General Howitzer’s Field Guide to Memoir 44

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General Howitzer · Field Guide

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258 matching records · page 9 of 22

Mediterranean Theater — PDF p. 26 [mediterranean-26-0]

Rule Category
Rulebook excerpt
Description
1 x8 x1 2 3 x4 x114 5 x8 6 x2 Setup order x27 - June 14, 1942 - Brescia and Pavia Divisions 50th (Northumbrian) Infantry Division Escape via the Coastal Road 08 4241 M44 BRIT expansion rules EN:Mise en page 1 24/06/08 16:17 Page 27

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Record 47922 · official · Review: approved

Mediterranean Theater — PDF p. 3 [mediterranean-3-0]

Rule Category
Rulebook excerpt
Description
3 Table of contents Page references A page number written like this: 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 . . . . . . . . . . . . . . . . . . . 4 Airfields (Desert) . . . . . . . . . . . . . . . . . . . . . 4 Coastlines (Desert) . . . . . . . . . . . . . . . . . . . . 4 Ergs & Ridges . . . . . . . . . . . . . . . . . . . . . . . . 4 Escarpments . . . . . . . . . . . . . . . . . . . . . . . . . 5 Hills (Desert) . . . . . . . . . . . . . . . . . . . . . . . . 5 HQ & Supply Tents (Desert) . . . . . . . . . . . . . . 5 Oasis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Palm Forests . . . . . . . . . . . . . . . . . . . . . . . . . 5 Roads (Desert) . . . . . . . . . . . . . . . . . . . . . . . 6 Towns & Villages (Desert) . . . . . . . . . . . . . . . 6 Wadis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 II. NEW RULES & FIGURES . . . . . . . . . . . . . . . . 7 British Commonwealth Command Rules . . . . 7 Stiff Upper Lip . . . . . . . . . . . . . . . . . . . . . . 7 Italian Royal Army Command Rules . . . . . . . 7 Motorized Divisions . . . . . . . . . . . . . . . . . . 7 Artillery Bravery . . . . . . . . . . . . . . . . . . . . 7 North African Desert Rules . . . . . . . . . . . . . . 7 The British Army . . . . . . . . . . . . . . . . . . . . . . 8 Special Weapon Assets . . . . . . . . . . . . . . . . . 8 Anti-Tank Gun . . . . . . . . . . . . . . . . . . . . . . 8 Infantry unit with Anti-Tank guns . . . . . . . 8 III. NEW MEDALS & TOKENS . . . . . . . . . . . . . . 9 New Medals . . . . . . . . . . . . . . . . . . . . . . . . . 9 British Medal . . . . . . . . . . . . . . . . . . . . . . . 9 Minefields . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Exit Markers . . . . . . . . . . . . . . . . . . . . . . . . . 9 IV. NEW OBSTACLES . . . . . . . . . . . . . . . . . . . . 10 Field Bunkers (Desert) . . . . . . . . . . . . . . . 10 Road Blocks (Desert) . . . . . . . . . . . . . . . . 10 V. NEW BADGES . . . . . . . . . . . . . . . . . . . . . . . 10 Combat Engineers . . . . . . . . . . . . . . . . . . . . 10 Nationality & Special Forces Badges . . . . . . 10 British SAS . . . . . . . . . . . . . . . . . . . . . . . . 10 British Special Forces . . . . . . . . . . . . . . . . 11 Italian Army . . . . . . . . . . . . . . . . . . . . . . . 11 Italian Special Forces . . . . . . . . . . . . . . . . 11 VI. SCENARIOS . . . . . . . . . . . . . . . . . . . . . . . . 11 [Operation Battleaxe] Hellfire Pass . . . . . . . 12 [Operation Crusader] Sidi Rezegh Airfield . . 14 [Operation Crusader] Dug in at Sidi Omar . . 16 [Battle of Gazala] Flanking Maneuver at Bir Hakeim . . . . . . . . . . . . . . . . 18 [Battle of Gazala] Panzers versus Grants . . . 20 [Battle of Gazala] 1st Armoured to the rescue . . . . . . . . . . . . . . . . . . . . . . . . 22 [Battle of Gazala] Into the Cauldron . . . . . . 24 [Battle of Ga

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Record 47891 · official · Review: approved

Mediterranean Theater — PDF p. 4 [mediterranean-4-0]

