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player669419

Posts: 6
Registered: November 2010
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Defending Dice Rolls
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Mon, 06 December 2010 20:42
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I am new to Memoir 44 and am having a really good time playing it with my brother. We grew up playing Axis and Allies and probably have a slight bias in analyzing rules because of it. While we absolutely love the overall way that M44 plays, my brother complained that he wished there was a way to incorporate some very basic and easy defensive die rolling when combat takes place so that an attacker might suffer the occasional casualty. Does anyone know of any basic house rules that might allow for this without substantially changing the feel, pace and flavor of the game.
Thanks in advance for any suggestions!
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ad79

Posts: 772
Registered: September 2007
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Re:Defending Dice Rolls
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Mon, 06 December 2010 21:03

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The British in Memoir has the ability to Battle back with 1 die if they are down to 1 figure. Other than that the only battle back feature in the game is AMBUSH.
Some of the other Commands & COlours games by Richard Borg has Battle back as a feature, but I don't know the rules in detail.
Someone else will be able to tell you what they are.
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Mighty Jim 83

Posts: 333
Registered: August 2009
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Re:Defending Dice Rolls
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Tue, 07 December 2010 09:16

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Commands and Colors Ancients has a fairly straightforward battle back rule. If you attack in close combat, and the defending unit it is a.) not dead, and b.) still in its hex [i.e. not having retreated] then it battles back with the same number of dice it would have used if it attacked you (there are considerably more troops types than in M44).
If my copy of C&C Napoleonics which I pre-ordered over a year ago, and was allegedly dispatched 3 weeks ago ever arrives, I'll let you know what happens in that.
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player669419

Posts: 6
Registered: November 2010
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Re:Defending Dice Rolls
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Tue, 07 December 2010 19:31

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Thanks for the replies. I would be willing to try the battle back rule found in Ancients. The only issue is that I am worried that it might significantly alter the pace or balance of the game. Have you tried it at all with M44?
Have you seen any house rules on the site that address this?
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OldBloodandGuts

Posts: 298
Registered: May 2007
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Re:Defending Dice Rolls
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Thu, 09 December 2010 16:58

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This is a good question. I've seen a mechanic in other games that might work here. Basically, you'd need a command card that said "On Alert: Issue an order to one unit, placing a marker to indicate which. This unit may not move or fire this turn. When an enemy unit moves into the On Alert unit's LOS, the On Alert unit may attack BEFORE the moving unit. After attacking or moving, remove the marker."
If you don't want to make a command card, both players can agree before the game that on your turn, instead of playing a command card, you may put one unit On Alert. You may also want to put a cap on the number of units allowed to be On Alert.
I don't know how this would work in M44, but I've seen it work pretty well in other games.
[Updated on: Thu, 09 December 2010 17:00]
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player669419

Posts: 6
Registered: November 2010
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Re:Defending Dice Rolls
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Fri, 10 December 2010 01:46

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Nice suggestion. I'll try that as well. Thanks.
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RBorg

Posts: 226
Registered: December 2003
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Re:Defending Dice Rolls
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Fri, 10 December 2010 05:53

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We save the Fight Back Command card for our Battle Cry Civil War 150th Anniversary Edition 
Richard Borg
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OldBloodandGuts

Posts: 298
Registered: May 2007
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Re:Defending Dice Rolls
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Fri, 10 December 2010 14:01

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| RBorg wrote on Thu, 09 December 2010 23:53 | We save the Fight Back Command card for our Battle Cry Civil War 150th Anniversary Edition 
Richard Borg
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Shameless self-promotion. Funny and effective, but shameless.
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player669419

Posts: 6
Registered: November 2010
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Re:Defending Dice Rolls
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Fri, 10 December 2010 17:09

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Thats alright. I'm new to this game, but after reading about so many of the others, I'm already thinking about buying Battlelore and your new Napoleonic game. I have a feeling I may get addicted. javascript:%20insertTag(document.post_form.msg_body,%20'',%2 0'%208O%20');
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Dasher

Posts: 126
Registered: March 2006
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Re:Defending Dice Rolls
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Fri, 10 December 2010 17:51

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| Mighty Jim 83 wrote on Tue, 07 December 2010 03:16 | If my copy of C&C Napoleonics which I pre-ordered over a year ago, and was allegedly dispatched 3 weeks ago ever arrives, I'll let you know what happens in that.
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LOL!
I'm not laughing at you, Jim, I'm crying right beside you, buddy!
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Kaufschtick

Posts: 102
Registered: June 2004
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Re:Defending Dice Rolls
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Fri, 10 December 2010 19:09
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| OldBloodandGuts wrote on Thu, 09 December 2010 10:58 | This is a good question. I've seen a mechanic in other games that might work here. Basically, you'd need a command card that said "On Alert: Issue an order to one unit, placing a marker to indicate which. This unit may not move or fire this turn. When an enemy unit moves into the On Alert unit's LOS, the On Alert unit may attack BEFORE the moving unit. After attacking or moving, remove the marker."
If you don't want to make a command card, both players can agree before the game that on your turn, instead of playing a command card, you may put one unit On Alert. You may also want to put a cap on the number of units allowed to be On Alert.
I don't know how this would work in M44, but I've seen it work pretty well in other games.
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Ah, the ole' OP fire card...
| RBorg wrote on Thu, 09 December 2010 23:53 | We save the Fight Back Command card for our Battle Cry Civil War 150th Anniversary Edition 
Richard Borg
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Nice to see Battle Cry reappear. Any plans for some "OverLord" type scenarios for it? Better yet, a campaign book(lette)?
[Updated on: Fri, 10 December 2010 19:13]
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