General Howitzer · Field Guide
Memoir '44 Rules Database
Search the Memoir ’44 rules database by keyword. Use the category checkboxes to narrow your results.
Search results
258 matching records · page 16 of 22
Overlord — PDF p. 2 [overlord-2-0]
- Rule Category
- Rulebook excerpt
- Description
- 2 INTRODUCTION The supplement that you hold in your hands is designed to let you relive the battles of WWII on a grand scale. With up to 4 players per side, you will soon experience the highs and lows of being part of a military-style chain of command. If you already own two copies of Memoir '44, your main interest will be the two new Command decks that come with this pack. These decks have been redesigned especially for Overlord games: you no longer need to reference the original Overlord rules to interpret the cards properly since all you need to know is now directly written on these cards; and you won't have to worry about re-sorting your decks once the battle is over! The eight additional dice provided will also prove handy. When combined with the two sets you already own, they will let you give four dice to each of the six Field Generals in the game. Since you already own two boards and two sets of terrain tiles and figures, you can play any of the Overlord scenarios posted onwww.memoir44.com. If you own a single copy of Memoir '44, this expansion also offers you a "poor man's" set of token figures to supplement your existing set and field a complete army on Overlord battlefields. Of course, if you already own some of the Army packs (Eastern Front, Pacific Theater) and do not mind the color difference, you could also use these figures instead! All of the scenarios published in our Memoir '44 Battle Map series contain ready-to-play pre-printed battle maps, complete with terrain tiles, special rules and troops pre-positioned, so that you can get playing right away. Enjoy! The Days of Wonder Hig h Command COMPONENTS • Two identical decks of Overlord Command cards , each containing 40 Section cards, recognizable by their dark brown background; 20 Tactic and 2 Air Sortie cards, recognizable by their dark blue background; and 2 updated Nations Summary cards. • Eight Additional Memoir '44 dice • Two Punchboards of Figure Tokens, respectively American/Russian and German/Japanese. These punchboards contain enough tokens to complement a single set of Memoir '44 figures and play any of the Overlord scenarios published to date. An American / Russian Infantry figure A German / Japanese Armor figure An American / Russian Gun figure a Section card a Tactic card a Nations card M44 overlord rules EN:Mise en page 1 16/06/08 16:00 Page 3
Picture
No picture is stored for this record.
Record 47970 · official · Review: approved
Overlord — PDF p. 5 [overlord-5-1]
- Rule Category
- Rulebook excerpt
- Description
- y with one (and only one) of his Field Generals, but he may not show - nor should he state, at any time - what Command cards he holds. Once the discussion is complete, the Field General carries out the Command card. However, he does not have to follow his Commander-in-Chief’s advice or wishes. The other Field Generals receive their orders by wire or courier. The Commander-in-Chief may not talk with these Field Generals. He simply passes them the Command card(s) of his choice, hoping for the best. To keep the game moving briskly, first pass cards to Field Generals that receive them via wire or courier, then hand deliver orders to the Field General of your choice and discuss strategy. 1 Infantry unit of your choice is ordered. 1 Armor unit of your choice is ordered. 1 unit of your choice is ordered. 1 unit of your choice must lose 1 figure. The unit may not battle. 1 unit of your choice must retreat 1 hex. The unit may not battle. If none of your units is able to retreat, then one of them must lose 1 figure. INFANTRY ARMOR STAR FLAG GRENADE INITIATIVE ROLL M44 overlord rules EN:Mise en page 1 16/06/08 16:01 Page 6
Picture
No picture is stored for this record.
Record 47975 · official · Review: approved
Overlord — PDF p. 6 [overlord-6-1]
- Rule Category
- Rulebook excerpt
- Description
- ld Generals (no more than 2 Section cards to a same Field General, no more Command cards than a single T actic card to a Field General, etc.) also remain in force at all time. Overlord in the Pacific Theater The US Marine Corps Commander-in-Chief can let one,and one only, of his Field Generals order 1 more unit than indicated on the Section card he gave him to play. He chooses which one, and tells him so at the start of the turn, when giving his Command cards out. All Tactic cards that activate 1 to 4 units activate 2 to 5 instead, even if multiple Field Generals receive a Tactic card this turn. When a US Marine Corps Field General or Commander-in-Chief counter-attacks his Japanese opponent through the play of a Counter-Attack card, he orders 1 more unit than indicated on the card of his opponent. The reverse is not true and a Japanese General countering a US Marine Corps Field General that plays a Move Outcard to order 5 units only counterattacks with 4 of his own, for instance. The Air Power, Air Sortie , Artillery Bombard , Barrage, Close Assault, Infantry Assault and Their Finest Hour cards are all unaffected by the US Marine Corps Gung-Ho! power. M44 overlord rules EN:Mise en page 1 16/06/08 16:01 Page 7
Picture
No picture is stored for this record.
