That battle report was great! Since I bought the book last week I’ve been waiting for some LR 2e reports to hit KZitem. I actually really liked the format; you gave really good summaries of how every unit had acted on their turn. I also liked that you showed the rolls for the leader duels.
@axisandaliens
2 жыл бұрын
Thanks, Will! I typically don’t like the 2-3 hour long videos that capture every dice roll, but I thought the duels were important and climactic to show!
@michelangelorollf8608
2 жыл бұрын
Can we talk about the duel rolls, not only did both fail both rolled triples, three 4s and three 2s. So wild
@krisdray673
2 жыл бұрын
It's no Hail Caesar or Swordpoint or some of the even more complex massive historicals, but it wasn't meant to be. Very fun. You can still use your movement trays and play rank and flank. You can choose to roll to activate all your units and just leave the balky units behind (never played much Lion Rampant before because of this rule). The mechanic is fun and easy and with just 5 or 6 units but expandable. Building the Agincourt English today, but I ran the Agincourt French built from Perry kits against an Empire-looking warband with handgonners and pike and the French broke them. I then ran the same French against a strangely Celtic looking beastman warband, all lightly armored fast-moving warriors and mixed archer/spears units and the beastmen drove the French from the filled. Just a clever set of missions and a simple campaign. Thanks for doing the video. Well done!
@axisandaliens
2 жыл бұрын
Appreciate the thoughtful response, Kris! Yes, it’s a different game but certainly has its place!
@mikeelliott2736
9 ай бұрын
Beaufort is pronounced bow-fort. "Bow" as in archery. You were correct the first time.
@GDWargames
2 жыл бұрын
Look good. I rearly like the scenario. :)
@philRminiatures
2 жыл бұрын
Don't know the rules, but splendid terrain and armies...Sounds great!
@axisandaliens
2 жыл бұрын
Thanks Phil, I highly recommend picking up the rules. They’re simple but elegant and slightly modified versions help cover a wide range of periods. One of a handful I come back to over the years and I can see myself playing in the future.
@RickKoeppen
2 жыл бұрын
I am so envious, still waiting for mine to ship!
@axisandaliens
2 жыл бұрын
I hope it shows up soon!
@RickKoeppen
2 жыл бұрын
@@axisandaliens Same, but at least I have your batrep to tide me over. Very well done, and personally I feel it did translate well on video. Great looking figs/table too!
@robfranken2158
3 ай бұрын
A nice beer and brezel game. I like it but the activation system is not suitable for tournaments! In our club, we do not play without our houserules!
@axisandaliens
3 ай бұрын
I love the activations but I get what you mean about it being unsuitable for tournaments. What main house rules do you use?
@robfranken2158
3 ай бұрын
@@axisandaliens Our house rules are based on an activation point system. Short description: If we field 24-point armies, each player gets 32 activation points (hereafter AP). In the original rules, to activate Heavy Cav. for Movement, you must roll 5+! Now you roll a dice, add 2* points to the Dice result and deduct the sum from your available AP! This guaranteed, you can do the most important things for sure (but you can not do everything you want, due to shortage of AP). Another important change is, you can activate units several times, but you must pay AP each time! So, you can activate a unit of e.g. Heavy Cav at first for movement (pay AP), then for attacking (again pay AP) BUT for each movement activation before attacking, the unit has -1 in melee! Example: You activate Heavy Cav once for movement and then for attacking. Normally, the HC would hit on 4-6 in melee but due to one movement activation before, the unit hit only on 5,6! If the unit moves 2 times before, it hit only on 6! You need a table and two markers for EACH player! Use a black and a red marker to bookkeep the AP! Both markers are on 32 at the beginning and the red one is moving down each time, you spend AP! The black one is adjusted down each time, you lose a unit (point costs of the lost unit). The red one can never be higher than the black one. Reset the red marker atop the black one, once your turn is over but deduct points of battered units, you have right now! Now the turn of the other player begins and you have to spend AP for countercharging! At the end of your opponent’s turn, he adjust his red marker like you in your turn BUT in contrast to him, you don’t do it now! So, if you had countercharging activations, you start your own turn with correspondingly less AP! Evading and Wild Attacks are handled as in the original rules but if you miss a test for a Wild Attack, you can still activate this unit for movement and/or attacking (spend AP as usual but the attack would have -1 in melee, because the unit miss its impetuous vigour this turn and additional -1 for each movement activation before attacking). You can activate battered units for movement (only!), paying additional 2 AP. They cannot move towards enemy units! To form a Wall of Spears Formation costs AP as for movement. Light Cavalry can countercharge Light Cavalry and Skirmishers if contact happen in open terrain. Skirmishers can countercharge Skirmishers. Attacking Cavalry can stop at the edge of difficult terrain if the enemy unit evades into difficult terrain! The first movement activation for Light Cavalry and Skirmishers doesn’t result in -1 in melee for a movement activation before attacking! Elite Cavalry can ignore Skirmisher for Wild Attack but the can test for if the player want! A unit do not have to test courage for losses in melee if the enemy unit was wiped out completely (wiping out an enemy is a real moral boost)! This is just a part of our House rules! Unfortunately, they are written in German! This variant is still in development (fine tuning), e.g. if players start with 32 AP (if starting with 24 points) or 40 AP or…) and we are testing rules for large units and interruption activations (Interruption because players should not be helpless, in the opponents turn). The AP rules are a resource management (where and when to use your available AP) so the game becomes much less luck depending! Fair critics and suggestions welcome! regards, Rob * We deduct 3 Points from EACH original activation value except X-Bows shooting! In the original rules, to activate Heavy Cav. for Movement, you must roll 5+. So, minus 3 = 2 For X-Bows shooting, we just deduct -1 from the original value.
