Tuesday, May 19, 2026

Memoir '44?

 

  

Memoir '44? Where did this come from all of a sudden? Well, for the last year or so, as I pondered the game projects I want to tackle in retirement, my WW2 Desert MicroArmor is high on the list. I have all of the relevant forces involved, a great deal of them mostly painted (thanks, Baron!), so it basically comes down to basing and terrain. 

But whoa, that depends on the rules to be played, right? Hmmm. If I just play Armoured Storm, a fun little game of tank battles by Daniel Mersey, I don't have to base the minis at all and terrain is simple. Although I like this game a lot, I really want to play with ALL my toys: armor, infantry, artillery and airplanes along with entrenchments, emplacements, etc. Yes, Armoured Storm has some of the emplacement aspects (Strongpoints) but it is very stylized to keep the emphasis on tanks.

I really want to play more of a combined arms game at the grand tactical level - more like the company as the basic maneuver element. I have been looking seriously at Rommel by Sam Mustafa, which uses the company as the basic unit. Rommel uses a "Good, Better, Best" system (remembered from my old marketing days) to rate offensive strength and a 3-tier track for attrition: 3-2-1 is Good; 4-3-2 is Better and 5-4-3 is Best. It is a good game, but I can't make the toys look good on the table. The grid gets too big when the shooting ranges "look right" and the opportunities for modeling terrain are very limited (western desert, remember?). 

Then Prufrock commented on my most recent Red Alert post, and that reminded me that I'd recently viewed his latest post on Memoir '44. We both like the Commands and Colors sytem and he seemed to get good games from Memoir '44, so I downloaded the rules from the Days of Wonder site for a fresh look. First thing I noticed was that the Units were comprised of 3 or 4 figures; if you consider a figure to represent a platoon, and 3 or 4 platoons to be a company, a Unit in the game could represent a company. And the 3-dice combat and armor/infantry interactions "feel right" at the company level. After a little experimentation, I decided I REALLY like the look of the MicroArmor toys on the 4" hexes.

But I just can't get past the fact that all the armored units are the same. I began to wonder (of course I did) if there might be a subtle way to layer some differentiation onto the armored units without changing basic rules or changing the number of combat dice rolled. While wondering, I recalled that Rommel's combat values were only a point or two different at full strength in most cases. Using Rommel's mid-war unit stats I created a "Good, Better, Best" system using re-rolls.

In the case of Attacking armored units, all German units are Best (Proven), and get to re-roll one Miss (a "Miss" is any result that doesn't have an effect). All British and 1941 or later Italians are Better (Trained) and don't get a re-roll. Americans and 1940 Italians are Good (Unproven) and have to re-roll one Hit. Infantry don't have any re-rolls, but there is a simple way to denote Green or Veteran status if ever needed (see chart following).

When Defending, armored units are designated Light, Medium or Heavy based on mid-war western desert usage. The Attacker re-rolls one Miss against Light units, doesn't re-roll against Medium units and re-rolls one Hit against Heavy units. There are also a few extra traits like Fast, Slow or Close Support, also in the chart following.

This isn't intended to radically change any of the basic interactions; just to add a little easy-to-apply chrome if you're rivet-counting-inclined. Of course a real rivet counter stopped reading a while ago! If you've read this far, I would love to hear your thoughts, pro or con. No, other than rolling some dice around, none of this is game-tested yet.





And to close, today's my birthday! Happy Happy Joy Joy!

Monday, May 11, 2026

First Game at Castle FusterCluck

Okay, so it's more of a basement than a castle, but it is dedicated gaming space with a permanent 5' x 9' table!

A couple weeks ago when playing Galactic Heroes at The Baron's, he asked what game I planned to be the first on the table in the new digs. I replied that I thought it would have to be a French and Indian War game, of course. I have been working on some woodsy rough terrain I started back in Minnesota in anticipation of said game.

During that game of Galactic Heroes someone mentioned Commands and Colors: Red Alert (fleets of spaceships); turns out Jay is a fan, too, and showed some photos of the game's miniatures he'd painted. I like this game for space fleet warfare and plan to use 1/2500 Star Trek models with "shield markers" in place of the game's units of multiple ships per hex. More here.

Where is this going? Well, a couple days after the Galactic Heroes game, The Baron said he wanted to play some Red Alert, so I invited him over for a game. Turns out the first game at FusterCluck would be the introductory scenario of Commands and Colors: Red Alert. 

Simple line-up: first player to eliminate 13 points worth of enemy units wins. Unit values range from 1 point for a Fighter up to 8 points for a Flagship.



 

I played the green fleet, The Baron red. I drew first blood with my Fighters but The Baron was flush with Star Tokens and good Combat Cards and soon the score was 12 - 10 in The Baron's favor - he just needed one more kill. That's when our Flagships went head to head and Fortune (the dice) tipped in my favor. My Flagship survived and the 8 points I won for destroying his ended the game.



 

We will definitely play more Red Alert. The game has a lot of depth and replay value including the supplemental unit types and scenarios from the original Kickstarter.

See ya! 
 

Thursday, April 30, 2026

Cluck Amok Retired!

I made it. I'm retired. I'm three weeks into official retirement. Not much fanfare. . . I just stopped going to work. Still have some work to do on our little project ranch house and yard but now the plan is to get the "gaming life" back on track, too.

The first game I got to play. . . in retirement. . . was a little "Grim Dark" Sc-Fi skirmish action a la Galactic Heroes (Fistful of Lead) from Wiley Games. 

The Baron invited me over; his friend Jay was putting on a game featuring Crimson Fist Marines against Planetary Defense Forces (PDF) in a "defend the refinery" scenario. The Marines were superhuman in every way and the PDFs were Grunts that were able to respawn after being killed until the Marines destroy the Spawn Points. 


 

I led a unit of 3 teams of 3 PDF Grunts. 



 Here we are bunched up behind cover awaiting the Marine onslaught.


 

"Bunching up" turned out to be bad tactics. The Marines had grenades (who knew) and numbers weren't much help in melee, either. After dying, we "re-spawned" in a more spread out formation.

 

Spreading out was a better tactic to be sure, but in the end we gave up the refinery. Those Marines are superhumans!