General Howitzer’s Field Guide to Memoir 44

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The Sausage War [Winter War]

The Sausage War [Winter War]

The Sausage War [Winter War]

The Sausage War scenario map

Victory
6 Medals

Card Balance
Finnish: 5
Soviet: 5

First Player
Soviet

Conditions
Winter

Date: December 10–11, 1939   Location: Finland

Theater: Eastern Front   Campaign: Winter War

Historical Background

On the evening of Sunday 10 December, as the Finns continued to hold the vital Tolvajärvi village, news of a threat to their rear reached Commander Talvela. After a long march, the Soviet 718th Rifle Regiment had finally arrived in the area. Instead of settling down to rest, these troops had immediately pressed on. Swinging west around the side of Tolvajärvi village, they were now about to encircle the Finns, threatening the undefended supply columns.

Despite their initial success in overcoming the surprised defenders, the Soviet attack halted as soon as the Finnish soup kitchens had been secured. After their five-day forced march, the men of the 718th Rifle Regiment were so hungry and tired that they now forgot all about fighting and proceeded to gorge on hot sausage stew.

As luck would have it, Commander Pajari also happened to be in the area. The unwitting Soviets had given the Finns the respite needed to organise their defences by pausing their attack to feast. Now, with his usual alacrity, Pajari formed up a couple of ragtag companies from cooks, clerks and other rear-echelon staff who had been previously scattered by the Soviet assault.

In the dead of night, the Finns began their counter-attack; this soon turned into fierce hand-to-hand combat.

In the cold light of dawn, it came apparent that the supply troops had emphatically blocked this Soviet pincer movement. During the fighting, the Finns had lost 20 dead and 55 wounded, but left over 100 dead Red Army troops on the field. Pieces of sausages were recovered from the freezing bodies of the fallen foes; the surprise had been so complete that some had even died with food still in their mouths. This episode was spoken of afterwards by the Finns as the “Sausage War”.

Illustration of Soviet soldiers eating at a captured field kitchen

Briefing

Finnish Player: Take 5 Command Cards.

Soviet Player: Take 5 Command Cards. You move first.

Conditions of Victory

6 Medals

Tolvajärvi village is a Temporary Objective Victory Medal for the Soviet Player.

The kitchen trench is a Temporary Objective Victory Medal for both players.

Special Rules

Russian Command Rules [Nations 2] are in effect.

Finnish Ski Troops [Troops 9] rules are in effect for only the Finnish units marked with the badges. The other three figure units represent the supply and kitchen troops.

Heroic Leader rules [Actions 8] are in effect for the Finnish unit marked with the Battle Star, representing Commander Pajari.

The Marsh hexes represent the frozen lakes. The ice was not thick enough for tanks, so these hexes are impassable for tanks. Infantry may enter the hexes with no effect upon them, except that any unit on a Frozen Lake Hex is considered exposed and is thus also hit by any Stars rolled against it.

When the Soviet Player occupies the kitchen trench hex, flip the Commissar token as you would a coin. On heads, there is no effect; the Commissar keeps the hungry troops in line. If it lands on the star though, that unit may not be ordered on the Soviet players next turn. (It can also not use an Ambush card if targeted by the Finns). At the beginning of the turn, repeat the process to see if they get their act together or keep feasting into the next turn. Repeat the process again next turn if needed.

Illustration of Finnish soldiers approaching a winter field kitchen at night

Source/Authorship:  Harley Southwell

Scenario map and text reproduced from the supplied scenario PDF. Symbols & Graphics Copyright (c) 2004–2026 Days of Wonder, Inc. Produced with permission, for non-commercial use only.

