Memoir ’44 – 04 – Pointe-Du-Hoc

4 - 5

Winner: David

Full Scenario

History:

The rules of the game tell us a brief history of this battle; June 6th, 1944.

It was felt by the Allies that the position the Germans held on top of the cliffs at Pointe-Du-Hoc was too strong. They had guns with them that could, from the top of the 100 foot cliff, accurately hit anything attempting to land on the beach.

The Second Rangers (an American unit formed specifically for this mission), under the command of Colonel James E. Rudder were assigned to stop them. After a difficult landing, under heavy fire from the Germans they managed to reach the top of cliffs. Here they found that the guns had been withdrawn from their stations several days beforehand and only dummies left in their casements. One Ranger patrol went south searching for the missing guns.

Two concentrations of Germans had remained; one in the south-west antiaircraft bunker, the other in the observation bunker. Despite repeated attacks these resisted and were the most dangerous of the German forces in the area.

The single Ranger unit finally found the guns sitting quietly, unguarded, in an apple orchard inland. They placed incendiary devices inside them and completed their mission.

Pointe-Du-Hoc

Pointe-Du-Hoc

The Steup.

Strategy:

Allies:

Landing on the beach puts you at a fairly strong disadvantage to the Axis player; you’re in the sea, which gives you movement restrictions, and retreat penalties, but you get six command cards and you move first, so it’s not all bad.

  • You have to factor in that you cannot scale the cliffs in one move, the special rules for this scenario state that you must use two moves, to scale a cliff from the beach side.
  • However, your units are Rangers, so they can all move two hexes and still battle, which is a big advantage, and makes life much harder for the Germans.
  • The victory condition is four medals; we found that the most promising way to achieve this was to storm straight up the middle and try and take out the units in the sandbags, plus the left-hand one in the bunker. Then capture medals at the back to win. You should also try and do this as quickly as possible.
  • In this scenario I would say that keeping your units pretty close together was probably a better bet than spreading them thin, simply because the victory condition in not so high as in other scenarios, and it’s easier to outgun a unit if you’ve several of your units attacking them.
Axis:

You get the fun of defending in this one. Dave and I did have a bit of a debate about whether or not it was more advantageous to stay in the bunkers and let the Allied player come to you, or to go out and meet them. We played it both ways.

  • You’ve got a bit of an interesting set up, on the top of the cliff. You’re position is very good defensively, but a little annoying until the Allied player has moved a fair few of their units.
  • You’ll probably find that although you can attack maybe on or two of their units, you can probably only do so with one battle die, which is an incredibly tedious (although completely acceptable, and sometimes necessary) way of destroying a unit
  • My main comment for this one is to not (if possible) let your enemy destroy your artillery. Because of its range this unit is incredibly useful, but annoyingly, also fairly easy to obliterate if an enemy unit gets close enough. PROTECT IT. That’s what your unit in the bunker on the point is for – to stop anything getting to your artillery.

General strategy point: be aware of the spread of your units in relation to your command cards. It’s very unwise to bunch all your units in one section of the board, as there may come a time when you have no command cards relevant to that section, which renders your turn useless and gives your opponent the upper hand.

 

Running Score:

David: 11

Miriam: 5

 


Cambio

4 - 5

Number of Players: 2 – 3

Year of Publication: 1996

Creator(s): Maureen Hiron

IMAG3069

 

Video:

Cambio, similarly to Quarto!, is a complicated or ‘thinking mans version’ of Tic-Tac-Toe (Naughts and Crosses).  For this review we’ve done another video. The video covers all our normal sections except ‘History and Interesting Things’ so check it out below:

History and Interesting Things:

There are only a couple of notable things about this game and they are:

  1. The game was invented by Maureen Hiron in 1996. She is a very successful game inventor and know for inventing several other games including: 7 Ate 9, Continuo and Qwitch.
  2. The word Cambio means exchange.

To Conclude:

Like we say in the video we like this game, the design of our specific issue of it could be better but apart from that its a fun and fairly simple strategy game thats not too long to play but not so fast you miss what just happened.


Quarto!

