niedziela, 1 września 2013

When Memoir '44 meets Tide Of Iron...

This could be actually quite interesting encounter. Is it possible to create some ToI 'atmosphere' with M'44 pieces? Anyway, here's another episode of 'Pimp My Memoir', where I'll try to implement some new rules and this time the mechanics would change a bit... or even a bit more. 



Before I get any further, I'd like to point out that what I'm doing here is not just a question of being bored. I do actually appreciate Memoir '44 - I believe this is the best war... I mean game of war available. Why is it so? Just because it has such great support, so many players, so many expansions, so many people interested in creating their own scenarios (two - I repeat - TWO scenario books released up to date), and at the same time it does appeal to almost every gamer. And, what's even more fun (yeah, I believe that's appropriate word) it is easy adjustable and susceptible to customization. That's why I'm trying to do something with it and I believe it works... at least for me.


Okay, let's get to the point. This time I'd like to point out some new rules for fire and movement for infantry and armor. I was really impressed with Tide Of Iron mechanics, actually so simple, but definitely rewarding good, tactical play. Since Memoir '44 is card driven, and much like Combat Commander, you cannot perform ANY action without having the exact card, it makes your choices limited. It is actually so hard to get rid of cards (not using them at all; the're very nice anyway), and I must say that I'm really starting to like it, but all other things might be a little bit more complexed, and that's why I decided to give it a shot.

Each unit has its own amount of points (see chart below), called Movement Points (MP). It can spend all of them as an action, but then it won't battle. It also can move one MP less and fire at half firepower (fractions rounded up) or it can stay put and battle with full strength. Any unit always has to move first and then battle. It cannot battle and then move, so any battle ends a turn for any unit. 



MOVEMENT AND FIRE & MOVEMENT
UNIT
MOVEMENT POINTS
FIRE & MOVEMENT
MOV. PTS.
FIRE
INFANTRY
3
-1
1/2*
SPECIAL INF.
3
0
1/2*
FRENCH RESIST.
3
-1
1/2*
ARMOR
4
-1
1/2
ARTILLERY
1**
X
X
* - fractions rounded up
** - artillery can always move one hex, as long as it is not impassable terrain

As you can see, special infantry is not only named special, but it also can spend all its movement points and still battle, but of course with its firepover halved. 


Each terrain type has its own movement value, which indicates the number of MP that any unit must spend while entering. See Terrain Chart below to get more details.



TERRAIN CHART
TERRAIN
MP VALUE
INFANTRY
ARMOR
FORESTS * / **
2
3
HEDGEROWS * / **
*****
*****
HILLS
(UPHILL)
+0
+1
HILLS
(SAME LEVEL)
+0
+0
HILLS
(DOWNHILL)
+0
+0
TOWNS * / **
1
2
VILLAGES
1
2
RIVERS
X
X
OCEANS
X
X
BEACHES
1*****
1******
BUNKERS
2*
X
HEDGEHOGS
1
X
WIRE
2***
2****
* - unit must stop when enter
** - unit may not battle when enter
*** - unit may not battle when enter but may remove instead
**** - removes when entering and may battle
***** - all original rules for hedgerows and beaches apply

Additional informations:
When moving on a hill (uphill or downhill as well), you look at the terrain hex you enter. If it is a clear terrain, use modifiers, if it is any other terrain, check the appropriate MP to enter that hex.


If any hex, that unit is going to enter, would exceed the number of MP (indicated above), it is forbidden to enter that hex. Fe.if there is one MP left for infantry, it cannot enter any forest hex.


There are two different built-up areas: towns and villages.

A town is any town/village hex tile that is adjacent to at least one other town/village tile. 

A village is a single town/village hex that is surrounded by any terrain type but another village/town hex. When there are more tiles depicting a city, but not all of them connected togehter (fe. scenario no. 10 from base game), count single town/village hexes as some kind of suburbs, so they can be treated as village.

Each unit can move through village without stopping there, but rules for town/villages still apply. When unit enters  town tile it must stop and cannot battle. This one was made up to distinguish heavy built-up areas from light ones, which should be easier to move through. 

If any Tactic card allows any unit to have an extended movement, you add 1 MP to it and you can perform an action indicated on the card. Fe. 'Behind Enemy Lines' makes you move up to three hexes in a regular game, so an infantry unit will receive additional movement point for that turn and can move without terrain restrictions.


Okay, you might be right, this is not a huge 'charge' onto Tide Of Iron's position. But it gives you more flexibility, when you can move one unit up to 3 or 4 hexes of clear terrain, it is easier to switch sections of the board and move units into that part of the board where you can issue them an order.

It is probably my last make-your-own-rules-for-Memoir attempt (although I won't say: 'for sure'). Now having new battle rules, Op Fire and now this movement rules, you can try and combine them to check if Memoir '44 has gone a little bit deeper under the surface. If it did, I can only be happy for you. If it was a waste of time for you, then just stick to the original game and enjoy it, because it is a good game anyway. And play it as much as you can, because I still eager for more expansions and they will come up only when we will be giving this game as much appreciation as it deserves.

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