General Howitzer · Field Guide
Memoir '44 Rules Database
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New Flight Plan — PDF p. 3 [flight-3-1]
- Rule Category
- Rulebook excerpt
- Description
- ld hex that is not under enemy control), the air unit is considered landed and on the ground. Fighters and fighter-bombers can also land on a hex with an aircraft carrier. In this special case two units can occupy the same hex. At the start of the player’s next turn, the landed air unit is resupplied and its ammo is brought back to full strength. An air unit may perform an attack run before landing. However, it may not dogfight. When on the ground, an air unit is targeted and attacked like a regular ground unit. A unit does not need to be adjacent to attack a plane (see Ground to Air rule section), as long as it is in range. Any grenade or flag will score a hit against a landed air unit, destroying it immediately (do not reroll to confirm the hit). The attacker places the Nation Marker on his medal stand, and draws a new Air Combat card as a reward. The defender must return any unused ammo to the ammo pool, and loses the ability to deploy that kind of air unit for the rest of the scenario. III. ORDER AN AIR UNIT The air unit can fly over this infantry unit… but it may not end its move above it! The enemy air unit blocks the way! This infantry unit may move under the cover of their aircraft… but they may not move through a hex occupied by an enemy air unit. FIGHTER When deployed, fighters have 9 machine gun ammo markers. This air unit may move up to 4 hexes and has a dogfight value of 3. BOMBER When deployed, bombers have 6 bomb markers. This air unit may move up to 4 hexes and has a dogfight value of 1. FIGHTER-BOMBER When deployed, fighter-bombers have both ammo types: 3 machine gun ammo markers and 3 bomb markers. It can use either type or both when on an attack run. This air unit may move up to 4 hexes and has a dogfight value of 2. Deploy an air unit onto the battlefield To bring an air unit onto the battlefield, you must play an Air Combat card alongside the Section card that you play at the beginning of your turn. You must then use one order from this Section card for the air unit. This is called deploying an air unit onto the battlefield. You may not deploy an air unit if you already have an air unit on the battlefield. You may not deploy an air unit with a Tactic card. When you deploy an air unit onto the battlefield, choose an air unit of any type, no matter what Air Combat card you played. Take the matching summary card and corresponding ammo from the ammo pool and place the matching figure and Nation Marker on your stand. The next step depends on the Air Combat card you played to deploy your plane : ● if the type of air unit deployed does not match the air unit type restriction icon (or if there is none) on the Air Combat card: the special action of the card is ignored but the air unit can perform a standard attack run (see below). ● if the type of air unit deployed matches the air unit type restriction icon (if there is any) on the Air Combat card: the special action of the card MAY be used instead of a standard attack run. Then, perf
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Record 47986 · official · Review: approved
New Flight Plan — PDF p. 3 [flight-3-2]
- Rule Category
- Rulebook excerpt
- Description
- the ammo pool and place the matching figure and Nation Marker on your stand. The next step depends on the Air Combat card you played to deploy your plane : ● if the type of air unit deployed does not match the air unit type restriction icon (or if there is none) on the Air Combat card: the special action of the card is ignored but the air unit can perform a standard attack run (see below). ● if the type of air unit deployed matches the air unit type restriction icon (if there is any) on the Air Combat card: the special action of the card MAY be used instead of a standard attack run. Then, perform the standard attack run or the special action, starting the air unit’s movement from any hex in the section of the card just played. This can include hexes that are occupied by an enemy or friendly ground unit or any type of terrain. The hex an air unit starts on is counted as the first hex of the air unit movement. That player plays the Saturation Bombing Air Combat card along with a Probe Left Command card. This allows them to use one of their two orders to deploy any type of air unit on the left section of the battlefield. They choose to activate one infantry and to deploy a fighter. That fighter will fight as normal, but it won’t benefit from the Saturation Bombing effects. The bomber performs