General Howitzer · Field Guide
Memoir '44 Rules Database
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258 matching records · page 3 of 22
Castle
- Rule Category
- Terrain
- Description
- ◆ Movement: A unit that enters a Castle hex must stop and may move no further on that turn. ◆ 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. ◆ Line of Sight: A Castle blocks line of sight.
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Record 47032 · unclassified · Review: needs_review
Cavalry
- Rule Category
- Troops
- Description
- The Infantry with a Cavalry badge are Cavalry units. Place 4 Infantry figures and a Cavalry Badge in the hexes as indicated in the scenario. A Cavalry unit is ordered like a regular infantry unit. 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. Range: 2,1 ◆ May, on a successful Close Assault Combat, take ground and battle again, us
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Record 46974 · unclassified · Review: needs_review
Caves on Hills
- Rule Category
- Terrain
- Description
- ◆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.
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Record 46978 · unclassified · Review: needs_review
Church
- Rule Category
- Structure
- Description
- 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.
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Record 46930 · unclassified · Review: needs_review
City Ruins
- Rule Category
- Structure
- Description
- By default, City Ruins have the same effect as a Town & Village hex (M44 p.14). In addition, a unit on a City Ruins hex may ignore the first flag rolled against it. Only Infantry units may enter a City Ruins hex.
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Record 46962 · unclassified · Review: needs_review
Collapsible Rafts & Boats
- Rule Category
- Weapons Action
- Description
- 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.
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Record 46919 · unclassified · Review: needs_review
Command Cars / Kübelwagen
- Rule Category
- Weapons
- Description
- (Troops 20 - Command Cars) When indicated in the scenario’s Briefing Notes, place a single Kübelwagen figure in each hex containing a Truck symbol marked with a Command Car badge. A Command Car unit is treated like Infantry for all purposes. ◆ Movement: An ordered Command Car may move up to 3 hexes. ◆ Battle: A Command Car can never directly battle on the battlefield. Instead, when a Section card is played in the same section as a Command Car, the player may activate 1 more unit than indicated by his card. A Command Car does not affect the number of units ordered by a Tactic card. In addition, when a Command Car is ordered by the play of a Recon 1 card, its player may choose 1 Command card of his choice from those already in the discard pile, instead of drawing 2 Command cards from the draw pile. The selection of this card remains secret from your opponent. Command Cars are also much more elusive and harder to hit than normal Infantry figures. All enemy battle dice rolled against a Command Car are ignored. Instead, those dice that would have scored a hit had the unit been a normal Infantry unit are rerolled. If at least one of the re-rolls is a Grenade, the kill is confirmed and this Command Car unit lost. All other re-rolls (including Flags, if any) are ignored.
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Record 47013 · unclassified · Review: needs_review
Dams
- Rule Category
- Structure
- Description
- ◆ Movement: Impassable to Armor and Artillery. No movement restrictions for Infantry. ◆ Battle: No combat restrictions. A unit on a Dam hex may ignore the first flag rolled against it. See specific scenario rules to determine how to sabotage a Dam. ◆ Line of Sight: A Dam blocks line of sight.
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Record 46926 · unclassified · Review: needs_review
Dragon's Teeth
- Rule Category
- Structure
- Description
- ◆Movement: Only Infantry may enter a Dragon's Teeth hex. An Infantry that enters a Dragon's Teeth hex must stop and may not move further on that turn. ◆ Battle: No combat restrictions. ◆Line of Sight: A Dragon's Teeth hex does not block line of sight.
