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Counter Attack
United States
Registrace 12. 05. 2014
Playthroughs and reviews of mostly war and conflict-oriented board games.
Europa Universalis: The Price of Power - Grand Campaign - Round 1 of 16
This is round 1 of a play through of the Grand Campaign scenario for Europa Universalis: The Price of Power.
zhlédnutí: 810
Video
Burning Banners - The Great Goblin Raid - Autumn of Year 2 (End)
zhlédnutí 772Před 2 měsíci
This is a play through of the board game Burning Banners from Compass Games. This is scenario 4, The Great Goblin Raid. Here we play the Autumn turn of Year 2. The Goblins capture several more settlements and attempt to hold on for the win. The Fjordlanders punch back trying to know the Goblins out.
Burning Banners - The Great Goblin Raid - Summer of Year 2
zhlédnutí 651Před 2 měsíci
This is a play through of the board game Burning Banners from Compass Games. This is scenario 4, The Great Goblin Raid. Here we play the Summer turn of Year 2. The Goblins manage to take a second loyal Fjordland settlement only to have some heroic rangers to counter attack and retake one of the settlements.
Burning Banners - The Great Goblin Raid - Spring of Year 2
zhlédnutí 837Před 2 měsíci
This is a play through of the board game Burning Banners from Compass Games. This is scenario 4, The Great Goblin Raid. Here we play the Spring turn of Year 2. As the Goblins run low of gold, they push hard for another Fjordland settlement. Fjordland remains defiant and holds them off.
Burning Banners - The Great Goblin Raid - Autumn of Year 1
zhlédnutí 1,4KPřed 2 měsíci
This is a play through of the board game Burning Banners from Compass Games. This is scenario 4, The Great Goblin Raid. Here we play the Autumn turn of Year 1. The Goblin's finally capture a loyal Fjordland settlement but are starting to peter out. Fjordland continues to resist, employing scorched earth tactics to deny the Goblins resources.
Burning Banners - The Great Goblin Raid - Summer of Year 1
zhlédnutí 1,8KPřed 3 měsíci
This is a play through of the board game Burning Banners from Compass Games. This is scenario 4, The Great Goblin Raid. Here we play the Summer turn of Year 1. The Goblin raid continues but we see a slowing of their progress, taking only a single settlement and laying waste to another. Some raiders take to the sea to make an attempt on the southern settlements. Fjordland launches some counterat...
Burning Banners - The Great Goblin Raid - Spring of Year 1
zhlédnutí 4,4KPřed 3 měsíci
This is a play through of the board game Burning Banners from Compass Games. This is scenario 4, The Great Goblin Raid. Here we play the Spring turn of Year 1. We see the initial onslaught of the goblin invasion and the mustering and counterattack of the Fjordlanders.
Duel of Ages II: Rules Overview
zhlédnutí 314Před 3 měsíci
This is mostly intended as a rules overview for my game group but I figure others may find some value from it. I cover the vast majority of rules but there are some small bits not covered.
Playthrough: Salerno '43 - Turn 1
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The allies get off to a slow start, with Commonwealth forces making some progress but the Americans suffering heavy casualties.
WAW85: S19 The Rhine - Turn 7
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The East Germans finally start putting some hurt on the American, threatening to overrun several positions.
WAW85: S19 The Rhine - Turn 6
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The East German mechanized infantry assault forces the Americans to withdraw before being overrun, but continues to take heavy losses.
WAW85: S19 The Rhine - Turn 5
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The East Germans continue their advance, and are nearing the American defensive position on the heights, but continue to take heavy losses.
WAW85: S19 The Rhine - Turn 4
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The East Germans push forward and deploy their infantry in preparation for an assault on the American position and the first objective.
WAW85: S19 The Rhine - Turn 3
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Concentrated American artillery fire mauls the Pact assault but they've run out of fire missions and the Pact are poised to seize the first objective.
WAW85: S19 The Rhine - Turn 2
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Shots are fired as the Soviets and Americans trade first shots but the West Germans lash out and give the Soviets a bloody nose.
Invasions: Turn 1, Part 8: The Julian Persian Campaign
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Invasions: Turn 1, Part 8: The Julian Persian Campaign
Invasions: Turn 1, Part 6: The Campaign of Sapor II
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Invasions: Turn 1, Part 6: The Campaign of Sapor II
Little late here, but reminds me why i think this is best of Simonitch zoc bond series game. Goes right into action with lines formed
I have to admit right off the bat that I don't like card driven games. Twilight Struggle is my least favorite game I own of all time. However I am desperately trying to learn and like this game so I really appreciate the great videos you have done. So far I would sum up the way this game plays as, "Oh look the Japanese played the Royal Fizzbin card but the allies have a Shronk card, so the Japanese player jumps up runs around the table three times and as it is a full moon on an alternate Thursday and Wally's wifes second cousin was in Osaka for his honeymoon, New Jersey surrenders!"
This is probably the only video on CZcams that explains the rules accurately and without major errors. BTW are you a scientist?
Thanks! I am a software engineer.
22:25 should have rolled a black die too for the defenders yeah?
