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Memoir '44
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Memoir 44: Why this Grognard still likes playing with toy soldiers.
. Background:I was introduced to Memoir ‘44 recently by my fellow geek and gaming buddy Kent Reuber. We got to play 3 games in about 4 hours. At one point, Kent said something along the lines of: “You know, as I get older..”, and then went on to talk about how he didn’t have the time or the inclination to devote lots of effort to complex rules and painfully long setup times. The moment was fairly poignant to me, as the exact same words have come out of my own mouth at various times. He went on to wonder aloud about older guys even wanting to devote lots of time and effort to the playing the more complicated and involved games. I had to confess to him that I couldn’t really imagine having more fun if we’d been playing one of those old wargames like we once played in our youth. (Those games with the realistic handling of weapons, morale, logistics etc) I lived and breathed that stuff in the 1980s and ‘90s. I cut my wargaming teeth on games like The Rise and Decline of the Third Reich, 6th Fleet, Flat Top, and Squad Leader. Additionally, as I’ve related elsewhere, one of my buddies and I routinely corrected naval wargames based on weapons specifications we’d gleaned from actual classified tech pubs. Our doctored games were probably illegal in the literal sense of the word, but there you have it. We weren’t going to play games wherein someone stated that the warship Kirov had a maximum speed of “x”, when in fact we knew it to be “y”. We were pigheaded and very literal about that kind of stuff. A very quick peak in the box:M44 is a light, card driven wargame. You get a bunch of toy soldiers, tanks, and cannon, and you play with them on a simplistic board which is prepped with the modular hex terrain for that scenario. The board and the terrain hexes are printed on heavy card stock. They should last a good long while. The art is adequate, if a bit bland. The plastic pieces are serviceable. The soldiers look like soldiers, the tanks look like tanks, and the cannon look like cannon. The different armies are cast in different colors of plastic, and some effort has been put into making the pieces distinctive. The sculpts are not historically accurate, but I’m going to refrain from getting upset about that. We didn’t bring M44 to the table to learn about WW2. We brought M44 to the table to have fun. Our enjoyment was in no way diminished by our factual knowledge of WW2 tactics, logistics, materiel, or morale. Setting Up the Game:The rules have glossy drawings that show you how to set up the board, and it goes pretty quickly with both players pitching in. If you store the parts in a Plano or craft box, things go even faster. How it Plays:M44 is very light on realism and specifications fetishism, but heavy in the fun department. It gets going fast, and rolls right along from the beginning of a scenario right ‘til the end. The rules are easily mastered and aren’t particularly complicated. The three games we played were asymmetrical, which was a big plus. That means that the two sides play somewhat differently from each other, based on the types of forces and terrain available. Kent and I played “Omaha Beach” from each of the two sides, as well as one of the Russian scenarios from a newly opened expansion. There are tons of expansions, adding more terrain and units. I can easily envision hundreds of hours of play between the basic materials and the expansions. Your play board is divided up into three parts: The left and right flanks, and the center. The cards you use to activate units typically refer to a specific sector, and a certain number of units that can be used. There are of course a variety of special cards, but their use is relatively easy to understand just using the text on the cards themselves. Combat:Some would say that M44s combat system can be summed up thusly: “You pick a strategy you’d like to use, and then the cards and dice screw you”. While that may be true to some extent, the game really hinges on you making the best of what you’ve got. You do this with the understanding that your best laid plans may go awry. This is really about chaos management, and staying flexible no matter what is thrown at you. (By your opponent, the dice, or the cards) In summary, your turn boils down to this: 1. Play a card. 2. Move and attack with the forces in the sector(s) indicated. 3. Resolve combat and remove casualties. 