Another oversight that you had was during the "opportunity fire". The HMG can fire as it is a crewed weapon and that is why there is no unit with it. There is a little "c" on the counter which shows it is a crewed weapon so it wasn't a ghost firing it. Just to avoid confusion for new players, support weapons need to be attached to a unit for them to be active if they are NOT crewed. Rules for this are in section 18/ Support Weapons 1. These represent portable weapons used by Squads. 2. Place the support weapon counter directly beneath the unit which possesses it. 3. A support weapon’s Firepower can be added to the Squad’s to increase the FP for an attack. For example, a Rifle Squad uses a Light Machine Gun ( LMG ) for a total of 4 ( Rifle ) + 2 ( LMG ) = 6 FP. Don't be discouraged by my clarification. I'm not trying to be a rules lawyer. Just trying to help clear things up for those learning how to play by watching this video. That little "c" on an HMG was hard to see in the video. Your video is still really helpful.
Just bought the PnP vol III though I stink at putting it together. Your vids are very helpful for actually learning the system. One LESS thing to worry about. Now back to trying to mount decent counters.
Thanks for doing a showcase video on this game. I recently purchased this. The showcase has made it easier to understand the rules. Thanks, great work as usual Joe!
A very well done tutorial. I enjoyed it very much. There is an error in your presentation of the line of sight. When you were giving the examples of the orchard you stated that a shot would go through one hex but not two. I don't think this is not correct. From the rules in: 54.2: LOS may be traced through 2 hexes of degrading terrain, any more and LOS is considered blocked. 54.3 and 54.6: -1 is added to the To Hit dice roll for each degraded hex the attack passes through, up to a maximum -2. A shot would not pass through a third hex of degrading obstruction giving a -3. There would be no sense in having a maximum -2 apply as mentioned in the rules if the shot didn't go through both hexes. I again applaud your effort. You covered lot of information and it's easy to get things crossed up a little. Keep up the great work.
Thank you. Now that I read 54.3 and 54.6 for the nth time, yep, I screwed up. You're right, a -2 wouldn't make sense if the LOS can go through two orchard hexes. I'll post a short correction clip in Part 2 to this effect and a note here. Thanks for reviewing the video. I really appreciate it.
Really impressive playthrough. So far the best I have seen out there. Looking forward to next. I am looking at purchasing assault horizon 41 , have you had a chance to look at that
No your comments on Adv. Squad Leader is spot on...too complex. Reminds me when a Friend bought the Longest Day..we admired it, looked at the map and counters, never played it lol
I know what you mean. I also have The Longest Day ... unpunched! And if I ever punch the counters I better play it, or else it's value will drop 80% for nothing!
Very helpful video! Had one question - in the melee example towards end of video with one American unit in melee with one German unit with attached leader, shouldn’t the Americans have rolled for two attacks, one on the German squad and one on the attached German leader ?
You could sell the Longest DAy on Ebay for alot...I'm an East Front afficianado and I played Fire in the East Solitaire (without the Finnish map which wouldnt fit on my table)...now THAT was hard core wargaming :))
Thank you. Even though it's a two-player game, its mechanics lend themselves fairly well to solo play, because the Impulse system is very sequential and there is very little hidden information. I saw very little because of the luck cards, which, of course, are hidden until played.
I saw what's on the Hexasim website, what my friend Dan Pancaldi showed on his RUclips channel (No Enemies Here) and an unboxing video. Seems a very interesting take on WWI tactical combat using the Combat Commander system. But, I don't have the game, sorry.
I remember I loved Squad Leader when it came out, played the hell out of it! I loved it because it was not very complex at all; everything made sense. Then, Avalon Hill started to make wholesale changes to the rules looking for more realism: Cross of Iron, then Crescendo of Doom and then G.I. Anvil of Victory... I was a casualty of the process. It evolved into Advanced Squad Leader which is a fine system, but because of it's weight in rules, I just can't commit to. I wanted something relatively simple and logical. I think that's what OST is. I think the "Old School" refers to what could have happened if Avalon Hill kept Squad Leader simple. Note that the OST system covers a lot in terms of ground combat, with infantry, tanks (no tanks in Combat Commander), support weapons, artillery ... and all within 24 pages of rules (Lock n' Load's rules are 50+ pages). Sometimes less is more: less rules will allow you to play the game more. People always ask, "what's the best tactical WWII system out there." The right answer is, "it depends on what you're looking for". If you like rules that are manageable, logical and a fast playing game, this may be the right one. ASL has a million scenarios, but a very heavy rulebook. Lock 'n Load has many modules and scenarios (not so many as ASL) but the rulebook is more manageable. Combat Commander has various modules, rules that are not so long, but still, no tanks. What's the best system? It all depends on what you want. Thanks, Vortyx. Sorry for the long subjective response.
