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258 matching records · page 13 of 22
Official FAQ v2 — PDF p. 38 [faq-38-0]
- Rule Category
- Rulebook excerpt
- Description
- Troops 35 Mobile aRTilleRy Q. Can a Mobile Artillery unit ordered by Artillery Bombard move before it attacks? A. No. The Artillery Bombard card states that Artillery units may either move or battle, not both. lanDinG CRafT (lC) Q. The rules for Landing Craft in the Air Pack rules are different than the Summary card. Which one is correct? A. The Summary Card is correct. The Landing Craft rule in the Air Pack at the top of page 11, second column, should say: “When Landing Craft finish their move on a Beach hex, they are automatically removed, at no medal cost, and the unit they carried left on the hex they landed on” The text - “or Shore hex” - is deleted. Also: “They have no direct battle capability, and the units they carry may not battle while in them or during the turn in which they land on the Beach.” The word -”Shore”- is changed to Beach. Q. Can a Landing Craft move onto the same hex as a Hedgehog? A. No. This means it cannot disembark its troops on any hex that contains a Hedgehog. Q. Can a Landing Craft move onto any terrain hex or only a Beach hex? A. Landing Craft can move onto any countryside hex, Beach hex, terrain hex, or obstacle, as long as the hex is not impassable for the Landing Craft or the unit on board. Q. Can a unit move on the same turn it disembarks from a Landing Craft? A. No. Q. How is an Infantry unit on a Landing Craft ordered with Behind Enemy Lines? A. A Landing Craft (even if an Infantry unit is in it) cannot be ordered with the Behind Enemy Lines Command card. Q. With an Infantry Assault card, does a Landing Craft with Infantry move an extra hex? A. No. Landing Craft cannot be ordered with an Infantry Assault Command card. Q. How is a Landing Craft ordered with Artillery Bombard, Armor Assault, or Move Out if it’s carrying a matching unit? A. A Landing Craft cannot be ordered by the Artillery Bombard, Armor Assault or Move Out Command cards unless you have none of that unit type on the board. Note: Remember that a unit may not battle when on a Landing Craft. 14 11 ✪ 2 figures ✪ Fires at 3, 3, 2, 2, 1, 1 ✪ Move 0-1 and battle, or move 2 and no battle ✪ Ignore line of sight and terrain battle protection 15 11 ✪ LC always start on baseline ocean hexes with units in them ✪ LC may move up to 2 hexes, but never onto hedgehogs ✪ When landing on beach hex, remove LC, leave unit ✪ Unit in LC is targeted as normal in battle ✪ Unit in LC may retreat with it, on ocean hexes ✪ Unit may not battle while in LC or when landing ✪ If unit in LC is eliminated, LC is also removed but yields no additional medal ✪ Block line of sight Q. What is your favorite aspect of Memoir ’44 and why? A. In a word, simplicity! I don’t have the time or patience for complicated wargames anymore. I like that Memoir can be played in 30 minutes and I can show anyone how to play the game in five minutes (or if I haven’t played in a while, I can recall it very quickly!) » Malcolm Green ⟨Memoir ’44 Player - Canada⟩
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Record 47738 · faq · Review: approved
Official FAQ v2 — PDF p. 39 [faq-39-0]
- Rule Category
- Rulebook excerpt
- Description
- Troops 36 TiGeRs Q. The rules for Wittmann’s Tiger unit says that if he doesn’t move, he attacks with four dice. If he Takes Ground, can he still roll four dice for his Armor Overrun attack? A. No. If Wittman moves at all (even to Take Ground), he loses the extra attack die. 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. 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. supply TRuCks Q. Does a Truck need to be ordered to re-supply a unit? A. Yes. Only when a Supply Truck is ordered may it re-supply a weakened unit. A Supply Truck unit may never battle. Instead, it may re-supply another unit. The weakened unit that is being re-supplied does not have to be ordered. Q. Can Supply Trucks be ordered with the Behind Enemy Lines card and re-supply in the middle of their move? A. No. As it says in the detailed rules for Supply Trucks page - “ Behind Enemy Lines, Dig-in, Medics & Mechanics - Supply Truck units may not be ordered using any of these Command cards”. Note: Patrol Cars cannot be ordered with the Behind Enemy Lines card either, as outlined in the detailed rules page for that unit. See the detailed Supply Trucks Rules at: http://static.memoir44.com/lang/english/images/mm_op1_trucks_en.pdf 16 #2 ✪ 1 figure ✪ Move 0-3 and battle ✪ Enemy re-rolls all Battle dice that score a hit ✪ If at least one re-roll is a Grenade, kill is confirmed; all other re-rolls are ignored 17 #1 ✪ 1-3 figures, per scenario ✪ Treated as Infantry, for all purposes ✪ Move 0-2, +2 hexes when on a road ✪ Cannot battle ✪ When adjacent to weakened friendly unit, may Re-supply it
