As a long time player of heavy wargames, I think you're doing some of the best and most informative game reviews.... and I completely agree with you about Sekigahara... it's pure elegance.
Thank you so much for watching and the compliment! We plan on getting to some more wargames eventually, so stay tuned. It's a school of gaming we are always wanting to dive deeper into.
Great video! The one downside for me in the design is the fact that even if you lose all the blocks of a clan, you don't lose the cards. I've played multiple games where towards the end, after a large battle that I might have even won, I need to cement the win, or I might still be able to eke out a win (if I had lost that battle) but I lost all blocks in one or two clans, and I get a massive hand of like 12 cards I can't use. Maybe it's thematic, but it's pretty frustrating.
Thanks for watching! Eric and I don't have separate channels, but we did do some short lived personal series for a bit, with only a few episodes each. They are stored in playlists on this channel.
Wow... Setting aside that I can't wrap my head around High Frontier being called a "wargame"... I have to dispute that wargames don't care about strategy and only about simulation. There are different schools of wargamers (ie. The players). Some play for reenactment and some play for the strategic challenges.... But the popular games are often those which cater to the latter group.
Thank you Peter! Actually, I think I agree with you. I guess when I think of the different schools of game design, I think of some games that put strategy above everything else, even theme. The eurogames and abstracts of the world, if you will. The theme, if it's there at all, is generally there to aid an understanding of the rules. In my admittedly limited experience with wargames, particularly the heavier ones, the focus seems to be on conveying the decisions of the war or battle it's portraying first. Those games are usually strategic, because, well, war requires strategy. But, I always got the impression that the theme comes first. But, I also completely agree that different wargames are going to be further down that spectrum one way or the other. So, I didn't mean that wargames are never about strategy. Just, in general, wargames are going to be focused on a presenting a particular subject matter more often than, say, eurogames, which really only have strategy concerns.
The combat is still random (i.e, outside of your complete control) via the cards. If you don’t have the cards you can’t fight (attack or defend). Which is fine by me. I quite prefer uncontrolled combat outcomes. It feels more right vs having god-like complete control which frankly isn’t realistic when discussing war.
Thank you for the comment John. This is Greg and I agree with your point. Perhaps my point wasn't clear. I agree that complete control would not be desirable in a wargame. How Sekigahara handles the randomness however is a quality I enjoy about it.
@@APieceoftheAction Hi Greg. Understood. Great discussion btw. I’d love to see more videos like this covering accessible wargames. I personally love the Commands and Colors series (ancients is my favorite). I know many praise Combat Commander, Undaunted, Manoeuvre, Bowen Simmons block games etc. All would make for good discussion I feel.
As a long time player of heavy wargames, I think you're doing some of the best and most informative game reviews.... and I completely agree with you about Sekigahara... it's pure elegance.
Thank you so much for watching and the compliment! We plan on getting to some more wargames eventually, so stay tuned. It's a school of gaming we are always wanting to dive deeper into.
Great video! The one downside for me in the design is the fact that even if you lose all the blocks of a clan, you don't lose the cards. I've played multiple games where towards the end, after a large battle that I might have even won, I need to cement the win, or I might still be able to eke out a win (if I had lost that battle) but I lost all blocks in one or two clans, and I get a massive hand of like 12 cards I can't use. Maybe it's thematic, but it's pretty frustrating.
Great content guys, just discovered this channel. One thing though; you keep mentioning Eric and Greg have their own channels, but where?😬
Thanks for watching! Eric and I don't have separate channels, but we did do some short lived personal series for a bit, with only a few episodes each. They are stored in playlists on this channel.
Ahh, got ya 👍🏻 damn, I thought I might have another stash of content waiting for me 😂
Excellent video. Been looking for a channel to do deep dives like this. Subscribed! Really like this game.
Thank you for the kind words and subscribing!
Really great video !
Thank you for watching!
Wow... Setting aside that I can't wrap my head around High Frontier being called a "wargame"... I have to dispute that wargames don't care about strategy and only about simulation.
There are different schools of wargamers (ie. The players). Some play for reenactment and some play for the strategic challenges.... But the popular games are often those which cater to the latter group.
Thank you Peter! Actually, I think I agree with you. I guess when I think of the different schools of game design, I think of some games that put strategy above everything else, even theme. The eurogames and abstracts of the world, if you will. The theme, if it's there at all, is generally there to aid an understanding of the rules.
In my admittedly limited experience with wargames, particularly the heavier ones, the focus seems to be on conveying the decisions of the war or battle it's portraying first. Those games are usually strategic, because, well, war requires strategy. But, I always got the impression that the theme comes first. But, I also completely agree that different wargames are going to be further down that spectrum one way or the other.
So, I didn't mean that wargames are never about strategy. Just, in general, wargames are going to be focused on a presenting a particular subject matter more often than, say, eurogames, which really only have strategy concerns.
Correct. Theme and balanced strategy should not be tradeoffs.
The combat is still random (i.e, outside of your complete control) via the cards. If you don’t have the cards you can’t fight (attack or defend). Which is fine by me. I quite prefer uncontrolled combat outcomes. It feels more right vs having god-like complete control which frankly isn’t realistic when discussing war.
Thank you for the comment John. This is Greg and I agree with your point. Perhaps my point wasn't clear. I agree that complete control would not be desirable in a wargame. How Sekigahara handles the randomness however is a quality I enjoy about it.
@@APieceoftheAction Hi Greg. Understood. Great discussion btw. I’d love to see more videos like this covering accessible wargames. I personally love the Commands and Colors series (ancients is my favorite). I know many praise Combat Commander, Undaunted, Manoeuvre, Bowen Simmons block games etc. All would make for good discussion I feel.