General Howitzer’s Field Guide to Memoir 44

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Peleliu Landings [Overlord]

Peleliu Landings [Overlord]

Peleliu Landings (Overlord)

memoir 44 scenario

Listen up. When our boys hit Peleliu, they weren’t stepping onto some quiet stretch of sand — they were walking straight into a hornet’s nest carved out of coral and steel. The Japanese didn’t waste men on the beaches; they dug themselves into the ridges, the caves, and the guts of that island, building a fortress designed to bleed us dry.

The 1st Marine Division landed under murderous fire — artillery, machine guns, everything the enemy could throw. They took casualties by the score, but they kept pushing, clawing their way off those beaches yard by yard. By nightfall, they’d carved out a foothold. Not victory — just a place to start swinging.

Peleliu wasn’t taken in a day. It was a slugging match, the kind where grit and guts matter more than numbers. And the Marines proved that when the chips are down, America’s fighting men don’t back up — they break through.

~~ General Howitzer

13 VP’s

card

Card Balance:

Allies – 11

Axis – 8

Complexity:

5/5

Conditions:

Beach

beach

Context:

Historical

Location:

Palau Islands

Year:

1944

Theater:

Pacific

Campaign:

Guadalcanal Campaign

Summary:

This is an Overlord game, so make use of the Jungle Command cards, two per side.

Objectives:

12 Medals including Territorial Control, and Exit Row medals and a sudden death hex all for the Japanese.

Terrain:

Beach and jungle terrain, and mountains, and an airfield.

Troops:

Allies –  Infantry, Armor, Destroyers

Axis – Infantry, Armor, Artillery

Special Rules:

1. Majority  Temporary Territorial Control  – whomever controls 3 of the 4 buildings of the airfield

2.  Exit Row Medals – to any Marine forces that exit

3.  Imperial Japanese Army Command rules – Seishin Kyoiku Doctrine (SKD), Yamato Dashi Concept (No Surrender), Banzai War Cry

4.  US Marine Corps rules – Gung Ho! rule – activate one extra unit more than the card played indicates

5.  Airfield rules – no movement restrictions, no combat restrictions, no line of site restrictions

6.  Jungles – Movement, must stop; Battle, only if starting in, or adjacent to hex; blocks Line of Sight;

7.  Minefields,

8.  Marshes,

9.  Mountain terrain – only Infantry may move onto Mountains; Battle, up the mountain reduces dice by two; blocks Line of Site

10.  Destroyers – attacks at 3,3,2,2,1,1,1,1

 

medal allies

🔥 Winning as Allies

1.  The Marines should avoid the Japanese up in the mountains on their left flank.  There is little to be gained in that sector.  Instead direct your forces at an angle towards the center, to bring pressure to bear towards the airfield.

2.  The two Exit hexes for the Marines are an excellent and achievable goal.  Work your way through the jungle and send some of our boys home to safety!

3. You have a warship at your disposal on your left flank.  Use it at every opportunity to degrade the enemy forces.  It is close enough to the center, that you can provide some good support for the forces fighting on the center beach.

4.  The Marines are able to use their Gung Ho! ability to command one additional unit – but only in one section at a time.  So the Command-In-Chief (CIC) should decide which sector requires the additional unit to be ordered, to either shore up a section that needs additional defense, or to enhance an attack with one additional unit to command.

5.  You start the battle with three Engineer units.  Get them off the beach and into the jungle as soon as possible. They will be able to overcome the jungle terrain protections, ignoring them at Close Assault, and being able to roll three dice for each attack. This will help to quickly blunt the Japanese SKD abilities.

BIG PICTURE STRATEGY FOR BOTH SIDES:

1.  Because this is an Overlord game, hand management becomes critical.  At the start of the game, both sides have plenty of cards to fight with. The Allies get 11 cards, and the Axis get 8.  But because they can spend up to three cards per turn, and only get replenished at the rate of 2 cards per turn, each side will begin to run out of playable cards, about half-way through the game, and will have to resort to Initiative Rolls for one of their Field Commanders.

2.  The center two sections are where most of the action is going to take place.  As the Marines push up toward the Airfield, and the Japanese bring their Armor out from behind the mountains, they will all converge for an awesome bloodbath on the central beach.

3.  This is a long scenario with 13 Victory Points.  This means strategic hits, and good defensive moves, so that you are attacking the enemy from places of protection, will slowly build up to a successful attack, unit by unit. This scenario is not won in a single decisive attack.  You will need to use your forces everywhere for a total war attack methodology.

4.  This is an Overlord game, so be sure to understand the rules for how the Commander-In-Chief (CIC) distributes cards, and who is authorized to attack in which sections.  Clarify before the game starts, any special rules for how to apply multi-sectional cards, and Tactic cards.  The official Days of Wonder Overlord rules can be found here on the General Howitzer site.

 

medal axis

🔥 Winning as Axis

1.  You have a number of powerful Armor which are capable of doing great damage to the enemy on the beach. But they are blocked in by your Infantry.  So get the Infantry moved out of the way, and take a couple of turns to attack the unprotected and helpless forces on the beach.

2.  Keep a few forces close to the Airfield, which is a Permanent Majority Medal Objective.  If the enemy controls three of the four building hexes at the end of their turn, this will earn a Permanent Medal Objective.

3.  Also keep a few forces close to the Exit hexes to prevent the enemy from escaping, and earning medals.

4.  Because of the Seishin Kyoiku Doctrine (SKD), your full force Infantry units get to roll one extra dice in Close Assault attacks.  If you move your forces quickly forward onto the beach, you can capture the Marines at their weakest, and with your extra dice rolls, either kill them, or push them back into the sea for retreat kills.  (Although it should be noted that historically, the Japanese attacked the beach from a distance and waited for the Marines to come to them, all the while inflicting heavy losses upon them for each territorial gain.)

5.  You have two Artillery units which can reach all the way to the beach.  Use them at every opportunity to attack the enemy from a distance. Do not move out your forces too early to the beach.  Make them come to you, and keep hitting them with the Artillery as they approach.

Author:

Days of Wonder

Link:

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

Iwo Jima – The Meat Grinder

Iwo Jima – The Meat Grinder

The Meat Grinder (Iwo Jima)

The “Meat Grinder” on Iwo Jima was not just a nickname—it was exactly what it sounded like. In February ’45, our Marines walked into a hornet’s nest of bunkers, tunnels, and artillery, all dug in by Japanese defenders who were ready to fight to the last man.

Every yard was paid for in blood. Concealed machine guns, artillery, and traps cut men down as they clawed forward. It wasn’t pretty, it wasn’t quick—it was steel against flesh, and the cost was high. But those Marines never quit. Day after day they smashed into that fortress, until finally the defenses cracked.

Taking the Meat Grinder was hell, but it was necessary. With it in our hands, the island opened up, and the road to victory on Iwo Jima was clear. It was proof again that American grit and guts could chew through anything—even the toughest rock the enemy could throw at us.

~~ General Howitzer

 7 VP’s

Card Balance:

Allies – 5

Axis – 5

Complexity:

3

Conditions:

Jungle

  

Context:

Historical

Location:

Iwo Jima

 

Year:

1945

 

Theater:

Pacific

 

Summary:

Objectives: 

7 VP’s

Battlefield:

Island jungles and hills with caves, allowing for quick movement by Japanese

Troops:
Allies – 10 Infantry, 7 Armor, 2 Artillery 

Axis –  9 Infantry, 2 Armor, 3 Artillery

🔥 Winning as Allies

1. Because the Engineers can avoid terrain restrictions during close assault, you need to quickly get them up to the sandbagged hills where the enemy are lodged, and dislodge them!

2.  Use your artillery to soften up the enemy before the assault.

3.  You need 7 VP’s to win, so you are going to have to address the artillery and deal with it.

4.  Your forces on the right and center sections are really bunched together. You need to get some early movement for your infantry, or they will be subjected to some no-retreat hits.

🔥 Winning as Axis

1.  You are outnumbered in the center and right sections. Your left flank has more units than the enemy. If you can get your armor into position to defend the open terrain, it will make it difficult for the enemy to move approach.

2.  You outnumer the enemy with artillery, 3-2, so use it to soften up the enemy as they approach.

3. Make good use of your full-powered units through the Seishin Kyoiko Doctrine (SKD), to advance on the enemy and roll the extra dice to quickly knock them senseless.

Classic Battle Reports:

(percentage of Allied victories)

30%

Scales-Axis-Weighted

Author:

Link:

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

Wake Island

Wake Island

Wake Island

Wake Island was a little speck in the Pacific, but in December ’41 it became a fortress of American grit. Right after Pearl Harbor, the Japanese thought they’d steamroll it. On the 11th, they charged in—and got their noses bloodied. Our Marines and gunners blasted ships out of the water and sent the enemy packing, the first time in the war a U.S. force had thrown back an amphibious assault.

But the enemy came back heavier on the 23rd, with more ships, more planes, and more men than that tiny garrison could handle. The Marines fought like crazy, but Wake was finally overrun. Even so, their stand proved to the world that Americans don’t just roll over—we fight, we bleed, and we make the enemy pay dearly for every inch. Wake Island was no surrender; it was a warning shot that the United States was in this war to the finish.

~~ General Howitzer

6 VP’s

Card Balance:

5 – 5

Complexity:

2

Conditions:

Beach

Location:

North Pacific

Year:

1941

Theater:

Pacific

Campaign

Codename

Summary:

The Wake Island scenario has the Japanese attacking Marines who are defending. The beachfront is barricaded with a row of wire. But if they can get past that barrier, every town and fortress hex is a victory medal objective for them.

Objectives:

6 VP’s, plus the Axis have potentially 10 (!) Medal Objectives.

Battlefield:

A flat beach defended with wire and Marines in bunkers and one artillery.

Troops:

Allies – 5 Infantry, 1 Artillery

Axis – 12 Infantry!

Allied Strategy:

1.  Historically the Allies were overwhelmed in the second attack when 1500 invaders attacked, so the goal is to get some quick hits before they reach the Medal Objectives.

2.  Use your artillery at every opportunity, especially early in the game before they move away from it.

3.  Stay in your bunkers and wait for the enemy to come to you.

Axis Strategy:

1.  As a general rule, avoid the artillery in the center-right.  Move your troops to the left and attack the left flank. There are plenty of VP’s available on the left side without even having to go anywhere near the artillery.

2. However if you have the cards for a sustained and rapid attack on the right, do it. The fact that there are two hexes unprotected by wire allows the you to very quickly reach the enemy bunkers. 

3.  You can use your advance infantry unit to quickly gain control of the field bunker at M6, and its VP. Then three more Objective Medals are available to you in the towns.  Then as you quickly bring other infantry forward the advance unit can attack the enemy infantry in the town at K8. That’s a total of 5 VP’s relatively unprotected. If you can survive the artillery attacks while you seek out your 6th VP on the left flank, you could have a win to brag about!

DoW Battle Reports

(percentage of Allied victories):

32%

Scales-Axis-Weighted

Author:

Days of Wonder

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

Sugar Loaf and Half Moon

Sugar Loaf and Half Moon

Sugar Loaf and Half Moon

The Battle of Sugar Loaf and Half Moon took place during the Battle of Okinawa in May 1945, one of the final and bloodiest battles of World War II. Sugar Loaf Hill and Half Moon Hill were heavily fortified Japanese positions that U.S. Marines needed to capture to advance on the island.

Listen up. Sugar Loaf and Half Moon weren’t just two lumps of dirt on Okinawa—they were the kind of fortified hellholes the enemy turns into a butcher shop. The Japanese were dug in deep, with bunkers you couldn’t see and tunnels you couldn’t count, and they poured out artillery, machine-gun fire, and counterattacks like they had an endless supply of men and steel.

Our Marines fought inch by inch, bleeding for every blasted ridge. They stormed those heights again and again, under fire hot enough to melt the paint off a helmet. Casualties were heavy, but the boys never broke. After days of slugging it out—crawling, climbing, charging—they took both hills and tore the heart out of the enemy’s northern line.

Seizing Sugar Loaf and Half Moon opened the door to Okinawa’s southern defenses, and it proved a cold, hard truth: fighting in the Pacific demanded guts, grit, and sacrifice on a scale few can imagine. And it was a grim preview of what it might have taken if we’d ever had to storm Japan itself.

