I like the game rules, and it looks like it lends to a more narrative style game play, which is my prefered game style. will have to get me the rules. great vid
Thank you! Have fun playing the game when the rules arrive. Narrative is awesome fun, and we are releasing new narrative campaign expansions each month in different eras, theatres of war, and movie/tv show influenced themes. You might like the free one-shots we have started too. The first two are now on our website here if you'd like to have a look: tabletopskirmishgames.com/collections/rogue-warriors
Here's a video showing how I made it. I got the logo printed onto a mouse mat, and then built the box around it. ruclips.net/video/-MLdgHndHMc/видео.html
great video. looking forward to my copy arriving tomorrow! A couple of observations about Melee: 1) is there no way for combatants to disengage? is it always a fight to the death? 2) I'm not sure I'm sold on models taking auto damage in combat just because their opponent rolls more dice. In this game for instance the attacking leader was locked in combat and guaranteed to die in his activation purely because his opponent had a melee weapon and support. I might look at house ruling that "excess" dice don't cause damage, but rolling extra dice still gives you a better chance of rolling higher.
Thanks, Joe! 1) The game is more focussed on Shooting, so we wanted to make Melee fast and decisive. In most Missions the Warriors get pinned a lot more, so Melee isn't always a good option for a Warrior. Once in base contact, only one Warrior will walk away. In our other game, Population Z, we introduced a 'Push' action where the character can Push the enemy 1" away from them, then they can move. You could for sure add a house rule and include an Action Package 6: Push and Move. 2) We definitely encourage using house rules to make the game fit how you like to play.
Yep, melee seems much more efficient than shooting. So, on one hand, if you’re trying to keep your assets alive, then maybe you’d avoid melee, but if you were out for more certain elimination, then maybe you’d push up fast? I think I’d also house rule that a wound included a pin condition as well. It just seems like it’s not all that likely to get pinned, only 33% chance vs 66% of wounded or miss.
In Demo Game 2, there was a little melee combat, and you can see how both Warriors suffer for it. Definitely a tactical decision that could go either way. You'd have to experiment with that pin house rule, I feel like it would slow things down too much. I can see it being fun and thematic in certain close quarter situations, though, especially on a smaller battlefield or maybe in a building with rooms and corridors.
The terrain is very nice. The Lego Boats are fun. I can see this game being great for playing in a fictional Universe where, "Knowing is half the battle!". Berenger the Sniper; that checks out.
Very interesting. Question: I noticed at times you seemed to pick a specific side of the green die you used to show that the mini was activated. Does that die side represent any metric in the game other than just the activation?
Thanks for watching! It doesn't represent any metric in the game other than just the activation. You could use a coloured token instead to represent the activated mini.
Max damage from a Sniper is 4. So if you can weaken up a Warrior, it's definitely achievable. Melee is fast and decisive, but in most games the Melee Warriors get pinned and find it difficult to close down the enemy. We wanted to show off as many different weapons as we could, and explain Melee well in this video, so included 2 Melee Warriors. In tonights battle report, we've gone in the other direction and are focussing on shooting and moving.
I think shooting should be weaker than melee to he fair. In real life hand to hand is brutal and quick, while most firefights devolve into pinned cover hugging. I suspect if you ran a team of 4 melee experts with pistols and swords, you'd struggle because they'd just get pinned repeatedly and never close the gap and not be able to effectively return fire.
My son (9) and I just played our first game of this. It played very well and within two rounds we really had the gameplay nailed down. Nice and simple without feeling simple. Good fun!
Spotted a typo (of sorts): Second special instruction - The attacker must spend a shoot action to place the Explosive on the Gun Barrel Fourth special instruction - Attackers must spend a Shoot action to place the Explosive
DOWNLOAD THE FREE MISSION PDF AND TEAM SHEETS HERE: tabletopskirmishgames.com/products/one-shot-mission-os1-operation-silent-thunder
Oooo, The Guns Of Navarrone scenario! Awesome.
Just discovered your channel. Excellent videos! Subscribed.
Thanks so much!
Loving those melee rules! So thematic and brutal.
Great to hear! We have a solo demo game planned and then lots of battle reports 👊
Really clear step by step play through 😊 So helpful ❤
Glad it was helpful, thanks for watching!
love this video. simple games like this are just brill.
Glad you like it, thanks for watching! Couldn't agree more, simple rulesets are fun and great for building narrative campaigns on.
I like the game rules, and it looks like it lends to a more narrative style game play, which is my prefered game style. will have to get me the rules. great vid
Thank you! Have fun playing the game when the rules arrive. Narrative is awesome fun, and we are releasing new narrative campaign expansions each month in different eras, theatres of war, and movie/tv show influenced themes. You might like the free one-shots we have started too. The first two are now on our website here if you'd like to have a look: tabletopskirmishgames.com/collections/rogue-warriors
I need one of those dice trays you have!!
