General Howitzer’s Field Guide to Memoir 44

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General Howitzer · Field Guide

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258 matching records · page 2 of 22

Base Game (classic) — PDF p. 16 [base-16-1]

Rule Category
Rulebook excerpt
Description
of Sight: A Sandbagged hex does not block line of sight. Wire ◆ Movement: A unit that enters a hex with Wire must stop and may move no further on that turn. ◆ Battle: An Infantry unit that is on a hex with Wire, will reduce the number of Battle dice it rolls by 1. An Infantry unit that is eligible to battle may remove the Wire instead of battling. Armor must remove the Wire and may still battle. ◆ Line of Sight: Wire does not block line of sight. 1616

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Record 47679 · official · Review: approved

Base Game (classic) — PDF p. 2 [base-2-0]

Rule Category
Rulebook excerpt
Description
22 Table of contents Components . . . . . . . . . . . . . . . . . . . 3 Setting up the Game . . . . . . . . . . . . 4 Battlefield . . . . . . . . . . . . . . . . . . . . . 5 Command Cards . . . . . . . . . . . . . . . . 5 Object of the Game . . . . . . . . . . . . . . 6 Game Turn . . . . . . . . . . . . . . . . . . . . . 6 Play a Command Card . . . . . . . . . . .6 Order Units . . . . . . . . . . . . . . . . . . . .6 Move Units . . . . . . . . . . . . . . . . . . . .7 Infantry . . . . . . . . . . . . . . . . . . . . . .7 Armor . . . . . . . . . . . . . . . . . . . . . . . .8 Artillery . . . . . . . . . . . . . . . . . . . . . .8 Battle . . . . . . . . . . . . . . . . . . . . . . . . . 8 Battle Range . . . . . . . . . . . . . . . . . .9 Line of Sight . . . . . . . . . . . . . . . . . .9 Terrain Reductions . . . . . . . . . . . . .10 Resolve Battle . . . . . . . . . . . . . . . .10 Taking Ground . . . . . . . . . . . . . . . . .11 Armor Overrun . . . . . . . . . . . . . . . .11 Appendix 1 - Special Units . . . . . . . 12 Appendix 2 - Terrain . . . . . . . . . . . . 13 Forests . . . . . . . . . . . . . . . . . . . . . . . 13 Hedgerows . . . . . . . . . . . . . . . . . . . . 14 Hills . . . . . . . . . . . . . . . . . . . . . . . . . 14 Towns & Villages . . . . . . . . . . . . . . . 14 Rivers, Waterways & Bridges . . . . . 15 Oceans. . . . . . . . . . . . . . . . . . . . . . . 15 Beaches . . . . . . . . . . . . . . . . . . . . . . 15 Obstacles . . . . . . . . . . . . . . . . . . . . . 16 Bunkers . . . . . . . . . . . . . . . . . . . . . . 16 Hedgehogs . . . . . . . . . . . . . . . . . . . . 16 Sandbags . . . . . . . . . . . . . . . . . . . . . 16 Barbed Wires . . . . . . . . . . . . . . . . . . 16 Appendix 3 - Multi-player Games, Variants & Additional Scenarios . . . 17 Team Play . . . . . . . . . . . . . . . . . . . . 17 Memoir '44 Overlord . . . . . . . . . . . . 17 Variant for Young Generals . . . . . . . 17 Additional Scenarios . . . . . . . . . . . . 17 How to Read a Scenario . . . . . . . . . . 18 1. Pegasus Bridge . . . . . . . . . . . . . . . 19 2. Sainte Mère-Église . . . . . . . . . . . 20 3. Sword Beach . . . . . . . . . . . . . . . . . 21 4. Pointe du Hoc . . . . . . . . . . . . . . . . 22 5. Omaha Beach . . . . . . . . . . . . . . . . 23 6. Mont Mouchet . . . . . . . . . . . . . . . . 24 7. Vassieux, Vercors . . . . . . . . . . . . . 25 8. Operation Cobra . . . . . . . . . . . . . . 26 9. Operation Lüttich . . . . . . . . . . . . . 27 10. Toulon . . . . . . . . . . . . . . . . . . . . . 28 11. Liberation of Paris . . . . . . . . . . . 29 12. Montélimar . . . . . . . . . . . . . . . . . 30 13. Arnhem Bridge . . . . . . . . . . . . . . 31 14. Arracourt . . . . . . . . . . . . . . . . . . . 32 15. St. Vith, Ardennes . . . . . . . . . . . 33 16. Saverne, Vosges . . . . . . . . . . . . . 34 1. Omaha - Overlord version . . . . . . 35 Credits . . . . . . . . . . . . . . . . . . . . . . . . 36 Online Play . . . . . . . . . . . . . . . . . . . . 3

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Record 47661 · official · Review: approved

