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Harsh Rules
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Приєднався 18 чер 2015
Learn board games with easy rules.
Part 22 Rules Breakdown: Advanced Squad Leader Starter Kit Series
Let's continue to learn ASL Starter Kit #3 with a look at Support Weapons vs. AFVs.
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Відео
Part 21 Rules Breakdown: Advanced Squad Leader Starter Kit Series
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Let's continue to learn about vehicles with rules regarding Infantry vs. Vehicles.
Part 20 Rules Breakdown: Advanced Squad Leader Starter Kit Series
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Let's cover some more Vehicle Combat Rules
Part 19 Rules Breakdown: Advanced Squad Leader Starter Kit Series - Revised
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Fixed a couple of errors from the previous version: 03:10 There was an rules error on Turret Types that I corrected. (Thanks to firstfire7773 for catching this) 22:51 The Range graphic in the example was not aligned properly. (Thanks to eddydelrio1303 for pointing me to this)
Part 18 Rules Breakdown: Advanced Squad Leader Starter Kit Series
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Let's learn about vehicles in ASL Starter Kit starting with their basic movement
Rules Breakdown: Empire of the Sun - Part 6
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Let's continue to learn Empire of the Sun by looking at the rules for building Infrastructure and conducting China Offensives. Part 6 Chapter Listing 0:00 Intro 0:57 Infrastructure 1:00 Initiative Segment 1:50 Bridge on the River Kwai 3:34 CBI Infrastructure 5:11 Burma Road 7:33 China Offensives 9:06 Japanese Intrinsic Strength in China 10:58 Allied Air Units in China Box 12:49 China Offensive ...
Rules Breakdown: Empire of the Sun - Part 5
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Let's continue to learn Empire of the Sun with the Political Phase. Part 5 Chapter Listing 0:00 Intro 0:57 Political Phase - National Status Segment 2:35 Japanese Surrender Conditions 2:38 Japan 3:34 Marshall Islands 3:59 Manchukuo 4:21 Allies Surrender Conditions 4:23 The Philippines 5:40 Malaya 6:00 Dutch East Indies 6:55 Burma 7:23 India 10:09 China 11:05 Australia 12:07 New Guinea & Austral...
Rules Breakdown: Empire of the Sun - Part 4
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Continuing to learn the Offensive Sequence. Part 4 Chapter Listing 0:00 Intro 0:57 Offensive: Step 7 5:18 Offensive: Step 8 7:31 Offensive: Step 9 8:27 Offensive: Step 10 8:43 Offensive: Step 11 10:46 Naval Combat Participation 12:18 Air Naval Combat 15:29 Ground Combat 17:11 Combat Conclusion 18:47 Offensive: Step 12 19:11 Offensive: Step 13 20:31 Offensive: Step 14 21:50 Offensive Example
Rules Breakdown: Empire of the Sun - Part 3
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Broke the Offensive Phase episode into two parts. The first half "A" will cover Offensive steps 1 -6. "B" will cover the remaining steps and become episode 4. Part 3 Chapter Listing 0:00 Intro 0:57 Offensive Phase 1:00 Initiative Segment 1:50 Card Draws 3:02 Offensive Scale 5:36 Future Offensives 7:47 Offensive Sequence 8:51 Reaction Type 10:28 Offensive: Step 1 12:44 Offensive: Step 2 18:51 Of...
Rules Breakdown: Empire of the Sun - Part 2
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Let's continue to learn Empire of the Sun. Part 2 Chapter Listing 0:00 Intro 0:57 Reinforcement Phase/Segment 2:10 Reinforcement Placement 3:24 Delayed Reinforcements 7:59 Amphibious Shipping Points 11:52 Replacement Segment 12:40 Placing Replacement 14:04 Japanese Replacements 15:28 Allied Replacements 17:40 Strategic Warfare/Resource Hexes 18:32 Submarine Warfare 19:35 Strategic Bombing 22:32...
