081 The Last Stand

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4 years 3 months ago - 3 years 5 months ago #417 by alecrespi
Last edit: 3 years 5 months ago by alecrespi.

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3 years 5 months ago - 3 years 5 months ago #620 by alecrespi
Replied by alecrespi on topic 081 The Last Stand
After a couple games (losing both times as American) I've started thinking about a solution to catch victory but it seems unlikely if not impossible.

Here you can see why.

German player can easily reach this "defensive position" in about 1 turn... and will proceed most of the game using "OP Fire" action.
 

USA - Round 1 
Fire and Move = 4 attack dice (7 with concussive)
 

USA - Round 2
Fire and Move = 4 attack dice (7 with concussive)
 

USA - Round 3
Fire and Move = 4 attack dice (7 with concussive)
 

With a lot of luck we can assume that USA Tanks reach the top of the map with a Lightly Damaged token (AV-1 / MV-1) but cannot really inflict any serious damage to German Units.
In both my games German player used "Take Cover", "Take Down the Beast" and "Go To Ground" so their Concealed Anti-Tank "OP FIre" can easily wait for USA Sherman to be adjacent and fire with full power.
And drawing these cards is very likely because there are 2x each in a 10 cards deck with German player drawing 8 cards in total (3 at game start and 1 each turn).

I do think that the bottleneck on top left is too hard, expecially with Panzer IV blocking the passage (in OP Fire mode).
Maybe adding an exit point somewhere else or making the road 1 hex wider?

Talking about Victory Conditions I also think that the wording BOTH for Usa and EITHER for German seems unfair.
American ended both games controlling only 3 buildings, with buildings too far from the heart of the battle.

What if USA player can leave a "control token" on a building and go on advancing and attacking?

What do you think about these suggestions?
Waiting for any feedback.
Last edit: 3 years 5 months ago by alecrespi.

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3 years 3 months ago #705 by alecrespi
Replied by alecrespi on topic 081 The Last Stand
Posting here some comments found online.
boardgamegeek.com/geeklist/43192/tide-ir...yer-comments-balance
  • Very good cat and mouse situation.
  • 5 rounds is impossibly short for the US. Also the 2 Shermans are outclassed by the Pz4.
  • Tweak it a bit by making the Pz 4 a Pz 3, and/or adding a round, and it's fun.

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1 year 10 months ago #1074 by alecrespi
Replied by alecrespi on topic 081 The Last Stand
Scenario Overview by Evil Knivel @ BGG
boardgamegeek.com/filepage/64961/toi-scenario-overview

"Very good cat and mouse situation."
Favors: Germans
Fun Factor: ****
Fixes: Tweak it a bit by making the Pz 4 a Pz 3, and/or adding a round, and it's fun.

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