In the USAF I bought Squad Leader, crescendo of Doom, Cross of Iron, G.I. Anvil of Victory..when Advanced Squad Leader came out I wasn't interested... :-))
Another oversight that you had was during the "opportunity fire". The HMG can fire as it is a crewed weapon and that is why there is no unit with it. There is a little "c" on the counter which shows it is a crewed weapon so it wasn't a ghost firing it. Just to avoid confusion for new players, support weapons need to be attached to a unit for them to be active if they are NOT crewed. Rules for this are in section 18/ Support Weapons
1. These represent portable weapons used by Squads.
2. Place the support weapon counter directly beneath the unit
which possesses it.
3. A support weapon’s Firepower can be added to the Squad’s to increase the FP for an attack. For example, a Rifle Squad uses a Light Machine Gun ( LMG ) for a total of 4 ( Rifle ) + 2 ( LMG ) = 6 FP.
Don't be discouraged by my clarification. I'm not trying to be a rules lawyer. Just trying to help clear things up for those learning how to play by watching this video. That little "c" on an HMG was hard to see in the video.
Your video is still really helpful.
Just bought the PnP vol III though I stink at putting it together. Your vids are very helpful for actually learning the system. One LESS thing to worry about. Now back to trying to mount decent counters.
Welcome back Joe, you have been missed.....
Thanks, JP. It's really nice to be back.
Good to see you Joe ... been thinking of you
Thank you. I appreciate your best wishes and support, always.
Thanks for doing a showcase video on this game. I recently purchased this. The showcase has made it easier to understand the rules. Thanks, great work as usual Joe!
Same I just received this game and this video helped me a lot.
wow! First class intro music, excellent component over view, & intro. to the infantry rules. Enjoyed every second.
Thanks, GI Evans. My pleasure. Hope you like the second part, too.
Good to hear from you Joe! Another great presentation! As usual, It makes me want to go out and get the game. Keeping you in our thoughts,
Jack.
Hey SJ, Saw your intro on 'No Enemies Here' Episode 4. Another channel I 'had to' subscribed too. :) Thanks for the Showcase Video.
A very well done tutorial. I enjoyed it very much.
There is an error in your presentation of the line of sight. When you were giving the examples of the orchard you stated that a shot would go through one hex but not two. I don't think this is not correct.
From the rules in:
54.2:
LOS may be traced through 2 hexes of degrading terrain,
any more and LOS is considered blocked.
54.3 and 54.6:
-1 is added to the To Hit dice roll for each degraded hex the attack passes through, up to a maximum -2.
A shot would not pass through a third hex of degrading obstruction giving a -3.
There would be no sense in having a maximum -2 apply as mentioned in the rules if the shot didn't go through both hexes.
I again applaud your effort. You covered lot of information and it's easy to get things crossed up a little.
Keep up the great work.
Thank you. Now that I read 54.3 and 54.6 for the nth time, yep, I screwed up. You're right, a -2 wouldn't make sense if the LOS can go through two orchard hexes. I'll post a short correction clip in Part 2 to this effect and a note here. Thanks for reviewing the video. I really appreciate it.
Great to see you putting out new content again. Glad to have you back Stuka Joe!
Thanks, Jeff. I hope you continue to enjoy the videos. I'm very happy to be doing this again.
Stuka Joe it is always a highlight of my day when one of your videos drops. Be well sir and keep up the great work.
Great you are back. Love you and your videos! Again, I am very sorry for your loss. You are in my thoughts and prayers .
Thank you, Bernie. I appreciate your love and best wishes. Feels great to do these videos again.
Nice to see you again Stuka Joe!, me alegro muchísimo volverte a escuchar. Un abrazo gigantesco mi amigo.
SJ Great to see you doing your thing again!!
Thank you for this video. Good to see you active again. Stay strong you are not alone!
Really impressive playthrough. So far the best I have seen out there. Looking forward to next. I am looking at purchasing assault horizon 41 , have you had a chance to look at that
Thank you! Glad the video is helpful. I don’t have Assault Horizon 41. Cheers!
