General Howitzer’s Field Guide to Memoir 44

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General Howitzer · Field Guide

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258 matching records · page 11 of 22

Official FAQ v2 — PDF p. 13 [faq-13-0]

Rule Category
Rulebook excerpt
Description
Terrain 10 sTeep hills Q. Can an Armor unit on an open terrain hex that has Close Assaulted an enemy unit on a Steep Hill Take Ground and Armor Overrun if that enemy unit is eliminated or retreats (even though movement up a Steep Hill is a two-hex move)? A. Yes. Taking Ground up a Steep Hill is possible. An Armor unit may Take Ground and then do an Armor Overrun attack. Towns & VillaGes Q. Can an Armor unit ever attack from a Town hex and target an enemy unit in another Town hex? A. No. Armor attacking out of a Town hex is -2 dice and targeting a unit on a Town hex is -2 dice resulting in no dice rolled. The only possible exception would be a Flame Thrower Tank or a Tank Destroyer (see below). Q. How can a Flame Thrower Tank unit or a Tank Destroyer attack from one Town hex into another Town hex? A. Flame Thrower Tanks battle with three dice, +1 die when ordered by Their Finest Hour, Armor Assault or Close Assault = 4 dice. Battle out of Town -2 dice, target enemy unit in adjacent Town hex -1 die (Flame Thrower Tanks terrain Battle dice reduction limited to one max in Close Assault) so in the end, the attack would be with one Battle die. The same would be true for a Tank Destroyer that does not move, except it would not have any reduction for the target Town hex. Note: Combat Cards could also be used to increase attack dice enough to allow Armor to attack from one Town hex to another. wiRe Q. Can an Infantry unit battle on the same turn in which it enters Wire? A. The Infantry unit must make a choice between fighting at -1 die OR removing the Wire and not battling this turn. When an Infantry unit moves onto the Wire hex after moving two hexes and is not able to battle this turn, it may not remove the Wire. Q. Terrain has no effect on retreat moves. Is this true for the Wire too? A. Yes. A unit’s retreat is not stopped when retreating through a hex with Wire. Note: Wire is a subset of Terrain along with other obstacles like Bunkers, Hedgehogs, and Sandbags. Q. May an Armor unit that retreats onto a hex with Wire remove the Wire? A. No. Look at the act of removing Wire by an Infantry or Armor unit as an offensive action. Therefore an Armor unit retreating onto or through a hex with Wire will not remove the Wire. Note: If an Armor unit attacks out of Wire it had to retreat into, the Wire is removed after the attack. If an Armor unit simply moves out of Wire it had to retreat into, the Wire is not removed. Q. Can you Take Ground or do Armor Overrun after moving into Wire? A. No. You cannot move any further on the turn you move into Wire. 13 27 ✪ Some scenarios may designate hills as being steep ✪ Movement up onto steep hill is a 2 hex move ✪ Movement down hill, or from hill to hill, is a 1 hex move ✪ Block line of sight (except from adjacent contiguous hills at same height)-1 1 -1 14 14 ✪ Unit moving in must stop and may move no further on that turn ✪ Unit moving in cannot battle ✪ Armor battles out at -2 dice ✪ Block line of sight-2 2 -1 5 2 3 15 16

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Record 47702 · faq · Review: approved

Official FAQ v2 — PDF p. 13 [faq-13-1]

Rule Category
Rulebook excerpt
Description
had to retreat into, the Wire is not removed. Q. Can you Take Ground or do Armor Overrun after moving into Wire? A. No. You cannot move any further on the turn you move into Wire. 13 27 ✪ Some scenarios may designate hills as being steep ✪ Movement up onto steep hill is a 2 hex move ✪ Movement down hill, or from hill to hill, is a 1 hex move ✪ Block line of sight (except from adjacent contiguous hills at same height)-1 1 -1 14 14 ✪ Unit moving in must stop and may move no further on that turn ✪ Unit moving in cannot battle ✪ Armor battles out at -2 dice ✪ Block line of sight-2 2 -1 5 2 3 15 16 ✪ Unit moving in must stop and may move no further on that turn ✪ Does not block line of sight ✪ In wire, infantry battles out at -1 die ✪ Infantry may remove wire instead of battling ✪ Armor removes wire and may still battle -0 1 -0

