I was the US player in the game discussed in the video. I had also solo'd the game using the Tru'Ng Bot a couple of times. Compared to other COIN games we played, FITL definitely has a more wargame kind of feel as well as a more 2v2 kind of dynamic. Both the ARVN player and I really struggled to understand what it was that we needed to be doing and how to do it during much of the game and only felt like we were getting a handle on things towards the end of the game. Having never fully investigated or read about the Vietnam War, I felt like this game gave me great insight into why it was an 'unwinnable" war right from the start.
I really find that soloing all factions helps me understand how each faction works on their own and with each other. When I finally got this to the table, I found all the factions slightly familiar from playing 4 previous COIN titles in that way. ARVN (and the US) really need to be utilizing their special forces. Those few pieces can have a big impact. It is always an option when learning a COIN to only use the event cards for faction order and only use ops/activities or even just ops until people get the swing of things. One thing I found different about FITL than Cuba Libre, A Distant Plain, and Colonial Twilight is how massive a lot of the effects could be. Big sweeping actions by the US or NVA made things very interesting. The Ken Burns series was excellent. I watched it when I first bought the game over a year ago but I only just played it last week. Really helped understand a lot more about what is being depicted in this game.
Oh, good, I'm glad you weighed in - I wanted to *specifically* message you and get your input ;) Agreed, I could've been more helpful if I solo'd it myself first. It was another player's copy (I don't have one) but I need this game in my life. Those events sure are swingy! Gandhi is sort of like that too... Thanks for weighing in, Stephanie!
@@WdTPD sometimes I wish I had a group to play with- but I’d always want to be the least experienced because I just don’t know that I’d have the patience to play games like this where everyone is learning. Hope you get a copy for yourself. This is an absolute keeper for me. This and Colonial Twilight.
I'm glad you recognize some of the errors you made, and that you want to try it again! It is definitely a long one, but it's one I keep wanting to go back to because of all the card variety, and the "evolution of the story" as you put it. Even now, I feel the urge to set it up and start a solo. You really do create a unique "history" every time you play this, and it's quite the experience.
Thank you for helping create such a unique experience! I hope it came across that, despite our struggles, we still really valued what the game had to offer and we will revisit it!
As the ARVN player that game, even with the crushing weight of the NVA upon me, there were some high highs that made the experience well worth it. :D I can also look back and clearly trace our loss to some poor decisions made early on -- a hallmark of good game design. None of it felt random or unfair. Indeed, let's get another one going after some breathing room. :)
I was the US player in the game discussed in the video. I had also solo'd the game using the Tru'Ng Bot a couple of times. Compared to other COIN games we played, FITL definitely has a more wargame kind of feel as well as a more 2v2 kind of dynamic. Both the ARVN player and I really struggled to understand what it was that we needed to be doing and how to do it during much of the game and only felt like we were getting a handle on things towards the end of the game. Having never fully investigated or read about the Vietnam War, I felt like this game gave me great insight into why it was an 'unwinnable" war right from the start.
I really find that soloing all factions helps me understand how each faction works on their own and with each other. When I finally got this to the table, I found all the factions slightly familiar from playing 4 previous COIN titles in that way.
ARVN (and the US) really need to be utilizing their special forces. Those few pieces can have a big impact.
It is always an option when learning a COIN to only use the event cards for faction order and only use ops/activities or even just ops until people get the swing of things.
One thing I found different about FITL than Cuba Libre, A Distant Plain, and Colonial Twilight is how massive a lot of the effects could be. Big sweeping actions by the US or NVA made things very interesting.
The Ken Burns series was excellent. I watched it when I first bought the game over a year ago but I only just played it last week. Really helped understand a lot more about what is being depicted in this game.
Oh, good, I'm glad you weighed in - I wanted to *specifically* message you and get your input ;) Agreed, I could've been more helpful if I solo'd it myself first. It was another player's copy (I don't have one) but I need this game in my life.
Those events sure are swingy! Gandhi is sort of like that too...
Thanks for weighing in, Stephanie!
@@WdTPD sometimes I wish I had a group to play with- but I’d always want to be the least experienced because I just don’t know that I’d have the patience to play games like this where everyone is learning.
Hope you get a copy for yourself. This is an absolute keeper for me. This and Colonial Twilight.
I'm glad you recognize some of the errors you made, and that you want to try it again! It is definitely a long one, but it's one I keep wanting to go back to because of all the card variety, and the "evolution of the story" as you put it. Even now, I feel the urge to set it up and start a solo. You really do create a unique "history" every time you play this, and it's quite the experience.
Definitely the huge pile of cards will make each play remarkably different. We didn’t even get to the 1968 pile! Lots more to explore.
I enjoyed your video, thanks for sharing.
Thank you for helping create such a unique experience! I hope it came across that, despite our struggles, we still really valued what the game had to offer and we will revisit it!
As the ARVN player that game, even with the crushing weight of the NVA upon me, there were some high highs that made the experience well worth it. :D I can also look back and clearly trace our loss to some poor decisions made early on -- a hallmark of good game design. None of it felt random or unfair. Indeed, let's get another one going after some breathing room. :)
For a different slant try " Save South Vietnam" by Fortress Games. Not much wiggle room to get a win.