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questioneer
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Dday Landings suggested house rules Mon, 09 March 2015 04:47
We've played Dday twice already with the full 12 players. We will be playing a third time this month or April. These are the house rules we use and it seems to balance the game nicely and make it more interesting...

D-Day Landings Rule Changes (Balance Purposes)

Minefield Rules are in effect- Axis choose 8 minefields to lay out on empty beach, coastline hex or empty hex adjacent to beach hexes. (there are no zeros)

Beach Control Rules are reduced for Allies- 1 medal per beach section instead of 2.

Blown Bridges Rules are in effect- 1 bridge may be blown using any Recon 1 card Roll 2 dice- star or grenade blows bridge. If there is a unit on the bridge, it is eliminated for a medal. Medal on bridge is eliminated (do not draw 2 cards after).

Big Guns- are reduced to 1 medal for Allies instead of 2.

Juno Airfield- can be used as an entry point for Axis as long as it is not controlled (see Bridge Control rules).

Heroic Leader rules in effect- 4 stars on reinforcement roll- place with any infantry unit- can ignore one flag and +1 die when rolling- when unit is eliminated, roll 2 dice- if star is rolled Heroic Leader is eliminated and counts as a medal for the opponent, otherwise he moves to the nearest infantry unit.

[Updated on: Mon, 09 March 2015 04:49]

      
Antoi
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Re:Dday Landings suggested house rules Mon, 09 March 2015 08:59
How long does a game take with these house rules?

The bridge destruction rules especially look good.
      
questioneer
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Re:Dday Landings suggested house rules Mon, 09 March 2015 16:25
Antoi wrote on Mon, 09 March 2015 03:59

How long does a game take with these house rules?

The bridge destruction rules especially look good.


Yes with equally experienced players, Allies have the upperhand. To balance the game, the first two rules- minefields and reduced beach medals are a MUST. Axis were allowed to secretly place the minefields and it helped slow the Allies down a bit. Omaha was especially nasty. Reducing the beach and big gun medals were also very helpful. Bridge destruction is a double edged sword because if you blew up a bridge you could get a medal or take away a medal but lose mobility on your map, nice end game gambit though. Heroic leader can benefit either side who gets it and we thought it adds to the contextual flavor of the scenario...of course ALL were heroic leaders that day. The game starts slow but plays fast once you get going...approximately 5-6 hrs...not including setup time...about an hour. We plan to play it 2-3 a year. Maybe once in the spring and once in the fall.
      
tank commander
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Re:Dday Landings suggested house rules Mon, 09 March 2015 23:18
questioneer wrote on Sun, 08 March 2015 23:47

We've played Dday twice already with the full 12 players. We will be playing a third time this month or April. These are the house rules we use and it seems to balance the game nicely and make it more interesting...

D-Day Landings Rule Changes (Balance Purposes)

Minefield Rules are in effect- Axis choose 8 minefields to lay out on empty beach, coastline hex or empty hex adjacent to beach hexes. (there are no zeros)

The problem I see here is that the Allies start with no Combat Engineers. Although the beaches that have Hobart Funnies could equip with Minesweepers, the other beaches could not remove any mines unless they got a CE infantry with a Reinforcement roll.

Beach Control Rules are reduced for Allies- 1 medal per beach section instead of 2.

A house rule I like better is that the Allies do not get medals for any of the beaches until they control all three beach sections on a map. The Germans would still lose a medal for a lost section.


Blown Bridges Rules are in effect- 1 bridge may be blown using any Recon 1 card Roll 2 dice- star or grenade blows bridge. If there is a unit on the bridge, it is eliminated for a medal. Medal on bridge is eliminated (do not draw 2 cards after).

An interesting rule.

Big Guns- are reduced to 1 medal for Allies instead of 2.

I agree here. A Big Gun in a bunker is 2 Allied medals waiting to happen.