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Record 47703 · faq · Review: approved

Official FAQ v2 — PDF p. 15 [faq-15-0]

Rule Category
Rulebook excerpt
Description
Terrain 12 DaMs Q. When a Dam is Sabotaged, is the unit on the Dam eliminated? A. No. Sabotaging a Dam does not mean the Dam is blown up. The Dam terrain hex, when Sabotaged, is not removed and the unit on the Dam is not eliminated. Q. Are dice rolled each turn, after the sabotaging player’s Command Card is played, regardless of the sector? For example, if you were playing a center section card, would dice still be rolled if the Dam was in one of the flanks? A. Yes. You roll to Sabotage as long as one of the Dams is occupied by a sabotaging unit. MinefielDs Q. If a unit is still eligible, can it battle out of a Minefield if it survives the explosion? A. Yes. However, units cannot Take Ground or Armor Overrun even if they have a successful Close Assault because Mines, like Wire, do not allow units to move any further that turn. Q. If a Combat Engineer unit moves onto a Minefield hex and it turns out to be a decoy (‘0’) does the Engineer get to battle? A. No. As the rule is written - An Engineer unit that moves onto a Minefield hex and that is eligible to battle must clear the Minefield hex instead of battling. A Minefield token represents a Minefield no matter what the value of the token. A Minefield token with a “0” will still require an Engineer unit to clear the “0” token instead of battling. 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. When an Engineer unit starts on a Minefield hex and is ordered, but chooses not to move, instead of battling he must clear the Minefield in the hex. 20 9 ✪ No movement restrictions for Infantry ✪ Block line of sight ✪ Impassable to Armor and Artillery ✪ No combat restrictions ✪ Unit may ignore 1 flag -0 1 -0 hiGh GRounD 25 4 lake 26 5 liGhThouses 27 10 MaRshes 28 4 3 faCToRy CoMpleX 21 10 3 fielD bunkeRs 22 5 9 flooDeD fielDs 23 4 foRTResses 24 10 29 7 ✪ Drawn at random from all minefield counters available and set up by controlling side before start of battle ✪ Unit moving in must stop and may move no further on that turn ✪ Friendly unit: Minefield is not revealed ✪ Enemy unit: Minefield is revealed; roll dice equal to Minefield value; unit’s symbol and grenade score hits; all other symbols are ignored ✪ Decoys (0 strength) removed; other strength mines remain in hex, face up ✪ Retreat through or onto a minefield does not trigger it ✪ Do not block line of sight -0 1 -0 4 8

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Record 47705 · faq · Review: approved

Official FAQ v2 — PDF p. 16 [faq-16-0]

Rule Category
Rulebook excerpt
Description
Terrain 13 Q. Does an Engineer unit have to move to be able to remove a Mine token? Or can he start his turn in the hex and still remove the token? A. An Engineer unit does not have to move to be able to remove a Mine token. When the unit starts on a Minefield hex and is ordered, but chooses not to move, instead of battling he must clear the Minefield in the hex. If the Engineer unit chooses to move, the Minefield hex does not detonate. Q. I know that whoever lays a Minefield controls it, but several scenarios don’t outline who lays them. Which side lays the Minefields for these scenarios? A. Usually the defending force controls a Minefield. Outlined below are the sides that lay the Minefields for these official scenarios: » 37A [Operation Grenade] Across the River Roer.......................Axis lay Minefields » 41A [Stalingrad] Red Barricades Factory Complex...................Russians lay Minefields » 42A [Kursk] Ponyri.....................................................................Russians lay Minefields » 59A [Barbarossa] Sea of Azov...................................................Russians lay Minefields » 54A Peleliu Landings - Overlord................................................Japanese lay Minefields » 55A [Iwo Jima] The Meat Grinder..............................................Japanese lay Minefields Q. What if I move a Tiger tank into a Minefield? Is the Tiger destroyed if it receives one hit from a Mine? A. No. Your opponent re-rolls all Battle dice from a Minefield that score a hit. If at least one re-roll is a Grenade, the kill is confirmed and the Tiger is eliminated; all other symbols are ignored. MounTains Q. Can an Infantry or Armor unit on a Mountain hex see over a terrain hex that blocks Line of Sight since Mountains are at such a high elevation? A. No. Terrain that blocks Line of Sight, even though it may be low elevation, prevents units from seeing more distant targets. Note: Unless noted otherwise in the scenario’s Special Rules, Mountains are impassable to Armor and Artillery units. Q. What is the battle reduction when targeting an enemy unit on a Mountain hex? A. Infantry and Armor Battle dice are reduced by two when attacking from below (Hill or countryside hex) or from another Mountain hex that is not part of the same Mountain range. Note: Units attacking from Hill hexes still suffer -2 battle die when attacking units on Mountain hexes. Q. Do Mountains and Escarpments block Line of Sight for Artillery units? A. No, unless stated otherwise in the scenario’s Special Rules. 30 5 ✪ Infantry may only move up or retreat onto a mountain from adjacent hill or mountain. Infantry may only move down or retreat from a mountain to an adjacent hill or mountain. ✪ Impassable by Armor & Artillery ✪ Block line of sight (except from contiguous adjacent mountains) ✪ Artillery set on mountain fires at: 3,3,2,2,1,1,1 -2 2 -2 5 oasis 31 3 palM foResTs 32 2 Q. Are House Rules allowed with Memoir ’44? A. House rules are always allowed

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Record 47706 · faq · Review: approved

Official FAQ v2 — PDF p. 16 [faq-16-1]

Rule Category
Rulebook excerpt
Description
ountain hexes. Q. Do Mountains and Escarpments block Line of Sight for Artillery units? A. No, unless stated otherwise in the scenario’s Special Rules. 30 5 ✪ Infantry may only move up or retreat onto a mountain from adjacent hill or mountain. Infantry may only move down or retreat from a mountain to an adjacent hill or mountain. ✪ Impassable by Armor & Artillery ✪ Block line of sight (except from contiguous adjacent mountains) ✪ Artillery set on mountain fires at: 3,3,2,2,1,1,1 -2 2 -2 5 oasis 31 3 palM foResTs 32 2 Q. Are House Rules allowed with Memoir ’44? A. House rules are always allowed, as long as all of the players involved in the game agree to them. The goal is to have fun with Memoir ’44, and if House Rules make the game more fun for you, enjoy!

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Record 47707 · faq · Review: approved

Official FAQ v2 — PDF p. 17 [faq-17-0]

Rule Category
Rulebook excerpt
Description
Terrain 14 ponToon bRiDGes Q. Does one of my units have to be adjacent to the River hex where I want to build my Pontoon Bridge? A. No. Building a Pontoon Bridge is a card play and does not require any units to be present. Note: Building Pontoon Bridges is a scenario-specific rule. Q. If I’m allowed to build Pontoon Bridges, and my opponent is allowed to blow up Bridges (like in Cadets of Saumur), can my opponent blow up a Bridge I just built? A. Yes. RailRoaD bRiDGes Q. The description on p. 12 (Terrain Pack expansion) says there are no Infantry movement restrictions and Armor must stop on a Railroad Bridge, but what about Artillery? A. An Artillery unit, as stated for Railroad Tracks, must stop when moving onto a Railroad Bridge hex. 33 12 ✪ May only be built when specified by scenarioʼs Special Rules ✪ To build a pontoon bridge, play an Attack command card but order no units; instead, place a pontoon bridge on a river hex in same Section as Attack card ✪ No movement restrictions ✪ No combat restrictions ✪ Do not block line of sight unless stated otherwise in scenario Special Rules -0 1 -0 poweR planTs 34 11 pRison CaMps 35 11 RaDaR sTaTions 36 11 37 12 ✪ No movement restrictions for Infantry ✪ Do not block line of sight, unless stated otherwise in scenarioʼs Special Rules ✪ Armor and Artillery moving onto must stop ✪ No combat restrictions ✪ Armor may Take Ground and Overrun -0 1 -0 RailRoaD TRaCks 38 5 RailRoaD sTaTion 39 5

