The Doom rules are really only their for a single reason: make sure my newly painted monster gets to roll some dice in combat before I have to take it off! All Doom really does is take all the wounds and resolve them at the end of the turn, so murder is simultaneous, but simple to deal it. Things can die, but they get their turn to do stuff before they do. It's honestly such a good feeling to know something is a dead-man walking and still get to do something heroic or dramatic with it before it gets taking off. Much more cinematic, and solves the alpha-strike problem that 90% of minis games have.
@@planetsmashergames I get that now after seeing the game in action. I was initially mostly turned off by the 40k style "I go you go" turn structure but that's why a Learn to Play is great, you get a REAL taste of the game. Also, much better to support small/single games creators rather than the corporate behemoth that is GW. Thanks for taking the time to reply man! Cheers!
Awesome battle report. Seeing more of these makes me eager to use Hobgoblin to both indoctrinate my 9yo into wargaming, and maybe even to teach my 70yo father and resurrect the feelings of my youth of him playing Battlemaster with me.
Nice! Yes. I have taught the game to kids at conventions over the last year, and honestly, evoking the feelings of those early games of Battlemasters as a kid was very much the vibe, so glad that resonates with you!
So, a unit can move after its been engaged so long as it remains engaged, and it can move into a 'flanking' position? Does that mean any unit that is charged can move into the units flank before combat (if there is space)? Does flanking require another unit to be in combat or just my unit in the target units flank? at 34:30 you also move a unit out of being flanked. Moving second seems good. Good demo, i'm interesting, love how fast it plays.
@@HasteHobbies That is correct! Disengaging is covered on page 44 of the Hobgoblin rulebook. “Units that start their movement activation engaged with an enemy unit must end that activation engaged with it, or they count as disengaging from that enemy unit. They can temporarily leave contact with the unit as part of their manoeuvres, but must end the activation back in contact with it, or count as disengaging.” Flanking is referred to as “Outmaneuvering” on page 45. It seems to only require one unit engaged in the flank or rear, not multiples. “If your unit is in base-contact with a side edge, rear edge or rear corner of an enemy unit, it has outmanoeuvred it, and the enemy unit gains the Outmanoeuvred weakness.” “Outmaneuvered: Weakness. Reserved. This unit reduces its Courage by 1 for each enemy unit in base-contact with this unit’s side edges, rear edge or rear corners. This unit may not assign more than 5 attack dice to an enemy unit that is touching one of its side edges or rear corners. This unit may not assign more than 3 attack dice to an enemy unit that is touching its rear edge.”
@@zuzudakka so, unless I have other units besides me, moving into contact with an enemy is a downside? They can just scoot and I roll half as many dice and have 1 less hp?
@@HasteHobbiescharging into the fray alone is not always the most tactically sound maneuver. Maybe against slower “dwarf” units akin to those in this video, movement 4-6 might not allow them to counter-charge effectively. A light infantry or cavalry units have plenty of movement to play with though if presented the opportunity!
@@zuzudakka Sure. Other games in the genre tend to reward " getting the charge off " whereas like you say if I charge a fast unit I may end up getting flanked or charged in the rear myself by that same unit. Just a little counterintuitive I think not bad
I thought initiative would be decided by who most recently painted a mini (like who pooed most recently in Cards Against Humanity) Also, who smashes dice? I mean it certainly looks cool. But if you don't need them, or that tank, you can send them my way
Haha, yeah. It's still baaaasically a roll off, but its a roll-off that never gets tied, and ice-breaks a conversation about what hobby you have done recently, so that's nice.
I believe so. Electi is just getting through the KS fulfilment, and then it will be available in the UK (I've already seen it listed on the WHSmith and Waterstones websites).
