Tide of Iron: Days of the Fox
Tide of Iron: Days of the Fox Rulebook
Table of Contents
Table of Contents
Game Overview
Days of the Fox expands on the already epic Tide of Iron ("TOI") game experience by adding the forces of an entirely new nation (the British), as well as anti-tank guns, additional vehicles, desert terrain, new scenarios, and more. All of these new components can be used to play the included scenarios, as well as future scenarios, both official and player-made, which will be available online at www.fantasyflightgames.com. Detailed descriptions of these new components, as well as how they are used, are included on the following pages.
Component Overview
Below you will find illustrations and brief descriptions of all the components found in this expansion.
Components
- This Rules and Scenario Book
- 76 British Plastic Figures, consisting of:
- 36 Standard Infantry
- 8 Elite Infantry
- 4 Officers
- 4 Mortar Crews
- 4 MG Crews
- 4 Matilda II Tanks
- 4 Crusader Tanks
- 4 Bedford OY Transport Trucks
- 4 Bren Gun Carriers
- 4 Ordinance QF 6-Pounder Anti-tank Guns
- 16 Squad Bases, consisting of:
- 8 Light Tan British Bases
- 8 Dark Tan British Bases
- 12 German Plastic Figures, consisting of:
- 4 Panzer III Tanks
- 4 Panther Tanks
- 4 Flak 36 88mm Anti-tank Guns
- 4 American Plastic Figures, consisting of:
- 4 M1 57mm Anti-tank Guns
- 2 Unit Reference Sheets
- 8 British Control Markers
- 4 British Concealed Squad Markers
- 8 British Transport Markers
Plastic Figures and Sheets
- British Plastic Figures: these 76 detailed plastic figures represent the British military personnel and vehicles that Tide of Iron players can command. Also included are 16 British squad bases in two different shades of tan.
- German Plastic Figures: these German plastic figures represent two unique German tanks and 88mm anti-tank guns.
- American Plastic Figures: these four American plastic figures represent American anti-tank guns.
- Unit Reference Sheets: these sheets provide players with the combat values and special abilities for each of the new plastic units.
Tokens and Boards
- British Tokens: a variety of British tokens are provided. These include British control markers, concealed squad markers, transport markers, off-board indicators, command objective markers, and a victory point token. These tokens function exactly the same as their American and German counterparts.
- Desert Map Boards: these nine thick, double-sided map boards are used to build the game board for each Days of the Fox scenario. Rules governing new terrain features can be found on page 4 (and a summary of such can be found on the back of this rules booklet).
Game Additions
Days of the Fox includes many new components, most of which are governed by both new and old rules. All components provided in this expansion follow the standard TOI rules unless stated otherwise. All new rules for these components are described in the sections that follow.
Map Overlay Tiles
New map overlay tiles are provided for use in desert scenarios. These overlays include a large variety of different terrain. As with the overlay tiles provided in the main game, these new overlays are placed on top of the map boards, adding to or altering their terrain features.
Terrain Tokens
New entrenchment/pillbox tokens and new tank trap/barbed wire tokens are included for aesthetically appropriate use on the desert map boards. These fortifications and obstacles function exactly the same as their non-desert counterparts.
Specialization Tokens
Three new types of specialization tokens are included. They include the recon specialization and two new experienced specializations, the alpha unit and the bravo unit.
Strategy Cards
Five new decks of strategy cards are included. These strategy cards are used in the new scenarios, and can be used in player-created scenarios, adding a wide range of new benefits and abilities to Tide of Iron.
Operations Cards
The new operations cards provide a variety of rules to their assigned scenarios, mostly pertaining to desert warfare in the North African Campaign.
British Initiative Card
The British initiative card functions exactly the same as its American and German counterparts.
Desert Map Boards
The nine desert map boards featured in this expansion are used in the scenarios provided in this book (starting on page 8). While they share many of the same terrain types as the original Tide of Iron, the boards appear visually different. Also, there are a few new terrain types which are described in detail below. Note that all previously used terrain types, overlays, and fortifications function exactly the same as their counterparts in the main TOI game.
- Dunes
- Blocking Terrain: Yes
- Movement Cost: 2 for squads, 3 for vehicles
- Cover: 1
- Dirt Road
- Blocking Terrain: Depends on hex's main terrain type.
- Movement Cost: It only costs a unit one movement point to enter a road hex, regardless of the hex's main terrain type, as long as the active unit moved from another hex containing a road contiguous to that of the hex entered. If a unit is not moving contiguously along the road, the cost to enter a road hex depends on the road hex's main terrain type.
- When using the effective on roads ability, it costs one-half of a movement point instead of one-third when moving along a dirt road.
- Cover: Is equal to the hex's main terrain type.
- Wooden Bridge
- Blocking Terrain: No
- Movement Cost: 1
- Cover: 1
- A wooden bridge is contiguous to an adjoining dirt road.
- Crevasse
- Blocking Terrain: No
- Movement Cost: Impassable
- Cover: 0
All other terrain types are listed on the back page of these rules and are treated exactly the same as the base game.