Base Game (classic) — PDF p. 2 [base-2-1]

Rule Category
Rulebook excerpt
Description
Cobra . . . . . . . . . . . . . . 26 9. Operation Lüttich . . . . . . . . . . . . . 27 10. Toulon . . . . . . . . . . . . . . . . . . . . . 28 11. Liberation of Paris . . . . . . . . . . . 29 12. Montélimar . . . . . . . . . . . . . . . . . 30 13. Arnhem Bridge . . . . . . . . . . . . . . 31 14. Arracourt . . . . . . . . . . . . . . . . . . . 32 15. St. Vith, Ardennes . . . . . . . . . . . 33 16. Saverne, Vosges . . . . . . . . . . . . . 34 1. Omaha - Overlord version . . . . . . 35 Credits . . . . . . . . . . . . . . . . . . . . . . . . 36 Online Play . . . . . . . . . . . . . . . . . . . . 36 FROM THE PUBLISHER Published in collaboration with the Mission for the 60th Anniversary of the D-Day Landings & Liberation of France, Memoir ’44 is a uniquely fun, simple and engaging boardgame for the whole family. Designed to commemorate the efforts and sacrifices of the men & women of the Second World War, we trust it will provide you with a sense of history and the desire to learn more about that Greatest Generation of all. Our fondest hope is that you will also transmit that unique historical heritage onto younger generations. Days of Wonder, Inc. – May 2004 FROM THE AUTHOR Memoir '44 is a unique historical game that allows players to effectively portray stylized WWII battles. The battles, showcased in the scenario section, focus on important terrain features and the historical deployment of forces in scale with the game system. By design, Memoir '44 is not overly complex. Its main focus is on the ground forces of the Axis and Allied armies. The scale of the game fluctuates from battle to battle. For some scenarios, an infantry unit may represent an entire battalion, while in other scenarios a unit may represent a single company or platoon. But the tactics you need to execute conform remarkably well to the advantages and limitations inherent to the various units, their weapons and terrain. The game mechanics, although simple, will still require strategic card play, timely dice rolling and an aggressive, yet flexible battle plan to achieve victory. Welcome and Enjoy! Richard Borg

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Record 47662 · official · Review: approved

Base Game (classic) — PDF p. 3 [base-3-0]

Rule Category
Rulebook excerpt
Description
33 F rom the opening minutes of D-Day to the liberation of Paris and beyond - Memoir '44 airdrops you into the key battles that turned the tide in Western Europe. Omaha Beach… Pegasus Bridge… Sainte Mère-Église… and beyond… Take command of your troops and rewrite the pages of history in those decisive days of 1944! Components A recent intelligence sortie behind enemy lines recovered an unusual cardboard box. As per protocol, the contents were examined, itemized and entered into the logbook: ✪ A double-sided Battlefield board map (beach landings and countryside) ✪ 2 Punchboards featuring: — 44 double-sided Terrain hex pieces — 10 double-sided Victory Medals — 14 Special Forces badges — 4 double-sided rectangular Bunker and Bridge tiles ✪ 2 Army bags of miniatures (Green Army: Allied Forces; Blue-Gray: Axis/German Forces), each containing: — 42 Infantry figures — 24 Armored vehicles — 6 Artillery pieces — 18 man-made Obstacles — 3 Cardholder sections ✪ 1 Deck of 70 cards, including: — 60 Command cards • 40 Section cards • 20 Tactic cards — 9 Summary cards • 7 Terrain cards • 1 double-sided Unit summary card • 1 double-sided Obstacle summary card ✪ 8 Battle dice ✪ 1 Rules and Scenario booklet ✪ 1 Days of Wonder Online access number located on the back of the Rules and Scenario booklet German US Rangers British Airborne French FFI Medal of Honor Double sided Hex Iron Cross BridgesBunkers Command cards Infantry Artillery Armored vehicles GERMAN FORCES ALLIED FORCES Barbed wire Hedgehogs Sand bags Section cards Tactic cards Terrain cards Units summary Obstacles summary Terrain summary Grenade Star Armor Infantry (x 2) Flag

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Record 47663 · official · Review: approved

Base Game (classic) — PDF p. 4 [base-4-0]

