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wills2084
Junior Member
Cadet

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April 2014
What are your house rules? Sun, 22 February 2015 16:38
I had started reading other peoples house rules in another thread and thought it would be great to start its own thread. Here is my one house rule I play with:

-At any one time either play can play any one card as a recon 1 card for any section. Then draw 2 cards and choose one to keep.

I find this really helps heal a dead hand if you can't seem to counter an attack with anything. What are some other house rules you guys play with?
      
Dree
Senior Member
Oberleutnant

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February 2010
Re:What are your house rules? Mon, 23 February 2015 01:01
The early war vs late war Air Power rules.

Retreating (by flag) over a mine field calls for a die roll.
      
50th
Senior Member
Armor Specialist

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October 2006
Re:What are your house rules? Mon, 23 February 2015 04:54
All Japanese and Italian armor have two figures, due to those being lighter armored than other nations tanks.

Also, I use my own air rules, found on my user project page.

[Updated on: Tue, 24 February 2015 03:46]

      
Fred the Obscure
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Lieutenant

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April 2006
Re:What are your house rules? Mon, 23 February 2015 12:52
I have four house rules:

1. When drawing two cards with a Recon 1, both cards get added to the cards held, and any one card for the total cards held can be discarded from the hand. (helps to shift dead wood )

2. Artillery figures are "killed" when a "infantry" result is rolled, as well as the normal "hand grenade" - only when being close assaulted by infantry though ( or cavalry)

3. We use the breakthough deck version of "Medic and Mechanics", even in standard scenarios.

4. We use the breakthough deck version of "Air power", even in standard scenarios.

Actually we mostly play with the Breakthrough deck for standard scenarios, and just ignore the "on the Move" section.
      
wills2084
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Cadet

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April 2014
Re:What are your house rules? Mon, 23 February 2015 14:48
Fred,
I have to say I like your recon 1 card rule better than mine! Also, the breakthrough medics and airpower are great too! The artillery one is interesting I might add! Great info guys! Thanks!
      
sam1812
Senior Member
Brigadier General

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August 2006
Re:What are your house rules? Mon, 23 February 2015 14:59
In general, I play the official rules. Only minor exceptions, all of which have their basis in official sources:

1. In Overlord with Combat card, the official book says 1 Combat card per Field General, but Richard Borg often makes it 2 apiece to spice things up. I lean toward that.

2. In Overlord with Air rules, some time after the fact there was an official ruling that the default is 2 Air Sorties in the deck, if not otherwise specified. In most cases, I prefer using all 4 that come in the deck.

3. In "Overthrough" (or "Breaklord") scenarios, I think it's logical to use the Breakthrough deck (because of On the Move and Medics), but with applicable Overlord rules (such as Recon 1 and TFH), as well.
      
Vlec
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Stiff Upper Lip

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February 2010
Re:What are your house rules? Mon, 23 February 2015 23:05
Fred the Obscure wrote on Mon, 23 February 2015 08:22

I have four house rules:

1. When drawing two cards with a Recon 1, both cards get added to the cards held, and any one card for the total cards held can be discarded from the hand. (helps to shift dead wood )

2. Artillery figures are "killed" when a "infantry" result is rolled, as well as the normal "hand grenade" - only when being close assaulted by infantry though ( or cavalry)

3. We use the breakthough deck version of "Medic and Mechanics", even in standard scenarios.

4. We use the breakthough deck version of "Air power", even in standard scenarios.

Actually we mostly play with the Breakthrough deck for standard scenarios, and just ignore the "on the Move" section.


Your recon 1 idea is excellent, and it does allow you to get a better hand for sure...or at least it should Wink, the close assault on artillery is a good idea too.

I know this game is meant to be a simpler game=less rules but sometimes you do need to make a few changes to make the game more fun.

I have been playing by the rules as written but I may add the recon 1 houserule for sure Smile
      
sniperscout
Member

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August 2008
Re:What are your house rules? Wed, 25 February 2015 23:44
In general I use the rules as published the only exception being the Air Rules where I use those that 50th kindly produced as these make far more sense to me than the official ones
      
tinsoldier
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FFM44 Member

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December 2010
Re:What are your house rules? Thu, 26 February 2015 13:03
1/ Use 2 figs for Tiger tank unit, and count Armor and Grenade as hit when re-roll.
Same number of dice needed on average to kill the unit, but chance less a factor.

2/ Same idea for patrol car: 3 figs, count Infantry and Grenade as hit when re-roll.
      
Frostberg
Member
Major

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June 2011
Re:What are your house rules? Thu, 05 March 2015 10:57
My one and only houserule: Dont use "out of ammo" if you are playing a breakthrough map.
      
