Excellent Nathan, just excellent. I also feel BbF is a very good introduction to BCS, but now that Arracourt is out that should be a good intro game too. Also agree on complexity, rules-wise and conceptually BCS is up there. But Dean & Company have done a masterful job making BCS cohesive, especially with 2.0. I do like the various Activation options offered. Finally, you definitely are one of the very best wargame reviewers on YT, (or anywhere), really appreciate (and enjoy) your efforts.
thanks nathan, good review re replay value, just to be sure, your observation on replay value being limited is not about the game system (bcs) but about the situation (this game, bbf), correct? i was psyched to get brazen chariots until i saw a video which revealed order writing for the formations, did you write orders for the formations when you played this "introductory" scenario? thanks and good luck, ken
Yeah, very engaging and interesting system. Kasserine Pass just offers very limited opportunities for diversion from 'the main road'. It was great to play it once, and in a few years I'm sure to get it out again, but it's not the type of game where I could replay it a lot regularly. As far as I'm aware the Orders system is entirely optional. I'm not using it, but it'd certainly add realism [but also admin] to the game.
Thanks for these videos. I really like this system. The complexity perhaps comes in the fact that many of us are used to certain wargame concepts and this throws a lot of that out the window. When you start digging in, it seems so much more realistic, even though some ideas are more abstracted (like support). It makes you focused on objectives/combined arms/formation organization and fatigue--you just can't do everything you would like to do, and you shouldn't! It REALLY helped to watch Game with Bjorn series on Last Blitzkrieg. Can't wait for Panzer's Last Stand!
Yeah, once you get your head around the concepts, it flows nicely, but I admit it took me a little while to grasp 'what was going on' and 'how things work'.
You definitely make it sound and look appealing. I enjoyed my one play of a short scenario at a gathering. Right now I’m trying to learn Battle for Normandy, GOSS is next (oh boy), OCS is here, amd finally ASLSK. I’ve got a lot to learn. Oh yeah, and a couple Stalingrad games!
Thank you for the great series covering this title. I am thinking of getting this one due to its relatively small footprint and low counter density. One question. How long did it take for you to play the scenario and the campaign?
Keeping in mind I'm relatively new, my first few turns took about an hour or more each. But once I got rolling, I was playing a turn within about 30 minutes. As it's a 10-turn game, I could probably restart and complete this within 5 hours. Some activations are very quick [such as when a formation fails their SNAFU roll, or they only have 1-2 units to move], whereas others are much slower.
Thanks for the review! To be honest I'm surprised you find it quite complex, for me it was relatively straightforward and clicked really quickly. Plus, I really love the vassal module for the game. I also agree there doesn't seem to be too much replayability in the title. With very few formations and especially very few roads, theoretically open map becomes very focused and avenues of approach become obvious
Yeah there are still some things I'm getting wrong; I'm always missing supports, and missing 'stopping engagements'. I'm sure it'll come with practice but they're my 'teething' problems.
@@WiseGuyHistory Ah, that's true - probably helped me that I was actually taught the game by an expert and he kept reminding me😁 We'll see how good I'll be with teaching the game - it's one of "to play next" candidates..
Looks like your game came out the same way as mine :) You are correct there is very little playability in this one, but it was fun. The Last Blitzkrieg is a lot more balanced, offers a lot more tactical choices and the one mappers are pretty good too. Haven't yet played Brazen Chariots.
@@thegrogshed I only played the full campaign, so can only comment on that. I'm guessing the scenarios are just parts of the same campaign so will be the same? I found the Last Blitzkrieg to provide a much richer tactical environment with many more options.
Thanks for the review and reports! I've always been a bit apprehensive of this series. Now I can say it's not for me. Although I'll keep an open mind for Last Blitzkrieg (and compare it to ATfT)
Thanks for this - great production quality and as a result of your videos I have ordered a couple of BCS titles. The lack of reduction of combat power as a function of step losses is also used in the TCS series. This makes some sense to me at least for infantry formations - so long as you have the Squad MGs firing I guess their firepower (but not morale) will remain relatively constant. I'm not so sure about it though with respect to vehicle loss - here individual tank losses will directly reduce the firepower the formation can output, no?
This is described in general terms in the designer's notes under Mechanical Mechanics. The gist is that the steps and their losses are not simply physical losses nor a representation of linear degradation of losses to that unit but more an indicator of loss of effectiveness. Even from a physical loss perspective, an argument can be made that while a full strength tank battalion (let's say 50 tanks) has more potential firepower than a half-strength battalion, not all those 50 tanks are firing together in a combat. Between keeping 1/3 in reserve (2 forward, 1 back), tanks bounding overwatch actually firing while the moving tanks unable to fire, or only key tanks or ones directly facing the enemy actively engaging the enemy compared to counting all available tanks that could potentially fire. Reduced tank units would likely have a higher percentage of their tanks directly engaging the enemy than a full strength one, like having a full strength company in column on a road only able to bring to a handful of tanks to bear at a time.
Regarding the support markers and other markers that go with an HQ, and that can cause clutter or be forgotten, a good solution is to print HQ cards as shown in this video: ua-cam.com/video/eRa3ozPHHSg/v-deo.html
Thanks for the series informative helpful and engaging as always As to the system still not sure yet but that maybe more to do with the topics covered by the games so far
Excellent Nathan, just excellent. I also feel BbF is a very good introduction to BCS, but now that Arracourt is out that should be a good intro game too. Also agree on complexity, rules-wise and conceptually BCS is up there. But Dean & Company have done a masterful job making BCS cohesive, especially with 2.0. I do like the various Activation options offered.
Finally, you definitely are one of the very best wargame reviewers on YT, (or anywhere), really appreciate (and enjoy) your efforts.