Record 47977 · official · Review: approved
Overlord — PDF p. 8 [overlord-8-0]
- Rule Category
- Rulebook excerpt
- Description
- 1 Infantry unit of your choice is ordered. 1 Armor unit of your choice is ordered. 1 unit of your choice is ordered. 1 unit of your choice must retreat 1 hex. The unit may not battle. If none of your units is able to retreat, then one of them must lose 1 figure. INFANTRY ARMOR STAR FLAG GRENADE Copyright © 2004-2008 Days of Wonder, Inc. Days of Wonder™ and Memoir '44™ are registered trademarks of Days of Wonder, Inc. All Rights Reserved. 1 unit of your choice must lose 1 figure. The unit may not battle. 1. The Commander-in-Chief selects 1, 2 or 3 Command cards from his hand. 2. A Field General must play the Command cards he receives, face up, in the section he is ordering troops. If he receives two Section cards, he must play one in each of his two sections. 3. If a Field General does not receive a card from his Commander-in-Chief during a turn, he may decide to act of his own initiative. 4. Once all the actions (movements and battles) of the Command cards given are completed, the Field Generals return the used Command cards to their Commander-in-Chief. He discards them, and draws two new Command cards, regardless of the number of cards he gave out and played during the turn. INITIATIVE ROLL M44 overlord rules EN:Mise en page 1 16/06/08 16:00 Page 1
Picture
No picture is stored for this record.
Record 47980 · official · Review: approved
Pacific Theater — PDF p. 10 [pacific-10-0]
- Rule Category
- Rulebook excerpt
- Description
- 10 War Ships - Aircraft Carriers Aircraft Carriers were used throughout the Pacific Theater to project air power over vast distances and provide offshore air support. An Aircraft Carrier moves the same way as a Destroyer, i.e. 1 or 2 hexes in Ocean, but can never move onto Ocean hexes adjacent to a Beach hex. An Aircraft Carrier may be targeted in Combat, in the same manner as a Destroyer. An Aircraft Carrier may be used to provide offshore air support and for staging Air Sorties when used in conjunction with the upcoming M'44 Official Carrying Case. V. NEW SPECIAL FORCES BADGES & NEW UNITS The Chindits The brainchild of General A. Wavell and Major General Ord Wingate, the Chindits were an international mix of British, Gurkhas, Burmese Rifles, Hong Kong volunteers and West African servicemen assembled to fight deep behind the enemy lines. Variously known as the 77th Infantry Brigade and the 3rd Indian Infantry Division, the Chindits made their first expedition into the jungles of Japanese-occupied Burma during Operation Longcloth, in February 1943. Their name came from a corruption of the Burmese “Chinthe”, a mythical creature, half-lion, half-dragon, whose statues guard the entrance of Burmese pagodas. Japanese Elite (Giretsu) An elite group made of Japanese Navy and Army paratroopers, the “Giretsu” Special Forces were the Imperial Japanese Army's lastditch answer to the B-29s air raids over the home islands. Trained for one-way travel to the USAAF bases on Guam, Saipan and the Ryukyu islands, the Giretsu made a name for themselves in a desperate night-drop over Okinawa, where they briefly seized control of the Yontan and Kadena air strips, and in similar operations over Iwo Jima, Guam and Saipan. Japanese, British and US Combat Engineers Combat Engineer units were used throughout WWII to increase the combat effectiveness of the corps. They provided mobility, countermobility, survivability, topography and engineering support. An Engineer unit moves and battles like a Standard unit. However: In Close Assault Combat, an Engineer unit ignores all terrain Battle Dice reductions, i.e. its enemies are not protected by terrain. An Engineer unit that is on a hex with wire will reduce the number of Battle Dice it rolls by 1 and may also remove the wire from the hex on the same turn. The Engineer unit must be able to battle, to remove the wire. As such, it may not make a movement of 2 hexes and remove the wire on the same turn. 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 moves onto a Minefield hex and it cannot battle, the Minefield detonates. An Engineer unit must be able to battle, to remove a Minefield. It may not make a movement of 2 hexes and remove a Minefield the same turn. If an Engineer unit is ordered by an Infantry Assault card, it can move 2 hexes, battle, and remove the wire or clear a Minefield during the same turn; but it cannot move 3 hexe
Picture
No picture is stored for this record.
