I don’t mind this aspect, because it is a game where another person and I are interacting through the cards, dice, and mini’s. The game is heavily luck dependent, and winning is sometimes based on good rolls and cards. You can play with 8 people if you have seven friends and a couple hours The defending unit is hit by dice that match their unit symbol or grenades: my tank attacks your infantry that are on top of a hill two spaces away, I roll three dice, minus 1 for hill defense infantry and flag your guys take one hit retreat one space towards you. You roll a certain number of dice based on distance (artillery and infantry roll less dice on a target the farther it is), the defenders terrain, and any bonuses from tactics cards. There are special tactics cards that allow you to order things more specifically (order four tanks anywhere, four infantry, all artillery, etc.).Ĭombat is resolved with special dice that have two infantry symbols, one tank, one grenade, one flag, and a star. Section cards highlight sections of the board, and in that section you can command however many units the card lets you: from one unit to all of them in that section. This also creates the bizarre mechanic of having units retreat back to the player rather than away from an attack. The board is divided into three sections, and the players are on opposite sides, so right flank to me is left flank to you. The game uses a card mechanic to “simulate” fog of war and miscommunication. The plastic models look cooler, and give off the feeling of Army Men. Other versions of the game system (Command and Colors Ancients/Napoleonic) use blocks. Little miniatures represent squads and tank groups, but they are just there as hit points. Memoir ’44 is a two player battle game: every game you are fighting just one battle.
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