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Equipment Pack — PDF p. 12 [equipment-12-2]
- Rule Category
- Rulebook excerpt
- Description
- . . . . . . . . . . . . . . . . . . . . . . . . . . . 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 47969 · official · Review: approved
Equipment Pack — PDF p. 2 [equipment-2-0]
- Rule Category
- Rulebook excerpt
- Description
- MEMOIR’44 EQUIPMENT PACK Congratulations on your purchase of this Equipment Pack, the largest set of figures ever released for Memoir ‘44. This Equipment Pack contains hundreds of new figures useful for playing scenarios that involve: Memoir '44 base game Terrain Pack Campaign Book #2 Eastern Front Mediterranean Theater Winter /Desert Board Air Pack Breakthrough Winter Wars Battle Map Pacific Theater Campaign Book #1 N 4 Minor WWII Nations:France (French Infantry 1940); Italy (Obice da 75/18 Italian Gun); Poland (Polish Cavalry); and Finland (Finnish Ski Troops) N Artillery Pieces:The M7 Priest (Mobile Artillery), Flak 88 (Heavy AntiTank Gun), Long Tom (Big Gun) and Nebelwerfer (Screaming Meemies) N Beach Landing Equipment: The LCT 202 (Landing Craft) and Hobart’s Funnies (Churchill Tank with 5 different accessories!) N Special Weapon Assets: The M2 Mortar and M2 Machine Gun N Tank Destroyers: The Elefant Panzerjäger N Command Cars: The Kübelwagen N Snipers: Perfectly set for urban combat N And additional copies of already-issued Tanks and Vehicles: The Tiger Tank, Sd.Kfz 250 Half-Track, Dodge-WC63 Truck and Jeep Willys • A word about these figures • Colors and Paint - All the figures included in this pack are cast in neutral gray plastic, allowing you to use them as stand-ins for units or replacement for badges on either side of the battlefield. If you wish to paint them, we recommend washing them in soapy warm water and priming them first. Minor Nations - When playing a Minor Nation, use the figures unique to that Minor Nation’s specific power(s), side-by-side with other normal figures of that same side (Allies or Axis) to form a complete army for the scenario. Hobart’s Funnies -The Churchill tank included in this pack is the most sophisticated figure we’ve released for Memoir ‘44 yet. It comes with 5 distinct accessories, each with its own unique capabilities. We have provided more of these tanks and accessories than you will typically need. We recommend gluing some of the smaller accessories, especially the tiny Petard Mortar, directly onto some (but not all) of your tanks, to avoid losing them. This icon indicates that we are introducing a new rule to Memoir '44. This icon indicates that we slightly updated already existing cards. Many of the figures included in this pack were already released as badges in earlier expansions. If you own any of these, simply use your new figures in lieu of the earlier Troop badges. Keep the badges to differentiate your figures if playing the same unit (e.g. Snipers) from both sides on the same battlefield. Various icons indicate rules that were already introduced in a prior expansion pack. I. Artillery pieces Flak 88 (Troops 23 - Heavy Anti-Tank Gun) When indicated in the scenario’s Briefing Notes, place a Heavy Anti-Tank Gun unit (two Flak 88 figures) on the corresponding hex. A Heavy Anti-Tank Gun unit is treated like Artillery for all purposes. It is ordered by the same Tactic cards, hit by the same dice r
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Record 47946 · official · Review: approved
Equipment Pack — PDF p. 4 [equipment-4-0]
- Rule Category
- Rulebook excerpt
- Description
- 4 II. Beach Landing Equipment LCT 202 (Troops 15 - Landing Craft) Landing Craft are treated like Armor for all purposes. Landing Craft function as follows: You may deploy a Landing Craft figure under any unit in the water, situated on the last line of Ocean hexes on the board (the line of hexes closest to the board's border). The LCT 202s are designed to represent all types of landing craft, and may carry not only Infantry, but also Armor and possibly Artillery units. These Landing Craft are not a "unit" per se, in that they do not give any medal to the opponent, and cannot be targeted directly. Instead, they act as a vehicle that improves and supplements the movement capabilities of the units they carry. N Movement: Landing Craft (and the unit they carry) can move up to 2 hexes, on Ocean and Shore hexes (Shore hexes are those Ocean hexes that are closest to the beach, illustrated as part Ocean and part Beach). Landing Craft can also retreat, even on Ocean hexes. When a Landing Craft finishes its move on a beach or shore