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This review is the first detailed review I have attempted. I have tried to make this, part review and part resource, for anyone not totally familiar with the game. For this reason I expect readers to skip to the sections that are of most interest.

Summary

Game Type - Board Game
Play Time : 20-60 minutes
Number of Players: 2-8 (Most commonly 2 players)
Mechanics - Card Driven, Scenario Based, Dice Rolling Combat
Difficulty - Moderate (Takes 6-12 plays to become totally familiar)
Components - Very Good

This is the first game I have revisited to do a more in depth analysis, as my first review was minimal to say the least. With over 200 plays of Memoir and the recent announcement of the Air Pack and further expansions, I felt the time was right to revisit the base game.


Image Courtesy of Erich

Overview

Memoir '44 is the 2nd game to be released in the 'Commands & Colours' System and like other games in the series Memoir is a scenario based board game. As the title suggests, the theme and setting for Memoir is WWII, and more specifically the D-Day landings and battles that took place in 1944. The majority of the scenarios feature the Germans and Americans although other countries are introduced through the use of Special Forces units.

The game uses a double sided, six fold board to represent the battlefield and tile overlays are used to represent terrain. Miniatures are used to represent the forces (units) present in each battle. But more on the components later.

Units are ordered through the use of Command Cards and these represent the orders issued by HQ to the troops on the front. Icon dice are then used to determine the results of each attack.

Each scenario has a listed victory condition in terms of the number of medals that must be captured by each side. Medals can be won by eliminating enemy units or capturing scenario objectives.

The base game offers a total of 16 Scenarios. Given that Memoir plays best by playing both sides (see below) and this takes time, Memoir offers pretty good value in terms of the time it will spend on the table.

The game features two sides representing the Axis and the Allies, so 2 Player games are most common. However it is possible to play using teams and this can be a great way to teach new players as a team can assess their cards together and discuss possible orders and plans.

Time to get out of the HQ tent and down into the Bunker.

The System

Memoir uses Command Cards to drive the play and these represent the orders issued to your troops. So in effect each player is acting as a General in charge of the troops.

Each scenario outlines how many cards each side will receive and these are not always equal. This helps to reflect the nature of each battle. Elements such as surprise, planning, or a lack of reconnaissance can be reflected in the number of Command Cards a side receives. This thematic element isn't made highly obvious by the game itself, but it is the conclusion I have come to with experience. It makes the theme of the game more 'real' for me and this increases my enjoyment.

Once a scenario is set-up, the play is actually pretty straight forward. The play is turn based and the side to go first is outlined in the scenario. Each turn begins by playing a Command Card from your hand of available cards. Each Command Card allows a set of orders to be issued and these usually result in moving troops and firing on the enemy. Dice are rolled to resolve each attack, casualties are eliminated and medals are possibly won. The number of dice to be rolled is determined by the unit firing, the range and any modifiers for terrain effects or special battlefield conditions (cover, troop type, etc).

At the end of a player's turn they will check to see if they have won the medals required for victory. If not the scenario continues and the turn is completed by drawing a replacement Command Card from the deck. Now it's time for the enemy to return fire.

The Battlefield - The Board in more Detail

Memoir offers a double sided, 6-fold board. One side depicts a grassy field, representing the fields of Western Europe, whilst the other side depicts a beach head, comprised of sea, beach and grass area. The board therefore allows the game to depict battles in two separate settings - inland and beach landings.

The board is entirely made up of hexes and only 1 unit is allowed per hex. There are 2 red dotted lines, which serve to break the battlefield up into 3 different sections (left, right and centre). This allows the Command Cards to refer to one or more sections of the battlefield, for the purposes of issuing orders. This is all very simple but also very effective.

The final feature of the board is the 6 illustrations of medals at the foot of each Side's board. These are used to track how many medals a side has won.



Images Courtesy of EndersGame

The Units

Memoir '44 offers a total of 3 basic troop types - Infantry, Armour and Artillery. Each troop type is represented by a generic figure made from soft plastic and these are functional. They won't impress the heavy war gamer or WWII historical expert out there but they are more than satisfying for the average gamer like me. Had Memoir gone down the alternate path of tokens and chits I don't think either you or I would be in this space right now.

