Victory Results:
 0 %
Record a victory for BOTTOM ARMY  100 %
Total plays 2 - Last reported by censur on 2026-01-05 16:39:08

In the weeks following D-Day, the Allies continued to advance slowly from their ever-expanding beachhead, the only exception being the village of St.-Lô. Here the 29th Division has been bogged down for over a month, suffering more casualties outside St.-Lô than on Omaha beach. On July 17th, General Gerhardt, under great pressure from General Bradley, launches his final assault against the town, which is heavily defended by German Fallschirmjäger units.

 

  American German
Division 1

8 Squad Bases
- 25 Regular Infantry
- 4 Elite Infantry
- 1 Officer
- 1 Machine Gun Crew

1 M3A1 Half-Track

1x Medic
2x Engineer
1x Flamethrower

5 Squad Bases
- 15 Regular Infantry
- 2 Elite Infantry
- 1 Officer
- 1 Machine Gun Crew

1x AntiTank
3x Concealed Concealed

Division 2

6 Squad Bases
- 12 Regular Infantry
- 4 Elite Infantry
- 2 Officers
- 1 Machine Gun Crew
- 2 Mortar Crews

2 M3A1 Half-Tracks

1x Medic
1x Engineer
1x Flamethrower

5 Squad Bases
- 8 Regular Infantry
- 6 Elite Infantry
- 2 Mortar Crews
- I Machine Gun Crew

1 SdKfz 251 Half-Track

1x AntiTank
1x Concealed Concealed

Strategy Decks Supply 1
Artillery 1
Morale 1
Ground Support 1
Starting Strategy Cards 3 3  (Sniper Attack card in play area)
Operations Cards 006 Merciless Assault
008 Lay Smoke
013 Desperate Defenders
Deployment Zone Any hex with a green border Any of the hexes on maps IA and I I A
Starting Initiative Initiative Token  
Objective

The Americans immediately win if they control 5 buildings at the end of any game round.

Otherwise, the player with the most VPs wins. If the Americans have not achieved their victory condition by the end of game round 8, players earn VPs as follows:

  • Each nation earns 1 VP for each building it controls.
  • The nation controlling the bridge earns 1 VP.
  • If you occupy one of the Ilexes in a multi-hex building, you gain control of the building if there are no enemy squads in any of the adjoining building hexes. If squads from both nations are present in different hexes of the building, neither nations controls the building.-
Rounds 8
Actions per turn 3 3
Reinforcements Round 3 (Status)
2 M4A1 Sherman Tanks
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Special Rules
  • Engineer units only need to spend 1 movement point to place a smoke marker in their hex (instead of 2 movement points indicated by the card).
  • Americans set up first.
  • Americans start with 3 command.
  • Americans must draw one artillery strategy card in their starting mix and place it their play area.
-
Terrain Features

The stream is Shallow.

 

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Discuss this article in the forums (4 replies).
Bragg2011 replied the topic:
4 weeks 2 days ago
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. 
censur replied the topic:
1 month 4 days ago
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. 
alecrespi replied the topic:
2 years 8 months ago
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).
alecrespi replied the topic:
4 years 3 weeks ago
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.