General Howitzer’s Field Guide to Memoir 44

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General Howitzer · Field Guide

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41 matching records · page 2 of 4

Eastern Front — PDF p. 22 [eastern-22-0]

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Rulebook excerpt
Description
1 x10 x6 2 3 x12 x8 4 x15 x26 x37 x28 x113 x19 x210 x111 x112 Setup order RRRR iiii vvvv eeee rrrr BBBB uuuu gggg RRRR iiii vvvv eeee rrrr BBBB uuuu gggg Field BunkerField Bunker Matykaky River Jasnaja Supply Train 45 - [BARBAROSSA] RIVER BUG - JUNE 22, 1941

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Record 47823 · official · Review: approved

Eastern Front — PDF p. 23 [eastern-23-0]

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22 Historical Background On June 22, 1941, the 18th Panzer Division made an unusual assault across the River Bug. The first wave of infantry in Sturmboot assault craft was followed by anti-tank and artillery on decked inflatable rafts. Even more remarkable, were the following 80 tanks, originally waterproofed for operation Sealion, that slowly and successfully transversed the riverbed of the Bug. The Russians defending the area were the 62nd Fortified District. They had only limited support but had manned some prepared positions, including dug-in tank turrets. After the initial German Blitz, the infantry and tanks made quick work of the Russian defenders. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Axis Player N Take 6 Command cards. N You move first. Russian Player N Take 4 Command cards. Note: this bonus scenario requires both the Terrain Pack and the Eastern Front expansions to be played. Conditions of Victory N 5 Medals. An Axis unit that captures the bridge counts as one Victory Medal. Place an Objective Medal on the Bridge hex. As long as the Axis unit remains on the hex, it continues to count toward the Axis victory. If the unit moves off or is eliminated, it no longer counts. Special Rules Blitz Rules are in effect (p.4). Russian Command rules are in effect (see p.3). The bunkers are Field Bunkers (p.5). The Train is a Supply Train. Refer to p.12 of the Terrain Pack rules. The Supply Train, locomotive and car, are each loaded with one Infantry unit.

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Record 47824 · official · Review: approved

Eastern Front — PDF p. 24 [eastern-24-0]

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Rulebook excerpt
Description
- NEW FIGURES - The Eastern Front Pack provides a full Russian army with new figures. Russian soldier The war against Germany from 1941 to 1945 is referred to as the "Great Patriotic War" by the Russians. At the beginning of the war, the Soviet population was 130 million people (about the same as the USA). The USSR lost over 11 million soldiers in the war. As a point of comparison, for each American soldier lost against the Germans on the Western Front, 80 Soviet soldiers would fall on the Eastern Front. The savagery of combat on the Eastern Front made the warfare tactics very different from the Western Front. While the Western Front was a theater of strategic domination with lots of priso ners taken, Eastern Front tactics were designed and executed to achieve annihilation of the enemy. T-34 Tank Many say that the Soviet T-34 tank was "the best in the world" during WWII. Even though it was less sophisticated than the famous German "Tiger" tank, it had many features that proved invaluable during the war: its high-velocity gun made it a perfect tank killer, it had great cross-country capabilities, was fast moving and most of all, had a very long range. This made a big difference at the end of the war during the race to Berlin between the Soviets and the Allies. For these reasons, the T-34 was called "the tank that won the Great Patriotic War". The last action of the T-34 was in Europe in the 1990's during the Bosnian Civil War – fifty years after WWII! ZIS-3 Anti-tank Gun Derived from the ZIS-2 gun, the 76.2 mm Division Gun ZIS-3 went into production in 1942 as an anti-tank gun. The ZIS-3 was the most famous Soviet artillery piece. Even the Germans, who had previously always had better equipment, recognized that the Soviet gun was superior to theirs. Because of its low production cost, the ZIS-3 was mass produced. Over 10,000 were eventually made, and it was still in use until recently.

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Record 47825 · official · Review: approved

Eastern Front — PDF p. 3 [eastern-3-0]

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2 TABLE OF CONTENTS I. NEW TERRAIN TILES Trenches, City Ruins, Russian Villages, Winter Forest pp..22 Ravine, Mashes, Hill with Forest Hill with Village, Frozen River Factory Complex pp..33 II. NEW RULES Russian Command rules pp..33 Blitz Rules pp..44 III. NEW MEDALS Hero of the Soviet Union pp..44 Minefields pp..44 Battle Star Tokens pp..55 IV. NEW OBSTACLES Winter Field Bunkers pp..55 Dragon's Teeth pp..55 V. NEW BADGES Sniper pp..55 Russian Elite pp..66 Combat Engineers pp..66 Cavalry pp..66 Finnish Ski Troops pp..66 This icon indicates that we are introducing a new rule to MEMOIR '44. PAGE REFERENCES: A page number written like this: M44 p.7 indicates page 7 inside the original rules book of MEMOIR '44. A page number written like this: p.9 indicates page 9 inside this booklet. I. NEW TERRAIN TILES Trenches N Movement:An Infantry or an Armor unit that moves onto a Trench hex must stop and may not move further on that turn. A Trench is impassable to Artillery. N Battle: An armor unit on a Trench hex may not battle. When battling an enemy unit that is on a Trench hex, Infantry and Armor reduce the number of Battle dice rolled by 1, and Artillery Battle dice are not reduced. An Infantry unit in Trenches may ignore the first flag rolled against it. N Line of Sight: Trenches do not block line of sight. City Ruins By default, City Ruins have the same effect as a Town & Village hex ( M44 p.14). In addition, a unit on a City Ruins hex may ignore the first flag rolled against it. Only Infantry units may enter a City Ruins hex. Russian Villages Russian Villages have the same effect as a Town & Village hex (M44 p.14). Winter Forest A Winter Forest hex has the same effect as a Forest hex (M44 p.13), and is used here for better visual effect.

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Record 47804 · official · Review: approved

Eastern Front — PDF p. 4 [eastern-4-0]

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Description
3 Ravine N Movement: Impassable to Armor and Artillery. No movement restrictions for Infantry. N Battle: No combat restrictions. An Infantry unit on a Ravine hex may ignore the first flag rolled against it. N Line of Sight:A Ravine does not block line of sight. Marshes N Movement: An Infantry or Armor unit that moves onto a Marsh hex must stop and may not move further on that turn. A unit that leaves a Marsh hex may only move onto an adjacent hex. An Artillery unit may not enter a Marsh hex. N Battle: An Infantry unit on a Marsh hex does not have any battle restrictions. An Armor unit may not battle, the turn it moves onto, or out of, a Marsh hex. An Armor unit that makes a successful Close Assault Combat on a unit in a Marsh hex may Take Ground but may not make an Armor Overrun. N Line of Sight: A Marsh hex does not block line of sight. Note: although these marshes are snowy, they are played exactly like the ones in the Terrain Pack expansion. Hill with Forest, Hill with Village These terrains hexes are used for visual effect only. The Hill on Forest has the same effect as a Forest ( M44 p.13), and the Hill with Village has the same effect as a Village ( M44 p.14). Frozen River The river is frozen and may be crossed. The ice, however, in some parts is not thick, nor safe. Whenever a unit moves or retreats onto a Frozen River hex, roll two battle dice. For each Star rolled, 1 figure is lost. There are no other movement or battle restrictions. Factory Complex See specific scenario rules for Factory Complex. By default, it has the same effect as a Town & Village hex ( M44 p.14). II. NEW RULES POLITICAL COMMISSAR Stalin's paranoia of any potential rivals resulted in the purge of some of the best and brightest officers in the Red Army in 1937-1938. Those who remained were timid leaders or groveling "yes-men" to their political commissars. In the heat of the most ferocious battles, soldiers were often forced into combat under the gun of their own unit's political commissar. Russian Command rules Deal Command cards to each side per the scenario's briefing notes. The Russian player must then select one card from his hand and place it under the Commissar Chip. The Command card under the

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Record 47805 · official · Review: approved

Eastern Front — PDF p. 5 [eastern-5-0]

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4 Commissar Chip is the Command card he will play on his next turn. When the Russian player takes his turn, he selects one card from his hand to be placed under the Commissar Chip and takes the card that is under the Commissar Chip and plays it as his Command card this turn. At the end of his turn, the Russian player draws a new Command card into his hand as normal. On the Russian player's turn, in lieu of playing the Command card already committed under the Commissar Chip, the Russian player may choose to play from his hand a 'Recon 1' Command card or a 'Counter-Attack' Command card. The Command card under the Commissar Chip is not used and remains under the token until the next turn. The Russian player may also play the Ambush card from his hand per the standard rules. BLITZ RULES Scenarios occurring in the early years of WWII often use the Blitz Rules . N The Axis player may play a 'Recon 1' card as an Air Power Tactic card in that section (at least one target hex must be in the section): target a group of 4 or fewer enemy units adjacent to each other. Roll 1 battle dice per hex (Axis air attack). N Armor movement is amended as follows: An ordered Axis armor unit may move up to 3 hexes and battle while an ordered Allied armor unit may only move up to 2 hexes and battle. III. NEW MEDALS Hero of the Soviet Union Medal This medal was the highest degree of distinction in the former USSR. Created in 1934, it was awarded to over 12,500 people, mostly during the 1941-1945 war between Germany and the Soviet Union (called "The Great Patriotic War" by the Russians). Minefields The scenario briefing notes indicate which side will lay Minefields out. Minefields are set up on the board at the same time as terrain hexes. Before placing any Minefield, set all Minefield pieces with their picture of the land mine face up. Mix the pieces. Now place one Minefield piece, selected at random, face up (numbered side hidden) on each Minefield hex indicated by the scenario. Return any unused Minefield pieces to the box, their numerical face still hidden from the players’ view. When entering a Minefield, a unit must stop and may not move any further on that turn. If the unit entering the Minefield is an enemy unit, turn the Minefield piece over to reveal its strength number. If the Minefield is a decoy (“0” strength), remove it from the board. Otherwise, roll a number of Battle dice equal to the Minefield’s strength. Score 1 hit for each die matching the unit’s symbol or a grenade. Ignore all other symbols, retreat flag included. After any explosion, the Minefield remains in effect, its strength face up and visible to both players. If the unit entering the Minefield is a friendly unit (i.e. a unit that belongs to the player who laid the Minefield down), the unit must still stop, but will ignore the Minefield, never revealing it, if hidden, nor rolling dice. Note: In accordance with the general rules of retreat, a Minefield has no effect on retreat moves. Therefore, a r

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Record 47806 · official · Review: approved

Eastern Front — PDF p. 5 [eastern-5-1]

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Description
ce equal to the Minefield’s strength. Score 1 hit for each die matching the unit’s symbol or a grenade. Ignore all other symbols, retreat flag included. After any explosion, the Minefield remains in effect, its strength face up and visible to both players. If the unit entering the Minefield is a friendly unit (i.e. a unit that belongs to the player who laid the Minefield down), the unit must still stop, but will ignore the Minefield, never revealing it, if hidden, nor rolling dice. Note: In accordance with the general rules of retreat, a Minefield has no effect on retreat moves. Therefore, a retreating unit may move through a Minefield without stopping. Retreating units that move onto or through a Minefield do not roll for hits.

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Record 47807 · official · Review: approved

Eastern Front — PDF p. 6 [eastern-6-0]

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5 BATTLE STAR TOKENS Battle Star tokens are generic tokens used to denote special effects, unique events, actions or triggers associated with a given terrain hex or unit for the duration of a scenario. Many Battle Star effects are described in the Terrain Pack expansion, because of all the special terrains and landmarks that can be found in that expansion. Use of the Battle Star tokens is indicated in the Special Rules of scenarios. Camouflage When the scenario indicates it, a Battle Star token may be used to mark units with camouflage. You may only target a camouflaged enemy unit in a Close Assault combat (adjacent hex). A camouflaged unit must remove its Battle Star if it battles or moves because it loses its Camouflage. IV. NEW OBSTACLES AND TOKENS Winter Field Bunkers Same effect as a Bunker (M44 p.16). In addition, either side may claim it as a defensive position. Dragon's Teeth N Movement: Only Infantry may enter a Dragon's Teeth hex. An Infantry that enters a Dragon's Teeth hex must stop and may not move further on that turn. N Battle: No combat restrictions. N Line of Sight: A Dragon's Teeth hex does not block line of sight. V. NEW BADGES Sniper Place a single Infantry figure and a Sniper Badge in the hexes indicated in the scenario. A Sniper is ordered like an Infantry unit. An ordered Sniper: N May move like a Special Forces infantry unit, 1 or 2 hexes and battle. N May battle when he moves onto terrain type (woods, towns, etc.) where standard infantry could not battle. He must still stop and move no further in any terrain that limits movement. N May retreat up to 3 hexes instead of the standard 1 hex on any retreat flag rolled. An ordered Sniper unit may target an enemy infantry or artillery unit 5 or fewer hexes away. It must have line of sight to its target. A Sniper's battle dice are not reduced when targeting an enemy unit in terrain. A Sniper will roll 1 die in combat and scores one hit on a target symbol, Grenade or Star symbol rolled. A flag will cause the target unit to retreat as normal. A Sniper cannot target an armored unit. A Sniper may be targeted as normal but only a Grenade symbol will score a hit. The Sniper is removed when hit and does not count as a medal Note: If a Sniper is adjacent to an enemy unit it must combat the adjacent unit. If the only adjacent unit is a tank, which a Sniper cannot target, the sniper must move before he may battle.

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Record 47808 · official · Review: approved

Eastern Front — PDF p. 7 [eastern-7-0]

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6 Combat Engineers Combat Engineer units were used throughout WWII to increase the combat effectiveness of the Corps. They provided mobility, counter−mobility, survivability, topographic and engineering support. An Engineer unit moves and battles like a Standard unit. However: N In Close Assault Combat, an Engineer unit ignores all terrain Battle dice reductions, i.e. their enemies are not protected by their terrain. N An Engineer unit that is on a hex with wire will reduce the number of Battle dice it rolls by 1 and may also remove the wire from the hex on the same turn. N An Engineer unit that moves onto a Minefield hex and that is eligible to battle must clear the Minefield hex instead of battling. If the Engineer unit cannot clear the Minefield, it detonates. Cavalry The Infantry with a Cavalry badge are Cavalry units. Place 4 Infantry figures and a Cavalry Badge in the hexes as indicated in the scenario. A Cavalry unit is ordered like a regular infantry unit. An ordered Cavalry unit: N May move up to 3 hexes and battle. N May battle any enemy target 2 or fewer hexes away. It rolls 2 dice in Close Assault and 1 die against a target at 2 hexes. N May, on a successful Close Assault Combat, take ground and battle again, using the same rules as the Armor Overrun Combat (see M44 p.11). Russian Elite Use this badge to indicate Russian Special Units. Finnish Ski Troops The Finnish Special Forces Infantry are Ski troop units. Place a Finnish badge in the same hex with these units to distinguish them from the other units. These units only have 3 figures. An ordered Ski unit: N May move up to 3 hexes and battle. It rolls 3 dice in Close Assault and 2 dice against a target unit 2 hexes away. N May battle when the unit moves onto terrain type (woods, towns, etc.) where standard infantry could not battle. The unit must still stop and move no further in terrain that limits movement. N May retreat up to 3 hexes instead of the standard 1 on any retreat flag rolled.

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Record 47809 · official · Review: approved

Eastern Front — PDF p. 8 [eastern-8-0]

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38 - [RUSSO-FINNISH WAR] SUOMUSSALMI -DECEMBER 8-16, 1939 1 x10 x7 2 3 x2 x16 4 x75 x27 x78 x16 Setup order Frozen Lake Frozen Lake Frozen Lake Frozen Lake Frozen Lake Field Bunker Suomussaimi Hulkoniemi Makinen’s Roadblock

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Record 47810 · official · Review: approved

Eastern Front — PDF p. 9 [eastern-9-0]

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8 Historical Background The Soviet Army crossed the border into Finland in the last days of November, 1939. On December 8th, they reached the lightly defended village of Suomussalmi. The next day, Colonel Hjalman Siilasvuo, a veteran of WWI, brought in reinforcements and took command of the Finnish defenses. His mission was to destroy the Russian forces and force them out of the village - a tall order, as the enemy was well supplied and numerically superior. One of Siilasvuo's first orders was for Captain J. A. Makinen to set up a roadblock to slow the continuing advance of the Russian 44th Division. While the roadblock operation was being developed, Siilasvuo launched an attack against the Russian positions in and around Suomussalmi. The Soviets, however were too well entrenched and little headway was made in the first few days of the battle. In time, the Finnish ski troops, fighting on home ground, were able to slowly tighten the ring around the villages and by the first week of January had defeated the larger Soviet force. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Finnish Player N Take 6 Command cards. N You move first. Russian Player N Take 4 Command card. Conditions of Victory N 6 Medals. If Finnish units occupy 3 of the 4 town hexes at the end of their turn, they win immediately. Special Rules The Air Power card is played as an Artillery Bombard Tactic card: 'Artillery battles twice or moves up to 3 hexes'. The bunker is a Field Bunker (p.5). The River represents the Frozen lakes in the area. Refer to p.3 about frozen rivers. The Finnish Special Forces Infantry are Ski troop units. Place a Finnish badge in the same hex with these units to distinguish them from the other units. These units only have 3 figures. See p.6 for more details about Ski Troops. Russian Command rules are in effect (see p.3).

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Record 47811 · official · Review: approved

Equipment Pack — PDF p. 2 [equipment-2-0]

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Description
MEMOIR’44 EQUIPMENT PACK Congratulations on your purchase of this Equipment Pack, the largest set of figures ever released for Memoir ‘44. This Equipment Pack contains hundreds of new figures useful for playing scenarios that involve: Memoir '44 base game Terrain Pack Campaign Book #2 Eastern Front Mediterranean Theater Winter /Desert Board Air Pack Breakthrough Winter Wars Battle Map Pacific Theater Campaign Book #1 N 4 Minor WWII Nations:France (French Infantry 1940); Italy (Obice da 75/18 Italian Gun); Poland (Polish Cavalry); and Finland (Finnish Ski Troops) N Artillery Pieces:The M7 Priest (Mobile Artillery), Flak 88 (Heavy AntiTank Gun), Long Tom (Big Gun) and Nebelwerfer (Screaming Meemies) N Beach Landing Equipment: The LCT 202 (Landing Craft) and Hobart’s Funnies (Churchill Tank with 5 different accessories!) N Special Weapon Assets: The M2 Mortar and M2 Machine Gun N Tank Destroyers: The Elefant Panzerjäger N Command Cars: The Kübelwagen N Snipers: Perfectly set for urban combat N And additional copies of already-issued Tanks and Vehicles: The Tiger Tank, Sd.Kfz 250 Half-Track, Dodge-WC63 Truck and Jeep Willys • A word about these figures • Colors and Paint - All the figures included in this pack are cast in neutral gray plastic, allowing you to use them as stand-ins for units or replacement for badges on either side of the battlefield. If you wish to paint them, we recommend washing them in soapy warm water and priming them first. Minor Nations - When playing a Minor Nation, use the figures unique to that Minor Nation’s specific power(s), side-by-side with other normal figures of that same side (Allies or Axis) to form a complete army for the scenario. Hobart’s Funnies -The Churchill tank included in this pack is the most sophisticated figure we’ve released for Memoir ‘44 yet. It comes with 5 distinct accessories, each with its own unique capabilities. We have provided more of these tanks and accessories than you will typically need. We recommend gluing some of the smaller accessories, especially the tiny Petard Mortar, directly onto some (but not all) of your tanks, to avoid losing them. This icon indicates that we are introducing a new rule to Memoir '44. This icon indicates that we slightly updated already existing cards. Many of the figures included in this pack were already released as badges in earlier expansions. If you own any of these, simply use your new figures in lieu of the earlier Troop badges. Keep the badges to differentiate your figures if playing the same unit (e.g. Snipers) from both sides on the same battlefield. Various icons indicate rules that were already introduced in a prior expansion pack. I. Artillery pieces Flak 88 (Troops 23 - Heavy Anti-Tank Gun) When indicated in the scenario’s Briefing Notes, place a Heavy Anti-Tank Gun unit (two Flak 88 figures) on the corresponding hex. A Heavy Anti-Tank Gun unit is treated like Artillery for all purposes. It is ordered by the same Tactic cards, hit by the same dice r

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Record 47946 · official · Review: approved

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