Record 47838 · official · Review: approved
Pacific Theater — PDF p. 10 [pacific-10-1]
- Rule Category
- Rulebook excerpt
- Description
- ke a movement of 2 hexes and remove the wire on the same turn. 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 moves onto a Minefield hex and it cannot battle, the Minefield detonates. An Engineer unit must be able to battle, to remove a Minefield. It may not make a movement of 2 hexes and remove a Minefield the same turn. If an Engineer unit is ordered by an Infantry Assault card, it can move 2 hexes, battle, and remove the wire or clear a Minefield during the same turn; but it cannot move 3 hexes and battle nor remove the wire or clear a Minefield. US Marines A first-class Amphibious Assault force, the United States Marine Corps grew from two brigades to six divisions and five air wings during World War II. A central force throughout the Pacific Theater, the Marines were in many of the most ferocious fights against the Imperial Japanese Army, forever identifying “The Corps” with the battlefields of Guadalcanal, Iwo Jima and Okinawa.
Picture
No picture is stored for this record.
Record 47839 · official · Review: approved
Pacific Theater — PDF p. 15 [pacific-15-0]
- Rule Category
- Rulebook excerpt
- Description
- 15 Historical Background A four-pronged Japanese plan to attack and recapture Henderson Field on Guadalcanal was scheduled for October 22nd, 1942. The main force, 7,000 men under the command of General Maruyama, planned to approach the airfield from the South, but found itself quickly bogged down in very difficult jungle terrain, forcing a two days postponement of the attack. Unaware of the delay, the tanks and infantry of Major General Sumiyoshi, at the mouth of the Matanikau River, and Colonel Oka's forces, positioned upstream, crossed the river on schedule and soon found themselves stuck in the river bed, under a withering crossfire of US artillery and anti-tank gunfire that wreaked havoc on them. On the Western flank, Lt. General "Chesty" Puller and his 1st Battalion, 7th Marines, with the 2nd Battalion, 7th Infantry in support, held ground once again. By battle's end, over 1000 Japanese soldiers lay dead. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Japanese Player ◆ Take 6 Command cards. ◆ You move first. US Marine Player ◆ Take 6 Command cards. Conditions of Victory ◆ 5 Medals. Place a Japanese Objective Medal on the two hexes of the Marine baseline marked in the above set-up. A Japanese unit that exits off the Marine's side of the battlefield through any of the hexes in between those two Medal markers counts as a Victory Medal. Each Japanese unit that crosses through is removed from play, and one of its figures placed onto the Japanese player's Medal Stand. Special Rules Imperial Japanese Army Command rules are in effect (see p. 7). US Marine Corps Command rules are in effect (see p. 7). The Matanikau River is Fordable Stream. Fordable Stream is explained on p. 6. Jungles are explained on p. 5. River Mouth is explained on p. 6.
Picture
No picture is stored for this record.
