This looked to be your first play through and I made some similar mistakes, so figured i'd point out some rules I noticed you were forgetting. The turn token starts on the 1st players side of the ladder each turn. This instantly puts 1st player at an advantage, but second player is at advantage of reacting to your plan. You gain 1 ladder point each time you make a claim action (2 if youre a shaper.) I dont believe any of that affected the outcome of the game though. Finvarr rolls +2 dice when he makes actions while on an objective hex (due to banner warden posted on his card). Glad to see some contentfor this game! Multi champion games really open up tactical depth, so look forward to seeing some bigger games!
Played my first game yesterday. I’m digging it and looking forward to playing more. Totally Kickstarter’d it because of your channel so hopefully Steamforged sees this!
These playthroughs are super helpful and are always on games I’m interested in. Don’t want to be too nit-picky, but you sometimes take ages to get into the actual playthrough, and you can tend to talk quite fast and mumble which makes it hard to follow and/or annoying to listen to. Sorry if that’s harsh, just wanted to give constructive feedback.
Glad to see this on channel so can catch out my own mistakes such as claiming in the clash phase d'oh. Love the game something i can just pick up and play at FLGS with friends and having all kickstarter stuff they can choose which champions they want to learn with
Honestly, I'm kinda hexed out, haha. Was really hoping this would be a non-sports, non-board-game skirmish game from SFG. Just don't know how I feel about hex games. I mean I know it removes the massive rules complexity that movement can be in a game system, but there's something about a 6'x4', 4'x4', etc. table filled with customized terrain that gets me more excited to paint stuff up and play.
I feel like SFG is just trying to avoid 'another table top game' where people need to paint up massive armies and a bunch of terrain... Guild ball (until the supply chain dried up) was doing pretty well and GodTear seems to be their response to games like Aristeia! and Warhammer Underworlds that play on a smaller area and in a shorter amount of time. There are enough fun and new mechanics here to keep me coming back and testing out new combos.. while also removing a lot of the homework that Shadespire had... while being a bit more interesting visually than Aristeia! where you only control 4 models at a time. I also do tend to favor the fantasy genre... so as good of a game as Aristeia! is, I enjoy painting up the GodTear stuff more.
@@SciFiPorkChop28 So instead they made another hex-arena based game??? I don't know, doesn't sound that unique either. They were definitely super late to the field. Most people I've talked to losing interest in Underworlds, Aristeia! or Riot Quest aren't looking for another hex-based game to fill that slot. Maybe if it'd dropped a year ago (or even 2). The reason these games lose steam, at least imo, is that there's very little substance behind the gameplay, they're just very board gamey. And SFG already has a ton of board games cycling through KS. I was more interested in their world building and storying telling capabilities. Something that would have actually been new for them, but alas. I get it more for those other companies where those are basically side games to their core money making games, and models can cross over, but this game just lacks the incentive/background to really get into it, outside of those coming from Guild Ball who love SFG and want something new. Or those who heard good things about Guild Ball's balance and competitiveness, but had no desire to play a sports game (me). But this just feels like another sports game minus the ball (guess it's the tears).
@@ZeeLobby certainly it's not for everybody.. and yes, you are right about them being late (this game was suppose to be out last April)... that said, I'm not sure where you are getting the 'sports' part... I guess as far as combat arena/kill sport mixed with king of the hill? So, I guess I can see that. I will say that the designers have talked about this NOT being a tournament style game.. they are much more interested in a short campaign day style system where you level up along various skill trees throughout the day.. so you have to decide if you pour all your resources into one champion, or spread the wealth ... or do you go all out attack, defense, manipulation.. etc... but I also think that this is likely a response to Guild Ball being their "tournament style" game... so like you said, no good reason to put out ANOTHER game that intrudes on the IP they already have. But we'll see. I found Warhammer Underworlds just got too deck based and the need to own all the cards was always a bit of a put off (#FantasyFlightGamesMuch?)... while Aristiea! for some reason just take off near me... we had a great Infinity community, but they liked Infinity.. and didn't want to play a MOBA hex based game that just happened to share art space with the Infinity universe. GodTear at least is a unique IP (unlike the other board games SFG has done).. so I appreciate that. But again, to each their own! That's why Ash's channel is so good as he hits so many different types of games and genres!
