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Official FAQ v2 — PDF p. 23 [faq-23-0]
- Rule Category
- Rulebook excerpt
- Description
- Terrain 20 Rope bRiDGes Q. May Armor or Artillery use a Rope Bridge? A. No. Infantry has no movement restrictions but it is impassable to Armor and Artillery units. eRGs & RiDGes Q. Are Ergs & Ridges really treated like Hills in regard to Battle dice? A. Yes. When battling a unit on a Hill (or Erg & Ridge) with another unit on a Hill (or Erg & Ridge), there is no dice reduction if they are at the same height, which they are unless otherwise stated. This is true regardless of whether the terrain is connected (i.e. contiguously adjacent or not). This is consistent with the summary cards, and with the general spirit of keeping the game simple. Sorry for the extraneous and erroneous mention in the rules of the Mediterranean Theater. balkas Q. The card says that when moving into or out of Balkas, units must stop and move no further. Does that mean units can’t Take Ground or Armor Overrun? A. Yes. Units may not Take Ground or Armor Overrun on the turn they move into or out of Balkas. Q. If a unit starts its turn in a Balka hex and moves into an adjacent, contiguous Balka hex, does it still have to stop and move no further on that turn? A. Yes. Even though it may seem counterintuitive, units must stop whenever they enter a Balka hex even if they are moving from a connected Balka hex. Note: Units still may not Take Ground or Armor Overrun when they move from adjacent, contiguous Balka hexes. 62 9 ✪ No movement restrictions ✪ No combat restrictions ✪ Do not block line of sight-0 1 -0 esCaRpMenTs 63 5 64 4 ✪ Unit moving up the ridge must stop and may move no further on that turn ✪ Block line of sight (except from adjacent contiguous terrain at same height) -1 2 -1 65 ✪ Unit moving in, or exiting a Balka hex must stop and may move no further on that turn ✪ Unit may move out of a Balka directly onto a Bridge and vice versa, but must stop when doing so ✪ Unit battles out at -1 die ✪ Do not block line of sight. Unit in Balka blocks line of sight as normal-1 1 -1 -1
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Record 47715 · faq · Review: approved
Official FAQ v2 — PDF p. 24 [faq-24-0]
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- Rulebook excerpt
- Description
- Terrain 21 Q. The rule about stopping when moving onto a Bridge seems superfluous given the fact that units must already stop when exiting a Balka hex. Why is this example mentioned specifically? A. The reason for this statement was to avoid players thinking a unit on a Balka hex could be hiding under a Bridge and protected by the Balka die reductions. A unit on a Balka/Bridge hex is considered on the Bridge just like a unit on a Bridge over a Fordable River is not considered on the Fordable River. abaTis Q. It says in the Campaign Book #1 that Abatis is like Wire except impassable to Armor and Artillery. It also says in the Terrain pack that the Engineer units may remove Wire and battle with -1 die. So may an Engineer unit enter an Abatis hex, remove the Abatis and battle out at -1 die? A. No. An Engineer unit that moves onto an Abatis may remove the obstacle instead of battling. 66 11 ✪ Impassible by Armor and Artillery ✪ Infantry moving in must stop and may move no further on that turn ✪ Infantry battles out at -1d ✪ Infantry may remove abatis instead of battling ✪ Do not block line of sight -0 1 -0 CasTle 67 #4 Q. What was your inspiration behind creating the Commands & Colors game system? A. I started playing Avalon Hill board wargames and historical miniatures in the late Sixties. As time went by I found that I could not devote as much time to gaming. Many of the guys in the game group, because of family and job pressures, were in the same boat. I had already written several sets of traditional miniature wargame rules for the group, but knew that we needed something different. I had lots of American Civil War (ACW) miniatures so my focus was on ACW. Taking what I liked about miniatures and combining this with the best elements of board games, the first Commands & Colors rules set was written around 1975. The group enjoyed the ACW game so much that in time we had expanded the system to include our Napoleonics and the American Revolution miniatures we had collected. In 1999 we finally licensed Battle Cry to Hasbro and the rest as they say, is Commands & Colors History. » Richard Borg ⟨Designer of Memoir ’44⟩
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Record 47716 · faq · Review: approved
