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Forum: Memoir '44 - English
 Topic: New Yahoo Group
Old-blood-n-guts
Junior Member
Cadet

Posts: 16
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April 2004
  New Yahoo Group Sun, 11 April 2004 02:17
Hi
I have just set up a new Yahoo Group for anyone who would like to join and chat about the game add new scenarios and upgrades etc.

Find it here

http://games.groups.yahoo.com/group/memoir44/

Please feel free to join. This in no way is ment to compromise Days of Wonders excellent forum and website. But is ment as an extra tool in which to creat ideas

Cheers
Steve Nod
      
 Topic: New pictures of the game in situation
Bruno
Game Designer

Posts: 177
Registered:
October 2002
New pictures of the game in situation Thu, 06 May 2004 18:05
http://bfaidutti.free.fr/rencontres/renc04/memoire.html
      
 Topic: AAR: Scenario 3 Sword Beach
JohnF

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  AAR: Scenario 3 Sword Beach Sat, 22 May 2004 17:47
June 6, 1944, and the heroic British and commando teams are assaulting Sword Beach. Arrayed against them are a moderate force of German defenders.

Now, as I look at this scenario, I think, heck, I've got some time because he needs to get his troops ashore safely before he starts to work me over. And I suggest a number of times to him, land all your troops safely, you cannot retreat into the ocean!

So, he looks at me, shrugs, and plays his cards to advance his armor units up the beach and starts to wipe out my bunker positions methodically. He ignores landing his troops for the time being!

Well, I lick my chops, and run forward with my panzer unit from Riva Bella and take down two point two armor units! I'm ready to do some "donuts" in the sand. I charge troops forward from Riva Bella to contest the bunkers and I stand tall with a 3 to 1 lead in medals.

He then begins to land his troops, but aggressively charges, lays down some Air Power and a Barrage and in a mad swing over three turns, he's leading 4 to 3 with Riva Bella empty. Game over.

How did I get hosed so quickly!?!? The Allies lead 2 to 1 in games. I'm going to fix his wagon at Pointe-du-Hoc.

So, here's what I'm thinking about this scenario as the German: there are three town hexes with medals on them. I think the best strategy is for those units to sit on their medals and dare the Allies to make it all the way across the board to get them (in one case, a unit has to move onto Riva Bella, or at least sit in the woods in front of it).

Now, if I got the Barrage and Air Power, this scenario would have gone differently for sure. In any case, I had to prepare a plan that assumed the delivery of NONE of the really great cards into my hand, and then lurk opportunistically.

As in Battle Cry, there is the dreaded Counterattack card (whatever your opponent just did to you, you can do the same thing back to him). That's one way to lay in a nasty surprise. At midpoint of the game, I only had cards to order my left flank, whilst my right flank (in front of Riva Bella) was denuded by the air strike.

My son was a bit down and I could read the signs he was beginning to throw in the towel after I almost took down his armor, but after the Air Power card (and he saw how much devastation he caused), he perked right up and went after my center bunker with the artillery unit--he said, that thing is ticking me off!

I talked about how in this game and the first one, he came from behind in a mad dash to take me out and win. We had another great time together.

[Updated on: Sat, 22 May 2004 17:47] by Moderator

      
 Topic: AAR: Scenario 2 Sainte Mere-Eglise
JohnF

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  AAR: Scenario 2 Sainte Mere-Eglise Sat, 22 May 2004 17:45
My son (Allies) did a successful paradrop (3-4 units) located in tight formation between Ste Mere-Eglise and the high ground near Neuville-au-Plain and began aggressively assaulting my right flank. I suffered the traffic jam on the left flank for quite a while as he chewed up my units. At the mid-point, he had two of my units down to strength=1 and one down to strength=2. I was on the ropes and still had not managed to get the armor going successfully. What saved my right flank is that I started actively retreating units into the woods and away from his wall of fire; in addition he had secured a couple of retreat flags against me (instead of getting medals--he was unhappy to get "purple flags"). So, while I backpeddled to save myself, we both charged, fell back, and recharged Ste Mere Eglise in the center. And then I received "Their Finest Hour" and launched my armor and two full units in the center and battered him; he had been ahead 2 medals to 1, but I surged to 3 to 2, and the next turn launched a central assault with three units targeting his one remaining unit, taking him all the way down, and victory for Les Boches.

We had another blast tonight. It was a see-saw battle all the way. I think he needed to use some of his cards a bit more aggressively, and I hope he sees that sometimes active retreats are essential to saving the day. I was thrilled to see some of the surprise combinations he conceived and pulled off with non-special cards.

The paradrop method in this scenario makes it a dicey proposition regarding how the Allied player should conceive of his game plan.

I see I botched the Sandbag on a Hill defensive combination. I am too much of an ASL player not to automatically combine the defensive features of both "terrains". Instead of causing -1 for firing up the hill and another -1 for being behind the sandbags, the best defensive value of one terrain type is used (-1 for both, therefore -1 is the only defensive reduction to fire). However, the other benefits are still available, namely that a unit behind a sandbag can ignore the first purple flag (retreat) result. Thus, a sandbagged hill still only causes a -1 reduction, but it is harder to dislodge the unit from the hill position.

Thumbs up for scenario 2!!
      