The forces in Memoir are always formed into units. Infantry units feature 4 figures, Armour units feature 3 figures and Artillery units are made up of 2 figures (special units may differ). Units can never be mixed or moved through one another and weakened units can never band together. Weakened units still roll the same number of battle dice as a fresh unit too. These movement and combat rules are not totally satisfying as they don't represent the reality of war (more on that later) but I understand why it was done.

In my opinion, Memoir was designed to reach the mass market, light to medium gamer. I think it was aimed at filling the space between Euro's and War Games (feel free to line me up with your Sniper Rifle if you wish). :p Complicating the rules on how units interact would have potentially alienated that target audience. So the rules on the units are a result of function over form.

Each hit on a unit results in 1 figure being removed. When the last figure of a unit is eliminated, the unit is destroyed and the last figure acts as a medal that has been won, adding towards your victory condition.

Let's look at the units in detail -

Infantry

Movement - Infantry can move 1 hex and fire or they can move 2 hexes and not fire.

Range and Combat - Infantry can shoot up to 3 hexes away and get 3, 2, or 1 dice in battle based on the range. The number of dice rolled can then be affected by terrain, special orders or special conditions.

Taking Ground - If an infantry unit attack a target in an adjacent hex and the target are eliminated or forced to retreat, the attacking unit can 'Take Ground' by moving into the enemies' vacated hex.


Image Courtesy of ricmadeira

Armour (Tanks)

Movement - Armour can move up to 3 hexes per turn before firing.

Range and Combat - Armour have a range of 3 hexes but they allows roll 3 dice in combat before applying any modifiers.

Armour Overrun - If an Armour unit attacks a target in an adjacent hex and the target are eliminated or forced to retreat, the attacking unit can 'Armour Overrun'. This allows the Armour unit to move into the vacated hex and attack again if an enemy unit is within range. This can be a devastating play and many a scenario has been won and lost by using multiple Armour Overruns. It is crucial to know how to use them and avoid them.


Image Courtesy of Toynan

Artillery

Movement - Artillery are not highly mobile. They can only move 1 hex per turn and if they do they cannot fire for that turn.

Range and Combat - Artillery can fire as far as 6 hexes away. They get 3 battle dice for a range of 1-2, 2 battle dice for a range of 3-4 and 1 battle dice for a range of 5-6 hexes.

Most importantly, Artillery never suffer modifiers for terrain or cover. This makes them deadly if well positioned.


Image Courtesy of Solamar

Special Forces are introduced with the use of tokens that are placed in a hex along with the unit. The special forces featured in the base game include -

British Commandos - These units are allowed to move 2 hexes and still battle.

Rangers - These can also move up to 2 hexes and still battle.

Axis Special Forces Tanks - Each unit has 4 figures instead of 3.

French Resistance - Only have 3 figures per unit but they can enter terrain hexes and still battle. When forced to retreat they can elect to move back up to 3 hexes as opposed to the usual 1 hex. These units can seem like wraiths at times and can be very hard to earn medals from.

Panzer Grenadiers - Can move up to 2 hexes and still battle.

British Airborne - Can move up to 2 hexes and still battle.

It becomes apparent from the list of units that there is much repetition of abilities and this is also replicated below in the effects of various terrain types. I have many thoughts here but I'll hold them back for my conclusions at the end.


Image Courtesy of EndersGame

The Terrain Tiles

Of course a plain battlefield is rather dull, so Memoir uses terrain tile overlays. There are 44 Terrain Tiles in total and they are all double sided. Each tile is hex shaped so they can fit perfectly onto any hex on the game board. The tiles are of a good thickness, meaning they will stand up to hundreds of plays. The artwork is good but not great (the Battle Lore tiles make Memoir's look a little plain by comparison).

