Depending on the scenario, they offer an ever-changing landscape of hills, hedgerows, forests, buildings, rivers, beaches and oceans, supplemented by rectangular tiles featuring bridges and bunkers. What gives the game replayability are the 44 double-sided terrain tiles, which are laid onto the hexes on the board. There's a 70cm x 47cm double-sided game board, featuring the ubiquitous hexes (13 x 9) one side is all countryside-green, while the other features sea, beach and countryside for beach-landing scenarios. This is the stuff of childhoods (well, my childhood at least)…and no danger of hand-controller RSI or square eyes to be found anywhere in the box. Next, I give you two words: Plastic miniatures! Who doesn't love a plastic miniature? The base game includes Soldiers, Tanks, Guns, Hedgehogs, Barbed-wire and Sand-bags, in American-green and Axis-grey colours. It isn't too wordy and hits all the right notes for even the greenest of recruits to the game. The Memoir 44 rule book, coming in at 17 pages, followed by pages of scenarios to play, is beautifully laid out with clear rule and component explanations and nice graphics. In this case, 'simple' means accessible, immediate, engaging and surprisingly challenging. This is wargaming light if you like, dispensing with the myriad of complex stuff so beloved of the hardcore numbered-hex monkeys, and distilling everything down to a few simple, easy-to-remember rules, presented in a colourful package of game boards, terrain tiles and plastic miniatures.īut don't be fooled, 'simple' doesn't mean stupid or dumbed-down. ![]() ![]() Then there's Memoir 44! Published by Days of Wonder way back in 2004, this is one of the many board game creations using the Commands & Colors system devised by Richard Borg. If you are after a historical game with combat at its heart, then this game is for you!Īt first glance, the wargaming genre can look like a bit of a minefield (sic) more complex than the Schlieffen Plan, dryer than the sands of the Desert Rats chits, unit stats, combat-tables, cross-referenced Morale checks, a zillion dice and more flat cardboard squares than you can shake a General's pointing stick at… oh and a pair of bent-end tweezers usually don't go amiss either. Memoir '44 really allows players to engage with these historical battles and operations that took place during World War Two and it does a good job of replicating this. Each unit is signified by a small plastic figurine and units vary from foot soldiers to tanks.Įach player must also contend with barbed wire and sandbags, something that can allow units to take shelter and hunker down, making the opponent's life very difficult indeed. Memoir 44 encourages players to employ elaborate strategies to outwit their opponents, while also attempting to gain ground and overcome the enemy force. The Command and Tactic cards all have unique uses and skills that can be used by the players, from flanking the enemy, to dropping in paratroopers and calling on the artillery to rain down on an enemy position.Įach move must be considered and it is up to the players whether go on the offensive, and aim to clear out the enemy units, or take a more defensive approach, using the terrain and obstacles to their advantage. Memoir '44, from Days of Wonder, has players utilising a deck of cards, with each player having a hand cards which they can use to command their respective armies and deploy their troops. With over 15 different scenarios, each map is laid out using the double-sided game board along with various terrain hexes to simulate the combat area that these armies had to contend with back in WW2. ![]() You will take command of either the Axis or Allied army, fighting through stylised battles themed around actual historical battles, such as Pegasus Bridge, Omaha Beach and Operation Cobra. Memoir '44, suitable for two players (but easily expanded to allow team-play), sees you transported back in history to the time of the Second World War.
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