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Record 47708 · faq · Review: approved

Official FAQ v2 — PDF p. 18 [faq-18-0]

Rule Category
Rulebook excerpt
Description
Terrain 15 RoaD bloCks Q. Is it possible to remove Road Blocks? A. An Infantry unit may not normally remove a Road Block, unless stated otherwise in a scenario’s Special Rules. An Engineer unit that moves onto a Road Block may remove the Road Block instead of battling. RoaDs Q. Does the Road on Hill hex afford the same protection as being on a normal Hill? A. Yes. Q. How should units moving along Roads be played? A. If a unit starts on a Road and stays on the Road for the entire move, here’s how it should be played: Examples: » Standard Infantry - 2 hexes and battle, 3 hexes no battle » Specialized Infantry (Elite, Rangers, Commandos) - 3 hexes and battle » French Resistance Infantry - 2 hexes and battle, 3 hexes no battle » Combat Engineers - 2 hexes and battle, 3 hexes no battle » Sniper - 3 hexes and battle » Cavalry - 4 hexes and battle » Ski Troops - 4 hexes and battle » Japanese Infantry - 2 hexes and battle, 3 hexes no battle unless they can Close Assault » US Marine Infantry - 2 hexes and battle, 3 hexes no battle » Supply Trucks - (move an additional 2 hexes on Road) 4 hexes and resupply » SWA Unit - 3 hexes no battle » Armor - 4 hexes and battle » Artillery - 2 hexes no battle - on Bombard card may move 4 hexes no battle 40 12 ✪ Infantry moving in must stop and may move no further on that turn ✪ Impassable by Armor & Artillery ✪ Unit may ignore 1 flag ✪ Do not block line of sight-1 1 -1 foRDs & foRDable RiVeRs 41 20 11, 22 42 5, 6 ✪ Unit that starts its move on a Road and stays on it may move 1 additional hex ✪ No combat restrictions ✪ Do not block line of sight, except when over Hills-0 0 -0

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Record 47709 · faq · Review: approved

Official FAQ v2 — PDF p. 19 [faq-19-0]

Rule Category
Rulebook excerpt
Description
Terrain 16 Q. How should Infantry moving along Roads when ordered with the Infantry Assault card be played? A. If the Infantry start on a Road and stay on the Road for the entire move, here’s how it should be played: Examples: » Standard Infantry - 3 hexes and battle, 4 hexes no battle » Specialized Infantry (Elite, Rangers, Commandos) - 3 hexes and battle, 4 hexes no battle » French Resistance Infantry - 3 hexes and battle, 4 hexes no battle » Combat Engineers - 3 hexes and battle, 4 hexes no battle » Sniper - 3 hexes and battle, 4 hexes no battle » Cavalry - 4 hexes and battle » Ski Troops - 4 hexes and battle » Japanese Infantry - 3 hexes and battle, 4 hexes no battle » US Marine Infantry - 3 hexes and battle, 4 hexes no battle » Supply Trucks - 4 hexes and resupply » SWA Unit - 4 hexes no battle » Long Range Patrol Cars (Jeep) - 4 hexes and battle » Command Cars - 4 hexes. Command Cars may not battle. Note: When ordering Cavalry or Ski Troops with an Infantry Assault card, they may move 4 hexes and battle. The Infantry Assault card does not limit their movement. Q. If an Infantry unit is ordered with the Behind Enemy Lines card and stays on the Road for the entire turn, does it get the extra hex of movement? A. Yes. An ordered unit that starts on a Road hex, moves along the Road and ends its move on a Road hex may move one additional hex; the Behind Enemy Lines card does not change that. Q. If I play Behind Enemy Lines on a unit that starts on a Road hex, I can move up to four Road hexes and then attack because of the +1 Road bonus. In my second phase of movement, can I use the +1 Road bonus again to move an additional four hexes if I still stay on the Road? A. Yes. Q. If a unit is moving on a Road and encounters a Bridge, does the Road extra hex movement benefit end? A. Yes. Q. If a unit is moving on a Road and the Road crosses a Railroad, does the Road extra hex movement benefit end? A. No. Also, an Armor or Artillery unit does not have to stop its movement when moving onto a Road crossing a Railroad hex and both types of unit still get the +1 movement bonus. Note: This answer is an update from previous FAQ documents and changes the answer from before. Q. If Road hex tiles are adjacent on the board, although the Road images themselves are not visually connected, will I still get the Road bonus of one extra hex since I’m on Road hexes the entire turn? A. No, you will not receive the Road movement bonus of moving one additional hex unless the unit moves directly along the connected Road images. Q. If Road hex tiles are adjacent on the board, although the Road images themselves are not visually connected, may I move across these hex tiles my standard number of movement points. A. Yes you may. However, you forfeit the Road movement bonus of moving one additional hex unless you move directly along visually connected Road images. Q. If I want to buy an expansion, which one should I get first? A. You can’t go wrong when buying a Memoir ’44 expansi