Heroic Leader rules in effect- 4 stars on reinforcement roll- place with any infantry unit- can ignore one flag and +1 die when rolling- when unit is eliminated, roll 2 dice- if star is rolled Heroic Leader is eliminated and counts as a medal for the opponent, otherwise he moves to the nearest infantry unit.

Umm, if I roll 4 stars chances I am taking a goodie like a Tiger (Germans), Elite Tank or Supported Tank or Mobile Arty (Allies) over a Heroic Leader. You may wish to use a three star roll to make the Leader an option.



      
tank commander
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Re:Dday Landings suggested house rules Mon, 09 March 2015 23:35
I play with the rules as written. I have won a few times with the Germans on single maps. But it is surely an uphill struggle and you really need a good deal of luck along the way.

I do however see the gross imbalance in the D-Day Landings scenarios and it is due to the following:

1) The 2/1 beach control rule

2) The 2 medal Big Gun for the Allies

3) Reinforcements help the Allies a lot more as the Allies usually get more (as they usually roll more dice) and theirs get into action faster (esp if they control 2 adjacent beach sections). The German reinforcements have too far to travel and often spare orders cannot be given to them to move them up every turn. Only lucky rolls which give the Germans panzers early enough can make an impact.

4) The play of Assault cards heavily favor the Allies as they usually have at least 2 times the units in a given sector than the Germans.

Perhaps the scenarios should have had some time limit (day - night rolls) and state that the Allies need to gain certain objectives before their time runs out. Giving the Allies forever to win seems to exceed the "Longest Day" that they actually had.

Also some consideration should have been made for the number of Allied units lost.

All food for thought for those who wish to tinker.
      
Dree
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Re:Dday Landings suggested house rules Tue, 10 March 2015 00:05
Nothing interesting to add here, except that I find this topic very interesting. Move to see all those good ideas, will try it out soon.
      
Aussie_Digger
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Re:Dday Landings suggested house rules Tue, 10 March 2015 04:42
I must admit I am very reluctant to change any of the standard rules just yet. My gaming group has played many scenarios (around 12) of D day landings in 1, 2 & 3 map formats and we would be sitting at about a 50% win rate for both side.

If i found the Allies to get the upper hand to much I would probably look at making beaches worth 1 medal for both sides and getting rid of the off board artillery (recon 1 can call in) let the on board ships do their work.

But as I said I haven't seen any reason to change anything yet.

Another thing I have noticed is when playing 2 and 3 map scenarios the side that wins tends to win by a large margin. The single 2 player maps seem to be pretty good (had some very tense games with American Airborne), but we have found for group games the older overlord maps seem to be a much more exciting and closer game.

The novelty of the large scenario was very nice but I have to admit it is starting to wear off and we are looking for those more exciting games we were getting with overlord.
      
questioneer
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Re:Dday Landings suggested house rules Tue, 10 March 2015 04:57
tank commander wrote on Mon, 09 March 2015 18:18

questioneer wrote on Sun, 08 March 2015 23:47

We've played Dday twice already with the full 12 players. We will be playing a third time this month or April. These are the house rules we use and it seems to balance the game nicely and make it more interesting...

D-Day Landings Rule Changes (Balance Purposes)

Minefield Rules are in effect- Axis choose 8 minefields to lay out on empty beach, coastline hex or empty hex adjacent to beach hexes. (there are no zeros)

The problem I see here is that the Allies start with no Combat Engineers. Although the beaches that have Hobart Funnies could equip with Minesweepers, the other beaches could not remove any mines unless they got a CE infantry with a Reinforcement roll.

Yes, but you forget the Allies still have Air superiority rules and Off-shore bombardment along with a larger card hand. I don't really sympathize with the Allies as far as game balance here- they really do start with a ton of advantages. Out of all the rules, minefields balances the game the most- it also brings a gritty match to the beach- a lot of fun! Try it!

Beach Control Rules are reduced for Allies- 1 medal per beach section instead of 2.

A house rule I like better is that the Allies do not get medals for any of the beaches until they control all three beach sections on a map. The Germans would still lose a medal for a lost section.


