CSI MEMOIR 44 - POINTE DU HOC

Forum rules
Please DO NOT POST BUGS on this forum. Please report (and vote) bugs on : https://boardgamearena.com/bugs
Post Reply
User avatar
MagnusNygaard
Posts: 181
Joined: 16 October 2022, 12:16

CSI MEMOIR 44 - POINTE DU HOC

Post by MagnusNygaard »

So a little warning about this one... first game got VERY long, owing to the allies (me) having very few center cards... Second round was unfortunately over much, much quicker...

https://boardgamearena.com/gamereview?table=313448923

By the way, the history teacher in me needs to mention this: the bravery of the rangers climbing those cliffs is something else... https://en.wikipedia.org/wiki/Pointe_du_Hoc
User avatar
MagnusNygaard
Posts: 181
Joined: 16 October 2022, 12:16

Re: CSI MEMOIR 44 - POINTE DU HOC

Post by MagnusNygaard »

In general I have to say this map isn't my least favorite 4-medal map. Both sides still need to think about how they maneuver, and while the Germans only have 4 cards - normally not enough to construct a useful hand - they do have some time, if the allies don't have center/left cards early on.
Also, as can be seen in the first match, when one side keeps getting cards for the RIGHT flank, then the opponent has much higher odds of drawing LEFT flank cards. This is usually a good thing, because it increases the odds of both sides actually getting cards to fight on the same side, but in this case, where one side has no units on that flank and the other does, it just leads to a lot of cards getting discarded.

So my starting hand determined this game from the beginning. ATTACK Center + ATTACK Right (useless since I had 0 units there), RECON center, THEIR FINEST HOUR (always a gamble as we shall see later), CLOSE ASSAULT and BARRAGE.
And, I have to confess I deliberately didn't play the "BARRAGE" as the first thing - because it has a 41% chance to just eliminate the German artillery, which I find slightly unsportsmanlike, and if it had succeeded it would just had made the game completely uninteresting. But just so it's clear - if you're out to win - always use BARRAGE and/AIR POWER on the artillery.

Any way - enough excuses. I had to move carefully since I had no good combination of cards to get my rangers up and over the cliffs. You can't just climb over the cliffs and not have a follow up, leaving the Germans to snipe at you. I think Edocentric soon realized I didn't have a good hand, becasue he implemented the brilliant "Run-away-and-hide-by-the-big-gun" strategy. Had I known this was his plan - and that I wouldn't be able to catch him, I might have reconsidered my bombing the Artillery...
Still - he didn't just run - but also slowly wittled down my infantry within range of his beach-bunker. I had to get him out of the way - and used a THEIR FINEST HOUR to move him out of range - and here I completely missed that I had another activation. It wasn't the last time that THEIR FINEST HOUR was wasted in this game, though...
What followed was a lot of taunting calls from the Germans to come closer, a lot of throwing away right-flank cards and slowly advancing closer to the German lines. I had an opportunity to play "COUNTER ATTACK" on "BEHIND ENEMY LINES" - ususally a no-brainer in a game with a hard-to-reach objective, but again, I had no cards to follow up that move.
In the end I got saved by Edocentric playing "THEIR FINEST HOUR" (move 179) getting 0 units activated and me getting 5 units activated in the COUNTER ATTACK.

4-3... I had to pull a rabbit out of my Stahl helmet.
But unfortunately my helmet was empty.
I did get "GENERAL ADVANCE" - but I didn't get any time to set up a counter move - because Edocentric got right into my face in the center. Whereas the first match had been a great back and forth, I must admit I put up no resistance as the Germans.