At 12:00 you talk about using Ambush on the fortified settlement, but that's not allowed per the rules in section 4.4: "Fortified Settlements may not be targeted by Strikes. An Attacking unit with Stealth may not declare an Ambush against a Fortified Settlement."
Great play through series! Your series has convinced me to seek out this game.
At 5:30 you should have rolled the two critical hits to confirm, not just doubled the damage from 2 to 4. Yes these are automatically "Critical Hits" due to the spell, but, they still need to be confirmed/rolled against for the bonus damage according to the rules as I read them: "When resolving Combat or a Strike, a die roll result of 7+ is both a success and a Critical hit. Each Critical hit may score one additional success if confirmed. To confirm a Critical hit, 1ois rolled."
Maps are really good. Also, great to see new vids from you.
Hello Wardrobe - thanks! Yes, I am not dead! I watched your Axis & Allies video the other day. Since you enjoyed it you might want to check out the championship plays presented by @BoardGameNation - they made me want to revisit the game.
I love this game and I like watching well made videos of people who know how to play it. Subscribed and liked! One thing as I watch, naval or land battles won net the active player one mil cube for the first combat in a round. You shorted Castile so far. At 46:37 Ottomans should have included that light ship in the trade protection slot in their naval battle with Venice, they are compelled too, I believe.
Also, the Aegean Archipelago is a distinct Area that happens to also look like an additional sea. Ottoman ships never once left the Aegean Sea Zone. It is not entirely clear to me you ever need ships to transport a soldier from one island to another as all three provinces are all effectively in it (not that you did, just clarifying the consequences for later). Here Ottomans moving ANY land units to the Archipelago would trigger both Naxos and Creta soldiers. But on the plus side the Ottomans don't have to transport again to siege the various islands down. In game terms they are effectively close enough.
1:24:25 You determine trade Power with Ownership. To Own a province a PR must be the De Jure and De Facto owner. Bordeaux's De Jure owner is France and it's De Facto owner is England, as far as trade is concerned no one owns Bordeaux for this Trade Action.
This video is fantastic, a joy to watch. Up there with Bridger videos for learning this fine game. Please do many more. I will watch and recommend them!
Love that you are doing this! Thank you. A couple things I’m not sure about. 1. I thought the Coastal regions are land areas. I think the Ottomans only need adjacent ships in the adjacent sea area (which you already had) for troop transport. 2. To enforce Parial Victory against a PR, I think you need 2x the deployed troops. I don’t think France could enforce Victory unless England Surrendered.
I liked this phase. I think there was "fun" here. Purchasing units and building fortifications give you the opportunity to decide for stuff before the military phase, instead of everything being fixed by the initial setup. (I like your videos for this game too).
Seems like a good Game but I now only play on computer. But this is intriguing. .
Excellent play through. Well explained and shown. .
So excited for this!
I am looking forward to the next 15 rounds! Love this game!
Really enjoying the series. I have the game sitting right next to me and its helping me learn to play.
Yes!! He’s back!!
Hell yeah! Awesome to see this played. Ty!
Welcome back!
Very good video. Looking forward to the next one. 1:04:00 The War of the Roses card reads: exhaust 2 Manpower OR add unrest to Wales and Wessex. You hit them with both. 1:33:30 I don't think England can count Bordeaux for Trade power. The definition of Ownership on p.4: "When the rules refer to Ownership of Provinces, they mean Provinces where you have a Town , and where there is no Vassal , Rebel , *Enemy town*, or Occupied token on the same Province".
Thanks for pointing these out! I'll cover them at the start of Round 2.
Need more Burning Banners!
Really enjoyed this episode great play through as always mate 😊
Russians are the same quality as Italian paras and American mechanised troops? Really? That’s pretty crazy, even before the Ukraine.
More American reinforcements needed, less pc control!
Been searching YT and these are great thanks
Really enjoyed your playing of this game thanks so much 😊 very much like your channel keep up great work
Can you build at 18.20 as you did? isn't that place besieged? Just asking because I am learning to play with these videos (btw, loving them)
You are correct, that port had two enemies adjacent so I should not have been able to build there. So many errors!
Thank you very much for posting these videos. This game arrived yesterday and I hope to get it to the table soon. At the moment Ive got Combat! Vol 1, 2nd printing on the table. its hard to quit that game to start Burning Banners. Its a good problem to have.
Great finish to the game, Mike! It's amazing how often these things come down to the last few turns (or even activations). And yes, kudos to you for provoking a rule change :). Would love to hear how your ftf game goes.
Really enjoyed this video thanks 😊
Good to hear your voice again...seems like its been years.
My wife loves magic so I was gonna buy her this for Christmas but she said it was actually for me...
7:26 hopefully we can get a rule clarification on that
I think the Goblins would be finished, as per 14.6.2 “Stacks and Actions: Stacked units perform actions jointly. When a unit ends its move stacked with a finished unit, it becomes finished as well and may not perform an action.”
Really enjoyed your video thank you 😊
Great series of videos. The game looks awesome
Really love this series. One of the best on you tube. I recently got army group center and referenced this playthrough a lot to help me with all the rules. Thank you for all your time!