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Record 47740 · faq · Review: approved
Official FAQ v2 — PDF p. 4 [faq-4-0]
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- Rulebook excerpt
- Description
- General 1 i. GeneRal QuesTions aiR soRTie wiTh Two DeCks Q. If we are playing with two Command Card decks for Breakthrough battles, how many Air Sortie cards are used in a scenario like Breakthrough at Mortain? A. Only use two Air Sorties and give both to the Allied player for that battle. Q. If we’re playing with two Command Decks as suggested for the Breakthrough format, how many Air Sortie cards should we use in games with Air Rules (or Air Rules as optional)? A. The number of Air Sortie cards we use in any scenario is a max of two. This is a good rule of thumb. Q. If we’re playing with two Command Card decks but a scenario that has Air Rules as optional says to give one Air Sortie to each player, how many Air Sortie cards are used? A. Use only two Air Sorties and give one to each player. bReakThRouGh DeCk Q. Does an On the Move card allow my chosen unit to battle, recover figures, Strafe, etc.? A. No, On the Move only allows a unit to move; the unit can do no other actions. Q. If a unit receives an On the Move order from a Breakthrough card, is that an ordered unit or just a ‘moved’ unit? That is, can the unit benefit from a Combat Card that ‘ordered’ units benefit from (such as Reposition)? A. On the Move orders are exactly like every other order except that those units cannot battle. Combat Cards can be played on units that were activated with On the Move orders. Q. Can On the Move orders be used for the Paradrop action? A. Yes Q. How many units can I activate using the new Medics & Mechanics card in the Breakthrough deck? A. Per the rules on p. 6 in the Winter Wars booklet, the Breakthrough Medics & Mechanics card now allows multiple units across the battlefield to recover figures. An Infantry symbol rolled recovers one Infantry figure in any Infantry unit and an Armor symbol rolled recovers one tank figure in any Armor unit across the battlefield; a Star roll recovers a figure of your choice in any unit across the battlefield. Each unit that recovers at least one figure may be ordered. CopyRiGhT Q. Is it OK for the authors of new scenarios created using the Memoir ʼ44 Scenario Editor to use the product of that editor on other web sites? In most cases, this would mean saving the print version as an MS Word document or a PDF file. A. Absolutely, that’s fine. In as much as possible, we will try and be open regarding the game and welcome the community’s contributions, regardless of where they publish those (or which tool they use to do so, for that matter). Of course, this does not mean (like I read somewhere; on BGG maybe?) that the game itself is “Open Source” or that we won’t defend the game’s copyrights, trademarks and other rights. But the more open we can be, the better the game will be, we believe. » Eric Hautemont (CEO of Days of Wonder) DealinG CaRDs Q. Before we start the game, how should we deal the cards to each side? A. As long as you deal the cards in a random order, it doesn’t really matter. Richard Borg’s group deals the cards
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Record 47685 · faq · Review: approved
Official FAQ v2 — PDF p. 40 [faq-40-0]
- Rule Category
- Rulebook excerpt
- Description
- Troops 37 half-TRaCks Q. May Half-Tracks remove Wire and battle? A. Yes, they behave like Armor for everything except what is written on the summary card (e.g. attack distance). So it may remove Wire and battle the same turn, but like Armor, it must stop on the hex. CoMManD CaRs Q. When a Command Car is in a hex that belongs in two sections (on the red dotted line), can you order an extra unit in both of those sections when playing Recon in Force or General Advance, or do you have to choose one section? A. When a section card is played in the same section as a Command Car, the player activates one more unit than indicated by his card. When the Command Car is on a hex that belongs in two sections, and a Recon in Force or General Advance is played, a player must choose which one section the one additional unit will be ordered in. bRanDenbuRGeRs Q. When a Brandenburgers enemy figure is removed, does a regular friendly figure take its place, or is the unit down by one figure? A. The unit is down by one figure. The enemy figure is simply a marker. Q. If a Brandenburger Ambushes an enemy unit, is its enemy figure removed (since Ambush isn’t part of the combat phase)? A. Yes. An Ambush would involve the unit revealing themselves as enemy. 