 Topic: AAR: Scenario 4 Pointe-du-Hoc
JohnF

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  AAR: Scenario 4 Pointe-du-Hoc Sun, 23 May 2004 13:38
The valiant Rangers are climbing the cliffs in this scenario to secure Pointe-du-Hoc and prevent enfilading fire down onto Omaha Beach.

Lesson: avoid finding yourself concentrating all (or most) of your effective units in one section. You'll find that the deck decides to give you card after useful card--for units in the other sections!

My son attacked my right flank with characteristic energy, landing the troops, climbing the cliffs and taking everything out with a timely employment of Their Finest Hour. He was up 2-0 in mere minutes!

At this crucial juncture, instead of resting his assaulting troops, he neglected to land the fresh troops in the center, and sought to continue the job with his left flank Rangers (who had just been so victorious). I knew this was a fatal error and tried to dissuade him. His luck held for a while and I was on the ropes. And then a strange battlefield lull set in. He had no orders for the center while all his units were in the center.

I chintzed his frayed units and managed to bring the medal count up to 2-2. Suddenly he managed to get a grip on the center and bring his units onto the beach and through a couple of quick assaults climb the cliffs to begin to do damage, while he also moved a number of fragile units (with only one remaining figure) away from danger--not a bad bit of generalship on his part.

And then a strange lull came over the battlefield again. Carnage everywhere on the beaches, men lying behind sea walls and in bunkers, desperate to find a plan (neither of us had orders to use, what with open flanks, his left / my right).

At a crucial moment, he wasted more of my units and was up 3-2 by playing Firefight!. And in a desperate lucky swing, at last I played my Counterattack, that hideous equalizer of a card, and I took out two more single-figure units. Back to 3-3!

But then he yearned to take out Pointe-du-Hoc and he directed his Rangers against my bastion instead of running inland to mop up my remaining weak units (and a quick grab at medals on the back row). He took me out at the high point, but had only three full strength units left. Rangers 4-3.

And then I was given Air Power and there, on the beaches, three units of tired, heroic, deserving Rangers lay out of harms way... and the Messerschmidts took them down. Les Boches held Pointe-du-Hoc, 5-4.

Aftermath: I think he could have had me, despite the battlefield lulls, if he had not tried to do everything with the first group of assaulting Rangers and if he had ignored Pointe-du-Hoc and mopped up the center (and waltzed his way to the undefended medal positions). We had a lot of fun. Yes, there is a luck all through the game, but you have to work at being sharp about how to prepare yourself to survive without luck and be ready to pounce when you get the power dealt into your hand.
      
 Topic: Arnhem Bridge AAR
Ubergeek
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April 2004
Arnhem Bridge AAR Sun, 23 May 2004 19:55
Well being one of the lucky prerelease test groupies for this game I could hardly wait to break it out of the shrink and start playing. Having been in possession of the rules for a few months now, I was already familiar with the scenarios available. I talked my son into playing one of my favorite “last stand” battles, Arnhem Bridge.

Anyway, I took the Germans and he played the ill fated British. This scenario is centered on the early hours or 1st day of the battle with the German SS tanks still amassed on the south side of the river. There’s only one way on and off the bridge and there Brits had their powerful artillery guns (we pretended they were 6 pounder anti-tank guns hidden in town at the far northwest exit from the bridge. I started out with a probe on the left flank west of the town while the Allies waited for the right time to fire. The probe was supported with an artillery barrage (card) that managed to soften a dug in infantry position. The Allies open fire on the right flank sending Germans scurrying for cover with a double retreat. They quickly follow up on the right with a counter attack eliminating a further infantry unit. Attempting a quick breakthrough on the left, the Germans attack in force and make some headway into the town. Meanwhile, all the armor is still tied up to the rear and not getting any closer to crossing the bridge. The Allies need better information on the German advance and set out with “Recon in force” moving a unit in each section, attacking and killing 3 infantry units, though 1 of their recon units encountered an ambush (card) and survived without casualties. Finally, through use of an “Attack behind the lines” (card) and followed up with an attack on the right, the Germans manage to force their way into the east side of town, take a victory medal and settle in for street fighting. The Allies finally let loose with their artillery followed by a “Command” card ordering any 4 units. They push hard in the center and eliminate a German Infantry team, that had foolhardily made it across the bridge, for a medal. Two attacks in the center manage to get more units onto the bridge but they are quickly repulsed and forced to retreat. The die rolls were going poorly for the Germans today. Did I mention that all the German armor is still bunched up to the rear? Now that artillery attacks have decimated my right flank and I’ve lost 2 more teams of infantry I try to further mobilize my armor. Fat lot of good it’s going to do fighting in the streets of Arnhem. I also move up my artillery in the center into range. The slow process of repositioning and trying to move my tanks towards the bridge gives the Allies time to regroup. They use a “Directions from HQ” card to clear out my advance on the right flank and eliminate the infantry there. I finally get my artillery into action for some damage effect but it’s not enough to support a breakout over the bridge. The Allies play a “General Advance” and knock out an armor unit that made it onto the bridge for the win.