4. Draw another card. I could go into greater detail about the exact order of battle, terrain and die modifiers, and that type of stuff, but that would detract from the simplicity of M44. This is a “pick up and play now”, kind of game. It’s not complicated – and you get the basic ideas down within a few moves. The real meat of the game is not found in the realistic depiction of the fighting forces present in WW2. It’s really about chaos management, and out maneuvering your opponent. Since the forces on the two sides are nearly identical, it becomes a contest of wits between you and your opponent. (The cards and dice may support your plan if they’ve got nothing better to do) To me, a good game is one in which you’re asked to make interesting or difficult decisions. While not accurate or realistic from a historical perspective, M44 forces you to make lots of choices throughout the game. Granted – some of them are along the lines of “What am I going to do with this crappy hand?”, but it’s a decision none-the-less. You have choices, and while they’re not always palatable, they are usually engaging. It’s part of the asymmetry of the game that I mentioned earlier. It’s actually due in part to the cards and dice, that the scenarios play differently from game to game. You never quite know what to expect. Some would argue that the choices presented by M44 are rather meaningless. They’d say that the randomness of the cards and dice remove the player from having a credible experience as a field commander. I respectfully disagree. Ladies and gentlemen, while luck is indeed a factor in the game, I submit to you that planning and forethought will often carry the day. One thing is certain however, and that is that you must contend with the unknown. Often times, the question is not: “What’s the strongest attack that I can make at right this moment?”, but rather: “What kind of attack can I launch that is sustainable? Will I be able to maintain momentum?”. Sure, you may have a nice card or two in your hand right now, but that will change momentarily. While you may be able to rally the boys around the flag this turn, subsequently they may decide that they’re tired and need a rest. Sounds more like a real war every minute! The cards represent a type of logistics. While amateurs may worry about troop strengths, professionals fret about logistics. The cards are your logistics, and they’re your life blood. Spend them thoughtlessly at your own peril. Looking at the array of action cards in front of you, you have to decide what the best course of action is. You’re forced to ask questions that are actually quite difficult. For example, if half of your cards are for the right flank, do you just “go for it”, or open with a feint? Do you lure away the units straddling the sectors so that they can’t respond adequately to your future attacks? Does your preponderance of right flank cards indicate that your left flank will be quieter? (Due to a reduced number of cards available to your opponent) Lots of decisions. I found them interesting, and the games didn’t drag on into a slugging match like so many war games do. Decisions, decisions, decisions. On the Critical Side:Earlier I used the term “specifications fetishism” – this was a sideways comment directed at people like myself who once had serious reservations about games where technical accuracy wasn’t of paramount importance. In M44, the homogenous treatment of military tactics and materiel will drive some people nuts. Let’s face it people – the tanks, infantry, cannon, etc are all pretty much the same. Additionally, both sides draw from the same deck for the purposes of executing orders. There’s precious little difference between the two sides engaging in conflict. (Except for force disposition) There’s also a large amount of luck here, as conflicts are driven by the card deck as well as the dice. After enjoying playing this game immensely, I had to ask myself: “Does this game lose any credibility with me because the designers didn’t adhere to readily available fact, figures, and statistics from WW2 history?”. Simply put: “No”. Kent and I had a blast. As much as it depends on me, he’ll always have a ready opponent to sit across the table from him. M44: The Final perspective. M44 makes no pretense about being a realistic depiction of war. It is however – a very enjoyable light wargame. We had a blast playing with our toy soldiers, and I even caught myself making spontaneous “shooting sounds” when one of my squads did particularly well. I caught myself before I continued, and sheepishly went back to the turn at hand. I did apologize however, and issued myself a geeky “Grognard demerit” for conduct unbecoming a wargamer. We had loads of fun playing M44, and I’m certain we’ll continue to do so. While I’m still acutely aware that my 88mm Pak 43 parked on that hill over there could blow that T-34s engine cleanly out of its chassis at 500 meters – Frankly Herr Field Marshall, I don’t give a damn. I like this game. A big thumbs up from me!
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Very nice review. I just picked this up for a song over the holidays, and will be looking for an opportunity to get it in play. I have a similar background to yours, and have "corrected" a variety of hex game specifications, including some of AH's old classics. I agree... the lower the barrier to entry for the game, nowadays, anyway, for ME, the better. I don't want to spend the time anymore reading through 36 pages of reduced type to "grok" the rules.
