General Howitzer’s Field Guide to Memoir 44

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General Howitzer · Field Guide

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258 matching records · page 4 of 22

Eastern Front — PDF p. 19 [eastern-19-0]

Rule Category
Rulebook excerpt
Description
18 Historical Background In January, 1944 a large pocket of 6 German divisions with over 56,000 troops had been cut-off by the Soviet Army's 1st and 2nd Ukrainian Front troops. For days the Russians continued the attack in an attempt to split up the pocket and destroy the German forces. Just prior to midnight February 16, in a desperate attempt to escape what the German's called the 'kessel' (or cauldron), the 72d Division and 5th Panzer Division attacked from the Khilki-Komarovka pocket. Infantry regiments fixed bayonets and moved out. The Soviet defenders were caught by surprise and the German force broke through the first line and continued the attack up into the hills. The Russian counter attacked from Dzhurzhentsy with tanks and artillery. Many Germans panicked and began a mad dash for freedom. The Soviet guns caused horrific casualties, however relief soon came in the form of Panzers from III Panzerkorps. The breakout force had lost most of its artillery, tanks and supplies but many of the German units made it to the Gniloy-Tikich River and crossed to safety. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Finnish Player N Take 5 Command cards. N You move first. Russian Player N Take 4 Command card. Conditions of Victory N 7 Medals. An Axis unit that crosses the frozen river exits off the Russian side of the battlefield counts as Victory Medal, infantry count as 2 and armor 1. 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 are Engineer units. Place an Axis Special Force Badge in the same hex with these units to distinguish them from the other units. See p.6 for details about Engineers. The Russian 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. Ravine and Frozen Rivers are explained on p.3.

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Record 47820 · official · Review: approved

Eastern Front — PDF p. 23 [eastern-23-0]

Rule Category
Rulebook excerpt
Description
22 Historical Background On June 22, 1941, the 18th Panzer Division made an unusual assault across the River Bug. The first wave of infantry in Sturmboot assault craft was followed by anti-tank and artillery on decked inflatable rafts. Even more remarkable, were the following 80 tanks, originally waterproofed for operation Sealion, that slowly and successfully transversed the riverbed of the Bug. The Russians defending the area were the 62nd Fortified District. They had only limited support but had manned some prepared positions, including dug-in tank turrets. After the initial German Blitz, the infantry and tanks made quick work of the Russian defenders. 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. Note: this bonus scenario requires both the Terrain Pack and the Eastern Front expansions to be played. Conditions of Victory N 5 Medals. An Axis unit that captures the bridge counts as one Victory Medal. Place an Objective Medal on the Bridge hex. 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. Special Rules Blitz Rules are in effect (p.4). Russian Command rules are in effect (see p.3). The bunkers are Field Bunkers (p.5). The Train is a Supply Train. Refer to p.12 of the Terrain Pack rules. The Supply Train, locomotive and car, are each loaded with one Infantry unit.

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Record 47824 · official · Review: approved

Eastern Front — PDF p. 3 [eastern-3-0]

Rule Category
Rulebook excerpt
Description
2 TABLE OF CONTENTS I. NEW TERRAIN TILES Trenches, City Ruins, Russian Villages, Winter Forest pp..22 Ravine, Mashes, Hill with Forest Hill with Village, Frozen River Factory Complex pp..33 II. NEW RULES Russian Command rules pp..33 Blitz Rules pp..44 III. NEW MEDALS Hero of the Soviet Union pp..44 Minefields pp..44 Battle Star Tokens pp..55 IV. NEW OBSTACLES Winter Field Bunkers pp..55 Dragon's Teeth pp..55 V. NEW BADGES Sniper pp..55 Russian Elite pp..66 Combat Engineers pp..66 Cavalry pp..66 Finnish Ski Troops pp..66 This icon indicates that we are introducing a new rule to MEMOIR '44. PAGE REFERENCES: A page number written like this: M44 p.7 indicates page 7 inside the original rules book of MEMOIR '44. A page number written like this: p.9 indicates page 9 inside this booklet. I. NEW TERRAIN TILES Trenches N 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. N 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. N Line of Sight: Trenches do not block line of sight. City Ruins 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. Russian Villages Russian Villages have the same effect as a Town & Village hex (M44 p.14). Winter Forest A Winter Forest hex has the same effect as a Forest hex (M44 p.13), and is used here for better visual effect.