@@SciFiPorkChop28 yeah. That's what I meant by sport. It feels very gamey. Your scoring points. Controlling zones. Etc. Your not, destroying enemy forces, attacking their camp, steeling their treasure, etc. It's very arena fight (which I guess all hexes feel like, though CMON's Hate or Limbo would be good examples of hex/square bases games that feel more like combat). As for the campaign aspect, have they finally released anything? I know this is something they upsold massively during the campaign, dropping the term like legacy everywhere, but I ended up dropping my pledge because they had absolutely no details of this system and it looked like one off matches similar to Guild Ball. Don't get me wrong. It's not like more options are a bad thing, and I'm glad SFG tried. I just feel like it was a real miss of what it could have been, as without the legacy system it does little to set itself apart (again maybe I just haven't seen details of it). I do appreciate the new IP (though leaders just being bigger cause of tears still seems more gamey then story driven), just wish it was applied differently. And I'm all for Ash playing whatever he wants, and I'll definitely watch these! Just think this games not going to take off like it should of, and am just sharing my opinion as to why. I should clarify that my continuous pointing towards it being "gamey" is because, like you said, it was sold as not being an uber competitive tournament game but that's what it feels like. I'm just missing the narrative here. Trying different combos sound cool, but why would all these random groups Ally, where's the story there, etc.
I know the likelihoods of this happening is relatively low, but I think a Star Wars edition of GodTear would work so well. Also, very happy I stumbled across your channel, loving the vids!
What always triggered me about this game was not knowing whether it was God-Tear (as in a single tear from the eye) or God-Tear (as in Gods tearing through the fabric of reality and laying the smackdown). The uncertainty... I can't take it!
Can someone help me out. When you destroy a banner your champion has to stop on the hex it was placed on, right? (The champion can’t continue to move even if it didn’t use all of it’s range.)
A dumb question. Me and my friend are wondering what do they mean in the rule book about when they say warbands of equal size when the starter comes with one side with 1 champion and 5 followers and other comes with 1 champion and 3 followers. Does the other player need to remove 2 of hes followers or are we just missing something here? Thanks in advance xD
Been waiting for this video. Love the models and the art but the game play seems a bit boring. Waiting for the standard game version. No range attacks? I'll stick with Aristeia when I want to play a hex arena game.
Marc Caron there are ranged attacks. The game is boring to watch but great to play. It’s very strategic just most of the action is thinking about order of activation, positioning and counter play
Marc Caron nope. No cover. The followers can not enter objective hexes for the most part though and that is a big deal. The game does look kind of dull if you don’t know what is going on I guess. It’s a very fun and quick game though. I suggest at least playing a game or two. You can do it without even buying the game since the cards and rules are all online and any D6 can be your dice.
Jason McFarland It’s not at its best with only one hero per side. The strategy is much deeper when there are more units and special abilities. Positioning becomes much more important. I do think that the lack of terrain is a missed opportunity however. Maybe that will come later.
My biggest concern holding me back from learning and getting into the game is the board. Its so....bland...empty. Terrain is one of coolest aspects of miniature games and its non-existent.
I really want to like this game. Maybe I am missing something, but it looks incredibly boring, even with three champions. Someone tell me what I am missing.
So I will admit, that 1 vs 1 is a bit uninspiring... 3 vs 3 when you have all the different combinations of types of Champions all with the option for their once per game Ultimate, with all the different followers (at least 7 per side if you took the smallest # of followers possible, but easily 15 per side if you go for a swarm list) makes the battle board WAY more interesting as positioning, objective hex placement, and order of activation becomes super relevant. I played 2 games of 2 v 2 (Lorsain the Slayer Elf and Shayle the Shaper Druid vs Halftusk the Troll Guardian and Titus the Human Maelstrom) and then Shayle & Halftusk vs Finvarr the Elf Guardian and Lorsann) and both games were super fun, super tight, and literally 1 hex of movement or forgetting to apply a Boon at the end of 1 turn to then use it in the next turn was key to each players win or loss. I am a bit biased as I was involved in the beta open access playtesting, so for me, it is great to see the finished product.. but I really think that this is worth giving it a chance if you can find someone that has the game already or get your store to demo at least a 2 vs 2 game for you. Honestly, it is one of the games with very simple rules, but once you add in all the complexity that the 15 different revealed champions bring, it really hits it's stride.
