General Howitzer’s Field Guide to Memoir 44

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General Howitzer · Field Guide

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258 matching records · page 17 of 22

Pacific Theater — PDF p. 25 [pacific-25-0]

Rule Category
Rulebook excerpt
Description
25 Historical Background On February 26, 1945 the Marines of the 4th Division found themselves facing a formidable complex of defensive positions on Iwo Jima. Hill 382, The Amphitheater, Turkey Knob and the village of Minami, were to become collectively known as the 'Meat Grinder'. A well-planned defense layout, the remarkable combination of weapons, minefields, caves and bunkers devised by Japanese General Kuribayashi held out against repeated attacks. Several times, the Marines' advance looked promising, only to bog down and then be driven back to retreat under heavy fire. The Japanese forces also used infiltration tactics and a counter-attack with a limited number of tanks to further slow the Marines down. Units from the 3rd Division were also thrown against the position as the massive casualty figures truly earned the 'Meat Grinder' its name in a short week's worth of fighting. 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 5 Command cards. ◆ You move first. Conditions of Victory ◆ 7 Medals. 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. Engineers are explained p. 10. The Marine Special Forces Tank units are Flame Thrower Tanks. Place an Flame Thower badge in the same hex with these units to distinguish it from the other units. Flame Thrower Tanks are explained p. 11. Caves are explained on p. 4. The Japanese player is in control of the Bunkers and may claim them as a defensive position. Jungles are explained on p. 5. Minefields are explained on p. 8. The Japanese player will lay the Minefields out.

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Record 47855 · official · Review: approved

Pacific Theater — PDF p. 27 [pacific-27-0]

Rule Category
Rulebook excerpt
Description
27 Historical Background The Japanese units defending the western flank of the Shuri line were in a strong defensive position. Entrenched in tunnels with interlocking fields of fire between Sugar Loaf, Half Moon and the surrounding hills, they were able to hold off the attacks of the 6th Marine Division. At times, the Marines were able to secure a hill top position only to later be driven off by Japanese forces attacking from other caves and a maze of tunnels. On May 19th, after seven days of fighting, the area was finally secured. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Japanese Player ◆ Take 4 Command cards. US Marine Player ◆ Take 6 Command cards. ◆ You move first. Conditions of Victory ◆ 6 Medals. When all the Japanese units in a section of the battlefield (right, center or left) are eliminated, the Marines gain one Victory Medal. As long as no Japanese units move back into the section it continues to count toward the Marine victory. 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 Marine Special Forces Artillery unit is Mobile Artillery. Place an Mobile Artillery badge in the same hex with this unit to distinguish it from the other units. Read p. 11 about Mobile Artillery. Caves are explained on p. 4.

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Record 47857 · official · Review: approved

Pacific Theater — PDF p. 28 [pacific-28-0]

Rule Category
Rulebook excerpt
Description
NEW FIGURES The Pacific Theater provides a full Japanese army with new figures. IMPERIAL JAPANESE ARMY SOLDIER Known for his ferocity and fanaticism, the Japanese soldier drew heavily from the stoicism and adherence to Bushido Code of his ancestral role model, the Samurai. Honor was paramount, and so was name and saving face. Death before dishonor was the guiding rule of even the average Japanese Infantryman. Tied to this intense respect for tradition, was an unquestioned, unwavering respect for the Emperor, whose voice almost no Japanese had ever heard, but whose words and very existence were considered of divine nature. TYPE 95 HA-GO LIGHT TANK The Type 95 was developed as an alternative to the Type 89, which could not keep up with the movement of the mechanized infantry units it was supposed to coordinate with. For this reason, it was code-named Ha-Go or “Second car”. Similar to the British Cruiser tank, its very light armor was widely thought to be inappropriate for infantry support; its speed and armament nonetheless made it the most numerous of all Japanese Tanks. TYPE 88 75MM ANTI-AIRCRAFT GUN This anti-aircraft gun, first introduced in 1927, was based on a Vickers design, and vastly superior in both accuracy and range to Japan's first AA gun, the Type 11. It was soon outclassed by the rapid progress of Allied air power, however.