Each scenario outlines how many terrain tiles of each type are needed and where they need to go. Some scenarios are heavy on the terrain, so a set-up order for the terrain tiles is included. This outlines the order in which you should place the tiles to ensure you don't run out of any one terrain.

In all the base game offers the following terrain -

Forests

Movement - Units that enter a Forest hex cannot battle on that turn and they must stop immediately.

Line of Sight - Forests always block line of sight.

Battle - Infantry suffer a -1 dice penalty for firing into Forest hexes whilst Armour suffer a -2 dice penalty.

Hills

Movement - A hill imposes no movement restrictions unless stated in the scenario notes.

Line of Sight - Hills block line of sight for units on ground level. Any unit on a hill will not be able to see a unit on the ground if the hill is 2 or more hexes in length and the unit is located at the base of those hills. This rule is not outlined in the rules and can be found on many forums including the Geek.

Battle - Any Infantry or Armour unit firing at a target on a hill (higher ground) will suffer a -1 dice penalty. If an attacking unit is on a hill and fires at another unit on a hill, it will suffer no penalty.

Hedgerows

Movement - Hedgerows were typical in Normandy and are the most complex terrain in the base game. To move into a Hedgerow, a unit must have started the turn adjacent to the hex they wish to move into. A unit moving into a Hedgerow will stop immediately and they cannot fire this turn. A unit moving out of a Hedgerow can only move to an adjacent hex before stopping.

Line of Sight - All Hedgerows block line of sight.

Battle -Infantry suffer a -1 dice penalty for firing into a Hedgerow and Armour units suffer a -2 penalty.

Towns & Villages

Movement - All units moving into a town or village must stop immediately and cannot battle for that turn.

Line of Sight - All towns and villages block line of sight.

Battle - Infantry suffer a -1 battle dice penalty for firing into a town or village, whilst Armour units suffer a -2 penalty. In addition any Armour unit firing out of a town or village will also suffer a -2 battle dice penalty.


Image Courtesy of EndersGame

Rivers & Waterways

No units can cross rivers or waterways unless a bridge crosses them or there are special rules outlined in the scenario summary. Line of sight and battle restrictions do not apply to this terrain.

Oceans

Units in ocean hexes are considered to be on landing craft of one kind or another. The maximum movement in ocean is 1 hex. Units can never battle whilst in ocean hexes and units cannot retreat into ocean hexes. Line of sight is never blocked by ocean.

Beach

A unit that moves onto a beach hex can only move a maximum of 2 hexes. If a unit starts on a beach hex but makes its first move onto a non-beach hex, it does not suffer the 2 hex maximum limit (I'm thinking Armour units here). Beach terrain has no effect on line of sight or battle.


Image Courtesy of EndersGame

Special Features

In addition to the terrain, Memoir includes all of the special features we would expect from the theme in the form of smaller tiles, tokens or mini figures.

Bunkers - Bunkers block line of sight but units can move into them and still battle. They are impassable to Armour and artillery and they only protect the original owner's units (the side that started with them at the beginning of the scenario) unless otherwise stated in the scenario notes. Infantry suffer a -1 battle dice penalty for attacking units in a bunker and Armour suffer a -2 penalty.


Image Courtesy of EndersGame

Sandbags - Sandbags allow the occupying unit to ignore the 1st flag rolled against it on each battle dice roll. Infantry attacking a unit in a sandbagged hex suffer a -1 penalty and Armour suffer a -2 penalty. If a sandbag installation is ever left vacant it is removed from the field of play.

Barbed Wire - Units moving into barbed wire must stop but they can still battle. Armour will destroy the barbed wire removing it from the board, but infantry will battle out at a -1 penalty. An infantry unit can choose to remove barbed wire instead of battling. Therefore a unit that moves 2 spaces to reach a hex with barbed wire cannot remove it as they don't have the option to fire.

Hedgehogs - Infantry may move in and through hedgehogs with no movement or battle restriction. Infantry in a hex with hedgehogs may also ignore the 1st flag rolled against them in each attack. Armour and Artillery units cannot enter a hex with hedgehogs.


