Memoir '44 initial test game

Using a rough grid reference

B-2 moves into the town at C2.
A-4 Moves to C-3
B-4 Moves to C-4
A-5 Moves to C-6

@RossM asked for a die roll:
Ok. Only C-4 can attack.

3 combat dice - 1 for fighting up hill.

2d6: 3 + 2 = 5

Ooh, two hits.

End of turn, draw a card.

One hit I think? The 2 is “infantry” which does nothing, the 3 is “armour” which kills one tank.

Over to @Griffster77.

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It might look messy, but could you label the hexes; 1-1, 1-2…1-13 etc? It’s making life easier in the Roads & Boats pbf

OK, well first move is Probe: Left flank.

Move the two forward tanks diagonally back to the left three spaces (so they’re at the edge of the left hand side of the board)

I’d prefer not to label individual hexes, though I’ll tag the villages.

Griffster’s move could have been written as “units 12 and 13, move SW three hexes”.

(Yes, I know it’s not “actually” SW - this attack happened historically from west to east.)

@RossM to play.

Play General Advance

Moving I N E G L and D

I must admit, I didn’t even notice the numbers!

I crosses the bridge into forest.

N moves onto bridge

L moves into forest

D moves into town

E moves 1 NE

G moves 1 SE

@RossM asked for a die roll:
E attacks

2d6: 5 + 5 = 10 3-1 for infantry firing into town.

@RossM asked for a die roll:
The double miss!

G tanks attack with their mighty one dice.

d6: 3

Wow. Another Miss I believe?

Welcome to Memoir 44!

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Is your General related to Thomas from AToE?

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I think N can’t move onto the bridge in one turn - “A unit that enters a Forest hex must stop and may move no further on that turn.” and “A River is impassable terrain.”

Ok. N Moves to the forest

OK, I think the rest works as written (alas for you).


@Griffster77 to play.

Play: Counter Attack

11 to space SW (hill) of M
10 to space SE of M
14 withdraw due south to Rechicourt
2 move round artillery to space NW of artillery
8 move due north onto hill
1 move to space SW of Bures


Looks good to me. Go ahead with any attacks.