General Howitzer’s Field Guide to Memoir 44

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GENERAL HOWITZER

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The Cadets of Saumur

The Cadets of Saumur

The Cadets of Saumur (Overlord Map)

“Let me give it to you straight, boys—back in ‘39, before the big show kicked off in Europe, there was a damn fine brawl brewing out east along the Khalkhin-Gol River. The Soviets, under that iron bastard Zhukov, took on the Japanese who were itching for a scrap in the borderlands.

Those Russians didn’t just trade blows—they went for the kill. They wrapped the Japanese 23rd Division up tight in a steel trap—tanks on the flanks, artillery in the rear, and air power pounding them into the dirt. No escape, no second chances—just one big, smoking ruin when the Red Army was done.

The result? The Japanese learned a lesson in modern warfare and didn’t forget it, and Zhukov walked out of there with a reputation as the man who could gut an enemy army whole. That’s how you fight a battle, boys—encircle, crush, and leave nothing but wreckage behind!”

~~ General Howitzer

Timeline of the Battle:

  • June 17, 1940 –
    German forces approach the Loire River as French defenses collapse elsewhere. Cadets at Saumur are ordered to hold the bridges.

  • June 18, 1940 –
    The cadets and their instructors begin preparing defenses, mining bridges, and setting up strongpoints.

  • June 19, 1940 –
    German troops launch assaults to seize the Saumur bridges. The cadets, though heavily outnumbered, fiercely resist throughout the day and destroy bridges to slow the advance.

  • June 20, 1940 –
    After holding for two days and inflicting delays on the Germans, the cadets receive orders to withdraw. German forces occupy Saumur later that day.

12 VP’s

Card Balance:

Allies (France) – 8

Axis – 10

Complexity:

4

Conditions:

Countryside

countryside

Context:

Historical

Location:

France

Year:

1940

Theater:

Western

Campaign:

Codename:

Summary:

Objectives:

12 VP’s with two Permanent Medal Objectives for the Axis.

Battlefield:

Countryside with many rivers, railroad,  and towns

Troops:

Allies  – 17 Infantry, 2 Armor, 3 Artillery

Axis  – 20 Infanty, 3 Armor, 3 Artillery

 

Allied Strategy:

1.  

Axis Strategy

1.  

Battle Reports

Author: Jdrommel

Link:

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

Reichswald – The Siegried Line

Reichswald – The Siegried Line

Reichswald - The Siegried Line

Reichswald-TheSiegriedLine_small

February 9th, 1945. The Reichswald—five miles of hell standing between us and the Ruhr, the industrial heart of Hitler’s war machine. You want to break Germany? You punch through there.

We stacked the odds—brought in the numbers, massed near Groesbeek, and started pushing toward Kleve. The Krauts had about 11,000 defenders, and hell, some of ’em were barely fit to fight—one unit full of men with stomach problems, another made up of deaf troops. Sounds easy, right?

Wrong.

Because they were dug into the Siegfried Line—pillboxes, dragon’s teeth, minefields—you name it. They’d flooded the land to the north and south, squeezing us into a freezing, muddy kill zone. And just when you think it couldn’t get worse? The sky opens up with six days of cold, soaking rain. Floods everywhere. Roads turned to soup. Trucks bogged down. Men freezing.

But don’t forget this: they still had paratroopers in reserve. Hardened, mean, disciplined bastards with nothing to lose.

That was the hand we were dealt. The map was a mess, the weather was hell, and the Germans were desperate—but we were coming anyway.

You are in command now. The question ain’t whether it’s hard—the question is: do you have the guts to drive through it and break their damn line?**

Because history doesn’t wait. You either make it—or get buried under it.

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 5

Axis – 5

Complexity:

4

Conditions:

Countryside

Context:

Historical

Location:

Netherlands

Year:

1945

Theater:

Western

Campaign:

Codename:

Summary:

Objectives:

6 VP’s, plus two city temporary Objective Medals

Battlefield:

Countrsyide with marsh on one side, a road running through much of it, and numerous ‘dragon’s teeth’ roadblocks which can only be removed by use of the Allied Dozer tanks. 