4.5 - 5

Number of Players: 2

Year of Publication: 1991

Creator(s): Blaise Muller

 Video:

Quarto! is complicated Connect Four and for this review we’ve done a video, our first real video review! The video covers all our normal sections except ‘History and Interesting Things’ so check it out below:

History and Interesting Things:

There are only a couple of notable things about this game and they are:

  1. The game was invented in 1991 by Swiss mathematician Blaise Müller.
  2. It has won the following awards:

To Conclude:

Like we say in the video, we like this game a lot! My only issue with it is retaining enough concentration to keep in check all of the eight different piece attributes that could create a line. However I would highly recommend this game and if you like games that range from Connect Four to Chess then you will most probably love this game.


Memoir ’44 – 03 – Sword Beach

Winner: David

Full Scenario

History:

The set up!

The set up!

Morning. June 6th. 1944. The 8th Brigade Group of the 3rd British Division, supported by Commandos of the 1st Special Service Brigade and the Sherman tanks of the 13th and 18th Hussars make up the first wave of Allied forces to land on “Sword” beach, near the mouth of the Orne River.

The objective of the day was for the Allied forces to retake the city of Caen, and although the French troops captured the Casino at River Bella, the Allies failed in this objective. The sea was difficult that day, the tanks were supposed to land first and engage the enemy before the infantry landed, however, tanks and infantry ended up landing together. This coupled with the German resistance meant that the inland advance was seriously delayed. The failure to retake Caen was one of the biggest set-backs of D-Day and the consequences were still felt well into July of that year.

Strategy and Tactics:

Axis:

You have a defensive advantage in this scenario. Not only are the Allied forces advancing from the sea, which initially gives them a terrain disadvantage, but some of your forces are also already holed up in bunkers. Bunkers are useful as they give a -2 to tanks and a -1 to infantry when being attacked. You also possess the only artillery unit in this scenario. This is, if you manage to prevent its destruction, probably your most useful unit, as it has the longest attack range.

Despite these advantages you also have fewer troops than your opponent, and your only tank unit starts in a useless position, from which you have to order it twice to get it within attacking range of the Allied forces. You also have one less command card, and move second.

Okay, so that aside, tactically we found that arranging your troops towards the back of the board and then waiting for the Allied forces to come to you was a fairly sound way of playing the scenario. Though it’s definitely worth dragging your tank unit out of the corner early on. I would also generally say that it’s worth keeping the units that are already in the bunkers in them, unless for some dire reason you have to retreat or lose that unit.

Because wood hexes provide a -1 for attacking a unit in the woods it’s also worth trying to position your in Lion Sur Mer in the most forward of the two woods hexes next to it, this moves you closer to the fighting action whilst giving the unit a decent terrain advantage and enabling it to be close enough to try and prevent Allied forces taking the town and claiming the medal there, that contributes to their victory points.

Other than that, I would say, try not to let yourself get surrounded by the Allies, because they’ve got a lot more firepower than you, and also, if possible, knock out their tank units first, as these move further and have a fighting advantage over infantry units as well as needing less hits to destroy a unit.

Allied:

Although you start in the sea, you have an advantage in number units and number of command cards, as well as being the side that starts the scenario. Not only do you have three tank units to the one that your opponent possesses you also have three special forces units available to you, these are able to move up to two hexes and still battle, where regular infantry can either move one and battle, or two and do nothing.

Your first task is to get your units out of the sea, this is slow going because of the terrain restrictions that the sea imposes, but we found that it was tempting just to move either one block of your units out, maybe just from, say, the left flank, or to maybe move one unit from each section of the board, depending on your command cards. This is however, not a good idea. If you move one unit from each section too far from its comrades you make it an easy target, remember that you’re at a disadvantage with the bunkers, not to mention the hedgehogs and barbed wire that’s between you and the Axis forces.  And if you only move one block and ignore the others you also make those units targets because if they’re in the sea and they get attacked a retreat roll on the battle dice counts as a hit because you cannot retreat and so must sacrifice one member of your unit for every retreat rolled.

If you start out with any command cards that enable you to annihilate your opponents artillery unit this is a big score early in the game, it levels the playing field a lot. Not only does it have only two pieces to a unit, making it the easiest to destroy in terms of dice rolls needed, but it also makes it much harder for the Axis player to just sit and wait for you, as they can no longer pick off your units from such a distance.

Surrounding bunkers is a good way of destroying a unit completely, if you attack a bunker with three units instead of just one, you’re less effected by the defensive advantage they give to the Axis player.

Lastly, don’t forget about the medals in the three towns at the back of the board. Each one of these counts for one of the five victory points you need to win the scenario if you capture, and hold, the town. They’re worth going after because they mean you need to physically destroy less enemy units.

