Tide of Iron–Chain of Command
Posted by sodaklady on June 16, 2007
I taught Tide of Iron to my daughter, Cori, today and was not TOO surprised to find that she liked it. I could tell from all the enthusiastic yelling when she won a battle and the equally enthusiastic cussing when she didn’t—that only happens when she’s having a good time.
I started with the Chain of Command scenario, me taking the Americans for the first time in 4 plays. She did very well and picked up the tactics quickly, even offering advice to me in the final turns as I tried to get at least ONE damned half-track across the board. This is a tough scenario for the Americans and, as in every other play, they lost. She parked a couple of newly-recruited squads (one with a machine gun) on the flippin’ bridge and I couldn’t get across on that side of the board. The other side of the board was full of squads and a total no-go.
To my total surprise, she wanted to play again, this time as the Americans. We took a break and set them up again.
Her strategy was to target the machine gun crews and the anti-tank crew. This worked very well as she took out the anti-tank crew with one roll, the machine gun crew with 2. There were many times when she hit nothing but she hit often enough that I was hard-pressed to keep a full squad anywhere on the front lines.
Throughout the game, I managed to use all of my command to reinforce with a 4-infantry crew, a 2-infantry/mortar crew and finally another 2-infantry/machine gun crew to replace the one she’d killed off. Needless to say, I wasn’t spending any command on initiative.
At the end of round 4, with all of my squads either fatigued or pinned, she drove one of her half-tracks along the German’s right flank and parked it between the double-hex trees and the building beside the forest. I didn’t have enough command to take the initiative from her and at the beginning of turn 5 she continued moving the truck towards the boarder, having to stop on the edge of the board—one movement point away from 2 VPs. Unfortunately for the brave Americans, I rolled well and heavily damaged the truck—tires destroyed, engine blown to hell, armor in shreds and even did damage to its gun. NOW there was serious profanity, especially when I pointed out that if she’d stopped on the bridge, she’d have gotten +1 cover. It probably wouldn’t have mattered, but it’s the possibility that it might have that really twisted her tail.
This is a fun beginning scenario, but definitely much easier to play the Germans who are still undefeated, much to Cori’s disappointment.
A couple of things we learned:
1. It’s fun to shoot at the handicapped vehicles.
2. Don’t forget the bridge offers cover.
3. Shooting at the squad with a medic specialization is bad Karma.