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Tell me why does a sniper require a grenade to be killed?
Why cant I fight when I enter a city?
Why do tanks have issues firing into cities when one of their main purposes was to destroy buildings?
Then you have the cards that really ruin the game further, you have the RNG of the dice and then the RNG of the cards and it just causes such BS.
Troops need time to settle in the city / forest. You can't just walk in and find the enemy. Heard anything about partisans?
Ok, tanks are great at destroying buildings. But it is really difficult to kill enemy troops among these buildings.
Unfortunately, you are not always lucky with cards and dice. But there are no unplayable cards. Competent management of the disposition of troops and cards nullifies this problem.
Sometimes it is very annoying, sometimes it gives a pleasant feeling of victory. But in any case, the hours spent playing this game with friends at the table are priceless.
Also based on the size of the cities if you know an enemy is on the other side you ca easily run into a building a look out a window so that also not true, you arent telling them to dig in, just enter a city.
Also its no a HE into a building from a 75mm would be like a hand grenade, sending fragments flying everywhere, if not killing people wounding them very badly.
Haha, welcome to the alternate universe of command and colors, Pompous. Check everything you thought you knew about wargaming and historical warfare at the door.
That being said, Memoir 44 might be the most enjoyable beer and pretzel strategy game, next to A&A, that I’ve played. It takes a while to get past the frustration of not having the right cards at the right time. However, like poker, the best players know what’s in the deck and can consistently make lemonade out of lemons.
Do you think ww2 commanders moved around troops in real time looking from the sky like a God?
They weren't always aware of everything. It took time for information to get to them and get from them to the frontlines, and sometimes they made bad decisions because of bad intelligence.
And even if they wanted to give the right orders, they could've had difficulties like communications being down, or units unable to move because of morale and being under heavy fire.
But after an order of advance is made, it is up to the individual soldiers to be competent, which is represented by the dice mechanic.
As for the other stuff.
-Not every tank is made for taking down buildings, and even then, they couldn't fight well in urban environment. Tanks are made for open field engangements. Which they do great in this game. If there is a unit out in the open, a tank can quickly move closer and do a devastating roll.
-Size isn't specified. Just because a unit is represented by 4 infantry, it doesn't necessarily mean it is that small, and I quote from the rulebook "The scale of the game fluctuates from battle to battle. For some scenarios, an infantry unit may represent an
entire battalion, while in other scenarios a unit may represent a single company or platoon."
And why I say this? Because it applies to the terrain as well. Just because a tile only has 3 houses on it visually, that doesn't mean it is actually 3 houses. Moving into a big town means people have to check the buildings for enemies and need to get to know the area, not even mentioning civilians.
-Having to roll grenade against sniper simply describes how hard it is to get a sniper killed. And at this point I start to question your historical knowledge. Snipers were the masters of fighting from distance, picking off kill or targets while being well hidden and moving on before the enemy would even get close to them.
But above all, the game is balanced and good. So it is easy to get into and fun to play.
It isn't everyone's cup of tea so you can choose to not like it still. But don't try to say the game is bad. The game is good, you just have a different taste, that's it.
1. You are attacked, why wouldn't the unit immediately counter attack? So by the rules you stand there and take it, and die. Unless you have a card for that lane the unit just engaged will do nothing. What should happen is attack, immediately counter attacked. Then if you have no cards for that lane the unit stays deactivated.
2. How can an infantry unit have the same fire power as an artillery piece and a tank? Also how can an infantry unit be more effective engaging a bunker then a tank is? If an infantry unit is attacking a bunker they should roll way less and a tank should still be 3. Don't know how a rifle inflicts more damage then a tank on a building.
3. Artillery is useless, some how the further a shell is fired the less damage is inflicted. Well the further a shell travels the more damage it will do because the closer to artillery you get the less accurate it is and will eventually get to a point where you can't even use it. So at close range it should be 0,0,1,1,2,2,3,3. The current mechanics has a tank doing more damage then an artillery shell at 3 spaces. So really the whole amount of die needs to be revamped for artillery.
4. Counterstrike card, play the same card your opponent played. Well I would like to know how you counterstrike an artillery barage or air raid? So by the game logic if im allied attacking from the beach and a card is played that activates my artillery from a bunker....the non existing artillery on the allied side gets to shoot. The only time that card should be allowed into play is if it pertains to troop movements or activations as long as you have those units i.e. tanks
5. Units at 50% strength inflicts the same amount of damage as a unit at 100%
6. Barbed wire stops a tank?
7. Sand bags protect from a tank round?
8. Villages, tanks are reduced once again in firepower more than infantry when attacking the same going for a hill. No clue how that's logical.
9. Cards absolutely take away almost 50% of your ability to implement strategy. You have 2 things working against you which is 1. Luck of the draw, and 2. Luck of the roll. So you can set everything up the way you need then spend 5 turns drawing cards trying to get one for the lane all your troops are in as they get shot and just stand there, because if I punch you in the face you need to wait to be told to defend yourself which is exactly how this game plays out. So 50% of the game is Luck.
10. Apparently moving in water infantry is just as strong as a tank since they can only move 1 space.
It has potential but the combat and strength of units needs to be severely overhauled and the lane mechanic is horrible and should have something implemented that is either just the number of and types of units that can be activated or I you want to stick to just the lane idea an ability to switch to another lane at a penalty. No commander sits and looks at his units and gives orders to an area with nothing in it, so why would he just stand looking at the field and do nothing?
For example, theres little unit shields that modify the Panzer(or American armored units) into representing units that werent armed with what the little models depict. Thing is, they couldnt make little models of king tiger tanks and stuff :P