The whole action probably took less than 35 minutes to complete. This scenario is one of the tougher ones for the Germans. You’ve got to take out the Allied artillery and amass your elite armor on your side of the bridge 1st before making a push across the river (which I didn’t do). If you don’t, the Allied artillery will be able to slowly pick away at your units. I lost 5 flags to 2 with nearly all my armor intact behind the river. The problem is that woods terrain stops units and moving up the armor is a slow process of getting it out of one section into the next, then having the cards for that section to advance them. I have got to play this again with a slower methodical approach. If the Germans try rushing in to a street fight too fast, they’ll get their nose bloodied like they did historically (the British held out for 3 days before running out of ammunition).

Well, the game was a blast to play. We knocked out another 2 scenarios in less than an hour (I’ll post those AAR’s separately). It was fun, fast, and full of flavor. We both rate this a “10” and look forward to many more engagements. Razz
      
 Topic: Memoir '44 "wallpaper" Desktop Image
Yann
-= Crew =-
KS Backer - Skeleton

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  Memoir '44 "wallpaper" Desktop Image Mon, 07 June 2004 21:33
Hello everyone:

We added a Memoir '44 "wallpaper" image to enhance your computer desktop on the Rules & Goodies page. Smile

Enjoy!
      
 Topic: self propelled artillery (spa's)
APensari
Junior Member

Posts: 6
Registered:
June 2004
self propelled artillery (spa's) Fri, 11 June 2004 01:49
Since UPS has delayed my delivery till the 11th I went to the local hobby store and picked up some new micro armor to add to
my collection since I already have enough to duplicate both orders of battle that come in the box set I got some priest
models for the us and some wespe for the krauts anyways I
remember from battle cry that some art units were horse drawn
and able to fire and move so far my house rules for SPA's
1.may move 1 and fire terrain restrictions apply (only one move
as opposed to tanks my thinking is it takes longer to set up and fire than tanks)
2. are removed on grenade and tank symbol three figs per unit
3. cannot armour assault
the only thing I am not sure on is if I should keep the combat stats the same I am thinking I should I think the bonus of being
able to fire and move is offset by greater chance of being destroyed anyways enough rambling without puncuation any feedback
would be appreciated

Anthony
      
 Topic: Playtest my Market Garden campaign?
Stuart
Junior Member

Posts: 28
Registered:
June 2004
Playtest my Market Garden campaign? Mon, 14 June 2004 17:29
Email me stuart@anges.freeserve.co.uk for 4x text files and 3x jpgs of my 3 game Arhnem campaign!

Stuart
      
 Topic: M44 at Historicon
AnglePark
Senior Member
Cadet

Posts: 134
Registered:
June 2004
M44 at Historicon Thu, 17 June 2004 16:24
I noticed that Mr. Borg himself will be running some games at Historicon! That should be fun, and I'm really looking forward to it.

Will anyone else from DoW be there, and who else here is planning on attending?

[Updated on: Thu, 17 June 2004 16:25]

      
 Topic: Easy Overlord
BradyLS
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April 2004
Easy Overlord Sat, 19 June 2004 22:48
Want to play the two-set, "Overlord" version of the Omaha Beach scenario but can't round up 6-8 players? You can still play with (three or) four players by using these "Easy Overlord" rules!

To begin, set up the Overlord version of the Omaha Beach scenario. There will be four positions of play: Allied Left, Allied Right, Axis Left, and Axis Right.

Assign a player to each position and deal four Command cards to each one. (In other Overlord-style games, simply divide the number of Command cards for each side in half. If there are an odd number of cards, flip a coin to see which position receives the extra card.)

Begin play on the Axis Left. The rotation of play will be: Axis Left, Axis Right, Allied Left, and Allied Right. Maintain this rotation for the duration of the game. (In other Overlord-style games, mutually agree on a set rotation for your game-- or draw lots.)

Sectors are not played as in the Overlord rules, however. Instead, since each player is managing a single board of their own, they play their cards along the Left, Center, and Right flanks of their half of the board-- as if they were playing a standard two-player game.

For those units that stradle the two board halves: the option to use them rests with the elder position on a side first, then the younger if they are not activated by the elder during the turn. Teammates may decide to send units to the other half of the board if they wish. However, no unit may receive more than one set of orders in a turn.

Play continues until one side achieves their victory conditions. Play then ceases and the winner declared.
      
 Topic: Two/Three Card Hold'em Play variant
BradyLS
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Two/Three Card Hold'em Play variant Sat, 19 June 2004 22:50
Here is a novel card-play variant that Memoir '44 (and Battle Cry) players may wish to try. I'll call it "Two (or Three) Card Hold 'em." (Yes, the idea is drawn from a Poker game!)

In this card play variant, players will actually share a number of cards available for play with their opponent. It's as close to playing the same hand without actually having the same cards as I can imagine. Here's how:

Pick a standard, two-player scenario to play. Set it up and shuffle the cards. Note how many cards each player receives in the scenario. This will determine "the flop": a number of open cards that are shared between the two players.

In a game where the smallest hand is four or fewer cards, the flop will be two cards. In a game where the smallest hand is more than four cards, the flop will be three cards. After shuffling the cards, turn up the requisite number of cards for the flop. Deal out the remaining number of cards needed by each player to fill their hand.

Example: In "Operation Cobra", the Axis receive four Command cards for their hand. The Allies receive five Command cards. Since the smallest hand is four cards, two cards are turned up between the players for the flop. The Axis player then receives two cards to fill up the reaminder of his hand and the Allied player receives three. The flop will be shared by the players for the remainder of the game.

