Practical Strategy Tips for Newcommers

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PaskinsP
Posts: 76
Joined: 13 April 2022, 18:38

Practical Strategy Tips for Newcommers

Post by PaskinsP »

UPDATE: For easier use, I will be updating this post regularly with practical and concrete tips and pointers, that might be quite helpful to newcommers. This is a collaborative effort of all folks posting here!

-Rules to keep in mind at all times
-A 1 step unit has the same fighting capability than a full health one.
-A unit must first attack any adjacent unit, no ranged fire is possible while in melee with an enemy (blocking moves can be very powerful)
-Your goal is not to win the most medals in one round, but over two rounds. Know that there are scenarios that greaty benefit one side more than the other, there is nothing wrong with that.
Attempt to gain the most medals you can, while denying your opponent all possible medals. Because on the return match, each medal (and each figure) will count.


Let's get it started:

-General role of each unit type:

Infantry: used to clear enemy units from terrain. Stays in covering terrain, and when moving, goes from cover to cover, especially when tanks are around.
Tanks: excellent mobility and firepower. At the start their function is to fire from a distance. When the time comes, can move in to close range to devastating effect.
Artillery: very low mobility, great range. Whittle down enemy units, and killing of single step fleeing units.

-Do not undervalue the single dice attacks.

Of course everyone loves the large cavalry charge of 100 dice!
But Memoire44, as opposed to other games in the C&C series... is one of very vulnerable units.
It is normal to have most attacks in the early-game happen at a distance, at 1 dice, slowly degrading the enemy.

-Infantry is, and has to be, the main target.

The odds are unforgiving, Infantry will most often be the easiest % to kill... accept it, and in case of doubt, target the Infantry before the tank.
Why make it hard for yourself? Do not aspire for the fleeting tank kill, if a good ol' infantry is in sight.
It is normal to have most points coming from killed Infantry.

-Unless really well prepared, do not attack Artillery/special units only killed by 1 dice symbol (such as Snipers).

Opposite to the above, but same logic. Artillery is really hard to kill, really.
Even further, most maps have them deployed in defensive terrain. Do not waste time, avoid empty turns at all costs.

-Do not over-invest in fleeing with 1 step units.

M44, as opposed to other C&C games, is a very deadly one. Besides the very existance of Artilleries that can target half a map away... there are the Airstrikes and Barrage cards.
A timely withdrawal of a 1 step unit can be game-changing no doubt. But accept the reality that your opponent Can give a killing blow to anything if he wishes. Do not over-invest cards in fleeing.

-Beware of the retreat path

When moving, think about what happens if your unit is hit with a Flag.
Leave yourself a retreat path open. It is best to have a covering terrain hex behind your units, as opposed to a clear hex.
When attacking, can you safely cut the retreat path of that enemy unit? And if your attack fails, how bad will the opponents counter-attack be, retreat-wise?

-Read the Map and scenario carefully.

Pay attention to special rules and medals that can be won.
Take a moment to analyze the map, the terrain and the location of medals.
Count the units on both sides for each flank, and determine the strength of each section.
After taking all this information into consideration, define your strategy, taking into account your starting hand of cards.

-Mind the gap / positioning and keeping a distance is key

Tanks project the same firepower 3 hexes away, no reason to close in, unless to give the killing blow. Do not expose units to unnecesary danger, M44 is a ranged combat game, more than any other in the series
In case of doubt, always positiong units on the dual-sector hexes.

-Do not cry over bad cards (too much) accept and understand them.

It is mandatory to at least once have a look at the whole card pool of the deck, to get a feeling of what is in there, and in which volume.
When playing ""see the connecting plays"" that are available to you with your hand of cards.
You have to ""dance"" with the sector lines.
Sometimes a move that changes sector and offers a mediocre attack, in order to be able to next turn activate again... is better to just go for the best attack on one single turn.

-Understand the functioning of the deck

Keep in mind that due to the mirror-effect; if you draw a large number of cards that activate one flank, then the odds increase that your opponent will be drawing cards for that same flank - expect for Center, where the effect is the opposite, and the opponent will be struggling to respond.
This means that the flank sector you are drawing the most of, will be the most active one of the match, whether you like it or not, best make something happen there.

-Have a plan, and stick with it.