hex, it is automatically removed, at no medal cost, and the unit it carried is left on the hex where it landed. N Battle: Landing Craft have no direct battle capability, and the units they carry may not battle while in them or during the turn in which they land on the shore. If the unit inside a Landing Craft is eliminated, the Landing Craft is immediately removed from the board, but yields no Victory medal. N Line of Sight: Landing Craft block line of sight. Hobart/FL2019hs Funnies Churchill Tank with 5 accessories (Troops 26 - Hobart’s Funnies) When indicated in the scenario’s Briefing Notes, replace a single Tank figure in each unit marked with a Hobart’s Funnies badge with a Churchill Tank figure equipped with the accessory of your choice. This accessory must be chosen at game start, and cannot be changed during the course of the game. During the game, when taking hits, remove all the other Tank figures in this unit first, keeping your Churchill tank for last. Hobart’s Funnies units move and battle like normal Tank units. Unless stated otherwise, the accessories apply throughout a scenario and can be used multiple times. Depending on the accessory attached to the Churchill tank, the unit also has the following abilities: Assault Bridge In lieu of battling, a Hobart’s Funnies unit equipped with an Assault Bridge may place its bridge over any adjacent River hex and move onto it during the same turn. Once set, the Assault Bridge functions the same as a standard bridge (Terrain 9 - Bridges). The bridge accessory may only be used one time; once placed, another bridge may not be built by this same Churchill unit during the game. Bobbin A Hobart’s Funnies unit equipped with a Bobbin may ignore the movement restrictions of all Beach, Marsh and hexes containing Wire. Treat this terrain as a countryside hex for movement and battle. Wire is removed when moving onto or through the hex. Fascine A Hobart’s Funnies unit equipped with a Fasc
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Record 47950 · official · Review: approved
Equipment Pack — PDF p. 5 [equipment-5-0]
- Rule Category
- Rulebook excerpt
- Description
- 5 Equipment pack - Rules Elefant Panzerjäger (Troops 24 - Tank Destroyer) When indicated in the scenario’s Briefing Notes, replace a single Tank figure in each Tank Destroyer unit marked with a Tank Destroyer badge by with a Tank Destroyer figure. During the game, when taking hits, remove all the other Tank figures in this unit first, keeping your Tank Destroyer for last. A Tank Destroyer unit is treated like Armor for all purposes. N Movement: An ordered Tank Destroyer unit may move up to 2 hexes and battle. An ordered Tank Destroyer unit may battle any enemy target unit 4 or fewer hexes away, battling with 2 dice. N Battle: When a Tank Destroyer targets an enemy Armor or Vehicle unit, all Stars rolled score a hit. A Tank Destroyer that did not move during the turn it battles ignores the terrain battle protections of its target (and any building terrain battle restrictions on itself, if battling from inside a Town or Village hex). A Tank Destroyer on a successful Close Assault may Take Ground, but it may not Armor Overrun. A Tank Destroyer may retreat up to 2 hexes on any retreat Flag rolled against it. Tank Destroyers are also more vulnerable to enemy fire, due to their lighter armor: Any non-Infantry unit targeting a Tank Destroyer unit will score a hit on any Star rolled. N Line of Sight: A Tank Destroyer must have line of sight to its target. Sd.Kfz 250 (Troops 18 - Half-Track) Half/ch45Tracks /ch45 Unit The number of Half-Track figures to deploy in a HalfTrack 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. A Half-Track unit is treated like Armor for all purposes. Half/ch45Tracks /ch45 Targeting The attacker scores 1 hit for each Armor symbol or Grenade rolled against the Half-Track unit when being targeted in battle. Half/ch45Tracks /ch45 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 figure next to a Medal stand, until three Half Track figures are gathered, at which point you can place one of these figures on the Medal stand, to count as a Medal won, and remove the other two. Half-Track figures removed from the board as a result of re-supplying your troops (see Re-Supply, below) never count toward a medal; instead, these figures are simply removed from the board, once used. Half/ch45Tracks /ch45 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 may Take Groundbut not do an Armor Overrun. Instead of battling, it may re-supply another unit (see below). Half/ch45Tracks /ch45 Re/ch45supply 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