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Record 47804 · official · Review: approved

Eastern Front — PDF p. 4 [eastern-4-0]

Rule Category
Rulebook excerpt
Description
3 Ravine N Movement: Impassable to Armor and Artillery. No movement restrictions for Infantry. N Battle: No combat restrictions. An Infantry unit on a Ravine hex may ignore the first flag rolled against it. N Line of Sight:A Ravine 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. Note: although these marshes are snowy, they are played exactly like the ones in the Terrain Pack expansion. Hill with Forest, Hill with Village These terrains hexes are used for visual effect only. The Hill on Forest has the same effect as a Forest ( M44 p.13), and the Hill with Village has the same effect as a Village ( M44 p.14). Frozen River 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. Factory Complex See specific scenario rules for Factory Complex. By default, it has the same effect as a Town & Village hex ( M44 p.14). II. NEW RULES POLITICAL COMMISSAR Stalin's paranoia of any potential rivals resulted in the purge of some of the best and brightest officers in the Red Army in 1937-1938. Those who remained were timid leaders or groveling "yes-men" to their political commissars. In the heat of the most ferocious battles, soldiers were often forced into combat under the gun of their own unit's political commissar. Russian Command rules Deal Command cards to each side per the scenario's briefing notes. The Russian player must then select one card from his hand and place it under the Commissar Chip. The Command card under the

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Record 47805 · official · Review: approved

Eastern Front — PDF p. 6 [eastern-6-0]

Rule Category
Rulebook excerpt
Description
5 BATTLE STAR TOKENS Battle Star tokens are generic tokens used to denote special effects, unique events, actions or triggers associated with a given terrain hex or unit for the duration of a scenario. Many Battle Star effects are described in the Terrain Pack expansion, because of all the special terrains and landmarks that can be found in that expansion. Use of the Battle Star tokens is indicated in the Special Rules of scenarios. Camouflage When the scenario indicates it, a Battle Star token may be used to mark units with camouflage. You may only target a camouflaged enemy unit in a Close Assault combat (adjacent hex). A camouflaged unit must remove its Battle Star if it battles or moves because it loses its Camouflage. IV. NEW OBSTACLES AND TOKENS Winter Field Bunkers Same effect as a Bunker (M44 p.16). In addition, either side may claim it as a defensive position. Dragon's Teeth N 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. N Battle: No combat restrictions. N Line of Sight: A Dragon's Teeth hex does not block line of sight. V. NEW BADGES Sniper Place a single Infantry figure and a Sniper Badge in the hexes indicated in the scenario. A Sniper is ordered like an Infantry unit. An ordered Sniper: N May move like a Special Forces infantry unit, 1 or 2 hexes and battle. N May battle when he moves onto terrain type (woods, towns, etc.) where standard infantry could not battle. He must still stop and move no further in any terrain that limits movement. N May retreat up to 3 hexes instead of the standard 1 hex on any retreat flag rolled. An ordered Sniper unit may target an enemy infantry or artillery unit 5 or fewer hexes away. It must have line of sight to its target. A Sniper's battle dice are not reduced when targeting an enemy unit in terrain. A Sniper will roll 1 die in combat and scores one hit on a target symbol, Grenade or Star symbol rolled. A flag will cause the target unit to retreat as normal. A Sniper cannot target an armored unit. A Sniper may be targeted as normal but only a Grenade symbol will score a hit. The Sniper is removed when hit and does not count as a medal Note: If a Sniper is adjacent to an enemy unit it must combat the adjacent unit. If the only adjacent unit is a tank, which a Sniper cannot target, the sniper must move before he may battle.

