Victory Results:
 50 %
Record a victory for BOTTOM ARMY  50 %
Total plays 4 - Last reported by Jarod on 2022-11-06 23:12:18

On July 27th, 1944, the Allies overran the Panzer Lehr Division and began their breakout across France. As General Patton rapidly advances forward, Field Marshal von Kluge is ordered not to retreat but instead to use the 116th Panzer Division to cut off Patton’s supply line. Pushing through Mortain, the Germans engage 700 men of the 2nd Battalion, 120th Infantry Regiment, 30th Division.
Near Hill 317, German squads supported by a Panzer IV are sent to clear a hole in the American defense line.

 

  American German
Division 1 5 Squad Bases:
- 10 Regular Infantry
- 2 Officers
- 2 Machine Gun Crews
- 2 Mortar Crews
1x AntiTank
 7 Squad Bases
- 17 Regular Infantry
- 3 Elite Infantry
- 2 Officers
- 1 Machine Gun Crew
- 2 Mortar Crews
2x Engineer
1x Flamethrower
Division 2 6 Squad Bases
- 19 Regular Infantry
- 1 Officer
- 2 Machine Gun Crews
 5 Squad Bases
- 11 Regular Infantry
- 6 Elite Infantry
- 1 Officer
- 1 Machine Gun Crew
1 Panzer IV
2x Engineer
Strategy Decks Ground Support 1 Supply 1
Starting Strategy Cards 1 1
Operations Cards - -
Deployment Zone

Any of the hexes on maps 9B, 8B, and 10A

• 6 Entrenchments
• 8 Razor Wire
• 1 Tank Trap

Any of the hexes on map 12B
Starting Initiative   Initiative Token
Objective The American player wins if the German player is unable to fulfill his objective by the end of game round 8. At the end of any game round, the German player wins the game if he has at least one unit in 3 or more American defense line hexes (marked in yellow on the map).
Rounds 8
Actions per turn 3 3
Reinforcements - -
Terrain Features The stream is Shallow.  

 

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Discuss this article in the forums (6 replies).
alecrespi replied the topic:
10 months 2 weeks ago
Scenario Overview by Evil Knivel @ BGG
boardgamegeek.com/filepage/64961/toi-scenario-overview

"Works well as an introduction for new players."
Favors: Americans+
Fixes:
(a) Let the newcomer play the Yanks.
(b) Get rid of the American reinforcement deck.
(c) Shorten the number of rounds.
JVHillegas-Elting replied the topic:
1 year 3 months ago
It's been awhile since I've played this one (before this website was set-up), but I played this a couple times--analog--with Scubaseth. This was years ago, back when our experience with the game was more equal (I've since been able to play it a lot more).

My recollection was that it was that the NW version (_not_ the FFG version) was relatively balanced. I won as the Germans, and then I also won as the Americans. Scubaseth played the Americans first, and thus saw what the Germans did to win, and then he still lost as the Germans, but it was close (as I recall).
alecrespi replied the topic:
1 year 5 months ago

Not an easy task for the Germans player. Need a lot of lucky
You are right Jarod.
Did you use the updated "Next Wave" version of the scenario? Or the original FFG one?

Not a large statistic sample but on the website I can see a 50% Usa / German victories.
It would be interesting to hear some comments from German victorous players.
:dieb: :dier:
Jarod replied the topic:
1 year 5 months ago
Not an easy task for the Germans player. Need a lot of lucky
alecrespi replied the topic:
2 years 2 months ago
Posting here some comments found online.
boardgamegeek.com/geeklist/43192/tide-ir...yer-comments-balance
  • It is a no-win scenario for the Germans (or at least about 1 out of every 5). They need both luck and score an early win.
  • Once the American reinforcement kick in for a couple turns, the Germans are done.
  • Possible fixes: Get rid of the American reinforcement deck. Shorten the number of rounds.
  • This works well as an introduction to ToI for new players, let the newcomer play the Yanks.
  • The Germans have some really useless cards like the one that allows an attack on a heavy vehicle.
  • A relatively easy potential fix would be to starve the US of Command Points. Remove the two US Command Objectives from the entrenchment hexes (they're valuable enough on their own), and turn the generic Command Objective in the building behind the line to a 2-CP or even 1-CP objective. That would limit the US to between 1 and 3 CP per turn, assuming they venture out to hold the hill in the bottom-left corner. They wouldn't easily get a squad every turn, and might even be encouraged to draw more from the Ground Support deck instead since it has cheaper cards. It'd still probably be pretty tough for the Germans, but might at least be an interesting puzzle.
electronicdad replied the topic:
3 years 3 months ago
This version of the scenario "At The Breaking Point" is the updated version of the scenario. It fixes some of the play balance issues. It is from the "New Wave" version of the "Tide of Iron".