Troops:

Allies – 10 Infantry, 3 Armor

Axis – 9 Infantry, 1 Armor

 

Allied Strategy:

1. 

Axis Strategy

1. 

Battle Reports

Author:

Originally played in the Dutch Open, 2022; and in The Finest Hour Open, Chicago 2025.

Link:

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

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

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

Closing the Falaise Gap

Closing the Falaise Gap

Closing the Falaise Gap

Closing the Falaise Gap_small

August 1944—Falaise. The trap was nearly shut, and the Germans knew it. Hell, they could smell it.

By the 18th, the Canadians had taken Trun and St. Lambert, putting the lid on the Falaise Pocket. But it wasn’t locked down yet—hell no. The line was thin, the crossroads fragile, and both Allied and Axis forces were stampeding toward Chambois. It wasn’t just a battle—it was a goddamn race: the Germans racing to escape, and us racing to slam the door shut on their sorry rear ends.

The Poles and Americans came in hard, shoulder-to-shoulder, pushing east while the Germans were pushing west—like two trains headed for a crash in a one-track tunnel. The enemy made one last hellbound breakout near the Polish lines, and yeah, some of them got out—but not for long.

Because on the 19th, the line was reinforced. And in St. Lambert, one man—Major David Currie, a Canadian, led from the front like a true warrior. Under fire from both sides—his own artillery damn near clipping his boots—he stood his ground, gave no quarter, and turned that village into a graveyard for the Wehrmacht. He earned the Victoria Cross, and every inch of it.

By the time we closed that pocket, the Normandy campaign was finished—two months of blood, steel, and grit had paid off. The Liberation of Paris was just days away. Looked like it was over for Hitler’s goons—but we weren’t fooled.

The war wasn’t done until the last Nazi was crawling out of a foxhole with his hands in the air. And that took till ’45.

The lines are drawn, the orders are yours, and the clock is ticking.

Now go finish the job.

~~ General Howitzer

7 VP’s

Card Balance:

Allies – 5

Axis – 5

Complexity:

4

Conditions:

Countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western

Campaign:

The Invasion of Normandy

Codename:

Summary:

Objectives:

7 VP’s, including Exit Row Objectives for the Axis

Battlefield:

Countryside with an impassible (except for bridges and fords) river going across the battlefield.

Troops:

Allies – 8 Infantry, 3 Armor

Axis – 9 Infantry, 1 Armor, 1 Artillery

 

Allied Strategy:

1. 

Axis Strategy

1. 

Battle Reports

Author:

Originally developed for the London Open, 2022. Also played at The Finest Hour Open, Chicago, 2025.

Link:

View

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

Battle of Westerplatte

Battle of Westerplatte

Battle of Westerplatte

Battle of the Westerplatte_small

September 1st, 1939—0448 hours. That was the shot that lit the damn fuse on World War II.

The Germans kicked things off by bringing in the battleship Schleswig-Holstein, sitting nice and cozy in Danzig harbor, and then—boom—she opened up with a full broadside on the Polish outpost at Westerplatte. They thought they’d scare the Poles into folding before breakfast.

Then came the assault: crack German marines, three platoons strong, storming across the land bridge, expecting a little parade through the depot. They even blew open the rail gate like it was just another drill. They thought they were walking into a skirmish.

Wrong.

They walked straight into a kill zone. The Poles were locked, loaded, and waiting—concealed firing positions, crossfire, barbed wire, the whole damn package. And those German troops? They didn’t find a pushover—they found hell on Earth.

The plan was for the Poles to hold for twelve hours. Instead, they held that godforsaken strip of land for seven damn days—against artillery, naval fire, and relentless infantry assaults. They bled, they fought, and they showed the world what grit looks like under fire.

Westerplatte didn’t stop the war. But it told the Nazis one thing loud and clear: this wasn’t going to be easy. It became a symbol—of resistance, of courage, and of never giving an inch when everything’s on the line.

The lines were drawn, the fuse was lit, and history roared to life in a blaze of fire and steel.

