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Alexis Beuve

Think like
a trooper

The Tactics and


Strategy Guide
« in practice »
Volume I
To the community

Version 150405
Alexis Beuve

Memoir ’44

Think like a
Trooper

English translation by Alexandre Figuière and Geoffrey Heintzelman


Memoir ’44 3

TABLE OF CONTENTS

1. The tactics and strategy guide in practice 4


Infantry 4
The Battle for Toulon, August 1944 5
Toulon: The Battlefield 13

2. Playing the Allied in Toulon 15


Allied Battle Plan 15
An Example of Play: Assault in the Center 22
Design Notes 31

3. Playing the Axis in Toulon 32


The Axis Battle Plan 32
Assessment of the Axis Play 47

4. Infantry in action 48
Summary of 52 Online Games Played at Toulon 49
Practical Application: French Open 2014 50

5. Infantry Battles 54
Praxeo’s selections 55
Jdrommel’s selections 63

6. Appendix 86
Useful Links & Bibliography 86
Memoir 44 Online 89

Your turn to play... 90

Acknowledgements 92

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4 Think like a Trooper

 Chapter 1

The Tactics and Strategy


Guide “in practice”

INFANTRY
You have just started reading an e-book published by Praxeo, with the support
of Days of Wonder, for all Memoir ’44 players. This e-book revisits the most
important arm of the game: the infantry.

Tactics and Strategy guide, proverb #1


Chapter 3, Units in Action, page 60, “Infantry”.

 Infantry: arm whose primary mission


is to conquer and occupy territory.

The first and most important proverb flows straight from this definition.

1. Think like a trooper.

Of course, infantry has evolved over the centuries, and a major breakthrough
occurred between the two World Wars, as detailed by Jacques "jdrommel"
David:

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Memoir ’44 5

In fact, after the First World War, the infantry was no longer the "lord of
battles." It now faced not only the enemy infantry but also tanks and aircraft;
thus, it needed to become specialized. This specialization was demonstrated by
the increased materials and larger variety of weapons provided to the infantry.
Although troopers remain the most numerous, they are not alone anymore on
the battlefield.
In order to support the infantrymen on the front line, the number of non-
combatants in an infantry division increased, although the amount was
dependent on the particular nation and the modernity of its army. In 1914, the
percentage of infantrymen in an infantry division was 80%. By 1945, it dropped
to 50% in the most modern armies (e.g., Germany, the USA, and the United
Kingdom).

Jacques “jdrommel” David

Nevertheless, the vast majority of combatants continued to be troopers during


the Second World War (and afterwards!). Thus, if any facet of Memoir ‘44
deserves further study, it is effective use of the infantry. I will demonstrate that
when well managed, infantry becomes the most formidable force on the
battlefield. An exposed and isolated unit is fragile; the real strength of infantry
comes from the number of units on the field and their movements.

THE BATTLE FOR TOULON, AUGUST 1944


Luck is a factor that seems prominent in Memoir ’44: the ability to move is
dictated by randomly drawn cards, and combat is resolved by rolling dice.
However, beyond the readily apparent dimension of luck, there is real volatility.
Furthermore, games can be very quick; battles end at only 5 or 6 medals (rarely
at 7 or more). This leaves very little time for maneuvers, changes in
momentum, time-saving sacrifices, and diversions, all of which may be
opportunities to turn the tables.
And yet ... when a battle map offers complex terrain and disparities, we’ll see
that it is still possible to change the course of events.
Such is the case for Toulon, a fascinating scenario from the M44 base game.

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6 Think like a Trooper

The characteristic of this scenario that makes it fascinating comes from the
topography of the battlefield, although the strategy of the Axis is also
intriguing. First, we will analyze the map and the Allied (French) strategy. In
addition, we will demonstrate that if played well, the Allied player should win
every battle, except under extraordinary circumstances.
Then we will focus on the primary subject of this essay:
 How can the German Infantry, which are outnumbered with little support
and a far from optimal starting position, confront a supposedly implacable
Allied battle plan and change the course of history?

 How can the Axis player organize his infantry in order to defend efficiently,
move effectively, counter the Allied plans, and initiate a sweeping counter-
attack to win the game?

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Memoir ’44 7

Toulon: historical context

nd
The battle plan for the campaign in southern France necessitated that the French 2 Corps
capture the port towns of Toulon and Marseilles. In order to exploit German weaknesses in
the area, General de Lattre de Tassigny moved up the planned dates for landing the French
troops. Once on French soil, he divided his forces into two groups: the first, under the
command of General Edgar de Larminat, was composed of two infantry divisions, a few
tanks, and the African Commandos Group and the second, under the command of General
Aimé de Goislard de Monsabert, consisted of an infantry division, a few tanks and an elite
troops unit.

With more time and material, the Germans could have transformed Toulon into an
intimidating stronghold. But in reality, the defensive positions remained fair at best,
especially on the outskirts of Toulon.

The French attack started on the morning of August 20, 1944. Larminat’s forces battled their
way along the coastal road, taking German fortified positions one after another. However,
the French advance from the northeast eventually came to a halt. De Monsabert’s units
were more successful than Larminat’s and found their way through broken terrain to
encircle the western side of the city, cutting off the road between Toulon and Marseilles.
Over the following days, the Germans retreated into the center of the towns. Combat
continued for a few more days until the German defenses were routed, causing the German
command to surrender on August 26.

The stage is set, the battle lines are drawn, and you are in command. The rest is history.

A bit of history, by Jacques “jdrommel” david


To conquer the entrenched position of Toulon, General de Lattre would rely on
three divisions: the 3rd Algerian Infantry Division (DIA) under General de
Montsabert, the 9th Colonial Infantry Division (DIC) under General Magnan, and
the 1st Free French Division (DLF) under General Brosset, renamed the 1st
March Infantry Division (DMI) on May 1, 1944 by the former members of the
African Army/ex-Vichy.
During the night of August 19 into the morning of August 20, the Algerian
troopers of the 3rd DIA, passing through the mountain range north of Toulon,
take up positions on Le Beausset, west of the entrenched German camp, and
complete the encirclement of the Germans.

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8 Think like a Trooper

On August 20 and 21, the French troops increase the pressure: the Algerian
infantrymen are in Dardennes, in the western suburbs of the city, while the
Senegalese infantrymen of the 9th DIC are pinned down in Solliers-Pont by
several German counterattacks. Meanwhile, the Free French of the 1st DFL
progress slowly toward Hyères, and the African Commandos take the fort of
Coudon.
On August 22, the encirclement around the city tightens, and the outside
German defense positions crumble in the east . The FFL are in Touar, and the
Colonial Forces reach la Valette. The Algerian infantrymen take “la Poudrière”.
On August 23, the Toulon position is almost completely overrun, and units of
the three French divisions enter the city proper, still fighting. They must clear
each district of the city one by one in order to dislodge all pockets of German
resistance. The last pocket holds on the Saint-Mandrier peninsula until the
morning of August 28.

The capture of Toulon was almost exclusively accomplished by infantry…


… with much close combat. The French army could not use artillery support
because of the potential for harm to civilians, and tanks are not designed for
urban combat.
The Germans provided relentless resistance, taking advantage of the numerous
forts (the old defensive circle around Toulon) and many artillery pieces
available (both field and anti-tank weapons). Additionally, the resistance was
stubborn because the German soldiers feared falling into the hands of the
French Resistance (to whom they had not shown much mercy) or the African
soldiers of the colonial troops, whose purported cruelty was legendary among
the Germans. This myth was still very present after WWI.
The French troops of General de Lattre succeeded in simultaneously fighting
two separate battles, Toulon and Marseilles, and both were liberated in 10
days even though the French were numerically inferior.

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Memoir ’44 9

Pictures

Moroccan soldiers on the road in the “Var” region

Game Statistics
Toulon is a scenario (among the thousands available on www.memoir44.com at
the DOW website) that I did not play much before the release of M44 Online. It
is now one of my favorites because it is not very volatile (low variance), similar
to Saint Vith, Operation Cobra, Sword Beach or Dug in at Sidi Omar. However,
in addition, Toulon has a distinctive characteristic: statistically, the scenario
seems unbalanced. The Axis win only 35% of games.

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10 Think like a Trooper

The battle report statistics from memoir44.com, as of June 24, 2014, are
straightforward and are presented in the table below.

Reject fatality

 The objective of this study is to DOUBLE1 these ratios

Thus, I propose a study, which I hope is sufficiently extensive, focused on one


scenario of the base game. I played this scenario on Memoir 44 Online 26 times
with each side, for a total of 52 annotated games.
Toulon? A surprising choice, perhaps. It is clearly not a preferred scenario of
M’44 players: barely 600 battle reports have been logged as of today. In
comparison, there are 1300 reports for Omaha – First Assault Wave, a typical
“massacre” scenario (historically speaking) with an overwhelming advantage
for the Axis (80% victory), 1800 battles recorded for Sword Beach, 1700 for
Sainte-Mère Église, and more than 2600 for Pegasus Bridge!

