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german
version |
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Rating | Grade (1-10) |
| Graphic Presentation: | 9 | |
| Rules: | 9 | |
| Playability: | 8 | |
| Replay Value: | 8 | |
| Overall Value: | 9,0 |
| PRO | Very attractive presentation, useful supplement to the main game, adds historical "chrome", perfect for scenario designers |
| CONTRA | Contains only 4 scenarios, two scenarios are great but the other two suffer from various problems |
| HFC-Game-O-Meter | E |
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Memoir'44
Terrain Pack Review #1 |
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| Introduction |
In July 2006, the "Terrain Pack" - a Memoir'44 expansion - reached our HFC test lab. After some intensive playtest sessions, we came to the conclusions portrayed in this review. The "Terrain Pack" is not a standalone game, but a true expansion: ownership of the main game is required. In addition, it is recommended that you own the desert board (for aesthetical reasons; one scenario is a desert scenario and the pack contains some components for creating your own desert scenarios). As indicated by the name "Terrain Pack", this expansion mainly contains new terrain and the corresponding new rules. In addition, there are some more nice little add-ons such as new special unit badges, minefields, new artillery rules and 4 scenarios. A board or miniatures are not included. |
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| Graphic Presentation |
The graphic
presentation is as exemplary and attractive as in the main game.
The small but very compact box is filled with new terrain hexes,
made of thick paper and sealed with a very good coat. This coat
protects them from accidents and any wear and tear symptoms.
Besides the terrain hexes, the box contains many more small printed
markers.
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| Rules |
The box
contains two rulebooks (english and french). They are identical,
except from one typo in the french version (which lists a wrong
number of woods for scenario #36). The layout is the characteristic
Memoir-style; if you know the main game, you will feel "at
home" immediately. The rulebook consists of 23 richly illustrated
pages; new rules are marked with the striking icon of a soldier
with binoculars. The first chapter presents the new desert terrain
rules, flooded fields and marshes (which played an important
role in combats in the Netherlands). The chapter ends with an
introduction to the new "artificial" terrain types,
such as railways, roads and dams. Each terrain description includes an illustration which is very helpful for quick reference. All necessary information regarding movement, combat restrictions and line of sight are presented in a very clear manner. One thing is missing, though - terrain info cards (which are included in the main game) would have been an useful add-on. By time you will learn the new terrain features, but a quick glance at a terrain info card which is placed besides the mapboard would be quite helpful from time to time - especially when you play the game only once in a while and don't want to read the entire rulebook again each time you take it from the shelf. The next chapter deals with the new markers, for example medals, minefields and target markers (which allow artillery to gain aquisition on a target). An important new feature are the "Battlestar Tokens" which introduce scenario-specific special rules. They deal with new actions and possibilities, such as sabotage of dams, fuel depots or factories, placing demo charges on bridges, mobile boats and rafts, call-in of airstrikes, capturing of enemy equipment, the liberation of prisoners r "heroic" leaders with special abilities. By including these new "objectives", the game becomes far more interesting. Before the terrain pack, victory was archieved by conquering cities and eliminating units. Now you can go for new victory conditions - e.g a blown-up dam will bring you 4 victory medals, which is a thrilling alternative to the elimination of your opponent's units.
The rulebook is quite exemplary, written in a clear language and perfect even for absolute wargame newbies. It doesn't use an all-too-complex english and thus can be understood by foreigners for example german players even without advanced foreign language skills. The graphic presentation of the rulebook and the historical notes add to the very good impression - this is how a rulebook of an introductory wargame should look like! |
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| The Scenarios |
The four scenarios leave a somewhat mixed impression. We played them a few times and then switched roles. Scenario #35 ("Market Garden: Nijmegen Brigdes") and #36 ("Schwammenauel Dam") are great scenarios and we enjoyed playing them in our test lab. Market Garden convinces by a mapboard full of cool stuff, terrain and units. The same is true for #36, where the Axis player has the option to sabotage two dams. This race for the dams and the battle against time is really entertaining for the Allied player who is afraid of a successful sabotage action as well as for the German player who hopes for a successful sabotage before the Americans which are superior in numbers reach the dam and repair the damage. We played these two scenarios for a while and got the impression that they were well-balanced. Alas, well-balanced isn't true for scenario #37 ("Operation Grenade - Across the River Roer"). There is a lot of action as well, but we got the feeling that the American has a tough time playing it - too tough. The Germans are in an optimized defensive position and don't have to do much during the course of the scenario - except for shooting at the Americans, who are sitting ducks. The Americans have to ford a river, continue to move over open terrain and a minefield - which becomes quite unnerving with each Retreat flag-symbol rolled by the Germans. We repeated this scenario a few times, and switched roles in order to check if the Allied defeats were the result of a bad strategy or unlucky cards. We even tried alternative approaches, for example a concentrated advance over one