General Howitzer’s Field Guide to Memoir 44

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General Howitzer · Field Guide

Memoir '44 Rules Database

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17 matching records · page 2 of 2

Panther Tank Rule

Rule Category
Fan Created
Description
° 2 figures ° Moves 0-3 ° Attacks: 3,4,4 (better at long range) ° Hard to Hit - Only hit by Armor symbols ° Ignores the first retreat flag ° Mechanical failure: When entering forests, hedgerows, hills, roll 3 dice; star stops movement immediately and makes it unusable for next round

Picture

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Record 47061 · Fan-Created · Review: needs_review

Patton's Iron Fist

Rule Category
Fan Created
Description
Used in the 2026 Chicago's Finest Hour Tournament. When playing Allies in "Patton's Kasserine Crucible" scenario, At the end of the Allied players turn, when it is time to pick a fresh card, s/he can instead select any card from the DISCARD pile which they would like to use in one of their future turns. They may only do this once during the scenario. Why? Gen. Patton's determination in the face of battle often helped him to win against great challenges. This card honors the extra fortitude which he displayed in so many battles. This could, of course, be played in any scenario representing the 3rd Army in action.

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Patton's Iron Fist — rule card

Record 47527 · Fan-Created · Review: needs_review

Scotty Takes a Hit

Rule Category
Fan Created Troops
Description
Long before he became Chief Engineer Montgomery "Scotty" Scott on Star Trek, James Doohan was a decorated Canadian Army lieutenant who saw some of the fiercest fighting on D-Day. He was a Lieutenant in the 13th Field Regiment, Royal Canadian Artillery. James "Scotty" Doohan landed on Juno Beach, the Canadian invasion beach in Normandy, France, on June 6, 1944 (D-Day). During the day's fighting he: ° Helped lead his men through a field of anti-tank mines. ° Personally shot two German snipers. ° Reached higher ground and established defensive positions inland. He was hit six times (by friendly fire). Fortunately, Doohan carried a silver cigarette case in his left breast pocket—a gift from his brother. The bullet struck the metal case instead of penetrating his chest, deflecting away from his heart. That simple metal case almost certainly saved his life. Doohan later joked: "It was the one time smoking saved my life." Playability Rule: The "Scotty" Infantry unit can ignore the first hit against it in the scenario. Just one, and then it behaves as a normal Infantry unit. Place a special token on the Infantry unit representing the Scotty Defense Unit. This rule could definitely be played on the Juno Beach scenario, or any of the beach scenarios, if you like.

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Scotty Takes a Hit — rule card

Record 47551 · Fan-Created · Review: needs_review

The Teishin Shudan (Raiding Group)

Rule Category
Nations Fan Created
Description
The Teishin Shudan (Raiding Group) were the elite airborne and commando forces of the Imperial Japanese Army (IJA). In Memoir '44, they can be represented as high-mobility, surprise-strike shock troops designed for sabotage, night raids, and seizing key objectives behind Allied lines. Unit Setup & Composition Unit Composition: 4 Infantry figures. Mark the unit with a Japanese Special Forces / Elite badge. Movement: May move up to 2 hexes and battle, or move 3 hexes without battling. Special Rules 1. Tactical Combat Drop (Airborne Infiltration) When specified by scenario instructions, Teishin Shudan units start in Reserve off the board. On any turn you play a Recon card, instead of activating a unit on the board, you may perform an Air Drop with one Teishin Shudan unit: Choose any empty clear hex in that section (at least 2 hexes away from any Allied unit). Roll 1 Combat Die to simulate jump scatter: Infantry / Armor / Star: Safe landing on the chosen hex. Flag: Drift 1 hex toward the Allied map edge. Grenade: Drop successful, but lose 1 figure to jump casualties. The unit may not battle on the turn it drops. 2. Demolition & Sabotage Fortification Breakers: When Close Assaulting an enemy unit in a Bunker, Sandbag, or Pillbox, Teishin Shudan units ignore terrain dice reductions (they roll full combat dice). Sabotage Action: If a Teishin Shudan unit occupies a Bridge, Supply Depot, or Field HQ hex at the end of its turn, the Japanese player may immediately destroy the objective (remove it from the board) to claim 1 permanent Victory Medal. 3. Infiltration Movement Teishin Shudan units may move through enemy-controlled hexes (hexes adjacent to Allied units) without having to stop, as long as they do not end their movement on an occupied hex. Game Balance & Scenario Guidelines Deployment Limit: Restrict to 1–2 units max in custom scenarios (e.g., Pacific Theater airfield raids, Dutch East Indies drops, or Malayan campaign bridge demolitions.

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Record 47653 · Fan-Created · Review: needs_review

ULTRA Intercept

Rule Category
Fan Created
Description
Historical basis of this rule: Becasue ULTRA was able to break the ENIGMA codes, so that they could intercept Hitler's communications with Rommel, allowing them to avoid some of Rommel's attacks. Usage: Play this card after your opponent declares an attack against an Allied unit, but before any battle dice are rolled. The attack is not rolled. Instead, the targeted Allied unit receives one Flag result. The unit must retreat one hex if able, and the attack is never rolled. If the unit cannot retreat, normal retreat rules apply. This card may be played only by the Allied player and is discarded after use. Best scenarios for this card: -- This card is to be typically used with North Africa battles, where the intercepts historically occurred.

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ULTRA Intercept — rule card

Record 47639 · Fan-Created · Review: needs_review

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