General Howitzer’s Field Guide to Memoir 44

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General Howitzer · Field Guide

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258 matching records · page 14 of 22

Official FAQ v2 — PDF p. 57 [faq-57-0]

Rule Category
Rulebook excerpt
Description
Command 54 Q. When playing with the Marine Corps Command Rules, does the Behind Enemy Lines card order two Infantry units? A. Yes. Note: The two Marine units are ordered one after the other, following the sequence on page six of the core rules. For more information on this situation, look under the “US Marine Corps” on page 48. A. The following is a summary of Infantry movement when it is ordered by the Behind Enemy Lines card: Examples: » Forests - unit that enters a Forest hex is not forced to stop. » Jungles - unit that enters a Jungle hex is not forced to stop. » Hedgerows - to enter a Hedgerow hex the unit does not have to start in an adjacent hex. Unit that enters a Hedgerow hex is not forced to stop and may move further than an adjacent hex. » Towns - unit that enters a Town hex is not forced to stop. » Landmarks - unit that enters a Landmarks hex is not forced to stop. » City Ruins - unit that enters a City Ruins hex is not forced to stop. » Oasis - unit that enters an Oasis hex is not forced to stop. » Oceans - a unit that moves onto an Ocean hex, movement is not restricted to one hex. » Beaches - a unit that moves onto a Beach hex, movement is not restricted to two hexes. » Trenches - unit that enters a Trench hex is not forced to stop. » Wire - unit that enters a hex with Wire is not forced to stop. » Minefields - unit that enters a hex with a Minefield is not forced to stop and the Mine does not detonate. » Marshes - unit that enters or exits a Marsh hex is not forced to stop. » Roads - a unit that starts on a Road hex and remains on a Road the whole turn may move one additional hex. » River - A River is impassable terrain. A unit ordered by the Behind Enemy Lines card may not move onto or cross a River terrain hex. » River Ford - unit that enters a River Ford hex is not forced to stop. » Flooded Fields - unit that enters or exits a Flooded Fields hex is not forced to stop. » Frozen River - unit that enters a Frozen River hex is not forced to stop and no dice are rolled. » Units - a unit ordered by the Behind Enemy Lines card may not move onto or through a hex occupied by a friendly or enemy unit. » Impassable Terrain - a unit ordered by the Behind Enemy Lines card may not move onto or through an impassable terrain hex. Q. So basically, an Infantry unit is allowed to go anywhere it could legally go in six one-hex movements, but all at once? A. Yes. Note: After moving three hexes, the unit may battle before moving the second three hexes, but doesn’t have to. Q. The Behind Enemy Lines 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. When ordered by the Behind Enemy Lines card, if an Infantry unit moves three hexes

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Record 47768 · faq · Review: approved

Official FAQ v2 — PDF p. 57 [faq-57-1]

Rule Category
Rulebook excerpt
Description
s. Note: After moving three hexes, the unit may battle before moving the second three hexes, but doesn’t have to. Q. The Behind Enemy Lines 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. 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 an Infantry unit that has the ability to cross a River with a Collapsible Boat use their Boat with the Behind Enemy Lines card to cross the River? A. Yes, however, once the unit crosses the River, immediately remove the unit’s Battle Star token; the unit has abandoned its Boat, and may now no longer move onto a River hex. 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. 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. Q. If you order Cavalry with Behind Enemy Lines (since it’s considered an Infantry Unit for all purposes), can it Overrun and battle with an extra die before it moves the second set of three hexes? A. Yes. Cavalry ordered with Behind Enemy Lines may move three hexes, battle with an extra die, Overrun, battle with an extra die again, Take Ground if appropriate, and then move three hexes. In effect, the Cavalry could move a total of eight hexes when ordered with Behind Enemy Lines, if everything went right.

