Articles Reviews Memoir '44 Campaigns Review
 

Memoir '44 Campaigns Review Memoir '44 Campaigns Review Hot

m44campaigns.jpgFor some reason, I was struck relatively early on in my plays of Memoir ‘44that it was a game that would clearly benefit from a campaign system.I’m not entirely sure why this was - perhaps it was a reflection on therelatively limited scope of most of the scenarios, or maybe because thepleasing simplicity and speed of the game left ample scope for anextension of both for those that wanted it. I can’t have been the onlyone because several home-brew versions appeared fairly quickly afterthe game was published. I was thus immediately interested once thesemi-inevitable official version was announced, and Days of Wonder werekind enough to supply me with a copy to review.

Not having done a lot of pre-product research with this one I hadassumed the book would be a cheap softbound and so I was surprised andpleased to find that it’s actually a top-quality hardback book whichincludes some new markers needed to play the campaign system and someof the new scenarios, as well as some new reference cards in the back.The reference cards fit in with those from the Air Packexpansion and so aren’t any use if you don’t own that, but theproduction quality is still top-notch. The whole thing is laid out tolook like a stack of military briefing papers and while it’stext-heavy, the illustrations are good and there’s some solid historyincluded in the notes.

The campaign rules themselves are very simple. A campaign is asequence of linked scenarios, usually around 4 games in length. Eachplayer keeps the same side through each game in the campaign ratherthan swapping as is the case in most one off M44games. The system introduces two new dice rolls to each scenario, onebefore the scenario begins and one at the end. First there’s a “reserveroll” which allows players to add units matching dice symbols rolled totheir forces for this game, although doing so drains a strategicreserve pool each player has for the campaign. Afterward there’s an“event roll” which has adverse effects on your opponents’ startingforces for the next game. The winner of each scenario gains a smallbenefit to carry in to the next scenario, as well as an extra eventdice with which to torment his opponent. In some campaigns there is atree of scenarios with different games being played depending on whowon what earlier on. At the end of the campaign you total up all thevictory medals earned by each side during each scenario and add a fewbonus points for objective medals (i.e. medals earned from holdingterrain rather than killing units) and the player with the higher totalwins, although there are degrees of victory from a draw to a decisivewin. If you want you can link shorter campaigns together into a grandcampaign with its own special rules and determine an overall winner.

Those rules only take up around six pages - the remainder of the bookconsists of descriptions of the campaigns and the scenarios of whichthey comprise. A few of these scenarios are from existing sources suchas the base game rulebook, but most, pleasingly, are completely new.There are three grand campaigns in the book. The first is based on theNormandy campaign, though excluding D-Day, which requires only the basegame set to play. The second comprises the under-gamed German invasionof France and Belgium in 1940, and this also requires the Terrain Pack.The third and longest campaign covers aspects of the German OperationBarbarossa against the Soviet Union in 1941 and this needs both the Terrain Pack and the Eastern Front expansion. Many of the scenarios also feature optional rules for using the Air Pack if you own it, and one states that the Air Packis required, although I’d say you can muddle through without it: Icertainly managed. The requirement for two expansions to make full useof the third campaign is, I think, a mistake, as it will seriouslylimit the potential audience for this book. And that’s a shame becausein terms of play experience, this is undoubtedly the best Memoir expansion yet.

One of best things about Memoir has always been its easygoing nature: it’s a game to break out any time with virtually anyone,to start and evening or to end it. But that accessibility has also beenit’s downfall in the sense that a stand-alone game of basic M44is essentially a forgettable, throwaway thing. The “front” expansionsadded a lot of strategic depth and flavour to the game but this didn’tsolve this basic problem. The campaign book at long last addresses theissue without taking anything away from the value of Memoir as an accessible game because of course you don’t haveto play campaign games: one offs are still perfectly viable and as funas ever. But suddenly the game has become one which can take up anentire evening, instead of just bookending it.