On your turn, you may play one card either from your own hand or from the open flop. When your turn ends, draw a card to replace the one you played. If it was taken from the flop, that is where it will go. Otherwise, it will go into your own hand.

In the case of an Ambush card in the flop, your oppnent may play it if you declare a Close Assault against him! The card is replaced in the same manner: with the Ambush card drawn from the flop replaced first and then the card played by the active player.

That's pretty much it! Would love to hear how it works in actual games!
      
 Topic: Pendraken vs Noble minis
irgad
Junior Member

Posts: 7
Registered:
June 2004
Pendraken vs Noble minis Sun, 20 June 2004 14:06
I bought some of the Noble minis at FIASO so now have 10mm inf in Noble and Pendraken. A few comments follow. The infantry are about the same height but Pendraken are heavier built, better for dry brushing. The Pendraken tanks are bigger than the plastic tanks in the box. I bought 10 T34s for £1.50. Yes I'm building Rooskies. Getting enough (cash) for 3 to hex is too much. Looks like its hit markers time. Summary; mix both sets of figs as you see fit. Tanks are going to have to be Noble. Tried to post pics before, not a big success. Moderator how about a page for players pics? We upload them and you post if they are suitable.
      
 Topic: Congrats to DoW
BloodyBucket
Senior Member

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May 2004
Congrats to DoW Mon, 21 June 2004 02:17
On the BoardGameGeek ratings, M44 is at number six and Ticket To Ride is at number ten.

Two games in the top ten isn't bad at all. Smile
      
 Topic: Off to Origins
eric
-= Crew =-
Advanced Combat Training

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October 2002
  Off to Origins Wed, 23 June 2004 07:12
Some of us are off to Origins until the end of this week. As a result, our responses on this forum and other venues might be a bit slower over the next couple of days.

If you plan on attending the Convention, feel free to stop by our booth, or in the demo area, where we'll be playing large-scale Overlord scenarios each day. Richard Borg, the game's author, will also be on hand, doing demonstrations each day!

Eric @ DoW
      
 Topic: More stats in Battle Reports
Yann
-= Crew =-
KS Backer - Skeleton

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  More stats in Battle Reports Wed, 23 June 2004 19:15
Following the success of Battle reports, we added more stats in the Battle Reports page of individual scenarios:
  • Number of Allies victories
  • Number of German victories

    as both a number and a % ratio.

    It is interesting. Very Happy
  •       
     Topic: Search to find game
    MKHom
    Junior Member
    Cadet

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    June 2004
      Search to find game Thu, 24 June 2004 13:05
    Hi Gang,

    I took a couple of stores but I finally find the game at one of my local game stores. I tried the search for stores on the website but they sent to stores in San Diego and to arizona. I was not planning to drive out that far. I guess the game is sold out is some areas and distributors are out too. I am glad I got a copy. There was one copy left it the store I was at in Diamond bar.

    Have fun.

    Mark
          
     Topic: Subscribe to "New/Updated" Scenarios?
    Contagion
    Member

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    June 2004
    Subscribe to "New/Updated" Scenarios? Tue, 29 June 2004 19:43
    With the flurry of scenarios being created and modified, would there be a way for DoW to generate a list of the changed/new scenarios that is sent in a daily email to people who subscribe?

    That would be a great feature, I think.
          
     Topic: 'Special Units' & Additional Units
    KippRyon
    Member

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    June 2004
      'Special Units' & Additional Units Wed, 30 June 2004 03:59
    Having played quite a bit of BC (prior to M44's release!), I noticed that Richard Borg included some special units in the 'official' scenarios (i.e., VMI cadets) and that this idea has also been included with M44 (i.e., Rangers, FFI, etc..).

    Additional 'official' unit types, however, were limited to the addition of Horse Artillery.

    Maybe the consideration of 'Self-Propelled' Artillery is not too far off, with the same thought applied to movement & range.
    (move 1 & fire or move 2 with no fire - both at a reduced range).

    Obviously, 'House Rules' can go to any extent plausable to those who wish to pursue them, but 'official' rules are normally accepted more readily in general.

    When/if Mr.Borg has the inclination and time, it will be quite interesting to see what will be released...

    ------------------------------------------------------------ ----

    While on the same thought, Richard also released the 'Jackson Campaign' for BC at Origins & GenCon in 2000 (a year after the release of BC in 1999).

    Hopefully, a supplement release of 'official' scenarios based upon an operational 'theme' will be in his future.

    To that end, Benji and I are currently working on Italian campaign scenarios (total 4-6) and any assistance or ideas would be appreciated. Benji has already developed a good scenario for 'Operation Avalanche: The Salerno Landings' and I am currently working on the Anzio scenario.

    If interested in Benji's scenario (for furthur playtesting and modifications), please let him know.

    If interested in providing your own '2 cents worth', the US Army has a great site for this type of research:
    http://www.army.mil/cmh/online/Bookshelves/WW2-EAME.htm

    And it's good reading, too...



