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Old 16th June 2008, 02:34 PM   #1 (permalink)
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Tide of Iron: Desert Campaign

Well, Bob and I played the first scenario twice yesterday: Hellfire Pass. It is an aptly named pass. Both of us lost miserably as the British. The German guns tore into the British like dogs into a package of wieners. I still see no clear way of winning this scenario as the British save possessing vast reserves of luck.
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Old 16th June 2008, 02:55 PM   #2 (permalink)
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An item of note for that scenario: The Flak gun hexes can be targeted by an Offensive Area Attack. The guns will not be affected. http://www.boardgamegeek.com/thread/308576
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Old 16th June 2008, 03:42 PM   #3 (permalink)
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This would change things slightly, but only if the British have good luck with their artillery. I am beginning to wonder if we were playing something wrong. Otherwise it is one really lopsided campaign. What do the other gamers say about the British chances?
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Old 16th June 2008, 04:27 PM   #4 (permalink)
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I'm trying to find out: http://www.boardgamegeek.com/thread/320136

I can't see the artillery being useful without an awful lot of other luck being involved.
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Old 16th June 2008, 10:07 PM   #5 (permalink)
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Days of the Fox Errata

Strategy Cards

The “Sweat it Out” Strategy card should read “action phase”
instead of “command phase”.

Rulebook

The following rules changes should be made for equipment:
Equipment units in the same hex as at least 1 entrenchment
gain +1 cover. Equipment units do not gain any cover from
pillboxes in the same hex.

Squads that are in an entrenchment (but not a pillbox) MAY
be used to activate equipment in the same hex.

Scenario Guide

In the Hellfire Pass scenario all reinforcing Matilda tanks belong
to division 1, and all Crusader tanks belong to division 2. All
reinforcing infantry during status phase 2 belong to division 2,
and during status phase 3 belong to division 1.

The following changes should be made to the Rescue Mission
scenario:
The empty hex overlay in between map boards 15A and 17B
should be a double empty hex overlay and also cover the hex
directly to the south of it.

German Division 2 should only have 3 squad bases (not 4).
German units may not fire at the American squad while the
objective marker is present.

Days of the Fox FAQ

Q: If a shared strategy deck is available in the scenario, may
both players choose to draw from it on their initial setup card
draw, and if so, in which order?
A: Players may draw from a shared strategy deck at the start of a
scenario. The player with initiative should draw his cards first.

Q: Can Anti Tank guns set up or move into entrenchments and/
or pillboxes?
A: Anti Tank guns are vehicles and therefore may never be in a
building, pillbox or entrenchment.

Q: The rulebook states that a pinned, disrupted or fatigued
squad cannot operate equipment. Does this include pinned
squads that have an officer in the same hex?
A: No. A pinned squad may be used to operate equipment (at
half firepower) if an officer is present in the hex.

Q: If a concealed squad is used to operate an Anti Tank gun, is
it revealed or does stay in hidden?
A: The concealed squad would stay hidden.

Q: Can a squad with the Alpha unit specialization use its
“Experience” ability when participating in a combined attack?
A: No. Units with this specialization only upgrade when making
an attack alone.

Q: In the Hellfire Pass scenario, can the British tanks only set
up on the full road hex directly bordering the edge of the board?
A: No. The British Tanks can set up (and reinforce) on any
orange shaded road hex (even one not adjacent to the board
edge).
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