General Howitzer’s Field Guide to Memoir 44

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GENERAL HOWITZER

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Guam Landings

Guam Landings

Guam Landings

“Alright, listen up, boys! The Guam Landings in the summer of ‘44 were a hell of an operation—an amphibious smash right into the gut of the Japanese defenses in the Marianas. The island was crawling with enemy troops, but that didn’t stop our boys from hitting the beaches on July 21st and driving straight inland.

They fought through thick jungles, coral ridges, and all the damn bunkers the enemy could build, pushing those defenders back inch by inch until Guam was ours by August 10th. We didn’t just take an island—we seized a launchpad for bigger things, setting the stage for bombing Japan into rubble.

That’s how you take the fight to the enemy, boys—you land, you fight, and you don’t stop until the flag is flying over every square inch!”

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 6

Axis – 5

Complexity:

4

Conditions:

Historical

Location:

Guam

Year:

1944

Theater:

Pacific Theater

Campaign:

Pacific Campaign

Codename

Summary:

There is a massive invasion force of Marines coming on shore with infantry, armor and artillery.

Objectives:

6 VP’s and one Objective Medal for the Marines.

Battlefield:

The battlefield is marked by a v-shaped river flanked on one side by a series of hills, and on the other by rice paddies. 

Troops:

Allies – 10 Infantry, 8 Armor, 3 Artillery

Axis – 11 Infantry

🔥 Winning as Allies

1.  You have an overwhelming force to assist you. You have a lot of armor. Start with that and attack the sandbagged enemy from a distance. You will be able to wipe out several front-line units very quickly using your armor.

2.  There is a Medal Objective on your right flank. You can target it, but will need to deal with the enemy infantry unit close to the beach at hex M3.

3.  Deal with the two enemy infantry units right on the beach first, or they will be able to score a hit on every retreat flag they throw against your forces.

4.  Remember that the any full-force Japanese Infantry units practice the Seishin Kyoiku Doctrine  (SKD), so that they attack with one extra dice when they attack.  So deal with that by knocking out each of the Infantry figures by one figure each before they decide to rush you with an overwhelming Infantry assault.

🔥 Winning as Axis

 1. The Japanese are well-protected behind sandbags, and would need a pretty good reason to break cover, while they wait for the Marines to attack.

2.  You have a forward unit in the village of Asan, which you can use to take out some figures, maybe a full unit before you are destroyed.

3. And you have a forward unit in the jungle and sandbagged at M3, which you can also use for some quick hits against the enemy.

Battle Reports (percentage of Allied victories):

67%

Scales-Allies-Weighted

Author:
Days of Wonder

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

Matanikau River

Matanikau River

Matanikau River

scenario_Matanikau_start

The battle near the Matanikau River in 1942 was a key engagement during the Guadalcanal Campaign in the Pacific Theater of World War II. It involved several clashes between the United States Marines and Imperial Japanese forces as the Marines sought to secure their perimeter around Henderson Field, a critical airstrip on Guadalcanal.

Listen up. September to November ’42, the Matanikau was the hinge of Guadalcanal. The enemy tried to shove our Marines into the sea; our answer was simple—cross the river, hit hard, and keep hitting. We used infantry up front, artillery and naval guns on call, and fighters overhead to hammer every position that dared resist. Result: their strength bled away, our foothold stiffened, and the initiative swung to us. Lesson—seize the crossing, smash the flank, keep air on the target, and don’t stop until the island is yours.

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 6

Japanese – 6

Complexity:

3

Conditions

Location:

Guadalcanal

Year:

1942

Theater:

Pacific Theater

Campaign

Summary:

This scenario is pretty much an infantry battle with a bit of artillery support.

Objectives:

Five VP’s, plus Exit hexes

Battlefield:

The Matanikau River cuts across the battlefield and presents a challenge for both forces as they try to maneuver and attack one another. And there are series of beach hexes along one flank which provides a rapid transit path for attacks.

Troops:

Allies – Infantry 7, Artillery 3

Axis – 10 Infantry, 2 Armor, 2 Artillery

🔥 Winning as Allies

1.  Your forces are outnumbered by the Japanese, so unless you have the cards for it, stay behind the sandbags.

2.  You have three artillery, so use them whenever you can.

3.  Protect the backrow from any Japanese forces that may try to escape.

4.  Remember that as Marines, you get the ‘Gung Ho’ advantage, so every section card allows you to move one extra unit than the card states. Remember that advantage, and use it – you will need it.

🔥 Winning as Axis

1.  You have a strong presence on the right flank. If you get the cards, you should push forward and take control.

2.  If you are able to advance all the way across the battlefield, you may be able to help some troops escape.

3.  You have armor and the Allies do not, so move them in and make them feel your firepower!  Armor are good candidates for escape across the back line. So if you move in close, you may be able to attack and then escape.

4.  You also have two artillery, so if you can move them forward,  you will be able to throw 2D attacks across the river.

Battle Reports (percentage of Allied victories):

67%

Scales-Allies-Weighted

Author:

Days of Wonder

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

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