General Howitzer’s Field Guide to Memoir 44

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GENERAL HOWITZER

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Operation Cobra

Operation Cobra

Operation Cobra

scenario_Cobra_start_Allies

Operation Cobra was a key World War II military offensive launched by the Allies in late July 1944 during the Battle of Normandy. Its goal was to break through German defenses and enable a rapid advance across France. Following the D-Day landings, Allied forces faced strong German resistance, slowing their progress.

General Howitzer summarizes:
Operation Cobra was a hammer blow—Bradley opened with a sky full of bombs, and when the smoke cleared, our boys rolled right through Saint-Lô and tore the German line apart. We punched deep into France, drove the enemy into the Falaise Pocket, and opened the road straight to Paris. That’s how you break a front—fast, hard, and without mercy.

5 VP’s

Card Balance:

Allies – 5

Axis -4

Complexity:

3

Conditions:

Countryside

Location:

France

Year:

1944

Theater:

Western Front

Campaign:

Battle of Normandy

Codename:

Cobra

Context:

Historical

Summary:

The Allies begin with a numerical advantage at the start of the scenario. But they have to make it past well-protected Axis forces who are lodge in hedgerows scattered across the battlefield.

Objectives:

5 VP medals including two territorial medal objectives.

Terrain:

Hedgerows and countryside

Troops:

Allies – 10 Infantry, 4 Armor

Axis – 7 Infantry, 2 Armor

🔥 Winning as Allies

1.  Big picture strategy is to push up the center and to the right towards the territorial medal objectives in the two towns. You should be able to dislodge the infantry in the center hedgerow at G5. But the two infantry in the hedgerows at L5 and K5 are going to be more difficult. You may be able to by-pass them by just going up the center. If you gain the initiative, the enemy will have to respond. And then you can hit him with your superior firepower from your armor, and overwhelm him with your infantry.

2.  You have a numerical superiority everywhere except your left flank. That will be quickly under attack by the enemy forces which can attack your no-retreat infantry. So first turn available, get them into the woods to their right.

3. All of your armor is stuck behind the infantry, so get some movement on your troops. The goal is to maximize mobility, in order to capitalize on opportunity.  Based on the cards, you can decide whether to attack center or right; preferably with armor at a distance to degrade enemy preparedness.

🔥 Winning as Axis

1.  Big picture strategy is that the Allies outnumber you, and your role may be primarily defensive. But your front units in the hedgerows can put up a good fight. If you can get a Dig-In! card early on that will help.

2. Get your armor which is trapped in the back out into a mobile position as soon as you can.

3.  Some early attacks from your troops on the right flank against the trapped Allied troops could gain you a medal, or at least a weakened Allied force in that section.

4.  If it looks like the Allies are going to push past you towards the territorial medal of St. Gilles, you will want to move some infantry there as an additional defensive measure.  Protect your two territorial medals from enemy capture!

Battle Reports
(percentage of Allied victories):
52%

Author:

Days of Wonder

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Mont Mouchet

Mont Mouchet

Mont Mouchet

scenario_MontMouchet_start_Allies

The Battle of Mount Mouchet took place in June 1944 in south-central France, where the French Resistance (Maquis) mounted a significant stand against German forces. Mount Mouchet served as a major base for the Maquis, who aimed to disrupt German supply lines and occupation efforts in preparation for the Allied invasion of Normandy.

At Mount Mouchet, the Germans came in hard, determined to smash the Maquis stronghold once and for all. Outnumbered and outgunned, those French Resistance fighters didn’t flinch—they fought like lions, slowed the enemy, and bled them for every step. Their stand forced the Germans to pour in resources they could’ve used elsewhere, and that alone was a victory of sorts.

In the end, the Maquis were overrun and the mountain fell—but their grit and sacrifice echoed loud. That fight showed the world that France’s spirit was unbroken, and in the critical months after D-Day, it helped weaken the enemy’s grip on the region. The Maquis proved you don’t need tanks and planes to make a difference—you just need guts, and plenty of it.

~~ General Howitzer

4 VP’s

card

Card Balance:

Allies – 5

Axis – 4

Complexity:

2

Conditions:

Countryside

Location:

France

Year: 
1944

Theater:

Western Front

Summary:

The asymmetrical starting pattern of this game makes for an interesting and challenging battle for both sides.

