Monday, January 09, 2006

Memoir '44 Review

Memoir '44 is a World War 2 hex-based wargame from Days of Wonder. If the words 'hex-based wargame' make you shiver and think of tiny hexes, stacks of small counters and an impenetrable rulebook, then I am glad to say you will not find any of the above in the Memoir box. What you do find in the box is a beautifully painted, double-sided, large-hex gameboard (one side depicting countryside, the other a beach); two stacks of terrain hexes, again with high quality art work on both sides and on thick card; two bags stuffed with miniatures representing Allied and German infantry, artillery and armour; special dice for resolving conflicts; a deck of command cards and reference cards; counters for special forces, bridges, bunkers and medals; and a clear, well-illustrated rule and scenario book.

The miniatures are generally well moulded in green (Allied) and blue (German) plastic, although the infantry and tanks are more robust than the artillery pieces, which have a tendency to bend in the bag. Unlike some other games, all these come loose in a bag, so there is no need to spend hours cutting models from sprues before you can play (anyone who has bought Age of Mythology will be able to appreciate this!).

Terrain hexes represent the range of terrain one might expect to find in Europe: hills, towns, rivers, hedgerows, forest etc., and each comes with its own reference card so terrain effects can easilly be found during play. These are laid onto the main board at the beginning of the game according to the scenario guide, which includes a good range of battles including beach landings, the capture of bridges, defence of towns and the struggle of the Resistance to reclaim the rolling hills and forests of the French countryside.

The Memoir rules are based on the same system DoW used for Battle Cry, their wargame of the American Civil War, but have been refind and updated. Each player holds a hand of cards, representing orders you can give to your forces, the number of which depends upon how effective the leaders and command structure were at each battle. Card effects vary, but typically allow you to move one or more units in a section of the battlefield, which is divided up into thirds (left flank, centre, right flank). Ordered units are allowed to move and fire and once this is complete, a replacement order card is drawn.

Units are represented by a number of figures depending on type, which are removed as casualties are taken. The movement capabilities and fighting strength of each is also conveniently printed on a card for reference.

Attacks are resloved by rolling special dice (usually between one and three) with printed symbols on. Essentially, each symbol matching the unit type you are attacking scores a hit upon it, while each flag symbol rolled forces it to retreat a hex. Thus one roll elegantly covers casualty and morale effects without a need to refer to pages of complicated results tables.

To win a scenario, players need to gather a certain number of medals (victory points). This is achieved through eliminating units and, depending on scenario, capturing stractegic locations on the board. Each scenario clearly shows how the board has to be set up and the location of starting forces. If required, note is made of any special rules which apply and a paragraph of historical background is also supplied.

Despite its apparent smplicity, Memoir is an engaging recreation of WW2 conflict. The card play recreates the restrictions of comand in a simple way without making the game feel that victory is dependant on what cards you are lucky enough to draw and, although apparently simple, the rules manage to leave you feeling like you have indeed commanded a range of forces in a fairly realistic battle, without forcing you to refer to pages of charts and table and learn detailed rules for every type of tank and infantry unit fighing in the western theatre of the war.

A geat deal of the appeal of Memoir comes from the fact that it is more of a whole wargame system than just one game. Even when you have played through all of the scenaros in the book (the majority of which withstand repeated plays), you can find plenty more on the Days of Wonder website and make up your own if desired.

In short, there is much to recommend Memoir '44. Simple yet elegant rules, atttractive board and miniatures, high replayability and good support from the company are all present and correct with the only real negatve point being some slightly flimsy artillery!

For players looking for an entertaining, light wargame, this should fulfil your requirements.

Summary

Presentation: Another success for Days of Wonder, M44 is very well presented, with the only small gripe being the softness of some of the miniatures. 8.4/10

Clarity of Rules: Very clear and easy to pick up, with good examples of movement and combat. 8.9/10

Game Length: Varies depending on scenario. Perhaps too short for die-hard grognards, but then, this game is aimed at the more casual wargamer. 8.5/10

Value: As a stand alone game this represents excellent value for money. Re-playability is high enough with just the scenarios supplied, but the terrain tile system and availability of additional scenarios on line means is has more than enough to offer players for a very long time. 9.6/10

Overall: An fantastic introduction to wargaming but also suitable for experienced gamers who are looking for something a little lighter. 8.8/10 (not an average)

Review by Chris Walkley