Memoir '44 is a unique historical game that allows players to effectively portray stylized WWII battles. Lead the [red]axis[/red] or [blue]allies[/blue] to victory!
[green][tip] This tutorial is best viewed on a computer!1archivecontrol_editmode_centercomment000
NekonyancerMemoir '44 is intentionally designed with simple general mechanics, but there are many mechanics specific to certain scenarios to make them distinct.
*This tutorial will mostly focus on the general mechanics.* Most scenario-specific mechanics have to do with terrain, which you can easily see by hovering over them with your mouse.2archivecontrol_editmode_centercomment000
NekonyancerYour goal is to be the first to get a certain number of [red]*medals.*[/red] The number required varies from scenario to scenario, but this one, Sword Beach, requires 5.
You get medals by destroying enemy units, holding certain objectives on the map, or by accomplishing some sort of scenario-specific feat.3bottom-medals-slots000top-medals-slots 1 bottom-medals-slots 1
NekonyancerEach turn, you must play one *Command card* from your hand.
The cards with a camo-green background are called *[green]section cards.*[/green] They issue orders to units in certain sections of the map, which are separated by the dotted red vertical lines.4card-33000
NekonyancerCommand cards with a gray background are called *[blue]tactic cards.*[/blue] Each tactic card is different, but they all clearly state what they do. Their individual instructions should make sense once you understand the general game mechanics.5card-43000
NekonyancerDon't worry about all those random actions that just happened. I was just demonstrating the "undo" feature. :)
*Click here to play this command card!*2card-20629d018b7697310
[blue]After playing a command card, we must follow this sequence:[/blue]
*1.* Announce which units we intend to move.
*2.* Move them, one at a time.
*3.* Battle, one at a time.
*4.* Draw a new command card to end the turn.
In this case, we're ordering three units in the left section of the map. We only have three units in that section anyway, so we didn't have to announce it this time.1archivecontrol_editmode_centercomment629d0194da83600
NekonyancerNext, we have to move our units. Each unit moves a little differently.
*Armor units* can move up to 3 hexes and can battle after that (once all movement orders have been carried out).
Nekonyancer[red]However, this movement may be restricted by terrain![/red] If you hover over any beach tile, you should see a description. It says that maximum movement on beaches is only 2!
If these pop-up descriptions get annoying, you can toggle them on and off using this icon to the right of the map.
NekonyancerThis tile over here has a *hedgehog* on it. It says that it's impassable by armor and artillery units!4cell-2-6629d0194da83600
NekonyancerLet's get moving!
*Select the armor unit. Move it to the red X!*5cell-6-6629d0194da83610cell-3-5 13
NekonyancerNext, let's learn about infantry units.
Infantry can move 1-2 hexes. However, if they move 2 hexes, they will not be able to fight in the next step!
Unlike armor, they have no trouble climbing over hedgehogs!
NekonyancerLet's try it!
*Select the infantry unit. Move it to the red X!*2cell-7-5629d0198e073310cell-5-5 13
NekonyancerOur last unit in this section looks like normal infantry, but they have a flag that marks them as a *special forces unit.*
Special Forces units can move up to 2 spaces and can battle afterward.
NekonyancerUnfortunately, the ocean hex here says that any unit entering it cannot move any further that turn. Bummer.
*Select the special forces unit and move it to the red X!*2cell-1-7629d019ddf24c10cell-1-7 13
Nekonyancer[red]*Now it's time for battle!*[/red]
We usually have to select the order in which our units shoot, but this time only our *armor unit* can shoot, so it was automatically selected.
Armor units have a range of 3 and a strength of 3.
Each point of strength will let us roll one die against the enemy!1unit-9629d01a276fe800
NekonyancerHowever, just like with movement, unit strength can be affected by terrain!
This enemy infantry unit is in a *bunker.* It reads, "Infantry battles in -1, Armor battles in -2."
That means that if we attack it with armor, we'll roll 2 fewer dice than usual!
[green][tip] If you don't want to think about these complexities, just look at the number of dice shown on the target! There's only one die shown here.2unit-7629d01a276fe800
NekonyancerThis other infantry unit is out in the open, so we can hit them with our full strength!
But before we do, I should give you some more details about dice.3unit-5629d01a276fe800
NekonyancerThere are five different icons on the dice faces.
These three sides can remove enemy troops from the board:
!!! But the icon must match the type of unit! For example, if you roll an armor against an infantry unit, it does nothing! !!!4cell-2-2629d01a276fe800
Rolling a star means you miss the target. However, there are some scenarios and cards that apply special attributes to rolled stars!
