Five Tribes Five Tribes

Forums

Search
Forums » Memoir '44 - English » DIY Expansions
Show: Today's Posts 
  
AuthorTopic
caroper
Senior Member

Posts: 166
Registered:
April 2004
DIY Expansions Tue, 13 July 2004 16:34
Special Weapons (simplified version)

The following is a simple way of implementing support weapons in Memoir ’44.
Based on Italiari or Esci German and US infantry 1/72 figures: http://www.plasticsoldierreview.com/Review.asp?manu=ESC& code=201
And:
http://www.plasticsoldierreview.com/Review.asp?manu=ESC& code=202
are pictures of the sets I use.

These simple rules combined with these relatively cheap figures, or other markers, can greatly increase the strategy component of the game as well as the historical look and feel.

You could use Mortars to soften up a Heavy Machine Gun emplacement guarding Pegasus Bridge, whilst your Engineers storm the wire. Or use fame-throwers to flush the bunkers on Omaha Beach. Your Infantry can use combined arms tactics against enemy tanks whilst you own armor provides long-range support.

The following is based on a one for one substitution (one special for one standard figure) in a four-unit squad. My figures are mounted on small coins and are stable and look great on the board.

Antitank
A squad equipped with Panzerschreck or Bazooka count Star results as Armour hits.
A squad equipped with Panzerfaust may treat any one Star result as an Amour hit.

(For scenario designers) An Artillery piece could be designated as an Antitank gun and move or fire 333, treating Star results as Amour Hits.

Machine Gun
A Squad equipped with a Heavy Machine Gun counts Star results as Infantry hits.
A Squad equipped with LMG’s treat any one Star result as an Infantry hit.

Flame-thrower
A Squad equipped with a fame-thrower treats Star results as Flag results.

Mortar
A squad equipped with Mortars may be activated as artillery, rather than infantry, in which case it moves and fires according to artillery rules. i.e. move or fire, no line of sight required, range 332211.

Engineers
Squads equipped with Engineers (the figures holding a mine or mine-detector) may expend one turn clearing mines without taking a mine attack die roll. See Minefield in Memoir 44 House Variants.doc by Walt Mulder.

Leaders
Squads with an Leader (the figure holding a pistol) present may treat any one Star Result as a Grenade Result and may ignore the first Flag result against that Squad.
Officers may move between squads but must be activated as a unit to do so. Lone officers are killed by a grenade result and count as a victory point. (Refer to “Battle Cry” rules for more info).

Artillery
Artillery, other than Mortars, treat Star results as Grenade results for greater impact on tanks and opposing Artillery.

Other Forces
Of course other Armies such as Italian, British, Free French or Russian are also available in 1/72 scale and may be used for Eastern Front and earlier period scenarios.

If anyone would like to translate these into French for our Francophile players please feel free to do so.

I hope these house rules improve your game experience as they did for me.

For a more extensive version requiring special dice, and the reasons behind the proposed rules, see my earlier post Special dice = SWAT.

Comments welcome.

Cheers
Chris

[Updated on: Tue, 13 July 2004 21:44]

      
jerrytel
Member

User Pages
Posts: 52
Registered:
July 2004
Re:DIY Expansions Tue, 13 July 2004 22:56
I am not very interested in or feel the need to expand the game with such additions, but there are some good ideas.

My only question would be - how do you implement this for balance -

1. Do you just decide to upgrade any or all units?
2. Is there a point value system so that both sides are equal?
3. Or do you just create new scenarios with these rules in mind and serve as a basis for that scenario (ie, part of the scenario is that the allies are trying to take out 3 German machine gun nests).

Just wondering and thanks for any response.

[Updated on: Tue, 13 July 2004 22:56]

      
Melkior
Junior Member
Cadet

User Pages
Posts: 13
Registered:
July 2004
Re:DIY Expansions Wed, 14 July 2004 00:19
I read your proposals and find most of them way too unbalancing the game.
Here below are specific comments.

caroper écrit le Tue, 13 July 2004 16:34


Antitank



I believe this is already accounted for in the capacity for infantry squad to destroy tanks with armor hits on the dice rolled.

caroper écrit le Tue, 13 July 2004 16:34


(For scenario designers) An Artillery piece could be designated as an Antitank gun and move or fire 333, treating Star results as Amour Hits.



same as above

Also, artillery chances of destroying armor units raise from 2 on 6 to 3 on 6. +50% odds.
You should then adjust for compensation. Perhaps no more Infantry hit on Grenade.

caroper écrit le Tue, 13 July 2004 16:34


Machine Gun
A Squad equipped with a Heavy Machine Gun counts Star results as Infantry hits.
A Squad equipped with LMG’s treat any one Star result as an Infantry hit.