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Record 47808 · official · Review: approved

Eastern Front — PDF p. 7 [eastern-7-0]

Rule Category
Rulebook excerpt
Description
6 Combat Engineers Combat Engineer units were used throughout WWII to increase the combat effectiveness of the Corps. They provided mobility, counter−mobility, survivability, topographic and engineering support. An Engineer unit moves and battles like a Standard unit. However: N In Close Assault Combat, an Engineer unit ignores all terrain Battle dice reductions, i.e. their enemies are not protected by their terrain. N An Engineer unit that is on a hex with wire will reduce the number of Battle dice it rolls by 1 and may also remove the wire from the hex on the same turn. N An Engineer unit that moves onto a Minefield hex and that is eligible to battle must clear the Minefield hex instead of battling. If the Engineer unit cannot clear the Minefield, it detonates. Cavalry 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: N May move up to 3 hexes and battle. N 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. N May, on a successful Close Assault Combat, take ground and battle again, using the same rules as the Armor Overrun Combat (see M44 p.11). Russian Elite Use this badge to indicate Russian Special Units. Finnish Ski Troops The Finnish Special Forces Infantry are Ski troop units. Place a Finnish badge in the same hex with these units to distinguish them from the other units. These units only have 3 figures. An ordered Ski unit: N May move up to 3 hexes and battle. It rolls 3 dice in Close Assault and 2 dice against a target unit 2 hexes away. N May battle when the unit moves onto terrain type (woods, towns, etc.) where standard infantry could not battle. The unit must still stop and move no further in terrain that limits movement. N May retreat up to 3 hexes instead of the standard 1 on any retreat flag rolled.

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Record 47809 · official · Review: approved

Eastern Front — PDF p. 9 [eastern-9-0]

Rule Category
Rulebook excerpt
Description
8 Historical Background The Soviet Army crossed the border into Finland in the last days of November, 1939. On December 8th, they reached the lightly defended village of Suomussalmi. The next day, Colonel Hjalman Siilasvuo, a veteran of WWI, brought in reinforcements and took command of the Finnish defenses. His mission was to destroy the Russian forces and force them out of the village - a tall order, as the enemy was well supplied and numerically superior. One of Siilasvuo's first orders was for Captain J. A. Makinen to set up a roadblock to slow the continuing advance of the Russian 44th Division. While the roadblock operation was being developed, Siilasvuo launched an attack against the Russian positions in and around Suomussalmi. The Soviets, however were too well entrenched and little headway was made in the first few days of the battle. In time, the Finnish ski troops, fighting on home ground, were able to slowly tighten the ring around the villages and by the first week of January had defeated the larger Soviet force. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Finnish Player N Take 6 Command cards. N You move first. Russian Player N Take 4 Command card. Conditions of Victory N 6 Medals. If Finnish units occupy 3 of the 4 town hexes at the end of their turn, they win immediately. Special Rules The Air Power card is played as an Artillery Bombard Tactic card: 'Artillery battles twice or moves up to 3 hexes'. The bunker is a Field Bunker (p.5). The River represents the Frozen lakes in the area. Refer to p.3 about frozen rivers. The Finnish Special Forces Infantry are Ski troop units. Place a Finnish badge in the same hex with these units to distinguish them from the other units. These units only have 3 figures. See p.6 for more details about Ski Troops. Russian Command rules are in effect (see p.3).

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Record 47811 · official · Review: approved

Enthusiastic Infantry Attack

Rule Category
Fan Created
Description
General Teddy Roosevelt, Jr, and his troops were landed in the wrong beach on D-Day. But he said, "We'll start the war from right here!" His enthusiasm led to a bold and successful attack against the enemy. Rule: Designate his Infantry unit with a battle star. His unit can ignore any flags thrown at it. Usage: Can be used in any of the Normandy Beach scenarios.