Objectives: 4 Medals
(Each Axis Armor unit counts as two VP’s.)

Terrain: 

Countryside

Troops:

Allies – 7 French Resistance

Axis – 6 Infantry, 2 Armor

medal allies

🔥 Winning as Allies

1. The Allies quickest path to victory lies in eliminating the Axis armor units, which each count as two VP’s for the Allies. This means quickly gaining control of the forest hexes on the left flank in order to attack the armor from a position of defensive cover.

2.  Also grab control of the hill on the right flank to gain the heights advantage against the enemy.

3.  The primary skill of your Maquis French Resistance forces is to be able to move into a forest or town hex and still attack the enemy.  You will find this very useful in the forests near the enemy Armor, as you can move right next to them in the forest and attack them anyway. 

medal axis

🔥 Winning as Axis

1.  As soon as possible, get your armor into the battle, as your infantry is slightly outnumbered.  But be careful, and do not get too close as each lost armor counts as two VP’s for the enemy.

 2. Your forces begin in disarray, so you will need to coordinate your troops into a cohesive fighting force.

3.  Be careful of the Maquis French Resistance, as they can move into forest or town hexes and still attack you from a position of cover. 

Classic Battle Reports
(percentage of Allied victories):

42%

Author:

Days of Wonder

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Liberation of Paris

Liberation of Paris

Liberation of Paris

The Liberation of Paris took place from August 19 to August 25, 1944, as Allied forces advanced through France following the D-Day landings. Resistance fighters in Paris, along with civilians, began an uprising against the German occupiers, seeking to reclaim the city before it could be destroyed.

General Howitzer’s summary:

Leclerc’s Free French rolled in with our 4th Infantry on August 24, linking up with the resistance and blasting through what was left of the German holdouts. After some damn fine street fighting, their commander—von Choltitz—had the good sense to ignore orders to torch the city and surrendered the next day.

Taking Paris wasn’t just a win—it was a thunderclap. It lit a fire under Allied morale, crushed the myth of Nazi invincibility, and gave us back the heart of France. From that point on, the road to Berlin got a whole lot shorter.

5 VP’s

Card Balance:

Allies – 5

Axis – 4

Complexity:

3

Conditions:

Countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western Front

Summary:

The Allies vastly outnumber the Axis in this scenario. Their objective is to reach the three town hexes on the outskirts, which are permanent medal objectives. But first they have to get past the forest in the center, and the German defenses made up of sandbagged troops, barbwire, and artillery.

Objectives:

5 VP’s, plus the Allies have three towns available to them as Permanent Medal Objectives.

Battlefield:

Countryside with a lot of forests, and the outskirts of Paris at the Axis side of the field.

Troops:

Allies – 6 Infantry, 8 Armor

Axis – 4 Infantry, 2 Armo, 2 Artillery

🔥 Winning as Allies

1.  You have a lot of tanks. Use them. You should be able to very quickly take out the infantry behind the sandbags and move down to the towns to scoop up our Permanent Objective Medals.

2.  The Battle Reports for this scenario heavily favor the Allies, so if you are playing both sides in a full game, make sure to capture all you can while you are playing the Allies.

3. As Allies, it really comes down to the battle on your strong left flank.  You have to break through the blockade of the enemy sandbagged infantry and the defending armor unit.  The more quickly you break through, the more likely the win.  But if the Axis are able to make you pay dearly with two or more units to break through, the game odds may even out.

🔥 Winning as Axis

1.  This is mostly a defensive game for the Axis.  Keep your infantry behind the sandbags, and maximize the use of your armor and artillery to slow down the enemy advance.

2.  At a certain point, you may need to move your infantry into the towns in order to make it more difficult for the Allies to capture those Permanent Objective Medals. Remember, once they get one, they can leave the town and go for the next Objective.

3.  It generally seems to be a mistake to move one of your armor to C5 between your two infantry, in an attempt to get some easy hits on the enemy no-retreat infantry on the second row. You may get as much as three hits. However, in most cases, the Allies are able to bring forward two to four armor units and target all their forces on your lone armor hex, resulting in a quick VP for the enemy.

