The Russian Campaign

Scenario List in Date Order:

Operation Fall Weiss #1758U - Sept 1st 1939 - By: Randwulf

[Russo-Finnish] Suomussalmi #38A - December 8-16, 1939 - By: RBorg

[Russo-Finnish] Mannerheim Line #1724U - February 13, 1940 - By: Cantata

[Barbarossa] Bug River #45A - June 22, 1941 - By: RBorg

[Barbarossa] Liepaja #1880U - 28th - 30th June 1941 - By: Brycie35

[Barbarossa] Yelnya Salient 1 #1774U - 30 July, 1941 - By: Yangtze

[Barbarossa] Smolensk #1757U - 3-15 July, 1941 - By: Yangtze

[Kiev Pocket] Romny #1926U - 18 September 1941 - By: Brycie35

[Siege of Leningrad] Lushno #2025U - 24 September 1941 - By: Brycie35

[Typhoon] Gates of Moscow #39A - October 18, 1941 - By: RBorg

[Barbarossa] Battle for Rostov #47A - November 25-26, 1941 - By: RBorg

Breakout at Klin #40A - December 7-8, 1941 - By: RBorg

Staritsa Crossroads #1833U - December 29th 1941 - By: Brycie35

[2nd Kharkov] Karlovka #1928U - 16 May 1942 - By: Brycie35

[Stalingrad] Red Barricades Factory Complex #41A - October 22, 1942 - By: RBorg

[Chir Battles] 1st State Farm 79 #1762U - 8th December, 1942 - By: Yangtze

[Stalingrad] Operation Winter Storm #1743U - December 17-19, 1942 - By: Yangtze

Siege of Leningrad #1888U - 12th January 1943 - By: Brycie35

3rd Kharkov #1854U - 15th February 1943 - By: Brycie35

[Kursk] Ponyri #42A - July 5-9, 1943 - By: RBorg

[Lower Dneiper] Stayki #1993U - 25 September 1943 - By: Brycie35

Breakout to Lisyanka #43A - February 16-17, 1944 - By: RBorg

Targul Frumos #1714U - May 2nd-4th 1944 - By: Brycie35

[Operation Tempest] Warsaw #1876U - September 12th 1944 - By: Brycie35

Petsamo-Kirkenes Operation #1941U - 12-13 October 1944 - By: Brycie35

Oder Front #1842U - 16/04/1945 - By: player133643

[Seelow Heights] Alt Langsow #2007U - 16-19 April 1945 - By: Brycie35

[Berlin] Zoo Flak Tower #1705U - April 28th-29th, 1945 - By: Cantata

Battle of the Reichstag #1918U - 29/04/1945 - By: player133643

Campaign Rules

Cirone posted these campaign rules on DoW M44 forum a while back, and said: “These rules are inspired by Leo-T's campaign rules and the official Memoir '44 campaign rules that are included with the Winter/Desert Board… Let me know what you think and what needs to be changed.”

Victory Points

At the end of each scenario, the number of medals earned by each player is tallied and added to his total Victory points. At the end of the campaign, the player with the most Victory points wins.

Command Points

During set-up of a scenario, each player receives a specific number of Command points, represented by tokens of choice, based on the number of Victory points each player has earned thus far. For every 5 Victory points earned by a player, that player receives 1 Command point. Command points may be used in a variety of ways…

Before the first turn of the scenario:

1. A player may spend X Command points to roll X Battle dice. Each die result in these pre-battle rolls will have the following effect on the starting conditions of the scenario:

  • Infantry - Your opponent must remove 1 infantry figure from one of his infantry units.
  • Tank - Your opponent must remove 1 tank figure from one of his armor units.
  • Grenade - You remove 1 figure from any opponent's unit.
  • Star - Reduce the number of Command cards your opponent holds at the start of the battle by 1. His starting hand however, must always be at least 1 card. He will draw two cards after each turn, until the number of Command card he holds is equal to the number listed in the scenario briefing notes.
  • Flag - Your opponent must retreat one unit back 1 hex. Units on the edge of the board, if forced back, lose 1 figure instead of retreating.

2. A player may spend 3 Command points to add 1 Command card to his hand for the remainder of the scenario.

During the scenario:

  1. Instead of playing a Command card, a player may spend 2 Command points to perform the same action(s) that any one Tactic card would allow. That player draws no Command card at the end of his turn.
  1. If a unit is forced to retreat, then the player controlling that unit may spend 1 Command point to prevent it from retreating for the remainder of the current turn.

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