Record 47844 · official · Review: approved
Pacific Theater — PDF p. 17 [pacific-17-0]
- Rule Category
- Rulebook excerpt
- Description
- 17 Historical Background At the close of the year, Maj. Gen. Millard Harmon, commanding U.S. Army Forces in the South Pacific concluded that Mount Austen, the high ground that dominated American positions around Henderson Field, had to be taken in order to secure the airfield. It was rugged terrain and the Japanese were deployed across a number of strongpoints and connected pill boxes with prepared fields of fire. In a series of attacks over the open hills of 'Galloping Horse', the 'WolfHounds' of the 27th Infantry made spectacular progress towards their objectives. For its part, 'Cacti', the division's 35th Infantry, slogged through deep canyons and solid jungle in a push to relieve the 132 nd Infantry at 'Gifu' and capture the hill formation known as 'Sea Horse'. Eventually they successfully reduced the last pocket of Japanese resistance east of the Matanikau River. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Japanese Player ◆ Take 5 Command cards. US Army Player ◆ Take 6 Command cards. ◆ You move first. Conditions of Victory ◆ 5 Medals. Special Rules Imperial Japanese Army Command rules are in effect (see p. 7). The US Army Special Forces Infantry units are Engineer units. Place an Engineer badge in the same hex with these units to distinguish them from the other units. Read p. 10 about Engineers. Jungles are explained on p. 5. The bunkers are Field Bunkers (p. 9).
Picture
No picture is stored for this record.
Record 47846 · official · Review: approved
Pacific Theater — PDF p. 19 [pacific-19-0]
- Rule Category
- Rulebook excerpt
- Description
- 19 Historical Background On July 21st, the first wave to hit the northern landing beaches off the island of Guam in the Marianas, were amphibious tank units. Most of the Japanese infantry had pulled back from their beach defenses during the heavy naval bombardment that preceded. But the rough terrain and broad rice paddies slowed the tanks' advance. The 21st Marines cleared Asan Town and made some progress on the Japanese-infested ridges and jungle that overlooked the rice fields. Difficulties getting their artillery ashore and limited armor support placed the burden of establishing a beachhead squarely on the shoulders of the men of the 3rd Marine division. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Japanese Player ◆ Take 5 Command cards. US Marine Player ◆ Take 6 Command cards. ◆ You move first. Conditions of Victory ◆ 6 Medals. The Hill hex marked with an Allied medal counts as a Victory Medal for the Marines. Place an Objective Medal on this hex. As long as a Marine unit occupies this hex, it counts as a Victory Medal for the Allies. If the unit moves off or is eliminated, this Medal is back in play. Special Rules Imperial Japanese Army Command rules are in effect (see p. 7). US Marine Corps Command rules are in effect (see p. 7). The Marine Special Forces Infantry units are Engineer units. Place an Engineer badge in the same hex with these units to distinguish them from the other units. Read p. 10 about Engineers. Jungles are explained on p. 5. Rice Paddies are explained on p. 6. The Asan River is a Fordable Stream. Fordable Stream is explained on p. 6.
Picture
No picture is stored for this record.
Record 47848 · official · Review: approved
Pacific Theater — PDF p. 2 [pacific-2-0]
- Rule Category
- Rulebook excerpt
- Description
- 2 Foreword Follow in the footsteps of young Marines wading through the waters and rice paddies of the Pacific as they reclaim tiny islands, one beach at a time. Or dig extensive cave networks into the barren volcanic rock and fight to the last man to defend the honor of your Emperor in true Bushido-style. The Pacific Theater is independent of the previous expansions. While reusing a few previously introduced concepts (Big Guns targeting and Minefields from the Terrain Pack expansion), it is designed to be played in conjunction with the original Memoir '44 game. The scenarios included have been designed to progressively introduce you to the new rules of engagement, and familiarize you with your troops, be they Gung-Ho Marines or Banzai-charging Japanese. From the initial beach landing at Wake Island on Christmas Eve of 1941 to the savage fighting on Okinawa in May of 1945, you are about to discover a whole new theater of operations, and a whole new set of toys to play with. In addition to 7 new standard 2-player scenario's, we have also included a bonus 8th Overlord Scenario, to provide up to eight Memoir '44 fans the opportunity to relive the landing on Peleliu. And as always, make sure to visit the game's web site at www.memoir44.com for additional scenarios and to introduce yourself to the vibrant community of Memoir '44 players from around the world. And above all, have fun and enjoy! Richard Borg and the platoon at Days of Wonder Welcome to the fourth expansion in the Memoir '44 series: The Pacific Theater.
Picture
No picture is stored for this record.
