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Scenarios

The document outlines the components of a tabletop game, detailing various tokens, figures, cards, and markers used in gameplay. It includes descriptions of plastic figures representing American and German military units, as well as game mechanics such as strategy and operations cards. Additionally, it provides information on map boards, overlays, and various tokens that indicate squad conditions, objectives, and game status.

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Bak Alak
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0% found this document useful (0 votes)
8 views

Scenarios

The document outlines the components of a tabletop game, detailing various tokens, figures, cards, and markers used in gameplay. It includes descriptions of plastic figures representing American and German military units, as well as game mechanics such as strategy and operations cards. Additionally, it provides information on map boards, overlays, and various tokens that indicate squad conditions, objectives, and game status.

Uploaded by

Bak Alak
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TM

TM
Components o

o
6 Bravo Specialization Tokens
8 Recon Specialization Tokens
• 1 Rules of Play Booklet o 4 Expert Specialization Tokens
• 1 Tools of War Booklet o 4 SMG Specialization Tokens
• 1 Quick-Start Scenario Pamphlet o 4 Mounted Specialization Tokens
• 2 Player Reference Sheets o 4 American Munitions Specialization Tokens
• 216 Plastic Figures: o 4 German Munitions Specialization Tokens
o 58 American Regular Infantry o 6 Unarmed Restriction Tokens
o 14 American Elite Infantry o 6 Victory Objective Markers
o 6 American Officers o 8 American Command Objective Markers (various values)
o 4 American Machine Gun Crews o 8 German Command Objective Markers (various values)
o 4 American Mortar Crews o 8 Neutral Command Objective Markers (various values)
o 10 M4A1 Sherman Tanks o 8 American Control Markers
o 4 M10 Tank Destroyers o 8 German Control Markers
o 4 M3A1 Half-Tracks o 50 Command Tokens (in 1s and 5s)
o 4 GMC CCKW 353 Transport Trucks o 4 American Concealed Squad Markers
o 48 German Regular Infantry o 4 German Concealed Squad Markers
o 18 German Elite Infantry o 8 American Transport Markers
o 6 German Infantry Officers o 8 German Transport Markers
o 6 German Machine Gun Crews o 8 American Off-Board Indicator Tokens (numbered 1-8)
o 4 German Mortar Crews o 8 German Off-Board Indicator Tokens (numbered 1-8)
o 8 Panzer IV Tanks o 24 Double-Sided Pillbox/Entrenchment Markers
o 4 Tiger I Tanks o 14 Double-Sided Tank Trap/Razor Wire Markers
o 4 StuG III Assault Guns o 6 Smoke Markers
o 6 SdKfz 251 Half-Tracks o 6 Minefield Markers
o 4 Opel Blitz Transport Trucks o 1 Target Token
• 40 Squad Bases o 1 North Directional Marker
o 10 Light Gray German Bases

o 10 Dark Gray German Bases

o 10 Light Green American Bases Component Overview


o 10 Dark Green American Bases
Below you will find illustrations and brief descriptions of all the
• 12 Map Boards components in the game.
• 24 Map Overlay Pieces
• 14 Black Attack Dice
• 6 Red Defense Dice
Plastic Figures
• 1 Round Track
• 1 Round Marker
• 1 American Victory Point Marker
• 1 German Victory Point Marker
• 110 Cards:
o 90 Strategy Cards

o 18 Operations Cards

o 1 American Initiative Card

o 1 German Initiative Card

• 5 Punchboards: These 216 detailed plastic figures represent the American and
o 1 Initiative Token
German military personnel and vehicles that the players will be
o 48 Activation Tokens
commanding. Each subsequent expansion has additional figures
o 24 Damage Tokens
for the infantry, vehicles, and guns of other nations, beginning
o 36 Condition Tokens
with the British and Soviets. Each player starts the game with
o 6 Immobile Tokens
the specific figures listed by the chosen scenario.
o 6 Anti-Tank Specialization Tokens

o 6 Engineer Specialization Tokens

o 6 Flamethrower Specialization Tokens Squad Bases


o 6 Medic Specialization Tokens
The squad bases come in four different shades representing the
o 6 Alpha Specialization Tokens
players of a four-player game. All green bases belong to the

2 Tools of War
Americ n Squ d B e Germ n Squ d B e Americ n und Germ n
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American players, while the gray bases belong to the German
players. Each base can hold up to four infantry figures. In a Strategy Cards
two-player game, each player takes control of all bases of one During the game set-up, as instructed
color (nation), ignoring the light and dark shades, after set-up is by each individual scenario, players
completed. typically receive one or more Strategy
card decks. During the game players
Player Reference Sheets will be able to activate cards from these
These sheets provide players with the decks for a variety of benefits, including
combat values and special abilities of reinforcements and artillery support.
each figure, as well as summaries of
important rules and concepts. Operations Cards
Some scenarios indicate that one or both
Map Boards nations start with certain Operations cards,
The 12 double-sided map boards which provide additional game rules.
are used to build the game board These rules can cover anything from
for each scenario. They can be weather conditions and morale options to
arranged in a large number of specialization enhancements, such as those
different variations, allowing for that give engineer squads the ability to
a wide variety of scenarios. remove minefields or lay smoke on the battlefield.

Map Overlay Pieces Initiative Cards and the Initiative Token


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. ni
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Dice
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Black dice are attack dice and represent the Americ n Germ n
firepower and effectiveness of an attack. Red dice
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are defense dice and represent both cover gained from terrain
features and the difficulty of penetrating a vehicle’s armor.
At the end of each Command Phase, the player with the most
Round Track, Round Marker, and Victory command on his Initiative card gains the initiative token. The
player with the initiative token acts first during a game round
Markers and determines the order in which effects are resolved during
The round marker is placed on the round track to keep track timing conflicts.
of the number of game rounds. Each nation also has a victory
point marker, which is placed on the round track to keep track Activation Tokens
of each nation’s current victory point total. All of these markers
These tokens are used to keep
have “+10” on their reverse sides, for use if a nation exceeds 10
track of which units have already
victory points or a game goes longer than 10 game rounds.
acted during a game round. F ti ued Opp rtunity
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The activation tokens have two
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Side Fire Side
sides: a fatigued side and an
opportunity fire (Op Fire) side.
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Tools of War 3
Damage Tokens Command Objective Markers

i htly e vily mm ile


Americ n mm nd Germ n mm nd eutr l mm nd
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These tokens are used to indicate when a vehicle has been
damaged. The two sides of the damage tokens indicate whether These markers come in three colors and with various numeric
the vehicle is lightly or heavily damaged. The immobile token values. Gray markers represent German command objectives,
is a special type of damage token and is covered in the Vehicle green markers indicate American command objectives, and blue
Damage sidebar on page 27 in the Rules of Play. markers indicate neutral Tide of Iron objectives that can be used
by either side. The various Tide of Iron expansions also include
command objective markers in additional colors for different
Condition Tokens nations. They are placed on the game board and represent
areas of tactical importance on the battlefield. Controlling
these objectives provides a player with command points. Each
scenario will indicate where to place these on the game board.

inned i rupted
Control Markers
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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. Americ n Germ n

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Squad Specialization Tokens Each nation has eight control markers. These are used to
indicate which nation controls the various victory and command
objectives during the game.

Command Tokens
Anti- nk n ineer Fl methr wer edic
Command tokens are used to keep track
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of a nation’s total available command.
Specialization tokens are used to indicate that a squad has Nations spend command to gain
special equipment or training, giving it additional abilities. initiative, activate Strategy cards, and mm nd
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during a scenario.
Squad Restriction Tokens
Restriction tokens are used to indicate that a
squad is limited in some way. These tokens Transport Markers, Off-Board Indicator
may often be removed during play, restoring the
n rmed
Tokens, and Concealed Squad Markers
squad to its full capabilities. Each nation has 8 transport markers (with corresponding off-
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board indicator tokens) and 4 concealed squad markers. These
Victory Objective Markers are used to mark which squads are being transported in vehicles
These markers act as reminders as to which and those that are concealed.
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.

O -B rd r n p rt rker nce led qu d


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4 Tools of War
Fortification Markers These markers are used to show where obstacles are present on
the game board. They are double-sided, with one side showing a
tank trap and the other showing razor wire.

Smoke and Minefield Markers

ntrenchment ill x
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These markers are used to show where fortifications are present
on the game board. They are double-sided, with one side
showing a pillbox and the other showing an entrenchment. These Sm ke ine ield
fortifications provide defensive bonuses to squads that enter them.

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Obstacle Markers These markers are used to indicate where smoke or minefields
are present on the game board.

Target Token
The target token is used in conjunction with
many Strategy cards to mark a target hex on
nk r p z r ire
the game board, usually in conjunction with
artillery, or other off-board support cards.
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Game Area
Germ n l y Are
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Tools of War 5
North Directional Marker an effective punch against enemy squads, and will often be
the spear tip of an infantry charge. Like normal infantry, elite
The north directional marker is used to
infantry are ill equipped to fight vehicles.
determine the direction of drift for artillery
and various other effects. Every scenario will Battle-Hardened: Each elite infantry figure in a squad provides
indicate which direction is north. +1 cover against suppressive fire attacks.
From reading the previous sections, you have a fundamental
understanding of how Tide of Iron is played. This section Machine Gun Crew
discusses the remaining elements of the game, such as the
special abilities of each game figure, understanding the Strategy
and Operations cards, squad specialization, terrain, and other
elements.

