080 Chain of Command

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4 years 2 months ago - 1 year 9 months ago #416 by alecrespi
Last edit: 1 year 9 months ago by alecrespi.

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3 years 2 months ago #704 by alecrespi
Replied by alecrespi on topic 080 Chain of Command
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.
The following user(s) said Thank You: JVHillegas-Elting

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3 years 2 months ago #735 by alecrespi
Replied by alecrespi on topic 080 Chain of Command
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.

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1 year 10 months ago #1073 by alecrespi
Replied by alecrespi on topic 080 Chain of Command
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).

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1 year 9 months ago #1096 by alecrespi
Replied by alecrespi on topic 080 Chain of Command
  • 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

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