Rule Category
Rulebook excerpt
Description
44 Setting up the game You will greatly benefit by applying a small degree of discipline (Buck Up Soldier!)when setting up a game scenario in Memoir '44. We strongly recommend that you follow the step-by-step approach outlined below when setting up a game, especially for your first few plays. The reward is an endless variety of battlefields to play on, and the opportunity to pick-up fascinating historical tidbits and information from each of the scenarios played. 1 - Select a battle from the scenario section of this booklet. If this is your first game of Memoir ’44, we strongly suggest you start with the first battle - Pegasus Bridge, p 19. This battle was both the opening engagement of D-Day and is a good introductory scenario to Memoir ’44. 2 - Place the board in the center of the table, with the proper face (countryside or beach landing) visible. For Pegasus Bridge, this means the countryside face up. 3 - Place the necessary Terrain hexes, as indicated by the battle scenario. For Pegasus Bridge, lay the 20 River hexes, then 4 Village hexes and finally 9 Forest hexes. 4 - Add the fixed (Bunkers and Bridges) and removable Obstacles, if any. For Pegasus Bridge, this means two bridges, one over each river, and four barbed wires and a sandbag placement to protect the bridge’s perimeter. 5 - Now place the figures on the board, matching the various units’ positions to the scenario’s battle map. Experience shows that dropping one figure per hex, for positioning purposes, then filling up the units as required, is the quickest way to set up. An Artillery unit is usually made of 2 figures, an Armor unit - 3 and an Infantry unit - 4. 6 - Add the Special Unit badges to individual units and Victory Medals to specific, on-the-map objectives, if required per the scenario’s special rules. For Pegasus Bridge, place an Allied victory medal on each bridge. 7 - Place the Terrain summary cards that correspond to the terrain in the scenario (Wood, Towns & Villages and Rivers summary cards for Pegasus Bridge), plus the Obstacle and Units summary cards, to the board’s side, for in-game reference. If needed, refer to Terrain in Appendix 2 (p 13) for additional details on each terrain’s effects. 8 - Assemble the cardholder segments and place them on the board map’s edges. The card holders are not necessary, but are particularly useful when playing in teams of multiple players to a side, or in a classroom/demonstration environment. With them, players on a same side can point to and study various options. 9 - Now choose each player’s side and sit in front of the board accordingly. Given the relatively short duration of a typical battle scenario, we recommend match play, with each player taking first one side, then the other in an immediate re-match. This helps balance any historical advantage that one side may have in a particular scenario. The winner of the match is the player who scores the most Victory Medals after both battles. 1 6 + 3 4 Place Terrain hex. x20 x4 x9 1

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Record 47664 · official · Review: approved

Base Game (classic) — PDF p. 7 [base-7-0]

Rule Category
Rulebook excerpt
Description
77 You may not give more than one order to each unit. If the Command card allows you to issue more orders in a given section of the battlefield than you have units in that section, those additional orders are lost. 3 - Move Units Movements are announced and made sequentially, one ordered unit at a time, in the sequence of your choice. A unit may only move once per turn. A unit that is ordered does not have to move. You must complete one unit’s movement before beginning another. In addition, you must complete all unit movements before proceeding to Battle (step 4). Ordered units may move from one section of the battlefield into another. Two units may not occupy the same hex. When moving a unit, you may not move onto or through a hex occupied by a friendly or enemy unit. You may not split off individual figures from a unit; they must stay together and always move as a group. Units that are reduced through casualties may not combine with other units. Some terrain features affect movement and may prevent a unit from moving its full distance or battle (see Terrain section on page 13). Retreat movement rules vary slightly from regular movement (see section on Retreat page 10). • Infantry Movement An ordered Infantry unit may move up to 1 hex and battle or 2 hexes and not battle. Starting Position Example: To move the infantry unit to its destination to the village's right, you must first move the unit ahead of it out of the way. This is forbidden First, move the right unit, 1 hex to the right… …then move the other unit. The armor unit must move 3 hexes, around the infantry, to reach its destination Move 1 and battle Move 2 and no battle Splitting is forbidden Regrouping is forbidden or

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Record 47668 · official · Review: approved

Base Game (classic) — PDF p. 8 [base-8-0]

Rule Category
Rulebook excerpt
Description
88 Special Forces Infantry units ordered may move up to 2 hexes and still battle! • Armor Movement An ordered Armor unit may move up to 3 hexes and battle. • Artillery Movement An ordered Artillery unit may move 1 hex or battle. 4 - Battle Battles are checked and resolved sequentially, one ordered unit at a time, in the sequence of your choice. You must announce and resolve one unit’s battle entirely before beginning the next one. A unit may only battle once per turn. A unit that is ordered does not have to battle. A unit may not split its Battle dice between several enemy targets. The number of casualties a unit has suffered does not affect the number of Battle dice it will roll in combat. A unit with a single figure left retains the same firepower as a unit at full strength. A unit attacking an adjacent enemy unit is said to be in "Close Assault" with that enemy. A unit attacking an enemy unit more than 1 hex away is said to "Fire" at that enemy. A unit adjacent to an enemy unit must Close Assault this unit if it chooses to battle. It may not fire on another, more distant, enemy unit instead. Special Forces move 2 and battle! Armor units move up to 3 and battle Artillery guns either move… …or battle. or CLOSE ASSAULT: attack an adjacent hex FIRE: attack from a distance Combat Procedure To battle: 1 - Announce the ordered unit you want to attack with, and its target. a. Check Battle Range: verify that your target is within battle range or contact; b. Check Line of Sight (Infantry and Armor only): verify that your target is within line of sight. 2 - Count down the number of Battle dice to roll, based on the type of unit you’re attacking with and its distance to target. 3 - Determine terrain Battle dice reduction, if any. Reduce the number of Battle dice rolled accordingly. 4 - Resolve Battle: Roll Battle dice and resolve resulting dice rolls.

