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Memoir '44 Rules Database
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258 matching records · page 21 of 22
Terrain Pack — PDF p. 6 [terrain-6-0]
- Rule Category
- Rulebook excerpt
- Description
- 5 Mountains N 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 gameboard countryside hex is not possible. Mountains are impassable terrain to Armor and Artillery units. N 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. N 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. Roads & Railways Roads and railways played a key role during WWII. Controlling them meant being able to quickly move troops, equipment and supplies to the front line. Roads were also used by tanks and infantry to push their assaults deep into enemy territory. Railroad Tracks N Movement:No movement restrictions for Infantry. Armor and Artillery must stop when moving onto a Railroad Track hex. N Battle: No combat restrictions. Armor may Take Ground after a successful Close Assault Combat and battle again, just as normal. N Line of Sight: A Railroad Track hex does not block line of sight. Railroad Station Same effect as a Towns and Villages hex (M44 p. 14). Also, see the Supply Train rules on p.13. Roads N Movement:An ordered unit that starts on a Road hex, moves along the road and ends its move on a Road hex may move 1 additional hex this turn on the road. N Battle: No combat restrictions. N Line of Sight: A Road does not block line of sight. Examples: Infantry may move 2 hexes on a road and still battle and 3 hexes with movement bonus and not battle. On an Infantry Assault card, infantry may move 3 hexes on a road and still battle, or 4 hexes and not battle. Armor may move 4 hexes on a road and still battle. Artillery may move 2 hexes on a road and not battle. On a Bombard card it may move 4 hexes on a road.
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Record 47864 · official · Review: approved
Terrain Pack — PDF p. 9 [terrain-9-0]
- Rule Category
- Rulebook excerpt
- Description
- 8 Blowing up a bridge The following two options describe different possible ways to handle the potential destruction of a bridge in a given scenario. Option 1 – To blow up a road or railroad bridge, a player must, on his turn, play a Section card corresponding to the flank in which the bridge lays (if the bridge is across two distinct sections, the player may then play a Section card from either of the two sections).Upon playing the card, the bridge is destroyed and removed from the board. This action takes up the player’s entire turn, and the player does not draw a new command card at the end of his turn. Instead, his hand of command cards is now reduced by one less card for the rest of the game. Option 2 – Same as above, but instead of triggering an automatic destruction of the bridge, the play of the Section card gives the player the opportunity to roll two Battle dice. If a star is rolled, the bridge is destroyed and removed, otherwise it survives the attack. Unlike in option 1, the attacking player does get to replenish his hand by drawing a Command card as normal at the end of his turn, regardless of whether the attack against the bridge succeeds or not. Collapsible Rafts & Boats In the Nijmegen Bridges scenario included in this expansion, Battle Star tokens are used to represent boats. The three Allied infantry units on the left flank have collapsible flat-bottom boats. Place a Battle Star token in the same hex as each of these units, to distinguish them from the other units. Units with boats may enter a river hex. A unit that enters a river hex must stop and may move no further on that turn. When on a river hex, reduce the number of battle dice the unit rolls by 1. A flag rolled against a unit in a boat on a river hex causes a loss of one figure instead of a retreat. Once the unit crosses the river, remove the unit’s Battle Star token; the unit has abandoned its boat, and may now no longer move onto a river hex. Calling in Air Strikes (Hill 317 rule) This is another scenario-specific rule, first introduced in Operation Lüttich: Attack on Hill 317. For as long as a unit occupies a specific terrain hex, the occupying player may play any Recon card from his hand as if it was an Air Power card. This rule can be used with a hill, a church, a lighthouse, etc., or any other landmark offering an attractive observation post. Forward Spotting Artillery This is a variation of the Calling in Air Strikes rule, applied to Artillery: For as long as a unit occupies a specific terrain hex, Big Guns rules are in effect for all Artillery units (see the Big Gun rules in the Badges section of this rulebook). Capturing Equipment 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 th
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Record 47868 · official · Review: approved
Terrain Pack — PDF p. 9 [terrain-9-1]
- Rule Category
- Rulebook excerpt
- Description
- a variation of the Calling in Air Strikes rule, applied to Artillery: For as long as a unit occupies a specific terrain hex, Big Guns rules are in effect for all Artillery units (see the Big Gun rules in the Badges section of this rulebook). Capturing Equipment 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. Freeing Prisoners Using the same rule as capturing equipment above, a Battle Star can be used to represent an important prisoner waiting to be freed. The only difference is that the prisoner is killed if the unit freeing him up is destroyed. This prisoner would be located in a fortress or a prison camp.
