046 Ring Around Aachen

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5 years 8 months ago - 1 month 2 weeks ago #382 by alecrespi
Last edit: 1 month 2 weeks ago by alecrespi.

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5 years 2 days ago #593 by pino
Replied by pino on topic 046 Ring Around Aachen
The last words of the original scenario design...."This scenario is very challenging for the Germans, but not impossible. They should consider systematically reducing the American positions rather than gambling on a sudden breakthrough"....i've played this scenario 2 times and i wonder how could it be possible for the Germans to win with such a limitations in terms of movement, impassible terrains, victory points, cards draw, range of fire, no possibilities of combined fire for the first 5 rounds and the need to control both the victory objective markers.

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4 years 8 months ago #732 by alecrespi
Replied by alecrespi on topic 046 Ring Around Aachen
Posting here some comments found online.
www.boardgamegeek.com/geeklist/37980/tid...1-player-comments-ba
  • I'm not sure Mr. Radey has played ToI.
  • Looking at the victory conditions, it seems the Allies just need the one objective hex that is within a 2 turn reach to win the game while it would be nigh impossible for the Germans to prevent that.

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2 months 23 hours ago #1640 by JohnLocke77
Replied by JohnLocke77 on topic 046 Ring Around Aachen
Yes, something needs to be fixed up with the scenario because the allies can easily take the object to without the Germans being able to reach them at all

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1 month 2 weeks ago - 1 month 2 weeks ago #1641 by alecrespi
Replied by alecrespi on topic 046 Ring Around Aachen
After analyzing and playing 046 Ring Around Aachen, it feels like the scenario heavily favors the American player.

There are two main issues:
  1. The Turn 1 Rush: The victory condition ("At the end of a game round, the Americans win if they control all three VOMs") allows the US player to just rush the objectives on Turn 1 with all their units and instantly win before the Germans can properly react.
  2. The NW Armor: The 4 Shermans in the north corner provide too much pressure if they are allowed to act from Turn 1.
To turn this into a much more balanced and tense urban siege, we came up with the following House Rules. Try them out and let me know!

Suggested House Rules:

1. Modified Victory Conditions (No Sudden Death)
The American victory condition is evaluated only at the end of the final game round (Round 10), instead of at the end of any round.
(Alternative: If you still want the sudden death mechanic, it only becomes active starting from the end of Round 6. This forces the Americans to actually hold the line rather than just doing a Turn 1 suicide rush).

2. Delayed US Armor Reinforcements
The American tanks originally deployed in the North sector do not start on the board. Instead, they arrive from the top map edge as reinforcements at the beginning of Turn 2.
Additionally, during the round they enter the map, these units are restricted and may only perform an Advance or a Fire and Movement action.
This gives the Germans a crucial window of time to set up Opportunity Fire and deal with the threat tactically.

Optional
Dynamic Weather (Clearing Fog)
The Heavy Fog effects apply normally for Turns 1, 2, and 3. Starting from Turn 4, during the Status Phase, the German player rolls one die. On a result of 4, 5, or 6, the Heavy Fog effects are ignored for the entire upcoming round. This simulates the weather temporarily clearing up. It adds tension.

Has anyone else experienced the "Turn 1 US rush" in this scenario? Let me know what you think of these fixes!
Last edit: 1 month 2 weeks ago by alecrespi.

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