Here's the thing with alternate activations: they are not a better solution for every game. And my selection of this hybrid phased activation system is very specific. In full-force activation systems (IGOUGO), you get a massive exchange of game state. I get to make a big change to my army, and you don't get to interrupt it. That's good for strategically-focused games, but has the well-known and massive downside of large player downtime. In partial-force activation systems (alternative activation), you get a tiny little exchange of game state. You can't execute a major strategic plan, you can just move a single unit, and often that means just tackling the most immediate and pressing threat. The upside: we both play regularly, the downsides: we can't make big or clever plans, as we are constantly interrupting each other. Also, each time we handover gameplay, their is an opportunity for tempo drop ("it's your go. Mike, it's you go) which can make the game's playtime longer. My choice of a hybrid phased activaiton system is trying to find (for a mass battle game) the right balance between strategic gameplay, keeping both players involved (the fortune cards also help with this), limited player handover moments, swift gameplay, short total game time. Thanks for coming to my Ted Talk, my textbook is out in November: www.routledge.com/The-Fundamentals-of-Tabletop-Miniatures-Game-Design-A-Designers-Handbook/Ford-Hutchinson/p/book/9781032324012
Glad to see more live Hobgoblin gameplay. A fine pair of gentlemen to command the armies as well.
Thank you sir!
Brilliant stuff. More batreps please!
At least two more cued up for editing, so you will have your wish.
I was a bit leery about the Doom rules but after seeing the game in action I believe I’ll pick up a set of rules. Looks fun!
The Doom rules are really only their for a single reason: make sure my newly painted monster gets to roll some dice in combat before I have to take it off!
All Doom really does is take all the wounds and resolve them at the end of the turn, so murder is simultaneous, but simple to deal it. Things can die, but they get their turn to do stuff before they do. It's honestly such a good feeling to know something is a dead-man walking and still get to do something heroic or dramatic with it before it gets taking off. Much more cinematic, and solves the alpha-strike problem that 90% of minis games have.
@@planetsmashergames I get that now after seeing the game in action. I was initially mostly turned off by the 40k style "I go you go" turn structure but that's why a Learn to Play is great, you get a REAL taste of the game. Also, much better to support small/single games creators rather than the corporate behemoth that is GW. Thanks for taking the time to reply man! Cheers!
Esoteric Order of Gamers also has a BR
And a very fun one too. ua-cam.com/video/bWDNKWvj9Dk/v-deo.html
The Slayers should have gotten their Who's Next in the first doom phase.
Yes! And so should the goblin infantry at the end when they beat the cannon!
this is sick
Oh hey! Thanks dude. Love your channel by the way.
@ Ty your games rule 🖤
Awesome battle report. Seeing more of these makes me eager to use Hobgoblin to both indoctrinate my 9yo into wargaming, and maybe even to teach my 70yo father and resurrect the feelings of my youth of him playing Battlemaster with me.
Nice! Yes. I have taught the game to kids at conventions over the last year, and honestly, evoking the feelings of those early games of Battlemasters as a kid was very much the vibe, so glad that resonates with you!
Awesome we've been playing Hobgoblin in 10mm where can we get printed cards & tokens
I like the Doom-splash for panic. Very much what I would expect to happen in any sort of linear warfare.
Yeah! Gotta have those chain-reactions, that's much of the cinema of mass battle games.
I sorta wish it were more random though, like D3-1 doom for each unit or something.
So, a unit can move after its been engaged so long as it remains engaged, and it can move into a 'flanking' position? Does that mean any unit that is charged can move into the units flank before combat (if there is space)? Does flanking require another unit to be in combat or just my unit in the target units flank?
at 34:30 you also move a unit out of being flanked. Moving second seems good.
Good demo, i'm interesting, love how fast it plays.
@@HasteHobbies That is correct! Disengaging is covered on page 44 of the Hobgoblin rulebook.
“Units that start their movement activation engaged with an enemy unit must end that activation engaged with it, or they count as disengaging from that enemy unit. They can temporarily leave contact with the unit as part of their manoeuvres, but must end the activation back in contact with it, or count as disengaging.”
Flanking is referred to as “Outmaneuvering” on page 45. It seems to only require one unit engaged in the flank or rear, not multiples.
