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Official FAQ v2 — PDF p. 66 [faq-66-1]
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- Rulebook excerpt
- Description
- 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 Pack FAQ for further questions. oVeRloRD on The easTeRn fRonT When Russian Command rules are in effect (Commissar rules) the Soviet Commander-in-Chief cannot normally play Command cards nor hand out orders to his Field Generals directly from his hand. Instead, he must use Command cards that were placed under his Commissar chip prior to this turn. The Air Sortie (if Air Rules are in effect), Ambush and Counter-Attack cards are exceptions; they may be played as normal. The Air Sortie card will be visible on the table, and the Counter-Attack card is played directly from the Soviet Commander-in-Chief’s hand, but only if playing these card(s) AND the Command cards already placed
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Record 47784 · faq · Review: approved
Official FAQ v2 — PDF p. 7 [faq-7-0]
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- General 4 The Wire is removed. If the Overrun is successful, the Armor may not Take Ground because Wire states that units may not move further that turn, which includes Taking Ground. Q. May an Armor unit after a successful Close Assault on an enemy in a Bunker perform an Armor Overrun by Taking Ground and attacking again, or does the terrain battle restriction prevent that? A. An Armor unit that makes a successful Close Assault on a unit in a Bunker hex may not Take Ground because Armor cannot enter a Bunker hex, which means the Armor cannot battle since it didn’t Take Ground. Note: As stated in the Equipment Pack rules, page 4, Petard Mortar units may be an exception because they can destroy Bunkers. Q. If an Infantry unit moves onto Wire (which stops movement) and makes a successful Close Assault, can the Infantry unit Take Ground? A. No. An Infantry unit that enters a hex with Wire must stop and may move no further on that turn. It may not Take Ground after a successful Close Assault when it enters Wire. Note: Armor cannot Take Ground or Armor Overrun, either. 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 that 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. TeMpoRaRy MeDals Q. The rules say that a temporary majority objective requires a player to have units in an absolute majority of the specified hexes. Does that mean at least half of the specified hexes, of simply more hexes than your opponent? A. The medal is TEMPORARY in that you can gain and lose it during play and to have a MAJORITY means to simply occupy one more objective hex than your opponent. Sorry for any confusion caused by the “absolute majority” wording. unusable CaRDs siTuaTion Q. When a player cannot play any of his Command Cards (because he does not have any units in the appropriate section), does he discard a card and order no units this turn? A. Yes. You may play a section card for a section where you do not have any units. No units are ordered, and you will not do anything but discard and draw another card. VehiCles Q: Which units are considered Vehicles in Memoir ‘44? A: Vehicles are Armor units (including Hobart’s Funnies, Tigers, and Tank Destroyers), Patrol Cars, Command Cars, Half-Tracks, and Supply Trucks. The following are not considered Vehicles: Artillery (including Mobile Artillery), Trains, Landing Craft, Aircraft Carriers, Destroyers
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Record 47691 · faq · Review: approved
Official FAQ v2 — PDF p. 7 [faq-7-1]
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- Rulebook excerpt
- Description
- nits in the appropriate section), does he discard a card and order no units this turn? A. Yes. You may play a section card for a section where you do not have any units. No units are ordered, and you will not do anything but discard and draw another card. VehiCles Q: Which units are considered Vehicles in Memoir ‘44? A: Vehicles are Armor units (including Hobart’s Funnies, Tigers, and Tank Destroyers), Patrol Cars, Command Cars, Half-Tracks, and Supply Trucks. The following are not considered Vehicles: Artillery (including Mobile Artillery), Trains, Landing Craft, Aircraft Carriers, Destroyers, Airplanes, and Cavalry. winTeR waRs 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. Q. Before playing Memoir ’44, did you know very much about World War II history? A. No. I have to admit that I knew less than the average person about World War II. I had visited Normandy, France while I was in college and studied the war briefly in high school, but I knew very little about that period in history. My brother-in-law, Andrew, introduced me to Memoir ’44 in the summer of 2007 and I was fascinated when he said all of the battles are based on real events! When I bought the game for myself in July 2007, I also got several books from the library about the Western Front. I’ve been reading and learning ever since! Memoir ’44 awoke a love of history in me that I never knew existed. » Jesse Rasmussen ⟨Memoir ’44 Player - United States⟩