After removing troops for successful hits, any rolled flags apply. For each rolled flag, the target must *retreat* one space toward its owner's side of the map.5cell-2-2629d01a276fe800
Nekonyancer[blue]There are several specific rules for retreating:[/blue]
*-* Terrain does not affect retreats, except for impassability.
*-* Units may not retreat onto other units, as no units can ever share spaces.
*-* If a unit cannot retreat or would be forced into an ocean tile or off the board, each flag instead counts as a hit.
*-* Some kinds of terrain (like bunkers) allow units to ignore rolled flags6unit-7629d01a276fe800
NekonyancerThat's enough explanation for now. You're here for the explosions, right?
Let's do it!
*Click on this unit to fire!*7unit-5629d01a276fe810
Nekonyancer*[red]Wow, what a hit!*[/red]
We rolled 2 grenades and an infantry, so we removed *three* enemy troops!
Since we have no other units that can attack, our turn is over now.
Let's see what the opponent does...1unit-5629d01c90626700
NekonyancerThe opponent hit our armor unit with a *barrage!*
[blue]Here's what they rolled and what the rolls did:[/blue]
*Infantry: Missed!* (Because the target was armor.)
*Armor: Hit!* (Matches the target!)
*Flag: Armor retreated.*1unit-9629d0212dd69300
NekonyancerUsually, the game asks us *where* we want to retreat. But remember, we must retreat *toward our side of the map,* narrowing our options to just two hexes.
One of those two hexes has a *hedgehog* on it though, so we couldn't retreat there!
Since we only had one valid option for retreat, BGA did it for us.2unit-9629d0212dd69300
NekonyancerFor our next turn, *let's play Recon in Force!*1card-38629d02e82e9ba10
NekonyancerNext, we have to announce which units we're ordering.
*In this EXACT ORDER, click on the infantry unit in the left section (not the special forces), the armor unit in the middle section, and the armor unit in the right section!*
Sorry, I can't highlight them for you. =/
*Then click on "Confirm orders" at the top.*1archivecontrol_editmode_centercomment629d02f0eea5410
NekonyancerNow we have to move our three units.
Let's get our infantry up close to that bunker. We don't want to step on *wire* though!
[green][tip] If you hover over a wire space, you'll see that infantry battles out at -1. That means if we fired while standing on a wire space, we'd use one fewer dice!1cell-8-4629d02fa6face00
Nekonyancer*Move the infantry unit to the red X!*2cell-8-4629d02fa6face10cell-6-4 13
NekonyancerWe could move the infantry another space, but if we did, they wouldn't be able to fire this turn!
Next, *select the armor unit in the middle section. Move it to the red X!*1archivecontrol_editmode_centercomment629d0300c187710cell-9-5 13
NekonyancerBGA automatically selected our last ordered unit.
*Move it to the red X!*1archivecontrol_editmode_centercomment629d0306cfc9a10cell-19-5 13
NekonyancerThis time, we have three units that can fight, so we can choose the order in which they do so!
Let's start with the infantry. I'll explain how they work.1unit-10629d030e9fb3900
NekonyancerLike armor, infantry have 3 range and use 3 dice. However, their firepower is weaker against distant targets!
[blue]Distance / damage[/blue]
*1 hex / 3 dice.*
*2 hexes / 2 dice.*
*3 hexes / 1 die.*
That's why it was important for our infantry to get up close to the enemy!2unit-17629d030e9fb3900
Nekonyancer[red]Time for battle![/red]
*Select the infantry unit. Then click on the enemy infantry in the bunker!*3unit-10629d030e9fb3910
Nekonyancer[red]*Pew pew pew!*[/red]
We only rolled 2 dice instead of 3 because of the bunker's defensive advantage, but we were extremely lucky, scoring two hits!1unit-10629d0353875f200
Nekonyancer*Next, select the armor unit in the middle section.*
*Click on the bunkered infantry to fini-*
Wait a second. We can't.2unit-11629d0353875f200
NekonyancerIf you hover over the bunkered infantry with our armor unit selected, you'll see a black line going from our unit to theirs. This represents our *line of sight.*
Since that line passes through a friendly unit, they're *blocking our line of sight,* preventing us from firing!3unit-11629d0353875f200
NekonyancerMany types of terrain can also block line of sight, but only to units *BEHIND* the terrain. Units *IN* the terrain can still be fired upon!