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Record 47869 · official · Review: approved
The Teishin Shudan (Raiding Group)
- Rule Category
- Nations Fan Created
- Description
- The Teishin Shudan (Raiding Group) were the elite airborne and commando forces of the Imperial Japanese Army (IJA). In Memoir '44, they can be represented as high-mobility, surprise-strike shock troops designed for sabotage, night raids, and seizing key objectives behind Allied lines. Unit Setup & Composition Unit Composition: 4 Infantry figures. Mark the unit with a Japanese Special Forces / Elite badge. Movement: May move up to 2 hexes and battle, or move 3 hexes without battling. Special Rules 1. Tactical Combat Drop (Airborne Infiltration) When specified by scenario instructions, Teishin Shudan units start in Reserve off the board. On any turn you play a Recon card, instead of activating a unit on the board, you may perform an Air Drop with one Teishin Shudan unit: Choose any empty clear hex in that section (at least 2 hexes away from any Allied unit). Roll 1 Combat Die to simulate jump scatter: Infantry / Armor / Star: Safe landing on the chosen hex. Flag: Drift 1 hex toward the Allied map edge. Grenade: Drop successful, but lose 1 figure to jump casualties. The unit may not battle on the turn it drops. 2. Demolition & Sabotage Fortification Breakers: When Close Assaulting an enemy unit in a Bunker, Sandbag, or Pillbox, Teishin Shudan units ignore terrain dice reductions (they roll full combat dice). Sabotage Action: If a Teishin Shudan unit occupies a Bridge, Supply Depot, or Field HQ hex at the end of its turn, the Japanese player may immediately destroy the objective (remove it from the board) to claim 1 permanent Victory Medal. 3. Infiltration Movement Teishin Shudan units may move through enemy-controlled hexes (hexes adjacent to Allied units) without having to stop, as long as they do not end their movement on an occupied hex. Game Balance & Scenario Guidelines Deployment Limit: Restrict to 1–2 units max in custom scenarios (e.g., Pacific Theater airfield raids, Dutch East Indies drops, or Malayan campaign bridge demolitions.
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Record 47653 · Fan-Created · Review: needs_review
Trenches
- Rule Category
- Terrain
- Description
- ◆Movement: An Infantry or an Armor unit that moves onto a Trench hex must stop and may not move further on that turn. A Trench 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.
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Record 46961 · unclassified · Review: needs_review
ULTRA Intercept
- Rule Category
- Fan Created
- Description
- Historical basis of this rule: Becasue ULTRA was able to break the ENIGMA codes, so that they could intercept Hitler's communications with Rommel, allowing them to avoid some of Rommel's attacks. Usage: Play this card after your opponent declares an attack against an Allied unit, but before any battle dice are rolled. The attack is not rolled. Instead, the targeted Allied unit receives one Flag result. The unit must retreat one hex if able, and the attack is never rolled. If the unit cannot retreat, normal retreat rules apply. This card may be played only by the Allied player and is discarded after use. Best scenarios for this card: -- This card is to be typically used with North Africa battles, where the intercepts historically occurred.
Record 47639 · Fan-Created · Review: needs_review
US Marine Corps Command Rules
- Rule Category
- Nations Troops
- Description
- 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 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 46989 · unclassified · Review: needs_review
Wadis & Gullies
- Rule Category
- Terrain
- Description
- ◆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. ◆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. ◆ 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.