Image Courtesy of EndersGame

Combat and the Battle Dice

I have touched on combat in terms of the dice rolled by units at various points in this review already but I'll go through the process in its entirety here.

Before I begin it is very important to note that all units must move before any firing can begin. As soon as any one unit makes an attack roll, no other units may fire. All units then fire independent of each other. By that I mean if one hex is targeted by multiple units, they do no roll their attack as one. Each attack is rolled separately and resolved before the next attack begins.

A set firing order does not need to be made by a player. Each attack can be made and resolved before the next begins. In this way a clever player can attack with their units in such a way as to allow for potential foul-ups and cover multiple bases at the same time.

LOS - When a unit wishes to attack they must first identify if they have Line of Sight (LOS) to the target. Terrain may block line of sight and units can also block line of sight to other units. Generally it is accepted that line of sight should be traced from the middle of the attacking hex to the middle of the target hex. If any part of that line can be traced through an LOS blocking hex, the target is not valid.

Often a LOS check will be drawn perfectly between 2 hexes. As long as one of those hexes is not blocking LOS, the target is valid.

Number of Battle Dice - Next you must determine how many dice you can roll for the attack. This is determined by calculating the range of the attack and identifying how many dice your unit type can roll at that range (if any). From this total you may have to deduct a number of dice for terrain or other features that effect battle. This may sound complex in print, but Memoir provides a number of summary cards that outline all of these considerations very easily. After just a few games it becomes second nature very quickly.

The Battle Dice - Now it is time to roll the dice for the attack. Each Battle Dice features the following icons -

Infantry Icon - x2
Armour Icon - x1
Grenade - x1
Flag - x1
Star - x1

One hit or casualty is scored for every icon rolled that matches the unit type being attacked. In addition the grenade icon counts as a hit against anything. So immediately it becomes apparent that their is a 50% chance of hitting an infantry unit per dice. Chances of hitting a tank is 33% and hitting an artillery unit is 1 in 6 or roughly 17%.

Whilst the odds may suggest always targeting the infantry, this can be folly as armour and artillery units pose such a threat. Thankfully they only have 3 and 2 figures per unit, so a little luck on the dice goes a long way.

A star is a missed result, but this icon is sometimes used in other ways by special Command Cards.


Image Courtesy of Yugblad

Retreating - Rolling a flag results in the targeted unit fleeing 1 hex. If multiple flags are rolled in a single attack, then the unit will be forced to retreat multiple hexes. Sometimes a unit cannot retreat, due to terrain restrictions (like ocean or impassable hills) or other units may block a retreat. For every hex that a unit cannot retreat, a casualty is inflicted. Sometimes it is possible to maneuver in behind enemy units, cutting off their retreat. If flags are rolled against them it will result in further casualties, thereby increasing the chance to hit them.

Retreats must always be made back towards the owning player's side of the board. This means that each unit has no more than 2 hexes that they can retreat into for each flag. From a reality perspective I have issues with this. What if the attack is coming from the rear? Why would my troops retreat in this direction instead of fleeing the other way? The obvious answer is that the troops will always want to retreat towards their supply lines and they are no doubt confused in the heat of battle. In the end I have come to accept this rule as part of the game. Simplicity has its place.

Resolving Combat and the turn - Each hit results on a unit being removed from the unit under attack. If the last unit is removed from a unit, that unit has been eliminated. To signify this achievement, the last unit should be placed on medal icon on the edge of the board to signify that a medal has been captured. If capturing a medal means one side has meet the victory conditions for the scenario the battle is over.

If this is not the case after the last attack for a turn, the player ends their turn by drawing a Command Card from the Command deck and play passes to the enemy.

Firefights and Close Assaults

These are two terms that directly relate to battle. A 'Firefight' is a term relating to any unit that is attack at a distance (there is also a special Tactic Card with this name - see below).

The term 'Close Assault' refers to any unit that attacks another unit in an adjacent hex. If a unit ever finds itself in an adjacent hex or 'Close Assault' situation, it is required to attack that unit when it fires. It cannot choose to attack another unit that is not in an adjacent hex.