Tide of Iron Figures Americ n Germ n

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chine rew chineGun rew
The core Tide of Iron game contains 19 different types of

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unique sculpted figures, 9 for the American nation and 10 for
the German nation. Below, each of these figure types and their Traits: Heavy Infantry Weapon
respective abilities are outlined and explained. A summary of Machine gun crew figures represent infantry equipped with
these abilities is also provided on the player reference sheets. heavy repeating weapons. These figures pack heavy firepower
against enemy squads, and are eligible to contribute to multiple
Regular Infantry rounds of Op Fire.
Limited Choice of Actions: A squad containing a heavy
infantry weapon, such as a machine gun crew figure, may not
take a Fire and Movement action or an Assault action.
Rapid Op Fire: If a squad with one or more machine gun
crews is in Op Fire mode, it may execute an Op Fire attack
without becoming fatigued – as long as only the machine gun
Americ n Germ n
crew(s) participates in the Op Fire attack. This also applies
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to supporting another Op Fire attack with combined fire. The
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machine gun crew may support other squads in Op Fire mode
Traits: None
(or be supported) without being fatigued, if only the machine
Regular infantry constitute the bulk of a nation’s forces. Regular gun crew participates. This limitation only affects other figures
infantry are not well equipped to attack vehicles, and their in the machine gun crew’s own squad.
firepower against enemy infantry is also limited. However,
When such a squad makes an Op Fire attack with other figure
regular infantry are an invaluable tool to hold and capture
types in the same squad contributing to the attack, the unit is
crucial positions, as well as protect your more valuable forces.
fatigued normal after the attack.
Special Abilities: None.
This means that a machine gun crew can participate in multiple
Op Fire attacks during the same game round. Note that such
Elite Infantry attacks must all be against different targets, as a squad may make
only one Op Fire attack against any one particular active unit
during its movement (see page 31 in the Rules of Play).
Example: The German player has placed one of her squads,
consisting of one machine gun crew and two regular infantry
figures, in Op Fire mode. During her opponent’s turn, she
executes an Op Fire attack against a moving American squad.
Americ n Germ n
She chooses to have only the machine gun crew participate in
the attack, so the squad is not fatigued and the Op Fire token
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remains with the squad after the attack.
Traits: None
Later, the German player decides to make another Op Fire
Elite infantry represent battle-hardened units, more experienced attack against a different moving American squad. This attack is
and better equipped than regular infantry. These figures provide a combined attack with a squad of four regular infantry figures

6 Tools of War
in Op Fire mode. Again, she uses only the machine gun crew to
support the Op Fire attack, and the squad remains in Op Fire
mode after the attack.
Finally, hoping to stop a nearby moving American tank, the
German player makes an Op Fire attack against the tank. This
time she decides to have all the units in the squad participate Americ n Germ n
in the Op Fire attack. Since other figure types in the squad are

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participating in the attack, not just the machine gun crew, the
German squad will be fatigued after the attack, and its Op Fire
token must be flipped over to the fatigued side. Limited Choice of Actions: A squad containing a heavy
infantry weapon, such as a mortar crew, may not take a Fire and
Movement action or an Assault action.
Mortar Crew
Area Attack: Unlike other figures, mortar crews do not fire
Traits: Heavy Infantry Weapon
upon a target enemy unit. Instead, they target an entire hex
Mortar crews are equipped with small ballistic shell launchers, and all of its occupying units with an area attack. Unlike
making them a useful minor on-board artillery piece. These other figures, the strength of a mortar attack is dependent on
important units are capable of reaching enemy units at long whether it is engaging in normal or suppressive fire. On the
distance from secure positions. player reference sheet, note that the combat value table of the

Mortar Crew attacks

Mortar crews are special in that they can attack any unit C) Line of Sight: Nonfatigued American squads 2 and 3
within line of sight of nonfatigued friendly units (as long as have LOS to squad C, so the mortar crew may attack it.
the target unit is also within range of the mortar crew).
D) No Line of Sight: Squad D is not a legal target for the
A) Adjacent Enemy: Squad A is not a legal target because mortar crew, because no friendly units have LOS to it.
mortar crew figures may not attack adjacent hexes.
E) Line of Sight: Squad E is a legal target because the
B) No Line of Sight: Although the American squad 1 is mortar crew itself has LOS to the target squad.
within LOS of Squad B, the American squad is fatigued
and therefore cannot establish LOS for the mortar crew.

Tools of War 7
Officer

Americ n O icer Germ n O icer

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Traits: None
mortar figure is not divided into the normal vehicle/infantry
categories. Instead, the combat value is determined by whether Infantry officers represent trained leaders who make a nation’s
the mortar attack is engaging in a suppressive or a normal attack. units more coordinated and efficient. In addition to making his
Suppressive mortar attacks are significantly more effective than assigned squad more effective, an infantry officer can positively
normal mortar attacks. affect the morale condition of all friendly squads in the hex he
occupies.
The attack dice rolled from a mortar crew’s area attack succeed
on results of 5 and 6. If firing at long range, the area attack Fast Recovery: During the Status Phase, a disrupted squad
succeeds on dice roll results of 6 only. in the same hex as an officer may remove its condition token,
rather than flipping it to its pinned side.
Ballistic Fire: A mortar crew does not need to trace its own LOS
directly to the target, as its ballistic attack can fire over blocking Rally: A fresh, but pinned, squad in the same hex as an officer
terrain. may be activated with a Concentrated Attack action. It can fire
only at half firepower.
If a mortar crew does not have direct LOS to a target unit, it may
use the LOS of another non–fatigued friendly unit (even if that Determination: A squad in the same hex as one or more officers
unit is pinned, disrupted, or in Op Fire status). See the “Mortar receives +1 cover against suppressive fire attacks.
Crew Attacks” diagram (page 7) for an illustrated example of Increased Mobility: A squad containing at least one officer
this. This simulates a coordinated attack by radio communication receives +1 to its movement value.
between the mortar crew and the friendly unit that is contributing
the LOS to the enemy unit.
Trucks
Mortar crews cannot fire if they are located in a building hex or
a pillbox, or if no LOS can be established.
Minimum Distance: A mortar crew cannot attack or support an
attack against enemy units in an adjacent hex, nor can a mortar
crew contribute firepower during an assault against its own hex.
No Opportunity Fire: A mortar figure cannot participate in an
Op Fire attack (even if other figures in its squad are doing so).
Americ n G 353 Germ n Opel Blitz
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No Mixed Fire: Due to the nature of its area attack ability, a r n p rt ruck r n p rt ruck
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mortar crew may not attack with other figure types, even other
figure types in its own squad. For example, if a mortar crew is
in the same squad as two regular infantry, and an enemy unit is Traits: Transport (2), Light Vehicle
within LOS of the squad, the owner of the squad must decide Trucks were the fastest and most efficient way of moving troops
whether to attack with only the two regular infantry, or the rapidly from HQ, port, and railway staging areas to the front
mortar crew. lines. Unless moving along proper and safe roads, trucks lost
If a squad consists of two mortar units (a common composition), those advantages, and provided their cargo with little protection.
the squad could fire in a single activation with both its figures. Transport: Trucks are transports and may be entered by friendly
Note that a mortar crew may support the concentrated attack of squads.
another mortar crew.
Effective Road Movement: When moving along a contiguous
road from hex to hex, it costs a truck only 1/3 movement points.
Thus, if a GMC CCKW 353 truck (4 movement points) moves
along a contiguous road for its whole movement, it can move up
to 12 hexes.

8 Tools of War
Fragile: If a truck becomes heavily damaged, it is immediately immediately lose 1 movement point, and its armor is reduced by
destroyed. 1). This means that Op Fire can force a heavy vehicle to end its
movement early without affecting its ability to attack during a
Half-Tracks Fire and Movement action.
Concussive Firepower: When a tank attacks a squad located
in a building hex, bunker, or pillbox, the tank receives +3
firepower and +3 range. Note: Remember to add the additional
firepower before dividing for Fire and Movement or supporting
a combined attack.
Example: A Tiger I tank is activated to make a concentrated
Americ n Germ n attack against a squad located in a building hex. The Tiger’s
range against such a target is 8, and its firepower is 9 (instead
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of its normal range of 5, and firepower of 6).
Traits: Transport (1), Light Vehicle Overrun: Unlike other units, a tank may move through, but
never remain in, a hex containing enemy units (even a hex
Half-tracks were far more versatile vehicles than trucks
that has reached its stacking limit). The movement cost for an
when moving in rough terrain, and provided their cargo with
overrun is the normal cost to enter the hex plus one movement
protection superior to that of trucks. In addition, half-tracks are
point for each enemy unit in the hex. Immediately after the
equipped with light weapons, making them effective in hotly
active tank leaves such an overrun hex, every enemy squad
contested areas.
in the hex becomes pinned. Vehicles are not affected, nor are
Transport: Half-tracks are transports and can be entered by squads being transported in vehicles or squads occupying
friendly squads. entrenchments/pillboxes. Squads already pinned or disrupted
are unaffected. A tank may never end its movement in a hex
containing enemy units.
Medium and Heavy Tanks
A tank performing an overrun is subject to Op Fire when it
enters the enemy hex. Units in Op Fire mode attacking an enemy
unit that has entered their hex are considered to be attacking at
close range. If an active tank is forced to end its movement in
an enemy-occupied hex due to being heavily damaged by Op
Fire, it must immediately retreat to its last enemy-free hex at
no movement cost. It is then fatigued, and no enemy squads are
pinned as a result of the overrun.
Americ n 4A1 Sherm n nk Americ n 10 nk e tr yer
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Thick Armor: Some tanks (such as the German Tiger I) have
this ability, which makes their armor extra effective. When a unit
with Thick Armor is attacked, it may automatically change any
one of the defense dice into a 6 result after the dice roll.

Halving firepower
Germ n nzer nk Germ n i er nk In many situations, you must halve a unit’s
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firepower: If a unit is supporting an attack with
combined fire, if a unit has been activated with a
Fire and Movement action, if a vehicle is heavily
damaged, etc.
Traits: Tank, Heavy Vehicle
You may never halve a unit’s firepower more than
Tanks are powerful armored once. If two or more effects would force you to
Germ n StuG A ult Gun
vehicles, packed with devastating halve a unit’s firepower, the unit may not attack.
a
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weaponry. Any serious offensive For example, a heavily damaged vehicle cannot
in WWII would consist of the tank as the main projection of support an attack with combined fire.
force.
Whenever the rules instruct you to halve firepower,
Sturdy: Being lightly damaged by enemy Op Fire does not round up.
cause a heavy vehicle to become fatigued (it does, however,