Official FAQ v2 — PDF p. 26 [faq-26-0]
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- Description
- Actions 23 Collapsible RafTs & boaTs Q. Can a unit move from a Boat directly onto an adjacent Bridge hex? A. No. A unit may only enter a Bridge hex from a land hex, not directly from a Collapsible Raft or Boat. Q. If a unit is on a River hex using its Boat but is forced to retreat back out of the water, does it lose the Boat? A. Units that are in Collapsible Rafts & Boats cannot retreat. Instead, the unit loses one figure for each Flag. Q. Can an Infantry unit on a Boat move along a River? A. Yes. The unit may move onto the River hex using the Boat in turn one. On another turn, it may be ordered to cross the River, in which case the unit moves onto a land hex on the opposite side or moves back to the side of the River it started on. After either of these choices, the Boat is removed and the unit may not use the Boat again. A third option when the unit is on a Boat in the River is to move to an adjacent River hex. A unit in a Boat has the choice of all three options each turn it is on a River. foRwaRD spoTTinG 4 8 ✪ Available to Infantry only ✪ Unit in boat may move on River & Waterways, but must stop and may move no further on that turn ✪ Unit battles at -1 die ✪ Unit does not retreat, instead loses 1 figure for each flag ✪ When unit disembarks, boat may no longer be used 5 8 saboTaGe 6 7, 9 fReeinG pRisoneRs 7 8 Q. Are there any rules you have to look up on a regular basis? A. When I host a game of Memoir, I usually give a brief review of any special expansion rules, unusual terrain rules or scenario specific rules prior to the start of the battle, which certainly helps me and the other players remember minor rules and also eliminates most rule questions. » Richard Borg ⟨Designer of Memoir ’44⟩
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Record 47718 · faq · Review: approved
Official FAQ v2 — PDF p. 27 [faq-27-0]
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- Rulebook excerpt
- Description
- Actions 24 heRoiC leaDeR Q. The rules for the Heroic Leader in the Terrain Pack says that if a unit with a Heroic Leader is eliminated and no Star is rolled, the token goes to the nearest friendly unit. The Summary card says he goes to the nearest friendly Infantry unit. Which rule is correct? A. The Summary card is correct; the Heroic Leader must move to an Infantry unit. As stated on page 11 of the Air Pack Rule book: “They (Summary Cards) override previous versions of the rules and existing cards, where available.” Q. In the unlikely event that there are no other Infantry units for the Heroic Leader to move to, but he survives his unit being eliminated, what happens to him? A. If there is no Infantry unit to move to, the Heroic Leader is eliminated and will count as a medal for the other player. noRTh afRiCan DeseRT Rules Q. With the North African Desert Rules, when an Armor unit Takes Ground after a successful Overrun combat can it move two hexes again? A. No. It may only Take Ground onto the vacated hex after the Overrun combat. Q. Under North Africa rules, if an Armor unit destroys an enemy unit in a Town or Palm Forest, can it Take Ground into that hex and then come out to do a Desert Overrun attack? Or must it stop moving after it Takes Ground? A. The Palm Forest hex has the same terrain effect as a Forest; therefore a unit that enters a Palm Forest hex must stop and may move no further on that turn. Also note, a unit may not battle the turn it moves onto a Palm Forest (or Forest) hex. The Desert Town & Village hex has the same terrain effect as Towns & Villages from the base game; therefore a unit that enters a Town hex must stop and may move no further on that turn. As with all Town hexes, a unit may not battle the turn it moves onto the hex. 8 9 When Heroic Leader rules are in effect: ✪ Use a Battle Star to add a heroic leader to an infantry unit ✪ Infantry unit with heroic leader may ignore one flag ✪ Infantry unit with heroic leader battles at +1d. ✪ When Infantry unit with heroic leader is eliminated, roll two Battle dice; if at least 1 star is rolled, leader is lost and counts as a Victory medal; if heroic leader survives, move him to nearest friendly infantry unit. Q. Who do you normally play Memoir ’44 with? A. I am a very lucky gamer because I have a great group of friends in the Orlando, Florida area that game. We normally play three-on-three even for our standard size Memoir battles. The Field General in the center hands out the Command cards, but normally receives plenty of advice from his left and right wing Commanders before he decides on a card to play. » Richard Borg ⟨Designer of Memoir ’44⟩ ✪ On successful Close Assault, Armor may move into vacated hex and move 1 additional hex before battling again. 9 3
