General Howitzer’s Field Guide to Memoir 44

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GENERAL HOWITZER

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Clearing Matanikau River

Clearing Matanikau River

Clearing Matanikau River

scenario_ClearingMatanikauRiver_start

The Battle of the Matanikau River was a series of engagements during the Guadalcanal Campaign in late 1942, part of the Pacific Theater in World War II. The battles focused on clearing Japanese forces from the Matanikau River area on Guadalcanal to secure the perimeter around the strategic Henderson Field airbase, held by U.S. Marines.

In several operations between September and November 1942, U.S. Marines, supported by naval and aerial bombardment, launched attacks against well-entrenched Japanese positions along the river. These actions disrupted Japanese attempts to launch counterattacks against the American-held airfield.

General Howitzer’s summary:
We swept the jungle clean—rooted out every last Japanese fighter and locked down the western flank of Henderson Field. Those clearing fights weren’t just mop-up—they were the nail in the enemy’s coffin on Guadalcanal. That island was the start of our long march west, and by God, it was the turning point that broke their back in the Pacific.

5 VP’s

card

Card Balance:

Allies – 6

Axis – 5

Complexity:

2

Conditions:

Jungle

Context:

Historical

Location:

Gaudalcanal

Year:

1943

Theater:

Pacific

Campaign:

Guadalcanal

Summary:

Objectives:

5 VP’s

Terrain:

The Matanikau River cuts horizontally across the battlefield.

Troops:

Allies – 10 Infantry, 2 Artillery

Axis – 9 Infantry, 1 Artillery

 

medal allies

🔥 Winning as Allies

1.  Big Picture Strategy: your job is to clear the Matanikau River of all enemy belligerents.  This will require advancing across the river, but do not do so until your two Artillery units have softened up the enemy forces.  This primarily means to hit each unit at least once, thus eliminating the Seshin Kyoiku Doctrine with their powerful plus 1D attack powers.

2.  Once they have been sufficiently softened up, and you have the right card combination in hand for an attack, then advance and win! 

3.  Be aware that the enemy infantry on your left flank at a4 is both a danger and an opportunity: a danger, because they are close enough to attack you and gain a tactical medal win;  but an opportunity, because they are trapped across the river, separated from their forces without a quick escape.

4.  The real killer card in this scenario as Allies is Behind Enemy Lines.  Since the Marine Gung-Ho! rule allows you to move TWO units with the BEL card.  Get two units at least onto row 4, and if the path is open play the card, make a couple of shots on your way out, and escape. This will grant you 40% of the medals you need. 

medal axis

🔥 Winning as Axis

1.  Big Picture Strategy: As you are outnumbered, this is primarily a defensive scenario for the Axis.  But if you can build up the cards to mount an attack in on one side, you should do it.  For example, your Infantry at a4 on your right flank is within striking distance of the enemy Artillery, if you had a Behind Enemy Lines card.

2. Be wary of the powerful Allied Artillery, which historically, was able to turn the tide in many engagements in the Pacific. Keep at least five hexes away from them until you are ready.

3. Make use of your Seishin Kyoiku Doctrine and the Banzai War Cry to overwhelm the enemy when they get too close.

Scales-Allies-Weighted

Author:

Days of Wonder

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Operation Spring

Operation Spring

Operation Spring

scenario_OperationSpring_start

 

Operation Spring was  launched on July 25-27, 1944, during the Battle of Normandy. The operation aimed to capture key positions south of Caen, France, and support the larger Allied offensive, including Operation Cobra by the Americans.

  • The 2nd Canadian Infantry Division, supported by tanks from the 2nd Canadian Armoured Brigade, led the assault.
  • Their objectives included capturing key villages like Verrières Ridge, May-sur-Orne, and Tilly-la-Campagne, vital for controlling the high ground.
  • The Canadians faced well-entrenched German forces, including elements of the 12th SS Panzer Division and the 1st SS Panzer Division (Leibstandarte Adolf Hitler).
  • Heavy resistance, powerful defensive fire, and poor visibility caused high casualties.
  • The operation failed to achieve its primary objectives, though it diverted German forces from other fronts.
  • Canadian forces suffered over 1,500 casualties, marking one of their most costly engagements in Normandy.

Here are General Howitzer’s comments on the battle:

“Listen up! Operation Spring kicked off on July 25th, 1944. It was the Canadians’ job to take the high ground south of Caen, hit those German defenses, and give the Americans in Operation Cobra a clear path to move out.

