IRON TIDE - Panzers in The Ardennes simulates the German assault out of western Germany into
Luxembourg, France, and Belgium in December 1944. Units represent Brigades - Regiments - Battalions.
Each turn equals half a day. Each map hex is 1.5 miles [2.4 kilometers] across.
IRON TIDE has just one map - but at 28 by 42 inches it is as large as two standard wargame maps. Easy to unfold and
re-fold, this colorful Joseph Youst product eliminates the need for taping map sheets together in order to avoid
mis-aligned hexes and the 'Crack in the Middle of The Battlefield' Syndrome common with multimap wargames.
Key to IRON TIDE's simple and efficient game system is the interplay between combined arms and the mixture of equipment, training, and dedication that each unit carries into battle.
Armored battalions are small by themselves, but add considerable punch when combined with infantry. Artillery regiments can be easily overrun if caught alone, but can stiffen a defensive position and help it repulse the enemy -- or can smash a defender with a crushing barrage. Engineers can prepare entrenched position and build bridges or blow them up in the enemy's face. Commandos can prevent Allied forces from completing their assigned missions and spread misinformation. Air power can assist the ground fighting or deliver needed supplies... but not both - and only if the weather relents. The German drive can be fueled by capturing Allied supply depots... or frustrated by their demolition.
IRON TIDE deals with the uncertainty of combat by using a variant of a tried-and-true wargame mechanic.
Each armored infantry, panzergrenadier, or infantry brigade or regiment is given a rating for its equipment,training, and morale - A is best, B is moderate, C is low. Units are also measured by size as shown by the box
around the evalaution designation - red is larger, blue is smaller. Until the moment of combat, the actual military value of these units can only be estimated. After combat is declared, a chit is drawn at random to provide combat values. This adds to the Fog of War aspect of IRON TIDE by making it more like real military command and less like an exercise in an accounting class. These units have three casualty steps that are shown by the front of the combat chit, then the back of the combat chit, and finally by the back of the unit counter.
IRON TIDE's TURN RECORD and Order of Battle/Order of Appearance is 17 by 33 inches. It shows the units at start, the units that can or might arrive - depending of the fortunes of battle - and presents the triggers for and records of all the action throughout the course of the game. For example, players do not need to refer back to the rules booklet to check the Turn Sequence or find out how German Fuel Depletion operates because the Turn Sequence and the rule appear on the Turn Record.
IRON TIDE: Panzers in The Ardennes - Design by Nathan Kilgore
Map by Joseph Youst
Development by Jeffry Tibbetts
Brigade - Battalion level
one 28 x 42 map
12 page rule booklet
17 by 33 inch Turn Record and Order of Battle / Order of Arrival Chart