002 Liberation

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5 years 1 week ago - 2 weeks 5 days ago #194 by alecrespi
Last edit: 2 weeks 5 days ago by alecrespi.

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4 years 6 days ago #700 by alecrespi
Replied by alecrespi on topic 002 Liberation
Posting here some comments found online.
boardgamegeek.com/geeklist/43192/tide-ir...yer-comments-balance
  • The Americans have two times more squads with a lot of specialization and plenty of time. Maybe cutting 1-2 turns will make it more challenging.
  • This scenario is fun for the US; the Germans don't have much to do but shoot and die. 
  • It's pretty much a one-way street. There's a certain amount you can do as defender, but the Americans are just too numerous for this to be even remotely fair.
  • The Americans win quite comfortably. Recommendations: cutting the time to 6 rounds, remove "Take down the beast" strategy card from German deck (they're completely useless) and perhaps remove some American half-tracks.

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2 years 7 months ago #1068 by alecrespi
Replied by alecrespi on topic 002 Liberation
Scenario Overview by Evil Knivel @ BGG
boardgamegeek.com/filepage/64961/toi-scenario-overview

"A good scenario."
Favors: Americans+
Fixes:
(a) Maybe cutting 1-2 turns will make it more challenging.
(b) give the Germans 2 extra infantry squads (c) Removing the American half-tracks might balance it better (the reinforcements can arrive in transport, that's fine).

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2 weeks 5 days ago #1518 by censur
Replied by censur on topic 002 Liberation
Just finished this, the US won. In round 8 they killed the last German squad with one of their last units that could be ordered. The German put up an incredible fight, and it was a complete bloodbath! The US lost about 10 squads! But they just don't have the punch that it takes to take out the incoming tanks, which can stand very far away and repeatedly attack with 9 dice! It was still a very interesting battle, and many exciting moments. 
The following user(s) said Thank You: alecrespi

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2 weeks 15 hours ago #1529 by Bragg2011
Replied by Bragg2011 on topic 002 Liberation
My buddy and I started playing the original ToI from the box about 2 weeks ago and started with the introduction scenarios. So far, so good. He won 2, I won 2. We played this one tonight and I, as the Germans, was able to hold him off.
I was able to rush all my heavy MG to the woods right next to the bridge WITH concealment. He got a half-track there but once his squad jumped out they got smoked. 4 hits, no defense. It turned into a morale problem at that point. Most of his forces went to the forest heavy side but never really pushed, being afraid of the OP fire guns which I can't really blame him. I'm thinking there was fear those MG's in constant OP fire would slow him down too much. 

All in all I think the best way for the US of A to do this is sprint your half tracks with squads as far up the road as possible and let the dice do what they do.

Also, as the US, be very careful of clustering squads in reach of Mortars. I had 3 of his squads effectively out of action as constant pinning at that distance is as good as taking them out entirely. 

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