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BloodyBucket
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Strategy and Tactics Tue, 13 July 2004 06:38
M44 is a fun game, but is it a game with any depth?

By this, I mean are there enough decisions to make in a game of M44 to keep it interesting over several plays?

I think that there is enough decision making in the game to make it interesting, but I have seen very little posted here or elswhere about the actual decisions involved.

One thing I have seen mentioned is cautions against immediately playing your "best" card. Another bit of advice I have seen is to take advantage of the seam hexes that are in two sections. Having units close to the edges of the center section can be helpful.

Using defensive terrain to your advantage seems obvious enough.

When attacking, I like to take my time instead of jumping right in, and prefer to wait until I can deliver more than a single good card worth of attacks once I get some units close.

My wife has a tendency to rush her armor forward, and I prefer to keep it behind a screen of infantry, if I can.

Moving nearly eliminated units out of harms way can be handy, or you can sacrifice that single figure infantry unit early on by moving adjacent to an enemy, protecting the other units behind it.

Playing the odds when announcing attacks is worthwhile. If you have a chance to pick off a depleted unit with one or two dice, you should use that first and save the high dice attacks for higher figure targets.

Being able to attack a unit in the turn that it was forced to retreat into the open from good cover is very gratifying.

Blocking retreat routes, or attacking units with nowhere to go can be effective.

I have mixed feelings about artillery. Certainly it is useful to employ it from behind LOS blocing terrain when you can, but as an attacker it seems hard to kill for the casualties you can take assaulting it. I rarely go after the artillery as my first priority target.

As a defender, I'm not above absorbing a few attacks in a section without replying, prefering to hold my fire until my opponent, who might think that I am short of cards there, gets a little closer. I also try not to stay completely devoted to my bunkers and sandbags, if there is a chance to get my opponent to cross newly open ground in front of my less effective, but further rearward defensive positions.

Any other thoughts or tricks out there?









      
komichido
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Re:Strategy and Tactics Tue, 13 July 2004 07:16
Well said..er...written...
I have used several of those tactics at one time or another. I was able to win with the Germans at Pegasus bridge by forming intersecting lanes of fire, as I forced a unit to retreat from one hex he would immediately be attacked from another flank and quickly destroyed. I also use certain platoons to draw out forces into death zones. They took some hard hits but did draw out key units from protective cover long enough for me to close with and destroy.

I like to use armor and infantry together but usually lead with infantry as a screen. The tanks with longer range can hit targets while covered by my infantry.

I use my artillery to soften targets or disrupt them, but I have not yet attempted to Close Assult Arty for the reasons you mentioned above.

Overall I do enjoy this game and for an hours worth of wargaming feel it fits the bill quite nicely. I think one of its greatest strengths is its ability to add ever increasing levels of complexity. When they advertise scalability I whole heartedly agree.

Joe
      
Melkior
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  Re:Strategy and Tactics Tue, 13 July 2004 08:58
Here are my hints :

I try to withdraw units badly hurt to avoid easy medal for my opponent.

I use armor as a breaking tool, hitting strong when opponent come near to break my defense line.

I like to switch units in bunker to put a fresh unit in place of a hurt one.

I try to move all my units on one section at the same speed when assaulting to overwhelm my opponent firing capacities (too many targets, some will go through).

Regards,

Melkior
      
elementgoo
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Re:Strategy and Tactics Tue, 13 July 2004 19:38
I like to have as many units on the section borders as possible (liek bloody said), i also dont see artillary as very powerful. They do have good rang and no LOS restriciotns, but its hard to roll a lot of grenades.
      
Texas gamer
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Re:Strategy and Tactics Tue, 13 July 2004 20:02
elementgoo wrote on Tue, 13 July 2004 12:38

... i also dont see artillary as very powerful. They do have good rang and no LOS restriciotns, but its hard to roll a lot of grenades.


Not being able to easily roll grenades to destroy them makes a third point (to me) in your single sentence FOR artillery.

