082 Road to Ruin

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3 years 1 month ago - 3 months 3 weeks ago #418 by alecrespi
Last edit: 3 months 3 weeks ago by alecrespi.

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2 years 1 month ago #706 by alecrespi
Replied by alecrespi on topic 082 Road to Ruin
Posting here some comments found online.
boardgamegeek.com/geeklist/43192/tide-ir...yer-comments-balance
  • It can seem easy for the overwhelming german tank force, but if the americans focus on the objective it can be won.

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9 months 21 hours ago #1043 by alecrespi
Replied by alecrespi on topic 082 Road to Ruin
Grand Stone (Jan 15, 2011)

At first glance it seems like a though scenario for the US. The germans have more and better tanks, and in addition they have a double mortar, which is a real powerhorse. The only thing going for the US is time. Since the US have only 6 shermans, and equal strength in infanteri, I think that a nonaggressive US player is best. Ie, not rush out the sherman at all, but keep them behind and wait for the germans. Ie, have them stay behind cover and put them on op-fire mode.

A tiger may be destroied by shermans if either using combined fire (by two or best three shermans) or fire at point blank range (with a little luck a single sherman is enough to heavily damage a tiger). The problem is ofcourse the 5 panzer the german have in addition to the 4 tigers.

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3 months 3 weeks ago #1431 by pino
Replied by pino on topic 082 Road to Ruin
Nice scenario, beautiful map.
The map offer a great possibility of "sneaky game" for the american player.

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3 months 3 weeks ago #1432 by alecrespi
Replied by alecrespi on topic 082 Road to Ruin
I confirm the beauty of the map, it really offers great possibilities for maneuver for the Americans in trying to delay the inevitable German advance.
It could easily be a scenario with 9 boards (instead of 12) with the possible reduction of game turns by 1.

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