That all sounds fair, but I have watched locals play 3v3 during beta, and watched the same on this channel. It didn't seem any more engaging and took longer. It just seems very slow and contrived. Attacks don't do much nor do characters. While I understand that not all games will be flashy, it would be nice to have some kind of dynamic movement or attacks. Like I said, I feel like I am missing something. It's just all very...samey? I don't know. Maybe I'm just missing the words to express my meh attitude. Compared to Guildball it's just very bland.
@@tacklew I do very much see how with the limited movement (most things are speed 1 or 2..speed 3 is 'fast') that it does seem like not much is going on, but I think that's one thing I like.. there is no expectation that someone can reliably affect the game from 10 hexes away by having some character just swoop in out of the blue... but yeah, I can see it looking very static compared to other wargames. Best thing I can say is try out a game with your locals if you get a chance... the dice mechanic can be very swingy (of course, that is true of all dice).. I had 2 games where people were rolling 8 or 9 dice and basically whiffing.. and then other attacks where 4 dice came up all double hits and my Landslide Golem just went down like a sack of potatoes... so there were exciting moments at least in the small # of battles I've done. That all said, not every game is for everyone and if this doesn't do it for you, then no worries!
@@joesomebody1144 I think the positioning as well as the combos between characters... even a 2 vs 2 game where there are all 4 different styles of champions on the board is going to feel very different depending on who is running each Class of Champion. Which is cool because even if you and your friend only have 2 champions each, you can agree to trade off models for a game and get a very different feel for how it could all play out. The initial retail drop is going to be 8 different champions, while Kickstarter Backers have access to up to 15 different champions.. that's a LOT of combinations of 3 v 3 games with no one even using the same characters!
Because of the massive problems with RE2, I just couldn't put the money down for this. Too many issues that took an insane amount of time to address and fix. Let's see if this is cool though.
@@GuerrillaMiniatureGames That is just not true. There are champions that were only sold via kickstarter. You can find some of them on ebay at astronomical prices. But they are not on the game's store.
@@Krashwire The first wave of retail releases isn't all of them yes; but getting them in advance isn't the same as being kickstarter exclusive. You're just getting them early (like the Hand of the King pledge for A Song of Ice and Fire), that's all.
I had to stop watching; you talk far too much and say too little. I came here to learn how to play. You also speak far too fast for a presenter. In my opinion, less exposition and more walkthrough would be of great benefit.
Not gonna lie. That's a pretty bad paint job on those minis. Like the actual paint is fine, but you chose such bland and similar colors it makes watching this sooo difficult. Don't know why you didn't give each champion a different color palette.
This looked to be your first play through and I made some similar mistakes, so figured i'd point out some rules I noticed you were forgetting. The turn token starts on the 1st players side of the ladder each turn. This instantly puts 1st player at an advantage, but second player is at advantage of reacting to your plan. You gain 1 ladder point each time you make a claim action (2 if youre a shaper.) I dont believe any of that affected the outcome of the game though. Finvarr rolls +2 dice when he makes actions while on an objective hex (due to banner warden posted on his card). Glad to see some contentfor this game! Multi champion games really open up tactical depth, so look forward to seeing some bigger games!
I am absolutely in love with this game and also received my kickstarter pledge the other day.
Played my first game yesterday. I’m digging it and looking forward to playing more.
Totally Kickstarter’d it because of your channel so hopefully Steamforged sees this!
Will you guys do a chat about GT I liked the looser critique/chat about WarCry. Would be interested in the same for GT
Enjoyed your first match. Looking forward to seeing what champions you end up favouring most. Hoping to see some more Godtear.
