34:22 Charges and charge reactions are not resolved one at a time - all charges must be declared first and then all charge reactions (so this means that if one of the charging units is able to be Counter Charged by a charge target, then they can counter-charge). Also, Counter Charge specifies that it can be declared against charging units that are cavalry, chariot or monster. In either case, this means the Blood Knights were eligible to Counter Charge the chariot or the griffin and get initiative and lance bonuses for the ensuing combat.
22:00 Reavers don’t get the special fire and flee rule. The range on short bows is 18”, and they have quick shot, so they don’t suffer penalties on to hit for standing and shooting or moving. Also, even if you do fire and flee, for that rule only, your flee move discards the lowest d6 of the two.
If a charged unit flees, the charging unit moves forward their full charge, not just the dice roll. Reference "Running Down the Foe" pg. 129 of the main rulebook. Stoked to see Old World in the channel and hope we see more!
Where are all the Fear tests? I didn't see a single one. Lots of other mistakes. Love the game format but c'mon fellas, brush up on the rules. If a unit flees, like the Swordmasters, nearby unit have to take a panic test. None taken for Seaguard or Archers. Also, at 1:48:50, Skirmishing units don't rank up wide like that. Only enough to get in base to base, and rest form ranks BEHIND. Failed Charges go full distance this init. Not sure but I don't think you get Close Order bonus for each unit, I have to check. Reform is full move, not half. Charges are declared all at once, not one at a time, then reactions to each, then resolve distances. If charged in flank or rear characters DO get to make way to fighting rank. Not sure where you got that they couldn't first round. Pg 209: "Characters may, if they are not within the fighting rank when their combat is chosen during Step 1.1 of the Choose Combat & Fight sub-phase, and starting with characters belonging to the inactive player, move through the ranks to join the fighting rank." The game hasn't been out that long so mistakes will happen but please review the rulebook ;)
Hey amazing game!! 😀I have 2 questions -At 9:25 Eagle got close order unfortunately, I think you can’t move her like that:( -At 15:00 shadow warriors attack, models behind suffer another -1 to shoot because their Los is partially obscured from models in front of them?🤔
I have an Alith Anar sleeping in it's blister since 2007. I didn't found the right moment to make him appear in my lists so there he rests. I hope I'll be able to paint and play him somewhere sometime
Those skelles just crumbled! At 6pts per skelly, i wonder how differently things would have gone if they were replaced with 30 zombies and either an extra lvl2 necromancer, (or vampire).
High BS works differently now, those two (maybe more) misses from the archer characters get to reroll and hit on 6+ with BS 6, 5+ With BS 7, etc. The reroll gains no penalties, which is only stated in the to hit modifiers section.
Counter charge CAN be used against chariots. Not only that but all charges are declared first then charge reactions, so the blood knights could have counter charged the griffon anyway. Only 36min in and the high elf player is getting a lot of rules wrong that incidentally benefit him. If in doubt please look up the rules.
Ellryion reavers don't have fire and flee. It doesn't look like the high elf player rolled to rally them at the start of his second turn, they might have kept fleeing. He might have thought they have the "feigned flight" rule which means they auto rally after fire and fleeing, but they don't have that rule either....
You don't get to do a stand and shoot reaction against a redirected charge. I'm honestly going to stop watching now, the guy playing High Elves is playing so many rules wrong to his benefit I actually have to wonder if he's cheating. Please both go read the rules again (they are not simple) and please take the time to CHECK THE RULES if ever in doubt, it usually is pretty quick to check once you know where things are.
Really enjoyed the spirit, but some mistakes indeed :-) For the FBIGO, you need to move the same way as when fleeing (page 132) with exceptions as noted in page 134. You will therefore "pivot the fleeing unit about its centre so that it is facing directly away from the centre of the unit it is fleeing from". Then at the end of your move you automatically rally and reform. All this to say, you don't go crab dance ;-)
Coming from someone who has never played any editions of Fantasy before, Old World is probably my favorite tabletop game gw has written rules for. So much more balanced than 40K at the moment.
I must say that WS and Initiative are so important in this edition. Elves can really tank a lot because everything his them on 4s or worse, and they can always chip some attacks off the enemy by strking first.
I haven't been able to watch in a while so to work, but I'm very excited that now that I have some time there is some Old World on the table! Next I'll have to go back and watch the last Votann game
Great video, but you need to read the rules again, lots of mistakes. Most of them in the movement, charge and combat departments. It is to be expected, its a complicated system. Still an enjoyable video. Keep up the good work, and hope to see more tow!