A squad normally has one or two LMG in its normal support weapon allotment.

Also, this would enable 4 on 6 cases for Infantry killing success, +33% odds.

caroper écrit le Tue, 13 July 2004 16:34


Flame-thrower
A Squad equipped with a fame-thrower treats Star results as Flag results.



How do you handle Flame-thrower against sandbags ? or bunkers ?

Why not consider that against sandbags and bunkers, the unit cannot ignore first flag result anymore. Still challenging.
And remove the Star = Flag option.

caroper écrit le Tue, 13 July 2004 16:34


Mortar
A squad equipped with Mortars may be activated as artillery, rather than infantry, in which case it moves and fires according to artillery rules. i.e. move or fire, no line of sight required, range 332211.



Mortar are far less powerful than divisional artillery. Per example, I wouldn't consider a 80mm mortar the same as a 155mm artillery.
So, reduce the range and the number of dices rolled.

Else, I will always have fast-moving artillery and request that all my units be equiped with mortar. Very Happy

So a special forces'mortar may move up 2 hexes, then fight without LoS needed and with high power effect.
I don't believe it was intended so, do I ? Confused

caroper écrit le Tue, 13 July 2004 16:34


Leaders
Squads with an Leader (the figure holding a pistol) present may treat any one Star Result as a Grenade Result and may ignore the first Flag result against that Squad.



Wonderful units to kill artillery in fact : 2 on 6 instead of 1 on 6.

caroper écrit le Tue, 13 July 2004 16:34


Artillery
Artillery, other than Mortars, treat Star results as Grenade results for greater impact on tanks and opposing Artillery.



Artillery impact on armor units comes from hitting the target from above, where the tank is weakly hardened, rather than because of anti-tank ammo.

caroper écrit le Tue, 13 July 2004 16:34


I hope these house rules improve your game experience as they did for me.



I feel it modify in depth the odds for kill and that your games will be faster, with more sure killing results, increasing the use of 1 die throw at extreme range.

caroper écrit le Tue, 13 July 2004 16:34


For a more extensive version requiring special dice, and the reasons behind the proposed rules, see my earlier post Special dice = SWAT.



I read the special die and the ideas were interesting, although I have not tested them.

Melkior
      
Texas gamer
Member

Posts: 62
Registered:
June 2004
Re:DIY Expansions Wed, 14 July 2004 15:10
jerrytel wrote on Tue, 13 July 2004 15:56

I am not very interested in or feel the need to expand the game with such additions, but there are some good ideas.




I agree that the game does not need much more in the realm of special units. On the flexible scale of the game, small specialized units can be accounted for (perhaps with a bit of rationalization) by the standard types and a few special rules per scenario.

And of course play balance can be greatly affected.

I think there have been years of playtesting by many folks to refine the game to its present state. It will take some time, and lots of input from many people, to develop definitely "good" additions to the unit mix or rules.


[Updated on: Wed, 14 July 2004 15:12]

      
caroper
Senior Member

Posts: 166
Registered:
April 2004
Re:DIY Expansions Wed, 14 July 2004 16:37
Hi All,

Don’t get me wrong, I have nothing against the game as it is, in fact I too will play it more with the standard rules than otherwise. The real beauty of this game (and Battle Cry for that matter) is that you can get non-Grognards to play it, because the rules are so simple and abstracted.

On the other hand, the old ASL player in me wants to see squads, with leaders and special weapons, but keep the rules simple. Memour’44 is the perfect foundation for that. It was even pointed out that the hex size is identical to DASL maps.

The “command and colors” system has been well play tested, for many years, and the rules work as is. But Eric, and others, has suggested on several occasions that the rules released with the game have been deliberately simplified in order to reach a larger market. Until Richard and DoW are ready to release expansions, we have no way of knowing what was taken out.

Of course these rules, or any other house rules, will affect the balance of the standard scenarios. But so will the roll of a die or draw of a card. In the standard rules that’s why match play is recommended.

Memour’44 was not intended to produce an accurate simulation, and I am neither qualified nor foolish enough to try to make it one, or to second-guess Richards thought process.

Finally to quote Texas gamer; “It will take some time, and lots of input from many people, to develop definitely "good" additions to the unit mix or rules.”

I agree 100%, but that discussion has to start somewhere.
Think of this as a seed.

Cheers
Chris





      
    
Previous Topic:English translations here!!!
Next Topic:Slight Artillery Confusion
Goto Forum: