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	<title>Memoir '44 | BoardGameGeek</title>
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		<title>Memoir '44 | BoardGameGeek</title>
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	<description>BoardGameGeek features information related to the board gaming hobby</description>
	<language>en-us</language>
 	<pubDate>Thu, 09 Jul 2009 21:43:51 +0000</pubDate>
	<lastBuildDate>Thu, 09 Jul 2009 21:43:51 +0000</lastBuildDate>
   <link>http://www.boardgamegeek.com/</link>
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		<title>Reply: Memoir '44 - Air Pack:: Rules:: Re: air check value of a clear hex?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/mzungu&#039;&gt;mzungu&lt;/a&gt;&lt;/p&gt;
	Think of it this way. When an airplane is occupying a terrain hex, it eliminates the possibility of a ground unit moving into that hex and gaining cover.In reality the plane would fly briefly over the terrain and be long gone, however, since that aspect of reality is hard to mimic it is easier to penalize the aircraft for hovering over the terrain to allow the opportunity for land units to act more normally and take cover. So the aircheck serves as a cost, if you will, for keeping ground units out of safe cover.
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<link>http://www.boardgamegeek.com/article/3668088#3668088</link>
<guid>http://www.boardgamegeek.com/article/3668088#3668088</guid>
<pubDate>Thu, 09 Jul 2009 21:43:51 +0000</pubDate>
<dc:creator>mzungu</dc:creator>
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		<title>File: Memoir '44:: D-Day campaigns</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Slotracer&#039;&gt;Slotracer&lt;/a&gt;&lt;/p&gt;
	<![CDATA[
		New File: 
		<a href="http://www.boardgamegeek.com/filepage/44532">D-Day campaigns</a>
			for Board Game:
			<a href="http://www.boardgamegeek.com/boardgame/10630">Memoir '44</a> 
	]]>
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<link>http://www.boardgamegeek.com/filepage/44532</link>
<guid>http://www.boardgamegeek.com/filepage/44532</guid>
<pubDate>Thu, 09 Jul 2009 14:37:06 +0000</pubDate>
<dc:creator>Slotracer</dc:creator>
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		<title>Reply: Memoir '44:: Variants:: Re: Tigers that Roar Instead of Purring</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	I believe that's what I said.
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<link>http://www.boardgamegeek.com/article/3665660#3665660</link>
<guid>http://www.boardgamegeek.com/article/3665660#3665660</guid>
<pubDate>Thu, 09 Jul 2009 12:30:49 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<title>Reply: Memoir '44 - Eastern Front:: Variants:: Re: Krazy Kommisar variant</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/earache&#039;&gt;earache&lt;/a&gt;&lt;/p&gt;
	I like the Kommisar effect on the unit, This would seem realistic and pssibly help prevent Armor overruns. But I wonder how to track it's effect on the adjoining unit (or if it's even necessary.) Maybe he allows all adjacent units the same benefit. Perhaps its a &quot;must ignore one flag and remove one figure&quot; for the unit he's in and an option for adjacent units.&lt;br&gt;&lt;br&gt;
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<link>http://www.boardgamegeek.com/article/3665623#3665623</link>
<guid>http://www.boardgamegeek.com/article/3665623#3665623</guid>
<pubDate>Thu, 09 Jul 2009 12:17:15 +0000</pubDate>
<dc:creator>earache</dc:creator>
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		<title>Reply: Memoir '44:: Variants:: Re: Tigers that Roar Instead of Purring</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/grahamj&#039;&gt;grahamj&lt;/a&gt;&lt;/p&gt;
	House rules are a personal choice for those who have already played the scenarios as is. You can't make house rules until after you've played the game/scenarios to see if a change would be good or not.
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<link>http://www.boardgamegeek.com/article/3665594#3665594</link>
<guid>http://www.boardgamegeek.com/article/3665594#3665594</guid>
<pubDate>Thu, 09 Jul 2009 12:07:10 +0000</pubDate>
<dc:creator>grahamj</dc:creator>
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		<title>Reply: Memoir '44 - Air Pack:: Rules:: Re: air check value of a clear hex?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/cratex&#039;&gt;cratex&lt;/a&gt;&lt;/p&gt;
	The &quot;check&quot; value of terrain doesn't set with me very well.  I know accidents are a feature of air travel, and occasionally in war zones collisions even occurred, but at the abstract floating scale of this game I just don't get that an air unit sitting on a wood or hill hex is going to be risking life and wing.  Besides, the BIG reason I got the airpack was because my son talked me into it, and he WANTS to play with those planes.  It's jut not fun if they fly into trees.&lt;br&gt;&lt;br&gt;So, we generally ignore terrain when making air checks.&lt;br&gt;
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<link>http://www.boardgamegeek.com/article/3665529#3665529</link>
<guid>http://www.boardgamegeek.com/article/3665529#3665529</guid>
<pubDate>Thu, 09 Jul 2009 11:39:03 +0000</pubDate>
<dc:creator>cratex</dc:creator>
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		<title>Reply: Memoir '44 - Air Pack:: Rules:: Re: air check value of a clear hex?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/cratex&#039;&gt;cratex&lt;/a&gt;&lt;/p&gt;
	LOL -- where did you get that from???
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<link>http://www.boardgamegeek.com/article/3665522#3665522</link>
<guid>http://www.boardgamegeek.com/article/3665522#3665522</guid>
<pubDate>Thu, 09 Jul 2009 11:35:34 +0000</pubDate>
<dc:creator>cratex</dc:creator>
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		<title>Reply: Memoir '44 - Air Pack:: Rules:: Re: air check value of a clear hex?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/GeneSteeler&#039;&gt;GeneSteeler&lt;/a&gt;&lt;/p&gt;
	&quot;How many escape pods are there?&quot;&lt;br&gt;&lt;br&gt;&quot;zero.&quot;&lt;br&gt;&lt;br&gt;&quot;did you count them?&quot;&lt;br&gt;&lt;br&gt;&quot;twice!&quot;
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<link>http://www.boardgamegeek.com/article/3664445#3664445</link>
<guid>http://www.boardgamegeek.com/article/3664445#3664445</guid>
<pubDate>Thu, 09 Jul 2009 01:51:32 +0000</pubDate>
<dc:creator>GeneSteeler</dc:creator>
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		<title>Reply: Memoir '44 - Air Pack:: Rules:: Re: air check value of a clear hex?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/GeneSteeler&#039;&gt;GeneSteeler&lt;/a&gt;&lt;/p&gt;
	0,zero, nil, nada, zilch, IQ of Rob Schneider.
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<link>http://www.boardgamegeek.com/article/3664442#3664442</link>
<guid>http://www.boardgamegeek.com/article/3664442#3664442</guid>
<pubDate>Thu, 09 Jul 2009 01:50:20 +0000</pubDate>
<dc:creator>GeneSteeler</dc:creator>
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		<title>Thread: Memoir '44 - Air Pack:: Rules:: air check value of a clear hex?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/voynix&#039;&gt;voynix&lt;/a&gt;&lt;/p&gt;
	I am assuming the air check value of a clear hex is zero.  Is this true? Thanks.
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<link>http://www.boardgamegeek.com/thread/422141</link>
<guid>http://www.boardgamegeek.com/thread/422141</guid>
<pubDate>Thu, 09 Jul 2009 01:35:27 +0000</pubDate>
<dc:creator>voynix</dc:creator>
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		<title>New Image for Memoir '44 - Tigers in the Snow</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Slotracer&#039;&gt;Slotracer&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/512309"><img border=0  src="http://images.boardgamegeek.com/images/pic512309_t.jpg"></a><div class='sf'>Finally got the Tigers!</div>]]>
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<pubDate>Wed, 08 Jul 2009 22:15:23 +0000</pubDate>
<dc:creator>Slotracer</dc:creator>
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		<title>New Image for Memoir '44 - Tigers in the Snow</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Slotracer&#039;&gt;Slotracer&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/512311"><img border=0  src="http://images.boardgamegeek.com/images/pic512311_t.jpg"></a><div class='sf'>Finally got the Tigers!</div>]]>
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<link>http://www.boardgamegeek.com/image/512311</link>
<guid>http://www.boardgamegeek.com/image/512311</guid>
<pubDate>Wed, 08 Jul 2009 22:15:03 +0000</pubDate>
<dc:creator>Slotracer</dc:creator>
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		<title>New Image for Memoir '44 - Tigers in the Snow</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Slotracer&#039;&gt;Slotracer&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/512305"><img border=0  src="http://images.boardgamegeek.com/images/pic512305_t.jpg"></a><div class='sf'>Finally got the Tigers!</div>]]>
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<link>http://www.boardgamegeek.com/image/512305</link>
<guid>http://www.boardgamegeek.com/image/512305</guid>
<pubDate>Wed, 08 Jul 2009 22:12:38 +0000</pubDate>
<dc:creator>Slotracer</dc:creator>
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		<title>Thread: Memoir '44 - Eastern Front:: Variants:: Krazy Kommisar variant</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/heirodule&#039;&gt;heirodule&lt;/a&gt;&lt;/p&gt;
	Granted, I'm inspired by &lt;a href=&quot;http://www.boardgamegeek.com/boardgame/2162&quot;   &gt;Warhammer 40,000&lt;/a&gt; and their Imperial Commissar rules.&lt;br&gt;&lt;br&gt;When using Soviet command rules, the Soviet player may add the Kommisar figure to any infantry unit. If he does the unit gains the following.&lt;br&gt;&lt;br&gt;This unit may ignore 1 flag, but must remove a figure instead. If one figure is removed, any infantry unit adjacent to the Kommisar's unit may also ignore 1 flag (without removing a figure)&lt;br&gt;&lt;br&gt;What do you think?
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<link>http://www.boardgamegeek.com/thread/422030</link>
<guid>http://www.boardgamegeek.com/thread/422030</guid>
<pubDate>Wed, 08 Jul 2009 18:31:58 +0000</pubDate>
<dc:creator>heirodule</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Clarification wire has no friends right?</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	Wire is not discriminatory and so it forces both sides to stop and to battle out at -1.&lt;br&gt;&lt;br&gt;You ignore all terrain effects when retreating (except impassable terrain and a couple other exceptions in the expansions).  So you just pass right on through wire if you retreat.
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<link>http://www.boardgamegeek.com/article/3660147#3660147</link>
<guid>http://www.boardgamegeek.com/article/3660147#3660147</guid>
<pubDate>Wed, 08 Jul 2009 03:18:16 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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		<title>Thread: Memoir '44:: Rules:: Clarification wire has no friends right?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/JPFrancum&#039;&gt;JPFrancum&lt;/a&gt;&lt;/p&gt;
	So just to make sure we got this rule right.  If the Germans move into a hex with German wire, they still have to stop their movement same as Allied correct?&lt;br&gt;&lt;br&gt;Follow up on that, when retreating two hexes and the first hex is wired (crappy retreat position that game), the unit is treated as stuck and must remove another casualty or do you ignore terrain when running away?
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<link>http://www.boardgamegeek.com/thread/421868</link>
<guid>http://www.boardgamegeek.com/thread/421868</guid>
<pubDate>Wed, 08 Jul 2009 03:13:26 +0000</pubDate>
<dc:creator>JPFrancum</dc:creator>
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		<title>Reply: Memoir '44:: Sessions:: Re: Life ain't a beach in Memoir ' 44 or where is the damn errata?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/mojayhawk&#039;&gt;mojayhawk&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;papahoth wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Since the comments that follow are based on playing the Pointe-Du-Hoc and Omaha Beach scenarios, I have put this under the sessions forum though it has elements of reviews, rules, general and the kitchen sink in it.  I only note this because if I don't its sure, and probably will anyway, be commented on though its not really important.&lt;br&gt;&lt;br&gt;Additionally, while it is of interest that some of these issues are addressed in the Air Pack or the China Pack or the Axis Minor Allies Pack or whatever, and I hope that people do point them out, it is of more importance to address, assuming that my observations are correct, based on just the base game.  &lt;br&gt;&lt;br&gt;My first question is -- Does DoW maintain errata for these games?  I see no sign of errata.  If that is correct, does anyone know why it does not exist?  Surely they don't believe that they have developed perfection for the first time in human history?&lt;br&gt;&lt;br&gt;Let's start with Pointe-Du-Hoc and with a historical aside.  The assault was under the command of &lt;a href=&quot;http://en.wikipedia.org/wiki/James_Earl_Rudder&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Colonel James Earl Rudder.&lt;/a&gt;  Colonel Rudder went to Texas A&amp;M and later returned to Texas A&amp;M and became what most consider to be the greatest president in the history of the university.  It is also worth noting that Texas A&amp;M had more officers serve in World War II than both of the service academies combined.  This &lt;a href=&quot;http://upload.wikimedia.org/wikipedia/commons/2/24/TAMU_Large_Overlook.jpg&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;picture&lt;/a&gt; of the Texas A&amp;M Campus shows Rudder Tower in the center and the Rudder Center connected to the tower's right side.&lt;br&gt;&lt;br&gt;Okay, enough history.  First as has been noted in Pointe-Du-Hoc by others, why is the cliff still treated as a hill behind it?  Is there some reason that DoW can't just say its not and post as an errata? Second, I was able to storm the cliffs and leave guys floating in their landing craft the entire time that were out of the range of the German artillery.  Yes, that may be dangerous if the Air Pack is in play, but never the less, landing craft just can't float.  They are either going in or out.  Why did they bother with this instead of saying, here is what was killed coming in and then just start on the beach?  That or put rules in place that force them to move forward, but that does not seem possible with this system.  Am I missing something here?&lt;br&gt;&lt;br&gt;As far as Omaha Beach is concerned, the same holds with the bluffs.  The openings in the bluffs are inclines that have been made over the years for beach access, but once you are up them or behind the bluff, its not a hill!  Applying hill rules from the other direction when its not a hill is just plain silly.  This scenario also illustrates how its way to easy for infantry to kill tanks.  Yes, the Shermans might be Ronson lighters as they were called, but the Germans had no 88'ss or 75 paks that I know of at Omaha except for what was in the bunkers and a flak unit that I guess is not in the game as it was further back.  Most of the American tank casualties were the 28 that were released in deep water that just sunk.  I am getting more and more convinced that infantry should have to roll a tank symbol to kill a tank.  No grenades.  But here is the main problem or issue or mistake that I am seeing.  It takes a flag to kill artillery in a bunker.  First, why is it harder to kill than men?  Sure, it may be naval guns, though at Omaha it was mainly AT guns in the bunkers, and in one case it was a tank turret!, but the men manning them bleed just like infantry.  Second, its minus one for infantry to attack a bunker.  Its minus one if attacking up a hill, so if the infantry unit is next to the bunker, that is one die?  And if it is one die, then how do you kill it since it can ignore the first flag?  And if I am seeing this correctly, then tanks can't do anything against a bunker on a hill? Even if its two die, you have to roll double flags which makes no sense since infantry in a bunker dies much easier?  Why do the Germans receive an extra command card?  Article after article pins the problems at Omaha on losing the 28 DD Shermans, not because this infantry division that was formed in 1943 and had no combat experience were studs.&lt;br&gt;&lt;br&gt;What is the reason that tanks must stop on wire?  Yes, they can remove it because they are flattening it, but I have never had any indication that barbed wire slows down a tank enough to matter in a game.  Does this occur in any other wargame? &lt;br&gt;&lt;br&gt;So bottom line questions.  Is there any point in playing these two scenarios in the base game?  Are there any other scenarios with similar issues?  If DoW won't provide an errata, why doesn't the gaming community? I really hope I am out to lunch on these issues, because its pretty depressing so far.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;
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<link>http://www.boardgamegeek.com/article/3659919#3659919</link>
<guid>http://www.boardgamegeek.com/article/3659919#3659919</guid>
<pubDate>Wed, 08 Jul 2009 02:09:59 +0000</pubDate>
<dc:creator>mojayhawk</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Armor Overrun</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Fat+Tony&#039;&gt;Fat Tony&lt;/a&gt;&lt;/p&gt;
	Correct.  You only need to clear the hex of units: killing them all is not necessary.&lt;br&gt;&lt;br&gt;EDIT: Marauder beat me to it.
</description>
<link>http://www.boardgamegeek.com/article/3656655#3656655</link>
<guid>http://www.boardgamegeek.com/article/3656655#3656655</guid>
<pubDate>Tue, 07 Jul 2009 13:07:56 +0000</pubDate>
<dc:creator>Fat Tony</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Armor Overrun</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/marauder&#039;&gt;marauder&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Mr Mjeh wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I'm assuming that if you throw a flag as an armor unit and the opponent needs to retreat, you can do an armor overrun and also attack again. Is this correct?&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Yes it is. Take a look onto the picture in the Rulebook, page 11&lt;br&gt;This is exactly the example for armor overrun :)&lt;br&gt;&lt;br&gt;The rules state also, that the armor moves into the &lt;b&gt;vacated hex&lt;/b&gt;&lt;br&gt;It doesn't say anything about the damage the armor has done.
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<link>http://www.boardgamegeek.com/article/3656651#3656651</link>
<guid>http://www.boardgamegeek.com/article/3656651#3656651</guid>
<pubDate>Tue, 07 Jul 2009 13:06:19 +0000</pubDate>
<dc:creator>marauder</dc:creator>
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		<title>Thread: Memoir '44:: Rules:: Armor Overrun</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Mr+Mjeh&#039;&gt;Mr Mjeh&lt;/a&gt;&lt;/p&gt;
	I'm assuming that if you throw a flag as an armor unit and the opponent needs to retreat, you can do an armor overrun and also attack again. Is this correct?&lt;br&gt;&lt;br&gt;So, for example, I'm attacking an infantry unit with 4 soldiers, and it's close assault, and all I throw is a flag (and two tanks, for example). Can I then do an armor overrun and attack again? Or is it only when I'm &quot;successful&quot; - i.e. kill the unit?
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<link>http://www.boardgamegeek.com/thread/421643</link>
<guid>http://www.boardgamegeek.com/thread/421643</guid>
<pubDate>Tue, 07 Jul 2009 12:58:00 +0000</pubDate>
<dc:creator>Mr Mjeh</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: 12 new scenarios published on the Days of Wonder web site.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Slotracer&#039;&gt;Slotracer&lt;/a&gt;&lt;/p&gt;
	The Utah Beach (March on the Marsh) scenario was a blast to play!!!&lt;br&gt;Even though I won both as German (5-4) and as Allied (5-2)! :devil:
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<link>http://www.boardgamegeek.com/article/3656127#3656127</link>
<guid>http://www.boardgamegeek.com/article/3656127#3656127</guid>
<pubDate>Tue, 07 Jul 2009 08:16:20 +0000</pubDate>
<dc:creator>Slotracer</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: 2+ players?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Slotracer&#039;&gt;Slotracer&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;charlescab wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Ideas... &lt;br&gt;buy desert winter board and use poker chits to represent extra units (Have all 4 units with one primary unit and 3 poker chips, hits remove poker chip, final unit is VP) &lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;You could print you own chits if you don't have poker chits!!!
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<link>http://www.boardgamegeek.com/article/3655871#3655871</link>
<guid>http://www.boardgamegeek.com/article/3655871#3655871</guid>
<pubDate>Tue, 07 Jul 2009 06:19:04 +0000</pubDate>
<dc:creator>Slotracer</dc:creator>
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		<title>Reply: Memoir '44 - Air Pack:: General:: Re: How do the aircraft influence battles - poll</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Drewcooter&#039;&gt;Drewcooter&lt;/a&gt;&lt;/p&gt;
	I gave them a 2 and I think that is about perfect.  M'44 is a good system and I am glad they did not make air too powerful and change the game too much.  To me air is one of the many options you have, you just need to time it correctly.  Good addition to the system without changing the game play too much.
</description>
<link>http://www.boardgamegeek.com/article/3655380#3655380</link>
<guid>http://www.boardgamegeek.com/article/3655380#3655380</guid>
<pubDate>Tue, 07 Jul 2009 02:06:43 +0000</pubDate>
<dc:creator>Drewcooter</dc:creator>
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		<title>Reply: Memoir '44 - Air Pack:: General:: Re: How do the aircraft influence battles - poll</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/scribidinus&#039;&gt;scribidinus&lt;/a&gt;&lt;/p&gt;
	In general, I've never felt that the Air Rules were very well integrated into the system. The Air Check over terrain types is plain goofy. Let's see, a plane can fly over, see AND bomb or strafe an enemy unit in a Woods without making an Air Check but if it ends it's move on an empty Woods hex it might hit a tree? Even for a war themed game as abstract as  Memoir '44, that is too much.&lt;br&gt;&lt;br&gt;Recently, I played the Allies in a couple of the scenarios from the France '40 campaign in the Campaign book in which the Allied Infantry were in sandbagged Towns and Allied Artillery was in sandbagged cover on the baseline and the German fighter was an absolute nuisance. He played to use it every turn. In each game, it must have scored 8 or more hits and 4 or 5 Flags. It was never forced to make an Air Check. (Blitz rules were in effect.)&lt;br&gt;&lt;br&gt;Since it hits on symbols, Grenades, Stars and since Flags cannot be ignored, the Luftwaffe destroyed my Artillery and drove my Infantry out of entrenched positions causing the loss of the sandbags.&lt;br&gt;&lt;br&gt;The latter seems grossly overpowering in that a single die against a full strength Infantry in a sandbagged Town could force an abandonment said position.&lt;br&gt;&lt;br&gt;On the other hand, I'm not sure his ground forces could have even come close without the Me 109 on board.&lt;br&gt;&lt;br&gt;Ah, well. In general, I think the Air Rules suck. I only use them when a scenario say they are mandatory.