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Enthusiastic Infantry Attack — rule card

Record 47647 · Fan-Created · Review: needs_review

Equipment Pack — PDF p. 10 [equipment-10-0]

Rule Category
Rulebook excerpt
Description
10 the war. The desperate resistance of French Infantry at Gembloux and Saumur, the victories of the Foreign Legion and Free French Forces at Narvik and Bir-Hakeim, showed the world the true meaning of “Furia Francese”, often in close quarters at the tip of bayonets. French Army (Nations 7 - French Army) The French Infantry (1940) figures represent French Infantry imbued with the “Furia Francese” spirit. French Infantry units have 4 figures. When indicated in the scenario’s Briefing Notes, place 4 French Infantry figures in each scenario hex containing a French Infantry unit. Furia Francese When the “Furia Francese” rule is in effect, any French Infantry unit that successfully eliminates an enemy unit or forces it to retreat following a Close Assault may either Take Groundand not battle or stay in place and make a second Close Assault attack against another adjacent enemy unit. This second Close Assault is made with only 1 die, ignoring any Terrain battle die reductions. The French Infantry may Take Groundfollowing this second attack, if eligible, but it may not do more than one Furia Francese Close Assault this turn. The Furia Francese only applies to standard Infantry units, never to Specialized troops (Special Forces, Combat Engineers, units equipped with Special Weapon Assets, etc.). Italy Chronically under-equipped, the Italian Royal Army suffered a great deal from its sub-standard equipment - a shortcoming made even worse by the amateurism of its High Command. Reports of Italian military prowess would often be dismissed and promptly ridiculed; but a careful read of history through the eyes and reports of their closest Allies, staff officers of the Afrikakorps, tells a very different story. Italian Royal Army Command Rules (Nations 6 - Italian Royal Army) Italian High Command When the Italian High Command rules are in effect its army starts the battle with 6 Command cards in hand. Each time a unit is lost, one Italian player’s Command card is selected at random by his opponent and discarded. However the number of Command cards held by the Italian player cannot be reduced below three. Motorized Divisions While in short supply, Italian motor vehicles tended to be of better than average quality: British Field Marshal Bernard Montgomery himself made use of some during his North African campaigns! In Memoir '44, all Italian ground units may retreat 1, 2 or 3 hexes for each Flag rolled against them, to fight another day. Artillery Bravery Italian Artillery units exhibited remarkable courage throughout the war - during the Desert campaign, some of them would keep firing their obsolescent guns at the enemy until they were literally overrun! In Memoir '44, all Italian Artillery units may ignore 1 Flag rolled against them. Italian Artillery The Italian Artillery figures represent Italian Artillery units exhibiting remarkable courage. When indicated in the scenario’s Briefing Notes, place 2 Italian Artillery figures in each scenario hex containing an A

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Record 47963 · official · Review: approved

Equipment Pack — PDF p. 10 [equipment-10-1]

Rule Category
Rulebook excerpt
Description
hexes for each Flag rolled against them, to fight another day. Artillery Bravery Italian Artillery units exhibited remarkable courage throughout the war - during the Desert campaign, some of them would keep firing their obsolescent guns at the enemy until they were literally overrun! In Memoir '44, all Italian Artillery units may ignore 1 Flag rolled against them. Italian Artillery The Italian Artillery figures represent Italian Artillery units exhibiting remarkable courage. When indicated in the scenario’s Briefing Notes, place 2 Italian Artillery figures in each scenario hex containing an Artillery symbol with the Italian Army badge. Poland Poland was the first country invaded by German troops at the start of World War II. The Polish army defended itself valiantly, mounting some of the last Cavalry charges in history as Polish cavalry men charged machine-gun equipped German armoured personnel carriers on the evening of September 1, 1939. Sixteen days later, the Soviets broke their non-aggression pact, forcing the now isolated Polish capital to surrender on September 28, 1939. Polish Cavalry (Troops 8 - Cavalry) 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: N May move up to 3 hexes and battle. N 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. N May, on a successful Close Assault combat, Take Ground and battle again, using the same rules as the Armor Overrun combat. EQP rules & scenario EN FR V2 TR5:rules sections 8/06/12 15:53 Page 10

