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KippRyon
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June 2004
Generals Tue, 13 July 2004 04:47
Having played quite a bit of Battle Cry (prior to M44), we've always enjoyed having the General unit available.

Our group has been playtesting the idea - changes noted in underlined text below AND only one general per human player. (gives the game a more 'personal' appeal).

Generals

Moving Generals

You may move a general onto a hex occupied by a friendly unit (as long as thee is no other general in the same hex). If a general enters a hex occupied by a friendly unit, the general must end his movement for that turn.

You may not move a general onto or through a hex occupied by an enemy unit or general.

A general may move a maximum of 3 hexes, terrain restrictions still apply.

Attached Generals

A general in the same hex as a friendly unit is considered attached to the unit. No more than 1 general may be attached to a single unit.

An attached general who is given an order may move away from the unit which he is attached. A general may also move away from 1 unit and attach to another.

If a unit with an attached general is given an order, the general may move with the unit, or the general may stay in place. This counts as 1 order. A general who moves with his unit must move to the same hex. Exception: You may not move an attached general who has already moved on this turn.

Generals in Battle

A general attached to an infantry or armor unit may always participate in an attack made by the unit to which he is attached.

An infantry or armor unit with an attached general may roll 1 additional die when the unit battles. A general does not add 1 battle die when attached to an artillery unit.

A unit’s range does not increase when an attached general participates in battle. Infantry and Armor units still battle at a maximum range of 3 hexes.

A general may move onto any type hex and participate in a battle, as long as the unit to which he is attached has been ordered and is able to do battle.

A general who is alone in a hex may not battle.

Hitting a General

When attacking an un-attached general, calculate the number of battle dice to be rolled as usual against an infantry unit. The attacking player must then roll a grenade. If he succeeds, the defending general is eliminated. When a defending general is eliminated, he counts toward the attacker’s total of victory medals. The defending player also reduces the number of command cards available by 1 for the remainder of the game, for each general eliminated.

A general may be attacked if alone in a hex or attached to another unit. If a general is attached to a unit that has just been eliminated, and the attacker has 1 or more additional grenades to use, the general is eliminated.

Maybe this will make it into an expansion or 'official' optional rules...
      
BloodyBucket
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Re:Generals Tue, 13 July 2004 06:00
A nice variant.

Just a trifling matter, but replace the word "general" with "Officer", "Leader" or "Hero" and you might get a little closer to the scale of M44.

It would be fun to do some historical scenarios incorporating this rule. Consider the case of Stanley Bender, MOH recepient.

Rank and organization: Staff Sergeant, U.S. Army, Company E, 7th Infantry, 3d Infantry Division. Place and date: Near La Lande, France, 17 August 1944. Entered service at: Chicago, 111. Born: 31 October 1909, Carlisle, W. Va. G.O. No.: 7, 1 February 1945. Citation: For conspicuous gallantry and intrepidity at risk of life above and beyond the call of duty. On 17 August 1944, near La Lande, France, he climbed on top of a knocked-out tank, in the face of withering machinegun fire which had halted the advance of his company, in an effort to locate the source of this fire. Although bullets ricocheted off the turret at his feet, he nevertheless remained standing upright in full view of the enemy for over 2 minutes. Locating the enemy machineguns on a knoll 200 yards away, he ordered 2 squads to cover him and led his men down an irrigation ditch, running a gauntlet of intense machinegun fire, which completely blanketed 50 yards of his advance and wounded 4 of his men. While the Germans hurled hand grenades at the ditch, he stood his ground until his squad caught up with him, then advanced alone, in a wide flanking approach, to the rear of the knoll. He walked deliberately a distance of 40 yards, without cover, in full view of the Germans and under a hail of both enemy and friendly fire, to the first machinegun and knocked it out with a single short burst. Then he made his way through the strong point, despite bursting hand grenades, toward the second machinegun, 25 yards distant, whose 2-man crew swung the machinegun around and fired two bursts at him, but he walked calmly through the fire and, reaching the edge of the emplacement, dispatched the crew. Signaling his men to rush the rifle pits, he then walked 35 yards further to kill an enemy rifleman and returned to lead his squad in the destruction of the 8 remaining Germans in the strong point. His audacity so inspired the remainder of the assault company that the men charged out of their positions, shouting and yelling, to overpower the enemy roadblock and sweep into town, knocking out 2 antitank guns, killing 37 Germans and capturing 26 others. He had sparked and led the assault company in an attack which overwhelmed the enemy, destroying a roadblock, taking a town, seizing intact 3 bridges over the Maravenne River, and capturing commanding terrain which dominated the area.

      
komichido
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Re:Generals Tue, 13 July 2004 07:03
Hehe..
Thanks BloodyBucket, that was a great story, and a great example. I also happen to agree with your opinion on the title of the Leader figure being 'Officer' or 'CO' or something such. Although Generals were awe inspiring individuals in WWII they were not involved in direct battle like Cival War Generals. I do like the way KippRyon has incorporated this leader idea into Memoir44 though and am planning on testing it out. And before the rebuttals begin I realize that my statement about generals in battle during WWII is not all inclusive, there were exceptions. 'Vinegar' Joe being one among a few.

Joe
      
caroper
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April 2004
Re:Generals Tue, 13 July 2004 18:04
Hi KippRyon

We seem to be thinking along similar lines, take a look at my post DIY Expansions. I also suggested Officers along the lines of Battle Cry but not quite as powerful as you are suggesting.

To quote my own post "Squads with an officer present may treat any one Star Result as a Grenade Result and may ignore the first Flag result against them. "

Cheers
Chris
      
BloodyBucket
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Re:Generals Tue, 13 July 2004 18:49
As a SNCO, I have to put my vote in for "Leader" instead of "Officer". Razz

Hey, how about bad leaders? Still worth a flag to the enemy, but with negative or no modifiers.
      
elementgoo
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February 2004
Re:Generals Tue, 13 July 2004 19:32
I like this idea, someone needs to put it in a scenario! There could be different Generals with stronger or weaker abilities. A major coudl roll 2 dice and a captain rolls one, showing that a Major is higher and more pwoerful than a captain.
      
frisbee187
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June 2004
Re:Generals Tue, 13 July 2004 20:22
One thing I believe is an improvement over Battle Cry is the omission of "Generals." The units with attached generals were insanely powerful. I like that in M44 one infantry unit can't normally destroy a full-strength enemy infantry unit in one attack.

That said, I think there is a place for some type of general/officer/hero unit in the game (though I believe that generally these units are represented abstractly through the use of special cards). I would probably not have them add additional battle dice in attacks. Allowing a unit with an attached general to ignore a certain number of retreat dice, or possibly even giving them an ability to "rally" units, regaining lost figures, could be interesting.

If anyone else is interested, I'd love to see a scenario involving Rommel's "Ghost Division", with special rules allowing for Rommel and his tanks to appear and disappear without using normal movement as they invade France.
      
KippRyon
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Leaders Tue, 13 July 2004 21:21
Agreed.

Leader would be better.

Please note that although very similar in capability as a general is in Battle Cry, we only use one Leader figure for each human player in the game. This usually is only one per side, unless we are playing an Overlord scenario, which may end up being from 2-3 per side.

Note also that the loss of a Leader also means the loss of your total command card count (by 1 for each Leader lost) for the remainder of the game. This helps to simulate the loss of command and control.

Our intent is not to have a 'super-being' on the battlefield, but rather to show that the importance of leadership helps inspire the deeds of units under direct command, as well as the penalty of loosing such leaders.

      
    
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