To Conclude:

I really enjoyed this scenario from both sides. As you can see from the running score we’re keeping – I lost. But it was fairly close both ways round. It was more a lack of useful command cards than any tactical errors made. This scenario is also great because you get artillery and special forces units in play, as well as bunkers, hedgehogs and barbed wire, which adjust the way you have to think about moving around the board. This is great because by this point you’re familiar with the infantry and tank units, and then the game gives you something new to play with. It also starts to pick up the pace of play. Dave mentioned in his last post that he thought it felt a little slow, I agree with him, but I think that this scenario really cranks the game up a bit, making it much more interesting.

Running Score:

David: 8

Miriam: 4

 


Memoir ’44 – 02 – Sainte-Mère-Eglise

2.5 - 5

Winner: David

Full Scenario

History:

Set in 1944 on the 6th of June this scenario aims to replicate the D-day battle of  Sainte-Mère-Eglise. Sainte-Mère-Eglise is a town in Normandy, north-west France. The town is used as the central setting for the board, as can be seen in the layout diagram below. The fight began with Allied paratroopers landing at 0140; this is simulated by the dropping of four units of Allied men onto the board from a height of around 12 inches. If they land on a empty hexagon they become a full unit, however, if they land on a German unit, or off the board, they are considered a failed drop. Many drops failed that night as buildings in the town were on fire. This lit up the sky making the paratroopers easy targets. There were also incidents like that of John Steele who’s parachute got caught on the church tower and he could only observe the battle and there were others who got caught in trees.

The set up.

The set up.

At around 0500 the town was taken by the 505th parachute infantry regiment, it was then heavily counter attacked by the Germans, but the infantry held until they were reinforced from Utah Beach in the afternoon of June 7th.

Historically speaking this was an Allied victory, however, the success of your parachute drop at the start strongly influences your chances of success or failure.

Strategy and Tactics:

Allied:

The first thing to focus on when playing as the Allies is your parachute drop. You get four units that you have to drop from 12 inches above the board, if they land on an occupied space or off the board they are taken out of play, so you want as many of them to land safely as possible, so drop with care. Additionally, depending on where they land this effects what you do next.

As the Allied player it makes sense to take the Axis unit that holds the town in the center first; depending on your command cards and on your parachute drop this can be quite easy as this unit is cut off from the rest of the Axis forces. Then holding the town and waiting for the Axis player to come to you is a fairly sound strategy as you then have the added bonus of the protection of the town at -1 against infantry and -2 against tanks for dice roll because of obscured line of sight.

What I found while playing is that while the hill on the left side of the board looks like a good position, if you don’t reinforce it you may as well pull out because with the right command cards and a couple of moves that unit will be eliminated with ease.

I also found that the single unit on the right is easily forgotten about by both sides, if it’s left by itself, as, if you’ve enforced the town in the center, the Axis player will move their right had units in towards the center in an attempt to take the town. So to move this unit into the cover of a hedgerow makes sense and, if possible, to reinforce it, depending on where your parachute men dropped.

Axis:

The Axis players are not so lucky as to have anything as fun and useful as the parachute drop, they do have one unit of tanks, but they also get one less command card. Assessment of where the parachute men fell is essential for the Axis player; the thing to keep in mind is that the win criteria is four medals (four completely destroyed enemy units). So seeing where their weakest units are and destroying them speedily makes good sense.

I found that the unit on the left up the hill was most often left by itself so that was a good place to start, even with the -1 for shooting up a hill. Additionally withdrawing your unit from the town in the center to prevent its quick destruction was also a good idea.

If the Allied player were to fill the town in the center it is highly possible to lose more men than it’s worth trying to retake the town; however they cannot hide all of their men in the town and will undoubtedly have some out in the open, here getting your tanks into play and focused on units not in cover is a good move, but to fire tanks into a town is close to a waste of a move as they fire at -2.

Both Sides:

Remember to try to keep units in all sections of the board as it will always be the section of the board you have no units in that you have all the command cards for!

To Conclude:

This is a good scenario with a lot of replay value due to the parachute drop creating a slightly different set up every time. Also being only the second scenario in the rule book it gives a small, basic introduction to tanks with one tank unit in play. It also introduces you to hedgerows and hills and is a well-paced second scenario for people still learning the game.

However it lacks the fun of some of the later scenarios due to its relative simplicity and lack of lots of heavy weaponry!

