tide of iron: days of the fox - valley of death play test
DESCRIPTION
William Boersma reports on his playtest of the Valley of Death scenario from Tide of Iron: Days of the Fox. See photos and commentary from his test and what he recommends for the Next Wave.TRANSCRIPT
Days of the Fox – Valley of Death Scenario
This is a play test of the Valley of Death scenario as it's currently published, with suggestions to make it a better scenario for the Next Wave edition of Days of the Fox.
My board set up.
The Allied Tactic:1. Americans concentrate on the German forces and
objective in the top center of the map. 2. British deal with the Germans centered around the
two hill hexes3. The remaining Allied forces would deal with the
center objective. One squad each had been detached from the main forces to capture the “1” command point objectives.
The German Tactic:1. To hold off the Allies as long as possible.
Overview:
The 88 on the hill has good coverage of the battlefield even though it’s very exposed - I didn’t see any better spots for it. The buildings in the top center are, as they often are in TOI, death traps. With LOS and the Allies having the initiative; combined fire and concussive firepower are sure to eliminate any German squads foolish enough to set up there so I positioned them mostly behindthe buildings.
88 Vulnerability
The picture above illustrates the vulnerability of the 88 in this position. As the Germans set up first, but the Allies have the initiative, the Matilda can fire at it right away. (Yes, it has LOS - level 1 hills are of the same height and therefore the dunes do not block LOS!) Of course, the crew(s) are also highly vulnerable!
German Vulnerability
The picture above shows the vulnerability of any German squads wanting to set up in the buildings hexes in the top center (yes, again, the Allies have LOS immediately!) I did realize I placed some American units too far forward, i.e. outside of the designated set-up hexes, but I corrected this before I started play and the Sherman still had direct LOS of the front building. This is very important as it makes setting up there and claiming the two attached command points very tricky for the Germans.
Notes:
Although I had some lucky shots, especially for the Allies, they had, by the end of round 3 cleared 2 of the 3 victory point markers, taken over control of the ’88 (remember, equipment can be captured!) lightly damaged the Panzer III, and have mostly been able to seize the initiative (5 command points against still 4 for the Germans, but probably as of the next round the latter will only have 2 left) and, last but not least, consistently been able to pin the one remaining German MG (in the pillbox). Those two double mortars sure are killing, aren’t they (-;
Recommendations:1 of 5
1. Reduce the number of rounds from 6 to 5.
Recommendations:2 of 5
2. Give the Germans an extra entrenchment to give the 88 some extra protection. This would be great if need be added as a special rule. At the very least it does give the 88 itself +1 armor, but would otherwise not help because the crews could be easily pinned and therefore be made incapable of operating it. Also, allow the Germans to set up the other fortifications and obstacles at will on their set up maps.
Recommendations:3 of 5
3. Reduce the total number of Allied mortars by 2; 1 for the British and 1 for the Americans. Add four regulars.
Recommendations:4 of 5
4. Give the initiative to the Germans; this allows them to more easily set up on the “2” command point objective and probably do some damage with fire and move. The tanks will also need to be more careful in setting up as the 88 would potentially get the first shot!
Recommendations:5 of 5
5. Perhaps the no surrender (and desperate defenders) op cards could be added.
Note that all these recommendations are in favor of the Germans. Implementing them all might switch the balance decisively the other way. If number 1 is not the change of choice, I’d first go for 3 and 4 above!