This can be used to one's advantage by deliberately engaging in Close Assault with the enemy, in order to stop them from firing on another weaker unit that could earn them a medal. It also has ramifications for selecting a retreat path when flags are rolled.

Know What You are Playing

Memoir is a wonderful game in my opinion if you take it for what it is. Memoir '44 is not a 'War Game' in the truest sense of the term. Memoir is a Card Driven Game (CDG) and it is all about 'Hand Management'.

The skill to Memoir is identifying the strength of the cards at your disposal and how they can best be played with the troops at your disposal and their relative position in relation to the enemy and surrounding terrain.

Making a push in one section without adequate troop support or without enough orders (Command Cards) to see the attack through will likely leave your troops highly exposed and ripe for the slaughter. Blaming poor card draws is all too often the catch cry of someone who has not planned carefully enough or simply played the game without a full appreciation for mechanics of the game.

So if Memoir is a CDG, we should look at the Command Deck.

Command Deck

The Command Deck is made up of 60 cards which fall into two categories.

Section Cards

There are a total of 40 section cards. Each section card outlines the section(s) it relates to and how many units may be ordered there. Here is a short break down -

Recon - Allows 1 unit to receive an order one section (different Recon cards will refer to different sections). At the end of the turn, 2 Command Cards can be drawn instead of the usual 1 and the player can select which card they wish to keep.

Probe - Allows 2 units to be ordered in any 1 section. Different Probe cards refer to different sections.

Attack - Allows 3 units to be ordered in any 1 section. Different Attack cards refer to different sections.

Assault - Allows all units to be ordered in any 1 section. Different Assault cards refer to different sections.

Pincer Move - Allows 2 units to be ordered in both flank sections (left and right).

Recon in Force - Allows 1 unit in each section to receive an order.

General Advance - Allows 2 units in each section to receive an order.


Image Courtesy of EndersGame

It should be noted here that some hexes on the board are cut in two by the dotted red line that denotes each section. These units are considered to be in both sections and can benefit from Command Cards that refer to either section.

Tactic Cards

There are a total of 20 Tactic Cards and these feature a grey background to help set them apart. Each card offers a fairly powerful order (when used in the right situation) outlined by its text, and generally these cards are meant to represent detailed planning direct from the Generals at HQ. In summary these cards include -

Move Out (2) - Issue orders to 4 units of Infantry, regardless of their position.

Direct form HQ (2) - Issue orders to any 4 units, regardless of their position.

Counter-Attack (2) - Issue the same order as the last Command Card played by your opponent. IF it was a section card, then reverse the section it relates to (in other words you must order units in the same section as those ordered by the enemy).

Infantry Assault (2) - Issue orders to all infantry in 1 section. They may move up to 2 hexes and still battle or move 3 hexes and not battle. Movement and battle restrictions still apply in relation to terrain. If you do not have any Infantry units, this card allows any 1 unit to be ordered.

Armour Assault (2) - Order up to 4 Armour units in any location. Each unit that attacks in 'Close Assault' may roll 1 extra dice than normal. Movement and battle restrictions still apply in relation to terrain. If you do not have any Armour units, this card allows any 1 unit to be ordered.

Barrage (1) - Target any 1 enemy unit and roll 4 battle dice, ignoring terrain modifiers. Flags may not be ignored. This is perfect for targeting units behind sandbags or in bunkers.

Artillery Bombard (1) - Issue an order to all Artillery units. Each unit may move up to 3 hexes or battle twice. zombie If a player has no Artillery units, they can order any 1 unit of choice.

Dig-In (1)- Allows up to 4 infantry units to receive a sandbag emplacement. If a player has no Infantry units, they can order any 1 unit of choice.

Medics & Mechanics (1) - Issue an order to any 1 unit. Roll a number of battle dice equal to the number of Command Cards you currently hold (including this one). For each star or icon rolled that matches the unit type, 1 lost figure of that unit is replaced. A unit can never exceed its initial strength. As long as at least 1 unit is recovered, that unit can be ordered in the usual fashion.