Uomaa Village [Winter War]

Uomaa Village [Winter War]

Uomaa Village [Winter War]

Uomaa Village scenario map

Victory
6 Medals

Card Balance
Finnish: 5
Soviet: 5

First Player
Soviet

Conditions
Winter

Date: December 5, 1939   Location: Finland

Theater: Eastern Front   Campaign: Winter War

Historical Background

The Soviet 208th Rifle Regiment encountered strong fortified positions at Uomaa, where the Finns prepared to fight a delaying action. In front of Uomaa they were faced with barbed-wire obstacles, behind these was a minefield, and on the edge of the village there were dugouts for forward observers. Brigade Commander Kondrashev gave orders for a series of direct attacks, but they all failed. Two Soviet tanks hit mines and were destroyed. Machine-gun fire mauled the soldiers. At noon the Soviets dragged up their heavy howitzers; they struck the machine-gun dugouts with direct fire. By the evening they had nearly surrounded the village. The Finns started to burn down the houses and then headed into the woods, retreating toward Kitila where they would make their next stand.

Briefing

Finnish Player: Take 5 Command Cards.

Soviet Player: Take 5 Command Cards. You move first.

Conditions of Victory

6 Medals

Exit medal rules are in effect for the Soviet Player.

Uomaa village is a Temporary Objective Victory Medal for the Soviet Player

Special Rules

Russian Command Rules [Nations 2] are in effect.

Finnish Ski Troops [Troops 9] rules are in effect for only the Finnish units marked with the badges.

The Finnish player lays out the minefields.

The Marsh hexes represent the frozen lakes. The ice was not thick enough for tanks, so these hexes are impassable for tanks. Infantry may enter the hexes with no effect upon them, except that any unit on a Frozen Lake Hex is considered exposed and is thus also hit by any Stars rolled against it.

Source/Authorship: Harley Southwell

Scenario map and text reproduced from the supplied scenario PDF. Symbols & Graphics Copyright (c) 2004–2026 Days of Wonder, Inc. Produced with permission, for non-commercial use only.

The Relief of Peiper

The Relief of Peiper

The Relief of Peiper

The Germans threw everything they had into one last gamble to rescue Peiper’s trapped Panzers at La Gleize. They failed. American infantry, paratroopers, and armor slammed the door shut, cutting off every road to freedom. Out of fuel, out of options, Peiper abandoned his tanks and slipped away on foot, leaving behind the pride of Hitler’s armored force. The relief never came—and with it died the momentum of Germany’s last great offensive in the West.

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 5

Axis  – 4

Complexity:

4

Conditions:

Winter

winter

Context:

Historical

Location:

Ardennes Forest

Year:

1944

Theater:

Western

Campaign:

Codename:

Summary:

Objectives:

6 VP’s, plus the Axis can gain a medal by exiting off the back row

Battlefield:

Winter countryside with trees, hills, and an impassable river

Troops:

Allies – 9 Infantry, 2 Artillery

Axis – 9 Infantry, 3 Armor

Special Rules: 

1.  Winter Weather – all units can only move two hexes

2.  Blow Up Bridges – Allies can sacrifice one sectional card to blow up a bridge in that section; but they forfeit one Command Card for the rest of the game.

3.  Winter Combat Cards – each side starts with one Winter Combat card, which can be used anytime with the other Command card played. Each time a Recon (sectional) card is played, you can choose one more Winter Combat card.

 

medal allies

🔥 Winning as Allies

1.  Prevent the Axis forces from exiting out the back row!

2.  The Allied Artillery are absolutely critical to prevent the forward advance of the Axis.

3.  If the Axis are pushing hard toward the back exits, you can blow up a bridge in that section by forfeiting a section card.

4.  Eliminating the German tanks is critical so that they can no longer shoot at you across the river.

5.  Don’t forget to use the Winter Combat cards in conjunction with your regular Command cards at every opportunity. They can give you a great competitive edge.

medal axis

🔥 Winning as Axis

1.  The Axis Infantry can make a great push up the center with the right set of cards.  But make use of the forests and towns to advance forward. But you need to cross the bridges before the Allies blow them.

2.  Keep pushing forward toward the Exit hexes.

3.  The left section also presents a great opportunity for a forward assault.

4.  Don’t forget to use the Winter Combat cards in conjunction with your regular Command cards at every opportunity. They can give you a great competitive edge.

