General Howitzer · Field Guide
Memoir '44 Rules Database
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258 matching records · page 20 of 22
Terrain Pack — PDF p. 11 [terrain-11-0]
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- Description
- 10 Barracks Same effect as a Town and Village hex (M44 p.14). Cemetery N Movement: No movement restrictions. N Battle:No combat restrictions. A unit on a Cemetery hex may ignore the first flag rolled against it. N Line of Sight: A Cemetery does not block line of sight. Church Same effect as a Town and Village hex (M44 p.14). In addition, a unit on a Church hex may ignore the first flag rolled against it. Also see the Targeting optional rules in the Battle Star Tokens section. We recommend that players revisit the SainteMère-Église scenario, with a church terrain tile placed in the town with the Axis infantry unit. The town now becomes a much stronger position on the Axis side. Factory Complex See specific scenario rules for Factory Complex. By default, it has the same effect as a Town and Village hex (M44 p. 14). Also see the optional Sabotage rules in the Battle Star Tokens section. Fortress Same effect as a Bunker (M44 p.16). In addition, either side may claim it as a defensive position. Units on a Fortress hex may ignore all flags rolled against the unit. Also see the optional Freeing Prisoners rules in the Battle Star Tokens section. Lighthouse Same effect as a Town and Village hex (M44 p.14). Also see the optional Calling in Airstrikes and Forward Spotting Artillery rules in the Battle Star Tokens section.
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Record 47872 · official · Review: approved
Terrain Pack — PDF p. 12 [terrain-12-0]
- Rule Category
- Rulebook excerpt
- Description
- 11 Power Plant See specific scenario rules for Power Plants. Also see the optional Sabotage rules in the Battle Star Tokens section. Prison Camp See specific scenario rules for Prison Camp. Also see the optional Freeing Prisoners rules in the Battle Star Tokens section. Radar Station N Movement: A unit that moves onto a Radar Station hex must stop and may move no further on that turn. N 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. N 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. Supply Depot N Movement: No movement restrictions. N Battle: No combat restrictions. N Line of Sight: A Supply Depot blocks line of sight. When indicated in the scenario, destroying an enemy Supply Depot reduces the movement of all enemy armored units by one hex. IV. NEW OBSTACLES AND TOKENS Field Bunkers Same effect as a Bunker (M44 p.16). In addition, either side may claim it as a defensive position. River Ford N Movement: A unit may enter a River hex when the hex has a Ford. A unit that enters a hex with a Ford must stop and may move no further on that turn. N Battle: A unit on a Ford hex reduces the number of Battle dice it rolls by 1. N Line of Sight: A Ford does not block line of sight.
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Record 47873 · official · Review: approved
Terrain Pack — PDF p. 13 [terrain-13-0]
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- Rulebook excerpt
- Description
- 12 Pontoon Bridge Pontoon Bridges may be used only in scenarios mentioning them, in the conditions described by the scenarios Special Rules section. To construct a Pontoon Bridge over a river, play an Attack command card, and instead of ordering 3 units in the section, place a Pontoon Bridge on any river hex in the section. N Movement: A unit may enter a River hex when the hex has a Pontoon Bridge with no movement restrictions. N Battle: No combat restrictions. N Line of Sight: A Pontoon Bridge does not block line of sight. Railroad Bridge N 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. N Battle: No combat restrictions. N Line of Sight: A Railroad Bridge does not block line of sight. Road Blocks N 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. N 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. N Line of Sight: A Roadblock does not block line of sight. Trains - Locomotive and Wagon Refer to the scenario Special Rules to use these tokens. Trains may be used to carry rein-forcement troops (Supply Trains) or artillery guns (Armored Trains). Trains may also turn out to be mission objectives. A train may move forward or backward by 1, 2 or 3 hexes along the railroad tracks, but it may not move when the tracks are blocked. You order it like any other unit, by playing a Command Card. If the train is across two sections, it may be ordered in either section. An enemy unit may target a train. One hit is scored for each Grenade rolled on the train. Place a Battle Star token on the locomotive for each hit on the train. On the second hit, place a second Battle Star. On the third hit, place a third Battle Star and remove the wagon. On the fourth hit, the locomotive is removed. When both sections of the train are removed, place the locomotive on an empty Victory Medal space. A train may ignore the first flag rolled against it. When it retreats, it moves back (opposite way the locomotive is facing) one hex along the tracks for each Flag rolled against it. If it cannot retreat, place one Battle Star on the locomotive for each hex it cannot retreat. Supply Train - Reinforcements A locomotive and wagon may carry infantry or armor reinforcement troops. The units that are being carried are indicated in the scenario. Carried units may not battle. When the locomotive arrives at the station, the units riding on the supply train are placed on the hexes adjacent to the locomotive and wagon. Units may not move or battle the turn they arrive at the station.