Interesting...hmmm.

Blown Bridges Rules are in effect- 1 bridge may be blown using any Recon 1 card Roll 2 dice- star or grenade blows bridge. If there is a unit on the bridge, it is eliminated for a medal. Medal on bridge is eliminated (do not draw 2 cards after).

An interesting rule.

Yeah, its a little variation on the original blown bridges rule. A real double-edge sword for the Germans. It could help greatly or harm you if you don't consider the mobility aspects.

Big Guns- are reduced to 1 medal for Allies instead of 2.

I agree here. A Big Gun in a bunker is 2 Allied medals waiting to happen.


I debated whether to add this one but it is for the best. What convinced me was the extra advantages the Allies already have with this game.


Heroic Leader rules in effect- 4 stars on reinforcement roll- place with any infantry unit- can ignore one flag and +1 die when rolling- when unit is eliminated, roll 2 dice- if star is rolled Heroic Leader is eliminated and counts as a medal for the opponent, otherwise he moves to the nearest infantry unit.

Umm, if I roll 4 stars chances I am taking a goodie like a Tiger (Germans), Elite Tank or Supported Tank or Mobile Arty (Allies) over a Heroic Leader. You may wish to use a three star roll to make the Leader an option.

I considered that as well- here's the difference though- the Heroic Leader you can place on any current infantry unit- you don't have to enter on a LC or entry hex.




      
RBorg
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Re:Dday Landings suggested house rules Wed, 11 March 2015 04:35
Historically the Allies did make a successful D-Day Landing.

If you want a game with somewhat of a time limit, that flows into a second day, well we have already done so with the D-Day Landings expansion. I have been holding off on doing any posting about this until players have had a chance to experience the expansion in its many forms, single map, Overlord and the Ultimate D-Day Landings experience.

The multi-day Ultimate D-Day Landings experience, will totally require a little more time to play out, but we are very lucky because the owners at Sci-Fi-City in Orlando do not have a problem with us occupying a bunch of tables in the shop for 6 plus hours.

More to come, until then, keep fighting and have fun!

Richard Borg


      
rasmussen81
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Re:Dday Landings suggested house rules Wed, 11 March 2015 05:29
Awesome! We're going to get house rules from the designer of the game. That's one of the things I love about Memoir '44; we get to hear directly from the designer, and we have so much support from the fans and from DoW for this system!

I love the ideas, everyone, and hope you're having fun with the expansion. It's a regular event with my friends and we're having a blast every time! Cool
      
50th
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Re:Dday Landings suggested house rules Wed, 11 March 2015 06:55
I absolutely love it! I've posted pictures before of my solo games, and the double map game I played at a con. I've never played more than two maps, but with a con coming up in June... Rolling Eyes

      
tank commander
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Re:Dday Landings suggested house rules Thu, 12 March 2015 10:57
rasmussen81 wrote on Wed, 11 March 2015 00:29

Awesome! We're going to get house rules from the designer of the game.


I do not know if he is stating that these are his house rules he is going to pass along.

I do not want to read too much into Richard's post, but it may be possible he is talking about a new release for the Memoir '44 system from DOW (one that expands upon the D-Day Landings expansion)?
      
red_zebra
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Re:Dday Landings suggested house rules Fri, 13 March 2015 19:00
Thumbs Up to D-Day +1
      
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Re:Dday Landings suggested house rules Sat, 14 March 2015 16:16
tank commander wrote on Thu, 12 March 2015 02:57

rasmussen81 wrote on Wed, 11 March 2015 00:29

Awesome! We're going to get house rules from the designer of the game.


I do not know if he is stating that these are his house rules he is going to pass along.

I do not want to read too much into Richard's post, but it may be possible he is talking about a new release for the Memoir '44 system from DOW (one that expands upon the D-Day Landings expansion)?



I doubt this very much (though I could be wrong). I doubt it for the following reasons:

1) DoW has never created an expansion for an expansion. It doesn't make sense because the expansion would only appeal to people who already have the D-Day Landings expansion, which is a limited number of Memoir players.