Rules Breakdown: Empire of the Sun - Part 1
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Let's begin to breakdown the rules for Empire of the Sun. This episode provides an overview of the game and delves into Strategy Cards and Unit Counters. Part 1 Chapter Listing 0:00 Intro 0:57 Overview 1:40 Sequence of Play 4:19 Game Objectives 5:51 Game Campaigns & Scenarios 6:47 Strategy Cards 9:34 Card Play & Layout 13:17 Unit Counters 16:40 Forces & ISR 18:01 HQ Counter Layout 20:34 HQ Comm...
Part 17 Rules Breakdown: Advanced Squad Leader Starter Kit Series
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Let's continue to learn Starter Kit 2 with its Ordnance Support Weapons.
Part 16 Rules Breakdown: Advanced Squad Leader Starter Kit Series - Revised
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Revised this video to get the smoke and White Phosphorous corrected. Special Thanks to VonChoker & firstfire7773 for the clarification!
Part 15 Rules Breakdown: Advanced Squad Leader Starter Kit Series
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Let's continue to learn Advanced Squad Leader Starter Kit #2 with gun movement (aka Manhandling).
Part 14 Rules Breakdown: Advanced Squad Leader Starter Kit Series
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Example #2 from the rulebook is really condensed. There is a lot of good information here. I've animated the example out similar to example #1 in the last episode.
Rules Breakdown: Fire in the Lake - Part 4
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Rules Breakdown: Fire in the Lake - Part 4
Part 13 Rules Breakdown: Advanced Squad Leader Starter Kit Series
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Part 13 Rules Breakdown: Advanced Squad Leader Starter Kit Series
Rules Breakdown: Fire in the Lake - Part 3
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Rules Breakdown: Fire in the Lake - Part 3
Rules Breakdown: Fire in the Lake - Part 2
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Rules Breakdown: Fire in the Lake - Part 2
Part 12 Rules Breakdown: Advanced Squad Leader Starter Kit Series
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Part 12 Rules Breakdown: Advanced Squad Leader Starter Kit Series
Rules Breakdown: Fire in the Lake - Part 1
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Rules Breakdown: Fire in the Lake - Part 1
Part 11 Rules Breakdown: Advanced Squad Leader Starter Kit Series
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Part 11 Rules Breakdown: Advanced Squad Leader Starter Kit Series
Part 10 Rules Breakdown: Advanced Squad Leader Starter Kit Series
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Part 10 Rules Breakdown: Advanced Squad Leader Starter Kit Series
Part 9 Rules Breakdown: Advanced Squad Leader Starter Kit Series
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Part 9 Rules Breakdown: Advanced Squad Leader Starter Kit Series
Part 8 Rules Breakdown: Advanced Squad Leader Starter Kit Series
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Part 8 Rules Breakdown: Advanced Squad Leader Starter Kit Series
Unboxing: Europa Universala - The Price of Power (aka: the board game)
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Unboxing: Europa Universala - The Price of Power (aka: the board game)
Part 7 Rules Breakdown - Advanced Squad Leader Starter Kit Series
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Part 7 Rules Breakdown - Advanced Squad Leader Starter Kit Series
Part 6 Rules Breakdown: Advanced Squad Leader Starter Kit Series
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Part 6 Rules Breakdown: Advanced Squad Leader Starter Kit Series
Part 5 Rules Breakdown: Advanced Squad Leader Starter Kit Series
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Part 5 Rules Breakdown: Advanced Squad Leader Starter Kit Series
Good one :)
42:49 why does he play another Fire card? As far as I understand, he could have shot the moving unit still using the first Fire card played earlier.
Crusader expension
At 29:14, wouldn't a 7 -8 die roll (1.5x) also allow the Indian 3rd to reduce the Japanese 38th (def=12) to win the engagement?
I love the videos. Just to be nitpicky Burma includes Rangoon and hex 2108, I only say these because they weren't shaded in the video but I suppose it's because you were highlighting the Kwai Bridge and the railroad from Bangkok to Rangoon
During the India segment the slide and video mention that when India revolts the Allies lose 1 political will space. In reality they lose 2. This is later stated correctly in the Political Will segment slide.
