Fan based sereis I

By Grand Stone, in Tide of Iron

There are a lot of fan based scenarios availble for down-load. And I have started to read a few of them now, and some of the fan based scenarios seems very promesing. However for me, there are a few problems with fan-based scenarios

1) I dont have a colour printer. Although it should matter, it does. If I want to play a scenario, I want to have it in paper, and perferably printed with a good quality printer. And I geuss I'm not the only one.

2) It is obviusly difficult to know wether the scenario at hand is good or not apriori, and its also difficult to know if the scenario has been bug-tested for typoes etc. A small typo may have a HUGE impact on the game experience.

Therefor, wouldn't it be wonderfull if we, the community pick the best 20 (or whatever) scenarios available, (both here and at boardgamesgeeks) review and bug-test them. This way the scenarios picked gets a quality ensurence. Then convince FFG to make a book out of it? One can then sell the book with no-profits, just to cover the printing cost. I would be happy as I can review and shape scenarios, the communtiy and the costumer would be happy as they get more quality scenarios to play, and it would help FFG to sell their game.

Basically a good idea.

KlausFritsch said:

Basically a good idea.

Agreed.

Now we need to find people who have actually played several of the fan-created scenarios.

And we need to start playing the interesting-looking ones ourselves. This might take a while since I am burning to try the Furry Bear scenarios.

And we need the cooperation of the original authors and their scenario source files.

I would not work on someone else's scenario without talking modifications over with them.

Yes, I totaly agree, that cooparation with the orginal writers is a must.

At first, we can start by downloading and reading interesting scenarios. Simply scan for scenarios which seems fun, and put a link to them here. Then judge them apriori. Afterwords we cn pick among the most promesing ones.

For example, here is a scenario which I find promesing.

http://boardgamegeek.com/filepage/61940/base-game-scenario-outskirts-of-metz

I haven't played it, but I have read it and have a few comments.

At first glance, it might seem somewhat borring. The US is attacking, the german defending, the US has a slight number advantage. Bla bla. You have seen it all before. But then I looked at the map, and realise, the germans have to move into defensive positions first turn. Thats not very typical. Secondly you will notice a lake, a river and an tank trap bloking the US path. A very well placed tank trap! Further up the path there is an other river with a comand-point which is very tempting for the US. But, then you meat some barbed wire. And if the germans has a MG in opfire when the US try to take the second bridge, well, then it can be nasty. Secondly for the germans a though descision has to be made. How much should they protect the left, and how much to the right. Likewise, the US has multiple options: attcking to the left, sneeking through the forrest or charge the command point and reinforcement hex to the right. Note if the US occupy the right flank, germans cannot call in reinforcements. The germans do want to protect that flank, but it might not be that interesting for the US to attack there. (unless ofcourse its not defended)

When it comes to balance, some notes are given:

- Both US division has 6 squads while the german has 4.

-The US has more elites, and more and better specilizations, including one flame-thrower which i find very powerfull.

-In adtiont the US has one half-track.

-The US has a single mortar. Single mortars are nice but not an extremly important game peace.

-The germans on their side has 3 MGs. For a defensive side, this is quit a lot.

-7 rounds is not than insanely long, and time may suddenly play on the german side.

When it comes to cards the the germans gets reinforcement deck and ground support. Reinforcements is a powerfull deck, but with only max two command available and being forced to protect that hex, its not that insane powerfull. The US gets moral and command, and espesially morale is a powerfull deck, maybe on par with reinforcements. Due to the US having potentialy 3 (or maybe even 4) command, the US will have the initiative most of the time.

All in all, this looks like a nice scenario.

I'm game for helping picking/suggesting best scenarios on that.

Some of my picks:

1. Tiger Hunt by Mike Z. (still the best introductory scenario IMHO)

2. Pavel's Ardennes Campaign

3. (If I recall this is the one with a bridge printout) A Bridge Too Far by Cyrumsiant (sp?)

4. The Pavlov's House one (can't recall the name or who made it)

5. Shane Meehan had some good ones

6. Chris Montgomery had some good ones

7. Brummbar's Moselle

8. Klaus could edit the whole thing and add all of his lengua.gif

Last Place. 7times7is49's Bloody Valley (blood bath i love to this day and my own shameless plug)

I'll have some better ideas when I can access my laptop (currently in salvage)was always great to have sitting in the player area with the pdfs from headlesshollow, the official books and the scenrios open in tab formcuts down on the whole "where's that frakking playaid with the brits? where's that black & white scenario printout?" Definitely cut down game time by 10 minutes. Doesn't help we scrutinize the hell out of the rules like a nuremberg trial.

Yes. Something like this. Make a list of scenarios which you like, Then have people read them and review them. We can get a preaty accurate picture of wether they are playable or not simply by reading them. We can also fix typos etc. (much better than FFG can :) )

However, now they have taken down all the scenarios...

For the scenarios, you can find them here.

http://app.fantasyflightgames.com/tideofiron_scenarios.html

One scenario I am reading about now is the assult of bastogne by shane meehan. Has anybody played it? What I do enjoy about it is that

1) The us is surronded. Attacked from all sides.

2) Victory conditions: take and hold action! In round 8 the US gets a huge amount of reinforcements (4 shermans, 5 squads)

However, is it balanced? It might very well be fairly balanced, cuz the US has a good deal of forces. The US troops has 4AT guns and two shermans to start off with can give the german 4 panzers and 2 tigers some fight. In addition the US has some bazookas. But the US has a fairly large infanteri advantage (14 versus 11 squads at start) 5MG (thats a LOT), a double mortar. At round 8 the US gets 5 more squads and 4 shermans for the counter attack. Also, the defensive positions seems fairly decent, with buildings, entrenchements, barbed wire, some very well placed tank traps& mines. The us also has support and air-strike decs, both which are fairly potent. The german get moral, which I also enjoy.

But all in all, the us seems to have a lot of going for them, so at first glance at least, it seems like the us is slightly strong. But, I may very well be mistaken, because the germans as one minor and one major advantage. The minor one, 3 flametrowers. And flametrhowers can be abselutly devestating. But the major advantage, since the US dont know WHERE the german are coming, they have to defend all routs. This means, that allthough the US has 5 MGs, not all of them might be relevant all the time. Further, if the AT guns are captured instead of destroyed, that might give the counter-attack a headace.

This is a nice idea but good luck getting anyone to do it. I released quite a few scenarios and got little or no feedback on any of them so I have no idea if they are any good or not.

There was a competition regarding opening scenarios some time ago,it resulted in 5 seemingly good scenarios. With just a little bit of support from FFG, I think we could make scenarios which could be given our quality ensurence. And if fantsyflightgames has any scences at all, they will start to suport the costumers who are willing to improved their product.