“If your unit is in base-contact with a side edge, rear edge or rear corner of an enemy unit, it has outmanoeuvred it, and the enemy unit gains the Outmanoeuvred weakness.”
“Outmaneuvered: Weakness. Reserved. This unit reduces its Courage by 1 for each enemy unit in base-contact with this unit’s side edges, rear edge or rear corners. This unit may not assign more than 5 attack dice to an enemy unit that is touching one of its side edges or rear corners. This unit may not assign more than 3 attack dice to an enemy unit that is touching its rear edge.”
@@zuzudakka so, unless I have other units besides me, moving into contact with an enemy is a downside? They can just scoot and I roll half as many dice and have 1 less hp?
@@HasteHobbiescharging into the fray alone is not always the most tactically sound maneuver.
Maybe against slower “dwarf” units akin to those in this video, movement 4-6 might not allow them to counter-charge effectively.
A light infantry or cavalry units have plenty of movement to play with though if presented the opportunity!
@@zuzudakka Sure. Other games in the genre tend to reward " getting the charge off " whereas like you say if I charge a fast unit I may end up getting flanked or charged in the rear myself by that same unit. Just a little counterintuitive I think not bad
In full sized games you can bring buddies to cover your flank. Chasing light calvary on foot is dangerous.
The Slayers are left standing there, looking around and asking, "Where the **** did everyone go?"
While Mike forgets to remember the "Who's Next?" rule!
Gav? The warhammer lore author? AHHHHH we're invading Estalia with THIS ONE, gentlemen!
The very same. Take a shot!
Any idea where I can get myself a physical copy of the game?
Electi is just getting through the KS fulfilment, and then the physical copies are available again.
My second child is named after gavin......... just saying.
Thanks for the battle report.
He was my one of my gaming heroes growing up, it's so rad to get to hang out now.
I thought initiative would be decided by who most recently painted a mini (like who pooed most recently in Cards Against Humanity)
Also, who smashes dice? I mean it certainly looks cool. But if you don't need them, or that tank, you can send them my way
Haha, yeah. It's still baaaasically a roll off, but its a roll-off that never gets tied, and ice-breaks a conversation about what hobby you have done recently, so that's nice.
Was great seeig the rules in action! Is there a UK stockist or distributor for Hobgoblin books and cards?
I believe so. Electi is just getting through the KS fulfilment, and then it will be available in the UK (I've already seen it listed on the WHSmith and Waterstones websites).
@@planetsmashergames Amazing news! I will look forward to getting hold of a copy as soon as I can!
Were you executing those dice "Pour encourager les autres?"
Only way they'll learn...
oh NOOO no alternate activations?
Here's the thing with alternate activations: they are not a better solution for every game. And my selection of this hybrid phased activation system is very specific.
In full-force activation systems (IGOUGO), you get a massive exchange of game state. I get to make a big change to my army, and you don't get to interrupt it. That's good for strategically-focused games, but has the well-known and massive downside of large player downtime.
In partial-force activation systems (alternative activation), you get a tiny little exchange of game state. You can't execute a major strategic plan, you can just move a single unit, and often that means just tackling the most immediate and pressing threat. The upside: we both play regularly, the downsides: we can't make big or clever plans, as we are constantly interrupting each other. Also, each time we handover gameplay, their is an opportunity for tempo drop ("it's your go. Mike, it's you go) which can make the game's playtime longer.
My choice of a hybrid phased activaiton system is trying to find (for a mass battle game) the right balance between strategic gameplay, keeping both players involved (the fortune cards also help with this), limited player handover moments, swift gameplay, short total game time.
Thanks for coming to my Ted Talk, my textbook is out in November: www.routledge.com/The-Fundamentals-of-Tabletop-Miniatures-Game-Design-A-Designers-Handbook/Ford-Hutchinson/p/book/9781032324012
Dwarf warriors in full armor with shields... Light infantry? i know its his first list but come on lol
IKR
They just skipped their breakfast