          
     Topic: Got my Game at Last
    Old-blood-n-guts
    Junior Member
    Cadet

    Posts: 16
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    April 2004
    Got my Game at Last Wed, 30 June 2004 20:40
    Hi Guys
    At last I could pick up my copies from my local games shop. Two Copies of M'44 I'm well impressed with quality of the game. And intend to run a club event shortly. I'm buying my miniatures to replace the AFVs and AT guns in 1/300th scales as I think this will give more room on a hex. And will be buying more infantry pieces in 15mm so I can represent not only US troops but Brits and Paras etc.

    Fantastic game I look forward to more add ons in the future Nod
          
     Topic: Rev Me..P.S.
    player20952
    Junior Member

    Posts: 18
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    June 2004
    Rev Me..P.S. Wed, 30 June 2004 22:21
    P.S.
    I hope to figure out a way to get all these scenarios up where you guys can all enjoy them. Unfortunately my computer is one dredged up from the "Titanic" and it really gives me fits. I'm working hard at it though. Will turn them over to a buddy if I have too. Thanks for your interest.
          
     Topic: Barrage and French Resistance
    Brummbar44
    DoW Content Provider
    Artillery Specialist

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    June 2004
    Barrage and French Resistance Fri, 02 July 2004 23:42
    While playing Vassieux Vercors we had an interesting situation come up.

    A French Resistance unit was hit with a 'barrage' card (this actually would also apply to the 'air power' card). A flag was rolled. Can the unit retreat 3 even though the card specifically states retreat 1 hex?

    I would have to say yes..."retreating 3 hexes instead of the standard 1 on ANY retreat flag rolled" (page 12)

    Thought this might be a good preemptive for any who also came across this situation.

          
     Topic: Scenario trade for Sword Beach
    Finandir
    Junior Member
    KS Backer - Triton

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    July 2004
    Scenario trade for Sword Beach Sat, 03 July 2004 05:53
    If anyone is willing to trade me the Sword Beach scenario, I have a nicely scanned PDF copy of the St. Lo scenario from Game Trade Magazine. This looks much nicer than the posted copy (though it has identical information) and prints out on one page instead of two.

    Thanks,

    -Rodney
          
     Topic: Operation Dragoon (It works now!)
    komichido
    Member
    Cadet

    Posts: 57
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    June 2004
    Operation Dragoon (It works now!) Wed, 07 July 2004 08:54
    Here is a scenario I was working on. I have not had a chance to play it all the way through, so if anyone wants to test it out and let me know if there are any balance issues or problems let me know. Also need to know how to post this in the scenario area, kind of new to this. Thanks for any help and input.

    http://www.geocities.com/komichido/OpDragoon.html

    Joe Knight

    I figured out how to get the word doc posted up. It is probably a backward way of doing it but It was my first time. If anyone has an easier way of doing this sort of thing let me know. Very Happy

    [Updated on: Wed, 07 July 2004 18:20]

          
     Topic: Scenario Editor - Overlord Edition
    KippRyon
    Member

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    June 2004
      Scenario Editor - Overlord Edition Mon, 12 July 2004 05:12
    Any plans on providing the ability for the Scenario Editor to be able to create 'Overlord Edition' (2+ board) scenarios?

    If this is already available, please detail the process.

    Our group greatly enjoys the added features the expansion rules provide.

    Thanks.

          
     Topic: New Scenario: Utah Beach
    stuka pilot
    Junior Member

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      New Scenario: Utah Beach Mon, 12 July 2004 06:40
    Someone wanna playtest this??? OH, and while your at it I have some others up there on the Scenario Front as well Razz Razz Razz

    Thanks. Wink

    [Updated on: Mon, 12 July 2004 07:00]

          
     Topic: New Scenario: Breakthrough at Sainteny
    Benji
    Member
    Leutnant

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    May 2004
    New Scenario: Breakthrough at Sainteny Sat, 17 July 2004 16:12
    This one is based on historical info, even if it's on a platoon level. See a great battle account by Fritz Langecke on www.dasreich.ca
          
     Topic: Commercial break!
    eker
    Junior Member

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    July 2004
    Commercial break! Thu, 22 July 2004 19:59
    3 ea scenarios are now public. All with difficult desicion opening moves as high priority.

    1. Missing link.

    In real life - 1. Div (Omaha beach) moved left to link up with British forces. In this scenario they encounter a small coastal artillery - fictional - but very likely they did in real.

    2. Utah Beach -planned site

    American forces drifted off (lucky guys) to landing site with less defensive strongholds. In this "what if" scenario they hit the planned site with a much stronger opponent. Hope you enjoy minefield special rules.

    3. Slam the door closed - Cherbourg

    Grand scale battle of entire Cherbourg peninsula second week. Tried to put major rivers -woods and cities as real as possible. But of course a lot of adjustment made to make it playable and exciting.

    Pay for none -and get 2! Additional Bonus: pick a 3. scenario!!!

          
     Topic: OverLord and MultiPlayer
    GamesLore
    Junior Member

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    July 2004
    OverLord and MultiPlayer Fri, 23 July 2004 02:53
    First go at Overlord tonight, 4 of us, 2 played before, 2 novices.

    1st Game - Allies 7 Axis 3 (Axis conceded)

    Played according to the rules but both novices felt that they hadn't got good interaction as experience played the Generals, one on each side and the novices felt that they were just taking orders and with a large majority of Command cards on our side the Allied novice saw precious little decision making.