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Record 47769 · faq · Review: approved

Official FAQ v2 — PDF p. 58 [faq-58-0]

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Rulebook excerpt
Description
Command 55 Q. If I order a Late War Mortar unit with Behind Enemy Lines, do I need Line of Sight on my enemy and do I only battle at [3-2-1], since I moved? A. If the Late War Mortar unit moves at all (including with Behind Enemy Lines) it will battle at [3-2-1] +1 die for the card and it needs Line of Sight. If the Late War Mortar unit does not move it will battle at [3-2-1-1] +1 die for the card and it does not need Line of Sight. Q. Can an Early War Special Weapon Asset (SWA) unit be ordered with Behind Enemy Lines to move up to three hexes and still attack? A. No. If Early War SWA units move in any way, they may not battle. This limitation includes when they are ordered by the Behind Enemy Lines card or Infantry Assault card. Note: This answer is an update from previous FAQ documents and changes the answer from before. 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. I play Behind Enemy Lines and move a unit three hexes, then declare a Close Assault against an enemy unit. My opponent plays Ambush and forces my unit to retreat, which prevents me from attacking. Can my unit move the second three hexes? A. Your unit still gets its second movement of up to three hexes, even though it did not attack. Q. After I play Behind Enemy Lines, what if my opponent plays the Pull Back Combat Card just before my attack? A. Your unit cannot battle but still gets its second movement of up to three hexes even if it does not attack. Q. What if I play Behind Enemy Lines and my opponent plays the Out of Ammo Combat Card just before my attack? A. Your unit does not get its second movement of up to three hexes because it was forced to return to your baseline. Close assaulT Q. When the Close Assault card is played and an enemy unit retreats, which puts it next to a friendly unit that originally was not adjacent when the order was issued, can the newly adjacent unit battle? A. No. Only units adjacent to an enemy unit when the card is played are issued orders. If you have a lot of units being ordered with the Close Assault card, you may want to mark all the units you order prior to any attacks to avoid confusion. Q. When playing the Close Assault card, can a unit designated to Close Assault still fire if the unit he was to Close Assault is no longer adjacent to him? A. No. Ordered units may only Close Assault. Q. After a successful Armor attack using the Close Assault card, that results in the destruction or retreat of the target, can the unit Armor Overrun with the extra die if it is still attacking an adjacent unit? A. No. Units ONLY get the extra die for the initial attack. After eliminating a unit or forcing a retreat, Armor units can do a normal Armor Overrun (no extra die) or attack a distant unit if there are no adjacent targets

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Record 47770 · faq · Review: approved

Official FAQ v2 — PDF p. 59 [faq-59-0]

Rule Category
Rulebook excerpt
Description
Command 56 DiG-in 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. 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 being attacked by Infantry or Armor. » If Sandbags are placed on a hex with other terrain, Battle dice terrain reductions and Sandbag Battle dice reduction are not cumulative. » Sandbags will allow a unit to ignore the first Flag rolled against it. Note: A unit may ignore the first Flag rolled each time it is attacked. Q. Can a unit on a Frozen River place Sandbags if Dig-In is played on it? A. No. Frozen Rivers are not considered land hexes for the purpose of Dig-In. 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, no movement or combat. Q. On the Dig-In card it states, place “available” Sandbags. Does it mean only my color or any color Sandbags? A. The statement means that you are limited to the 12 Sandbag pieces in the game. The color of the Sandbag piece does not matter. Q. If defense is not cumulative, what is the advantage of putting Sandbags on a terrain hex that already provides -1 Battle dice protection? A. It allows the unit to ignore the first Flag. Q. When a unit with Sandbags in its hex leaves (moves or retreats) or is destroyed, are the Sandbags removed? A. Yes. The Sandbags are removed immediately after the unit leaves the hex for any reason. 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, may they use that order to recover figures on an Oasis hex. A. No. They may only place the Sandbags. This card is not a general order to be used as you see fit, but a specific order to do only what the card specifies. fiRefiGhT Q. When playing the Firefight card, units get an additional die. Does this means that Infantry can fire at [4, 3, 2, 1] or do they fire at [4, 3, 2]? A. As the card states, roll one additional die. The firing range is not extended, and because you cannot Close Assault with the Firefight card, the Infantry would battle: [0, 3, 2]. Q. If a unit is ordered with Firefight, but the target unit is forced to retreat from a different attack and ends up adjacent to the unit before it was able to attack, is the unit still allowed to attack since it was ordered before they were adjacent? A. No. A unit that is ordered using Firefight may never target an adjacent enemy unit. The player loses that order. Q. Is it is possible to assign a Firefight order to a unit which at the exact time of recei