Author:

Link:

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Capture of Foy

Capture of Foy

Capture of Foy

By January 1945, the Germans were battered but still fighting. Holding Foy was their last attempt to cling to the Ardennes. The men of the 101st Airborne, hardened by weeks of cold, shellfire, and misery in the woods of Bois Jacques, were ready to finish the job.

On January 13th, those paratroopers charged across open snow under enemy fire and slammed into Foy. They fought house to house, room to room, until the village was ours and the Germans were either prisoners or running for their lives.

The enemy tried to take Foy back the next day. He failed. Once American airborne troops seize ground, they do not give it back.

Foy mattered because it marked the moment we stopped defending and started hunting. The Germans were pushed farther from Bastogne, their offensive was broken, and the road to victory led straight through the Ardennes and into Germany. That’s how wars are won—by attacking, advancing, and never letting the enemy catch his breath.

~~ General Howitzer

8 VP’s

Card Balance:

Allies – 5

Axis – 4

Complexity:

3

Conditions:

Countryside – Winter

winter

Context:
Historical

Location:
Belgium

Year:
1945

Theater:
Belgium

Summary:

Objectives:

8 VP’s

There are three Medal Objectives for the Allies, and one for the Axis.

Foy has three sections, Center, West & East.  Each has three hexes and count as a Temporary Medal Majority Objective.  Axis gets one by maintaining possession of Foy Center, but Allies can obtain all three.

Battlefield:

Winter countryside with forests, hills, and a road runnng through the center.

Troops:

Allies – 10 Infantry including 1 Mortar, 3 Armor, 1 Artillery

Axis – 8 Infantry including three Machine Gun units, and one Mortar, 2 Armor, 1 Artillery. There are two Machine Gun units in Foy Central.

Special Rules: 

1.  Nightime Rules – Start with daylight and roll two dice at the end of each turn; Stars increase darkness.

2.  Special Weapon Assets:

– Machine Guns hit Infantry on Stars, if the unit hasn’t moved

– Mortars hit at 3,2,1,1 and ignore terrain restrictions

3.  The river is impassable

medal allies

Allied Strategy:

1.  Big Picture Strategy:  Foy Center presents the best opportunity for attack.  But it needs to be supported by bringing up your forces from both your right and left flanks. Once you bring your Armor in from the left along the road, and move your Infantry and Artillery from the right, then you will be ready to move your Infantry in the center forward to attack Foy Center.

2.  All of your Infantry are Airborne special forces, and therefore can move two hexes and then attack.

3.  Get your Armor on the left into action ASAP. The road will help you to move one extra hex for each unit.

4.  Progressively advance forward your Artillery on the right so that you can attack Foy Center and Foy East with 2D rolls.

medal axis

Axis Strategy:

1.  Big Picture Strategy: The primary battles in this scenario will surround Foy Center.  Bring as many of your forces as you can to support and defend Foy Center. 

2.  You have Armor hidden away in both of your flanks. Move them out and get them into the battle as soon as possible.  

3.  Your Artillery needs to be moved forward at least one row in order to better defend Foy Center.

Battle Reports

Source:  Chicago’s Finest Hour Open

Link:


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Okinawa Hacksaw Ridge

Okinawa Hacksaw Ridge

Okinawa Hacksaw Ridge

7 VP’s

Card Balance:

Allies – 6

Axis – 4

Complexity:

4

Conditions:

Jungle

Memoir 44 jungle

Context:

Location:

Okinawa

Year:

Theater:

Pacific

Summary:

Objectives:

7 VP’s

There is one Medal Objective for the Allies, the Axis HQ.

There is also an Exit Hex for the Allies which will result in one VP for every Allied unit that escapes.