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<link>http://www.boardgamegeek.com/article/3655332#3655332</link>
<guid>http://www.boardgamegeek.com/article/3655332#3655332</guid>
<pubDate>Tue, 07 Jul 2009 01:41:01 +0000</pubDate>
<dc:creator>scribidinus</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: 2+ players?</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/charlescab&#039;&gt;charlescab&lt;/a&gt;&lt;/p&gt;
	Ideas... &lt;br&gt;Days of Wonder Multiplayer kit has a copy of Hedgerow Hell and the overlord deck (great to have) , I think 20 dollars&lt;br&gt;&lt;br&gt;Buy desert winter board and overlord kit (20 plus 20 ) The overlord cards are great! &lt;br&gt;&lt;br&gt;buy desert winter board and use poker chits to represent extra units (Have all 4 units with one primary unit and 3 poker chips, hits remove poker chip, final unit is VP) &lt;br&gt;&lt;br&gt;&lt;br&gt;Buy Battle Lore, Battlecry or Command and colors ancients, and have 2 games (same board) and use each others boards for epic/overlord matches. &lt;br&gt;
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<link>http://www.boardgamegeek.com/article/3654455#3654455</link>
<guid>http://www.boardgamegeek.com/article/3654455#3654455</guid>
<pubDate>Mon, 06 Jul 2009 21:02:23 +0000</pubDate>
<dc:creator>charlescab</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: VASSAL Walkthrough</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/scribidinus&#039;&gt;scribidinus&lt;/a&gt;&lt;/p&gt;
	Thanks, I'll use this,too.
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<link>http://www.boardgamegeek.com/article/3654005#3654005</link>
<guid>http://www.boardgamegeek.com/article/3654005#3654005</guid>
<pubDate>Mon, 06 Jul 2009 19:18:11 +0000</pubDate>
<dc:creator>scribidinus</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Looking for Efficient Storage Solutions</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Orran&#039;&gt;Orran&lt;/a&gt;&lt;/p&gt;
	I've tried to find some useful storage for a while now, but haven't found a case with the proper dimensions needed for the terrain tiles.&lt;br&gt;&lt;br&gt;The Akro-Mils are EXACTLY what I want and need. I can't see myself carrying all the stuff around, since I only play the game at my place. An oversized Plano tackle box is in other words a bit too cumbersome.&lt;br&gt;&lt;br&gt;Now to the issue... we don't have Akro-Mils here in Sweden (or EU as far as I know), and ordering a handful of cases from the US will cost me 40-50 USD for the shipping alone! &lt;br&gt;&lt;br&gt;Does anyone know of a good case available on the european market?
</description>
<link>http://www.boardgamegeek.com/article/3653640#3653640</link>
<guid>http://www.boardgamegeek.com/article/3653640#3653640</guid>
<pubDate>Mon, 06 Jul 2009 17:47:57 +0000</pubDate>
<dc:creator>Orran</dc:creator>
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		<title>New Image for Memoir '44 - Hedgerow Hell</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/bluef0x&#039;&gt;bluef0x&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/510881"><img border=0  src="http://images.boardgamegeek.com/images/pic510881_t.jpg"></a><div class='sf'>Playing "The Cadets of Saumur" with Overlord  counters</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/510881</link>
<guid>http://www.boardgamegeek.com/image/510881</guid>
<pubDate>Mon, 06 Jul 2009 17:24:12 +0000</pubDate>
<dc:creator>bluef0x</dc:creator>
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		<title>New Image for Memoir '44</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/DrGrayrock&#039;&gt;DrGrayrock&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/510760"><img border=0  src="http://images.boardgamegeek.com/images/pic510760_t.jpg"></a><div class='sf'>Wallpaper-calendar for july, 2009.</div>]]>
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<link>http://www.boardgamegeek.com/image/510760</link>
<guid>http://www.boardgamegeek.com/image/510760</guid>
<pubDate>Mon, 06 Jul 2009 13:49:28 +0000</pubDate>
<dc:creator>DrGrayrock</dc:creator>
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		<title>Reply: Memoir '44:: Reviews:: Re: Why Memoir 44' is not really a war game despite claims to the contrary.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Slotracer&#039;&gt;Slotracer&lt;/a&gt;&lt;/p&gt;
	michael c (papahoth) dislike Memoir '44 because it's not a proper wargame and he has only played it against his son and not another grow-up.&lt;br&gt;I don't really think the game will improve much playing a grow-up instead of a kid.&lt;br&gt;And that is just what makes Memoir '44 so &lt;b&gt;GREAT&lt;/b&gt;!!!&lt;br&gt;Anyone can learn how to play the game - it's easy to play, but difficult to master!&lt;br&gt;&lt;br&gt;It's a game based on WWII scenarios, so therefor it must be a wargame and it's (&lt;i&gt;suppose to be&lt;/i&gt;) fun to play!&lt;br&gt;&lt;br&gt;If you - michael c (papahoth) - want the real thing, join the army and go to Irak! May your God be with you there!&lt;br&gt;Or play ASL! But then again, you still have to roll a die to make a kill, so that can't be a wargame either!!:D&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3652620#3652620</link>
<guid>http://www.boardgamegeek.com/article/3652620#3652620</guid>
<pubDate>Mon, 06 Jul 2009 12:46:06 +0000</pubDate>
<dc:creator>Slotracer</dc:creator>
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		<title>Reply: Memoir '44 - Operation Overlord:: General:: Re: Memoir 44, Operation Overlord, and the Chitty Situation</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ISOisNo1&#039;&gt;ISOisNo1&lt;/a&gt;&lt;/p&gt;
	I would suggest using Axis &amp; Allies chips instead of the chits that come with this expansion. I find the chits to be rather small and ugly and would rather put a single plastic figure on top of a couple of A&amp;A chips to fill up the hexes. Better looking battlefield and easier to move around and such.&lt;br&gt;
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<link>http://www.boardgamegeek.com/article/3652491#3652491</link>
<guid>http://www.boardgamegeek.com/article/3652491#3652491</guid>
<pubDate>Mon, 06 Jul 2009 11:55:09 +0000</pubDate>
<dc:creator>ISOisNo1</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: medic and mechanic</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Great+Dane&#039;&gt;Great Dane&lt;/a&gt;&lt;/p&gt;
	- and since a lot of folks forget this:&lt;br&gt;&lt;br&gt;If you are able to add at least one figure to the unit, it may be ordered (and thus move and/or battle).
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<link>http://www.boardgamegeek.com/article/3652429#3652429</link>
<guid>http://www.boardgamegeek.com/article/3652429#3652429</guid>
<pubDate>Mon, 06 Jul 2009 11:18:40 +0000</pubDate>
<dc:creator>Great Dane</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: medic and mechanic</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Slotracer&#039;&gt;Slotracer&lt;/a&gt;&lt;/p&gt;
	Phew, been playing this card the right way then! :p
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<link>http://www.boardgamegeek.com/article/3652388#3652388</link>
<guid>http://www.boardgamegeek.com/article/3652388#3652388</guid>
<pubDate>Mon, 06 Jul 2009 10:44:51 +0000</pubDate>
<dc:creator>Slotracer</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Why do we love this game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	I've got Dust up for trade, but I would never trade M44  :)
</description>
<link>http://www.boardgamegeek.com/article/3652153#3652153</link>
<guid>http://www.boardgamegeek.com/article/3652153#3652153</guid>
<pubDate>Mon, 06 Jul 2009 07:25:33 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<title>New Image for Memoir '44</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/mojayhawk&#039;&gt;mojayhawk&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/510538"><img border=0  src="http://images.boardgamegeek.com/images/pic510538_t.jpg"></a><div class='sf'>8 Year Old's First Wargame and First Play of Memoir '44</div>]]>
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<link>http://www.boardgamegeek.com/image/510538</link>
<guid>http://www.boardgamegeek.com/image/510538</guid>
<pubDate>Mon, 06 Jul 2009 05:16:06 +0000</pubDate>
<dc:creator>mojayhawk</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Why do we love this game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Robbo_the_dude&#039;&gt;Robbo_the_dude&lt;/a&gt;&lt;/p&gt;
	Thanks for the insight, its been on the radar for a while now. Guess its just a matter of time before this ones added to the collection!!! The card system you described reminds me of 'Dust',
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<link>http://www.boardgamegeek.com/article/3651153#3651153</link>
<guid>http://www.boardgamegeek.com/article/3651153#3651153</guid>
<pubDate>Sun, 05 Jul 2009 22:33:29 +0000</pubDate>
<dc:creator>Robbo_the_dude</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Memoir '44 design question</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/wargamer55&#039;&gt;wargamer55&lt;/a&gt;&lt;/p&gt;
	I think each game's physical characteristics were an important aspect of the design process. &lt;br&gt;&lt;br&gt;In particular, I think Borg took advantage of the flexibility provided by blocks to include many more unit types in C&amp;C: Ancients than might otherwise have been in it.&lt;br&gt;&lt;br&gt;I think there have been some remarks here and there that some people find it hard to tell the differences between some kinds of units in BattleLore. Think how much more of a problem that would be in C&amp;C: A.&lt;br&gt;&lt;br&gt;In Battle Cry and Memoir '44 there are just a handful of different types of figures and the differences between them are pretty obvious. Special units are indicated with markers (elite, engineer, etc.) rather than having different models.&lt;br&gt;&lt;br&gt;This is one reason why I think a Napoleonic version might work better with blocks rather than figures because it will be easier to show the different kinds of units. Can you imagine trying to spot the differences between Old Guard, regulars and light infantry? Easy enough for Napoleonic buffs, but a nightmare for the uninitiated.
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<link>http://www.boardgamegeek.com/article/3650518#3650518</link>
<guid>http://www.boardgamegeek.com/article/3650518#3650518</guid>
<pubDate>Sun, 05 Jul 2009 16:16:46 +0000</pubDate>
<dc:creator>wargamer55</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: haunted dice problem</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/oneilljgf&#039;&gt;oneilljgf&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;decumanusmaximus wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;...the face on some sides has a smaller area than other faces...&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Ny God! They're haunted!&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;
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<link>http://www.boardgamegeek.com/article/3650399#3650399</link>
<guid>http://www.boardgamegeek.com/article/3650399#3650399</guid>
<pubDate>Sun, 05 Jul 2009 15:03:39 +0000</pubDate>
<dc:creator>oneilljgf</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: haunted dice problem</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/decumanusmaximus&#039;&gt;decumanusmaximus&lt;/a&gt;&lt;/p&gt;
	Now to our regularly scheduled program (ie. topic of discussion).  I've noticed some of my dice aren't perfectly square where some are very slightly rectangular and, therefore, the face on some sides has a smaller area than other faces.  Of course, this should result in the sides with a greater area landing face down and, therefore, the opposing face would be rolled more often.  It would be interesting to investigate this further using selected dice during a game.  However, I'm not sure I have the patience for it ...
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<link>http://www.boardgamegeek.com/article/3650381#3650381</link>
<guid>http://www.boardgamegeek.com/article/3650381#3650381</guid>
<pubDate>Sun, 05 Jul 2009 14:53:40 +0000</pubDate>
<dc:creator>decumanusmaximus</dc:creator>
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		<title>File: Memoir '44:: Line of sight: schematics</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/PauloSantoro&#039;&gt;PauloSantoro&lt;/a&gt;&lt;/p&gt;
	<![CDATA[
		New File: 
		<a href="http://www.boardgamegeek.com/filepage/44295">Line of sight: schematics</a>
			for Board Game:
			<a href="http://www.boardgamegeek.com/boardgame/10630">Memoir '44</a> 
	]]>
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<link>http://www.boardgamegeek.com/filepage/44295</link>
<guid>http://www.boardgamegeek.com/filepage/44295</guid>
<pubDate>Sun, 05 Jul 2009 13:10:08 +0000</pubDate>
<dc:creator>PauloSantoro</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: haunted dice problem</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/nightbomber&#039;&gt;nightbomber&lt;/a&gt;&lt;/p&gt;
	You are a devoted player, Jim! I do admire the job you did. The camo-Tigers look very special. You game must look much more alive, than a usual not-pimped copy. &lt;br&gt;&lt;br&gt;So after our yesterday's talk we had an interesting session with my fellow gamer (we decided to play all scenarios form the Air Pack book changing sides - that wiil take some months - and we reached 19th). After battles 17, 18 and 19 each played twice I gained 26 points, while my friend 24. But in the general ranking he gathered 151 point to 140 gained by me.&lt;br&gt;     
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<link>http://www.boardgamegeek.com/article/3650108#3650108</link>
<guid>http://www.boardgamegeek.com/article/3650108#3650108</guid>
<pubDate>Sun, 05 Jul 2009 11:16:11 +0000</pubDate>
<dc:creator>nightbomber</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: haunted dice problem</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/oneilljgf&#039;&gt;oneilljgf&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;nightbomber wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Looks great, Jim. I remember now I had seen this picture some time ago on BGG and that's why immediately ordered a 24-pack of these wooden hexes from rdoxx website. They sent it promptly and now I always use them like I saw on your picture, although I haven't pimped them so far.:D &lt;br&gt;Do you plan to pimp the figures as well? It would be a hell of a job!   &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507748"><img src="http://images.boardgamegeek.com/images/pic507748_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;i&gt;&lt;b&gt;Andrzej, tanks completed - now for the infantry and artillery.&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;Jim&lt;/i&gt;&lt;br&gt;&lt;b&gt;Est. 1949&lt;/b&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3650066#3650066</link>
<guid>http://www.boardgamegeek.com/article/3650066#3650066</guid>
<pubDate>Sun, 05 Jul 2009 10:36:29 +0000</pubDate>
<dc:creator>oneilljgf</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: haunted dice problem</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/chrisjwmartin&#039;&gt;chrisjwmartin&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;oneilljgf wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/487824"><img src="http://images.boardgamegeek.com/images/pic487824_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;i&gt;&lt;b&gt;A Partially Pimped Memoir.&lt;/b&gt;&lt;/i&gt; :D&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;How much for an outcall?
</description>
<link>http://www.boardgamegeek.com/article/3650053#3650053</link>
<guid>http://www.boardgamegeek.com/article/3650053#3650053</guid>
<pubDate>Sun, 05 Jul 2009 10:17:48 +0000</pubDate>
<dc:creator>chrisjwmartin</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: haunted dice problem</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/nightbomber&#039;&gt;nightbomber&lt;/a&gt;&lt;/p&gt;
	Looks great, Jim. I remember now I had seen this picture some time ago on BGG and that's why immediately ordered a 24-pack of these wooden hexes from rdoxx website. They sent it promptly and now I always use them like I saw on your picture, although I haven't pimped them so far.:D &lt;br&gt;Do you plan to pimp the figures as well? It would be a hell of a job!   
</description>
<link>http://www.boardgamegeek.com/article/3650004#3650004</link>
<guid>http://www.boardgamegeek.com/article/3650004#3650004</guid>
<pubDate>Sun, 05 Jul 2009 09:14:32 +0000</pubDate>
<dc:creator>nightbomber</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Memoir '44 design question</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jrbentley&#039;&gt;jrbentley&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;A_Denis wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I own and love both games. I think Days of Wonder is an amazing company too.&lt;br&gt;&lt;br&gt;My question could be asked for any game I guess, but we have the privilege in this case to witness the publication of two different games with the same core system and same designer, and I was wondering, components aside, if M44 would of end up the same if published by another company such as for example GMT.&lt;br&gt;&lt;br&gt;I am not implying anything, just asking if the publisher would have asked to modify the game in any minor or major way that we would be playing a different (perhaps not as great?) game.&lt;br&gt;&lt;br&gt;Another way of asking the question: If Days of Wonder asks Mr. Borg to put in production his Napoleonics game (assuming there is one...), versus GMT, would each finalized game (not components) be very different than Mr. Borg original design?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Ah, now I see what you meant....thanks for the clarification. Sorry to have missed it earlier...&lt;br&gt;
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<link>http://www.boardgamegeek.com/article/3649714#3649714</link>
<guid>http://www.boardgamegeek.com/article/3649714#3649714</guid>
<pubDate>Sun, 05 Jul 2009 04:02:40 +0000</pubDate>
<dc:creator>jrbentley</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Memoir '44 design question</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/A_Denis&#039;&gt;A_Denis&lt;/a&gt;&lt;/p&gt;
	I own and love both games. I think Days of Wonder is an amazing company too.&lt;br&gt;&lt;br&gt;My question could be asked for any game I guess, but we have the privilege in this case to witness the publication of two different games with the same core system and same designer, and I was wondering, components aside, if M44 would of end up the same if published by another company such as for example GMT.&lt;br&gt;&lt;br&gt;I am not implying anything, just asking if the publisher would have asked to modify the game in any minor or major way that we would be playing a different (perhaps not as great?) game.&lt;br&gt;&lt;br&gt;Another way of asking the question: If Days of Wonder asks Mr. Borg to put in production his Napoleonics game (assuming there is one...), versus GMT, would each finalized game (not components) be very different than Mr. Borg original design?
</description>
<link>http://www.boardgamegeek.com/article/3649706#3649706</link>
<guid>http://www.boardgamegeek.com/article/3649706#3649706</guid>
<pubDate>Sun, 05 Jul 2009 03:58:32 +0000</pubDate>
<dc:creator>A_Denis</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Memoir '44 design question</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	Richard Borg has been playing these games for a long time.  So the game we have is fairly close to the game he plays although we have a lot less expansions.  &lt;br&gt;&lt;br&gt;However, each company puts their own stamp on it as far as production values and final development.  So would a GMT Memoir look different?  Yes.  But not fundamentaly so.  Same with a DOW C&amp;C:A.  
</description>
<link>http://www.boardgamegeek.com/article/3649705#3649705</link>
<guid>http://www.boardgamegeek.com/article/3649705#3649705</guid>
<pubDate>Sun, 05 Jul 2009 03:57:27 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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		<item>
		<title>Reply: Memoir '44:: General:: Re: Memoir '44 design question</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jrbentley&#039;&gt;jrbentley&lt;/a&gt;&lt;/p&gt;
	Hmmm, not sure I really understand the reasoning behind this question.&lt;br&gt;&lt;br&gt;Memoir '44 is a great game (I haven't played C&amp;C:A so I can't comment on it) and I personally don't care who publishes it. However, I have a lot of respect for Days of Wonder. In my opinion, they've more than proven themselves as a competent game publisher. Even though some disagree, I feel that DoW sets the bar very high for games. As I said, I know some disagree, and that's perfectly fine.&lt;br&gt;&lt;br&gt;So, I'd play Memoir '44 anyway, being the great game it is, but to me it's a huge plus when the publisher is one of the best in the business.&lt;br&gt;&lt;br&gt;Just my humble 2 cents.
</description>
<link>http://www.boardgamegeek.com/article/3649632#3649632</link>
<guid>http://www.boardgamegeek.com/article/3649632#3649632</guid>
<pubDate>Sun, 05 Jul 2009 03:19:23 +0000</pubDate>
<dc:creator>jrbentley</dc:creator>
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		<item>
		<title>Thread: Memoir '44:: General:: Memoir '44 design question</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/A_Denis&#039;&gt;A_Denis&lt;/a&gt;&lt;/p&gt;
	Was Memoir designed and finalized knowing it was going to be published by Days of Wonder?&lt;br&gt;(I can ask the same question for Command &amp; Colors: Ancients, was it designed and finalized as a game before knowing it would be published by GMT?)&lt;br&gt;&lt;br&gt;If for some reason, C&amp;CA was published by DoW, and Memoir by GMT, would we be playing the same games? 
</description>
<link>http://www.boardgamegeek.com/thread/421050</link>
<guid>http://www.boardgamegeek.com/thread/421050</guid>
<pubDate>Sun, 05 Jul 2009 02:43:03 +0000</pubDate>
<dc:creator>A_Denis</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: haunted dice problem</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jrbentley&#039;&gt;jrbentley&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;nightbomber wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;:D:D:D What a nice and creative thread we have here, guys!&lt;br&gt;Jim - bravo for pimping Memoir!&lt;br&gt;James - the poem is killing me! This one will be hanged in my gaming room! This is the spell I must cast on the dice! THANKS! From now on my dice will surely shine with luck.&lt;br&gt;Game Over.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Thank you for your kind words.
