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Tide of Iron» Forums » General

Subject: Specilizations and decks rss

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Looking forward to seeing one set of rules for all scenarios. In the spirit, I give you a review of all specializations and decks. But before I start, a few comments.

Comment 1: many of the complaints is very minor

Comment 2: a low fun score isn't a complaint.

Comment 3: a low or high power score is likewise not a complaint either.
Some things should be powerful, others not.

Comment 4: these are my personal view.

Base game:
Specializations:

Medic:
+1 in cover to everyone in its hex is nice!
The medic ability, although is sort of fun, I very very seldom use it. Spending its activations to get 1 infantry, nah. Only if I don't have anything else to do, and usually I do.

Power: 3
fun : 3
complaints: seldom use medic ability. (but then, who needs it)


Engineering

Building entrenchments in forests makes nice defensive position. But it also has a ton of other abilities which is easy to overlook. Can remove barbed wire, can enter mine fields without blowing up, There are also tons of fun operation cards for this one. remove mine fields, remove tank traps, place fog, etc. etc. And even strategy cards sometimes say: if you have an engineer...

power: 4
fun : 5
complaints: none

Anti-tank

Exactly as supposed to be. Can fairly easily damage regular tanks at short ranges, far more problematic versus German super-tanks. I like them they way they are, but don't find them particularly fun to have. Because the reason you have them is often lack of tanks. Its more fun having tanks.


Power: 5 (depending on number of enemy tanks and which tanks they have)
fun : 3
complaints: none



Flamer:

My favorite. You can run up with one elite guy left in the squad and still be extremely dangerous. Or, you can do a fire and movement action, kill one entire squad right of the bat, win the initiative, repeat, and move back in safety. Great fun.

Power: 6
Fun : 6
complaints: none

Days of the fox

Recon:
Like the name. Cannot be fired at long range is a nice perk

Power: 3
Fun : 2

complaints (I've read): +1 in speed combined with an officer makes infantry incredible fast.

Alpha
Many people dislike them, but I have no major problem with them.
But they are absolutely nothing special about them either. Improved firepower. I guess that's nice, but...

Power: 3
Fun : 2
complaints: somewhat boring and does describe anything special

Bravo:
Some people dislike them, but I have no major problem with them. +1 in cover and improving... Can be made into a though nut to crack.

Power: 3
Fun : 3
Complaints: none

Normandy

Demolition expert:
Love the theme, love the name, but I feel like I miss something. They can place traps, but, I miss the 'blowing parts up'. Bridges and reasons to blow up houses.
Power:really depends
Fun : 2
Complaints: no reasons to blow things up...


Awakening the bear

Sabotage
Hmmm. Can be powerful and have indeed potential. But...

Power: 5
Fun : ???
Complaints: rules are dodgy in the case you place a sabotage card on a combined deck. Needs clarification. Further, to me it doesn't really seem all that difficult to actually be able to place a card... All you need is having the sabotage expert close to a neutral command point, which you could have right by your own door step.

Expert:
Gives a fair amount of increased punch, both versus tanks and versus infantry. The increased firepower versus tanks is what makes them special and nice. Also slightly less dependent on luck. Initial low luck => get to re-roll more dices. That might actually be a fairly large plus.

Power: 3
Fun : 3
complaints: except the 'versus tanks bit' adding a few elites have similar effect.


Missing & Ideas:
Sniper:
We have the sniper card. Why not make that card the basis for the sniper!


Commando (name ???)
An expert in hide & seek. Give them
1) the ability similar to the camouflage operation card.
2) if in cover providing terrain and outside line of sight of enemies, spend one action to become concealed again.
3) Re-roll up to two cover dices.


Decks:

General: many decks have cards which reduces the cost of other cards. Sometimes, when you get these cards can be of to high importance.