[Updated on: Tue, 13 July 2004 23:48]

      
Gojira
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Re:Strategy and Tactics Tue, 13 July 2004 20:13
I think there are many decisions to be made in this game (which section to advance in, with which units, where will my opponent advance, do I build a strong hand before the push or hope the card pull is kind, etc.)
I will confess though that I don't understand when people say don't play your best card immediately or this game doesn't involve decision making because you just play your best card. What detemines your best card? Is it one that moves a lot of troops? Or is it one that sets up a defensive line (like dig in)? Best card to me is subjective to the strategy you've decided to follow.

Elementgoo- Not sure what you meant by " but its hard to roll a lot of grenades". Artillery does hit on icons also. Their great for picking off units that someone tries to save by moving them back, effecting weak units with 50% of the die side (flag, icon, and grenade).
      
BloodyBucket
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Re:Strategy and Tactics Tue, 13 July 2004 21:41
Perhaps "best card" is a poor term. What I meant was, that it is tempting to play the card that does the most damage right away, rather than using another and saving the big attack for a moment when it might be decisive.

      
Texas gamer
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Re:Strategy and Tactics Tue, 13 July 2004 23:57
Since this game requires acquiring medals by capturing objectives or destroying enemy units, aggressive play pays. You never know what the other player has, no matter how "good" or "bad" your cards may be. I attack hard whenever and as soon as possible.

Sometimes I have to analyze possible retreats for an enemy that I want to shoot at with multiple friendly units - gotta shoot in the best order, considering # of firing dice and positions of my units, and possible retreat routes and terrain, in case flags come up.
      
rri12
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Re:Strategy and Tactics Wed, 14 July 2004 06:00
elementgoo wrote on Tue, 13 July 2004 10:38

I like to have as many units on the section borders as possible (liek bloody said), i also dont see artillary as very powerful. They do have good rang and no LOS restriciotns, but its hard to roll a lot of grenades.


You should reread the rules.

You score a hit when a die matches the symbol of the TARGET or a grenade. Artillery firing at tanks scores hits on tanks and grenades.

Artillery are good on defense because they only are hit when the opponent rolls a grenade.

[Updated on: Wed, 14 July 2004 06:00]

      
jerrytel
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Re:Strategy and Tactics Wed, 14 July 2004 06:37
Or on a second Flag when artillery are in bunkers - don't forget that one Cool
      
5 star general
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Re:Strategy and Tactics Mon, 04 November 2013 02:20
Or when the art. is on the baseline and a flag is rolled against them, nowhere to retreat.
      
JFKoski
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Re:Strategy and Tactics Mon, 04 November 2013 05:00
Try to get some odds tables (like those in my user pages) for key moments.

If you just need one hit, then 2 dice against infantry is slightly better than 1 die against infantry that can't retreat, (and 2 vs armor is better than 1 vs armor that can't retreat).

However, 2 dice against infantry that can't retreat is 1% better than 3 dice against infantry that can, (and 2 dice against tank that can't retreat is 5% better than 3 dice against tank that can).

Consider whether you want to attack (with Barrage for instance) a unit that's more likely to hurt you, or one that you are more likely to hit. If you do Barrage (or Air Power) on some units on opponent's side and wound them, will you be able to do a follow-up to kill it, or are they out of range? If you wound his tanks, maybe he won't bring them forward and that could help you too.

Try to combine attacks against a unit to kill it. If you don't kill it, then it might pull back or be Medic'd. On the other hand if it looks like you're not going to be able to kill it this turn, you may want to wound a 2nd unit so he can't save them both.

Use Ambush against a unit that can retreat (so will lose its attack on a flag), or that you can kill. Using it against a full unit in a bunker isn't going to help your unit (but may help you set up for an attack by other forces on your turn).

Understand the Nation Rules (French Resistance, Japanese Infantry, Royal Italian flag rules, British and Marines) to use them to their best effect. For instance you probably don't want to close combat a British unit in cover with a lone-fig unit or a Battle-Back might kill you.