</description>
<link>http://www.boardgamegeek.com/article/3649084#3649084</link>
<guid>http://www.boardgamegeek.com/article/3649084#3649084</guid>
<pubDate>Sat, 04 Jul 2009 20:29:59 +0000</pubDate>
<dc:creator>jrbentley</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: haunted dice problem</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Ashitaka&#039;&gt;Ashitaka&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;oneilljgf wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/487824"><img src="http://images.boardgamegeek.com/images/pic487824_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;i&gt;&lt;b&gt;A Partially Pimped Memoir.&lt;/b&gt;&lt;/i&gt; :D &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Looks nicely pimped to me...  :cool:
</description>
<link>http://www.boardgamegeek.com/article/3648578#3648578</link>
<guid>http://www.boardgamegeek.com/article/3648578#3648578</guid>
<pubDate>Sat, 04 Jul 2009 15:41:09 +0000</pubDate>
<dc:creator>Ashitaka</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: haunted dice problem</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/oneilljgf&#039;&gt;oneilljgf&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/487824"><img src="http://images.boardgamegeek.com/images/pic487824_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;i&gt;&lt;b&gt;A Partially Pimped Memoir.&lt;/b&gt;&lt;/i&gt; :D&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3648485#3648485</link>
<guid>http://www.boardgamegeek.com/article/3648485#3648485</guid>
<pubDate>Sat, 04 Jul 2009 14:41:21 +0000</pubDate>
<dc:creator>oneilljgf</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: haunted dice problem</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/nightbomber&#039;&gt;nightbomber&lt;/a&gt;&lt;/p&gt;
	:D:D:D What a nice and creative thread we have here, guys!&lt;br&gt;Jim - bravo for pimping Memoir!&lt;br&gt;James - the poem is killing me! This one will be hanged in my gaming room! This is the spell I must cast on the dice! THANKS! From now on my dice will surely shine with luck.&lt;br&gt;Game Over.
</description>
<link>http://www.boardgamegeek.com/article/3648453#3648453</link>
<guid>http://www.boardgamegeek.com/article/3648453#3648453</guid>
<pubDate>Sat, 04 Jul 2009 14:21:09 +0000</pubDate>
<dc:creator>nightbomber</dc:creator>
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		<item>
		<title>Reply: Memoir '44:: General:: Re: haunted dice problem</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jrbentley&#039;&gt;jrbentley&lt;/a&gt;&lt;/p&gt;
	Jim,&lt;br&gt;Thanks for the tip&lt;br&gt;For the mention of Spot and Pip!&lt;br&gt;The gesture was truly nice&lt;br&gt;Just because I joked about dice&lt;br&gt;Now more than enough's been said,&lt;br&gt;I better re-roll myself back to bed.&lt;br&gt;&lt;br&gt;(Seriously, thanks for the tip, a pleasant surprise!)
</description>
<link>http://www.boardgamegeek.com/article/3648439#3648439</link>
<guid>http://www.boardgamegeek.com/article/3648439#3648439</guid>
<pubDate>Sat, 04 Jul 2009 14:12:58 +0000</pubDate>
<dc:creator>jrbentley</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: haunted dice problem</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/oneilljgf&#039;&gt;oneilljgf&lt;/a&gt;&lt;/p&gt;
	&lt;i&gt;&lt;b&gt;Andrzej,&lt;br&gt;&lt;br&gt;In this usage, &quot;to pimp&quot; means to decorate or embellish the game by painting the figures or adding bits to it to make it more visually appealing.&lt;br&gt;&lt;br&gt;You are quite correct in that in the other usage, it would mean renting out your copy for immoral purposes. &lt;/b&gt;&lt;/i&gt; :blush:&lt;br&gt;&lt;br&gt;&lt;i&gt;Jim&lt;/i&gt;&lt;br&gt;&lt;b&gt;Est. 1949&lt;/b&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3648437#3648437</link>
<guid>http://www.boardgamegeek.com/article/3648437#3648437</guid>
<pubDate>Sat, 04 Jul 2009 14:10:35 +0000</pubDate>
<dc:creator>oneilljgf</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: haunted dice problem</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/nightbomber&#039;&gt;nightbomber&lt;/a&gt;&lt;/p&gt;
	Jim, although English is my real mother's tongue (She lived in England), I can't figure out what the badge you have means. &quot;I Pimped my copy of M44&quot;. The only pimp meaning I found is connected with girls ... you know what I mean :blush: Is there another meaning that I don't know? 
</description>
<link>http://www.boardgamegeek.com/article/3648425#3648425</link>
<guid>http://www.boardgamegeek.com/article/3648425#3648425</guid>
<pubDate>Sat, 04 Jul 2009 14:02:18 +0000</pubDate>
<dc:creator>nightbomber</dc:creator>
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		<item>
		<title>Reply: Memoir '44:: General:: Re: haunted dice problem</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jrbentley&#039;&gt;jrbentley&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;oneilljgf wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;nightbomber wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;...Exorcist needed badly.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Andrzej,&lt;br&gt;&lt;br&gt;I had a similar problem and found that the best way to excercise my dice was to take them for a long walk first thing in the morning.&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;Jim&lt;/i&gt;&lt;br&gt;&lt;b&gt;Est. 1949&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Let me guess, you named them Spot and Pip!&lt;br&gt;&lt;br&gt;:)&lt;br&gt;&lt;br&gt;(Sorry, way to early for me to be on the internet...)
</description>
<link>http://www.boardgamegeek.com/article/3648423#3648423</link>
<guid>http://www.boardgamegeek.com/article/3648423#3648423</guid>
<pubDate>Sat, 04 Jul 2009 13:59:49 +0000</pubDate>
<dc:creator>jrbentley</dc:creator>
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		<item>
		<title>Reply: Memoir '44:: General:: Re: haunted dice problem</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/oneilljgf&#039;&gt;oneilljgf&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;nightbomber wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;...Exorcist needed badly.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Andrzej,&lt;br&gt;&lt;br&gt;I had a similar problem and found that the best way to excercise my dice was to take them for a long walk first thing in the morning.&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;Jim&lt;/i&gt;&lt;br&gt;&lt;b&gt;Est. 1949&lt;/b&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3648398#3648398</link>
<guid>http://www.boardgamegeek.com/article/3648398#3648398</guid>
<pubDate>Sat, 04 Jul 2009 13:48:24 +0000</pubDate>
<dc:creator>oneilljgf</dc:creator>
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		<title>Thread: Memoir '44:: General:: haunted dice problem</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/nightbomber&#039;&gt;nightbomber&lt;/a&gt;&lt;/p&gt;
	It may sounds funny, well it is. Do you think your dice may be hounted sometimes? :what: Have you ever experienced a very very bad luck in dice rolling? I need examples, otherwise I'll think the dice I use may be strange...&lt;br&gt;Just put down the worst rolls you ever had.&lt;br&gt;Yesterday I had 2 of such kind.&lt;br&gt;&lt;br&gt;12 dice thrown against 4figure infantry unit: 1 hit only + 2 flags.&lt;br&gt;&lt;br&gt;Barrage card against a lone infantry figure (final. medal, coup-de-grace, man, yeah?): No hit.&lt;br&gt;&lt;br&gt;Oh, boy...&lt;br&gt; &lt;br&gt;Exorcist needed badly.&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420929</link>
<guid>http://www.boardgamegeek.com/thread/420929</guid>
<pubDate>Sat, 04 Jul 2009 13:38:58 +0000</pubDate>
<dc:creator>nightbomber</dc:creator>
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		<title>Reply: Memoir '44 - Overlord:: Rules:: Re: Which field general first, and Move then Battle question</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	I don't play OL as much as regular so I am not as sure on some of these answers.&lt;br&gt;&lt;br&gt;1) AS far as I know, nothing is stated.  When we have played on Vassal with 8, the CinC usually gives a quick run down of the order he would like sections resolved.  When I have played 2-player, we just resolve it since the CinC is the FGs!  But since the rules don't state, I guess you could even run them simulataneously.  But probably the most proper way is for the CinC to discuss it with the FG he conferences with for the turn and that FG makes the final decision.&lt;br&gt;&lt;br&gt;2) Yes, all movement is complete for all sections before any battling begins.  Interesting to note that OL doesn't make reference to all ordering being complete so you can order-move, order-move, which makes the most practicaly sense.  So if 1 is right, then 2 is right.&lt;br&gt;&lt;br&gt;3) Yes.  Or use the dice to mark them.  Leave one by each unit (there should be more than enough, especially if you are using the official expansion) and then collect them as you battle.
</description>
<link>http://www.boardgamegeek.com/article/3648237#3648237</link>
<guid>http://www.boardgamegeek.com/article/3648237#3648237</guid>
<pubDate>Sat, 04 Jul 2009 11:50:04 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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		<title>New Image for Memoir '44 - Hedgerow Hell</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jtspecial&#039;&gt;jtspecial&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/509753"><img border=0  src="http://images.boardgamegeek.com/images/pic509753_t.jpg"></a><div class='sf'>Cadets of Saumur played at Thursday game night.</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/509753</link>
<guid>http://www.boardgamegeek.com/image/509753</guid>
<pubDate>Sat, 04 Jul 2009 10:03:08 +0000</pubDate>
<dc:creator>jtspecial</dc:creator>
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		<title>Thread: Memoir '44 - Overlord:: Rules:: Which field general first, and Move then Battle question</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	1. Does the C in C decide which order his field generals take their actions?&lt;br&gt;&lt;br&gt;2.If I understand it right, all 3 field Generals make their movements in turn before the first field general begins his attacks.&lt;br&gt;&lt;br&gt;So if the C in C gives 2 section cards to the left FG and 1 card to the right FG and orders the right FG to play first, it would go thus...?&lt;br&gt;&lt;br&gt;Right FG plays card and moves units&lt;br&gt;Left FG plays cards and moves units&lt;br&gt;centre FG decides to roll dice, rolls INF and moves an inf unit&lt;br&gt;Right FG makes his attack rolls&lt;br&gt;Left FG makes his attack rolls&lt;br&gt;Centre FG makes attack roll for his inf.&lt;br&gt;&lt;br&gt;Is that right?????&lt;br&gt;&lt;br&gt;3. As a supplementary, as there could be a lot of units moving and then firing, is it worth (particularly if being played as a 2 player game), putting glass beads or markers beside ordered units? My memory is crap  &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420899</link>
<guid>http://www.boardgamegeek.com/thread/420899</guid>
<pubDate>Sat, 04 Jul 2009 07:51:46 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<title>Reply: Memoir '44 - Overlord:: Rules:: Re: Overlord Rules Clarifications</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	It's called PINCER (as in the claws of a crab), not pincher.&lt;br&gt;&lt;br&gt;I agree with other posters who think it would have made sense to order units in BOTH sections of a field generals command, or otherwise rename the card.&lt;br&gt;&lt;br&gt;I don't however agree with the suggestion that the card should apply to more than one field general. The card is given to a single field general, end of.&lt;br&gt;&lt;br&gt;HOWEVER, I've yet to play Overlord, Hedgerow Hell and Tigers in the Snow, which I've just received, and I'll play the game as instructed on the cards for a while before deciding whether to play the card as a true pincer as previously described.
</description>
<link>http://www.boardgamegeek.com/article/3647991#3647991</link>
<guid>http://www.boardgamegeek.com/article/3647991#3647991</guid>
<pubDate>Sat, 04 Jul 2009 07:36:22 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<title>New Image for Memoir '44 - Tigers in the Snow</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/chezzilla&#039;&gt;chezzilla&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/509653"><img border=0  src="http://images.boardgamegeek.com/images/pic509653_t.jpg"></a><div class='sf'>Whittman's Tiger prepares to disembowel the Shermans!</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/509653</link>
<guid>http://www.boardgamegeek.com/image/509653</guid>
<pubDate>Sat, 04 Jul 2009 05:00:45 +0000</pubDate>
<dc:creator>chezzilla</dc:creator>
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		<title>New Image for Memoir '44 - Tigers in the Snow</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/chezzilla&#039;&gt;chezzilla&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/509652"><img border=0  src="http://images.boardgamegeek.com/images/pic509652_t.jpg"></a><div class='sf'>Villers-Bocage Scenario: Whittman Triumphs 5-0</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/509652</link>
<guid>http://www.boardgamegeek.com/image/509652</guid>
<pubDate>Sat, 04 Jul 2009 04:25:17 +0000</pubDate>
<dc:creator>chezzilla</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: medic and mechanic</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/decumanusmaximus&#039;&gt;decumanusmaximus&lt;/a&gt;&lt;/p&gt;
	This card doesn't bring back a unit but, rather, figures that comprise a unit.  By definition, a unit is comprised of a set number of figures.  For example, the standard Infantry unit comprises 4 figures.  Therefore, when you designate a unit on the game board, with one or more figures, to be the beneficiary of this card, you simply restore those figures that were removed (ie. destroyed) previously, up to the maximum size of the unit.
</description>
<link>http://www.boardgamegeek.com/article/3646637#3646637</link>
<guid>http://www.boardgamegeek.com/article/3646637#3646637</guid>
<pubDate>Fri, 03 Jul 2009 20:00:27 +0000</pubDate>
<dc:creator>decumanusmaximus</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: medic and mechanic</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Harrelson&#039;&gt;Harrelson&lt;/a&gt;&lt;/p&gt;
	Nope, the Medic &amp; Mechanic card is for healing/repairing units still in &quot;existence&quot; on the battlefield. It cannot raise the dead or conjure armored vehicles.
</description>
<link>http://www.boardgamegeek.com/article/3646625#3646625</link>
<guid>http://www.boardgamegeek.com/article/3646625#3646625</guid>
<pubDate>Fri, 03 Jul 2009 19:56:05 +0000</pubDate>
<dc:creator>Harrelson</dc:creator>
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		<title>Thread: Memoir '44:: Rules:: medic and mechanic</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/sshwk&#039;&gt;sshwk&lt;/a&gt;&lt;/p&gt;
	Can this card medic and mechanic, that you roll to bring back units bring back units that have been destroyed?
</description>
<link>http://www.boardgamegeek.com/thread/420804</link>
<guid>http://www.boardgamegeek.com/thread/420804</guid>
<pubDate>Fri, 03 Jul 2009 19:39:34 +0000</pubDate>
<dc:creator>sshwk</dc:creator>
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		<title>Reply: Memoir '44:: Variants:: Re: &quot;Official&quot; Variants?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/decumanusmaximus&#039;&gt;decumanusmaximus&lt;/a&gt;&lt;/p&gt;
		&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/filepage/30656&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/filepage/30656&lt;/A&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3646562#3646562</link>
<guid>http://www.boardgamegeek.com/article/3646562#3646562</guid>
<pubDate>Fri, 03 Jul 2009 19:34:50 +0000</pubDate>
<dc:creator>decumanusmaximus</dc:creator>
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		<item>
		<title>New Image for Memoir '44 - Mediterranean Theater</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/oneilljgf&#039;&gt;oneilljgf&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/509440"><img border=0  src="http://images.boardgamegeek.com/images/pic509440_t.jpg"></a><div class='sf'>SIDI REZEGH: Set-up using BattleHexes fron RDOXX and painted tanks.</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/509440</link>
<guid>http://www.boardgamegeek.com/image/509440</guid>
<pubDate>Fri, 03 Jul 2009 19:12:58 +0000</pubDate>
<dc:creator>oneilljgf</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: VASSAL Walkthrough</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	Why don't you play Andrew?
</description>
<link>http://www.boardgamegeek.com/article/3646394#3646394</link>
<guid>http://www.boardgamegeek.com/article/3646394#3646394</guid>
<pubDate>Fri, 03 Jul 2009 18:38:17 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<title>Reply: Memoir '44 - Air Pack:: General:: Re: How do the aircraft influence battles - poll</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/nightbomber&#039;&gt;nightbomber&lt;/a&gt;&lt;/p&gt;
	Good point, Dane. Indeed, arty starts on a baseline quite often, so flags are hits! 
</description>
<link>http://www.boardgamegeek.com/article/3645853#3645853</link>
<guid>http://www.boardgamegeek.com/article/3645853#3645853</guid>
<pubDate>Fri, 03 Jul 2009 15:41:52 +0000</pubDate>
<dc:creator>nightbomber</dc:creator>
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		<item>
		<title>Reply: Memoir '44 - Air Pack:: General:: Re: How do the aircraft influence battles - poll</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Great+Dane&#039;&gt;Great Dane&lt;/a&gt;&lt;/p&gt;
	It is my experience that artillery is very effectively silenced by strafing.&lt;br&gt;&lt;br&gt;And pinning down enemy troops when you are performing a breakthrough is also quite effective.
</description>
<link>http://www.boardgamegeek.com/article/3645737#3645737</link>
<guid>http://www.boardgamegeek.com/article/3645737#3645737</guid>
<pubDate>Fri, 03 Jul 2009 15:03:16 +0000</pubDate>
<dc:creator>Great Dane</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: VASSAL Walkthrough</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/nightbomber&#039;&gt;nightbomber&lt;/a&gt;&lt;/p&gt;
	Andrew, trust Phil. He helped me a lot in starting a VASSAL adventure, although I still need another newbie to start playing with. :D
</description>
<link>http://www.boardgamegeek.com/article/3645575#3645575</link>
<guid>http://www.boardgamegeek.com/article/3645575#3645575</guid>
<pubDate>Fri, 03 Jul 2009 13:59:16 +0000</pubDate>
<dc:creator>nightbomber</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: 12 new scenarios published on the Days of Wonder web site.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Slotracer&#039;&gt;Slotracer&lt;/a&gt;&lt;/p&gt;
	I have printed them all out now and hopefully I can play some of the scenarios tonight!&lt;br&gt;Might even give it a shot for a campaign (sheet, perhaps).
</description>
<link>http://www.boardgamegeek.com/article/3644927#3644927</link>
<guid>http://www.boardgamegeek.com/article/3644927#3644927</guid>
<pubDate>Fri, 03 Jul 2009 08:00:28 +0000</pubDate>
<dc:creator>Slotracer</dc:creator>
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		<title>Reply: Memoir '44 - Air Pack:: General:: Re: How do the aircraft influence battles - poll</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/nightbomber&#039;&gt;nightbomber&lt;/a&gt;&lt;/p&gt;
	I think the use of Air Pack aircraft is limited due to 2 factors:&lt;br&gt;1) high potential risk of loosing a medal without inflicting serius damage to the enemy,&lt;br&gt;2) burning command cards to keep an aircraft flying.&lt;br&gt;&lt;br&gt;:soblue:&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3644829#3644829</link>
<guid>http://www.boardgamegeek.com/article/3644829#3644829</guid>
<pubDate>Fri, 03 Jul 2009 07:09:28 +0000</pubDate>
<dc:creator>nightbomber</dc:creator>
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		<title>Reply: Memoir '44:: Variants:: Re: &quot;Official&quot; Variants?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/kentreuber&#039;&gt;kentreuber&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;cvdellen wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I've been playing Memoir for a while now and I love the game, but I am wondering if there isn't a little bit more complexity that could be added to beef up the simulation aspect of the game. I know there's ToI, CC, CoH, ASL, and dozens more out there that are more simulation oriented wargames, but I have Memoir, and that's what I play.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;One thing to keep in mind is that all the other games you mention have squads as units.  Memoir is a much higher level game--each unit is around a battalion in size, so you shouldn't expect Memoir to have the same level of detail that the others do.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;cvdellen wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;So...from those hardcore '44 players out there, especially the ones who have developed scenarios that have been accepted as official, is there a set of variant rules that you like to play with? Are there some generally accepted rules that people have integrated into their game that have been tested and proven to work well? Is there some sort of consensus on what these rules are and how they should be integrated? Or should I just suck it up and accept and love the game for what it is, as it is :D&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;One thing I admire about Commands and Colors Ancients is that units have the ability to react:  they can battle back when attacked and some units can evade.  It would be nice if Memoir had something similar.  I've seen  some variants that look interesting, but I haven't tried them:&lt;br&gt;&lt;br&gt;- Units that move fire at -1 die.  Many other games in the series do this and I think it makes sense for WWII units.&lt;br&gt;- I'd like to see terrain such as woods, hills, and towns allow you to ignore a flag.  It's normal for units to seek cover and stay in it rather than retreat into the open.  I also think towns and villages should reduce the amount of dice by artillery as well.&lt;br&gt;- I've seen one variant where grenades only count in close combat, which I think has some merit.  Artillery is hit by infantry dice (or armor if it's self-propelled).&lt;br&gt;- I'd like to see artillery get a different amount of dice when there is an infantry unit in place that can see the target to act as a spotter.&lt;br&gt;- I'd like to see units be able to battle back, even with ranged fire.&lt;br&gt;- I'd like to consider tanks battle with dice 3/3/2 rather than 3/3/3, so that you don't have such power at long range and you need to get closer to attack targets in terrain.