~~ General Howitzer

6 VP’s

Card Balance:

USA – 6

Japanese – 4

Complexity:

2

Conditions:

Jungle

  

Location:

Pacific

Year:

1945

Theater:

Pacific

Campaign:

Battle of Okinawa

Codename:

Summary:

Objectives:

6 VP’s
(Special Rule: Note that if the Marines clear out an entire section of Japanese forces, it counts as a temporary VP.)

Battlefield:

This scenario begins with both forces arrayed across the battlefield and ready to engage in immediate warfare. It is a countryside with hills and caves spread across all three sections. The caves allow for rapid movement of Japanese troops.

Troops:

Allies – 10 Infantry, 2 Armor, 2 Artillery

(Infantry practices the Gung-Ho! rule.)

Axis – 10 Infantry, 2 Artillery

(Japanese Infantry practices the Seishin Kyoiku Doctrine (SKD), and the Yamato Damashi Concept, and the Banzai War Cry.)

Allied Strategy:

1. The enemy is weak on your right flank. They have no artillery protection on half the flank. With your artillery, you have a slight numeric advantage. If you can work up the cards, you could launch an attack on tht side, and gain half the VP’s you need. Once you overwhelm that section, your remaining forces can combine with your center section troops to finish off the job and gain your final three VP’s.

2.  Use your Artillery to hit every full force Infantry unit at least once in order to cancel out the SKD advantage they have.

3.  Note that one of your artillery is mobile, so you can move in and fire. But do not move in too close prematurely, or the Japanese forces will overwhelm you with their SKD power.

4.  Strategic consideration based on this special rule:
“When all the Japanese units in a section of the battlefield (right, center or left) are eliminated, the Marines gain one Victory Medal.”  This means that if you can concentrate all of your attacks in one section, you will gain not only the medals for eliminating units, but also one extra Victory Medal for clearing out the section. Your most likely focus for this is the right section, since there are no enemy Artillery to eliminate.

Axis Strategy:

1.  Use the Banzai War Cry combined with the Seishin Kyoiku Doctrine to quickly advance your full-power Infantry units to attack any enemy who are within striking range. With the additional dice roll that SKD provides, you can quickly weaken the enemy.

2. Remember to use the tunnel system to quickly move infantry from hill to hill to get your forces into the action.

3. Use your artillery at every opportunity on any enemy forces that approach.

4.  Your Infantry are sitting mostly on Cave on a Hill hexes, which give a massive defensive advantage of minus 2 (only one dice attack), for normal attacks.  This allows you to fend off many attacks. And when they get weak, you can do a quick swap out with fresh units using the cave system.  So do not be quick to leave such a defensive position unless you can launch a decisive attack.

Battle Reports

(classic percentage of Allied victories):

68%

Scales-Allies-Weighted

Author:

Days of Wonder

Link:

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

Slopes of Mount Austen (Gaudalcanal)

Slopes of Mount Austen (Gaudalcanal)

Slopes of Mount Austen

scenario_SlopesMtAusten_start_Allies

The Battle of the Slopes of Mount Austen (December 1942–January 1943) was a critical engagement during the Guadalcanal Campaign in the Pacific Theater of World War II. Mount Austen, a strategic high point on Guadalcanal, was vital for controlling the surrounding terrain and protecting Henderson Field, a key Allied airbase.

The battle involved intense fighting between U.S. forces, primarily the Americal Division, and entrenched Japanese defenders, including the elite Ichiki and Kawaguchi Detachments. The Japanese had fortified positions on the rugged slopes, including a stronghold known as the Gifu.

The fight for Mount Austen was no Sunday stroll—it was a slugfest in choking jungle against an enemy dug in like ticks and mean as hell. The Japs were camouflaged, stubborn, and ready to die where they stood. But our boys hammered them with infantry, blasted them with artillery, and pounded them from the air until every inch was ours. By mid-January ’43, we owned that mountain and the ground around it—breaking their grip on Guadalcanal and shoving the whole damned campaign toward victory.

~~ General Howitzer

5 VP’s

card

Card Balance:

Allies – 6

Axis – 5

Complexity:

2

Conditions:

Jungle

Location:

Gaudalcanal

Year:

1943

Theater:

Pacific Theater

Campaign:

Guadalcanal Campaign

Codename

Summary:

Objectives:

5 VP’s

Battlefield:

The battlefield is pretty wide open, except for three hilly hexes spread across all three sections.