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Record 47952 · official · Review: approved
Equipment Pack — PDF p. 5 [equipment-5-1]
- Rule Category
- Rulebook excerpt
- Description
- nt toward a medal; instead, these figures are simply removed from the board, once used. Half/ch45Tracks /ch45 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 may Take Groundbut not do an Armor Overrun. Instead of battling, it may re-supply another unit (see below). Half/ch45Tracks /ch45 Re/ch45supply 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). III. Armor ADDITIONAL TERRAIN CONSIDERATIONS A terrain that is identified in the rules as Impassableor Impassable to Armor & Artilleryis 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 just like Armor units. 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 unit may be ordered by this Command card. Units in Close Assault roll 1 additional die. N Ambush, Close Assault, Firefight - Half-Track unit may be ordered by these Command cards. N Infantry Assault, Move Out, Behind Enemy Lines, Dig-in, Medics & Mechanics - Half-Track unit may not be ordered using any of these Command cards. N Their Finest Hour - 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. ACTIONS CONSIDERATIONS N Collapsible Rafts and Boats - Half-Track unit may not be transported by Collapsible Rafts or Boats. N Heroic Leader - Heroic Leader may not be added to a Half-Track unit. N Hospital Recovery, Oasis Recovery - Half-Track unit may not recover in a Hospital or Oasis. N Reinforcements - Half-Track unit may not be called in as Reinforcement. OP#6 EQP rules & scenario EN FR V2 TR5:rules sections 8/06/12 15:48 Page 5
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Record 47953 · official · Review: approved
Equipment Pack — PDF p. 6 [equipment-6-0]
- Rule Category
- Rulebook excerpt
- Description
- 6 Dodge WC/ch4563 (Troops 17 - Supply Truck) Supply Trucks /ch45 Unit The number of truck figures to deploy in a Supply Truck unit is indicated in the small yellow circle located in the lower right corner of the Supply Truck icon. This number may range from 1 to 3 figures. Supply Trucks are treated like Infantry for all purposes. Supply Trucks /ch45 Targeting The attacker scores 1 hit for each Infantry symbol or Grenade rolled against the Supply Truck unit when being targeted in battle. Supply Trucks /ch45 Medals A Supply Truck unit hit by enemy fire and destroyed does not necessarily provide the opponent with a Medal, unlike other units in the game. Instead, whether a Medal is gained or not, depends on how many Supply Truck figures have been eliminated, regardless of which Supply Truck units these figures came from: For every 3 Supply Truck figures eliminated, a single Medal is collected. To keep track of this, we recommend placing each eliminated Supply Truck figure next to a Medal stand, until three figures are gathered, at which point you can place one of these figures on the Medal stand, where it will count as one Medal won, and remove the other two figures. Supply Truck figures removed from the board as a result of re-supplying your troops (see Re-Supply, below) never count toward a medal; instead, these figures are simply removed from the board, once used. Supply Trucks /ch45 Movement An ordered Supply Truck unit may move up to 2 hexes. An ordered Supply Truck unit that starts on a Road hex, moves along and ends its move on a Road hex may move an additional 2 this turn, for a total of 4 hexes on the road. Supply Trucks /ch45 Battle A Supply Truck unit may never battle. Instead, it may re-supply another unit (see below). Supply Trucks /ch45 Re/ch45supply When a Supply Truck 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, it may re-supply that ground unit. 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, however. A Supply Truck 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). The Axis player had already destroyed 2 Trucks. With this third one, he gains a Medal. ADDITIONAL TERRAIN CONSIDERATIONS A terrain that is identified in the rules as Impassableor Impassable to Armor & Artilleryis also considered as impassable to Supply Trucks units. In addition: N Oceans - Supply Trucks cannot retreat into ocean hexes, except when on a Landing Craft. N Cliffs & Sea Bluffs -Supply Trucks may not move up/down from the Beach, Oceans or Shorelines. N Wire - Supply Trucks m
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Record 47955 · official · Review: approved
Equipment Pack — PDF p. 7 [equipment-7-0]
- Rule Category
- Rulebook excerpt
- Description