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thanks for this great review !!! most wargames are not quite popular in my country, memoir44 is an exception. it's widely accepted here. we just concluded our first 10 player league in 2008, and next Sunday we're having a single elimination tournament. All using only the basic game. the fact that it's easy to learn, fun yet still engaging, make this great wargame more accessible to casual gamers
Last edited on 2009-01-06 01:53:33 CST (Total Number of Edits: 1)
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I rediscovered wargaming in 2008. I just can't deal with hex and counter anymore. The rules are so dry and endless and my memory just can't assimilate it all now.
Memoir is fun, Tide of Iron is even funner... but now I've discovered GMT's point to point card driven games. I've become totally addicted to Paths of Gory and Barbarossa to Berlin. I'm now looking forward to Here I stand and Unhappy King Charles. It's gonna be a great 2009 !!
Phil.
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Good job, Joseph. I'm mildly annoyed when some self-presented grognards dismiss "Memoir" out of hand. They remind me of those guys we used to hear pontificating about how there's no way a Sherman 75 should be able to stop a moving Tiger with a deflection shot in the winter unless the Tiger is slogging through boggy ground because of the kinetic dissipation of the round hitting moving steel below four degrees centigrade, or some such. I've been gaming since the end of the '60s, so I've seen the whole simulation-vs-game, detail-vs-design for effect, SPI-vs-AH, more-is-accurate, hey-they-screwed-up-the-Kirov-values thing. I even reversed the Cruiser values in VITP so the Japanese would have a cruiser punch (Long Lances) but poorer survivability (inferior damage control). Anyway, I know quite a few grognards, and almost all of them like Memoir. Your "management of chaos" observation is spot-on. Memoir bollixes the "perfect plan" player because just when things seem well-ordered and ready to go, something inconvenient happens. Sort of like in real life. I've compared the C&C approach to wargames with impressionist art. Up close, it doesn't look like much, but when you view it as a whole, the picture can be appreciated as depicting things that more "realistic" works struggle to represent. In addition to forcing players to adapt to changing and unpredictable circumstances, the game also rewards sound asset management. Good players learn to balance the importance of maintaining pressure with the need to withdraw worn units before they are destroyed. I don't consider the game a perfect success--some things have clearly been adjusted for play balance, such as maximum ranges for armor and infantry being the same, heavy tanks ranging and hitting as equal to mediums, and the old "panzerbush" syndrome showing itself--but by putting the player at the level of a brigade or division commander rather than a company commander, the game provides a different set of considerations and a "big picture" sense that most smaller-scale tactical games do not. Since you like the basic game, I highly recommend the Pacific expansion. The treatment of Japanese and Marines brings fresh considerations to play. Recently I lobbied Richard to consider an epic-size pre-printed-map Tarawa game (depicting the whole battle, and with Amtracs) as a Pacific parallel to the "Hedgerow Hell" expansion and its trucks. No response yet, but I'm hoping. I've also been tinkering with taking the game into the Korean War using a blend of the Commissar and Japanese rules for the NK/Chinese side. Now, to find some of those nice old Galoob Micro Machines vintage jets . . . .
Last edited on 2009-01-06 09:00:25 CST (Total Number of Edits: 1)
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FOR THERE SHALL COME... A FATHER!!!
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Barry Kendall wrote: ... pontificating about how there's no way a Sherman 75 should be able to stop a moving Tiger with a deflection shot in the winter unless the Tiger is slogging through boggy ground because of the kinetic dissipation of the round hitting moving steel below four degrees centigrade, or some such. Being a grown-up, and a usually, at least semi-, eloquent person, I could have sworn I´d never post the following, but I guess there´s a first for everything... LOL! (Glad to have that off my chest, I´ll probably never use sms-short-form around here ever again...) Great review Joseph! Many good points, lots of things that just felt right! There are many fine, informative reviews out there with great pictures, detailed accounts of rules, gameplay and so on, but it´s nice to read something with a bit more personality and depth!