There are multiple aspects as to why I think the campaign system isso compelling and, perhaps surprisingly, very little of it has to dowith the inter-game mechanics of reserves and events. They have acertain charm, and I do like the way the reserve rolls force a generalinto agonising choices over such things as whether to use a lucky roll- say for an elite armour unit - and burn a reserve token now, or saveit for later and risk getting nothing but basic infantry in your rolls.What really does it for me in mechanical terms is the absurdly simpletotaling up of victory medals across the campaign to determine anoverall winner. Not only does this address the oft-quoted problem of afew lucky rolls determining a sudden victor in a single game (becausenow you have a comeback chance) but it means every medal - every singleone - is worth fighting for. If you’re facing a certain defeat afterten turns of play no longer are you simply going through the motionsuntil the game end but you’re fighting tooth and nail to try andsalvage every medal you can out of the debacle. Better yet, thoseoft-ignored objective medals now give you bonus campaign points and sosuddenly become extremely attractive - and exciting - to attack anddefend. During a test of the “flanking Caen” campaign the finalscenario saw an absolutely thrilling bloodbath over the single medalobjective, Hill 112, because the side that got it would clinch theoverall campaign. In a nice twist a couple of the 1940 Blitzkriegcampaigns have other bonus points on offer based on the historicalimportance of destroying tanks and denying mobility to the enemy.

History is the other key to what makes the campaign system feel sorewarding. Each campaign is given a historical preface in addition tothe historical notes for each scenario. Regardless of what you thoughtabout the simulation aspects of the base game, there was certainly aproblem with putting individual scenarios in their historical contextbecause they tended to be modeled on small-scale actions unfamiliar tomost players. With the campaigns this is no longer the case - the grandcampaigns themselves are based on history familiar to most high-schoolstudents and the smaller campaigns and individual scenarios are put intheir proper place within the larger framework. For gamers keen ontheme there’s an added bonus here: the chance to use a quick, simplegame system to actually re-create a wholly imaginative version ofhistory. Memoirmight not feel like much of a simulation, but if you’re playing the1940 campaign and taking the role of a French general has a chance tohalt the Blitzkrieg and avert the entirety of the second World War,that won’t detract a jot from how good you’ll feel if you pull it off.

The scenarios that make up the campaigns are, for the most part,very good and a notch above the bulk of those found in the base game.The fact that most of them are brand new is really the icing on thecake and explains in part why this book was so long in coming - therelooks to be a lot of design hours in this product. As we’ve come toexpect from M44scenarios, most are not balanced and favour one side (usually thehistorical victor) over the other although there are very few one-sidedsetups here: most offer both players a realistic chance to win. Sinceyou’re no longer swapping sides you might think this would lead to aseriously unbalanced experience in playing campaigns but, of course,care has been taken to ensure that the overall campaign arc is roughlybalanced. So in a campaign of 4 scenarios you’d expect 2 to have alliedbias, 2 to have axis bias. This overall balance factor has even beenexploited for variety: at least one campaign offers the choice of anadditional scenario to play - altering the overall balance - to thevictor of one of the mandatory scenarios in the campaign.

Which brings us on to balance in terms of campaign rewards. One ofmy opponents during the course of my review games stated a markedreluctance to try this game out because, he said, campaign systemsalways end up rewarding early victories too much and the later gamesbecome too one-sided. It’s a fair criticism. But again, the design teambehind the M44campaign system seem to have realised this and compensated for it - after actually playing a campaign my opponent agreed it was a very well balanced system. Themost straightforward solution is the short scope of the individualcampaigns which means there’s not too much time to build up momentumbefore a reset, but the points system used in the Grand Campaign meansthat the victor in a single campaign gains his just reward withoutmaking the task impossibly for his opponent. The additional event diceare also a clever idea: forcing your opponents to lose single figuresfrom his units has a far bigger impact on the emotions than it does onbalance. Seeing your enemy gleefully tossing one of your tank figuresback into the box hurts - but of course your unit is still at fulleffectiveness until it dies.

From the point of view of the Memoir system as a whole,this expansion is hard to fault. The individual scenarios are great, itoffers a whole new play experience with added depth and theme, and theexcitement that can be generated by confrontations over single victorymedals can be tangible. But of course most gamers don’t own the wholesystem, which brings us back to the unfortunate fact that to use twothirds of this book, you’ll need to own the Terrain Pack. Ifyou already have that expansion then I highly recommend you get thisone: it’ll inject a whole new lease of life into your play experience.If you don’t then the questions of whether it’s worth getting the Terrain Packjust to play the campaigns, or indeed if the base-game only campaign isenough alone to make the book value for money are rather more thorny. Idon’t have an answer for this: I guess it depends how much money youhave to spend and how much time you’re really likely to spend playing Memoir,although I guarantee that the book will certainly increase your desireto spend time on the game. That’s why I think it’s such a pity that somuch of the book has an absolute requirement for one expansion.