Tools of War 9
Strategy Cards Example: “Increased Priority” reads, “When you activate
another Artillery card, its cost is reduced by 1 (to a minimum of
Most scenarios give each player access to one or more Strategy 0).” This ability affects all of the other cards in the Artillery I
card decks. These decks represent off-board events and forces and the Artillery II deck.
that players may bring to the battle by spending the designated
number of command points printed on each Strategy card. Strategy Card Keywords
At the beginning of the game, and Some of the rules regarding Strategy cards’ effects are too
during the Status Phase, players detailed to fit on the card. For example, many Strategy cards,
draw Strategy cards from their especially in the Artillery and Air Support decks, allow the
Strategy decks and place them active player to make a destructive attack from an off-board
face up in their HQ area. Many of source. The rules for such off-board attacks make use of the card
these Strategy cards have the words keywords that are described below.
“Action Phase” as the first line of
the card’s text, indicating that they Keyword: “Establish Contact (X)”
can be activated as an action during Many Strategy cards require you to establish contact before an
the Action Phase. Other Strategy attack can proceed. This simulates an attempt to contact the
cards have the words “Command Phase” as the first line of the battlefield headquarters by radio, and the difficulties in acquiring
card’s text, indicating that they may be activated only during the sufficient battlefield priority for a support request. Establishing
Spend Command step of the Command Phase. contact works in the following way:
When a player takes an action to activate an available Strategy When a card requires a player to “establish contact,” the
card, he must first pay the command cost of the Strategy card. If keyword is always followed by a number in parentheses — the
a player cannot afford the command cost of a Strategy card, he target number. The active player must now roll a single die. If
may not activate that card. the result of the roll is equal to or higher than the target number,
Although the effect of a Strategy card is typically explained contact is established, and the player may continue to resolve the
on the card itself, and its effects work within the context of other effects of the card.
the rules, a few cards may contradict the rules. If a card If contact is not established, the remaining effects of the card are
contradicts the rules of the game, the card always takes not resolved now. In this case, the player keeps the Strategy card
precedence. and places it in his play area. Once during every subsequent
game rounds, as an action, the player may again seek to
“Place in Your Play Area” establish contact in order to resolve the card’s remaining effects.
Though most Strategy cards are removed from the game after Once contact has been established, and the remaining effects of
use (place them back in the game box), any Strategy cards which the cards are resolved, the card is discarded.
state “place in your play area” are not immediately discarded,
Note: Remember that a player does not pay the command cost
but are placed faceup in a player’s play area, and will typically
again for a card already placed in his play area.
have a lasting effect on the game. The command cost for such
cards are only paid at the time the card is initially activated.
After such a Strategy card has been placed in a player’s play Keyword: “Target Hex”
area, the player may use its effects at no additional command Many Strategy cards will require a player to
cost until the end of the game, or until the card is discarded by establish a target hex on the board. A player
its own effects. resolves this by placing the target token on
any board hex of his choice (or within any
After the last card of a Strategy card deck is drawn, the deck is restrictions indicated by the Strategy card).
not replenished. That deck is simply no longer available to the After placing the target token, the player
player. continues to resolve the remaining effects of r et ken
the Strategy card.
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Card Types
Some effects reference certain types of cards in bold italic Keyword: “Determine Drift”
(for example, an “Air Support card”). This always refers to Many Strategy cards require a player to resolve a variance in
the title of a Strategy card deck, and affects any card in a deck final placement of a target token for an off-board attack, or other
containing that name. similar function representing an entity entering the board from

10 Tools of War
off-board (such as paratroopers, air-dropped equipment, etc.). After determining which final target hex the attack drifted to,
This variance is called “drift.” continue to resolve the effects of the Strategy card.
Any drift always starts from the target hex (indicated by a If the final target hex drifted off the board (or onto one of the
target token) established earlier on the Strategy card. Drift has half-hexes on the side of the game board), the Strategy card has
the potential to move the target token to a different, final hex no additional effect, and is placed back in the game box.
location.
Friendly Fire: The player activating the Strategy card cannot
Rolling for Drift: To resolve the drift of the target token, first stop the resolution of a Strategy card, even if the final target hex
establish the drift number from the following information: contains friendly units. Any off-board attack (such as artillery
fire) does not recognize friend from foe. If friendly units are in
No LOS: If the target token is located in a hex not within LOS
the affected area of an off-board attack, they — like any enemy
of any non-fatigued friendly unit, the drift number is 6.
units — must take any damage relevant to the Strategy card.
Normal LOS: If the target token is located in a hex within LOS
of a non-fatigued friendly unit, the drift number is 4. Keyword: “Area Attack (X)”
Enhanced LOS: If the target token is located in a hex within Make an area attack against the target hex using the attack
LOS of a non-fatigued squad containing an officer, or the target strength indicated in the parentheses. See the rules for area
token is located in a hex either containing, or adjacent to, any attacks on page 31 of the Rules of Play. If an area attack is not
friendly unit, the drift number is 3. designated as “suppressive,” it is considered to be a normal
attack. Off-board area attacks (i.e., those from Strategy cards)
After determining the drift number, roll two dice — one red and score successes on results of 5 and 6 unless stated otherwise on
one black. the card.
• First look at the black die. If the result is equal to or
higher than the drift number, the attack is accurate and Keyword: “Wide Blast Radius (X)”
strikes the target hex where planned. Ignore any results of An attack with a wide blast radius affects all of the hexes
the red die. The player may continue to resolve the effects adjacent to the target hex. These adjacent hexes are hit by
of the Strategy card. an area attack with the strength indicated by the number in
• If the result is less than the drift number, the attack will parentheses following the “Wide Blast Radius” keyword. The
drift as many hexes as the rolled result of the black die. final target hex itself is only affected by the strength indicated
To determine the direction of the drift, look at the result by the “Area Attack” keyword; only hexes adjacent to the final
of the red die. Reference the result of the red die with target hex are hit by the “Wide Blast Radius” attack. Roll each
the north directional marker to determine the direction in wide blast radius area attack separately for each adjacent hex.
which the actual target hex drifts from the original target. If a wide blast radius attack is not designated as “suppressive,”
The black die tells you how many hexes the target hex it is considered to be a normal attack. Wide blast radius attacks
drifts (if any), and the red die (together with the north score successes on results of 5 and 6 unless stated otherwise on
directional marker) tells you the direction in which it the card.
drifts.
Keyword: “Target Line”
Example One: If the drift number is 6, and the rolled result on
the black die is a 5, the attack has missed its target, and will Designating a target line is similar to designating a target hex.
drift 5 hexes away from the intended target hex. Check the result The player places a target token on a target hex, then chooses
of the red die against the north directional marker to determine two more hexes that extend from the target hex in a straight line
the direction of the drift. as illustrated. When determining drift, move the target token as
normal, then apply the attack to the target hexes, making sure
Example Two: If the drift number is 4, and the rolled result on that the other two hexes remain in the same position relative
the black die is a 2, the attack has missed its target, and will to the target hexes. All three hexes should drift in the same
drift 2 hexes away from the intended target hex. Check the result distance and direction. Every unit in those three hexes (including
of the red die against the north directional marker to determine friendly units) are targeted by the full strength of the attack. If
the direction of the drift. the Strategy card also includes the keyword “Wide Blast Radius
Example Three: If the drift number is 4, and the rolled result on (X),” the attack area is extended to the ten hexes adjacent to the
the black die is a 5, the attack is successful in striking the target initial three hexes (see diagram on page 13).
hex (in this case, a result of 4 or 6 would also achieve the same
result).

Tools of War 11
Example of an Off-Board Artillery Attack

When making an off-board attack (via an Artillery


Strategy card), specific keywords instruct players
to perform certain steps. This diagram details the
steps that an American player goes through after
paying the command cost to activate the “Sustained the red die; the north directional marker shows that
Blanket” Artillery Strategy card. “3” means that the attack drifts directly to the right.
Fortunately for the American player, 2 German
A) Establish Contact: To establish contact, the
squads are located in the attack’s final target hex.
player rolls a die. If the die roll is equal to or higher
than the target number (4 in this example), then D) Suppressive Area Attack: The attacker then
contact is established and the rest of the card’s text rolls a number of attack dice equal to the strength
is resolved. Otherwise, the card is placed in the indicated on the card (4 in this example), scoring
player’s play area and the player may use an action successes on results of 5 and 6. Each individual unit
to try to establish contact on a future game round. affected by the area attack rolls its own defense dice.
In this example, the 2 squads in the final target hex
B) Target Hex: After establishing contact, the
have no cover, so no defense dice are rolled.
player selects a target hex and places the target
token there. While a player may target any hex, it E, F, and G) Wide Blast Radius: This attack
is better to target a hex within a friendly unit’s line has a suppressive wide blast radius of strength 3.
of sight, so that the attack has a lower drift number. The American player rolls 3 attack dice for each
In this example, the player selects a target hex that hex adjacent to the final target hex that contains
his “E” unit has normal LOS to, so the drift number figures, scoring successes on results of 5 and 6.
is 4. Each individual unit affected by the attack must
roll its own defense dice. Squads E and G are
C) Determine Drift: After targeting a hex, the
subject to the suppressive attack (even though
player rolls 1 red die and 1 black die. The black die
squad E is a friendly unit). Unit F is not subject to
determines whether the target hex drifts and how
the suppressive attack, as vehicles are unaffected
many hexes it drifts, while the red die determines
by suppressive attacks. The wide blast radius area
in which direction it drifts. The player rolls 3 on the
attack rolls are made separately for each hex.
black die, which is lower than the drift number, so
the attack drifts three hexes. The player rolls 3 on

12 Tools of War
When a scenario grants a player one or more Operations cards,
TARGET LINE find those cards at the beginning of the game and place them in
the appropriate player’s play area.
Some Operations cards will affect both players, so be sure to
read and understand all Operations cards in play.

Limited Edition
Special Ops Cards

Occasionally, 1A Games will publish limited edition Special


Ops cards. These are special Operations cards that may be
added to any scenario, provided that all players agree on their
use beforehand. Only one copy of each individual Special Ops
card may be used in a scenario, regardless of how many total
Operations Cards Operations cards are used. The cards are played during the
Claim Cards step of game set-up at the same time that standard
Many scenarios grant a player the use of specific Operations Operations cards are played. Some Special Ops cards have
cards. Each of these cards enhances the scenario with special effects that apply equally to all players. Others may be used by
rules. These rules can affect anything from weather conditions only one side, but may be activated only by paying command
and tactical or morale options to specialization enhancements, directly to the opposing side. All other rules concerning
such as the ability for squads to place smoke and razor wire on Operations cards also apply to Special Ops cards.
the battlefield.
Please keep in mind that the use of these cards can seriously
Example: The Scenario Guide specifies affect, even totally disrupt, the play balance of certain scenarios.
that in the “Liberation” scenario, the In addition, they may increase the complexity of a scenario,
German player receives the “Desperate and therefore increase the length of time it takes to play. Thus,
Defenders” Operations card. This card we recommend using only one or two Special Ops cards per
states: “Your squads may attack at scenario. Special Ops cards are intended for social play only,
half their firepower (round up) even if and are not legal for official tournament play.
they are pinned or disrupted. Squads
containing friendly officers do not
gain any additional benefit.” The
German player benefits from this effect
throughout the scenario.

Tools of War 13
Specialized Squads the tank is at long range, and the squad will score successes on
results of 6. The squad has a total attack strength of 7 (4 from
Many scenarios grant nations various squad specializations. the squad’s cumulative vehicle attack values, plus 3 from the
These represent skills or special equipment carried by that squad. “armor-piercing weaponry” ability).

