There are a lot of the scenarios in the base game of MEMOIR 44 that would benefit greatly from an update or a second work over by Richard or the guys at Days of Wonder.
Perhaps no scenario more than ATTACK ON MORTAIN. It has the horrible cornering of helpless units of ARNHEM BRIDGE (you need at least 3-4 turns to exit your units as the Axis), the horrible placement of units all lined up with no retreat of the FIRST WAVE (though thankfully not within reach of 2+ dice of artillery), combined with the unfair Hill 317 that grants 6-8 dice on the Germans units if played early on, and the fact that BOTH sides have flanks that are completely useless, but can cost them the game if they can't hold on to them... And it's only to 4 medals... Perhaps the biggest sin of them all.
Imagine spending 15-20 minutes setting up all that terrain, for one player to get 1 or 2 turns before he has lost.
OK, so. If you ever play this map live, just make it 6 medals - and reduce the Hill 317 to being "Axis" AIR POWER 1-1-1-1 instead (or use the Air Pack - if you're so lucky to own it).
With that out of the way - when I saw my hand I knew I was in trouble. I had no Left Flank cards - so no way of getting rid of the Hill 317. 2 Probes in the center - not bad, but not enough for an offensive or getting any real chance of a medal. OK, so I had INFANTRY ASSAULT - one of my favorite cards to change a game on its head. Problem with this scenario is that the Axis infantry units are both scattered on all three flanks and not in a position to get into any cover or contrate on any one target. I did have ATTACK and ASSAULT Right Flank. Which helped me in no way, other than to maybe get my units off the back line.
What I really needed was time - I hoped Edocentric couldn't move his Armor out too soon. But my hope was in vain. Not only did he get his Armor out, it came down on me hard, and despite some very bad dice, I just couldn't reply.
4-0...
Next to no figures killed.
I more or less gave up when I realized I had mostly cards on the Left Flank this time - when I needed right flank cards, and while I had an ASSAULT for the Center, that just not going to cut it. I tried to make sure that I didn't get four-zeroed in both games, but that was my only objective.
Edocentric had a good point: This is one of the worst maps to throw beginners into. Not only does it have rarely used rules like Hill 317 and steep hills (move 2 to get up and 1 to get down) as we've mentioned you can easily feel that you get NO chance if you get the wrong set of cards against you.
A scenario with wasted potential.
EDIT: I had feeling that I'd seen 2 versions of this scenario on the Days of Wonder site, and lo! there they were! Maybe Richard had updated it when he did one of the Air rules expansions? 5-6 medals? Weaker Air Power from Hill 317... Nope.
https://www.daysofwonder.com/memoir44/e ... /?id=13757
https://www.daysofwonder.com/memoir44/e ... iew/?id=16
Let me know if you can spot the difference...