Best.
Game. Ever.
That is basically how my friend Jeff described Memoir ’44 after I introduced it to him several years ago. I have to concur. Memoir is a game of World War II
tactical combat based on Richard Borg’s Command
and Colors system. There are several distinctive features of the system.
·
The
map board features modular terrain features (hills, woods, towns, etc.). This
allows players to set up an endless variety of battlefields.
·
Each
player has a hand of Command Cards. To get troops to move or attack, the player
must play a command card to order units (usually 1 to 3). There are also Command
Cards that allow special actions, such as reinforcing units with casualties.
·
The
map is divided into three sections (left, center, right). Often, a player may
only order units in one section.
·
To
attack, a player rolls special Memoir
dice, which have icons of infantry, armor, a grenade, a star, or a flag.
Infantry or armor icons hit their respective types of units, a grenade hits
anything, and a flag causes a retreat.
·
Players
gain medals for seizing key objectives or destroying enemy units. The first
player to reach a specified number of medals wins the battle.
A
game involves setting up a selected scenario, listed in the rule book. Each
scenario specifies the map setup, the number of medals to win, and any special
rules. Players then take turns playing a Command Card, ordering units, and making
attacks, until one player reaches the medal count and wins the game.
A game in progress - Omaha Beach
Mechanically
speaking, Memoir 44 is a very simple
game. Like chess, however, that simplicity hides a very sophisticated game. Players
will need to make a number of decisions throughout each turn – which Command
Card to use, which units to order, which enemy units to attack, how to attack (e.g.
do I use armor or infantry?), which unit attacks first, etc. The game
definitely keeps players on their toes.
People
who like “realistic” games will have complaints about Memoir. Luck can play a role – if you roll poor dice or draw bad
Command Cards, your game will suffer. The Command Cards can be a major source
of irritation. For example, if my opponent launches a serious attack on my left
flank and I have no left flank cards, my units might just end up sitting there
taking punishment without a chance to retaliate. Memoir also makes a number of abstractions. There is no
differentiation between armor units, so different types of tanks will be
treated as if they are equal. An American Sherman attacks the same as a German
Panther.
Despite
these limitations, Memoir 44 delivers an amazing gaming experience. As I
mentioned, players have a number of decision points so they will remain
engaged. Furthermore, I have been surprised at how the abstract system can
encourage realistic decisions. For example, it behooves a smart commander to withdraw
a unit with severe casualties from the front lines. In most wargames I played
before, players blithely send units on suicide missions – win or be destroyed!
Also, I have learned through hard experience that armor is not invincible,
especially against infantry in prepared defensive positions. A wise commander
will support his armor with infantry. Finally, a commander must realize that
his plans will always risk being upset by the fog of war (i.e. a lack of command cards). Therefore, he will remain
patient and flexible, marshaling resources until the time is right.
All
these factors have made Memoir ’44 my
favorite game ever. Even if I have a run of bad luck, I don’t mind. Games are
short (typically around an hour, depending on the dice and the scenario) so a
rematch is easy to do. I HIGHLY recommend this game.
Rating
5+++++++++ / 5
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