William Terdoslavich - Jul 3, 2007 10:57 am (#19039 Total: 19395) I'm tired of playing Euro games. I want to kill!!! On the Table Last Night: Tide of Iron. JR opened up the big box. It was filled with new board sections and lots of little toy soldiers, tanks, halftracks and trucks. Dave Fox and Dan Raspler sat at the table to make it a four-player. Stands come in two shades of OD and grey to allow for this. Each stand has four peg holes. This allows you to place up to four soldiers per stand to make a full unit. Crew-served weapons like MGs and mortars eat up two holes but are treated as one piece. The scenario had the Americans holding a line with wire and entrenchments with about 10 squads, two mortar sections and two MG sections. Germans got one tank, two MG teams, one mortar team, about four squads of engineers (evenly split between elite an dline einfantry), and another six squads or so of infantry. Things got off to a bad start for the Germans. We kept the units concentrated, makign them ideal for air strike cards, which the Americans have lots of. The assault suffers about 10-15 percent losses just getting to the tree line, where it bogs down. Dave made a game effort pushign teh tank up the hill to claim good ground flanking the Americans, but JR took out the tank with two squads in close assault. The Germans tried for another push on that hill, pushing one fresh squad and a depleted squad to do the job, but again facing US forces hardly scratched by battle. There wasn't enough there to do the job. I tried pushing up along Dave's left, trying to lend some support and trying to concentrate our two forces against JR's position. Flanking fire from Dan's mortars and MGs complicated the set-up towards assault. I tried suppressing the crew-served weapons several times with lone mortar and concentrated firepower, but the die rolling gods were not allowing me to roll a few sixes on 6-8 dice. The game works, but there is a lot to get through. Player aids were dispersed. A cheat sheet gave you the component strength points and movement factors, plus combat procedure and "round" procedure order. (The game has turns inside rounds, not rounds inside turns. Gack.) Terrain effects were posted on the back of one book, while special unit rules were found here and there in several places of the rule book. I'd play Tide of Iron again, but my preference is for Combat Commander. Rules and player aids are closer to the surface for easy reference, even though the card-driven gamer mechanism can be annoying. There was some enthusiasm for ToI over Memoir '44 as a better depiction of small unit warfare in WWII. I'll let the others go into detail over what they thought about the game. Their take on it differs from mine. J. R. Tracy - Jul 3, 2007 11:22 am (#19040 Total: 19395) "I no drive just for drive. I drive for to finish in front." - Milka Duno, Le Mans I'm not sure my take on it differs all that from yours, Bill (unless you think Mem'44 is the better game). ToI encourages combined arms, has a more sophisticated combat system (though it's still roll to hit/roll to save), and is card-augmented rather than card-driven. I think it supplants M'44 as the gateway game of choice for tactical and WWII wargaming. ToI should live comfortably alongside CC:E, being roughly equivalent in complexity with the choice, if you must make it, coming down to your taste for chaos. I certainly agree CC:E does a much better job of presenting information and it's vastly superior ergonomically. That said, the CC:E scenarios are little jewel boxes, necessarily constrained by the system as it now stands - ToI is a sprawling monstrosity with a greater accomodation for scenario design and multiplayer gaming. JR