Record 47826 · official · Review: approved
Pacific Theater — PDF p. 21 [pacific-21-0]
- Rule Category
- Rulebook excerpt
- Description
- 21 Historical Background Lt. General Takeshi's counterattack plan called for a night attack on July 25/26. The goal was to split the 3rd Marines and target ammunition and supply dumps. The frontline of the 3rd Marines was stretched thin in the area and reserves were limited to a few engineer and tank units. The fighting went on all night as the Japanese units penetrated almost to the beach and successfully destroyed supplies and equipment. At dawn, the Allied tanks and artillery could finally see their enemy and soon threw the Japanese back. Early on the 26th, General Obata was forced to report the results of his failed attack back to Headquarters in Tokyo. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Japanese Player ◆ Take 5 Command cards. US Marine Player ◆ Take 6 Command cards. ◆ You move first. Conditions of Victory ◆ 6 Medals. A Japanese unit that captures a HQ-Supply Tent or Hospital hex counts as one Victory Medal. Place a Japanese Objective Medal on each of the hexes. The medal once gained, continues to count toward the Japanese victory, even if the unit moves off the hex or is eliminated. An Allied unit that captures the Labor Camp counts as one Victory Medal. Place an Allied Objective Medal on this hex. The medal once gained continues to count toward the Marine victory, even if the unit moves off the hex or is eliminated. Special Rules Night Attack rules are in effect (see p. 8). Imperial Japanese Army Command rules are in effect (see p. 7). US Marine Corps Command rules are in effect (see p. 7). The Marine Special Forces Infantry units are Engineer units. Place an Engineer badge in the same hex with these units to distinguish them from the other units. Read p. 10 about Engineers. HQ-Supply and Hospital Tents are explained on p. 5. HQ-Supply and Hospital Tents special landmark rules are in effect. Jungles are explained on p. 5. Rice Paddies are explained on p. 6. The Asan River is a Fordable Stream. Fordable Stream is explained on p. 6.
Picture
No picture is stored for this record.
Record 47850 · official · Review: approved
Pacific Theater — PDF p. 23 [pacific-23-0]
- Rule Category
- Rulebook excerpt
- Description
- 23 Historical Background At 05.30 the morning of September 15, 1944, naval support ships began a massive pre-landing bombardment of Peleliu, in the Palau islands. Armored amphibious tanks came ashore ahead of the infantry waves of the 1st, 5th and 7th Marines. But the bombardment had failed to destroy Colonel Kunio Nakagawa's soldiers and artillery resistance on the island. Soon, their enfilading artillery and anti-boat gun fire inflicted severe vehicle losses on the LVTs. On the far left, the 1st Marines, led by Guadalcanal veteran, Captain George P . Hunt, flushed out t he Japanese troops holed up in the caves of the 'Point'. In the center the 5th Marines met scattered resistance and moved inland toward the airfield. Their advance, however, was soon halted because of the lack of progress on their left. On the far right, the 7th Marines drew heavy fire from nearby islands, before veering off to their left and causing confusion on the center landing beaches. Around 16.30, a Japanese counter-attack of tanks and infantry across the airfield was repulsed and a second attack later in the day also thrown back. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Japanese Player ◆ Take 8 Command cards. US Marine Player ◆ Take 11 Command cards. ◆ You move first. Conditions of Victory ◆ 13 Medals. A Marine unit that exits off the Japanese side of the battlefield from the exit hex as indicated on the baseline, counts as one Victory Medal. The Allied unit is removed from play. Place one figure from this unit onto the Allied Medal Stand. If the Marine player captures and holds three of the four buildings around the Airfield, it counts as one Victory Medal. The medal once gained continues to count toward the Allied victory, even if the units move off of these hexes or is eliminated. Special Rules Imperial Japanese Army Command rules are in effect (see p. 7). US Marine Corps Command rules are in effect (see p. 7). The Marine Special Forces Infantry units are Engineer units. Place an Engineer badge in the same hex with these units to distinguish them from the other units. Read p. 10 about Engineers. The Japanese player is in control of the Bunker on the Japanese right and may claim it as a defensive position. The other bunkers are Field Bunkers (p. 9). Airfields are explained on p. 4. Jungles are explained on p. 5. Minefields are explained on p. 8. The Japanese player will lay Minefields out. Marshes are explained in the Terrain Pack p. 4. Mountains are explained on p. 5. A War Ship is described on p. 9.
Picture
No picture is stored for this record.
Record 47852 · official · Review: approved