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Record 46901 · unclassified · Review: needs_review
Winter Wars — PDF p. 10 [winter-10-0]
- Rule Category
- Rulebook excerpt
- Description
- 10 Half/ch45Tracks Half-Tracks - Unit The number of Half-Track figures to deploy in a Half-Track unit is indicated in the small yellow circle located in the lower right corner of the Half-Track icon. This number may range from 1 to 3 figures. If you do not have access to the Half-Track figures from Battle Map Volume 4 - Disaster at Dieppe, use standard Armor figures along with a single HalfTrack badge for each Half-Track unit you have to deploy onto the battlefield. Half-Tracks - Targeting A Half-Track unit is treated as Armor when being targeted in battle. The attacker scores 1 hit for each Armor dice symbol or Grenade rolled against the HalfTrack unit. Half-Tracks - Medals A Half-Track unit hit by enemy fire and destroyed does not necessarily provide the opponent with a Medal, unlike other units in the game. To keep track of this, we recommend placing each eliminated Half-Track token on a Medal stand, until three tokens are gathered, at which point you can replace the tokens with a Medal marker. Half-Track tokens removed from the board as a result of re-supplying your troops (see Re-Supply, below) never count toward a medal; instead, these tokens are simply removed from the board, once used. Half-Tracks - Movement & Battle An ordered Half-Track unit may move up to 2 hexes and battle any enemy target unit 2 or fewer hexes away. It combats with 2 dice. On a successful Close Assault, it ADDITIONAL TERRAIN CONSIDERATIONS A terrain that is identified in the rules as Impassable or Impassable to Armor & Artillery is also considered as impassable to Half-Track units. In addition: N Oceans & Shorelines -Half-Tracks cannot retreat into ocean hexes, except when on a Landing Craft. N Cliffs & Sea Bluffs - Half-Tracks may not move up/down from the beach, oceans or shorelines. N Wire - Half-Tracks may remove wire. N Railroad Bridges & Railroad Tracks - Half-Tracks moving onto a Railroad Track or Railroad Bridge must stop. COMMAND CARD CONSIDERATIONS N Armor Assault - Half-Track units may be ordered by this Command card. Units in Close Assault roll 1 additional die. N Ambush, Close Assault, Firefight - Half-tracks units may be ordered by these Command cards. N Behind Enemy Lines, Dig-in, Medics & Mechanics - Half-Track units may not be ordered using any of these Command cards. N Their Finest Hour - A Half-Track unit may be ordered by this Command card when an Armor symbol or a Star is rolled. Ordered units battle with 1 additional die. Note:Tactic cards that order Infantry units (Infantry Assault, Move Out) do not order Half-Track units. ACTIONS CONSIDERATIONS N Collapsible Rafts and Boats - A Half-Track unit may not be transported by Collapsible Rafts or Boats. N Heroic Leader - A Heroic Leader may not be added to a Half-Track unit. N Hospital Recovery, Oasis Recovery - A Half-Track unit may not recover in a Hospital or Oasis. N Reinforcements - A Half-Track unit may not be used as Reinforcement. M44 WW rules EN:Mise en page 1 6/09/10 11:00 Page 11
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Record 47942 · official · Review: approved
Winter Wars — PDF p. 10 [winter-10-1]
- Rule Category
- Rulebook excerpt
- Description
- l or a Star is rolled. Ordered units battle with 1 additional die. Note:Tactic cards that order Infantry units (Infantry Assault, Move Out) do not order Half-Track units. ACTIONS CONSIDERATIONS N Collapsible Rafts and Boats - A Half-Track unit may not be transported by Collapsible Rafts or Boats. N Heroic Leader - A Heroic Leader may not be added to a Half-Track unit. N Hospital Recovery, Oasis Recovery - A Half-Track unit may not recover in a Hospital or Oasis. N Reinforcements - A Half-Track unit may not be used as Reinforcement. M44 WW rules EN:Mise en page 1 6/09/10 11:00 Page 11
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Record 47943 · official · Review: approved
Winter Wars — PDF p. 11 [winter-11-0]
- Rule Category
- Rulebook excerpt
- Description