Last edited on 2009-01-06 11:52:12 CST (Total Number of Edits: 3)
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falloutfan wrote: M44 makes no pretense about being a realistic depiction of war. It is however a very enjoyable light wargame. Moreover it makes no pretence about being a credible wargame, but this is its strength: no claims means it can't lose, and it profits thereby. Quote: We had a blast playing with our toy soldiers, and I even caught myself making spontaneous shooting sounds when one of my squads did particularly well. I daresay this is nothing to six of us playing Here I Stand.
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In at least one way it seems easier for a Grognard to accept Memoir than a eurogamer, and that is because a wargamer is used to unbalanced scenarios. I like Memoir well enough, but it is something I have to accept begrudgingly.
I'm not sure how to feel after getting shredded as the Allies at Omaha Beach (First Assault Wave), where gamers have reported that the Axis wins 78% of the time according to the battle reports at the Days of Wonder web site. Should I be happy that I got a few medals before losing? Should I just be happy to be there? I know it's advised to play both sides and count your medals, or something like that, but it doesn't feel quite satisfactory in comparison to other, balanced, games.
Maybe I could more easily accept the balance issue in more of a simulation, but it feels awkward in a game this simple. What does a Grognard feel about this?
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Barry Kendall wrote: Good job, Joseph. Thank you for the kind words. Barry Kendall wrote: In addition to forcing players to adapt to changing and unpredictable circumstances, the game also rewards sound asset management. Good players learn to balance the importance of maintaining pressure with the need to withdraw worn units before they are destroyed. This is one of the most critical lessons I learned while playing. While the temptation to leave the unit in battle for one more attack is significant, it's terribly risky. I also learned that my earnstwhile opponent was tempted to pursue such units - for the victory point. I sensed an opportunity to lay a trap if the cards permitted. Once your opponent beats a squad down to a couple of men, it's frustrating to not to try and finish them off. With a suitable card, you could maul the pursuer pretty bad. Barry Kendall wrote: Since you like the basic game, I highly recommend the Pacific expansion. The treatment of Japanese and Marines brings fresh considerations to play. Recently I lobbied Richard to consider an epic-size pre-printed-map Tarawa game (depicting the whole battle, and with Amtracs) as a Pacific parallel to the "Hedgerow Hell" expansion and its trucks.
Already ordered! I love the Pacific Theatre. An epic map would be quite wonderful. Barry Kendall wrote:
've also been tinkering with taking the game into the Korean War using a blend of the Commissar and Japanese rules for the NK/Chinese side. Now, to find some of those nice old Galoob Micro Machines vintage jets . . . .
I'd buy it. The Korean conflict doesn't get enough wargame love. Respectfully, Falloutfan
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DarkoBeta wrote: In at least one way it seems easier for a Grognard to accept Memoir than a eurogamer, and that is because a wargamer is used to unbalanced scenarios. I like Memoir well enough, but it is something I have to accept begrudgingly.
I'm not sure how to feel after getting shredded as the Allies at Omaha Beach (First Assault Wave), where gamers have reported that the Axis wins 78% of the time according to the battle reports at the Days of Wonder web site. Should I be happy that I got a few medals before losing? Should I just be happy to be there? I know it's advised to play both sides and count your medals, or something like that, but it doesn't feel quite satisfactory in comparison to other, balanced, games.
Maybe I could more easily accept the balance issue in more of a simulation, but it feels awkward in a game this simple. What does a Grognard feel about this? I can't claim to be a grognard, but I do love wargames, and I can only speak for myself. One of the reasons I enjoy wargames is because I am a history buff, and the recreation (however loosely) of a real event is 90% of the enjoyment for me. I can honestly say with my hand on my heart that I don't play games to WIN, I play for the experience and the enjoyment. Theme is very important to me. Added to that, I play most of my games solo (except pbem by vassal), so I need to detach myself from treating either side as 'mine'. I really don't CARE which side wins as long as it is an enjoyable experience... and it is. As I say, it depends what you play games for. For me, enjoyment is all. Some of the most fun eurogames I have played on a games night I have finished dead last in. If I'd won, it would have raised my enjoyment by about 1%. Conversely I have won games easily and hated every moment of it. Memoir wouldn't hold any interest for me if the scenarios were balanced, because it would become a eurogame with a pasted on theme. The thing to do if it is important to know who won is to play each scenario twice, swapping sides and totalling the medals. But for me that isn't necessary. Is memoir '44 my favourite wargame? Not by a long shot, but is it fun? Yes. Only my views and not intended to be representative of anyone but me. regards Phil.