@robfranken2158
3 ай бұрын
@@axisandaliens Not sure if you got my first answer! Our house rules are based on an activation point system! If we field 24-point armies, each player gets 32 activation points (hereafter AP). In the original rules, to activate Heavy Cav. for Movement, you must roll 5+! Now you roll a dice, add 2* points to the Dice result and deduct the sum from your available AP! This guaranteed, you can do the most important things for sure (but you cannot do everything you want, due to shortage of AP). Another important change is, you can activate units several times, but you must pay AP each time! So, you can activate a unit of e.g. Heavy Cav at first for movement (pay AP), then for attacking (again pay AP) BUT for each movement activation before attacking, the unit has -1 in melee! Example: You activate Heavy Cav once for movement and then for attacking. Normally, the HC would hit on 4-6 in melee but due to one movement activation before, the unit hits only on 5,6! If the unit moves 2 times before attacking, it hits even only on 6! Each player need a table and two markers! Use a black and a red marker to bookkeep the available AP of each player! Both markers start on 32 at the beginning and the red one is moving down each time, you spend AP! The black one is adjusted down each time, you loose a unit (point costs of the lost unit). The red marker can never be higher than the black one. Reset the red marker atop the black one, once your turn is over but deduct unit cost points of your battered units! Now the turn of the other player begins and you have to spend AP for countercharging! At the end of your opponent’s turn, he adjust his red marker like you in your turn BUT in contrast to him, you don’t do it now! So, if you had countercharging activations (and battered units at the end of your own turn), you start your own turn with correspondingly less AP! Evading and Wild Attacks are handled as in the original rules but if you miss a test for a Wild Attack, you can still activate this unit for movement and/or attacking (spend AP as usual but an attack would have -1 in melee, because the unit miss its impetuous vigour this turn and additional -1 for each movement activation before attacking). You can activate battered units for movement (only!), paying additional 2 AP but they cannot move towards enemy units! A unit do not have to test courage for losses in melee if the enemy unit was wiped out completely (wiping out an enemy is a real moral boost)! To form a Wall of Spears Formation costs AP as for movement. Light Cavalry can countercharge Light Cavalry and Skirmishers if contact happens in open terrain. Skirmishers can countercharge Skirmishers. Attacking Cavalry can stop at the edge of difficult terrain if the enemy unit evades into difficult terrain! The first (!) movement activation for Light Cavalry and Skirmishers doesn’t result in -1 in melee for movement activations before attacking! Elite Cavalry can ignore Skirmisher for Wild Attack but they can test for if the player want! This is just an oversight of our House rules (unfortunately, they are written in German). This variant is still in development (fine tuning), e.g. if players start with 32 AP or 40 AP or…, and we are thinking about if a player really deduct unit cost points of still battered units after missed rally tests at the end of his round (and we are testing rules for large units and interruption activations). The AP rules are a resource management (where and when to use your available AP) so the game becomes much less luck depending! Fair critics and suggestions welcome! regards, Rob * We deduct 3 Points from EACH original activation value except X-Bows shooting! E.G.: In the original rules, to activate Heavy Cav for Movement, you must roll 5+. So, 5 minus 3 = 2 For X-Bows shooting, we just deduct -1 from the original value.
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