Practical Strategy Tips for Newcommers
Posted: 24 December 2022, 20:36
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!!
-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!!