During set-up, when a nation is awarded specialization tokens, Engineer


its player must decide which squads will be specialized. Each
A squad with the engineer specialization may do the
such squad then receives the corresponding specialization
following:
token — place the token itself in the hook protruding from the
squad base. This serves as an easy indication to both players Dig Entrenchment: During the Action Phase, as
that the squad has such a specialization. (A squad that contains an action, an engineer squad may be fatigued to create an
any figure with the heavy infantry weapon trait — such as the entrenchment in its current hex. Take an entrenchment marker
mortar crew and the machine gun crew – may never be assigned from the box and place it on the hex. Its player may then choose
a specialization token.) to have the engineer squad enter the newly created entrenchment
as part of this action, without spending movement points.
Units with specializations are often referred to by their
Alternately, a different squad may move into the entrenchment
specializations. For example, squads with the engineer
later in the game by spending the normal movement cost. More
specialization are referred to as “engineer squads,” while
information about entrenchments can be found on page 18 of
squads with the medical specialization are referred to as “medic
this booklet.
squads.”
A hex may not contain more than a total of three fortification
Unless stated otherwise, the normal abilities of figures within a
markers (entrenchments and pillboxes in this set; expansions
squad are completely unaffected by specialization. A specialized
have added more types of fortifications). If a hex already
squad can be activated, move, and attack as any similar squad
contains three such markers, no additional fortifications may be
without specialization.
built there. Entrenchments may not be built in hexes containing
stream, pond, or building terrain.
Scenario-Specific Specialization Effects
Every specialization has one or more basic abilities that Flamethrower
can be used in any scenario. Many scenarios, however, also A squad with the flamethrower specialization is very
provide players with certain Operations cards that grant some effective in close combat.
specializations additional abilities. Some scenarios may also
grant specialized squads abilities unique to that scenario. Flaming Death: When a flamethrower squad
attacks an adjacent enemy unit, the attacking squad gains +2
For example, an engineer squad is always allowed to create firepower, and the target unit receives –5 cover (to a minimum
entrenchments on the board, but the Operations Card “Lay of 0). A vehicle’s armor value is not affected by this penalty.
Smoke” also gives a player’s engineer squads the ability to use Remember that an attack against an adjacent unit is considered a
smoke grenades to obscure enemy LOS (read more about smoke close-range attack, with the black attack dice scoring successes
effects on page 19). on results of 4, 5, and 6. When participating in a combined
attack against an adjacent unit, and the other participating units
Basic Specialization Abilities are attacking at normal range, the flamethrower unit still receives
Specialized squads in Tide of Iron have the following abilities, the +2 firepower bonus and -5 cover reduction, but hits on a 5
regardless of the scenario being played. or 6. This is consistent with the rules for combined firepower on
page 28 in the Rules of Play.
Anti-Tank
Medic
A squad with the anti-tank specialization has
enhanced effectiveness in attacks against vehicles. A medic squad can harden the resolve of units in the
hex, and is able to heal squads which have suffered
Armor-Piercing Weaponry: In all attacks against a casualties during a normal attack.
vehicle (even when supporting an attack) a squad with anti-tank
specialization has a base range value of 3 and +3 firepower. Bandage: The medic squad, and any squad in the same hex with
Note: Remember to add the additional anti-tank firepower at least one medic squad, gains +1 cover against normal attacks.
before dividing for Fire and Movement or supporting a Thus, only one medic squad in a hex may use this ability during
combined attack. normal attacks.

Example: An anti-tank squad of 4 regular infantry attacks a Heal: During the Action Phase, as an action, a medic squad may
Panzer IV tank 5 hexes away. Since the squad’s range value be fatigued to heal a weakened squad in the same hex (including
against vehicles is 3 (rather than the 1 for normal infantry), the medic squad itself).

14 Tools of War
Healing a squad is done as follows: Adept Marksmen: This squad gains +1 firepower when
attacking enemy infantry for each star on its specialization
1. First, the active player announces that, as an action, he
token.
will fatigue the medic squad to heal a squad in the same
hex, designating the squad to receive the healing. The
medic squad is allowed to heal itself, if desired.
Bravo Unit
2. Roll a single die: On a result of 4, 5 or 6, the player may Bravo units represent elite squads specially trained
retrieve one regular infantry figure from the game box in taking cover and staying alive when the odds are
and place this figure in the healed squad (regardless of against them.
what figure type was destroyed prior to the healing). Determination: This squad starts with the Bravo
If another result is rolled, the healing attempt was Unit specialization token containing one star. After
unsuccessful, and the medic squad has thus been fatigued this squad survives an attack (including assaults) in
to no effect. which at least two attack successes are rolled (before
A weakened squad may continue to be healed by medic squads applying defense dice), replace this specialization
in this way, as long as available holes remain in the squad base. token with the bravo unit token containing one
Note that a medic can never heal an empty squad, as empty additional star (see “Specialization Experience”).
squad bases are removed from the game as soon as the last Adept Defenders: This squad gains +1 cover for each star on its
figure in the squad is destroyed. specialization token.
If no regular infantry figures are available in the game box, a
medic squad may not attempt to heal. Expert
A squad with the expert specialization is a veteran
Example: An American squad has lost a mortar crew figure
squad with extensive specialized training in a variety
during the previous game round. It moves into a hex containing
of weapons and offensive tactics. Its ability to adapt
a friendly medic squad. The American player activates the medic
on the battlefield gives it a significant edge in battle.
squad to heal the weakened squad. He rolls one die and gets a
5. He then takes a regular infantry figure and places it in one of Adaptability: For each figure in this squad, the player may
the vacant holes left by the mortar crew. If he wants to fill the reroll one attack dice of his choice when attacking. No die
second vacant hole, he would have to heal the unit again. maybe rerolled more than once. When participating in a
combined fire attack or an assault, roll this squad’s dice
Recon separately. After making any desired rerolls, add the resulting
A squad with the recon specialization is trained in successes to the results of the rest of the attack. This ability may
scouting enemy territory and remaining hidden. be used during assaults by attacking and defending units.

Stamina: This squad gains +1 movement. This movement is Mounted Units


cumulative with any other movement bonus provided by leader
Some reconnaissance units used horses as
figures, card effects, or scenario special rules.
transportation, which allowed them to move quickly
Stealth: This squad cannot be attacked at long range. If an through the battlefield.
opponent attempts to attack this squad at long range, it is
Riding: This squad receives 2 additional movement points when
considered out of range for that attack.
performing Advance or Assault actions across clear terrain,
roads or railways. You may dismount the squad by fatiguing
Alpha Unit
the squad and removing the mounted token from play. Mounted
Alpha units represent elite squads specially trained in units may not enter buildings or be transported by vehicles.
the use of various firearms, and in neutralizing enemy
forces. SMG Units
Experience: This squad starts with the Alpha Unit Many nations in WWII issued submachine guns
token containing one star. After this squad performs (SMGs) to their officers and NCOs. However,
a Concentrated Fire or Fire and Movement action, some nations, notably the Germans and the Soviets,
and at least two attack successes are rolled (before equipped entire assault units with SMGs in order to
applying defense dice), replace this specialization provide them with overwhelming short range firepower.
token with the Alpha Unit token containing one
additional star (see “Specialization Experience”).

Tools of War 15
PPSh/MP 40: A Soviet or German squad with the SMG • A squad with a restriction is able to perform squad


specialization receives +2 firepower versus infantry targets, transfers.
regardless of the number of figures remaining in the squad.
Thus, an SMG squad with 1 regular figure would have 3 Unarmed Unit
firepower. However its range is reduced by 2 against infantry.
Many Soviet soldiers were sent into battle unarmed
and forced to scavenge weapons from the dead.
Other Specialization Rules
Shortage: This squad can only attack using hand-
The following additional rules govern squads with specializations:
to-hand assaults. (See below for the rules for hand-to-hand
• A squad may not have more than one specialization. assaults).
• A squad with a specialization may not receive or remove
Scavenge: If at least one squad has this restriction or you are
figures by transfer during the Status Phase.
playing the campaign, do not remove squad bases from the
• A squad retains its full specialization abilities, regardless
map when squads are eliminated (unless reinforcements require
of the number of figures remaining in the squad. In
it). If a squad with the unarmed restriction is in the same hex
other words, a weakened squad is just as effective when
as an empty base, it may salvage arms and ammo from the
executing specialization abilities as squad containing all
eliminated squad, and this restriction and the empty base are
its original figures.
removed. Note: When a unit with the unarmed restriction is
• A squad with specialization may not use any of its special
eliminated, remove its base from the board, since it has no arms
abilities and/or actions if it is pinned or disrupted.
or ammunition to salvage. In addition, squad bases that are
removed as a result of squad transfers during the Status Phase do
Specialization Experience not count as eliminated, and are removed from the board after
First introduced in the Days of the Fox expansion, the each transfer is completed.
Alpha Unit and Bravo Unit specialization tokens contain
experienced icons (stars). Future expansions may add
additional specializations using these rules. These symbols
Munitions Specialization
appear in addition to the normal symbol indicating the token’s Tokens (Optional rule)
specialization.
Fury of the Bear introduces munitions specialization tokens
Each of these tokens is marked with one, two or three stars. that can be assigned to specific vehicles (including pieces
During set-up, a player receiving specialization tokens with of equipment). These tokens represent special ammunition a
experience, must place a corresponding experience token with particular nation has at its disposal during a battle.
a single star, assigning it to a squad of his choice (following
The following rules can be applied to any scenario as long as
normal rules of assigning specialization token rules).
both players agree at the start of the scenario or campaign. A
Throughout the game, certain events may cause the squad to scenario can state in its special rules section that the Munitions
upgrade (found under each specialization’s description, such Specialization Tokens option must be used or must be ignored.
as the Alpha and Bravo units above). When a squad meets
• During a scenario’s set-up, each player receives the
the listed conditions, the specialization token is removed and

munition specializations in his nation’s color.
replaced with a token containing one additional star (unless the
• Immediately before placing units on Op Fire in each
token already contains three stars, after which it is no longer

Status Phase, players may purchase up to three munitions
upgradable).
specializations for 1 command each and place each one
The effect of experience on specialization tokens varies with facedown next to one of his nation’s vehicles or pieces of
each type of specialization. For example, alpha units receive +1 equipment (guns). Each nation may have a maximum of
firepower for each star on their specialization tokens. three munitions specializations on the board at the same
time.
• The munitions specialization token remains facedown
Restriction Tokens

next to the assigned unit. The next time the unit attacks,
A Restriction token represents limitations on a squad’s abilities the token must be flipped over, and any effect must be
and is placed in the specialization slot of a squad. The rules for applied to this attack.
using these new tokens are as follows: • At the player’s discretion, unused munitions

specialization tokens (for units that did not attack) may
• If a squad has a restriction, it cannot have a specialization.
be discarded at the end of the next Status Phase or they
• A squad can have only one restriction.
can be kept with the unit to which they were originally
assigned at no additional cost.