Battle Reports (percentage of Allied victories):
75%

Scales-Allies-Weighted

Author:

Days of Wonder

Link:

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

Knightsbridge, Battle of Gazala

Knightsbridge, Battle of Gazala

Knightsbridge

scenario_Knightsbridge_start

“Listen up! In early June ‘42, out there in that hot Libyan desert at a place they called Knightsbridge, our British allies were in for the fight of their lives. The place was nothing but a road junction, but it was as valuable as gold when the shooting started.

Rommel came at ‘em with his Panzers and those nasty 88s, aiming to cut ‘em off, encircle ‘em, and finish the job. The British Eighth Army fought back with everything they had, but those German guns chewed up their tanks like a buzz saw through dry timber.

Even though the Brits took a beating and left a lot of metal in that desert, Rommel couldn’t crack the line. He overreached, and the whole thing bogged down into a stalemate.

Let that be a lesson, boys—in the desert, mobility is king. You gotta hit hard, move fast, and never let the enemy pin you down. Knightsbridge wasn’t the final blow, but it sure as hell was the warning shot that the real fight was just getting started!”

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 4

Axis – 6

Complexity:

2

Conditions:

Desert

Location:

Libya

Year:

1942

Theater:

Mediterranean Theater

Campaign:

Western Desert Campaign

Context:

Historical

Summary:

Objectives:

5 Victor Points

Battlefields:

Knightsbridge is an almost open desert battlefield in which tanks engage in head-on warfare, interspersed with the occasional artillery fire and infantry assault.

Troops:

Allies – 8 Infantry, 1 Artillery

Axis – 6 Infantry, 3 Artillery

🔥 Winning as Allies

1.  Big picture goal for Knightsbridge, like many desert scenarios is to hit first and hit hard.

2. The Axis have three Artillery which will assist the Armor if you venture too close.  With your limited movement, it would be best to keep your forces together on your end of the battlefield.

3.  Get to the ridge on your left section as quickly as possible. You cannot move as fast as the Axis, so you need to start right away.  Do not get caught back against the border, or the enemy will wipe you out with the additional flag hits.

4. You are strong on your right flank, so move your units forward together to defend against the on-coming Axis attack.

 

🔥 Winning as Axis

1.  Because of the wadi in the middle of your end of the battlefield, your forces are divided.  Your Armor on the left flank is outnumbered five to two, but you do have your artillery.  If you can entice the Allies to move forward, you can get some support from your Artillery fire.

2. Take advantage of the ridgeline on your right flank by parking your units there and wait for the Allies to attack. The height advantage may count in your favor in the ensuring battle.

3.  Grab the heights on the ridge as quickly as you can. Whoever gets on top of the hill first will gain a 17% hit advantage.

 

Battle Reports

Author:

Days of Wonder

Link:

 

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

Gallabat & Metemma

Gallabat & Metemma

Gallabat & Metemma

The Battle of Gallabat and Metema was a significant engagement in the East African Campaign of World War II, taking place in February 1940. The battle occurred between Allied forces, primarily made up of British and Indian troops, and Italian forces in Ethiopia, near the borders of Sudan and Ethiopia.

General Howitzer summarizes:
We hit Gallabat hard in ’40, punched through and took the damn fort—looked like the start of a fine push into Italian turf. But they had the skies, and their bombers kept pounding us. With no cover from the air and stiff resistance on the ground, we had to pull back. Hell of a fight, but not every swing lands the knockout.

4 VP’s

Card Balance:

4 – 4

Complexity:

3

Conditions:

Countryside

Location:

East Africa

Year:

1940

Theater:

Mediterranean Theater

Campaign:

East Africa Campaign

Codename

Summary:

Objectives:

A short 4-medal game; no territorial medals.

Battlefield:

The Gallabat scenario has a river going down the center which seriously blocks troop movement between both sides. Therefore it is almost like two separate battles so plan your movements carefully.

Troops:

Allies – 6 Infantry, 2 Armor, 1 Artillery

Axis – 6 Infantry, 1 Artillery

🔥 Winning as Allies

1. For Allies, the troops on the right section should be moved into play only when you have enough movement cards to quickly get you next to the town for attack. The wire surrounding the town will decrease your attack power, so you will need a full set of cards to continue the attack.

