New to the Game

By BigDogg, in Tide of Iron

I just recently purchased the base game and both expansions. Was looking for something simple but with more tactical realism then say Memoir 44. I havn't actually had a chance to play yet but will be getting to it soon. I will undoutably have a number of stupid questions so please forgive my ignorance and bare with me as I learn happy.gif .

Thanks, Tim

Ahhh BigDogg - one does not truly begin to learn until one acknowledges ones ignorance serio.gif

Welcome to the club, I think you'll a) find many answers between this forum and BGG, and b) in any event no-one minds questions from a fellow enthusiast; no matter what level and I find that it's sometimes the most obvious things that stump me simply because the rules writer knows something so well and assumes everyone else will have the same understanding. happy.gif

Played my first few games. Operation Crusader Senerio. Choose it because it was just tank on tank combat. Allowed us to work thru the rules quickly without the added complication of infantry and transports. We played four games taking different sides every other time. Germans won all four times. The Germans seemed to be able to get and keep initiiative fairly easily and the Panzer IV firepower and range was telling. We may have been playing the Op Fire rules wrong but I'm not sure.

Can Op Fire only happen when a enemy unit moves or if it performs any action such as firing?

So could you Op Fire on someone elses Op Fire attempt?

If you assign a unit Op Fire could it perform another action or is it locked in?

I didn't notice if there is a decrease in effeciance if a tank has suffered damage? ( ie: reduced firepower or movement)

Stratagy card play timing seems strange. If you pay the command cost to put the card into play but the cards action also has a cost. Are they both payed at the same time or do you pay the extra cost only when you use it?

Another Stratagy card for the british allowed them to take an action before the action taken by your opponent. The German player had a Panzer IV with an Op Fire token adjacent to my Crusader setting on a sand dune. He declared the Panzer IV was going to fire. I played the stratagy card and moved the tank off the dune into cover and out of LOS. SInce I interupted the german players action his feeling was that the Panzer IV should be able to OP Fire on the Crusader as it withdraws. We diced for an answer and allowed my tank to withdraw uncontested but we arn't sure if this is correct.

Thats all I have for now, Thanks Tim

I think you have gotten the OP-fire rules wrong, like you say.

A unit in OP-fire may only fire as an reaction to an enemy unit that uses Movement to end in LOS. Thus the PzIV in you example would not have been able to declare fire, as it already had orders to OP-fire, though it could actualy use its opfire to shoot at your Crusader, providing it had LOS to a hex in the Crusaders movement path.

Tanks are reduced to half firepower when they are heavely damaged, and loose one Movement point and one point of Armor when it is lightly damaged.

Most strategy cards have either a cost to play or a cost to use. On the top of my head I can not remember one which you have to pay command for in both Command phase and in Action phase. Command cards usualy cost something to get into play, and then they are either free to use or have a continuing effect.

Well said. Except to trigger op fire the unit doesnt have to end in the op firers los. As soon as the moving unit enters its los the op fire unit can fire. in the case of vehicles this can stop them in their tracks (if they become damaged) even if they were originally going to move further; infantry can also be stopped immediately if you suppressing fire and successfully pin or disrupt them.

And yes, once a unit is in op fire there is no normal action to get them out of op fire; they can only fire if they are triggered by enemy movement, not enemy shooting. Although i know there is at least one strategy card that you can play to remove a units op fire token so that you can issue them a new order.

Pilot17 said:


As soon as the moving unit enters its los the op fire unit can fire.

That is actualy a better wording than what I wrote. Every time a unit enters a hex, or expends movement within a hex, that places it in LOS, it triggers OP-fire, in which one or more units in OP-fire May fire or wait. Idealy the mover should pause a momente after each oppotunity, to give the opponent time to evaluate and announce OP-fire.

Hit Tim,

with regards to the strategy cards I guess you are refering to the cards saying "Once per turn, you may place an activation token on this card to ..." or "As an action, you may place an activation token on this card. Then ..."

You have to "pay" for these cards only once with the command points stated at the buttom of the card. Afterwards you can use the cards. To track how often you used them you have to place an ACTIVATION token (from the pool) on the card. So there is no additinal costs of command points.

Of course using the card will "cost" you one action during your turn - like any other strategy card played during the action phase.

Cheers,
Phil