In any case, Toulon is both very pedagogical and


highly enjoyable, in many aspects.
I selected it to illustrate many important concepts
from the Memoir ’44 Tactics and Strategy Guide:

1
For both sides. See page 12, “Score Management”.

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Memoir ’44 11

 A majority of Infantry units


This is the most important criteria. Because infantry are the majority of units,
we will be able to grasp the concept highlighted by proverb #1, the most
important proverb: “Think like a Trooper”.
Ref: Tactics Guide, Chapter 3 – Units in action, “Infantry” page 60.
 Complex terrain, inviting maneuvering and extended play,
full of options and new developments
Ref: Tactics Guide, Chapter 6 – Maneuvers, page 156.
 Unbalanced initiative, the Axis playing with 4 Command Cards against 6
Ref: Strategy Guide, Chapter 14 – Card Play, “Degrees of constraints”, p. 333.
 Sudden death conditions
The potential for the Allies to capture of 3 of the 4 hexes representing Toulon,
an incredible feat, further deepens the strategy.
Ref: Strategy Guide, Chapter 19 – Special Objectives, “Special Objectives in
Optional Sudden Death”, page 457.
 The use of Armor
Present only in small numbers, but very valuable for the Allies.
Ref: Tactics Guide, Chapter 3 – Units in action, “Armor”, page 67, and the
important proverbs 5 through 17.
 The use of Elite Troops in attack
Ref: Tactics Guide, Chapter 7 – Troop Review, “Specialized Units”, page 187.
 The card play in a long game
Building the hand for assault, sustaining an assault, taking the initiative, and
establishing a defensive counterattack.
Ref : Strategy Guide, Chapter 14 – The Card Game, page 308, proverbs 89 thru
96, and most specifically, “Offensives”, page 312, and “Initiative, Reactivity,
Flexibility”, page 319.
 Score management
Because the goal of this e-book is to improve the performances of both sides
compared to the overall statistics, we will also stress two fundamental chapters
of the Strategy Guide regarding competition play: Chapter 15 – The Phases of
the Game, page 344, and Chapter 17 – Block Theory, page 402.

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12 Think like a Trooper

Score Management
 With a scenario with a win ratio of 2 to 1 in favor of the Allies, based on all
recorded battle reports at all levels of play, it can be assumed that with
optimal play, the Allies should win almost every battle.
 Therefore, after correctly analyzing the battlefield, I plan, based on game
theory and much practice, to increase the Axis performance far above the
current 35% success rate.
To summarize,
 The Allies currently lose 1 of every 3 games.
Playing the Allies, we will try to reduce this ratio to 1 every 6.
Furthermore,
 The Axis lose 2 games of every 3? We will try to keep this at 1 of every 2
games, by utilizing the powerful Axis infantry to its full extent. Ideally, we
could break the 50% win barrier, but that might be a little ambitious.

Study Perimeter
Before writing a single line of this e-book, I played Toulon 52 times on
Memoir ’44 Online.
 52 games = 26 as the Allied + 26 as the Axis
 52 games = 29 against the AI (Johnny) + 23 against human opponents
Ten of the 13 games played against a human opponent were 2-game matches
(match and rematch); my opponent did not have time for the return game in 3
instances. These 52 games were played between June 15 and December 12,
2010. The only reason that I have waited so long to publish this study is
because I am badly organized I keep running out of time. 
I will cover the results of these games in more detail below. First, I would like to
thank all the players who unknowingly helped me with this study:

TheBigEik, 7times7is49, Laverdure60 (x2), nappy-doo, Kromka,


fishbone_1, jdrommel, david5272, Franck, Roger2, Code Lyoko

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Memoir ’44 13

TOULON: THE BATTLEFIELD

Toulon, France ’44, Provence Campaign – Starting position

Let’s begin by analyzing the starting position. At first glance, what do we


notice?

First impressions, Axis side


The first impression is not always entirely correct, which is only natural.
 Where are the tanks? I have no tanks! Too bad!
 Artillery must hold and grind them into the ground.
 My infantry is scattered and in poor, albeit defensive, position.

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14 Think like a Trooper

First impressions, Allied side


 I have tanks and my opponent doesn’t. Woo hoo!
 I have Elite troops. Excellent!
 Balance of power: while we both have 10 Infantry units, I have 4 tanks
against 1 Artillery unit. The force is with me!
Now let’s take a closer look at the dynamics of a game. How does it evolve
from the starting position?

Initiative
The Allies are given 6 Command Cards (the maximum number); the Axis receive
only 4 cards (the minimum number).
The Allies seem to be able to choose the sector in which to attack: the left,
center, or right section.

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Memoir ’44 15

 Chapter 2

Playing the Allies


IN Toulon

THE ALLIED BATTLE PLAN

Strong?
Weak ?

Strong?

Strong
Weak
Strong

The starting position gives some clues but also raises questions.

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16 Think like a Trooper

Analysis of the starting position, Allied side


Most importantly, the Allies must attack, but they are subject to strict time
constraints. They would like to advance rapidly in all sectors, but it is
impossible.
The right section seems strong, but it is “slow”. Mobilizing it will take time.
Must we advance forward or, on the contrary, concentrate our efforts toward
the center?
The left section seems strong, but is it really the best place to mount a
sustained assault? Barbed wire, German artillery, and the advantageous terrain
for the defender are quite worrisome.
The Allied center is weak. This is not just an impression; it is a fact. The Allies
would love to quickly wipe out the German infantry in advanced position. The
absence of space to retreat encourages a quick advance, but an early
confrontation between the three Allied Infantry units on open ground and the
two entrenched German units may be very hazardous and highly volatile.
Tanks will play an important role in the mid-term, but not before effective
maneuvers have been planned and the infantry has been placed in
advantageous positions.

In a nutshell…

 There is no predefined battle plan for the Allies.


 Card play will allow many options;
therefore, each game will be different.

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Memoir ’44 17

Option 1: Main Assault on the Left flank


Let’s start with a quick overview of the “left section plan”. In practice, this is
the least common of the three approaches. However, when the cards require
this approach, we must adapt and take it. Clearly, the left section will be
challenging: the barbed wire and the Artillery unit will slow down the Allied
advance, and each will cause casualties before the breakthrough. A left flank
assault is a risky plan. We will face the deadly German artillery. So, why is it
interesting to take this plan of attack in some cases, and how do we do it?
The objective of a breakthrough on the left is straightforward: reach the “Zone
of exploitation”, wheel around the German defense outpost, and wipe out the
Axis by attacking the center along with the infantry. Only then will an assault on
Toulon be possible in the center. Here is a consistent three-phase plan:

Phase 2 :
Armor

Zone of exploitation for Armor

Phase 1 : Phase 3 :
Infantry Assault on the center

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18 Think like a Trooper

Left flank strategy, in practice

Here is an example of an endgame position. The Allies have overtaken the left
flank, which was necessary because the drawn Command Cards were focused
on the left section.
Destruction of the Artillery is not mandatory; as soon as the armor reach the
zone of exploitation, the entire German defense is saturated.
 On this map, the objective of breaking through on the left
flank is to advance an Armor unit, preferably whole,
that can then be moved to the center. This will turn the
remaining German defense units, which usually prove
resilient against a straightforward frontal assault.

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Memoir ’44 19

 The objective of the armor is to break through into the


open ground in the four rows at the top of the map,
in any section, to wreak havoc on the turned German lines.

Experience shows that if an Armor unit is successful in turning the German lines
and getting to the center while still at full strength, the German center will
crumble very quickly, guaranteeing that a massive Allied assault in the center
will be successful. However, in the absence of this opening maneuver, breaking
the center proves difficult: Allied casualties are generally higher than initially
estimated.

Option 2: Main Assault on the Right flank

Phase 2

Zone of exploitation for Armor

Phase 1

Phase 1
Centering

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20 Think like a Trooper

Opening deployment on the right is an issue. The Allies would love to start the
game on this flank with an Assault or an Infantry Assault, either to move units
to the center or to advance quickly in strength, thus wiping out the left section.
Both are good plans in almost all cases, and the choice depends on the
Command Cards in hand.
The plan is to take up positions quickly in the right section. It is not a weak
section for the Axis, as they can easily reinforce, unless the Allies move in very
quickly. If the Allied maneuver is a success, a joint assault combined with one of
the two other sections becomes feasible.
Application in a real game: junction between right and left troops

Phase 1: Breakthrough on the right. Phase 2: Assault on both flanks

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Memoir ’44 21

In this very atypical game, which is now almost over, the assault in the center
never happened. The dream position (and the associated score of 5-2!) was
obtained through a sustained maneuver, hard and fast, on the flanks that
started on the right. The left section was eventually wiped out while saving two
weakened units: a lucky break. On the other hand, and more rewarding on a
personal level, the breakthrough on the right led to a touchdown for the tanks.
Three Armor units out of four reached Toulon! It was a bloodbath!
Naturally, we must not underestimate the active participation of the French
infantry in achieving this position. No matter how it looks, an armored assault
on its own would have ended up a complete failure on this map.
After the assault has begun in the open ground, it is essential to maintain
maximum pressure with a strong hand of Command Cards (Chapter 14 of the
Tactics and Strategy Guide, The Card Game). Pay attention to the Allied hand at
this stage: it is amazingly terrifying and shows that the infantry did not move
forward before having cards that would support the action. I built this very
strong hand little by little by avoiding engaging the enemy troops in close
combat too early and by systematically playing Recons and Probes at the start.
In this battle, the Axis missed four medals (two Infantry units with 1 figure and
two Armor units with 2 figures). All experienced players know how to protect
their weakened units, by having them retreat out of harm’s way. But by being
smart with timing, it is still possible to use them to attack.
Final score 6-2, without ever attacking in the center.

Option 3: Main Assault in the Center


The preceding example showed a rare situation in which an attack on both
flanks was possible. Most of the time, the initial breakthrough will only be
possible on the right; from time to time, it will be also possible on the left.
Counting the available medals shows that at some point, it will be necessary to
attack the center section.