As far as I’m concerned, the existence of the Campaign Book is the final nail in the coffin of all the other Commands & Colors games. They might offer their individual advantages but frankly, who cares now that Memoircan basically do it all? Given how good this supplement is I’m rathersurprised how little attention it seems to have received outside of thehardcore M44 playing community. At the risk of repeating myselfto the point of tedium I can’t help wondering if the limited reactionto this brilliant book isn’t at least partly a factor of its relianceon the Terrain Pack, which must have limited the scope of itspotential market. Here’s hoping that any possible Volume 2 of campaignsisn’t so tied to a single supplement, but in the meantime I hope thatthis review might make up some of the lost fanfare that the Campaign Book richly deserves.

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Comments (14)
  • avatarJ.T.

    If you can play this expansion at all, you've already spent $100+ on Memoir '44. To get the full experience, it's closer to $200. I think cost is the major deterrent to getting this to a wider audience.

  • avatarJazzbeaux
    Quote:
    If you can play this expansion at all, you've already spent $100+ on Memoir '44

    I do wonder if Days of Wonder should do a big box set, or similar which would include the best elements of all of the M '44 boxes. It could be difficult to balance though - not wanting to alienate all those that have bought in.

    Sam

  • avatarPartizan
    Quote:
    Given how good this supplement is I’m rather surprised how little attention it seems to have received outside of the hardcore M44 playing community. At the risk of repeating myself to the point of tedium I can’t help wondering if the limited reaction to this brilliant book isn’t at least partly a factor of its reliance on the Terrain Pack, which must have limited the scope of its potential market.

    First of all, great review Matt. This had fallen off my radar, but I'll definitely have to think about it again the next time I make a game purchase.

    Just to comment on the lack of attention bit, I think it has more to do with the fact that the Campaign book came after a string of ho-hum expansions from DoW, than it has to do with the Terrain Pack. I know for fact that's why I was on the fence with it. With the so so British expansion, Overlord thing, and Campaign bag, Memoir just lost my attention.

  • avatarBlack Barney

    Great review. The lack of a decent campaign is what killed Battlelore for me. We stopped playing after 20 games (or so).

  • avatarMattDP
    Quote:
    Memoir has always been a favorite of mine and I'm not only surprised at the lack of attention on the expansion but on the game as a whole as it certainly is one of the top AT games.

    When I first played Memoir I wasn't actually that keen on it. I'm still not sure the base-game alone is that brilliant. But it's the expansions that make it: the Eastern Front expansion is very good indeed, and the campaign book is just top-notch.

    Quote:
    The lack of a decent campaign is what killed Battlelore for me. We stopped playing after 20 games (or so).

    Yep, this is the sort of stuff that puts me off the other C&C games. Some of the M44 expansions might not be very good but pick and choose rather than trying to be a completest and you'll have a cracking game that does everything all the other C&C games can do and more.

  • avatarBlack Barney
    Quote:
    Yep, this is the sort of stuff that puts me off the other C&C games. Some of the M44 expansions might not be very good but pick and choose rather than trying to be a completest and you'll have a cracking game that does everything all the other C&C games can do and more.

    Yeah, I eventually sold my C&C:Ancients game (even though I found it far superior to Battlelore) simply because without a campaign, i couldn't even get motivated to finish the scenario book that came with the game. I think a campaign gives a ton of much-needed momentum. I have yet to play Memoir '44 but hopefully one day, I'll dive into it. I think I better wait several years after getting burned out on C&C:A and Battlelore

  • avatarJ.T.

    Matt (and others), I'd like to hear more of how Memoir w/expansions compares to C&C:A. How do the expansions beef up the game, since C&C:A seems by popular opinion to be a somewhat heavier game? Is it just the campaign book that puts Memoir over the top, or do you think that Memoir passed C&C:A with some other expansion?

  • avatarSan Il Defanso

    Matt, which expansions would you consider to be the essential ones? I really dig Memoir '44, and I would like to expand it, but I don't have the energy (or money) to invest in all of the expansions.

  • avatarSouthernman
    Quote:
    SanIlDefanso: ...
    Matt, which expansions would you consider to be the essential ones? I really dig Memoir '44, and I would like to expand it, but I don't have the energy (or money) to invest in all of the expansions.


    Let's see if I think similar to Matt .... I would say of the 'Country' expansions go for whichever theatre and/or the new rules interests you the most (download from DoW site), the Terrain pack provides new tiles mainly useful for creating new scenarios, the Winter/Desert board for the cheap price adds some extra theme, never really got into the Airpack, and gave up on M-44 when they put those stupid pathetic campaign bag/hedgerow hell/overlord stuff out.