We’ve got two more games recorded with 3 Champions each and we’ll work our way through all the Rulebook missions at least once. :)
These playthroughs are super helpful and are always on games I’m interested in. Don’t want to be too nit-picky, but you sometimes take ages to get into the actual playthrough, and you can tend to talk quite fast and mumble which makes it hard to follow and/or annoying to listen to. Sorry if that’s harsh, just wanted to give constructive feedback.
Great to see this back on the channel! I'm tempted to pick up a starter set
Glad to see this on channel so can catch out my own mistakes such as claiming in the clash phase d'oh. Love the game something i can just pick up and play at FLGS with friends and having all kickstarter stuff they can choose which champions they want to learn with
super excited to see some godtear on the channel.
Love this game. It's the new fave locally. Hope to see more Godtear from you!
So glad to see this game on your channel! I posted the good news on r/Godtear.
please more godtear!!!
This was a great how to play. Picked this game up this weekend and tried a couple games. This report helped answer a couple questions that came up.
Is it possible to play with 4 players? Maybe two players each side with 1 player controlling 1 hero and it’s troops?
Honestly, I'm kinda hexed out, haha. Was really hoping this would be a non-sports, non-board-game skirmish game from SFG. Just don't know how I feel about hex games. I mean I know it removes the massive rules complexity that movement can be in a game system, but there's something about a 6'x4', 4'x4', etc. table filled with customized terrain that gets me more excited to paint stuff up and play.
I feel like SFG is just trying to avoid 'another table top game' where people need to paint up massive armies and a bunch of terrain... Guild ball (until the supply chain dried up) was doing pretty well and GodTear seems to be their response to games like Aristeia! and Warhammer Underworlds that play on a smaller area and in a shorter amount of time. There are enough fun and new mechanics here to keep me coming back and testing out new combos.. while also removing a lot of the homework that Shadespire had... while being a bit more interesting visually than Aristeia! where you only control 4 models at a time. I also do tend to favor the fantasy genre... so as good of a game as Aristeia! is, I enjoy painting up the GodTear stuff more.
@@SciFiPorkChop28 So instead they made another hex-arena based game??? I don't know, doesn't sound that unique either. They were definitely super late to the field. Most people I've talked to losing interest in Underworlds, Aristeia! or Riot Quest aren't looking for another hex-based game to fill that slot. Maybe if it'd dropped a year ago (or even 2). The reason these games lose steam, at least imo, is that there's very little substance behind the gameplay, they're just very board gamey. And SFG already has a ton of board games cycling through KS. I was more interested in their world building and storying telling capabilities. Something that would have actually been new for them, but alas.
I get it more for those other companies where those are basically side games to their core money making games, and models can cross over, but this game just lacks the incentive/background to really get into it, outside of those coming from Guild Ball who love SFG and want something new. Or those who heard good things about Guild Ball's balance and competitiveness, but had no desire to play a sports game (me). But this just feels like another sports game minus the ball (guess it's the tears).
@@ZeeLobby certainly it's not for everybody.. and yes, you are right about them being late (this game was suppose to be out last April)... that said, I'm not sure where you are getting the 'sports' part... I guess as far as combat arena/kill sport mixed with king of the hill? So, I guess I can see that.
I will say that the designers have talked about this NOT being a tournament style game.. they are much more interested in a short campaign day style system where you level up along various skill trees throughout the day.. so you have to decide if you pour all your resources into one champion, or spread the wealth ... or do you go all out attack, defense, manipulation.. etc... but I also think that this is likely a response to Guild Ball being their "tournament style" game... so like you said, no good reason to put out ANOTHER game that intrudes on the IP they already have. But we'll see.
I found Warhammer Underworlds just got too deck based and the need to own all the cards was always a bit of a put off (#FantasyFlightGamesMuch?)... while Aristiea! for some reason just take off near me... we had a great Infinity community, but they liked Infinity.. and didn't want to play a MOBA hex based game that just happened to share art space with the Infinity universe.
GodTear at least is a unique IP (unlike the other board games SFG has done).. so I appreciate that. But again, to each their own! That's why Ash's channel is so good as he hits so many different types of games and genres!