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Record 47710 · faq · Review: approved

Official FAQ v2 — PDF p. 2 [faq-2-0]

Rule Category
Rulebook excerpt
Description
Contents ii All answers in this document are official and were checked by Richard Borg. The answers herein may clarify or override previous statements made online or in older FAQ documents. Table of ConTenTs Foreword iii I. General Questions 1 Air Sortie with Two Decks 1 Breakthrough Deck 1 Copyright 1 Dealing Cards 1 Desert Terrain 2 Dice Questions 2 Ending the Game 2 Line of Sight 2 Night Visibility Chart 2 Retreating 2 Take Ground 3 Temporary Medals 4 Unusable Cards Situation 4 Vehicles 4 Winter Wars 4 II. Terrain 5 Beaches 5 Bunkers 5 Forests 6 Hedgerows 6 Hedgehogs 6 Hills 7 Oceans 7 Bridges 8 Sandbags 8 Cliffs & Sea Bluffs 9 Sea Wall 9 Steep Hills 10 Towns & Villages 10 Wire 10 Airfields 11 Dams 12 Minefields 12 Mountains 13 Pontoon Bridges 14 Railroad Bridges 14 Road Blocks 15 Roads 15 Wadis & Gullies 17 Frozen Rivers 17 Caves on Hills and Mountains 18 HQs & Supply Tents 18 Jungles 19 Fordable Streams 19 Rope Bridges 20 Ergs & Ridges 20 Balkas 20 Abatis 21 III. Actions 22 Blowing up Bridges 22 Air Strikes & Blitz 22 Collapsible Rafts & Boats 23 Heroic Leader 24 North African Desert Rules 24 Blitz Rules 25 Camouflage 25 Capture HQ/Supply Tent 26 Hospital Recovery 26 Night Attacks 26 Paradrop 27 Smoke Screen 27 Exit Markers 28 IV. Troops 29 Standard Units 29 Big Guns 29 Combat Engineers 30 Trains/Supply Trains 31 Armored Trains 32 Cavalry 33 Snipers 33 Aircraft Carriers 34 Destroyers 34 Mobile Artillery 35 Landing Craft (LC) 35 Tigers 36 Supply Trucks 36 Half-Tracks 37 Command Cars 37 Brandenburgers 37 Tank Destroyers 38 Screaming Meemies (Nebelwerfers) 38 Hobart’s Funnies 39 V. Air Rules 40 General Questions 40 Airplanes in Overlord Mode 40 Air Sortie 41 Planes on Ground/Aircraft Carriers 41 Airborne Airplanes 42 Air Check 42 Ground Interdiction 42 Ground Support 43 Kamikaze 43 Recon 43 Strafing 44 VI. Airplanes 45 Fieseler FI 156 Storch 45 Yakovlev Yak-1/7/9 46 VII. Nations 47 French Resistance 47 Red Army (RKKA) 47 Imperial Japanese Army 48 US Marine Corps 48 British Commonwealth Forces 49 VIII. Command 50 Recon 1 50 Armor Assault 50 Counter-Attack 50 Infantry Assault 51 Move Out 52 Ambush 52 Artillery Bombard 52 Behind Enemy Lines 53 Close Assault 55 Dig-In 56 Firefight 56 Medics & Mechanics 57 Their Finest Hour 57 Air Power 57 Air Sortie 57 IX. Special Weapon Assets 58 Special Weapon Assets Rules 58 Special Weapon Asset Units 59 X. Combat Cards 60 General Questions 60 Pull-Back 60 Armor Forward 60 Fortify 60 Reinforcements 60 Sniper 61 Frozen Ground 61 Street Fight 61 Infiltrators 61 Heat of Battle 61 Out of Ammo 62 Bitter Resistance 62 Remaining Combat Cards 62 This symbol will indicate that the rule has been added or revised since the last version was released. The Official FAQ was created by Jesse «rasmussen81» Rasmussen. Graphics and icons Copyright © Days of Wonder 2004-2013.