    I haven't invested in the Campaign book 'cos the game just doesn't get played much now, but as there are about 70 official scenarios plus hundreds of good user scenarios to download off DoW I haven't thought about yet - in fact, I am more concentrated on getting Tide of Iron games going.

    Still a damn good fun game.

  • avatarAndy Kelly
    Quote:
    Matt (and others), I'd like to hear more of how Memoir w/expansions compares to C&C:A. How do the expansions beef up the game, since C&C:A seems by popular opinion to be a somewhat heavier game? Is it just the campaign book that puts Memoir over the top, or do you think that Memoir passed C&C:A with some other expansion?

    Of the bunch (M44, C&C, BattleLore), Memoir 44 has the best components and the sort of visceral pleasure of playing with Army men. It pretty much has three unit types--infantry, tanks, and artillery. C & C has three levels of units (heavy, medium, and light) with, generally, cavalry, infantry, and some kind of missile unit in each. I guess the main difference is that with C&C, heavier units are slower (where tanks can cover a fair amount of ground in M44).

    I spent a little time being bitter about having bought whole-heartedly into M44 when the consensus was that the others were better. I have the base game, the desert/snow board, the terrain pack, Russian expansion, and Pacific expansion, and I considered getting rid of them when I decided to switch to C&C. But I've since decided to keep them because I have a little boy, and when he's ready to game with me, plastic soldiers will be an easier sell than wooden blocks.

    As for the effect of the M44 expansions, they make the game more complicated, sometimes in interesting ways (the comissar with the Russian one) and sometimes in less interesting ones (I don't care for the landmine bullshit in the terrain pack). Another thing that's frustrating about the expansions is that they force you to surf through several rulebooks to find how to handle a particular situation. I got the impression that this book takes care of that, but maybe I'm wrong.

    Ultimately, I think the determining factor for how much you like the game will be your favorite historical period. I love me some Romans, and I love C&C, particularly the Caesar stuff. I really like WWII, and I really like M44. And thanks to this review, which tells me that I have all the gear I need to play the book and that the book offers something I've always wanted from this system, I think I'm going to get the book.

    But if you're trying to decide which to get--M44, BattleLore, or C&C:A, you should probably get the one from the historical period you like best. They're all good games, can't-miss games, in fact.

  • avatarMattDP
    Quote:
    Matt (and others), I'd like to hear more of how Memoir w/expansions compares to C&C:A. How do the expansions beef up the game, since C&C:A seems by popular opinion to be a somewhat heavier game? Is it just the campaign book that puts Memoir over the top, or do you think that Memoir passed C&C:A with some other expansion?
    Quote:
    Matt, which expansions would you consider to be the essential ones?

    I can answer these two at the same time.

    I don't think any M44 expansion has surpassed C&C:A in terms of depth, but I do think that the Eastern Front expansion offers a pretty good bridge to the gap. If you enjoy the base system at all I highly recommend you get Eastern Front. I actually reviewed it a few months ago:


    In spite of loving the campaign book, that's the only expansion I would strongly urge anyone to invest in. That's because the campaign book needs the Terrain Pack and the Terrain Pack isn't actually very good in and of itself. However if you invest in those two, the base game and EF you'll have more than enough game to last you a long, long time.

    The Pacific Front expansion isn't bad but I didn't feel it added enough to the base game to make it truly worthwhile except for completeists. The other expansions are just chaff, although the Tiger Tank figures that come with Tigers in the Snow are purty, and the rules are interesting, but the whole is grotesquely overpriced.

  • crumbb

    IMHO if you're going to limit it to just one expansion, I'd go with the Air Pack. It adds reference cards so you don't have to look through lots of rulebooks, and I like the air power rules because they can be added to any M44 scenario.

    If you don't have the terrain pack, you can proxy some of the terrain tiles that the Air Pack scenarios call for, especially because there are reference cards for every type of terrain hex.

  • avatargeneralpf

    My favourite expansion is Pacific Theater because it's so different from the Normandy stuff. Eastern Front is a close second. At the bottom of the trash pile is the Air Pack, Terrain Pack and all that other crap they tried to sell.

  • avatarBrummbar

    Thanks Matt for the review and the kind words. I am very pleased that the book (and campaign system) was so well received.

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