General Howitzer’s Field Guide to Memoir 44

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GENERAL HOWITZER

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Medeera Pocket

Medeera Pocket

Medeera Pocket

The Battle of the Medeera Pocket in June 1945 was a late-stage engagement during the Marianas and Palau Islands campaign of World War II.

Located on northern Peleliu, the Medeera Pocket was one of the last strongholds of Japanese resistance. U.S. Marines and Army forces faced fierce, dug-in Japanese defenders who refused to surrender, fighting from caves and fortified positions. The battle involved intense close-quarters combat, flamethrowers, explosives, and coordinated assaults to clear the terrain.

Despite being outnumbered and cut off, Japanese troops fought to the death, inflicting significant U.S. casualties before being wiped out.

The elimination of the Medeera Pocket marked the final clearing of organized resistance on Peleliu, securing the island for Allied operations and reinforcing the brutal nature of Pacific island warfare.

General Howitzer summarizes:

The Medeera Pocket was one hell of a last stand—the Japanese  were holed up in caves, dug in deep, and determined to die where they stood.  They fought like fanatics, even when they were cut off and outgunned, but our Army and Marines finished the job. Clearing that pocket sealed Peleliu for good and reminded everyone that in the Pacific, every inch costs blood.

5 VP’s

card

Card Balance:

Allies – 6

Axis – 4

Complexity:

3

Conditions:

Jungle

Context:

Historical

Location:

Palau Islands

Year:

1945

Theater:

Pacific

Campaign:

Codename:

Operation Iceberg

Summary:

Objectives:

5 VP’s 

Battlefield:

Jungle terrain , hills with caves and some small villages.

Troops:

Allies – 8 Army Infantry, 2 Marine Infantry, 3 Artillery including a Mobile Artillery

Axis – 10 Infantry

 

medal allies

Allied Strategy:

1.  The center section is the key to victory.  You have a Mobile Artillery, plus two other Artillery units which can all focus their firepower upon the center.  

2.  You have two Engineer units which can overcome the terrain disadvantages of caves on hills.  Use them to clear out the entrenched enemy.

3.  You have two Marine units which can be commanded every single turn, so they can conduct their own operation on your right flank, if they are supported by the Artillery unit on that side. 

medal axis

Axis Strategy

1.  Remember the three special abilities of your Japanese forces (Seishin Kyoiku Doctrine, Yamato Dashi Concept, and the Banzai War Cry).  You will need these to stand up against the enemy.

2.  There are many Caves on Hills which give you both a defensive and mobile advantage.  Infantry units can quickly move from one Cave on a Hill to another one, so that you can rapidly replenish your forces when they are destroyed.  

3.  You have two Artillery units well-protected in the center of the battlefield.  Use them at every opportunity to push back the attacking Infantry, and when it comes into range, to also destroy the Mobile Artillery.

Battle Reports

Author:

Days of Wonder

Resource:

Campaign Book, Volume 2

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Saint-Martin and Bull Bridge

Saint-Martin and Bull Bridge

Saint-Martin and Bull Bridge

Bull Bridge
  • After the Allied breakout from Normandy (Operation Cobra, late July 1944), U.S. forces rapidly advanced across northern France. As they pursued retreating German forces, small but fierce battles flared up at key defensive points.

  • Battle Overview:
    In early August 1944, elements of the U.S. Army (likely from Patton’s Third Army) encountered stiff German resistance at St. Martin and the nearby Bull Bridge, vital crossings over local waterways.
    The Germans, using hastily organized rear-guard units, attempted to delay the American advance by holding these positions. Fighting involved close-quarters combat, sniper fire, artillery strikes, and quick assaults to seize the bridge intact before the Germans could demolish it.

  • Outcome:
    U.S. forces ultimately captured St. Martin and secured Bull Bridge, helping to maintain the momentum of the Allied advance toward the Seine River.
    German forces were forced into further retreat, suffering losses in men and equipment.

  • Significance:
    Though a relatively small engagement compared to larger battles like Falaise, holding key river crossings like Bull Bridge was critical for sustaining the speed of the Allied liberation of France.

General Howitzer’s observation:
We took St. Martin and locked down Bull Bridge—small on the map, but damned vital. Every bridge we held kept our boys rolling toward the Seine and sent the Germans running with their tails between their legs, bleeding men and steel all the way.

5 VP’s

Card Balance:

Allies – 5

Axis – 5

Complexity:

3

Conditions:

Countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western

Campaign:

Operation Cobra

Codename:

Summary:

Objectives:

5 VP’s, plus the temporary Allied Objectives of city of St. Martin and Bull Bridge

Battlefield:

Countryside with forests and hedgerows, and a small river in the corner with Bull Bridge crossing it.

Troops:

Allies – 8 Infantry, 4 Armor

Axis – 6 Infantry, 3 Armor, 2 Artillery

 

medal allies

🔥 Winning as Allies

1.  Big picture strategy is that you can put the pressure on the enemy by both attacking units, and pushing towards the Bull Bridge medal objective.  This is only a 5 medal game, so there is not a lot of time for deep strategy.  You mainly just have to get into good attacking positions, and take out the enemy.

2.  The Axis have two Artillery units and a Mortar Infantry unit. This means they have a lot of range for their attacks. It may be best to hunker down in hedgerows and on hills and wait for the enemy to attack you. Use your Armor to attack the enemy Infantry while you wait.

medal axis

🔥 Winning as Axis

1.  Big picture strategy is that you need to defend the town of St. Martin and the Bull Bridge.  Historically, the bridge was completely undefended, so you need to get some forces near there to protect it from enemy capture.  

2.  You have an Infantry Mortar unit.  With it you can ignore terrain restrictions and attack anything that comes near you with a range of 3,2,1,1.  Use it to defend the town of St. Martin.

3.  Defensive Response: the enemy has more Armor and Infantry than you, so stay in your protective stance, in your hedgerows and the sandbagged town. Let them come to you, and then attack them from a safe position.  This should even things out a bit. Your Armor needs to spread itself out across all three sectors fo the battlefield to be prepared for wherever the enemy may try to attack.

Battle Reports

Author:

Link:

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Drive on Caen

Drive on Caen

Drive on Caen

scenarios_DirveOnCaen_1

The “Drive on Caen” was a series of battles during the Normandy Campaign in World War II, aimed at capturing the city of Caen in France. This was a key objective for British and Canadian forces following the D-Day landings on June 6, 1944. The battle unfolded in multiple phases, including Operations Perch, Epsom, Charnwood, and Goodwood, as the Allies attempted to break through German defenses.

The city of Caen was heavily defended by the German 21st Panzer Division and SS Panzer units, leading to intense urban combat and bombardment. While the British and Canadian forces faced stiff resistance, they gradually secured portions of Caen by mid-July 1944. The battle played a crucial role in drawing German forces away from the U.S. sector, aiding the overall success of Operation Overlord.

“Listen up! The Drive on Caen wasn’t just one fight—it was a whole series of hammer blows aimed at the heart of the German line in Normandy. The British and Canadians were tasked with taking that key city after D-Day, and by God, they were going to get it.

It wasn’t easy—21st Panzer, SS Panzer, and every last German who could hold a rifle was dug in deep. It turned into a meat grinder—street fights, rubble, tanks trading shots at point-blank range. Operations Perch, Epsom, Charnwood, Goodwood—each one was another turn of the screw, breaking those Germans down piece by piece.

By mid-July, they finally cracked Caen open. It didn’t just put that city back on the map for the Allies—it kept Germany’s attention right there, which meant the Americans could make their big breakout in the west.

So remember, boys—it’s not always about speed; it’s about grinding down the enemy, one bloody inch at a time, until they crack! That’s how you win a campaign!”

~~ General Howitzer

5 VP’s

card

Card Balance:

Allies – 5

Axis – 5

Complexity:

3

Conditions:

Countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western Front

Campaign:

Battle of Normandy Campaign

Codename:

Operation Charnwood

Summary:

Objectives:

5 VP’s, plus the objective medals

Battlefield:

Countryside with a few forests

Troops:

Allies – 8 Infantry, 4 Armor, Artillery

Axis – 7 Infantry, 2 Armor, 1 Artillery

 

medal allies

🔥 Winning as Allies

1.  Big picture strategy for Allies is to make a relentless push towads the town of Caen, which has medal objectives, as you also attack the enemy.

2.  Be aware that on your left flank, are Anti-tank equipped Infantry forces.  And on your right flank, the enemy has an Artillery.  This means, the center section may actually be your best way forward.

medal axis

🔥 Winning as Axis

1.  Big picture strategy for the Axis is that this is primarily a defensive scenario for the Axis as they attempt to prevent the historical push of the Allies toward the city of Caen.

2.  The Allies have you outnumbered with armor, but if you put your two Anti-Tank Infantry to good use, you may be able to even the score.

3.  You have two Medal Objectives to protect in the city of Caen.  Make sure the enemy does not get close enough to capture it.

4.  Be careful of moving your Armor into unprotected territory in the center section. The Allies have two armored units which can very quickly attack.

Author:

Days of Wonder

Link:

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Martinville Ridge

Martinville Ridge

Martinville Ridge

scenarios_MartinvilleRidge_start

“Listen here, men! The Battle of Martinville Ridge was a mean slugfest in July ‘44, right in the thick of the Normandy bocage. That damn hedgerow country turned every field into a fortress, and every ridge was a death trap. Our boys from the 35th Infantry Division went up that ridge with grit and guts, trying to crack those Nazi defenses wide open.

The Germans had the high ground and those thick hedgerows, making every inch of dirt a hellhole to fight for. We took the ridge at first—bayonets and grenades leading the way—but those Germans counterattacked like devils, forcing us to pull back and regroup. But I’ll tell you what: every drop of sweat and blood we left on that ridge kept the enemy tied up and bleeding too.

We didn’t take Martinville Ridge outright, but we sure as hell rattled the Germans’ cages and cleared the way for our breakout later in Cobra. That’s the price of victory, boys—no easy ground, no easy days. Keep pushing, keep killing, and never give ‘em an inch!”