 The center section is where the Allies are the most


vulnerable at the beginning of the game.

 However, it is in the center that they have the most


valuable opportunity for a sustained assault.

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22 Think like a Trooper

Because they are well protected, the two German defending units entrenched
on the Hills often prove even more resilient than they seem at first. In addition,
we can expect that with the right cards, the Axis will counterattack in force in
the center, as we will see in the next chapter, “Playing the Axis in Toulon”.

A MODEL OF PLAY, ASSAULT IN THE CENTER


Here is the development of a richly educational game that the Allies win in the
center under very difficult conditions.
Phase 1: Centering Infantry units early in the game

Score 0-1 (which is of no consequence at this stage)

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Memoir ’44 23

This battle illustrates one of the two deployment possibilities on the right flank:
a massive move toward the center, primarily motivated by the center Assault
Command Card in hand. The alternative is a massive move forward on the
right, which is also possible with the current hand.
In both cases, the most important aspect is to not do it halfway or tentatively:
as many units as possible must move either toward the center or advance on
the right, as the German resistance will be tough under all circumstances.
Sending units forward in small numbers would involve too many unjustified
risks and would lead to high volatility regarding the outcome of the battle.
Phase 2: Centering, diversions, and building a card hand

Score 2-1

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24 Think like a Trooper

With only two cards in hand that can order units in the center, the Allies
continue sustained action in the left section. However, it is a diversion with
multiple purposes:
 Discard left section cards to focus the hand on the center (Strategy Guide,
Chapter 14 – The Card Game)
 Diversion: cause the German defense to focus on a secondary section
 Effectively utilize the offensive capability of the Elite troops
 Remove the constraints of the initial position (no room to retreat)
In parallel, an armored unit on the left flank has moved toward the center,
mimicking the move performed with the right flank earlier. We now have two
Armor units in the center to support the anticipated effort from the infantry.
The Assault Command Card in hand has become overwhelmingly powerful.
With the two consecutive moves in the center supported by reinforcement, the
French troops have destroyed the first line of defense of the German troops. At
this point, the score does not really matter. The key is that the Allies now have
several cards to support a massive assault in the center: Assault in the center,
Attack in the center, and Armor Assault.

The Allied assault in the center offers an opportunity for counterattack to the
Axis
The position looks ideal: the German defense seems static. However, there is a
shortcoming of the central battle plan for the Allies.
Let’s see what has become of the game a few rounds later.

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Memoir ’44 25

How to react to a German counter offensive on the right


Phase 3: German counterattack

The Allies have advanced well on the left flank and even more so in the center.
Having created a strong block of infantry in the center (Strategy Guide –
Chapter 17, Block Theory), the Allies continue with a powerful Assault in the
center in which seven units are activated; this is supported by two more center
Attack cards in hand. However, the Germans have adopted a mobile defense
and been very active on the right flank (oriented to the reader), which was
emptied by the earlier move of the Allied units toward the center. The Axis
have counter-attacked and earned two medals already.
Score 2-3. When the score is halfway to the victory condition, it is time to be
more careful (Strategy Guide – Chapter 15, Phases of the game).

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26 Think like a Trooper

Game follow-up
What is striking about this position is the orderly attack of the French troops.
Eight infantry units are on the verge of penetrating into the exploitation zone
without any significant damage. The final attack on Toulon is ready to begin.

Score 2-3
The Allies pursue their impressive offensive in the center, playing Infantry
Assault; furthermore, the Allies are still able to support the action (the hand is
excellent – built by playing the flank Section Cards first). However, the Axis
continues to exert pressure on the right flank, taking complete control of the
section and aiming for a fourth medal.

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Memoir ’44 27

Clearly, two medals are within reach for the Allies and one accessible to the
Axis, resulting in an expected score of 4-4: nothing exceptional, even with the
superior strength of the Allies in the center.
By the way, please note that it is Johnny, the AI, who plays this way! It is an
excellent strategy for the Germans, as we will see later after we switch sides.
Final assault on Toulon

Score 2-3 (3-3 at the end of the game turn)


An intermediate stage: the Allies continue in the center and, most importantly,
attack in an orderly manner. However, medals come slowly.

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28 Think like a Trooper

Endgame: a timing issue

Score 3-5
The Allies have planned and executed a well-conceived center assault, and no
less than four Infantry units at full strength, well supported on the left, have
reached the outskirts of Toulon. Unfortunately, because of their mobile defen-
se, the Germans are now leading 3-5. They are only one medal away from
winning the game! The Allies have correctly managed the spatial dimension of
the game, but from a timing perspective, another strategic dimension (Strategy
Guide, Chapter 12), they are clearly trailing. And it becomes obvious in the
material dimension. It is indeed difficult to see how they will be able to get the
three medals they are missing before the Axis eliminate the single French figure
in the upper portion of the right section. So, what can they do?

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Memoir ’44 29

Solution: winning with the sudden death conditions!

At this stage, it is impossible to score three points in one turn. The only way to
win the game is to make use of the special victory conditions: an immediate
victory obtained by capturing three hexes of Toulon. One is already in the
hands of the Allies. Another is undefended. As for the third, they only have to
destroy the two figure German unit in the center hex (Ambush has already
been played) in close combat and then Take Ground.
Score: Allied victory through sudden death
Tactically speaking, 2 close combat attacks with 2 dice each against a 2-figure
Infantry unit with no retreat gives an 89% chance of victory. And it works! That
was a close one!

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30 Think like a Trooper

Conclusion
What are the take-away lessons of this game?
 An assault in the center requires preparation, both by moving units
(centering of units starting on the flanks) and acquiring the proper
Command Cards (patiently building an effective hand).
 Infantry must advance orderly and en masse to create a strong block.
 German resistance creates timing issues, especially because the Allied
assault in the center takes time to prepare and leaves the Axis with definite
opportunities for a counter-attack.

Key concepts of the Allied Strategy in Toulon


Here are the golden rules of the Allied strategy at Toulon, which are applicable
to many other battles.

 Never start a game in the center.


The center must first be reinforced.

 Quickly deploy the units on the right, either by moving


them to the center or by positioning them in three of the
four hexes offering protection (Forests and Hills).

 Play on the left at the start, if possible, for as long as you


can in order to buy the time necessary to build a strong
hand for an assault in the center. Then, play on the right for
as long as possible and the center as soon as feasible (but
not too soon). The left section will seldom be the section of
the primary assault.

 Meanwhile, build a hand that will support a sustained


assault. Keep the good cards in hand! It is possible to stall
and even to be trailing until three medals are reached.
A good position and a good hand are worth three medals
(at least the first three medals).

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Memoir ’44 31

Summary of Allied play


Standard statistics predict that the Allies will win 65% of the games.
 Based on the principles detailed above, I won 25 of my 26 games (half of
them played against the AI and the other half against human players
online).
 My only defeat with the Allies was against fishbone_1.

 Allied performance after 26 games: 96%, compared to the


65% standard ratio. The objective has been reached.

General
de Lattre de Tassigny,
conqueror of Toulon

DESIGN NOTES
You may be surprised that most of the screenshots in the online study are from
games against Johnny, the AI developed by Yann Corno and the IT team at Days
of Wonder, who generally plays at a reasonably good level. Please do not take
this as a sign of my personal vanity – “Look how much stronger I am than the
AI !” 
It is only a practical necessity: almost half of the games used for the study, 23
out of 52, were played against human players, and exactly the same results
were obtained. However, taking notes and making screenshots for this e-book
take time, about a minute each turn, which could prove to be long and boring
for a human adversary. On the contrary, Johnny is very patient…

© PRAXEO 2014 – complimentary e-book


32 Think like a Trooper

 Chapter 3

Playing the Axis in Toulon

THE AXIS BATTLE PLAN


In the introduction, I stated that the theme that would be developed is based
on the use of infantry and the playability of an unbalanced scenario. Thus, the
objective is to focus now on the strategy of the Axis player. The previous
chapter is included to better understand the objectives of the Allies and their
optimal strategy to achieve them. Now, we better understand their strengths
(on both flanks in the beginning with a subsequent assault in the center) and
their weaknesses (the difficult timing and the cost in medals while advancing
through such hostile terrain).

Now let’s examine the Axis strategy, which will be much more surprising and
justify the choice of this scenario for the first volume of The Tactics and
Strategy Guide “in practice”. To begin, here is an example of how to reach the
goal, which was achieved against one of the best online players.

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Memoir ’44 33

After the opening: an ideal (and rare) position in the mid-game

There is a real advantage in attacking. And it has paid off!


After analyzing the Allied strategy, the position above seems incredible, even
impossible, particularly considering that the Axis hand is perfect, even with
only four cards and after having attacked on the left and in the center while
successfully holding the right flank. It is also true that my opponent (a strong
player) may not have had very good cards, but it is still quite difficult to achieve
such a position with an army that is expected to play defensively throughout
the scenario!
Score 2-0

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34 Think like a Trooper

Let’s look at some of the fundamental principles to apply when playing as the
Axis.

 Toulon is not a pitched battle.


There is no static front line for attack and defense.

 The terrain favors maneuvering, as it allows units


that advance to take shelter along the way,
buying them time to regroup. Playing the Axis,
you must move forward, even while defending.

 The player who holds the Forest hexes and leaves his
opponent in the open ground or on the Hills will have the
advantage. So, why leave this terrain for the Allies?

 Most of the time, the Axis player is able to build a hand


that allows him to counterattack on his left flank
or in the center.

 The German’s right flank is a “weak block”.