The British Forces
The most significant addition in Days of the Fox is the inclusion of British forces as a playable army. While many of their units are similar to their American and German counterparts, the British also receive two unique tank types.
In addition to their plastic pieces, the British also receive nation-specific tokens and strategy cards. All British pieces can be identified by their tan nation color.
It is also important to note that the British and Americans were allied during World War II, and they often shared equipment and fought side-by-side on the battlefield. Therefore, American and British pieces are always considered friendly (see "Allied Forces" below for more information).
British Units
All British units function just like their American counterparts and are summarized on the unit reference sheet.
New German and American Units
This expansion introduces two new German tanks, the Panzer III and the Panther. The Panzer III was used heavily in the North African Campaign (and in the included scenarios), while the Panther did not see action until much later in the war. The Panther will be used in future scenarios, and may also be used by players when creating their own scenarios. The capabilities for all new units can be found on the new unit reference sheets.
In addition to these tanks, the Germans and the Americans receive anti-tank gun units. These devastating weapons were the main armament used against armored vehicles during World War II. Anti-tank guns follow special rules as described below.
Anti-Tank Guns
Anti-tank guns were one of the most effective weapons against armored vehicles during World War II. Some of them, such as the infamous 88mm Flak 36 gun, were originally designed as anti-aircraft weapons, but were frighteningly successful at eliminating enemy tanks.
In Tide of Iron, anti-tank guns (or AT guns) are featured as mostly stationary equipment that must be manned by a squad. These powerful weapons are low in mobility and armor, but they are deadly against enemy vehicles. The rules governing AT guns are detailed below.
Traits: Equipment
All anti-tank guns have the equipment trait. Units with this trait are governed by the following rules.
Actions with Equipment
Units with the equipment trait have the following rules governing how they take certain actions.
- Advance: An advance action may only be performed if there is a fresh friendly unit present in the same hex. Fatigue the friendly unit, as well as the equipment unit, and move both of them into an adjacent hex that does not contain enemy units. They may not enter a hex that is impassable, or a hex that already contains two or more units. Any obstacles (such as a mine field) in the destination hex are triggered as normal. In other words:
- An equipment unit can only move one hex regardless of terrain.
- An equipment unit can only move if moving with a friendly fresh unit (moving both of these units counts as a single action).
- Concentrated Fire: A concentrated fire action may only be performed if there is a friendly squad, either fresh or in op-fire mode, present in the same hex. Activate the equipment unit to perform its normal concentrated fire action. The friendly squad in the hex is not activated by this action. As above, an equipment unit can participate in combined fire just like any normal unit, but only when a friendly squad, either fresh or in op-fire mode, is present in the same hex.
- Prepare Op Fire: A prepare for op fire action may only be performed if there is a friendly squad, either fresh or in op-fire mode, present in the same hex. Later, in order for an equipment unit to attack an enemy unit using op fire, there must be a friendly squad (either fresh or in op-fire mode) present in the hex. Fatigue the equipment unit and follow the standard rules for its opportunity fire.
- Fire and Movement: Equipment units may not perform fire and movement actions.
- Assault: Equipment units may not perform assault actions. Equipment can be assaulted by enemy units as explained below.
Important: a unit may not qualify to activate equipment if it is pinned, disrupted, heavily damaged, or inside a fortification (pillbox or entrenchment).
Assaulting Equipment
Although equipment units cannot perform assault actions, they may be assaulted by enemy units. When assaulted, equipment units do not add any dice to an assault. Equipment units cannot be assigned hits and do not retreat from an assault. Equipment always counts towards the unit limit in a hex, and may be used by an opponent (see below).
Special Abilities (Anti-Tank Guns)
In addition to the equipment trait, AT guns have two special abilities listed below.
- Fragile: If an AT gun becomes heavily damaged, it is immediately destroyed.
- Concussive Firepower: When an AT gun attacks a squad located in a building hex or pillbox, the AT gun receives +3 firepower and +3 range.
Stealing Equipment
It is possible for equipment to be used by an enemy nation. If an enemy unit is present in the same hex as a unit with the equipment trait, then the equipment is treated as if it were a unit of their nation. In other words, players may perform advance and concentrated fire actions with enemy equipment following the rules above.
Units with an equipment trait do not prevent enemy units from moving into the hex (although other units present in a hex still may prevent this). For example, if a hex only contains enemy equipment units, a player is free to move into the hex. If any other enemy squads or vehicles are present in the hex, then the move is not possible.
Example: The American player may make a concentrated fire action with his AT gun to attack the German tank. He is allowed to do this because there is an unfatigued squad in the hex.
Example: Even though the American AT gun is in op-fire mode, it may not shoot at the German tank that is moving. This is because the only squad present in the same hex is pinned.
New Strategy Cards
Five new strategy decks are included in this expansion. Each scenario describes which strategy decks are available to each nation. Players should also feel free to use these new decks when creating their own scenarios.
Shared Strategy Decks
In certain scenarios, some strategy decks are denoted as shared. A shared strategy deck is placed in the common play area (between both players) instead of a nation's HQ area. When drawing cards during the Status Phase, any player may choose to draw cards from a shared strategy deck.
