General Howitzer · Field Guide
Memoir '44 Rules Database
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258 matching records · page 6 of 22
Ergs & Ridges
- Rule Category
- Terrain
- Description
- ◆ Movement: A unit moving up onto a Ridge must stop and may move no further on that turn. Except for this movement restriction and a higher Air check value, Ergs & Ridges behave like Hills in all other respects. ◆ Battle: When battling an enemy unit that is up a Ridge, Infantry and Armor reduce the number of Battle dice rolled by 1; Artillery Battle dice are not reduced. When battling an enemy unit from a contiguously adjacent Ridge hex at the same height, there is no Battle dice reduction. ◆ Line of Sight: Ridge hexes block line of
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Record 46949 · unclassified · Review: needs_review
Fish Pond
- Rule Category
- Terrain
- Description
- Fish Ponds ■ Fish Ponds use the same hexes and have the same terrain effect as Rice Paddies. ■ Except that no unit, not even Infantry, may battle the turn it enters a Fish Pond hex. ■ Taking Ground, and all other movement and battle, remain the same as described in Rice Paddies.
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Record 46988 · unclassified · Review: needs_review
Flame Thrower Infantry
Record 48054 · Fan-Created · Review: needs_review
Flooded Fields
- Rule Category
- Terrain
- Description
- In Flooded Field scenarios,any hex that is open countryside (gameboard hexes) is considered a Flooded Field hex. High Ground, Hills, Roads, Railways or Towns and Villages are treated as high and dry ground terrain hexes for game purposes. ◆Movement: To move onto a Flooded Field hex, a unit must be adjacent to the Flooded Field. A unit that enters a Flooded Field must stop and may not move further on that turn. A unit that leaves a Flooded Field may only move onto an adjacent hex. ◆Battle: An Infantry or Artillery unit on a Flooded Field hex does not have any battle restrictions. An Armor unit may not battle the turn it moves onto, or out of, a Flooded Field hex. An Armor unit that makes a successful Close Assault Combat on a unit in a Flooded Field may Take Ground but may not make an Armor Overrun. ◆Line of sight: A Flooded Field hex does not block line of sight.
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Record 46902 · unclassified · Review: needs_review
French Army - Furia Francese
- Rule Category
- Nations
- Description
- 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 Ground and 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 Ground following 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.).
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Record 47018 · unclassified · Review: needs_review
Gurkha Warrior
Record 48055 · Fan-Created · Review: needs_review
Half-Track (Resupply Rules)
- Rule Category
- Weapons
- Description
- HalfTracks Resupply 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 re-supplied 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 towards a Medal for the opponent.
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Record 47009 · unclassified · Review: needs_review
Half-Track / Sd.Kfz 250 (overview)
- Rule Category
- Weapons
- Description
- Half-Tracks 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-Tracks Targeting: The attacker scores 1 hit for each Armor symbol or Grenade rolled against the Half-Track unit when being targeted in battle. 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 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-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 may Take Ground but not do an Armor Overrun. Instead of battling, it may re-supply another unit (see below). Half-Tracks Resupply: 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 re-supplied 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 towards a Medal for the opponent. 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: ◆ Oceans & Shorelines - Half-Tracks cannot retreat into ocean hexes, except when on a Landing Craft. ◆ Cliffs & Sea Bluffs - Half-Tracks may not move up/down from the beach, oceans or shorelines. ◆ Wire - Half-Tracks may remove wire just like Armor units. ◆ Railroad Bridges & Railroad Tracks - Half-Tracks moving onto a Railroad Track or Railroad Bridge must stop. COMMAND CARD CONSIDERATIONS ◆ Armor Assault - Half-Track unit may be ordered by this Command card. Units in Close Assault roll 1 additional die. ◆ Ambush, Close Assault, Firefight - Half-Track unit may be ordered by these Command cards. ◆ Infantry Assault, Move Out, Behind Enemy Lines, Dig-in, Medics & Mechanics - Half-Track unit may not be ordered using any of these Command cards. ◆ 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 ◆ Collapsible Rafts and Boats - Half-Track unit may not be transported by Collapsible Rafts or Boats. ◆ Heroic Leader - Heroic Leader may not be added to a Half-Track unit. ◆ Hospital Recovery, Oasis Recovery - Half-Track unit may not recover in a Hospital or Oasis. ◆ Reinforcements - Half-Track unit may not be called in as Reinforcement.
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Record 47008 · unclassified · Review: needs_review
Hedgehog
- Rule Category
- Structure
- Description
- ◆ Movement: Only Infantry units may enter a Hedgehog hex. No movement restrictions. ◆ Battle: No combat restrictions. A unit on a Hedgehog hex may ignore the first Flag rolled against it. ◆ Line of Sight: A Hedgehog does not block line of sight.
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Record 47056 · unclassified · Review: needs_review
Hedgerows
- Rule Category
- Terrain
- Description
- ◆ Movement: To move onto a Hedgerow hex, a unit must be adjacent to the Hedgerow. A unit that enters a Hedgerow must stop and may move no further on that turn. A unit that leaves a Hedgerow hex may only move onto an adjacent hex. ◆ Battle: A unit may not battle the turn it moves onto a Hedgerow hex. ◆ When battling an enemy unit that is on a Hedgerow 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. ◆ Line of Sight: A Hedgerow blocks line of sight.
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Record 47054 · unclassified · Review: needs_review
Heroic Leader
- Rule Category
- Special Action
- Description
- A Battle Star token may represent a heroic leader. When in command of an infantry unit, this leader lets the unit ignore one flag and inspires his men, giving them an additional one Battle die when in combat. If the unit is eliminated, roll two Battle Dice. If a star is rolled, the Heroic Leader is lost, giving one Victory medal to his opponent. If he survives, move his Battle Star to the nearest friendly unit.
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Record 46924 · unclassified · Review: needs_review
Heroic Leader - Eugene Sledge
Record 47652 · Fan-Created · Review: needs_review




