Maybe Grey wind used to have value points back then but page 28 of the rule book on victory through combat it says that units costing zero points do not gain victory points.
Looks excellent.
May we please have another demo game? Perhaps a Feast for Crows? :P
I genuinely wish they'd demo a 'proper' 40 (or even 50) point game. Painted stuff of course.
In a larger game luck tends to even out. (at bit more...)
17:33 is the bodyslam of the match. I've played demo games with Michael at CMoN Expos. Nobody in the industry is as infuriatingly polite as Micheal when pointing out the flaws in your plans. ROTFL!
The Berserkers didn't roll panic tests twice in a row... mistake?
yeah, that was an overlook from them. But Berserkers are very loyal, they would probably don't loose anyone on the panic attacks anyway... :)
I really wanted to buy this game on KS but took me at a bad moment and also the shipping was painful for latinoamerican countries, sad story for this side of the world. Also, Miniatures look great!
That looked pretty fun, too bad I can't roll for the life of me
Panic tests need to be Nerfed asap. I was saying that during the ks campaign and it is still there :(
I wish the figures had more variety :(
They're not bad. Look at it this way- your unit has 12 figures. One is the captain, and there are 3 different poses for the other 11. You may even have times where you'll have another character in your unit, making it look even more varied. And there is nothing stopping you from cutting and repositioning sword or shield arms.
Nice video, but I hate how strong panic is in this game. You roll snake eyes and it could cost you a 7-8 models. Roll it twice and regardless of how well you played you just lost the game. Most miniature games have a strong RNG element, but in this game it is taken to new levels. It would make more sense to lose units until you lose the current incomplete rank, and stop there.
Its still in development so if it proves to be too much a deciding factor then it may very well change before release, just a few weeks ago some big changes to the core rules was announced based on both playtesting and backer/community feedback.
But I agree, right now it does look to be too decisive in a game, morale should be one of the most important things but its margin of effect is huge.
If you need a 7, and the modifiers subtract 2 from the roll and you roll 1+1 then you could lose 7 models, not 5. At least this is what I got from this video. That is terrifying. But even if the max you can lose is 5, that's 40% of the tray in most cases. I'm sorry but this is ridiculous, especially since units in this game panic all the time, even when they don't receive damage themselves, like it happened with Justin twice in this game.
I don't play these games (no opponents in my area) but isn't panic tests par for the course for these games? I think it's Kings of War that has these rolls where the whole tray runs away?
Lannisters always win in these match ups. There needs to be better balancing.
The worst parts of Warhammer with the worst parts of card gaming. No thanks. Glad you did the Let's play, thanks!
Grey trays don't look nice, green would be nicer.
This new demo sealed my decision to not back this game. Too many modifiers and unrealistic "take that" effects played through cards and "tactics" board outside of actual combat. Unrealistic battlefield situations combined with all the above have made me go back to Blood & Plunder my "honest" piratey war game where conditions and modifiers are direct results of actual combat and maneuvers not the other way around.
I backed this game, if nothing else for the fantastic models and great value the kickstarter offers. I agree that the game features too much cardplay and "take that" moments (great fitting term!) but the rest of the game seems to play smooth and while not realistic at least seems to make sense in many ways.
It will be a nice game to have available for a quick battle every now and then, with or without houserules :)
Trays, usch!
Totally loath pre-measuring in rules. A good wargamer should use size of table and where objects are and learn judging length skills as though a real commander would in judging the terrain. Deciding with pre-measure makes player think more rather than be committing to an action like the good old chess move when you have your hand still on the piece to do a move so you visualise better counter attacks, and only committing when you take your hand off. Pity the opponent who has to wait longer as a player pre-measure every goddam move.
Also after watching Sharpes practice game play, I like subtle bonus' rather than pretty much some very powerful abilities that change the game. Panic/morale rules like someone said below need better working on.
I'm pretty sure real commanders wouldn't expect their units to charge an enemy but stop after a certain distance...
or do opposite like the scots greys at waterloo