2) Richard said he didn't mention this idea earlier so people could explore and enjoy the expansion as it was published. That indicates to me that it's an idea for people wanting even longer battles, but not a stand-alone addition.

But like I said, I could be wrong. Razz
      
Achtung Panzer
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Re:Dday Landings suggested house rules Sat, 14 March 2015 16:32
My reading of Richard's post is that, by making it harder for the Allies to win i.e. 1 Medal not 2 for each Beach you are extending the time frame of the game. So this could be seen as including D-day +1 where the Germans have been able to organise a counter-attack.

Richard made similar comments about the importance of time frame for scenarios about the offical Waterloo C&C:N scenario which specifically ends before the Prussians arrive.
      
questioneer
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Re:Dday Landings suggested house rules Wed, 18 March 2015 17:03
RBorg wrote on Tue, 10 March 2015 23:35

Historically the Allies did make a successful D-Day Landing.

If you want a game with somewhat of a time limit, that flows into a second day, well we have already done so with the D-Day Landings expansion. I have been holding off on doing any posting about this until players have had a chance to experience the expansion in its many forms, single map, Overlord and the Ultimate D-Day Landings experience.

The multi-day Ultimate D-Day Landings experience, will totally require a little more time to play out, but we are very lucky because the owners at Sci-Fi-City in Orlando do not have a problem with us occupying a bunch of tables in the shop for 6 plus hours.

More to come, until then, keep fighting and have fun!

Richard Borg




Hi Richard, I don't know if you can clarify, but do you mean that you will give us a secondary/optional setup or extended game with the current Dday landings map or is this completely new??? Also, what is on the horizon for M44 in the coming year or two???- if you are allowed to give hints...thanks for the great games!!! Smile
      
rasmussen81
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Re:Dday Landings suggested house rules Thu, 19 March 2015 05:06
questioneer wrote on Wed, 18 March 2015 09:03


Hi Richard, I don't know if you can clarify, but do you mean that you will give us a secondary/optional setup or extended game with the current Dday landings map or is this completely new??? Also, what is on the horizon for M44 in the coming year or two???- if you are allowed to give hints...thanks for the great games!!! Smile


Generally DoW is pretty close lipped about their plans so I don't know if Richard will be able to share much. We can always hope! Very Happy
      
questioneer
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Re:Dday Landings suggested house rules Thu, 19 March 2015 23:29
tank commander wrote on Mon, 09 March 2015 18:35

I play with the rules as written. I have won a few times with the Germans on single maps. But it is surely an uphill struggle and you really need a good deal of luck along the way.

I do however see the gross imbalance in the D-Day Landings scenarios and it is due to the following:

1) The 2/1 beach control rule

2) The 2 medal Big Gun for the Allies

3) Reinforcements help the Allies a lot more as the Allies usually get more (as they usually roll more dice) and theirs get into action faster (esp if they control 2 adjacent beach sections). The German reinforcements have too far to travel and often spare orders cannot be given to them to move them up every turn. Only lucky rolls which give the Germans panzers early enough can make an impact.

4) The play of Assault cards heavily favor the Allies as they usually have at least 2 times the units in a given sector than the Germans.

Perhaps the scenarios should have had some time limit (day - night rolls) and state that the Allies need to gain certain objectives before their time runs out. Giving the Allies forever to win seems to exceed the "Longest Day" that they actually had.

Also some consideration should have been made for the number of Allied units lost.

All food for thought for those who wish to tinker.

We see eye to eye on this tank commander, I completely agree...it will be interesting to see what Richard has in store to this as far as a "multi-day, time limit" scenario which probably includes some new objectives and the night visibility chart.

[Updated on: Thu, 19 March 2015 23:29]

      
Almilcar
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Re:Dday Landings suggested house rules Mon, 25 July 2016 01:01
Hello,

Did Mr. Borg tell anything about the house rules he used?

Thanks
      
    
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