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Record 47692 · faq · Review: approved
Official FAQ v2 — PDF p. 70 [faq-70-0]
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- Description
- ScenarioS 67 Q. Can Allied Armor retreat from the top of the Cliff hexes back onto the Beach hexes? A. Yes. Per Summary card Terrain 11 - Cliffs & Sea Bluffs, “Treat as normal Hill from both sides for retreat.” heDGeRow hell Q. 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 we classify 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. ManaDo lanDinGs Q. In Manado Landings there are a number of Battle Star tokens in the set-up and spread out around the Airfield. However, their presence is not explained anywhere in the Special Rules. What are the tokens for? A. A sentence is missing from the Special Rules section, sorry about that. The top of the second column should read, “Once in full daylight, as long as the Axis player has enough figures to form full Airborne units, he may attempt to Airdrop units on hexes marked with a battle Star each turn (Actions 20 - Paradrop ). Each Paradrop requires an order (for example, with an Attack card, the Axis player may Airdrop three units, or move two ground units and Airdrop one unit, etc.). Each time a unit successfully drops on one of these hexes, remove the corresponding Battle Star (to keep track of the total number of units dropped).” The bold text was left out. Q. When ordering a Paradrop in this scenario, which type of Command Card may I use as an order to drop a unit? A. Any command card which could be used to order an Infantry unit in the section where the Paradrop Battle Stars reside can be used for the Paradrop. Q. How do you perform the Paradrop function in Manado Landings? A. For each unit ordered, a single Infantry figure (Paratrooper) must be dropped from directly above a hex with a Battle Star. If the drop is successful and that unit lands safely, regardless of where it lands on the board, then the Battle Star over which it was originally dropped is removed and the successful figure is given three other figures to create a full unit. If the fall was unsuccessful, the Battle Star remains and the unsuccessful figure is removed from the board to try again later. Then the next ordered Paratrooper is dropped. This continues until all orders for the Paradrop are complete. This means that the Axis player can eventually gain a unit for each Battle Star, though it may take a while. Q. In the Manado Landings, it says, “If the [Paradrop] was unsuccessful, the Battle Star remains, and the unsuccessful figure is removed from the board to try again later.” If the first attempt at a drop is unsuccessful, are you permitted to use another order to try that target again on the same turn? If so, then does an Infantry Assault or Assault section card give you unlimited tries until one succeeds? A. No, you only get to try a Paradrop once per turn on each Star. It
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Record 47790 · faq · Review: approved
Official FAQ v2 — PDF p. 70 [faq-70-1]
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- are complete. This means that the Axis player can eventually gain a unit for each Battle Star, though it may take a while. Q. In the Manado Landings, it says, “If the [Paradrop] was unsuccessful, the Battle Star remains, and the unsuccessful figure is removed from the board to try again later.” If the first attempt at a drop is unsuccessful, are you permitted to use another order to try that target again on the same turn? If so, then does an Infantry Assault or Assault section card give you unlimited tries until one succeeds? A. No, you only get to try a Paradrop once per turn on each Star. It might improve the wording to say, “If the [Paradrop] was unsuccessful, the Battle Star remains, and the unsuccessful figure is removed from the board to try again on another turn.” Q. Can On the Move orders be used for the Paradrop action? A. Yes The MeaT GRinDeR Q. Am I short by an Engineer badge or a Flame Thrower badge for this battle? A. Yes, you are short one Engineer badge. You will have enough Flame Thrower badges, but will have to substitute another badge to have enough Engineer badges. Sorry for the confusion. #1 30 24 79
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Record 47791 · faq · Review: approved
Official FAQ v2 — PDF p. 71 [faq-71-0]
