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Main Catalogue |  Board Games & Card Games |  Fantasy Flight Games |  Tide of Iron

Tide of Iron

Tide of Iron


Price: £69.99

 
RRP - £74.99

PLEASE NOTE: Due to the excessive weight of this item we are having to charge extra p&p to ship to addresses outside the UK, which will be added before your order is charged. Overseas orders will be charged at cost - we will contact you to agree this before charging/shipping.

Board Game, 2-4 Players, by Fantasy Flight June 6th, 1944. \'The longest day\' was but the opening salvo for the Allied offensive into western Europe - an offensive that would last for almost a year. The objective of the invasion: dismantle Hitler’s mighty Wehrmacht; liberate the occupied countries of western Europe; and ultimately subdue the threat from Germany and the Nazi regime. TIDE OF IRON is an epic game of World War II tactical conflict for two to four players. The components in this base game allow players to simulate the dramatic struggle that took place between American and German forces in Northern Europe during the years 1944 and 1945. * 216 detailed plastic pieces representing troops, vehicles, and weapons. Assemble custom units on 48 squad bases. * 12 huge double-sided map boards for endless scenario designs. Customize the map with 28 map overlay pieces. * 110 cards and scores of other components. * Online support including scenarios. ++++++++++++ Counter review ++++++++++++ 2-4 players, 2 hours designed by Christian Petersen, Corey Konieczka and John Goodenough reviewed by Alan How One look at the enormous box and you know that this game is from Fantasy Flight. Lifting it tells you that something heavy is inside, so it must be Fantasy Flight, and your first look inside confirms the news. Tons of components and your games storage area is being invaded. It\'s time for some extra support to the shelving. Tide of Iron is Fantasy Flight\'s tour de force of WWII miniatures wargaming. Hold on, what about Memoir \'44 from Days of Wonder and Combat Commander Europe from GMT to name two of the more successful games to come out recently? Hasn\'t this gaming topic been covered enough in recent years? It seems not. Tide of Iron has a few tricks up its sleeve and provides a very different feel to the other games. My initial reaction was that I would expect the game to feel like Memoir \'44, but this is not the case. While Memoir \'44 provides actions based on the cards in your hand, Tide of Iron gives more freedom to plan your actions within a broader set of limits. The scale of the game is in many ways like the other two games and you could immerse yourself in the game as there are enough scenarios to keep most people busy for many games. The set-up is similar to games of this type: you set up one of 12 geomorphic board patterns (note that boards are double sided, so who know what number of combinations are possible). Terrain changes are added, such as additional forest, streams or roads or even clear terrain to cover up map features on the boards. Sides are selected and you complete your set-up. The first major change from Combat Commander Europe and Memoir \'44 is that each side has a number of bases (in plastic) that represent squads. Each base has four holes into which you insert the moulded plastic soldiers whose prong fits into the hole. The combinations of types of soldiers are detailed in the scenario set-up, so each player must decide how to exploit the situation. Basic soldiers provide the bulk of most armies, but there are also elite soldiers, officers, machine guns (my favourite) and mortars. The latter two occupy two holes in each squad base, so do you double up machine guns or separate them? The clear rules set - standard high quality Fantasy Flight with good examples - provide some ideas, but each person will have thoughts on the value of having strong and weaker squads or more mixtures in between. In addition to squad mixture selection, the scenario may allow you some specialisations. Defensive settings often feature medical bonuses, while offensive teams may get engineers or flamethrowers. These are represented by cardboard chits, which neatly fit into a slot on the side of each squad base. The symbols and colours are quite distinctive, so it is easy to tell what benefits a squad may possess. These two features allow a large degree of customisation, far more in fact than Combat Commander Europe and Memoir \'44. The disappointing feature was that the size of holes in the base and the prongs from the soldiers were not well matched. My set was difficult to fit into the holes, so I followed the advice given on the Boardgamegeek and widened the holes. While this was not ideal, the game was not spoilt by this additional one-off effort. The next innovation is the use of card decks. Each player is provided with one or more decks of cards from the scenario set-up. These decks are related to the task for each side and are maintained

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