NekonyancerIf the line of sight merely *touches* one obstruction, it's okay. But if it touches obstructions on both sides, it's blocked!
NekonyancerSince our allies are blocking our armor's line of sight, let's fire on this other target instead. This is an artillery unit, and it's in a bunker. It has +2 defense against our armor, but hey, maybe we'll get lucky.
You still have our armor unit selected, right? *Click on the enemy artillery to fire!*6cell-12-2629d0353875f210
NekonyancerWe have one more unit to attack with. *Fire on this bunkered infantry unit!*1unit-8629d038b18fa810
NekonyancerOur enemy is trying to run with this injured unit! That's not good for us. In order for us to get medals, we have to *completely destroy* enemy units!1unit-5629d03ead501b00
Nekonyancer*Let's play this Assault card next!*1card-30629d041eaaa2d10
Nekonyancer*Move our armor unit to the red X!*1cell-5-5629d0479a9b1910cell-2-4 13
NekonyancerNice, our armor trampled the wire and destroyed it!
*Next, move our special forces unit to the red X!*1cell-6-6629d04938bf2d10cell-3-5 13
NekonyancerOur infantry unit is just fine where they are.
*Click on "End all unit movements" at the top!*1cell-7-3629d049c559bd10
NekonyancerTime to battle! But first, I want to clarify a few issues about our injured units.
First of all, even though some troops were killed, the unit's strength never changes. Even if there's only 1 troop left, it can still roll 3 dice!1unit-10629d04a60901500
NekonyancerSecond, the fact that individual troops are killed implies that the troops can be commanded individually, but this is not the case. The troops are more like a *health bar* for the unit.
Thus, this unit cannot combine with another injured unit to form a complete one. Nor can it split up into smaller teams.
NekonyancerLet's see if we can finish off the bunkered infantry unit!
*Select our infantry. Then click on the bunkered infantry to fire!*3unit-10629d04a60901510
Nekonyancer[blue]*Huzzah!*[/blue] The enemy unit was completely destroyed, and we got a medal for it!
We now have the option to *"Take Ground."*
This happens when one of our units fights another in *close combat (distance of 1 hex),* and the other unit is either destroyed or forced to retreat.
Our unit can then take the spot they vacated.
*Click on Take Ground at the top!*1medal-1629d04be7d39510
NekonyancerNice! Now our infantry are protected by the bunker!
*Next, shoot the enemy infantry in the forest with our armor!*
It will be tough, since the forest gives them a defensive advantage, but we have nothing better to shoot at.1unit-10629d04ca27f0f10
Nekonyancer[blue]*I think you're getting the hang of it!*[/blue]
The game will continue as you've seen until one side has *five* medals. The three towns on the map (next to the red Xs) each provide a temporary medal for as long as they're occupied, so five isn't as much as you might think!1archivecontrol_editmode_centercomment629d04cf4e7c300cell-4-0 13 cell-12-0 13 cell-22-0 13
NekonyancerI never got a chance to explain *artillery* though.
Artillery are the least mobile of the four unit types.
They can only move one space at a time, and cannot move and fire on the same turn.
NekonyancerArtillery have 3 firepower and 6 range, but their firepower falls off with range, just like infantry.
NekonyancerBunkers are impassable to artillery, but in this case, the artillery *started the game in the bunker.*
Artillery that start in bunkers (or other normally impassable hexes) cannot move.4unit-6629d04cf4e7c300
NekonyancerI also need to explain a special feature of armor units.
When armor units fight in close combat, they can *Take Ground,* just like infantry. If there are still enemies in range after taking ground, they can then use the *Armor Overrun ability* to battle again!
That extra battle can then be followed by another Take Ground, but only one Armor Overrun can happen per unit per turn.5archivecontrol_editmode_centercomment629d04cf4e7c300
NekonyancerMaybe that was confusing. This picture should clear it up.
NekonyancerThere are many more details that I haven't mentioned and many more terrain types that you haven't seen. Many scenarios have their own little quirks as well.
However, you should be able to learn everything you need to know on your own, just by hovering over spaces with your mouse!
*Good luck, soldier!*7archivecontrol_editmode_centercomment629d04cf4e7c300
Nekonyancer*[blue]Thank you for playing through this tutorial for Memoir '44!*[/blue]
If you have any questions or comments, feel free to send *Nekonyancer* a message!
A big thank you goes out to *Tisaac* and *vincentt* for bringing this game to BGA!
Have fun! :D8archivecontrol_editmode_centercomment629d04cf4e7c300