All Hail Knucklebeard!
Australia Wodonga Victoria
Thanks International SS for A Few Acres of Snow!
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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.
Vassieux, Vercors
History – This scenario appears to firmly favour the Germans with a 62% margin of victory over 351 battles (at time of posting this report - taken from DoW website). Personally I think the Allies stand a decent chance with the right tactics.
Axis
The Upper Hand - The battle of Vassieux is all about timing and taking advantage of each side’s strengths. For the Germans, they enjoy the element of surprise, meaning they have 2 Allied Infantry Units exposed near the airfield. With a Victory Condition of 4 Medals, the German Player cannot afford to waste the opportunity of quick medals.
Controlled Aggression - But the Germans must be careful. They are outnumbered and the French Resistance are likely to seriously damage any units that come to close to their lines. For this reason I don’t recommend moving into Close Assault Range with your centre most Infantry Unit. Doing so makes that unit too exposed to the Allied reinforcements behind the ridge of hills and forest. Instead I recommend moving the left-most German Infantry forward one hex. This allows up to 3 units to roll 2D in attack if you have an order allowing it.
The other Allied Infantry near the Airfield is another matter. It is hopelessly exposed and closing to Close Assault Range will not threaten the Germans seriously for at least 1 whole turn. The chance of eliminating this unit in one attack is too good to pass up. Even with a bit of bad luck, the unit should still take a fair battering.
Cleaning-Up and Preparing for the Counter-Attack - After that first turn, the Axis player must be prepared to react to the Allied response. Their strength in numbers is a serious problem but they can’t bring those numbers to bear all at once. The Axis player must be a real opportunist. Weigh up the risks, but generally if the opportunity presents to take out a unit and earn a medal, the Germans should take it.
Time is not on the Germans side. Read the card plays of your enemy. If you suspect your opponent’s hand is not strong, don’t be afraid to be bold. The Centre Section of the battlefield holds 4 enemy Infantry Units. If you have a series of Centre Section Orders, it isn’t a bad option to storm the enemy. The Allies can often have trouble with this tactic as their first thought is to retreat and bring up the rear units in support. This means that the flank units are not utilised for at least a turn or two. This can allow the Germans to actually outnumber the Allies, 5 units to 4!
Of course not all plans are foolproof.
Cards to Dream of - Besides the obvious, Centre Cards are key to the Germans at Vassieux. The more the better as it can allow for a sustained Central Assault to be launched. ‘Firefight’ can also be a great first turn card, as it allows 5 dice to be rolled against the Central Allied Unit, and 3 against the Centre/Left Allied Infantry. The added bonus is that you have not come too far forward, minimizing the enemy’s ability to throw you a nasty surprise.
Allies
Get the Hell out of There! - The German’s element of surprise has the Allies on the back foot from the outset. A strong attack can easily see one or both units eliminated, at best they are likely to suffer a sound beating. Getting those two units out of the firing line and closer to supporting troops is the key. How depleted they are after the German’s 1st turn will determine how far back they should retreat. At all costs, the Allied player shouldn’t offer up a medal easily. Weak units should use the French Resistance’s ability to retreat quickly and out of harms way. Getting over and behind the hill ridge offers relative safety.
Playing the Numbers Game - If planned carefully, and implemented well, the Allies can bring 8 full strength units to bear on the Germans 6 Infantry Units (not including the 2 exposed units on the airfield).
If the Germans come forward through the centre, there is the opportunity to launch a counter-attack using the units behind the ridge and the units on the flanks, near the Centre.
If the Germans are more cautious and stay back, both flanks offer the Allies the chance to approach in numbers, using the terrain to their advantage.
The safest option by far is to try and bring as many units as possible to the centre, before using ‘Centre All’ or Infantry Assault Orders to attack in force. The Germans best chance of success is to divide and conquer, so avoid this at all costs.
The Killing Instinct - Needing 4 Medals for victory makes the battle of Vassiuex a ‘game of inches’. Always try to maximise the number of dice against a single enemy unit, ensuring that it is eliminated. The Germans only have 6 units in total. Every unit that you eliminate means less dice that can be used against you. This is a battle of attrition.
Cards to Dream of - It’s hard to say as so many scenarios can occur here. Any cards that help reduce the German’s ability to be aggressive are good. ‘Barrage’ and ‘Air Power’ are excellent in weakening enemy units, making the Germans less likely to want to bring those units forward. ‘Digging In’ can also be great early as it can buy the Allies enough time to muster reinforcements for units at risk.
Vassieux with Airpack
Changes - With new terrain tiles and rules, Vassieux now sees the inclusion of 5 Airfield tiles. Air Sortie Rules are in play with both cards being added to the deck. The Allies can perform Air Strikes, using a Spitfire provided they control a majority of the Airfield. The Germans can use the Blitz rules.
Implications - The Airfield now represents a major tactical consideration. The Germans need to maintain at least equal control with the Allies in order to deny them access to Air Strikes, whilst the Allies may or may not fight for it in the initial stages, depending on the cards they possess. The first turn is even more critical and the Allies may now consider sacrificing a unit if it means they can launch a Strafing or Ground Interdiction attack.
Bravo to the Airpack for making an interesting scenario even more challenging.
Links to other Strategy Guides
Pegasus Bridge
Sainte Mere-Eglise
Sword Beach
Pointe-Du-Hoc
Omaha Beach
Mont Mouche
Operation Cobra
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