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Review Page for Memoir '44 Board Game

    Memoir '44 - a game for 2 to 8 players, ages 8 and upwards that plays within 45 to 60 minutes.

    This game allows re-enactment of key battles from World War 2 and the provided scenarios focus on the period from the Allied invasion of Normandy in 1944 through the capture of Paris and finally the full liberation of France. Most scenarios are built for just 2 players but Days of Wonder have provided a single Overlord scenario as well, allowing teams of players using 2 sets of Memoir '44 to enact a much larger battle. Because the balance of the supplied scenarios is not always equal it is usual for players to play both sides in the conflict to determine who will win.

    Components

  • A large double-sided Battlefield board, measuring 70cm by 50cm when unfolded and showing both beach and countryside
  • 44 Terrain Hexes (double-sided)
  • 10 Victory Medals (double-sided with both Allies and Axis colours)
  • 14 Special Forces badges
  • 4 Bunker and Bridge tiles (double-sided)
  • 2 Bags of Miniatures, one in Green (Allies) and one in Blue (Axis), each contains:
    • 42 Infantry Figures
    • 24 Armoured Vehicles
    • 6 Artillery Pieces
    • 18 Man-Made Obstacles
    • 3 Cardholder sections to hold up to 6 cards
  • There is then a deck of cards which has:
    • 60 Command Cards (40 Section Cards and 20 Tactics Cards)
    • 9 Summary Cards (7 Terrain Cards, 1 double-sided Unit Summary Card, 1 double-sided Obstacle Summary Card
  • 8 Battle Dice
  • 1 Rules and Scenario Booklet which also contains an online access number which will give you access to additional scenarios and other product information.
  • Setting Up

    Select the scenario you want to play and then layout the Game Board with the side showing to match.

    Add the Terrain Hexes to the board, these have a mixture of Hedgerows, Hills, Forest, Rivers and Towns / Villages.

    Now add any Bridges or Bunkers required by the scenario, the Victory Medals and finally the Army Units and Obstacles.

    To complete set-up you need to shuffle the deck of Command Cards and place this in a position where both players can reach. Each player now takes Command Cards as indicated by the Scenario and these are placed on the Cardholders. Each player also takes 4 of the Battle Dice.

    Game Play

    A Game Turn consists of 5 phases for each player and commences with the player indicated in the scenario. The phases are:

  • 1. Play a Command Card.
  • 2. Order the Units you want to move or fight.
  • 3. Move all the Units you have indicated as you wish.
  • 4. Battles now occur, one ordered unit at a time and any consequences are enacted.
  • 5. Draw a new Command Card and the other player now continues.
  • Command Cards

    The Section Cards in green refer to a flank of the Board, these are indicated by red lines creating left and right flanks and the centre section. These are the Section Cards.

    The Tactics Cards in grey may refer to units anywhere on the Board or on external factors such as Air Support or Artillery bombardment. These can have a huge effect on battles, often turning the tide when used at an appropriate moment for maximum effect.

    Movement

    Units which have been ordered to move can move according to both their Unit and Terrain effects, you can check these on the Unit and Terrain Summary Cards.

    There are also restrictions on movement, these include a Unit having to stay together, Units not being able to combine and Units not being able to occupy the same hex.

    The amount of Movement may also effect the Units ability to Battle afterwards though Command Cards may also affect this.

    Battles

    The combat procedure has 4 phases:

  • 1. Select Ordered Unit, then Check Battle Range and Line of Sight (not applicable to Artillery units).
  • 2. Count the number of Battle Dice to roll, based on the attacking Unit and the distance.
  • 3. Determine if any Battle Dice are removed due to Terrain, this can include Hills, Bunkers etc.
  • 4. Roll the Battle Dice and resolve any resulting damage to the Unit being attacked, this can include part of the Unit being removed, the attacked Unit having to retreat and possibly the chance for the attacking Unit to advance further and take position.
  • Battles tend to occur very quickly as players learn how to count the number of dice to use, the success and fail roles are nicely illustrated on the dice which have a mix of Infantry, Tank, Grenade, Flags for Retreat and a No Effect motif.

    Conclusion

    This game is not a complex system to accurately re-enact battles, it is a light and easily learnt system which will allow people to pick up and play quickly.

    The Command Cards do not always turn up in the order you want, so it is vital to plan with what you have rather than being overly reliant on your next card draw.

    This is a good game for those who want to enjoy a quick to play, easily learnt war based board game with high replayability through the different scenarios supplied with the game.

    The Overlord multi-player variant adds a lot to the game and is worth trying from time to time though the group I play with don't like the standard rules and have devised our own variant, email Paul for details if you want to know more.

    Additional Reviews

    Details from Boardgamegeek

    Go to the Days of Wonder site, register your copy and then get access to other players scenarions, enter your scores and comments and chat to other players.


Details for Memoir '44 Board Game from Days Of Wonder

Price: £31.49     RRP: £34.99

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