</description>
<link>http://www.boardgamegeek.com/article/3644040#3644040</link>
<guid>http://www.boardgamegeek.com/article/3644040#3644040</guid>
<pubDate>Fri, 03 Jul 2009 01:28:36 +0000</pubDate>
<dc:creator>kentreuber</dc:creator>
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		<title>Reply: Memoir '44 - Air Pack:: General:: Re: How do the aircraft influence battles - poll</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/StevenE&#039;&gt;StevenE&lt;/a&gt;&lt;/p&gt;
	I am still not thrilled with the aviation mechanic and am mostly in agreement with Wired_Wolf.&lt;br&gt;&lt;br&gt;I hardly see them played because of their relatively low ROI.&lt;br&gt;&lt;br&gt;I gave it a 2 because there was no 1.5....
</description>
<link>http://www.boardgamegeek.com/article/3643983#3643983</link>
<guid>http://www.boardgamegeek.com/article/3643983#3643983</guid>
<pubDate>Fri, 03 Jul 2009 01:05:23 +0000</pubDate>
<dc:creator>StevenE</dc:creator>
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		<title>Reply: Memoir '44:: Variants:: Re: &quot;Official&quot; Variants?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/wargamer55&#039;&gt;wargamer55&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;philmcd wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Have you tried using your games buffet style?&lt;br&gt;&lt;br&gt;I enjoy using A&amp;A minis and combat rules with TOI maps and scenery, driven by M44 command cards. The M44 command cards make it easy to play solo.&lt;br&gt;&lt;br&gt;I also use Heroscape terrain hexes on the M44 board to provide 3D hills, mountain and forest&lt;br&gt;&lt;br&gt;Ignore my specifics if you want, but EXPERIMENT. They're your games and there's no rules police out there  :)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Go for it
</description>
<link>http://www.boardgamegeek.com/article/3643549#3643549</link>
<guid>http://www.boardgamegeek.com/article/3643549#3643549</guid>
<pubDate>Thu, 02 Jul 2009 22:27:45 +0000</pubDate>
<dc:creator>wargamer55</dc:creator>
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		<title>Reply: Memoir '44:: Variants:: Re: &quot;Official&quot; Variants?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	Have you tried using your games buffet style?&lt;br&gt;&lt;br&gt;I enjoy using A&amp;A minis and combat rules with TOI maps and scenery, driven by M44 command cards. The M44 command cards make it easy to play solo.&lt;br&gt;&lt;br&gt;I also use Heroscape terrain hexes on the M44 board to provide 3D hills, mountain and forest&lt;br&gt;&lt;br&gt;Ignore my specifics if you want, but EXPERIMENT. They're your games and there's no rules police out there  :)
</description>
<link>http://www.boardgamegeek.com/article/3643529#3643529</link>
<guid>http://www.boardgamegeek.com/article/3643529#3643529</guid>
<pubDate>Thu, 02 Jul 2009 22:22:39 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<title>Reply: Memoir '44:: Variants:: Re: &quot;Official&quot; Variants?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/scribidinus&#039;&gt;scribidinus&lt;/a&gt;&lt;/p&gt;
	I posted one set of variant ideas but I'm currently face to face  play testing the next incarnation of it that includes... well, that's actually the part I'm testing. Soon.
</description>
<link>http://www.boardgamegeek.com/article/3643514#3643514</link>
<guid>http://www.boardgamegeek.com/article/3643514#3643514</guid>
<pubDate>Thu, 02 Jul 2009 22:17:43 +0000</pubDate>
<dc:creator>scribidinus</dc:creator>
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		<title>Thread: Memoir '44:: Variants:: &quot;Official&quot; Variants?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/cvdellen&#039;&gt;cvdellen&lt;/a&gt;&lt;/p&gt;
	I've been playing Memoir for a while now and I love the game, but I am wondering if there isn't a little bit more complexity that could be added to beef up the simulation aspect of the game. I know there's ToI, CC, CoH, ASL, and dozens more out there that are more simulation oriented wargames, but I have Memoir, and that's what I play.&lt;br&gt;&lt;br&gt;So...from those hardcore '44 players out there, especially the ones who have developed scenarios that have been accepted as official, is there a set of variant rules that you like to play with? Are there some generally accepted rules that people have integrated into their game that have been tested and proven to work well? Is there some sort of consensus on what these rules are and how they should be integrated? Or should I just suck it up and accept and love the game for what it is, as it is &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420563</link>
<guid>http://www.boardgamegeek.com/thread/420563</guid>
<pubDate>Thu, 02 Jul 2009 22:13:07 +0000</pubDate>
<dc:creator>cvdellen</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: VASSAL Walkthrough</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	This is a link to a hand-holder I did for the point2point podcast site.&lt;br&gt;&lt;br&gt;It will help you get Vassal installed and running. Even though it was written for an earlier version of vassal, the installation procedure is the same.&lt;br&gt;&lt;br&gt;	&lt;A target='_blank' href=&quot;http://point2pointsource.com/xoops/modules/newbb/viewtopic.php?topic_id=278&amp;forum=1&amp;post_id=2916#forumpost2916&quot; rel=&quot;nofollow&quot;&gt;http://point2pointsource.com/xoops/modules/newbb/viewtopic.p...&lt;/A&gt;&lt;br&gt;&lt;br&gt;It mention a tutorial turn file I did for memoir '44 which also talks you through the buttons on the vassal screen. It was written for a friend of mine, but it worked for him and numerous people I have sent it to since.&lt;br&gt;&lt;br&gt;If you email me at philmcd2@btinternet.com I will attach it to the reply.&lt;br&gt;&lt;br&gt;Vassal is very easy to use. I use it daily for pbem games of Memoir '44 and Paths of Glory and Manifest Destiny as well as other games on an ad hoc basis.
</description>
<link>http://www.boardgamegeek.com/article/3643470#3643470</link>
<guid>http://www.boardgamegeek.com/article/3643470#3643470</guid>
<pubDate>Thu, 02 Jul 2009 22:04:55 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Ambush for Artillery Unit?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	An artillery unit is still equipped with rifles for close defense.&lt;br&gt;&lt;br&gt;Don't get all hypothetical to try and change the rules  :)
</description>
<link>http://www.boardgamegeek.com/article/3643391#3643391</link>
<guid>http://www.boardgamegeek.com/article/3643391#3643391</guid>
<pubDate>Thu, 02 Jul 2009 21:45:51 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<item>
		<title>Thread: Memoir '44:: General:: VASSAL Walkthrough</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/historygamer89&#039;&gt;historygamer89&lt;/a&gt;&lt;/p&gt;
	Hello all,&lt;br&gt;&lt;br&gt;I am looking for someone to take me through the steps of installing vassal on my PC, as well as the modules for Memoir '44 (including the expansions).  I have done it once before, but for some reason the modules won't work.&lt;br&gt;&lt;br&gt;Along with this, I am also looking for someway to learn to play Memoir over VASSAL...I never have before, so if there is someone interested in teaching me how to do it over a game, GM me or post here, and maybe we can work something out.&lt;br&gt;&lt;br&gt;The only reason I ask is so that I don't end up playing a game on VASSAL against someone, not knowing what the heck I am doing, and then frustrating both them and myself when I take forever to move because I don't know the system.&lt;br&gt;&lt;br&gt;Thanks a lot!&lt;br&gt;&lt;br&gt;Andrew
</description>
<link>http://www.boardgamegeek.com/thread/420537</link>
<guid>http://www.boardgamegeek.com/thread/420537</guid>
<pubDate>Thu, 02 Jul 2009 20:31:31 +0000</pubDate>
<dc:creator>historygamer89</dc:creator>
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		<title>Reply: Memoir '44 - Air Pack:: General:: Re: How do the aircraft influence battles - poll</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Wired_Wolf&#039;&gt;Wired_Wolf&lt;/a&gt;&lt;/p&gt;
	I'd have to agree with 2 there.  The limited times we've used aircraft they seemed to be more of an annoyance to both sides than anything else.  Being forced to burn up an order just to keep the plane moving alone really negates any true use for it.  Can't get much of a 'combined arms' strike going if you keep drawing &quot;&lt;strike&gt;probe&lt;/strike&gt; recon right/left&quot; cards and have to keep the aircraft moving, so the ground units are static.  :yuk:&lt;br&gt;&lt;br&gt;I've been toying with the idea of monkeying around with a &quot;new&quot; set of air rules for to make them more viable with out destroying the balance of the game.
</description>
<link>http://www.boardgamegeek.com/article/3642756#3642756</link>
<guid>http://www.boardgamegeek.com/article/3642756#3642756</guid>
<pubDate>Thu, 02 Jul 2009 19:19:19 +0000</pubDate>
<dc:creator>Wired_Wolf</dc:creator>
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		<title>Reply: Memoir '44 - Air Pack:: General:: Re: How do the aircraft influence battles - poll</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/cheng&#039;&gt;cheng&lt;/a&gt;&lt;/p&gt;
	I chose 3, only because there was no option for 2.5.&lt;br&gt;&lt;br&gt;I almost always play as the Germans, and the Storch has saved more wounded infantry units that I can count.  &lt;br&gt;&lt;br&gt;Having just started the Fall Gelb campaign, I can tell you the influence of air units is much greater there, as the Allies have none and the Germans have Blitz rules (allowing Recon 1 to be used as Air Sortie).  So, in some scenarios I'm able to sit back in my defensive terrain and pick off the Allied troops with aircraft.&lt;br&gt;&lt;br&gt;But, on the whole, the aircraft are not game breakers.
</description>
<link>http://www.boardgamegeek.com/article/3642734#3642734</link>
<guid>http://www.boardgamegeek.com/article/3642734#3642734</guid>
<pubDate>Thu, 02 Jul 2009 19:16:30 +0000</pubDate>
<dc:creator>cheng</dc:creator>
	</item>
		<item>
		<title>Reply: Memoir '44 - Air Pack:: General:: Re: How do the aircraft influence battles - poll</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	2 sounds about right.&lt;br&gt;&lt;br&gt;But might as well make it an official poll.&lt;br&gt;&lt;br&gt;[poll=29174] 
</description>
<link>http://www.boardgamegeek.com/article/3642670#3642670</link>
<guid>http://www.boardgamegeek.com/article/3642670#3642670</guid>
<pubDate>Thu, 02 Jul 2009 19:05:42 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Ambush for Artillery Unit?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/nightbomber&#039;&gt;nightbomber&lt;/a&gt;&lt;/p&gt;
	Thanks guys, so after all, we played it right. The Arty was ambushed, but as far as my dice luck is concerned, I scored no hits on the guns.:zombie:
</description>
<link>http://www.boardgamegeek.com/article/3642643#3642643</link>
<guid>http://www.boardgamegeek.com/article/3642643#3642643</guid>
<pubDate>Thu, 02 Jul 2009 18:59:18 +0000</pubDate>
<dc:creator>nightbomber</dc:creator>
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		<item>
		<title>Reply: Memoir '44 - Air Pack:: General:: Re: How do the aircraft influence battles - poll</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jpat&#039;&gt;jpat&lt;/a&gt;&lt;/p&gt;
	2. My limited experience is that the influence is minimal but what's there is mostly negative, as in a distraction.
</description>
<link>http://www.boardgamegeek.com/article/3642594#3642594</link>
<guid>http://www.boardgamegeek.com/article/3642594#3642594</guid>
<pubDate>Thu, 02 Jul 2009 18:40:45 +0000</pubDate>
<dc:creator>jpat</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Ambush for Artillery Unit?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/wargamer55&#039;&gt;wargamer55&lt;/a&gt;&lt;/p&gt;
	Thinking too hard.&lt;br&gt;&lt;br&gt;This is not a super tactical game and definitely not at the level of a first=person shooter.&lt;br&gt;&lt;br&gt;The artillery is generic. It might be some antitank guns, it might be some medium or light artillery, depending upon the scenario. The game scale is not specified, but units behave more or less how battalions or maybe company level units might be expected to behave.&lt;br&gt;&lt;br&gt;An artillery unit that's adjacent is operating at point-blank range no matter how you look at it. The ambush card might represent things that are happening below your vision level. Maybe the target has been able to find some covered avenue of approach (a sunken road, a small ravine, a copse of trees that allows it to take out the guns before they can fire effectively.&lt;br&gt;&lt;br&gt;And there are no troops &quot;guarding&quot; the guns 99 percent of the time. Artillery units are responsible for their own local security, but generally they don't have the manpower to do a very thorough job of it. It's never a good idea to let your gunners get within small arms range of the enemy, no matter what era of warfare we're talking about. Letting a gun unit get &quot;ambushed&quot; is very thematic.
</description>
<link>http://www.boardgamegeek.com/article/3642585#3642585</link>
<guid>http://www.boardgamegeek.com/article/3642585#3642585</guid>
<pubDate>Thu, 02 Jul 2009 18:38:35 +0000</pubDate>
<dc:creator>wargamer55</dc:creator>
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		<title>Thread: Memoir '44 - Air Pack:: General:: How do the aircraft influence battles - poll</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/nightbomber&#039;&gt;nightbomber&lt;/a&gt;&lt;/p&gt;
	After over 20 games played using aircraft I came to the conclusion that their impact on a course of a game is limited. Some players are also very reluctant as far as using planes is concerned. I wonder what is the community opinion.&lt;br&gt;Choose an appropriate level of influence according to your personal game experience, like: 1 - very limited influence, 5 - very high.&lt;br&gt;&lt;br&gt;I choose: 2. 
</description>
<link>http://www.boardgamegeek.com/thread/420499</link>
<guid>http://www.boardgamegeek.com/thread/420499</guid>
<pubDate>Thu, 02 Jul 2009 18:28:28 +0000</pubDate>
<dc:creator>nightbomber</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Ambush for Artillery Unit?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ilta&#039;&gt;ilta&lt;/a&gt;&lt;/p&gt;
	The arty unit itself probably wouldn't respond. But the troops guarding it would. That's their job, after all.&lt;br&gt;&lt;br&gt;Totally thematic for anyone who's played a WWII first-person-shooter video game. You clear out the troops and then blow up the arty with a handy explosive backpack.
</description>
<link>http://www.boardgamegeek.com/article/3642332#3642332</link>
<guid>http://www.boardgamegeek.com/article/3642332#3642332</guid>
<pubDate>Thu, 02 Jul 2009 17:42:01 +0000</pubDate>
<dc:creator>ilta</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Strafing rules clarification</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/cheng&#039;&gt;cheng&lt;/a&gt;&lt;/p&gt;
	Any time something says &quot;flags may not be ignored&quot; that trumps the ability to ignore them.
</description>
<link>http://www.boardgamegeek.com/article/3641844#3641844</link>
<guid>http://www.boardgamegeek.com/article/3641844#3641844</guid>
<pubDate>Thu, 02 Jul 2009 15:53:39 +0000</pubDate>
<dc:creator>cheng</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Ambush for Artillery Unit?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/cheng&#039;&gt;cheng&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;superman829 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;This sounds like a situation where the rules of the game actually work against the theme of the game.&lt;br&gt;&lt;br&gt;I agree that it makes no conceptual sense whatsoever to ambush an artillery unit, but I also agree that it's probably completely within the rules of the game.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;You could argue that the artillery battery is being assaulted by troops and are unable to train their guns on them before they arrive.  Perhaps they've been firing at longer range targets and suddenly have to lower their elevation to deal with the closer threat.  
</description>
<link>http://www.boardgamegeek.com/article/3641835#3641835</link>
<guid>http://www.boardgamegeek.com/article/3641835#3641835</guid>
<pubDate>Thu, 02 Jul 2009 15:51:27 +0000</pubDate>
<dc:creator>cheng</dc:creator>
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		<title>Thread: Memoir '44:: Rules:: Strafing rules clarification</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/superman829&#039;&gt;superman829&lt;/a&gt;&lt;/p&gt;
	I'm a fairly new Memoir player and I wanted to make sure I had this right:&lt;br&gt;&lt;br&gt;If a strafing plane rolls a retreat flag, the rules say the flag CANNOT be ignored.  &lt;br&gt;&lt;br&gt;Ships (both destroyers and carriers) MAY ignore the first flag.  Does the plane's ability to NOT have flags ignored trump the ship's ability to ignore?  (instinctively, I would think--yes)&lt;br&gt;&lt;br&gt;Same question regarding Japanese infantry.  They MUST ignore the first flag, they MUST ignore 2 flags in cover that provides that option, and they MUST ignore all flags when in caves.  Does the plane's ability trump this ability?  (here, I would instinctively think--no--because it's hard for me to picture strafing planes driving infantry out of caves)&lt;br&gt;&lt;br&gt;I searched for threads on this, but couldn't find anything conclusive.  Help, please?&lt;br&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420445</link>
<guid>http://www.boardgamegeek.com/thread/420445</guid>
<pubDate>Thu, 02 Jul 2009 15:45:24 +0000</pubDate>
<dc:creator>superman829</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Ambush for Artillery Unit?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/superman829&#039;&gt;superman829&lt;/a&gt;&lt;/p&gt;
	This sounds like a situation where the rules of the game actually work against the theme of the game.&lt;br&gt;&lt;br&gt;I agree that it makes no conceptual sense whatsoever to ambush an artillery unit, but I also agree that it's probably completely within the rules of the game.
</description>
<link>http://www.boardgamegeek.com/article/3641547#3641547</link>
<guid>http://www.boardgamegeek.com/article/3641547#3641547</guid>
<pubDate>Thu, 02 Jul 2009 14:39:01 +0000</pubDate>
<dc:creator>superman829</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Ambush for Artillery Unit?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Drewcooter&#039;&gt;Drewcooter&lt;/a&gt;&lt;/p&gt;
	Tim is right you can ambush the arty.
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<link>http://www.boardgamegeek.com/article/3641532#3641532</link>
<guid>http://www.boardgamegeek.com/article/3641532#3641532</guid>
<pubDate>Thu, 02 Jul 2009 14:35:12 +0000</pubDate>
<dc:creator>Drewcooter</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Ambush for Artillery Unit?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/cheng&#039;&gt;cheng&lt;/a&gt;&lt;/p&gt;
	Adjacent hexes are always close assault, so I would say yes. 
</description>
<link>http://www.boardgamegeek.com/article/3641510#3641510</link>
<guid>http://www.boardgamegeek.com/article/3641510#3641510</guid>
<pubDate>Thu, 02 Jul 2009 14:31:45 +0000</pubDate>
<dc:creator>cheng</dc:creator>
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		<title>Thread: Memoir '44:: Rules:: Ambush for Artillery Unit?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/nightbomber&#039;&gt;nightbomber&lt;/a&gt;&lt;/p&gt;
	Yout unit is adjacent to an enemy Arty unit. You hold an Ambush card. Your enemy fires the Arty at your unit. Is the Arty making a close assault[strange to me]? May you use your Ambush card against such an Arty attack [strange to me]?&lt;br&gt;&lt;br&gt;I would answer NO to both questions.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420413</link>
<guid>http://www.boardgamegeek.com/thread/420413</guid>
<pubDate>Thu, 02 Jul 2009 14:29:55 +0000</pubDate>
<dc:creator>nightbomber</dc:creator>
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		<title>Reply: Memoir '44:: News:: Re: D-Day Saturday 6th June 2009...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/TommieSL&#039;&gt;TommieSL&lt;/a&gt;&lt;/p&gt;
	Many players expressed interest in a possible 'follow-up' tournament day later this year.&lt;br&gt;&lt;br&gt;With this in mind you may want to pencil in &lt;b&gt;Sunday 27th September &lt;/b&gt;as a possible date for a full day's gaming at the gaming club in Wigston, Leicester.&lt;br&gt;&lt;br&gt;I'm not organising the day but have been asked to GM a tournament of some sorts.&lt;br&gt;&lt;br&gt;If we get enough interest we may consider running concurrent Memoir / C&amp;C: Ancients competitions. There won't be enough time in the day to be able to play in both so players would have to commit to one or the other. Both will be run along the same sort of format as the Expo events.&lt;br&gt;&lt;br&gt;Any interest?&lt;br&gt;&lt;br&gt;I'll ask the organiser (Patrick) to post more details of venue, directions, travel details, parking etc as well as opening/closing and the cost. I believe there will be a (small) entrance fee to cover the cost of the venue and the food &amp; drinks that will be provided.&lt;br&gt;&lt;br&gt;More to follow.&lt;br&gt;Please post here or contact me direct if you would like to register an interest in attending for general gaming (details to follow) or to play in either of my planned events.