- 11 may Take Ground but not do an Armor Overrun. Instead of battling, it may re-supply another unit (see below). Half-Tracks Re-supply When Re-Supply rules are in effect and a Half-Track is adjacent to a friendly ground unit that is weakened, i.e. that no longer has the full figure count it had at the start of the scenario, the Half-Track may re-supply that ground unit instead of battling. Units that can thus be re-supplied include infantry, armor, artillery and cavalry units, among others. Units that are formed of a single figure (e.g. Snipers, Airplanes on the ground, etc...), Trains, and Landing Crafts can never be re-supplied. A Half-Track unit may move before it re-supplies a weakened unit and a weakened unit may move before it is re-supplied. The Re-Supply Action takes place during the Battle phase of the Game Turn (Step 4 on the Game Turn sequence on page 6 of the Memoir '44 Rule book). For each Half-Track figure removed by the player from its Half-Track unit, one figure (of the correct type) is returned to a weakened adjacent friendly ground unit. A re-supplied unit may not gain more figures than it had at the start of the game. More than one adjacent weakened unit may be resupplied from the same Half-Track unit during this phase, but none of the units being re-supplied nor the Half-Track unit can battle this turn. Half-Track figures that are used to re-supply an adjacent friendly unit are removed from the game, and never count toward a Medal for the opponent. Mobile Artillery When indicated in the scenario's Briefing Notes, place a Mobile Artillery badge in the hex with the Artillery unit. Mobile Artillery units have two Artillery figures and combat over the same range and with the same firepower as normal artillery. However, a Mobile Artillery unit may move 1 hex and battle, or move 2 hexes and not battle. 504th Parachute Infantry Regiment Sometimes known as the "White Devils", these soldiers form one of the most famous regiment of the 82 nd Airborne Division. The 504 th Parachute Infantry saw service in many of World War II's most famous battles, starting in North Africa and continuing onto Sicily, Italy, the Netherlands, and during the battle of the Bulge, near Bastogne. They play like US Rangers and other Special Infantry Units, being able to move 2 hexes and battle. Long/ch45Range Patrol Cars We included a Summary card of the Long-Range Patrol Cars first introduced in Battle Map Volume 4 - Disaster at Dieppe, for reference only. This unit is not used in any of the scenarions included in this expansion. For full rules on how to play it in your own scenarios, please refer to the Memoir '44 Game site at www.memoir44.com. M44 WW rules EN:Mise en page 1 6/09/10 11:00 Page 12
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Record 47944 · official · Review: approved
Winter Wars — PDF p. 3 [winter-3-0]
- Rule Category
- Rulebook excerpt
- Description
- 3 I. New Terrain Tiles Castle N Movement: A unit that enters a Castle hex must stop and may move no further on that turn. N Battle: A unit may not battle the turn it moves onto a Castle hex. When battling an enemy unit that is on a Castle 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. Armor unit on a Castle hex will reduce the number of Battle dice it rolls by 2. N Line of Sight: A Castle blocks line of sight. N Air check: 2 Frozen River These hexes are similar to the Frozen River hexes first introduced in the Eastern Front expansion. The river is frozen and may be crossed. The ice, however, in some parts is not thick, nor safe. Whenever a unit moves or retreats onto a Frozen River hex, roll two battle dice. For each Star rolled, 1 figure is lost. There are no other movement or battle restrictions. Winter Church This Winter Church is similar to the Church hex first introduced in the Terrain Pack expansion. Its snow-covered appearance is purely cosmetic. A Winter Church has the same effect as a Town and Village hex. In addition, a unit on a Church hex may ignore the first flag rolled against it. Winter Forest Winter Hill /ch45 Winter Village These terrains have the same effects as the Forest, Hill and Town & Village hexes introduced in the base game. Their snow-covered appearance is purely cosmetic. Winter Railroad Tracks Winter Railroad tracks have the same effect as the railroad track hexes introduced in the Terrain Pack expansion. Their snow-covered appearance is purely cosmetic. N Movement:No movement restrictions for Infantry. Armor and Artillery must stop when moving onto a Railroad Track hex. N Battle: No combat restrictions. Armor may Take Ground after a successful Close Assault Combat and battle again, just as normal. N Line of Sight: A Railroad Track does not block line of sight. N Air check: 1 Winter Roads Winter roads have the same effect as the road hexes introduced in the Terrain Pack expansion. Their snowcovered appearance is purely cosmetic. N Movement: An ordered unit that starts on a Road hex, moves along the road and ends its move on a Road hex may move 1 additional hex this turn on the road. N Battle: No combat restrictions. N Line of Sight: A Road does not block line of sight. N Air check: 0 When used, these icons refer to the following prior expansions for Memoir '44. Terrain Pack Eastern Front M44 Basic Med. Theater Pacific Theater Winter Wars Desert / Winter Air Pack Battle Maps This icon indicates that we are introducing a new rule to Memoir '44. M44 WW rules EN:Mise en page 1 6/09/10 10:59 Page 4
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Record 47928 · official · Review: approved