Rule Category
Rulebook excerpt
Description
4 I. New Terrain Tiles Some of the terrain pieces introduced below are visual variants or duplicates of existing tiles already introduced in a prior pack (Terrain Packin particular). Their rules have been included here for convenience. Terrain pieces that are visual variants of base game terrain are mentioned only as a reference, however. Since the introduction of the Air Pack, terrain hexes now each have an Air check value. These have been included here for the sake of completeness, but can be safely ignored unless you wish to play with the Air rules. In that case, please refer to the rulebook that came with your Air Pack. Like all prior Army packs for Memoir'44, this expansion does not include summary cards. Instead, these cards will be released in a future compilation deck that will include updates to already released cards and the new terrain and units presented here, as well as additional units and equipment pieces yet to appear in our Battle Mapseries of ready-to-play scenarios. In the meantime, a complete, up-to-date, database of all Summary cards, including those covering this pack, can be consulted online, on www.memoir44.com, at anytime. Airfields (Desert) N Movement: No movement restrictions. N Battle: No combat restrictions. N Line of Sight: Airfield hexes do not block line of sight. N Air check: 0 If you own the Air Pack expansion and Air rules are in effect, airplanes may take-off from, or land on, Airfields. Depending on the scenario, some Airplanes may also be pre-positioned and deployed on Airfields. Coastlines (Desert) N Movement: Maximum movement on a Coastline is 1 hex, except when on a Landing Craft; and a unit cannot retreat on, or from, a coastline, except when on a Landing Craft. N Battle: Unit cannot battle when on a Coastline hex. N Line of Sight: Coastline hexes do not block line of sight. N Air check: 2 Ergs & Ridges N 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. N 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. N Line of Sight: Ridge hexes block line of sight, except from contiguously adjacent Ridge hexes at the same height. N Air check: 2 mediterranean Theater M44 BRIT expansion rules EN:Mise en page 1 24/06/08 16:16 Page 5

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Record 47893 · official · Review: approved

Mediterranean Theater — PDF p. 5 [mediterranean-5-0]

Rule Category
Rulebook excerpt
Description
5 Escarpments N Movement: Escarpment hexes are impassable to all ground units. N Line of Sight:Escarpment hexes block line of sight. N Air check: 2 Hills (Desert) Same terrain effect as Hills ( p. 14) N Air check: 1 HQ & Supply Tents N Movement: No movement restrictions. N Battle: No combat restrictions. N Line of Sight:HQ & Supply Tents block line of sight. N Air check: 1 Capture HQ/Supply Tent If an enemy unit captures your HQ/Supply Tent hex, your opponent selects one of your Command cards at random to discard. Until you reclaim the HQ/Supply Tent hex, you must play with one less Command card in hand. When you reclaim the hex, immediately draw a supplemental Command card to replenish your hand to its original size. Oasis N Movement:A unit that enters an Oasis hex must stop and may move no further on that turn. N Battle:A unit may battle the turn it moves onto an Oasis hex. When battling an enemy unit that is on an Oasis hex, Infantry and Armor reduce the number of Battle dice rolled by 1 and Artillery Battle dice are not reduced. A unit on an Oasis hex may ignore the first flag rolled against it. N Line of Sight: An Oasis blocks line of sight. N Air check: 1 Oasis Recovery When Oasis Recovery rules are in effect, an ordered Infantry unit with no adjacent enemy may recover lost figures. Roll 1 battle die for each Command card you have, including the one used to order the Infantry. For each die matching the unit's symbol or a star, 1 lost figure is returned to the unit. The unit may not gain more figures than it originally had, and cannot move or battle this turn. Palm Forests Same terrain effect as Forests ( p. 13) N Air check: 2 M44 BRIT expansion rules EN:Mise en page 1 24/06/08 16:16 Page 6

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Record 47895 · official · Review: approved

Mediterranean Theater — PDF p. 6 [mediterranean-6-0]

Rule Category
Rulebook excerpt
Description
6 Roads (Desert) N Movement:An ordered unit that starts on a Road hex, moves along the road and ends its movement on it, may move 1 additional hex this turn. N Battle: No combat restrictions. N Line of Sight: Roads do not block line of sight. N Air check: 0 Examples: An ordered Infantry unit that stays on a road during its entire turn may move 2 hexes on the road and still battle, or 3 hexes on the road and not battle; on an Infantry Assault card, the same Infantry unit could move 3 hexes on the road and battle, or 4 hexes and not battle. An ordered Armor unit who stays on a road during its entire turn may move 4 hexes on the road and battle. An ordered Artillery unit that stays on a road during its entire turn may move 2 hexes, but not battle; on an Artillery Bombard card, the same Artillery unit could move 4 hexes on the road! Towns & Villages (Desert) Same terrain effect as Towns & Villages ( p. 14) N Air check: 2 Wadis N Movement: No movement restrictions through the Wadi’s open ends. The side slopes of a Wadi are impassable, both up from the Wadi hex or down into it. N Battle:Infantry or Armor battling into or out of a Wadi must be adjacent to its target enemy unit. When battling an enemy unit that is in a Wadi, Infantry, Armor and Artillery reduce the number of Battle dice rolled by 1. N Line of Sight: Wadis do not block line of sight. Note that a unit down in a Wadi still blocks line of sight. N Air check: 2 mediterranean Theater Moving along the Wadi is allowed. But crossing its walls is impossible. M44 BRIT expansion rules EN:Mise en page 1 24/06/08 16:16 Page 7