</description>
<link>http://www.boardgamegeek.com/article/3641202#3641202</link>
<guid>http://www.boardgamegeek.com/article/3641202#3641202</guid>
<pubDate>Thu, 02 Jul 2009 12:57:54 +0000</pubDate>
<dc:creator>TommieSL</dc:creator>
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		<title>Reply: Memoir '44:: Variants:: Re: Morale</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/wargamer55&#039;&gt;wargamer55&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Tim RTC wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;grahamj wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Another rule that could be implemented would apply to the Russian tanks since they did not have radios and relied on the lead tank for orders. Perhaps if a Russian tank unit only had 1 figure left it would have to roll anything but a grenade to perform an order. Of course these added rules would not be welcomed by everyone and would tend to complicate the game.&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Of course that assumes that the lead tank has been taken out. Remember that the one tank left represents a number of tanks (and possibly other armoured vehicles) on the board.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Isn't the commissar enough of a penalty already?
</description>
<link>http://www.boardgamegeek.com/article/3638982#3638982</link>
<guid>http://www.boardgamegeek.com/article/3638982#3638982</guid>
<pubDate>Wed, 01 Jul 2009 20:31:12 +0000</pubDate>
<dc:creator>wargamer55</dc:creator>
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		<item>
		<title>File: Memoir '44:: Line of sight: schematics</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/PauloSantoro&#039;&gt;PauloSantoro&lt;/a&gt;&lt;/p&gt;
	<![CDATA[
		New File: 
		<a href="http://www.boardgamegeek.com/filepage/44295">Line of sight: schematics</a>
			for Board Game:
			<a href="http://www.boardgamegeek.com/boardgame/10630">Memoir '44</a> 
	]]>
</description>
<link>http://www.boardgamegeek.com/filepage/44295</link>
<guid>http://www.boardgamegeek.com/filepage/44295</guid>
<pubDate>Wed, 01 Jul 2009 19:26:48 +0000</pubDate>
<dc:creator>PauloSantoro</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Hedgerow clarifacation</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gulpereel wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;The rulebook would say if you couldn't battle, but wouldn't say if you could battle.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Exactly.
</description>
<link>http://www.boardgamegeek.com/article/3637856#3637856</link>
<guid>http://www.boardgamegeek.com/article/3637856#3637856</guid>
<pubDate>Wed, 01 Jul 2009 16:07:23 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Hedgerow clarifacation</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/gulpereel&#039;&gt;gulpereel&lt;/a&gt;&lt;/p&gt;
	We played it were he could move out and battle. I see your guys' logic.&lt;br&gt;&lt;br&gt;The rulebook would say if you couldn't battle, but wouldn't say if you could battle.&lt;br&gt;&lt;br&gt;BROTHER:Thanks for your responses and clearing this up.
</description>
<link>http://www.boardgamegeek.com/article/3637786#3637786</link>
<guid>http://www.boardgamegeek.com/article/3637786#3637786</guid>
<pubDate>Wed, 01 Jul 2009 15:51:41 +0000</pubDate>
<dc:creator>gulpereel</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Hedgerow clarifacation</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/peapicker&#039;&gt;peapicker&lt;/a&gt;&lt;/p&gt;
	Scrub's link nails it -- he links to the Terrain Card for hedgerows from the Air Pack, which says that you have to stop on exit, but can still take ground.  This definitely means you can battle when you move out.
</description>
<link>http://www.boardgamegeek.com/article/3637216#3637216</link>
<guid>http://www.boardgamegeek.com/article/3637216#3637216</guid>
<pubDate>Wed, 01 Jul 2009 13:44:59 +0000</pubDate>
<dc:creator>peapicker</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Hedgerow clarifacation</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	&quot;Stop&quot; means end movement.  Nothing More.&lt;br&gt;&lt;br&gt;&quot;Can't Battle&quot; means can't battle.  If the terrain does not say &quot;Can't battle&quot; then you &lt;i&gt;can &lt;/i&gt;battle.&lt;br&gt;&lt;br&gt;Where your confusion comes in is that &lt;i&gt;in most cases&lt;/i&gt; &quot;Stop&quot; and &quot;Can't Battle&quot; go hand in hand.  But they are independent of each other.  BEst example of &quot;Stop&quot; but not battle restrictions is when Armor moves on to the Terrain Pack Railroads.&lt;br&gt;&lt;br&gt;Hedgerows have some additional movement restrictions that are not present in other terrain.  You must starts adjacent in order to enter it.  And you must stop adjacent when exiting.  But the ONLY battle restriction is you can't battle when entering.  You may battle when exiting.
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<link>http://www.boardgamegeek.com/article/3636772#3636772</link>
<guid>http://www.boardgamegeek.com/article/3636772#3636772</guid>
<pubDate>Wed, 01 Jul 2009 10:59:42 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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		<title>New Image for Memoir '44</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/oneilljgf&#039;&gt;oneilljgf&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/507748"><img border=0  src="http://images.boardgamegeek.com/images/pic507748_t.jpg"></a><div class='sf'>TANKS: It's taken a week but, all 234 units are now painted</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/507748</link>
<guid>http://www.boardgamegeek.com/image/507748</guid>
<pubDate>Wed, 01 Jul 2009 10:13:08 +0000</pubDate>
<dc:creator>oneilljgf</dc:creator>
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		<title>Reply: Memoir '44:: Variants:: Re: Morale</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Tim+RTC&#039;&gt;Tim RTC&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;grahamj wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Another rule that could be implemented would apply to the Russian tanks since they did not have radios and relied on the lead tank for orders. Perhaps if a Russian tank unit only had 1 figure left it would have to roll anything but a grenade to perform an order. Of course these added rules would not be welcomed by everyone and would tend to complicate the game.&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Of course that assumes that the lead tank has been taken out. Remember that the one tank left represents a number of tanks (and possibly other armoured vehicles) on the board.
</description>
<link>http://www.boardgamegeek.com/article/3636493#3636493</link>
<guid>http://www.boardgamegeek.com/article/3636493#3636493</guid>
<pubDate>Wed, 01 Jul 2009 07:41:10 +0000</pubDate>
<dc:creator>Tim RTC</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Hedgerow clarifacation</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Thass&#039;&gt;Thass&lt;/a&gt;&lt;/p&gt;
	My Forest Reference card reads:&lt;br&gt;Effects&lt;br&gt;- Block line of sight&lt;br&gt;- Unit moving in must stop&lt;br&gt;- Unit moving in cannot battle (except French Resistance)&lt;br&gt;&lt;br&gt;I don't think you can say that &quot;stop means cannot battle&quot;, since both actions have been addressed separately on the card when a unit moves &quot;in&quot;.&lt;br&gt;&lt;br&gt;As for the Hedgerows card it reads:&lt;br&gt;Effects&lt;br&gt;- Block line of sight&lt;br&gt;- Unit moving in must stop&lt;br&gt;- Unit moving in cannot battle (except for French Resistance)&lt;br&gt;- To enter, unit must start from adjacent hex&lt;br&gt;- When exiting, unit must stop on adjacent hex&lt;br&gt;&lt;br&gt;Both actions when &quot;moving in&quot; have been addressed separately.&lt;br&gt;However only one action (movement) when exiting the hex has been addressed.  I think it is safe to say that since the other action (firing) has not been addressed it is safe to say that a unit can fire (taking into account any restriction of a unit's ability to fire after moving one hex)&lt;br&gt;&lt;br&gt;I looked through Appendix 2 Terrain and I wasn't able to find anything that stated that Stop means stop movement and a unit cannot fire.&lt;br&gt;&lt;br&gt;I hope this helps&lt;br&gt;All the best&lt;br&gt;T.
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<link>http://www.boardgamegeek.com/article/3636154#3636154</link>
<guid>http://www.boardgamegeek.com/article/3636154#3636154</guid>
<pubDate>Wed, 01 Jul 2009 04:47:43 +0000</pubDate>
<dc:creator>Thass</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Hedgerow clarifacation</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/scrub&#039;&gt;scrub&lt;/a&gt;&lt;/p&gt;
		&lt;A target='_blank' href=&quot;http://www.daysofwonder.com/memoir44/en/content/cards_compendium/?id=terrain_4&quot; rel=&quot;nofollow&quot;&gt;http://www.daysofwonder.com/memoir44/en/content/cards_compen...&lt;/A&gt;
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<link>http://www.boardgamegeek.com/article/3636094#3636094</link>
<guid>http://www.boardgamegeek.com/article/3636094#3636094</guid>
<pubDate>Wed, 01 Jul 2009 04:25:05 +0000</pubDate>
<dc:creator>scrub</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Hedgerow clarifacation</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/gulpereel&#039;&gt;gulpereel&lt;/a&gt;&lt;/p&gt;
	I see what you mean Scrub. It probably would say if the unit couldn't battle, but it doesn't say it can battle because they assume you already know that.&lt;br&gt;&lt;br&gt;But look at the inference theory on my second post, it makes a ton of sense to me.
</description>
<link>http://www.boardgamegeek.com/article/3636040#3636040</link>
<guid>http://www.boardgamegeek.com/article/3636040#3636040</guid>
<pubDate>Wed, 01 Jul 2009 04:09:49 +0000</pubDate>
<dc:creator>gulpereel</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Hedgerow clarifacation</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/scrub&#039;&gt;scrub&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gulpereel wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Stop means a unit can't battle and must immediately end it's movement&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Stop just means you have to stop movement.  I believe most terrain cards and references explicitly say whether you can battle the turn you move in them (or out, if ever).
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<link>http://www.boardgamegeek.com/article/3635961#3635961</link>
<guid>http://www.boardgamegeek.com/article/3635961#3635961</guid>
<pubDate>Wed, 01 Jul 2009 03:49:13 +0000</pubDate>
<dc:creator>scrub</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Hedgerow clarifacation</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/gulpereel&#039;&gt;gulpereel&lt;/a&gt;&lt;/p&gt;
	Note that on the forest reference card it says a unit entering a forest must stop. Stop means a unit can't battle and must immediately end it's movement. If the hedgerow reference card says that a unit must stop when exiting then it can't battle and must end it's movement.&lt;br&gt;&lt;br&gt;Of course, this is an inference and it doesn't say anywhere directly that a unit can't battle.
</description>
<link>http://www.boardgamegeek.com/article/3635949#3635949</link>
<guid>http://www.boardgamegeek.com/article/3635949#3635949</guid>
<pubDate>Wed, 01 Jul 2009 03:46:02 +0000</pubDate>
<dc:creator>gulpereel</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Hedgerow clarifacation</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/kentreuber&#039;&gt;kentreuber&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Memoir 44 Rules p. 14 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;Movement: To move onto a Hedgerow hex, a unit must be adjacent to the Hedgerow. A unit that enters a Hedgerow must stop and may move no further on that turn. A unit that leaves a Hedgerow hex may only move onto an adjacent hex.&lt;br&gt;&lt;br&gt;Battle: A unit may not battle the turn it moves onto a Hedgerow hex.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;A unit may not battle the turn it &lt;i&gt;enters&lt;/i&gt; a hedgerow, but there's nothing that says it can't battle when it &lt;i&gt;exits&lt;/i&gt;.  (Assuming, of course, that it's a type of unit that can battle when it moves 1 hex.  Artillery wouldn't be able to battle when it exits a hedgerow because it can't battle when it moves.  Almost all other units can.)
</description>
<link>http://www.boardgamegeek.com/article/3635925#3635925</link>
<guid>http://www.boardgamegeek.com/article/3635925#3635925</guid>
<pubDate>Wed, 01 Jul 2009 03:38:12 +0000</pubDate>
<dc:creator>kentreuber</dc:creator>
	</item>
		<item>
		<title>Thread: Memoir '44:: Rules:: Hedgerow clarifacation</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/gulpereel&#039;&gt;gulpereel&lt;/a&gt;&lt;/p&gt;
	My brother won't listen to me when I tell him that you can't battle the turn you move out of a hedgerow hex. The reference card says you must stop when moving out of the hex.&lt;br&gt;&lt;br&gt;Can you move out of a hedgerow hex and batttle in the same turn?&lt;br&gt;&lt;br&gt;He won't listen to me or the rule book and needs clarifacation from you guys.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420035</link>
<guid>http://www.boardgamegeek.com/thread/420035</guid>
<pubDate>Wed, 01 Jul 2009 03:28:12 +0000</pubDate>
<dc:creator>gulpereel</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: 2+ players?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/bluef0x&#039;&gt;bluef0x&lt;/a&gt;&lt;/p&gt;
	iirc, you could buy overlord and either paper map (hedgerow hell) OR winter/desert board for a ghetto cheap way to do more than 2.
</description>
<link>http://www.boardgamegeek.com/article/3635722#3635722</link>
<guid>http://www.boardgamegeek.com/article/3635722#3635722</guid>
<pubDate>Wed, 01 Jul 2009 02:27:57 +0000</pubDate>
<dc:creator>bluef0x</dc:creator>
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		<item>
		<title>Reply: Memoir '44:: General:: Re: 2+ players?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	@ Copies allows you to play with up to 8.  YOu can use those rules to accomodate less players and even attempt it on a standard board.  It probably won't be as fun.&lt;br&gt;&lt;br&gt;With 1 player on a side, that player controls all 3 sections&lt;br&gt;With 2 players on a side, One controls the center and all &quot;non-section&quot; cards while the other controls the left and right sections.&lt;br&gt;With 3 players on a side, each controls a section.&lt;br&gt;With 4, one is the CinC and each of the others control a section as Field Generals.
</description>
<link>http://www.boardgamegeek.com/article/3635525#3635525</link>
<guid>http://www.boardgamegeek.com/article/3635525#3635525</guid>
<pubDate>Wed, 01 Jul 2009 01:00:37 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: 2+ players?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/fleetwood&#039;&gt;fleetwood&lt;/a&gt;&lt;/p&gt;
	Hey. aw darn, Whats that in Canada like 85 bucks? =(
</description>
<link>http://www.boardgamegeek.com/article/3635404#3635404</link>
<guid>http://www.boardgamegeek.com/article/3635404#3635404</guid>
<pubDate>Wed, 01 Jul 2009 00:14:10 +0000</pubDate>
<dc:creator>fleetwood</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: 2+ players?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/trippercook&#039;&gt;trippercook&lt;/a&gt;&lt;/p&gt;
	you need 2 copies of the game to play up to eight.
</description>
<link>http://www.boardgamegeek.com/article/3635395#3635395</link>
<guid>http://www.boardgamegeek.com/article/3635395#3635395</guid>
<pubDate>Wed, 01 Jul 2009 00:11:08 +0000</pubDate>
<dc:creator>trippercook</dc:creator>
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		<item>
		<title>Thread: Memoir '44:: General:: 2+ players?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/fleetwood&#039;&gt;fleetwood&lt;/a&gt;&lt;/p&gt;
	I am stil confused about memoir 44. If you buy it, it says it's only a two player game. However I have seen 3 or 4 people playing. Do you have to buy an expansion in order to add more players or does the original memoir 44 sans expansions allow you to play with 3 or 4 people?
</description>
<link>http://www.boardgamegeek.com/thread/420006</link>
<guid>http://www.boardgamegeek.com/thread/420006</guid>
<pubDate>Wed, 01 Jul 2009 00:08:52 +0000</pubDate>
<dc:creator>fleetwood</dc:creator>
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		<title>Reply: Memoir '44 - Air Pack:: Sessions:: Re: M44 Air Pack - The Wife Loves Goodwood</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/djflatmath&#039;&gt;djflatmath&lt;/a&gt;&lt;/p&gt;
	Woops! Yea, I recognized that right after writing it and felt pretty stupid. Love the pics.
</description>
<link>http://www.boardgamegeek.com/article/3634801#3634801</link>
<guid>http://www.boardgamegeek.com/article/3634801#3634801</guid>
<pubDate>Tue, 30 Jun 2009 21:27:21 +0000</pubDate>
<dc:creator>djflatmath</dc:creator>
	</item>
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		<title>New Image for Memoir '44</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/oneilljgf&#039;&gt;oneilljgf&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/507513"><img border=0  src="http://images.boardgamegeek.com/images/pic507513_t.jpg"></a><div class='sf'>Painting the Bits: Tiger  IE, Panzer IV, T34, Sherman M4A4, Crusader, ...</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/507513</link>
<guid>http://www.boardgamegeek.com/image/507513</guid>
<pubDate>Tue, 30 Jun 2009 21:20:55 +0000</pubDate>
<dc:creator>oneilljgf</dc:creator>
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		<title>Reply: Memoir '44 - Campaign Book: Volume 1:: Sessions:: Re: Operation Barbarossa (North) - part 4, Staraya Russa</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Black+Knight&#039;&gt;Black Knight&lt;/a&gt;&lt;/p&gt;
	Awesome reports, Merric!  I can't wait to try this campaign book out.&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3633541#3633541</link>
<guid>http://www.boardgamegeek.com/article/3633541#3633541</guid>
<pubDate>Tue, 30 Jun 2009 18:07:05 +0000</pubDate>
<dc:creator>Black Knight</dc:creator>
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		<item>
		<title>Reply: Memoir '44:: Sessions:: Re: Memoir '44: Sword Beach report</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/furtherbum&#039;&gt;furtherbum&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;One Fat Pug wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Fighting was hot and heavy, but I was feeling confident as I had 5 VPs to his 4.  It was only a matter of time before I smashed that last artillery model out of the bunker for a victory.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;3 1/2 years later....&lt;br&gt;&lt;br&gt;Perhaps this was an earlier edition (and I mainly ask to make sure I'm playing it right) -- isn't this scenario just played to 5 VP in the first place?
</description>
<link>http://www.boardgamegeek.com/article/3632536#3632536</link>
<guid>http://www.boardgamegeek.com/article/3632536#3632536</guid>
<pubDate>Tue, 30 Jun 2009 14:55:43 +0000</pubDate>
<dc:creator>furtherbum</dc:creator>
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		<title>Reply: Memoir '44:: Variants:: Re: Tigers that Roar Instead of Purring</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	I made it quite clear that I wasn't talking about a balanced game. Hardly any Memoir scenarios are blanced, and I have no problem with that because I always play for the enjoyable experience rather than the win. It was the balance of the scenario as set out that I CLEARLY referred to.&lt;br&gt;&lt;br&gt;I also have no proplem about pimping games if I am convinced it is an improvement, as i have mentioned on other threads. Your comment about open mindedness is neither relevant nor accurate.&lt;br&gt;&lt;br&gt;I just need to be convinced that a house rule is EITHER necessary or an improvement, as I said.
</description>
<link>http://www.boardgamegeek.com/article/3632432#3632432</link>
<guid>http://www.boardgamegeek.com/article/3632432#3632432</guid>
<pubDate>Tue, 30 Jun 2009 14:33:07 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<title>Reply: Memoir '44:: Variants:: Re: Tigers that Roar Instead of Purring</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/grahamj&#039;&gt;grahamj&lt;/a&gt;&lt;/p&gt;
	House rules are more for players that are open minded and don't mind to tamper with the way things are. We like to try out new things, and for us, no rule is ever written in stone. If we agree that the changes are for the better, or improves the game for us, than so be it. We don't mind if the game is balanced or unbalanced because we are not competitive, we just like to play games because we enjoy it, and sometimes it's fun just trying to beat the odds. There is nothing wrong with losing, it's how you play the game. If we wanted to play a balanced game, we would stick to chess and even there, unless you are playing with an opponent who has the same skill as you, the game could be unbalanced.&lt;br&gt;When we play Memoir 44 with our Tiger Tanks, there is more a sense of dread about the game. The Tiger Tanks in our games can dish out a lot of punishment and take it as well. If I had to choose between an elite tank unit (4 tanks, battle dice 3, range 3) or our Tiger Tank (1 tank, battle dice 4, range 4, special armor rule) I would have a tougher time deciding.
</description>
<link>http://www.boardgamegeek.com/article/3632384#3632384</link>
<guid>http://www.boardgamegeek.com/article/3632384#3632384</guid>
<pubDate>Tue, 30 Jun 2009 14:20:24 +0000</pubDate>
<dc:creator>grahamj</dc:creator>
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		<title>Reply: Memoir '44:: Variants:: Re: Tigers that Roar Instead of Purring</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	I'm still waiting for my Tiger expansion to arrive, so i can't comment from a personal experience perspective.&lt;br&gt;&lt;br&gt;All I would say is that it would have been extensively playtested, so any change MAY unballance scenarios including Tigers. Unballance in the sense of what the scenario balance was INTENDED to be of course.&lt;br&gt;&lt;br&gt;I will want to play quite a few scenarios before I even think about it.&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3632030#3632030</link>
<guid>http://www.boardgamegeek.com/article/3632030#3632030</guid>
<pubDate>Tue, 30 Jun 2009 12:37:20 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<title>Reply: Memoir '44:: Variants:: Re: Morale</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	Each to their own when it comes to house rules.&lt;br&gt;&lt;br&gt;However, personally, there are 2 requiremnts to need a house rule. Either that there is a gap in the rules that needs to be plugged, or that a house rule demonstrably improves the game. It fails on both counts as far as I am concerned.&lt;br&gt;&lt;br&gt;It's more of a rule looking for a reason to exist.&lt;br&gt;&lt;br&gt;IMHO of course.