18 #4 ✪ 1-3 figures, per scenario ✪ Treated as Armor, for all purposes ✪ Move 0-2 and battle 2, 2 ✪ On successful Close Assault, may Take Ground but not Overrun ✪ When adjacent to weakened friendly unit, may Re-supply it in lieu of battling lonG-RanGe paTRol CaRs 19 #4 20 ✪ 1 figure ✪ Treated at Infantry, for all purposes ✪ Move 0-3, no battle ✪ Enemy re-rolls all Battle dice that score a hit ✪ If at least one re-roll is a Grenade, kill is confirmed; all other re-rolls are ignored ✪ Order 1 more unit than indicated by Section card when played in same section as Command Car ✪ When Command Car is ordered by a Recon 1, player may draw 1 Command card from the discard pile at the end of his turn, instead of drawing 2 from the draw pile 21 10 ✪ 3 figures + 1 enemy figure ✪ If hits are scored against Brandenburgers, opponent re-rolls a single die, looking for an Infantry symbol ✪ If re-roll fails, initial roll is ignored & Brandenburgers take no casualties ✪ If re-roll succeeds, enemy figure is removed & initial roll is tallied as normal ✪ When Brandenburgers are ordered to battle, remove the enemy figure from within ✪ Brandenburgers with no enemy figure act like Special Forces Infantry
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Record 47741 · faq · Review: approved
Official FAQ v2 — PDF p. 41 [faq-41-0]
- Rule Category
- Rulebook excerpt
- Description
- Troops 38 Q. Can I use the Medics & Mechanics card to heal my Brandenburger unit up to four figures after I’ve removed the enemy figure? A. No. Q. Is there any way for me to get the enemy figure back into the Brandenburger unit? A. No. Tank DesTRoyeRs Q: Since Tank Destroyers can ignore terrain battle restrictions, can they battle out from a Trench even though Armor is not usually allowed to do so? A: No. Like all other Armor units, Tank Destroyers may not battle when in a Trench. Q. In playing Winter Wars scenarios with Reduced Visibility rules, do Tank Destroyers still get hit with Stars by non-Infantry units firing from a distance? A. Yes, a Tank Destroyer unit follows the standard rules for scoring hits against it when playing Winter Wars scenarios with Reduced Visibility rules. sCReaMinG MeeMies (nebelweRfeRs) Q: The rules say that German Nebelwerfers (Screaming Meemies) do not receive terrain protection when being targeted by enemy units. Does this mean that if they are in Sandbags, they don’t get any benefits at all (including being able to ignore one Flag)? A: The rule about Nebelwerfer not receiving terrain protection is talking about Battle Dice reductions; enemy units will always get to attack Nebelwerfer units at full dice. However, the Nebelwerfer may still ignore one Flag if they are in Sandbags or other terrain that protect from Flags. heaVy anTi-Tank Guns 23 8 DepleTeD uniTs 22 10 24 8 ✪ 3 figures (German and Russians 4) ✪ Treated as Armor, for all purposes ✪ Hit on Star when attacked by unit other than Infantry ✪ Move 0-2 and battle 2,2,2,2 ✪ Stars hit on Armor or Vehicle ✪ When it does not move, ignore all terrain battle restrictions ✪ On successful Close Assault, may Take Ground but not Overrun ✪ May retreat 1 to 2 hexes per flag 25 ✪ Move 1 or battle 3,3,2,2,1,1 ✪ At player’s choice, fire Incendiary or Smoke shells ✪ Incendiary shells - Flags cannot be ignored ✪ Smoke shells - Place Smoke Screen markers on up to 3 contiguously adjacent hexes within firing range, in lieu of battling ✪ Never benefit from terrain protection ✪ Ignore line of sight and terrain protections Q. What is your favorite Memoir ‘44 scenario and why is it your favorite? A. In the base game, Mont-Mouchet is lots of fun, in large part because of the asymmetry between the French FFI and German Elite Tank Units. I’d tie it with the pleasure of (literally) dropping the parachutists on Sainte Mère-Église though 😉 » Eric Hautemont ⟨CEO of Days of Wonder⟩
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Record 47742 · faq · Review: approved
Official FAQ v2 — PDF p. 46 [faq-46-0]
- Rule Category
- Rulebook excerpt
- Description