At the end of the Goblins' turn: You discarded two spell cards before drawing up to three during the arcane study phase. You can only discard one, see 17.4.3
Oh, if I did, that was me being mindless. I do know they can only discard one Spell, and one Blessing during a glyph arcane study phase. Thanks for pointing it out.
Questions: 4:48 "Call of the Wild" card; is this a blessing and can it be played on the opponent's turn without the Cantrip symbol? 17:04 Can you build units on a besieged port settlement; 2 enemy units in adjacent hexes? I think it happens twice. Great videos by the way. I look forward to these. Also a shout out to Chris Moeller, the rule book is very well designed. I was able to look up multiple rule questions I had very quickly.
You may have spotted some errors on my part. Only cantrips can be played on an opposing side's turn, and a port with two besiegers cannot build or recover units. Thanks!
" Also a shout out to Chris Moeller, the rule book is very well designed. I was able to look up multiple rule questions I had very quickly." Thank you! All I'm seeing right now is "you made an error here", so it's good to hear the rules are working well for someone!
Game looks good, except those cards. The game would have been better w/o them.
I like them, but for what it's worth, only the advanced rules use heroes, monsters, and magic cards.
Thank you very much for posting this. Entertaining and informative. I believe that when you score critical hits with unerring darts, you still have to roll to see if you deal the extra point of damage. You don't just cause an automatic extra hit. Later when you used Berserk Rage (score crits on 6 or higher) you still rolled to confirm the extra damage (which I believe is correct).
Getting exciting! Way to go rangers! These are great, Mike, thanks.
Really enjoying this and well explained by you as usual. You also have luck like I do. 3 Black die attacks 1 White die enemy. Each does 1 hit apiece. Since enemy has ranged, you LOSE, ha! I appreciate the playthrough!
Awesome stuff! I’m playing the next scenario with the orcs. Your videos are already helping me as I made some of the same mistakes. Ha. Anyway, pretty cool. I appreciate your videos, ty!
27:08 tsunami card has a range of 3-5. I would interpret that as a minimum of 3 hexes. Meaning the target hex can’t be adjacent. Thoughts?
Oh I missed that. If that's the range then yes, it has a minimum range.
This game seems really cool, great art and simple rules, more scenarios gameplays welcome
I wonder if it’ll be a series
There are expansions planned.
@@CounterAttack What is the feel of this game when u actually play it. U always sound stress when u count 100 troops on 1 stack and when u want to come back to just counted stack u already forgot what u just counted. as an expert in complex games how this one, seemingly simple feel?
@@robertxerxes1932 Ha ha. I do that in traditional wargames because I am both talking, filming, and playing at the same time and my brain just can't handle it. In real play I don't lose count. But to answer your question, I find the rules and mechanics of this game to be very simple compared to traditional wargames, but the play still has a satisfying depth to it. I think it's really fun and am looking forward to my next play. Tomorrow my group will try a 2v1 scenario. I hope to organize a 3v3 some time too.
Great replay. I would assume the Northern Rangers card allows you to convert two white dice into two black dice. I didn't read it as converting 2 white dice into 1 black dice.
You are correct!
Btw, 2 chances at 33% is slightly better than one chance at 50% (if you only need one hit.) About 55% success of getting one hit.
These are really great playthroughs - thanks for doing them! A couple things I noticed: 1) when you regenerate you still have to pay the gold cost; 2) at 13:59 I think the unit could have entered the lake hex, it’s just treated as a coastal hex; 3) at 20:18 the hill troll could have moved one more hex and attacked the undefended settlement Odgervik instead.
Thanks! I'll cover regenerate in the next video. Regarding the lake, I agree it could move through it but I think it would have to be a sea move since the lake depiction is in the center of the hex.
Yeah the lake / coastal thing isn’t completely clear. But many other true coastal hexes (like Khaz Bay, say) have water in the center of the hex but can obviously be moved through without a sea move.
Lakes are generally coastal (like Iltjarn, the lake in question, which is a coastal hex with all land hexsides). Lakes may have sea hexsides (Crystal Lake), and may contain a full sea hex (like Loch Fossvatnet)). See 8.1.3 in the rules.
Great job, Mike! I think you got through this one perfectly (or at least you called out the errors when they happened!). Your "ah-ha" moment hamstringing the Shashka by razing friendly settlements (whether voluntarily or via monster) prompted me to amend the rules to prohibit that. Well done! You're hired as a future tester :) It's been gratifying watching your mood swings as you run each faction and feel like they can't possibly win.
I wonder if tsunami only works on land hexes adjacent to sea hexes (as opposed to sea hexes or hexes adjacent ti sea hexes). T
Hey Manifesto, Tsunami was played correctly. Mike's storytelling of it being cast up onto the shore was brilliant. Poor walrus.
What happened to you? :) You were gone a long time
Work, travel, and despair ha ha. I've ordered a big board game table with a lid which will make it much easier to film.
@@CounterAttack Good to see you back!
Really nice game. The maps are beautiful. I sure hope this sparks the war game world into making fantasy war games. They should see how well they sell. I appreciate your playthrough, ty!
agreed been looking for the new Wizard Kings!