</description>
<link>http://www.boardgamegeek.com/article/3632014#3632014</link>
<guid>http://www.boardgamegeek.com/article/3632014#3632014</guid>
<pubDate>Tue, 30 Jun 2009 12:28:48 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<item>
		<title>Thread: Memoir '44:: Variants:: Tigers that Roar Instead of Purring</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/grahamj&#039;&gt;grahamj&lt;/a&gt;&lt;/p&gt;
	After playing Memoir 44 with the Tiger Tank we thought it needed some modification of our own. For those who like their Tigers to purr instead or roaring, this is not for you.&lt;br&gt;&lt;br&gt;&lt;b&gt;Tiger Tank&lt;/b&gt;&lt;br&gt;&lt;br&gt;Move = 0-2&lt;br&gt;&lt;br&gt;Battle Dice = 4 (we thought 3 Battle Dice kind of week for the Tiger Tank and since we sometimes opt to replace an elite tank unit with a Tiger, this would add some consideration in our choice making).&lt;br&gt;&lt;br&gt;Range = 4 (with this kind of range it compensates for its slow movement and we also believed that an anti-aircraft gun should have longer range than a regular tank). Some of us wanted to increase its range to 5 but reduce its firepower at longer ranges (like artillery). Since the tank is firing horizontally the majority of us agreed that a range of 4 would be acceptable&lt;br&gt;&lt;br&gt;Armour Protection = no change &lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/419737</link>
<guid>http://www.boardgamegeek.com/thread/419737</guid>
<pubDate>Tue, 30 Jun 2009 12:14:15 +0000</pubDate>
<dc:creator>grahamj</dc:creator>
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		<item>
		<title>Reply: Memoir '44:: Variants:: Re: Morale</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/grahamj&#039;&gt;grahamj&lt;/a&gt;&lt;/p&gt;
	Perhaps morale could be used in a case where 1 unit with only 1 figure was not adjacent to another friendly unit or out of line of sight to another friendly unit, but this would not apply to all units (example Tiger Tanks).&lt;br&gt;&lt;br&gt;Another rule that could be implemented would apply to the Russian tanks since they did not have radios and relied on the lead tank for orders. Perhaps if a Russian tank unit only had 1 figure left it would have to roll anything but a grenade to perform an order. Of course these added rules would not be welcomed by everyone and would tend to complicate the game.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3631935#3631935</link>
<guid>http://www.boardgamegeek.com/article/3631935#3631935</guid>
<pubDate>Tue, 30 Jun 2009 11:48:04 +0000</pubDate>
<dc:creator>grahamj</dc:creator>
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		<item>
		<title>Reply: Memoir '44:: Variants:: Re: Morale</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Tim+RTC&#039;&gt;Tim RTC&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;TommieSL wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I like the idea/concept that morale is intrinsic to the casualty mechanic. A unit taking a hit and removing a figure doesn't necessarily mean actual casualties as such. It can have all sorts of interpretation, one of which is a slow degradation of the unit's cohesion/morale right to the point that they are no longer effective as a fighting force i.e. the last figure is removed.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Yes, this is something that some other games like &lt;a href=&quot;http://www.boardgamegeek.com/boardgame/22143&quot;   &gt;EastFront II&lt;/a&gt; specifically mention in their manuals as being what happens when we see a unit disappear.
</description>
<link>http://www.boardgamegeek.com/article/3631892#3631892</link>
<guid>http://www.boardgamegeek.com/article/3631892#3631892</guid>
<pubDate>Tue, 30 Jun 2009 11:18:09 +0000</pubDate>
<dc:creator>Tim RTC</dc:creator>
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		<item>
		<title>Reply: Memoir '44:: Variants:: Re: Morale</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/TommieSL&#039;&gt;TommieSL&lt;/a&gt;&lt;/p&gt;
	I like the idea/concept that morale is intrinsic to the casualty mechanic. A unit taking a hit and removing a figure doesn't necessarily mean actual casualties as such. It can have all sorts of interpretation, one of which is a slow degradation of the unit's cohesion/morale right to the point that they are no longer effective as a fighting force i.e. the last figure is removed.
</description>
<link>http://www.boardgamegeek.com/article/3631846#3631846</link>
<guid>http://www.boardgamegeek.com/article/3631846#3631846</guid>
<pubDate>Tue, 30 Jun 2009 10:55:12 +0000</pubDate>
<dc:creator>TommieSL</dc:creator>
	</item>
		<item>
		<title>New Image for Memoir '44</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/diceman56&#039;&gt;diceman56&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/507244"><img border=0  src="http://images.boardgamegeek.com/images/pic507244_t.jpg"></a><div class='sf'>I hope he read the rulebook!</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/507244</link>
<guid>http://www.boardgamegeek.com/image/507244</guid>
<pubDate>Tue, 30 Jun 2009 07:54:38 +0000</pubDate>
<dc:creator>diceman56</dc:creator>
	</item>
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		<title>New Image for Memoir '44</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/oneilljgf&#039;&gt;oneilljgf&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/507221"><img border=0  src="http://images.boardgamegeek.com/images/pic507221_t.jpg"></a><div class='sf'>Painting Tanks: Close-up of Memoir'44's 1/300th Tigers</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/507221</link>
<guid>http://www.boardgamegeek.com/image/507221</guid>
<pubDate>Tue, 30 Jun 2009 05:32:21 +0000</pubDate>
<dc:creator>oneilljgf</dc:creator>
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		<item>
		<title>Reply: Memoir '44 - Tigers in the Snow:: Sessions:: Re: Market Garden</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/charlescab&#039;&gt;charlescab&lt;/a&gt;&lt;/p&gt;
	I agree. We played Market Garden and I found the rules a very nice twist to the game. I agree about the tigers, but I really enjoyed the scenario. 
</description>
<link>http://www.boardgamegeek.com/article/3630654#3630654</link>
<guid>http://www.boardgamegeek.com/article/3630654#3630654</guid>
<pubDate>Tue, 30 Jun 2009 01:10:10 +0000</pubDate>
<dc:creator>charlescab</dc:creator>
	</item>
		<item>
		<title>New Image for Memoir '44</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/markador&#039;&gt;markador&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/506992"><img border=0  src="http://images.boardgamegeek.com/images/pic506992_t.jpg"></a><div class='sf'>my memoir 44 miniatures collection</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/506992</link>
<guid>http://www.boardgamegeek.com/image/506992</guid>
<pubDate>Tue, 30 Jun 2009 00:01:35 +0000</pubDate>
<dc:creator>markador</dc:creator>
	</item>
		<item>
		<title>New Image for Memoir '44 - Eastern Front</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/AmyVT&#039;&gt;AmyVT&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/506780"><img border=0  src="http://images.boardgamegeek.com/images/pic506780_t.jpg"></a><div class='sf'>No hope left for these two.</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/506780</link>
<guid>http://www.boardgamegeek.com/image/506780</guid>
<pubDate>Mon, 29 Jun 2009 18:32:59 +0000</pubDate>
<dc:creator>AmyVT</dc:creator>
	</item>
		<item>
		<title>New Image for Memoir '44 - Eastern Front</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/AmyVT&#039;&gt;AmyVT&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/506778"><img border=0  src="http://images.boardgamegeek.com/images/pic506778_t.jpg"></a><div class='sf'>33 22 11</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/506778</link>
<guid>http://www.boardgamegeek.com/image/506778</guid>
<pubDate>Mon, 29 Jun 2009 18:30:29 +0000</pubDate>
<dc:creator>AmyVT</dc:creator>
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		<title>New Image for Memoir '44 - Eastern Front</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/AmyVT&#039;&gt;AmyVT&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/506775"><img border=0  src="http://images.boardgamegeek.com/images/pic506775_t.jpg"></a><div class='sf'>The Germans didn't fare to well in this scenario.</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/506775</link>
<guid>http://www.boardgamegeek.com/image/506775</guid>
<pubDate>Mon, 29 Jun 2009 18:29:04 +0000</pubDate>
<dc:creator>AmyVT</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: DoW online account changes - Memoir Editor for free</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/MarkKaufmann&#039;&gt;MarkKaufmann&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;jnycash81 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Is there still any way to get the editor by registering products?  I'd like to buy it, but I'm planning on adding to my Memoir '44 base game soon, and don't want to spend the extra $$$ on the editor if I'll be getting it for registering.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;If you had a DOW web account before April 7 &lt;i&gt;that you have not yet converted&lt;/i&gt; to our new system, you can still add web access codes that can be used when you convert your account to purchase the Memoir '44 Editor. However, you only have until July 7 to convert your account.&lt;br&gt;&lt;br&gt;If you have already converted or created a new account after April 7, the&lt;br&gt;web access codes provide you with a 10% discount coupon that you can apply to your purchase of the Memoir '44 Editor. You can use up to two coupons per purchase. Also a reminder that only complete games (not expansions) have codes.&lt;br&gt;&lt;br&gt;Mark&lt;br&gt;Days of Wonder
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<link>http://www.boardgamegeek.com/article/3628698#3628698</link>
<guid>http://www.boardgamegeek.com/article/3628698#3628698</guid>
<pubDate>Mon, 29 Jun 2009 17:03:21 +0000</pubDate>
<dc:creator>MarkKaufmann</dc:creator>
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		<title>Session: Memoir '44 - Tigers in the Snow:: Market Garden</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/BadgerWithAGun&#039;&gt;BadgerWithAGun&lt;/a&gt;&lt;/p&gt;
	Just some quick notes on the operation makret garden scenario on this memoir expansion. &lt;br&gt;&lt;br&gt;My friend and I are big fans of Memoir and have spent many a long day going back and forth over scenarios. We spent last Friday playing end to end Market Garden. And I wanted to Jot down some observations. &lt;br&gt;&lt;br&gt;The Tiger seems slightly wasted where it is. and didnt move in any of the four games we played. Really like the idea of the Tiger. Like the tiger destriction rule and feel that it captures the frustration and, to some extent, the helplessness of allied tankn commanders going up against thses formidable foes. &lt;br&gt;&lt;br&gt;In general I like the limitation to tank moves to 2 squares. It is very frustrating but I think it gives the german side time in the Anrhem part of the board and I think that it makes sticking to the roads absolutley vital in getting anywhere which I think is an accurate reflectio of the historical situation. &lt;br&gt;&lt;br&gt;The first play through saw a great deal of time wasted (by myself, I must confess) messing around trying to secure the anrhem and eindhoven city squares. This had the rather predictable effect of wasting men and, more crucially, command cards. In fact I entirely failed to move armour out of the first third of the board which is key to winning this scenario as the allies. Final Score was 13 6 to the Axis. &lt;br&gt;&lt;br&gt;The second scenario was more balanced as we (ie he) had learned from our (ie my) mistakes from the first play through. More armour movement including a blitzkreig type blast of four allied tank units toward the centre third of the board by the second move - to all intents and purposes ignoring the first town entirely - meant that the allies got a far beter foothold in the centre section than they had in the first game. Final Score 13-10 Axis.&lt;br&gt;&lt;br&gt;The third and final play through that evening saw an even better opening move by the allies (or the same move with better dice rolling) which saw the axis all but destroyed in the first part of the board, clearing the way to start moving those tanks. &lt;br&gt;&lt;br&gt;In conlcusion using tanks intelligently as the allies seems to be key. Axis players should try to draw allies to the well defended towns, especially in the middle. &lt;br&gt;&lt;br&gt;Market Garden is a great, well balanced scenario but I am not sure it makes terribly good use of the tiger unit. &lt;br&gt;&lt;br&gt;Badger
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<link>http://www.boardgamegeek.com/thread/419473</link>
<guid>http://www.boardgamegeek.com/thread/419473</guid>
<pubDate>Mon, 29 Jun 2009 16:57:59 +0000</pubDate>
<dc:creator>BadgerWithAGun</dc:creator>
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		<title>Reply: Memoir '44:: Variants:: Re: Morale</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/diceman56&#039;&gt;diceman56&lt;/a&gt;&lt;/p&gt;
	I do agree with everything said, and just sounded it out&lt;br&gt;as an alternative, and yes I do agree that it can be &lt;br&gt;very difficult to get the results as the game rules&lt;br&gt;were intended, let alone giving it an extra difficulty &lt;br&gt;level with making three units and almost inpenetrable force.&lt;br&gt;This is not a good move which would make play just &lt;br&gt;frustrating.&lt;br&gt;One thing I found interesting that you mentioned was &lt;br&gt;that of scale.  And yes, of course it wouldn't really mean a thing to &lt;br&gt;men battling it out that there were others miles down the road doing the same, &lt;br&gt;so I certainly see from the replies that this is just&lt;br&gt;better left for the primitive tools of the Battlelore&lt;br&gt;world.  Great comments though.........&lt;br&gt;ooops feel like I've had my wrists slapped.   lol....&lt;br&gt;Thanks to all of you for comments.&lt;br&gt;&lt;br&gt;
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<link>http://www.boardgamegeek.com/article/3627396#3627396</link>
<guid>http://www.boardgamegeek.com/article/3627396#3627396</guid>
<pubDate>Mon, 29 Jun 2009 09:50:50 +0000</pubDate>
<dc:creator>diceman56</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Your suggestions for other tactical games?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/charlescab&#039;&gt;charlescab&lt;/a&gt;&lt;/p&gt;
	I like the way you think Leonardo :)
</description>
<link>http://www.boardgamegeek.com/article/3626788#3626788</link>
<guid>http://www.boardgamegeek.com/article/3626788#3626788</guid>
<pubDate>Mon, 29 Jun 2009 02:27:14 +0000</pubDate>
<dc:creator>charlescab</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Why do we love this game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/kduke&#039;&gt;kduke&lt;/a&gt;&lt;/p&gt;
	Certainly &quot;lighter.&quot; &lt;br&gt;&lt;br&gt;Less intensive-- in terms of weight and detail of rules-- yes also.&lt;br&gt;&lt;br&gt;Less &quot;intense&quot; in terms of potential for excitement-- NOT!&lt;br&gt;&lt;br&gt;Faster moving than ToI. The card management system frustrates people who always want to be able to move everything and anything they want, but it's an integral part of the game (accept it and work with it and you'll enjoy the game. Resent it and the game is hopeless for you). &lt;br&gt;&lt;br&gt;For a beginner, the card management system serves another advantage. By &quot;limiting&quot; your choices on any given turn, you don't feel so overwhelmed by choices and tend to maybe do nothing, for fear of making a mistake. With this system, you may worry over which card to play when (that is part of the fun) but you'll only play ONE card and then you get some limited choices based on what that card allows you to do. It may be as little as activating one unit in one (of three) sections of the board... that actually helps many people in the early going.&lt;br&gt;&lt;br&gt;The entire C&amp;C system is some of the best fun around.&lt;br&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3625616#3625616</link>
<guid>http://www.boardgamegeek.com/article/3625616#3625616</guid>
<pubDate>Sun, 28 Jun 2009 16:17:33 +0000</pubDate>
<dc:creator>kduke</dc:creator>
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		<title>Reply: Memoir '44:: Variants:: Re: Morale</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Great+Dane&#039;&gt;Great Dane&lt;/a&gt;&lt;/p&gt;
	I find there are more than enough ways to ignore flags in the game as it is. I don't mind particularly strong units or types of terrain receiving the benefit, but would not like to see it applied to ordinry units in general. &lt;br&gt;&lt;br&gt;In fact, I would rather see the opposite way: maybe units protected from flags, should lose that ability under certain conditions.&lt;br&gt;&lt;br&gt;But all in all, I think I prefer to play the game as intended.
</description>
<link>http://www.boardgamegeek.com/article/3625598#3625598</link>
<guid>http://www.boardgamegeek.com/article/3625598#3625598</guid>
<pubDate>Sun, 28 Jun 2009 16:08:58 +0000</pubDate>
<dc:creator>Great Dane</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Why do we love this game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Robbo_the_dude&#039;&gt;Robbo_the_dude&lt;/a&gt;&lt;/p&gt;
	I have tide of iron and played it a few times. I find the game a bit heavy, it has lots of rules, and requires a great deal of time to play. Would it be fair to say that memoir'44 is a lighter less intensive game? 
</description>
<link>http://www.boardgamegeek.com/article/3625582#3625582</link>
<guid>http://www.boardgamegeek.com/article/3625582#3625582</guid>
<pubDate>Sun, 28 Jun 2009 16:05:13 +0000</pubDate>
<dc:creator>Robbo_the_dude</dc:creator>
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		<title>Reply: Memoir '44:: Variants:: Re: Morale</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/wargamer55&#039;&gt;wargamer55&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;scribidinus wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;*Example of scale: In Operation Market Garden from the Tigers in the Snow expansion the overlord style map is 26 hexes from end to end. The actual distance being represented is a little over 60 miles, thus one hex equals roughly 2.4 miles. &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;By way of comparison, the distance between the treelines at Agincourt was reportedly something like 900 yards and the BattleLore Agincourt scenarios, both the standard and Epic versions, depict that distance as being 8 or 9 hexes, making the ground scale about 100 yards.
</description>
<link>http://www.boardgamegeek.com/article/3625545#3625545</link>
<guid>http://www.boardgamegeek.com/article/3625545#3625545</guid>
<pubDate>Sun, 28 Jun 2009 15:50:06 +0000</pubDate>
<dc:creator>wargamer55</dc:creator>
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		<title>Reply: Memoir '44:: Variants:: Re: Morale</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/scribidinus&#039;&gt;scribidinus&lt;/a&gt;&lt;/p&gt;
	In World War II and later, individuals and units covered a much greater frontage due to the improved range and lethality of their weapons and fought from concealment and cover. Much of the time any given soldier could not see most of the men in his own unit (let alone see the enemy). Thus he could not visually confirm the psychological comfort of being told there is another company or battalion or regiment or brigade 100 yards, 500 yards, 1 kilometer or two miles away*(depending on the telescoping scale of the specific M'44 scenario).&lt;br&gt;&lt;br&gt;All that means is the Support rules in BattleLore and Ancients make perfect sense since soldiers fought standing and within sight of each other. Grafting it on to Memoir '44, across the board may have a dramatic unbalancing effect. &lt;br&gt;&lt;br&gt;&lt;br&gt;*Example of scale: In Operation Market Garden from the Tigers in the Snow expansion the overlord style map is 26 hexes from end to end. The actual distance being represented is a little over 60 miles, thus one hex equals roughly 2.4 miles. 
</description>
<link>http://www.boardgamegeek.com/article/3625480#3625480</link>
<guid>http://www.boardgamegeek.com/article/3625480#3625480</guid>
<pubDate>Sun, 28 Jun 2009 15:18:32 +0000</pubDate>
<dc:creator>scribidinus</dc:creator>
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		<title>Reply: Memoir '44:: Variants:: Re: Morale</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/wargamer55&#039;&gt;wargamer55&lt;/a&gt;&lt;/p&gt;
	The autonomy of units in Memoir'44 is one of the things that helps give it it's more modern flavor. Under modern conditions the troops often can't see the fellows in the next fighting position, let alone the next battalion, so they're unlikely to experience the same kind of morale effects as soldiers in earlier eras who could clearly see nearby retreats.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3625470#3625470</link>
<guid>http://www.boardgamegeek.com/article/3625470#3625470</guid>
<pubDate>Sun, 28 Jun 2009 15:12:11 +0000</pubDate>
<dc:creator>wargamer55</dc:creator>
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		<title>Reply: Memoir '44:: Variants:: Re: Morale</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	It wasn't the greater numbers that gave them strong morale in battle, it was experience and training.&lt;br&gt;&lt;br&gt;As I mentioned before, larger but less experienced armies often lost in battles, because the untrained units often fled at the first sign of a retreat by other units. Relatively few losses could cause a stampede.&lt;br&gt;&lt;br&gt;Parliamentary armies struggled to match royalist forces even when they had considerably superior numbers until Cromwell instilled a proper training regime and formed the New Model Army. This turned farmers and cowherds into soldiers rather than a rabble.
</description>
<link>http://www.boardgamegeek.com/article/3625420#3625420</link>
<guid>http://www.boardgamegeek.com/article/3625420#3625420</guid>
<pubDate>Sun, 28 Jun 2009 14:35:42 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<title>New Image for Memoir '44</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/oneilljgf&#039;&gt;oneilljgf&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/506068"><img border=0  src="http://images.boardgamegeek.com/images/pic506068_t.jpg"></a><div class='sf'>Painting the Minis: A Close-up of the Battle-worn Dodge Trucks.</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/506068</link>
<guid>http://www.boardgamegeek.com/image/506068</guid>
<pubDate>Sun, 28 Jun 2009 13:30:45 +0000</pubDate>
<dc:creator>oneilljgf</dc:creator>
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		<title>Reply: Memoir '44:: Variants:: Re: Morale</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/diceman56&#039;&gt;diceman56&lt;/a&gt;&lt;/p&gt;
	I like the replies.  I can see where you're&lt;br&gt;coming from on this.I suppose it appealed because it&lt;br&gt;could add a strategy in how you form your units, and indeed&lt;br&gt;the plan that you can try to split a formation and fight it&lt;br&gt;alone, so to speak. I do understand the comparison with&lt;br&gt;the ancient art of melee that it was more relevant with&lt;br&gt;the axes and swords and that getting up close with the &lt;br&gt;enemy the morale of greater numbers could have given &lt;br&gt;you the edge in battle. Interesting though.&lt;br&gt;Anyone else.....could become an interesting debate,&lt;br&gt;and thanks for the replies.