- Air rules 43 GRounD suppoRT Q. When an Airplane uses Ground Support to strip a unit of “terrain protection”, does this only apply to the Battle dice reduction or does it also apply to the ability to ignore a Flag? A. Ground Support negates any and all terrain protection, both Battle dice reduction and the ability to ignore Flags. Q. When an Airplane uses Ground Support to strip a unit of “terrain protection”, although this removes the ability to ignore a Flag that the terrain provides, if the unit (i.e. Japanese Infantry, Heroic Leader, Italian Artillery) has an intrinsic ability to also ignore the first Flag, is this ability lost as well? A. The ability to ignore a Flag by Japanese Infantry, Heroic Leader, and Italian Artillery has nothing to do with terrain, therefore Ground Support does not remove their ability to ignore a Flag. kaMikaze Q. If a Kamikaze attack rolls a Grenade, which brings both players to the Victory Medal objective, is the game a tie? A. Yes, in this case it would be a tie. ReCon Q. How many Command cards do I draw at the end of my turn when ordering my Storch with an Air Sortie card played alone and using the Storch Recon power? A. None. A new Command card is not drawn to replace the Air Sortie card when played alone. If you want to benefit from the Storch’s Recon power, you should order it using an applicable Command card - or an Air Sortie played along with a Section card. Q. How many Command cards do I draw at the end of my turn when ordering my Storch with a Recon 1 card and using the Storch Recon power? A. Two cards, not three. The Recon power of the Storch is not cumulative with the Recon power of the Command card itself. Q. The rule book states that Recon can only be used when your Plane is adjacent to enemy GROUND units. The summary card makes no distinction and appears to include enemy Airplanes as well. Which is correct? A. The rule book is correct. Unfortunately, the word “ground” is indeed missing from the summary card (Air Rules - 8). Note: Enemy ships do not qualify for this purpose either, as they are not ground units. Q. If a Plane uses the Recon action, does the player get to draw a Combat Card? A. Yes. 6 7 Special Action ✪ Airplane negates terrain protection for all adjacent enemy units attacked by ground troops in Close Assault 7 7 Special Action ✪ Roll 2d against adjacent enemy ground or ship unit, ignoring terrain protection ✪ Any hit scored eliminates entire unit ✪ Airplane is lost and removed; gives a Medal to opponent if at least 1 grenade was rolled ✪ Flags and stars rolled are ignored 8 8 Special Action ✪ If Airplane is adjacent to at least 1 enemy [ground] unit when you replenish your hand of Command cards, you may draw 2 Command cards instead of 1, choose 1 and discard the other.
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Record 47752 · faq · Review: approved
Official FAQ v2 — PDF p. 51 [faq-51-0]
- Rule Category
- Rulebook excerpt
- Description
- NatioNs 48 iMpeRial Japanese aRMy Q. May Japanese Infantry ignore Flags from a Barrage or Air Power Command card? A. No. Command cards that state “Flags may not be ignored” will still force Japanese Infantry units to retreat. This includes Strafing Airplanes. Q. Do Japanese Snipers benefit from all the special Nations Rules that most Japanese units get? A. Snipers do not benefit from Nation rules. Therefore a Japanese Sniper does not get an extra die when Close Assaulting an enemy unit. (Also, Yamato Damashi rule, Seishin Kyoiku rules or Banzai War Cry rule cannot be used by a Japanese Sniper). Q. Do Japanese Engineers benefit from all of the Nation Rules that most Japanese units get? A. Combat Engineers units are affected by Nation rules. Therefore Japanese Combat Engineers are able to move two hexes and Close Assault (Banzai) with +1 die when at full strength (Seishin Kyoiku). Q. If a Japanese unit moves two hexes and does not have an adjacent enemy unit when the Battle Phase begins, may it battle if an enemy unit retreats into a hex adjacent to it? A. Yes us MaRine CoRps Q. When playing with the Marine Corps Command Rules, does the Allied player get to heal two units with the Medics & Mechanics card? A. Yes. The Allied player rolls dice for the first unit and then rolls dice for a second unit. Q. When playing a card that says, “If you do not command any units of this type, issue an order to 1 unit of your choice”, can the US Marine player order two units? A. Yes. Q. When playing as the Allies in the Pacific theater, the Marine player gets to order two Infantry units with Behind Enemy Lines. What order do the two units move in? A. The turn sequence as printed on page six of the Memoir ‘44 base rule book is still followed for both units. 1. Play a Command card – Allied player uses the Behind Enemy Lines card. 2. Order – Announce the two Marine Infantry units that are being ordered. 3. Move – Move the ordered units, one at a time. 4. Battle – Battle with the ordered units, one at a time. Because Behind Enemy Lines allows ordered units to move again, the two ordered units may move again, one at a time. 5. Draw a new Command card. Q. If I choose to use the Combat Deck from the Sword of Stalingrad expansion in the Pacific Theater, would the US Marine player get to order one extra unit with the Combat Cards since that’s their special National ability? A. No. The Combat Cards are different than normal Command Cards and don’t allow the US Marines to order an extra unit per card. 3 7 Yamato Damashi spirit ✪ Infantry must always ignore 1 flag ✪ When in terrain that ignores a flag, must ignore 2 flags instead ✪ When in caves, must ignore all flags Seishin Kyoiku doctrine ✪ Infantry at full strength in Close Assault battles are +1 die Banzai War cry ✪ Infantry may move 2 hexes to combat into Close Assault 4 7 Gung-Ho! ✪ Order 1 more unit than indicated on any Section card played ✪ All Tactic cards that activate 1 to 4 units activate 2 to 5 instead ✪ Marines co