Close Assault (1) - All Infantry and Armour units that are adjacent to an enemy unit can attack and receive 1 additional battle dice. These units may not move but they can 'Take Ground' and perform an 'Armour Overrun' action.

Firefight (1) - Allows any 4 units to fire at targets within range and receive one additional battle dice. These units may not move and they cannot be in 'Close Assault'.

Ambush (1) - Can be played in the opponent's turn as soon as they declare a 'Close Assault' attack. It allows your targeted unit to attack first. If the Ambush results in the unit being eliminated or forced to retreat it cannot fight back. The player who played the Ambush card should draw a replacement card before the opponent draws a card to end their turn.

Air Power (1) - Targets a group of 4 or fewer adjacent enemy units. If the Allied side uses this card, they can roll 2 dice per hex and score a hit for each dice that matches the unit type, a grenade or a star. Flags cannot be ignored. If the Axis side uses Air Power, they can roll 1 dice per hex. This reflects the weakened status of the Luftwaffe in 1944.

Their Finest Hour (1) - Roll 1 battle dice for each card you currently hold (including this one). Each unit symbol rolled results in 1 unit of that type being ordered. Star results mean any unit of choice can be ordered. All ordered units can be in any location on the battlefield and they receive 1 additional dice in combat.

This is potentially the most powerful card in the deck but I have lost count of how many times I have rolled poorly with 5 or 6 dice and only received 1 or 2 orders.

Behind Enemy Lines (1) - I have left this card to last as it is the one card that was poorly printed and does not reflect the designer's intention. It allows any 1 Infantry unit to move up to 3 hexes, battle and move 3 additional hexes after the attack is concluded. The unit also receives 1 additional dice.

The error is that the card states that terrain and battle restrictions still apply. This is not the case and makes the card very useful. Allowing an Infantry unit to move up to 3 hexes through forest or hedgerows and potentially roll 4 dice in combat is a great way to finish off a weakened unit that thought it was safe. This is a great way to earn that final medal.


Image Courtesy of johncarlton

The Scenarios

Given that Memoir is a scenario based game, it was important that they got the scenarios right and thankfully they did. Each scenario is outlined in full colour and consists of 6 key sections.

Name and Date - Outlines the name of the engagement featured by the scenario and the date it took place in 1944.

Map - Features a map of the board and all of the terrain present. It also outlines the starting position for each side's units. just make sure you have the map and board in the same orientation when setting up.

Set-up Order - A small sidebar that outlines how many tiles of each terrain are needed. The order of this set-up is also important as the terrain tiles are double sided. The combination of the map, this sidebar and a little experience can see a scenario set-up in as little as 5 minutes.

Historical Background - I really dig this feature as each scenario features a small paragraph or two that outlines the situation. The right light, a little atmospheric music and the reading of the HB can all add to the gaming experience.

Briefing - This section outlines how many Command Cards each side gets and who goes first.

Conditions of Victory - This section outlines how many medals are needed for victory and all the special rules (and forces) relating to the scenario.

Scenario Balance

I have heard many a gamer get annoyed at some of the scenarios because they are not balanced. I have always struggled to understand this notion as there have been few battles in history that have pitted equal forces in equal conditions, with equal morale etc. But I recognise that these people are referring more to the chances of success with one side as compared to another.

I think it is fairly commonly accepted that the best way to play Memoir is to have both players (or teams) play each side of a scenario. By recording the medal count and casualty count earned with each playing, a total scenario score can be calculated for each player (or team).

This can then help decide who was the better player of the scenario. I personally never play Memoir without this method and I often enjoy playing the underdog more and seeing if I can reduce the margin of defeat.

The main argument against using this system is time as a beginner can take up to an hour to play one side of a scenario. However with experience and having the rules fully under your belt, it is possible to play both sides of a scenario in 50-70 minutes.

But for those seeking the most balanced of scenarios from the base game I give you -

Scenario Analysis

All stats featured here come from the Days of Wonder Battle Reports Webpages.