</description>
<link>http://www.boardgamegeek.com/article/3625240#3625240</link>
<guid>http://www.boardgamegeek.com/article/3625240#3625240</guid>
<pubDate>Sun, 28 Jun 2009 12:45:26 +0000</pubDate>
<dc:creator>diceman56</dc:creator>
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		<title>Reply: Memoir '44:: Variants:: Re: Morale</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	Fighting in medieval and ancient times was primarily hand to hand. By the advent of WW1 this had virtually disappeared. Fixing bayonets rarely resulted in getting close enough to use them.&lt;br&gt;&lt;br&gt;In massed hand to hand battles, aa demoralised unit could significantly affect the morale of other units within sight of them. A retreat by one unit was often treated as a signal for a general retreat by untrained units.&lt;br&gt;Also a retreating unit often went straight through another friendly unit, thereby disrupting them too.&lt;br&gt;&lt;br&gt;In addition, older battles were often fought 'in line', so if one unit broke it could have a devastating impact on other units in their vicinity. Not just in terms of morale, but fear of being flanked or surrounded.&lt;br&gt;&lt;br&gt;Many medieval and ancient battles were won by the weaker, but better trained army for just this reason.&lt;br&gt;&lt;br&gt;Firing rifles at 200 yards or more, rarely causes a big enough drop in morale to impact on other friendly units. And friendly units are not tightly packed when fighting.&lt;br&gt;&lt;br&gt;It CAN be caused by sustained artillery and armoured attack on infantry, but even in extreme cases like Bastogne, the infantry were able to dig in and hold on.&lt;br&gt;&lt;br&gt;I suspect these are some of the reasons Behind Mr Borg's decision not to implement morale in Memoir '44.
</description>
<link>http://www.boardgamegeek.com/article/3625161#3625161</link>
<guid>http://www.boardgamegeek.com/article/3625161#3625161</guid>
<pubDate>Sun, 28 Jun 2009 11:47:37 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<title>Reply: Memoir '44:: Variants:: Re: Morale</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	The concept obviously works so it should be easily implemented if you choose to do so.  However, I assume Richard Borg has his reasons for not including it in Memoir.&lt;br&gt;&lt;br&gt;From a historicaly perspective, I don't think morale had as big of an impact on wwii fighting as it did in the more ancient form.  The scale also implies that units that are adjacent to each other on the board may be too far away in &quot;real life&quot; to impact each other in this way.  But I am no expert on the era and may be completely offbase.&lt;br&gt;&lt;br&gt;From a game perspective, it really isn't as necessary here as the other titles.  Memoir is more about ranged attacks since every unit can particpate in them (besides the impact of terrain which may prevent it).  So Memoir will see less &quot;melee&quot; combat than the other titles and a rule like this might push up more ranged attacks as people avoid getting in close for fear of retaliation (the otehr games force your hand because most units can only melee).&lt;br&gt;&lt;br&gt;Personally, I prefer no morale in Memoir.  It is what keeps it distinctive from the other C&amp;C's.  But have at it and let us know how it works out.
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<link>http://www.boardgamegeek.com/article/3625152#3625152</link>
<guid>http://www.boardgamegeek.com/article/3625152#3625152</guid>
<pubDate>Sun, 28 Jun 2009 11:32:27 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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		<title>Thread: Memoir '44:: Variants:: Morale</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/diceman56&#039;&gt;diceman56&lt;/a&gt;&lt;/p&gt;
	I just wondered what people think of this idea.  Memoir 44 shares&lt;br&gt;the same system as the classic 'battlelore'.  What does interest&lt;br&gt;me about these games is that one thing seems to be missing&lt;br&gt;from the Memoir 44 rules, that is the idea of morale. They all &lt;br&gt;seem to fight in their own little units and never the twain shall meet.&lt;br&gt;In Battlelore, there is a rule that allows support for the troops&lt;br&gt;which surely would be logical in the Memoir 44 rulebook.&lt;br&gt;The rule is this....If you are on a hex connected to at least 2&lt;br&gt;other hexes with your troops on, then you can &lt;br&gt;1. Ignore one flag&lt;br&gt;2. If the attack is hand to hand (melee)&lt;br&gt;provided you are not defeated completely, then you can battle back.&lt;br&gt;These seem to make a little more sense of the battle as a whole&lt;br&gt;fighting and supporting one another on the field.&lt;br&gt;I stand corrected if this is the case anyway, but I can't see this&lt;br&gt;in the rulebook. &lt;br&gt;What does anybody think about this?&lt;br&gt;&lt;br&gt;
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<link>http://www.boardgamegeek.com/thread/419149</link>
<guid>http://www.boardgamegeek.com/thread/419149</guid>
<pubDate>Sun, 28 Jun 2009 11:06:37 +0000</pubDate>
<dc:creator>diceman56</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: Close Combat Rules</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/diceman56&#039;&gt;diceman56&lt;/a&gt;&lt;/p&gt;
	Well I suppose that although it's on a small board&lt;br&gt;the hexes in real life would be a couple of miles&lt;br&gt;of open terrain so if you know the enemy is a mile&lt;br&gt;down the road then I see it as a choice of battling&lt;br&gt;them or going past them elsewhere.
</description>
<link>http://www.boardgamegeek.com/article/3625039#3625039</link>
<guid>http://www.boardgamegeek.com/article/3625039#3625039</guid>
<pubDate>Sun, 28 Jun 2009 09:27:47 +0000</pubDate>
<dc:creator>diceman56</dc:creator>
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		<title>Session: Memoir '44 - Pacific Theater:: Ladder Tournament - Round 9 Match 8 - Sugar Loaf and Half Moon</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Nightrain&#039;&gt;Nightrain&lt;/a&gt;&lt;/p&gt;
	M44 Online Ladder Tournament&lt;br&gt;Round 9 Match 8 - Sugar Loaf and Half Moon (air pack rules)&lt;br&gt;&lt;br&gt;1st half&lt;br&gt;Steve(Japs) 6 vs Zasdert Ultun(Marines) 4&lt;br&gt;&lt;br&gt;With a starting hand of two recon, Air Power, and Medic and Mechanic, definitely not a beautiful hand for the Japs. Allies began by aggressively assaulting with Marines to the front but luckily for the Japs, the caves helped them to repel the attack.&lt;br&gt;&lt;br&gt;Japs DHQ card proved to be important, ordering 4 units and knocked out 2 Marines at once making them leading 3-1. In the next turn, Japs ordered a Zero to flew in from behind and after a fierceful firefight, the score is now getting close 4-3 to Japs favor.&lt;br&gt;&lt;br&gt;Japs almost won the game after knocking out a 1-fig infantry, and a close combat dillematic position between choosing a 1-fig mobile artillery or 2-fig tank, and they chose the tank while the roll came out INF GRE INF, too bad.&lt;br&gt;&lt;br&gt;Japs right flank was assaulted immediately and one unit is down, while the last recon card by the Japs proved to be enough, 4d against a lone figure tank and it was banished from the battlefield for the Japs victory.&lt;br&gt;&lt;br&gt;***&lt;br&gt;&lt;br&gt;2nd half&lt;br&gt;Steve(Marines) 6 vs Zasdert Ultun(Japs) 1&lt;br&gt;&lt;br&gt;Allies were struggling with bad dices in the early game as the Japs were keep rolling GRE against the Marines on their left flank. Backed up with a Zero, Allies was forced to call out a Spitfire to dogfight the enemy plane and interdict two advancing infantries coming out of the caves.&lt;br&gt;&lt;br&gt;After several turns of fighting, Marines infantries were severely wounded and the Zero did an incredible manouevre dodging a 4 dices aircheck roll and strafed another unit. Luckily the Marine 1-fig still survived and escaped to the back. Still the Spitfire having trouble finding targets as no casualties for the Japs this turn.&lt;br&gt;&lt;br&gt;Japs Zero finally shot down to make the Allies led 1-0. Allies Firefight was quite effective putting trouble onto the Japs shoulder as 1 inf is down and couple units were wounded to 2-fig. The next turn, Japs still fighting from the caves and the Allies keep bombarding them with artilleries and got another 2 victims to led 4-0.&lt;br&gt;&lt;br&gt;Japs finally knocked out an Allies armor but Allies retaliated with another Japs unit down. In the last turn, Marines order 3 artilleries and hit a 2-fig inf with GRE,GRE to end the game with the final score of 6-1. Casualties for the Marine is pretty low with only 9 units killed and the Japs suffered with 24 casualties that day.&lt;br&gt;&lt;br&gt;***&lt;br&gt;&lt;br&gt;Steve won the ladder match by 12 - 5 
</description>
<link>http://www.boardgamegeek.com/thread/419123</link>
<guid>http://www.boardgamegeek.com/thread/419123</guid>
<pubDate>Sun, 28 Jun 2009 06:11:56 +0000</pubDate>
<dc:creator>Nightrain</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Why do we love this game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/scribidinus&#039;&gt;scribidinus&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;And if you think that's fun, wait till you get to see Memoir '44 - Campaign Book: Volume 1. &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;We played 4 scenarios of the Airborne Campaign today. It is cool the way the results and decisions of one scenario may impact the following ones.
</description>
<link>http://www.boardgamegeek.com/article/3624619#3624619</link>
<guid>http://www.boardgamegeek.com/article/3624619#3624619</guid>
<pubDate>Sun, 28 Jun 2009 03:37:33 +0000</pubDate>
<dc:creator>scribidinus</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: moving from forest terrain to forest terrain??</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Tim+RTC&#039;&gt;Tim RTC&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;philmcd wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;When in Normandy, do as the Normans do  :)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Invade England?
</description>
<link>http://www.boardgamegeek.com/article/3623941#3623941</link>
<guid>http://www.boardgamegeek.com/article/3623941#3623941</guid>
<pubDate>Sat, 27 Jun 2009 20:31:51 +0000</pubDate>
<dc:creator>Tim RTC</dc:creator>
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		<title>Session: Memoir '44 - Mediterranean Theater:: IndoBoardGames M44 League Season 2 - Match #14 Tunisia</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Nightrain&#039;&gt;Nightrain&lt;/a&gt;&lt;/p&gt;
	IndoBoardGames M44 League Season 2&lt;br&gt;Match #14 - Tunisia&lt;br&gt;&lt;br&gt;1st half&lt;br&gt;Steve(Axis) 6 vs Eric(Allies) 4&lt;br&gt;&lt;br&gt;Axis played slowly, trying to find better cards to launch an early assault from the middle, but after several turns, they kept drawing left and right cards. Axis did quite a heavy damage to Allies infantries which left them with couple of 1-fig at the back retreated, but the Axis artillery can't seem to knock them out from afar.&lt;br&gt;&lt;br&gt;Axis took the initiative to grab the hill and attack several units there with a DHQ card, though their hand hasn't equipped with strong cards such as Armor Assault or Assault-center, and unfortunately the dices seems strange, German kept rolling INF against the Allies armor.&lt;br&gt;&lt;br&gt;After several turns with both sides struggling for center cards, finally Axis got a couple of them and began to farm several weakened units, helped with an Air Strike, however the Allies also surprisingly got the cards and began to retaliated and not long the score is tied to 4-4 with both sides are not having Armor Assault and Assault-center.&lt;br&gt;&lt;br&gt;This might be the slowest game of Tunisia ever with both sides were flooded with flank cards and the shootout happened from a distance, and the last Infantry Assault card took out the Allies infantry at the right woods to secure the German 6-4 victory.&lt;br&gt;&lt;br&gt;2nd half&lt;br&gt;Steve(Allies) 5 vs Eric(Axis) 6&lt;br&gt;Looks like the misery of cards didn't stop at the 1st half as again in the 2nd half, both sides were again unleashed with lots of flank cards, especially Allies with left and Axis with right, and maybe that's the reason why 60% of the game was took place in that side.&lt;br&gt;&lt;br&gt;Axis looks like controlling the game when Allies left flank were totally routed with several units standing with 1-fig, but a bit of luck were on their side as the German were struggling with bad dices, unable to kill a 1-fig tank at the town. Meanwhile, Allies finally got 3 right flank cards and began to assault on that side. Axis were lured to fight back and it bought the Allies time to keep striking and got 3 medals out of that side.&lt;br&gt;&lt;br&gt;Allies was trailing 4-5 from behind when the last Armor Assault gave them a triple INF shoot against the German 2-inf at the back and won the match, however Axis took out the 1-fig armor to win the game.&lt;br&gt;&lt;br&gt;***&lt;br&gt;&lt;br&gt;Steve won the close match by 11 - 10&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/418913</link>
<guid>http://www.boardgamegeek.com/thread/418913</guid>
<pubDate>Sat, 27 Jun 2009 04:12:21 +0000</pubDate>
<dc:creator>Nightrain</dc:creator>
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		<title>New Image for Memoir '44</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/oneilljgf&#039;&gt;oneilljgf&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/505223"><img border=0  src="http://images.boardgamegeek.com/images/pic505223_t.jpg"></a><div class='sf'>Painting the Tanks: I have just started painting all the tanks in mid-...</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/505223</link>
<guid>http://www.boardgamegeek.com/image/505223</guid>
<pubDate>Fri, 26 Jun 2009 22:01:35 +0000</pubDate>
<dc:creator>oneilljgf</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Your suggestions for other tactical games?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Slotracer&#039;&gt;Slotracer&lt;/a&gt;&lt;/p&gt;
	Storm over Arnhem!!!!
</description>
<link>http://www.boardgamegeek.com/article/3621819#3621819</link>
<guid>http://www.boardgamegeek.com/article/3621819#3621819</guid>
<pubDate>Fri, 26 Jun 2009 21:30:49 +0000</pubDate>
<dc:creator>Slotracer</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: moving from forest terrain to forest terrain??</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	When in Normandy, do as the Normans do  :)
</description>
<link>http://www.boardgamegeek.com/article/3620659#3620659</link>
<guid>http://www.boardgamegeek.com/article/3620659#3620659</guid>
<pubDate>Fri, 26 Jun 2009 17:40:15 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: How do YOU play solo?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	Try to win with both sides, and don't care which one does. It's easy.
</description>
<link>http://www.boardgamegeek.com/article/3620650#3620650</link>
<guid>http://www.boardgamegeek.com/article/3620650#3620650</guid>
<pubDate>Fri, 26 Jun 2009 17:38:25 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: moving from forest terrain to forest terrain??</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/decumanusmaximus&#039;&gt;decumanusmaximus&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;philmcd wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;And you canonly ENTER a hedgerow if you begin your turn adjacent to it (unlike forest).&lt;br&gt;&lt;br&gt;I prefer bocage to hedgerow   :)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I prefer hedgerow to bocage :whistle:
</description>
<link>http://www.boardgamegeek.com/article/3620594#3620594</link>
<guid>http://www.boardgamegeek.com/article/3620594#3620594</guid>
<pubDate>Fri, 26 Jun 2009 17:26:23 +0000</pubDate>
<dc:creator>decumanusmaximus</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: How do YOU play solo?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/MurrayL&#039;&gt;MurrayL&lt;/a&gt;&lt;/p&gt;
	I try as hard as possible to forget what the other 'player' has in their hand, and play to win.
</description>
<link>http://www.boardgamegeek.com/article/3620585#3620585</link>
<guid>http://www.boardgamegeek.com/article/3620585#3620585</guid>
<pubDate>Fri, 26 Jun 2009 17:24:12 +0000</pubDate>
<dc:creator>MurrayL</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: How do YOU play solo?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	The reason you can't combine reduced strength units in memoir is because destroying units is the main victory mechanism.&lt;br&gt;&lt;br&gt;It's so easy to play memoir as a solo game with the standard rules, I wonder why people think there is a need for house rules.&lt;br&gt;&lt;br&gt;Still, each to their own.
</description>
<link>http://www.boardgamegeek.com/article/3620536#3620536</link>
<guid>http://www.boardgamegeek.com/article/3620536#3620536</guid>
<pubDate>Fri, 26 Jun 2009 17:06:40 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: How do YOU play solo?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/diceman56&#039;&gt;diceman56&lt;/a&gt;&lt;/p&gt;
	I have tried out another solo idea. &lt;br&gt;Please give me some feedback as to what you all think!&lt;br&gt;First, nobody gets a set of command cards. &lt;br&gt;At the start of your go you draw a card from &lt;br&gt;the top of the pack, and follow the instructions. &lt;br&gt;If it cannot be followed i.e. move unit on left flank, &lt;br&gt;and there are no units, nothing is done (yet,anyway), &lt;br&gt;they temporarily lose contact with base.&lt;br&gt;Now the couple of twists to the rules in this &lt;br&gt;solo game are this....&lt;br&gt;If a unit is thinned out it can sacrifice &lt;br&gt;battling by joining with another unit that is undermanned so long that it doesn't &lt;br&gt;take them over the four men. &lt;br&gt;This then gives them a full compliment of men &lt;br&gt;making up the unit to its &lt;br&gt;full strength.&lt;br&gt;Also If one side has over 50% less units &lt;br&gt;than the other side, &lt;br&gt;and it draws a card ordering units where &lt;br&gt;there are no units at all then they can call in &lt;br&gt;an air strike and follow the instructions as on &lt;br&gt;the 'air power' card. After all if you are weakened in war, you get on the radio &lt;br&gt;and call for help. &lt;br&gt;If however nobody is adjoining then this attack doesn't happen. &lt;br&gt;(it's always easier to hit a mass of people so it's deemed to have missed it's target).&lt;br&gt;Also if you draw a card that says move x number of units &lt;br&gt;on whichever flank and you only have one, then this unit can move that many times as stated on card. &lt;br&gt;(you must have one unit for this to take effect).&lt;br&gt;There may be more ideas in the pipeline, but I've &lt;br&gt;only just started playing. &lt;br&gt;I tried this on the first scenario and believe me it was closely fought, and the allies did win &lt;br&gt;but only after the axis had repeatedly thinned them out with their air power.&lt;br&gt;I know this is not ideal, but try it &lt;br&gt;and see if this does work for solo play, &lt;br&gt;I'd be interested to hear from you all. (maybe a 'glitch' in the ideas I've listed, &lt;br&gt;but it did seem to work in this first game.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3620285#3620285</link>
<guid>http://www.boardgamegeek.com/article/3620285#3620285</guid>
<pubDate>Fri, 26 Jun 2009 16:00:49 +0000</pubDate>
<dc:creator>diceman56</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: DoW online account changes - Memoir Editor for free</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jnycash81&#039;&gt;jnycash81&lt;/a&gt;&lt;/p&gt;
	Is there still any way to get the editor by registering products?  I'd like to buy it, but I'm planning on adding to my Memoir '44 base game soon, and don't want to spend the extra $$$ on the editor if I'll be getting it for registering.