Wonderful Video. I have some observations: One thing about Critical Hits: even if you can't damage an enemy unit mathematically, you are allowed to inflict a step loss on the lowest defense unit that you are allowed to hit. If MA air rolls a 9 they could choose to damage either 22 AF or the CA Mogami (both have a defense of 10) but NOT BB Kongo (defense of 14). The Matador card bonus adds to the defense STRENGTH of allied air units (the second number along the bottom of the counter) NOT to the die roll. So MA Air's defense in this offensive will be 9+2=11. For practical purposes it won't make a difference because the Japanese attack of 45 means it will inflict the same number of step losses for each combat result (1/4x = 12 hits -> 1 loss, 1/2x = 23 hits -> 2 step losses, 1x = 45 hits -> 2 step losses Notice I wrote 12 above and not 11. In Empire of the Sun you always ROUND UP with all fractions, even if it's just 0.25. This has important implications for some battles when you try to add up your strengths to guarantee a hit against an enemy unit. So 45 strength will always score at least 12 hits (11.25x). The Player Aid battle factor chart makes this obvious. As mentioned in another comment the 3rd Indian Corps can damage the 38th Army with a 7 or 8 as well as a 9, since the 1.5x multiplier will result in 14 hits, enough to flip the army.
Step 1: Also activate Offensive Event bonuses that place reinforcements on the map. For example: Slim's card puts the Armored Brigade into play.
Clarification on Future Offensive Card to win Initiative, it's an event play but it must be a Military (Black) EC Play, you would not be allowed to play Political or Resource cards as events to win initiative.
Nice PowerPoint you did which makes it easy to learn how to play this game.
Thanks!
I was wondering what software you use to record your videos. The graphic effects are outstanding. I wanted to record some of my vassal playthroughs and possibly post them on utube for some of my favorite wargames but dont know where to start. Any thoughts you have would be really appreciated.
I use Microsoft Powerpoint (corporate presentation software). It has some graphic animations that work OK, but take a lot of time to build something. Not sure this would be great for what you want to do. I believe you can record video over a vassal session if you have a proper video card in your computer and software. I would search for that. I've used an older program called ManyCam that allows you to select your desktop and various PC cameras. I'm sure by now there is something better on the market though.
Risk 2210 AD is still one of my favorite board games ever! One thing I didn't realize we did wrong, but I like is not discarding the commander cards when the commander dies. Instead, they are deactivated if you don't have that commander and you need to rebuy that commander to use them.
At 19:07, the chart shows the German MMG with a FP of 12, but your multiplying as if it is 8 FP. What am I missing?
Love it
Such a great series. What about doing a series going from ASLSK to full ASL?
Great videos!
You may find interesting the 2010 release of Risk was the first released to go back to the classic version after revised (2008). That release actually retained the Star card system for getting more troops as opposed to the old accumulated method of getting more troops as the game went on. That release had new short game rules that involved a cease fire card in the card deck. It lacked mission risk and capital risk rules however.
Dope series. Thanks!
Salam! Hay there. Someone has rulebolk pdf, text or refrence sheet image or any other source for " c&c medieval expension 1 Crusaders" Kindly send.
Salam! Hay there. Someone has rulebolk pdf, text or refrence sheet image or any other source for " c&c medieval expension 1 Crusaders" Kindly send.
Salam! Hay there. Someone has rulebolk pdf, text or refrence sheet image or any other source for " c&c medieval expension 1 Crusaders" Kindly send.
I know this video is 7 years old, but absolutely incredible production value and effort - 10/10
This is a really good tutorial. Ty!
It’s incredible that you made this a one-stop-shop rather than asking viewers to watch two partially redundant episodes before this; definitely deserves a like!