    We all agreed we weren't entirely comfortable playing the rules as shown so we agreed some house rules and tried them out.

    2nd Game - Allies 3 Axis 8

    House rules were:
    1) a player owns left, middle and right of the board they are sat in front and get 4 cards each
    2) a round consists of 4 card plays, 1 for each player which could be varied from round to round, play alternating Axis to Allies, then Axis to Allies
    3) at the beginning of a round 1 card could be traded to / from a player on the same side with discussion allowed
    4) ignore the ability to play any Recon card as a Barrage card as we felt that was quite overpowered the 1st time we played

    We all felt this played a lot better and was more balanced for enjoyment for all. The axis advantage of starting first is negated on one front because the allied player on the other board typically played before his opponent which led to some frantic negotiation when both Axis players wanted to go either 1st or 2nd.

    Other thoughts were:
    1) perhaps play Artillery in a bunker as only being able to fire in a 180 degree forward arc depending on placement of bunker
    2) Artillery retreat could be men and not artillery, since they aren't infantry you wouldn't get 4 and 2 but 3 and 1 instead.

    I think this game plays great solo as well, I just have to leave the game for half an hour between moves, do some work and when I go back to it I can't remember what cards the opposition has, the only time I have found not having a good memory so ideal and not just a cop out for forgetting my better halfs birthday ! Confused

    [Updated on: Fri, 23 July 2004 02:55]

          
     Topic: New Overlord Version Scenario: Operation Jupiter, June 28-July 23, 1944
    KippRyon
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    New Overlord Version Scenario: Operation Jupiter, June 28-July 23, 1944 Fri, 23 July 2004 06:03
    Have posted our group's third Overlord Version scenario:
    Operation Jupiter, June 28-July 23, 1944. (It's a FUN one!)

    We think we're getting better (*not perfect*) at it.

    If you're looking for Overlord scenarios other than the official "Omaha Beach", please check-out/play/rate/AAR any of the following:

    Operation Jupiter - Overlord Version
    ST-LO (Battle of the Hedgerows) Overlord Version
    The Falaise Pocket - Overlord Version

    Any questions, comments, suggestions, ideas, etc...are welcome (and usually needed).

    Enjoy!!!

    P.S. - Thanks to all the authors' of memoirs, web sites, books, reference materials and official army documents that were used in these scenario creations.
          
     Topic: Memoir '44 - Custom (Pick-Up Game) Scenario Rules - Feedback Welcome!
    KippRyon
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    Memoir '44 - Custom (Pick-Up Game) Scenario Rules - Feedback Welcome! Sat, 24 July 2004 08:27
    Our gaming group has drafted the following, for fun... and pending additional Overlord Version scenarios.


    MEMOIR 44

    OVERLORD VERSION
    CUSTOM (PICK-UP GAME) SCENARIO RULES

    DRAFT Version 1.0


    These rules are designed to allow for (pick up) games in which no official Overlord Version scenario exists. They are for use with the Overlord Version Memoir 44 rules supplement. These rules are designed for 2 map scenarios.

    COMMAND CARDS

    Axis - 8 Command Cards
    Allied - 8 Command Cards

    MAP (TERRAIN TILE) SET UP

    Each side determines the placement of all of the 44 terrain tiles available on 1 of the 2 maps. A minimum of 10 and a maximum of 15 terrain tiles must be set up in each sub-section. A minimum of 1 and a maximum of 3 terrain tiles must be set up in each row, (the hexes left-to-right) unless the tile is a RIVER hex.
    RIVER hexes must be a minimum of 6 adjoining tiles in length (tiles must join). 1 bridge terrain tile must be placed in a river hex for each 6 river tiles placed. No more than 1 bridge tile may be placed per section.
    No terrain tiles may be set up in the adjoining half hexes between the maps.

    UNITS

    Each side purchases the units they will use according to the Unit Points section. You may not purchase more units (or unit types) than are physically available in 2 copies of the game. The 3 Field Generals and the C-in-C each use ¼ (rounded down) of the total points available for purchase. (Typical points 300-400 per side. In order to balance the game for the AIRPOWER cards, the Axis side is allowed 15 more points than the Allies).
    Each side should keep their purchased unit types a secret from the other side until the Unit Set-Up phase.

    UNIT POINTS

    POINT COST/UNIT TYPE

    10 INFANTRY
    15 SPECIAL FORCES
    20 ARMOR
    25 ELITE ARMOR
    30 ARTILLERY
    10 SANDBAGS, WIRE, HEDGEHOG

    MAP SIDE DETERMINATION

    Each side rolls a D6 die. Re-roll any ties. High die chooses which side (prior to the auction) of the map to enter.

    AUCTION for Map Side Determination

    The loosing side of the Map Side Determination may choose to auction a unit to buy the choice of map side entry. Auctioned units are removed from the available units for the bidding side. Counter auctions are permitted, one unit per bid, which must meet or exceed the unit point value in auction.
    A maximum of 100 points of units may be auctioned. If both sides auction the maximum of 100 points, the side with the initial high die roll from Map Side Determination chooses which side of the map to enter.