a special attack run: instead of placing one bomb marker on each hex, it may place up to 3 bomb markers on one hex and 1 bomb marker on each other hex. For all attacks during this run, hits are also scored when rolling a Star and Flags cannot be ignored. Saturation BomBing AC 05 That player now plays an Attack Left card to order three units: two ground units and the air unit that was previously deployed. The player could have played a Rake the Enemy Air Combat card alongside the Command card to allow their fighter to use the card’s special action instead of its normal battle action. The fighter performs a special attack run: instead of placing one machine gun marker on each hex, it may place up to 3 machine gun markers on one hex and 1 machine gun marker on each other hex. For all attacks during this run, hits are also scored when rolling a Star. Rake The enemy AC 12
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Record 47987 · official · Review: approved
New Flight Plan — PDF p. 4 [flight-4-0]
- Rule Category
- Rulebook excerpt
- Description
- 6 7 Dogfight When an ordered air unit ends its movement in a hex adjacent to an enemy air unit, the ordered air unit may declare a dogfight. This is in addition to any attack run conducted this turn. To resolve a dogfight, the attacker rolls a number of dice equal to its dogfight value against the enemy air unit. Only the attacker rolls dice; the defender cannot counter-attack, unless they have an Air Combat card that allows to do so. Note: When dogfighting, an air unit does not spend any ammo markers. Each grenade rolled scores a possible hit (see Downing an enemy air unit above). All other results are ignored. Air unit Withdrawing At the start of their turn, before playing a Command card, a player may decide to withdraw an air unit off the battlefield. If the air unit is out of ammo, it must be withdrawn. When an air unit withdraws, pick up the air unit figure from the battlefield and set it aside. No medal is awarded when an air unit withdraws. Any unused ammo if any is returned to the ammo pool. The air unit can be brought back onto the battlefield on a later turn by playing an Air Combat card. Note: a player cannot withdraw an air unit from the battlefield at the start of their turn and deploy another air unit during the same turn. Ground to Air Combat Ground units may attack air units. An Infantry or Armor ground unit must be in an adjacent hex to battle an enemy flying air unit. Infantry and Armor roll their regular battle dice (3 dice). An Artillery or Destroyer unit can battle a flying air unit that is adjacent or two hexes away (it does not need Line of Sight to the air unit). Artillery or Destroyers battle an air unit with 1 additional die (4 dice). Remember that an air unit is never protected by terrain. Note that even if the air unit is flying, it is considered adjacent if you occupy the adjacent hex. This means that standard close assault rules apply: ● You may not choose to attack a distant unit if you are adjacent to an air unit; ● You may Take Ground with Infantry and make an Armor Overrun with Armor if you eliminate the air unit or force it to retire; ● Some cards such as Armor Assault or Close Assault may be used, while others such as Firefight may not (Artillery can still use Firefight if it is two hexes away). Each grenade rolled scores a possible hit (see Downing an enemy air unit above). All other results are ignored. Note: A landed air unit on a friendly aircraft carrier may not be attacked; combat is conducted against the aircraft carrier. However, a landed air unit is eliminated if the aircraft carrier it is on is sunk. The enemy only collects a victory medal for the aircraft carrier sunk, not for the air unit it may still contain. Its owner loses the ability to deploy that kind of air unit for the rest of the scenario, though (see Downing an air unit on next page). Air to Ground Combat Air Unit Attack Run The attack run is the air unit’s standard battle action. It is conducted against a maximum of 3 enemy hexes and targ
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Record 47988 · official · Review: approved
New Flight Plan — PDF p. 4 [flight-4-2]
- Rule Category
- Rulebook excerpt
- Description