Even though they didn’t take everything they wanted, they tied down those German divisions and gave the Allies the breathing room to keep pushing. That’s how you fight, boys—you go where you’re needed, you hit the enemy hard, and you keep the pressure on, no matter the cost!”

6 VP’s

Card Balance:

Allies – 5

Axis – 6

Complexity:

4

Conditions:

Countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Mediterranean

Campaign:

Battle of Normandy

Codename:

Operation Spring

Summary:

Objectives:

6 VP’s including territorial objectives for town captures

Terrain:

Countryside with a couple of hilly ridges angling across the central section.

Troops:

Allies – 10 Infantry, 4 Armor, 1 Artillery

Axis –  7 Infantry, 4 Armor, 2 Artillery

 

medal allies

🔥 Winning as Allies

1.  Your artillery in the right flank can control all the area around St. Andre.  If you move it forward just one row towards the center, and position it between both sections, you will be in a better offensive position to control the right flank, but more importantly, can support the attack against the central hills with 2D rolls.

2. If you get the right set of cards, you can quickly gain the hilly advantage in the center section. From there you will be able to make things much for difficult for the Axis forces. But be aware that your plan must include an assault on the Allies central artillery, and medal objective.

medal axis

🔥 Winning as Axis

1.  Your trapped artilley behind the Orne River will only be basically useful for defensive purposes, should the enemy make a fool-hardy assault on that flank.

2.  Your artillery in the town of Verriers will be the key to controlling the central section and eliminating any enemy forces that try to control the central hills.

3.  One of the two armor on your right flank should be placed on the ridge in the central section as both a deterrant, and eventual attack function.  The other can either defend against any attack towards the town of Tully-la-campaigne, or eventual move into the center to support that attack vector.

Scales-Axis-Weighted

Author:

Link:

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Utah Beach

Utah Beach

Utah Beach

The invasion of Utah Beach was part of the Allied D-Day landings on June 6, 1944, during World War II. Utah Beach was the westernmost landing area, assigned to U.S. forces, primarily the 4th Infantry Division, under Major General Raymond O. Barton. The objective was to secure the beachhead, push inland, and link up with airborne troops dropped earlier to capture key roads and bridges.

Strong currents caused some landing craft to drift about a mile south of the intended target area. This accidental landing proved advantageous, as it placed the troops in a less heavily defended section of the beach. The U.S. forces quickly overwhelmed the German defenses, suffering relatively few casualties compared to other D-Day beaches.

Listen up.

At Utah we hit fast, secured the sand, and drove inland until we shook hands with the paratroopers. That link-up turned a strip of beach into a springboard—men, guns, and fuel pouring ashore to feed the advance. With the beachhead anchored, momentum was ours. That’s how you start a liberation: seize, link, expand—and keep moving.

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 6

Axis – 4

Complexity:

3

Conditions:

Beach

Location:

Normandy

Year:

1944

Theater:

Western Front

Campaign:

D-day Invasion

Codename

Summary:

The challenge for the Allies in this scenario is to get off the beach as quickly as possible, and exit out one of the three exit hexes. The Axis are protected in towns and bunkers in order to slow down the advance of the Allies.

1. Objectives

This is a 5 VP game, so it moves rather quickly, and the Allies will need to minimize losses while they pick away at the Axis forces inside their bunkers, all the while making their way towards the exit hexes.

2. Battlefield

There are three exit hexes at the top of the battlefield. The Allies can seek two objectives: First to destroy enemy units, Second to exit out the back.

3. Troops

Allies – 10 Infantry, 4 Armor

Axis – 5 Infantry, 1 Artillery

Allied Strategy:

1. Allies begin with their forces congested together in the left and center sections. This is not all bad, as they need to stay away from the artillery in the right flank. But they do need to disengage their forces from one another and create some separation from the shores of the beach.

2. Keep attacking! As you approach the enemy forces in their bunkers, you may be tempted to pause and amass more forces for the attack. This depends on your circumstances. If you are out in the open and under enemy attack with two-dice attacks, you need to just keep attacking with those forces. Create the beachhead by continuing to attack, attack, attack.

3. You can expect to receive a fair number of casualties as you progress up the beach. But as soon as you get your armor out of the water, things will change for any enemy units unfortunate enough to be found outside their bunkers.

4.  The big picture strategy for Utah Beach is to: Stay Left, Take Out the Infantry, Escape out the back.  The scenario only needs 5 VP’s.  All five of those are available to you on the left and middle section.  Take out the three infantry for your first three points; then send two units out the escape hexes, and you are golden!