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Record 47858 · official · Review: approved

Pacific Theater — PDF p. 3 [pacific-3-0]

Rule Category
Rulebook excerpt
Description
3 TABLE OF CONTENTS PAGE REFERENCES A page number written like this: M44 p.7 indicates page 7 inside the original rules book of MEMOIR '44. A page number written like this: p.9 indicates page 9 inside this booklet. I. NEW TERRAIN TILES 4 Airfields 4 Beaches 4 Caves on Hills/Mountains 4 Hills 4 Hospital 5 HQ-Supply Tents 5 Jungles 5 Labor Camp 5 Mountains 5 Pacific Villages 5 Pier 6 Rice Paddies & Fish Ponds 6 River Mouth & Branches 6 Trenches 6 II. NEW RULES 7 Japanese Command Rules 7 Yamato Damashi Concept 7 Seishin Kyoiku Doctrine 7 Banzai War Cry 7 US Marines Command Rules 7 Gung Ho! 7 Night Attack Rules 8 III. NEW MEDALS & TOKENS 8 Japanese Medal 8 Battle Star Tokens 8 Camouflage 8 Minefields 8 IV. NEW OBSTACLES & WAR SHIPS 9 Field Bunkers 9 Rope Bridges 9 Destroyers 9 Aircraft Carriers 10 V. NEW BADGES & UNITS 10 Chindits 10 Japanese Giretsu 10 British, Japanese and US Engineers 10 US Marines 10 Mobile Artillery 11 Flame Thrower Tanks 11 Big Guns 11 VI. WEB ACCESS 11 VII. SCENARII 12 Wake Island 12 [Guadalcannal] Matanikau River 14 [Guadalcannal] Slopes of Mount Austen 16 [Guam] Landings 18 [Guam] Japanese Counterattack 20 [Peleliu] Landings - Overlord 22 [Iwo Jima] The Meat Grinder 24 [Okinawa] Sugar Loaf and Half Moon 26 APPENDIX- NEW FIGURES 28 The Japanese Infantryman 28 Type 95 Ha-Go Light Tanks 28 Type 88 75 mm AA Gun 28 This icon indicates that we are introducing a new rule to MEMOIR '44. This icon indicates a rule that was already introduced in a prior expansion pack for MEMOIR '44. Terrain pack Eastern Front

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Record 47827 · official · Review: approved

Pacific Theater — PDF p. 4 [pacific-4-0]

Rule Category
Rulebook excerpt
Description
4 I. NEW TERRAIN TILES & LANDMARKS Airfields Same terrain effect as Airfield hex (TP p. 9) ◆ Movement: No movement restrictions. ◆ Battle: No combat restrictions. ◆ Line of Sight: An Airfield hex does not block line of sight. ◆ Special Rules: If you own the Air Pack that comes with the Memoir'44 Official Carrying Case and the scenario indicates Air Sortie rules as an option, you may make Air Sorties from, and landings on, Airfield hexes under your control. For more details, please refer to the Air Sorties rules in the Air Pack booklet that comes with the Memoir'44 Official Carrying Case. Beaches Same terrain effect as Beaches hex (M44 p. 15) Mountain Caves & Caves on Hills ◆ Movement:Only Japanese infantry units may claim a Cave as a defensive position. Caves are impassable terrain to Armor and Artillery units. No movement restrictions for Infantry units. ◆ Battle: When battling an enemy unit that is on a Cave hex, Infantry and Armor reduce the number of Battle dice rolled by 2 and Artillery Battle dice are not reduced. A Japanese unit on a Cave hex must ignore all flags rolled against it. ◆ Line of Sight:A Cave hex has the same line of sight effects as its underlying terrain. ◆ Special Rules: Only Japanese Infantry may use a Cave network to move from any Cave hex it occupies onto any other empty Cave hex as its entire movement for the turn. The unit may still battle. Allied Infantry may attempt to seal a Cave by moving onto it. As long as no enemy unit is adjacent to the Cave hex, the Allied Infantry may roll its Close Assault dice in lieu of battling. If a star is rolled, the Cave is successfully sealed: Turn the Cave hex to its other side to reveal its underlying terrain. Hills Same terrain effect as Hills (M44 p. 14) Mountain Caves Caves on Hill

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Record 47828 · official · Review: approved

Pacific Theater — PDF p. 5 [pacific-5-0]