Kindly make video for cruauder expension for c&c medieval Or send pdf of rule or pics of rule book
Great war has 58 command cards it must be 60. The useless 2 medal cards must be replaced with 1)Bayonet charge: Order all battlefield units adjacent to enemy units to close combat +1dice. 2)Air strike: Target a group of 4 or less units. Roll 2 dice each. Each deadly and bust hit. Ignore flags and soldier symhol according to close combat. Or You can add one more whistle& bugles command card to deck
What is PBF? What is FPP?
PBF is Point Blank Fire. FFP looks like a typo. It should read FPF which is Final Protective Fire.
Is this fun to play as a 2 player or too difficult for the inspector?
Me and my friends play all the time and we even have all the versions of the game
Thanks so much, Mr Harsh. That was entirely useful. The clear comparison between the different editions helps consumers make informed decisions. Many plaudits!
Excellent! Clear and well organised. I appreciate the work that’s gone into this.
Been through a few, "how to"s this doesn't help. I put the game up for adoption...
Great rules explaining
Rules inacurate glitch here! 8:43 there are 3 units in one city indland, and only 1 Unit in a city on the southern coast! Thats a glitch!
That metric system propaganda poster, who made that? What WERE they thinking? WERE they really that patriotic! The ones that made the poster, that is? Or was it made by the govenment, of course it was.
8:23 or so, formations take a hit and are flipped, while broken it takes another hit it is KIA. Third hit?
Ben. 6+ years later. Thank you so much for this video! Very well done. I like the cadence at which you speak and the depth you explain each rule. Very, very, well done! +1 subscriber today. Thanks!
Thank you for this really great video. There are many war gamers in Korea who are interested in ASL, but they struggle because of the language barrier. Can I ask you one favor? Can I dub your video in Korean and post it on my channel? The source will be clearly identified and no profit will be made. If you allow it, Korean war gamers will be very happy.
You may. Go ahead.
@@harsh-rules Thank you on behalf of Korean war gamers.
Can Calvary blitz (like A&A) through unclaimed territory and claim 2 territories in one turn?
13:25 I think you have the effect of Air units in China wrong. The modifier for air units doesn’t add to the Offensive Baseline Value. It is instead added to the die roll.
Agreed. See 13.72 in the rules.
what program/tool you use to animate all of this things?
I use Microsoft Powerpoint.
first videos made me fall asleep, wishing never to see this game again. Then, they made me want to purchase it immediately, seeing that I ve seen worse and should make the effort of opening this tigh virgin’s legs before entering a world of wonders 😅
When you start playing with vehicles in ASL, the game stops being fun. You're accompanied by the constant feeling that you're definitely doing something wrong and it starts to be very annoying. Too many rules, full of small unreadable information on tokens that you cover up with a turret token. The game has too many verbal abbreviations. Thanks for the video. It helps, but it's still hard to grasp.
11:36 - attacker armor rating is higher in the defender armor shift. It should be lower.
10:32 odds ratio is wrong?
What would happen in the following situation? France’s moves: Burgundy supports Munich. Munich moves to Berlin. Russia’s moves: Bohemia supports Silesia to Munich. Prussia moves to Berlin. Does Munich have to retreat? Thanks,
Burgundy cannot support Munich-Berlin as it has to be a legal move for it to support. If instead Kiel supported Munich-Berlin it would stay in Berlin and Prussia would be forced to hold. Edit: I think I misunderstood the question
Sorry after rereading I understand the question, Sil-Mun fails. The rule states "One unit not moving (hold or prevented from moving) can stop a unit or series of units from moving. Pg. 9 Para. 2 of the latest rulebook
Alguien sabe porque Devir le coloca borde blanco a las cartas de la mayoría de sus juegos?
Hey! Excellent video as always. We are a little confused. At 8:55 or so, there is a leader with a unit that is given a green check on the right flank, indicating that it was ordered. But the battle card shows two center sections only. Why is the leader/unit on the right flank checked?
I must've made a mistake with the check. It should be in the center. Since the card allows you to order two units and or leaders in the center.
@@harsh-rules Thanks! We (the wife and I) were wondering if we were getting something wrong.
Another perfect Job on rules explaining, thanks! If your playing global what size table do you need to comfortably put everything in its place and play?