General Howitzer’s Field Guide to Memoir 44

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GENERAL HOWITZER

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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

Link:

Place Battle Reports on a scenario page, or specify its scenario name in the shortcode.

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:

Place Battle Reports on a scenario page, or specify its scenario name in the shortcode.

Battle of Dubno – Brody

Battle of Dubno – Brody

Force vs. Finesse: Battle of Dubno - Brody

Scenario_Toulon_start_Allies

The Battle of Dubno–Brody (June 23–30, 1941) was one of the largest tank battles of World War II, fought during the opening phase of Operation Barbarossa between Germany’s Army Group South and the Soviet Southwestern Front.

Results:

  • German Panzer forces decisively defeated the numerically superior Soviet armored units, destroying or capturing thousands of tanks.

  • Soviet forces suffered catastrophic losses and were forced into retreat.

Strategy:

  • The Germans used fast, coordinated Panzer thrusts and encirclement tactics to neutralize Soviet armor.

  • Soviet forces, hampered by poor coordination, mechanical breakdowns, and weak communications, failed to execute an effective counteroffensive.

General Howitzer summarizes its impact:
That win at Dubno–Brody blew the road wide open for the Germans into Ukraine and straight toward Kiev. It showed the Soviets their armor doctrine was a mess, and they paid for it in steel and blood. But they’re stubborn—those losses lit a fire under them, and the lessons they learned there would come back to bite the Germans hard later in the war.

24 VP’s (!)
[ This is a ‘break-lord’ scenario ]

card

Card Balance:

Allies –

  • 4 cards for each half of the board

Axis –

  • 6 cards for each half of the board

Complexity:

5

Conditions:

Countryside

countryside

Context:

Historical

Location:

Russia

Year:

1941

Theater:

Eastern Front

Campaign:

Codename:

Operation Barbarossa

Summary:

Objectives:

24 VP’s, plus many other conditions. Read the PDF special rules.

Terrain:

Countryside with rivers and roads 

Troops:  (check the PDF for specific the specific troop deployments)

medal allies

Allied Strategy:

1.  

medal axis

Axis Strategy

1. 

Author:

Willem Boersma

Complete Scenario Link:

https://generalhowitzer.com/bsk-pdf-manager/battle-of-dubno-brody/

Place Battle Reports on a scenario page, or specify its scenario name in the shortcode.

Poterie Ridge

Poterie Ridge

Poterie Ridge

BTH Scenario Map

July 4th, 1944—while folks back home were waving flags and lighting fireworks, the boys of the 82nd Airborne were earning every damn star on that flag with blood and grit in the fields of Normandy.

The 325th Glider Infantry and 508th Parachute Infantry, fresh off taking Hill 131, were ordered to grab La Poterie Ridge and Hill 95—the last line before Mont Castre, the Germans’ last high ground in that sector. The order came, and they didn’t hesitate. On Independence Day, they moved—through the open, under artillery cover.

But then the guns stopped. Too soon. Our boys were still in the open. The Krauts opened up with machine guns and mortars, and all hell broke loose. Those fields became a slaughterhouse—but those troopers kept pushing, kept fighting, and by nightfall, they took that ridge.

They paid for every inch of it with guts and lives. That was the last fight the 82nd Airborne saw in Normandy. By July 11, they were pulled back, replaced by the 8th Infantry, and sent back to England to get ready for the next jump.

You’re in command now. The lines are drawn. The men are ready. What comes next? That’s up to you. Just remember: fortune favors the bold—and so do the history books.

~~ General Howitzer

7 VP’s

Card Balance:

Allies – 6

Axis – 5

Complexity:

3

Conditions:

Countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western

Campaign:

The Invasion of Normandy

Codename:

Summary:

Objectives:

7 VP’s, plus two temporary medals for the Allies

Battlefield:

The battlefield is covered with many forest and hedgerow hexes.

Troops:

Allies – 10 Infantry, 1 Artillery

Axis – 9 Infantry, equipped with machine guns and mortars

 

Allied Strategy:

1. 

Axis Strategy

1. 

Battle Reports

Author: Jdrommel

(Usage: Played at Chattanooga Open, 2023; and The Finest Hour Open, Chicago 2025)

Link:

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Escouves Forest

Escouves Forest

Escouves Forest

Ecouves Forest_small

August 1944—Écouves Forest. Thick woods, rough country, and Germans with their backs to the wall. Perfect place for a fight.

After we busted out of Normandy, the Krauts tried to make a stand in that damned forest north of Alençon, thinking trees and shadows would stop the Allied hammer. Well, General Leclerc’s French 2nd Armored Division rolled in and showed ’em that no terrain—no matter how dense—can save you when the Allies are coming.

It wasn’t clean. It wasn’t easy. The fighting was up close, personal, and vicious—tanks blasting through trees, infantry ambushed from behind every stump. But the French didn’t blink. They cut through that forest like a buzz saw through timber, rooting out the enemy one foxhole at a time.

And when the smoke cleared, the Écouves Forest was ours—and the jaws of the Falaise Pocket slammed tighter on those retreating bastards.

That fight mattered. It sped up the collapse of the German line in France and helped crack the door wide open on the road to Paris.

Moral of the story? You corner a desperate enemy in the woods, you don’t tiptoe in—you charge in, guns blazing, and don’t stop till the last one runs or drops.

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 6

Axis – 5

Complexity:

2

Conditions:

Countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western

Campaign:

Codename:

Summary:

Objectives:

6 VP’s, plus the City of Ecouche for the Allies

Battlefield:

The center of the battlefield is dominated by the large Ecouves forest which is hiding some Germans.

Troops:

Allies – 6 Infantry, 6 Armor

Axis – 5 Infantry, 4 Armor

 

Allied Strategy:

1. 

Axis Strategy

1. 

Battle Reports

Author: Jdrommel

(Usage: French Open, 2022; Also played at The Finest Hour Open, Chicago 2025)

Link:

View

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Secret Link