Advanced Rules

By Konoster, in Tide of Iron

Hi,

I think I saw some interview on the internet with one of the designers, could well have been Goodenough, that some advanced rules were in the processing or have perhaps already been released? Anyone knows anything about that?

On a side note regarding play and tactics in the game;

is it really possible to pull off decisive manouvers? I keep looking for it when I play, I seek it, I plan it, but I always get bogged down with the infantry on the advance. It could well be that of the number of scenarios I played as far, no one has given the german side enough numbers to achieve 3:1 ratio for attacking. It seems the german side is having a hard time in this game. Suggestions or opinions?

cheers

The first scenarios is known to be unbalanced. Try reading reviews about the scenario before playing to find a balanced one. My suggestion is for example the 'night hunt' scenario in the design series.

Advanced rules? Just my 5 cents, that would be great! I do enjoy the simplicity of the ToI rules, however some generall small rules tweaks would be great. And since a book can be sold seperatly from the plastic, I see no problem of buying it.

I've not heard of any advanced rules. The game really doesn't need any, but there a couple of things that bugged me so I house ruled them. One is allowing trucks and half-tracks to tow anti-tank guns. Another is no cover in the woods vs. artillery or bombs. Add to these being able to retry to estabish contact every turn rather than once per round. There's a couple more I forget atm.

I have not heard of any plans for advanced rules either. While I agree that the game is fine enough without them, I do think that a set of rules for those who wish to takes things to the next level would be a great idea. I would think that like myself, there are many for whom TOI was one of their first forays into wargaming and would like to explore it in a little more depth...without taking it to the level of ASL etc.

I am a bit time poor (and lazy) to come up with house rules and then trial and tweak them over time. I would certainly appreciate a well tested set of rules deemed good enough for commercial distribution.

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The last question. But I realize that the statement is a little vague....

Anyhow... yes I have noticed many remarks on unbalanced scenarios. Well, it is not uncommon for wargames in general that the german side faces an almost unfair situation, but, due to often much more effective materiel and tactics, equals it out. Question in TOI though is whether the stats reflects this as much as needed and whether there are true possibilities to exercise flexible tactics. Then again, luck plays a part. I do love the game and may have to spend much more time with it to have it play out like I wish. Some house rules for modification is quite an easy fix.

BTW, I do not own the DOTF expansion, but find that AT guns are both fun and should be present on the other battlefields as well, so I borrowed some guns from another wargame and incorporated them in the user made 'Bastogne' scenario. However, sorting out armour value and effectiveness against infantry and armor and such was not a difficult task, but, question is; what kind of target is an AT gun considered to be for tanks? And how does it reflect the stats? Like another tank? Or infantry? Or in between? Personally, I think something in between would make sense.

And lastly, does anyone know of any TOI AAR (after action report) posted somewhere? Or a site for it? For those interested, pls check out my Combat Mission AAR site Lost Victories. ( javascript:void(0);/*1284624806035*/ )

cheers

What they mention about advanced rules is interesting. But then again that interview was in 2007 right before the base game was released. So im wondering if they just decided not to do it or if they are still planning on making them.

Cyscott1 said:

Another is no cover in the woods vs. artillery or bombs.

That may be a bit too harsh. Trees give no cover against fire from above (tree-bursts were especially unpleasant), but it is harder to spot targets in woods. I would go with reducing the cover by half.

KlausFritsch said:

Cyscott1 said:

Another is no cover in the woods vs. artillery or bombs.

That may be a bit too harsh. Trees give no cover against fire from above (tree-bursts were especially unpleasant), but it is harder to spot targets in woods. I would go with reducing the cover by half.

Well, the way I look at is, if the fire was called then they where already spotted. The hexes in the game are not that big so as to need to pinpoint the location of the troops within them. The rule only applies to area attacks. What I would like is a way for squads in cover to become consealed and therefore not subject to such attacks. That would make more sence to me. Say a squad that currently cannot be seen by the enemy could become consealed if it is in cover providing terrain.