Tide of Iron Scenarios

Download the Tide of Iron mission editor here!
How do I create a new scenario for Tide of Iron?

You can download the Scenario Editor at the link above. This editor will allow you to create and modify your own scenarios for Tide of Iron, and will also allow you to export those scenarios in an easy-to-read and easy-to-print PDF format.

How do I upload my own scenarios?

Our scenario database will only accept files in PDF format, such as those created by the scenario editor presented above. In order to upload your scenarios for others to enjoy, click on the "Add Scenarios" link at the bottom of the database page. You may choose to upload your scenario flagged for playtesting, which will allow others to play and test your scenario for balance. Playtest scenarios are automatically deleted after 30 days to help make room for the finished products!

Are there any guidelines for creating a new scenario?

In terms of content: Keep it clean! Tide of Iron is a game of warfare, tactics, and courage under fire. There's no call for foul language and other inappropriate content. In terms of gameplay: Let your imagination go wild! There are no hard and fast rules as to what makes a scenario fun or balanced, only imagination and common sense are your guides here. Finding an historical battle to use as inspiration is a great start. If you like, here are some things to keep in mind.

  • In most scenarios there will be an attacker and a defender. Clearly defined roles in this regard give the scenario structure and suggest strategies to the players. They also help to reduce the chance that the scenario will devolve into a stalemate, with neither player willing to risk their troops.
  • Not all units are created equal - in particular, the M4A1 Sherman is no match for German tanks, and German machine guns are superior to American machine guns. Don't expect two Shermans to be able to beat two Panzers in a straight fight. Just because each nation has the same number and type of units doesn't mean that a scenario is balanced.
  • The attacker has the more difficult job. He needs some sort of powerful edge over the defender - usually numerical superiority - to give him an even chance of victory.
  • Terrain is as important as troops. Infantry in particular desperately need cover, so wide open areas should be used sparingly. On the other hand, too much cover blocks line of sight and causes many turns to go by without anyone shooting at anyone else.
  • Victory conditions are the heart of any scenario. They suggest strategies to both nations, allow the scenario designer to predict the flow of the game, provide historical flavor, and are the most profound balancing mechanic in the scenario. Some commonly-used victory conditions include:
    • Players must control key areas on the battlefield, such as bridges or hexes with pillboxes.
    • Players are awarded victory points through control of victory point objectives.
    • Players are awarded victory points for destroying enemy units.
    • Players are awarded victory points for retreating units off the edge of the board.
    • The first nation to earn a certain number of command points immediately wins.
  • Victory and command objectives can be used to promote interactivity and to ensure that the entire map is equally important, or at least that the entire map is used, with no "dead space."
  • All of the FFG-published scenarios have enough squad bases and infantry models to begin every squad at full strength - but that doesn't mean that your scenarios have to work that way.
The only way to be sure whether or not your scenario is balanced and fun is to play it and see. Don't be afraid to upload your scenario to our database for playtesting - that's what the "playtest" flag is there for!