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DarkoBeta wrote: I'm not sure how to feel after getting shredded as the Allies at Omaha Beach (First Assault Wave), where gamers have reported that the Axis wins 78% of the time according to the battle reports at the Days of Wonder web site. Should I be happy that I got a few medals before losing? Should I just be happy to be there? I know it's advised to play both sides and count your medals, or something like that, but it doesn't feel quite satisfactory in comparison to other, balanced, games.
Maybe I could more easily accept the balance issue in more of a simulation, but it feels awkward in a game this simple. What does a Grognard feel about this?
Well - I'm not an expert on the Omaha beach scenario, but I have some advice that may be of help when you play the Allies. I managed to win the scenario, although I'm pretty certain that Kent was going easy on me. Seems to me that priority one is get your troops ashore as quickly as possible. Forego all other concerns. Otherwise, any retreat results that you get while in the water inflict automatic casualties. Once your troops get ashore, you can start worrying about other things. Your guys have to get out of the water before doing anything else. I'd suggest that your right flank NOT be the focus of your efforts, unless you have no other options. It's easy to get bogged down there. The whole area is a big hanging noose waiting to close in around your neck. If you're compelled to do something there, then hunker down your troops behind the sandbags, and use the tanks to clear wire. Once the wire is clear, you may be able to do something if you can't use the left flank plan I outline below. In WW2, German tank generals recommended bypassing fortifications, to split off and attack weaker units. The Allies have concentration of force along their left flank. That's where the German weak point is. I'd expolit that as much as possible. Secondly, I'd suggest that you advance quickly along your left flank. Use your tanks in the center to prevent the German middle from lending support. The two German squads on your left flank can be overwhelmed with your infantry if you are quite reckless and move quickly. I think it's fairly critical that you make no piece meal attacks on the left, but that you focus on getting as many guys to bear on the infantry and cannon as soon as possible. I wouldn't waste my time on attacking with less than two units per target. Position is better than poor fire opportunities. The German infantry at the far left can be cut off and either destroyed or routed. Either way, try and position your troops to take that hill. And very importantly - try to withdraw units that have only 1 hit left. IIRC, I won by 1-2 VP at the end, and I had one infantry unit hunkered down in the NW objective city. My right flank never did much other than exchange a few wild shots. My right flank was a threat I never intended on using. The middle group merely acted as a wedge between the right and left flanks. My left flank was the primary thurst of the attack. It was a bloody battle. A nail biter. Now I'm anxious to try Omaha again to see what happens when the cards don't fall my way. That's the real test of the strategy. Have fun. Respectfully Falloutfan
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I am also an old-time war gamer who just doesn't have the stamina or patience for the classic weekend long slugfests any more. I also found I was more comfortable with the higher level depictions - operational (+) versus tactical. They have to abstract more of the details (which the tactical level games revelled in), but the higher level campaign management style games just seemed more satisfying to me. And when the CDGs came along we saw the first depictions that started to truly introduce strategic level considerations into game design and I was hooked!
However, as you've pointed out, there are times when you just want to have some fun with a beer and pretzels type game that has just enough to it to scratch your itch. The Battle Cry engine (of which Mem '44 was the second of the series) had some novelty to it but was a little too far off what it took to scratch that itch for me. Too tactical and yet too abstract at the same time. Often I would find myself thinking, "that just doesn't feel right." Ok, fun, but just...
On the other hand, another game came out around the same time as Mem '44 that modeled the same general scenario entitled Axis and Allies: D-Day. Hasbro had been stepping down in levels with the A&A franchise with titles such as A&A: Pacific and A&A: Europe, and now even further with D-Day, Battle of the Bulge, and Guadalcanal. I would recommend any of them for the very reason you claim to like Mem '44 and would be interested in your reaction if you've seen any of them.