Pegasus Bridge - With almost 1500 reports at the time of writing this the Allies had a healthy 68% win ratio. Not particularly balanced but I love trying to hold those damn Allies with the Germans sandbag nest.

Saint-Mere-Eglise - With just over 850 reports at the time of writing the Allies had a healthy 63% win ratio. This is largely due to the air drop afforded the Allies and the poor unit position of the Germans. Still, get the air drop wrong and the Germans can still hurt you.

Sword Beach - With just over 915 reports at the time of writing the Germans only hold a 52% win ratio. This should keep the balance freaks happy! :D

Pointe-du-Hoc - With just over 500 reports at the time of writing the Allies had a healthy 69% win ratio. I love the nervous tension just before the Allied troops break in a wave over the cliffs. It's like watching the Liverpool midfield storm towards a hapless Derby penalty box! :cool: (See EPL results September 1st, 2007).

Omaha Beach (First Assault Wave) - With almost 650 reports at the time of writing the Axis had an alarming win ratio of 80%. Balance junkies need not apply.

Mont Mouchet - With just under 500 reports at the time of writing the Germans only hold a 51% win ratio making it spot on. I love playing those nimble French and watching the Axis Special Forces Armour units burn.

Vassieux - With just over 300 reports at the time of writing the Axis had a healthy 61% win ratio. I love how the Allies start with a couple of exposed units from the off. Retreat little birdie, retreat!

Operation Cobra - With almost 450 reports at the time of writing the Allies hold a 51% win ratio making it spot on for the Karma Police.

Operation Luttich (Counterattack on Mortain) - With almost 450 reports at the time of writing the Axis hold a satisfying 55% win ratio. I love the rules regarding Hill 317.

Toulon (Campaign for Southern France) - With just over 250 reports at the time of writing the Allies had a healthy 66% win ratio. I love pounding away with the German Artillery for as long as possible before falling foul of the Allied infestation.

Liberation of Paris - With just over 250 reports at the time of writing the Allies had an alarming 78% win ratio. Gee who would have thunk it from the title.

Montelimar (Campaign for Southern France) - With just over 300 reports at the time of writing the Allies hold a reasonable win ratio of 58%. Personally I have won twice as often with the Germans (4-2). It's all about the central hills and the town of Grane.

Arnhem Bridge - With just over 275 reports at the time of writing the Allies had a demoralising win ratio of 83%. I must confess that even I have trouble liking this one but I've only given it 2 goes.

Arracourt - With just over 260 reports at the time of writing the Allies had a healthy 65% win ratio. But I defy you not to enjoy this one with all those Armour and artillery units blazing away.

St Vith, Ardennes - With just over 200 reports at the time of writing the Axis hold a narrow 51% win ratio. Can you feel the Yin and the Yang? ;)

Saverne Gap, Vosges - With just under 220 reports at the time of writing the Axis hold a narrow 53% win ratio. I suspect the low number of plays is mainly due to the fact that this is the last scenario in the book (not counting the Overlord scenario).

That makes for 8 fairly balanced scenarios and a few others that are within the realms of acceptance. But beyond the stats, use the 'Play both sides' method and all is well.

Did I Mention Scenarios (or Re-playability)

Whilst this may not relate to the base game of Memoir in the truest sense, it does reflect on owning the base game. Memoir has a very strong community and there are now literally hundreds of fan designed scenarios on the web ready to download and use. This makes the game infinitely re-playable, even before looking at scenarios.

The Final Word

If you've made it this far and have read every word, I award you a Purple Heart, Victoria Cross or whatever other medal you desire.

It's probably no surprise to hear me say I am a big fan of Memoir '44. I love the game and I always will, even when it is compared to other games in the series or elsewhere.

But I've also tried to drop hints all the way through this review about its limitations. Time for the Pro's and Con's.

Strengths

1 It scratches that itch between Euro and War Game without the 3 hour-plus time frame of some larger combat based CDG's. This was a middle ground that was dying for a few titles to fill the void.