The German right flank is a weak block


According to chapter 17 of the Strategy Guide – “Block theory”, this weak
section may be handled in either of two ways:
 Sacrifice: play only Section cards on the right flank in order to clean up your
hand while keeping the precious Tactics cards for later use in another
section (except for Artillery Bombard and Close Assault).
 Make it hyperproductive: aim for an exchange of “bloody” medals. Try to
obtain a score of 2-1 in this section (doable), or 2-2 (more realistic), or even
1-1 (rare). In any case, no reinforcements should be sent to this section.

 In both cases, Section cards on the German right flank


should be played as soon as possible.

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Memoir ’44 35

This technique serves several objectives simultaneously:


 Concentrating and progressively building the strength of the hand for one
section (left flank or center, depending on the cards drawn) prior to the
assault (see Chapter 14 – The Card Game).
 Providing some resistance on the right flank and attempting to maintain a
tied score until that section becomes too weak or is annihilated, which is
often the destiny of a weak section (see Chapter 17 – Block Theory).
The first objective —focusing the hand for a counterattack— is more important
than the second. However, this should not be an issue because both goals are
not opposed but compatible. In fact, the issue is not which option to choose
but remaining focused on both.

Make a strong block In the center or On the left flank


This is mandatory. When accomplished, it will be possible to convert this block
into medals and take the lead in the medal count. By building a hand of cards
focused on the targeted section, a sustained counterattack becomes possible.
To do that, here are the two ideal combos:

or

“An Assault and an Infantry Assault, no less!” some would say. I would answer
that this simple combination is enough to give the lead to the Axis perma-
nently. Let’s see how this can be accomplished.
In addition, this combo is not too difficult to build. In most cases, an Assault
card will be drawn on the left or in the center over the course of a few turns.

© PRAXEO 2014 – complimentary e-book


36 Think like a Trooper

To accelerate building a hand, you must play all of the Recons, followed by the
Probes, Artillery Bombard, and Recon in Force; that is, play your hand in order
to rebuild it and turn over the deck, discarding all cards that do not effectively
support a sustained assault on the left or in the center, until you finally end up
with an Assault for one of these two sections. This card will then dictate which
strategy to apply.
In 26 games played as the Axis, I was able to get an Assault card with the
proper supporting hand more than three times out of four. Although Infantry
Assault makes the ideal combination, other cards work almost as well,
including Attack, Their Finest Hour, Assault, and Direct from HQ.
We assume that the Axis has been able to draw an Assault (or its equivalent) on
the left or in the center by the middle game. At this point, the Axis player must
build his hand around this section and move in reinforcements: he will then be
able to launch a powerful counterattack.
Here are a few important principles that back up this strategy:

 Broken terrain facilitates infantry maneuvers.

 Infantry is strong and resilient (4 figures + terrain


protection), provided that it advances in groups of four
units or more. The objective is to transform isolated units
(badly placed at the beginning) into a strong block.

 Properly positioned in Forests, with the Allied French tanks


successfully kept in the open, the German infantry has the
advantage.

 Advancing takes time (temporal dimension)


and costs medals (material dimension),
but active and aggressive play increases
the chances of the Axis winning the game.

 Naturally, static defense on a passive front line


is doomed to fail.

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Memoir ’44 37

Main Counter-Offensive in the Center

Strong block

Hand focused on the center

Score 3-1. Earlier in the game, I drew an Assault in the center and decided to
keep it safely for the inevitable close combat to come. A few section cards and
a timely Infantry Assault enabled me to take up an ideal position in the center.
The key move was playing the Infantry Assault to advance three hexes and take
position, instead of attacking without taking advantage of terrain protection.
The Allied retaliation after this move was somewhat limited (even though Air
Power stings a little), and the front line is practically intact before the deadly
close combat phase begins with the Axis player playing Assault on the next
turn.
Meanwhile, the Allies have adapted their battle plan to their cards.

© PRAXEO 2014 – complimentary e-book


38 Think like a Trooper

1) Opening on the Allied left flank (right section)


Although successful (an Armor unit has reached the four rows of the exploita-
tion zone), the French advance on the right is not paying enough dividends. The
Axis player exploits this weak section, making it hyperproductive and getting
“bloody” medals for a 1-1 tie, which is satisfactory for a weak section.
2) Tentative breakthrough in the center
To keep pressure on the Axis, the Allies undertake an assault in the center.
Unfortunately, they did not foresee the German plan or expect its sudden
ferocity. The French units in the forefront must now fight with numerical
inferiority and have already lost two medals while gaining zero in this section.
3) Medal rescue
The Axis takes advantage of its Infantry Assault not only to move fresh troops
three spaces but also to retreat weakened troops: an isolated 2 figure unit
retreats toward Toulon, avoiding its imminent demise.

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Memoir ’44 39

Score 4-1
During the next Axis turn, the Assault card becomes truly formidable. A French
Elite unit is destroyed, and a second Allied unit is under fire.

© PRAXEO 2014 – complimentary e-book


40 Think like a Trooper

A plan comes together

Stalemate Strong block

Stalemate

Protected weak block Ideal hand

Score 5-1!
Two or three turns later, the fighting has resulted in many losses, and the Allies
have finally activated their right flank… but it is already too late. The Axis saves
medals by retreating its most weakened units while maintaining troop cohesion
and applying pressure in the center (getting an additional medal as a bonus).
The flanks are fully locked down.
Consistent hand, playing the cards
Instead of being weakened, the Axis hand remains focused on the center,
helped by a Recon played in the center during the previous turn. Nothing
unusual here, even with a “poor” hand of just four cards.

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Memoir ’44 41

Important: anticipating that playing “Their Finest Hour” would not be decisive
(resulting in the end of the game) at this point, I stall the assault by playing an
Attack to retreat my weakened units.
The coup de grace

Two or three turns later, the Allies have advanced, attacked, and surrounded
the Axis to some extent, but the defense —now better positioned than at the
beginning of the game— has held. The Armor unit on the right has performed
its turning move to trap the defending units. It is a movement but has a
disappointing result in this case.
The critical moment to play “Their Finest Hour” has arrived.
With two very weak Allied units nearby, victory is now certain.

© PRAXEO 2014 – complimentary e-book


42 Think like a Trooper

Conclusion
The German counterattack in the center worked ideally.
All is said.
This game is obviously a “best case” scenario. All went well for the Axis: the
perfect combo of Assault + Infantry Assault was drawn quite early in the game,
and as expected, the Axis took the lead. The game would have been much
more challenging if the combo had been drawn later, which is more common,
or not at all, which is quite rare.

The battle for Toulon (lower left) and the liberation of Marseilles
(in the west, off the map) were part of a large-scale campaign.

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Memoir ’44 43

Main Counter-Offensive on the Left


After the center strategy demonstration, let’s focus on the left flank strategy.

In this game, the Assault left card was not drawn, but the accumulation of
several cards for the left section (some have already been played, and two
more are in hand), compensated for this. A previous Infantry Assault in the
center allowed the Axis player to accomplish the following:
 Create a small but strong block in the center, reinforcing the forward units
and locking up the section.
 Move several units onto the left flank by advancing three spaces, taking
position in key Forest hexes.

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44 Think like a Trooper

Situation: the left flank is locked by a strong block of four intact German units
protected by terrain. The right flank is holding while absorbing losses. The
center, in defense, is holding too, even though it has little future.
Score 1-0
The score is favorable, but the game is far from being decided. Five more
medals are needed to win; where are they? Strong blocks have been built; it is
now time to convert them into cash.
A few rounds later …

Score 5-3

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Memoir ’44 45

 The right flank held in spite of repeated assaults. The score from this
section favored the Axis.
 The center suffered and eventually collapsed, as planned and expected.
 The Germans launched an offensive on the left flank; two medals were
won against one lost. However “weak” the cards may have been (Probe
and Recon), the infantry moved under cover.
The Recon cards were put to great use in building the hand, a “poor” hand of
only four cards that is now overwhelmingly powerful, when close combat is
about to begin.
Victory seems to be within reach…

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46 Think like a Trooper

Not so fast! The Allies have strong cards and react effectively, applying pres-
sure in all three sections. The offensive on the left flank runs out of momentum
(some unlucky dice rolls, which are part of the game), the center collapses
before there is a chance to eliminate the weakened enemy units, and the right
flank also falls. By the way, the AI plays this scenario very well as the Allies.
Score 5-5
A “Behind Enemy Lines” seals the game. Final Score 6-5

Variant
Here is another example of a game with an Axis counter-offensive on the left,
this time without previously creating a strong defense block in the center.

© PRAXEO 2014 – complimentary e-book


Memoir ’44 47

Score 5-5
A simple Probe on the left finishes the isolated and weakened French unit,
scoring the final medal.
Final Score 6-5

ASSESSMENT OF AXIS PLAY


Statistics show that the Axis is victorious in 34% of games. Applying the
principles detailed above, I won 17 games out of 26, for a performance ratio of
two victories in three games on average. The total of 9 defeats is half of what
the statistics say: 6 against the AI (who plays pretty well with the Allies), and
only 3 against human opponents (Roger2, jdrommel and nappy-doo).

 Performance of the Axis after 26 games:


65%, compared with the theoretical 34%.
Goal achieved.

Let’s forget about the statistics for a minute. What are the lessons learnt from
these 52 games?

 The German infantry in Toulon is very powerful


if it maneuvers properly and if it takes the initiative
to counter the Allies. This requires patience, regrouping,
and counter-attacking en masse in the chosen section.