After watching several short-form videos from people harkening back to an earlier age, either where people narrate through their game decisions and expectations in a series of photos, or cut out most or all of the fussing about with minutia, it's really hard to go back to watching people literally roll + count dice and fiddle with measurement in what becomes a 3+ hour long video.
I have no idea how to play old world, but Brian's enthusiasm is infectious.
34:22
Charges and charge reactions are not resolved one at a time - all charges must be declared first and then all charge reactions (so this means that if one of the charging units is able to be Counter Charged by a charge target, then they can counter-charge). Also, Counter Charge specifies that it can be declared against charging units that are cavalry, chariot or monster.
In either case, this means the Blood Knights were eligible to Counter Charge the chariot or the griffin and get initiative and lance bonuses for the ensuing combat.
Yeah I stopped watching after they messed that up. Would have been a totally different game if the blood knights counter charged.
22:00
Reavers don’t get the special fire and flee rule. The range on short bows is 18”, and they have quick shot, so they don’t suffer penalties on to hit for standing and shooting or moving.
Also, even if you do fire and flee, for that rule only, your flee move discards the lowest d6 of the two.
You still get the -1 penelty for stand and shoot. you are just able to do it within the movement characteristic of the charger.
@@rasmusskovgaardjensen7990 you are correct, thank you. The stand and shoot bonus is being able to do so no matter how close.
Brian! It feels like the good ole days have returned. The Old World indeed.
it was great seeing brian at BAO and checking out those elves in person. love me some old world, keep up the good work everyone!
I like Brian's enthusiasm for the skelly bois, I've got it too. Skellies and zomfies are classic VC.
Brian playing Old World fills me with such joy. Keep the square-based content coming!
Thanks for posting more old-world content. You are all awesome!!
If a charged unit flees, the charging unit moves forward their full charge, not just the dice roll. Reference "Running Down the Foe" pg. 129 of the main rulebook.
Stoked to see Old World in the channel and hope we see more!
Love to see the old world action. I'm building up my dwarfs and hoping for the slayer army to be unleashed in the arcane journal.
Where are all the Fear tests? I didn't see a single one. Lots of other mistakes. Love the game format but c'mon fellas, brush up on the rules. If a unit flees, like the Swordmasters, nearby unit have to take a panic test. None taken for Seaguard or Archers. Also, at 1:48:50, Skirmishing units don't rank up wide like that. Only enough to get in base to base, and rest form ranks BEHIND. Failed Charges go full distance this init. Not sure but I don't think you get Close Order bonus for each unit, I have to check. Reform is full move, not half. Charges are declared all at once, not one at a time, then reactions to each, then resolve distances. If charged in flank or rear characters DO get to make way to fighting rank. Not sure where you got that they couldn't first round. Pg 209: "Characters may, if they are not within the fighting rank when their combat is chosen
during Step 1.1 of the Choose Combat & Fight sub-phase, and starting with characters belonging to the inactive player, move through the ranks to join the fighting rank."
The game hasn't been out that long so mistakes will happen but please review the rulebook ;)
Hello may I kindly ask which model did you used for the eagle?
Hey amazing game!! 😀I have 2 questions
-At 9:25 Eagle got close order unfortunately, I think you can’t move her like that:(
-At 15:00 shadow warriors attack, models behind suffer another -1 to shoot because their Los is partially obscured from models in front of them?🤔
I have an Alith Anar sleeping in it's blister since 2007. I didn't found the right moment to make him appear in my lists so there he rests. I hope I'll be able to paint and play him somewhere sometime
Beautiful armies! Just so great to see folks enjoying this game
1:51:29 dem rolls.. had such FB nostagia spike and a good laugh. 😂❤
Those skelles just crumbled!
At 6pts per skelly, i wonder how differently things would have gone if they were replaced with 30 zombies and either an extra lvl2 necromancer, (or vampire).
High BS works differently now, those two (maybe more) misses from the archer characters get to reroll and hit on 6+ with BS 6, 5+ With BS 7, etc. The reroll gains no penalties, which is only stated in the to hit modifiers section.
If you do a charge reaction of a flee, it specifically doesnt count as a failed charge, you move your entire distance forward.
Also doesn't look like high elves are taking negatives for light cover. Should be coming up fairly regularly for at least some models in those units.