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Record 47682 · faq · Review: approved

Official FAQ v2 — PDF p. 20 [faq-20-0]

Rule Category
Rulebook excerpt
Description
Terrain 17 waDis & Gullies Q. In the Mediterranean Expansion rule book it says that Wadis have an Air Check value of 2, on the summary card it says 1. Which is correct? A. The correct Air Check value is on the summary card, i.e. 1. fRozen RiVeRs Q. An Infantry unit is attacked and forced to retreat onto a Frozen River. It has one figure left. Two dice are rolled. A Star comes up and the Infantry figure is eliminated. Does this count as a medal for the opponent? A. Yes. When rolling for units moving or retreating onto a Frozen River, we have the opposition player roll to see if the ice is thin and figures are lost. Note: Frozen Rivers are the only terrain where its effect is still applied when a unit retreats onto it. Q. When a unit is already on a Frozen River hex, does it need to roll if it does not move? A. No Q. If a Tiger Tank tries to cross a Frozen River but rolls a Star, is the Tiger destroyed or do we re-roll each Star? A. The rules for Frozen Rivers say that for each Star rolled, one figure is lost. A Tiger Tank unit only has one figure, no re-roll is required to eliminate the single figure Tiger Tank unit. Crossing a Frozen River with a Tiger Tank unit is indeed a risky move. Q. Can a unit move or retreat directly from a Frozen River to a Bridge or vice versa? A. No. This move or retreat move is not possible. 44 3 ✪ Side slopes impassable, both in and out ✪ No movement restrictions through open ends ✪ Infantry or Armor battling in or out of a Wadi or Gully must be adjacent to target ✪ Do not block line of sight. Unit in Wadi or Gully blocks line of sight as normal-1 1 -1 -1 CiTy Ruins 45 2 DRaGon’s TeeTh 46 5 47 3 ✪ Frozen Rivers may be crossed, at a risk ✪ Moving or retreating onto a Frozen River hex, roll 2 Battle dice; for each star rolled, lose 1 figure ✪ No combat restrictions ✪ Do not block line of sight-0 1 -0 hills wiTh foResTs 48 3 hills wiTh VillaGes 49 3 RaVines 50 3 TRenChes 51 2 6

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Record 47712 · faq · Review: approved

Official FAQ v2 — PDF p. 21 [faq-21-0]