The scenarios are very like the ones that first drew me to the "old" Avalon Hill game company - even using familiar titles preceeded by "Axis and Allies" this time. So you know that instead of the old AH hex and counter template, you are going to get area movement, the typical A&A buckets of dice combat and lots of cools figs.
I would argue that in terms of complexity, the games are quite comparable. As you are recreating a specific campaign the playing time might come in a little longer but then you are doing more than running a few skirmishes to capture flags - you are re-fighting a familiar historical scenario. That alone made all the difference for me.
The interaction of the various unit types is more recognizable and intuitive (granted still totally unrealistic, but at least rationalizable) and the flow of the game is more that of a classic war game. Set at a higher level being more operational than tactical, direct comparisons are awkward but for a tribute to the 60th Anniversary of the Normandy landings, A&A: D-Day gets my vote over Mem '44 in all respects...
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philmcd wrote: I rediscovered wargaming in 2008. I just can't deal with hex and counter anymore. The rules are so dry and endless and my memory just can't assimilate it all now.
I'm with you Phil, but I've always been more into minis rather than hex and counters. Minis just seem to add that much needed visual kick that I can't get from hex and counter games. I'd love to try out both M44 and Tide of Iron.
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zombiesniper wrote: philmcd wrote: I rediscovered wargaming in 2008. I just can't deal with hex and counter anymore. The rules are so dry and endless and my memory just can't assimilate it all now.
I'm with you Phil, but I've always been more into minis rather than hex and counters. Minis just seem to add that much needed visual kick that I can't get from hex and counter games. I'd love to try out both M44 and Tide of Iron. Go for it. IMHO TOI is a significant improvement on Memoir, without being too complex. I played a Days of the fox scenario of TOI last night against a real person  and it was a hoot. Phil.
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Bubslug wrote: ..And when the CDGs came along we saw the first depictions that started to truly introduce strategic level considerations into game design and I was hooked!
Hearty agreement. In playing heavier titles, I found it strange that I could rely on my armies being available for use 100% of the time. When we read of the great conflicts throughout history, we see that this was not the case. As the Germans learned in North Africa and the eastern front, the ability and desire to fight are two very different things. In Africa - Rommel could fly around madly inspiring the German troops and giving orders - but the lines of communication with their Italian allies were poor at best. It's true that the Italians were hampered by their use of WW1 vintage equipment, but they also had serious morale problems. IIRC, one of Rommels men said of the Italians: "They don't want to be here. They just want to go home". I don't blame them. Many games represent poor morale by reducing the combat effectiveness of the units in question. I'd like to see more games make units less available for use as an alternative. I would consider making morale, inferior equipment, and poor leadership separate considerations in terms of fighting capability. For the sake of simplicity however, I'd find a way of streamlining that for play. Bubslug wrote: On the other hand, another game came out around the same time as Mem '44 that modeled the same general scenario entitled Axis and Allies: D-Day. Hasbro had been stepping down in levels with the A&A franchise with titles such as A&A: Pacific and A&A: Europe, and now even further with D-Day, Battle of the Bulge, and Guadalcanal. I would recommend any of them for the very reason you claim to like Mem '44 and would be interested in your reaction if you've seen any of them.
I haven't played the more focused A&A titles, but I've been curious about them. I've played the original A&A several times, against both human and computer opponents. I've enjoyed the games. Teams is especially fun. These days I would be more inclined to try one of the focused titles, as they seem to be an evolution of the franchise in general. I'm interested to see what they've done with it. Bubslug wrote: The interaction of the various unit types is more recognizable and intuitive (granted still totally unrealistic, but at least rationalizable) and the flow of the game is more that of a classic war game. Set at a higher level being more operational than tactical, direct comparisons are awkward but for a tribute to the 60th Anniversary of the Normandy landings, A&A: D-Day gets my vote over Mem '44 in all respects...
Sounds like I need to give that a try then! Thanks for the recommendation. Respectfully Falloutfan
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falloutfan wrote: . This is really about chaos management
i like that explanation of card, dice and war ;)
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What a great review!!! Thanks for posting that Joseph, you're an excellent writer, it was a pleasure to read!