© PRAXEO 2014 – complimentary e-book


Memoir ’44 48

 Chapter 4

Infantry in action

A study of defending infantry, such as the Axis in Toulon, where the odds are
only one victory in three games, reveals that it is possible to change the course
of history; no fate is certain (in the game at least).
This study has hopefully demonstrated the following:

 Infantry is powerful.
 Playing on Memoir44 Online substantially improves your
gameplay.
 You must “Think like a Trooper”…
 … and read the Tactics and Strategy Guide 

© PRAXEO 2014 – complimentary e-book


49 Think like a Trooper

SUMMARY OF THE 52 GAMES AT TOULON


Praxeo plays as the Allies (Odds 2:1)
26 games: 25 Victories and 1 Defeat.

7
Opponent's Score - the Axis

6 1
5 2
5
4
7
3
2 7
1 4
0
0 1 2 3 4 5 6 7
PRAXEO's Score - Playing the Allies

Praxeo playing the Axis (Odds 1:2)


26 games: 17 Victories and 9 Defeats.

7
Opponent's Score - the Allies

6 1 1 5 2
4
5
4
7

3 4
2
1 2
0
0 1 2 3 4 5 6 7
PRAXEO Score - Playing the Axis

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Memoir ’44 50

APPLICATION: FRENCH OPEN 2014


This study of the best use of Infantry has remained quite theoretical so far.
Let’s see how it can be applied during competition.

D-Day Juno Beach, La Cassine, Landing at Bernières 13504

Here is a magnificent scenario designed by Jacques « jdrommel » David for the


French Open Tournament 2014, which took place in Bénouville – Pegasus
Bridge.
The least we can say is that infantry is at the forefront, on both sides. I am
thrilled to play it!

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51 Think like a Trooper

Who is my opponent? Oops… Franck “DoctorSchizzo” Dumoulin, one of the


strongest players in the M44 community. We know each other well, but we
have never played each other before.
This scenario is balanced, and it is pretty difficult for both sides. The battle
reports logged on www.memoir44.com indicate a 50-50 win ratio (July 2014).
However, the number of reports is too small to be relevant. After playing it
several times, I believe that the Allies (Canadians) have a slight advantage; they
should win 60% of the time. Considering the tournament conditions, i.e.,
conquering the objective medal is worth extra points, the goal is clear.
All of the pre-match analyses are in agreement: the Canadians must advance
on the left or center-left. Does this approach remind you of something? Toulon
(Axis side)!
In the first game, in which I play the Axis, the battle is on the beach. Combat is
intense, and victory is within reach for both sides. Eventually, my opponent
strikes the final blow, and the Allies win 6-5; it was quite a beautiful game.
We then switch sides, and I take the Allies.

The final position of the second game is shown. Final score 6-3!

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Memoir ’44 52

The post-match analysis agrees that capturing the objective medal using the
card “Behind Enemy Lines” is ideal. But what can I do when “Behind Enemy
Lines” is drawn by my opponent? For example, would a well-prepared assault
and troops that move forward cohesively be effective? An approach similar to
that in Toulon with the Axis proved to be much more successful here.
In the end, it is not just one, but six Infantry units, at full strength, that reach
the objective.
For the skeptics, it is not a matter of luck. I had a valuable Infantry Assault card,
but I had to survive the “Behind Enemy Lines” and “Firefight” cards played by
my opponent.
After the match, DoctorSchizzo shared the thoughts that he had when my
troops took position on the embankment:
– I had a hand that could do you a lot of harm… but then it all accelerated.
The deadly “Firefight” that he was preparing to use ended up being unusable
when I played “Infantry Assault” (in the center), bringing six units directly into
contact with the Germans and prematurely engaging (from my opponent’s
perspective) in close combat. Subsequently, it took some time to destroy the
bunkers and to save some weakened units from destruction before the sixth
medal and the victory were achieved.

Here is the ideal final position of this Infantry battle;


it is possible to achieve even against a very strong player.

© PRAXEO 2014 – complimentary e-book


53 Think like a Trooper

June 1944 June 2014

Queen’s Own Rifle – « La Maison des Canadiens »

Juno Beach at Bernières


On the right, Duty to Remember with jdrommel

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Memoir ’44 54

 Chapter 5

Infantry Battles

I hope this study has given you the desire to practice with and, I daresay,
rediscover infantry. If so, which scenarios are best?
In the Memoir ’44 base game, Toulon is the best in my opinion.
Many expansion sets have enriched the game, introducing many new units
with special capabilities, which was exactly what we were expecting and hoping
for! However, this resulted in players being less interested in infantry than
Special Troops, Tiger tanks, Destroyers, Airplanes and Hobart’s Funnies… Thus,
to renew the “Trooper spirit” that I like so much, I looked at the Scenarios from
the Front (SFTF). However, although the variety of battles is huge, the
authors/players have a tendency to pack the scenarios with many units,
especially armored forces, Paratroopers and whatever else comes to mind —
which is remarkable in itself. However, in the end, it makes it difficult to find
good scenarios that focus on standard infantry battles.
The study of Toulon and the presentation of the Landing at Bernières, called La
Cassine, are focused on competitive play; it is now time to discover, or
rediscover, scenarios with the goals of fun and appreciating history. You will
enjoy them even more now that you have gained insight on how to properly
operate your infantry.

Praxeo’s selections
My seven favorite infantry scenarios, which include Toulon and La Cassine,
presented earlier. By coincidence, six of seven were designed by jdrommel;
Toulon is an original scenario from Richard Borg, the designer of M44 himself.

jdrommel’s selections
From the most famous designer, after Richard Borg, jdrommel’s selections are
a compendium of theme, gameplay, and history.

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55 Think like a Trooper

PRAXEO’S SELECTIONS

France – April 5th 1945, Battle in the Mont-Froid (1) [5/6 – 6] 6974
The two Big Guns units do not interfere with the “Trooper spirit” of the two
Mont-Froid scenarios (this one and the next) because Night Attack rules are in
effect. There are very few units overall, although most are regular infantry
soldiers, but there is a strong Trooper theme as the « front and back line »
pincers of the attacker necessitate a large variety of maneuvers. A frontal
assault will be ineffective: we must act in sequence, focusing the hand several
times and concentrating fire on different sections in succession, as the terrain
objectives are permanent medals. Night rules encourage both sides to move
quickly, before the enemy Artillery crew can start firing. As a consequence,
 A perpetual dilemma exists for the French attacker: should he take
advantage of the night attack to advance quickly or be patient in order to
build a hand that would allow for a powerful offensive?
 For the Axis, a static defense would result in feeling like a target at a
carnival shooting range! A mobile defense is required here.

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Memoir ’44 56

Historical background
th
In December 1944, the 27 French Alpine Division was reformed from the remnants of
several Resistance groups. This division was deployed in the Alps, in front of the German
th
5.Gebirgsjäger Division and Italian units, as the Folgore Division. In early April 1945, the 11
Bataillon de Chasseurs Alpins was ordered to capture the Mont-Froid, which reaches 2900
meters at its highest point. On the ridge of Mont-Froid, the German defenders were
entrenched in three blocks called the West Block, the Central Block (consisting of trenches),
th th
and the East Block. On the 5 of April, the 4 company of Captain Branche assaulted the
three blocks under the darkness of night. In the morning, the Central Block was captured,
and in the afternoon, the West Block fell. The East Block was captured on the following day.
th
On the 6 of April, the entire ridge was under French control, in spite of continuous German
artillery fire on the ridge.

Colonel Le Ray commanded three battalions in the Maurienne valley. The 11th
BCA was in charge of the assault on Mont-Froid while the 15th BCA was
attacking the Cugne salient. The 6th BCA stayed in reserve until it was needed.
Further details are available here.

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57 Think like a Trooper

France – April 12th 1945, Battle of the Mont-Froid (2) [6/5 – 6] 6991

With “the revenge”, simulating the German counter-attack that was launched a
few days later, jdrommel offers us a highly challenging mini-campaign with a
strong theme. The counter-attack also occurred at night.

Historical background
In April 1945, the war in Europe was nearing an end. Nevertheless, in the Alps, French and
German troops continued to fight for isolated summits. The ridge of Mont-Froid was
th
captured by a company of the 11 Bataillon de Chasseurs Alpins, a unit originating from the
Resistance. On this date, French soldiers held the ridge in spite of the snow, severe cold, and
th th
continuous enemy artillery fire. On the night of April 11 to 12 , Gebirgsjägers of the
100.Gebirgsjäger Regiment assaulted the French positions. Using flame-throwers to reduce
the resistance of the East Block, the Gebirgsjägers captured all positions on the ridge after a
violent and bloody fight.

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Memoir ’44 58

France – July 18th 1944, Battle of Mount Gargan [5/5 – 6] 10912

Yes, although there is a Tank, a Mortar, and a Heroic Leader and all of the Allied
infantry units are French Resistance, you must truly “Think like a Trooper”!
 On the Axis side, you will have to advance with Infantry units only, on a
well-defended position, only lightly supported by the Armor. The infantry
theme is there.
 The odds do not favor the French side (only barely), but there is a lot that
can be done: regroup, centralize, flank, and counter-attack. A battle plan
very similar to that for Toulon.
This scenario is one of the masterpieces created by jdrommel for the French
Open Tournament in 2013. In my opinion, it was the best scenario for that year,
and also one of the best of the six French Opens (2009-2014) thus far.
The battle is asymmetric and requires a return match to fully appreciate its
entire flavor. I played it several times and enjoyed it equally every time. As for
the results, Think like a Trooper gives you all the clues necessary to win as both
sides.