Axis Strategy:

1. The general rule for this scenario, is to stay in your bunkers! With no hilly ridge slowing the movement of the Allies onto the beach, they are able to very quickly reach your bunkers and begin attacking. If you make a fool-hardy rush forward in an attempt to knock out a few more figures, they will make you pay with an overwhelming retaliation of their forces. The only exception to this is your infantry unit in the bunker at M7 on your left flank. The Allies are going to avoid much of that section due to your artillery at J7, so it is best to get that unit into play in the central section as soon as you can. Also, there are so many wire bails in your left flank, that they will severely slow down any troops who try to come in there, allowing your artillery to demolish them.

2. The goal for Axis is to slow down their movement. Besides actual hits, retreat flags on the Allies are your friend, as it will push them back and give you more time to build up your deck with powerful attack cards. A last ditch effort, if needed would be to move your infantry onto or in front of the exit hexes, to prevent the Allies from escaping before you have given them a good beating.

3. Your one saving grace as the Axis player is your artillery. Use it as much as you can, especially while the enemy is still in the water, where retreat flags count as hits.

Scales-Allies-Weighted

Author:

Days of Wonder

Link:

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Twin Villages

Twin Villages

Twin Villages

Memoir 44

The Battle of the Twin Villages took place in December 1944, during the Battle of the Bulge in World War II. Located near Krinkelt and Rocherath in Belgium, these “twin villages” became key defensive positions for American forces as German troops launched a surprise offensive in the Ardennes.

U.S. infantry and armored units held strong defensive positions in the villages, facing fierce attacks from German forces, including tanks and infantry. Despite being heavily outnumbered and subjected to intense artillery fire, the American defenders managed to delay the German advance through skillful use of terrain and resilient fighting.

At Krinkelt-Rocherath the Germans thought they could roll through and keep their offensive charging forward—but the men dug in there had other ideas. Those towns became roadblocks of fire and steel. The resistance was fierce enough to choke the enemy’s advance, bleed their momentum, and give the rest of our forces time to regroup and fortify the Ardennes. That stand wasn’t just stubborn defense—it was the kind of fight that blunted the Bulge and helped turn the tide toward ultimate Allied victory.

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 6

Axis – 4

Complexity:

3

Conditions:

Winter / Countryside

Context:

Historical

Location:

Belgium

Year:

1944

Theater:

Western Front

Campaign:

Ardennes

“Battle of the Bulge”

Codename:

Unternehmen Wacht am Rhein 

Summary:

In Twin Villages, the Axis commander begins with almost all of their forces locked behind a wall of forest. The goal for Axis is to get out of the forest as quickly as possible in order to be prepared for battle. For Allies, the goal is to take out as many Axis units as possible before they break free.

Objectives:

6 VP’s ; no territorial medals

Battlefield:

The twin villages of Krinkekt and Rocherath are in the center of the map, and provide cover for whomever can control them. There is a large forest towards the Axis side, blocking their initial movement.

Troops:

Allies – Infantry 9, Armor 3, Artillery 1

Axis – Infantry 9, Armor 5

Allied Strategy

1.  Remember, that historically, the Allies are on the defensive early in this campaign. But you have the opportunity to score some hits with your advance Infantry units, before you are forced to pull back. Once you remove (or lose) your Infantry at the Lausdell Crossroads, the path is clear for your tank to blast any enemy units that attempt to make their way up through the gap in the trees.

2. Early goals are to get your Infantry into the Twin villages, prepared to defend. Also, get your tanks mobile on the flanks to prevent any advances from the enemy.

Axis Strategy

1.  Mobility is the first order of the day. Your Infantry and Armor are congested and need to start advancing.

2. Your infantry at h8 is only two hexes from the enemy, with no means of retreat. You need to move and attack with that unit ASAP.

3.  Your right flank is very weak, with just a single infantry unit. Do not launch attack there until you move more units into the section. Once the infantry advances into the woods, your back row will be clear for the armor to move out into attack position on the right flank.

4. An early goal will be to target the two advance Allies infantry near the Lausdell Crossroads.

5.  Until you get the gap cleared on the way to the Crossroads, your armor is trapped in the woods, and it will take you two turns to get them into play.

Battle Reports

(percentage of Allied victories):

57%

Author:

Days of Wonder

Link:

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Tunisia

Tunisia

Tunisia

Memoir 44 Tunisia

The Battle for Tunisia (1942–1943) was a key campaign in the North African theater of World War II. Following the Allied invasion of North Africa (Operation Torch) in November 1942, German and Italian forces, under Field Marshal Erwin Rommel, sought to hold Tunisia as a defensive stronghold. The Axis aimed to counter the Allied advance from Algeria and Morocco while securing supply lines to Italy.  The Allies, under the command of General Dwight D. Eisenhower, faced challenges due to difficult terrain, logistical issues, and initial inexperience.