TTFN

[Updated on: Mon, 04 November 2013 05:02]

      
sam1812
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Re:Strategy and Tactics Mon, 04 November 2013 06:04
Or avoid spending time responding to questions from 9 years ago. Smile
      
Antoi
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Re:Strategy and Tactics Mon, 04 November 2013 11:08
sam1812 wrote on Mon, 04 November 2013 06:04

Or avoid spending time responding to questions from 9 years ago. Smile


but still alive Smile
In the dutch part of forum we had a discussion much like this a few months ago. although the point made where more strategic then tactic, its still nice to see how people think about the depth of the game.

      
JFKoski
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Re:Strategy and Tactics Mon, 04 November 2013 17:00
I didn't realize he'd dug up a thread from that long ago!
      
sdnative
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Re:Strategy and Tactics Tue, 05 November 2013 01:58
Laughing Laughing Laughing
      
stevens
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Re:Strategy and Tactics Tue, 05 November 2013 05:25
No matter how old the post is, the basic tactics and strategy remain the same....
So live and learn.
      
tank commander
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Re:Strategy and Tactics Wed, 06 November 2013 11:34
sam1812 wrote on Mon, 04 November 2013 00:04

Or avoid spending time responding to questions from 9 years ago. Smile



.. but his last post was only 6 yrs ago Laughing

      
Sgt Storm
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Re:Strategy and Tactics Wed, 06 November 2013 20:53
The real strength of M44 as relates to it being replayable is the sheer number of scenarios. Essentially there are an endless number of scenarios.

The game is a light war-game, but in my view that's its other advantage. You can play a standard game in 20-30 minutes (one side).

I also like to play more complex games, that are closer to simulations, such as Conflict of Heroes. These types of games require more thought and are tend to limit the luck element, but also can be tedious and sometimes predictable. But I occasionally like depth and can tolerate the excess game play times (to me > 2 hours is excess).

M44 is light, has a bit more of the luck element, but is less predictable. M44 also requires a different kind of strategy - because of the abstract nature of units, the card management strategy, etc. playing is less of a mental problem solving exercise and more of a quick-thinking on your feet exercise (at least the way I play - I don't like to ponder forever on a particular move, whereas a game like CoH almost inspires analysis paralysis).
      
Danjou
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Re:Strategy and Tactics Fri, 08 November 2013 12:18
Hi,

If you want your fill of strategy and tactics you've a 512 pages long book on it but it's in french Razz

http://praxeo-fr.blogspot.fr/2011/04/livres-memoire-44-le-gu ide-tactique-et.html
      
Almilcar
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Re:Strategy and Tactics Fri, 08 November 2013 19:00
Danjou wrote on Fri, 08 November 2013 12:18

Hi,

If you want your fill of strategy and tactics you've a 512 pages long book on it but it's in french Razz

http://praxeo-fr.blogspot.fr/2011/04/livres-memoire-44-le-gu ide-tactique-et.html


It's in the process of translation, according to the author. So expect an English version... soon? Twisted Evil
      
stevens
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Re:Strategy and Tactics Fri, 08 November 2013 19:30
Almilcar wrote on Fri, 08 November 2013 13:00

Danjou wrote on Fri, 08 November 2013 12:18

Hi,

If you want your fill of strategy and tactics you've a 512 pages long book on it but it's in french Razz

http://praxeo-fr.blogspot.fr/2011/04/livres-memoire-44-le-gu ide-tactique-et.html


It's in the process of translation, according to the author. So expect an English version... soon? Twisted Evil

I gather that SOON is a relative term? Cool Laughing
      
Almilcar
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Re:Strategy and Tactics Fri, 08 November 2013 20:31
stevens wrote on Fri, 08 November 2013 19:30

Almilcar wrote on Fri, 08 November 2013 13:00

Danjou wrote on Fri, 08 November 2013 12:18

Hi,

If you want your fill of strategy and tactics you've a 512 pages long book on it but it's in french Razz

http://praxeo-fr.blogspot.fr/2011/04/livres-memoire-44-le-gu ide-tactique-et.html


It's in the process of translation, according to the author. So expect an English version... soon? Twisted Evil

I gather that SOON is a relative term? Cool Laughing


Well, at the time of this post by the author of the Strategy Guide http://boardgamegeek.com/article/13197955#13197955 the 70% of the book was already translated.

So anytime soon? Cool Laughing Very Happy
      
    
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