50th
Senior Member
Armor Specialist

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October 2006
Re:What are your house rules? Thu, 05 March 2015 14:32
I also use infantry and grenade as a hit on the re-roll on Patrol Cars. I also use some house rule units and rules found on this chart:
http://cdn.daysofwonder.com/uploads/userpages/272628/_5992.p df

And my house rules for Tiger tanks and Light Tanks:

http://cdn.daysofwonder.com/uploads/userpages/272628/_6292.p dfhttp://

http://cdn.daysofwonder.com/uploads/userpages/272628/_4276.p df

And of course, my before mentioned air rules (where ground units can fire at air units):

http://cdn.daysofwonder.com/uploads/userpages/272628/_6025.p df

      
Sgt Welsh
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Bring Boys Back Home

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May 2004
Re:What are your house rules? Sun, 08 March 2015 14:44
Hi,
I use these rules :
Quote:


MODE DE JEU : "Advanced M44" -

1) CARTES DE COMMANDEMENT :
----) a) Chaque joueur peut défausser toute carte de commandement "tactique" dont il n'a pas l'usage . Main de base ou pioche.
ex : pas de chars et d’artillerie donc les cartes impliquant ces armes sont défaussées lors du tirage et une autre carte est piochée.

----) b ) Lors de son tour, un joueur peut défausser une carte de commandement de type "section" , jouer une unité dans n'importe quelle section et piocher une carte.

----) c) A tout moment, un joueur peut défausser entièrement sa main et piocher de nouvelles cartes mais il ne pourra activer aucune unité. Cela, deux fois au cours d'une partie. Toutes les cartes sont défaussées, aucune gardée.

2) Tout jet de dés sur carte tactique de commandement doit activer au moins "UNE" unité. Si aucun résultat sur un jet de dés, relancer.

3) règle de suppression ...Voir ci-dessus.
- deux étoiles : suppression de tir le tour ennemi suivant seulement. (un marqueur étoile).
- trois étoiles : suppression de tir et mouvement le tour ennemi suivant seulement. (deux marqueurs étoile).

LES MINES:
Tous déplacements qu'il soit volontaire ou non dans un champ de mines entraine un jet de dés correspondant au nombre indiqué sur la mine de l'hexagone moins un dé pour le possesseur du champ de mines.

L'AVIATION:
Un dé pour chaque camp sauf si supériorité aérienne majeure 2/1 dés. De plus, ce n'est plus quatre mais deux hexagones adjacents qui sont visés (moitié moins)!
C"est surtout au scénario de définir l'emploi de la carte et donc le nombre de dés pour chaque camp de 0 à 2 dés par hexagone.

LES BUNKERS:
A distance, l'artillerie tire sur les bunkers (abris bétonnés) comme les blindés (1 dé de base sauf si une carte de commandement donne un bonus de dé). Donc, de base un dé seulement. Les casemates moins renforcées suivent la règle

L'ARTILLERIE:
Elle est attaquée au contact comme de l'infanterie.


LES SUPPRESSIONS

Nombre d'étoiles dans un tir (jet de dés) :

1) deux étoiles : suppression de tir pour l'unité le tour suivant ( mettre un pion "cible"). Elle peut se déplacer sans tirer donc.
2) trois étoiles : suppression de tir et de mouvement le tour suivant. (mettre un pion "étoile de bataille").

NB : d'autres marqueurs peuvent être utilisés selon convenance personnelle.

Spécial :
a) la carte de commandement tactique "médecins & mécaniciens" peut enlever la suppression et être jouée normalement sur une unité supprimée 1) ou 2)!
b) un unité supprimée ne peut pas utiliser la carte de commandement tactique "Embuscade".


Mainly, i try to open the game at the level of the cards. I try to avoid the player to be not able to play his side due a default of cards.

So, twice in a game you can discard the cards and have another ones but you cant play this turn. All cards are thrown!

You can activate one unit in one section when playing a "section card". Anyone can activate one unit.

A "tactical card" which cant be used by one player because he dont have such unit can be discard, he draws another one.
So no tanks, i discard the the cards with tanks. The same with artillery card.

One mainly rule is also that any "tactical card" (grey cards) must activate at least one unit vith dices if not so, dices must be rolled again!

Suppresion is also in duty :

Two star dices in one roll = no fire for this unit next turn only

three star dices in a roll = no movement and fire next turn for this unit. Use markers you want.

Otherwise, mainly, artillery is attacked in close combat like infantry.

Regards.

[Updated on: Sun, 08 March 2015 14:51]

      
Achtung Panzer
Senior Member
Leutnant

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December 2007
Re:What are your house rules? Sun, 08 March 2015 15:34
Beach medals = 1:1 swap ratio for D-Day landings scenarios i.e. not 2 medals or Allies.

Breakthrough rules for Dig In and Medics & Mechanics in base games.
      
questioneer
Member
Major

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July 2012
Re:What are your house rules? Mon, 09 March 2015 16:34
Air pack, movement of 6 spaces instead of 4...why should tanks go nearly as fast as armor??? Besides this helps keep planes alive longer I think.
      
50th
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Armor Specialist

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October 2006
Re:What are your house rules? Mon, 09 March 2015 22:44
Check out my air rules in my above post. A typical WWII aircraft flies at 300 mph, while the average WWII tank moves 20 to 30 mph. This is why I wrote my own air rules.


      
    
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