flank, but the result remained the same - this scenario is much easier for the german player than for the american player. It's okay if a scenario is a little bit tougher for one side, this can be even challenging, but they overdid this in creating this scenario and it's far too difficult for the Allies. The overall balance definitely is pro-German. The 4th scenario, #34 ("Battle of Gazala" - Knightsbridge"), is played on the Africa board (sold separately, you can use a regular board if you don't have the Africa board). This scenario presents a tank battle in North Africa 1942. We came to the conclusion that such a scenario doesn't work with the Memoir'44 game mechanics. The quick impulse system supports games with many different unit types and terrain and the core idea is to force the players to make decisions all the time. A tank battle, on the other hand, depends on maneuver, movement and the different tank types participating in the battle. This is why we got the feeling that the Memoir system doesn't support such a tank battle - the game becomes boring and stale, because both players simply push their tanks in the direction of the opponent's tanks, hoping to eliminate them first before being elimanted themselves. There is not much space and time for maneuvering or other effects, you always are in firing range and such a scenario becomes a dice fest and a race for elimination. This scenario took 15 minutes (average) and wasn't very entertaining. The variables which make Memoir'44 such an interesting game are completely lost in such a scenario. We cannot recommend this scenario, except to absolute beginners as a tutorial for moving and shooting with tanks. All other players who are looking for a minimum of tactical challenge, should concentrate on the other 3 scenarios which are definitely the better choice. |
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| Playability |
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| Replay Value | The replay value of the terrain pack isn't based on the four scenarios (which don't even use all components included in the game box), but on the fact that the terrain pack is something like a "designer's box" for creating new exciting scenarios. The included scenarios can be played in one afternoon, even if they have some replay value on their own, but the new terrain types, rules and special units allow to polish up all basic games (western front, eastern front and Pacific). You can include much more detail into your own stories. To create new scenarios is quite simple with the basic games and really fun, but the new components allow to include much more detailed storylines and designs. If you don't ever create scenarios on your own, but tend to wait for new official scenarios which will use the components of this terrain pack, you will problably have to wait a long, long time. If you are a creative Memoir '44 player, you will enjoy the new possibilities included in the small box and be inspired to create new exciting ideas and share them with the community. This is why the Terrain pack isn't a classic "expansion", but more a "designer's pack" - designers will be delighted by the new chrome they can add to their scenarios. | ||
| Creativity | The Terrain Pack presents some well-thought out supplements to the good Memoir '44 system. There are no new and revolutionary changes, but all new rules and contents are useful and a true enrichment. | ||
| Simulation Value | Low, but you don't expect any from Memoir '44. Memoir '44 is a classic "Fun Wargame" and not a consim - and this is what you get. This is the main reason why we recommend this game to new players who ask us for a "very simple" World War II game, because they are afraid for the more meatier stuff. It is a perfect WWII introductory game. Historical references are included and the battles portrayed in the scenarios are based on historical events. The scenarios teach some historical knowlege and background information in a nice, unobstrusive way. By utilizing a very simple system, no true simulation is possible - but simulation isn't intended, anyway. | ||
| Solitaire Factor | Not suitable for solitaire play because of the card-driven mechanics and the surprise effects of these cards. | ||
| Can be compared to: | Battle Cry uses a very similar mechanic. | ||
| Summary |
I think the "Terrain Pack" is a very cool expansion for a quick, fun and simple wargame. It doesn't add complicated stuff or distorts the system but adds useful features and rules - this allows to get more out of the game without sacrificing the easy-going rules and the fast gameplay. The four scenarios are not 100% great (and they also could have included some more scenarios using more features that come with the box!) and we are missing new terrain cards. The Terrain pack supplies the main game and the other variants (Eastern Front and Pacific) with tons of new stuff and nice "chrome", thus enhancing the game experience. Players who don't design their own scenarios will make a limited use of this expansion because the scenarios don't use all included new features and rules. Players who enjoy designing their own scenarios will enjoy the new stuff and start to create detailed stories right away. Regarding this, the Box is more of a "Designer's Pack" than an "Expansion". To me, the Pack enriches the system and adds new possibilities and inspires the creativity. Together with the high quality of the components and the very good rules it is a very useful add-on. Memoir' 44 is a simple, but convincing wargame system which allows for more detail "breadth-wise" - and that's actually what you get with this expansion. It isn't suited for detail in the depth (as, for example, a consim which concentrates on certain aspects in a very detailed fashion), but expansions that integrate new stuff without complicating the game, are perfect. The "Terrain Pack" is such an expansion which doesn't try to make the system more complex or simulative, but to allow more options within the given system. This is a perfect way of supporting the system and I would love to see more "Packs" in the future... |
copyright July 2006 by Denny Koch, HFC
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