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Record 47758 · faq · Review: approved
Official FAQ v2 — PDF p. 51 [faq-51-1]
- Rule Category
- Rulebook excerpt
- Description
- Combat Cards are different than normal Command Cards and don’t allow the US Marines to order an extra unit per card. 3 7 Yamato Damashi spirit ✪ Infantry must always ignore 1 flag ✪ When in terrain that ignores a flag, must ignore 2 flags instead ✪ When in caves, must ignore all flags Seishin Kyoiku doctrine ✪ Infantry at full strength in Close Assault battles are +1 die Banzai War cry ✪ Infantry may move 2 hexes to combat into Close Assault 4 7 Gung-Ho! ✪ Order 1 more unit than indicated on any Section card played ✪ All Tactic cards that activate 1 to 4 units activate 2 to 5 instead ✪ Marines counter-attack with +1 ordered unit against Japanese Command card. Opposite not true ✪ No effect on Air Power, Air Sortie, Artillery Bombard, Barrage, Close Assault, Infantry Assault, and Their Finest Hour.
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Record 47759 · faq · Review: approved
Official FAQ v2 — PDF p. 54 [faq-54-0]
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- Rulebook excerpt
- Description
- Command 51 p. 4). But what if I have an Air Sortie card in front of me: May I play it along with my Counter-Attack on the Section card just played? A. Yes, you may. Q. Can a player Counter-Attack an Ambush card? A. No. Q. Can you use a Counter-Attack card on a Counter-Attack card? A. Yes. Q. How can players remember what to Counter-Attack? A. Players should remember: You ALWAYS Counter the card only. In effect, you are simply playing the same card as your opponent. (I actually have seen players take the card just played by the opponent and place the Counter-Attack on the discard pile, although Section cards order units in the same section as your opponent.) You can do anything you would normally be able to do with that card (e.g. use a Recon 1 card as Air Power for the Axis player when Blitz Rules are in effect). Q. When a Counter-Attack is played on a Recon 1 card that initiated some special action, what action may I perform? A. The best way to play a Counter-Attack is to take the card just played by your opponent from the discard pile and play it. Of course a right section becomes a left section and vice-versa. So now after playing the Counter-Attack and you have the Recon 1 card in hand, you can play it as a Recon 1 card even if the opponent used it for something special, OR if Air Strike rules are in effect for your side, you may choose to use the Recon 1 card as an Air Strike, OR if Blitz rules are in effect for your side, you may choose to use the Recon 1 card as an Air Power card. infanTRy assaulT Q. If you use Infantry Assault in a section with no Infantry units, can it order one unit in that section? A. No. The Infantry Assault card states, if you do not command any Infantry units, issue an order to one unit of your choice. If you command an Infantry unit in any section of the battlefield you may not choose to order one unit of your choice. Q. The Infantry Assault card states that if you do not have a unit of a specific type, you may order a unit of your choice. Does it mean that I can order any unit and give it any order I want, or does it mean that I can choose any unit and apply the card’s effect on it? A. You may not apply the card’s effect. The card simply allows you to order any other unit on the battlefield and nothing more. Q. How should Infantry moving along Roads, and ordered with the Infantry Assault card be played? A. If the Infantry unit starts on a Road and stays 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,
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Record 47762 · faq · Review: approved
Official FAQ v2 — PDF p. 54 [faq-54-1]
- Rule Category
- Rulebook excerpt
- Description
- t starts on a Road and stays 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, Trucks may not battle » Long Range Patrol Cars (Jeeps) – 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 four hexes and battle. The Infantry Assault card does not limit their movement, though without a Road to travel on, the Cavalry and Ski Troops could only move 3 hexes and battle.
