Ospery did a good job choosing to have you make this video. I love the Undaunted Series with all my heart, but wasn’t planning on getting this one, despite knowing it was David and Trevor, mostly because of how simple it looks, but I am now sold.
Rodney does the best walkthroughs - was looking for one for Ark Nova yesterday and was hoping to find it here - hopefully with the expansion dropping soon that calls for a walkthrough of the base game 😊
@@WatchItPlayed Make some time for that one - there are A TON of symbols on the cards and boards and the scoring is not exactly intuitive making it a bit daunting up front - but it’s juicy enough that there’s a ton of replay value and variety - anyone picking up that game would benefit from a Rodney How To Play on it
You are one of the most diverse gamers I know, Rodney! I think you can learn how to play any game in the whole world: classic, war, abstract, RPG, racing, deck-building...whatever! Thanks for representing our hobby so well! :)
the chapter starting at 17:00 is called "the alpine side [..]" but should be called "the island side [..]" with that said, great video, and this game looks really fun
Excellent review. Thankyou Rodney. (My son and I own most of Thomson and Benjamin's games, love them all, but the General Orders rulebook is the worst, unclear and confusing. Your video solved all our issues)
Here's a question: On the island side of the board, why does blue have better take off and reinforce actions like yellow since blue's numbers are always bigger then yellow on both of those action spaces? The only thing I could see is that yellow has a better starting air zone then blue at the beginning of the game, and that having weaker take off and reinforce actions balances out yellow's advantage with having a bigger air zone throughout the game, hence the asymmetric differences between yellow and blue on the island side of the board.
Interesting question, but I don't tend to weigh in on game design decisions, as that's something more suited for the designer to address. Thanks for checking out the video!
@@WatchItPlayed Thanks for answering, anyway. Hopefully, if they update the rulebook and/or release a FAQ, they could explain that decision in said document.
There is a ton of asymmetry built into the Island map. That’s just one of the elements. But ultimately, as you suspect, it’s about achieving balance in the asymmetry.
Here is another question about the island side of the map: why does the blue airplane zone have a ‘bomb’ icon? Your corresponding blue landzone is your HQ and you will never be able to use the ‘bomb’ action as it will be already taken by the adversary and by design, blue will have lost the game before the use of this possible action.. ?
@@stevendufouryou could be in your opponent’s air space (the blue air zone) and bomb their HQ (the blue land space) so that you win the game by removing the land units.
@@WatchItPlayed It's at 15:15 ruclips.net/video/itGDhJQTHO8/видео.htmlsi=q2HKewDMRt13j0nG&t=915 You mentioned that the operation cards allow to get extra commanders. I reckon that's the Blitz card. But it's not simply a matter of taking an extra commander, so that's a bit confusing to me.
@@jaspersiegers Thanks for the time stamp, I see what you're referring to now. I do my best to answer all rules questions on the games I cover, but I avoid individual card effects, as that's a level of detail beyond what I can manage across all the videos I do. In this case I'd try to assist, but I lent my copy of the game to a friend, so I can't look up that specific card to see what it says, BUT I believe this part of the video addresses your question related to Blitz, right? ruclips.net/video/itGDhJQTHO8/видео.htmlfeature=shared&t=958
@@WatchItPlayed Ah, thank you! I somehow forgot about that. I guess I'm so used to worker placement games where you can gain permanent extra workers, but in this game, it's always temporary.
Great video! What happens if you move your ground troops into a space where the enemy has no ground forces but does have planes? Do they still get to roll a defence die against you? And if you move more troops into that space on a subsequent turn could they repeat that defence roll? Thanks
RUclips decided that the ads for this game, which reminds me of quartermaster general but travel size for two people, should be Reese's pieces, with that banner underneath the video the whole time, so of course I want the blue pieces to be orange or brown instead and played with candy. It would add a whole other level of difficulty, not eating the pieces.
This is covered here: ruclips.net/video/itGDhJQTHO8/видео.htmlfeature=shared&t=388 - I've worded it differently, but it amounts to the same thing: you must always leave 1 unit behind in the space you are advancing from (which means there would have to be at least 2 unit there to begin with).
I think plane adjacency needs to be clarified (both in the video and in the rulebook). I believe green air space is adjacent to red air space for "fly" action. If you look at the hexagon map, they share a border. But where the planes sit on the board could imply that green air space is only adjacent to orange and yellow air space. We had an issue with this and decided that the former is correct. You can fly from orange to red for instance if you go with this rule. I was expecting to see a clarification of this.
Hey Dru, let me see if I can assist! Just to reassure you, the example in the video was being literal. You trace the path through the connected "hex-like-shaped" air zones, not based on their arrangement around the outside edge, so you resolved it exactly right. The Green Zone is adjacent to the Red Zone - so let's say at 18:55 in the video, IF there were blue planes in the red zone, then in that case, the planes in the Green Zone would be "in supply" since they can trace a path from the Green Zone to Red and then to Blue. Hope that helps!
