Showing posts with label Memoir '44. Show all posts
Showing posts with label Memoir '44. Show all posts

Sunday, March 31, 2013

An Unsatisfactory Foothold (Memoir 44 game report)


"Our landings in the Cherbourg-Havre area have failed to gain a satisfactory foothold."
Dwight D. Eisenhower

The above quote comes from a letter that Eisenhower wrote and planned to publish in case the D-Day landing failed. Fortunately, in real life, he did not have to use that letter. On the table top, however . . .

This game report is way overdue. A couple of months ago, I cajoled my wife into playing Memoir '44 and we chose the Omaha Beach scenario.

Battle 1
I play the Americans; Elizabeth commands the Germans.

I began my attack on the American right flank. I was hoping to sweep over the artillery in the bunker.

 The American storm the beach

The Germans struck back hard, with accurate artillery and rifle fire. Soon, the attack on the right looked like this:
The assault fails

The action then moved to the left flank. The American assault seemed to be succeeding, and the Germans were being worn down. Then the Germans received timely reinforcements (my wife played the Medics and Mechanics card) and the attack faltered.

Finally, the Americans tried to push in the center with an armored assault against the bunkers. Once again, the Germans held on.
The center after the failed armor assault.
Where is the American armor? Destroyed!

At this point, the Commander in Chief (me) had to call off the attack and report that the landings "have failed to gain a satisfactory foothold."

Game Score
Germans - 6 medals
Americans - 0 medals

Battle 2
We switch sides so now I am the Germans.

Elizabeth initiated an attack on the German right.
Here come the Yanks!

Heavy fighting ensued with much bloodshed. Although the Germans suffer severe casualties, they manage to hold on, largely due to a vicious artillery bombardment (I played the Artillery Bombard card, which allows the guns to fire twice).

The American assault fails

The Americans then land their tanks and begin to press forward.
American armor rumbles forward

Again, heavy fighting breaks out. Under cover of the tanks' guns, American infantry actually make it up the bluff.
The village threatened

 But the German defenses stiffen and thrown back the invaders. Once again, American troops withdraw and D-Day is a failure.

Game Score
Germans - 6 medals
Americans - 2 medals


Results for the Night
Omaha is a very difficult scenario for the Americans, and a German victory is most likely. When playing this scenario, it is best to switch sides, as we did. The winner of the night is the one with the most wins or the most overall medals.

My wife clearly had the better of the fight. She absolutely slaughtered me in the first game; I felt like a target on Top Shot. The second game, despite its score, was much closer. My wife did a good job pushing forward against my right. Only my Artillery Bombard saved me there. In the center, she managed to get to the bluff and threaten the village. The German defenses were just too tough. Overall,

Elizabeth - 8
Kevin - 6

A good job by my wife; she earns the laurels for the evening.


Saturday, March 2, 2013

A Review of Memoir '44


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