General Howitzer · Field Guide
Memoir '44 Rules Database
Search the Memoir ’44 rules database by keyword. Use the category checkboxes to narrow your results.
Search results
258 matching records · page 8 of 22
Infantry Assault
Record 48048 · unclassified · Review: needs_review
John Basilone
Record 48056 · Fan-Created · Review: needs_review
Jungles
- Rule Category
- Terrain
- Description
- ◆ Movement: A unit that enters a Jungle hex must stop. The unit may still Take Ground after a successful Close Assault. ◆Battle: An Infantry or Armor unit that moves onto a Jungle hex from an adjacent hex may still battle. An Armor unit that makes a successful Close Assault may Take Ground and do an Armor Overrun Combat. When battling an enemy unit that is on a Jungle hex, Infantry reduce the number of Battle dice rolled by 1, Armor by 2. Artillery Battle dice are not reduced. ◆Line of Sight: A Jungle blocks line of sight.
Picture
No picture is stored for this record.
Record 46981 · unclassified · Review: needs_review
Lady Death Sniper
Record 48057 · Fan-Created · Review: needs_review
Landing Craft / LCT 202
- Rule Category
- Weapons
- Description
- 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. ◆ 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. ◆ 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. ◆ Line of Sight: Landing Craft block line of sight.
Picture
No picture is stored for this record.
Record 47000 · unclassified · Review: needs_review
M2 Machine Gun - Early War (1939 mid 1942)
- Rule Category
- Weapons Special Weapons SWA
- Description
- Early War (1939 mid 1942) ◆ Movement: An ordered Infantry unit with a Machine Gun may move 1- 2 hexes or battle. ◆ 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. ◆ Line of Sight: An Infantry unit with a Machine Gun must have line of sight to its target, like a standard Infantry unit.
Picture
No picture is stored for this record.
Record 47016 · unclassified · Review: needs_review
M2 Machine Gun - Late War (> Late 1942)
- Rule Category
- Weapons Special Weapons
- Description
- Late War (> Late 1942) ◆ Movement: An ordered Infantry unit with a Machine Gun may move 1 hex and battle or move 2 hexes and not battle. ◆ 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. ◆ Line of Sight: An Infantry unit with a Machine Gun must have line of sight to its target, like a standard Infantry unit.
Picture
No picture is stored for this record.
Record 47017 · unclassified · Review: needs_review
M2 Mortars (Early War (1939 mid 1942))
- Rule Category
- Weapons
- Description
- Early War (1939 mid 1942) ◆ Movement: An ordered Infantry unit with a Mortar may move 1-2 hexes or battle. ◆ 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. ◆ Line of Sight: An Infantry unit with a Mortar does not need line of sight to its target.
Picture
No picture is stored for this record.
Record 47014 · unclassified · Review: needs_review
M2 Mortars (Late War (> Late 1942))
- Rule Category
- Weapons Special Weapons SWA
- Description
- Movement: An ordered Infantry unit with a Mortar may move 1 hex and battle or move 2 hexes and not battle. ◆ 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. ◆ Line of Sight: An Infantry unit with a Mortar does not need line of sight to its target when it does not move.
Picture
No picture is stored for this record.
Record 47015 · unclassified · Review: needs_review
Marshes
- Rule Category
- Terrain
- Description
- ◆ 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. ◆ 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. ◆ Line of Sight: A Marsh hex does not block line of sight
Picture
No picture is stored for this record.