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Record 47719 · faq · Review: approved
Official FAQ v2 — PDF p. 29 [faq-29-0]
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- Rulebook excerpt
- Description
- Actions 26 Q. If a Camouflaged unit is forced to retreat does it keep its Camouflage? A. No. If a Camouflaged unit moves in any way, it loses its Camouflage token. Q. If a Camouflaged unit Ambushes a unit that is attacking, does it keep its Camouflage? A. No. If a Camouflaged unit battles at any time, it loses its Camouflage token. Q. Can a Camouflaged unit be Strafed by an Airplane? A. No. A Camouflaged unit may only be targeted in a Close Assault and an Airplane cannot Close Assault. Q. If a Camouflaged unit is being attacked in Close Assault, can a Plane provide support, in order to neutralize terrain/Bunker protection? A. Yes. An Airplane, using its Ground Support Special Action, will negate terrain protection for all enemy units adjacent to the Airplane and attacked by ground troops in Close Assault this turn. CapTuRe hQ/supply TenT Q. The Capture 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. hospiTal ReCoVeRy Q. The rules for Hospital Recovery say that you can’t move on the turn you heal. Does that mean a unit must move onto the hex one turn and heal on the next turn? A. Yes. For a unit to heal, it must start the turn on the Hospital Hex and cannot move after healing. niGhT aTTaCks Q. The text at level six of the Night Visibility Chart is a little confusing. It would be much clearer if level six simply stated “Visibility Unlimited” in big letters and dispensed with the hex graphic. A. Good point. At level six, visibility is unlimited. Q. Under night rules, can an Airplane be brought onto the board before full daylight? A. No. Q. Before full daylight can an Air Sortie be used to order one unit on the board? A. No. An Air Sortie card can only order an Airplane. If a Tactic card can be used to order another unit, the card will clearly outline that ability. ✪ When Capture HQ/Supply Tent rules are in effect, owner of captured HQ/Supply Tent immediately loses 1 random Command Card. If owner reclaims HQ/Supply Tent, he replenishes his hand. 17 5 18 5 ✪ When Hospital Recovery rules are in effect, an Ordered Infantry on Hospital hex with no adjacent enemy may recover lost figures. The unit cannot move or battle this turn. Recovery ✪ Roll 6 Battle dice. For each die matching the unitʼs symbol or a star, 1 lost figure is returned to the unit. The unit may not gain more figures than it originally had. 19 8 Use Night Visibility Chart ✪ Each turn Allied player rolls 4 dice, each Star increases visibility ✪ When full daylight is reached chart set aside, normal visibility conditions resume
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Record 47722 · faq · Review: approved
Official FAQ v2 — PDF p. 30 [faq-30-1]
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- Description
- ht ✪ Unit on Smoke Screen hex may be seen and see out of that hex aRMoR bReakThRouGh 22 12 Q. What is it about Memoir ’44 that keeps you around? Why haven’t you lost interest in this game? A. The history behind the game was what first got me hooked on Memoir ’44 and that aspect is still as strong as ever. Each new expansion that comes out makes me interested in learning about another aspect of World War II. The other thing that keeps me around is the community surrounding this game! I enjoy getting to know the men and women at Days of Wonder, and I like interacting with such a diverse group of fans on the forums and in the online game. Through my interactions, I feel like I have friends around the world who share my enjoyment of this great game and the history it’s built on! All of these factors put together indicate that I’ll be enjoying Memoir ’44 and bothering the community for a good long while still. 🙂 » Jesse Rasmussen ⟨Memoir ’44 Player - United States⟩
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Record 47725 · faq · Review: approved
Official FAQ v2 — PDF p. 32 [faq-32-0]
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- Rulebook excerpt
- Description
