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phililphall
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June 2004
No cards to play Thu, 17 June 2004 23:42
It must be in there, but I can't find it. What happens when you have no cards that can be played? Do you play one anyway and draw a new one? Do you turn in the entire hand and draw new? Is the rule in the game?
      
eric
-= Crew =-
Advanced Combat Training

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October 2002
Re:No cards to play Thu, 17 June 2004 23:46
You play a card normally, activate zero units (since you have none you can activate, presumably) and draw a new one.
Usually careful units positionning and hand management make this a very unusual occurence, however. Also remember that any unit on a split hex belongs to either of the sections the hex sits on.
eric
      
RonB
Member

Posts: 73
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June 2004
Re:No cards to play Sat, 19 June 2004 18:37
In the Pegasus Bridge scenario, the Armored Assault card is pretty useless. In reality, there was also no possibility of air support. So, to avoid this situation, I remove those cards from the deck before dealing.
      
wayner2d2
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June 2004
Re:No cards to play Sun, 20 June 2004 12:53
Why not keep the cards in and come up with an "alternate card" text when one of those two is played?
      
phililphall
Junior Member

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June 2004
Re:No cards to play Sun, 20 June 2004 14:52
Luck of the draw has a lot to do with it also. In Pegasus Bridge the Germans only have two units on the Orne River. Bad draws by the Brits-most of the right flank cards it seems-meant a major assault that wiped out both German units. The Germans only had one play on the left flank before they were wiped out, the rest being on their left, with no center cards for them. After that they saved left flank cards because they couldn't use them. Two of the three Brit units that took the Orne bridge then moved across the center to the left flank by dint of card draws and were instrumental in destroying one more unit. The German player had used what cards he had for the left flank and destroyed two Brit units there, but then the card draws went against him and he found he couldn't play any cards during his final two turns due to them being German left flank cards to go along with useless cards in his hand. I have had the same situation in BattleCry, particularly in the Antietam scenario. Seems only Burnside is going to attack in that one.

Phil
      
RonB
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June 2004
Re:No cards to play Mon, 21 June 2004 20:01
There are no tank units in the scenario and in real life, there was no "close air support" on D-Day.
      
elitesix
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June 2004
Re:No cards to play Mon, 21 June 2004 20:11
Our group plays with the houserule that you can do nothing during your turn to discard and redraw your hand.
      
wayner2d2
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June 2004
Re:No cards to play Mon, 21 June 2004 21:28
does'nt the tank assault card allow for ordering a unit of your choice if you have no tank units?
      
eric
-= Crew =-
Advanced Combat Training

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Re:No cards to play Mon, 21 June 2004 21:40
yes, this is correct. You may play any one unit of your choice, if you don't have a tank unit.
eric
      
wayner2d2
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Re:No cards to play Mon, 21 June 2004 21:48
I was just wondering because other than the fact that the card has tanks on it, it could still be used in the scenario mentioned a few posts up.
      
gt8595b
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June 2004
Re:No cards to play Mon, 21 June 2004 22:19
elitesix: That sounds like a really good idea. Even if a single game is 40 min it can be very nerve racking watching your beautiful sections crumble becuase you have recon cards in the section where you 4 to 5 units and probes and attacks in the section where you have 1 unit. Although, does this lead to a problem of players cycling the deck for the barrage and air power cards?

[Updated on: Mon, 21 June 2004 22:22]

      
blmontne
Junior Member
Kouhosei

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Registered:
September 2005
Re:No cards to play Thu, 08 September 2005 20:06
elitesix wrote on Mon, 21 June 2004 14:11

Our group plays with the houserule that you can do nothing during your turn to discard and redraw your hand.


We do that too, but only if it is the first turn of a scenario After that, its discard one and draw a new one to replace if you have nothing to play.
      
eker
Junior Member

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July 2004
Re:No cards to play Thu, 29 September 2005 20:52
You guys missed a very important aspect of the game. Command and (lack of) Control.

You have a God`s eye of the game. Those poor guys on the board does not know what is happening.

If you have tried The Gamers wargames you really count hexes to and from front and wait for orders to be made and recieved - with a lot of delays. Number of orders depend of number of staff officers and time to prepare.

This is wonderfully recreated with number of cards in Mem44.

If you got just one recon and want an assault - well -then you have to wait. Imagine orders are written and units report back that they are not ready yet. They wait for ammo. Orders are not clear written and they must sort out misunderstandings of where to move and attack. The HQ recieves reports from other groups and must reconsider the whole operation.

All this is reflected in waiting for the right card(s). With just 3 cards it means that your small HQ is taken by surprise and nothing is coordinated. A set of 5 cards means that your large HQ has prepared this operation well.

I know very well waiting for the right card is very frustrating. But waiting in real battle and see a golden opportunity slip away due to lack of communication and missing orders was the rule and not the exception.

Do not ruin this mechanism with house rules. Or you may just deal 10 cards to each player.
      
TommieSL
Senior Member

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November 2004
Re:No cards to play Fri, 30 September 2005 00:32
eker

All valid comments no doubt but why try to impart your own view / preference on others?

Quote:

Do not ruin this mechanism with house rules.


To each his own, say I. As long as you enjoy your own iteration of game-play why worry about others.

Just enjoy the fun.
      
Fixpix
Member
Second Lieutenant

Posts: 76
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April 2005
Re:No cards to play Fri, 30 September 2005 07:52
gt8595b wrote on Mon, 21 June 2004 23:19

Although, does this lead to a problem of players cycling the deck for the barrage and air power cards?


Not if you only allow this once in the entire game

To agree with eker: I never play with house rules, I like the way the game is designed right now...so I get bad rolls, bad cards, the opponent is trashing me with recon cards, so what? It's a game I play for fun not to win or to rewrite history and it fully provides that for me. No matter what others think there's still not enough luck in the game to substitute strategic gameplay.

To agree with TommieSL: you're right Razz

      
kweniston
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September 2005
Re:No cards to play Fri, 30 September 2005 12:01
Fixpix wrote on Fri, 30 September 2005 07:52

gt8595b wrote on Mon, 21 June 2004 23:19

Although, does this lead to a problem of players cycling the deck for the barrage and air power cards?


To agree with eker: I never play with house rules,




A lot of games are weakly designed, or all the possibilities were not considered, so our group uses houserules with almost half the games.
A lot of games become much more playable and fun that way, and this is what the original makers of the game wanted for their gamers in the first place, right? At first I was against houserules too, play by the book, but after a while I saw the genuine improvements they could make. If you have some gaming experience, you can make justified decisions for tweaking imo.

And Memoir 44 is an excellent game to try different houserules on, even though it is indeed well designed.
      
TommieSL
Senior Member

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November 2004
Re:No cards to play Fri, 30 September 2005 15:00
Once you purchase a game, any game, it is yours to do with as you please.

If you like to 'tweak', then tweak along to your heart's content.

The only caveat I would add is to be aware that any cross-club games and/or tournament type gatherings can get a little bogged down if particpants all turn up with their own interpretations of game-play.
      
    
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