No, I didn't do the full campaign. That stuff is in line with the Leader series in general. You rest your units to reduce stress, or you spend SO points to do it. Promotions work the same way - spend your XP to promote.
33:45 The next time you give your screening force the +1 detection modifier will be your first. In three long videos, you NEVER gave yourself this benefit.
I don't think subs ever use active sonar to detect surface ships hence no detection numbers on the cards. There was some research done on using active sonar underwater to detect ship wakes (through the bubbles generated underwater from the propellers) but it is not an easy task and requires specialised sonar set ups.
True. I suspect the reason that the 'ping' action is part of the movement results for the enemy subs is that in theory they would not be 100% certain there weren't other subs out there, hence the use of active sonar. At least that's how I'm interpreting the intent. When it comes to subs there's a lot of "what, if anything, is out there?" for obvious reasons.
No. All the restocking takes place between missions. This is why it's sometimes better to avoid an encounter if you can and try to get at the target sooner rather than later because you burn through your munitions pretty fast.
Having watched these first two videos, and not having played a Leader-series game, my early sense is that the concept is ambitious, but the execution is clunky. The tradeoff for the moderate amount of detail is a deluge of DRMs when it all comes down to it. Whatever tactics exist, they seem to be eclipsed by having to keep one's head above the proverbial water with the flood of DRM-ing everything. Perhaps this is standard fare for this series of games, but my interest went from intrigued to skeptical pretty quickly in watching it play out. I do appreciate the time you have invested in showing the mechanics of play.
Thanks for watching. I agree that there are a lot of DRMs to remember and you may have noticed that I didn't always succeed in applying all of them. I believe this is the trade-off for making these complex systems relatively easy to deal with I enjoy the game but cba absolutely see that it may not be for everyone.
@@HexedAndCountered Well, I'm going to keep watching, and who knows, maybe I will still give it a try. But there seems to be a tipping point that is different for everyone, where you start to lose immersion in a theme because you start drowning in the +1, -1, +2...etc etc. I don't completely dismiss the need for DRMs in games relying upon dice rolls, but I do think it's possible to overly rely upon the use of a mechanic like DRM. Perhaps there's a different, better way.
19:10 You get a +1 modifier for the second torp used in an attack, and a +3 modifier for the third or fourth torps used.
27:15 Pharris gets promoted twice..and the second one also gives it +1 Cool. Doyle also gains +1 Cool, on promotion.
39:48 Level 2 detection, should have been an immediate attack, if able
12:28 First detection attempt. You missed the Screening Force +1, AND the Event -2. DRM should have been -1.
Game is heavy dice driven but once you get the routine down things smooth out.
Yes, this is the most complex of the Leader games I've played so far.
Never dealt with end turn stress/promotion phase in terms of reducing stress or a promotion if applicable.
No, I didn't do the full campaign. That stuff is in line with the Leader series in general. You rest your units to reduce stress, or you spend SO points to do it. Promotions work the same way - spend your XP to promote.
23:44 Again, you used multiple torpedoes in the attack. The second one should have gained an additional +1DRM.
33:45 The next time you give your screening force the +1 detection modifier will be your first. In three long videos, you NEVER gave yourself this benefit.
I don't think subs ever use active sonar to detect surface ships hence no detection numbers on the cards. There was some research done on using active sonar underwater to detect ship wakes (through the bubbles generated underwater from the propellers) but it is not an easy task and requires specialised sonar set ups.
True. I suspect the reason that the 'ping' action is part of the movement results for the enemy subs is that in theory they would not be 100% certain there weren't other subs out there, hence the use of active sonar. At least that's how I'm interpreting the intent. When it comes to subs there's a lot of "what, if anything, is out there?" for obvious reasons.
30:00 You never dealt with the task force associated with the area, PRIOR to the mission objective.
Can a help reload torpedoes from a ship that has them aboard?
No. All the restocking takes place between missions. This is why it's sometimes better to avoid an encounter if you can and try to get at the target sooner rather than later because you burn through your munitions pretty fast.
Did the Charlie shot at Kiska?
Unfortunately, I don't remember, sorry.
So far forgot the encounter card.
Probably, I did make some mistakes.
So how does the supply ship reload ability enter in?
You can send a ship back to the area the supply ship is in and draw from it there. During the mission is when this occurs.
If a enemy ship/sub is sunk is it out for the campaign?
Yep
At end of mission is stress reduced? Can a ship carry over stress/commander?
Yes, stress can be reduced by resting or you can spend SOs on it as well.
Can ships be reloaded between encounters by your supply ship?
No, as far as I recall it only happens during the mission when everything's out on the tactical board.
Having watched these first two videos, and not having played a Leader-series game, my early sense is that the concept is ambitious, but the execution is clunky. The tradeoff for the moderate amount of detail is a deluge of DRMs when it all comes down to it. Whatever tactics exist, they seem to be eclipsed by having to keep one's head above the proverbial water with the flood of DRM-ing everything. Perhaps this is standard fare for this series of games, but my interest went from intrigued to skeptical pretty quickly in watching it play out. I do appreciate the time you have invested in showing the mechanics of play.
Thanks for watching. I agree that there are a lot of DRMs to remember and you may have noticed that I didn't always succeed in applying all of them. I believe this is the trade-off for making these complex systems relatively easy to deal with
I enjoy the game but cba absolutely see that it may not be for everyone.
@@HexedAndCountered Well, I'm going to keep watching, and who knows, maybe I will still give it a try. But there seems to be a tipping point that is different for everyone, where you start to lose immersion in a theme because you start drowning in the +1, -1, +2...etc etc. I don't completely dismiss the need for DRMs in games relying upon dice rolls, but I do think it's possible to overly rely upon the use of a mechanic like DRM. Perhaps there's a different, better way.