Image Courtesy of <PERSON>
This review continues my series of detailed reviews that attempt to be part review, 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.
Summary
Game Type - Board Game
Play Time: 30-60 minutes
Number of Players: 2-8 (Most commonly 2 players)
Mechanics - Card Driven, Scenario Based, Dice Rolling Combat
Difficulty - Moderate (Takes 5-6 plays to become totally familiar)
Components - Excellent
Release - 2005
Designer <PERSON> -( <PERSON>, Battle Cry, BattleLore, Commands & Colours: Ancients, Commands & Colours: Napoleonics, Heavo Ho!, Hera and Zeus, Liar's Dice, Samurai Battles, <PERSON>, Yahtzee Free for All)
This review follows on from my review of the base game in the Memoir System. As such I will endeavour to analyse this expansion on its merits and then comment on what it adds to the Memoir ’44 system. I have owned this expansion for well over 12 months now so I have been patient in learning the game before getting this review to you (22 plays in all at this point). I hope it reflects my understanding of 'Eastern Front' and is of use to readers.
I’ll also highlight the fact that this review will not go into the basic game play of Memoir ’44. I have covered this in detail in the following review and I suggest you read that first if you are unfamiliar with the system - Memoir '44 - A Detailed Review
Overview
The Eastern Front is the first real expansion of note for Memoir '44 (I discount the Terrain Pack as a solid expansion at this point but will revisit it after the Air Pack is in my hands).
As the name suggests the Eastern Front focuses on the field battles that took place in that theatre and in particular it allows for the introduction of the Russians and the Finns in several expansions. The expansions cover the time period of ’39-’44 and this is the first real departure from Memoir ’44, the time frame for conflicts has been expanded beyond the D-Day landings of the original game (I recognize that this also occurred in the Terrain Pack).
This was probably a necessity for the Memoir System to move forward and I don’t feel it detracts in any way. 299
As one would expect the game offers a range of new figures, tiles and terrain, tokens and scenarios. But most importantly it offers new rules that alter the play.
The Components
Part of what makes Memoir stand out as a game, and Days of Wonder as a Company, are the great looking components that helps one’s imagination run wild with possibilities.
Figures
In all the Eastern Front comes with 70 new figures to allow the Russians to enter the fray. All units follow the standard rules of their unit type unless the Scenario Briefing states otherwise.
Russian Infantry (70) – The Russian Infantry come in brown (as do all the Russian units), which is somewhat apt given <PERSON>’s view of the masses – bleh. The poses for the Russians are unique to the infantry poses of the German and American Infantry of the base game and the use of a harder plastic is evident.
Image Courtesy of Merg
Armour (T-34s) (20) – These units are also unique in design. I don’t have the historical knowledge to know if the sculpt is an accurate representation of the T-34 but I would hazard to guess that they got it pretty close within the limitations of the model size.
Image Courtesy of <PERSON>
Artillery (ZIS-2 Gun) (6) – These are perhaps the coolest looking of the new figures, if for no other reason than they are so superior in quality compared to the artillery offered in the base game. The harder plastic ensures that the barrel is not as flimsy as a Russian Soldier’s eyelash (one of my few component complaints with Memoir ’44) and the design ensures that the artillery point at the enemy in a threatening manner.
Image Courtesy of <PERSON>
Terrain
The Eastern Front offers 10 new terrain tiles to freshen up the gaming experience and offer realistic situations found on the Eastern Front.
Image Courtesy of matthew.marquand
Trenches – The artwork on these tiles is functional at best and at worst, a little confusing as to what it is meant to be. Either way though trenches are a welcome addition.
Movement – Infantry and Armour must stop when entering a trench and Artillery cannot enter trenches at all.
Line of Sight – No effect
Battle – Infantry and Armour that attack a unit in a trench suffer a -1 dice penalty. Armour may not battle when in a trench. 581