    UNIT SET UP

    The side which wins the first choice in the MAP SIDE DETERMINATION phase places their unit first.
    Units are placed in alternating fashion.
    Each Field General MUST place their purchased units in their own section. The C-in-C may place his purchased units in any combination of the sub-sections. The C-in-C places his units after all (both sides) Field Generals have placed their units. Each side may start with a maximum of 1 unit on the second row of each sub-section from the starting edge. All other units must start on the edge. A minimum of 1 and maximum of 3 units may be placed in each sub-section.

    FIRST MOVE

    Each side now rolls a D6 die. High die chooses which side moves first.

    VICTORY CONDITIONS

    12 Medals.
    Each side is awarded 1 Victory Medal for each enemy unit eliminated, or each friendly unit that exits the enemy side of the map.

    OPTIONAL RULES

    INITIATIVE

    Before each turn (i.e., after each side has completed 1 turn), roll 1 D6 die. High die chooses which side moves first for the current turn. Re-roll any ties.


          
     Topic: Victory Medals
    Brummbar44
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    Victory Medals Sat, 24 July 2004 21:21
    Just curious how everyone handles the placing of the victory medals?

    At first we just put the medals on the board where there were objectives and would take them off as we captured them... then we graduated to leaving the objective medal in place and just taking a spare one to represent it on the score track.

    Now we place two medals, one on top of the other on each objective. We use them in a fashion to show who controls... so when it's an allied objective, for example, we place an allied marker face up then an Axis marker on top of it. When the Allies capture the objective they remove the Axis marker to place on their track and leave the Allied marker exposed. Seems to work the best so far.

    Any other ideas or methods?
          
     Topic: Thanks Richard, for the fine games at Historicon
    AnglePark
    Senior Member
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    June 2004
    Thanks Richard, for the fine games at Historicon Mon, 26 July 2004 14:42
    First, thanks Richard for being such a great host at Historicon. You were more than gracious, and it was a fabulous experience to share some M44 games with you and other attendees. My brother and I had an absolute blast, and we'll see you again next year (or sooner, if we make it to Gettysburg in November).

    Historicon was a blast, and my brother and I played M44 Friday and Saturday night. I taught him the game Friday night, and Saturday night we each played 3 games of Overlord: Omaha. My brother ended up being the only allied commander to win, and it was the last game of the night! Wouldn't you know it - I just taught him to play the night before! Laughing

    We played together as German field commanders in the first game, then faced off as overall commanders in the second. I took the allied side, and got off to a huge start, but it bogged down and he crushed me 8 to 4. He took a break while I ran the German side as the overall commander, then he finished the night (while I took a break to shoot some pics) with that exciting game and won (with the Allies) 8 to 6. Whew!

    Richard's tables were absolutely full both nights, and everyone had a great time. I bought my second copy, and my brother his first. I'm sure his friends will follow with purchases soon.

    Thanks again Richard, and take care!

    -Barry

    [Updated on: Mon, 26 July 2004 14:46]

          
     Topic: Any Guadalcanal historians out there?
    gunhawk
    Senior Member
    Major

    Posts: 169
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    June 2004
    Any Guadalcanal historians out there? Mon, 26 July 2004 17:49
    I'm working on a "Battle of the Tenaru River" scenario and I'm having a hard time finding photographs of the Ilu River, AKA "Alligator Creek".

    For those of you that haven't read about this famous action, the battle was not actually fought on the Tenaru River, but rather on the Ilu River. It is also known as the Battle of Hells Point.

    A *very* brief history:

    On August 21st 1942 Colonal Kiyonao Ichiki leading a 900 man force attempted to cross the Ilu River at it's mouth and ran into the fixed positions of the 2nd Battalion 1st Marines on the opposite bank. It turned into a slaughter. 800 Japanese were killed vs. 34 marines killed and 37 wounded.

    This wouldn't have made a very good game, but Ichiki sent a detachment further upstream to flank the Marines. That action might be pretty interesting.

    So far I have a pretty good photo of the Ilu where it meets the sea. The photo also shows a small part of the "inner" Ilu, but it's long distance shot. I also have a scenario from the Avalon Hill General volume 28 #5 titled "Alligator Creek". It looks like an attempt to re-create the battle upstream. I'm probably going to (ahem!) "borrow" the format. Smile But I need to confirm a few details.

    Was there a plank bridge in this area?

    Did the vegetation grow right down to the water on the "inner" Ilu, or were the banks at least partially clear?

    How many Japanese soldiers were there in the detachment that went upstream? It looks as though it might have been an entire Company reenforced by Engineers.

    Any other confirmed details would be greatly appreciated. *Especially* a photo of the inner Ilu River.

    Thanks in advance.
          
     Topic: New Overlord Version Scenario: Kampfgruppe Peiper - Ardennes - December 19-23, 1944
    KippRyon
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    New Overlord Version Scenario: Kampfgruppe Peiper - Ardennes - December 19-23, 1944 Sat, 31 July 2004 01:46
    Have posted another Overlord Version scenario:
    Kampfgruppe Peiper - Ardennes - December 19-23, 1944

    If you're looking for Overlord scenarios other than the official "Omaha Beach", please check-out/play/rate/AAR any of the following:

    Kampfgruppe Peiper - Ardennes - Overlord Version
    Operation Jupiter - Overlord Version
    ST-LO (Battle of the Hedgerows) Overlord Version

    Any questions, comments, suggestions, ideas, etc...are welcome (and usually needed).