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59 Think like a Trooper

Historical background
th
On the 14 of July 1944, 36 B-17 Flying Fortresses dropped a large number of weapons
intended for the French Resistance near the village of Sussac. Germans reacted quickly by
sending troops to prevent the Resistance from recovering and distributing the weapons.
Georges Guinguoin, the famous leader of the French Resistance in the area, called the "First
French Maquis", deployed his troops around Mount Gargan to block the German advance.
th th
The battle lasted from the 17 to the 24 of July. German troops, composed of elements of
the Jesser Brigade, French Milice (under “Vichy” control), and some garrison units, attacked
th
Mount Gargan on the 18 of July from the village of Surdoux. Because the French Resistance
faced forces superior in number and equipped with heavy weapons, they gradually yielded
ground to the enemy and abandoned the chapel of Mount Gargan, which was destroyed.
However, the German troops suffered three times as many losses as the French Resistance.

Georges Guinguoin, “First Maquis of France”

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Memoir ’44 60

Russia – November 28th 1941, Counter-Attack at Sverchkovo [5/6 – 6] 5519


This scenario strays a little, but not too much: a few tanks, some artillery on
both sides, and a Soviet left flank composed of Cavalry units. But what a
scenario! So much replayability! How fun!
Sverchkovo was one of the scenarios from the French Open Tournament 2009,
and in my opinion, the best of all years. The game is extremely asymmetric, and
the theme is very strong. Infantry is everywhere on both sides, and it should be
bold and highly mobile in both attack (USSR) and defense (Axis).
Historical background
November 1941 – Despite the cold, Operation Typhoon is in full gear: the Germans are
rd
trudging through the snow toward Moscow. On November 23 , they capture the towns of
Klin and Solnechnogorsk. For the Russians, the situation is becoming catastrophic
— a political commissar is believed to have said "Russia is big, but we cannot run. Moscow is
th
behind us." With this in mind, Gen. Zhukov orders Gen. Rokossovski and his 16 Army to
counter-attack in order to retake Solnechnogorsk. Hastily prepared, with disparate elements,
including three Cavalry Divisions, the counter-attack ends in a severe defeat for the Russians,
th
despite the successful rout of the 240 German Infantry Regiment, which took the blunt of
the offensive. The German advance toward Moscow is slowed but not stopped — at least
not yet.

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61 Think like a Trooper

Crete – May 28th 1941, The Road to Sphakia [6/5 – 6*] 6230

This battle is, without a doubt, in my Top 5 when considering all scenarios ever
published so far.
The Road to Sphakia is the last battle of a series of twelve on the Merkur
Operation, the airborne invasion of Crete in 1941, by jdrommel and has already
been highlighted in the Tactics and Strategy Guide (Chapter 7 – Troops review,
“Paratroopers” section, pages 191-196).
We are in the exploitation phase of the campaign, and the Paratroopers have
now been replaced by line troops. The support of an Armor unit and an
Artillery unit on both sides does not change the spirit of this engagement: it is
definitely an infantry battle. The map is asymmetric and, like Toulon, the
opportunities for assaults and counter-offensives are numerous, which offers
great replayability. The low number of units requires that all of them are
mobilized; retreating weakened units is out of the question. We will take
advantage of the fact that the combat strength of the unit is not modified by
the number of figures until the last man is standing, as necessary.

© PRAXEO 2014 – complimentary e-book


Memoir ’44 62

Special objectives
The special rules in effect in this scenario necessitate that the Axis player exits
at least one unit through the Exit zone in order to win. A mandatory objective
often guarantees a game filled with movement and, thus, less “blood”. See the
Tactics and Strategy Guide – Chapter 19, Special objectives.
From this perspective, The Road to Sphakia fulfills its promise.

Historical background
The battle of Crete was ending. Troops of the “Creforce” were withdrawing toward the
south coast to be evacuated by the Royal Navy. The Gebirgsjägers of General Ringel pursued
them on the mountains roads. The British rear guard formed a solid roadblock in the
mountainous area of Stilos with New Zealand infantry, artillery and tanks. At first, the
German advance was stopped and suffered losses, but they soon executed a flanking
maneuver in the mountains and attacked the rear of the enemy. This was the last battle
before the evacuation of the Creforce to Egypt.

© PRAXEO 2014 – complimentary e-book


63 Think like a Trooper

JDROMMEL’S SELECTIONS

Belgium – May 23rd 1940, Street fighting at Thulin [5/5 - 5] 4576

This battle involves more of a sub-tactic scale than those previously mentioned.
Infantry against infantry. The scenario was created before the rules for Urban
Combat were introduced in Battle Map Expansion #3; thus, the special combat
deck is not used here (but could be!). The Air Pack rules, however, are
applicable, which is for the best.
The Axis will have difficulty attacking because of the terrain, but their Artillery
and, potentially, their Airplanes will force the French to adopt a mobile
defense.
As in Toulon, the Infantry Assault card, when played at the right time, is one of
the most powerful cards in the deck, offering greater opportunities for attack
than Their Finest Hour, Direct from HQ, or General Advance.

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Memoir ’44 64

Historical background
rd
23 of May 1940 – vincinity of Mons, Belgium.
rd
Elements of the 43 French Infantry Division, while withdrawing from Maubeuge, captured
the Belgian village of Thulin, currently occupied by a German reconnaissance unit
(Aufklärungs Abteilung .269). However, the Germans reacted quickly, and Colonel Von
Tschüdi, commander of IR.469, ordered the recapture of Thulin. With the artillery support of
Art Rgt.59, German infantrymen advanced on Thulin. The French defense fought hard in the
streets of Thulin but were overwhelmed by the number of German troops, ran out of
ammunition, and were surrounded. In the evening, the French soldiers surrendered.

Credits ecpad, French Ministère de la Défense – More details

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65 Think like a Trooper

France – June 12th 1940, Battle in Picardy - Action 2 [5/5 - 6] 9029

Another scenario that looks like an “action film”.


The availability of French Elite units (the 9th Zouaves, on the top of the map)
will not change the nature of this infantry battle.
In addition to sporadic engagements on two fronts and territorial objectives,
the French player has a lot to gain by having his Zouaves come across the map
and reach the exit hexes. In addition to the battle itself, this scenario stresses
the rush to the objectives and is made even more fascinating with the Night
Attack rules in effect.

For the record, the town of Crépy-en-Valois (60) hosts


a Game Festival every year, and Memoir’44 is well
represented by Franck « Franok » Tailleur.
Praxeo attended in 2011 with a delegation of young
organizers: see the article and pictures (in French).

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Memoir ’44 66

Historical background
th
In Picardy on the 12 of June 1940, the Chauvineau line, a line of field bunkers built to
rd
protect Paris, around the village of Ormoy-Villers was manned by the 3 French light
division. German troops of the 6.Armee, who arrived from the east by Soissons, were in
th
Crépy-en-Valois and preparing to attack this tiny defense line. Simultaneously, the 87
French infantry division, which was practically surrounded by German units, was with-
th
drawing from the Somme north of Crépy-en-Valois. The 9 Zouaves regiment, an elite unit of
th
the 87 division, was ordered to breakthrough the German lines and open the way for the
th
rest of the division. While the battle was raging at Ormoy-Villers, the 9 Zouaves was
fighting in Crépy-en-Valois against an enemy with superior numbers. Finally, the Zouaves
succeeded in crossing the enemy line during the night, by dividing into small groups and
fighting with bayonets.

Credits Picardie 1939 - 1945, articles by Frédéric Gondron

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67 Think like a Trooper

France, June 18th 1940, Defense of Saint-Germain-sur-Meuse [6/5 - 6] 8016


This scenario is quite difficult and rather stressful. The river is fordable, which
allows some maneuvering. At first glance, the battle plan consists in setting up
an efficient attack with the Axis forces. Winning with elegance would involve
capturing the medal, which is unfortunately not mandatory. The French
defense remains a question for me. To avoid the “frontline” syndrome and the
associated static defensive approach, I am tempted to strengthen the right
flank with a unit in order to take the initiative there.
Historical background
th rd st
On the morning of the 18 of June 1940, French infantrymen of the 3 Battalion/21 RIC
approached the village of Saint-Germain-sur-Meuse, totally exhausted. For a week, they had
withdrawn as ordered, fighting during the day and marching during the night. They had not
had food for two days and the only ammunition left was what each individual carried.
Suddenly the enemy appeared, emerging from the edge of Ourches woods. Using hastily
prepared defensive positions, the French soldiers held throughout the day and night while
under German artillery and mortar fire and prevented the enemy infantrymen from crossing
the Meuse River. On the next morning, overwhelmed by the enemy, with no more strength
and out of ammo, the survivors of the battalion were taken prisoner. They had held as long
as they could.

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Memoir ’44 68

British Somaliland, August 11th-18th 1940, Battle of Tug Argan [6/5 - 6] 13871

Logically, infantry scenarios are found at the beginning of the world conflict as
well as on secondary fronts. No region in the world escapes the encyclopedic
knowledge of jdrommel, and this selection makes us travel a bit. Here, we go to
British Somaliland.
From the start, the British troops on the left half of the map are too far
forward. Their salutary retreat will make the Italians take the time to advance,
and even more importantly, maintain troop cohesion. Only later, after being
better prepared, will we think of moving forward again to engage the enemy.
Depending on the cards in hand, we will be able take the initiative and engage
the enemy, a move that would be difficult to achieve at the beginning of the
game.
Outnumbered 12 to 8, the British must assemble the appropriate hand in order
to counter-attack and control the pace of the game.