This can be a tricky one, but most often this is the best course of action, instead of just responding to the opponent's moves.
If you lose the initiative on one flank, and are being steamrolled, it might be best to start acting on another sector.

-Keep in mind the sequence of cards you want to play, and think about the timing of your best cards

Plan ahead, but do allow for your opponents response.
It is often best to stick to your plan, but leave some flexibility in there.
In case of doubt, do not play your best card, if another card allows for a similar result (this also prevents a painful Counter-attack card by your opponent).
Certain cards like can be very powerful cards if held onto the right time.
"Behind Enemy Lines" on a map with Permanent medals is a game winner.
"Barrage" on an Artillery unit can change the course of a game.
An Allied "Air Power" against damaged infantry units with no retreat is devastating.

-Keep in mind the sequence of attacks you want to execute on your turn.

The order in which to execute your attacks is key, plan the fire pattern accordingly.
Keep the Flag results in mind (a fleeing unit may cancel the attack of several of your units).
And in case of doubt... always attack from least flexible to most flexible (meaning a unit that has only 1 possible target should fire before another one that has several possible targets).

-Play with your head first, and passion second.

M44 is a game of slow combat, he who throws a bayonet charge without proper cards sequence in hand, has more to lose than to gain.
You will have bad luck, lots of it. But m44 is a game of weird come-backs.
Be slow and steady... always.


Keep them coming!! ;)
Last edited by PaskinsP on 06 January 2023, 12:45, edited 9 times in total.
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Wiking44
Posts: 142
Joined: 10 June 2022, 14:07

Re: Practical Strategy Tips for Newcommers

Post by Wiking44 »

I agree with what was posted but some things I think about is what is the bigger threat to me the infantry unit that is 3 hexes away that after moving will attack me with 2 dice or the armor unit that will attack me with 3 dice with a possible 3 more after overrun
And I like it when my opponent leaves his 1 fig units for me to pick off instead of pulling them back especially with armor overrun knocking out the 1 fig then 3 more dice at another target
PaskinsP
Posts: 76
Joined: 13 April 2022, 18:38

Re: Practical Strategy Tips for Newcommers

Post by PaskinsP »

Valid points.
But in order to best use this thread... let's keep it focused on the practical, and "golden-rule" / "nugget-of-wisdom" oriented, instead of getting off-track with specific discussion 8-)
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Waikirikiri
Posts: 180
Joined: 25 November 2022, 03:19

Re: Practical Strategy Tips for Newcommers

Post by Waikirikiri »

PaskinsP wrote: 25 December 2022, 01:50 Valid points.
But in order to best use this thread... let's keep it focused on the practical, and "golden-rule" / "nugget-of-wisdom" oriented, instead of getting off-track with specific discussion 8-)
True but some of your "golden-rule" points are very debatable.

For example attack infantry over armour.
Infantry may be easier to kill, but armour can cause more damage more often.

I'd like to offer the following points.

"Use the terrain where you can"
Woods are great to attack from and defend in.
Towns are good for infantry to occupy, not for armour which battle out with only 1 die roll.

"Beware the retreat"
Think about what happens if you hit with or are hit with a flag.
Can you safely surround a unit and turn retreats into hits? Can you unit be easily surrounded?

"Plan ahead"
If you can plan a sequence of moves.
Allow for you opponents response.
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Jeronimon
Posts: 301
Joined: 11 June 2022, 11:34

Re: Practical Strategy Tips for Newcommers

Post by Jeronimon »

Basics:

Armour attacks from a distance unless you hav a chance on an armour overrun.
Infantry stays in cover, preferably, when armour is around
Infantry is used to clear enemy from terrain with -2 for armour units

Beware of flags
Keep retreat open for yourself
Think about your firing sequence ( if I throw a flag what will likely happen?)
Col Rosenberg
Posts: 69
Joined: 25 December 2022, 08:08

Re: Practical Strategy Tips for Newcommers

Post by Col Rosenberg »

Do not waste time, avoid empty turns at all costs
I think this comes naturally...Do what you have too. Don't think you must fire at enemy each and every turn. If you find a flank having your units exposed (in the open), don't be bothered about "wasting time," avoiding all targets - If HQ has given you only one chance (card), you should use it immediately! use that card (empty turn) to move as many units as possible, getting them under cover, before they get caught out in the open and overrun.