Glad to see you back and up and running! Hope to meet you at CSW in June!
Best wargame videos currently available to the discriminating grognard! Great job, brother!
No your comments on Adv. Squad Leader is spot on...too complex. Reminds me when a Friend bought the Longest Day..we admired it, looked at the map and counters, never played it lol
I know what you mean. I also have The Longest Day ... unpunched! And if I ever punch the counters I better play it, or else it's value will drop 80% for nothing!
Excellent quality as always! Welcome back!
Excellent examples of play! Thanks for this noteworthy production
Very happy to see this movie. Thanks, Joe!
Excellent, top to bottom. Great footage, clear explanations, a great intro... ol' school grognard style. Bravo, Joe.... bravo!
Always love your videos Stuka Joe. First class explanations always.
Thank you, MrGreggles. Glad you liked them!
Good to see you again. Welcome back.
Love the examples of play and as usual your presentation was first class.
Very helpful video! Had one question - in the melee example towards end of video with one American unit in melee with one German unit with attached leader, shouldn’t the Americans have rolled for two attacks, one on the German squad and one on the attached German leader ?
Welcome back! Hope all is well.
Que bueno volver a verte activo aquí! Ya algo más recuperado, más animado? Un abrazo
ThanX mate. Great learning video
bienvenido, me alegro mucho de verte
Glad to see you on the silver screen again, Joe!
Thanks I just received this game and your video helped me a lot. 💯
You could sell the Longest DAy on Ebay for alot...I'm an East Front afficianado and I played Fire in the East Solitaire (without the Finnish map which wouldnt fit on my table)...now THAT was hard core wargaming :))
Great video its still the best there is on this game.
@@Jezza_One Seems that the video has aged well. Thank you so much!
Brilliant exposition. Thank you.
Thank you, Joe!
You're welcome, Morgollie. Thanks.
Another excellent video !
Great vid on a great game!
Great video and explained in a simple to understand way...Is this game suitable for solo play??
Thank you. Even though it's a two-player game, its mechanics lend themselves fairly well to solo play, because the Impulse system is very sequential and there is very little hidden information. I saw very little because of the luck cards, which, of course, are hidden until played.
Stuka Joe Thanks for the reply...Just might have to add this game to my must have list👍
There are 2 solo scenarios with special solo rules included in the scenario sets.
This is a great video.
Hello Joe, you going to take a look at the newly released game Great War Commander?
I saw what's on the Hexasim website, what my friend Dan Pancaldi showed on his RUclips channel (No Enemies Here) and an unboxing video. Seems a very interesting take on WWI tactical combat using the Combat Commander system. But, I don't have the game, sorry.
thanks for your tutorial video.
Welcome back
Bravo Joe, Bravo!
Probably a good game but looks like rehashed Squad Leader...cheers Joe!
I remember I loved Squad Leader when it came out, played the hell out of it! I loved it because it was not very complex at all; everything made sense. Then, Avalon Hill started to make wholesale changes to the rules looking for more realism: Cross of Iron, then Crescendo of Doom and then G.I. Anvil of Victory... I was a casualty of the process. It evolved into Advanced Squad Leader which is a fine system, but because of it's weight in rules, I just can't commit to. I wanted something relatively simple and logical. I think that's what OST is. I think the "Old School" refers to what could have happened if Avalon Hill kept Squad Leader simple. Note that the OST system covers a lot in terms of ground combat, with infantry, tanks (no tanks in Combat Commander), support weapons, artillery ... and all within 24 pages of rules (Lock n' Load's rules are 50+ pages). Sometimes less is more: less rules will allow you to play the game more. People always ask, "what's the best tactical WWII system out there." The right answer is, "it depends on what you're looking for". If you like rules that are manageable, logical and a fast playing game, this may be the right one. ASL has a million scenarios, but a very heavy rulebook. Lock 'n Load has many modules and scenarios (not so many as ASL) but the rulebook is more manageable. Combat Commander has various modules, rules that are not so long, but still, no tanks. What's the best system? It all depends on what you want. Thanks, Vortyx. Sorry for the long subjective response.
In the USAF I bought Squad Leader, crescendo of Doom, Cross of Iron, G.I. Anvil of Victory..when Advanced Squad Leader came out I wasn't interested... :-))