Near the end, when the submarines rolled and received a detection level 2, they automatically fire one torpedo or one missile, which ever is in range. You can find that on the summary sheet at the bottom, or in the rulebook.
Thanks for the detailed and well reworked AARs. Makes me think about acquiring the beast. One question though: You've expressed regrets for buying so many missiles, deemed useless for a sub target. However, wouldn't you have needed them in case an enemy TF would have shown up?
Thanks! And yes, I would have been a lot less disappointed with those missile purchases if a surface TF had shown up. One of the best challenges in this game is trying to account for all the varying possible needs of your forces without knowing exactly what you might end up facing.
Thanks for showing us how the game is played. Seems similar to other leader games in many ways. I bought it on kickstarter (impulse buy) some time ago and got the game yesterday. Interested to see if the expansions are worth the $$$. I will be sure to get enough ordinance.
Definitely similar to other Leader games although I would say it's more complex just because there's a lot going on, even with just the base game. Of the expansions (I've messed with them a little and videos on each will be coming soon), the sub expansion is standalone - you can't add SSNs to your "regular" task force and it has an overlay for the board to handle your submarines. The carrier expansion does mix with the base game task forces and ramps up the complexity but also makes the game feel more "complete" because we all know carriers are a core part of US Navy doctrine. The Allies expansion adds other NATO ships which is nice because your unit mix grows by a lot and you can mix in US & NATO vessels in your task force. Having said all that, there's plenty of fun to be had in the base game for sure. I know some people feel like these - or at least the carriers - should have been in the base game, but I understand the modular approach. It is certain that if these were wrapped into the base game the price would be higher. There are a lot of components in the base game already.
Oh wow, I've had my tripod for over 20 years (it's older than UA-cam!). It's nothing fancy - a Sunpak Platinum Plus, which they still sell apparently (I looked). I bought it to do home videos of my kids when they were small. As for the dice tower, I actually got that for free from either Miniature Market or Noble Knight as a throw-in on a game purchase. That too is nothing fancy, lol.
Near the end, when the submarines rolled and received a detection level 2, they automatically fire one torpedo or one missile, which ever is in range. You can find that on the summary sheet at the bottom, or in the rulebook.
Thanks
At 5:15 ... You don't get the +2 detection event for your helo. It specifically states SONAR, and you're using a Magnetic Anomaly Detector, or MAD.
Thanks for the detailed and well reworked AARs. Makes me think about acquiring the beast.
One question though: You've expressed regrets for buying so many missiles, deemed useless for a sub target. However, wouldn't you have needed them in case an enemy TF would have shown up?
Thanks!
And yes, I would have been a lot less disappointed with those missile purchases if a surface TF had shown up. One of the best challenges in this game is trying to account for all the varying possible needs of your forces without knowing exactly what you might end up facing.
Thanks for showing us how the game is played. Seems similar to other leader games in many ways. I bought it on kickstarter (impulse buy) some time ago and got the game yesterday. Interested to see if the expansions are worth the $$$. I will be sure to get enough ordinance.
Definitely similar to other Leader games although I would say it's more complex just because there's a lot going on, even with just the base game. Of the expansions (I've messed with them a little and videos on each will be coming soon), the sub expansion is standalone - you can't add SSNs to your "regular" task force and it has an overlay for the board to handle your submarines. The carrier expansion does mix with the base game task forces and ramps up the complexity but also makes the game feel more "complete" because we all know carriers are a core part of US Navy doctrine. The Allies expansion adds other NATO ships which is nice because your unit mix grows by a lot and you can mix in US & NATO vessels in your task force.
Having said all that, there's plenty of fun to be had in the base game for sure. I know some people feel like these - or at least the carriers - should have been in the base game, but I understand the modular approach. It is certain that if these were wrapped into the base game the price would be higher. There are a lot of components in the base game already.
You never did, this entire episode, use the +1 detection modifier for the screening force modifier.
What tripod are you using? Did you make that dice tower?
Oh wow, I've had my tripod for over 20 years (it's older than UA-cam!). It's nothing fancy - a Sunpak Platinum Plus, which they still sell apparently (I looked). I bought it to do home videos of my kids when they were small. As for the dice tower, I actually got that for free from either Miniature Market or Noble Knight as a throw-in on a game purchase. That too is nothing fancy, lol.
Did not use helo last 2 detect rounds?
It's possible. It's been a while since I did this playthrough and I definitely screwed up a few times.