General Howitzer’s observation:
The Battle for Tunisia was one tough brawl—Rommel dug in with his Axis boys trying to make Tunisia a fortress, but we weren’t about to let that desert rat keep his grip. Ike had green troops, bad roads, and a chaotic supply headache, but we pushed through it all, hammering east from Torch and learning fast. Tunisia was the doorway to Italy, and by God, we were kicking it open.

6 VP’s

Card Balance:

Allies – 4

Axis – 6

Complexity:

3

Conditions:

Countryside

countryside

Location:
Tunisa, North Africa

Year:

1942

Theater:

Mediterranean

Codename: 
Operation Torch

Summary:

Objectives: 

6 medals, no territorial objectives

Terrain:

The many woods and hills in the center section present an excellent opportunity for whomever can gain control of them.

Troops:

Allies – 8 Infantry, 4 Armor, 2 Artillery

Axis – 7 Infantry, 5 Armor, 2 Artillery

medal allies

Allied Strategy:

1.  Big picture strategy for Allies is that when the battle starts you have partial control of the central hills.  If you can consolidate that control by moving in additional infantry and armor, plus move your center-section artillery forward, you can hold on and fight the battle from there.  However, if the enemy gets an immediate push forward with cards like Armor Assault or Infantry Assault, they will very quickly be on top of that hill. If you have not yet consolidated power, you may have to either fight to the death right there, or pull back to the nearby town and mini-hills and fight from there. 

medal axis

Axis Strategy:

1.  Big picture strategy for Axis is that they win this two-thirds of the time against the Allies, because you have a lot of firepower very close to the central hills where the primary battle is fought.  If you can mobilize all the forces stuck in the right-flank corner, you can bring a massive attack against the enemy.  With a few well placed cards, you can very quickly have your forces battling for control of the central hills.

Battle Reports

(percentage of Allied victories):

31%

Scales-Axis-Weighted

Author:

Link:

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Tenaru

Tenaru

Tenaru

“Listen up! In August ‘42 on Guadalcanal, those Japanese under Colonel Ichiki thought they’d just waltz in and knock the Marines off their perch at Henderson Field. Hell, they didn’t know what they were walking into!

The Marines were dug in deep along the Ilu River, machine guns at the ready and artillery on call. When the Japanese hit the line, they slammed into a wall of hot lead and cold steel. All night those Marines fought like hell, and by dawn, the Japanese were stacked up like cordwood.

That wasn’t just another scrap, boys—that was a message. The Japanese learned the hard way that the U.S. Marines don’t back down, and we sure as hell don’t run. The Battle of Tenaru was the first big test on Guadalcanal, and the Marines passed it with flying colors.

That’s how you win a campaign, boys—you dig in, you hold the line, and you don’t let the enemy push you back an inch!”

~~ General Howitzer

6 VP’s

Card Balance:

5 – 5

Complexity:

3

Conditions:

Jungle

 

Location:

Guadalcanal

Year:

1942

Theater:

Pacific

Campaign:

Guadalcanal Campaign

Codename

Summary:

Objectives:

6 VP’s

Battlefield:

The primary strategic elements to consider in the Tenaru scenario is the navigable river going across the battlefield, and the beach hexes along one flank which allows for rapid troop movement. But the most formidable element of this scenario are the two American artillery units on the beach section.

Troops:

Allies – 9 Infantry, 1 Armor, 2 Artillery

Axis – 12 Infantry

Allied Strategy:

1. Use your Artillery at every opportunity. The enemy will be able to make rapid progress along the beach, so you need to attack while you can.

2.  You have one Armor, but it starts off in the back. You need to get it into play as soon as possible, so that you can attack the enemy forces from a distance and diminish their attack ability.

3.  Do what you can to destroy at least one figure in every Japanese Infantry unit, in order to nullify the Seishin Kyoiku Principle advantage. 

Axis Strategy:

1. Because this is a long scenario, you may need to consider destroying the American artillery near the beach. Fortunately, the beach allows for rapid progress of the Japanese infantry to its objectives.

2.  However, it is possible for the Axis to win this scenario if they focus their energies to the left and center sections.  

3.  Take advantage of the Banzai War Cry, and the Seishin Kyoiku principle to rapidly attack and destroy the enemy. 

Scales-Allies-Weighted

Author:

Link:

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