- ay try to bomb it, as long as it is unoccupied. When you want to bomb an objective, simply declare it at the end of your air unit's move. Place an ammo token (bomb) on the objective. It should be noted that the bomb is not part of an attack run and cannot be affected by Air Combat cards. Resolve the bomb token during the Battle phase, after any attack run and dogfight, if any. If a grenade is rolled, claim the medal on the objective hex. If an objective hex is reoccupied by an enemy ground unit, the medal is lost and either placed back on the objective hex or captured by the other player, depending on the scenario. Once an objective has been bombed by a player and claimed, it can no longer be bombed by their opponent to reclaim the objective. Depending on the scenario, the opponent may still try and reclaim the objective with ground forces, though. Majority Medal Objectives cannot be claimed with Strategic Bombing. After a successful bombing run, the bomber ends its move above the town and declares a strategic bombing. Downing an enemy air unit Any hits against a flying air unit (usually, grenades) must be confirmed. Reroll all the dice that scored a hit. If at least one grenade is rolled, the hit is confirmed and the enemy air unit is shot down. The attacker collects the Nation Marker, places it on their medal stand, and draws a new Air Combat card as a reward. The defender must return any unused ammo to the ammo pool, and loses the ability to deploy that kind of air unit for the rest of the scenario. If the attacker does not roll a grenade but rolls a flag on the confirmation roll, the enemy air unit must retire from the battlefield but is not destroyed. Remove the aircraft figure from the battlefield. The attacker does not gain a medal, or any Air Combat card reward. The defender must return any unused ammo to the ammo pool, but does not lose the ability to deploy that kind of air unit since it was not shot down. Nation Command Rules Air units cannot be targeted by Nation Command Rules. For instance, a BCF ground unit cannot use Stiff Upper Lip against an air unit, and Japanese Infantry units cannot use their Seishin Kyoiku Doctrine or Banzai War Cry to charge an air unit. This player decided to engage in a dogfight with their fighter against an enemy bomber. The player rolls three dice and gets two grenades, scoring two hits. At least one of them must be confirmed to destroy the air unit. The player re-rolls the two dice and obtains one grenade and one infantry. Because of the grenade, the air unit is destroyed: That player places the Nation Marker on their medal stand and draws a new Air Combat card. The opponent can no longer deploy a bomber during this game. This fighter conducts an attack run against three targets, placing 1 machine gun ammo marker on each. MACHINE GUN Roll 1 die per marker (ignore all Terrain battle die reductions), score a hit for each icon of the targeted unit rolled. Note: contrary to usual combat rules, grenades are
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Record 47990 · official · Review: approved
New Flight Plan — PDF p. 4 [flight-4-3]
- Rule Category
- Rulebook excerpt
- Description
- confirmed to destroy the air unit. The player re-rolls the two dice and obtains one grenade and one infantry. Because of the grenade, the air unit is destroyed: That player places the Nation Marker on their medal stand and draws a new Air Combat card. The opponent can no longer deploy a bomber during this game. This fighter conducts an attack run against three targets, placing 1 machine gun ammo marker on each. MACHINE GUN Roll 1 die per marker (ignore all Terrain battle die reductions), score a hit for each icon of the targeted unit rolled. Note: contrary to usual combat rules, grenades are NOT hits when rolled for Machine Gun ammo. BOMB Roll 1 die per marker (ignore all Terrain battle die reductions), score a hit for each icon of the targeted unit and grenade rolled. Ammo types
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Record 47991 · official · Review: approved
New Flight Plan — PDF p. 5 [flight-5-0]
- Rule Category
- Rulebook excerpt
- Description
- 8 9 VI. ADDITIONAL PLAY EXAMPLES On a turn, a player plays a Command card Probe Center which orders two units. The player also plays an Air Combat card Fighter-Bomber Boom & Zoom. The first order in the center is used to order an infantry unit and the second order to deploy a fighter-bomber air unit. The player takes the plane, three ammo markers and three bomb markers from the pool and puts them on the aircraft card. The fighter-bomber may move up to 4 hexes. As it has just been deployed, it may appear on any center section hex the player wants, counting the hex as its first movement (here, the hex (1) with an infantry unit). The player decides to start their attack run by placing a machine gun marker from the aircraft's ammo on that infantry. The fighter-bomber moves to the adjacent hex with an armor unit (2) where the player places a bomb marker, then another machine gun marker on the second infantry unit (3). The fighter-bomber moves its fourth and final