Archive for the ‘Tide of Iron’ Category

Thanks for the Memoiries

Saturday, October 29th, 2011

I know it’s been awhile since I’ve posted…summer was busy and I hope everyone had a good one. Now that autumn is setting in, I’m getting back into the games…well…sort of. I also had to move my server (so some things might not be working…getting to them).

I did a Tide of Iron campaign that I hope to share more info about soon and of course, the Memoir ‘44 Campaign Book #2 (which was actually earlier this year). I worked on the Pacific campaign and got to work directly with the man himself, Richard Borg. While all of the scenarios are of his creation, I got to stitch them together in the Island Hoppers campaign. Working with Richard was a dream, it was an absolute pleasure and honor! I’m sure it will be a great book for Memoir ‘44 fans.

Unfortunately, it appears that it will be my last effort with Days of Wonder. I was hoping they would publish my Hong Kong campaign (70th anniversary of the battle coming) but was told they won’t be able to get to it…too busy promoting someone else’s work I suppose. They also won’t let me commercially produce it, so I’ll likely release it for free around that time instead. It will be my last effort to that end.

I have to admit, I’ve also really fallen out of love with M’44. I think the Online version had a lot to do with that. The dice seem so incredibly streaky and while I agree the percentages even out the game sure takes a turn for the worse when played that many times. As for their AI, it certainly gets better dice from the stats I’ve collected than us human players. But I digress…the Online really changed something about the game for me…that coupled with DoW’s reluctance to engage me will see my scenario designing efforts going elsewhere. I met some great people through the game and think the community is one of the best online, so I will miss you all.

To be fair…I’ve also found another love. One that makes almost all of my board games seem rather flat. It’s one of the best WWII games I have ever played and have simply been engrossed with it for the last couple of weeks. If you are interested, have a look at Battle Academy…simply brilliant! Check out the demo. And it’s not a pay for play model (hint, hint). They have a great PBEM aspect so if you get it and want a game, look for me, Brummbar44 or drop me a line. I would be happy to play.

This post couldn’t be complete without one more thing. Here is a Breakthrough scenario for your enjoyment (make sure you use the breakthrough deck…it’s not the same without it) Memoir ‘44 – Breakthrough Operation Totalize scenario.

Happy Gaming!

Tide of Iron – Unit Cards

Wednesday, February 2nd, 2011

Tide of Iron cardsUpdate – Apr. 2011 : StuG III card now available.
While I’ve been busy on a number of projects lately (Dire Heroes for Vassal, a Dire Heroes battles book, some scenarios for..well, you get the idea) I thought I would post an idea I had about the various vehicles that are available in Tide of Iron.  I always felt that the manner in which they are presented on the player aid that comes with the game could stand out better.  Here I show a wheel/gear for movement (first number) a shield to show armour, range and damage vs. infantry and range and damage vs. armour.  This way, players can easily see the stat they are looking for at a glance.

The cards are double sided with a bit of historical information on the back along with an optional rule that players can decide to play with or without (if both agree…all optional rules are in effect).

Get the sample cards here – Commonwealth Units - Tide of Iron - Commonwealth unit stats cards.

While these example cards are for units already in existence, the idea here is to add cards that don’t currently have official rules. I’ve kept these cards printer ink friendly.

Games for the Holidays

Wednesday, November 25th, 2009

It is time to start thinking about what to get that wargamer for the coming holiday season. In light of that, I have some suggestions based on the games I have played and enjoyed. Here I break them down in terms of what that special someone likes and what they will likely want next.

Let’s start with those who have yet to play Memoir ‘44, my suggestion – Memoir ‘44! It’s a great game that will provide hundreds of hours of entertainment for 2 players.

Ok, ok….if you are on this site, chances are you know about Memoir ‘44 so let’s see what is a good idea after that. There are a lot of expansions that I can suggest here but it would take up the whole post (see the Supplies page for ideas there). So my recommendation for the M’44 fan is the – Memoir ‘44 Campaign Book:Volume I. This one adds 50+ new scenarios and ties them together in campaigns and Grand Campaigns. The Normandy Campaign is playable with just the base game of Memoir ‘44 (authored by yours truly).