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Record 46972 · unclassified · Review: needs_review
Eastern Front — PDF p. 13 [eastern-13-0]
- Rule Category
- Rulebook excerpt
- Description
- 12 Historical Background When the German offensive against Moscow came to a halt on December 6, 1941, the 1st Panzer Division was ordered to Klin with the mission of keeping the town open for the withdrawal of other German formations. It succeeded in holding the junction against persistent Russian attacks until German forces completed their retreat. As the 1st Division began their own withdrawal to Nekrasino, it found the Russian forces had surrounded the town. A bold plan was devised that called for a feint toward nearby Golyadi supported by artillery. If the Russians reacted as hoped, the main breakout to Nekrasino could then take place. The intended deception was a complete success. The Russians around Golyadi were surprised and reserves were rushed to the town. The main breakout was then lead by German combat engineers. With artillery support, the breakout force fought its way through to Nekrasino. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Axis Player N Take 6 Command cards. N You move first. Russian Player N Take 4 Command cards. Conditions of Victory N 6 Medals. The towns of Golyadia and Nekrasino count as a Victory Medal. Place an Objective Medal on each of these hexes. As long as the Axis unit remains on the hex, it continues to count toward the Axis victory. If the unit moves off or is eliminated, it no longer counts. An Axis unit that crosses the frozen river and exits off the Russian side of the battlefield counts as one Victory Medal. The Axis unit is removed from play. Place one figure from this unit onto the Axis medal stand. Special Rules The Axis Special Forces tank units have 4 figures. Place a Special Force badge in the same hex with these units to distinguish them from the other units. The Axis Special Forces infantry are Engineer units. Place a Special Force badge in the same hex with these units to distinguish them from the other units. Read p.6 to learn about Engineer units. The river is a Frozen River (p.3). Trenches are described on p.2. Blitz Rules are in effect (see p.4). Russian Command rules are in effect (refer to p.3).
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Record 47815 · official · Review: approved
Eastern Front — PDF p. 15 [eastern-15-0]
- Rule Category
- Rulebook excerpt
- Description
- 14 Historical Background By mid October the fighting amidst the rubble of the Red Barricades Factory Complex in the northern section of Stalingrad had drawn in more and more of the German 6th Army's forces. On the 22nd the 79th Infantry division, supported by engineers, tanks and artillery, launched an intense attack over the Railroad embankment toward the Barricades Factory. Under heavy fire from dug-in tanks and Russian snipers, the German troops slowly made ground toward the Factory. The Soviet line finally broke, but by day's end only a corner of the factory had been taken. 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. N You move first. Russian Player N Take 4 Command cards. Conditions of Victory N 10 Medals. The two Town hexes count as a Victory Medal for the side that occupies the hex. Place Objective Medals in these hexes. Control of Barricades Factory (4 hexes), counts as 2 Victory Medals. To gain control, your side must occupy more of the Building hexes than your opponent. Special Rules Blitz Rules are in effect (see p.4). Russian Command rules are in effect (refer to p.3). The Axis Special Forces tank unit has 4 figures. Place a Special Forces Badge in the same hex with these unit to distinguish them from the other units. The Axis Special Forces Infantry units are Engineer units. Place a Special Forces Badge in the same hex with these units to distinguish them from the other units. Read p.6 about Engineers. An Embankment hex has the same effect as a hill. A Hedgehog obstacle hexes represent piles of debris and has the same effect as a Hedgehog. Minefields are explained on p.4. Snipers are described on p.5.
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Record 47817 · official · Review: approved
Eastern Front — PDF p. 17 [eastern-17-0]
- Rule Category
- Rulebook excerpt
- Description
- 16 Historical Background The village of Ponyri was the focal point of General Walther Model's planned breakthrough in the area north of Kursk. Three German infantry divisions were ordered to assault the village, while elements of two Panzer divisions supported the attack. Soviet minefields, intense fire from dug-in tanks and artillery threw the armor back while the village itselve witnessed some of the most bitter hand-to-hand combat of the war. Hill 253.3 was finally taken and although the German push gained much of the village, the Soviet defense remained strong. The German force was eventually 'bled white' in the days of fighting that followed and an effective breakthrough was never achieved. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Axis Player N Take 6 Command cards. N You move first. Russian Player N Take 4 Command cards. Conditions of Victory N 7 Medals. Control of Ponyri counts as two Victory Medals. To control Ponyri, you must occupy more Town hexes than your opponent. The Russian side controls Ponyri at the start of the battle, so place two Victory Medals on the Allied Medal Stand. Special Rules The Axis Special Forces Tank units have 4 figures. Place a Special Forces Badge in the same hex with these units to distinguish them from the other units. Minefields are explained on p.4.
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Record 47818 · official · Review: approved

