Fighting Retreat

By apu2, in Tide of Iron

We are currently developing our first self-made scenario and we are desperatly trying to simulate a fighting retreat by French troops in face of the advancing German units during 1940.

Basic setting goes like this: Frenchs hold a river for several turns, Germans advance under enemy defense fire from several mg's. Germans take quite a punch, but finally make it over the river to advance towards their objectives. Meanwhile the French troops, soften up by German mortar and tank fire, have to slowly retreat towards their mission objectives (which are with one excepetion the same as for the Germans).

Problem: After several restarts we came to the point that ToI is not really capable of simulating this. The main reason we identified is the mg with its multiple OpFire-Rule (honestly, i think it is the best and easiest to use rule about mg's ever invented for war games).We had to give the defenders the MG's to hold up German advance, ont he other hand and makes the defenders remain stationary for too long. We tried to offset this by placing command tokens in the hinterland but his did really work as an incentive.

The fight for the river was quite intense, so it was all in all still a good scenario but we did not achieve what we originally intended.

Did anyone out there experienced the same problem and has a solution for it?

If the MGs are the problem, why not make a special scenario rule:

At the end of the first round and each round thereafter, until all MGs have moved, 1 or 2 MGs must take an extra action to retreat their full movement, not subject to enemy fire. Perhaps, they could be allowed to go into Op-fire (or not) at their new location. If the distance you want them to retreat is greater than one full movement, then repeat the first rule after all MGs have moved for the 1st time, and then again for as many times as it takes for them to retreat the full distance.