Absolutely brilliant series, which was invaluable in preparing for our first game. Starting with the war map was a good idea and makes much more sense. It also looks like you’ve upgraded the resolution of your videos. Thanks a lot Ben! Always a please to watch your content. Cheers
Thank you for these tutorials. This was way more productive than my usual strategy of reading the rulebook from front to back before showing up at my friend's table to play.
Thank you!, as always great graphics, extraordinary content and intelligent comments! I would maybe suggest next "Cataclysm" or "Triumph & Tragedy" or "1960"... Thank you again!
Hmm, it would seem to me that rule 5.26 would keep the old chap Sir Dudley Pound safe from rolling for his Health if discarded for Winston Churchill to speak for him instead, no? What do you think?
Great visualisation. Just 1 remark. I really think you can't do the health roll for Dudley Pound because you discard him for using Churchill. You only use the text on the leader card when you do that.
Really nice and in-depth tutorial. This will make it so much easier when getting a couple of fresh players in to play the game. A suggestion for a future tutorial: Paths of Glory by GMT Games.
Not really about this video, but don't know how else to ask. I have been driving myself crazy trying to remember who composed the music of your opening sequence! I really should know, but can't remember. Is it Mahler or R. Strauss (I don't think its Wagner), and which work? As always, love your work! (Still hoping you can one day do 1989: Dawn of Freedom.)
Collectively, another fine how-to-play tutorial. This episode in particular, however, has a couple misleading or overlooked points: 1) The commentary on the final British card play states that Menzies can't use his special Pol/Mil attribute to help the cause. This doesn't seem correct as there is a Pol/Mil issue sitting very low on the USSR track, which could easily be taken if the British wanted the Pol/Mil instead of the US Production marker. 2) There was no mention of the implication of the Conditional Issue (USSR DoW on Japan) being left in the center of the hub at the end of this Meeting Segment. Mechanically, it might not seem like much, but strategically, the implication of it probably warrants discussion for someone just learning the game.
Thanks for your insights, Michael. Agreed, there is some additional player cooperation/competition dynamics to these issues. Just because you CAN take an action doesn't always mean you SHOULD and why.
It looks as though the beginning few plays in the meeting segment aren't displaying the cards that correspond with the explanations. Maybe meant to edit this part out?
Sorry I’m confused on the victory point aspect - this seems very different to what is written in the rules ? You said if the difference is less than 20, the rules mention 15? There’s a whole host of other stuff in this section that doesn’t gel with what I’m seeing so I’m not quite sure what’s going on....
The rules in the 1st edition say 15 points. In the subsequent printing this was amended to 20. Other small changes were made and the current rulebook (living rules) can be downloaded for free from GMT's website with rule changes in blue text for quick reference. www.gmtgames.com/p-719-churchill-3rd-printing.aspx
Absolutely brilliant series, which was invaluable in preparing for our first game.
Starting with the war map was a good idea and makes much more sense.
It also looks like you’ve upgraded the resolution of your videos.
Thanks a lot Ben! Always a please to watch your content.
Cheers
Thank you for these tutorials. This was way more productive than my usual strategy of reading the rulebook from front to back before showing up at my friend's table to play.
very very useful, simply brilliant!
Really helpful. Explained clearly and at a really good pace. Starting with the War Phase is a good idea.
Very well done. Thanks!
Thank you!, as always great graphics, extraordinary content and intelligent comments!
I would maybe suggest next "Cataclysm" or "Triumph & Tragedy" or "1960"... Thank you again!
Hmm, it would seem to me that rule 5.26 would keep the old chap Sir Dudley Pound safe from rolling for his Health if discarded for Winston Churchill to speak for him instead, no? What do you think?
at 9:44 why you made use of Sir Dudley Pound attribute since you used Churchill to take his place?
Great visualisation. Just 1 remark. I really think you can't do the health roll for Dudley Pound because you discard him for using Churchill. You only use the text on the leader card when you do that.
Do Pericles, also by mark herman!
Helpful as always….btw..what is your favorite game?
Very clear tutorial. What are you going to do next?
Thanks.
This is such a good rule explanation. I’m surprised the view number isn’t much higher
Really nice and in-depth tutorial. This will make it so much easier when getting a couple of fresh players in to play the game.
A suggestion for a future tutorial: Paths of Glory by GMT Games.
Not really about this video, but don't know how else to ask. I have been driving myself crazy trying to remember who composed the music of your opening sequence! I really should know, but can't remember. Is it Mahler or R. Strauss (I don't think its Wagner), and which work? As always, love your work! (Still hoping you can one day do 1989: Dawn of Freedom.)
Hi, Eddy. It actually is Wagner. It’s Siegfried’s Funeral March from Gotterdammerung.
@@harsh-rules thanks.
Collectively, another fine how-to-play tutorial. This episode in particular, however, has a couple misleading or overlooked points: 1) The commentary on the final British card play states that Menzies can't use his special Pol/Mil attribute to help the cause. This doesn't seem correct as there is a Pol/Mil issue sitting very low on the USSR track, which could easily be taken if the British wanted the Pol/Mil instead of the US Production marker. 2) There was no mention of the implication of the Conditional Issue (USSR DoW on Japan) being left in the center of the hub at the end of this Meeting Segment. Mechanically, it might not seem like much, but strategically, the implication of it probably warrants discussion for someone just learning the game.
Thanks for your insights, Michael. Agreed, there is some additional player cooperation/competition dynamics to these issues. Just because you CAN take an action doesn't always mean you SHOULD and why.
It looks as though the beginning few plays in the meeting segment aren't displaying the cards that correspond with the explanations. Maybe meant to edit this part out?
I love this
Sorry I’m confused on the victory point aspect - this seems very different to what is written in the rules ? You said if the difference is less than 20, the rules mention 15? There’s a whole host of other stuff in this section that doesn’t gel with what I’m seeing so I’m not quite sure what’s going on....
The rules in the 1st edition say 15 points. In the subsequent printing this was amended to 20. Other small changes were made and the current rulebook (living rules) can be downloaded for free from GMT's website with rule changes in blue text for quick reference.
www.gmtgames.com/p-719-churchill-3rd-printing.aspx
Maybe a coin siris game? Like the algirien-French-war
Make this game easier please :(