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- ScenarioS 68 MispRinTs in The aiR paCk Q. It looks like there’s a problem with some of the Pacific Theater scenarios in the Air Pack. The water feature listed are Fordable Streams (Terrain 61), however, the manual for each of these scenarios state it should be Fords & Fordable Rivers (Terrain 41). Which rule is it? A. All the water features in the following scenarios are Fordable Streams (Terrain 61 - Fordable Streams), not Fords & Fordable Rivers (Terrain 41): » 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 niJMeGen bRiDGes Note: The Air Pack lists the Memoir scenario number as 16; the correct number is 35. Q. In the Nijmegen Bridges scenario, can a Special Forces Infantry unit, moving along the River, directly capture the Bridge? A. No. A unit may only enter a Bridge hex from a land hex, not directly from a Collapsible Raft & Boat. A unit could battle and eliminate an enemy unit on the Bridge but could not Take Ground onto the Bridge. noVille To foy Q. The rules say, “The three sets of Road hexes connecting Noville, Foy and Recogne are each worth a single Temporary Medal Objective for the Axis Player. If the Axis player occupies one or more hexes in any of these sets at the start of his turn, he scores one Temporary Medal. Only one medal is gained for each set, regardless of the number of Road hexes held there.” Are the Road Branch hexes with a name part of a set? A. No opeRaTion epsoM Q. On the Operation Epsom map, there is a medal marker on the Town of Mouen, but there is nothing mentioned about it in the scenario rules. Does it count as a medal? A. Yes. The Town of Mouen is a Turn Start Permanent Medal Objective worth one Medal for the Axis forces. 17 40 16 14 Q. Do you paint your miniatures for Memoir ‘44? A. I do have most of my Memoir ’44 game and expansions painted. But we play most all of our Memoir games with my collection of 20 mm WWII painted miniatures. The Memoir battlefield on which we game has 5-inch hexes and lots of 3D terrain. As Memoir players, you must remember that I do not have the same cool figures you will find in a Memoir expansion, so during our playtesting we have to use 20 mm armies and the 5-inch hex battlefield to thoroughly test all the expansion rules and scenarios. » Richard Borg ⟨Designer of Memoir ’44⟩
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Record 47792 · faq · Review: approved
Official FAQ v2 — PDF p. 72 [faq-72-0]
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- ScenarioS 69 opeRaTion lüTTiCh Q. If the Allied player plays a Recon 1 card as an Air Strike , does he also get to draw two command cards and pick one as stated in the special card text? Or is this game text ignored? A. You play it EXACTLY like an Air Power card (Memoir scenario) or Air Strike (Air Pack scenario), so you do not get the two-card draw. Q. Does the Air Strike special rule also apply to the Recon In Force card? A. No. The Recon In Force card may not be used as an Air Strike. Q. May the Axis player play a Counter-Attack card right after the Allied player plays a Recon 1 card used as Air Strike and use the Recon 1 card as an Air Strike? A. No. The Counter-Attack may only be used as a Recon 1 card by the Axis player because the scenario’s Special Rules state that only the Allied player may use a Recon 1 card as an Air Strike. opeRaTion MaRkeT GaRDen Note: The Sandbags are missing from the Towns that are occupied by the Germans at the start of the scenario. Before beginning play, place a Sandbag obstacle on each of the seven Town hexes occupied by a German Infantry or Artillery unit. Q. How do the cards work for this scenario? A. Neither side can ever have more than 13 cards in their hand and the Allies can not drop below two cards. The maximum number of cards cannot be increased and the minimum is not decreased. When an Allied unit is eliminated, the Axis player immediately removes a card from the Allied Commander-in-Chief’s hand (unless that would drop them below the minimum of two cards) and the Axis Commander-in-Chief immediately draws a card from the draw pile (unless that would push them over the maximum of 13 cards). Q. How far can Armor units travel in this battle? A. In this battle, Armor can only move two hexes (whether they battle or not) unless they are on a Road. If they are on a Road for the entire move, they can move four hexes and still battle. Q. There is some confusion about how to determine uncontested control of the Bridges in this scenario. When does a player have uncontested control of a Bridge? A. In the Market Garden scenario a Bridge is under uncontested control when a unit is on the Bridge (or in an adjacent hex)and there is no enemy unit on the same Bridge (or in any adjacent hex). Basically you must be on or near the Bridge and your enemy cannot be; both of these conditions must be true or the Bridge is contested. peGasus bRiDGe Q. If the Axis player plays a Recon 1 card on his first or second turn how many cards should he draw? A. The Axis player should draw two cards (for your Recon 1 card), keep one and discard the other, and then draw a ‘second’ card. 27 35 #2 19 18
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Record 47794 · faq · Review: approved
Official FAQ v2 — PDF p. 73 [faq-73-0]
