BLOOD & CROWNS Rules Quick Playtest. (Part I)

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  • Опубликовано: 5 окт 2024
  • #Miniatures #Historical #Tabletop #MiddleAges #Medieval #wargames #HundredYearsWar #Baronswars
    After Playtesting for the past two weeks Blood & Crowns Rules by Firelock games and i have to say i am impressed with the mechanics and the philosophy behind the Rules. Although a skirmish game the rules can easily accommodate larger battles. Today we play the first initiative round of a small battle trying to understand the basics.
    Mechanics i did not showcase in this video and I want to present in part 2 are the ''Defensive reaction'' and ''Pushing rules''.
    The game is currently in Kickstarter that closes next Thursdays the 28th of September
    A big thank you to Firelock co founder Mike Tunez and Author of the Rules Eric Hansen for sending me this advance copy.
    SOME COMMENTS :
    Please note I did not remove casualties in this game as per the rule requirements but I used the beautiful casualty markers provided by the Book . This is a personal taste I like having my units looking visually ''full'' and also it is another options for gamers who like the same thing.
    Defense is with a ''C'' in British English and with an ''S'' in American English. I used the American version..;)
    In the last minutes of the game (26:40) when the English are Rolling 3 dice [Defense(1) Rule] to defend 2 hits from the French I saved both but I got confused with the one extra defense die and counted one fatigue point. I will remove in the next part.
    Also in the first English arrow storm (08:47) the French should have rolled for resolve regardless that they saved the hit. As long as a save is rolled you do a Resolve test for being hit. If no hits, then no Resolve Test
    In this video all the special rules i used for this specific battle with these specific units are mentioned at the bottom of the screen and all the unit cards are shown highlighting the Target numbers every commander needed to roll (Obviously the book has many more special rules for different characters ,circumstances and units) .
    The favor rule countdown is shown periodically on the Coat of arms of the armies.
    This playthrough was reviewed first by Eric Hansen the Author of the rules and had no objections for me to release earlier than the end of the Kickstarter this Thursday the 28th of September
    Hope you will enjoy it! ‪@justdiceleague‬ ‪@FirelockGames‬
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Комментарии • 17

  • @MedievalWargamer
    @MedievalWargamer  Год назад +3

    After Playtesting for the past two weeks Blood & Crowns Rules by Firelock games and i have to say i am impressed with the mechanics and the philosophy behind the Rules. Although a skirmish game the rules can easily accommodate larger battles. Today we play the first initiative round of a small battle trying to understand the basics.
    Mechanics i did not showcase in this video and I want present in part 2 are the Defensive reaction and Pushing rules.
    The game is currently in Kickstarter that closes next Thursdays the 28th of September
    A big thank you to Firelock co founder Mike Tunez and Author of the Rules Eric Hansen for sending me this advance copy.
    SOME COMMENTS :
    Please note I did not remove casualties in this game as per the rule requirements but I used the beautiful casualty markers provided by the Book . This is a personal taste I like having my units looking visually ''full'' and also it is another options for gamers who like the same thing.
    Defense is with a ''C'' in British English and with an ''S'' in American English. I used the American version..;)
    In the last minutes of the game (26:40) when the English are Rolling 3 dice [Defense(1) Rule] to defend 2 hits from the French I saved both but I got confused with the one extra defense die and counted one fatigue point. I will remove in the next part.
    Also in the first English arrow storm (08:47) the French should have rolled for resolve regardless that they saved the hit. As long as a save is rolled you do a Resolve test for being hit. If no hits, then no Resolve Test
    In this video all the special rules i used for this specific battle with these specific units are mentioned at the bottom of the screen and all the unit cards are shown highlighting the Target numbers every commander needed to roll (Obviously the book has many more special rules for different characters ,circumstances and units) .
    The favor rule countdown is shown periodically on the Coat of arms of the armies.
    This playthrough was reviewed first by Eric Hansen the Author of the rules and had no objections for me to release earlier than the end of the Kickstarter this Thursday the 28th of September
    Hope you will enjoy it!

  • @baliusd
    @baliusd Год назад +1

    Thanks for doing this. It's another fun set of rules!!! Love your videos.

    • @MedievalWargamer
      @MedievalWargamer  Год назад +1

      Thank you my friend! Glad you like the channel content! I really like these rules love them actually! and you are correct I just confirmed.
      As long as a save is rolled you do a Resolve test for being hit. If no hits, then no Resolve Test

    • @baliusd
      @baliusd Год назад

      @@MedievalWargamer I can't wait to do a siege with them. I have thoughts to how that can work. Lucky to be on the playtest group for them.

    • @MedievalWargamer
      @MedievalWargamer  Год назад

      @@baliusd I have to say i am impressed with the mechanics that depict really well the HYW period! You will enjoy them to much and there are many more special rules for different units or different characters you may use. like for example if you decide to have a banner bearer in a Retinue unit or one of your Men at arms is a hardened warrior... loads of fun!!😂😂

  • @basicminiaturepainting
    @basicminiaturepainting Год назад +1

    Really enjoyed this as I always do a very simple ruleset

    • @MedievalWargamer
      @MedievalWargamer  Год назад +1

      Thank you dear Justin! Yes it is a really fun and innovative set of rules!