- 7 Equipment pack - Rules For each Supply Truck figure removed by the player from its Supply Truck 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 re-supplied from the same Supply Truck unit during this phase, but none of the units being resupplied can battle this turn. Supply Truck 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. Jeep Willys (Troops 19 - Long-Range Patrol Cars) Long Range Patrol Cars /ch45 Unit The number of Patrol Car figures to deploy in a Patrol Car unit is indicated in the small yellow circle located in the lower right corner of the Patrol Car icon. This number may range from 1 to 3 figures. A Patrol Car unit is treated like Infantry for all purposes. Patrol Cars /ch45 Targeting Patrol Cars are much more elusive and harder to hit than normal Infantry figures. All enemy battle dice rolled against a Patrol Car are ignored. Instead, those dice that would have scored a hit had the unit been a normal Infantry unit are rerolled. One hit is confirmed for each re-roll that is a Grenade; all other rerolls (including Flags, if any) are ignored. Patrol Cars /ch45 Medals A Patrol Car unit that is destroyed (when all figures in the Patrol Car unit have been eliminated) provides the opponent with a Medal, like other units in the game. Patrol Cars /ch45 Movement & Battle An ordered Patrol Car unit may move up to 4 hexes and battle any enemy target unit 3 or fewer hexes away. It combats with 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. On a successful Close Assault, it may Take Ground but not do an Armor Overrun. ADDITIONAL TERRAIN CONSIDERATIONS A terrain that is identified in the rules as Impassableor Impassable to Armor & Artilleryis also considered as impassable to Patrol Car units. In addition: N Oceans - Patrol Cars cannot retreat into ocean hexes, except when on a Landing Craft. N Cliffs & Sea Bluffs - Patrol Cars may not move up/down from the beach, oceans or shorelines. N Wire - Patrol Cars may not remove wire. N Railroad Bridges & Railroad Tracks -Patrol Cars moving onto a Railroad Track or Railroad Bridge must stop. COMMAND CARD CONSIDERATIONS N Infantry Assault - Supply Truck units may be ordered by this Command card and move up to 3 hexes. These Supply Truck units may not battle, however, even if only moving 2 hexes. N Move Out - Supply Truck units may be ordered using this Command card. N Ambush, Close Assault, Firefight - Supply Truck units cannot battle, and thus cannot be ordered using any of these Command cards. N Behind Enemy Lines, Dig-in, Medics & Mechanics - Supply Truck units may not be ordered using any of these Command cards. N Their Finest Hour - A Supply Truck unit may be ordered
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Record 47957 · official · Review: approved
Equipment Pack — PDF p. 7 [equipment-7-1]
- Rule Category
- Rulebook excerpt
- Description
- st stop. COMMAND CARD CONSIDERATIONS N Infantry Assault - Supply Truck units may be ordered by this Command card and move up to 3 hexes. These Supply Truck units may not battle, however, even if only moving 2 hexes. N Move Out - Supply Truck units may be ordered using this Command card. N Ambush, Close Assault, Firefight - Supply Truck units cannot battle, and thus cannot be ordered using any of these Command cards. N Behind Enemy Lines, Dig-in, Medics & Mechanics - Supply Truck units may not be ordered using any of these Command cards. N Their Finest Hour - A Supply Truck unit may be ordered by this Command card when an Infantry symbol or a Star is rolled, but it won't be able to battle (though it could still re-supply a weakened friendly adjacent unit). ACTIONS CONSIDERATIONS N Collapsible Rafts and Boats - A Supply truck unit may not be transported by Collapsible Rafts or Boats. N Heroic Leader - A Heroic Leader may not be added to a Supply Truck unit. N Hospital Recovery, Oasis Recovery - A Supply Truck unit may not recover in a Hospital or Oasis. N Reinforcements - A Supply Truck unit may not be called in as Reinforcement. COMMAND CARD CONSIDERATIONS N Infantry Assault - Patrol Car units may be ordered by this Command card and move up to 4 hexes and battle. N Move Out - Patrol Car units may be ordered using this Command card. N Ambush, Close Assault, Firefight - Patrol Car units may be ordered by these Command cards. N Behind Enemy Lines, Dig-in, Medics & Mechanics - Patrol Car units may not be ordered using any of these Command cards. N Their Finest Hour - A Patrol Car unit may be ordered by this Command card when an Infantry symbol or a Star is rolled. Ordered units battle with 1 additional die. ACTIONS CONSIDERATIONS N Collapsible Rafts and Boats - A Patrol Car unit may not be transported by Collapsible Rafts or Boats. N Heroic Leader - A Heroic Leader may be added to a Patrol Car unit. N Hospital Recovery, Oasis Recovery - A Patrol Car unit may not recover in a Hospital or Oasis. N Reinforcements - A Patrol Car unit may not be called in as Reinforcements. OP#4 EQP rules & scenario EN FR V2 TR5:rules sections 8/06/12 15:49 Page 7