Battlefield:

Jungle with a severe ridge and hills with tunnels

Troops:

Allies – 10 Infantry, 4 Armor including 3 Fire Tanks, 2 Artillery

Axis – 11 Infantry, 1 Artillery

Special Rules: 

1.  Air Power – Remove the Air Power card

2.  Pfc. Desmond Doss – is able to heal any adjacent infantry, as long as enemy units are not adjacent to him.  Process is the same as the Medics & Mechanics card. But he only heals Infantry.  He is a non-combatant and cannot attack anyone.  If eliminated, it does not result in a Victory Point.

3.  HQ rules – should the Allies capture the Axis HQ, the Axis will lose one card from their hand until they regain control of it.

4.  Fire Tanks – they attack with +1 dice when in Close Assault; perfect for attacking units in Caves on a Hill.

medal allies

Allied Strategy:

1.  Use your Fire Tanks as much as possible in Close Assault, so that they can help you conquer the Japanese units on the top of Hacksaw Ridge.

2.  The Armor on your left flank should keep pushing toward the Exit Hex.

3.  There is a pathway on the right flank which will allow you to get beyond the ridge and attack the Artillery near the Japanese HQ.

4.  Make good use of Pfc. Doss to heal any injured Infantry so that they can keep fighting!

medal axis

Axis Strategy:

1.  Guard the Exit Hex on your right flank.

2.  Guard the passage to your HQ on your left flank.

3.  Attack with your full-strength Infantry units at every opportunity so that you can make use of the Japanese Seishin Kyoiku Doctrine, and attack with four dice while in Close Assault.

4.  If Pfc Doss tries to heal Infantry units, you will have to take him out with your Artillery, or Infantry, but you will not gain a Victory Point for eliminating him.

Battle Reports

Source:  Chicago’s Finest Hour Open

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Patton’s Kasserine Crucible

Patton’s Kasserine Crucible

Patton's Kasserine Crucible

8 VP’s

Card Balance:

Allies – 8

Axis – 8

Complexity:

3

Conditions:

Desert

desert

Context:

Historical

Location:

North Africa

Year:

1943

Theater:

Mediterranean

Summary:

Objectives:

8 VP’s

Battlefield:

Desert with dunes, ravines, hills & ergs

Troops:

Allies – 8 Infantry, 5 Armor, 2 Artillery

Axis – 7 Infantry, 7 Armor, 1 Artillery

Special Rules: 

1.  Air Power – Remove the Air Power card

2. Patton’s Iron Fist – As Allies, at the end of your turn, when it is time to draw a new card, you may choose any one card from the discard file and place it back into your hand.  This may only be done once. 

3.  Tiger Tanks – Axis have two Tiger Tanks

4.   Ravine – the Ravine is impassable

5.  Ergs – the swirly terrain is an Erg. It is like a Hill, but once a unit moves onto it, the unit must stop. 

6.  Bridges – Allies can destroy either of the two bridges, with an Infantry unit on it, can roll two dice, and a Grenade will destroy it. The Infantry unit is not destroyed.

7.  German Infantry Units – they are all Special Forces, and can move two hexes and still attack.

medal allies

Allied Strategy:

1.  The Allies have an Escape Hex on their left flank. Each unit making it out wins a medal for the Allies.  But do not make a mad dash for it with all of your forces, as this is an eight medal game, and if you run, the Axis forces will overwhelm your troops, killing many of them and then escaping out their own Escape Hex.  So you need to practice a strategic retreat where some of your forces practice a delaying action.

2.  Attack with your Infantry on the forward front dunes. They are close to the enemy and can cause lots of damage.

3.  Do not advance your Infantry on the right flank rear dunes forward.  If your Infantry tries to attack enemy Armor in the open desert, they will get slaughtered.

4.  Stay behind your sandbags as long as you can.

medal axis

Axis Strategy:

1.  Immediately attack the enemy Infantry on the dunes right in front of you.

2.  Get your two Tigers into action ASAP.

3.  As you move and attack, keep pushing your forces toward the center Escape Hexes to put pressure on the enemy forces.

Battle Reports

Source:  Chicago’s Finest Hour Open

Link:


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