At 43:40 You do not move the morale track marker into the top or bottom spaces. Instead each time an event would cause an increase/decrease into those spaces you either add the Hope card or lose a defender but you leave the marker on the +3/-3 space of the track. It's explained in the bottom right corner of page 21 in the rule book. In this case your final Morale track total would have been +2 instead of +3 after losing one position to the German infantry in the red sector. At 1:05:00 That Event card has a typo/omission/clarification per the designer and should say "...leftmost 3 OPENED supply depots." Meaning ones that have/had tokens in them, not just the 3 leftmost possible depot slots. In this case you would have lost 1 morale token in that right most depot slot. At 1:11:09 It's not stated on the game board info but the +2 machine gun bonus for 1 supply has to be done BEFORE rolling the die per page 16 in the Machine gun section of the rule book. At 1:17:22 The wrong section of the two High Morale cards were read/picked from (you were in Siege 1, not Mobilization/1st Attack). the card you picked had the same result for both the top and middle sections so it didn't matter in that case but the other card you had a choice from was 'move snow marker' not the 'repair 1 damage tile' entry. At 1:25:00 Gun 1 and Gun 2 both fire at the same time via the 2 soldiers action, but they are targeted separately, resolve separately, and you make a jam roll for each as they will often have different jam difficulty numbers depending on where you aimed each gun. In this case a 2nd jam check roll should have been made for the other gun at the same difficulty of 4+ (sector 1 and 2 have the same difficulty on that board). At 1:29:45 Page 10, top left, Infantry Attack - "If there are no defenders in any of the defensive positions, move all unsuppressed German Infantry meeples up one sector". Basically, if they see no Defenders on the walls to shoot at they instead charge forward. So in this case, there should have been no dice rolling/shooting, just advancing the unsuppressed German infantry meeples. Same problem next round. At 1:32:50 A couple problems here related to my first comment regarding the top/bottom entries on the morale track. The first problem is that you only gave yourself 2 morale for delivering those two supply tokens. You should have gotten 4 total morale instead since you normally get 1 per supply delivery by default anyway PLUS you get a bonus 1 morale since each of those supplies you brought back were specifically Morale bonus tokens. Next when applying those 4 morale points you would first move up one space to the +3 spot and then HOLD there. For the other 3 points you 'bump' that top entry and then put one Hope card in the low morale deck for each 'bump'. So it should have been 3 Hope cards seeded into the Low Morale deck (a life saver in the last few desperate turns as you can get supplies from them and don't suffer a low card effect) and your Morale track at +3 modified down to +2 due to the red day for a 3/2 card draw/resolve instead of the 4/3 that was taken. At 1:34:00 You are reading/using the top section of the cards (mobilization/1st attack section) instead of the bottom section for Siege 2 which has much better effects on the High Moral cards. At 1:50:40 The Last stand card acts just like all the other event cards up until that final arrow symbol at the bottom. After you added the 8 German Infantry units you should have done a full infantry attack phase rolling all the dice for all the sectors and resolving all hits and moves. Then you process that arrow symbol which dictates whether the German Infantry will charge forward 1 sector (if you DO have at least 1 defender) or 2 sectors (if you DON'T have any defenders left on the wall). After that you check/count your remaining survivors against the number needed per your position on the Surrender/Victory track. The arrow doesn't mean to move the surrender marker up as was done here.
Excellent video ... this is such a GREAT game!! I also don't really care for "survival' games myself but when you read the story in the rule book, this game does a great job of immersing you in the narrative, with incredibly tense gameplay, and you are SO relieved when you do "survive" and win
Its a nice change from the standard area control of regular war games. I think this concept is a real win. Mechanics and thematics are interwoven very effectively in this design. I feel like I'm trying to win a war in this game, not just moving troops around to control an area. Well Done to the designers! thanks for another entertaining watch guys. Much Love X.
Awesome playthrough of an awesome game! This is one of my favorites, although it hasn't hit my table in a while. I still have yet to win, but I'm really good at making it to the last round! At 34:00, you should only receive a morale bonus for placing SOLDIERS on the walls, not merely defenders. I've seen this mistake in several playthroughs, I can't remember if it's a FAQ or something. But anyway, thanks!