I’m struggling to find the rule that states the 5 troops maximum in an area applies all the time? I can only see it mentioned during the reinforcement action? I’ve see you played it as it’s a fixedI rule all the time but I don’t see that specifically mentioned in the rule book - apart from during the reinforcement support action?
I don't have the game handy to look up to see if it's specified there. It might also be something I got specific clarification on from the publisher. That said, the designer gave this video a review before it was published, so I'm as confident as I can be, that this is presented correctly. Hope that helps on some level.
Only Rodney smith can say something like "Bring in a Bomber" with such cheer and joy.
You're a veteran of the show, so you've seen a lot of cheerful declarations :)
Here for 0:10
100% delivered. Thanks Rodney!
A pleasure to feature this title!
Thank you Rodney I really needed this video to get playing, you’re the best at what you do and I appreciate you
So glad to know this was helpful!
YES! I was HOPING Rodney would cover this one!!
Thanks for checking it out!
Great video! This is a must buy for me. I’ve played it and it was a winner.
Ospery did a good job choosing to have you make this video. I love the Undaunted Series with all my heart, but wasn’t planning on getting this one, despite knowing it was David and Trevor, mostly because of how simple it looks, but I am now sold.
Very glad you enjoyed what you saw - have a great time playing!
Rodney does the best walkthroughs - was looking for one for Ark Nova yesterday and was hoping to find it here - hopefully with the expansion dropping soon that calls for a walkthrough of the base game 😊
That's a game I haven't had a chance to play yet. So many games, so little time!
@@WatchItPlayed Make some time for that one - there are A TON of symbols on the cards and boards and the scoring is not exactly intuitive making it a bit daunting up front - but it’s juicy enough that there’s a ton of replay value and variety - anyone picking up that game would benefit from a Rodney How To Play on it
You are one of the most diverse gamers I know, Rodney! I think you can learn how to play any game in the whole world: classic, war, abstract, RPG, racing, deck-building...whatever! Thanks for representing our hobby so well! :)
So kind of you to say - I feel fortunate that I have broad taste in games :)
the chapter starting at 17:00 is called "the alpine side [..]" but should be called "the island side [..]"
with that said, great video, and this game looks really fun
Thank you - good catch!
Thanks for another great walkthrough Rodney!
You’re very welcome - glad you enjoyed!
Excellent as always Rodney.
I would to see you cover Wilderness War. I saw it on your shelf. That's a good one!
Thanks! Haven’t played yet, but I actually have it set up as I was in the process of learning.
Excellent review. Thankyou Rodney. (My son and I own most of Thomson and Benjamin's games, love them all, but the General Orders rulebook is the worst, unclear and confusing. Your video solved all our issues)
They are a great duo - I'm really glad the video was helpful - have a great time playing!
Catching a new shaped box is always impressive!
It was a new challenge I had to rise too!
Amazing - thanks, Rodney!
A real pleasure to get to feature another of your designs David!
I´m so hyped for this one.
Glad you enjoyed what you saw!
Maybe it's just me, but the commander component might do well as transparent acrylic (in color, obviously, but you can see the order icon through)
Interesting idea! We didn't find that to be an issue in practice, but I can see what you're going for.
@@WatchItPlayed a potential third-party upgrade, then 😁
Here's a question: On the island side of the board, why does blue have better take off and reinforce actions like yellow since blue's numbers are always bigger then yellow on both of those action spaces? The only thing I could see is that yellow has a better starting air zone then blue at the beginning of the game, and that having weaker take off and reinforce actions balances out yellow's advantage with having a bigger air zone throughout the game, hence the asymmetric differences between yellow and blue on the island side of the board.
Interesting question, but I don't tend to weigh in on game design decisions, as that's something more suited for the designer to address. Thanks for checking out the video!
@@WatchItPlayed Thanks for answering, anyway. Hopefully, if they update the rulebook and/or release a FAQ, they could explain that decision in said document.
There is a ton of asymmetry built into the Island map. That’s just one of the elements. But ultimately, as you suspect, it’s about achieving balance in the asymmetry.
Here is another question about the island side of the map: why does the blue airplane zone have a ‘bomb’ icon? Your corresponding blue landzone is your HQ and you will never be able to use the ‘bomb’ action as it will be already taken by the adversary and by design, blue will have lost the game before the use of this possible action.. ?
@@stevendufouryou could be in your opponent’s air space (the blue air zone) and bomb their HQ (the blue land space) so that you win the game by removing the land units.
Great walkthrough! Question: After using the blitz card to take an extra commander, can you keep that extra commander the rest of the game?
Would you mind providing a time stamp to the section of the video you are referring to?