Here's a video showing how I made it. I got the logo printed onto a mouse mat, and then built the box around it. ruclips.net/video/-MLdgHndHMc/видео.html
Much fun to watch...nice video of a great game!
Glad you enjoyed it, thanks for watching!
great video. looking forward to my copy arriving tomorrow!
A couple of observations about Melee:
1) is there no way for combatants to disengage? is it always a fight to the death?
2) I'm not sure I'm sold on models taking auto damage in combat just because their opponent rolls more dice. In this game for instance the attacking leader was locked in combat and guaranteed to die in his activation purely because his opponent had a melee weapon and support. I might look at house ruling that "excess" dice don't cause damage, but rolling extra dice still gives you a better chance of rolling higher.
Thanks, Joe!
1) The game is more focussed on Shooting, so we wanted to make Melee fast and decisive. In most Missions the Warriors get pinned a lot more, so Melee isn't always a good option for a Warrior.
Once in base contact, only one Warrior will walk away. In our other game, Population Z, we introduced a 'Push' action where the character can Push the enemy 1" away from them, then they can move. You could for sure add a house rule and include an Action Package 6: Push and Move.
2) We definitely encourage using house rules to make the game fit how you like to play.
I could totally see 1s being ignored entirely in melee.
I like the idea of that. Definitely something to try out.
Yep, melee seems much more efficient than shooting.
So, on one hand, if you’re trying to keep your assets alive, then maybe you’d avoid melee, but if you were out for more certain elimination, then maybe you’d push up fast?
I think I’d also house rule that a wound included a pin condition as well. It just seems like it’s not all that likely to get pinned, only 33% chance vs 66% of wounded or miss.
In Demo Game 2, there was a little melee combat, and you can see how both Warriors suffer for it. Definitely a tactical decision that could go either way. You'd have to experiment with that pin house rule, I feel like it would slow things down too much. I can see it being fun and thematic in certain close quarter situations, though, especially on a smaller battlefield or maybe in a building with rooms and corridors.
Great take on the Guns of Navarone, which mini was David Niven :-D
🤣 Thanks for watching, we've got another battle report coming this evening 👊
The one with the 'pencil' moustache, of course!
The terrain is very nice. The Lego Boats are fun. I can see this game being great for playing in a fictional Universe where, "Knowing is half the battle!".
Berenger the Sniper; that checks out.
We were talking about that on our Facebook Group. Some players have had a go with them already and it looks awesome fun 😄
Awesome, thanks you for the share. Where can I buy this Swat team plz ?
Thanks. You can buy them from Anvil Industry here: anvilindustry.co.uk
What if I want to have a steady stream of insurgents coming at the four man special forces team. How do you handle larger quantities of enemies/teams?
Very interesting. Question: I noticed at times you seemed to pick a specific side of the green die you used to show that the mini was activated. Does that die side represent any metric in the game other than just the activation?
Thanks for watching! It doesn't represent any metric in the game other than just the activation. You could use a coloured token instead to represent the activated mini.
Great battle report!
Thank you, glad you liked it! More battle reports to come and also a Solo rules demo game 👊
Super fun gameplay...:)
Glad you enjoyed, thanks for watching! Look out for another battle report this evening!
where are the miniatures from
The SWAT Team are from Anvil Industry and the Jungle Team are a mix of Catachan parts and Anvil Industry parts. anvilindustry.co.uk
How likely is a one shot elimination from the sniper? Shooting seemed a little weak compared to melee.
Max damage from a Sniper is 4. So if you can weaken up a Warrior, it's definitely achievable. Melee is fast and decisive, but in most games the Melee Warriors get pinned and find it difficult to close down the enemy. We wanted to show off as many different weapons as we could, and explain Melee well in this video, so included 2 Melee Warriors. In tonights battle report, we've gone in the other direction and are focussing on shooting and moving.
I think shooting should be weaker than melee to he fair. In real life hand to hand is brutal and quick, while most firefights devolve into pinned cover hugging.
I suspect if you ran a team of 4 melee experts with pistols and swords, you'd struggle because they'd just get pinned repeatedly and never close the gap and not be able to effectively return fire.
My son (9) and I just played our first game of this. It played very well and within two rounds we really had the gameplay nailed down. Nice and simple without feeling simple. Good fun!
Spotted a typo (of sorts):
Second special instruction - The attacker must spend a shoot action to place the Explosive on the Gun Barrel
Fourth special instruction - Attackers must spend a Shoot action to place the Explosive
Well spotted! Thanks for this, I've updated the Pdf 👊
nice video but the rules are... well... nothing special... I don't like it...