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Record 47763 · faq · Review: approved
Official FAQ v2 — PDF p. 56 [faq-56-0]
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- Rulebook excerpt
- Description
- Command 53 Q. Does an Artillery unit ordered by an Artillery Bombard that is in a hex containing Wire have a die reduction when battling? A. Yes. Like an Infantry unit, an Artillery unit on a hex with Wire will reduce the number of Battle dice it rolls by one. Q. Does a Mobile Artillery unit that is ordered by an Artillery Bombard card get to both move and battle? A. No, the unit follows the specific rules on the card; it may either move up to three hexes or battle twice, but not both. Q. If I play Artillery Bombard and I am forced to retreat my Artillery during the first attack (because of Stiff Upper Lip, Ambush, or a similar card), do I lose my second attack as well? A. If your Artillery has to retreat for any reason, it may no longer battle for the rest of that turn. behinD eneMy lines Q. I’ve heard that there are two versions of Behind Enemy Lines. Which one is the correct wording? A. The correct card is the one pictured here and can be found in the Official Cards Compendium at www.memoir44.com. Your card should read: “Issue an order to 1 INFANTRY unit. Unit may move up to three hexes. Unit may battle with one additional die, then move again up to three hexes. Terrain movement restrictions are ignored. Terrain battle restrictions still apply. If you do not command any Infantry units, issue an order to 1 unit of your choice.” The correct card is also available as part of the “Sword of Stalingrad” Battle Map expansion. Q. What does it cost to move onto a terrain hex that normally costs more than one hex of movement when a unit is ordered by Behind Enemy Lines? A. Terrain features that cost more than one movement only cost one move when an Infantry unit is ordered with the Behind Enemy Lines card. An example of this is the Omaha Beach scenario, where moving up a bluff for an Infantry unit from the Beach is a two hex movement. Moving up or down the bluff when ordered with the Behind Enemy Lines card will only cost one move for the Infantry unit. Q. The card states “terrain battle restrictions still apply”. Does that mean that dice penalties still apply for battling into or out of terrain, or does it mean that the Infantry can’t battle if it lands on terrain that prevents battling when it is first entered? A. The Infantry unit cannot attack if it ends its first half of movement on a hex that prevents battling (Forest, Town, Hedgerow, etc). If the ordered Infantry can attack, Terrain battle restrictions for the target unit are still taken into account. If the attacking Infantry ends the first part of its move on Wire, it has a -1 attacking roll because the battle restriction still applies. Q. If the Infantry attack is successful with Behind Enemy Lines, may it Take Ground before taking its second movement? A. Yes, and then it can take its remaining three hexes of movement. This effectively could allow an Infantry unit to move seven total hexes. Q. When using Behind Enemy Lines, does moving through a Cave hex count as one hex and allow the Japanese
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Record 47766 · faq · Review: approved
Official FAQ v2 — PDF p. 56 [faq-56-1]
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- Rulebook excerpt
- Description
- antry can attack, Terrain battle restrictions for the target unit are still taken into account. If the attacking Infantry ends the first part of its move on Wire, it has a -1 attacking roll because the battle restriction still applies. Q. If the Infantry attack is successful with Behind Enemy Lines, may it Take Ground before taking its second movement? A. Yes, and then it can take its remaining three hexes of movement. This effectively could allow an Infantry unit to move seven total hexes. Q. When using Behind Enemy Lines, does moving through a Cave hex count as one hex and allow the Japanese Infantry unit to move two more hexes before battling? A. No. Moving from one Cave hex to another empty Cave hex is the unit’s entire movement for the turn. The Japanese Infantry unit can still battle but may not move another three hexes. 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.
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Record 47767 · faq · Review: approved

