General Howitzer’s Field Guide to Memoir 44

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General Howitzer · Field Guide

Memoir '44 Rules Database

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258 matching records · page 18 of 22

Polish Dragoons

Rule Category
Nations
Description
When indicated in the scenario’s Briefing Notes, place 4 Cavalry figures in each scenario hex containing an Infantry symbol with a Cavalry badge. A Cavalry unit is treated like Infantry for ordering and Armor for movement and combat. An ordered Cavalry unit: ◆ May move up to 3 hexes and battle. ◆ May battle any enemy target 2 or fewer hexes away. It rolls 2 dice in Close Assault and 1 die against a target at 2 hexes. ◆ May, on a successful Close Assault combat, Take Ground and battle again, using the same rules as the Armor Overrun combat.

Picture

No picture is stored for this record.

Record 47022 · unclassified · Review: needs_review

Radar Stations

Rule Category
Structure
Description
◆ Movement: A unit that moves onto a Radar Station hex must stop and may move no further on that turn. ◆ Battle: A unit may battle the turn it moves onto a Radar Station hex. When battling an enemy unit that is on a Radar Station hex, infantry and armor reduce the number of Battle dice rolled by 1 and Artillery Battle dice are not reduced. A unit on a Radar Station hex may ignore the first flag rolled against it. ◆ Line of Sight: A Radar Station blocks line of sight. If a Battle Star is present on the hex, the player occupying the Radar Station benefits from the following feature: if his opponent desires to play an Air Power card against the owner of the Radar station, he must do so by declaring his intention in advance, one turn ahead, and displaying his Air Power card face up on the table. On his next turn, his opponent must then play his Air Power card.

Picture

No picture is stored for this record.

Record 46936 · unclassified · Review: needs_review

Railroad Bridge

Rule Category
Structure
Description
◆ Movement: A unit may enter a River hex when the hex has a railroad bridge. No Infantry movement restrictions. An Armor unit must stop when it moves onto a Railroad Bridge hex. ◆ Battle: No combat restrictions. ◆ Line of Sight: A Railroad Bridge does not block line of sight.

Picture

No picture is stored for this record.

Record 46940 · unclassified · Review: needs_review

Railroad Tracks / Winter Railroad Tracks

Rule Category
Terrain
Description
◆ Movement: No movement restrictions for Infantry. Armor and Artillery must stop when moving onto a Railroad Track hex. ◆ Battle: No combat restrictions. Armor may Take Ground after a successful Close Assault Combat and battle again, just as normal. ◆ Line of Sight: A Railroad Track hex does not block line of sight.

Picture

No picture is stored for this record.

Record 46906 · unclassified · Review: needs_review

Ravines

Rule Category
Terrain
Description
◆ Movement: Impassable to Armor and Artillery. No movement restrictions for Infantry. ◆ Battle: No combat restrictions. An Infantry unit on a Ravine hex may ignore the first flag rolled against it. ◆ Line of Sight: A Ravine does not block line of sight.

Picture

No picture is stored for this record.

Record 46965 · unclassified · Review: needs_review

Reinforcements

Rule Category
Action
Description
When Reinforcement rules are in effect, if the airfield is vacant, you may land an Infantry unit on it, at the cost of one order, when playing a Direct from HQ card. This unit cannot move or battle this turn.

Picture

No picture is stored for this record.

Record 47060 · unclassified · Review: needs_review

Rice Paddies

Rule Category
Terrain
Description
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 O

Picture

No picture is stored for this record.

Record 46985 · unclassified · Review: needs_review

Road Blocks

Rule Category
Structure
Description
◆ Movement: Only an Infantry unit may enter a Roadblock hex. An Infantry unit that enters a hex with a Roadblock must stop and may move no further on that turn. ◆ Battle: A unit on a Roadblock is protected on all sides. A roadblock reduces the number of Battle dice rolled by 1 when attacked by Infantry or Armor. Artillery battle dice are not reduced. A unit on a Roadblock hex may ignore the first flag rolled against it. ◆ Line of Sight: A Roadblock does not block line of sight. Clearing Road Blocks An Engineer unit that moves onto a Road Block hex and is eligible to battle may clear the Road Block hex in lieu of battling. If the unit moves 2 hexes, it cannot re

Picture

No picture is stored for this record.