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Record 47874 · official · Review: approved
Terrain Pack — PDF p. 13 [terrain-13-1]
- Rule Category
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- Description
- h Flag rolled against it. If it cannot retreat, place one Battle Star on the locomotive for each hex it cannot retreat. Supply Train - Reinforcements A locomotive and wagon may carry infantry or armor reinforcement troops. The units that are being carried are indicated in the scenario. Carried units may not battle. When the locomotive arrives at the station, the units riding on the supply train are placed on the hexes adjacent to the locomotive and wagon. Units may not move or battle the turn they arrive at the station.
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Record 47875 · official · Review: approved
Terrain Pack — PDF p. 15 [terrain-15-1]
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- and dissolved in November 1942. AUSTRALIA The Second Australian Imperial Force (2 nd AIF) was originally formed in 1939 of volunteer units of the Australian Army. The various Divisions of the AIF were involved with distinction in theatres as different as North Africa against Germany, and New Guinea and Borneo against the Japanese Empire. The 9 th Division distinguished itself at the Battle of Tobruk (1941) and El Alamein (1942). NEW ZEALAND The main formation of New Zealand during WWII was the 2 nd Division. After their loss in Greece and Crete, they joined the 8th British Army in North Africa. They played a key role in the victorious Second Battle of El Alamein against Rommel’s troops in November 1942. Later on, they participated in the Battle of Monte Cassino in Italy. GURKHA Troops from the British Empire fought in every theatre during WWII. Gurkha soldiers from India fought in North Africa, the Middle East, Greece, Burma and Java. Four men of the 4th Division were awarded the Victoria Cross in Greece, and four others of the 5 th Division also received the Victoria Cross in Java against the Japanese. CHINESE NATIONALIST FORCES When WWII broke out, China was already in the midst of a violent conflict that began in 1927 between the Nationalist forces of Chiang Kai-shek and the Communist forces of Mao Zedong. The Japanese took advantage of this conflict to invade and occupy large parts of China. Chiang Kai-shek and Mao Zedong made a truce to fight their common enemy, with some support from the Allies. Following WWII, Mao’s Communist Party would fight to victory in 1949, and found the People’s Republic in China. Chiang Kai-shek and over 2 millions refugees fled to the island of Taiwan and founded the Republic of China. GERMAN ROSETTE This mark is the German rosette mark, which was found on the wings of German aircraft and the sides of their tanks. AFRIKA KORPS The Afrika Korps was created by the German High Command in February 1941 in Libya following the Italian defeat by the Allies in Operation Compass. Under the command of Erwin Rommel, it became a strong armored army, pushing the Allies back to their original position, with the exception of Tobruk. From 1941 to 1943, the Afrika Korps fought in many famous battles, including the Battle of the Kasserine Pass during the Tunisia campaign in February 1943. The remains of Afrika Korps and Italian troops surrendered to the Allied forces on May 13 th, 1943. US 101ST AIRBORNE DIVISION THE “SCREAMING EAGLES” The famous 101st Airborne Division was created in August 1942. They were the paratroopers who jumped on the night of D-Day on Normandy along with the 82 nd Airborne Division. They participated in the Market Garden operation in September 1944, and were engaged in the Battle of the Bulge in December 1944, where they defended a critical road junction in Bastogne. The famous “Easy Company”, of the 506 th Parachute Infantry Regiment, was part of the 101st Division. GERMAN ENGINEERS The “Fp” arm badge sho
