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011 Chain of Command
011 Chain of Command
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1 year 1 month ago #648
by alecrespi
Why are there three instances of the "Chain of Command" scenario--#s 011, 052, and 080?
We should filter some scenarios better and decide which ones to keep. in this particular case there is the FGG edition, the A1 one and perhaps the Designer Seires edition ...
Help is needed to identify them and chose the ones to keep.
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1 year 1 month ago #650
by JVHillegas-Elting
Aha!
That makes sense. I would be in favor of retaining all of them, but just indicating which is which in the title of each scenario.
I haven't done so myself, but I would be interested in seeing the original versions of these and other scenarios, in relation to the revised versions, to get a better understanding of what makes a scenario imbalanced, and how the designers modified the scenarios to alleviate this.
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1 year 1 week ago #704
by alecrespi
Posting here some comments found online.
boardgamegeek.com/geeklist/43192/tide-ir...yer-comments-balance
- One of the few 50-50 scenarios for both sides to win.
- This is one of the best official entry level scenario.
- A bit weighted toward the Germans. The ability of the German to clog the bridge and the rest of the board with speedbumps is difficult for the Allies to deal with.
- Once the Germans have enough reinforcements it can be difficult for the Yanks.
- Speed and also luck in the cards (especially the Sniper and Suppression cards) are key to enable the Americans to bypass the inevitable Germans in Opfire mode, especially if they can snipe the MG teams successfully.
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011 Chain of Command
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