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- ScenarioS 70 peleliu lanDinGs oVeRloRD Q. On p. 22 of the Pacific Theater Rules booklet it shows four (4) HQ and Supply Tents used in the set-up. On the Official Scenario Listing online http:// www.daysofwonder.com/memoir44/en/editor/view/?id=1517 it shows four (4) Pacific Villages being used in the set-up. Which of these terrain tiles are the correct ones to use? A. The four (4) Pacific Villages should be used in the set-up. poinTe-Du-hoC Q. May an Infantry unit Take Ground up the Cliffs at Pointe-Du-Hoc, after a successful Close Assault? A. An Infantry unit that successfully Close Assaults an enemy unit that is on the Cliffs at PointeDu-Hoc, from the Beach hexes below, CANNOT Take Ground (unlike in the original base game version of the same scenario). This helps make the job of the Rangers quite a bit tougher as they try to move up the Cliffs, and conform to the Cliffs & Sea Bluffs summary card introduced in the Air Pack. RaiD on baRCe Q. May I retreat my Long Range Patrol Car through a Town in the Raid on Barce scenario? A. No, Town hexes are considered impassable terrain for Long Range Patrol Cars and Armor in the Raid on Barce scenario. ReD baRRiCaDes faCToRy Q. The Conditions of Victory section is a little unclear (original Eastern Front version). A. The text should read that the hexes with both an Axis and Allied medal count as a medal for the side that occupies the hex. In addition, the four contiguous Ruins and Factory hexes at the Red Barricades Factory complex form a Temporary Majority Medal Objective worth two medals for whoever controls it. 22 22 22 #4 13 67
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Record 47796 · faq · Review: approved
Official FAQ v2 — PDF p. 74 [faq-74-0]
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- ScenarioS 71 ResisTanCe aT MaRVie Q. In the scenario Resistance at Marvie a temporary majority medal is gained for controlling four Town hexes. However, one Town hex is further away from the others and a Church hex is close by. Which hexes count for the medal? A. The Church is indeed part of the four hexes that make up the Town of Marvie. The appropriate hexes are highlighted blue in this map example to the left. RiVeR buG Q. Is it safe to assume that the Russians control the Supply Train? A. Yes. The Russians control the Train. The Locomotive and Wagon are each loaded with one Russian Infantry unit. Q. Can the Russian Armor in the Bunkers in the River Bug scenario move out of them, or are they treated like Artillery in Bunker? A. The Russian Armor in the Field Bunkers may not move out of the Bunker. The Armor units in the Bunkers may ignore the first Flag. If forced to retreat, it cannot, and the unit must lose a figure for each retreat it cannot complete. 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 the Wagon was destroyed, only one Infantry unit will unload from the Locomotive; the other unit was lost with the Wagon at no medal cost. sainTe-MèRe-eGlise Q. Are all four Paratrooper figures dropped at the same time? A. Yes. Put the Paratrooper figures in your hand. Position your hand about 12” above the board and just open your hand. You should try to have them all fall out at about the same time. Q. If two figures drop into the same hex are both out of action? A. Yes. If any part of the figure is on the same hex as a friendly or enemy figure and also on a hex with no other figure, the Paratrooper figure is out of action. Q. What part of a Paratrooper figure determines which hex it is in? A. When a figure is on more than one hex, the player that had the Paradrop may choose any of these hexes to place the figure and the rest of the unit. If however, part of the figure is in a hex and part is off the board (or in the same hex as any other unit), it is out of action and removed from the board at no medal cost. 28 21 60 20 19
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Record 47797 · faq · Review: approved
Official FAQ v2 — PDF p. 8 [faq-8-0]
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- Terrain 5 ii. TeRRain beaChes Q. When an Armor unit moves two hexes along clear terrain, may it enter a Beach hex as its third hex of movement? A. No. A unit that moves onto a Beach hex during any part of its movement phase (it does not matter if it’s the first or second hex) may only move two hexes for its total movement this turn. The unit, however, may Take Ground or Armor Overrun and gain an additional hex of movement that way. Examples: » An Armor unit moves ashore from the Ocean. The first hex is a Beach. The Armor can only move one more hex because it is limited to two hexes total. » An Armor unit moves from one Beach hex to another. The next hex is open ground, but the unit must stop after entering the open ground because it moved onto a Beach hex first and is limited to two hexes. » An Armor unit moves across one open hex then onto a Beach hex. It must stop when it enters the Beach hex because the two hex limit applies when the unit enters the Beach hex. Q. Can a unit move (not retreat) from a Beach hex back onto an Ocean hex? A. Yes. Although it seems strange, units can move from a Beach hex onto an Ocean hex or from one Ocean hex to another. Q. Is Desert terrain different than Beaches, even though they look similar? A. Yes. Desert terrain is played just like open countryside terrain. bunkeRs Q. When the Special Rules say that “only the Axis can claim Bunkers as a defensive