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Record 47958 · official · Review: approved
Equipment Pack — PDF p. 8 [equipment-8-0]
- Rule Category
- Rulebook excerpt
- Description
- 8 Kübelwagen (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. N Movement: An ordered Command Car may move up to 3 hexes. N 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. V. Special Weapon Assets (SWAs 1 - Special Weapon Assets) and (SWAs 4 - Special Weapon Assets Late War) The advent of World War II, and its now fully industrialized weapons production, marked the most frantic period of weapons development in the history of humanity. Massive numbers of new designs and concepts were fielded, often with great success, though frequently at a cost to the experimenters! In Memoir '44, some of these new weapons find themselves embedded inside units whose combat capabilities they enhance or modify. These weapons are commonly referred to as Special Weapon Assets. Special Weapon Assets (SWAs) are represented by their own equipment piece. This equipment is placed with the figures of the unit it is embedded in. It is removed when the last figure of the unit it is attached to is lost. Note that the SWA itself does not count as an additional Medal, so only one Medal is collected when a unit with a SWA is eliminated. An Infantry unit with a SWA attached is treated like an Infantry unit for all purposes: it is ordered by the same Tactic cards, hit by the same dice rolls, etc. However, Infantry units with a SWA can never Take Ground. Late War Models By mid 1942, many of the Special Weapon Assets introduced earlier in the War, such as mortars, bazookas and machine guns, had evolved and become even more portable, reliable and lethal. The Late War versions of the equipment presented here reflect these improvements and should generally be used when playing scenarios from late 1942 onward. M2 Mortar (SWAs 3 - Mortar) and (SWAs 6 - Mortar Late War) Each time you run across a Mortar symbol when setting up a scenario, place a Mortar figure with the Infantry unit it
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Record 47959 · official · Review: approved
Equipment Pack — PDF p. 8 [equipment-8-1]
- Rule Category
- Rulebook excerpt
- Description
- s, etc. However, Infantry units with a SWA can never Take Ground. Late War Models By mid 1942, many of the Special Weapon Assets introduced earlier in the War, such as mortars, bazookas and machine guns, had evolved and become even more portable, reliable and lethal. The Late War versions of the equipment presented here reflect these improvements and should generally be used when playing scenarios from late 1942 onward. M2 Mortar (SWAs 3 - Mortar) and (SWAs 6 - Mortar Late War) Each time you run across a Mortar symbol when setting up a scenario, place a Mortar figure with the Infantry unit it is attached to. Early War (1939 /ch45 mid 1942) N Movement: An ordered Infantry unit with a Mortar may move 1-2 hexes or battle. N Battle: When it battles, an ordered Infantry unit with a Mortar may battle any enemy ground unit three or fewer hexes away, rolling the same number of dice a standard Infantry would. It always ignores the terrain battle protections of its target. N Line of Sight: An Infantry unit with a Mortar does not need line of sight to its target. Late War (> Late 1942) N Movement:An ordered Infantry unit with a Mortar may move 1 hex and battle or move 2 hexes and not battle. N Battle: When it moves, an ordered Infantry unit with a Mortar may battle any enemy ground unit three or fewer hexes away, rolling the same number of dice a standard Infantry would. If it did not move this turn, the Infantry with a Mortar may also fire on a target 4 hexes away, rolling 1 die. It always ignores the terrain battle protections of its target. N Line of Sight: An Infantry unit with a Mortar does not need line of sight to its target when it does not move. M2 Machine Gun (SWAs 8 - Machine Gun) and (SWAs 7 - Machine Gun Late War) Each time you run across a Machine Gun symbol when setting up a scenario, place a Machine Gun figure with the Infantry unit it is attached to. Early War (1939 /ch45 mid 1942) N Movement: An ordered Infantry unit with a Machine Gun may move 12 hexes or battle. N Battle: When it battles, an ordered Infantry unit with a Machine Gun may battle any enemy ground unit three or fewer hexes away, rolling the same number of dice a standard Infantry would. It also scores a hit for each Star rolled against any enemy Infantry target. N Line of Sight: An Infantry unit with a Machine Gun must have line of sight to its target, like a standard Infantry unit. EQP rules & scenario EN FR V2 TR5:rules sections 8/06/12 15:50 Page 8