@@SciFiPorkChop28 yeah. That's what I meant by sport. It feels very gamey. Your scoring points. Controlling zones. Etc. Your not, destroying enemy forces, attacking their camp, steeling their treasure, etc. It's very arena fight (which I guess all hexes feel like, though CMON's Hate or Limbo would be good examples of hex/square bases games that feel more like combat).
As for the campaign aspect, have they finally released anything? I know this is something they upsold massively during the campaign, dropping the term like legacy everywhere, but I ended up dropping my pledge because they had absolutely no details of this system and it looked like one off matches similar to Guild Ball.
Don't get me wrong. It's not like more options are a bad thing, and I'm glad SFG tried. I just feel like it was a real miss of what it could have been, as without the legacy system it does little to set itself apart (again maybe I just haven't seen details of it). I do appreciate the new IP (though leaders just being bigger cause of tears still seems more gamey then story driven), just wish it was applied differently.
And I'm all for Ash playing whatever he wants, and I'll definitely watch these! Just think this games not going to take off like it should of, and am just sharing my opinion as to why. I should clarify that my continuous pointing towards it being "gamey" is because, like you said, it was sold as not being an uber competitive tournament game but that's what it feels like. I'm just missing the narrative here. Trying different combos sound cool, but why would all these random groups Ally, where's the story there, etc.
I know the likelihoods of this happening is relatively low, but I think a Star Wars edition of GodTear would work so well. Also, very happy I stumbled across your channel, loving the vids!
I just bought this box just so I can have the double flail ninja for pathfinder2e. I’m thinking that this is a more expansive Warhammer underworlds.
Ash, the smaller miniatures...will those pass for 28mm or more on a 32mm heroic scale?
They’ll pass fine for 28
Really enjoying this game! It’s one of my surprise games of 2019!
English is not my first language, so this videos are a excellent training tool! 8:48 :O
are armies always this small? or do people play with bigger armies??
What always triggered me about this game was not knowing whether it was God-Tear (as in a single tear from the eye) or God-Tear (as in Gods tearing through the fabric of reality and laying the smackdown).
The uncertainty... I can't take it!
Well... having watched your video, I now have an answer. I don't know how I feel about this.
I think according to the lore, both would be valid ;).
cheeeeers been keen for this
Can someone help me out.
When you destroy a banner your champion has to stop on the hex it was placed on, right?
(The champion can’t continue to move even if it didn’t use all of it’s range.)
A dumb question. Me and my friend are wondering what do they mean in the rule book about when they say warbands of equal size when the starter comes with one side with 1 champion and 5 followers and other comes with 1 champion and 3 followers. Does the other player need to remove 2 of hes followers or are we just missing something here? Thanks in advance xD
It means the number of champions themselves. Followers are irrelevant :)
@@GuerrillaMiniatureGames ok! Thank you for the responce! :)
Been waiting for this video. Love the models and the art but the game play seems a bit boring. Waiting for the standard game version. No range attacks? I'll stick with Aristeia when I want to play a hex arena game.
Marc Caron there are ranged attacks. The game is boring to watch but great to play. It’s very strategic just most of the action is thinking about order of activation, positioning and counter play
1v1 can be a snooze fest. To learn the basics of the game it is okay but it really becomes fun at 3v3 champions.
@@PoodlesWithGuns Well, those are the basic premises of any good wargame. ;-)
@@scottchristofersen2367 Is there any terrain-cover in this game?
Marc Caron nope. No cover. The followers can not enter objective hexes for the most part though and that is a big deal. The game does look kind of dull if you don’t know what is going on I guess. It’s a very fun and quick game though. I suggest at least playing a game or two. You can do it without even buying the game since the cards and rules are all online and any D6 can be your dice.
Did you say there was a single player? > Great video!
Is there a solo mode for this game?
Am I the only one that has trouble understanding Ash because of how fast he talks sometimes?
Love your presentation as always, and glad I could watch it played. It’s definitely not for me, super bland
Jason McFarland It’s not at its best with only one hero per side. The strategy is much deeper when there are more units and special abilities. Positioning becomes much more important. I do think that the lack of terrain is a missed opportunity however. Maybe that will come later.
My biggest concern holding me back from learning and getting into the game is the board. Its so....bland...empty. Terrain is one of coolest aspects of miniature games and its non-existent.
