Thank you for the video! One question/clarification: At 28:55 there is a text saying the settlement could still inflict a hit on the orc unit. I do not think this is true as it is only the looser of a combat who suffers hits right? So as the settlement could never win the combat after that massive dieroll from the Orc reaver the orcs could never take a hit? I might be wrong but that is my interpretation of the rules.
I think what I was trying to say here is that I still had to roll the 1d6 for the settlement. Highly unlikely, but just that one d6 roll could have "exploded" with critical hits and the settlement could have actually won the combat. You are correct in that the loser of combat suffers hits.
IIRC, at 45:00, the Ambush would not have killed the ogre as there was no critical hit. An ambush leads to a strike and a strike inflicts only a single hit with one or more successes (9.7) Unless I misunderstood the rules ^^ Thanks very much for the playthrough though, I very much appreciate it and you were quite helpful in my understanding of the rules!
Thanks for the replay! Because of the game’s sequential attack model, zoc’s would not work. When a unit fails an attack, it blocks that hex for additional attackers. It’s critical that you be able to move around enemy units in order to gain the “adjacency” benefit you suggest the design lacks. -Chris
It's just the old wargamer in me. Burning Banners works just fine as it is and I'm looking forward to trying the Advance Rules next. It's a fun game and that's what really matters in the end.
I received mine a few weeks back. Haven't broke it out yet. I get the comments from players about it being a light wargame but for me, that's fine. Makes it easier to get my friends to play. Plus, I have enough hard games that make my Brain hurt, so light is good once in a while.
Very nicely presented game, but this base game is tediously simplistic. And it appears to me that the advanced game adds complexity in a direction I'm not that interested in - a rather overblown and fiddly magic system. I'd prefer the basic combat and economic rules to be more interesting.
Thank you for the video! One question/clarification: At 28:55 there is a text saying the settlement could still inflict a hit on the orc unit. I do not think this is true as it is only the looser of a combat who suffers hits right? So as the settlement could never win the combat after that massive dieroll from the Orc reaver the orcs could never take a hit? I might be wrong but that is my interpretation of the rules.
I think what I was trying to say here is that I still had to roll the 1d6 for the settlement. Highly unlikely, but just that one d6 roll could have "exploded" with critical hits and the settlement could have actually won the combat. You are correct in that the loser of combat suffers hits.
IIRC, at 45:00, the Ambush would not have killed the ogre as there was no critical hit. An ambush leads to a strike and a strike inflicts only a single hit with one or more successes (9.7)
Unless I misunderstood the rules ^^
Thanks very much for the playthrough though, I very much appreciate it and you were quite helpful in my understanding of the rules!
Yes, you are correct the ogre should have only flipped.
Thanks for the replay! Because of the game’s sequential attack model, zoc’s would not work. When a unit fails an attack, it blocks that hex for additional attackers. It’s critical that you be able to move around enemy units in order to gain the “adjacency” benefit you suggest the design lacks. -Chris
It's just the old wargamer in me. Burning Banners works just fine as it is and I'm looking forward to trying the Advance Rules next. It's a fun game and that's what really matters in the end.
I received mine a few weeks back. Haven't broke it out yet. I get the comments from players about it being a light wargame but for me, that's fine. Makes it easier to get my friends to play. Plus, I have enough hard games that make my Brain hurt, so light is good once in a while.
Speaking of little, tiny annoying things
Very nicely presented game, but this base game is tediously simplistic. And it appears to me that the advanced game adds complexity in a direction I'm not that interested in - a rather overblown and fiddly magic system. I'd prefer the basic combat and economic rules to be more interesting.