Ground support:
This one has a set of nice cards. Sniper card is particular fun. Suppressive support can be a powerful and easy to use. Medical support is always useful regardless. The other 4 cards: reconnaissance, anti-air support and saboteur can be helpful but only in special situations. However, the main problem with this deck as I see it is that most of the nice cards are only powerful if you are the attacker? The reason, well suppressive attacks are far more useful for the attacker than for the defender. Suppressing that one MG is far more powerful than suppressing one enemy attacker. Yes it depends, but in general. Same goes with sniping. Killing a MG for the attacker is extremely neat, while killing the attackers MG isn't all that helpful. So

Power Attacker: 3
Power Defender: 1
Fun : 3
complaints : only powerful if you are the attacker

Desert tactics:
Most cards are nice if you are the attacker like Dust Decoy. Sweat it out is helpful if you have more troops than you enemy, fill sandbags I guess is nice for everyone, but maybe typically most needed for the attacker (since the defender often have entrenchments already)? One sniper card which is neat. Increased visibility is an either or thing. If its useful it can be incredible useful. But then there is one card which is extremely potent: hidden minefield. The reason its potent is because it can be placed in victory hexes, and over bridges.

Power attacker : 3
Power defender : 3
Fun : 3
Complaints: only hidden minefield which is worth it for the defender.
Hidden minefield can be to POTENT if placed correctly. I actually suggest, that whenever the desert tactics or hidden minefield card is in play, the enemy gets the 'remove minefield' operation card.

Command:
Can be a potent set of cards. However almost ALL cards grants effects which gives you the initiative. But if you already have the initiative, the usefulness of most of them are drastically reduced.

Power :3
Fun :1
Complaints: none. All decks don't need to be fun.

Disruption:
A set of deck which does not scream power. A lot of mediocre cards. Disrupt medical supplies can be fairly potent I guess. However, there are two cards in the deck which is just lovely and make the entire deck: stolen supplies. Its a heck of a powerful card.

Power :3
Fun :3
Complaints: None


Moral I
Lots of fun card. Almost always some cards which you do want to use. All or nothing is powerful. Go to ground, take cover, rally cry, desperation and preparations are all very fun cards. Take down the beast is fun, but only if you can use it, which isn't always the case.

Power : 4
Fun : 5
Complaints : None

Moral II
Even better than Moral I. Removed take down the beast and replace it with a place explosive card, which in my opinion is far more fun way of doing it. Also given two all or nothing cards.

Power : 5
Fun : 5
Complaints: none

Winter Tactics:
Lots of fatigue enemy unit cards, some underpowered cards (Frostbite), sniper is as always a well written easy card to us. But there is also one card which can be the death to the enemy. One potentially game breaking card 'subzero'. No enemy in op-fire mode...

Power attacker : 3
Power defender : 1
Fun : 1
Complaints:
These card isn't winter tactics. Its winter weather and mayhem. A better winter tactics decks and op-cards would consist of 'warm clothes': resistance to cold weather

Supply:
This deck is always, regardless helpful and an extremely potent deck. If you get the 'reduce cost OF ALL cards' effect early on most cards can be free of charge including cards from other decks. Combined supply+reinforcements and you will have a extremely potent combo.

Power : 6
Fun : 4
complaints: none

Reinforcement decks
Simple fun set of decks. I say that the British is the most powerful, US and German fairly equal and the Russian the least. Cuz the battalion card costing 4 command isn't all that great. Unless you have tons of commands its expensive. Then I will take a heavy or specialist for 3 command any time.

Power : 5
Fun : 4
Complaints: Elite reinforcements cards cost from 0 to 4 command. Unless you have tons of command, whats the point of spending more than 0, or max 1?
Complaints 2: if enemy block reinforcements hexes... => cheesy, gamy tactic which in most cases should be disallowed.

Artillery I and II
Simple set of cards, which can be fairly potent. Like the mechanism. However, drift may often make them fairly useless. However a well placed artillery card can be devastating. The cards which covers and extra ring of hexes can be especially neat. However, since the cards come in real damage OR suppressive, and suppressive often is far less useful for the defender, I would wish there where cards where you could choose.

