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Memoir '44» Forums » Strategy

Subject: Mont Mouche - A Strategy Guide rss

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This continues a series of strategy guides for Memoir ’44.

These guides are meant to be short and to the point. I invite any alternate opinions as I can always learn something new. The key focus will be on the opportunities and weaknesses of each side in the battle and where possible I will make reference to cards that ‘could be key’ if you are lucky enough to pull them. All that said I hope someone finds these useful at best or interesting at worst.

In the time it has taken for me to get through the base scenarios, Days of Wonder have released the Air Pack Expansion.

I still want these guides to focus on the original scenarios, but I will add an Air Pack Section at the bottom to highlight changes and additional implications as a result of those changes.

Mont Mouchet



History – This scenario is another close affair, suggesting it relies more on player skill than the scenario set-up. After 544 battles, the Germans only hold a slender lead of 51% (at time of posting this report - taken from DoW website).

Let us take a closer look.

Axis

d10-1 A Major Concern - The German troops start the battle in something resembling disorganisation. There is no one section that offers large troop numbers, so overwhelming the enemy is difficult to do. The odds of getting a hand full of Command Cards that allow orders to be issued in multiple sections is unlikely. Mont Mouchet really does test the Axis Player's skills in hand management and planning.

d10-2 A Double-Edged Sword - The German Armour Units are both a blessing and a curse. They can really make short work of the French Resistance with their 3 figures per unit. But they can be a great liability if destroyed, gifting the Allies 2 of the 4 Medals they need for victory, each.

That said I still believe that the German right flank represents the best option for success (cards allowing). In one turn both Armour Units can enter the forest hexes. I favour moving them into the 2 horizontally adjacent forest hexes. This position has your units in prime position for another attack, which can see your Armour move into Close Assault positions (providing the Allied player didn't move them).

From here it is up to the dice. Armour Overruns are really the goal and by advancing so far forward, you also limit the effectiveness of the French Resistance' ability to flee more than 1 or 2 hexes.

Of course this plan of attack is only valid if the Allied player hasn't moved those French units on the Allied left flank, forward or to the centre. If they did move to the centre, the German player should mobilise their tanks in that direction also and hope to have a 'Centre All' card for their next move.

d10-3 Prepare First- But I don't recommend going for the above Armour move straight away. The Allies move first at Mont Mouchet and they can take advantage of the hill on the Allied Centre/Right flank. From here your Infantry unit is exposed and the German Infantry in the centre may also be exposed to a number of moves. With a 4 Medal Victory condition, you really can't afford to leave easy targets. I like to get both exposed Infantry units into cover.

Generally retreating is the better option, especially if you plan to use the Armoured attack outlined above. By retreating those Infantry Units, you limit your exposure to surprise attacks, meaning you are less likely to be forced into a tough decision halfway through your Armoured onslaught.

d10-4 Other Options - This still leaves 3 Infantry Units I haven't addressed. Depending on how the battle goes, you may not need them but this is unlikely. The 2 Central Infantry should try to get up towards the village and forests in the centre. Other times they are better utilised to overwhelm the hills, if that is where the Allied player has made a stand.

d10-5 Cards to Dream of - 'Armour Assault' is obviously nice but not necessarily essential. 'Ambush' is very effective here, because those pesky French are likely to engage in Close Assault to maximise their attacks. With only 3 figures per unit, 'Ambush' can be a nasty little surprise for the Allies. 'Barrage' is another great card given 3 hits will wipe out a unit. At the start of the scenario, cards that allow Orders to be issued over multiple flanks are fantastic.

Allies

d10-1 Prepare Carefully - Rather wickedly, the Allies are also spread fairly thin at Mont Mouchet. They have 3 units on the left, 4 in the centre and only 2 on the right flank. Assess your hand carefully and consider the victory conditions. Needing only 4 Medals to win means the Armour Units do not have to enter into your plans if you don't want them to.

d10-2 Viva la France - Those French Units are pretty handy. Allowed to enter terrain hexes and still battle in the same turn, makes them killing machines. Unfortunately they are also susceptible to dying quickly if left exposed. The French really do make for quick, bloody battles. But perhaps their best ability is their option of retreating up to 3 hexes for every Flag rolled against them in combat.

