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Tide of Iron
A Game of World War II Tactical Battles
Moderator: ffgjafferGeckoThe SpaniardYourBestFriend Topics: 906 | Posts: 6333
Good games other than Tide of Iron...
by RAF1945
Published on 20 November 2011 - 14:10:40
Page 2 of 2 (17 messages) « First page... 1 2
Reply #16 | Published on 01 January 2012 - 20:25:03

Same deal here as Volkskamper, and I've been developing my own rules as well - but you know how impossible it can be to get anyone to play "unofficial" rules. So I feel like I'm stuck with perfect components and graphics but cruddy rules to play them with.

 

What other games that are "official" could I relatively easily play with ToI maps and components? I'm not afraid to make my own scenarios and convert from other games, but it's the "officialness" of the rules that counts I guess?

 

Of course, I'd be interested at looking at Volks' rules as well.

Without Signature
Reply #17 | Published on 21 January 2012 - 14:32:03
0
0

 

I play TOI in several ways, depending on what co worker I can get to play the game. I use the Memoir 44 Scenarios and adapt TOI boards as close as possible to that configuration. Usually add a row of boards in the middle to lengthen the board so that the ranges and movement values of TOI units can be used rather than using Memoir 44 movement/range values.

The way we usually play uses a reverse order of the turn sequence, playing Command Phase first, followed by Action Phase, and then Status Phase.

Command Phase is where Iniitiative is determined by each player rolling a 6 sided die, adding any pts from objectives controlled, and the winner may move first in the Action phase.

The use of Command cards is optional. If players decide to use Command cards, then each player draws one card from a Command deck and places that card face down on his side of board.

Action Phase commences with active player checking his Command card and may play that card if he has the number of pts necesssary from control of objectives. If not, the card cannot be played this turn.

Next, the active player draws one card from the Memoir 44 deck to determine which and how many of his units can be activated. He may choose to activate all or some according to the card, or he may discard the card and may instead activate any one, and only one, of his units anywhere on the board, with an action, or may place that unit in Op Fire mode.

If the opposiing player has any of his units in Op Fire mode, one of them may be activated by one of the active players units moving into another hex while in LOS of the Op fire unit. The Op fire attack is executed and resolved and the Op fire unit is fatigued. If the active players unit survives with only light damage or no effect, then it may continue on to completion of its action. If heavily damaged, the unit must stop, but may execute an action like fire and move, adjusting Attack strength according to its damage status.

Once the active player has finished executing the no. of actions he had available, and has either fatigued or placed those units in Op fire mode, his action phase is over, and it is now the opposing players turn. Players continue to alternate back and forth, drawing a single Memoir 44 card for their action sequence, until all players units are fatigued, or in Op fire mode.

Status Phase

Status phase is simply determining objectives controlled, adding up the total no. of pts each player has from control of the those objectives, detemining medals won, (if using Memoir 44 scenarios), and determining if there is a winner. Then advancing turn marker one turn, and reshuffling the deck of Memoir cards to be ready for the next Action phase.

Optional units:

Airplanes (use models from Memoir 44)  Airplanes may be brought onto the board whenever either player in the action phase draws a Memoir 44 card indicating air strike. One plane model corresponding to that nation, enters the board from owning players side and may move to any hex adjacent  to an enemy unit and conduct an air attack on that unit.

Artillery:88 flakgun, 25 pdr field gun, 105 mm howitzer, M7 priest, GW-38, Nebelwerfer, or Katusha rocket truck, or Mortar squads

If player draws Memoir 44 card stating only Artillery units may fire, only the above units may be activated. Use range and firepower of 88 flak for all these other units,or use a chart for variable Attack strengths, with the added rule that no indirect fire is allowed on enemy units closer that 6 hexes to the firing unit.

AA guns, and AA halftracks

88 flak gun, 40 mm Bofurs AA gun, and AA halftrack units may, if in OP fire mode, execute that Op fire on an enemy Airplane that is about to conduct an airstrike. The range is determined when the Airplane moves into the hex adjacent to the unit it is about to attack.

 

Page 2 of 2 (17 messages) « First page... 1 2

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