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Think like
a trooper
Version 150405
Alexis Beuve
Memoir ’44
Think like a
Trooper
TABLE OF CONTENTS
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
Acknowledgements 92
Chapter 1
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.
The first and most important proverb flows straight from this definition.
Of course, infantry has evolved over the centuries, and a major breakthrough
occurred between the two World Wars, as detailed by Jacques "jdrommel"
David:
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).
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?
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.
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.
Pictures
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.
The battle report statistics from memoir44.com, as of June 24, 2014, are
straightforward and are presented in the table below.
Reject fatality
1
For both sides. See page 12, “Score Management”.
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:
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.
Chapter 2
Strong?
Weak ?
Strong?
Strong
Weak
Strong
The starting position gives some clues but also raises questions.
In a nutshell…
Phase 2 :
Armor
Phase 1 : Phase 3 :
Infantry Assault on the center
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.
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.
Phase 2
Phase 1
Phase 1
Centering
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
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.
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”.
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
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.
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).
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.
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 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?
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!
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.
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…
Chapter 3
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.
Let’s look at some of the fundamental principles to apply when playing as the
Axis.
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?
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.
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:
Strong block
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.
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.
Stalemate
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.
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.
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.
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.
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
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…
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.
Score 5-5
A simple Probe on the left finishes the isolated and weakened French unit,
scoring the final medal.
Final Score 6-5
Let’s forget about the statistics for a minute. What are the lessons learnt from
these 52 games?
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
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
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
The final position of the second game is shown. Final score 6-3!
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.
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.
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.
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.
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.
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.
Historical background
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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.
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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
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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.
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.
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.
JDROMMEL’S SELECTIONS
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.
Historical background
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23 of May 1940 – vincinity of Mons, Belgium.
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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.
Historical background
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In Picardy on the 12 of June 1940, the Chauvineau line, a line of field bunkers built to
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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
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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-
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drawing from the Somme north of Crépy-en-Valois. The 9 Zouaves regiment, an elite unit of
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the 87 division, was ordered to breakthrough the German lines and open the way for the
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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.
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.
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
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had prepared defensive positions on the Golis Hills overlooking the Tug Argan. The XV
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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
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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
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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.
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.
Historical background
After the fall of Tobruk, Axis forces, under the command of newly promoted Feldmarschall
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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
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break through enemy lines to escape. This was accomplished during the night of the 27 to
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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.
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.
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
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19 of August 1942 - Operation "Jubilee".
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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
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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
Tunisia, April 20th 1943, Takrouna - Action 1 (at night) [6/6 – 6] 13629
Historical background
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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.
Tunisia, May 11th 1943, Takrouna - Action 2 (at night) [5/6 – 6] 8638
Historical background
In the beginning of May 1943, the battle of Tunisia was nearly finished, but in the Djebel
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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
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were entrenched. On the morning of the 11 of May, two battalions attacked the ridge,
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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
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were achieved in the morning. On the 14 of May 1943, the Tunisian campaign was over;
Allied troops controlled all of North Africa.
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…
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
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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-
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September. On the 2 of October, the final attack on Teghime Pass and Monte Secco began.
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On the 4 of October, French troops entered Bastia and Corsica was free!
Bortaï Campaign (1/7) – March 11th 1941, Capture of Asosa [5/6 - 5] 10452
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.
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.
Source Wikipedia
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.
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.
Source Wikipedia
Chapter 6
Appendix
Vercors campaign
German infantry against French Resistance;
the last scenario is particularly fascinating.
Welcome to
Memoir '44 Online,
where you can test
your talents as a
General!
www.memoir44-online.com
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.