Record 46904 · unclassified · Review: needs_review
Mediterranean Theater — PDF p. 10 [mediterranean-10-0]
- Rule Category
- Rulebook excerpt
- Description
- 10 When turned sideways, a pair of Exit markers designates an interval of edge hexes; this interval includes the two hexes on which the Exit markers are placed. IV. New Obstacles Field Bunkers (Desert) Same effect as Bunkers ( p. 16) In addition, either side may claim it as a defensive position. N Air check: 2 Road Blocks (Desert) N Movement:Only an Infantry unit may enter a Road Block hex. An Infantry unit that enters a hex with a Road Block must stop and may move no further on that turn. N Battle: A unit on a Road Block is protected on all sides. A Road Block reduces the number of Battle dice rolled by 1 when attacked by Infantry or Armor. Artillery battle dice are not reduced. A unit on a Road Block hex may ignore the first flag rolled against it. N Line of Sight: A Road Block does not block line of sight. N Air check: 1 V. New Badges & Units Combat Engineers Combat Engineer units were used throughout WWII to increase the combat effectiveness of the corps. They provided mobility, countermobility, survivability, topography and engineering support. An Engineer unit moves and battles like a Standard unit. However: In Close Assault Combat, an Engineer unit ignores all terrain Battle Dice reductions, i.e. its enemies are not protected by terrain. 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. The Engineer unit must be able to battle, to remove the wire. As such, it may not make a movement of 2 hexes and remove the wire on the same turn, unless ordered by an Infantry Assault. An Engineer unit that moves onto a Minef ield hex and is eligible to battle must clear the Minefield hex instead of battling. If the Engineer unit moves onto a Minefield hex and it cannot battle, the Minefield detonates. An Engineer unit must be able to battle to remove a Minefield. It may not make a movement of 2 hexes and remove a Minefield the same turn, unless ordered by an Infantry Assault. Clearing Road Blocks An Engineer unit that moves onto a Road Block hex and is eligible to battle may clear the Road Block hex in lieu of battling. If the unit moves 2 hexes, it cannot remove the Road Block on the same turn, unless ordered by an Infantry Assault. Nationality & Special Forces Badges SAS: British Special Air Service Founded by British officer David Stirling during the British campaign in North mediterranean Theater (British) Royal Engineers German Combat Engineers M44 BRIT expansion rules EN:Mise en page 1 24/06/08 16:16 Page 11
Picture
No picture is stored for this record.
Record 47903 · official · Review: approved
Mediterranean Theater — PDF p. 19 [mediterranean-19-0]
- Rule Category
- Rulebook excerpt
- Description
- 19 Historical Background Following on the success of Operation Crusader, the British Eighth Army had driven Rommel's forces out of Cyrenaica before over-stretching its own supply lines again. Eighth Army had then settled along the "Gazala line" in the desert, west of Tobruk, in a series of brigade-strength occupied "boxes" protected by minefields and wire. The southernmost tip of the line was the fortified box at Bir Hakeim, held by the 1st Free French Brigade of General Pierre-Marie Koenig. At midday on May 26, Rommel launched a feint frontal attack on the central positions of the Gazala line, using small elements of the XX Motorized Corps and truck-mounted propellers to blow dust and reinforce the deception, before pulling all his armored elements back under cover of darkness. His real objective: a daring flanking maneuver to neutralize the Bir Hakeim box at the southern tip of the line, using the enemy's own minefields to protect his flank and rear! Unfortunately, elements of the 21 st Panzer were held up for more than three hours when they ran into the 7th Armoured Division's 3rd Indian Motorized Brigade, some four miles south east of Bir Hakeim. They took heavy losses from their guns before over-running them. Meanwhile the Italian Ariete division was failing to take the box at Bir Hakeim, suffering heavy losses from the 75 mm guns of the 1 st Free French Brigade. The stage is set, the battle lines drawn, and you are in command. The rest is history. Briefing Axis Player [Germany/Italy] N Take 6 Command cards. N You move first. Allied Player [Great Britain] N Take 5 Command cards. Conditions of Victory N 5 Medals. Each Field Bunker is a Temporary Medal Objective for the Axis forces. Exit markers are in effect on the portion of the Allied baseline in between the 2 Exit markers, for the Axis forces. Special Rules North African Desert Rules are in effect (Actions 9 - North African Desert Rules). In addition, Allied Armor units may only move 2 hexes and battle, not the normal 3 hexes. British Commonwealth Forces and Italian Royal Army command rules are in effect. Oasis Recovery rules are in effect (Actions 10 - Oasis Recovery). Place a badge on the German elite infantry units (Troops 2 - Specialized Units) and another badge on the German engineer unit (Troops 4 - Combat Engineers). Special Weapon Asset rules are in effect for the units equipped with AntiTank weapons. The British player lays out the Minefields (Terrain 29 - Minefields). mediterranean Theater M44 BRIT expansion rules EN:Mise en page 1 24/06/08 16:17 Page 20
Picture
No picture is stored for this record.
Record 47914 · official · Review: approved




