
Hope that your rolls do enough damage to take out the enemy. Look at your opening hand and see which of those currently look viable. Size up your position, and narrow down possible winning strategies to exploit your opponent's weaknesses. The nicest way I can put it is that it is a game of adapting to your own luck on the fly. In the interest of historical accuracy, the creators have given many of the scenarios special caveats and addenda, like "these hills are a two-movement climb from the North," or, "this river is too wide to shoot across." It doesn't hamper play that much, but it makes an already fiddly set of rules seem even fiddlier when trying to explain or teach the game.īasically, Memoir '44 is not a game of inventing tactics to outmaneuver your opponent.

The terrain hexes are more like ideograms than game concepts with concrete modifiers. It greatly behooves you to keep your units spread among all three sectors for your initial push, so you often end up squaring off within each region, and from there comes down to who can make enough attacks in succession to eliminate their opponent.

Too many times I find myself entering the late game without the cards to give the final push up the right side and rout the enemy, and have to resort to a ham-handed rush on an entrenched enemy that really makes no sense logistically. You end up having to commit to moves that make little sense tactically. If your artillery is sitting in the left flank, you are pretty heavily dependent on drawing cards that control that region. The hand-drawing mechanic helps speed up the game and circumvent analysis paralysis by limiting how far in advance players can plan, but having a card draw and multiple dice roll each turn is just compounding luck on top of luck. They "lightened" their wargame by substituting strategy for luck. But, after trying for a month, I believe these criticisms stand even if I'm doing everything bass-ackwards. I'm also sure I'm still making very rookie mistakes in my command. I understand that there is serious tactical thought put into this game and there are tournaments for it. But since I've yet to see a negative review for it, and figured it might be useful for prospective buyers to hear the other side. I'm sure it's great game for someone more suited to it. This game is based upon Richard Borg's Command and Colors system.I know this is blasphemy to many of you.
#Memoir 44 board game series#
The Memoir '44 series consists of the base game and a number of expansions. Average game length is between 30 and 60 minutes, encouraging match play where players can command first one side and then the other. And with Memoir '44 Overlord scenarios, players can use multiple boards and up to 8 players to conduct large scale operations, experiencing the challenges of troop coordination and military chain of command on a large scale battlefield. Memoir '44 is designed for 2 players but easily accommodates team play.


"The game mechanics, although simple, still require strategic card play, timely dice rolling and an aggressive yet flexible battle plan to achieve victory." In addition to the large, double-sided gameboard, Memoir '44 includes 144 amazingly detailed army miniatures - including historically accurate infantry, tanks and artillery 36 Obstacle pieces, 60 illustrated Command cards, 44 Special Terrain tiles, and 8 Custom Wooden dice. "By design, the game is not overly complex", says Memoir '44 designer, Richard Borg. Commanders deploy troops through Command and Tactic cards, applying the unique skills of his units - infantry, paratrooper, tank, artillery, and even resistance fighters - to their greatest strength. Each scenario mimics the historical terrain, troop placements and objectives of each army. Memoir '44 includes over 15 different battle scenarios and features a double-sided hex game board for both beach landings and countryside combat. Memoir '44 is a historical boardgame where players face-off in stylized battles of some of the most famous historic battles of World War II including Omaha Beach, Pegasus Bridge, Operation Cobra and the Ardennes.