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Record 47960 · official · Review: approved
Equipment Pack — PDF p. 9 [equipment-9-0]
- Rule Category
- Rulebook excerpt
- Description
- 9 Equipment pack - Rules Late War (> Late 1942) N Movement: An ordered Infantry unit with a Machine Gun may move 1 hex and battle or move 2 hexes and not battle. N Battle: When it moves, an ordered Infantry unit with a Machine Gun may battle any enemy ground unit three or fewer hexes away, rolling the same number of dice a standard Infantry would. If it did not move this turn, the Infantry with a Machine Gun will also score a hit for each Star rolled against any enemy Infantry target. N Line of Sight: An Infantry unit with a Machine Gun must have line of sight to its target, like a standard Infantry unit. Sniper (Troops 10 - Snipers) When indicated in the scenario’s Briefing Notes, place a single Sniper figure in each hex containing a Sniper unit 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. N An ordered Sniper unit may target an enemy Infantry (including vehicles considered as 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 battles with 1 die and scores one hit on a target symbol, Grenade or Star symbol rolled. A Flag causes the target unit to retreat as normal. A Sniper cannot target an Armored unit or other vehicles that are treated like Armor. Command cards that allow an Infantry unit to battle with 1 additional die also apply to Sniper units. A Sniper may be targeted as normal but only a Grenade symbol will score a hit. Exceptions to this are; Stars also score a hit on Snipers targeted by Air Power, another Sniper, a SWA Machine Gun and any other time a Star scores a hit against Infantry. The Sniper is removed when hit but 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 Armor, which a Sniper cannot target, the Sniper must move before he may battle. A Sniper is a special single figure unit that follows his own set of rules. Snipers never benefit from nor follow any national abilities (rules). Finland Fiercely determined to preserve its independence, Finland fought not just one, but three successive wars during the conflict: First, the Winter War, alone against Joseph Stalin’s Soviet Union; then the Continuation War with Germany against the Soviet Union; and finally the Lapland War against Germany. Through it all, the tenacity of the Finnish people and the quality of its elite Ski troops were awe inspiring to the rest of the world. Ski Troops (Troops 9 - Ski Troops) Ski Troops are Special Forces Infantry units. Place 3 Ski Troop figures in each hex of the
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Record 47961 · official · Review: approved
Equipment Pack — PDF p. 9 [equipment-9-1]
- Rule Category
- Rulebook excerpt
- Description
- national abilities (rules). Finland Fiercely determined to preserve its independence, Finland fought not just one, but three successive wars during the conflict: First, the Winter War, alone against Joseph Stalin’s Soviet Union; then the Continuation War with Germany against the Soviet Union; and finally the Lapland War against Germany. Through it all, the tenacity of the Finnish people and the quality of its elite Ski troops were awe inspiring to the rest of the world. Ski Troops (Troops 9 - Ski Troops) Ski Troops are Special Forces Infantry units. Place 3 Ski Troop figures in each hex of the scenario containing an Infantry unit symbol and a Ski Troop badge. An ordered Ski Troop 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. Movement rules for a Ski Troops unit trump all terrain movement and battle rules. N May retreat up to 3 hexes instead of the standard 1 on any retreat Flag rolled. France The French defeat of 1940 should not overshadow the bravado and courage displayed by various elements of the French Infantry throughout VII. Minor WWII Nations Vi. Specialists EQP rules & scenario EN FR V2 TR5:rules sections 8/06/12 15:52 Page 9
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Record 47962 · official · Review: approved

