Tide of Iron is Fantasy Flight Games' World War II tactical wargame.
It's a stunning production, of excellent overall quality and a good play as well. It's a little more abstract than most tactical combat games, but for the most part I'm comfortable with the level of abstraction.
There is, however, one aspect of the game that feels a little off to me and that is the whole "concentrated" fire vs. "suppressive" fire thing. I'm not sure what the designer is attempting to model here, given the way it's executed.
Suppression effects are, of course, quite common in 20th century combat games. Nearly universal, in fact, as getting the other guys to "put their heads down." is a key tactic under modern conditions.
But generally the suppressive effect is a byproduct of the destructive effect or, if it's an explicit goal of the firer, the firer gets usually gets some added benefit to represent the increased volume of fire. Meanwhile the destructive effect is normally diluted somewhat because the firing units are working to increase the number of bullets headed downrange and not their accuracy.
But in Tide of Iron the difference between destructive, casualty-producing fire and suppressive, morale-reducing fire is based on the intent of the firer, not on any difference at the target end. The same number of successes that would kill a figure will pin a squad instead. The same number that would rout a squad under suppressive would also eliminate it if fired at under concentrated rules. It would seem to me that suffering casualties would tend to pin a squad down, but in Tide of Iron it's an either/or situation. That just doesn't seem accurate to me.
I'm not sure why the designer felt the need to make the distinction this way. It would seem to me more valid to have the morale effects in addition to the casualty effects and if he wanted to model keep-their-head-down effects then units engaged in THAT kind of suppressive fire should get some benefit for giving up their casualty-producing effects.
I'd be interested in hearing from anyone who thinks this system makes more sense than the typical approach seen in designs as diverse as ASL and Axis & Allies: Miniatures that integrates both effects.