- Troops 29 iV. TRoops sTanDaRD uniTs Q. Do units, especially an Artillery unit in a Bunker, have a 360-degree arc of fire? A. Yes. See “Bunkers” on page 5. Q. Can a Standard Artillery unit remove Wire? A. No Q. If an Infantry or Armor unit attacks and rolls two retreat Flags, can it Take Ground or Armor Overrun the two hexes along the retreat path or just one hex? A. Normally units can only Take Ground or Armor Overrun one hex. However, when North African Desert Rules are in effect on a successful Close Assault, an Armor unit may move onto the vacated hex and move one additional hex before attacking again. Q. When Armor makes a Close Assault attack and is given a bonus die by Their Finest Hour , Armored Assault or Close Assault Command cards and then gets to make an Armor Overrun, does it keep the bonus die for the second attack? A. It depends on the card: Examples: » For the Their Finest Hour card, the Armor unit on an Armor Overrun will receive the bonus die for both range and Close Assault attacks. » For the Armor Assault card, the Armor unit on an Armor Overrun will receive the bonus die for Close Assault but not if the Overrun is a range attack. » For the Close Assault card, the Armor unit on an Armor Overrun will not receive the bonus die for either range or Close Assault attacks. biG Guns Q. May Big Guns move? A. Yes, unless they are in a Bunker or the Special Rules of the scenario state otherwise. 1 7 Infantry ✪ Move 0-1 and battle, or move 2 no battle ✪ May Take Ground on successful Close Assault Armor ✪ Move 0-3 and battle ✪ May Overrun on successful Close Assault Artillery ✪ Move 1 or battle ✪ Ignore line of sight and terrain protections 8 8 speCializeD uniTs 2 12 3 11 ✪ Fire at 3, 3, 2, 2, 1, 1, 1, 1 ✪ Place cross-hair marker on hex of target when hit is scored. ✪ Until moved or destroyed, zeroed-in units take fire at +1 in future rounds ✪ Cross-hair markers are not cumulative 7, 13
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Record 47727 · faq · Review: approved
Official FAQ v2 — PDF p. 33 [faq-33-0]
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- Rulebook excerpt
- Description
- Troops 30 Q. How does a Big Gun Artillery unit fire when on a Mountain? A. They are no different than normal; a Big Gun Artillery unit when on a Mountain fires at 3-3-2-2-1-1-1-1. Q. When a Big Gun moves, do Targeting Cross-Hair Markers return to the gun? A. Yes. All of the Targeting Markers return to the gun. Q. Can Big Guns shoot different targets without losing the Targeting Marker that is on the previous targets? A. Yes. As long as the Big Guns unit still has Targeting Markers available. Q. If Big Gun Artillery hits a Tiger on the initial roll but misses the Grenade re-roll, is the Tiger considered zeroed in? A. Yes, even though the re-roll to confirm the hit is a miss, the initial die roll is considered a “hit” for the purposes of zeroing in. Q. If Big Gun Artillery hits a target, and a Targeting Marker is placed on the unit, can other Big Gun units (like Battleships) enjoy the +1 bonus? A. Yes, any unit that also uses the Targeting Markers can benefit from being zeroed in even if they did not fire the shot. Q. According to the rules for Big Guns, all similar units (Big Guns, Destroyers, etc) from the same nation can benefit from the Targeting Cross-Hair Markers benefit of +1 die. If one Big Gun unit hits a target and a different Big Gun unit moves, do we have to remove the Cross-Hair Marker? A. In scenarios with more than one Big Gun (or similar unit), the Cross-Hair Markers are not returned unless the target moves or is eliminated. If players want to add more detail and want to track which weapon zeroed-in, they can play the rules as normal and also return the Marker when the appropriate Big Gun moves. CoMbaT enGineeRs Q. Do Engineers ignore Battle dice reductions from obstacles? A. Yes. Engineers ignore all Battle dice reductions, including obstacles such as Sandbags and Bunkers. Q. May an enemy unit in Sandbags or a Bunker ignore Flags when attacked by an Engineer unit? A. Yes. The defender still has the ability to ignore one Flag. 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. 4 13 ✪ 4 figures ✪ Ignore all terrain Battle dice reductions in Close Assault ✪ In wire, may battle out at -1 die and still remove the wire ✪ In minefield, must clear the mines, instead of battling ✪ If ordered on Infantry Assault, may move 2 hexes and remove wire or clear mines 6 10 Q. What should I do if I have a question that isn’t answered in this FAQ Book or the Official Card Compendium? A. If you’ve checked both locations and couldn’t find an answer, post your new question on the Memoir ’44 Forum and see if other players can help with a