Now the only question left is—when it’s your turn to hold the line… will you stand, or will you fold?

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 5

Axis – 6

Complexity:

4

Conditions:

Countryside

Context:

Historical

Location:

Poland

Year:

September 1, 1939

Theater:

Western

Campaign:

The Invasion of Poland

Codename:

Fall Weiss / Case White

Summary:

Objectives:

6 VP’s, plus one Permanent Medal Objective for each side (The Destroyer and the Supply Shed.)

Battlefield:

Contains countryside with a road, a railway, and a river.

Troops:

Allies – 10 Infantry (3 figures each), 2 Artillery 

Axis – 10 Infantry, 1 Artillery, 1 Destroyer!

 

Allied Strategy:

1.  Because of the surprise nature of the attack, all of the Polish Allied Infantry only have three figures each.  They are therefore very quickly overrun by the German forces.  Gain the hits you can, and protect the Supply Shed!

Axis Strategy

1.  You have a Destroyer at your disposal, with massive range. Use it every chance you get. 

Battle Reports

Author:

Originally developed for the Belgium Open, 2017; Also used by The Finest Hour Open, Chicago, 2025.

Link:

View

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

Closing the Gap

Closing the Gap

Closing the Gap

Memoir 44 scenario Closing the Gap

The Battle of Closing the Gap near Falaise from August 19–22, 1944, marked the final phase of the Falaise Pocket, where British, Canadian, Polish, and American forces worked to encircle and destroy retreating German units in Normandy.

Fighting was intense as the Allies tightened the noose, with the Polish 1st Armored Division holding key high ground at Mont Ormel against desperate German breakout attempts. Despite some Germans escaping, the Allies captured or killed tens of thousands, crushing what remained of German Army Group B in the West.

Closing that pocket slammed the door on the German army in Normandy—choked ’em off, chewed ’em up, and cleared the road straight to Paris. From there, it was full speed ahead into the heart of France.

~~ General Howitzer

6 VP’s

card

Card Balance:

Allies – 5

Axis – 5

Complexity:

3

Conditions:

Countryside

countryside

Context:

Historical

Location:

France

Year:

1944

Theater:

Western

Campaign:

The Battle of Normandy

Codename:

Operation Tractable

Summary:

Objectives:

6 VP’s, plus Territorial Objective Medals for Allies, and Exit Objectives for Axis

Battlefield:

Countryside with a road and the Dives River cutting off the Axis forces from their objective.

Troops:

Allies – 8 Infantry, 3 Armor

Axis  – 10 Infantry, 2 Armor

 Special Rules:

Rescue attempt aspect: Each side may order up to 2 armor units into battle as Armor Breakthroughs. Axis armor units that are sent in to rescue cannot escape through any of the Exit hexes.

Overall Strategy

This game is interesting because each side is given the opportunity to bring in two Armor units into the battle, right into the heart of the enemy territory.  And so within the first couple of turns it is a crazy mixed-up battle with enemy forces attacking from multiple directions. You must learn to engage in a two-front war.

medal allies

Allied Strategy:

1.  The challenge for the Allies is to get your forces across the bridges. Otherwise, you will be blocked and congested in your attack efforts. Of course, you also have to deal with the enemy armor that will show up on your end of the battlefield.

2.  If any of the original Axis forces (not the ones which spawned on that side) make it across the river, you must prevent them from exiting. 

3.  You can hide out in the towns near the river for a while and attack the enemy forces in an attempt to degrade their fighting ability, but eventually you may have to cross over and attack if the enemy doesn’t come to you.

medal axis

Axis Strategy

1.  On your right flank, you are evenly matched with the Allied forces with four Infantry units each. Due to their congested starting postion, there is an opportunity to move in and claim control of the town of Moisy and prevent the Allies from getting objective medal without a bitter fight.  Then from there, it is a short 3 hex run to exit through the Exit hex and gain a medal.

2.  You have a lot of forces, but you will need to get them up to the river to attack the enemy. But keep some in reserve to deal with the enemy forces that will show up to rescue their troops.

Battle Reports

Author:

Days of Wonder

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

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