New Specialization Tokens
Three new types of specialization tokens are included in this expansion. The rules for using these new tokens are detailed below.
Specialization Experience
Introduced in this expansion are a few new specialization tokens containing the experienced icons (stars). These symbols appear in addition to the normal symbol indicating the token's specialization.
Each of these tokens is marked with one, two or three stars. During setup, a player receiving specialization tokens with experience must place a corresponding experience token with a single star, assigning it to a squad of his choice (following normal rules of assigning specialization token rules).
Throughout the game, certain events may cause the squad to upgrade (found under each specialization's description, such as the "alpha" and "bravo" units below). When a squad meets the listed conditions, the specialization token is removed and replaced with a token containing one additional star (unless the token already contains three stars, after which it is no longer upgradable).
The effect of experience on specialization tokens varies with each type of specialization. For example, alpha units receive +1 firepower for each star on their specialization token.
Recon
A squad with the recon specialization is trained in scouting enemy territory and remaining hidden.
- Stamina: This squad gains +1 movement. This movement is cumulative with the movement bonus provided by a leader figure.
- Stealth: This squad cannot be attacked at long range. If an opponent attempts to attack this squad at long range, it is considered out of range for that attack.
Alpha Unit
Alpha units represent elite squads specially trained in the use of various firearms, and in neutralizing enemy forces.
- Experience: This squad starts with the alpha unit token containing one star. After this squad performs a concentrated fire, or fire and movement action, and at least two attack successes are rolled (before applying defense dice), replace this specialty with the alpha unit token containing one additional star (see "Specialization Experience").
- Adept Marksmen: This squad gains +1 firepower when attacking enemy infantry for each star on its specialty token.
Bravo Unit
Bravo units represent elite squads specially trained in taking cover and staying alive when the odds are against them.
- Determination: This squad starts with the bravo unit token containing one star. After this squad is attacked by an opponent and at least two attack successes are rolled (before applying defense dice), replace this specialty with the bravo token containing one additional star (see "Specialization Experience").
- Adept Defenders: This squad gains +1 cover for each star on its specialty token.
Scenarios
Introduction
This booklet contains six scenarios for Days of the Fox. Additional scenarios will be made available online at www.fantasyflightgames.com. Feel free to create your own scenarios from the wealth of materials included in the game.
Gap: the six scenarios themselves are not in the source copy and are not transcribed here.
Additions
With the addition of the new British forces, some new components will be illustrated in scenarios. British objectives and starting hexes are represented in orange. (The scenario symbol key is shown as an image in the original and is not reproduced here.)
Division Setups
Some scenarios may specify where each nation's divisions are allowed to set up their forces. If this is not specified, each division may be set up in any starting hexes for that side.
Allied Forces
In certain scenarios, a side may contain mixed British and American forces. Such a team is referred to as an allied force. Allied forces function exactly the same as a side of all American or British forces with two exceptions.
First, units belonging to an allied force cannot capture the other allied nation's specific objectives. For example, if an American squad is in a hex containing a British objective during the Status Phase, it does not remove or place any control markers in that hex.
Second, units belonging to a nation may never be placed in a squad base belonging to the other allied nation. For example, American infantry may never be placed in a British squad base even if they are allied forces.
Otherwise, allied forces are treated like any other two divisions of a single side. They share available command and a single initiative card. They can enter (and remain in) each other's hexes, and for all game purposes, are considered friendly pieces.
Terrain Reference
- Clear: Movement Cost: 1. Cover: 0.
- Rough: Movement Cost: 2 (Infantry), 1 (Vehicle). Cover: 1.
- Dunes: Blocking Terrain. Movement Cost: 2 (Infantry), 3 (Vehicle). Cover: 1.
- Wooden Bridge: Movement Cost: 1. Cover: 1. Counts as a dirt road hex for contiguous road movement.
- Crevasse: Movement Cost: Impassable. Cover: 0.
- Dirt Road: Movement Cost: 1*. Cover: Depends on main terrain type. *Movement cost 1 if moving along a contiguous road. Otherwise, use main terrain type. When using the Effective on Roads ability, it costs 1/2 a movement point to move along a contiguous road (instead of 1/3).
- Hill: Blocking Terrain. Movement Cost: 1 (2 if moving uphill). Cover: 0. Attacking units at higher elevation than target gain +1 to their range.
- Building: Blocking Terrain. Movement Cost: 2 (Infantry). Vehicles may not enter. Cover: 3.
Token Reference
- Recon: Stamina: This squad gains +1 movement. Stealth: This squad cannot be attacked at long range.
- Alpha Unit: Experience: This squad starts with 1 star. After this squad performs a Concentrated Fire or Fire and Movement action, and you roll at least 2 attack successes, then replace this specialty token with the token containing one more star. Adept Marksmen: This squad gains +1 firepower per star.
- Bravo Unit: Determination: This squad starts with 1 star. After this squad is attacked and your opponent rolls at least 2 attack successes, then replace this specialty token with the token containing one more star. Adept Defenders: This squad gains +1 cover per star.