Rule Category
Rulebook excerpt
Description
5 Hospital, HQ-Supply Tents ◆ Movement: No movement restrictions. ◆ Battle: No combat restrictions. ◆ Line of Sight: Hospitals, HQ-Supply Tents block line of sight. ◆ Special Rules: Hospital:An ordered infantry unit on a Hospital hex may recover lost figures, as long as no enemy unit is in an adjacent hex, by applying the exact same procedure as a Medics & Mechanics Command card, but rolling 6 dice instead. The unit cannot move or battle this turn, even if it is healed. HQ & Supply:If an enemy unit captures your HQ-Supply tent hex, your opponent selects one of your Command cards at random to discard. Until you reclaim the HQSupply hex, you must play with one less Command card in hand. When you reclaim the hex, immediately draw a supplemental Command card to replenish your hand to its original size. Jungles ◆ Movement: A unit that enters a Jungle hex must stop. The unit may still Take Ground after a successful Close Assault. ◆ Battle: An Infantry or Armor unit that moves onto a Jungle hex from an adjacent hex may still battle. An Armor unit that makes a successful Close Assault may Take Ground and do an Armor Overrun Combat. When battling an enemy unit that is on a Jungle hex, Infantry reduce the number of Battle dice rolled by 1, Armor by 2. Artillery Battle dice are not reduced. ◆ Line of Sight: A Jungle blocks line of sight. Labor Camp Same terrain effect as Towns & Villages (M44 p. 14) Mountains Same terrain effect as Mountains hex (TP p. 5) ◆ Movement:Only an Infantry unit may move up from a Hill onto an adjacent Mountain hex, or down from a Mountain onto an adjacent Hill hex. Infantry may also move from a Mountain hex onto an adjacent Mountain hex. Infantry movement from other terrain hexes or a game board countryside hex is not possible. Mountains are impassable terrain to Armor and Artillery units. ◆ Battle: When battling an enemy unit that is up a Mountain, Infantry and Armor reduce the number of Battle dice rolled by 2, and Artillery Battle dice are not reduced. When battling an enemy unit at the same height as your unit, there is no Battle dice reduction unless the target unit is on a different Mountain range (i.e. Mountain hexes are not connected). An ordered Artillery unit in position on a Mountain hex may target any enemy target unit 7 or fewer hexes away. It combats at 3,3,2,2,1,1, and 1. ◆ Line of Sight: A Mountain blocks line of sight for units trying to look over the Mountain. Line of sight is not blocked when units are at the same height and on the same Mountain. Pacific Villages Same terrain effect as Towns & Villages (M44 p. 14)

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Record 47829 · official · Review: approved

Pacific Theater — PDF p. 6 [pacific-6-0]

Rule Category
Rulebook excerpt
Description
6 Pier ◆ Movement: A unit may only move onto a Pier hex from a Land / Beach hex. A unit may not move onto a Pier hex from an Ocean hex. ◆ Battle: No combat restrictions. ◆ Line of Sight: A Pier does not block line of sight. Rice Paddies Same terrain effect as Marshes hex (TP p. 4) ◆ Movement: An Infantry or Armor unit that moves onto a Rice Paddy hex must stop and may not move further on that turn. A unit that leaves a Rice Paddy hex may only move onto an adjacent hex. An Artillery unit may not enter a Rice Paddy hex. ◆ Battle: An Infantry unit on a Rice Paddy hex does not have any battle restrictions. An Armor unit may not battle, the turn it moves onto, or out of, a Rice Paddy hex. An Armor unit that makes a successful Close Assault Combat against a unit on a Rice Paddy may Take Ground but may not make an Armor Overrun. ◆ Line of Sight: A Rice Paddy does not block line of sight. River Mouth & River Branch Same effect as River hex (M44 p. 4) Trenches Same terrain effect as Trenches (EF p. 2) ◆ Movement: An Infantry or Armor unit that moves onto a Trench hex must stop and may not move further on that turn. A Trench hex is impassable to Artillery. ◆ Battle:An Armor unit on a Trench hex may not battle. When battling an enemy unit that is on a Trench hex, Infantry and Armor reduce the number of Battle Dice rolled by 1, and Artillery Battle Dice are not reduced. An Infantry unit in Trenches may ignore the first flag rolled against it. ◆ Line of Sight: Trenches do not block line of sight. Fish Ponds ■ Fish Ponds use the same hexes and have the same terrain effect as Rice Paddies. ■ Except that no unit, not even Infantry, may battle the turn it enters a Fish Pond hex. ■ Taking Ground, and all other movement and battle, remain the same as described in Rice Paddies. Fordable Streams A scenario's special rules will indicate when a River terrain is fordable. ■ Movement: A unit may enter a River hex that is a fordable stream, but must stop. The unit may still Take Ground after a successful Close Assault Combat. ■ Battle: No combat restrictions. ■ Line of Sight:A Fordable Stream does not block line of sight.