At 43:40 You do not move the morale track marker into the top or bottom spaces. Instead each time an event would cause an increase/decrease into those spaces you either add the Hope card or lose a defender but you leave the marker on the +3/-3 space of the track. It's explained in the bottom right corner of page 21 in the rule book. In this case your final Morale track total would have been +2 instead of +3 after losing one position to the German infantry in the red sector.
At 1:05:00 That Event card has a typo/omission/clarification per the designer and should say "...leftmost 3 OPENED supply depots." Meaning ones that have/had tokens in them, not just the 3 leftmost possible depot slots. In this case you would have lost 1 morale token in that right most depot slot.
At 1:11:09 It's not stated on the game board info but the +2 machine gun bonus for 1 supply has to be done BEFORE rolling the die per page 16 in the Machine gun section of the rule book.
At 1:17:22 The wrong section of the two High Morale cards were read/picked from (you were in Siege 1, not Mobilization/1st Attack). the card you picked had the same result for both the top and middle sections so it didn't matter in that case but the other card you had a choice from was 'move snow marker' not the 'repair 1 damage tile' entry.
At 1:25:00 Gun 1 and Gun 2 both fire at the same time via the 2 soldiers action, but they are targeted separately, resolve separately, and you make a jam roll for each as they will often have different jam difficulty numbers depending on where you aimed each gun. In this case a 2nd jam check roll should have been made for the other gun at the same difficulty of 4+ (sector 1 and 2 have the same difficulty on that board).
At 1:29:45 Page 10, top left, Infantry Attack - "If there are no defenders in any of the defensive positions, move all unsuppressed German Infantry meeples up one sector". Basically, if they see no Defenders on the walls to shoot at they instead charge forward. So in this case, there should have been no dice rolling/shooting, just advancing the unsuppressed German infantry meeples. Same problem next round.
At 1:32:50 A couple problems here related to my first comment regarding the top/bottom entries on the morale track. The first problem is that you only gave yourself 2 morale for delivering those two supply tokens. You should have gotten 4 total morale instead since you normally get 1 per supply delivery by default anyway PLUS you get a bonus 1 morale since each of those supplies you brought back were specifically Morale bonus tokens. Next when applying those 4 morale points you would first move up one space to the +3 spot and then HOLD there. For the other 3 points you 'bump' that top entry and then put one Hope card in the low morale deck for each 'bump'. So it should have been 3 Hope cards seeded into the Low Morale deck (a life saver in the last few desperate turns as you can get supplies from them and don't suffer a low card effect) and your Morale track at +3 modified down to +2 due to the red day for a 3/2 card draw/resolve instead of the 4/3 that was taken.
At 1:34:00 You are reading/using the top section of the cards (mobilization/1st attack section) instead of the bottom section for Siege 2 which has much better effects on the High Moral cards.
At 1:50:40 The Last stand card acts just like all the other event cards up until that final arrow symbol at the bottom. After you added the 8 German Infantry units you should have done a full infantry attack phase rolling all the dice for all the sectors and resolving all hits and moves. Then you process that arrow symbol which dictates whether the German Infantry will charge forward 1 sector (if you DO have at least 1 defender) or 2 sectors (if you DON'T have any defenders left on the wall). After that you check/count your remaining survivors against the number needed per your position on the Surrender/Victory track. The arrow doesn't mean to move the surrender marker up as was done here.
Excellent video ... this is such a GREAT game!!
I also don't really care for "survival' games myself but when you read the story in the rule book, this game does a great job of immersing you in the narrative, with incredibly tense gameplay, and you are SO relieved when you do "survive" and win
I agree. This is currently my favorite frustrating game!
Yes, this is indeed an incredible and refreshing game. Good review.
Its a nice change from the standard area control of regular war games. I think this concept is a real win. Mechanics and thematics are interwoven very effectively in this design. I feel like I'm trying to win a war in this game, not just moving troops around to control an area. Well Done to the designers! thanks for another entertaining watch guys. Much Love X.
Great playthrough. Well done.
Awesome playthrough of an awesome game! This is one of my favorites, although it hasn't hit my table in a while. I still have yet to win, but I'm really good at making it to the last round! At 34:00, you should only receive a morale bonus for placing SOLDIERS on the walls, not merely defenders. I've seen this mistake in several playthroughs, I can't remember if it's a FAQ or something. But anyway, thanks!
This has been on one of my game tables for three weeks. Love this game but I'm terrible at playing it.