General Howitzer · Field Guide
Memoir '44 Rules Database
Search the Memoir ’44 rules database by keyword. Use the category checkboxes to narrow your results.
Search results
272 matching records · page 1 of 23
504th Parachute Infantry Regiment
- Rule Category
- Troops
- Description
- Sometimes known as the "White Devils", these soldiers form one of the most famous regiment of the 82nd Airborne Division. The 504th Parachute Infantry saw service in many of World War II's most famous battles, starting in North Africa and continuing onto Sicily, Italy, the Netherlands, and during the battle of the Bulge, near Bastogne. They play like US Rangers and other Special Infantry Units, being able to move 2 hexes and battle.
Picture
No picture is stored for this record.
Record 47052 · unclassified · Review: needs_review
Airfields
- Rule Category
- Structure
- Description
- ◆ Movement: No movement restrictions. ◆ Battle: No combat restrictions. ◆ Line of Sight: Airfield does not block line of sight. If indicated in the Special Rules of the scenario, a player may land reinforcements on an airfield hex when there are no enemy units on any of the airfield hexes. When a Direct from HQ command card is played, for one order, one infantry unit is placed on an airfield hex. The unit may not move or battle the turn it lands. Also see the optional Sabotage rules in the Battle Star Tokens section.
Picture
No picture is stored for this record.
Record 46927 · unclassified · Review: needs_review
Alliance Spy
Record 48052 · Fan-Created · Review: needs_review
Alliance Spy Network
- Rule Category
- Fan Created Troops
- Description
- Historical basis is that Marie-Madeleine Forcade let the Alliance Spy Network in France. Rule: Once per game, at the start of your turn, play this card to examine any two Command cards in your opponent's hand. Usage: - Best for any scenarios in France, and Belgium, if you like.
Picture
No picture is stored for this record.
Record 47645 · Fan-Created · Review: needs_review
Anti-Tank Gun
- Rule Category
- Weapons
- Description
- ◆ Movement: An ordered Infantry unit with an Anti-Tank gun may move 1 or 2 hexes; but it may not battle in any turn during which it moves, even if it only moved 1 hex. ◆ Battle: An ordered Infantry unit with an Anti-Tank gun may battle any enemy ground unit three or fewer hexes away, rolling the same number of dice a standard Infantry unit would. In addition to normal Battle dice results, any star rolled scores a hit when targeting an enemy Armor unit. ◆ Line of Sight: An Infantry unit with an Anti-Tank gun must be able to "see" the enemy ground unit it wants to combat, like a standard Infantry unit.
Picture
No picture is stored for this record.
Record 46958 · unclassified · Review: needs_review
Armored Car
- Rule Category
- Weapons
- Description
- ° 1 figure ° Treat as Armor to order and in combat ° Move 0-4 hexes ° Battle: 3,2,1 ° On a successful Close Assault, may Take Ground and Armor Overrun ° When being attack, treat as Infantry ° Enemy re-rolls all battle dice that score a hit ° If at least one re-roll is a Grenade, kill is confirmed, other re-rolls are ignored
Picture
No picture is stored for this record.
Record 47062 · unclassified · Review: needs_review
Base Game (classic) — PDF p. 10 [base-10-0]
- Rule Category
- Rulebook excerpt
- Description
- 1010 • Terrain Reductions Each type of terrain and obstacle is described in the Terrain and Obstacles section (Appendix 2, p 13). Please refer to that section or the corresponding summary cards, and deduct any potential terrain Battle dice reduction from the number of dice to be rolled in the attack. • Resolve Battle Hits are resolved first, followed by retreats. Hit In battle, the attacker scores 1 hit for each dice symbol rolled that matches the unit type targeted. Each Grenade rolled is also 1 hit. For each hit scored, 1 figure is removed from the target unit. When the last piece in the opponent's unit is removed, place it on top of one of the empty Medal Stands on your side of the battlefield. If an attacking player rolls more hits than the number of figures in the defending unit, these additional hits have no effect. Miss Retreat The player controlling the unit decides which hex his unit retreats onto using the following rules: ◆ A unit must always retreat toward its controlling player’s side of the board. ◆ Terrain has no effect on retreat moves, therefore a retreating unit may move through a forest or village without stopping. However, impassable terrain may not be moved through during a retreat move. ◆ A unit may not retreat onto, or through, a hex already containing another unit (regardless if friend or foe). ◆ If a unit cannot retreat; is forced to retreat off the limits of the battlefield; or would be pushed back onto a sea hex, one figure must be removed from the unit for each retreat move that cannot be completed. ◆ Some obstacles will allow certain units to ignore the first flag rolled against them. Score 1 hit on Infantry Score 1 hit on Armor Score 1 hit on any type: Infantry, Armor or Artillery HIT MISS If the attacker fails to roll any of the symbols needed to hit the enemy target or to force the enemy to retreat, this is a miss. The Star side of the Battle die is used in a limited number of Tactical Command Cards, otherwise it is a miss. Retreat After all hits have been resolved and casualties removed, retreats are resolved. For each Flag rolled on the target unit, the unit must move one hex back toward its own side of the battlefield. Two flags push the unit back two hexes, etc. Allied unit rolls a Flag, an Infantry and a Star. After taking 1 casualty, the Axis unit has 2 possible retreats: or
Picture
No picture is stored for this record.
Record 47671 · official · Review: approved
Base Game (classic) — PDF p. 11 [base-11-0]
- Rule Category
- Rulebook excerpt
- Description
- 1111 • Taking Ground When an ordered Infantry unit in Close Assault combat eliminates the enemy unit or forces it to retreat, it may Take Ground by advancing into the vacated hex. An Artillery unit may not take ground. Terrain movement and battle restrictions still apply when units take ground. When an ordered Armor unit in Close Assault combat eliminates the enemy unit or forces it to retreat, it may take the ground by advancing into the vacated hex and claim an Armor Overrun combat. • Armor Overrun Combat On a successful Close Assault Combat, an ordered Armor unit may move into the vacated hex and may then battle again. If the ground you take during the Overrun puts you adjacent to an enemy unit, this second battle must once again be a Close Assault Combat. Otherwise, you may fire at a distant unit. ◆ A unit may Take Ground again after a successful Overrun Combat. ◆ However, an Armor unit may only make one Overrun Combat during a turn. ◆ All Battles, Close Assault and Overrun Combats must be completed before the next unit may battle. 5 - Draw a Command card After resolving all hits and retreats, discard the Command card played and draw another card from the deck. Your turn is now over. If the draw deck runs out of cards, the discards are shuffled to form a new draw deck. Here, another Axis unit is in the way - there is only one retreat path left: Allied Infantry rolls a Flag and an Infantry symbol on a Close Assault The Allied player chooses to "Take Ground" immediately, to take advantage of the forest’s cover. After taking one casualty, the Axis unit retreats Allied Armor rolls a Flag and an Infantry symbol on a Close Assault The Allied player chooses to "Overrun" immediately After moving in, the Armor unit can now battle again! After taking one casualty, the Axis unit retreats An Axis unit and a river block both retreat options – the Axis unit cannot move and takes one additional casualty as a result : 1 2 3 4
Picture
No picture is stored for this record.
Record 47672 · official · Review: approved
Base Game (classic) — PDF p. 12 [base-12-0]
- Rule Category
- Rulebook excerpt
- Description
- 1212 Appendix 1 - SPECIAL UNITS Using the Special Units summary card On the back of the Standard Units summary card is a list of the various types of Special Forces and other Elite units that may be encountered in Memoir ’44. Rounded corners at the top of a unit’s symbol are used to denote a Special Forces or Elite unit on the map. A number in the lower right corner of a unit’s symbol is used to indicate the number of figures per unit, when it differs from the standard number. Special Forces and Elite units behave in the same way as the corresponding (Infantry or Armor) standard unit in all respects except as described below and on the summary card. Using the Special Forces Badges In scenarios combining Standard and Special Units relying on the same figures (Commandos mixed with Infantry on the edges of Sword Beach, for example), use the corresponding Special Forces badges, putting one into each hex occupied by the Special Unit, to distinguish it from regular troops. French Resistance benefited from a superior knowledge of the countryside and increasing support of the population as the war went on. As such, French Resistance forces: ◆ May always battle when they penetrate a new terrain type (Woods, Villages, Hedgerows) where standard Infantry would stop and not battle. ◆ May disappear in the countryside, retreating up to 3 hexes instead of the standard 1 on any retreat flag rolled. ◆ Their limited number means they always start with 3 figures per unit, in lieu of the standard 4. ◆ Unlike other Special Forces, French Resistance units that opt to move 2 hexes may not battle on the same turn. Special Forces (including US Rangers, British Commandos and other Elite units): Special Forces Special Forces and Elite units symbols and powers Axis "Kommandos" British special troops Rangers unit "LA RÉSISTANCE" is the generic term used to describe the various movements (armed or not) that fought the Axis forces in occupied France following the surrender of 1940. General De Gaulle's widely heard broadcast of June 18th, 1940 on BBC galvanized patriots of all political and geographic origins. Increasingly larger, well organized and better equipped groups sprang into action over the following years, providing an effective "Shadow" army in the days leading to D-Day. In close contact with the Allies, who often air-dropped them arms and money, the Resistants sabotaged supply lines, sheltered Special forces operating behind the enemy lines, and assassinated prominent figures of the German-backed regime. From 1944 on, the military groups within the Resistance became known as the FFI (“Forces Francaises de l’Intérieur” – French Forces of the Interior). The intelligence they offered during the preparatory stages of Operation Overlord paved the way for the successful Allied landings. The Rangers shoulder patch of the units who attacked the Pointe-du-Hoc The "Pegasus" shoulder patch of the British 6th Airborne Division who took "Pegasus Bridge" Axis attacked Resistants w
Picture
No picture is stored for this record.
Record 47673 · official · Review: approved
Base Game (classic) — PDF p. 13 [base-13-0]
- Rule Category
- Rulebook excerpt
- Description
- 1313 Special Forces historically acquired superior mobility and firepower thanks to their ruthless training and non-standard armament: - Unlike regular Infantry, Special Forces may move 2 hexes and still battle (instead of being forced to choose between moving 1 hex and battling, or moving 2 hexes and not battling). They remain subject to usual terrain limitations however. Elite Armor Elite Armor units, such as the German divisions outfitted with Tiger tanks, were a devastating enemy on the battlefield. - Unlike regular Armor units, Elite Armor units start with 4 tank figures per unit, denoting their exceptional resistance to all but a well-aimed shot from the back. Appendix 2 - TERRAIN Using the Terrain Help Cards The Terrain Help cards provide a short summary of the key effects of each terrain type. When you set up your scenario, display the Help Cards that correspond to the terrain types used in the scenario on the side of the board. — The Effect section describes the various features of the terrain. — The soldier and the tank icons indicate the defensive capabilities of the terrain. In this example, attacking infantry units roll 1 less die, and attacking armor units roll 2 less dice. Forests ◆ Movement: A unit that enters a Forest hex must stop and may move no further on that turn. ◆ Battle: A unit may not battle the turn it moves onto a Forest hex. ◆ When battling an enemy unit that is on a Forest hex, Infantry reduce the number of Battle dice rolled by 1, Armor reduce the number of Battle dice rolled by 2 and Artillery Battle dice are not reduced. ◆ Line of Sight: A Forest blocks line of sight. Effect section defensive capabilities of the terrain …but they are still subject to terrain constraints: here, they stop and do not battle because of the woods hex. Elite Armor have 4 tank figures Special Forces move 2 and battle! Turn #1: Allied player moves into the woods: the unit must stop and cannot battle this turn Turn #2: Axis player moves closer and battles, but rolling 2 dice instead of 3, because the Allied Infantry is protected by the woods. Turn #3: Time for revenge! The Allied player can now battle, with 3 dice.
Picture
No picture is stored for this record.
Record 47675 · official · Review: approved
Base Game (classic) — PDF p. 14 [base-14-0]
- Rule Category
- Rulebook excerpt
- Description
- 1414 Hedgerows Hedgerows are a landscape typical of Normandy: small grass fields separated by tall rows of shrubs, tree lines or fences. This proved to be very difficult terrain for the Allies as they would never know what danger lay hidden behind the next hedgerow. ◆ Movement: To move onto a Hedgerow hex, a unit must be adjacent to the Hedgerow. A unit that enters a Hedgerow must stop and may move no further on that turn. A unit that leaves a Hedgerow hex may only move onto an adjacent hex. ◆ Battle: A unit may not battle the turn it moves onto a Hedgerow hex. ◆ When battling an enemy unit that is on a Hedgerow hex, Infantry reduce the number of Battle dice rolled by 1, Armor reduce the number of Battle dice rolled by 2 and artillery Battle dice are not reduced. ◆ Line of Sight: A Hedgerow blocks line of sight. Hills ◆ Movement: No movement restrictions. ◆ Battle: When battling an enemy unit that is up a Hill, Infantry and Armor reduce the number of Battle dice rolled by 1 and Artillery Battle dice are not reduced. When battling an enemy unit at the same height as your unit, there is no Battle dice reduction. ◆ Line of Sight: A Hill blocks line of sight for units trying to look over the Hill. Line of sight is not blocked when units are at the same height and on the same Hill (plateau effect). Towns & Villages ◆ Movement: A unit that enters a Town hex must stop and may move no further on that turn. ◆ Battle: A unit may not battle the turn it moves onto a Town hex. ◆ When battling an enemy unit that is on a Town hex, infantry reduce the number of Battle dice rolled by 1, Armor reduce the number of Battle dice rolled by 2 and Artillery Battle dice are not reduced. Armor on a Town hex will reduce the number of Battle dice it rolls by 2. ◆ Line of Sight: A Town blocks line of sight. Turn #1: move and stop next to the Hedgerow hex Turn #2: you may now enter the Hedgerow hex Turn #1: move and stop next to the Hedgerow hex Turn #2: you may now move normally Allies attack from a lower elevation, rolling 2 dice instead of 3 But if they are on a hill too, they roll 3 dice Allies can battle because they are on the same height Other town and village hexes:
Picture
No picture is stored for this record.
Record 47676 · official · Review: approved
Base Game (classic) — PDF p. 15 [base-15-0]
- Rule Category
- Rulebook excerpt
- Description
- 1515 Rivers & Waterways ◆ Movement: A River is impassable terrain. A unit may only enter a River hex when the hex has a bridge. ◆ Battle: A unit on a River hex with a bridge battles as normal. ◆ Line of Sight: A River does not block line of sight. Oceans ◆ Movement: A unit that moves onto an Ocean hex may move a maximum of 1 hex. Units are assumed to be on landing craft or in shallow waters until they move onto a Beach hex. An Ocean hex is impassable terrain for retreat moves. ◆ Battle: A unit on an Ocean hex may not battle. ◆ Line of Sight: An Ocean does not block line of sight. Beaches ◆ Movement: A unit that moves onto a Beach hex may only move 2 hexes. ◆ Battle: No combat restrictions. A unit may still Take Ground after a successful Close Assault Combat. ◆ Line of Sight: A Beach does not block line of sight. Amphibious "DD" Sherman tank unit moves only one hex while in water On the next turn, it drops its flotation device, and moves 2 hexes onto the sand Axis Infantry rolled an Infantry and a Flag symbol The Allies unit cannot retreat, and so takes 2 casualties instead of 1 The Armor unit must take the bridge to cross the River The Infantry unit can fire over the River
Picture
No picture is stored for this record.
Record 47677 · official · Review: approved