Running Score:

David: 5

Miriam: 3

 

 

 


Memoir ’44 – 01 – Pegasus Bridge

3 - 5

Winner: Draw

Full Scenario

History:

Set on the night of June 5th, 1944  this scenario recreates the brief battle for Pegasus Bridge. Or Bénouville Bridge, as it was known at the time, in Normandy, France. Major John Howard led the men of the Oxford and Buckinghamshire Light Infantry in the first airborne assault of D-Day, his objective being to capture both Pegasus Bridge and Orne Bridge. At a few minutes past midnight the Horsa Gliders land in a patch of field only yards away from their objective. The men stream out of the gliders totally surprising the German forces, there’s a brief and furious fight involving a machine gun in a sandbag nest right by the Pegasus Bridge. The British forces secure the Bridge, and the Orne equally as quickly, losing only two men in the process.

Full set up

The bulk of British troops here start behind the impassable pond, meaning that they must be maneuvered around it to get involved in the battle. The Allied player has the natural advantage in this scenario; they have more men to begin with, receive more Command Cards, and play first.

Strategy and Tactics:

The Allied player here has the upper hand, but if they play badly that’s going to be completely irrelevant. In this game a certain amount of your success as a player is determined by which Command Cards you draw, as on some occasions you may need to give orders to a section of the board that you don’t have the Command Card for, and so can’t. How quickly and efficiently you kill enemy units is also determined by the roll of the battle dice. So some amount is down to luck and chance. But aside from that we’ve found so far that once you’ve found a decent defensive position (for example in a patch of trees) it’s ideal to stay there for as long as possible, all the while you can fire on your enemy from there you should stay as the woods reduce the chances that you’re going to lose men when the enemy fires on you.

In  this scenario the German forces have barbed wire and sandbags. These are inconvenient, for an Infantry unit to be able to remove them they have to move into the space that the barbed wire is in, and then remove it instead of battling. So it can be completely suicidal to remove them as you end up adjacent to you enemies units and unable to attack them. Leaving you as a clear target. It’s also important to remember that the rive does not effect line of sight. You can fire on an enemy unit across a river provided that they are within range and no other terrain restrictions that would prevent you attacking them apply.

I found, when playing as the Allied forces, that trying to take the patch of wood on the right flank of the board, by the Orne Bridge, was a strong position to be in. That bridge is under defended and so the woods is a good position from which to either attack the lone German unit at the top of the board there, or to swoosh down and take the bridge from the other German unit. The blue medals on the two bridges count as victory points if the bridges are held by British forces. Meaning that that player has to destroy less of the Axis units to win the scenario.

For Axis forces it’s tactically ideal to get you lonely unit in the top of the right flank down into the patch of woodland before anyone else can, this is a good defensive position to be in, to prevent anyone trying to take the Orne Bridge. Your second unit there could then be on the bridge, between them they’ll put up a good fight against any optimistic British forces.

When we played this scenario we left the Axis units mostly where they were in the center and on the left flank, only really moving the one in the top left corner to bring it closer to the action. On reflection it would probably have been a good idea to shift the unit in the town right next to Pegasus Bridge further down the river to attack the British, because we didn’t actually use it that much.

To Conclude:

This is the starter scenario, so it’s been simplified from the original battle. The Germans has a machine gun in their sandbag nest by Pegasus Bridge that’s been replaced with regular Infantry in this one. But as starters go it’s very good, it’s an easy board to navigate, and the use of only one type of unit allows you to completely get to grips with how they move and battle. It would’ve rated higher, but that it’s been deliberately simplified for learning purposes, so the scenario doesn’t have as much going for it as some of the later, more complex ones do. It’s well designed as an introduction though, and sets you up in good stead for future scenarios.

Running Score:

David: 2

Miriam: 2


Memoir ’44

5 - 5 - Strike Thro

4 - 5

Number of Players: 2

Year of Publication: 2004

Creator(s): Richard Borg (designer), Cyrille DaujeanJulien DelvalDon Perrin and Claude Rica (artists)

Right. Well. I think we played that wrong….

We should really include that in all the titles/opening paragraphs for this blog, since I can’t immediately think of any game that we haven’t played wrong at least once. Memoir ’44as has been stated at least once now, is a fantastic game. I don’t think we’re likely to ever get bored of it. Based on real scenarios from the Second World War it’s not only interesting for its historical accuracy, but also as a strategic game.