~~ General Howitzer

5 VP’s

card

Card Balance:

Allies – 5

Axis – 5

Complexity:

3

Conditions:

Countryside

countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western Front

Campaign:

Normandy Campaign

Summary:

Objectives:

5 VP’s, plus territorial objectives for each side.

Allies can target St. Lo and the ridge by Martinville. Axis targets Hill 122. 

Terrain:

The battlefield is scattered with hills, towns, hedgerows, and forests.

Troops:

Allies – 10 Infantry, 4 Armor

Axis – 7 Infantry, 2 Armor, 1 Artillery

 

medal allies

🔥 Winning as Allies

1.  Your forces are scattered and in disarray. You need to coordinate them into a cohesive attack force.

2.  Be aware that the enemy will quickly mass their forces for an attack against your forward infantry unit at d8.  If you can move your left flank Armor up to support it, you may be able to hold the position for a while and inflict some damage on the Axis.

3.  Beware the enemy Artillery in the corner of your right flank. Although he is locked in there, he can still roll powerful attacks on that flank.  Stay away and nullify any firepower from there.

4.  Your strategy should include plans for a continual push up the center in order to bring pressure to bear upon the two Medal Objectives on the hill and in the city of St. Lo.

5.  Possible Attack Vector: One attack plan you can pursue is on the left flank. You only need five medals to win, and there are three enemy units up in the corner.  If you get a good set of attack cards, such as Infantry Assault you can quickly surround them and take them out.

medal axis

🔥 Winning as Axis

1.  Your forces are outnumbered, so you will need to get your armor out of the town into attack positions.  You also need to move your infantry from the corner on your right flank and into a more centralized position.  An early win for you can be the forward Allied Infantry unit at d8.

2.  You have two Territorial Medals to protect.  Be aware of the mobility range of their Armor should they push up the center. If you move your units off of those hexes, be certain the enemy cannot sneak in at the end and grab a final medal.

3.  The Allies have a Medal Objective waiting for you at ‘i4’ (Hill 122); just go get it! Your Armor, Artillery, and the two Infantry on the left section may be able to provide you with the means to reach it, with the right set of cards.

Author:

Days of Wonder

Link:

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Panzer Lehr Counter Attacks

Panzer Lehr Counter-Attacks

scenario_PanzerLehr_1

The Panzer Lehr Counterattacks occurred in July 1944 during the Normandy Campaign in World War II. The Panzer Lehr Division, an elite German armored unit, launched a series of counterattacks against advancing Allied forces, particularly around the town of Saint-Lô, in an effort to halt the Allies’ breakout from the beachheads.

Listen up, men—Panzer Lehr was no ragtag outfit. It was Germany’s pride: tanks gleaming, engines roaring, veterans in every seat. But when the hammer fell, all that iron and swagger met the full fury of Allied steel and sky. Our fighter-bombers tore them apart from above, our artillery shook the ground beneath them, and when the dust cleared, Lehr was bleeding oil and fire across the Norman fields.

Their counterattacks? Brave but doomed—crushed under the weight of Operation Cobra, the breakout that ripped open Hitler’s precious front and sent his armies reeling toward the Falaise trap. Panzer Lehr learned the hard way what happens when you stand in the path of an army that’s rolling for victory.

~~ General Howitzer

5 VP’s

card

Card Balance:

Allies – 6

Axis – 5

Complexity:

2

Conditions:

Countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western Front

Campaign:

Normandy Campaign

Summary:

Objectives:

5 VP’s, plus the a exit row medals for the Axis

Terrain:

The battlefield is scattered with hills, towns, hedgerows, and forests.

Troops:

Allies – 8 Infantry, 4 Armor, 1 Artillery

Axis – 8 Infantry, 2 Armor

 

medal allies

Allied Strategy:

1.  You have an Armor superiority, but only if you get your armor that are stuck in the right corner, out into the action. It will take two turns to get them out and mobile.

2.  You have an Artillery in the center, protect it, and use it.

3.  The Axis forces have a massive row of Exit Hexes, which you need to defend. Do not allow their forces to get an incursion deep into your territory in any section. If any Armor makes it to row three, they can escape the next turn. 

4.  Make use of your defensive cover hexes, and defend against enemy advancements. 

medal axis

Axis Strategy:

1.  Big Picture strategy is that your forces begin in disarray.  You need to consolidate your forces, and coordinate your efforts.  The Allies begin with control of two-thirds of the battlefield. They are protected by hedgerows, towns, and hills.  You will need to develop a strategy to attack those units one by one with concentrated firepower until each one is eliminated.

2.  Because there are a row of exit hexes which can provide additional medals for you,  you should continue a relentless push deep into the enemy territory.  If you can bring in your flank forces toward the center, it will make your forces unstoppable.

Memoir 44 Scenario

3.  You can win this as Axis, without using the escape hexes, but you will need to get your Armor out into action and up on the hills to defend against an Allied attack. 

Author:

Days of Wonder

Link:


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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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