Thank you so much for this video, I have been steadily painting 20mm plastic WWI figures specifically for this game but have never played. This video gave some real context for the rules that I've only read on paper and completely captured what was in my mind's eye for the game.
I think this is perfect at showing the importance of closing ground quickly, using concealement and surprise in a coordinated manner. If the British had been able to sneak up undetected, get the rifle section ready on the flank, then rushing the trenches as soon as the rifle grenades and bombers let loose, they may have stood a chance of rolling up the line.
Another Must watch TV video Alex. I have just picked up this game on the back of this. I love WWI history as my granddad fought with the Grenadier Guards there.
Cheers Andrew, I hope you told the Lardies about it! There is a scenario in the Stout Hearts supplement with the Grenadier Guards in it, so you should get that as well!
you forgot the "take cover" action. It is pretty vital when advancing in the open. In effect it is a low crawl - use 1 die to move & one die to take cover and get light cover in the open.
Looking forward to reading the dissertation next century but meanwhile, I think this game shows how a classic WW1 frontal assault can make an interesting game, with fast moving rules and varied terrain. Not sure about the close-assault kill rule though - seems too hard but the jamming of the guns detail looks good because it adds that risk and isn't too complicated. Does ChoC WW1 have that too?
Yeah the close assault was weird compared to later Lardy games, you could easily ignore it though and use the later rules instead. I can't remember off the top of my head if the jamming rules are in the CoC version, but I recall they may be.
@@jekylthorn8969 yeah, the command initiatives work in the same way as flags, but are more specific to particular big men. SP is a slimmed down version of the card system in Mud and Blood, so it would work.
To me the Germans should be heavy cover. Lardie rules really slow down the game and unrealistically too difficult to spot the enemy especially when they are moving in the open. Soldiers don’t need a leader to activate their eyes. These are some of the reasons why I will never buy a Lardie rule set - so unrealistic effects and KIAs are too difficult to obtain. And the premature ending of a turn also kills the flow of the game.
Thank you so much for this video, I have been steadily painting 20mm plastic WWI figures specifically for this game but have never played. This video gave some real context for the rules that I've only read on paper and completely captured what was in my mind's eye for the game.
You are very welcome, glad you enjoyed the video
Thank you for the pleasant entertainment and insight into the rules.
Cheers, glad you enjoyed it!
I think this is perfect at showing the importance of closing ground quickly, using concealement and surprise in a coordinated manner. If the British had been able to sneak up undetected, get the rifle section ready on the flank, then rushing the trenches as soon as the rifle grenades and bombers let loose, they may have stood a chance of rolling up the line.
Indeed! I'm glad you enjoyed the video!
Another Must watch TV video Alex. I have just picked up this game on the back of this. I love WWI history as my granddad fought with the Grenadier Guards there.
Cheers Andrew, I hope you told the Lardies about it! There is a scenario in the Stout Hearts supplement with the Grenadier Guards in it, so you should get that as well!
Nice sharing my friend
Thank you very much!
This was the first Fatlardies rules I got. The supplement is awesome.
Same here, it's a great game
Thanks for that. Really well explained and a great game. Cheers
Cheers! Glad you enjoyed the video!
you forgot the "take cover" action. It is pretty vital when advancing in the open. In effect it is a low crawl - use 1 die to move & one die to take cover and get light cover in the open.
Yeah, that one eluded me!
Excellent Alex, thank you
Cheers Gareth, glad you enjoyed the video.
Excellent Stuff :-)
Glad you enjoyed it!
Looking forward to reading the dissertation next century but meanwhile, I think this game shows how a classic WW1 frontal assault can make an interesting game, with fast moving rules and varied terrain. Not sure about the close-assault kill rule though - seems too hard but the jamming of the guns detail looks good because it adds that risk and isn't too complicated. Does ChoC WW1 have that too?
Yeah the close assault was weird compared to later Lardy games, you could easily ignore it though and use the later rules instead. I can't remember off the top of my head if the jamming rules are in the CoC version, but I recall they may be.
Would it be possible to play this game using Sharp Practice cards? Seems like it could work.
Yeah, you'd need to tinker with it a little bit, but it could work. They are quite similar.
@@StormofSteelWargaming Just thinking that it may add some flexibility with the flags on activations.
@@jekylthorn8969 yeah, the command initiatives work in the same way as flags, but are more specific to particular big men. SP is a slimmed down version of the card system in Mud and Blood, so it would work.
To me the Germans should be heavy cover. Lardie rules really slow down the game and unrealistically too difficult to spot the enemy especially when they are moving in the open. Soldiers don’t need a leader to activate their eyes. These are some of the reasons why I will never buy a Lardie rule set - so unrealistic effects and KIAs are too difficult to obtain. And the premature ending of a turn also kills the flow of the game.
thanks for your input.