For more Memoir ‘44 players, try the Overlord expansion. It allows up to 8 players and makes for a different play. You’ll need any one of the Battle Maps to accompany it for the full experience (Hedgerow Hell or Tigers in the Snow or the new Sword of Stalingrad).

For those M’44 players who want to get a little deeper into wargaming I strongly suggest Tide of Iron. It’s a much more challenging game but with more control, it feels a lot less random than M’44. If they already have Tide of Iron, and enjoy it, I recommend any of the expansions that have come out, they are all good (see the Supplies page for more). Tide of Iron also has more of a multi-player support with up to 4. Be warned though, it is more time demanding than M’44.

For something different yet still accessible I really enjoyed a couple from the Axis & Allies series. Axis & Allies:D-Day introduces wargame sequences through the use of cards. While Axis & Allies:Battle of the Bulge has a fluid front and deals with the classic wargame problem of supply. Though these games have a limited replay value (not scenario based) they are still a great addition to any collection.

Looking for a good multi-player wargame? I would suggest the following…

Conquest of the Empire is set in ancient Rome and is a fun classic that offers two ways to play (Classic and II). The components are amazing (and right now, the price is amazing!).

Viktory II is another excellent multi-player game that is in the vein of Risk but plays out much better.

Well, that about covers off what I would suggest for the game players holiday wishlist.

New Tide of Iron scenario

Saturday, November 21st, 2009

Just a quick note that the ‘Who Killed the Black Baron‘ scenario can now be found on the Battles page. Thanks very much to Barry Doyle for his help in formatting it!

Tide of Iron – Artillery Upgrade

Sunday, August 16th, 2009

Artillery CrewAs many of you know, I am a gunner (artilleryman) and I really like the way that TOI handles artillery fire.  The Call for fire might be a bit high but reflective (many a fire mission can go astray with bad comms…and this is WWII!).  Spotting rule…all good and correct.  Drift…exactly.  My beef comes next…firepower.

So I’ve gone through all the steps to call down fire and all I get is 4 dice…to suppress!!  What, am I calling down a guy with a grenade launcher?!

It just doesn’t make sense!  If a single mortar (let’s even assume it’s a fair sized mortar) gets 4 dice to suppress (without having to jump through the fire procedure) then why would artillery ordnance only get 4 as well?  One can only assume that you would at least be calling down a battery of guns. For a main killer in WWII, this branch is owed it’s due in this great system…otherwise, the artillery deck goes often unused.

Haus Rule – Artillery attack values equal card value +2 dice (wide blast included).

Exit Hex – the Clog

Thursday, October 9th, 2008

I’ve run across an issue a few times now that is more prevelant in Tide of Iron but does at times occur in Memeoir ‘44 as well.  Some scenarios will have an ‘exit hex’.  The point here is to get some of your units off in order to score points.  Sounds easy enough.  But both my wife an I have developed a ‘clog’ strategy to this end.

The ‘clog’ is simply a matter of putting units in such a was as to prevent the exit of a unit often with your friendly units camping out on the exit hex.  This forces your opponent to muster the firepower to knock that unit aside before it can exit.  While sometimes it may be a slight delaying tactic at other times, it may cost the game.

Admittedly, this does seem to occur more in TOI than M’44.  There are two reasons for this.  One, in TOI, more than 1 unit can occupy the exit hex which results in more units to eliminate to clear the hex and two, TOI seems to have a more restricted exit policy in that only a couple of hexes actually qualify as exit hexes.  M’44, for the most part, has exit hexes as the entire back row.

I put the clog strategy into action not long ago in the TOI scenario competition winner, Blood on the Mountain (good, solid scenario.  I can see why it won!).  My American forces were relentlessly being hammered (and a devastating un-observed artillery strike!) but I was comforted in the fact that there was a time limit and all I had to do was hold a couple of key hexes.  While I lost the majority of my forces, I carried the game due to the Clog.

I’m curious as to what other gamers think about the exit hex dilemma…thoughts?