I really want to like this game. Maybe I am missing something, but it looks incredibly boring, even with three champions. Someone tell me what I am missing.
So I will admit, that 1 vs 1 is a bit uninspiring... 3 vs 3 when you have all the different combinations of types of Champions all with the option for their once per game Ultimate, with all the different followers (at least 7 per side if you took the smallest # of followers possible, but easily 15 per side if you go for a swarm list) makes the battle board WAY more interesting as positioning, objective hex placement, and order of activation becomes super relevant.
I played 2 games of 2 v 2 (Lorsain the Slayer Elf and Shayle the Shaper Druid vs Halftusk the Troll Guardian and Titus the Human Maelstrom) and then Shayle & Halftusk vs Finvarr the Elf Guardian and Lorsann) and both games were super fun, super tight, and literally 1 hex of movement or forgetting to apply a Boon at the end of 1 turn to then use it in the next turn was key to each players win or loss.
I am a bit biased as I was involved in the beta open access playtesting, so for me, it is great to see the finished product.. but I really think that this is worth giving it a chance if you can find someone that has the game already or get your store to demo at least a 2 vs 2 game for you. Honestly, it is one of the games with very simple rules, but once you add in all the complexity that the 15 different revealed champions bring, it really hits it's stride.
That all sounds fair, but I have watched locals play 3v3 during beta, and watched the same on this channel. It didn't seem any more engaging and took longer. It just seems very slow and contrived. Attacks don't do much nor do characters. While I understand that not all games will be flashy, it would be nice to have some kind of dynamic movement or attacks. Like I said, I feel like I am missing something. It's just all very...samey? I don't know. Maybe I'm just missing the words to express my meh attitude. Compared to Guildball it's just very bland.
The depth in this game is in the positioning, especially in the 3v3 games. Unfortunately you don't get a good look at that dynamic in the 1v1
@@tacklew I do very much see how with the limited movement (most things are speed 1 or 2..speed 3 is 'fast') that it does seem like not much is going on, but I think that's one thing I like.. there is no expectation that someone can reliably affect the game from 10 hexes away by having some character just swoop in out of the blue... but yeah, I can see it looking very static compared to other wargames.
Best thing I can say is try out a game with your locals if you get a chance... the dice mechanic can be very swingy (of course, that is true of all dice).. I had 2 games where people were rolling 8 or 9 dice and basically whiffing.. and then other attacks where 4 dice came up all double hits and my Landslide Golem just went down like a sack of potatoes... so there were exciting moments at least in the small # of battles I've done. That all said, not every game is for everyone and if this doesn't do it for you, then no worries!
@@joesomebody1144 I think the positioning as well as the combos between characters... even a 2 vs 2 game where there are all 4 different styles of champions on the board is going to feel very different depending on who is running each Class of Champion. Which is cool because even if you and your friend only have 2 champions each, you can agree to trade off models for a game and get a very different feel for how it could all play out. The initial retail drop is going to be 8 different champions, while Kickstarter Backers have access to up to 15 different champions.. that's a LOT of combinations of 3 v 3 games with no one even using the same characters!
Because of the massive problems with RE2, I just couldn't put the money down for this. Too many issues that took an insane amount of time to address and fix. Let's see if this is cool though.
The game looks fun. But exclusive/limited armies/units is a hard pass.
There’s no exclusives, just variant sculpts
@@GuerrillaMiniatureGames That is just not true. There are champions that were only sold via kickstarter. You can find some of them on ebay at astronomical prices. But they are not on the game's store.
@@Krashwire The first wave of retail releases isn't all of them yes; but getting them in advance isn't the same as being kickstarter exclusive. You're just getting them early (like the Hand of the King pledge for A Song of Ice and Fire), that's all.
I had to stop watching; you talk far too much and say too little. I came here to learn how to play. You also speak far too fast for a presenter. In my opinion, less exposition and more walkthrough would be of great benefit.
Not gonna lie. That's a pretty bad paint job on those minis. Like the actual paint is fine, but you chose such bland and similar colors it makes watching this sooo difficult. Don't know why you didn't give each champion a different color palette.