    Enjoy!!!

    P.S. - Thanks to all the authors' of memoirs, web sites, books, reference materials and official army documents that were used in these scenario creations.
          
     Topic: WBC Memoir Tournament
    RBorg
    Game Designer
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    WBC Memoir Tournament Wed, 11 August 2004 04:02
    Memoir '44 Tournament at WBC
    As reported by Richard Borg, 2004

    173 tournament games in three days kept us very busy, but it was Great Fun!

    In Thursday's heat there were 54 players and in Friday's heat there were 48 players, for a total of 102 but actually 11 guys from Thursday played again on Friday so we were just shy of 100 mark. One little disappointment was that on both days there was a lack of table space, which prevented some who, wanted to play entrance. My apologies to those we turned away and a big thanks to all of you that stepped aside to let others game.

    I did not bring a camera. I'm a dope, but you can imagine, it was quite a sight. Perhaps some of you attending, who took some shots of the event, could share them with the community.

    Tournament Overview - Our WBC tournament format required that players be divided into a set of 6 players. A player always played the same side, Axis or Allied in his/her set. A player played three scenarios against 3 different opponents. The two heats featured three new scenarios: Gold, Juno and Utah Beach.

    Before you get too excited, I believe Days of Wonder is creating a Tournament Kit that will include this "Four Star Scenario Pack" that will include these beach scenarios and "Operation Spring" July 25, 1944.

    Victory - The three Axis players and the three Allied players that won the most medals, in the Thursday and Friday heats, advanced into the semi-finals on Saturday. Basically all the Axis players were competing against all the other Axis players and all the Allied players were competing against all the other Allied players for the most medals.

    A recap of the battles gave an edge to the Allied side.
    Allies / Axis
    Gold 26 25
    Juno 32 19
    Utah 39 12

    AARs
    Axis... I know now what German field commanders on the beaches must have felt, not enough men to fill all the gaps. Just hold out...
    Allies... We won the beaches, but our casualty count was severe.

    The Saturday semi-finals followed the same format as the heats of the prior two days.
    Semi-Final Players
    Steve Lollis
    Greg Wilson
    Jonathan Young
    Tony Musella
    Robert Eastman
    Rob Kircher
    Ed Bielick
    Paul Bean
    John Vasilatos
    Scott Sirianna
    Scott Edwards
    Bob Heinzman

    Semi-Final Scenarios
    Toulon - from Rule Book #10
    Sword Beach - from Rule Book #3
    Operation Spring - from Tournament Four Star Scenario Pack

    Allies / Axis
    Toulon 4 / 2
    Sword Beach 5 / 1
    Operation Spring 2 / 4


    The final match followed the semi-final games, Robert Eastman and Steve Lollis advanced.

    The finals consist of two games. The attack on Hill 192, St-Lo, was played twice, where the players alternate sides after the first game. The player winning the most medals in these two games became the first WBC Memoir '44 champion.

    Robert took the first game 6 to 4 and had fewer figures lost (tiebreaker) 24 to 25.
    But Steve came back and won the second game 6 to 3.

    Congratulations to Steve he played some very tough opponents to take WBC wood and thanks again to all who participated.

    Richard Borg
          
     Topic: New Scenario Posting - Carpiquet Airfield - July 4-5, 1944
    KippRyon
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    New Scenario Posting - Carpiquet Airfield - July 4-5, 1944 Thu, 12 August 2004 03:18
    In the reworking of Operation Epsom, around July 2nd and 3rd, the job of taking Carpiquet, an industrial suburb of Caen which included the airfield, was allotted to the Canadians.
    It was clear to both sides that the Allied capture of Carpiquet was strategically essential in the attempt to take Caen by encirclement, and that if the Germans lost the high ground covered by this little town, it would be impossible for them to continue to hold Caen.

    Please feel welcome to send comments, suggestions, and ideas - and ESPECIALLY fill in those After Action Reports and Ratings.

    Enjoy!
          
     Topic: changing the rules
    jotto
    Junior Member

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    August 2004
      changing the rules Fri, 13 August 2004 00:43
    ive just created a map that completely changes the rules called archipelago battle. if u r looking for a completely different way to play try it! this is also my first map. i plan to make a few more of these.
          
     Topic: New Scenario Posting - Carentan: Counterattack - June 13, 1944
    KippRyon
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    New Scenario Posting - Carentan: Counterattack - June 13, 1944 Sat, 14 August 2004 06:15
    New Scenario Posting - Carentan: Counterattack - June 13, 1944

    The Germans had desired to launch a counterattack against Carentan on the 12th of June, having pulled out most of the remaining defenders from the 6th Fallschirmjäger Regiment overnight on June 11th.

    By June 12th, the US had consolidated the town and pushed the 506th PIR out to the high ground southwest of town, where they had dug in amongst the hedgerows.
    The next day, the 37th SS PG Regiment struck the US 101 Airborne (depicted in HBO's Band of Brothers).

    The Germans apparently want Carentan back and are launching a major counterattack.
          
     Topic: Making Hills
    Brummbar44
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      Making Hills Sat, 14 August 2004 19:27
    There is a new tutorial for Making Hills on my fan site - http://www.brummbar44.com for those who are interested.
          
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