</description>
<link>http://www.boardgamegeek.com/article/3620183#3620183</link>
<guid>http://www.boardgamegeek.com/article/3620183#3620183</guid>
<pubDate>Fri, 26 Jun 2009 15:33:53 +0000</pubDate>
<dc:creator>jnycash81</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Your suggestions for other tactical games?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/kalevi1999&#039;&gt;kalevi1999&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;matthiske wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Memoir 44 &amp; Hold The Line are my two favorites.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;If u hate the excessive randomness of the Command and colors system but u do like Memoir 44 Hold the line is perfect :D
</description>
<link>http://www.boardgamegeek.com/article/3620040#3620040</link>
<guid>http://www.boardgamegeek.com/article/3620040#3620040</guid>
<pubDate>Fri, 26 Jun 2009 15:05:02 +0000</pubDate>
<dc:creator>kalevi1999</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Your suggestions for other tactical games?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/kentreuber&#039;&gt;kentreuber&lt;/a&gt;&lt;/p&gt;
	I like the Gio Games wargames, which have a Euro feel.  Their WWII and ACW titles are in print, but their Napoleonic game has been OOP for some time.&lt;br&gt;They have rules online at 	&lt;A target='_blank' href=&quot;http://giogames.it/&quot; rel=&quot;nofollow&quot;&gt;http://giogames.it/&lt;/A&gt;&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://www.boardgamegeek.com/boardgame/9489&quot;   &gt;War to Axis - Warfare in Normandy&lt;/a&gt;&lt;br&gt;&lt;a href=&quot;http://www.boardgamegeek.com/boardgame/14762&quot;   &gt;Yankees &amp; Rebels&lt;/a&gt;
</description>
<link>http://www.boardgamegeek.com/article/3620003#3620003</link>
<guid>http://www.boardgamegeek.com/article/3620003#3620003</guid>
<pubDate>Fri, 26 Jun 2009 14:53:16 +0000</pubDate>
<dc:creator>kentreuber</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Your suggestions for other tactical games?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Sagrilarus&#039;&gt;Sagrilarus&lt;/a&gt;&lt;/p&gt;
	&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; I very much advise that as you climb the wargame ladder you have an opponent already picked out and that you get their buy-in on whatever game you decide to purchase.  Recommendations from us strangers are useful, but you'll need someone to play against.  The two-player-longer-playtime nature of wargames means they will only hit the table if two people are truly eager to play and willing to make the time to do so.&lt;br&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; I think stepping up to something like Storm Over Stalingrad would be very rewarding. but not if you're sitting there all by yourself.&lt;br&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Sag.&lt;br&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3619590#3619590</link>
<guid>http://www.boardgamegeek.com/article/3619590#3619590</guid>
<pubDate>Fri, 26 Jun 2009 13:16:15 +0000</pubDate>
<dc:creator>Sagrilarus</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Your suggestions for other tactical games?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	Tide of iron if you want something slightly heavier but still with miniatures.&lt;br&gt;&lt;br&gt;Manoeuvre if you want something playable in a similar time frame and don't need miniatures.&lt;br&gt;&lt;br&gt;But if you like card driven wargames and don't need miniatures or short gameplay, look no further than Paths of Glory. Surely the greatest wargame ever.  IMHO  :)&lt;br&gt;&lt;br&gt;I've got Conflict of Heroes, but I'm still undecided as to how much I like it.
</description>
<link>http://www.boardgamegeek.com/article/3619366#3619366</link>
<guid>http://www.boardgamegeek.com/article/3619366#3619366</guid>
<pubDate>Fri, 26 Jun 2009 12:09:54 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Your suggestions for other tactical games?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/fentum&#039;&gt;fentum&lt;/a&gt;&lt;/p&gt;
	Check out Combat Commander: Europe. It is very much like a deeper  Memoir 44. Plays quickly, lots of excitement, fairly easy to learn with a  truly excellent rulebook and example of play to get you started. Quite a bit of chaos through random card decks, akin to M44, but still rewards good tactical play.&lt;br&gt;&lt;br&gt;Read a few AARs to get a feel.&lt;br&gt;&lt;br&gt;I play a lot of M44, have SL, CoH, Pz Gr, LnL etc and CC:E is my favourite. Well suited to your needs if you are looking for a slightly heavier M44.&lt;br&gt;&lt;br&gt;Regards,&lt;br&gt;&lt;br&gt;Fentum
</description>
<link>http://www.boardgamegeek.com/article/3619328#3619328</link>
<guid>http://www.boardgamegeek.com/article/3619328#3619328</guid>
<pubDate>Fri, 26 Jun 2009 11:59:26 +0000</pubDate>
<dc:creator>fentum</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Your suggestions for other tactical games?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/BeardFan&#039;&gt;BeardFan&lt;/a&gt;&lt;/p&gt;
	Take a look at &lt;a href=&quot;http://www.boardgamegeek.com/boardgame/24800&quot;   &gt;Conflict of Heroes: Awakening the Bear! - Russia 1941-1942&lt;/a&gt;. I haven't played M44, but I play &lt;a href=&quot;http://www.boardgamegeek.com/boardgame/25417&quot;   &gt;BattleLore&lt;/a&gt; which also is a game of the C&amp;C series and has similar rules. &lt;br&gt;&lt;br&gt;The rules complexity of CoH is not much harder than BattleLore or M44, and I found it easy to learn and teach the rules. You can explain the basic rules to a new player in 15 minutes. CoH has a programmed instruction approach, so you don't need all the rules for the first scenarios, and rules are added for each of the next scenarios.&lt;br&gt;&lt;br&gt;While the rules itself are easy, the actual gameplay is more challenging, because you're not as resctricted in your actions as in M44.
</description>
<link>http://www.boardgamegeek.com/article/3619309#3619309</link>
<guid>http://www.boardgamegeek.com/article/3619309#3619309</guid>
<pubDate>Fri, 26 Jun 2009 11:51:18 +0000</pubDate>
<dc:creator>BeardFan</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Your suggestions for other tactical games?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/charlescab&#039;&gt;charlescab&lt;/a&gt;&lt;/p&gt;
	also command and colors ancients. If they know Memoir 44 they know the same rules, there are more types of units. Units staying in formation help support each other.&lt;br&gt;If they are familiar with Memoir, it would be good for them to step up to CCA.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3619300#3619300</link>
<guid>http://www.boardgamegeek.com/article/3619300#3619300</guid>
<pubDate>Fri, 26 Jun 2009 11:46:18 +0000</pubDate>
<dc:creator>charlescab</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Your suggestions for other tactical games?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/charlescab&#039;&gt;charlescab&lt;/a&gt;&lt;/p&gt;
	Battleline- Easy to teach, rules similar to poker. &lt;br&gt;&lt;br&gt;Hold the line- similar to Memoir, no cards, each side gets to move any unit a certain amount of action points. Very good&lt;br&gt;&lt;br&gt;Battlecry- similar to memoir, has leaders though&lt;br&gt;&lt;br&gt;Manouevre by GMT- Very easy, 8 different armies. Less historical&lt;br&gt;&lt;br&gt;Tide of Iron- more tactical- each side takes turn moving X units until each sides army has moved all units, then you start over. More tactical, less luck. 
</description>
<link>http://www.boardgamegeek.com/article/3619291#3619291</link>
<guid>http://www.boardgamegeek.com/article/3619291#3619291</guid>
<pubDate>Fri, 26 Jun 2009 11:41:10 +0000</pubDate>
<dc:creator>charlescab</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Your suggestions for other tactical games?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Slotracer&#039;&gt;Slotracer&lt;/a&gt;&lt;/p&gt;
	Power The Game (&lt;a href=&quot;http://www.boardgamegeek.com/boardgame/487&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;	&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/boardgame/487&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/boardgame/487&lt;/A&gt;&lt;/a&gt;) is a four player game which is easy to learn, but difficult to master!!&lt;br&gt;Plan your move and beat the opponent - a bit like Chess, Stratego and RISK in one - without any dice!!!!!
</description>
<link>http://www.boardgamegeek.com/article/3619290#3619290</link>
<guid>http://www.boardgamegeek.com/article/3619290#3619290</guid>
<pubDate>Fri, 26 Jun 2009 11:40:30 +0000</pubDate>
<dc:creator>Slotracer</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Your suggestions for other tactical games?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/trippercook&#039;&gt;trippercook&lt;/a&gt;&lt;/p&gt;
	Depends how deep you want to get.  I find Memoir with all the expansions deep enough for me and not too deep that I can't teach new comers.  I did own Conflict of Heroes which I thought was a great game but I could not get one person to learn the rules to play.  And that's considered an easier to learn war game than most.  
</description>
<link>http://www.boardgamegeek.com/article/3619273#3619273</link>
<guid>http://www.boardgamegeek.com/article/3619273#3619273</guid>
<pubDate>Fri, 26 Jun 2009 11:32:44 +0000</pubDate>
<dc:creator>trippercook</dc:creator>
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		<title>Reply: Memoir '44:: General:: Re: Your suggestions for other tactical games?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/matthiske&#039;&gt;matthiske&lt;/a&gt;&lt;/p&gt;
	Memoir 44 &amp; Hold The Line are my two favorites.
</description>
<link>http://www.boardgamegeek.com/article/3619248#3619248</link>
<guid>http://www.boardgamegeek.com/article/3619248#3619248</guid>
<pubDate>Fri, 26 Jun 2009 11:20:06 +0000</pubDate>
<dc:creator>matthiske</dc:creator>
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		<title>Thread: Memoir '44:: General:: Your suggestions for other tactical games?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/IrrelevantSwizz&#039;&gt;IrrelevantSwizz&lt;/a&gt;&lt;/p&gt;
	I'm interested in other head's up war style games. Anything that is relatively simple to teach new players yet has tactical depth to it sounds great. Do you guys recommend anything past M44?
</description>
<link>http://www.boardgamegeek.com/thread/418709</link>
<guid>http://www.boardgamegeek.com/thread/418709</guid>
<pubDate>Fri, 26 Jun 2009 11:14:50 +0000</pubDate>
<dc:creator>IrrelevantSwizz</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: moving from forest terrain to forest terrain??</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	And you canonly ENTER a hedgerow if you begin your turn adjacent to it (unlike forest).&lt;br&gt;&lt;br&gt;I prefer bocage to hedgerow   :)
</description>
<link>http://www.boardgamegeek.com/article/3618944#3618944</link>
<guid>http://www.boardgamegeek.com/article/3618944#3618944</guid>
<pubDate>Fri, 26 Jun 2009 07:50:40 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: moving from forest terrain to forest terrain??</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/gamemark&#039;&gt;gamemark&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;jmagi wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;so how would hedgerows be different?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;When you leave a hedgerow, you must stop on an adjacent space.
</description>
<link>http://www.boardgamegeek.com/article/3618036#3618036</link>
<guid>http://www.boardgamegeek.com/article/3618036#3618036</guid>
<pubDate>Fri, 26 Jun 2009 01:47:14 +0000</pubDate>
<dc:creator>gamemark</dc:creator>
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		<item>
		<title>Reply: Memoir '44:: Rules:: Re: moving from forest terrain to forest terrain??</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jmagi&#039;&gt;jmagi&lt;/a&gt;&lt;/p&gt;
	so how would hedgerows be different?
</description>
<link>http://www.boardgamegeek.com/article/3618006#3618006</link>
<guid>http://www.boardgamegeek.com/article/3618006#3618006</guid>
<pubDate>Fri, 26 Jun 2009 01:35:09 +0000</pubDate>
<dc:creator>jmagi</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: moving from forest terrain to forest terrain??</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/gamemark&#039;&gt;gamemark&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;trippercook wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Yes...it only matters what terrain you're moving onto.  Not what terrain you're on.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Well, a &lt;i&gt;guarded &lt;/i&gt;Yes. In most cases, it only matters what terrain you're moving into. There are exceptions (like Hedgerows).
</description>
<link>http://www.boardgamegeek.com/article/3617914#3617914</link>
<guid>http://www.boardgamegeek.com/article/3617914#3617914</guid>
<pubDate>Fri, 26 Jun 2009 00:56:46 +0000</pubDate>
<dc:creator>gamemark</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: moving from forest terrain to forest terrain??</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/trippercook&#039;&gt;trippercook&lt;/a&gt;&lt;/p&gt;
	Yes...it only matters what terrain you're moving onto.  Not what terrain you're on.
</description>
<link>http://www.boardgamegeek.com/article/3617475#3617475</link>
<guid>http://www.boardgamegeek.com/article/3617475#3617475</guid>
<pubDate>Thu, 25 Jun 2009 22:23:20 +0000</pubDate>
<dc:creator>trippercook</dc:creator>
	</item>
		<item>
		<title>Thread: Memoir '44:: Rules:: moving from forest terrain to forest terrain??</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jmagi&#039;&gt;jmagi&lt;/a&gt;&lt;/p&gt;
	so...does this mean you have to stop and not battle EACH time you enter a new forest hex....even if it's from a previous forest hex?&lt;br&gt;&lt;br&gt;...basically if you are already on a given terrain like a hedgerow...does it continue to impede your movement point allotment.&lt;br&gt;&lt;br&gt;I'm sure this has been asked multiple times but I good not find it easily searching thru FAQ's or rules here.&lt;br&gt;&lt;br&gt;tx
</description>
<link>http://www.boardgamegeek.com/thread/418569</link>
<guid>http://www.boardgamegeek.com/thread/418569</guid>
<pubDate>Thu, 25 Jun 2009 22:10:14 +0000</pubDate>
<dc:creator>jmagi</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: De-emphasizing unit elimination for victory.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/StevenE&#039;&gt;StevenE&lt;/a&gt;&lt;/p&gt;
	Well maybe I knee jerked on this one... I was in a cranky mood last night with the in-laws being here all week...&lt;br&gt;&lt;br&gt;No addendum needed...
</description>
<link>http://www.boardgamegeek.com/article/3616945#3616945</link>
<guid>http://www.boardgamegeek.com/article/3616945#3616945</guid>
<pubDate>Thu, 25 Jun 2009 20:35:36 +0000</pubDate>
<dc:creator>StevenE</dc:creator>
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		<title>New Image for Memoir '44</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/diceman56&#039;&gt;diceman56&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/504660"><img border=0  src="http://images.boardgamegeek.com/images/pic504660_t.jpg"></a><div class='sf'>This doesn't look to good Sarge! </div>]]>
</description>
<link>http://www.boardgamegeek.com/image/504660</link>
<guid>http://www.boardgamegeek.com/image/504660</guid>
<pubDate>Thu, 25 Jun 2009 19:16:14 +0000</pubDate>
<dc:creator>diceman56</dc:creator>
	</item>
		<item>
		<title>Reply: Memoir '44:: General:: Re: Why do we love this game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/gamemark&#039;&gt;gamemark&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;great white wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I love this game as well. We have been playing some overlord with the map packs. I presently can not get enough of it. Playing the overlord scenarios has been refreshing change. I would have always picked Tide of Iron To Memoir. The overlord rules has changed how I look at the game. I would choose Memoir every time now.&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;And if you think that's fun, wait till you get to see &lt;a href=&quot;http://www.boardgamegeek.com/boardgame/39861&quot;   &gt;Memoir '44 - Campaign Book: Volume 1&lt;/a&gt;.
</description>
<link>http://www.boardgamegeek.com/article/3616428#3616428</link>
<guid>http://www.boardgamegeek.com/article/3616428#3616428</guid>
<pubDate>Thu, 25 Jun 2009 19:04:11 +0000</pubDate>
<dc:creator>gamemark</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: De-emphasizing unit elimination for victory.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/azlephty&#039;&gt;azlephty&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;StevenE wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;br&gt;I admit it you caught me... I answered this thread again without re-reading the entire thread. (That's never been done before)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Steven,  It appears you've may have taken my comment about folks &quot;not reading the whole thread&quot; as a critique of your post.&lt;br&gt;&lt;br&gt;It was not meant as such, but rather to point out that if one reads the whole thread they will find that, after the thoughtful discussion that ensued immediately after my original posting, I no longer feel that the critique I originally posted poses a significant barrier to my enjoyment of the game. Therefore suggestions to me on how to resolve the issue are no longer necessary (for myself, anyway).&lt;br&gt;&lt;br&gt;Perhaps I should make an addendum to my original post in this thread.&lt;br&gt;&lt;br&gt;In any event, I appreciate your participation in the thread.
</description>
<link>http://www.boardgamegeek.com/article/3616409#3616409</link>
<guid>http://www.boardgamegeek.com/article/3616409#3616409</guid>
<pubDate>Thu, 25 Jun 2009 19:00:55 +0000</pubDate>
<dc:creator>azlephty</dc:creator>
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		<title>Reply: Memoir '44:: Rules:: Re: De-emphasizing unit elimination for victory.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Commando719&#039;&gt;Commando719&lt;/a&gt;&lt;/p&gt;
	This is a very reasonable critique.  (I haven't found the perfect game yet!)&lt;br&gt;&lt;br&gt;As part of our solution, we developed &quot;Mission-based&quot; rules that can be found here: 	&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/filepage/14485&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/filepage/14485&lt;/A&gt; .  The missions are substantial enough that they are worth performing.  If you want to emphasize them even more, make them worth more points.&lt;br&gt;&lt;br&gt;Good scenarios also seem to overcome the &quot;kill all the opponents&quot; problem. However, as the game comes near the end, there's always some tendency to &quot;cherry pick&quot; kills to win.  We've found no solution to that except to play tournament style (play each scenario from different sides).
</description>
<link>http://www.boardgamegeek.com/article/3616213#3616213</link>
<guid>http://www.boardgamegeek.com/article/3616213#3616213</guid>
<pubDate>Thu, 25 Jun 2009 18:20:31 +0000</pubDate>
<dc:creator>Commando719</dc:creator>
	</item>
		<item>
		<title>Reply: Memoir '44:: General:: Re: Different figures</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Slotracer&#039;&gt;Slotracer&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;memoirerik wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;br&gt;I plan on getting one of the 3&quot; gaming mats with the flock and making a 3d terrain board that is a little bigger than the standard size.&lt;br&gt;&lt;br&gt;I play, paint, and make terrain for a lot of other miniature games, but want to make a neat, 3d version of Memoir 44 for my Son's to learn on.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Just remember to take some pictures for us!!!!
</description>
<link>http://www.boardgamegeek.com/article/3616063#3616063</link>
<guid>http://www.boardgamegeek.com/article/3616063#3616063</guid>
<pubDate>Thu, 25 Jun 2009 17:53:48 +0000</pubDate>
<dc:creator>Slotracer</dc:creator>
	</item>
		<item>
		<title>Reply: Memoir '44:: General:: Re: Why do we love this game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/great+white&#039;&gt;great white&lt;/a&gt;&lt;/p&gt;
	I love this game as well. We have been playing some overlord with the map packs. I presently can not get enough of it. Playing the overlord scenarios has been refreshing change. I would have always picked Tide of Iron To Memoir. The overlord rules has changed how I look at the game. I would choose Memoir every time now.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3615934#3615934</link>
<guid>http://www.boardgamegeek.com/article/3615934#3615934</guid>
<pubDate>Thu, 25 Jun 2009 17:27:22 +0000</pubDate>
<dc:creator>great white</dc:creator>
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		<item>
		<title>Reply: Memoir '44 - Pacific Theater:: Rules:: Re: Night Attacks</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Great+Dane&#039;&gt;Great Dane&lt;/a&gt;&lt;/p&gt;
	You played correctly.&lt;br&gt;And, yes - sometimes you may get overwhelmed by the fact that the sun rises so much faster when you are close to Equator!&lt;br&gt;:p
</description>
<link>http://www.boardgamegeek.com/article/3615525#3615525</link>
<guid>http://www.boardgamegeek.com/article/3615525#3615525</guid>
<pubDate>Thu, 25 Jun 2009 15:45:39 +0000</pubDate>
<dc:creator>Great Dane</dc:creator>
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		<item>
		<title>Thread: Memoir '44 - Pacific Theater:: Rules:: Night Attacks</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/supertopix&#039;&gt;supertopix&lt;/a&gt;&lt;/p&gt;
	A simple question: do US Marines have to roll the dice since the very first turn? Yesterday we played this way. First turn: 2 stars. The game started at light 1-3.
</description>
<link>http://www.boardgamegeek.com/thread/418445</link>
<guid>http://www.boardgamegeek.com/thread/418445</guid>
<pubDate>Thu, 25 Jun 2009 15:34:17 +0000</pubDate>
<dc:creator>supertopix</dc:creator>
	</item>
		<item>
		<title>Reply: Memoir '44:: General:: Re: Why do we hate this game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	Because you must be playing it wrong. It is a hand management game.
</description>
<link>http://www.boardgamegeek.com/article/3615457#3615457</link>
<guid>http://www.boardgamegeek.com/article/3615457#3615457</guid>
<pubDate>Thu, 25 Jun 2009 15:26:11 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<item>
		<title>Reply: Memoir '44:: General:: Re: Different figures</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/memoirerik&#039;&gt;memoirerik&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;philmcd wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;memoirerik wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I am going to use a hex mat with larger hex's, and only plan on using 1 to scale tank per tank unit, with hit markers.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;How about the A&amp;A miniatures maps?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I plan on getting one of the 3&quot; gaming mats with the flock and making a 3d terrain board that is a little bigger than the standard size.&lt;br&gt;&lt;br&gt;I play, paint, and make terrain for a lot of other miniature games, but want to make a neat, 3d version of Memoir 44 for my Son's to learn on.
</description>
<link>http://www.boardgamegeek.com/article/3615086#3615086</link>
<guid>http://www.boardgamegeek.com/article/3615086#3615086</guid>
<pubDate>Thu, 25 Jun 2009 13:51:49 +0000</pubDate>
<dc:creator>memoirerik</dc:creator>
	</item>
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		<title>Reply: Memoir '44:: General:: Re: Different figures</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Great+Dane&#039;&gt;Great Dane&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;StevenE wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Be careful going down this road... You'll quickly find modifying your base game (M'44 or TOI) is addicting and very expensive.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;That is not the biggest problem. It is far worse that such an addiction takes valuable time away from the &lt;b&gt;gaming&lt;/b&gt; sessions!
</description>
<link>http://www.boardgamegeek.com/article/3615084#3615084</link>
<guid>http://www.boardgamegeek.com/article/3615084#3615084</guid>
<pubDate>Thu, 25 Jun 2009 13:51:18 +0000</pubDate>
<dc:creator>Great Dane</dc:creator>
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