Enjoyed your series of videos on the GWAS. I play a house rule for the "better" gunnery ships. If they roll a 5 at long range, they reroll and if the result is a 5-6 then it is a hit. At medium to short range the reroll can be a 4-6 for a hit. Adds a bit of dice rolling time but reduces all those extra hits they would have gotten otherwise.
Thanks! I'm preparing to film a demo of the strategic element of the game, but it's being delayed because my cat seems to have other ideas 🤣. Hopefully tomorrow.....
It's been a while since I studied this game, but one question I could not find an answer to in the rules is whether a turn by a ships cost a movement impulse, or whether turns are free , meaning that a ship can move forward and also turn before or after the move. Have you seen anything in the rules on that issue? I am really happy that you are demonstrating the play of this game in detail. I have seen only a very few You Tube videos on this game system for either World War I or II.
That's a good question, and one that this edition of the rules are silent on. Because it is rather 'zoomed out' as tactical systems go, I have interpreted it as ships can move wherever they like (even 180 degrees) as long as the movement is to an adjacent hex. It does mean that 2+ and 2 speed ships can really zoom around the board.
You weren't the only one! I said it...and then had to try really hard to suppress a giggling fit 😂. Some situations call for a random set up for a fleet entering from the periphery of the map, and those numbers are for determining which hex they start on.
Enjoyed your series of videos on the GWAS. I play a house rule for the "better" gunnery ships. If they roll a 5 at long range, they reroll and if the result is a 5-6 then it is a hit. At medium to short range the reroll can be a 4-6 for a hit. Adds a bit of dice rolling time but reduces all those extra hits they would have gotten otherwise.
Oooh. I am liking this! please keep at it.
Thanks! I'm preparing to film a demo of the strategic element of the game, but it's being delayed because my cat seems to have other ideas 🤣. Hopefully tomorrow.....
Please do something about the creased tactical map its driving my OCD insane. 😂
It's been a while since I studied this game, but one question I could not find an answer to in the rules is whether a turn by a ships cost a movement impulse, or whether turns are free , meaning that a ship can move forward and also turn before or after the move. Have you seen anything in the rules on that issue? I am really happy that you are demonstrating the play of this game in detail. I have seen only a very few You Tube videos on this game system for either World War I or II.
That's a good question, and one that this edition of the rules are silent on. Because it is rather 'zoomed out' as tactical systems go, I have interpreted it as ships can move wherever they like (even 180 degrees) as long as the movement is to an adjacent hex. It does mean that 2+ and 2 speed ships can really zoom around the board.
"Hit Derflinger in the tertiaries". The schoolboy in me laughed at this. 😁
On a more serious note, what are the numbers on the tactical map for?
You weren't the only one! I said it...and then had to try really hard to suppress a giggling fit 😂. Some situations call for a random set up for a fleet entering from the periphery of the map, and those numbers are for determining which hex they start on.
Great video. Thank you. May I ask have you tried alternative advanced tactical rules published in Dreadnoughts expansion?
Thanks very much! Glad you liked the video. No, I have not tried the advanced rules in 'Dreadnoughts'. Would you recommend them?
@@andrewchoong2895 I have not got that expansion. I was just curious. Never mind. 🙂
@@korposp Ah, I see. I might give those rules a try, and if I do I'll add a video to this playlist :)