fotb rules posted!

By Cipheron, in Tide of Iron

Yipe said:

Complete Speculation Hat on here, but...

Perhaps there are only 6 scenarios because FFG is planning a 2nd book in the Designer Series, one that focuses specifically on the Eastern Front? I didn't see any scenarios that used all 14 T-34s (before the scenarios were taken down, that is). Probably not, but a ToI fan can always hope.

Also, if you re-check the rules, the scenarios are missing. Now a paragraph about the Fury of the Bear scenario booklet reads "Additional scenarios will be made available online at FantasyFlightGames.com. Feel free to create your own scenarios from the wealth of materials included in the game."

The early version rules + scenarios that I have contains eight scenarios. Does your document include the "Armored Maelstrom" scenario? The reinforcements bring in 14 T-34s throughout the game, so if none bite the dust all 14 will be in play by round 7.

Actuarialnutt said:

The early version rules + scenarios that I have contains eight scenarios. Does your document include the "Armored Maelstrom" scenario? The reinforcements bring in 14 T-34s throughout the game, so if none bite the dust all 14 will be in play by round 7.

I didn't save the rules PDF until FFG had already taken the scenarios down, but I don't remember seeing any of the missions requiring the full 14 T-34s.

If half of the scenarios are realy good scenarios, we get three realy good scenarios, which in my book is good enough :)

A second book of scenarios is welcome in my mind aswell. For me, the realy good scenarios in designs series made a lot of differnce when trying to convince people to play TOI. Design series made the game a lot more enjoyable to play.

Hefsgaard said:

3. It takes longer time to pack up a gun, hitch it, drive, unhitch it and set it up, that it does to roll it slowly a short distance.

I agree, but once a gun is limbered, the vehicle should be allowed to tow it a half speed, in my opinion.

But I agree, the game plays fine as it is. Besides, this gives trucks something useful to do. :-)

I ve been allowing trucks and halftracks to expend half their movement points (rounded down) to load or unload squads and AT guns. I allow the halftrack to carry one squad with the AT gun, and the Truck can carry two squads and the AT gun. I also use 1/2 pt movement on roads for Trucks,. Also, trucks can get captured (if not in same hex as friendly unit) or get auto destroyed at the choice of an enemy unit that moves adjacent to it. That costs no points, and the unit can continue its move after the truck is destroyed or captured. That prevents the ridiculous tactics where trucks became mobile blocks, or occupy some objective hex so an enemy unit is delayed entry. The only vehicles that should be some obstacle (IMO) are wrecks, ie. destroyed tanks.

So a situation could happen, whereby the squad in the hex with an AT gun and a Truck, would get destroyed, and that would then allow an enemy unit to capture the AT gun and Truck together, or destroy one or both, so that neither AT guns or trucks could be used as blocks.

I did not see anything in the FOTB rules about infantry riding on tanks, so I guess I will just have to make up some rule that allows submachine gun infantry (specialized unit) to be able to be transported on the tank, and get an overrun/assault option added.

About the damage to light vehicles entering the Balkas, an already damaged truck or halftrack which rolls damage again, maybe should just have to stop in that hex, rather than get destroyed., and try to exit again next turn.

Riding tanks into battle? sounds like a fast way to die. As well as keeping the tankcrew from actualy fighting. "All I see is a pair of boots sir."

Hefsgaard said:

Riding tanks into battle? sounds like a fast way to die. As well as keeping the tankcrew from actualy fighting. "All I see is a pair of boots sir."

The Russians used that to protect their tanks from infantry. As soon as contact occured, the SMG tank riders dismounted.

So they did not actualy ride the tanks into battle, but used them as a taxi. Germans did that all the time as well. I know the russians were less conserned with casualties, but having troops sitting on top of a metal box when the contact happens, curtesy of a salvo from a LMG or a HE-shell from an AT..... Does not sound like something good at boosting morale.

Hefsgaard said:

So they did not actualy ride the tanks into battle, but used them as a taxi. Germans did that all the time as well.

The Russians rode them quite a bit closer to battle than the Germans did. Therefore, it would have been nice to have rules for tank riders in a tactical game like ToI.

http://www.flamesofwar.com/hobby.aspx?art_id=907

http://en.wikipedia.org/wiki/Tank_desant

Tank riders could easily be included with a operation card, or a special scenario rule.

hm, hopefully there will be an operation card regarding katyushas ;-), the infamous russian rocket launchers. and hopefully one or two op cards regarding different tank versions, like the one for the panzer4 published in fotb. greetz from germany!!!

...ups, the op card for the panzer4 in dotf ;-)

Cipheron said:

hm, hopefully there will be an operation card regarding katyushas ;-), the infamous russian rocket launchers. and hopefully one or two op cards regarding different tank versions, like the one for the panzer4 published in fotb. greetz from germany!!!

The actual models would be even more appreciated. Hopefully in a future army pack/ vehicle/ equipment expansion. Somehow I'm having problems playing a panzer IV H as a panzer IV E. The gun looked entirely different, the E had no sideskirts etc.