hex onto a hex that does not have any unit (4). The fighter-bomber performs a standard attack run but but rolls 2 dice for each machine gun marker. For all attacks during this run, hits are also scored when rolling a Star. Fighter BomBer Boom & Zoom AC 03 Fighter-bomber AIR RULES 2 The player can now choose to battle first with their Infantry or resolve the fighter-bomber attack run. The player chooses to resolve the attack run. A normal attack, without any Air Combat Card, would have allowed them to roll 1 die for each marker, with the machine gun scoring a hit on a symbol of the targeted unit and the bomb scoring a hit on a symbol of the targeted unit or a grenade. Thanks to the Fighter-Bomber Boom & Zoom card, they can roll 2 dice for each machine gun marker and a hit is scored for each star rolled too. The attack is resolved in the order of the run, then the markers are sent back to the common ammo pool. Make sure that you apply the following changes when using your Command card deck with the new Air Rules. Recon 1 A Recon 1 card allows you to draw 2 Command cards at the end of your turn and keep 1 of them. With the Air Combat Deck, it also allows you to draw a new Air Combat card at the end of your turn. Close Assault Close Assault may be used by a ground unit to target an adjacent air unit with an additional die. It may not, however, be used by an air unit against a ground unit. Ambush Ambush can be used by a ground unit being attacked by an air unit. The Ambush must be declared in the Move phase when the air unit places an ammo marker on a ground unit. The Ambush is resolved immediately. If the air unit is not eliminated or forced to retire, it may complete its attack run. Ambush may not be used by an air unit. Their Finest Hour When a Star is rolled, you may order an air unit that is already on the battlefield (it may not be used to deploy an air unit, though). The ordered air unit battles with one additional die for each marker that is placed. Reshuffle both the Command and Air Comba
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Record 47992 · official · Review: approved
Oasis (Desert)
- Rule Category
- Terrain
- Description
- ◆Movement: A unit that enters an Oasis hex must stop and may move no further on that turn. ◆ Battle: A unit may battle the turn it moves onto an Oasis hex. When battling an enemy unit that is on an Oasis hex, Infantry and Armor reduce the number of Battle dice rolled by 1 and Artillery Battle dice are not reduced. A unit on an Oasis hex may ignore the first flag rolled against it. ◆Line of Sight: An Oasis blocks line of sight. When indicated in the scenario, an ordered infantry unit in an Oasis may recover lost figures, by applying the exac
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Record 46900 · unclassified · Review: needs_review
Oasis Recovery
- Rule Category
- Terrain Action
- Description
- ◆ Movement: A unit that enters an Oasis hex must stop and may move no further on that turn. ◆Battle:A unit may battle the turn it moves onto an Oasis hex. When battling an enemy unit that is on an Oasis hex, Infantry and Armor reduce the number of Battle dice rolled by 1 and Artillery Battle dice are not reduced. A unit on an Oasis hex may ignore the first flag rolled against it. ◆ Line of Sight: An Oasis blocks line of sight. Oasis Recovery When Oasis Recovery rules are in effect, an ordered Infantry unit with no adjacent enemy may recover lost figures. Roll 1 battle die for each Command card you have, including the one used to order the Infantry. For each die matching the unit's symbol or a star, 1 lost figure is returned to the unit. The unit may not
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Record 46953 · unclassified · Review: needs_review
Official FAQ v2 — PDF p. 10 [faq-10-0]
- Rule Category
- Rulebook excerpt
- Description
- Terrain 7 hills Q. Is there a die reduction when a unit is attacking from one Hill hex to another Hill hex? A. No. There is only a reduction for attacking from a lower elevation. Q. Can an Infantry or Armor unit on a Hill hex see over a terrain hex that blocks Line of Sight? A. No. Terrain (Towns, Forests, Hedgerows, Bunkers, etc) and units, both friendly and enemy, still block Line of Sight. Q. Can an Infantry or Armor unit on a Hill hex see over a terrain hex that blocks Line of Sight if the target unit is also on a Hill hex? A. No. Also note that when there is a group of Hill hexes together, an enemy unit on ground level, or on a nearby but separate Hill, will only have Line of Sight to the front Hill hexes (the first rank). The same is true in reverse; a unit cannot see over a Hill to an enemy at ground level or on a nearby but