  • @nigelchapman5095
    @nigelchapman5095 Год назад

    Very interesting mechanics… I don’t play skirmish so am keen to understand how expandable this could be for big battles? How would you suggest it works?

    • @MedievalWargamer
      @MedievalWargamer  Год назад

      I have to say I love the mechanics and all the special rules depicting perfectly the warfare and weapons of the Era. I am planning to shoot a video showing how to turn all these games into big battle games this weekend...One example is Billhooks rules the new edition.. nothing much changed and now it is a skirmish and a a big battle game. What is the difference between these skirmish games and the big battle games we like Nigel? That these Rules are based on individually mounted minis and have army points per miniature. Now you can have many individually based minis if you want or play with the normal bases we use in our big battles. Then you use tokens for the miniatures removed or stamina or strength as many rules call it and if you like removing bases when the tokens reach the base number (for example I have 4 minis on a 40x40 base) you remove a base.. all the rest are the same there is no issue at all..so instead of removing minis you reduce stamina or you remove bases after the tokens you use reach your base number as I mentioned above. If you check this playthrough again you will see that my MAA are in close order formation base to base because I wanted to give a feel of the way the MAA fought those days.. I could have done it with all the units in the battle actually even the mounted are base to base.. nothing changed. even the author agreed that the game can be played like that, But I will shoot a video this weekend

    • @nigelchapman5095
      @nigelchapman5095 Год назад

      I look forward to the weekend 😂😂
      One of my questions for big battle suitability would be around the Activation process…. Eg if you have 3 Wards/Battles and each has 3-4 units the Card Activation would be to activate a Ward/Battle and the number of Actions + Command Points would determine what each Company in the Ward/Battle could do?
      How could the rules support a Herce Company for example ( picking the Herce discussion with Rob Jones ) ?

    • @MedievalWargamer
      @MedievalWargamer  Год назад +1

      😂😂😂😂😂 me too! Well every ruleset has different mechanics not all for example have herce formations not all have supports. Some have rear supports some have flank supports adding modifiers or adding dice there are many different mechanics. Supports is something you can very easily House rule in a game there are so many options.. for example rear support can modify melee or it can modify morale or for example flank support similar like DBA giving the opponents a -1 …regarding activation there is no problem because if you watched the video you saw that every card activates a unit..so 5 units - 10 units as long as you have a deck you have no issue the only thing would be that you might reshuffle the deck more times in a big battle than in a smaller battle. Like To the strongest for example or Swordpoint you can move any unit you want without penalty except command range if I remember well.

  • @levsharus5899
    @levsharus5899 Год назад +1

    Seems like a very unbalanced game. Week bowmen, week mounted knights against dismounted ones. Strange way of removing fatigue/losses - will a melee continue endlessly if both sides remove fatigue so easily all the time? I call such rules "Games for developers' pride", meaning mechanics are created not for the sake of true historical outcome of a battle but to show how smart the developer is. The thing that I truely liked is the Glory Hounds rule which is the only fun and historical invention of the designer. Of course, this is my very first impression. Anyway, thank you for the report.

    • @MedievalWargamer
      @MedievalWargamer  Год назад

      Thank you my friend for watching and commenting! Yes Glory hounds rules is great fun! I have to say in this case we disagree I love the rules that in my opinion depict the HYW better than most I played... and I played many as you know as you follow the channel for long time.... Stay tuned for part 2. This video was one activation only the mechanics of fatigue are amazing shaken units fall back and have -2 modifiers in hand to hand combat winners push and follow up.. there are disengagement rules for mounted knights.. polearms rules there are many rules that I cant showcase only with one turn.

    • @levsharus5899
      @levsharus5899 Год назад

      @@MedievalWargamer And you forgot to remove casualties and to test Moral after longbow fire as you said in your short commentary video later. I hope this change will make difference next time. We'll see.

    • @MedievalWargamer
      @MedievalWargamer  Год назад

      @@levsharus5899 yes the rules state and because I am not familiar with mechanics like this that you need to take a resolve test regardless if you save the hits or not.. and this is a very interesting rule that makes sense.. if you are hit by an arrow storm for example even if you save the hits your morale your fatigue could be influenced negatively.. only if no hits are scored you don't have to take a resolve( morale) test...very interesting rule.. yes I am looking forward as well how the rules will paly out one turn is not enough..

    • @levsharus5899
      @levsharus5899 Год назад

      @@MedievalWargamer certainly, new rules always take time to learn, no problem. And yes, the rule for checking Moral even after saved hits result is a very historically correct one. The author has partially justified himself in my eyes with this rule. LOL

    • @MedievalWargamer
      @MedievalWargamer  Год назад

      😂😂😂😂😂😂😂😂😂