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Scénario ludique grâce au parachutage.
Très rapide (en 4 médailles) mais n'exclu pas la dimension stratégique (sauf lorsque les cartes peu nombreuses ne sont vraiment pas adaptées aux sections occupées).
I really like this map. I use it as an introduction map to the game instead of pegasus bridge, where the germans don't have a chance to win. This map is fun. Usually germans won't win if they aren't able to move their tank out quickly. The paradrop is fun.
L'idée du parachutage au début me rappelle une vieille partie de figurines WWII. Mais au lieu de jeter les figurines (en plomb et peintes!), on laissait tomber des morceaux de papiers. Idée très ludique donc, et l'arrivée des chars et du bocage est bienvenue.
This was a fun scenario. Though some have rated it "dull", there is more here than meets the eye at first glance. True enough the allied first move gives them a slight edge...and the paradrop's effectiveness will cast a shadow on the rest of play. But, numerically, the Germans, even with the paradrop 100% accurate, have a complete armor unit, where the allies only have infantry. If the paradrop fails by perhaps 2 units, that gives the Germans 2 extra units. The allies must take the initiative, and take key defensive terrain quickly, before the germans can develop their flanks, and enter the woods. To those who complain that St. Mare Eglise is a total wipeout for the allies, sure. That's the point of their para operation, complete surprise, and most times, they will achieve it. I suspect a lot of german players when first starting to learn this game, will get bogged down on the right, trying to take the sandbagged hill position. Best to avoid it, and run for the towns, and woods, and dig in, instead. If the germans can gain the woods, they can use it's cover to their advantage, with an extended firefight on either flank, with the tank firepower a great advantage at range.
Bonne gradation de difficulté pour commencer à maîtriser les caratéristiques des différents terrains et la force des blindés lorsque la cible est à découvert. Le parachutage est intéressant.
I have heard "how stupid" the paradrop idea is but we love it! It really is a fun way to bring in troops and see the real-life implications of such drops. Really a novel concept.
I prefer this scenario to "Pegasus Bridge" because the terrain is more interesting and Armor is introduced with only one unit to worry about (if you play the Axis, then the player that is learning can just watch you use the Armor). The air drop is also interesting, even though it has the potential to give the Allies a very big advantage.
Fun scenario,excelent, I have made disasterus para drop, lost two figs, Axis crushed me, even Axis group in centar was standing at the end, both sides can win, especialy Axis if Allies have bad drops. Second game I win.
Played this one solo and it was a blast, especially after the bland introductory scenario. Interesting setup, the airdrop was a very nice touch, and the whole game was a nailbiter to the end - even though I soloed it! Nice work.
Very good intruductory scenario. Fun addition of air-drop adds a luck factor and can benefit Allies victory if succesful. Nevertheless fairly balanced and fun.
Axis have the greatest advantage if they remain in a defensive posture, taking to the forests, hedgerows and towns. This will force the Allies to come after the Axis in order to take any units out. Once the Allies do this they are sitting ducks to be plucked off.
This was my second game so far even though I've had the game for several months now. I played opposite myself so I can find any other players in Arizona, but I really enjoyed this scenario, even though the Allies took over the town with only two units left with five enemy units left in other sections. I imagined they could eventually have lost the city if the enemy had enough time and been able to reach the town.
I love this one, there should have been more scenarios with paratroopers in the box. Again axis are outnumbered with i small command hand but with sustained fire on either side of the flanks the axis forces have a good chance of winning. I suspect this will scenario will be somewhat different to play when the center axis unit occupies a church with the new rules.
If the Allies can concentrate against one of the German wings, their chances are excellent. If the Germans can unit their forces, their chances for victory improve greatly. They definitely want to get their panzers into action as soon as possible.
Tight battle throughout, ending in a 4-3 for the Allies by way of a solitary figure scoring two hits on a two-step tank unit. My second scenario played and so far very impressed with the quality of the game, good introduction to using armor.
Scénario beaucoup plus intéressant que le premier! Les blindés et de nouveaux types de terrains et le parachutage ajoutent une nouvelle dimension au jeu!
Fun setup. The paradrop is a blast. My wife dropped them and all landed okay so I (Axis) was worried. The Axis started out okay but was unable to move the tanks for about 3 turns and ended up losing. If you can get the tanks out and use them wisely they will make a big difference. Allies: 4, Axis: 2 (almost 3).
When the Americans first set up you're thinking - 'oh dear!..we're going to get our arses kicked!' then out of the sky fall more of our chaps. "bring it on Jerry!"
However, as the German commander it's "charrrge!"..
Most enjoyable senario so far!
The paradrop really is important. There isn't much cover on the Allies side of the board in the initial placement. If the Axis can get their left flank moving the Armor can be devastating. The lack of cover really forces the Allies to stick their neck out on the right flank. The Axis can acheive victory without even getting near the hill. Tough scenario for both sides.
The paratroopers are a great twist... and those panzers can pack a punch! I was lucky enough to take them out with an airstrike, but still managed to lose the battle. I'm beginning to think that its more than bad luck. =)
I liked this. Tanks to spice up an already tight scenario. Moving into the open is dangerous in this one. And the "bocage" will prove to be a pain to move into and out of. The paradrop is and old but bold wargaming scam, which makes each replay varied.
