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INtroduction
Welcome
The American and British forces slowly but surely advanced
towards Germany, yet not without problems. In Arnhem, a dar-
ing joint offensive by the Allies was struck down by German
defenses, and Nazi forces nearly broke the American lines dur-
ing the last major German offensive in the Ardennes forest.
June 6th, 1944. D-Day was heralded as “the longest day” of the
war, yet it was but the opening salvo for the Allied offensive into
western Europe – an offensive that would last for almost a year
before the Allies could declare victory in the European theater.
TIDE OF IRON is a game of World War II tactical conflict for
two to four players. The components in this base game allow
players to simulate the dramatic struggles that took place
between American and German forces in Northern Europe dur-
ing the years 1944 and 1945.
The objective of the invasion: to dismantle Hitler’s
“Wehrmacht,” the once-mighty German armed forces; liberate
the occupied countries of western Europe; and ultimately to sub-
due the threat from Germany and the Nazi regime that ruled it.
Although bludgeoned by defeats in Russia and Africa and sys-
tematically weakened by Allied bombing of its supply and pro-
duction infrastructure, the German army remained a formidable
foe. The soldiers and officers of Hitler’s army were well trained,
battle hardened, and in possession of some of the finest and
most lethal equipment of the war.
FFG hopes to provide you with expansions that will broaden the
scope of TIDE OF IRON, introducing more units and scenarios
covering other periods and theaters of the war, adding English,
Russian, and Japanese forces to the game.
Object of the game
Over the course of the Allied offensive, American forces would
undertake the brunt of the fighting in northern France and
Belgium, while their British allies would con-
centrate on the Netherlands and the
liberation of the Scandinavian
countries.
TIDE OF IRON (“TOI”) is a scenario-based game, in which the
components and rules provide you with the tools to re-create a
vast number of different WWII battles and conflicts. Each spe-
cific scenario will dictate the setup, special rules, and victory
conditions for any one game session.
Before each game of TIDE OF IRON, players must first agree
upon and select a scenario to play. Such scenarios can be found
either in the included Scenario Guide, or online at:
WWW . FANTASYFLIGHTGAMES . COM
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A TOI scenario is played over several rounds, with each round
consisting of a number of actions. What a player needs to
accomplish to win a game of TIDE OF IRON depends on the
scenario being played. Some scenarios require players to earn a
certain number of victory points, while other scenarios may
require players to control strategic positions on the battlefield,
such as bridges or pillboxes.
• 36 Condition Tokens
• 6 Anti-Tank Specialization Tokens
• 6 Engineer Specialization Tokens
• 6 Flamethrower Specialization Tokens
• 6 Medic Specialization Tokens
• 6 Victory Objective Markers
• 8 American Command Objective Markers (various values)
• 8 German Command Objective Markers (various values)
• 8 Neutral Command Objective Markers (various values)
• 8 American Control Markers
• 8 German Control Markers
• 51 Command Tokens (in 1s and 5s)
• 4 American Concealed Squad Markers
• 4 German Concealed Squad Markers
• 8 American Transport Markers
• 8 German Transport Markers
• 8 American Off-Board Indicator Tokens (numbered 1-8)
• 8 German Off-Board Indicator Tokens (numbered 1-8)
• 38 Fortification, Obstacle, and Cover Markers, consisting of:
- 12 Double-Sided Pillbox/Entrenchment Markers
- 14 Double-Sided Tank Trap/Razor Wire Markers
- 6 Smoke Markers
- 6 Minefield Markers
• 1 Target Token
• 1 North Directional Marker
Feel free to invent your own scenarios with the components pro-
vided with the game.
Components
• This Rulebook
• 1 Scenario Guide
• 216 Plastic Figures, consisting of:
- 54 American Regular Infantry
- 12 American Elite Infantry
- 6 American Officers
- 6 American Mortar Crews
- 6 American Machine Gun Crews
- 12 M4A1 Sherman Tanks
- 6 M3A1 Half-Tracks
- 6 GMC CCKW 353 Transport Trucks
- 54 German Regular Infantry
- 12 German Elite Infantry
- 6 German Infantry Officers
- 6 German Mortar Crews
- 6 German Machine Gun Crews
- 6 Panzer IV Tanks
- 6 Tiger I Tanks
- 6 SdKfz 251 Half-Tracks
- 6 Opel Blitz Transport Trucks
• 48 Squad Bases
- 12 Light Grey German Bases
- 12 Dark Grey German Bases
- 12 Light Green American Bases
- 12 Dark Green American Bases
• 2 Player Reference Sheets
• 12 Map Boards
• 28 Map Overlay Pieces
• 14 Black Attack Dice
• 6 Red Defense Dice
• 1 Round Track
• 1 Round Marker
• 1 American Victory Point Marker
• 1 German Victory Point Marker
• 110 Cards, consisting of:
- 90 Strategy Cards
- 18 Operations Cards
- 1 American Initiative Card
- 1 German Initiative Card
• 1 Initiative Token
• 88 Activation Tokens
• 32 Damage Tokens
Component Overview
Below you will find illustrations and brief descriptions of all the
components in the game.
