Victory Results:
 0 %
Record a victory for BOTTOM ARMY  100 %
Total plays 3 - Last reported by alecrespi on 2023-06-29 07:55:52

Cherbourg fell three weeks after the invasion of Normandy, but the destruction of the port meant that the Allies would have to find other ways to receive their much-needed supplies.

 

  American German
Division 1

2 Squad Bases
- 4 Regular Infantry
- 3 Elite Infantry
- 1 Officer

3 M3A1 Half-Tracks

3 Squad Bases
- 8 Regular Infantry
- 2 Elite Infantry
- 2 Officers

2x AntiTank

Division 2

5 Squad Bases
- 14 Regular Infantry
- 3 Elite Infantry
- 1 Officer
- 1 Mortar Crew

3 Squad Bases
- 7 Regular Infantry
- 1 Officer
- 2 Machine Gun Crews
Strategy Decks Ground Support 1 German Reinforcements 1
Starting Strategy Cards 2 2
Operations Cards - -
Deployment Zone Any of the hexes with a green border. Any of the hexes on maps 2A and 6A.
Starting Initiative Initiative Token  
Objective

The nation with the most VPs at the end of Round 6 wins.

  • Each M3A1 Half-Track that exits the board from one of the blue shaded hexes on map 2A scores 2 VPs.
  • During each Command Phase, score 1 VP if you have at least one unit on the Bridge hex on map 2A.

The nation with the most VPs at the end of Round 6 wins.

  • During each Command Phase, score 1 VP if you have at least one unit on the Bridge hex on map 2A.
Rounds 6
Actions per turn 3 3
Reinforcements - -
Special Rules
  • Remove both of the “Anti-Air Support” cards from the Ground Support I deck.
  • M3A1 Half-Tracks have a movement value of 5 instead of 7.
  • M3A1 Half-Tracks may not use their Transport ability.
  • A vehicle on a blue shaded hex may spend 1 movement point to exit the board.
Terrain Features The stream is Shallow.

 

Log in to comment
Discuss this article in the forums (4 replies).
alecrespi replied the topic:
1 year 6 months ago
  • Overall an interesting contest. I think the US should use the half tracks primarily as fire support and only secondarily as a source of VPs. If just one manages to exit the US can win, because exiting implies gaining control of the bridge by turn 4 or 5 and getting 2 or 3 VPs for that.

Original link on BGG:  boardgamegeek.com/thread/415990/chain-command
alecrespi replied the topic:
1 year 7 months ago
Scenario Overview by Evil Knivel @ BGG
boardgamegeek.com/filepage/64961/toi-scenario-overview

"This is the best official entry level scenario."
Time: ≤ 2 h
Favors: Balanced / Germans?
Fun Factor: *****
Fixes: This one is good when you're first starting out. Use it when teaching
new players how to play on the defence (new player using the Germans).
alecrespi replied the topic:
2 years 11 months ago
Posting here some comments found online.
www.boardgamegeek.com/geeklist/37980/tid...1-player-comments-ba
  • Appears well balanced balanced.
  • The German reinforcements put a real time pressure on the Americans.
alecrespi replied the topic:
2 years 11 months ago
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.