Battle Of The Gateway Games
With GMT’s recent release of Manoeuvre, an abstract light strategy game with a wargame theme, I thought it would be worthwhile to discuss what makes the better gateway game to more serious wargaming: Manoeuvre or the Commands and Colors system.
Before we begin let me tell you how I’m framing this. I’m not going to talk about which is easier to learn, as both systems can easily be handled by your average non-gamer. My goal is to examine both titles from the perspective of which provides a better launching pad into other consims.
Oh, and for C&C I’ll be using Memoir ’44 as the example. Why not Battlecry when Manoeuvre also focuses on pre-20th century warfare? For starters since it’s out-of-print I want to reference a game that everyone can access. I also think that the World War II theme provides a far greater interest level than the medieval/fantasy trappings of Battlelore or the skirt and sandal action of Ancients. Ultimately since the system remains essentially the same from Battlecry through Battlelore any one of the titles could probably be my reference point.
If you’re not familiar with either game both share superficial similarities. Units are ordered by cards. They are variable board configurations (though achieved by differing means). Both are simple enough that a new player could pick up the game within minutes, and the typical session takes less than an hour. Beyond that though Manoeuvre and Memoir ’44 are quite different.
In Manoeuvre players command a set number of units on a grid map. The map is created by assembling four separate map sections, each section having a four by four grid superimposed on it, for a variety of configurations. Except for the creation of redoubts there are no terrain overlays.
Units are either infantry or cavalry, with an emphasis on infantry. The game uses double-sided counters with the name of the unit and its combat strength. Artillery is abstracted through card play.
Each player has a hand of five cards drawn from their unique nationality deck (there are eight different nations to play, allowing for ahistorical match ups). Each deck is comprised of cards that can be used to attack or defend when matched to their particular unit, along with special cards such as leaders and unique actions. The composition of the decks vary according to nationality, so there is some variety with commanding the various combatants.
During a turn players can discard, draw to their hand limit, move one unit (unless having a card that allows an extra unit to move), and then make one attack. Attacks can only be made by playing one or more unit cards that match a unit, meaning that it is entirely possible to go through several turns with having no possible means to attack the enemy even if your men can see the whites of their eyes. Finally, units that have suffered a hit can possibly rally back to full strength through various means such as playing a Supply card.
While there are a few ways to achieve victory there is essentially only one scenario to the game: pick out two armies and go at it. In that sense it’s sorta like DBA—a historical fantasy fight club—although without many nods to modeling realism.
Memoir ’44 uses a standard hex map divided into three sections and creates its terrain by overlaying terrain hexes onto the map. This gives the game a near infinite range of maps. Units are not counters but miniature figures, with damage represented by removing figures from the stand much like in actual miniature gaming. There are three different types of units: infantry, artillery, and armor.
Players command their units through section cards. Each player draws from a common deck to a hand sized determined by the scenario. Each card is either an action card or a section card. A section card allows a player to activate a certain number of units in one or more of the map sections, while an action card can grant special privileges to specific unit types or impact the game in other ways such as representing an air attack.
Victory varies according to the scenario but usually revolves around eliminating a certain number of enemy forces, but the holding of objectives can also play a part.
So how do they stack up against each other in teaching basic wargaming concepts?
In terms of components Manoeuvre offers up its units as counters, which is still the default component for wargames. Memoir 44’s plastic figures have the toy factor going on, but with a few exceptions unless you’re getting into actual miniature gaming you won’t encounter plastic figures with your wargaming.
Manoeuvre’s victory at introducing counters to potential grogs who grew up on plastic Risk pieces is slightly reduced by the fact the maps in the game use a grid. You have to go pretty far back in the world of consims to see grids used on any type of regular basis. Memoir ’44 with its hexes will help ease newcomers into the typical wargame map far easier than Manoeuvre.
Then there’s the basic gameplay structure. Manoeuvre only provides players with one way to play. Memoir ’44 is a scenario based system, which like hexes, is rather common in the world of wargaming.
Manoeuvre scores points by having the different armies play differently. Memoir ’44 units are all even across the board, with one or two special cases (e.g. heavy German armor units, French resistance, etc). Since wargames are rarely about two mirror images duking it out, Manoeuvre provides a better idea of what someone can expect from a more serious game.
Mechanic-wise, Memoir ’44 comes off better because of the inherent structure of Manoeuvre with its move one unit, make one attack if you have a matching card. There are some basic wargame mechanics such as line-of-sight and terrain benefits found in Manoeuvre, but overall Memoir ’44 handles the subject of mechanics much better. Examples include the fact that advance after combat is not mandatory, more varied terrain benefits, and the use of combined arms is more transparent.
In the end I think Manoeuvre’s basic game style is what damages it the most. While it is entirely possible in Memoir ’44 to end up with a hand full of useless cards you still can probably at least fight someplace on the map. Manoeuvre is far too luck dependent since you can’t make any form of attack with a matching card. Ultimately the game lives up to its name, as both players move their forces around the battlefield, hoping to be in proper position for when the proper cards are finally drawn. In Memoir ’44 it’s far easier to formulate an overall strategy and go with that, much like what is necessary in deeper games.
Manoeuvre may give players a whiff of cardboard gunpowder, but Memoir ‘44 (or Ancients or Battlelore) has a slight edge when it comes to transitioning to more meatier fare.


Hang out with a group who’s into music you just don’t have long rants on how Yngwie Malmsteen now sucks because he’s using Hannabach strings instead of D’Addario (and no, I don’t know what he’s using in reality–nor do I care). Spend some time with movie lovers and even discussing bad movies can be done in a jovial, light hearted manner. Bibliophiles don’t ever whine for hours about the font size.
All kidding aside, I have enjoyed getting to know you all and will miss being the leader of a community filled with great people.