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011 Chain of Command

1 1 1 1 1 1 1 1 1 1 Rating 3.50 (2 Votes)
Victory Results:
 0 %
Record a victory for ALLIES ARMY  100 %
Total plays 2 - Last reported by JVHillegas-Elting on 2021-12-17 16:13:31

Cherbourgfell three weeks after the invasion of Normandy, but the destruaion of the port meant the Allies would have to find other ways to strive dick 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 2 2
Starting Strategy Cards Ground Support 1 (remove both of the
"Anti-Air Support" cards)
German Reinforcements 1
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.
The Americans cam VPs under the following conditions:

  • 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, the Americans score I VP if they 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.
The Germans earn VPs under the following conditions:

  • During each Command Phase, the Germans score I VP if they have at least one unit on the Bridge hex on map 2A.
Rounds 6
Actions per turn 3 3
Reinforcements - -
Special Rules
  • M3A1 Half-Tracks have a movement value of 5 instead of 7.
  • M3A1 Half-Tracks may not use their Transport Ability.
  • A vehicle in a blue shaded hex may spend 1 movement point to exit the board.
Terrain Features The stream is Shallow.

 

Tags: American Army, German Army, Complexity: Low, Rounds, Boards, Year: 1944, Version: NW

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alecrespi's Avatar
alecrespi replied the topic: #704 8 months 2 weeks 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.
JVHillegas-Elting's Avatar
JVHillegas-Elting replied the topic: #650 9 months 2 weeks ago
Aha!

That makes sense. I would be in favor of retaining all of them, but just indicating which is which in the title of each scenario.

I haven't done so myself, but I would be interested in seeing the original versions of these and other scenarios, in relation to the revised versions, to get a better understanding of what makes a scenario imbalanced, and how the designers modified the scenarios to alleviate this.
alecrespi's Avatar
alecrespi replied the topic: #648 9 months 2 weeks ago

Why are there three instances of the "Chain of Command" scenario--#s 011, 052, and 080?
We should filter some scenarios better and decide which ones to keep. in this particular case there is the FGG edition, the A1 one and perhaps the Designer Seires edition ... 
Help is needed to identify them and chose the ones to keep.
JVHillegas-Elting's Avatar
JVHillegas-Elting replied the topic: #641 9 months 2 weeks ago
Why are there three instances of the "Chain of Command" scenario--#s 011, 052, and 080?

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