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Record 47772 · faq · Review: approved

Official FAQ v2 — PDF p. 59 [faq-59-1]

Rule Category
Rulebook excerpt
Description
l die. The firing range is not extended, and because you cannot Close Assault with the Firefight card, the Infantry would battle: [0, 3, 2]. Q. If a unit is ordered with Firefight, but the target unit is forced to retreat from a different attack and ends up adjacent to the unit before it was able to attack, is the unit still allowed to attack since it was ordered before they were adjacent? A. No. A unit that is ordered using Firefight may never target an adjacent enemy unit. The player loses that order. Q. Is it is possible to assign a Firefight order to a unit which at the exact time of receiving the order is not capable of making an attack (within firing range of an opponent’s unit)? A. Yes, all the rule stipulates is that an ordered unit may not be adjacent to an enemy unit at the time of ordering. There is nothing wrong with ordering a unit, anticipating that a target may become available during the turn. Note: If an enemy unit retreats adjacent to a Firefight ordered unit that has not battled yet, then that unit may not battle. Q. When an Airplane uses Ground Interdiction, are any enemy ground units that are adjacent to that Airplane able to be ordered with a Firefight card? A. Yes, they can be ordered and they can battle. An airborne Airplane using Ground Interdiction does NOT prevent adjacent enemy units from battling. In addition an airborne Airplane does NOT block Line of Sight, or prevent the Ground Interdicted units from targeting more distant targets. [Air Pack Rules p. 9]

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Record 47773 · faq · Review: approved

Official FAQ v2 — PDF p. 6 [faq-6-0]

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Rulebook excerpt
Description
General 3 Q. If Exit rules are in effect and my opponent forces me to retreat while my unit is on an Exit hex, may I retreat off the board and get a medal? A. No, the intent has always been that units must be ordered and then move off the battlefield via an Exit hex. You may not retreat off the board and gain an Exit medal. Q. Is it possible to score a medal by retreating? A. Yes, if your opponent forces your unit to retreat and you retreat onto an objective medal hex, it is possible to capture that medal during your retreat. Note: Units that retreat onto a Frozen River could score a medal if a hit is rolled. Q. If I roll a Flag against a Tiger tank and it is unable to retreat, is it destroyed? A. If a Tiger tank is forced to retreat, like any other unit that cannot retreat, one hit is scored for each retreat hex it cannot complete. However, these hits must be re-rolled and only a Grenade counts as a hit on the re-roll. Q. If a Unit with a Heroic Leader is behind Sandbags, may that unit ignore two Flags thrown against it in a single battle? A. Yes, this unit could ignore the 1st Flag because of the Sandbag (Terrain Protection) and the 2nd Flag because of Heroic Leader (Special Unit Protection). This same effect would also apply to Italian Artillery Units and Imperial Japanese units. However, if attacked by a Barrage or Airpower card, the unit would not be able to ignore any Flag because those cards always overpower the protections. Q. Can a unit retreat onto a Fordable River hex, and if a unit is already in a Fordable River, can it retreat out of the hex? A. Yes, a unit can retreat into and out of a Fordable River hex. Take GRounD Q. Can a unit Take Ground beyond its normal movement capacity (i.e. Infantry Special Forces unit moves two, Close Assault, destroys enemy unit, Takes Ground; making a move of three hexes)? A. Yes. Special movements like Take Ground and Armor Overrun take place during Step 4 - Battle, and are in addition to the unit’s normal movement. Q. Can an Armor unit move three hexes, Close Assault, destroy the enemy unit and Armor Overrun, force a retreat of a different unit in Close Assault and move another hex, but not battle, for a total of five hexes moved in one turn? A. Yes, but the battle and movement restrictions for any terrain hexes entered will still apply. Q. Can an Armor unit move two hexes on the Beach, have a successful Close Assault and Armor Overrun, to move three hexes? A. Yes, an Armor unit could do that. Look in the book or on the summary card for Beaches: “Battle: No combat restrictions. A unit may still Take Ground after a successful Close Assault Combat.” The second sentence here shows that Armor could move two hexes on a Beach and Take Ground for one extra hex of movement. 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.