Airdrop is the key but is no guarantee. Even when the Allies get all four additional units on the board and in good positions, the Axis still has a fighting chance. The Axis must get moving quickly though, and get the Armor out from behind the infantry bottleneck.
This is why the wargame purists hate this game (dropping figs from above the board) but what makes this game so much fun to the rest of us. What better way to SIMULATE paratroopers?
Le scénario est intéressant.
Si le joueur allié choisit bien la zone de largage de ses parachutistes (surtout pas au centre : il y a déjà bien assez d'unité sur cette section), en fonction de ses cartes (idéalement, la section gauche alliée semble la meilleure), et si les largages ne sont pas trop mauvais, il prend une belle option sur la victoire.
Cependant, l'Allemand, s'il utilise bien ses blindés, mais aussi son infanterie, garde des chances appréciables, bien qu'inférieures à celles de son adversaire.
Incite beaucoup trop à se planquer dans les bocages. Jeu beaucoup trop fermé, du moins dans mon cas. Les tanks sont potentiellement utiles, mais encore là il faut se planquer pour éviter leurs feux. Partie difficile psychologiquement. :) Mais bien équilibré grâce au parachutage. Bien trouvé.
Paradrop is nice and adds to the tension of the game. Since only 4 medals are needed for a victory, a paradrop on the left allied flank might be the best option for a quick win. With the right cards you can pin down and override the Axis right flank and destroy the four units without having to take SME or having to worry about the German reservetroups.
The only fun part is dropping your infantry figures from the air. Now, why you must eliminate both figures when they share a hex by a milimeter is beyond me, but that's the rules.
Très bon. Idée très originale et super ludique du parachutage. Permet de découvrir les difficultés du terrain et l'utilisation du tank. Malheureusement si le parachutage est effectué sur Neuville, quasi aucune chance pour les allemands; les 4 unités allemandes sont coincées, perdent des unités par impossibilité de retraite et la forêt empêche tout déplacement rapide. Si deux unités peuvent s'en sortir avec de la chance, alors la victoire peut être possible, mais avec déjà deux médailles de retard
Fast and furious. Paratrooper drop is fun and adds different twist to each game. Good introductory scenario, but not as many interesting strategic options as others.
Paradrop adds too much variability if playing a return engagement, so we play the same paradrop results for both engagements. If successful with a centre drop behind SME, then relatively easy to kill the lone German unit. If this happens quickly, Germans can be left with no centre units. If you also have a lot of centre cards, can be a real pain! Even fight, if paradrop doesn't give 4 extra units.
All scenarios are great, but these early ones are
just good simple intros with only 4 medals; limited reply value....
allies usually win w/ 3-4 surviving air drop, FUN!
Let beginners play the allies and they will win.
or make the allies only choose 3 units and need 5 medals.
Scénario difficile pour les allemands. Ces derniers ont peu de liberté de mouvement. Leurs chars sont coincés derrière leur infanterie.
Le parachutage des alliés rend la situation de l'unité allemande de Sainte-Mère l'Eglise très difficile.
Bon scénario pour l'apprentissage de l'utilisation des terrains et des blindés.
Je trouve également très originale et sympathique l'idée du parachutage. Celà dit, le scénario en devient presque aléatoire (entre 1 et 4 unités de plus, c'est pas négligeable) surtout pour les allemands. Cà reste un bon scénario pour appréhender lignes de mires et blindés.
Comme tout le monde j'ai trouvé le parachutage sympa. Ce scénario fait découvrir l'utilisation des tanks (difficile à faire sortir au début). La grande quantité de forêt et l'apparition des villes permet une bonne introduction pour le joueur sur l'art d'utiliser le terrain.
Enjoyable second scenario. Not as unbalanced as the first toward the allies, but not a 50/50 shot for the axis either. Paratroop drop rules were simple and fun, though much of the scenario balance is determined by how successful the allies are with this opening move.
It's an interesting scenario, though there should be a clause in the victory conditions that if the allies hold the village of "Sainte Mere-Eglise" for 4 turns that the Allies win. I played the allies, dug in and the Axis didn't attack much. Took FOREVER to finish.
The traffic jam of German units in the corners makes it imperative to get on the move immediately. Otherwise airstrikes/barrages can decimate forces that have no way to retreat.
Decent scenario, played twice both times the air drop surrounded the ONLY Axis center position and decimated them. First game Allies' great roles and air support cleared the Axis out. Seconed time was very close with Allies only squeaking out a win.
Paratrooper rules innovative, but a bit unclear; can badly offbalance the scenario one way or another depending on how many land. Otherwise, a fine second scenario.
Idée Parachutage sympa mais je trouve ce scénario déséquilibré en faveur des alliés. Il laisse peu de chance aux Allemands : peut être faut il parachuter moins d'unité !
So lopsided against axis it isn't even funny. Free medal for allies in center of board, axis loses an area to play cards. Axis short on cards, severly outnumbered and moves second. The worst aspect is that Allies start with defensible positions and command of the board while Axis is trapped by terrain and has few if any options. Terrible.
scénario peu fidèle historiquement. Que font des chars dans ce scénario? Pourquoi les paras ne sont-ils pas d'élite? Pourquoi quatre médailles seulement? Carte à revoir pour coller à la réalité de 1944.