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50th
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Armor Specialist

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New Breakthrough Scenario Mon, 18 November 2013 04:28
I have added a new breakthrough scenario- Juno Breakthrough. Created for a gaming convention that I went to last weekend. Here is a picture of a couple of friends playing that scenario.

http://i249.photobucket.com/albums/gg214/ronh51/Command%20Con%2013/1109114701_zps024d0a50.jpg


http://i249.photobucket.com/albums/gg214/ronh51/Command%20Con%2013/1109121429_zpse88e04cc.jpg

This scenario uses many of the special units from the equipment pack, including Hobart's Funnies, Kubelwagen, and Flak 88 anti-tank gun.
      
sam1812
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Re:New Breakthrough Scenario Mon, 18 November 2013 13:00
Looks like fun. http://www.daysofwonder.com/memoir44/en/editor/view/?id=1391 4

How did it play?

(Also, two questions in the rules: The reinforcements come on Allies' fourth turn in the back row, meaning that the earliest they can land is the fifth turn? And the Funny described as a "flail tank" -- is that the one called a "Mine digger" in the rule book?)
      
50th
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Re:New Breakthrough Scenario Tue, 19 November 2013 14:44
The Germans won the first game, but barely. I wasn't able to get my reinforcement armor up to the airfield because I ran out of center cards. I was using the breakthrough deck and didn't get enough "on the move" section cards either. I think that the Allies can win if they get better cards.

It was fun, and an old friend that I haven't seen in a while showed up and helped my other friend on the German side. It was a great gaming convention... put on by the Big Muddy (Missouri River) Historical Gaming Alliance BMHGA. They do this con every November in St Louis.
      
tank commander
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Re:New Breakthrough Scenario Fri, 22 November 2013 11:57
sam1812 wrote on Mon, 18 November 2013 07:00


(Also, two questions in the rules: The reinforcements come on Allies' fourth turn in the back row, meaning that the earliest they can land is the fifth turn? And the Funny described as a "flail tank" -- is that the one called a "Mine digger" in the rule book?)



Hi Sam.

Yes, the flail tanks would be for the mines.

These tanks had a rotating cyclinder (which was a bit wider than the tank) that had several lengths of heavy chain attached to it. At the end of each chain was a heavy weight and these would strike the ground in front of the tank and set off any mines. The path that the tank had cleared was marked so that other vehicles and troops could safely move through the mine field.

They were used by the Brits as early as 1942 in the desert.

There was another type of mine clearing tank which pushed a very heavy roller in front of the tank which set off the mines. But this type of device put a strain on the tank pushing it as the giant wheels or drum weighed several tons.
      
tank commander
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Re:New Breakthrough Scenario Fri, 22 November 2013 12:02
I have one question about the Sea Wall.

Does the Sea Wall include all the hexes with sandbags in them (including the one with the arty unit on the German left)?

I assume only the Germans can benefit from them? They (and any special affects) should be mentioned in the scenario notes.
      
50th
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Re:New Breakthrough Scenario Sat, 23 November 2013 19:33
tank commander wrote on Fri, 22 November 2013 05:02

I have one question about the Sea Wall.

Does the Sea Wall include all the hexes with sandbags in them (including the one with the arty unit on the German left)?

I assume only the Germans can benefit from them? They (and any special affects) should be mentioned in the scenario notes.


Actually the one with the arty is an actual sandbag. The others are all sea wall (Terrain Card #12) There are no movement restrictions with the Sea Wall according to the terrain card.
      
    
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