An action phase turn generally consists of a player activating a set number of squads or vehicles to choose from a menu of actions that basically involve any combination of moving and shooting or taking special actions afforded by unit specializations or cards. Once a unit is activated, it’s fatigued for the remainder of the turn. After every unit gets to take an action, the game progresses into a command phase where administrative functions such as checking for victory points or control of command point-generating objectives occurs. Command points are the “currency” of the game, typically represented on the game board by key strategic points assigned a value from 1-4. These points are spent on buying the effects of cards or investing in initiative. Following the command phase, the game moves into a status phase where new cards are drawn, weakened squads can regroup by combining with other units, and players have a chance to designate units going into opportunity fire mode, meaning they’ll be inactive for the turn but they’ll get to shoot anything that happens to step in front of their guns. And so it goes for each turn of the game.
Of course, the heart of the game is combat and fortunately the combat system in TIDE OF IRON is efficient, effective, and flexible. Squads have a firepower based on the figures it contains (regular infantry provide one d6 each; elites give two, and so on). You simply total up the squad’s firepower and add in half the value of any squads offering support fire and then designate whether you’re shooting to kill (which means eliminating figures from the targeted squad) or to suppress (which locks the targeted squad down, possibly pinning, disrupting, or routing them). The “to-hit” number is a factor of range with 4-6 hitting adjacent units, 5-6 hitting units within printed range, and 6s hitting units at long range, which is to say double the printed value. The defender gets to roll cover dice based on the terrain they’re in or the armor value of a vehicle and any hits are deflected (saved) with a 5 or 6.
Heavy weapons, represented at this point only by mortar and heavy machine gun crews, have a few special rules but FFG’s use of keywords similar to those we’ve seen in collectible card games makes it all very easy to sort out. That’s pretty much the long and short of it—simple, sweet, and to the point. There are some interesting considerations in attacks regarding the decision to concentrate fire, whether to suppress or shoot to kill, and when to sacrifice mobility for opportunity fire. There’s a lot to think about and again, the control the player is afforded with minimal rules density is a truly amazing feat of design.
The impetus on simplicity and ease of play does carry with it a price, however. There is a pronounced lack of material difference between Axis and Allied units. Much like a computer RTS, each side has pretty similar units with practically no national distinction. Sure, the Germans get a Panzer IV that the Americans don’t have and there’s some different stats on the vehicles but the balance is pretty much down the middle. Granted, a lot of variation is moved from the units themselves and into the support cards- the Americans have a unique Air Support deck and each side has markedly different Reinforcement decks. It works, but if you’re looking for something that’s going to explore finite differences between units or tactics then you might be better served by something like COMBAT COMMANDER. Make no mistake, TIDE OF IRON is much more of a “popcorn” version of this type of game and it does lack a little of the grit that characterizes previous, more “serious” entries in this milieu. These perceived shortcomings might keep the history buffs at bay but they certainly don’t foreclose on the strong sense of atmosphere, drama, heroism, and exciting gameplay that TIDE OF IRON offers despite the usual picked nits.
TIDE OF IRON is a resounding success as a “pop” war game with definite board game appeal and it is yet another star in the constellation of future classics offered by Fantasy Flight Games. The completely modular, customizable nature of the game and the promise of expansions (the first one will move the action to North Africa) indicate that this is a game that fans will be playing and exploring for many years to come.