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Record 47689 · faq · Review: approved

Official FAQ v2 — PDF p. 60 [faq-60-0]

Rule Category
Rulebook excerpt
Description
Command 57 MeDiCs & MeChaniCs 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. If one or both units are healed, they can be ordered normally. TheiR finesT houR Q. Does a Grenade roll mean that you can order Artillery, or is the only way to order Artillery to get a Star result? A. Flag and Grenade rolls do not order any units when rolled for Their Finest Hour. A Star roll will order any unit and is the only way to order Artillery. Q. After playing Their Finest Hour does the player draw before or after the deck and discard piles are shuffled together? A. Shuffle the discards and deck together to form a new draw deck before drawing the new Command card. Q. If I play Their Finest Hour and during my turn my opponent plays Ambush, does he draw first from the Command Card pile before the cards are reshuffled or after they are reshuffled? There seems to be a difference between the text of the Overlord card deck and the Standard card deck, so which one is right? A. Depends on if you are playing with a deck of Standard Command cards or a deck of Overlord Command cards. For the correct play, follow the instructions on the specific Ambush card, depending on which deck you are playing with. Q. When an Airplane is ordered by a Their Finest Hour Command card, does it roll an additional die in battle? A. Yes. The Airplane rolls one additional die in any Special action that involves dice rolled (Strafing and Kamikaze Attack). Q. Does Armor keep the additional die for an Armor Overrun attack? A. Yes. aiR poweR Q. If I am attacking four units that are adjacent (all Infantry) and roll four dice (Axis Air attack) and get four Infantry symbols, does that mean I have four hits per hex or four total hits to be used across the four hexes? A. For Air Power, you would roll one die per hex, applying each result to that particular hex before rolling for the next hex. So if you rolled one Infantry symbol on each, you would remove one Infantry figure from each of the four Infantry units you targeted. Q. Can a Counter-Attack card be played against an Air Power card? A. Yes. Q. Is the Air Power card played exactly like the Air Sortie card if I am using Air Rules? A. No. The Air Power card is an Air Sortie equivalent, so when you draw the Air Power card, it is placed in your hand instead of next to your card holder. Q. How many hexes can I target with the Air Power card? A. You can target four or fewer. This means you can target 1, 2, 3, or 4 hexes. aiR soRTie Note: Questions about the Air Sortie card are answered in the Air Rules section of this FAQ. Check “Air Sortie” on page 41.

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Record 47774 · faq · Review: approved

Official FAQ v2 — PDF p. 61 [faq-61-0]

Rule Category
Rulebook excerpt
Description
SWA 58 iX. speCial weapon asseTs speCial weapon asseTs Rules Q. Can a Special Weapon Asset unit be ordered with Infantry Assault and move three hexes? A. Yes. However, the normal SWA unit rules apply. An Early War SWA units cannot attack, even if they just move one hex. Late War SWA units lose their bonus since they moved. Q. The Late War SWA units in the Winter Wars rule book don’t say that they can’t Take Ground like the original SWA units. Does this mean that the Late War units can Take Ground? A. No. SWA units can never Take Ground. The Special Weapon Assets - Late War summary card [SWAs Card 4] clearly states that SWA Units cannot Take Ground but the Winter Wars rule book is missing this detail. Q. Looking at the last point of the Summary Card, it looks like Late War Mortar units never needs Line of Sight. Is that correct, or does it need Line of Sight if it moves? A. If a unit with a Late War Mortar moves, it attacks like a normal Infantry unit at [3-2-1] and it will need Line of Sight to its target. If the unit with a Late War Mortar does not move, it does not need Line of Sight and it may increase its firing range an additional hex [3-2-1-1]. Q. If I order a Late War Mortar unit with Behind Enemy Lines, do I need Line of Sight on my enemy and do I only battle at [3-2-1], since I moved? A. Yes. If the Late War Mortar unit moves at all (including with Behind Enemy Lines) it will battle at [3-2-1] +1 die for the card and needs Line of Sight. If the Late War Mortar unit does not move it will battle at [3-2-1-1] +1 die for the card and does not need Line of Sight. Q. Can an Early War Special Weapon Asset (SWA) unit be ordered with Behind Enemy Lines to move up to three hexes and still attack? A. No. If Early War SWA units move in any way, they may not battle. This limitation includes when they are ordered by the Behind Enemy Lines card or Infantry Assault card. Note: This answer is an update from previous FAQ documents and changes the answer from before. Q. Does a Japanese SWA Infantry unit benefit from all of the Imperial Japanese Army rules? A. Japanese SWA units play in the following manner: » Yamato Damashi Spirit: A Japanese SWA Infantry unit will benefit from this ability. » Seishin Kyoiku Doctrine: A Japanese SWA Infantry unit will benefit from this ability. » Banzai War Cry: An early war SWA Japanese Infantry unit may never move and battle. Therefore, it will not benefit from the Banzai War Cry ability. A late war SWA Japanese Infantry unit battles like Infantry when it moves. Therefore, it will benefit from Banzai War Cry but may not use the SWA benefit since it moved. Note: All SWA units benefit normally from the special abilities of its Nation as long as the ability does not affect the movement of the SWA unit. 1 8 ✪ SWA is placed with unit, removed when last figure is lost ✪ Unit with SWA is treated as Infantry, for all purposes ✪ Unit with SWA may not Take Ground ✪ SWA does not count as an additional Medal 10

