(Photo credit to Days of Wonder)
Most of us who love war games probably started out with Risk or Stratego, or like me both! Then onto more complex games like Axis and Allies and so on. But complex does not always mean better, and no better example than the classic Memoir 44.
Memoir 44 is your classic World War 2 wargame, and even though it is one of the easiest to play, it is one of the absolute best. This one deserves space on everyone’s shelf. In Memoir 44, one player is the Axis and one is the Allies. The game sets up historical battles from the European theater in the base game; like Pegasus Bridge, the assault on Sword Beach, and several others.
Each battle scenario is based on an actual historical conflict. The game comes with everything you need for all of the included scenarios (tiles, units, terrain).
To start, decide which battle you want to play, and set up the board based on the instructions in the scenario book. Once all of the units and terrain are set, follow the instructions for how many command cards each side starts with. The scenario also sets the victory conditions and who goes first. Victory is based on earning a number of medals. Medals are mostly defeated units and in some scenarios, specific locations.
There are three types of units in the game; soldiers, tanks, and artillery. Each unit has specific rules on movement and battle. Soldiers enter the game in squads of 4, tanks 3, and artillery 2.
On a player’s turn, they play one command card from their hand. Cards usually indicate a section or sections of the battlefield and how many units they can activate or issue orders to. An order consists of moving and battling. Units have specific rules for movement; soldiers, for example, can move one hex and battle or move 2 and not battle. Tanks can move and battle up to 3 hexes and Artillery can either move or battle. Movement is affected by terrain, and each scenario details the effects of the terrain and how it affects movement and battling.
After moving, units that have line of sight can battle. To battle, count the number of hexes the target is from your units, and roll the appropriate number of dice; modified by terrain. For every die face matching a unit you are attacking, remove one soldier or tank. If you ever remove the last unit, that becomes a trophy and counts towards the medals needed to win.
After issuing orders, moving, and battling, draw a new combat card. Your opponent then plays a card, issues orders, and so on until one player has earned enough medals to win. That’s it. No charts to look at or tables to consult. It is that simple. Yet so full of strategic decisions.
One thing Memoir 44 does brilliantly is to limit your ability with emulating the fog of war with the command cards. Players often do not get the exact cards for the area of the battlefield they want. Just like in real war, orders can get mixed up and squads are faced to make the best with what they have.
These restrictions in addition to the luck element make for some challenging games for sure. In addition, there are expansions for the Pacific theater, the Eastern front, as well as additional map boards, terrain, and scenarios.Â
For those who want the ultimate experience, there is the Overlord game. 8 players play on a massive 6 area board with 4 players on each side; each one controlling an area of the board and a General on each side who issues the orders from the command cards.
Many have said that Memoir 44 is World War 2 in a box, and personally, it is one of my absolute favorite wargames. It is a fantastic entry-level Wargame due to its straightforward gameplay, simple mechanics, and strategic decision-making. If you enjoy wargames, then Memoir 44 is a must-have.
Written by Ed Carter
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