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Tide of Iron: Designer Series Vol. 1 thumbnail

Tide of Iron: Designer Series Vol. 1

Expansion for Tide of Iron

Tide of Iron: Designer Series Vol. 1 Rulebook

Table of Contents

Table of Contents

  • Chain of Command
    • Objective
    • Victory Points
    • American Setup
    • German Setup
    • Scenario Details
  • Breaking the Line
    • Objective
    • American Setup
    • German Setup
    • Scenario Details

Chain of Command

Background: Cherbourg fell three weeks after the invasion of Normandy, but the destruction of the port meant the Allies would have to find other ways to receive their much-needed supplies.

Objective

The nation with the most VPs at the end of Round 6 wins.

Victory Points

The Americans earn VPs under the following conditions:

  • Each M3A1 Half-Track that exits the board from one of the blue shaded hexes on map 2A scores 2 VPs.
  • During each Command Phase, the Americans score 1 VP if they have at least one unit on the Bridge hex on map 2A.

The Germans earn VPs under the following conditions:

  • During each Command Phase, the Germans score 1 VP if they have at least one unit on the Bridge hex on map 2A.

American Setup

Division 1

  • 2 Squad Bases
    • 4 Regular Infantry
    • 3 Elite Infantry
    • 1 Officer
  • 3 M3A1 Half-Tracks

Division 2

  • 5 Squad Bases
    • 14 Regular Infantry
    • 3 Elite Infantry
    • 1 Officer
    • 1 Mortar Crew

Other American setup

  • Starting Strategy Cards: 2
  • Strategy Decks
    • Ground Support I (remove both of the "Anti-Air Support" cards)
  • Deployment Zone: Any of the hexes with a green border.

German Setup

Division 1

  • 3 Squad Bases
    • 8 Regular Infantry
    • 2 Elite Infantry
    • 2 Officers
  • Token icon, x2 (the sheet shows this as an icon only; its name is not printed on the sheet)

Division 2

  • 3 Squad Bases
    • 7 Regular Infantry
    • 1 Officer
    • 2 Machine Gun Crews

Other German setup

  • Starting Strategy Cards: 2
  • Strategy Decks
    • German Reinforcements I
  • Deployment Zone: Any of the hexes on maps 2A and 6A.

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.

Breaking the Line

Background: German delaying actions across the whole of Italy stubbornly slowed the 5th and 8th Army advances during late October and early November of 1943. Rain drenched the soldiers of the U.S. 36th Infantry Division as they moved through the night to re-enter the line near Mignano, where Highway 6 and a main railway cut through a narrow pass into the Liri Valley running north toward Rome.

Objective

At the end of any game round, the Americans win the game if they control the Victory Objective Marker. The Germans win if the Americans are unable to fulfill their objective by the end of game round 6.

American Setup

Division 1

  • 5 Squad Bases
    • 12 Regular Infantry
    • 2 Officers
    • 2 Machine Gun Crews
    • 1 Mortar Crew
  • Token icon, x2 (the sheet shows this as an icon only; its name is not printed on the sheet)

Division 2

  • 5 Squad Bases
    • 9 Regular Infantry
    • 6 Elite Infantry
    • 1 Officer
    • 2 Machine Gun Crews
  • Token icon, x2 (the sheet shows this as an icon only; its name is not printed on the sheet)

Other American setup

  • Starting Strategy Cards: 3
  • Strategy Decks
    • Command I
  • Deployment Zone: Any of the hexes with a green border.

German Setup

Division 1

  • 3 Squad Bases
    • 7 Regular Infantry
    • 1 Officer
    • 2 Machine Gun Crews
  • Token icon, x1 (the sheet shows this as an icon only; its name is not printed on the sheet)

Division 2

  • 3 Squad Bases
    • 7 Regular Infantry
    • 1 Officer
    • 2 Mortar Crews
  • Token icon, x1 (the sheet shows this as an icon only; its name is not printed on the sheet)

Other German setup

  • Starting Strategy Cards: 3
  • Strategy Decks
    • Morale I
  • Deployment Zone: Any of the hexes on maps 3A and 11A.

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.