005 Stavelot Express

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5 years 1 week ago - 2 weeks 1 day ago #179 by alecrespi
Last edit: 2 weeks 1 day ago by alecrespi.

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4 years 4 months ago - 4 years 4 months ago #563 by alecrespi
Replied by alecrespi on topic 005 Stavelot Express
I cannot see any reinforcement hexes on the map.
Where do american reinforcements come from?

OK, I've just found the answer on BGG.
American Reinforcements enters from the blue hexes!
Last edit: 4 years 4 months ago by alecrespi.

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4 years 6 days ago #702 by alecrespi
Replied by alecrespi on topic 005 Stavelot Express
Posting here some comments found online.
boardgamegeek.com/geeklist/43192/tide-ir...yer-comments-balance
  • The Germans are the unstoppable force. Fix: shorten by 1-2 turns the scenario to press the Germans and not let them fire except on the move, or ignore the concussive rule (+ 3 vs buildings). 
  • The Germans have the advantage but it is winnable for the Americans. The more experienced or better player should definitely play the Americans. ( www.boardgamegeek.com/thread/311819 )
  • The Germans need to press ahead as quickly as possible to maximise their VP count.
  • It's important for the Americans to abandon any idea of a front line, they need to defend in depth using their anti-tank squads to scavenge among the lighter German armour. 

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2 years 7 months ago #1071 by alecrespi
Replied by alecrespi on topic 005 Stavelot Express
Scenario Overview by Evil Knivel @ BGG
boardgamegeek.com/filepage/64961/toi-scenario-overview

"This one's very much about gaming the system."
Favors: Germans
Fixes:
(a) shorten by 1-2 turns
(b) or ignore the concussive rule (+ 3 vs buildings)
(c) It's important for the Americans to abandon any idea of a front line, they need to defend in depth using their anti-tank squads to scavenge among the lighter German armour.

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2 weeks 1 day ago #1526 by censur
Replied by censur on topic 005 Stavelot Express
The most fun scenario I have played so far. The US won and use excellent tactics to win. Where you place your 3 tank traps is going to have a huge effect on the game. The US tactic should be to escape with all trucks and half-tracks. Forget about destroying tanks, focus on killing the enemy half-tracks and trucks. For the tanks, you need to focus on delaying them so that as few as possible reach the exit hexes. You can do this by placing tank traps on key locations such as bridges, as they have to stop when adjacent, then stop when moving in, effectively robbing them of 2 turns! Make sure to keep your bazooka troopers in cover, preferably in forest hexes with entrenchments for +4 cover. Use concealment until they are in range to fire. Target the trucks and half-tracks. Use your engineers to lay mines in and near all exit hexes but keep 1 hexes clear for your trucks and half-tracks to leave (and M10 to reinforce). When they are gone, mine it. Mine's will also force the enemy to stop when entering, and if you are lucky they might also make it heavily damaged. They usually kill half-tracks. If you draw only cards from the supply deck you should be able to get 2 more engineers for a total of 5. If you are lucky and get those engineers early, you will be able to build around 15 minefields in the whole game, which will make a big difference. Keep machine guns in strategical positions with opportunity fire, supported by the mortar squads and standard infantry to keep the enemy infantry back. Stay away from buildings (goes without saying)

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