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69 Think like a Trooper

Historical background
rd
In the early hours of 3 August 1940, Italian forces crossed the border between Italian East
Africa and British Somaliland. In order to capture Berbera, the capital city of Somaliland, the
Italians advanced in three columns, and the main one passed by Hargeisa. British command
th
had prepared defensive positions on the Golis Hills overlooking the Tug Argan. The XV
th th
Italian brigade attacked Tug Argan on 11 August 1940 but was repelled. On 12 August,
Italian soldiers captured Mill Hill, but the British troops resisted firmly elsewhere. Finally, on
th
15 August, Italian troops captured the main position, Observation Hill. Capt. Wilson,
Somaliland Camel Corps, won a Victoria Cross posthumously for fighting to the bitter end (in
th th
fact, he was found seriously wounded by the Italians and taken captive). From 16 to 19
August, the Royal Navy evacuated British troops from Berbera harbor : Somaliland was in
Italian hands… but only for a few months.

Italian troopers during the invasion of British Somaliland


Credits Comando Supremo – Italy at War

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Memoir ’44 70

Cyrenaica, June 1942, Night breakthrough at Minquar Kaïm [5/6 – 6*] 4723

It is the play of the New Zealand side that captures our attention in this
scenario!
In addition to focusing on foot soldiers, this scenario is full of exquisite details
to strongly support the theme. The BCF must break through enemy lines after
the fall of Tobruk; thus, there is an immediate victory condition attached to the
capture of Rommel’s HQ (historical), and the scenario uses “inverted” Night
Attack rules – it is nightfall!
The gameplay on this map is very interesting. Ten British Infantry units attack in
open ground against nine well-armed Axis units, including Tanks, Elite troops,
and Italian troops, which may retreat up to three hexes… Only the coming of
night can change the odds, as was the case historically.

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71 Think like a Trooper

Historical background
After the fall of Tobruk, Axis forces, under the command of newly promoted Feldmarschall
th
Rommel, pursued the withdrawing British troops in Egypt. On the 25 of June, the vanguard
of Panzerarmee "Afrika" arrived near Marsa Matruh. In a two-day battle, the British were
nd
once again defeated and received the order to withdraw to El Alamein. But the 2 New
Zealand Division, isolated in Minquar Kaïm, 20 miles south of Marsa Matruh, needed to
th
break through enemy lines to escape. This was accomplished during the night of the 27 to
th
28 June by a bayonet charge in merciless combat. German infantrymen of the
I/104.Schützen Rgt (21.Panzerdivision) continued the assault. Rommel's HQ and part of the
Italian division "Littorio" were also involved in this night fighting. Finally, in spite of heavy
losses, the New Zealand division reached the Allied lines in El Alamein.

Credits Kiwi Veteran (New Zealand)

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Memoir ’44 72

France, August 19th 1942, Dieppe - Green Beach [4/6 – 6] 2317

To recount the tragic story of Operation Jubilee in the “Green Beach” sector,
only a few Infantry units on each side are needed (Allied tanks sent to support
the assault had already been destroyed on the main beach of Dieppe), although
a destroyer and a few special rules have been added. To spice up the gameplay,
the Radar Station objective is a permanent medal for the Allies, the Cliffs are
impassable from the beach, and Air Rules are in effect.
The Allied battle plan is not easy: the Scie River is impassable except by using
the bridge, which poses a technical difficulty for the left section. Incidentally,
the landing was initially scheduled to take place a hundred meters to the left,
on the good side of the river. Under no circumstances can the Allied player
expect to win the game without making headway on the left flank. For the
troopers, the Bridge is the only way to get there, as they must land right away.
In my view, the left section is the ideal location for the destroyer at the
beginning of the game; in that way, left section cards can be utilized.

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73 Think like a Trooper

The Axis side has seven Infantry units, and the terrain is to their advantage;
however, they are outnumbered. This battle has a definite stylistic compo-
sition and is difficult to win.
In conclusion, an asymmetric map with two sides under pressure is the
guarantee of wonderful gaming moments.

Historical background
th
19 of August 1942 - Operation "Jubilee".
nd
While the main force of the 2 Canadian Infantry Division was landing on Dieppe's beach, a
battalion of the South Saskatchewan Regiment (SSR) landed in front of Pourville at 04:50 am.
Its mission was to seize Pourville village, the farm called Ferme des Quatre Vents, and the
radar station on the top of the cliff. Landing on the right bank of the Scie river, the SSR had
to cross the river using a bridge while under fire from German machine guns. At 05:50 am, a
battalion of the Canadian Highlanders Regiment landed, and their mission was to seize a
German airfield near Arques la Bataille. This mission was aborted because the tanks that
were to support this battalion never arrived (they were destroyed on Dieppe's beach). For
the Saskatchewan regiment, the result was the same: the radar station was inaccessible
th
because it was strongly defended by the troops of the 517 German Infantry Regiment. The
remnants of the two Canadian battalions had to re-embark under enemy fire. The only
success in the otherwise complete failure of Operation "Jubilee" was the destruction of the
"Hess" coastal battery at Varengeville by Commando n°4. "Jubilee" was a bloody defeat from
a tactical perspective but provided much useful information to the Allies that was put to use
in the preparation and execution of Operation "Overlord" two years later.

Source Wikipedia

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Memoir ’44 74

Tunisia, April 20th 1943, Takrouna - Action 1 (at night) [6/6 – 6] 13629

Jdrommel leads us to a secondary front again to further reinforce our duty to


remember.
It seems obvious, I hope, after having read Think like a Trooper, that the units
are badly placed, on both sides, at the start.
The New-Zealanders have noticeable leeway to adapt their battle plan to their
Command Cards, not unlike Toulon on the Axis side. Thus, I would wait to draw
an Assault for any one section before concentrating my troops there and then
launching an overwhelming attack, keeping my Assault card in hand for as long
as possible until close range combat begins: such a plan is supported by the
historical context (see below).
On the Italian side, there is only infantry, but four units, if not five, are very
mobile. This allows for several action plans, and even a counter-offensive in a
section, if conditions are favorable. As usual, such circumstances must be
anticipated, planned for and triggered when the time is right.

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75 Think like a Trooper

Historical background
nd
In April 1943, the 2 New Zealand Division attacked the village of Takrouna in Tunisia. This
village was at the top of a hill and held by Italian troops under the command of General
th th th
Messe. In the night of the 19 to 20 of April, the 28 Maori Battalion assaulted Takrouna.
Because of mines and heavy enemy fire, the attack was stopped, and the wounded were
numerous. At that time, Lance Sergeant Haane Manahi, with his company, attacked the
enemy in close combat and continued to advance through the village, giving the victory to
his battalion. After this feat of arms, his commander recommended Sergeant Manahi for a
Victoria Cross, but he only received a Distinguished Conduct Medal.

Credits War Art, Peter McIntyre, NZ Troops moving forward at Takrouna

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Memoir ’44 76

Tunisia, May 11th 1943, Takrouna - Action 2 (at night) [5/6 – 6] 8638

This is the follow-up to the previous scenario. They deserve to be played


together as a mini-campaign.
This time, the Axis is attacked by French Free Forces.
There are two Artillery units against two, and the remainder of the units are
standard infantry; thus, we are still on topic, although it is “a variation on the
same theme”.

Historical background
In the beginning of May 1943, the battle of Tunisia was nearly finished, but in the Djebel
st
Zaghouan pocket, some Axis troops were still fighting fiercely. The 1 Free French Division
was engaged in front of the Djebillat ridge where German soldiers of the 90.Leichte Division
th
were entrenched. On the morning of the 11 of May, two battalions attacked the ridge,
st
supported by the howitzers of the 1 French Artillery Regiment: BM4 attacked in front of the
bunkers of Hill 136 West, and BM5 attacked in front of the bunkers of Hill 150. The battle
was fierce, and there were many losses on both sides, but the objectives of the Free French
th
were achieved in the morning. On the 14 of May 1943, the Tunisian campaign was over;
Allied troops controlled all of North Africa.

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77 Think like a Trooper

France, October 4th 1943, Corsica – Teghime Pass [5/5 – 5/7*] 2190

The first French towns to be liberated were not in Normandy; they were in
Corsica! The liberation of Bastia is simulated in this scenario from jdrommel (as
are all the others) and is the last engagement of the campaign.
What a map! Importantly, it is a night
scenario: infantry is the foundation of
both attack and defense. Artillery only
provides tactical support in the middle
game if close combat has already started.
For historical reasons (see here) and to
make it fun, two objective medals (of
four) are mandatory for the French to
win. A variety of fascinating games is to
be expected.
To play without delay…

Paul Colonna d’Istria

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Memoir ’44 78

Historical background
October 1943
While withdrawing from Sardinia, German troops moved to Bastia to evacuate Corsica. To
protect this evacuation, Germans soldiers had taken the passes in the mountain that
provided access to Bastia. French troops had recently landed on Ajaccio and consisted of
st
Moroccan Tabors, 1 RTM, and "Choc" Commandos. Their objective was to capture Teghime
Pass, the cornerstone of the German defense. During the attack, French soldiers of General
Henri Martin were supported by Italian artillery, newly allied with the French from mid-
nd
September. On the 2 of October, the final attack on Teghime Pass and Monte Secco began.
th
On the 4 of October, French troops entered Bastia and Corsica was free!