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Record 47896 · official · Review: approved

Mediterranean Theater — PDF p. 8 [mediterranean-8-0]

Rule Category
Rulebook excerpt
Description
8 The British Army The Mediterranean Theater provides you with a full British army, including: 42 "Desert Rats" figures - The soldiers of the British Eighth Army were a truly multi-national force, whose personnel came from all corners of the British Empire and Commonwealth (as well as a smaller contingent of exiles from Nazi-occupied Europe). They f irst saw action during Operation Crusader and soon became one of the best-known formations of World War II, participating in all major actions of the North African and Italian campaigns. 24 Crusader Tanks - With over 5,300 units produced, this tank was arguably the most important, if not the most loved, British tank of the North African campaign. It f irst saw combat during Operation Battleaxe - the British Army push into Eastern Cyrenaica - and played a crucial role in the relief of the Siege of Tobruk, whose namesake was the tank itself - Operation Crusader! 6 Ordnance QF 25 pounder guns -This remarkable gun was designed for both direct-f ire and high-angle, howitzer-type fire capabilities. Because of its speed and versatility, it became the mainstay of British field Artillery in World War II and well beyond. Some units were still used in combat in less than a decade ago! Special Weapon Assets The advent of World War II, and its now fully industrialized weapons production, marks the most frantic period of weapons development in the history of humanity. Massive numbers of new designs and concepts are fielded, often with great success, though frequently at a cost to the experimenters! In Memoir '44, some of these new weapons now 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 piece 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, an Infantry unit with a SWA can never Take Ground. N Anti-Tank Gun The development of man-portable, anti-tank weapons took off during World War II. Their High Explosive Anti-Tank (HEAT) shells were soon found to penetrate armor better than some of the larger, much less mobile, anti-tank guns, at a fraction of the weight. The British PIAT, first fielded during the invasion of Sicily, was one such early device, though not the one represented in Memoir '44. Special Weapon Assets are designed to be generic in nature. They are cast in grey plastic so they can be assigned to any army regarding of the figures' color. As a physical model we opted for the more common M1A1 Rocket Launcher - more familiarly known as the "Bazoo

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Record 47899 · official · Review: approved

Mediterranean Theater — PDF p. 8 [mediterranean-8-1]

Rule Category
Rulebook excerpt
Description
f during World War II. Their High Explosive Anti-Tank (HEAT) shells were soon found to penetrate armor better than some of the larger, much less mobile, anti-tank guns, at a fraction of the weight. The British PIAT, first fielded during the invasion of Sicily, was one such early device, though not the one represented in Memoir '44. Special Weapon Assets are designed to be generic in nature. They are cast in grey plastic so they can be assigned to any army regarding of the figures' color. As a physical model we opted for the more common M1A1 Rocket Launcher - more familiarly known as the "Bazooka". N Infantry unit with Anti-Tank guns Each time you run across this symbol when setting up a scenario, place an anti-tank gun figure with the infantry unit it is marked as attached to. The unit will thus have a total of 5 figures - 4 infantry figures and 1 anti-tank gun. The badge itself does not exist except on paper and is not needed since the weapon is represented directly by a miniature. mediterranean Theater Symbol of an Infantry unit with an Anti-Tank gun M44 BRIT expansion rules EN:Mise en page 1 24/06/08 16:16 Page 9

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Record 47900 · official · Review: approved

Mediterranean Theater — PDF p. 9 [mediterranean-9-0]

