Fun video! Couple of points - a shot costs 1 point at the end, doesn't cost 3 or 5 for additional activation, p.9. Melee doesn't cost any Activation Points, just happens at the end of the Move resulting in Contact; the Loser in melee whether attacker or defender is removed immediately, p.8. Note that if only the defender can be removed, it makes charging the best possible thing one can do in the game - it costs less points than shooting [which costs 1 point] and you can't be harmed by it, so you may want to re-think the house rule. In real life, shooting is the "cheap and easy" thing to do.
Thanks, I have to look into that. The non-removal is a house rule, I though that was something I had mentioned. To me it simulates the Zulus hovering around the barricades in the film trying to cross. The beauty of these rules is they can be modified to suit how you see things or what you want to simulate.
What a great little game. Really enjoyed watching and will check out the rules. really liked some of ideas, never been a fan of cards but this has now changed.
Thank you for the play though. Now I have painted up my Minis so I will give the game a go next weekend, if all goes according to planned. I will be doing Russians attacking Swedish Infantry in the Defense. Keep putting out the videos. Thank you!
@@jameslangham9854 House rules rule,OK! It does mean though that the odds are altered inconsistently as you go down the packs. What's the chances of both packs being shuffled and each having both jokers as the last two cards?
So does an ace count as 1 or as 14? It wasn't clear to me from melee combat (at 14:44) why the ace card wasn't sufficient to win that combat, without the need to invoke the Special Ability to draw another card. In an earlier draw for gunfire, an ace card was noted as almost a certain hit.
Having now watched it all I'd like to say thanks for taking the time to film. I have only played a couple of OHSW games and your video is very encouraging. May I ask what table size you were using? It looked a lot easier than stretching over a 3' by 3' from a chair! Thanks again.
Fun video! Couple of points - a shot costs 1 point at the end, doesn't cost 3 or 5 for additional activation, p.9. Melee doesn't cost any Activation Points, just happens at the end of the Move resulting in Contact; the Loser in melee whether attacker or defender is removed immediately, p.8. Note that if only the defender can be removed, it makes charging the best possible thing one can do in the game - it costs less points than shooting [which costs 1 point] and you can't be harmed by it, so you may want to re-think the house rule. In real life, shooting is the "cheap and easy" thing to do.
Thanks, I have to look into that. The non-removal is a house rule, I though that was something I had mentioned. To me it simulates the Zulus hovering around the barricades in the film trying to cross.
The beauty of these rules is they can be modified to suit how you see things or what you want to simulate.
What a great little game. Really enjoyed watching and will check out the rules. really liked some of ideas, never been a fan of cards but this has now changed.
It's quick and simple and works from introduction of gunpowder to the far future
Great stuff James 👍👍👍
Thank you
Thank you for the play though. Now I have painted up my Minis so I will give the game a go next weekend, if all goes according to planned. I will be doing Russians attacking Swedish Infantry in the Defense. Keep putting out the videos. Thank you!
Thank you, personally I wouldn't wait to get them painted, just play!
Nice play through. Noted the close combat was flawed. In melee the loser, attacker or defender, is removed.
I should have stated it was a house rule (I blame the fact the battery died and I had to reshoot the intro).
The comment below was supposed to say: 'John L intended that cards would be shuffled at the end of the pack, etc. (Sorry about that)
I like the shuffle on a joker as it stops prediction of things like "he's had lots of high value cards, time to take a risk.").
@@jameslangham9854 House rules rule,OK! It does mean though that the odds are altered inconsistently as you go down the packs. What's the chances of both packs being shuffled and each having both jokers as the last two cards?
The randomness is what I want to simulate, the chaos on the battlefield is underplayed in most rules.
So does an ace count as 1 or as 14? It wasn't clear to me from melee combat (at 14:44) why the ace card wasn't sufficient to win that combat, without the need to invoke the Special Ability to draw another card. In an earlier draw for gunfire, an ace card was noted as almost a certain hit.
Oh, at 16:14 we see an ace drawn for the Zulu turn and it only counts as one. I guess that explains that. Aces are bad in this game!
Also, if you have red and black Jokers in your deck, you could still use those for determining if a down figure recovers or not.
No reason you couldn't.
Glad you were taking such a detailed look, hope it was helpful
Having now watched it all I'd like to say thanks for taking the time to film. I have only played a couple of OHSW games and your video is very encouraging. May I ask what table size you were using? It looked a lot easier than stretching over a 3' by 3' from a chair! Thanks again.
It's about 24x18 inches from memory
@@jameslangham9854 Thank you.