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Record 47728 · faq · Review: approved
Official FAQ v2 — PDF p. 33 [faq-33-1]
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- Description
- er unit to clear the “0” token instead of battling. 4 13 ✪ 4 figures ✪ Ignore all terrain Battle dice reductions in Close Assault ✪ In wire, may battle out at -1 die and still remove the wire ✪ In minefield, must clear the mines, instead of battling ✪ If ordered on Infantry Assault, may move 2 hexes and remove wire or clear mines 6 10 Q. What should I do if I have a question that isn’t answered in this FAQ Book or the Official Card Compendium? A. If you’ve checked both locations and couldn’t find an answer, post your new question on the Memoir ’44 Forum and see if other players can help with an answer. If nobody can help and the question needs official clarification, post it on the sticky thread “Official FAQ Book” and it can be added to a future version of the FAQ Book. » Jesse Rasmussen ⟨Memoir ‘44 Player - United States⟩
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Record 47729 · faq · Review: approved
Official FAQ v2 — PDF p. 34 [faq-34-0]
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- 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. 35 [faq-35-0]
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- Troops 32 Q. Are these two tiles, when used, counted as one unit or two? A. The Locomotive and Wagon together are just one unit, but because the Train is so long, it is a viable target in either hex. When a hit is scored on either the Locomotive or Wagon, place one Battle Star on the Locomotive. Q. Do the Locomotive and Wagon block Line of Sight? A. Yes. Q. In our game of the River Bug scenario, on the first move of the Russian player, the Train was moved two hexes forward creating a four hex chain with the two Infantry units, (those on the rail-line and those next to the Woods). Can the two Infantry and each section of the Train be attacked? A. Yes. The Locomotive hex and Wagon hex may each be targeted with an Air Power card. Examples: » After three hits are scored on a Train, the Wagon is destroyed and the 4th hit destroys the Locomotive, which is then placed on an empty Victory Medal stand space. » If the Wagon is removed and there was a unit riding on it, the unit is lost but does not count as a victory medal. If the Locomotive is removed and there was a unit riding on it, the unit is lost but does not count as a victory medal. Only the Locomotive will count as a medal. Note: If the Train pulls into the station and if the Wagon was destroyed, only one Infantry unit will unload from the Locomotive; the other unit was lost with the Wagon. Q. Can I recover damage points for a Train by playing Medics & Mechanics on it? A. No. Q. After an Infantry unit exits a Train (either the Locomotive or the Wagon), can it retreat back onto the Train? A. No. Once the Infantry unit leaves the Train, it cannot climb back onto it. Q. If Train Tracks continue to the edge of the board, can I exit my Train off the board to prevent my opponent from getting a medal for it? A. No. You cannot exit a Train off the board unless the scenario specifically allows it. aRMoReD TRains Q. Does an Armored Train lose its ability to combat when it takes a third damage point? A. Yes. When the Wagon that carries the Artillery piece is removed, after the Train is hit three times, the Armored Train loses the ability to battle. If the Train is hit again, the Locomotive is destroyed and becomes a victory medal for the opponent. Q. If I have an Armored Train with Artillery on its Wagon, but there is an enemy unit adjacent to my Locomotive, can I fire to other distant units, or do I have to make a Close Assault (although the Artillery is not adjacent to the enemy unit)? A. To be forced to make a Close Assault attack, the Artillery unit on the Wagon itself would have to be adjacent to the enemy unit, not just the Locomotive adjacent to the Armor unit. In this example the Artillery can fire at any target it wants. 7 13 Armored Train carries one Artillery piece on its Wagon ✪ Train may move and the Artillery can still fire ✪ Artillery on Wagon fires as regular Artillery ✪ Artillery on Wagon is destroyed when wagon is destroyed (3 hits) Q. When you created Memoir ‘44, did you already know a lo
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Record 47732 · faq · Review: approved
Official FAQ v2 — PDF p. 36 [faq-36-0]
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- 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