Rule Category
Rulebook excerpt
Description
9 N Movement: An ordered Infantry unit with an Anti-Tank gun may move 1 or 2 hexes; but it may not battle in any turn during which it moves, even if it only moved 1 hex. N Battle:An ordered Infantry unit with an Anti-Tank gun may battle any enemy ground unit three or fewer hexes away, rolling the same number of dice a standard Infantry unit would. In addition to normal Battle dice results, any star rolled scores a hit when targeting an enemy Armor unit. N Line of Sight: An Infantry unit with an Anti-Tank gun must be able to "see" the enemy ground unit it wants to combat, like a standard Infantry unit. III. New medals and tokens British Medal /ch45The Victoria Cross Awarded for gallantry in the face of the enemy, the Victoria Cross is the highest and most prestigious award for British and Commonwealth forces. Since its creation in 1856, the Victoria Cross was awarded 1,356 times. It has been awarded only 13 times since the end of World War II. Minefields The scenario Briefing Notes indicate which side will lay Minefields out. Minefields are set up at the same time as terrain hexes. Before placing any Minefield, set all the Minefield pieces with the picture of the land mine face up. Mix the pieces. Now place one Minefield piece, selected at random, face up (number side hidden) on each Minefield hex indicated by the scenario. Return any unused Minefield pieces to the box, their numerical face still hidden from the players' view. When entering a Minefield, a unit must stop and may not move any further on that turn. If the unit entering the Minefield is an enemy unit, turn the Minefield piece over to reveal its strength number. If the Minefield is a decoy ("0" strength), remove it from the board. Otherwise roll the number of Battle dice equal to the Minefield's strength. Score 1 hit for each die matching the units symbol or a grenade. Ignore all other symbols, retreat flag included. After any explosion, the Minefield remains in effect, its strength face up and visible to both players. If the unit entering the Minefield is a friendly unit (i.e. a unit that belongs to the player who laid the Minefield down), the unit must still stop, but will ignore the Minefield, never revealing it, if hidden, nor rolling dice. Note: In accordance with the general rules of retreat, a Minef ield has no effect on retreat moves. Therefore, a retreating unit may move through a Minefield without stopping. Retreating units that move onto or through a Minefield do not roll for hits. Exit Markers Exit markers, used in some scenarios to designate specific hexes - or range of hexes - through which a unit may successfully exit the map to safety and/or claim a Victory Medal. Exit marker # 1 is an isolated Exit hex; All edge hexes between, and including, Exit markers 2 and 3 form a line of Exit hexes through which enemy units can exit and collect Victory medals. #1 #2 #3 M44 BRIT expansion rules EN:Mise en page 1 24/06/08 16:16 Page 10

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Record 47901 · official · Review: approved

Memoir 44 Solo Play

Rule Category
RuleBook Fan Created
Description
Fan-created guide for solo play

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Record 47543 · Fan-Created · Review: needs_review

More Vulnerable Artillery

Rule Category
Fan Created
Description
Infantry attacking an Artillery unit in Close Combat hit on Stars and Grenades Why? Artillery are hard to kill. They require, on average, 12 dice to kill.

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Record 47064 · Fan-Created · Review: needs_review

Moroccan Goums

Rule Category
Fan Created Nations Troops
Description
The historical basis for the Moroccan Goums card is rooted in the unique role these troops played during the Italian and North African campaigns of World War II. The game mechanics were chosen to reflect their real battlefield strengths rather than simply make them a stronger infantry unit. A Goum infantry unit may move up to 2 hexes and still battle when its entire movement is through Hill and/or Mountain terrain. This represents their exceptional ability to traverse steep, rugged terrain that slowed conventional infantry. They were also excellent at close quarter battles while using their knives. Rule: 1. Mountain Warriors A Goum infantry unit may move up to 2 hexes and still battle when its entire movement is through Hill and/or Mountain terrain. 2. Fierce Assault When battling an adjacent enemy unit, a Goum infantry unit rolls one additional battle die (+1 die). Usage: This card is best used in mountainous Italian scenarios.

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Moroccan Goums — rule card

Record 47640 · Fan-Created · Review: needs_review

Mountains

Rule Category
Terrain
Description
◆ Movement: Only an Infantry unit may move up from a Hill onto an adjacent Mountain hex, or down from a Mountain onto an adjacent Hill hex. Infantry may also move from a Mountain hex onto an adjacent Mountain hex. Infantry movement from other terrain hexes or a gameboard countryside hex is not possible. Mountains are impassable terrain to Armor and Artillery units. ◆ Battle: When battling an enemy unit that is up a Mountain, Infantry and Armor reduce the number of Battle dice rolled by 2, and Artillery Battle dice are not reduced. When battling an enemy unit at the same height as your unit, there is no Battle dice reduction unless the target unit is on a different Mountain range (i.e. Mountain hexes are not connected). An ordered Artillery unit in position on a Mountain hex may target any enemy target unit 7 or fewer hexes away. It combats at 3, 3, 2, 2, 1, 1, and 1. ◆ Line of Sight: A Mountain blocks line of sight for units trying to look over the Mountain. Line of sight is not blocked when units are at the same height and on the same Mountain.

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Record 46905 · unclassified · Review: needs_review

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