16 Tools of War
• Any revealed tokens are discarded at the beginning of the woods hex, where no artwork of woods is present, that hex is

Status Phase. nevertheless still considered a woods terrain, and LOS would be
blocked.
A summary of the munitions information can be found below.
The information on each terrain type should be interpreted in the
Munitions Specializations following way:
High Explosive (HE): This is a short- to medium- Blocking Terrain: When a terrain is considered blocking
range anti-vehicle round. The unit’s firepower terrain, it will block LOS when units are on the same level, or
against vehicles is reduced by 1 for this attack. will act as the “closest obstruction” when determining LOS
Normal range attacks made with HE munitions hit between units on different elevations (see pages 22–25 in the
on a 4, 5, or 6. The unit may not make long-range Rules of Play).
attacks.
Movement Cost: This is the cost of moving into a hex featuring
Armor Piercing Ballistic (AP-B): This is a such terrain. If a unit cannot afford to expend the movement
short- to long-range round that is effective against cost, it may not enter the terrain.
vehicles. The unit gains +1 firepower against
Cover: This is the number of red “cover” defense dice that this
vehicles. This ability may be combined with cards
terrain provides any units in the hex when attacked.
allowing extra firepower, such as “Take Down the
Beast.” Special Rules: Any unique rules that govern hexes with this
terrain feature are detailed here.
Armor Piercing Composite (AP-C): This is a
round that is more effective against vehicles at short
range but less effective at a distance. The unit gains Terrain Breakdown
+2 firepower against vehicles at close range and
–1 firepower against vehicles at long range. This Clear
ability may be combined with cards allowing extra firepower, Blocking Terrain: No
such as “Take Down the Beast.” Movement Cost: 1
Smoke (Smoke): This is not normal ordnance. Cover: None
Instead, the attacking player targets a hex and
the round creates smoke in the target hex. When Rough
attacking with a smoke round, the attacking Blocking Terrain: No
player uses the same dice as if attacking a vehicle Movement Cost: 2 for squads, 1 for

(regardless of what is in the hex). If at least two hits are rolled, vehicles
place a smoke token in the targeted hex. If only one hit is Cover: 1
scored, roll a red and a black die to determine drift. The red die
indicates how many hexes away the smoke round drifts. The Woods
black die indicates the direction of the drift according to the Blocking Terrain: Yes
directional marker. If no hits are rolled, a misfire has occurred; Movement Cost: 2 for squads, 3 for

discard the smoke munitions token with no effect. vehicles
Cover: 2

Terrain Road
The various types of terrain in Tide of Iron have significant Blocking Terrain: Depends on the main

impacts on game play. Each terrain type is described in detail terrain type of the hex.
below, including terrain movement effects, the cover bonus Movement Cost: It costs a unit only
granted by the terrain, and whether or not the terrain blocks 1 movement point to enter a road hex,
LOS. This list covers both the terrain printed on the map board regardless of the hex’s main terrain type,
and the overlay terrain pieces that are placed on top of the board as long as the active unit moved from another hex containing
at the beginning of the scenario, as well as the special terrain a road contiguous to that of the hex entered. If a unit is not
features that may be implemented by Operations cards such as moving contiguously along the road, the cost to enter a road hex
razor wire, smoke, or mines. depends on the road hex’s main terrain type.
Cover: Equal to that of the hex’s main terrain type
A hex’s terrain type is considered to cover the entire hex,
regardless of where the actual artwork on the board may end.
For example, if a LOS is drawn through an edge area of a

Tools of War 17
Special Rules: “Road” is a terrain type for movement purposes Building
only. Road hexes are blocking or cover-providing terrain if
Blocking Terrain: Yes
the road hex’s main terrain type (e.g., clear, rough, woods) is
Movement Cost: 2 even if the hex also
blocking or cover-providing terrain.
contains a road; Vehicles may never enter
building hexes, even if the hex also contains
Stream a road.
Blocking Terrain: No Cover: 3
Movement Cost: Depending on water depth
(specified by each scenario), stream terrain
has the following movement costs:
Fortifications, Obstacles,
• Shallow: 2 for squads, 4 for vehicles and cover
• Deep: 3 for squads, vehicles may not enter Many scenarios direct players to create the game board with a
• Flooded: Treat as a pond hex (impassable) variety of fortification and obstacle elements. In addition, some
• Cover: None fortification elements can be created during the game by certain
unit types (such as engineer squads digging entrenchments), and
Pond some fortifications and obstacles can be created or removed by
Blocking Terrain: No players using Operations cards provided to them by the scenario.
Movement Cost: Impassible
Cover: None
Entrenchments
Bridge A squad in the same hex as an entrenchment
Blocking Terrain: No may spend 1 movement point to enter the
Movement Cost: 1 entrenchment. Likewise, a squad already in an
Cover: 1 entrenchment must spend 1 movement point to
A bridge is contiguous to an adjoining road. leave the entrenchment. When a squad enters an entrenchment,
place the squad on top of the entrenchment marker. An
Hill entrenchment can hold only one squad. Vehicles may not enter
Blocking Terrain: A hill hex obstructs LOS entrenchments.
between two units if the hill’s level is higher A squad in an entrenchment gains +2 cover in addition to any
than both units. A hill hex does not obstruct cover provided by the terrain of the hex.
LOS between two units if both units are on
the same or higher elevations than the hill. There may be a maximum of three entrenchment/pillbox markers
When a hill is at a higher level than one of the Level 1 Hill in one hex.
units, check to see if the hill constitutes the Exiting an entrenchment may trigger enemy Op Fire.
closest obstruction to the lowest unit (as per
the rules on page 24).
Movement Cost: The cost of moving onto Pillboxes
a hill hex is 1 if the moving unit came from As with entrenchments, squads in the same
a hex of the same or higher level than the hex can enter or exit a pillbox by spending 1
Level 2 Hill
hill hex entered. When moving “uphill” onto movement point. When a squad enters a pillbox,
a hill hex that is one level higher than the place the squad on the pillbox marker. A pillbox
unit’s previous hex, the movement costs 2. Note that (as with all can hold only one squad. Vehicles may not enter pillboxes.
other terrain movement costs) a unit moving by contiguous road A squad in a pillbox gains +6 cover in addition to any cover
ignores the “uphill” movement penalty and pays a movement provided by the terrain of the hex.
cost of 1.
A hex side in which the terrain moves directly from level 0 to There may be a maximum of three entrenchment/pillbox markers
level 2 is called a cliff. Cliff hex sides are impassable. in one hex.
Cover: None Exiting a pillbox may trigger enemy Op Fire.
Special Rules: If an attacking unit is at a higher level than its
target, it receives +1 to its range value.

18 Tools of War
Razor Wire • Smoke markers may not be placed on a building hex,
and any other hex may contain a maximum of one smoke
Non-engineer squads and light vehicles
marker.
entering a hex with a razor wire marker
• Smoke markers are removed during the Status Phase of
must immediately end their movement.
the following game round. If you need help remembering,
A squad located in a hex that contains a
place two smoke markers in the hex and remove one each
razor wire marker attacks at half firepower. Units may leave a
Status Phase.
hex containing razor wire without movement penalty.
• If a squad is executing or supporting an assault attack
There may be a maximum of one razor wire marker per hex. from a hex containing a smoke marker, the smoke marker
does not halve the squad’s firepower .
Removing Razor Wire
• A unit defending against an assault in a hex with a smoke
• During an Advance, Fire and Movement, or Assault
marker has its firepower halved and receives +2 cover. A

action, an active tank or engineer squad may spend 2
unit assaulting a hex containing a smoke marker has its
movement points to remove a razor wire marker in the
firepower halved but does not receive +2 cover. Note that
same hex.
squads cannot support an assault against a hex containing
• If a single area attack (normal or suppressive) causes
a smoke marker, since they would need to halve their

three or more successes against a hex with a razor wire,
firepower twice.
the razor wire marker is removed.

Tank Traps Component Limits


A vehicle may not enter a hex containing Players are not limited in the number of dice, activation tokens,
a tank trap marker unless it started its damage tokens, condition tokens, command counters, or control
movement in an adjacent hex. As soon markers they may use. If a player runs out of one of these
as a vehicle enters a hex containing a tank components, find a usable substitute (such as pennies, beads,
trap marker, it must end its movement. Vehicles on a tank trap etc.). All other components are limited to the amounts provided
may move off the tank trap hex normally. Squads are unaffected with the game.
by tank traps.
Tank traps give squads in the same hex +1 cover.
There may be a maximum of one tank trap marker per hex.

Minefields
If a unit enters a hex containing a minefield
marker, it must immediately end its movement
and check for casualties: Roll four attack
dice, with results of 4, 5, and 6 inflicting
normal hits on the unit (no defense dice are rolled). Then
fatigue the unit. Squads with the engineer specialization do
not check for casualties, but are still fatigued. Units that attack
when in a minefield hex do so at half firepower. A unit moving
from a minefield hex may only move to an adjacent hex during
its activation, regardless of its number of available movement
points.
There may be a maximum of one minefield marker per hex.

Smoke
Any hex that contains a smoke marker is
considered to be blocking terrain, and provides +2
cover for any units in the hex. Units in the same
hex as a smoke marker attack at half firepower.

Published by 1A Games, LLC, under license from Fantasy Flight Publishing, Inc. © 2014 Fantasy Flight Publishing, Inc. No part of this product may be reproduced without specific
permission. Tide of Iron and the FFG logo are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. 1A Games and the 1A logo are trademarks of 1A Games, LLC.
All rights reserved to their respective owners. 1A Games is located at 201 International Circle, ste 230, Hunt Valley, MD, 21030, USA. Retain this information for your records. Actual
components may vary from those shown. Made in China. THIS PRODUCT IS NOT A TOY. NOT INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER.

