Excellent video, I had to comment when I saw the Commando Comic in the first 30seconds... loved those as a kid and may have been guilty of picking up a few copies as an adult "for nostalgic reasons". Keep up the great work. I'm building up a German army to play against my friend in the coming months and these videos are excellent to get a framework for how the game works, the turns flow and other mechanics.
Hi man thanks for getting in touch, I love to hear from people just getting started! Feel free to ask any questions that come to mind. Haha my brother got me that commando comic for christmas for "nostalgic reasons" (he read it before he wrapped it) haha! We re-read all our copies over and over again as kids, Ritters Rules was our favourite!
indirect can not go into ambush as it takes time to fire. This is why field guns and artillery can do it as they got a direct fire mode. Mortars, grenade launchers and the sort can not as they only got a indirect attack.
As has already been pointed out. Indirect weapons can't fire from ambush. From the rulebook - "Weapons cannot be fired indirectly by a unit that was in Ambush that turn - indirect fire takes time."
Good game! It was a trap for the soviets! That soviet meatshield did a number on those regular SS and then the trap was sprung! The H-jugends really made a difference! And then that veteran SS just came and brutalized those siberians and their carrier! Too bad that trap didn't have enough punch and they got bogged down. I also have made my panzerfausts for the germans like those on the H-jugends, for easy removal after use. But for the finns and the soviets I decided to go for a more permanent design, since they don't have as much variety where they could go like the germans do. Too bad we didn't see that flakgun in action. But now I'm feeling the need to get myself one! Like the nebelwerfer. That charge on to the schreck-team, if schreck had won then it could have moved even closer to that KV-2 to get a better shot next turn. Very tantalizing! That last charge was really... glory-driven. And it cost the soviets the win. I'm quite keen-eyed nowadays to play the scenario (even when it is kill points) since I have lost so many games when ignoring/forgotting to play the scenario and going for the glory kills. It really doesn't matter how many kills you get (except in this mission) if the enemy is holding more objectives. There seemed to be some bad words for the youtube since there were difficulties to post this.
Ah very interesting, I guess the HYs might be the blocked bit perhaps?! That flakgun is absolutely brutal, it can legitimately kill four or five units in a game. You can't rush it and pin it out with infantry like you could with a howitzer. However you have to have a bike, armoured car or sniper to kill off their mortar quickly before it gets slammed, it is very expensive and has a small crew! That's right man, as we say, keep your eye on the prize! JP was a gent here and took the glorious charge option, fair play to him! In terms of finns and fausts I'm facing a strategic conundrum at the mo myself; with 5 infantry slots I want a minimum of 3 Sisi, but then with the kks I've only room for one continuation squad with a single faust, I really need more AT at 1100 points, so do I take the STUG? Tough to say but I'll be playtesting soon!
@@scholaprogenium7276 That is a conundrum. I would probably take the Stug III as the go-to armor. Of course the T-34/85 is an option and only marginally more expensive and veteran, but in a tournament environment that unreliable -rule can make things heavy. Panzerschreck as an additional AT is always an option too, if points allow. There are two ways of doing playtests. 1. You playtest things beforehand and do adjustments. 2. You don't playtest a thing and just go, tournament is a good way of testing things! I have done many times option 2. when playing VtES. Tournament coming? Just slap something together that can be called a deck and lets go!
@@FinnishWolfBrigade I'm a huge fan of option 2 as well especially for local events, it's such a good way to get a good feel for something! I'd ideally take the Finns to the GT and for that I'm 100% option 1 though! Haha
Excellent video, I had to comment when I saw the Commando Comic in the first 30seconds... loved those as a kid and may have been guilty of picking up a few copies as an adult "for nostalgic reasons".
Keep up the great work. I'm building up a German army to play against my friend in the coming months and these videos are excellent to get a framework for how the game works, the turns flow and other mechanics.
Hi man thanks for getting in touch, I love to hear from people just getting started! Feel free to ask any questions that come to mind.
Haha my brother got me that commando comic for christmas for "nostalgic reasons" (he read it before he wrapped it) haha! We re-read all our copies over and over again as kids, Ritters Rules was our favourite!
indirect can not go into ambush as it takes time to fire. This is why field guns and artillery can do it as they got a direct fire mode. Mortars, grenade launchers and the sort can not as they only got a indirect attack.
Good to hear from you as always buddy, don't know why I missed that, having too much fun probably! Haha
As has already been pointed out. Indirect weapons can't fire from ambush.
From the rulebook - "Weapons cannot be fired indirectly by a unit that was in Ambush that turn - indirect fire takes time."
Thanks man for taking the time to comment, you guys keep us sharp! Will is just getting back into bolt action so I should have spotted that myself! o7
Good game! It was a trap for the soviets! That soviet meatshield did a number on those regular SS and then the trap was sprung! The H-jugends really made a difference! And then that veteran SS just came and brutalized those siberians and their carrier! Too bad that trap didn't have enough punch and they got bogged down.
I also have made my panzerfausts for the germans like those on the H-jugends, for easy removal after use. But for the finns and the soviets I decided to go for a more permanent design, since they don't have as much variety where they could go like the germans do.
Too bad we didn't see that flakgun in action. But now I'm feeling the need to get myself one! Like the nebelwerfer.
That charge on to the schreck-team, if schreck had won then it could have moved even closer to that KV-2 to get a better shot next turn. Very tantalizing!
That last charge was really... glory-driven. And it cost the soviets the win. I'm quite keen-eyed nowadays to play the scenario (even when it is kill points) since I have lost so many games when ignoring/forgotting to play the scenario and going for the glory kills. It really doesn't matter how many kills you get (except in this mission) if the enemy is holding more objectives.
There seemed to be some bad words for the youtube since there were difficulties to post this.
Ah very interesting, I guess the HYs might be the blocked bit perhaps?! That flakgun is absolutely brutal, it can legitimately kill four or five units in a game. You can't rush it and pin it out with infantry like you could with a howitzer. However you have to have a bike, armoured car or sniper to kill off their mortar quickly before it gets slammed, it is very expensive and has a small crew!
That's right man, as we say, keep your eye on the prize! JP was a gent here and took the glorious charge option, fair play to him!
In terms of finns and fausts I'm facing a strategic conundrum at the mo myself; with 5 infantry slots I want a minimum of 3 Sisi, but then with the kks I've only room for one continuation squad with a single faust, I really need more AT at 1100 points, so do I take the STUG? Tough to say but I'll be playtesting soon!
@@scholaprogenium7276
That is a conundrum. I would probably take the Stug III as the go-to armor. Of course the T-34/85 is an option and only marginally more expensive and veteran, but in a tournament environment that unreliable -rule can make things heavy. Panzerschreck as an additional AT is always an option too, if points allow.
There are two ways of doing playtests.
1. You playtest things beforehand and do adjustments.
2. You don't playtest a thing and just go, tournament is a good way of testing things!
I have done many times option 2. when playing VtES. Tournament coming? Just slap something together that can be called a deck and lets go!
@@FinnishWolfBrigade I'm a huge fan of option 2 as well especially for local events, it's such a good way to get a good feel for something! I'd ideally take the Finns to the GT and for that I'm 100% option 1 though! Haha
Ah I did ask I don't play to often but noted