This review is the first detailed review I have attempted. I have tried to make this, part review and part resource, for anyone not totally familiar with the game. For this reason I expect readers to skip to the sections that are of most interest.
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Summary
Game Type - Board Game
Play Time : 20-60 minutes
Number of Players: 2-8 (Most commonly 2 players)
Mechanics - Card Driven, Scenario Based, Dice Rolling Combat
Difficulty - Moderate (Takes 6-12 plays to become totally familiar)
Components - Very Good
This is the first game I have revisited to do a more in depth analysis, as my first review was minimal to say the least. With over 200 plays of Memoir and the recent announcement of the Air Pack and further expansions, I felt the time was right to revisit the base game.
Overview
Memoir '44 is the 2nd game to be released in the 'Commands & Colours' System and like other games in the series Memoir is a scenario based board game. As the title suggests, the theme and setting for Memoir is WWII, and more specifically the D-Day landings and battles that took place in 1944. The majority of the scenarios feature the Germans and Americans although other countries are introduced through the use of Special Forces units.
The game uses a double sided, six fold board to represent the battlefield and tile overlays are used to represent terrain. Miniatures are used to represent the forces (units) present in each battle. But more on the components later.
Units are ordered through the use of Command Cards and these represent the orders issued by HQ to the troops on the front. Icon dice are then used to determine the results of each attack.
Each scenario has a listed victory condition in terms of the number of medals that must be captured by each side. Medals can be won by eliminating enemy units or capturing scenario objectives.
The base game offers a total of 16 Scenarios. Given that Memoir plays best by playing both sides (see below) and this takes time, Memoir offers pretty good value in terms of the time it will spend on the table.
The game features two sides representing the Axis and the Allies, so 2 Player games are most common. However it is possible to play using teams and this can be a great way to teach new players as a team can assess their cards together and discuss possible orders and plans.
Time to get out of the HQ tent and down into the Bunker.
The System
Memoir uses Command Cards to drive the play and these represent the orders issued to your troops. So in effect each player is acting as a General in charge of the troops.
Each scenario outlines how many cards each side will receive and these are not always equal. This helps to reflect the nature of each battle. 299
Elements such as surprise, planning, or a lack of reconnaissance can be reflected in the number of Command Cards a side receives. This thematic element isn't made highly obvious by the game itself, but it is the conclusion I have come to with experience. It makes the theme of the game more 'real' for me and this increases my enjoyment.
Once a scenario is set-up, the play is actually pretty straight forward. The play is turn based and the side to go first is outlined in the scenario. Each turn begins by playing a Command Card from your hand of available cards. Each Command Card allows a set of orders to be issued and these usually result in moving troops and firing on the enemy. Dice are rolled to resolve each attack, casualties are eliminated and medals are possibly won. The number of dice to be rolled is determined by the unit firing, the range and any modifiers for terrain effects or special battlefield conditions (cover, troop type, etc).
At the end of a player's turn they will check to see if they have won the medals required for victory. If not the scenario continues and the turn is completed by drawing a replacement Command Card from the deck. Now it's time for the enemy to return fire.
The Battlefield - The Board in more Detail
Memoir offers a double sided, 6-fold board. One side depicts a grassy field, representing the fields of Western Europe, whilst the other side depicts a beach head, comprised of sea, beach and grass area. The board therefore allows the game to depict battles in two separate settings - inland and beach landings.
The board is entirely made up of hexes and only 1 unit is allowed per hex. There are 2 red dotted lines, which serve to break the battlefield up into 3 different sections (left, right and centre). This allows the Command Cards to refer to one or more sections of the battlefield, for the purposes of issuing orders. This is all very simple but also very effective.
The final feature of the board is the 6 illustrations of medals at the foot of each Side's board. 336