position”, does that mean that Bunkers are impassable to Allies? A. No. Allied Infantry units can move onto the Bunker hex, but they will not benefit from any terrain protection; it is like Allied Infantry are on an open countryside hex. Q. If a Bunker is sitting on a Hill, do the terrain modifiers stack? Meaning that tanks are at -3 and Infantry -2 to shoot into the hex? A. No. Battle dice terrain reductions in the same hex are not cumulative. The highest modifier is the only one that applies (so the Bunker on a Hill offers the same defense as the Bunker on a countryside hex). Q. Bunkers state that units may ignore the first Flag, but the Barrage and Air Power cards state that Flags may not be ignored. When attacking a unit in a Bunker with one of these cards and a Flag is rolled does the unit in a Bunker have to retreat? A. Yes. Flags rolled against the unit in a Bunker from a Barrage and Air Power attack may not be ignored. Q. For Artillery in Bunkers, Flags are treated as a hit. Does Artillery in a Bunker still ignore the first Flag? A. Yes. Basically an Artillery unit in a Bunker may not retreat. Therefore it must lose one figure for each retreat Flag that cannot be completed. But like all other units in a Bunker hex, it may ignore the first Flag rolled against it. In other words, it takes two Flags to force it to retreat and take one hit, and three Flags for two hits. 1 15 ✪ Maximum movement onto beaches is 2 hexes. ✪ No combat restrictions ✪ Taking Ground and Armor Overrun remain possible ✪ Do not block line of sight-0 0 -0 2 16 ✪ Infantry may move in and batt
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Record 47693 · faq · Review: approved
Official FAQ v2 — PDF p. 8 [faq-8-1]
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- hit. Does Artillery in a Bunker still ignore the first Flag? A. Yes. Basically an Artillery unit in a Bunker may not retreat. Therefore it must lose one figure for each retreat Flag that cannot be completed. But like all other units in a Bunker hex, it may ignore the first Flag rolled against it. In other words, it takes two Flags to force it to retreat and take one hit, and three Flags for two hits. 1 15 ✪ Maximum movement onto beaches is 2 hexes. ✪ No combat restrictions ✪ Taking Ground and Armor Overrun remain possible ✪ Do not block line of sight-0 0 -0 2 16 ✪ Infantry may move in and battle ✪ Bunkers have 360° arc of fire ✪ Impassable by Armor & Artillery ✪ Block line of sight ✪ Original owner’s units may ignore 1 flag ✪ Artillery in bunker may not retreat, must take loss instead -2 2 -1
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Record 47694 · faq · Review: approved
Official FAQ v2 — PDF p. 9 [faq-9-0]
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- Terrain 6 Q. Does moving onto a Bunker stop movement for an Infantry unit? A. No, Infantry movement is not limited, but the presence of a Bunker makes a hex impassable to Tanks and Artillery. Q. Does moving onto a Bunker let a standard Infantry unit battle even if they moved twice to get there? A. No. Certain cards will allow standard Infantry units to move two hexes and attack, but Bunkers themselves do not create that ability. foResTs Q. My unit is located on a Forest hex, and is attacking an adjacent unit which is also on a Forest hex. Does the Forest protect the target unit or, like Hills, is there no protection because both units are on Forest hexes? A. Each Forest hex is considered separate, so the protection and terrain effects always apply. heDGeRows Q. Can a unit retreat onto a Hedgerow hex even if they didn’t start the turn adjacent to the hex (e.g. they get two retreat Flags against them and would end their turn in a Hedgerow)? A. Yes. Retreating allows you to ignore normal terrain movement restrictions. Note: Impassable terrain is still impassable to retreating units. Q. If a unit moves one hex out of a Hedgerow and makes a successful Close Assault, can the unit Take Ground or Armor Overrun? A. Yes. Q. May a unit start adjacent to Hedgerow hex, move to another hex adjacent to the Hedgerow, attack an enemy unit on a Hedgerow hex and then Take Ground into the Hedgerow hex? A. No, Hedgerows slow troops down. If a unit wants to move onto the Hedgerow hex, the unit cannot move on the same turn it enters a Hedgerow hex. heDGehoGs Q. Do Hedgehogs block Landing Craft from moving onto the hex? A. Yes. 3 13 ✪ Unit moving in must stop and may move no further on that turn ✪ Unit moving in cannot battle ✪ Block line of sight-2 2 -1 2 4 14 ✪ Unit moving in must stop and may move no further on that turn ✪ Block line of sight ✪ Unit moving in cannot battle that turn ✪ To enter or take ground, unit must start its move from adjacent hex ✪ When exiting, unit must stop on adjacent hex, may still Take Ground -2 2 -1 5 16 ✪ Infantry may move in or through, and battle ✪ Do not block line of sight ✪ Impassable by Armor & Artillery ✪ No combat restrictions ✪ Infantry in hedgehogs may ignore 1 flag -0 1 -0
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Record 47695 · faq · Review: approved