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Record 47776 · faq · Review: approved

Official FAQ v2 — PDF p. 61 [faq-61-1]

Rule Category
Rulebook excerpt
Description
ore, it will not benefit from the Banzai War Cry ability. A late war SWA Japanese Infantry unit battles like Infantry when it moves. Therefore, it will benefit from Banzai War Cry but may not use the SWA benefit since it moved. Note: All SWA units benefit normally from the special abilities of its Nation as long as the ability does not affect the movement of the SWA unit. 1 8 ✪ SWA is placed with unit, removed when last figure is lost ✪ Unit with SWA is treated as Infantry, for all purposes ✪ Unit with SWA may not Take Ground ✪ SWA does not count as an additional Medal 10

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Record 47777 · faq · Review: approved

Official FAQ v2 — PDF p. 64 [faq-64-0]

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Rulebook excerpt
Description
Combat Cards 61 snipeR Q. Unlike some other cards, Sniper doesn’t specify that the Sniper be made from a surplus unit. Does this mean the Sniper can be taken from casualty figures? A. There currently are four Combat Cards that allow figures to be brought into or back into the battle. This is how they play: » Sniper - A figure not deployed at the start of the battle or a figure lost during fighting may be used for the Sniper and added to the battle field. » Armor Factory - Figures not deployed at the start of the battle or lost during fighting may be used for the Armor unit. If there are not enough figures to make a full strength unit, the unit may not be placed yet. » Reinforcements - Figures not deployed at the start of the battle or lost during fighting may be used to muster a full strength reinforcement unit. If there are not enough figures to make a full strength unit, no Reinforcements can be placed yet. » Return to Duty - If there are not enough lost Russian Infantry figures, the extra Return to Duty rolls are ignored. Q. If I played the Sniper Combat Card and brought a Sniper into a scenario with Exit Markers, can I exit the Sniper off the board to gain a medal? A. No. A Sniper never counts as a medal. fRozen GRounD Q. Does the Winter Combat Card Frozen Ground still add one hex of movement when Winter Weather rules are in effect? A. Yes. sTReeT fiGhT Q. When playing Street Fighting, the card says, “One ordered unit in, or next to, a building hex may Close Assault with 1 additional die.” May the unit move before Close Assaulting? A. Yes, an ordered unit may move prior to battling. As the Combat Card rules state - One ordered unit in or next to a building hex may Close Assault with one additional die. Don’t forget that Combat Cards are played at various times during your turn. infilTRaToRs Note: For additional information, see “Behind Enemy Lines” on page 53. Q. Can I use Infiltrators in combination with Behind Enemy Lines to battle twice and move a single Infantry unit 12 hexes (or more with Take Ground)? A. No. These cards do not stack. Q. If you play Infiltrators (Combat Deck) or Behind Enemy Lines, then use the Heat of Battle to get an extra attack, does the additional die from Infiltrators/Behind Enemy Lines carry over? A. Yes. Heat of Battle allows the unit, after a successful Close Assault, to Take Ground and battle again with the bonus. heaT of baTTle Q. Can a unit Take Ground after the Heat of Battle attack? A. Yes, unless the terrain that was entered when the Heat of Battle card was played prevents the unit from moving further on the turn (Forest, buildings, etc.). Q. Can you play more than one Heat of Battle card on a unit? A. Yes. There is no limit to the number of Combat Cards you can play in a turn. 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 and Take Ground and battle