Plastic Figures
These 216 detailed plastic figures represent the American and
German military personnel and vehicles that the players will be
commanding. Each player starts the game with the specific fig-
ures listed by the chosen scenario.
I NTRODUCTION
3
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Squad Bases
Round Track, Round Marker, and Victory Markers
R OUND T RACK
A MERICAN S QUAD B ASES
G ERMAN S QUAD B ASES
The squad bases come in four different shades representing the
players of a four-player game. All green bases belong to the
American players, while the grey bases belong to the German
players. Each base can hold up to four infantry figures. In a two-
player game, each player takes control of all bases of one color
(nation), ignoring the light and dark shades.
A MERICAN VP
M ARKER
R OUND
M ARKER
G ERMAN VP
M ARKER
The round marker is placed on the round track to keep track of
the number of game rounds. Each nation also has a victory point
marker, which is placed on the round track to keep track of each
nation’s current victory point total. All of these markers have
“+10” on their reverse sides, for use if a nation exceeds 10 vic-
tory points or a game goes longer than 10 rounds.
Player Reference Sheets
These sheets provide players with the
combat values and special abilities of
each figure, as well as summaries of
important rules and concepts.
Strategy Cards
During the game setup, as instructed
by each individual scenario, players
typically will receive one or more
Strategy card decks. During the
game players will be able to activate
cards from these decks for a variety
of benefits, including reinforcements
and artillery support.
Map Boards
The 12 double-sided map boards
are used to build the game board
for each scenario. They can be
arranged in a large number of
different variations, allowing for
a wide variety of scenarios.
Operations Cards
Some scenarios indicate that one or both
nations start with certain Operations cards,
which add additional game rules. These
rules can cover anything from weather con-
ditions and morale options to specialization
enhancements, such as those that give engi-
neer squads the ability to remove mine-
fields or lay smoke on the battlefield.
Map Overlay Pieces
Map overlay pieces are placed on top of
the map boards to add additional terrain
features. Map overlay pieces feature
everything from additional buildings and
woods to streams and roads.
Dice
Initiative Cards and the Initiative Token
Black dice are attack dice and represent
the firepower and effectiveness of an
attack. Red dice are defense dice and rep-
resent both cover gained from terrain fea-
tures and the difficulty of penetrating a
vehicle’s armor.
A MERICAN
I NITIATIVE C ARD
G ERMAN
I NITIATIVE C ARD
At the end of each Command Phase, the player with the most
cumulative command on his Initiative card gains the initiative
token. The player with the initiative token acts first during a
game round and breaks ties during timing conflicts.
4
I NTRODUCTION
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Activation Tokens
Command Objective Markers
Fatigued
Side
Opportunity
Fire Side
A MERICAN
C OMMAND
O BJECTIVE
M ARKER
G ERMAN
C OMMAND
O BJECTIVE
M ARKER
N EUTRAL
C OMMAND
O BJECTIVE
M ARKER
These tokens are used to keep track of which units have already
acted during a game round. The activation tokens have two
sides: a fatigued side and an opportunity fire side.
These markers come in three colors and with various numeric
values. They are placed on the game board and represent areas
of tactical importance on the battlefield. Controlling these objec-
tives provides a player with command points. Each scenario will
indicate where to place these on the game board.
Damage Tokens
Control Markers
Lightly
Damaged
Heavily
Damaged
These tokens are used to indicate when a vehicle has been dam-
aged. The two sides of these tokens indicate whether the vehicle
is lightly damaged or heavily damaged.
A MERICAN
C ONTROL M ARKER
G ERMAN
C ONTROL M ARKER
Condition Tokens
Each nation has eight control markers, which are used to indi-
cate which nation has control of which victory and command
objectives.
Pinned
Side
Disrupted
Side
Command Tokens
Command tokens are used to keep
track of a nation’s total available com-
mand. Nations will spend command to
gain initiative as well as to activate
Strategy cards.
These tokens are used to reflect the condition (i.e., morale) of
a squad that has been subject to suppressive fire. The two sides
of these markers indicate whether a squad has been pinned or
disrupted.
C OMMAND
T OKENS
Transport Markers, Off-Board Indicator Tokens, and
Concealed Squad Markers
Squad Specialization Tokens
O FF -B OARD
I NDICATOR T OKENS
T RANSPORT M ARKERS
C ONCEALED SQUAD
M ARKERS
A NTI -T ANK
E NGINEER
F LAMETHROWER
M EDIC
Specialization tokens are used to indicate that a squad has
special equipment or training, giving it additional abilities.
Each nation has 8 transport markers with corresponding off-
board indicator tokens, and four concealed squad markers. These
are used to mark which squads are being transported in vehicles
and to mark concealed squads.
Victory Objective Markers
These markers act as reminders as to which
hexes are related to the victory conditions
specified by the scenario. Each scenario will
describe where to place these as well as their
purpose on the game board.
I NTRODUCTION
5
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