Thanks Steve, I really appreciate it!
thanks nathan, good review
re replay value, just to be sure, your observation on replay value being limited is not about the game system (bcs) but about the situation (this game, bbf), correct?
i was psyched to get brazen chariots until i saw a video which revealed order writing for the formations, did you write orders for the formations when you played this "introductory" scenario?
thanks and good luck, ken
Yeah, very engaging and interesting system. Kasserine Pass just offers very limited opportunities for diversion from 'the main road'. It was great to play it once, and in a few years I'm sure to get it out again, but it's not the type of game where I could replay it a lot regularly. As far as I'm aware the Orders system is entirely optional. I'm not using it, but it'd certainly add realism [but also admin] to the game.
thanks, ken
Great review, looking forward to watching Last Blitzkrieg play throughs.
I just stack my admin counters off board with the activation counter. Works pretty well for me. Step loss markers are another thing entirely :(.
Thanks for these videos. I really like this system. The complexity perhaps comes in the fact that many of us are used to certain wargame concepts and this throws a lot of that out the window. When you start digging in, it seems so much more realistic, even though some ideas are more abstracted (like support). It makes you focused on objectives/combined arms/formation organization and fatigue--you just can't do everything you would like to do, and you shouldn't! It REALLY helped to watch Game with Bjorn series on Last Blitzkrieg. Can't wait for Panzer's Last Stand!
Yeah, once you get your head around the concepts, it flows nicely, but I admit it took me a little while to grasp 'what was going on' and 'how things work'.
You definitely make it sound and look appealing. I enjoyed my one play of a short scenario at a gathering. Right now I’m trying to learn Battle for Normandy, GOSS is next (oh boy), OCS is here, amd finally ASLSK. I’ve got a lot to learn.
Oh yeah, and a couple Stalingrad games!
Thank you for the great series covering this title. I am thinking of getting this one due to its relatively small footprint and low counter density. One question. How long did it take for you to play the scenario and the campaign?
Keeping in mind I'm relatively new, my first few turns took about an hour or more each. But once I got rolling, I was playing a turn within about 30 minutes. As it's a 10-turn game, I could probably restart and complete this within 5 hours. Some activations are very quick [such as when a formation fails their SNAFU roll, or they only have 1-2 units to move], whereas others are much slower.
@@WiseGuyHistory So once comfortable with the rules, the campaign is playable in one sitting. This is great to hear. Thanks again.
Thanks for the review! To be honest I'm surprised you find it quite complex, for me it was relatively straightforward and clicked really quickly. Plus, I really love the vassal module for the game.
I also agree there doesn't seem to be too much replayability in the title. With very few formations and especially very few roads, theoretically open map becomes very focused and avenues of approach become obvious
Yeah there are still some things I'm getting wrong; I'm always missing supports, and missing 'stopping engagements'. I'm sure it'll come with practice but they're my 'teething' problems.
@@WiseGuyHistory Ah, that's true - probably helped me that I was actually taught the game by an expert and he kept reminding me😁 We'll see how good I'll be with teaching the game - it's one of "to play next" candidates..
This is why it’s a good learning module. Keeps some of the more complex strategic decisions at a minimum so you can focus on learning the system.
Looks like your game came out the same way as mine :) You are correct there is very little playability in this one, but it was fun. The Last Blitzkrieg is a lot more balanced, offers a lot more tactical choices and the one mappers are pretty good too. Haven't yet played Brazen Chariots.
Are you saying there isn't much replayability in this game?
Sorry, I can't edit my post. Poor replayability in the game as a whole or just this scenario?
@@thegrogshed I only played the full campaign, so can only comment on that. I'm guessing the scenarios are just parts of the same campaign so will be the same? I found the Last Blitzkrieg to provide a much richer tactical environment with many more options.
Thanks for the review and reports! I've always been a bit apprehensive of this series. Now I can say it's not for me. Although I'll keep an open mind for Last Blitzkrieg (and compare it to ATfT)
Thanks for this - great production quality and as a result of your videos I have ordered a couple of BCS titles. The lack of reduction of combat power as a function of step losses is also used in the TCS series. This makes some sense to me at least for infantry formations - so long as you have the Squad MGs firing I guess their firepower (but not morale) will remain relatively constant. I'm not so sure about it though with respect to vehicle loss - here individual tank losses will directly reduce the firepower the formation can output, no?
This is described in general terms in the designer's notes under Mechanical Mechanics. The gist is that the steps and their losses are not simply physical losses nor a representation of linear degradation of losses to that unit but more an indicator of loss of effectiveness. Even from a physical loss perspective, an argument can be made that while a full strength tank battalion (let's say 50 tanks) has more potential firepower than a half-strength battalion, not all those 50 tanks are firing together in a combat. Between keeping 1/3 in reserve (2 forward, 1 back), tanks bounding overwatch actually firing while the moving tanks unable to fire, or only key tanks or ones directly facing the enemy actively engaging the enemy compared to counting all available tanks that could potentially fire. Reduced tank units would likely have a higher percentage of their tanks directly engaging the enemy than a full strength one, like having a full strength company in column on a road only able to bring to a handful of tanks to bear at a time.
Hello wise guy I got this game from friend of mine I haven't played any war games how to learn this game?
Regarding the support markers and other markers that go with an HQ, and that can cause clutter or be forgotten, a good solution is to print HQ cards as shown in this video: ua-cam.com/video/eRa3ozPHHSg/v-deo.html
Yeah I've downloaded those! Just need to organise printing... For those interested they're available on CSW, in the chat thread.
Thanks for the series informative helpful and engaging as always
As to the system still not sure yet but that maybe more to do with the topics covered by the games so far
Another bs game that doesnt acknowledge the Italian bersaglieri were the key forces in beating the Americans at Kasserine pass.