Memoir ’44


Memoir ’44 – A 101 Guide to Rules, Strategy & Instructions

Introduction

Memoir ’44, a board game that’s all about World War II battles. It’s a game where you get to command your own troops, tanks, and artillery, trying to beat your opponent on different battlefields. The game was made by Richard Borg and came out in 2004.

It’s part of the Commands & Colors game series, which means it uses a cool card-driven game system to let players order their units around the map, used in a few other games I’ve written about previously.

Memoir ’44 has a bunch of scenarios based on real WWII battles. You can play as the Allies or the Axis, and each side has its own special rules and units. The game’s got a big community of players, generally favorable reviews and there are even expansions and tournaments for serious fans. It’s a mix of strategy and luck, and you’ve got to be smart about how you play your cards and move your troops. So, let’s dive in and see what it takes to be good at Memoir ’44!

If you enjoy the strategic depth of Memoir ’44, I recommend checking out Fields of Fire (commanding a rifle company across various real-world warzones) or BattleLore, both games with deep combat mechanics that I’ve also written guides on.

Quick Tip for Memoir ’44

Always keep an eye on your opponent’s hand. Knowing what cards they have can give you a big advantage!

Rules for playing Memoir ’44

Alright, let’s get into the rules of Memoir ’44. The game is played on a board that’s divided into hexes. You’ve got different types of terrain like hills, forests, and towns, and each affects the battle differently. The game is mostly about two things: the Command cards and the units you control.

You start by choosing a scenario, which tells you how to set up the board and where to place your troops. Each player has a hand of Command cards, and these cards let you order your units to move, battle, or do special actions. On your turn, you play one Command card and do what it says. For example, a card might let you order all units on the right side of the board to move and fight.

When you fight, you roll dice to see if you hit the enemy. The dice have symbols for infantry, tanks, and artillery, and you need to roll the right symbol to hit. There’s also a bit of luck involved because the terrain and distance can change how many dice you roll.

The goal of the game is to earn a certain number of Victory Medals. You usually get these by beating enemy units or taking strategic spots on the map. The first player to reach the set number of medals wins the battle.

Equipment and Setup for Memoir ’44

For equipment, you need the Memoir ’44 game box. It comes with a board, lots of little plastic soldiers, tanks, and artillery pieces, plus the dice and Command cards. If you don’t have the full game pieces, you could try making your own pieces, but it’s a lot of work, so I’d simply recommend finding some replacement parts.

The types of tiles in the game represent different terrains like rivers, bridges, and hills. Each type of terrain can affect movement and combat in different ways.

Setting up the game is all about following the scenario instructions. You place the terrain tiles on the board, put your troops in their starting spots, and shuffle the Command cards. Then you’re ready to play!

The contents inside the box include:

  • 1 double-sided Battlefield board map
  • 144 Axis and Allies Army Pieces
  • 36 Obstacles
  • 44 Terrain Tiles
  • 60 Command Cards
  • 9 Summary Cards
  • 8 Battle Dice
  • 2 Card Holders
  • 1 Rules & Scenario Booklet

How to Play Memoir ’44 and Game Mechanics

Here’s how the game goes:

  1. Start of Turn: Draw a Command card if you don’t have one.
  2. Play a Command card: Choose one from your hand and do what it says.
  3. Move and Battle: Move your units and then fight with them if you can.
  4. Draw a new Command card: Pick up a new card to end your turn.

That’s the basic flow of the game. You keep taking turns until someone wins by getting enough Victory Medals.

Game Setup

To set up your Memoir ’44 game scenario efficiently, follow these steps for a smooth start:

  1. Select a Battle: Choose a scenario from the booklet. For beginners, Pegasus Bridge on page 19 is recommended—it’s an introductory scenario about the D-Day opening engagement.
  2. Board Placement: Set the board in the middle of the table, displaying the appropriate side (countryside or beach landing). For Pegasus Bridge, use the countryside face.
  3. Terrain Hexes: Lay down the Terrain hexes specified in the scenario. For Pegasus Bridge: 20 River hexes, 4 Village hexes, and 9 Forest hexes.
  4. Obstacles: Place fixed (Bunkers and Bridges) and removable Obstacles. For Pegasus Bridge: two bridges over rivers, four barbed wires, and sandbags to guard the bridge.
  5. Unit Placement: Position figures on the board, matching unit positions on the battle map. Drop one figure per hex for positioning, then fill up units as required.
  6. Special Markers: Add Special Unit badges to units and Victory Medals to specific objectives if needed. For Pegasus Bridge, place Allied victory medals on each bridge.
  7. Terrain Summary Cards: Place corresponding Terrain summary cards (Wood, Towns & Villages, Rivers) and Obstacle and Units summary cards for reference.
  8. Cardholders: Assemble and place cardholder segments on the board map’s edges. Optional but handy for team play or teaching environments.
  9. Player Positions: Choose sides and sit in front of the board accordingly. Consider playing a match, switching sides between battles for balance.
  10. Command Cards: Shuffle the Command cards deck and deal cards to each side per the scenario’s instructions. Keep your cards secret from the opponent.
  11. Deck Placement: Place the remaining Command cards deck face down near the battlefield, easily accessible to both players.
  12. Battle Dice: Each side takes four Battle dice.
  13. Starting Player: The player indicated in the scenario’s briefing notes (e.g., British Major John Howard in Pegasus Bridge) starts the game.

Following these steps will ensure a structured setup for your Memoir ’44 game, providing an enjoyable and historically engaging experience.