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Record 47831 · official · Review: approved

Pacific Theater — PDF p. 7 [pacific-7-0]

Rule Category
Rulebook excerpt
Description
7 II. NEW RULES Imperial Japanese Army Command Rules Drawing on the centuries-long tradition of the Bushido (“Way of the Warrior”), the Imperial Japanese Army rapidly became known for its fanaticism and ferocity during World War II. Soldiers were expected to serve stoically and choose death over dishonor in their service to the Emperor. In Memoir '44 Pacific Theater scenarios, Japanese Infantry units benefit from the following powers: ◆ Yamato Damashi Concept Strong respect for the “Soul of Old Japan” helped Japanese Infantrymen live by a strict code of conduct: Never be captured, never break down, and never surrender. Japanese Infantry units must always ignore the 1st flag rolled against them. When on a terrain or obstacle hex that already ignores a flag, Japanese infantry must ignore the first 2 flags rolled against them in any given dice roll. Finally Japanese Infantry inside caves must ignore all flags rolled against them. ◆ Seishin Kyoiku Doctrine Devised by Army Theorist Sadao Araki as a modern adaptation of the Bushido Code, the Seishin Kyoiku Doctrine provided the Imperial Infantrymen with the “Spiritual Spirit” they needed to serve the Emperor in battle. Japanese Infantry units at full strength carry out a Close Assault with 1 additional Battle die. This bonus only applies when a unit is in close assault combat and with its initial figure count (usually 4 figures) intact. ◆ Banzai War Cry A mark of respect for the Emperor, Banzai emerged as the preferred war cry of Japanese soldiers during World War II. An ordered Japanese Infantry unit may move 2 hexes and still battle when carrying out a Close Assault on an enemy unit. Terrain movement and battle restrictions still apply. A Japanese Infantry unit ordered by an Infantry Assault Command card may move 2 hexes and battle during a Banzai charge, but it may not move 3 hexes and battle. US Marine Corps Command Rules Gung-Ho! - A declaration of enthusiasm originally used by the Communist Chinese 8th Route Army during World War II. Gung-Ho! was first introduced into the US Marine Corps by Franklin Delano Roosevelt's protégé, Major Evans F. Carlson, leader of the famed 2nd Marine Raider Battalion. Soon thereafter, the expression spread to become the rallying cry of all Marines throughout the Pacific Theater. In all Memoir '44 Pacific Theater scenarios, the US Marines are Gung-Ho! They benefit from the following increase in Command capacity: ● Whenever a Section card is played, the US Marines player may activate 1 more unit than indicated by his card. If the card shows more than one section activated, the player may choose which of these sections he activates his additional unit in. ● In addition, all Tactic cards that normally activate 4 units activate 5 units instead, and those that activate 1 unit activate 2 instead. ● Other Tactic cards - Air Power, Artillery Bombard, Barrage, Close Assault, Infantry Assault and Their Finest Hour remain unchanged. ● When the US Marine player counter-attacks a

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Record 47832 · official · Review: approved

Pacific Theater — PDF p. 7 [pacific-7-1]

Rule Category
Rulebook excerpt
Description
wing increase in Command capacity: ● Whenever a Section card is played, the US Marines player may activate 1 more unit than indicated by his card. If the card shows more than one section activated, the player may choose which of these sections he activates his additional unit in. ● In addition, all Tactic cards that normally activate 4 units activate 5 units instead, and those that activate 1 unit activate 2 instead. ● Other Tactic cards - Air Power, Artillery Bombard, Barrage, Close Assault, Infantry Assault and Their Finest Hour remain unchanged. ● When the US Marine player counter-attacks an applicable Japanese Command card, the US Marine player activates 1 more unit than his Japanese counterpart did. In the opposite case, when the Japanese player counterattacks a US Marine Command card, he activates only the number of units marked on the card being countered.

