1. You did not escape from the destroyers because you need to roll a 6 to escape (you rolled a 4) since your speed has been reduced to one. 2. You have to deduct 75 VP because speed was down to one.
you do a lot of mistakes during play like in movement (max 4 hexes you forgot) or torpedo attack against eny you do damage location instead number of damage for eny
The rulebook is bad for this game. For a turn, it says 4 hexes without contact ends the turn. But then E) Progress says to flip to the PM or AM next day. You could never get to 4 hexes by the rules as written. I think what they intended was that you end a turn when you move 4 hexes or you have combat. Also there are differences from the board and rules. Like the Torpedo damage for the British is in the rules, but not on the board. Poorly produced game. If you can figure it out, it's not a bad light game. But the rules are disappointing at best.
Great video. I've ordered the game which should arrive soon I hope. From reading the rules it seems you hurt the Bismarck's chances for mission success. At 21:12 you rolled a 1 and were able to move 2 hexes. Since there was no contact you should roll again on the movement table until you've moved 4 hexes in total or there is contact. Also when the convoy is attacked near Bergen or Brest (air zone) add a +3 DRM on Main Gun attacks in favor of Bismarck & Prinz Eugen.
This is a low complexity, narrative-style solo war game, so there is minimal decision making involved. But there are a few. The four main decisions you make throughout the game are: 1. Deciding which end goal you’re aiming for (either breaking out into the Atlantic at the bottom left corner of the board by before the game ends or being at port in Brest at the end of the last day). 2. Deciding which hex to move into during the movement phase and after combat. 3. Deciding which plane(s)/ship(s) to fire on when engaging multiple enemies in combat. 4. Deciding when to use the bonus damage, repair, or DRM bonuses you gain from defeating certain enemies and gaining medals.
1. You did not escape from the destroyers because you need to roll a 6 to escape (you rolled a 4) since your speed has been reduced to one.
2. You have to deduct 75 VP because speed was down to one.
Interesting. I think this is better than the Bismarck Solitaire by WG. Thanks for sharing.
Eugen is pronounced OY-gun
Thanks!
How many times have you played it, if you don't mind me asking?
6-7 times.
you do a lot of mistakes during play like in movement (max 4 hexes you forgot) or torpedo attack against eny you do damage location instead number of damage for eny
The rulebook is bad for this game. For a turn, it says 4 hexes without contact ends the turn. But then E) Progress says to flip to the PM or AM next day. You could never get to 4 hexes by the rules as written. I think what they intended was that you end a turn when you move 4 hexes or you have combat. Also there are differences from the board and rules. Like the Torpedo damage for the British is in the rules, but not on the board. Poorly produced game. If you can figure it out, it's not a bad light game. But the rules are disappointing at best.
Great video.
I've ordered the game which should arrive soon I hope. From reading the rules it seems you hurt the Bismarck's chances for mission success. At 21:12 you rolled a 1 and were able to move 2 hexes. Since there was no contact you should roll again on the movement table until you've moved 4 hexes in total or there is contact. Also when the convoy is attacked near Bergen or Brest (air zone) add a +3 DRM on Main Gun attacks in favor of Bismarck & Prinz Eugen.
@jbx30001 thanks!
Not one actual decision was made the entire game...
This is a low complexity, narrative-style solo war game, so there is minimal decision making involved. But there are a few. The four main decisions you make throughout the game are:
1. Deciding which end goal you’re aiming for (either breaking out into the Atlantic at the bottom left corner of the board by before the game ends or being at port in Brest at the end of the last day).
2. Deciding which hex to move into during the movement phase and after combat.
3. Deciding which plane(s)/ship(s) to fire on when engaging multiple enemies in combat.
4. Deciding when to use the bonus damage, repair, or DRM bonuses you gain from defeating certain enemies and gaining medals.
@@graymeeple9620 Thank you. Hard pass,