What’s In The Box:

IMAG2834

The Stuff

 

Countryside side of the board

Countryside side of the board

The board beach side

Beach side

The Rules

The Rules

  1. 14 Special Forces Badges
  2. 3 Blue and 3 Green Command Card Holders
  3. 44 Double-Sided Terrain Hex Pieces
  4. 60 Command Cards
  5. 1 Double-Sided Obstacle Summary Card and 1 Double-Sided Unit Summary Card
  6. 7 Terrain Cards
  7. 8 Battle Dice
  8. 2 Sets of Army Miniatures; Green = Allied Forces, Blue-Grey = German/Axis Forces
  9. 4 Double-Sided Bunker and Bridge Tiles
  10. 10 Double-Sided Victory Medals
  11. 1 Double-Sided Battlefield Board Map
  12. 1 Rules and Scenario Booklet

Playing The Game:

Objective: To fulfill the scenario’s victory conditions before your opponent and score more points after you’ve switched sides.

When you read the rules for this game you’ll see that the first scenario it recommends you play uses only the Infantry Units available to each side. This is very good, as the game builds you up to a thorough understanding of each of the different types of unit available to you in different scenarios by introducing them one at a time into gameplay.

You start by setting up the board, as directed in the instructions for the scenario you’re playing. You change the look and layout of the board by using the terrain hexes to put in woods, hills, villages, rivers etc.

The starting set up of the first scenario in the rulebook

The starting set up of the first scenario in the rule book

Once you’ve set the board up for the scenario you then decide who’s playing as who. In the rule book the scenario instructions will tell you which side plays first, and how many Command Cards each player is dealt to begin with.  Players then take turns. There will be a preset condition for victory in each scenario.

The Command Cards contain an array of  things a player can do on their turn, standard orders or special commands. These mostly look like this:

an example of the Command Cards most commonly in play

an example of the Command Cards most commonly in play

The special command cards look like this, but are all different:

A special command card

A special command card

Winning The Game:

There is no time limit to the scenarios, players continue taking turns until someone manages to destroy enough enemy units to fulfill the victory conditions for the scenario. Then the board is reset and players switch sides. A note is kept of the score from the first round, for example, if the victory condition was that someone needed to have completely destroyed 4 of their enemy units and the other player had destroyed 2 when this happened you would then make a note, and at the end of the following round the victorious players score would have to be the highest total number of units destroyed.

Strategy:

We realized fairly early into the playing stages of this that the scenarios are usually relatively heavily weighted towards one player, they may have an advantage in the number of Command Cards they have, or in having bunkers or sandbags. But despite this, if you play reasonably tactically, all the scenarios we’ve played so far could go either way.

We started out just playing the most obviously useful card we had in our hand at the start of each turn, and seeing where it got us. Because the destruction of a unit is determined by a combination of the card you played, the position of your units, the terrain around you and the rolling of battle dice it can be unreasonably hard, on occasion, to annihilate a unit that should have been wiped out the first time you attack it. This is both true to the slightly unpredictable nature of a battle, and completely inaccurate as an Armour unit fighting Infantry at what is more or less to be considered point-blank range should not somehow manage to miss all of them. But that aside, it is possible, tactically, surround and destroy units, using terrain disadvantages to your advantage.

There is a lot to be said about strategy on this game, but we’ve decided that in the interest of keeping you interested, we’ll go into much more detail on tactics and strategy, as well as historical overview and other exciting things like that as we write about each scenario individually.

History and Interesting Things:

  1. The game was designed to commemorate the men and women of WW2 and the sacrifices they made.
  2. It was published in collaboration with the Mission for the 60th Anniversary of the D-day Landings and Liberation of France.
  3. In 2004 it was awarded the International Gamers Award for the General Strategy: 2-Player category.
  4. There are eleven expansions for this game, all of them require the original to play.
  5. The game can be played with up to six people, playing in teams of three, each commanding a different section of the board.

There is more to write, but we want to look at the history of each scenario in greater detail over the course of the month, as we’re doing with our Strategy section of each post.

To Conclude:

As is evident, we love this game. We hope that over the course of the month these posts will show us gaining a better understanding of the game, and knowledge of the historical associations of each scenario. As well as actually letting us play a game more than once, which will make a nice change to our usual style of review. If you can get a copy of this game and a friend or two who might be interested, do it. Otherwise, stay tuned for our upcoming post of the first scenario of the game Pegasus Bridge!