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Record 47879 · official · Review: approved
Terrain Pack — PDF p. 15 [terrain-15-2]
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- ered to the Allied forces on May 13 th, 1943. US 101ST AIRBORNE DIVISION THE “SCREAMING EAGLES” The famous 101st Airborne Division was created in August 1942. They were the paratroopers who jumped on the night of D-Day on Normandy along with the 82 nd Airborne Division. They participated in the Market Garden operation in September 1944, and were engaged in the Battle of the Bulge in December 1944, where they defended a critical road junction in Bastogne. The famous “Easy Company”, of the 506 th Parachute Infantry Regiment, was part of the 101st Division. GERMAN ENGINEERS The “Fp” arm badge shown here was for fortification construction engineers. ITALIAN ENGINEERS The history of Italian Engineers dates as far back as the early 16 th century. With the introduction of gunpowder and cannon, a new design had to be found for fortresses so that they would better resist these advances in warfare technology. The result was the “trace italienne”: star-shaped fortresses surrounding towns and even cities with outlying defenses. In the 1530 s and 1540s, this new design spread from Italy throughout Europe, and Italian Engineers were in high demand. The concepts were refined over the centuries, and were still used durind the 1914-1418 Great War. ROYAL ENGINEERS Royal Engineers have played an important role in all of the conflicts where Great Britain participated. For this reason, King William IV awarded them their ‘ubique’ motto in 1832, to explain that they had taken part in every battle fought by the British Army. During WWII, the Royal Engineers skills were extensively used for bomb disposal, mine detection, bridge building, etc. US ENGINEERS The turreted castle is the symbol of the US Army Corps of Engineers. In heraldry, this symbol was used to describe men who overcame walled fortifications. The US Army started using this symbol in 1840. It was then used on various clothing elements such as epaulets, belt plates, caps, shoulder knots, buttons, etc. Even though the general shape would evolve, it has remained the distinctive symbol of the Corps of Engineers.
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Record 47880 · official · Review: approved
Terrain Pack — PDF p. 19 [terrain-19-0]
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- 18 Historical Background It was hoped that the 82nd Airborne Paratroopers would be able to take the strongly held Nijmegen bridges during the early phases of Operation Market Garden, but other priorities and drops that put most of the Paras miles from their target, thwarted any serious attempts. The bridges would have to wait for the arrival of XXX Corp. On September 20th, XXX Corp. mounted an attack on the Nijmegen road bridge, while the 504 th Parachute Infantry Regiment in assault boats hit the Fort protecting the railroad bridge and then turned east. The railroad bridge was taken intact from both ends. As British tanks advanced toward the road bridge, the retreating Germans gave the order to blow it, but in a stroke of luck for the Allies, the demolition charges did not detonate and it also was captured. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Axis Player N Take 5 Command cards. Allied Player N Take 6 Command cards. N You move first. Conditions of Victory N 6 Medals. An Allied unit that captures a bridge hex counts as one Victory Medal. Place an Objective Medal on each Bridge hex. As long as the Allied unit remains on the hex, it continues to count toward the Allied victory. If the unit moves off or is eliminated, it no longer counts. Special Rules The three Allied infantry units on the left flank have collapsible flat-bottom boats. Place a Battle Star token in the same hex with these units to distinguish them from the other units. See p.8 to learn about collapsible boats. See p.13 to learn how to play Big Guns.