For this reason I like to engage the enemy at points where I am not outnumbered too badly and attack them for all I'm worth. Ideally I like to attack out of a terrain hex, so the enemy get less dice than me if they chose to fight back. The key though is that the French should always engage when they are at full strength. The odds of a full strength unit being killed (by German Infantry) in one turn is low. Once weakened however, I like to retreat and become one with the shadows. This can really frustrate your German opponent!

d10-3 Opening Moves - There are generally 3 decent opening moves for the Allies and the one you choose will depend on the cards you are dealt. Not surprisingly they all involve getting as many troops into one section, ready for a sustained series of attacks.

d10-4 Assault on the Left - This option is aimed at taking down one or both of the Armoured German units. It's high risk but oh so satisfying when you see those Tanks burning. Your opening move should be to advance into the forests. The Infantry on the far left should enter the forest hex directly in front of it. From there it can attack an Armour unit that moves into the forest. Should they not do that, this unit will be able to storm the forward forests. Form there it just needs to survive 1 attack before getting a good look at the Armour units.

The other 2 Infantry should race forward. The forward unit can take the forest hex, the rear Infantry should take the hex on the left/central line, thereby giving it options in future turns. These two units can quickly switch between a central or left flank strategy as required.

The Infantry in the end forest hex (of the chain) must now inch up on the Armour. Moving through the forest hexes can be risky as the German Infantry may be able to bring 2D to bear on you. For this reason I like to advance behind the forest chain. But the enemy must allow you that luxury of course.

d10-5 Central Focus - Amassing your forces in the Centre is probably the weakest option available to the Allies. Whilst it is relatively easy to get 5 of your 7 units grouped in the Centre Section, the question is 'What Now'? Storming the central forest and village hexes can work in eliminating the German Infantry Unit located there, but it also makes your forces an easy target. The German Armour can advance from the left and the German Infantry can come from the rear and right. In effect you are open to the possibility of being sandwiched. I don't recommend this option unless your cards give you no option.

d10-6 Concentrate on the Right - This is probably the safest option available. The right is a long way from those Tanks and the Germans have an exposed unit that can be attacked in your opening turn. The key here is speed. The Germans can marshal up to 5 Infantry Units in pretty quick time, so you have to hit hard and fast or risk being outnumbered.

On the right it is important to get up on the hill and hit that exposed German Infantry with 2D. The Infantry on the far right needs to move up to the forest adjacent to the hills. But that won't be anywhere near enough and support will be needed from the centre and even possibly the left. If you are lucky enough to hold multi-section cards then slowly move your troops across the board to bring numbers to bear in the centre and right.

d10-7 Cards to Dream of - Again multi-section cards, 'Direct from HQ' and 'Move Out' cards are very handy. Cards that allow you to target the Armour and soften them up are also good - 'Barrage' or 'Air Power' for example. 'Behind Enemy Lines'is also great and thematically it suits the French Resistance.

Summary

As I've written this report it has become evident that the Germans have pretty good options open to them to counter many of the Allied options. In the case of the centre and the right sections, the Germans can make use of terrain to ensure they get the same dice as the French when attacking (I'm referring in particular here to the 2 single village hexes in the centre and right flanks).

This is a problem for the French as they can't afford to engage in a war of attrition as their Infantry Units are easier to kill.

This only reinforces my thinking that the French need to fall back when in danger. Try and draw the enemy forward, where they may have a chance to outnumber them and protect weakened units at all costs.

Mont Mouchet with Airpack

Changes - There is only 1 change from the original and that is the inclusion of a Road Network. It runs from the top left corner (Allied perspective) between then forest chain and the left most hex of Mont Mouche and then splits. One fork runs straight to the right and hits the edge of the board, whilst the other continues down diagonally right until it hits the edge of the board at the bottom.

Implications - Roads allow any unit that start and finish their move, to travel 1 hex more than usual. This creates a huge headache for the Allies as it makes the German Armour Units very mobile. This can rob the Allied player of the time needed for quick early attacks and increases the threat of Armour Overrun manoeuvres.

It also means the German player is more likely to bring his Armour Units towards the centre rather than into the forest chain. This means the Left Flank Assault may not be viable anymore, so get ready to stack the centre and right flanks.

Links to other Strategy Guides

Pegasus Bridge

Sainte Mere-Eglise

Sword Beach

Pointe-Du-Hoc

Omaha Beach

Mont Mouche

Vassieux, Vercors

Operation Cobra
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  • Last edited Wed Sep 8, 2010 10:38 am (Total Number of Edits: 2)
  • Posted Wed Mar 26, 2008 3:15 am
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