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Cool review, glad you like the game. This system holds the same value for me, feels like playing war without being bogged down in heavy details. For me M44 was the introduction to Richard Berg's C&C system. I've also played Commands & Colors: Ancients and BattleLore, which are further developments of the system (and I'm surprised nobody's mentioned them yet). If you're coming from a grognard background, you may want to give them a look. C&C: Ancients (set in the punic wars) takes the basic system presented in M44 and adds a few more elements. First is more unit variety. Rather than just Tanks, Infantry, and Artillery, there are different types of Cavalry and Infantry, Sling units and Archery units, Chariots, and even Elephants (my favorite). There are also leaders on the field, providing bonuses and opening up tactics that utilize their presence. The cards include some that benefit holding a battle line, rewarding good planning. Finally (and for my two cents, most importantly) is the idea of battling back, wherein an attacked unit has a chance to deal some damage against its attacker immediately, adding a little more risk to the whole affair. BattleLore takes these additions and adds, if you use it, a side deck of magical abilities you can use to boost your units, damage opponents, and things like that. Of the three, I think I like C&C: Ancients best. To be fair, I haven't obtained any of the expansion materials, so M44 and BattleLore may have new stuff that changes things around.
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AdmiralDave wrote: For me M44 was the introduction to Richard Berg's C&C system. I've also played Commands & Colors: Ancients and BattleLore, which are further developments of the system (and I'm surprised nobody's mentioned them yet). If you're coming from a grognard background, you may want to give them a look... I did mention that the series began with Battle Cry but didn't bother to mention the continuation of the series after Memoir '44. The basic card/sector engine has been tweaked, surrounded with various types of chrome but all do essentially the same thing which is to adapt a miniatures system to play on a board. There are all types of grognards but the ones who may appreciate the series the most will be those who like miniatures combat but occasionally prefer a lighter less complex approach. As in most miniatures systems, the play is very tactical using "stands" (without the stands, oddly) of units which move across hexes instead of "inches." Of them all, CC:A comes closest to a proper miniatures experience (not counting the card/sector thing) but at the cost of considerable additional complexity. One can construct a campaign or stage a major battle with these but it takes a lot of room and a lot of extra time and materials, just as with classic miniatures. The A&A "campaign" series consists of more traditional war games but using figs instead of card-board counters, as well as simplified movement and combat routines. As stated earlier, these are more operational than tactical in nature so it depends on what you are looking for in your gaming. Heck, try them all! So many games - so little time!!
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SHHHRRrrrrrmmmmmmBOOOM! BUDDABUDDABUDDAPOW! PERCHOOOWEEEEWW! BLAMBLAMBLAM! PSHHHHHEOOOKRRROOOOOOM!
I've studied war. I've played at war. I've been in war. I have stood in front of rooms full of serious, professional warriors and expounded on the use of conflict simulations as tools for serious warfighters.
Do I look down my long and ugly nose at M44 for being an unrealistic, nonsimulative pretender to the throne of grogdom rightly inhabited by musty old games replete with cardboard counters and oodles of charts and tables, or do I merely enjoy playing M44 with my kids, bask in the theme, revel in the tactile nature of cards and plastic soldiers, and admire the oddly simulative nature of the chaos that ensues while making cool battle sound effects?
SHHHRRrrrrrmmmmmmBOOOM! BUDDABUDDABUDDAPOW! PERCHOOOWEEEEWW! BLAMBLAMBLAM! PSHHHHHEOOOKRRROOOOOOM!
BTW, awesome review!
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AdmiralDave wrote: … If you're coming from a grognard background, you may want to give them a look. C&C: Ancients (set in the punic wars) takes the basic system presented in M44 and adds a few more elements. First is more unit variety. Rather than just Tanks, Infantry, and Artillery, there are different types of Cavalry and Infantry, Sling units and Archery units, Chariots, and even Elephants (my favorite). There are also leaders on the field, providing bonuses and opening up tactics that utilize their presence. The cards include some that benefit holding a battle line, rewarding good planning. Finally (and for my two cents, most importantly) is the idea of battling back, wherein an attacked unit has a chance to deal some damage against its attacker immediately, adding a little more risk to the whole affair.