Tools of War 19
SCENARIO GUIDE
HOW TO USE THIS BOOK player game, the separation of divisions and base shades has
no game effect, but may affect where units may be placed.
This booklet contains nine scenarios for Tide of Iron. More
scenarios are available online at www.1agames.com, and in Game Board Setup: This section provides a detailed
future Tide of Iron expansion sets. Feel free to create your illustration of the game board for the scenario, showing
own scenarios from the wealth of materials included in the exactly which game boards to use, their placement relative
game. to each other, and the placement of map overlay pieces,
fortifications and obstacles, command objectives, victory
SCENARIO FORMAT point objectives, etc. See below for more information on
Each scenario is presented in a two-page format. As setting up the game board.
indicated in the “Scenario Breakdown” diagram, each page
is divided into a number of distinct areas: Scenario Details: This section provides important
information about the scenario, such as its length, number
Scenario Title: The name of the given scenario. of player actions per action turn, reinforcements, and
other special rules. This section also outlines the specific
Background and Victory Objectives: The historical
number of fortification and obstacle counters needed for
context for the scenario, as well its specific victory
the scenario.
conditions.
Setup Information Areas: These two areas provide the Setting up the game board
details for how many units, specialization tokens, concealed Each scenario will require players to construct the game
squad markers, and other special set-up elements are board from the selection of game board sections provided in
provided to each nation. Note that each nation is broken into the game. Each game board section is labeled with a unique
two “divisions” of different color shades. This dictates the number, and each unique side of a game board section is
division of forces during a three- or four-player game, where labeled “A” or “B.” Every game board section is clearly
each player on a team takes control of one division. In a two- labeled with the relevant number and side.

scenario BREAKDOWN G me B rd
Scen ri itle Setup
a
oa
a
o
T
B ck r und nd
a
g
o
a
vict ry jective
Scen ri
o
ob
s
a
o
et il
D
a
s
Americ n Setup
a
in rm ti n
fo
a
o
erm n Setup
g
a
in rm ti n
fo
a
o
20
Map Overlay Pieces: After
players have assembled the Command Objectives
appropriate game board sections,
To provide a clear visual reference on the small
many scenarios will require that
scenario maps, each command objective is
one or more map overlay pieces
represented by its dominant color rather than an
be added to the board. Game
actual representation of the marker itself. A neutral
board overlay additions are p
Overl y command objective is represented by a blue circle,

M
a
clearly labeled with a red border
a German command objective by

a
=
iece
on the scenario map. Find the

P
s
a gray circle, and an American
indicated overlay game board pieces in the game box, and
command objective by a green
add them to the board where indicated.
circle.
Other Game Board Features:
When placing command
=
Other elements, such as obstacles,
objectives on the game board,
fortifications, command objective
markers, and victory point markers,
be sure to match the indicated
command value in the center of
=
should now be added to the game
O t cle nd the circle.
board where indicated. These tokens
bs
a
s
a
rti ic ti n
are all marked with a white border on the
fo
f
a
o
s
scenario map.
or victory objective marker at the beginning of the
North Directional Marker: Every scenario scenario automatically controls it (place a control
will indicate which direction is “north” marker on the hex).
for purposes of using the north directional • Optional: if his opponent agrees, a player may transfer
marker to determine drift. a mortar or machine gun crew from one division to
another, replacing it with 2 regular infantry. This allows
PLACING STARTING UNITS for some flexibility in force allocation.
At the beginning of the game, when placing starting units
on the game board, players must place their units in their Reinforcements
deployment zone. Each scenario may outline a player’s Many scenarios allow for players to receive reinforcements,
deployment zone differently. Sometimes a deployment zone either from the scenario itself (as directed in the “Scenario
is described as any hex in an entire game board section. Details” section), or from certain Strategy Cards.
For example, in the “At the Breaking Point” scenario, the
German set-up box states that the German deployment A nation’s reinforcements must always enter play on
zone consists of all the hexes on map 12B. Other scenarios one of the hexes marked with a prominent “R” (of that
indicate that a nation’s deployment zone is graphically nation’s color). A reinforcement unit may not be placed
marked on the map diagram. Green-bordered hexes always in a reinforcement hex containing enemy units, or if the
indicate American deployment zones, and gray-bordered reinforcement would exceed the stacking limit of the hex.
hexes always indicate German deployment zones. If a group of reinforcements includes one or more transport
Other rules for deploying starting units: vehicles, any new reinforcement squads may start on board
such vehicles.
• Units may not be deployed to the half-hexes along
the outer edges of the game board. Reinforcements in Three and Four-Player Games: When
• If deployment is designated to a certain map board a nation controlled by two players receive reinforcements
section, starting units may be placed on the “shared” during the Command Phase (from playing a Strategy card),
hexes between the indicated map board section and or during the Status Phase (from scenario reinforcements),
any adjoining map board section. such reinforcements must be split between the players in a
• You may start with your squads loaded onto friendly way mutually agreed between the players. After agreeing
transport vehicles, using the transport markers to on how the reinforcements will be split, each players should
indicate the vehicles and their respective off-board take their portion of the reinforcement squad bases in their
indicator tokens. division shade, and proceed to create squads from their
• You may start your units in entrenchments and share of the infantry reinforcements. Reinforcements must
pillboxes, if these are located in your deployment always be split between team members in a way that allows
zone. for players to build only full squads.
• Unless the scenario specifically states otherwise, Note that in this booklet the abbreviation “VP” is used for
any unit that starts on a command objective marker “victory point.”

21
normandy farm
Scenario Design: Willem Boersma

background: of cover and of an MG ‘42. Who will Objective:


Normandy, June 1944. A group of spend the night sleeping at the farm As soon as the Americans control the
Americans approaches a farmhouse and who will sleep the eternal sleep? VP objective, they win the game. If
and its surrounding buildings. As dusk they don’t control it by the end of game
is fast approaching they are looking round 4, the Germans win.
for shelter for the night. They are in for
a nasty surprise. Apparently a group
of German soldiers had the same idea
and see the Americans approaching.
Although the Americans have superior
numbers, the Germans have the benefit

AMERICAN SETUP
Division 1 Division 2 • Starting Strategy Cards: 0
• 5 Squad Bases: • Strategy Decks
- 13 Regular Infantry - Command I (optional)
- 3 Elite Infantry • Deployment Zone
- 2 Officers Any hex with a green border.
- 1 Mortar Crew

GERMAN SETUP
Division 1 Division 2 • Starting Strategy Cards: 0
• 3 Squad Bases: • Strategy Decks
- 9 Regular Infantry - Morale I (optional)
- 1 Officer • Deployment Zone
- 1 Machine Gun Crew Any of the hexes on map 11A.

22
Scenario
Details
• Rounds: 4
• Starting Initiative:
Americans
• Actions per Turn:


1 action per nation
Reinforcements
• None
Special Rules
• None
Terrain Features
• None

23
At The BREAKING POINT
On July 27th, 1944, the Allies overran Near Hill 317, German squads The American player wins if the
the Panzer Lehr Division and began supported by a Panzer IV are sent to German player is unable to fulfill his
their breakout across France. As clear a hole in the American defense objective by the end of game round 8.
General Patton rapidly advances line.
forward, Field Marshal von Kluge
is ordered not to retreat but instead Objective: “Courage is fear holding on a minute
to use the 116th Panzer Division to At the end of any game round, the longer.”
cut off Patton’s supply line. Pushing German player wins the game if he —General George S. Patton
through Mortain, the Germans engage has at least one unit in 3 or more
700 men of the 2nd Battalion, 120th American defense line hexes (marked
Infantry Regiment, 30th Division. in yellow on the map).

AMERICAN SETUP
Division 1 Division 2 • Starting Strategy Cards: 1
• 5 Squad Bases • 6 Squad Bases • Strategy Decks
- 10 Regular Infantry - 19 Regular Infantry - Ground Support I
- 2 Officers - 1 Officer • Deployment Zone
- 2 Machine Gun Crews - 2 Machine Gun Crews Any of the hexes on maps 9B, 8B, and 10A.
- 2 Mortar Crews

x1

GERMAN SETUP
Division 1 Division 2 • Starting Strategy Cards: 1
• Strategy Decks
• 7 Squad Bases • 5 Squad Bases
- Supply I
- 17 Regular Infantry - 11 Regular Infantry
• Deployment zone
- 3 Elite Infantry - 6 Elite Infantry
Any of the hexes on map 12B.
- 2 Officers - 1 Officer
- 1 Machine Gun Crew - 1 Machine Gun Crew
• 2 Mortar Crews • 1 Panzer IV

x2 x2

x1

24
Scenario
details
• Rounds: 8
• Starting Initiative:


Germans
• Actions per Turn:


3 actions per nation
Reinforcements
• None
Terrain Features

• 6 Entrenchments
• 8 Razor Wire
• 1 Tank Trap
• The stream is Shallow.

25
LIBERATION

In the weeks following D-Day, the Objective: • If you occupy one of the hexes in a
Allies continued to advance slowly The Americans immediately win if multi-hex building, you gain control
from their ever-expanding beachhead, they control 5 buildings at the end of the building if there are no enemy
the only exception being the village of any game round. Otherwise, the squads in any of the adjoining building
of St.-Lô. Here the 29th Division has player with the most VPs wins. If the hexes. If squads from both nations
been bogged down for over a month, Americans have not achieved their are present in different hexes of the
suffering more casualties outside victory condition by the end of game building, neither nations controls the
St.-Lô than on Omaha beach. On round 8, players earn VPs as follows: building.
July 17th, General Gerhardt, under
great pressure from General Bradley, • Each nation earns 1 VP for each
launches his final assault against the building it controls.
town, which is heavily defended by • The nation controlling the bridge
German Fallschirmjäger units. earns 1 VP.

AMERICAN SETUP
Division 1 Division 2 • Starting Strategy Cards: 3
• 8 Squad Bases • 6 Squad Bases • Strategy Decks
- 25 Regular Infantry - 12 Regular Infantry - Supply I
- 4 Elite Infantry - 4 Elite Infantry - Artillery I
- 1 Officer - 2 Officers • Operations Cards
- 1 Machine Gun Crew
- 1 Machine Gun Crew - Merciless Assault
- 2 Mortar Crews
• 1 M3A1 Half-Track - Lay Smoke
• 2 M3A1 Half-Tracks
• Deployment Zone
x1 x1 x1 x1 Any hex with a green border.

x2 x1

GERMAN SETUP
Division 1 Division 2 • Starting Strategy Cards: 3
In addition, the Germans start with the “Sniper
• 5 Squad Bases • 5 Squad Bases Attack” card from the Ground Support deck in their
- 15 Regular Infantry - 8 Regular Infantry play area.
- 2 Elite Infantry - 6 Elite Infantry
• Strategy Decks
- 1 Officer - 2 Mortar Crews
- Morale I
- 1 Machine Gun Crew - 1 Machine Gun Crew
- Ground Support I
• 1 SdKfz 251 Half-Track
• Operations Cards
x1 x3 - Desperate Defenders
x1 x1
• Deployment Zone
Any of the hexes on maps 1A and 11A.

26
Scenario
details
• Rounds: 8
• Starting Initiative:


Americans
• Actions per Turn:


3 actions per nation
Reinforcements
During the Status Phase
of game round 3, the
Americans receive the
following reinforcements:
- 2 M4A1 Sherman Tanks
Special Rules
• Engineer units only need


to spend 1 movement point
to place a smoke marker
in their hex (instead of 2
movement points indicated
by the card).
• Americans set up first.
• Americans start with 3


command.
• Americans must draw one

artillery strategy card in
their starting mix and place
it their play area.
Terrain Features
• The stream is Shallow.