Record 46941 · unclassified · Review: needs_review

Roads (Desert)

Rule Category
Terrain
Description
◆ Movement: An ordered unit that starts on a Road hex, moves along the road and ends its movement on it, may move 1 additional hex this turn. ◆ Battle: No combat restrictions. ◆ Line of Sight: Roads do not block line of sight. ◆ Air check: 0 Examples: An ordered Infantry unit that stays on a road during its entire turn may move 2 hexes on the road and still battle, or 3 hexes on the road and not battle; on an Infantry Assault card, the same Infantry unit could move 3 hexes on the road and battle, or 4 hexes and not battle. An ordered Armor unit who stays on a road during its entire turn may move 4 hexes on the road and battle. An ordered Artillery unit that stays on a road during its entire turn may move 2 hexes, but not battle; on an Artill

Picture

No picture is stored for this record.

Record 46954 · unclassified · Review: needs_review

Sandbags

Rule Category
Structure
Description
◆ Movement: No movement restrictions. When a unit leaves a hex with Sandbags, the Sandbags are removed. ◆ Battle: A unit in a hex with Sandbags is protected on all sides, not just along the hex-sides where the Sandbags are placed. When a unit does not benefit from any protection for its terrain, the sandbags reduce the number of Battle dice rolled by 1 when attacked by Infantry or Armor. As usual, Artillery Battle dice are not reduced. ◆ A unit hidden behind sandbags may ignore the first flag rolled against it. ◆ Line of Sight: A Sandbagged hex does not block line of sight.

Picture

No picture is stored for this record.

Record 47057 · unclassified · Review: needs_review

Scotty Takes a Hit

Rule Category
Fan Created Troops
Description
Long before he became Chief Engineer Montgomery "Scotty" Scott on Star Trek, James Doohan was a decorated Canadian Army lieutenant who saw some of the fiercest fighting on D-Day. He was a Lieutenant in the 13th Field Regiment, Royal Canadian Artillery. James "Scotty" Doohan landed on Juno Beach, the Canadian invasion beach in Normandy, France, on June 6, 1944 (D-Day). During the day's fighting he: ° Helped lead his men through a field of anti-tank mines. ° Personally shot two German snipers. ° Reached higher ground and established defensive positions inland. He was hit six times (by friendly fire). Fortunately, Doohan carried a silver cigarette case in his left breast pocket—a gift from his brother. The bullet struck the metal case instead of penetrating his chest, deflecting away from his heart. That simple metal case almost certainly saved his life. Doohan later joked: "It was the one time smoking saved my life." Playability Rule: The "Scotty" Infantry unit can ignore the first hit against it in the scenario. Just one, and then it behaves as a normal Infantry unit. Place a special token on the Infantry unit representing the Scotty Defense Unit. This rule could definitely be played on the Juno Beach scenario, or any of the beach scenarios, if you like.

Picture

Scotty Takes a Hit — rule card

Record 47551 · Fan-Created · Review: needs_review

Seishin Kyoiku Doctrine (精神教育)

Rule Category
Nations
Description
Seishin Kyōiku Doctrine Only applies to Japanese Infantry units. A Japanese Infantry unit at full strength—four figures—rolls one additional battle die when making a Close Assault against an adjacent enemy unit. Once that unit loses even one figure, it no longer receives the bonus. For example: Normal full-strength Infantry Close Assault: 3 dice Full-strength Japanese Infantry using Seishin Kyōiku: 4 dice A Japanese Infantry unit reduced to three figures: back to 3 dice

Picture

No picture is stored for this record.

Record 47552 · unclassified · Review: needs_review

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