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Record 47884 · official · Review: approved
Terrain Pack — PDF p. 21 [terrain-21-0]
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- 20 Historical Background Before Operation 'Veritable' and 'Grenade' could begin, there was a matter of the Roer dams to consider. These dams were located in an area of steep gorges, small mountains and narrow roads. Earlier attempts to capture the dams had failed and orders to take the Schwammenauel and Urft dams seemed an impossible task for the 78 th Infantry Division who had only limited battle experience. The 272nd Volksgrenadier Division was deployed in this section of the Westwall. The 9th Infantry managed to capture the Erft Dam intact, but progress to take Schwammenauel was hindered by the rugged terrain and lack of armor support. Finally the village of Schmidt fell and soon after, Infantry from the 309th captured the dam. The German troops however had blown the discharge valves, which sent a heavy cascade of water down the River Roer for weeks. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Axis Player N Take 5 Command cards. Allied Player N Take 5 Command cards. N You move first. Conditions of Victory N 6 Medals. An Allied unit that captures a Dam hex counts as one Victory Medal. Place an Objective Medal on each Dam hex. As long as the Allied unit remains on the Dam hex, it continues to count toward the Allied victory. If the unit moves off or is eliminated, it no longer counts. The Axis player may attempt to sabotage the Schwammenauel and Urft dams. See p. 9 to learn the rules of sabotaging a dam. Special Rules The Allied Special Forces are Paratrooper units. Place an Allied Special Force badge in the same hex with these units to distinguish them from the other units. These units may move 1 or 2 hexes and still battle.
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Record 47886 · official · Review: approved
Terrain Pack — PDF p. 23 [terrain-23-0]
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- 22 Historical Background The 9th Army was lined up along the River Roer on the 23 rd of February at the start of Operation Grenade. The river had receded enough to make a crossing possible and the Operation opened with a tremendous artillery bombardment. The 84th Division was the most northerly of all the assault divisions. The first wave made it across a relatively narrow section of the Roer at Linnich. Once over the river the 1st Battalion did not stop to clear the German defenders but wheeled to the left. The 3rd battalion then crossed and while the 1st Battalion continued to press north, the 3rd moved against the elements of the 59th Infantry Division and the 183rd Volksgrenadier Division in their defensive positions across from Linnich. By the end of the second day two regiments were over the Roer and occupied a bridgehead of over 3 miles. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Axis Player N Take 4 Command cards. Allied Player N Take 6 Command cards. N You move first. Conditions of Victory N 6 Medals. An Allied unit that captures a town or the medal on the road exit on the Axis baseline, as indicated, counts as one Victory Medal. Place an Objective Medal on each of these hexes. As long as the Allied unit remains on the hex, it continues to count toward the Allied victory. If the unit moves off or is eliminated, it no longer counts. Special Rules The River Roer is a Navigable River by Allied infantry units in boats. Play the river as a Ford (see p.11) See p.7 to learn about Minefields.
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Record 47888 · official · Review: approved
Terrain Pack — PDF p. 4 [terrain-4-0]
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- 3 I. NEW TERRAIN TILES Desert Desert terrain pieces include 10 Palm Forests, 3 Oases, 3 Wadis and 6 North African Towns and Villages. North African Desert Rules In North African Desert scenarios, Armor Overrun Combat rules are amended as follows: On a successful Close Assault Combat, an ordered Armor unit may move into the vacated hex and may then move one additional hex; it may then battle again. All other rules relative to Armor Overrun Combat and Taking Ground remain in effect and are played normally. Oasis (Desert) N Movement:A unit that enters an Oasis hex must stop and may move no further on that turn. N Battle: A unit may battle the turn it moves onto an Oasis hex. When battling an enemy unit that is on an Oasis hex, Infantry and Armor reduce the number of Battle dice rolled by 1 and Artillery Battle dice are not reduced. A unit on an Oasis hex may ignore the first flag rolled against it. N Line of Sight: An Oasis blocks line of sight. When indicated in the scenario, an ordered infantry unit in an Oasis may recover lost figures, by applying the exact same procedure as a Medics and Mechanics command card. Palm Forests (Desert) Same terrain effect as Forests (M44 p.13) Towns and Villages (Desert) Same terrain effect as Towns & Villages (M44 p.14) Wadis (Desert) N Movement: No movement restrictions through the Wadi’s open ends. The side slopes of a Wadi are impassable, both up from the Wadi hex or down into it. N Battle:Infantry or Armor battling into or out of a Wadi must be adjacent to its target enemy unit. When battling an enemy unit that is in a Wadi, Infantry, Armor and Artillery reduce the number of Battle dice rolled by 1. Moving along the Wadi is allowed. But crossing its walls is impossible.