Counter charge CAN be used against chariots. Not only that but all charges are declared first then charge reactions, so the blood knights could have counter charged the griffon anyway. Only 36min in and the high elf player is getting a lot of rules wrong that incidentally benefit him. If in doubt please look up the rules.
Ellryion reavers don't have fire and flee. It doesn't look like the high elf player rolled to rally them at the start of his second turn, they might have kept fleeing. He might have thought they have the "feigned flight" rule which means they auto rally after fire and fleeing, but they don't have that rule either....
Reform takes up all of your movement. Not half.
You don't get to do a stand and shoot reaction against a redirected charge. I'm honestly going to stop watching now, the guy playing High Elves is playing so many rules wrong to his benefit I actually have to wonder if he's cheating. Please both go read the rules again (they are not simple) and please take the time to CHECK THE RULES if ever in doubt, it usually is pretty quick to check once you know where things are.
Really enjoyed the spirit, but some mistakes indeed :-) For the FBIGO, you need to move the same way as when fleeing (page 132) with exceptions as noted in page 134. You will therefore "pivot the fleeing unit about its centre so that it is facing directly away from the centre of the unit it is fleeing from". Then at the end of your move you automatically rally and reform. All this to say, you don't go crab dance ;-)
"Bad Horse, Bad Horse, Bad Horse, Bad Horse. He rides across the nation, the thoroughbred of sin."
I'm so hyped for more Old World. Hi Brian so happy to see you.
Great game guys! You can feel Brian's love for the ToW ❤
WE LOVE THE OLD WORLD CONTENT!
Good battle rep, keep them coming (Especially the VC). You forgot to counter charge with the blood knights though.
Any pastebin for these lists? :D
Coming from someone who has never played any editions of Fantasy before, Old World is probably my favorite tabletop game gw has written rules for. So much more balanced than 40K at the moment.
How many spells can a Wizard cast in the Command phase? I thought it was just one?
Be aware the vampire counts got an update to their pdf which corrects the casting issue with the Danse Macabre
Fantastic battle, Brian being back is always the best, then combine with Old World, 🎉🎉🎉🎉
I must say that WS and Initiative are so important in this edition. Elves can really tank a lot because everything his them on 4s or worse, and they can always chip some attacks off the enemy by strking first.
Great to see more old world, fun game!
This can't come at a better timing while I'm waiting for my first vampire counts (soulblight gravelords vanguard box) to get into TOW
You declare all charges THEN do responses. Failing a charge due to a flee you move the full charge.
Finally some more old world the wait was way too long we need more of it
I haven't been able to watch in a while so to work, but I'm very excited that now that I have some time there is some Old World on the table!
Next I'll have to go back and watch the last Votann game
Good game! Everyone makes a few rules mistakes, still super fun to watch
Brian! Love TOW content, don't get to watch as often as I would like but always make time for AoS/TOW!
Keep up the content. Love it
Love old world. Please do more
BRIAN!!!!!!Great to see you and great game. One thing though, Rangers>Druids.
More TOW!
That Alith Anar model is 20 years old not 30
I guess Old World is not popular amongst your viewership? Shame because for me it is my absolute favorite.
22:49
59
02:07
Brian!!!
Fun game, moore old world please!
more OW content. For the OW God, and his throne of OW
Brian!
Noble has bs 6 so you get a free re-roll if you miss. Need a 6 but still
Wow so first time feeling negative tension on this stream.
HE player was cheating/ignorantly misplaying in his favour constantly. Vamps shoulda won easily.
Korhil or archers
You can counter charge chariots.
Great video, but you need to read the rules again, lots of mistakes. Most of them in the movement, charge and combat departments. It is to be expected, its a complicated system. Still an enjoyable video. Keep up the good work, and hope to see more tow!
Fantasy Aeldari vs Fantasy Night Lords? Cool!
Bro c'mon, with the dumb naming convention and everything? Ooft 😂
Comments for more old world please
More old world
👍👍
Woohoooo
After watching several short-form videos from people harkening back to an earlier age, either where people narrate through their game decisions and expectations in a series of photos, or cut out most or all of the fussing about with minutia, it's really hard to go back to watching people literally roll + count dice and fiddle with measurement in what becomes a 3+ hour long video.
20 games in a week and still doesn't know the rules. Game is complex
Not for nothing, love your guys stuff, but Brian really miss played so many many things . I lost count by turn 2 .