separate Hill. The plateau explanation in the rules is there because Hills (along with Mountains and Ergs & Ridges) don’t block Line of Sight when they are in a contiguous group with terrain of the same elivation. Note: Look for the scenario Hills (Examples of Line of Sight) in the Official Scenarios section online for a visual explanation, or go to the following link: http://www.daysofwonder.com/memoir44/en/editor/view/?id=1096 oCeans Q. How many Ocean hexes are there on the Beach side of the board? A. There are two Ocean hexes. The row that has some sand on it acts as Ocean for the purpose of terrain. If a unit is on any of the first three hexes and is forced to retreat, it must lose a figure because it cannot retreat into Ocean hexes. Q. What is a Shore hex? A. For reference, an Ocean hex adjacent to a Beach hex is considered a Shore hex. A Shore hex contains both Ocean and Beach, and the movement and battle details can be found on the Terrain 7 - Ocean summary card. Q. Does a unit have to move from an Ocean hex to a Beach hex? A. No. A unit can move from an Ocean hex to any terrain hex, as long as the hex is not impassable for the unit. Q. Can a unit move (not retreat) from a Beach hex back onto an Ocean hex? A. Yes. Although it seems strange, units can move from a Beach hex onto an Ocean hex or from one Ocean hex to another, though movement is still restricted to one hex in the Ocean. Q. How do you play the Coastline Hexes that are found in the Mediterranean scenarios, since they are not listed in the Card Compendium and don’t have their own summary card? A. Essentially, Coastline hexes are treated exactly the same as Ocean hexes. A Coastline hex contains both water and Beach, with movement and battle details on Terrain 7- Ocean summary card. 6 14 ✪ No movement restrictions ✪ Block line of sight (except from adjacent contiguous hills at same height) -1 1 -1 10 7 15 ✪ Maximum movement in ocean is 1 hex ✪ Unit cannot battle when in ocean ✪ Unit cannot retreat onto ocean ✪ Do not block line of sight-0 2 -0 RiVeRs & waTeRways 8 15 6 6
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Record 47696 · faq · Review: approved
Official FAQ v2 — PDF p. 11 [faq-11-0]
- Rule Category
- Rulebook excerpt
- Description
- Terrain 8 bRiDGes Q. Does a Bridge block Line of Sight? A. No, unless stated otherwise in a scenario’s Special Rules. Q. Do you have to be adjacent to the Bridge to blow it? A. No. Blowing up a Bridge is a card play that does not require a unit to be adjacent to the Bridge unless stated otherwise in the Special Rules. Note: The rules for blowing up a Bridge are not permanent rules, but rather scenario-specific additions, outlined in the Special Rules section of each scenario. Q. Does the orientation of the Bridge matter, or can a unit move onto the Bridge from any adjacent non-waterway hex? A. A unit may move onto a Bridge from any adjacent non-waterway hex. Q. Can I move from a River hex onto a Bridge? A. No, because a River hex is impassable terrain. Units cannot move directly from a Collapsible Raft or Boat to a Bridge either. Note: Units may not move or retreat from a Frozen River onto a Bridge or vice versa. Q. Can I move sideways from one Bridge to another Bridge if they are right next to each other? A. No. A unit may only move onto a Bridge from an adjacent non-waterway hex. Q. Does a Bridge over a River prevent a unit from moving one additional hex of Road movement? A. Yes. A Bridge will cut off the Road movement bonus. Q. In the Nijmegen Bridges scenario, can a Special Forces Infantry unit, moving along the River, directly capture the Bridge? A. No. A unit may only enter a Bridge hex from a land hex not directly from a Collapsible Raft & Boat. A unit could battle and eliminate an enemy unit on the Bridge but could not Take Ground onto the Bridge. Q. Can an Infantry unit in a Collapsible Raft or Boat go under a Bridge? A. No. Q. Does a Bridge on a River Y hex or River Branch limit movement across this forked waterway? A. Putting a Bridge on a River hex of any kind allows that hex to be treated as if it were open terrain. So as long as a unit moves from a non-water terrain hex to another non-water terrain hex across a Bridged River hex it will not be limited in any way. sanDbaGs Q. When a unit with Sandbags in its hex leaves (moves or retreats) or is destroyed, are the Sandbags removed? A. Yes. Q. If defense is not cumulative, what is the advantage of putting Sandbags on a building terrain? A. It allows the unit to ignore the first Flag. Q. Are there any restrictions to placing Sandbags? A. Sandbags may be placed on any countryside or terrain land hex, including a hex with a Bridge. This means they can be placed 9 15 ✪ No movement restrictions, unless the bridge is destroyed ✪ No combat restrictions ✪ Do not block line of sight, unless stated otherwise in Special Rules-0 1 -0 11 10 16 ✪ If occupant leaves, remove sandbags ✪ Occupant may ignore 1 flag ✪ Do not block line of sight-1 1 -1