27
uphill battle

After sustaining horrible losses Objective: “A good plan, violently executed


while crossing the Sauer River, the The Americans immediately win if now, is better than a perfect plan next
76th Infantry Division adopts more they control the pillbox at the end of week.”
cautious protocols in their attempts to any game round. —General George S. Patton
push through the Siegfried Line. On
the morning of February 11th, 1945, The German player wins if the
a 15-minute barrage from an entire American player is unable to fulfill his
artillery battalion is unleashed on a objective by the end of game round 6.
small German fortified position, and
followed up by mortar bombardment
in prelude to a full-scale attack.

AMERICAN SETUP
Division 1 Division 2 • Starting Strategy Cards: 3
• 9 Squad Bases • 6 Squad Bases • Strategy Decks
- 28 Regular Infantry - 13 Regular Infantry - Artillery I
- 2 Elite Infantry - 6 Elite Infantry - Supply I
- 2 Officers - 1 Officer • Operations Card
- 2 Machine Gun Crews - 2 Mortar Crews - Merciless Assault
• 2 Sherman M4A1s • 2 M3A1 Half-Tracks • Deployment Zone
Any hex with a green border.
x1 x2 x2 x1

GERMAN SETUP
Division 1 Division 2 • Starting Strategy cards: 3
• Strategy Decks
• 5 Squad Bases • 5 Squad Bases
- German Reinforcements I
- 15 Regular Infantry - 6 Elite Infantry
- Ground Support I
- 1 Officer - 9 Regular Infantry
• Operations Cards
- 2 Machine Gun Crews - 1 Officer
- No Surrender
- 2 Mortar Crews
• Deployment Zone
x2 x2 Any of the hexes on maps 5B, 3B, and 1B, as
x1 x2
well as the hex containing an entrenchment
marker on map 8A.

28
Scenario
Details
• Rounds: 6
• Starting Initiative


Americans
• Actions per Turn


3 actions per nation
Reinforcements
The Germans receive the
following reinforcements
during the Status Phase of
round 4:
• 2 Squad Bases
- 4 Regular Infantry
- 3 Elite Infantry
- 1 Officer
- 1 Panzer IV
Terrain Features
• 3 Entrenchments
• 10 Razor Wire
• 1 Pillbox
Siegfried Line pillboxes are


stronger than Normal. Tanks
firing at them still get +3
Range, but do not receive
the +3 Concussive Firepower
bonus.

29
Crossroads Version 2

BACKGROUND: them is the 2nd SS Panzer, which of game round 8 achieves a major
This version is different than the has few tanks but a good supply of victory.
scenario found in the original Tide infantry.
“Don’t fight a battle if you don’t gain
of Iron. It has been updated to reflect
OBJECTIVE: anything by winning.”
new information about the battle.
—Field Marshal Erwin Rommel
The three Crossroads are the
September 14, 1944. The American
objectives. The side that controls two
4th Infantry Division’s 8th and 22nd
victory objective markers at the end
Regiments, plus supporting armor and
of game round 8 achieves a minor
engineers, attempt to take the village
victory. The side that controls three
of Brandschied, Germany. Opposing
victory objective markers at the end

american SETUP
Division 1 Division 2 • Starting Strategy Cards: 4
• 7 Squad Bases • 5 Squad Bases • Strategy Decks
- 22 Regular Infantry - 9 Regular Infantry - American Reinforcements I
- 2 Officers - 6 Elite Infantry - Artillery Deck I with one “Increased Priority”

- 1 Mortar Crew - 1 Officer Card removed
- 1 Machine Gun Crew - 1 Mortar Crew • Operations Cards
- 3 M3A1 Half-track - 1 Machine Gun Crew - Seize the Initiaive
- 3 Sherman M4A1s - Clear Tank Trap
- 1 M3A1 Half-track - Lay Smoke
x2 x1
• Deployment Zone
x2 x1 Any hex with a green border
x1

GERMAN SETUP
Division 1 Division 2 • Starting Strategy Cards: 3
• 5 Squad Bases • 5 Squad Bases • Strategy Decks
- 8 Regular Infantry - 12 Regular Infantry - Supply I
- 5 Elite Infantry - 3 Elite Infantry - Ground Support I
- 1 Officer - 1 Officer • Operations Cards
- 1 Machine Gun Crew - 2 Machine Gun Crews - Elite Tank Crew
- 2 Mortar Crews - 2 Panzer IVs • Deployment Zone
• 1 Sdkfz 251 Half-track • 1 Sdkfz 251 Half-track Any of the hexes on Maps 3A, 1A, and 7A.
• 1 Opel Blitz Truck • 1 Opel Blitz Truck

x1 x1 x1 x1

30
Scenario
Details
• Rounds: 9
• Starting Initiative:


American
• Actions per Turn:


3 actions per nation
Reinforcements
• None
terrain features
• 4 Razor Wire
• 4 Tank Traps
• 2 Entrenchments
• 1 Pillbox

31
Stavelot Express
On December 17th, Lt. Col. Jochen Objective: marker on 10B by game round 6, but only 1
Peiper of the 1st SS Panzer Division broke VP each if arriving in game round 7.
The nation with the most VPs at the end of
through the American lines and started his game round 7 wins. The Americans earn VPs under the
race to the Meuse River. By 1600 hours following conditions:
The Germans earn VPs under the
his advance units reached the outskirts of • Each GMC CCKW 353 that exits the
following conditions:
Stavelot. The town was jammed with supply board from one of the blue shaded hexes on
• Each tank that exits the board from one of
trucks trying desperately to flee when maps 9B, 4A, or 8A scores 2 VPs.
the blue shaded hexes on maps 9B, 4A, or
Peiper’s tanks started shelling the town. 8A scores 2 VPs. The Germans must exit a
• Each M3A1 Half-Track exited after game
round 3 scores 1 VP each
At dawn on the 18th, after penetrating the minimum of 5 VPs in units, and 4 of those
VPs must be tanks.
• 1 VP per destroyed or heavily damaged
U.S. anti-tank defenses, Peiper’s armored German Tank
units move through the town and seize • Each SdKfz 251 half-track that exits the
board from one of the blue shaded hexes on See “Scenario Details” on the next page for
the bridge. The Americans withdraw, but
maps 9B, 4A, or 8A scores 1 VP. additional VP information.
not before the 526th Armored Infantry
• Each Opel Blitz is worth 1 VP when it
Battalion is able to blow up the fuel dump
exits any of the blue hexes on 9B, 4A, or
that is vital to Peiper’s advance.
8A. Each is worth 3VP if it reaches the VP

AMERICAN SETUP
Division 1 Division 2 • Starting Strategy Cards: 3
• 7 Squad Bases • 8 Squad Bases • Strategy Decks
- 23 Regular Infantry - 25 Regular Infantry - Supply I
- 1 Officer - 1 Officer - Morale I
- 2 Mortar Crews - 3 Machine Gun Crews • Operations Card
• 6 GMC CCKW 353s • 4 M3A1 Half-Tracks - Lay Smoke - Heavy Fog
- Lay Mines - Desperate Defenders
x4 x2 x1 • Deployment Zone
Division 1: maps 1A, 3A and 2A.
x3 x1 Division 2: maps 8A, 10B and 11A.

GERMAN SETUP
Division 1 Division 2 • Starting Strategy Cards: 3
Also, the Germans start with the “Rapid
• 4 Tiger Is • 6 Squad Bases
Mobilization” card from the Command I deck
• 6 Panzer IVs - 6 Regular Infantry
face up in their play area.
• 2 Opel Blitzes - 10 Elite Infantry
• Strategy Decks
- 2 Officers
- Ground Support I
- 3 Machine Gun Crews
- Command I
• 6 SdKfz 251 Half-Tracks
• Operations Card
- Tank Ace
• Deployment Zone
Any hex with a gray border.

32
Scenario
Details
• Rounds: 7
• Starting Initiative


Americans
• Actions per Turn


3 actions per nation
Reinforcements
The Americans receive the
following reinforcements
during the Status Phase of
round 3:
- 2 M-10 Tank Destroyers
Special Rules
• American Trucks may not


move until round 3.
• At the end of the Status Phase


of round 3, remove the “Heavy
Fog” Operations card.
• The blue shaded hexes


represent exit points for the
retreating American transports
and the advancing German
armored forces. A vehicle on
a blue shaded hex must spend
1 movement point to exit the
board.
• Engineer units only need to

spend 1 movement point to
place a smoke marker in their
hex (instead of 2 movement
points indicated by the card).
Terrain Features
• 4 Entrenchments
• 3 Tank Traps
• Americans may place the

above obstacles anywhere in
their deployment zone.
• The stream is Flooded.

33
SIEGFRIED ASSAULT

In October 1944, the U.S. 1st Army Objective: Otherwise, the nation that controls 2
begins its attack on the Siegfried victory objective markers at the end of
The Americans immediately win a
Line north of Aachen. Heavy artillery game round 10 wins a minor victory.
major victory if they control all 3
pounds pillboxes, barbed wire, and
victory objective markers at the end • Victory objective marker 1 is the hex
mine fields for several days before the
of any game round. The Germans with the pillbox on map 12B.
assault. The 30th Infantry Division,
immediately win a major victory if
joined by the 2nd Armored Division, • Victory objective marker 2 is the hex
they control all 3 victory objective
tries to link up with the Big Red One, with the pillbox on map 4B.
markers at the end of game round 5 or
the American 1st Infantry Division,
at the end of a later game round. • Victory objective marker 3 is the hex
in the south to surround the German
with the pillbox on map 3B.
town.

AMERICAN SETUP
Division 1 Division 2 • Starting Strategy Cards: 4
In addition, the Americans start with the
• 10 Squad Bases • 6 Squad Bases “Sustained Blanket” card from the Artillery I
- 24 Regular Infantry - 14 Regular Infantry deck and the “Bombing Run” card from the
- 6 Elite Infantry - 4 Elite Infantry American Air Support deck I in their play area.
- 2 Officers - 2 Officers • Strategy Decks
- 2 Machine Gun Crews - 2 Machine Gun Crews - Command I
- 2 Mortar Crews • 10 Sherman M4A1s - Artillery I
• 2 GMC CCKW 353s - American Reinforcements I
• 3 M3A1 Half-Tracks x2 x1 • Operations Card
- Double Time
x2 x2 x1 • Deployment Zone
Any hex with a green border.
x1 x1

GERMAN SETUP
Division 1 Division 2 • Starting Strategy Cards: 3
In addition, the Germans start with the “Anti-
• 6 Squad Bases • 4 Squad Bases
Air Support” card from the Ground Support I
- 17 Regular Infantry - 12 Regular Infantry
deck in their play area.
- 1 Officer - 2 Officers
• Strategy Decks
- 2 Machine Gun Crews - 1 Machine Gun Crew
- Ground Support I - Morale I
- 1 Mortar Crew • 4 Panzer IVs
• Operations Card
• 2 SdKfz 251 Half-Tracks
x1 - Tank Ace
x2 • Deployment Zone
Squads may be placed on any level 1 or level
2 hill hex on maps 1B, 3B, 5B, 4B, and 12B.
Vehicles may be placed in any hex on maps
1B, 3B, and 5B.