-Always run towered cover. Never leave units (mainly inf) out in the open...if you can help it.
-Learn to neutralize units. Keep weak units safe by moving stronger units adjacent to enemy units...units have to fire at adjacent enemy unit only.
Example: You have a one figure infantry running for the Border (exit hex). The only thing preventing him from reaching his objective (exit hex) is an enemy Arty that is two hexes away. Simply move another unit adjacent to enemy Artillery...Lone Inf unit is now safe.

-Don't initiate the attack if you don't have too. Nine times out of ten your opponent will come to you. That's why position is much more important than targeting enemy units.
-Don't be afraid of Mines.
-If you lost the initiative on one flank, and your opponent is about to steam roll over you, initiate an assault on another flank...This will, 87% of the time, distract your opponent.
-Don't run out in the Open.
-have a plan and stick with it.
-Most players seem to stay away from arty. This being the case, use the arty card to move your arty up close...this will put the fear of god, and force your enemy to target undesired arty.
-save your good cards for when you need them. Sometimes it best to sacrifice a few units, in order to draw your opponent in, then let loose all Fury!



-Target the unit that poses the biggest threat. Example: units that are in Cover (fortress, woods, city etc.); Inf will usually be the biggest threat. If enemy tank is rdy to exploit, you'd best target it.

if you want to cry and call luck towered your opponent...You should accept any request for a rematch.
Last edited by Col Rosenberg on 26 December 2022, 22:56, edited 7 times in total.
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Duncan TMS
Posts: 602
Joined: 11 December 2022, 18:31

Re: Practical Strategy Tips for Newcommers

Post by Duncan TMS »

Bonjour à tous, pour rejoindre les propos de PaskinsP , voici quelques règles que j'applique lors d'une partie:

1- Bien lire la MAP ( qui à l'avantage du terrain , et qui à le désavantage....)
2- Quels sont les obstacles et les protections utiles.
3-Y a t'il des médailles objectifs?
4-Compter les unités dans les deux camps.
5-Définir la force de chaque section et donc définir quelle est la section la plus faible.
6-Définir sa stratégie après avoir pris toutes ces informations en prenant en compte sa "main de cartes" de départ.

Voici quelques proverbes qui me sont utiles concernant les unités et les cartes :D : et surtout, cela n'engage que mon avis! :roll:

INFANTERIE
-Les villages s'attaquent et se défendent avec de l'infanterie
-Les blindés peuvent être attaqués par l'infanterie complète (4 fig) seulement "au contact" . Si l'infanterie est spécialisée (élite/génie...) c'est encore mieux."Personnellement, mon infanterie attaque en soutien de blindé ;) "

BLINDE/TANK
-Les tanks attaquent l'infanterie (4fig) à 3 hexagones.
-Eviter de laisser un tank seul à un ou deux hexagones de l'ennemi.
-Les tanks doivent rester mobile.
-Ils attaquent toujours en meute.
-La colline est excellente pour les tanks.
-La forêt est une excellente protection pour le char.
-La ville est a éviter.
-Les tanks réduisent les forces ennemies avant de percer.
-La percée de blindé est très forte contre un ennemi faible ou très faible. Attention toutefois au placement final après l'attaque...
-Dans le désert, le premier blindé qui tire à souvent raison.

ARTILLERIE
-L'artillerie sans recul ne résiste pas.
-L'artillerie qui avance double son efficacité au tir.
-L'artillerie a presque toujours la ligne de front en portée de canons.
-Une artillerie qui doit débarquer n'est pas prioritaire.
-La carte "FUSILLADE" est du pain béni :o .
-Attention, dans un scénario long, l'artillerie ennemie doit toujours être neutralisée.
-C'est tout le contraire dans un scénario court.
-Ne jamais envoyer à l'assaut son infanterie sans avoir neutralisé l'artillerie ennemie (lorsque c'est possible ;) .
-L'artillerie lourde (un vrai bonheur) vide en priorité les cibles fixes (par exemple, les bunkers...).
-L'artillerie tire en dernier, sauf si elle soutient au combat rapproché.