2. You only need 4 medals to win. There are three heavily defended Axis units on the left side. With your armor and artillery, you should be able to weaken or destroy them, leaving just one unit medal to win on your right flank.

🔥 Winning as Axis

1.  Your units are heavily defended with sandbags and town and wire protections. This should give you the time you need to assemble a collection of attack cards.

2. Your artillery is centrally-placed. If you can move it forward a bit, do it. Then use it well to take out any forces that attempt to approach your forces.

3.  Possible attack vector:  Your right flank is very weak as three Infantry units are no match for two enemy Armor, one Artillery, and three enemy Infantry. But your left flank has possibilities.  Although outnumbered three Infantry to two, if you can move your Artillery forward, and then get some good cards like Airpower or Barrage, you can weaken the three enemy Infantry.  Then you can move in and take some out.

DoW Battle Reports (percentage of Allied victories):

59%

Author:

Days of Wonder

Link:

 

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Counter-Attack on Mortain

Counter-Attack on Mortain

Counter-attack on Mortain

“Alright, boys—here’s the lowdown on that Axis stunt they called Operation Lüttich. Early August ‘44, the Germans thought they’d knock us back on our heels by punching through at Mortain, aiming to cut us off at Avranches and stop our drive into Brittany. Hell of a plan—if we were asleep!

They hit us hard at first, but we didn’t blink. Our boys dug in, held those lines with guts and grit. And don’t forget—our flyboys were on ‘em like hounds on a fox, raining steel and fire from the skies until those Nazis were howling for mercy.

The result? Germany’s counterattack went up in smoke—smashed, scattered, and thrown back with a hell of a lot of their tanks and men left behind in the dust. That’s the way to fight, boys—no retreat, no surrender, and always give ‘em hell!”

~~ General Howitzer

4 VP’s

Card Balance:

Allies – 6

Axis – 5

Complexity:

3

Conditions:

Countryside

Location:

France

Year:

1944

Theater:

Western Front

Campaign:

Codename:

Operation Luttich

Summary:

As it was historically, the Allies are very well protected, and controlling most of the field of play.

Objectives:

4 VP’s, and one Objective Medal for Axis

Battlefield:

This scenario has a nice combination of hills, forests, and hedgerows scattered across the battlefield. There is also a river in one corner making it difficult for extra infantry and armor to engage in the war.

Troops:

Allies – 9 Infantry, 2 Armor, 2 Artillery

Axis – 7 Infantry, 6 Amor

🔥 Winning as Allies

1. You have the advantage of terrain control, defensive positions in hedgrows, forests and towns. But you need to take advantage of it by quickly attacking where you can.

2. Your right flank is your weak one, being outnumbered by enemy forces, 5 to 2.  Use your infantry on Hill 317 to attack the no-retreat armor before it moves away.

3.  Note that as long as you have your forces on either of the two hexes of Hill 317, you can use any Recon (on the right) cards to call down Airpower attacks against the Axis. Use it, and bomb them back to Berlin!

4.  Then move your infantry in the back of the right flank forward into the town of Mortain to support your other infantry unit on the hill, and to box in the enemy even more than they are already.

5. If you have the movement points, you can place your infantry at I1 into the village to defend the Objective Medal.

6. Get your armor in your left corner into the action ASAP. If you can get over to the river before the enemy has moved into safety, you can score one or two VP’s by attacking them in their no-retreat positions.

🔥 Winning as Axis

1.  Your forces on the left flank are bunched up, and you have a no-retreat armor ready to get hit by the infantry hidden in the woods. You need to create some mobility on your left and some of your troops into the woods to attack the enemy.

2. Your right flank is equally problematic. You are a sitting duck back against the border. So you need to get those troops into safety into the nearby towns, at least. Even better if you have the cards to move them out into the action. Or else when the enemy armor in the upper right flank becomes mobile, they will make their way down and easily destroy one or two units.

3.  It is going to be difficult to get all four VP’s, so you should target the Objective Medal in the village on your left flank. If your armor can survive the infantry attacks as you make your way there, it will be an important VP for you.

4. You only need four Medals to win this scenario, and three of them are on your left flank, ready for the taking. Just take out the two Infantry units and roll into the town of St. Hilaire.

Classic Battle Reports

(percentage of Allied victories):

39%

Author:

Days of Wonder

Link:

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

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