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Record 47669 · official · Review: approved

Base Game (classic) — PDF p. 9 [base-9-0]

Rule Category
Rulebook excerpt
Description
99 • Battle Range - Infantry An ordered Infantry unit may battle any enemy target unit 3 or fewer hexes away. It rolls 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. To determine the number of Battle dice to roll, simply “count down” the number of dice rolled: Position your finger on the first hex adjacent to your unit and move it, one hex at a time, in the direction of the target, counting down (“3”, “2”, “1”) as you reach new hexes. The last number you pronounce when your finger reaches the target is the number of dice you should roll. • Battle Range - Armor An ordered Armor unit may battle any enemy target unit 3 or fewer hexes away. It always combats at 3 dice. • Battle Range - Artillery An ordered Artillery unit may battle any enemy target unit 6 or fewer hexes away. It combats at 3,3,2,2,1,1 as illustrated on the right. • Line of Sight To battle, an Infantry or Armor unit must be able to "see" the enemy unit it wants to target. This is known as having "line of sight". An Artillery unit does not require line of sight to target an enemy unit. Imagine a line drawn from the center of the hex containing the battling unit to the center of the hex containing the enemy target. The line of sight is considered blocked if any hex (or part of a hex) intercepting this imaginary line segment contains an obstruction. Obstructions include units (friends or foes) or certain type of terrain features. The terrain in the target hex does not block line of sight. When the imaginary line runs along the edge of one or several hexes which contain obstructions, the line of sight is not blocked, unless the obstructions stand somewhere along both sides of the line segment. Enemy at 2 hexes Allies unit has line of sight Line of sight is blocked on both sides Line of sight is blocked on both sides Enemy out of range Range and number of dice rolled by infantry, based on distance to target. Infantry is said to "combat at 3, 2, 1" Range and number of dice rolled by armor Range and number of dice rolled by artillery Line of sight from the left unit to the enemy is blocked by the center unit The Allies unit has line of sight to the unit in the woods' border, but not to the other unit hiding behind the woods.

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Record 47670 · official · Review: approved

Breakthrough Command Cards - Artillery

Rule Category
CardSet - Command
Description
Dig-In (1 card) Artillery units may now dig in as well as Infantry units.

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Record 47044 · unclassified · Review: needs_review

Breakthrough Command Cards - Tactic Cards (overview)

Rule Category
CardSet - Command
Description
Tactic Cards The number of Tactic cards has increased to 28 in the new Breakthrough deck. Many Tactic cards will be familiar and are played as normal, including: ◆ Armor Assault (3 cards) ◆ Counter-Attack(3 cards) ◆ Direct From HQ (3 cards) ◆ Infantry Assault (2 cards) ◆ Move Out (3 cards) ◆ Ambush (2 cards) ◆ Artillery Bombard (2 cards) ◆ Close Assault (1 card) ◆ Firefight (2 cards) ◆ Their Finest Hour (2 cards)

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Record 47040 · unclassified · Review: needs_review

Bunkers

Rule Category
Terrain
Description
◆ Movement: An Infantry unit may battle the turn it moves onto a Bunker hex. An Armor or Artillery unit may not move onto a Bunker hex. Artillery units that start on a Bunker hex may not move from the hex. ◆ Battle: Only the side noted in the briefing notes may claim a Bunker as a defensive position. ◆ When battling an enemy unit that is on a Bunker hex, Infantry reduce the number of Battle dice rolled by 1, Armor reduce the number of Battle dice rolled by 2 and Artillery Battle dice are not reduced. ◆ A unit in a bunker may ignore the first flag rolled against it. ◆ Line of Sight: A Bunker blocks line of sight.

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Record 47387 · unclassified · Review: needs_review

Capturing Equipment

Rule Category
Action
Description
A Battle Star token may be used to identify a radar station’s new equipment, or any other valuable piece of equipment the enemy might want to capture. Place the Battle Star token on the precious cargo. An Infantry unit must stop on that hex to pick it up. From then on, the piece of equipment represented by the Battle Star moves with the unit. If the unit is destroyed, the equipment remains on the ground, waiting to be picked up by another unit using the same rule.

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Record 46922 · unclassified · Review: needs_review

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