BattleLore takes these additions and adds, if you use it, a side deck of magical abilities you can use to boost your units, damage opponents, and things like that.
Of the three, I think I like C&C: Ancients best. To be fair, I haven't obtained any of the expansion materials, so M44 and BattleLore may have new stuff that changes things around. Ancients and Battlelore are definitely on my radar. My buddy Kent owns these titles, and I hope we can get them to the table at least a couple of times in 2009. Bubslug wrote: I did mention that the series began with Battle Cry but didn't bother to mention the continuation of the series after Memoir '44. The basic card/sector engine has been tweaked, surrounded with various types of chrome but all do essentially the same thing which is to adapt a miniatures system to play on a board. There are all types of grognards but the ones who may appreciate the series the most will be those who like miniatures combat but occasionally prefer a lighter less complex approach.
As in most miniatures systems, the play is very tactical using "stands" (without the stands, oddly) of units which move across hexes instead of "inches." Of them all, CC:A comes closest to a proper miniatures experience (not counting the card/sector thing) but at the cost of considerable additional complexity. One can construct a campaign or stage a major battle with these but it takes a lot of room and a lot of extra time and materials, just as with classic miniatures.
I got the whole minis vibe from the titles you mentioned. I love minis, but unfortunately don’t have the storage space for them right now. Maybe one day when we buy a house. Games like the CC series and M44 are a godsend to people with limited room to play and store minis. They scratch the minis itch nicely. Bloodybucket wrote: SHHHRRrrrrrmmmmmmBOOOM! BUDDABUDDABUDDAPOW! PERCHOOOWEEEEWW! BLAMBLAMBLAM! PSHHHHHEOOOKRRROOOOOOM!
BTW, awesome review! You are too kind. I must admit to feeling like a bit of a rebel after making said sounds – I’ve known some gamers who would have packed up and left at that point. I know that wargaming is supposed to be a serious endeavor, but can’t we have at least a little fun? It served to remind me that play is not a regressive state, as some would say. I don’t know exactly what I would call it, but I do love it so. My spirits are buoyed up after a good play session.
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falloutfan wrote:
It served to remind me that play is not a regressive state, as some would say. I don’t know exactly what I would call it, but I do love it so. My spirits are buoyed up after a good play session.
I couldn't agree more. I always look forward to my weekly (or biweekly if i'm lucky) gaming nights. btw - great review
Last edited on 2009-01-09 22:00:55 CST (Total Number of Edits: 1)
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I must say that as an older gamer/grognard I find that I don't want a game that is complex and/or has a long set up times. As such Memoir 44 fills me with great joy as it is indeed quick to play and set up and trying to make order out of chaos seems to me to be what senior commanders do. As to realism. I have always been sceptical as to whether any wargame can ever be 100% realistic. If I play Memior 44 I am Chesty Puller or Erwin Rommel et al. At this level of command IMHO Memior 44 is as realistic as any wargame can be. If I want a lower level of command I play Tide of Iron or similiar The one thing that wargames commanders don't have to privide is inspirational leadership which from my own reading of military history is the most important quality needed by any officer at any level IMHO. Excellent review of Memior 44.
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I've been looking for a good war game - not too heavy - to play with my up and coming eldest daughter (11 going on 15), who enjoyed Risk and Godstorm. Sometimes I just get the feeling she likes to challenge me(funny that), as she loves to play me at Hera and Zeus. Your review has led me to believe Memoir 44 is the game we can go head to head on.
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Glen Oakland wrote: I've been looking for a good war game - not too heavy - to play with my up and coming eldest daughter (11 going on 15), who enjoyed Risk and Godstorm. Sometimes I just get the feeling she likes to challenge me(funny that), as she loves to play me at Hera and Zeus. Your review has led me to believe Memoir 44 is the game we can go head to head on. Go for it. Memoir can be played either as a laugh a minute slugfest, or a thoughtful hand management game.
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