Our monthly club game was meant to be ACW 15mm fire and fury (as last time) but unfortunately, again, we were foiled as one of our members couldn't make it. So instead we played this beautiful little game called Memoir 44 (made by the same company as the game ticket to ride, which seems so popular in the non wargaming world). It is a WW2 board game (though I understand many people scale the board up and use their painted 28mm collections instead of the equipment that comes with the box).
You have three types of unit:
Infantry; made up of four models (meaning that they have four wounds) who roll three dice when shooting (they subtract one for every hex in between their target) and may move one hex and fire or two and hold fire. (There are some anomalies such as the Grenadier units which can move an extra hex and still fire and the depleted units which have one less wound).
Armour; made up of three models (three wounds) who roll three dice when shooting (they do not suffer any penalties but they may only fire three hexes) and may move three hexes and still fire.
Artillery; made up of two models (two wounds) who roll three dice when shooting (they subtract one for every two hexes in between their target) and may move one hex and hold fire (they do not need line of sight).
I opted to play the Germans for my first game, so I started with three units of 4 grenadiers, six units of 3 infantry, four units of 3 tanks and one unit of two artillery.
The game is card driven with the board divided into three sections. When you play your card it will allow you to activate a certain number of units in that section of the board or carry out a special action. However the shooting and fighting is done on dice, but they are no ordinary dice... 1 = star which means a miss, 2 = flag which means the unit being shot at falls back one pace, 3 and 4 = infantry which kills one infantry man, 5 = tank which kills one tank and finally 6 = grenade which can kill one of anything.
The victory conditions is the first person to reach six points. A point is gained by destroying a unit, but in this scenario there were other ways. The two villages controlled by the allies counted as one point each should they be occupied and held by German troops. The river counted as one point for the allies should they have a unit adjacent to it at the end of the game.
We deployed the forces and terrain according to the scenario set up in the rules and prepared for battle
I opened up with a left flank rush from my panzer division and the grenadiers, followed up by another infantry division. The grenadiers opened fire on the village, and the allied troops fled the village under the fire. It did seem a little easy that we could now be in control of this position...
But as an allied assault rushed forwards, blowing one of our tanks, we shot at them with flanking fire from the grenadiers in the village and the infantry in the forest killing half of them.
On the right flank my other grenadiers, backed by a panzer division, spearheaded for the second village, but although they caused 50% casualties on their targets outside the village and 25% on those inside the resistance was stronger than expected and we lost our first unit to artillery fire. I also moved our last grenadier unit along with three other infantry squads to hold the river banks against assaults from the ridge overlooking it. However on the left we were having a hard time holding the village against the allied assault and they had now dispatched four infantry units and a tank division just to secure it.
In the end we were sent packing. The entire left flank was overrun and our left flank assault had ended with the grenadiers being slaughtered. The river was perhaps more successful and the infantry men entrenched in their positions in front of it were holding out well. But with the loss of three grenadier units, a panzer division and two other infantry squads we seceded defeat.
No comments:
Post a Comment