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11 Posts

Memoir '44» Forums » Rules

Subject: Dig In rss

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John Herrera
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San Jacinto
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With the "Dig-In" card do I:

1. get to order four units (attack/battle) then improve their position with sandbags

OR

2. Just place sandbags on four unit?
 
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John Herrera
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Found the answer: I just fortify
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brian
United States
Cedar Lake
Indiana
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Welcome baby brother Toby James, 03/24, 8 lb. 15 oz.
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Yeah, the card could have been a bit more clear. But number 2 is correct, as you have found.
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It's not easy being green
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johnhe0414 wrote:
Found the answer: I just fortify

I had the same question, however we played it correctly assuming the time it would take to improve ones position. Where did you find the rule reference?
 
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brian
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BostonKen wrote:
Where did you find the rule reference?

Entry 1 under the Card Compendium on DOW's website is one place:
http://www.daysofwonder.com/memoir44/en/content/cards_compen...

The FAQ is another: http://www.daysofwonder.com/memoir44/en/content/faq/

you may have to login/register to see these.
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Chris Allen
United States

Thank you for this post. We were having the same debate in my home.
 
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Steve Shockley
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What's the consensus among experienced players...does anyone remove this card or house rule it? I've played a lot of M'44, and I can't recall many instances when Dig In was useful. I've always considered it to be similar to the Command Confusion card in Combat Commander -- just sort of there to take up space, which is okay as both players have an equal chance of drawing it. As much as I hate to alter such a fine game in even the most minor way, it seems like the deck might be better off without it.
 
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Rob ZoBell
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Magnus Maximus wrote:
What's the consensus among experienced players...does anyone remove this card or house rule it? I've played a lot of M'44, and I can't recall many instances when Dig In was useful. I've always considered it to be similar to the Command Confusion card in Combat Commander -- just sort of there to take up space, which is okay as both players have an equal chance of drawing it. As much as I hate to alter such a fine game in even the most minor way, it seems like the deck might be better off without it.

My experience with this card seems to be different from yours. I actually enjoy getting it. I primarily use it on units that are taking fire but that I either don't have cards to fight back or am saving up cards on that side for a big push. This makes those units less exposed until I'm able to do something with them.
 
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brian
United States
Cedar Lake
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Mourning the end of the Manning era.
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Welcome baby brother Toby James, 03/24, 8 lb. 15 oz.
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Magnus Maximus wrote:
What's the consensus among experienced players...does anyone remove this card or house rule it? I've played a lot of M'44, and I can't recall many instances when Dig In was useful. I've always considered it to be similar to the Command Confusion card in Combat Commander -- just sort of there to take up space, which is okay as both players have an equal chance of drawing it. As much as I hate to alter such a fine game in even the most minor way, it seems like the deck might be better off without it.

Leave it in for sure. It has proven itself worthy from time to time.
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Mark A
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An example where dig-in is very useful.

Montelimar - a wise Allied Commander will use dig-in to fortify the two towns that are Axis objectives. It is much harder for the Axis to capture either town if the infantry in the town is dug in.

Stopping your opponent getting a medal can be as important as gaining one yourself.
 
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René Christensen
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johnhe0414 wrote:
With the "Dig-In" card do I:

1. get to order four units (attack/battle) then improve their position with sandbags

OR

2. Just place sandbags on four unit?


Just 2.
 
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