CARTES
-Combat rapproché: A jouer très rapidement (au premier contact)
-Assaut de blindés :S'assurer que les tanks soient protégés ou dans leurs formes maximum pour l'assaut.
-Fusillade : A jouer avant l'assaut.
-Action héroïque: A jouer pour faire du " :twisted: grand nettoyage" dans un long assaut.
-Infiltration: Le meilleur commando pour chercher une médaille.
-Médecins & mécaniciens: Plusieurs ordres ( en attaque, permet à l'unité a l'assaut de pouvoir continuer après avoir été soignée) (en défense, sauve une médaille avec l'unité soignée) .
-Les sacs de sable : un assaut en profondeur peut s'épuiser (manque de cartes, déroute) et il est bon de pouvoir reposer les unités derrière des protections avant de repartir de nouveau à l'assaut.
-Le tir de barrage : Plusieurs actions possibles.
    1-En début de bataille, une artillerie ennemie sans recul à 41% de chance d'être détruite avec cette carte.
      2-En fin de partie cette carte ramène une médaille .

      - ASSAUT 2-2-2: on ne déplace pas les unités avec, on ATTAQUE !
      -Reconnaissance: C'est une carte forte malgré son maigre ordre d'activation d'une unité. Elle permet de pouvoir choisir ensuite parmi deux cartes dans la pioche et souvent, c'est la carte qu'il manquait. Elle permet en cas de règle "Blitz" de pouvoir effectuer une attaque aérienne côté AXE.Du côté Armée rouge, elle se joue sans le commissaire politique!

      Mes sources pour citer tout cela depuis 10 années: Guide tactique et stratégique d'Alexis Beuve "Praxeo" éditions DOW.
      Si cela vous intéresse, je pourrais développer le sujet plus en profondeur. :roll:

      Bonne fêtes de Noël à tous !! :mrgreen:
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      ripted pizzaz
      Posts: 28
      Joined: 02 February 2017, 06:20

      Re: Practical Strategy Tips for Newcommers

      Post by ripted pizzaz »

      1) Understand the general rules. The most common bug reported is when a new player doesn’t understand that a unit adjacent to an enemy must attack that enemy even if they have line of sight to other enemy units.

      2) Read the scenario.
      Know if medals are permanent or temporary
      Know if you’re playing with USMC that allows +1 to number of units you can select. In desert scenarios some armor moves 3, some only 2. The Russian Command system is confusing. And some scenarios have really unique features…double medals for killing armor, double medals for exiting infantry, air drop, etc.

      3) Your goal is not to win the most medals in this round, but over two rounds. So if you are losing badly in the first game, know that it could be the scenario benefits one side more than the other: the number of units, the terrain, and the number of cards in hand. Attempt to gain the medals you can, because on the return, your side may have the advantage and each medal (and each figure) will count.

      4) Understand time pressure. Some maps start off slow, others very very fast. On slow ones, build your hand, playing less worthy cards. On fast ones (often desert maps with lots of armor) play what you can to do as much damage as you can.

      5) Certain cards like Behind Enemy Lines, Barrage, and Air Power can be very powerful cards if held onto the right time. Behind Enemy Lines on a map with Permanent medals is a game winner. Barrage on an artillery piece in a bunker can can the course of a game. An Allied Air Power against damaged infantry units with no retreat is devastating.
      RobertBr
      Posts: 667
      Joined: 08 July 2016, 15:57

      Re: Practical Strategy Tips for Newcommers

      Post by RobertBr »

      Tips are mostly a waste of time, if players want to get better they should study tactics and if you want to help them doing (the much harder) work of discussing tactics is useful. M44 of course already has some literature on this.
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      MagnusNygaard
      Posts: 181
      Joined: 16 October 2022, 12:16

      Re: Practical Strategy Tips for Newcommers

      Post by MagnusNygaard »

      RobertBr wrote: 26 December 2022, 12:37 Tips are mostly a waste of time, if players want to get better they should study tactics and if you want to help them doing (the much harder) work of discussing tactics is useful. M44 of course already has some literature on this.
      I strongly disagree that tips are a waste of time, ESPECIALLY for newcomers. I do agree that tactics are a better way to win games in general (understanding the elements of materiel, timing, and risk-reward, etc. is good in any strategy game), but Memoir 44 in particular has some very interesting elements that are not always intuitive to new players - such as a weakened unit being offensively just as strong as a fresh one, or the fact that if you have a lot of cards on one flank - then the odds of your opponent ALSO having cards for that flank increases (except for the center - where it's the opposite).
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