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Record 47861 · official · Review: approved
Terrain Pack — PDF p. 5 [terrain-5-0]
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- 4 N Line of Sight: A Wadi does not block line of sight. Note that a unit down in a Wadi still blocks line of sight, as normally. High Ground & Flooded Fields The practice of flooding low-lying European fields as an anti-tank defensive measure, was employed by the Germans, from June 6, 1944 D-Day, in the areas behind the landing beaches, during Operation Market Garden; and well into 1945 when the waters of the Rhineland were unleashed to slow down the Allied advance. This tactic made movement very difficult for both armor and infantry, except on raised roads, higher ground and areas around towns and villages. Flooded Fields In Flooded Field scenarios, any hex that is open countryside (gameboard hexes) is considered a Flooded Field hex. High Ground, Hills, Roads, Railways or Towns and Villages are treated as high and dry ground terrain hexes for game purposes. N Movement: To move onto a Flooded Field hex, a unit must be adjacent to the Flooded Field. A unit that enters a Flooded Field must stop and may not move further on that turn. A unit that leaves a Flooded Field may only move onto an adjacent hex. NBattle:An Infantry or Artillery unit on a Flooded Field hex does not have any battle restrictions. An Armor unit may not battle the turn it moves onto, or out of, a Flooded Field hex. An Armor unit that makes a successful Close Assault Combat on a unit in a Flooded Field may Take Ground but may not make an Armor Overrun. N Line of sight: A Flooded Field hex does not block line of sight. High Ground High Ground hexes are used to mark dry, elevated, open ground in scenarios that use Flooded Fields rules. N Movement: No movement restrictions. N Battle: No combat restrictions. The difference in elevation between High Ground, Roads and other dry Terrain pieces on one hand, and Flooded Fields on the other, is not sufficient to cause any terrain Battle dice reduction either way. N Line of Sight: A High Ground hex does not block line of sight. Marshes N Movement: An Infantry or Armor unit that moves onto a Marsh hex must stop and may not move further on that turn. A unit that leaves a Marsh hex may only move onto an adjacent hex. An Artillery unit may not enter a Marsh hex. N Battle: An Infantry unit on a Marsh hex does not have any battle restrictions. An Armor unit may not battle, the turn it moves onto, or out of, a Marsh hex. An Armor unit that makes a successful Close Assault Combat on a unit in a Marsh hex may Take Ground but may not make an Armor Overrun. N Line of Sight: A Marsh hex does not block line of sight. The infantry unit has to stop when its boots get wet. They also have to stop to dry their weapons when leaving the flooded fields. This Armor unit moves only one hex, and cannot battle.
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Record 47862 · official · Review: approved
Terrain Pack — PDF p. 5 [terrain-5-1]
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- Description
- lose Assault Combat on a unit in a Marsh hex may Take Ground but may not make an Armor Overrun. N Line of Sight: A Marsh hex does not block line of sight. The infantry unit has to stop when its boots get wet. They also have to stop to dry their weapons when leaving the flooded fields. This Armor unit moves only one hex, and cannot battle.
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Record 47863 · official · Review: approved