Also, compared to Air superiority, artillery seems weak.

Power : 3
Fun : 4
complaints : drift often makes artillery fairly useless. It can be devastating, but some luck is involved.

complaints II: if you get the 'reduce cost' early on, artillery cards can be very useful. If you don't, the cost of one card may be fairly large, and the effect may very well be 'drift away'.

Air superiority (US/German)
Simple, fun cards. No drift makes them fairly much more potent, and the two cards which gives you +1 attack die. The US deck is stronger than the German deck I would say, but that's fair enough I guess. I also like the paratrooper card.

Power : 4
Fun : 4
Complaints : I haven't actually played that much with these decks, but the one card which removes almost all opponents cards have been given some complaints I think. To devastating playing against.

Complaints II. once again, the reduced cost, put command on initiative card and increased firepower cards makes the deck a bit to random for my taste.

Combined Air support deck:

Haven't played with it, but I actually like it and the mechanism. You have some sense of contested skies. I also like the asymmetry of the Russian & German air force. Germans being more obvious how to use, while the Russian being equally powerful but more subtle. Only one air superiority and one air priority, divided by two players is a plus in my view. Now the air deck consist of more bang and boom. The tank-busting card is a nice one too. However I would wish it said 8 firepower versus tanks, and 4 (or whatever) versus infantry or something. Cuz it doesn't make sense to find a truck/half-truck just to be able to bombard the infantry.

Power : 4
Fun : 4
Complaints: Tank-busting could have reduced effect versus infantry.


Weather deck
Love the concept. Although it doesn't even have to be random. Could be dictated by the scenario. This version of FOG is far superior to the Op card. And fog should effect both sides.

Complaints (minor): Extreme heat is a good and fun one, except for the 'disrupted units are automatically routed'. Should in my opinion be replaced with something else. Cuz it makes suppressive fire to powerful. The down side with suppressive fire should be that its difficult to kill. With this op-card the down-side is completely removed. More difficult to remove a disruption token is in contrast perfect.

Complaints II: there should definitively be made a winters deck too...

...

A few operation cards.

Shattered moral and No surrender are excellently moral modification operation cards. Inspiring leadership is also fine I guess. However, its so powerful that I highly doubt that anyone would ever do suppressive fire versus a hex containing an officer.

Shaken defender is horrible. It renders all defenses useless. Staying in cover is almost useless.

Heavy fog: I like the weather deck version much better than the op card. And also, in the scenarios using it, it should at least be specified that BOTH nations get the same bonus.

Hedge breakers: To effective. Redo it: to cost 4MP.

King Tiger Tanks:
This one is to devastating. I'm not an historical expert, and yes maybe the king tiger broke down to often. But not to the point that it broke down every few hexes. In game terms this card makes it completely stupid to try to move it at all.
I would rather say
1-4: no effect
5-6: lightly damage, or if already lightly damaged, it gets heavily damaged.



Tank-riders:
Is a fun nice op card, except for one little detail which I find odd. If riding a tank, the riders are immune to infantry fire. In many cases, if the enemy is low on anti-tank weapons, tank-rider card gives improved protection to infantry. Which, sure, would be a fun unit, but doesn't it feel odd?

Soviet Command restraints:
fun nice op card. However, if the enemy has too many elites/officers, its far to easy to be able to ignore this operation card.


Camouflage & improved time:
please give us corrected versions of these cards.

Even though I personally don't like the camouflage card. Cuz there you hope to roll badly. I like rolling good should always be good regardless. With camouflage, rolling to good is bad. But I guess that's just me.
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Awesome effort! Thanks from a ToI noob!
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Kris Miller
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Thanks for the input and insight!

Kris
 
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Hss Hss
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I just also realized a nice perk with the Russian reinforcement deck, there are a lot of + signs on them. That is a very nice twist
 
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Just a quick idea for the recon:
As an action, fatigue the recon and remove one concealed token within line of sight.


 
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