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Record 47964 · official · Review: approved

Equipment Pack — PDF p. 12 [equipment-12-0]

Rule Category
Rulebook excerpt
Description
Rules / Règles Richard Borg Scenarios / Scénarios Richard Borg,Jacques "jdrommel" David, Don "yangtze" Clarke, Antoine Additional Development and Proofreading / Relecture Jesse Rasmussen, Don "yangtze" Clarke Illustrations Julien Delval Graphic Design / Création Graphique Cyrille Daujean Visit www.daysofwonder.com Days of Wonder, inc. 334 State Street, Suite 203 Los Altos, CA 94022 - USA Days of Wonder Europe 60 rue Saint-Lazare 75009 Paris - FRANCE For online customer service, visit our forums on: www.memoir44.com This book is printed under the copyright laws of the United States of America. © 2012 Days of Wonder, Inc. Copies of the material herein are intended solely for your personal, non-commercial use, and only if you preserve any associated copyrights, trademarks or other notices. You may not distribute copies to others for a charge or other consideration without prior written consent of the owner of the materials except for review purposes only. Days of Wonder, the Days of Wonder logo, Memoir '44, the Memoir '44 logotype and all related product and brand names are registered trademarks or trademarks of Days of Wonder, Inc. and copyrights © 2012-2015 Days of Wonder, Inc. First printing: June 2012. Printed in China. TABLE OF CONTENTS TABLE DES MATIÈRES I. ARTILLERY PIECES Flak 88 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Long Tom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 M7 Priest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Nebelwerfer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 II. BEACH LANDING EQUIPMENT LCT 202 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Hobart’s Funnies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 III. ARMOR Elefant Panzerjäger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Sd.Kfz 250 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Tiger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 IV. VEHICLES Dodge WC-63 Truck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Jeep Willys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Kübelwagen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 V. SPECIAL WEAPON ASSETS M2 Mortar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 M2 Machine Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 VI. SPECIALISTS Sniper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 VII. MINOR WWII NATIONS Ski Troops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 French Infantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Italian Artillery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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Record 47967 · official · Review: approved

Equipment Pack — PDF p. 12 [equipment-12-1]

Rule Category
Rulebook excerpt
Description
. . . . . 8 V. SPECIAL WEAPON ASSETS M2 Mortar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 M2 Machine Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 VI. SPECIALISTS Sniper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 VII. MINOR WWII NATIONS Ski Troops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 French Infantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Italian Artillery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Polish Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 VIII. VICTORY CONDITIONS Medal Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Exit markers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 I. PIÈCES D'ARTILLERIE Flak 88 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Long Tom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 M7 Priest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Nebelwerfer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 II. ÉQUIPEMENT DE DÉBARQUEMENT LCT 202 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Funnies de Hobart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 III. BLINDÉS Panzerjäger Elefant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Sd.Kfz 250 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Tigre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 IV. VÉHICULES Camion Dodge WC-63 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Jeep Willys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Kübelwagen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 V. MATÉRIEL Mortier M2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Mitrailleuse M2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 VI. TROUPES SPÉCIALES Tireur d'élite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 VII. NATIONS "MINEURES" Troupes à skis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Infanterie française . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Artillerie italienne . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Cavalerie polonaise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 VIII. CONDITIONS DE VICTOIRE Médailles-objectifs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Pions Exit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 EQP rules & scenario EN FR 2015_rules sections 19/05/15 17:48 Page24

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Record 47968 · official · Review: approved

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