34
Scenario Details
• Rounds: 10
• Starting Initiative


Americans
• Actions per Turn


- 4 actions per turn for the


Americans
- 2 actions per turn for the


Germans
Reinforcements
The Germans receive the
following reinforcements
during the Status Phase of
round 5:
- 2 Squad Bases
- 1 Tiger I
- 2 Panzer IVs
- 2 SdKfz 251 Half-Tracks
- 4 Regular Infantry
- 3 Elite Infantry
- 1 Officer
Special Rules
• The Americans start with 3


available command.
• The Americans may draw 2


Strategy cards instead of 1 at
the start of each Status Phase.
• At the beginning of each

Command Phase, the
Americans may spend 1
command to retrieve a
discarded “Bombing Run”
card and place it face up in
their HQ area.
• If the Americans control

victory objective marker 2
or 3 at the end of any round,
replace Artillery deck I with
Artillery deck II (all face up
cards remain in play).
• Siegfried line Pillboxes are

stronger then normal, so tanks
firing at them still get the +3
to range but do not get the +3
Concussive Firepower bonus.
Terrain Features
• 2 Entrenchments
• 3 Pillboxes
• 12 Razor Wire
• 6 Minefields
• The stream is Shallow.

35
chain of command
Scenario Design: Corey Konieczka

background: The Americans earn VPs under the The Germans earn VPs under the
Cherbourg fell three weeks after following conditions: following conditions:
the invasion of Normandy, but the • Each M3A1 Half-Track that exits • During each Command Phase, the
destruction of the port meant the the board from one of the blue shaded Germans score 1 VP if they have at
Allies would have to find other ways to hexes on map 2A scores 2 VPs. least one unit on the Bridge hex on map
receive their much-needed supplies.
2A.
• During each Command Phase, the
Objective: Americans score 1 VP if they have at “May God have mercy upon my
The nation with the most VPs at the end least one unit on the Bridge hex on map enemies, because I won’t.”
of Round 6 wins. 2A.
—General George S. Patton

AMERICAN SETUP
Division 1 Division 2 • Starting Strategy Cards: 2
• 2 Squad Bases • 5 Squad Bases • Strategy Decks
- 4 Regular Infantry - 14 Regular Infantry - Ground Support I (remove both of the

- 3 Elite Infantry - 3 Elite Infantry “Anti-Air Support” cards)
- 1 Officer - 1 Officer • Deployment Zone
• 3 M3A1 Half-Tracks - 1 Mortar Crew Any of the hexes with a green border.

GERMAN SETUP
Division 1 Division 2 • Starting Strategy Cards: 2
• 3 Squad Bases • 3 Squad Bases • Strategy Decks
- 8 Regular Infantry - 7 Regular Infantry - German Reinforcements I
- 2 Elite Infantry - 1 Officer • Deployment Zone
- 2 Officers - 2 Machine Gun Crews Any of the hexes on maps 2A and 6A.

x2

36
Scenario
Details
• Rounds: 6
• Starting Initiative: Americans
• Actions per Turn:


3 actions per nation
Reinforcements
• None
Special Rules
• M3A1 half-tracks have


a movement value of 5 instead
of 7.
• M3A1 half-tracks may not use


their Transport ability.
• A vehicle on a blue shaded hex


may spend 1 movement point
to exit the board.
TERRAIN FEATURES
• The stream is Shallow.

37
Breaking The Line
Scenario Design: John Goodenough

background: Objective: “I do not recall any campaign in the


whole history of the United States Army
German delaying actions across the At the end of any game round, the
in which soldiers have had to endure
whole of Italy stubbornly slowed the Americans win the game if they control
greater hardships or have performed
5th and 8th Army advances during late the Victory Objective Marker. The
greater deeds of heroism than this
October and early November of 1943. Germans win if the Americans are
campaign in Italy.”
Rain drenched the soldiers of the U.S. unable to fulfill their objective by the
36th Infantry Division as they moved end of game round 6. —Major General Fred L. Walker,
through the night to re-enter the line Commander, 36th Division
near Mignano, where Highway 6 and
a main railway cut through a narrow
pass into the Liri Valley running north
toward Rome.

AMERICAN SETUP
Division 1 Division 2 • Starting Strategy Cards: 3
• 5 Squad Bases • 5 Squad Bases • Strategy Decks
- 12 Regular Infantry - 9 Regular Infantry - Command I
- 2 Officers - 6 Elite Infantry • Deployment Zone
- 2 Machine Gun Crews - 1 Officer Any of the hexes with a green border.

- 1 Mortar Crew - 2 Machine Gun Crews

x2 x2

GERMAN SETUP
Division 1 Division 2 • Starting Strategy Cards: 3
• 3 Squad Bases • 3 Squad Bases • Strategy Decks
- 7 Regular Infantry - 7 Regular Infantry - Morale I
- 1 Officer - 1 Officer • Deployment Zone
- 2 Machine Gun Crews - 2 Mortar Crews Any of the hexes on maps 3A and 11A.

x1
x1

38
Scenario
Details
• Rounds: 6
• Starting Initiative:


Germans
• Actions per Turn:


3 actions per nation
Reinforcements
• None
Special Rules
• Remove both of the “Take


Down the Beast” cards from
the Morale I deck.
• The “Major Offensive” card


from the Command I deck
provides 3 additional actions
(instead of 4).
Terrain Features
• 3 Entrenchments
• 3 Razor Wire
• The stream is Shallow.

39
TERRAIN Reference
BRIDGE BUILDING CLEAR
Movement Cost: 1 Blocking Terrain Movement Cost: 1
Cover: 1 Movement Cost: Cover: 0
Counts as a road hex 2 (Infantry)
for contiguous road Vehicles may not enter
movement. Cover: 3

HILL POND ROAD


Blocking Terrain Movement Cost: Movement Cost: 1*
Movement Cost: 1 Impassable Cover: Depends on
(2 if moving up hill) Cover: 0 main terrain type
Cover: 0 *Movement cost 1 if
Attacking units at higher moving along a contig-
elevation than target uous road. Otherwise,
gain +1 to their range use main terrain type.

ROUGH STREAM WOOD


Movement Cost: Movement Cost: Blocking Terrain
2 (Infantry) Shallow: 2 (Infantry) Movement Cost:
1 (Vehicle) 4 (Vehicle) 2 (Infantry)
Cover: 1 Deep: 3 (Infantry) 3 (Vehicle)
Vehicles may not enter
Flooded: Impassable Cover: 2
Cover: 0

TOKEN REFERENCE
ALPHA UNIT LIGHTLY DAMAGED
Experience: This squad starts with 1 star. After this squad performs a Concentrated A vehicle that is lightly damaged receives –1 to its armor value and movement value.
Fire or a Fire and Movement action and you roll 2 attack successes (before applying The reduction in movement points happens immediately when hit by Op Fire.
defensive dice), replace this token with an Alpha token containing 1 additional star, up to
a limit of 3 stars. This ability may not be used when participating in a combined attack. MEDIC
Adept Marksman: This squad gains +1 firepower per star on its token. Bandage: If at least one squad with this specialization is in a hex, all friendly squads
in the hex gain +1 cover against normal (non-suppressive) attacks. This ability may
ANTITANK also be used while defending against an assault.
Armor-Piercing Weaponry: When this squad participates in an attack against a Heal: As an action, fatigue this squad to attempt to heal a weakened squad in the
vehicle, it has a base range of 3 and gains +3 firepower. This ability may be used when same hex. Roll one die. If you roll a 4, 5, or 6, you may place one regular figure in the
supporting a combined fire attack. healed squad.

BRAVO UNIT MOUNTED


Determination: This squad starts with 1 star. After this squad is attacked and your Riding: This squad receives 2 additional movement points when performing Advance
opponent rolls at least 2 attack successes (before applying defensive dice), replace this or Assault actions (only) across clear terrain, roads or railways. You may dismount the
squad’s specialization token with a Bravo token containing 1 additional star, up to a squad by fatiguing the squad and removing the mounted token from play. Mounted
limit of 3 stars. units may not enter buildings or be transported by vehicles.
Adept Defenders: This squad gains +1 cover per star on its token.
PINNED
DISRUPTED This squad may not move or attack. If a friendly officer is in the same hex, this squad
Disrupted squads may never move, attack or participate in an assault. If they lose an may make a concentrated attack at half firepower. In addition, when defending in an
assault as the defender and are forced to retreat, they are destroyed instead. assault, pinned squads may always attack at half firepower, unless a friendly officer is
in the same hex. In that case, pinned squads may attack at full firepower.
ENGINEER
Dig Entrenchment: As an action, fatigue this unit to place one entrenchment marker RECON
in the same hex. Entrenchments may not be placed in stream, pond or building hexes. Stamina: This squad gains +1 movement. This ability may be used with any other
The squad may enter the entrenchment as part of this action. abilities or card effects that grant additional movement.
A hex may not contain more than 3 fortification markers. Stealth: This squad cannot be attacked at long range.

EXPERT SMG
Adaptability: For each figure in this squad, the player may reroll one attack dice of PPSh/MP 40: A Soviet or German squad with the SMG specialization receives +2
his choice when attacking. No die may be rerolled more than once. When participating firepower versus infantry targets, regardless of the number of figures remaining in the
in a combined fire attack or an assault, roll this squad’s dice separately. After making squad. Thus, an SMG squad with 1 regular figure would have 3 firepower. Its range is
any desired rerolls, add the resulting successes to the results of the rest of the attack. reduced by 2 against infantry, however.
This ability may be used during assaults by attacking and defending units.
UNARMED
FLAMETHROWER Shortage: This squad may only attack using hand-to-hand assaults (if this rule is being
Flaming Death: When this squad attacks an adjacent unit, it gains +2 firepower and used).
reduces the target’s cover by 5. This ability does not affect a target’s armor value. Scavenge: If an unarmed unit enters an unoccupied hex with an empty base, remove
this restriction token.
HEAVILY DAMAGED Note: When playing a scenario which includes unarmed restriction tokens, do not
A heavily damaged vehicle may not move, receives –1 to its armor value, and its remove empty bases from the map after squads are eliminated. Instead, remove all of
firepower is halved. the casualties and leave the empty base in the hex.
IMMOBILE
An immobile vehicle may not move and receives –1 to its armor value. However, it
can attack with its full firepower.

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