As mentioned, this is not the worst of the 4-medal maps. And one thing that is different in this port from the original online version on Days of Wonder is that it's not possible for the Germans to move down the cliffs and attack (it's a 2hex move from both sides). Not sure what version is right - but it does make an already hard map even harder for the Axis.
edocentric
Posts: 15
Joined: 31 May 2022, 01:38

Re: CSI MEMOIR 44 - POINTE DU HOC

Post by edocentric »

Pointe-du-Hoc is a map that has grown on me over time. At first, I couldn't figure out how the Germans could put up much of a fight since they are so scattered on the map and facing overwhelming odds from the US Special Forces units (especially on the German right flank). Somewhere along the way, a light bulb went off in my head - why was I fighting so hard as the Germans to maintain the right flank? And thus, a new strategy was born (which evolved into the other maps as well...)

German Strategy: I call this my "Monty Python" strategy as I "run away run away" from the right flank. Hunkering down on the right flank is a recipe for disaster as the two German infantry will be surely overwhelmed and giving the US two easy medals. Marshaling my forces into the center and left flank does come with some risk as it limits your options if you get the wrong section cards. However, this allows the Germans to turn this map into a war of attrition - the US forces have to advance and you can pick them off as they do. I am usually not in a position to win as the Germans here unless I get some excellent cards and dice rolls - my main objective is to get as many medals as I can to make it easier to win the 2-way scenario when I take over as the US. Near the end of the first round with Magnus, I ran out of left flank cards (where all of my units wound up) so the outcome was inevitable. Not getting a single unit activated when I played Their Finest Hour (and a massive Counterattack from Magnus) was the coup de grace. I lose 4-3 in the first round in perhaps the longest round of Pointe-du-Hoc I've ever played!

US Strategy: The key thing on this map as the US player is to avoid being within 2 die range of the German artillery and mop up medals on the German infantry on the left flank and center section. A lot hinges on what cards you get as the US player on whether you go after the left flank or center first. My hand started off with Assault Center and Infantry Assault so I had a monster hand to really apply the pressure to Magnus in the center section - I just needed some time to get my units into the right position. When Magnus played General Advance I was able to Counterattack which opened up a final dash to the back forest for the winning medal and I win the second round 4-1.

While this map is definitely slanted against the Germans, it is indeed quite possible to win as the Germans with the right strategy (which I've done quite a few times in this scenario). At the very least, you can make the inevitable US victory much more challenging!
User avatar
Jeronimon
Posts: 301
Joined: 11 June 2022, 11:34

Re: CSI MEMOIR 44 - POINTE DU HOC

Post by Jeronimon »

Reading through the CSI series :)

I am not fond of this map.
I agree with Edocentric strategy for the Germans. Run away to the orchard on your left and ure the Allies into the firing mouth of the artillery. (If you succeed and get the dig in as you have your germans in and around the orchard you are set :) )

But this makes for a long scenario if both sides have decent cards to explore this chase. If the Germans do not have the right cards for this strategy they usually get picked of right to left (left to right from the allies view)

Though I will play anything anyone anywhere, if I have a choice I avoid this one.
User avatar
Waikirikiri
Posts: 180
Joined: 25 November 2022, 03:19

Re: CSI MEMOIR 44 - POINTE DU HOC

Post by Waikirikiri »

MagnusNygaard wrote: 31 October 2022, 19:43 \As mentioned, this is not the worst of the 4-medal maps. And one thing that is different in this port from the original online version on Days of Wonder is that it's not possible for the Germans to move down the cliffs and attack (it's a 2hex move from both sides). Not sure what version is right - but it does make an already hard map even harder for the Axis.
The M44 Cards Database for Cliffs & Sea Bluffs states "Moving up/down on beach is a 2 hex move for infantry."
https://www.daysofwonder.com/memoir44/e ... terrain_11
User avatar
MagnusNygaard
Posts: 181
Joined: 16 October 2022, 12:16

Re: CSI MEMOIR 44 - POINTE DU HOC

Post by MagnusNygaard »

Thanks. IIRC it was implemented wrong on the Days of Wonder online site, then. Good it's been corrected then.
Post Reply

Return to “Memoir 44”