2 The components are really very good, from the box to the rules, through to the player aids. The only thing holding me back from giving the components an excellent rating is the artillery units, which are a little flimsy.

3 The System is excellent and whilst it has been tweaked by the likes of BattleLore, there are elements here that I think are still highly appealing. Namely...

4 Set-up and Play Time - One of the things that puts me off BattleLore just a little (only a little) is the increased set-up and play time. Memoir for me has both of these issues nailed down beautifully. It is possible to play 3 scenarios, both ways, in 3 and a half hours. That feels satisfying.

5 Simple - For me Memoir works thanks to its simple nature (this can also be a weakness - see below). You don't have to refer to a 50+ page rulebook to play Memoir as all of the details needed for each Scenario can be summarised on a few cards. Anything more complicated for me when I first discovered Memoir would have possibly been too much. Thanks to Memoir I am now ready to march into the likes of Tide of Iron and Twilight Struggle.

6 Fun - The greatest test for any game. Even after 200 plays I pulled it out just last week and had a great time over 2 scenarios.

Weaknesses

1 Simplicity - Whilst I listed it as a strength above, it is also a weakness. It does irk me that so many terrains have the same effect on units. It seems to take away from the reality of the theme somewhat.

2 Lack of Feel (reality) - After many plays the lack of reality does begin to niggle in the back of the mind. The way in which the units move and behave does not convey the real nature of WWII at all. It does feel like I am moving plastic bits around a board. This takes away from the experience and therefore makes it a weakness.

3 Unit interaction (or lack thereof) - This leads off from the last point regarding reality. Whilst your chances of success are limited if units are not moved together in packs, it does not necessarily result in failure either. I can't begin to tell you how many times I have been successful with a single marauding Armour unit that manages to roll well and make use of an equally successful Armour Overrun. One Armour unit should not be allowed to decimate the opposition. But they can. :soblue:

4 No Continuity - Scenario play is all well and good but it would have been nice to have seen some scenarios linked together into a campaign, whereby one result would affect the outcomes and forces in future scenarios. I feel this has been a real opportunity lost and even after all this time since the release, there are still no official campaign rules of any depth (please don't raise those half hearted campaign rules that came with one of the expansions). Sigh...

5 Where are you in your gaming journey? - Memoir is spot on for anyone who is looking for something a little different but isn't ready for a Tide of Iron or Twilight Imperium level of complexity. However for anyone else who is looking for more, Memoir in its base box form probably looks a little underdone.

6 Having the victory condition determined purely by the number of units eliminated (in most cases) just doesn't feel right. It would have been nice to have some 'real' objectives to try and achieve other than 'kill as many of the enemy as possible'. I mean even First Person Shooter video games left that model behind at the turn of the century.

In the end how much you love or hate Memoir will be a matter of personal preference, experience and opinion. I'm in the love category and I'm comfortable with that.

Links

Memoir '44 - Eastern Front

Memoir '44 - Pacific Theater

Memoir '44 - Campaign Bag + Breakthrough Scenario

Memoir '44 - Winter/Desert Board Map Expansion
Last edited on 2008-09-04 05:13:58 CST (Total Number of Edits: 11)
Milking the system since11/15/2008
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05060708
You've raised the bar with the quality of this review.
Ryan Maesen
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Wow! Awesome review!!
Jon Badolato
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Sweet review. I concur with Scribidinus. It says it all so well. I too enjoy the game very much especially with my seven year old son. It has just about the right level of complexity for him to wrap his brain around and is a great game to have the little ones cut their teeth on. Next week we break out World at War !!:D
Greg Genung
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0708
Wow, as stated above this is the new benchmark for reviews. I had this in my hand yesterday at my flgs but opted for BattleLore instead. I had not been exposed to this type of command and colors system before and had a blast playing a BattleLore demo. I'm still looking for something to satisfy that WWII itch that does not require painting 100+ miniatures (I am busy enough with that in Warmachine). This review just might make me go back and pick up Memoir '44.
Edward Wehrenberg
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Neil review Neil - spot on, as well. Nice job.
SoccerGeeks F.C.
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