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Record 47698 · faq · Review: approved
Official FAQ v2 — PDF p. 12 [faq-12-0]
- Rule Category
- Rulebook excerpt
- Description
- Terrain 9 on hexes with Bunkers, Hedgehogs, Barbed Wire, Dams, and Marsh hexes. Note: Sandbags may not be placed on Ocean hexes or Fords as they are not considered land hexes for this purpose. Examples: » When a unit does not benefit from any protection for its terrain, the Sandbags reduce the number of Battle dice rolled by one when attacked by Infantry or Armor. » Battle dice terrain reductions and the Sandbag Battle dice reduction are not cumulative when Sandbags are placed on a hex with other terrain. » Sandbags will allow a unit to ignore the first Flag rolled against it. Note: A unit may ignore the first Flag rolled against it each time it is being attacked. Q. Does a Sandbag on a Hill protect the unit behind the Sandbag from an enemy unit firing from another Hill? A. Yes, since the attacking unit is firing from the same level the Sandbags provide -1 dice as well as permit the defending unit to ignore one Flag. Q. On the Dig-In card it says to place an “available” Sandbag on a hex. Does it mean only my color or any color Sandbag? A. The statement means that you are limited to the 12 Sandbag pieces found in the game. The color of the Sandbag piece does not matter. Q. On the Dig-In card, it says, “Issue an order to 4 Infantry units. The units improve their position by...” Since the card says the Infantry receive an order, does that mean they can move and fire in addition to placing Sandbags? A. No. They may only place the Sandbags, with no movement or combat. Cliffs & sea bluffs Q. On the Omaha Beach scenario do Hills only count as Cliffs from Beach hexes or is it the direction you’re coming from that matters? Are the Hills above the Beach line just normal Hills? A. The Hills on Omaha Beach next to a Beach are Cliffs & Sea Bluffs. Moving up a Sea Bluff Hill hex from a Beach hex is a two- hex move. From a countryside hex, moving up the Sea Bluff Hill hex is the same as moving up a normal Hill. sea wall Q. In the Omaha Beach scenario two Sandbag pieces act as a Sea Wall, a permanent improved position feature. Does this mean that they stay on the board, even if the hexes they protect are abandoned? A. Yes. The Sea Wall may not be removed and units may move through the Sea Wall hex as normal. Q. May the Axis player use the Sea Wall as a defensive position? A. No. The Sea Wall only protects the Allies. 11 22, 23, 35 ✪ Moving up from/down on beach is a 2 hex move for Infantry ✪ Armor/Artillery may not move up/down from beach ✪ Cliffs only - Infantry may not Take Ground from the beach ✪ Treat as normal hill from inland side for movement and battle ✪ Treat as normal hill from both sides for retreat ✪ Block line of sight (except from adjacent contiguous hills) -1 1 -1 12 23, 25 ✪ No movement restrictions ✪ If initial occupant leaves, do not remove sandbags ✪ Unit behind Sea Wall may ignore 1 flag ✪ Does not block line of sight-1 1 -1 Q. Is this FAQ book current and official? A. This document is the Official Memoir ‘44 FAQ, but may not include all of th
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Record 47700 · faq · Review: approved
Official FAQ v2 — PDF p. 12 [faq-12-1]
- Rule Category
- Rulebook excerpt
- Description
- ove for Infantry ✪ Armor/Artillery may not move up/down from beach ✪ Cliffs only - Infantry may not Take Ground from the beach ✪ Treat as normal hill from inland side for movement and battle ✪ Treat as normal hill from both sides for retreat ✪ Block line of sight (except from adjacent contiguous hills) -1 1 -1 12 23, 25 ✪ No movement restrictions ✪ If initial occupant leaves, do not remove sandbags ✪ Unit behind Sea Wall may ignore 1 flag ✪ Does not block line of sight-1 1 -1 Q. Is this FAQ book current and official? A. This document is the Official Memoir ‘44 FAQ, but may not include all of the most recent questions. Check the bottom right corner of any page to see how current this version of the FAQ document is. If you have a question and can’t find the answer in this FAQ Book, check the FAQ thread on the forums at www.memoir44.com because that is where questions are asked and answered before they make it into this FAQ document.
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Record 47701 · faq · Review: approved