@@WatchItPlayed It's at 15:15 ruclips.net/video/itGDhJQTHO8/видео.htmlsi=q2HKewDMRt13j0nG&t=915
You mentioned that the operation cards allow to get extra commanders. I reckon that's the Blitz card. But it's not simply a matter of taking an extra commander, so that's a bit confusing to me.
@@jaspersiegers Thanks for the time stamp, I see what you're referring to now. I do my best to answer all rules questions on the games I cover, but I avoid individual card effects, as that's a level of detail beyond what I can manage across all the videos I do. In this case I'd try to assist, but I lent my copy of the game to a friend, so I can't look up that specific card to see what it says, BUT I believe this part of the video addresses your question related to Blitz, right? ruclips.net/video/itGDhJQTHO8/видео.htmlfeature=shared&t=958
@@WatchItPlayed Ah, thank you! I somehow forgot about that. I guess I'm so used to worker placement games where you can gain permanent extra workers, but in this game, it's always temporary.
@@jaspersiegers A pleasure to assist!
Just bought this game and played yesterday this video helped loads . Can you air drop into your own hq ?
Yep
Same designers as War Chest and Undaunted? These guys are having a lot of hits lately. Good for them.
Yeah, they've done a lot of great titles!
town center add one defendinf dice only in that place ? Or where we are attaced , ofc if we controle bonuse twon center.
Sorry, I'm not quite sure what you're asking. Can you time stamp to the situation you are asking about?
This looks interesting. Can't wait to have it sold in my country.
Here's hoping you don't have to wait too soon!
Great video! What happens if you move your ground troops into a space where the enemy has no ground forces but does have planes? Do they still get to roll a defence die against you? And if you move more troops into that space on a subsequent turn could they repeat that defence roll? Thanks
Planes and ground forces don't directly fight each other.
@@WatchItPlayed thanks for the clarification.
@@Easy-there My pleasure!
Thanks again Rodney. Just heard about this game. When's the release?
Good question! Soooon? I'm not quite sure on the official release date :)
24 October! :)
@@davidthompson7233 thanks!
RUclips decided that the ads for this game, which reminds me of quartermaster general but travel size for two people, should be Reese's pieces, with that banner underneath the video the whole time, so of course I want the blue pieces to be orange or brown instead and played with candy. It would add a whole other level of difficulty, not eating the pieces.
Expansion!
I think a rule was missed around the advance action. You can only advance if you have at least 2 or more troops in an adjacent area.
This is covered here: ruclips.net/video/itGDhJQTHO8/видео.htmlfeature=shared&t=388 - I've worded it differently, but it amounts to the same thing: you must always leave 1 unit behind in the space you are advancing from (which means there would have to be at least 2 unit there to begin with).
I think plane adjacency needs to be clarified (both in the video and in the rulebook). I believe green air space is adjacent to red air space for "fly" action. If you look at the hexagon map, they share a border. But where the planes sit on the board could imply that green air space is only adjacent to orange and yellow air space. We had an issue with this and decided that the former is correct. You can fly from orange to red for instance if you go with this rule. I was expecting to see a clarification of this.
Hey Dru, let me see if I can assist! Just to reassure you, the example in the video was being literal. You trace the path through the connected "hex-like-shaped" air zones, not based on their arrangement around the outside edge, so you resolved it exactly right. The Green Zone is adjacent to the Red Zone - so let's say at 18:55 in the video, IF there were blue planes in the red zone, then in that case, the planes in the Green Zone would be "in supply" since they can trace a path from the Green Zone to Red and then to Blue. Hope that helps!
I’m struggling to find the rule that states the 5 troops maximum in an area applies all the time? I can only see it mentioned during the reinforcement action? I’ve see you played it as it’s a fixedI rule all the time but I don’t see that specifically mentioned in the rule book - apart from during the reinforcement support action?
I don't have the game handy to look up to see if it's specified there. It might also be something I got specific clarification on from the publisher. That said, the designer gave this video a review before it was published, so I'm as confident as I can be, that this is presented correctly. Hope that helps on some level.
Sounds like an interesting game :D
Thanks for checking it out Wyz!
Does anyone know the size of the cards for this game? If it's going down the pub it's getting sleeved for sure. Cheers!
I haven't measured them, but they seemed like standard Magic the Gathering sized cards.
@@WatchItPlayed Thanks, and thanks for once again for gracing us with your exceptional content.
@@dangergranger1A pleasure! So glad you're enjoying!
I need to find people to play this with.
I hope you do - I know you've been mastering the solo side of things lately!
I really wanna buy this but it says on BGG that there's "No Listing" of it even on Ebay :(
Glad you enjoyed what you saw - it releases in October.
@@WatchItPlayedOh nice nice! I can't wait once it's released!
❤❤❤❤😊
POW pow pow.