In Memoir ’44, your turn follows a structured sequence:

  1. Play a Command Card: Begin by playing a Command card from your hand.
  2. ORDER: Declare the units you intend to order according to the limits specified on the Section or Tactical Command card you played.
  3. MOVE: Move all the ordered units individually, adhering to their movement restrictions outlined on the summary cards and considering terrain limitations.
  4. BATTLE: Engage in battle with one ordered unit at a time by:
    a. Checking Battle Range: Use the Battle dice and Line of Sight rules (detailed on page 9) to determine the range to your target.
    b. Considering Terrain Effects: Take into account potential effects from terrain (explained on page 13).
    c. Resolving Battle: Conduct the battle according to the game rules (outlined on page 10).
  5. Draw a New Command Card: Conclude your turn by drawing a new Command card to replenish your hand.

Following these steps helps maintain a clear and strategic flow during your turn in Memoir ’44.

Combat Mechanics

The combat procedure in Memoir ’44 follows these steps:

  1. Announce Attack:
  • Select the ordered unit you want to attack with and specify its target.
  • Verify if the target is within battle range or contact.
  • For Infantry and Armor, verify that the target is within the line of sight.
  1. Dice Count:
  • Count the number of Battle dice to roll based on the attacking unit’s type and its distance to the target.
  1. Terrain Effects:
  • Determine if any terrain reduces the Battle dice count. If so, reduce the number of Battle dice rolled accordingly.
  1. Battle Resolution:
  • Roll the Battle dice as determined.
  • Resolve the battle based on the results of the dice rolls and the game’s combat rules.

By following these steps, players can conduct battles in Memoir ’44 with clarity and adherence to the game’s combat mechanics.

How to Win at Memoir ’44

Winning at Memoir ’44 is about being smart with your Command cards and knowing when to attack or defend. Beginners should focus on learning the different units and terrain. Intermediate players can start thinking about combos with their cards and setting up traps for their opponent. Advanced players will be all about predicting the enemy’s moves and controlling the map.

Always try to protect your units and go for easy Victory Medals when you can. Sometimes it’s worth taking a risk if it means you can win a medal, but don’t leave your troops in a bad spot just for a chance at glory.

Best Strategies for playing Memoir ’44 game

One of the best strategies is to carefully manage and deploy your command cards, which dictate your troops’ movements and actions. Utilizing terrain to your advantage is also crucial; for example, positioning units in forests or towns can provide defensive bonuses against enemy attacks.

Coordination between different unit types—infantry, armor, and artillery—is essential to create effective offensive and defensive maneuvers, taking advantage of their unique strengths. A keen eye on the objective is important, as players must balance between attacking, defending, and achieving scenario-specific goals.

Additionally, adaptability is key; players should remain flexible and ready to adjust their tactics in response to the changing battlefield and their opponent’s moves. Lastly, it’s vital to keep the pressure on your opponent and maintain the momentum of your attack, while also conserving enough forces to respond to counterattacks and seize opportunities as they arise.

Some top specific strategies that I recommend are to:

  • Control the center of the board to give yourself more options.
  • Use your artillery wisely; they’re powerful but can’t move and shoot on the same turn.
  • Keep your units together so they can support each other.
  • Watch your opponent’s hand and try to guess their next move.

And don’t forget about sneaky tactics like fake retreats or sudden attacks from the flanks!

Scenarios

In good scenarios, like when you’ve got more troops or better positions, try to push your advantage and go for a quick win. In bad scenarios, like when you’re outnumbered or outgunned, you’ve got to be clever. Use the terrain to your advantage, and try to bait your opponent into making mistakes.

Multiplayer Options and Game Variants

There are a few different gameplay options and variants in Memoir ’44 that I find to be really engaging, especially with larger groups. Here’s how you’d set those up:

Team Play:

  • For up to 6 players.
  • Divide into two teams (up to 3 players on each side).
  • Players on each team discuss strategies together, selecting Command cards jointly.
  • Players responsible for the specific card’s actions execute movements, targeting, and dice rolls.

Memoir ’44 Overlord:

  • Large-scale battles using multiple game copies.
  • Combine boards for expanded, multi-board battlefields.
  • Allows up to 8 players (four on each side) for grand-scale WWII scenarios.
  • Detailed scenarios with focus on historical deployment and terrain features.
  • Special bonus scenario “Omaha Beach – Overlord Version” available with supplemental rules.

Variant for Young Generals:

  • Simplified version for young children.
  • Remove Tactic cards, keeping only Section cards.
  • Optional exclusion of certain rules for ease.
  • Shuffle Section cards when the deck is exhausted.
  • Great opportunity for adults to introduce WWII history to children while playing.

These variations offer diverse ways to enjoy Memoir ’44, catering to different player counts, complexity levels, and historical depth. The Overlord mode especially expands the game for larger groups, while the simplified variant accommodates younger players without losing the essence of the game.

Frequently Asked Questions about playing Memoir ’44 game

Here are some common questions:

Q: Can I move and then attack with the same unit?
A: Yes, if the Command card you played allows it.
Q: What happens if I run out of Command cards?
A: You draw a new one at the end of your turn, so you’ll always have at least one.
Q: Can tanks move through forests?
A: No, tanks can’t enter forests. Only infantry can.
Q: How many dice do I roll when attacking?
A: It depends on the unit you’re attacking with, the unit you’re attacking, and the terrain.
Q: Can I play more than one Command card in a turn?
A: No, you can only play one Command card per turn.

For more info on Memoir ’44, check out these links: