General Howitzer’s Field Guide to Memoir 44

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General Howitzer · Field Guide

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Mediterranean Theater — PDF p. 3 [mediterranean-3-1]

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Rulebook excerpt
Description
. . . . . . . . . . . . . 11 Italian Special Forces . . . . . . . . . . . . . . . . 11 VI. SCENARIOS . . . . . . . . . . . . . . . . . . . . . . . . 11 [Operation Battleaxe] Hellfire Pass . . . . . . . 12 [Operation Crusader] Sidi Rezegh Airfield . . 14 [Operation Crusader] Dug in at Sidi Omar . . 16 [Battle of Gazala] Flanking Maneuver at Bir Hakeim . . . . . . . . . . . . . . . . 18 [Battle of Gazala] Panzers versus Grants . . . 20 [Battle of Gazala] 1st Armoured to the rescue . . . . . . . . . . . . . . . . . . . . . . . . 22 [Battle of Gazala] Into the Cauldron . . . . . . 24 [Battle of Gazala] Escape via the Coastal Road . . . . . . . . . . . . . . . . . . . . . . . 26 This icon indicates that we are introducing a new rule to Memoir '44. When used, these icons refer to the following prior expansions for Memoir '44. Terrain Pack Eastern Front Pacific Theater Desert / Winter Air Pack Battle Maps M44 BRIT expansion rules EN:Mise en page 1 24/06/08 16:16 Page 4

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Record 47892 · official · Review: approved

Mediterranean Theater — PDF p. 8 [mediterranean-8-0]

Rule Category
Rulebook excerpt
Description
8 The British Army The Mediterranean Theater provides you with a full British army, including: 42 "Desert Rats" figures - The soldiers of the British Eighth Army were a truly multi-national force, whose personnel came from all corners of the British Empire and Commonwealth (as well as a smaller contingent of exiles from Nazi-occupied Europe). They f irst saw action during Operation Crusader and soon became one of the best-known formations of World War II, participating in all major actions of the North African and Italian campaigns. 24 Crusader Tanks - With over 5,300 units produced, this tank was arguably the most important, if not the most loved, British tank of the North African campaign. It f irst saw combat during Operation Battleaxe - the British Army push into Eastern Cyrenaica - and played a crucial role in the relief of the Siege of Tobruk, whose namesake was the tank itself - Operation Crusader! 6 Ordnance QF 25 pounder guns -This remarkable gun was designed for both direct-f ire and high-angle, howitzer-type fire capabilities. Because of its speed and versatility, it became the mainstay of British field Artillery in World War II and well beyond. Some units were still used in combat in less than a decade ago! Special Weapon Assets The advent of World War II, and its now fully industrialized weapons production, marks the most frantic period of weapons development in the history of humanity. Massive numbers of new designs and concepts are fielded, often with great success, though frequently at a cost to the experimenters! In Memoir '44, some of these new weapons now find themselves embedded inside units whose combat capabilities they enhance or modify. These weapons are commonly referred to as Special Weapon Assets. Special Weapon Assets (SWAs) are represented by their own equipment piece. This piece is placed with the figures of the unit it is embedded in. It is removed when the last figure of the unit it is attached to is lost. Note that the SWA itself does not count as an additional Medal, so only one Medal is collected when a unit with a SWA is eliminated. An Infantry unit with a SWA attached is treated like an Infantry unit for all purposes; it is ordered by the same Tactic cards, hit by the same dice rolls, etc. However, an Infantry unit with a SWA can never Take Ground. N Anti-Tank Gun The development of man-portable, anti-tank weapons took off during World War II. Their High Explosive Anti-Tank (HEAT) shells were soon found to penetrate armor better than some of the larger, much less mobile, anti-tank guns, at a fraction of the weight. The British PIAT, first fielded during the invasion of Sicily, was one such early device, though not the one represented in Memoir '44. Special Weapon Assets are designed to be generic in nature. They are cast in grey plastic so they can be assigned to any army regarding of the figures' color. As a physical model we opted for the more common M1A1 Rocket Launcher - more familiarly known as the "Bazoo

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Record 47899 · official · Review: approved

New Flight Plan — PDF p. 2 [flight-2-2]

Rule Category
Rulebook excerpt
Description
nt ............................. 5 ◆ Air to Ground Combat ......................... 6 ◆ Dogfight .......................................... 7 ◆ Air Unit Withdrawing ......................... 7 ◆ Ground to Air Combat ......................... 7 ◆ Command Cards ................................. 8 ◆ Compatibility with Other Expansions .... 8 ◆ Additional Gameplay Example .............. 9 ◆ Air Units ......................................... 10 ● 1 Rule Booklet ● 30 Air Combat Cards ● 18 Machine Gun Markers ● 12 Bomb Markers ● 16 Airplane Models ● 3 Airplane Stands ● 1 Scenario Booklet ● 8 Summary Cards ● 15 Nation Markers Contents Western Front Pacific Theater Eastern Front Mediterranean Theater Axis Axis Axis -- Axis Axis Axis Axis Allies Allies -- Allies Axis Axis Axis Axis Axis -- -- -- Axis Axis Axis -- Allies Allies -- Allies FRONT 1939 1941 19441940 19431942 1945 Fighter Bomber Fighterbomber The fighter-bomber performs a standard attack run but rolls 3 dice for each bomb marker on enemy tank unit or hex with Bunker. Roll the normal 1 die when targeting other enemy units. For all attacks during this run, hits are also scored when rolling a Star and Flags cannot be ignored. Tank & Bunker BusTing AC 01

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Record 47984 · official · Review: approved

Official FAQ v2 — PDF p. 3 [faq-3-0]

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Rulebook excerpt
Description
Contents iii XI. Overlord 63 General Questions 63 Imperial Japanese in Overlord 63 Airplanes in Overlord 63 Overlord on the Eastern Front 63 XII. Scenarios 65 Battle of Abbeville 65 Breakout At Klin 65 Breakthrough at Mortain 65 Breakthrough to the Beach 66 Cadets of Saumur 66 First Wave - Omaha Beach 66 Hedgerow Hell 67 Manado Landings 67 The Meat Grinder 67 Misprints in the Air Pack 68 Nijmegen Bridges 68 Noville to Foy 68 Operation Epsom 68 Operation Lüttich 69 Operation Market Garden 69 Pegasus Bridge 69 Peleliu Landings Overlord 70 Pointe-Du-Hoc 70 Raid on Barce 70 Red Barricades Factory 70 Resistance at Marvie 71 River Bug 71 Sainte-Mère-Eglise 71 Saverne Gap, Vosges 72 Schwammenauel Dam 72 Sea of Azov 72 St. Vith 72 The Surrender of Elster’s Column 73 Sword Beach (Breakthrough) 73 Sword of Stalingrad 73 The Tatsinskaya Raid 74 Wake Island 74 Foreword Welcome to the Official FAQ Document for Memoir ’44. As many of you have discovered, Memoir ’44 by design is not a complex game. With this in mind, our goal from the very outset was to present the rules for the core set and all expansions in a logical and concise manner. The only problem is that players sometimes have different interpretations of how to play no matter how concise the rule, and they look for clarification to be sure they are playing correctly. An official comprehensive clarification is finally here in this Frequently Asked Questions (FAQ) document for Memoir ’44. The FAQ document covers all card questions and mirrors the Official Card Compendium. The Card Compendium can be found at www.memoir44.com and is the most up-to-date location for future questions. In addition to card questions, this document covers general Memoir ’44 questions, overlord questions, and questions about specific scenarios. We encourage players to print this document and keep it in their Campaign Bag for easy reference. A special thanks goes out to Jesse Rasmussen whose dedicated effort on this project was inspiring. Thanks Jesse! Have fun and enjoy! and the Scouts of Memoir ‘44 When used, these icons refer to the following expansions for MeMoiR ’44. The numbers in front of the icons refer to page numbers in the indicated expansion rule book. Base Game Eastern Front Terrain Pack Desert/ Winter Pacific Theater Air Pack Battle Maps Med. Theater Campaign Book #1 Winter War Campaign Book #2 Breakthrough Kit Equipment Pack

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Record 47684 · faq · Review: approved

Official FAQ v2 — PDF p. 34 [faq-34-0]

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Rulebook excerpt
Description
Troops 31 Q. How does an Engineer unit play? A. Engineer unit rules are described on p. 13 of the Terrain Pack or on p. 6 of the Eastern Front. But in greater detail: When scenario Special Rules state – “Place a badge on the xxx Engineer units”, place an Engineer badge in the same hex with the unit to distinguish it from the other units. Examples: » An ordered Engineer unit may move up to one hex and battle or two hexes and not battle (like a standard Infantry unit). » An ordered Engineer unit may target any enemy unit three or fewer hexes away. It rolls three dice in Close Assault (enemy in adjacent hex), two dice against a target at two hexes and one die against a target at three hexes. » In Close Assault combat, an Engineer unit ignores all terrain and obstacle Battle dice reductions, i.e. an enemy unit is not protected by terrain or an obstacle it occupies. » An Engineer unit that is on a hex with Wire may both battle, and remove Wire. The unit will reduce the number of Battle dice it rolls by one and also remove the Wire from a Wire hex. The Engineer unit must be able to battle to remove Wire. It may not make a movement of two hexes and remove Wire. If the Engineer unit, however, is ordered by an Infantry Assault card, it could move two hexes, battle and remove Wire, but could not move three hexes and remove Wire because then it could not battle. » An Engineer unit that moves onto a Minefield hex and is eligible to battle must clear the Minefield hex instead of battling. If the Engineer unit cannot clear the Minefield, it detonates. The Engineer unit must be able to battle to remove a Minefield. It may not make a movement of two hexes and remove a Minefield unless it was ordered by an Infantry Assault card, in which case it could move two hexes and remove a Minefield, but could not move three hexes and remove a Minefield because then it could not battle. Q. If an Engineer is ordered with Behind Enemy Lines , what is he allowed to do? Can he move three hexes into a Minefield, battle normally, Take Ground, then move three more hexes and end in another Minefield, all without blowing up any Mines? A. The rules say, “An Engineer unit that moves onto a Minefield hex and that is eligible to battle must clear the Minefield hex instead of battling.” Therefore if an Engineer unit is ordered by the Behind Enemy Lines card and ends its first part of the Behind Enemy Lines move on a Minefield hex, it must clear the Minefield instead of battling. Also because there was no battle, the unit may not Take Ground. Note: an Engineer unit ordered by the Behind Enemy Lines card, may move through a Minefield hex. The unit does not have to stop because the Behind Enemy Lines card allows the ordered unit to ignore terrain movement restrictions. A hex with a Minefield piece, like other man-made fixed obstacles, is considered terrain. Q. If an Engineer unit starts its turn in a Minefield and chooses not to move, can he battle or is he required to remove the Mine? A. W

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Record 47730 · faq · Review: approved

Official FAQ v2 — PDF p. 36 [faq-36-0]

Rule Category
Rulebook excerpt
Description
Troops 33 CaValRy Q. Cavalry is considered an Infantry unit that can do Overrun attacks. So may a Cavalry unit Close Assault, Take Ground after the successful Close Assault and battle again, then play a Heat of Battle card to Take Ground and battle again? A. Yes Q. When ordered using Infantry Assault, can Cavalry move 4 hexes and battle? A. No. In this situation, Cavalry may only move 3 hexes and battle. Note: Ski Troops behave the same way with Infantry Assault. snipeRs Q. Snipers always battle with one die, so do Command cards like Their Finest Hour give Snipers a +1 die? A. Yes. Command cards that order an Infantry unit to battle with one additional die will apply to a Sniper figure as well. Those cards are: Their Finest Hour, Firefight, Close Assault and Behind Enemy Lines. Q. May a Sniper unit be ordered using a Behind Enemy Lines card. A. Yes. Any Infantry unit can be ordered with Behind Enemy Lines unless the rules for the unit say differently. Q. Are Snipers still only vulnerable to the Grenade symbol when attacked by Air? A. No. A Grenade and a Star will score a hit on a Sniper when being attacked with an Air Power Command card or being Strafed by an Airplane. This is because the attacker’s interpretation prevails and Air Power and Airplanes score hits on a Star. Q. Are Snipers still only vulnerable to the Grenade symbol when attacked by another Sniper? A. No. A Grenade and a Star will score a hit on a Sniper when being attacked by another Sniper. This is because the attacker’s interpretation prevails and Snipers score hits on a Star. Q. The Eastern Front rule book says that Snipers hit on the Star symbol but the summary card doesn’t say that. Which one is correct? A. The rule book is correct. Snipers hit on the target symbol, Grenade, and Star symbol. Note: Targets do not get any protection from Snipers. Q. Are Snipers able to fire out of Wire? A. No, the -1 die means they have zero attack ability according to the rules; unless they have been given an additional die on the turn they are in the Wire. Q. Can a Sniper move two hexes into a Jungle hex and still battle? A. No, a Sniper moves like a Special Forces Infantry unit, one or two hexes and battle. Jungle terrain rules do not allow a Special Forces Infantry unit to move two hexes into the Jungle hex and still battle. Therefore a Sniper cannot move two hexes into a Jungle hex and battle. 8 6 ✪ 4 figures ✪ Fire at 2, 1 ✪ Moves 0-3 and battle ✪ On successful Close Assault, may Take Ground and battle again like Armor Overrun combat ski TRoops 9 6 10 5 ✪ 1 figure ✪ Fire at 1, 1, 1, 1, 1 ✪ Move 0-2 and battle ✪ Move onto any terrain and may still battle, but must still obey terrain movement restrictions ✪ May not target an Armor unit ✪ Sniper is only hit on Grenade symbol ✪ Sniper does not count as Victory Medal when eliminated

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Record 47734 · faq · Review: approved

Official FAQ v2 — PDF p. 66 [faq-66-1]

Rule Category
Rulebook excerpt
Description
ignored because Japanese Infantry never retreat? A. The Japanese unit must retreat. Japanese Infantry only ignore Flags when they are being attacked. aiRplanes in oVeRloRD Q. Is the Air Pack compatible with the Overlord version of Memoir ʻ44? A. Yes. The rules are available for download on the Memoir ʼ44 Overlord page: http://www. memoir44.com/content/overlord/. They accommodate both single and multiple copies of the Air Pack played in conjunction with Overlord scenarios. A reference page is also available under the Rules & Goodies section of the web site. Note: Check the Overlord and Air Pack FAQ for further questions. oVeRloRD on The easTeRn fRonT When Russian Command rules are in effect (Commissar rules) the Soviet Commander-in-Chief cannot normally play Command cards nor hand out orders to his Field Generals directly from his hand. Instead, he must use Command cards that were placed under his Commissar chip prior to this turn. The Air Sortie (if Air Rules are in effect), Ambush and Counter-Attack cards are exceptions; they may be played as normal. The Air Sortie card will be visible on the table, and the Counter-Attack card is played directly from the Soviet Commander-in-Chief’s hand, but only if playing these card(s) AND the Command cards already placed

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Record 47784 · faq · Review: approved

Official FAQ v2 — PDF p. 67 [faq-67-0]

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Description
OverlOrd 64 under the Commissar chip during the prior turn do not exceed the maximum of three Command cards played during a turn! In addition, unlike in a standard Eastern Front scenario, in Overlord mode, Recon 1 cards cannot be played directly from a Soviet Commander-in-Chief’s hand. Instead, they are placed under the Commissar chip. At game start, the Soviet Commander-in-Chief must thus place up to three Command cards of his choice under his Commissar chip. These are the cards he must play or hand out during his next turn. At the start of each turn, after taking the Command cards placed under his Commissar chip, the Soviet Commander-in-Chief must repeat this process and place some new Command cards under the chip, in preparation for the next turn. In no case can he ever place or have more than three cards under his chip. A Counter-Attack may be played directly from the Soviet Command-in-Chief hand along with one or two Command cards from under the Commissar chip. A Counter-Attack card played from the Soviet Commander-in-Chief’s hand may be used to issue the same order just played by an opposing Field General or counter a card played by the opposing Commander-in-Chief. It is important to note that the Counter-Attack card may only be played from the hand along with one or two cards under the Commissar chip. If there are three Command cards under the Commissar chip the Soviet Command-in-Chief may not play a Counter-Attack card from his hand because it would exceed the three card limit. Also note that all the Command cards under the Commissar chip must be played. The Soviet Command-in-Chief may not choose to play only one card from under the Commissar chip and leave one card under the chip. The Soviet Command-in-Chief, in lieu of playing the Command cards already committed under the Commissar Chip, may choose to play up to three Counter-Attack Command cards from his hand. The Command cards under the Commissar chip are not used this turn and will remain under the token until the next turn. Counter-Attack cards can also be placed and played from under the Commissar chip, if the Soviet Commanderin-Chief wishes to. The limit of three Command cards placed under the chip and three Command cards maximum being played during the turn must still be respected. When the Soviet Command-in-Chief places a Counter-Attack card under the Commissar chip along with at least one other Command card, it may only be used to issue the same order just played by an opposing Field General. A Counter-Attack card that is under the Commissar Chip, along with at least one other Command card, may not be used to counter a Command card (Their Finest Hour, Barrage, Air Power, or a Counter-Attack) that was just played by the opposing Commander-in-Chief. However, a lone Counter-Attack card under the Commissar chip may be used to either counter a single order from a Field General on the board or to counter the order of a Commander-in-Chief. The Ambush card requires the Commander-in-Chi

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Record 47785 · faq · Review: approved

Official FAQ v2 — PDF p. 73 [faq-73-0]

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Description
ScenarioS 70 peleliu lanDinGs oVeRloRD Q. On p. 22 of the Pacific Theater Rules booklet it shows four (4) HQ and Supply Tents used in the set-up. On the Official Scenario Listing online http:// www.daysofwonder.com/memoir44/en/editor/view/?id=1517 it shows four (4) Pacific Villages being used in the set-up. Which of these terrain tiles are the correct ones to use? A. The four (4) Pacific Villages should be used in the set-up. poinTe-Du-hoC Q. May an Infantry unit Take Ground up the Cliffs at Pointe-Du-Hoc, after a successful Close Assault? A. An Infantry unit that successfully Close Assaults an enemy unit that is on the Cliffs at PointeDu-Hoc, from the Beach hexes below, CANNOT Take Ground (unlike in the original base game version of the same scenario). This helps make the job of the Rangers quite a bit tougher as they try to move up the Cliffs, and conform to the Cliffs & Sea Bluffs summary card introduced in the Air Pack. RaiD on baRCe Q. May I retreat my Long Range Patrol Car through a Town in the Raid on Barce scenario? A. No, Town hexes are considered impassable terrain for Long Range Patrol Cars and Armor in the Raid on Barce scenario. ReD baRRiCaDes faCToRy Q. The Conditions of Victory section is a little unclear (original Eastern Front version). A. The text should read that the hexes with both an Axis and Allied medal count as a medal for the side that occupies the hex. In addition, the four contiguous Ruins and Factory hexes at the Red Barricades Factory complex form a Temporary Majority Medal Objective worth two medals for whoever controls it. 22 22 22 #4 13 67

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Record 47796 · faq · Review: approved

Overlord — PDF p. 2 [overlord-2-0]

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Description
2 INTRODUCTION The supplement that you hold in your hands is designed to let you relive the battles of WWII on a grand scale. With up to 4 players per side, you will soon experience the highs and lows of being part of a military-style chain of command. If you already own two copies of Memoir '44, your main interest will be the two new Command decks that come with this pack. These decks have been redesigned especially for Overlord games: you no longer need to reference the original Overlord rules to interpret the cards properly since all you need to know is now directly written on these cards; and you won't have to worry about re-sorting your decks once the battle is over! The eight additional dice provided will also prove handy. When combined with the two sets you already own, they will let you give four dice to each of the six Field Generals in the game. Since you already own two boards and two sets of terrain tiles and figures, you can play any of the Overlord scenarios posted onwww.memoir44.com. If you own a single copy of Memoir '44, this expansion also offers you a "poor man's" set of token figures to supplement your existing set and field a complete army on Overlord battlefields. Of course, if you already own some of the Army packs (Eastern Front, Pacific Theater) and do not mind the color difference, you could also use these figures instead! All of the scenarios published in our Memoir '44 Battle Map series contain ready-to-play pre-printed battle maps, complete with terrain tiles, special rules and troops pre-positioned, so that you can get playing right away. Enjoy! The Days of Wonder Hig h Command COMPONENTS • Two identical decks of Overlord Command cards , each containing 40 Section cards, recognizable by their dark brown background; 20 Tactic and 2 Air Sortie cards, recognizable by their dark blue background; and 2 updated Nations Summary cards. • Eight Additional Memoir '44 dice • Two Punchboards of Figure Tokens, respectively American/Russian and German/Japanese. These punchboards contain enough tokens to complement a single set of Memoir '44 figures and play any of the Overlord scenarios published to date. An American / Russian Infantry figure A German / Japanese Armor figure An American / Russian Gun figure a Section card a Tactic card a Nations card M44 overlord rules EN:Mise en page 1 16/06/08 16:00 Page 3

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Record 47970 · official · Review: approved

Overlord — PDF p. 6 [overlord-6-0]

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Description
6 Field generals may discuss tactics with each other at any time, but the Commander-in-Chief must limit his input to the time he is visiting the front. The Ambush card requires the Commander-in-Chief to keep a close watch on the battlefield. The card is given to a Field General when his opponent declares a Close Assault combat. The Commander-in-Chief draws one replacement card after the ambush is completed. PLAYING OVERLORD WITH EXPANSIONS Overlord in the Eastern Front The Soviet Commander-in-Chief cannot play Command cards, nor hand out orders to his Field Generals, directly from his hand. Instead, he must use Command cards placed under his Commissar chip prior to this turn. At game start, the Soviet Commander-in-Chief must thus place up to 3 Command cards of his choice under his Commissar chip. These are the cards he must play or hand out during his next turn. At the start of each turn, after taking the Command cards placed under his Commissar chip, the Soviet Commander-in-Chief must repeat this process and place some new Command cards under the chip, in preparation for the next turn. In no case can he ever place or have more than 3 cards under his chip. Unlike in a standard Eastern Front scenario, in Overlord mode, Recon 1 cards cannot be played directly from a Soviet Commander-in-Chief's hand. Instead, they are placed under the Commissar chip. The Air Sortie (if Air rules are in effect) and CounterAttack cards are exceptions; they may be played as normal, Air Sortie card visible on the table, and Counter-Attack card directly from the Soviet Commander-in-Chief 's hand, but only if playing these card(s) AND the Command cards already placed under the Commissar chip during the prior turn does not exceed the maximum of 3 Command cards played during a turn! The Ambush card is an exception as well: it may be given to a Field General and played immediately even if there are already 3 cards under the commissar chip (since the Ambushcard is not played during your turn). Air Sortie equivalent cards, such as Air Power if Air rules are in ef fect, and Counter-Attack cards can also be placed and played from under the Commissar chip, if the Soviet Commander-in-Chief wishes to, but the limit of 3 Command cards placed under the chip and 3 Command cards maximum being played during the turn must still be respected. All limitations regarding the play of Command cards by Field Generals (no more than 2 Section cards to a same Field General, no more Command cards than a single T actic card to a Field General, etc.) also remain in force at all time. Overlord in the Pacific Theater The US Marine Corps Commander-in-Chief can let one,and one only, of his Field Generals order 1 more unit than indicated on the Section card he gave him to play. He chooses which one, and tells him so at the start of the turn, when giving his Command cards out. All Tactic cards that activate 1 to 4 units activate 2 to 5 instead, even if multiple Field Generals receive a Tactic card this tur

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Record 47976 · official · Review: approved

Pacific Theater — PDF p. 3 [pacific-3-0]

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3 TABLE OF CONTENTS 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 4 Airfields 4 Beaches 4 Caves on Hills/Mountains 4 Hills 4 Hospital 5 HQ-Supply Tents 5 Jungles 5 Labor Camp 5 Mountains 5 Pacific Villages 5 Pier 6 Rice Paddies & Fish Ponds 6 River Mouth & Branches 6 Trenches 6 II. NEW RULES 7 Japanese Command Rules 7 Yamato Damashi Concept 7 Seishin Kyoiku Doctrine 7 Banzai War Cry 7 US Marines Command Rules 7 Gung Ho! 7 Night Attack Rules 8 III. NEW MEDALS & TOKENS 8 Japanese Medal 8 Battle Star Tokens 8 Camouflage 8 Minefields 8 IV. NEW OBSTACLES & WAR SHIPS 9 Field Bunkers 9 Rope Bridges 9 Destroyers 9 Aircraft Carriers 10 V. NEW BADGES & UNITS 10 Chindits 10 Japanese Giretsu 10 British, Japanese and US Engineers 10 US Marines 10 Mobile Artillery 11 Flame Thrower Tanks 11 Big Guns 11 VI. WEB ACCESS 11 VII. SCENARII 12 Wake Island 12 [Guadalcannal] Matanikau River 14 [Guadalcannal] Slopes of Mount Austen 16 [Guam] Landings 18 [Guam] Japanese Counterattack 20 [Peleliu] Landings - Overlord 22 [Iwo Jima] The Meat Grinder 24 [Okinawa] Sugar Loaf and Half Moon 26 APPENDIX- NEW FIGURES 28 The Japanese Infantryman 28 Type 95 Ha-Go Light Tanks 28 Type 88 75 mm AA Gun 28 This icon indicates that we are introducing a new rule to MEMOIR '44. This icon indicates a rule that was already introduced in a prior expansion pack for MEMOIR '44. Terrain pack Eastern Front

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Record 47827 · official · Review: approved

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