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Jagdtiger!

by Billy Payne(Tisander)
Otto Carius was one of the greatest tank commanders of all time. He killed 150 tanks durring WW2. Late in the war he was assigned to a Jagdtiger and ordered to deffend the Rhine. The river in this scenario is hardly the Rhine, and this is not historic, but come and witness what a jagdtiger was capable of........ You can only score cp's for the highest value row you occupy.(one row per command phase) no matter how many different rows you occupy. You also may not score a row your enemy has passed, but players may score for the same row and probably will every round after the first. I have placed cp markers on the board rows to show thier value to each player. The German player also recieves 1 cp if Otto's jagdtiger has not been knocked out, each command phase. " In God I trust." - Doc Mcoy First row is worth 2 cp's. Second row is worth+1 cp's(or three) etc....

Control is detemined by last to occupy durring a Command phase, use control markers. The Americans win, then Otto surrenders his Jagdtiger and starts a business after the war, wich he names after his tank. If he Germans win, then Patton gets mad and defeats them the next day.

OBJECTIVE:
If a player controls all three victory locations in any status phase, then he scores 1 victory point. At the end of round 8, each victory location controlled is worth 2 victory points. Most victory points wins. Command points are awarded based on how far you have 'pushed' from your initial board edge. (North for Germans, South for Americans)

Rounds: 8 Starting Initative Americans Actions 3 Reinforcements Round Three: Both players recieve one halftrack, 1 officer, three elites and a specialty of his/her choice. The americans also recieve four M4A3(75)W Shermans Terrain The river is shallow. Special Rules Otto's Jagdtiger is exactly 10 hexes off the northern board edge. He has wisely placed it on a level 3 hill. He can count range from any full hex on the north edge and begins his count with number 11. For this scenario the Jagdtiger will not move. Otto's Jagdtiger gets the tank ace card.

possition have been marked in purple. Its common sense so you shouldnt have to look at the map, and should be able to tell what is blind by looking at the board. Otto may be targeted with air strikes and artillery. His tank losses its thick armor bonus against these attacks. If Otto can see you, then you can also see him. Place any fatigue markers or op fire markers, on the tank ace card, to show when Otto has fired etc. Otto starts the game on op fire. The Jagdtiger was the most powerful anti tank gun used in the war. Its armor was Inpenetrable from the front. It could easily knock out allied tanks before they were in range to shoot back.

vs armor range: 15 firepower 22 cuncussive firepower overrun Thick armor May not use move and shoot order(no turret)

Anytime a player uses a reinforce battalion card, he may replace 4 regulars for 3 elites, and an officer.(instead of the normal mix for this card) He may also choose to take a MG team instead of two elites. Both players may do this once per game.

If you would rather not use Variant vehicles, then just use the normal ones. If you dont want to use the Jagdtiger then I would suggest placing a level Jagdtiger(heavy vehicle) 2 hill overlay on top of the center hill ================ space on board 4B. Give the Move: 4 Germans an extra tiger and place it Armor: 8 on this hill spot, on op fire, to start Fan Created Scenario. blind of hexes from Otto's vs infantry range: 12 firepower: the game. have not tested the game Tide of IronAll is a the Trademark Fantasy Flight Publishing, Inc. All Rights Reserved. All images herein are 5 Copyright 2007 Fantasy I Flight Publishing, Inc. Used with permission.

this way.

Americans
Division One
- 6 Squad Bases - 14 Regular Infantry - 4 Elite Infantry - 2 Officer - 1 Mortar Crew - 1 Machine Gun Crew - 2 GMC CCKW 353 Truck x1 x1

Division Two
- 0 Squad Bases - 7 Sherman Tank - 2 M3A1 Half Track Starting Strategy Cards: 4 Stategy Decks - American Air Support Deck I - American Reinforcements I - Artillery I - Supply I Operations Cards - Seize The Initative - Inspiring Leadership Deployment Zone Units must be brought onto the board from any hex and the southern edge. Marked on the map in green. Special Rules Three Shermans are really M10 Tank

Fan Created Scenario. Tide of Iron is a Trademark of Fantasy Flight Publishing, Inc. All Rights Reserved. All images herein are Copyright 2007 Fantasy Flight Publishing, Inc. Used with permission.

Destroyers. M10 Tank Destroyer(light vehicle) ============== Move: 6 Armor: 2 vs infantry range: 5 firepower: 6 vs armor range: 8 firepower: 9 cuncussive firepower overrun losses 3 movement points on move and shoot order(slow turret)

overrun The remaining three Shermans are M4A3(75)W Shermans. M4A3(75)W Sherman(heavy vehicle) =============== Move: 7 Armor: 5 vs infantry range: 5 firepower: 6 vs armor range: 6 firepower: 8 cuncussive firepower overrun

One sherman is really an M36 Tank Destroyer M36 Tank Destryer(light vehicle) ============== Move: 7 Armor: 3 vs infantry range: 5 firepower: 6 vs armor range: 11 firepower 13 cuncussive firepower(adds 5 range, 3 dice)

I place differnt kinds of counters below the plastic piece to remind me of the different tanks. Remove the supply drop card from the supply deck. American halftracks have a movement of 8 for this scenario.

Germans
Division One
- 4 Squad Bases - 8 Regular Infantry - 5 Elite Infantry - 1 Officer - 1 Machine Gun Crew x1 x1

Division Two
- 0 Squad Bases - 4 Panzer IV Tank - 1 Tiger I - 4 SdKfz 251 Half Track Starting Strategy Cards: 4 Stategy Decks - German Reinforcements I - Ground Support I - Morale I Operations Cards - Tank Ace - Camouflage - Lay Smoke Deployment Zone Must be moved onto the board from any northside hex. The eligable hexes are colored grey.

Fan Created Scenario. Tide of Iron is a Trademark of Fantasy Flight Publishing, Inc. All Rights Reserved. All images herein are Copyright 2007 Fantasy Flight Publishing, Inc. Used with permission.

Special Rules Two of the Panzer 4's are really StugIIIG assault guns's

The Tiger is really a Panther G Panther G ============== Move: 7 Armor: 5 vs infantry range: 5 firepower: 6 vs armor range: 12 firepower: 15 cuncussive firepower(adds5 range, 1 die) overrun

Stug III G(heavy vehicle) =============== Move: 5 Armor: 4 vs infantry range: 5 firepower: 6 vs armor range: 8 firepower: 10 cuncussive firepower overrun may not use move and fire order(no turret) may move OR fire, not both

Germany starts with the camoflauge card, but no hidden squads, however, squads may become hidden through card play.

Fan Created Scenario. Tide of Iron is a Trademark of Fantasy Flight Publishing, Inc. All Rights Reserved. All images herein are Copyright 2007 Fantasy Flight Publishing, Inc. Used with permission.

Fan Created Scenario. Tide of Iron is a Trademark of Fantasy Flight Publishing, Inc. All Rights Reserved. All images herein are Copyright 2007 Fantasy Flight Publishing, Inc. Used with permission.

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