Troops:

Allies – 10 Infantry, 2 Armor, 3 Artillery

Axis – 9 Infantry, 1 Artillery 

Allied Strategy:

1.  The right flank has no artillery defending, so it presents a possible path for attack for the Allies.

2. The Allies have three artillery. This is a powerful assist to the Marines. Use the artillery to soften the Japanese forces. The goal is to knock out at least one figure per hex, in order to elminate the Seishin Kyoiku advantage.

3. Get your armor into fire positions as soon as you can. The open pathway between the jungle hexes will provide you with the quickest access to the enemy.

 

Axis Strategy:

1.  Make use of your artillery on the right flank. There are a couple of Allied units with no retreat, which you can hit with 2D attacks.

2.  You have a couple of infantry units that are well behind the field of play.  Bring them forward so that they can have some fun too!

3.  Because the Allies have three! Artillery, if you just wait up on the hills, they will slowly pick you off. So you will need to be aggressive.  With the right set of cards, you may need to launch an attack in one of the sections. But do not wait too long, as you want to attack while you still have the Seishin Kyoku attack advantage. 

Classic Battlefield Reports

(percentage of Allied victories):

63%

Author:

Days of Wonder

Link:

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

Japanese Counterattack

Japanese Counterattack

Japanese Counterattack

The “Japanese Counter-Attack” phase refers to the counteroffensives launched by Japanese forces in the Pacific Theater.  One notable example occurred during the Battle of Guadalcanal, from August 1942 to February 1943. After U.S. Marines secured a critical airfield on Guadalcanal, known as Henderson Field, the Japanese launched multiple counterattacks to reclaim it. These counteroffensives, involving intense jungle fighting and night assaults, aimed to dislodge the U.S. forces from their foothold. The Japanese committed significant naval and infantry resources, but despite their efforts, they struggled to overcome the U.S. defenses and secure sustained supply lines.

The Japs threw in ships, men, and everything they could float or march—but it didn’t matter. Our defenses held like a steel wall, and without solid supply lines, their fight was doomed from the start. They came in hard, but we broke them harder.

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 6

Axis – 5

Complexity:

4

Conditions:

Jungle

Location:

Guam

Year:

1944

Theater:

Pacific Theater

Campaign

Codename

Summary

The Japanese Counterattack takes place on the same battlefield as the Guam Landings, but the game mechanics are pretty much reversed.

Objectives:
Six VP’s, plus each side has a permanent Objective Medal hex which they can seek.

Battlefield:
Jungle with a V-shaped river cutting right through the map.

Troops:
Marines – 9 Infantry, 2 Armor, 2 Artillery.
Japanese – 12 Infantry.

🔥 Winning as Allies

1.  With three artillery, and one armor, the Marines have more firepower than the Japanese. But the artillery is limited for much of the game by night visibility rules, which slowly improve throughout the game.  So take your time to get your troops arranged, and your card management under control, to allow more daylight to help your attack and defense.

2. Your tank is stuck back in the left corner of the fight, so take advantage of the early turns to get it into play.

3.  Remember that the Japanese practice the Seishin Kyoiku Doctrine. If they have all four units and are fighting at close combat, they role four! dice, not three.  So during the game, one of the objectives the Marines need to practice is to take off at least one figure per hex. This will actually count as two in terms of reducing the Japanese firepower for subsequent attacks. 

🔥 Winning as Axis

1.  Big picture strategy for the Japanese forces is to quickly overwhelm a flank with infantry forces who are still fully intact so that you can use the Seishin Kyoiku Doctrine against the Marines.  Because of the four! Allied artillery, the center section is kind of a kill box.  So the best hope is to move down one of flanks as the cards dictate.

2.  Night-time conditions are to your advantage because the Allies have so much firepower.  Therefore your best attacks will be immediately, before the dice rolls enough stars to bring out the full ranged artillery attacks.

3.  There are three Permanent Medal Objectives (HQ-Supply & Hospital hexes).  These are deep in enemy territory, but should you get your hands on either Behind Enemy Lines or Infantry Assault cards, there is a possibility you could force your way in to them.

Battle Reports (percentage of Allied victories):

66%

(These are the historical records. For new stats, record your games in the poll to the right.)

Scales-Allies-Weighted

Author:

Days of Wonder

Link:

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

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