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Record 47833 · official · Review: approved

Panther Tank Rule

Rule Category
Fan Created
Description
° 2 figures ° Moves 0-3 ° Attacks: 3,4,4 (better at long range) ° Hard to Hit - Only hit by Armor symbols ° Ignores the first retreat flag ° Mechanical failure: When entering forests, hedgerows, hills, roll 3 dice; star stops movement immediately and makes it unusable for next round

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Record 47061 · Fan-Created · Review: needs_review

Patrol Cars / Jeep Willys

Rule Category
Weapons Unit
Description
Long Range Patrol Cars Unit The number of Patrol Car figures to deploy in a Patrol Car unit is indicated in the small yellow circle located in the lower right corner of the Patrol Car icon. This number may range from 1 to 3 figures. A Patrol Car unit is treated like Infantry for all purposes. Patrol Cars Targeting Patrol Cars are much more elusive and harder to hit than normal Infantry figures. All enemy battle dice rolled against a Patrol Car are ignored. Instead, those dice that would have scored a hit had the unit been a normal Infantry unit are re-rolled. One hit is confirmed for each re-roll that is a Grenade; all other re-rolls (including Flags, if any) are ignored. Patrol Cars Medals A Patrol Car unit that is destroyed (when all figures in the Patrol Car unit have been eliminated) provides the opponent with a Medal, like other units in the game. Patrol Cars Movement & Battle An ordered Patrol Car unit may move up to 4 hexes and battle any enemy target unit 3 or fewer hexes away. It combats with 3 dice in Close Assault (enemy on adjacent hex), 2 dice against a target at 2 hexes and 1 die against a target at 3 hexes. On a successful Close Assault, it may Take Ground but not do an Armor Overrun. ADDITIONAL TERRAIN CONSIDERATIONS A terrain that is identified in the rules as Impassable or Impassable to Armor & Artillery is also considered as impassable to Patrol Car units. In addition: ◆ Oceans - Patrol Cars cannot retreat into ocean hexes, except when on a Landing Craft. ◆ Cliffs & Sea Bluffs - Patrol Cars may not move up/down from the beach, oceans or shorelines. ◆ Wire - Patrol Cars may not remove wire. ◆ Railroad Bridges & Railroad Tracks - Patrol Cars COMMAND CARD CONSIDERATIONS ◆ Infantry Assault - Patrol Car units may be ordered by this Command card and move up to 4 hexes and battle. ◆ Move Out - Patrol Car units may be ordered using this Command card. ◆ Ambush, Close Assault, Firefight - Patrol Car units may be ordered by these Command cards. ◆ Behind Enemy Lines, Dig-in, Medics & Mechanics - Patrol Car units may not be ordered using any of these Command cards. ◆ Their Finest Hour - A Patrol Car unit may be ordered by this Command card when an Infantry symbol or a Star is rolled. Ordered units battle with 1 additional die. ACTIONS CONSIDERATIONS ◆ Collapsible Rafts and Boats - A Patrol Car unit may not be transported by Collapsible Rafts or Boats. ◆ Heroic Leader - A Heroic Leader may be added to a Patrol Car unit. ◆ Hospital Recovery, Oasis Recovery - A Patrol Car unit may not recover in a Hospital or Oasis. ◆ Reinforcements - A Patrol Car unit may not be called in as Reinforcements. Trivia: Why were they called Jeeps? Ford used a designation for vehicles developed for the government as "GP"

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Record 47011 · unclassified · Review: needs_review

Patton's Iron Fist

Rule Category
Fan Created
Description
Used in the 2026 Chicago's Finest Hour Tournament. When playing Allies in "Patton's Kasserine Crucible" scenario, At the end of the Allied players turn, when it is time to pick a fresh card, s/he can instead select any card from the DISCARD pile which they would like to use in one of their future turns. They may only do this once during the scenario. Why? Gen. Patton's determination in the face of battle often helped him to win against great challenges. This card honors the extra fortitude which he displayed in so many battles. This could, of course, be played in any scenario representing the 3rd Army in action.

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Patton's Iron Fist — rule card

Record 47527 · Fan-Created · Review: needs_review

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