Rule Category
Rulebook excerpt
Description
Terrain 18 CaVes on hills anD MounTains Q. When a Japanese Infantry unit wants to move between Cave hexes, can it move anywhere on the board or can it only move to adjacent Caves? A. A Japanese Infantry unit can move from one Cave to any other empty Cave hex on the board; they do not have to be adjacent. Q. After moving through a Cave network, can a Japanese Infantry unit Take Ground after a successful Close Assault? A. Yes Q. Only the Japanese units benefit from the defense of Caves, but if an Allied unit is on a Cave hex do they enjoy the defensive benefit of the underlying terrain? A. Yes. Allied units receive the battle benefit from the underlying Hill (-1 from below) or Mountain (-2). Q. After reading the rule book and Summary Cards, I’m not clear on what the battle die reductions are for this terrain. A. The statement at the bottom of these cards has caused some confusion. The correct rules are: Armor and Infantry will battle at -2 when attacking a Japanese Infantry unit on any Cave hex, regardless of elevation. Armor and Infantry will battle at -1 when attacking a non-Japanese Infantry unit on a Caves on Hills hex from below (just like normal Hills). hQs & supply TenTs Q. The HQ & Supply Tent rule states that you must re-claim this hex before you get your full hand of cards back. Can I just eliminate the enemy unit, or do I have to move a friendly unit onto the hex to re-claim it? A. A friendly unit must move onto the HQ & Supply Tent hex and occupy it. When you reoccupy the hex, immediately draw a Command Card to replenish your hand. 52 2 ✪ No movement restrictions for Infantry on Hills ✪ Impassable by Armor & Artillery ✪ Block Line of Sight (except from contiguous adjacent Hills at same height) -1 2 -1 53 4 ✪ Infantry may only move up or retreat onto a mountain from adjacent hill or mountain. Infantry may only move down or retreat from a mountain to an adjacent hill or mountain. ✪ Impassable by Armor & Artillery ✪ Block line of sight (except from contiguous adjacent mountains) -2 2 -2 ✪ Japanese Infantry may move from cave to empty cave as full turn move and still battle; Japanese unit in cave must ignore all flags ✪ Allied Infantry moving onto Cave hex may seal it by rolling a in Close Assault, in lieu of battling, if adjacent hexes are clear of enemy -2 -2 * vs. Japanese in caves fish ponDs 54 6 hospiTals 55 5 56 5 ✪ No movement restrictions ✪ No combat restrictions ✪ Block line of sight-0 1 -0

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Record 47713 · faq · Review: approved

Official FAQ v2 — PDF p. 22 [faq-22-0]

Rule Category
Rulebook excerpt
Description
Terrain 19 JunGles Q. When it says that a unit can attack if it moves onto a Jungle hex from an adjacent hex, does it have to start from an adjacent Jungle hex when the unit is ordered to move or can the unit come from any terrain? A. To battle when entering a Jungle hex, your unit must be adjacent to the Jungle hex when ordered. It does not matter what type of hex the unit moves from. Q. When ordered by the Behind Enemy Lines card, if an Infantry unit moves three hexes into a Jungle hex, may it battle? A. No. Units must start in a hex adjacent to a Jungle hex to move onto the Jungle hex and still battle. Q. Can a Sniper move two hexes into a Jungle hex and still battle? A. 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. foRDable sTReaMs The Air Pack manual had a misprint for the following Pacific Theater scenarios: » 3 - Tenaru .......................................page 72 » 5 - Matanikau River ........................page 74 » 7 - Clearing Matanikau River ..........page 76 » 8 - Guam Landings .........................page 77 » 9 - Japanese Counter-Attack ..........page 78 All the streams in these scenarios are Fordable Streams (Terrain 61 - Fordable Streams), not Fords & Fordable Rivers (Terrain 41). Q. In Hedgerow Hell, the text says “Fordable Streams” but the reference card is #41 for Fords & Fordable Rivers. Which is the correct water feature? A. None of the water courses in this area could be classified as large rivers, so the Special Rules as written - All the streams are fordable (Terrain 41 - Fords & Fordable Rivers) is the correct summary card for the Hedgerow Hell scenario. 57 5 ✪ Unit moving in must stop ✪ Unit moving into may battle if unit starts its move in adjacent hex ✪ If Armor unit starts its move in adjacent hex and makes a successful combat against unit in a Jungle hex, it may Take Ground and do an Armor Overrun ✪ Block line of sight -2 2 -1 laboR CaMps 58 5 pieRs 59 6 RiCe paDDies 60 6 61 6 ✪ Unit entering Fordable Stream must stop ✪ Unit may still Take Ground and Armor Overrun ✪ No combat restrictions ✪ Do not block line of sight-0 1 -0

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Record 47714 · faq · Review: approved

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