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Record 47780 · faq · Review: approved

Official FAQ v2 — PDF p. 64 [faq-64-1]

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Rulebook excerpt
Description
baTTle Q. Can a unit Take Ground after the Heat of Battle attack? A. Yes, unless the terrain that was entered when the Heat of Battle card was played prevents the unit from moving further on the turn (Forest, buildings, etc.). Q. Can you play more than one Heat of Battle card on a unit? A. Yes. There is no limit to the number of Combat Cards you can play in a turn. 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 and Take Ground and battle again? A. Yes

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Record 47781 · faq · Review: approved

Official FAQ v2 — PDF p. 66 [faq-66-0]

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Description
OverlOrd 63 Xi. oVeRloRD GeneRal QuesTions Q. In Overlord, the rules state that the Commander-in-Chief (CIC) can issue anywhere from 1–3 cards to any of his Field Generals. Some of the cards, however, can only be played by the CIC himself (Barrage for example). Does this mean that the CIC can distribute three of his cards and also play a “CIC only” card like Barrage? A. No. The Commander-in-Chief may only play a maximum of three Command cards on his turn. When a Commander-in-Chief is playing a Tactic card ( Air Power or Barrage), it counts as one of his three cards. Another limitation is that a Commander-in-Chief may not play more than one Tactic card on his turn. To avoid confusion, a Commander-in-Chief must complete his Command card action ( Air Power or Barrage attack) before any of his Field Generals start playing cards received this turn. Q. When a Recon 1 card is played in an Overlord game, you may draw three cards at the end of the turn instead of two cards. On the turn during which the Recon 1 card is played, may other cards be played? A. Yes. The CIC may play up to two other cards along with a Recon 1. Q. Let’s say I’m playing an Overlord battle and I have two cards less than the maximum number I could hold (I have 10 cards but I could hold 12). If I play a Recon 1 card, do I get to draw three cards and keep the best two (since I can only hold 12)? A. No. In Overlord, the Recon 1 card simply allows you to draw up to three cards to replenish your hand instead of the normal two. You may never draw more cards than you are allowed to hold by the scenario briefing. So in your example, you may only draw two cards because the number of drawn cards allowed by the use of Recon 1 would push your hand past the limit of 12, which isn’t allowed at any time during Overlord battles. Q: If the Commander-in-Chief plays the Barrage or Air Power card (or Counter-Attacks these cards) in one section, can the Field General for that section receive cards in the same turn? A: Yes. The Field General may receive one Tactic card, two Section cards or he may roll for initiative. The Commander-in-Chief is still limited to three cards per turn, though. iMpeRial Japanese in oVeRloRD Q. Under the Imperial Japanese Army Command rules, in an Overlord scenario, if you roll a die to order a unit without playing a card and you roll a Flag, do you have to retreat a unit, or is that Flag ignored because Japanese Infantry never retreat? A. The Japanese unit must retreat. Japanese Infantry only ignore Flags when they are being attacked. aiRplanes in oVeRloRD Q. Is the Air Pack compatible with the Overlord version of Memoir ʻ44? A. Yes. The rules are available for download on the Memoir ʼ44 Overlord page: http://www. memoir44.com/content/overlord/. They accommodate both single and multiple copies of the Air Pack played in conjunction with Overlord scenarios. A reference page is also available under the Rules & Goodies section of the web site. Note: Check the Overlord and Air Pac

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Record 47783 · faq · Review: approved

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