Corsican Resistants and Moroccan infantry advance together toward Bastia


Credits Lycée Lyautey (Casablanca)

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79 Think like a Trooper

The Bortaï Campaign, Abyssinia 1941


An original campaign from jdrommel on an
overlooked (forgotten?) front: the Bortaï
campaign. The Belgian Congo forces were fighting
against the Italians in Abyssinia (Ethiopia), and
the campaign is composed of seven consecutive
infantry engagements.

Bortaï Campaign (1/7) – March 11th 1941, Capture of Asosa [5/6 - 5] 10452

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Memoir ’44 80

History
On May 10th 1940, Nazi Germany attacked
Belgium, which surrendered two weeks
later. As early as May 18th, Governor-General
Ryckmans placed Congo on the side of those
of the Allies that were pursuing combat.
The closest enemy was the Italian troops
stationed in East Africa, and a battalion of
the Congolese Force Publique was sent in
February 1943 to fight the Italians in
Abyssinia.

Under the command of General Gilliaert, the Congolese Force Publique,


composed of Belgian soldiers and colonial troops, participated in several
engagements that led to the Saïo victory in July 1941 and the surrender of the
Italian army of General Gazzera.
Inspired by the war stories of Philippe Brousmiche in his book Bortaï, this
Memoir ’44 campaign recounts the combat between the Congolese Force
Publique, primarily the XIth battalion, and the Italian forces in Abyssinia.
The battles of Asosa, Gambela, the Bortaï River, and the Mogi pass and the final
victory at Saïo are engagements that are not familiar to the general public and
occurred in a theater of operations that is usually forgotten. However, they
played an important role in the Second World War.
Our hope is that this Memoir’44 campaign will pull the combatants (friend or
foe) out of oblivion and pay homage to this forgotten front, specifically to those
of the Congolese Force Publique who, holding to the motto of the XIth battalion,
did their duty simply, “as must be done!”

Jacques “jdrommel” David

See jdrommel’s Campaign page, as well as the historical blog of the grandson of
Colonel Edmond Van der Meersch, Inspirations d’Afrique (in French), which
richly documents the Abyssinian campaign.

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81 Think like a Trooper

Source Wikipedia

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Memoir ’44 82

Gambela 10465 Bortaï river – Action 1 10536

Bortaï river – Action 2 10585 Bortaï river – Action 3 10590

Mogi 10590 The fall of Saïo 10591

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83 Think like a Trooper

The Pacific
To be sure, we should not neglect mentioning the Imperial Japanese Army and
its fearsome capabilities in this book. However, their special capacities are
beyond the scope of this analysis, as a Japanese Infantry unit is already
intrinsically more powerful than any other nation’s Elite unit.
On the other hand, what do you think of the battles in the Pacific Theater that
pit the Japanese Infantry against the American Infantry? Isn’t it an exciting
theme? Armored Flame Throwers, Artillery, and Special Forces are left out:
now is the time to fight the Imperial Army with standard Infantry units.

Operation « Toenails » June / August 1943


Solomon island Campaign
A campaign on a specific theme:
the recapture of the Solomon islands,
again designed by jdrommel.

Landing at Rendova 8770 Munda Track 9064

Enogai Point 9089 Battle of Kelley Hill 9415

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Memoir ’44 84

Raid on Zanana Beach 9471 Battle of Bairoko 9134

Ilangana 9482 Bartley Ridge 9510

Withdrawal in the jungle 9521 Munda airfield 9541

The terrain remains complex, and these successive scenarios are colorful and
varied. US Infantry units gradually benefit from precious support: a few tanks
and some Engineers. In contrast to the powerful Specialized Troops, this study
is completely applicable to Engineers, but the study now comes to its end.

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85 Think like a Trooper

Source Wikipedia

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Memoir ’44 86

 Chapter 6

Appendix

USEFUL LINKS & BIBLIOGRAPHY


Here are a few useful links in addition to those that have already been
mentioned in Think like a Trooper.

Days of Wonder & Memoir ‘44

Memoir ’44 home page

Mémoir ’44 online


To play Toulon 52 times 

Tactics and Strategy Guide


Praxeo – DOW, © 2011, 2014

Vercors campaign
German infantry against French Resistance;
the last scenario is particularly fascinating.

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87 Think like a Trooper

Audie Murphy’s campaign


A soldier in the 3rd US Infantry Division

Battle Map Expansion #3, Sword of Stalingrad


Includes the urban Combat Card Deck, for large-scale
infantry combat in Stalingrad

The French Federation of Memoir ’44

The Praxeo Blog


Home page
Includes the latest news, 500 pages of articles on games
(written since 2003) and many downloads, including
three e-books

The boardgame page


With many articles and goodies for Memoir ’44,
as well as those for Ticket to Ride and many others

My coverage of the French Open Memoir ’44


tournaments from 2009, 2011 (in Sainte-Mère Église),
and 2012

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Memoir ’44 88

The essential Tactics Simulator


Calculates everything in a few clicks: losses, retaliations,
minimax, medals, Armor Overrun, etc.

The Praxeo collection, since 1997


Books for learning and improving play for the most
beautiful games in the world: 16 game treatises are
available.

A further step: the large saga Strategies (in French)


This vast study was conceived before the Tactics and
Strategy Guide, which is one of its applications.

SelectionS from Jacques « jdrommel » DAVID

jdrommel’s page on Mémoir44.com


A treasure chest full of scenarios and historical data

French Infantry Divisions in 1940


Infantry Divisions were the bulk of the French army in
1940. Contrary to what most think, they fought
valiantly, even though the campaign ended in defeat.

Bibliography : 2e Guerre Mondiale Thématique


N°17 focuses on the American GI, the Italian soldier and
the British Tommy. N°18 focuses on the German
Ländser, the Japanese Heitai and the Russian Frontovik.

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89 Think like a Trooper

MEMOIR '44 ONLINE


Are you looking for new opponents ?
Are you confident in your talents as a tactician and strategist and wish to play
against the best? Or are you a beginner and you wish to take your first steps on
the battlefield with the friendly guidance of seasoned commanders?

Welcome to
Memoir '44 Online,
where you can test
your talents as a
General!

Memoir'44 Online is the online adaptation of the boardgame Memoir’44. It


provides the unique experience of living through great battles of the Second
World War against opponents around the world at any hour of the day or night.
Connect to www.memoir44-online.com. Create an account for free and receive
a signing bonus of 50 gold ingots that you will be able to use to play many
games against the AI and other players!
Through victories, you will get promoted and be recognized for your bravery
and your acts of valor.
On your mark ...

www.memoir44-online.com

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Memoir ’44 90

PRAXEO –ASIAN GAMES

Le langage Tsumego Chûban Yose


des pierres L’art du combat La stratégie fins de partie
au jeu de go au jeu de go au jeu de go
Motoki Noguchi Motoki Noguchi Dai Junfu Dai & Noguchi
248 pages 544 pages 192 pages 384 pages

Le Mah-Jong L’Odyssée Shogi Xiang qi


du loisir à des jeux d’échecs les échecs japonais les échecs chinois
la compétition J.-L. Cazaux F. Osmont & FFS Marc-A. Nguyen
S. Parcollet
368 pages 416 pages 416 pages
248 pages
Available in English

*** Click on the covers to discover the books ***

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91 Think like a Trooper

PRAXEO – Poker and other Games

Poker is War Le Poker Duels Poker


Yann Le Dréau, au-delà du hasard au-delà du hasard L’illusion du hasard
A, Beuve, F. Garot Alexis Beuve Alexis Beuve Alexis Beuve
608 pages 768 pages 166 pages 256 pages

Memoir 44 Backgammon « Le Magriel »


The Tactics and Strategy Guide
© JL Marchand, Bruxelles
Alexis Beuve Two volumes,. 572 pages
Available in English
Translation by Alexis Beuve

*** Click on the cover to discover the book ***

© PRAXEO 2014 – complimentary e-book


Memoir ’44 92

PRAXEO – MEMOIR ’44


Author : Alexis “praxeo” Beuve
e-books translation: Alexandre Figuière and Geoffrey “gheintze” Heintzelmann

The Tactics and Strategy Guide

512 pages colored


© Days Of Wonder 2014

Translation: Sarah J. Gray and Jesse Rasmussen

See Praxeo’s page


See Days Of Wonder’s page

The Tactics and Strategy Guide “in practice”

Volume I Volume II Volume III


Think Like Armor Attack Breakthrough
A Trooper in Packs
Complimentary e-book e-book e-book
93 pages 211 pages 144 pages
Download Coming soon Coming soon

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93 Think like a Trooper

ACKNOWLEDGEMENTS
The online players
I again thank the online players who, without knowing,
participated in this thematic analysis of the Toulon
scenario:
TheBigEik, Laverdure60, Roger2, david5272, nappy-doo,
Kromka, fishbone_1, jdrommel, Franck, Code Lyoko, and
7times7is49.

Jacques “jdrommel” David


For his help on the project, his historical insight
regarding Infantry and the battle for Toulon, and all of
his scenarios that are presented in this book.

The DAYS OF WONDER team


Éric Hautemont, Antoine Prono and Adrien Martinot,
who have supported this project. Yann Corno and the
entire IT team for Memoir ’44 online.

The French Federation of Mémoire 44


For their involvement and for organizing the French
Open Tournament

The proofreaders – English version


Alexandre Figuière, Jacques “jdrommel” David, Geoffrey
“gheintze” Heintzelman, Jim “clexton27” McCann

© PRAXEO 2014 – complimentary e-book

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