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42 matching records · page 4 of 4
New Flight Plan — PDF p. 2 [flight-2-2]
- Rule Category
- Rulebook excerpt
- Description
- nt ............................. 5 ◆ Air to Ground Combat ......................... 6 ◆ Dogfight .......................................... 7 ◆ Air Unit Withdrawing ......................... 7 ◆ Ground to Air Combat ......................... 7 ◆ Command Cards ................................. 8 ◆ Compatibility with Other Expansions .... 8 ◆ Additional Gameplay Example .............. 9 ◆ Air Units ......................................... 10 ● 1 Rule Booklet ● 30 Air Combat Cards ● 18 Machine Gun Markers ● 12 Bomb Markers ● 16 Airplane Models ● 3 Airplane Stands ● 1 Scenario Booklet ● 8 Summary Cards ● 15 Nation Markers Contents Western Front Pacific Theater Eastern Front Mediterranean Theater Axis Axis Axis -- Axis Axis Axis Axis Allies Allies -- Allies Axis Axis Axis Axis Axis -- -- -- Axis Axis Axis -- Allies Allies -- Allies FRONT 1939 1941 19441940 19431942 1945 Fighter Bomber Fighterbomber The fighter-bomber performs a standard attack run but rolls 3 dice for each bomb marker on enemy tank unit or hex with Bunker. Roll the normal 1 die when targeting other enemy units. For all attacks during this run, hits are also scored when rolling a Star and Flags cannot be ignored. Tank & Bunker BusTing AC 01
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Record 47984 · official · Review: approved
Official FAQ v2 — PDF p. 10 [faq-10-0]
- Rule Category
- Rulebook excerpt
- Description
- Terrain 7 hills Q. Is there a die reduction when a unit is attacking from one Hill hex to another Hill hex? A. No. There is only a reduction for attacking from a lower elevation. Q. Can an Infantry or Armor unit on a Hill hex see over a terrain hex that blocks Line of Sight? A. No. Terrain (Towns, Forests, Hedgerows, Bunkers, etc) and units, both friendly and enemy, still block Line of Sight. Q. Can an Infantry or Armor unit on a Hill hex see over a terrain hex that blocks Line of Sight if the target unit is also on a Hill hex? A. No. Also note that when there is a group of Hill hexes together, an enemy unit on ground level, or on a nearby but separate Hill, will only have Line of Sight to the front Hill hexes (the first rank). The same is true in reverse; a unit cannot see over a Hill to an enemy at ground level or on a nearby but separate Hill. The plateau explanation in the rules is there because Hills (along with Mountains and Ergs & Ridges) don’t block Line of Sight when they are in a contiguous group with terrain of the same elivation. Note: Look for the scenario Hills (Examples of Line of Sight) in the Official Scenarios section online for a visual explanation, or go to the following link: http://www.daysofwonder.com/memoir44/en/editor/view/?id=1096 oCeans Q. How many Ocean hexes are there on the Beach side of the board? A. There are two Ocean hexes. The row that has some sand on it acts as Ocean for the purpose of terrain. If a unit is on any of the first three hexes and is forced to retreat, it must lose a figure because it cannot retreat into Ocean hexes. Q. What is a Shore hex? A. For reference, an Ocean hex adjacent to a Beach hex is considered a Shore hex. A Shore hex contains both Ocean and Beach, and the movement and battle details can be found on the Terrain 7 - Ocean summary card. Q. Does a unit have to move from an Ocean hex to a Beach hex? A. No. A unit can move from an Ocean hex to any terrain hex, as long as the hex is not impassable for the unit. Q. Can a unit move (not retreat) from a Beach hex back onto an Ocean hex? A. Yes. Although it seems strange, units can move from a Beach hex onto an Ocean hex or from one Ocean hex to another, though movement is still restricted to one hex in the Ocean. Q. How do you play the Coastline Hexes that are found in the Mediterranean scenarios, since they are not listed in the Card Compendium and don’t have their own summary card? A. Essentially, Coastline hexes are treated exactly the same as Ocean hexes. A Coastline hex contains both water and Beach, with movement and battle details on Terrain 7- Ocean summary card. 6 14 ✪ No movement restrictions ✪ Block line of sight (except from adjacent contiguous hills at same height) -1 1 -1 10 7 15 ✪ Maximum movement in ocean is 1 hex ✪ Unit cannot battle when in ocean ✪ Unit cannot retreat onto ocean ✪ Do not block line of sight-0 2 -0 RiVeRs & waTeRways 8 15 6 6
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Record 47696 · faq · Review: approved
Official FAQ v2 — PDF p. 20 [faq-20-0]
- Rule Category
- Rulebook excerpt
- Description
- Terrain 17 waDis & Gullies Q. In the Mediterranean Expansion rule book it says that Wadis have an Air Check value of 2, on the summary card it says 1. Which is correct? A. The correct Air Check value is on the summary card, i.e. 1. fRozen RiVeRs Q. An Infantry unit is attacked and forced to retreat onto a Frozen River. It has one figure left. Two dice are rolled. A Star comes up and the Infantry figure is eliminated. Does this count as a medal for the opponent? A. Yes. When rolling for units moving or retreating onto a Frozen River, we have the opposition player roll to see if the ice is thin and figures are lost. Note: Frozen Rivers are the only terrain where its effect is still applied when a unit retreats onto it. Q. When a unit is already on a Frozen River hex, does it need to roll if it does not move? A. No Q. If a Tiger Tank tries to cross a Frozen River but rolls a Star, is the Tiger destroyed or do we re-roll each Star? A. The rules for Frozen Rivers say that for each Star rolled, one figure is lost. A Tiger Tank unit only has one figure, no re-roll is required to eliminate the single figure Tiger Tank unit. Crossing a Frozen River with a Tiger Tank unit is indeed a risky move. Q. Can a unit move or retreat directly from a Frozen River to a Bridge or vice versa? A. No. This move or retreat move is not possible. 44 3 ✪ Side slopes impassable, both in and out ✪ No movement restrictions through open ends ✪ Infantry or Armor battling in or out of a Wadi or Gully must be adjacent to target ✪ Do not block line of sight. Unit in Wadi or Gully blocks line of sight as normal-1 1 -1 -1 CiTy Ruins 45 2 DRaGon’s TeeTh 46 5 47 3 ✪ Frozen Rivers may be crossed, at a risk ✪ Moving or retreating onto a Frozen River hex, roll 2 Battle dice; for each star rolled, lose 1 figure ✪ No combat restrictions ✪ Do not block line of sight-0 1 -0 hills wiTh foResTs 48 3 hills wiTh VillaGes 49 3 RaVines 50 3 TRenChes 51 2 6
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Record 47712 · faq · Review: approved
Official FAQ v2 — PDF p. 23 [faq-23-0]
- Rule Category
- Rulebook excerpt
- Description
- Terrain 20 Rope bRiDGes Q. May Armor or Artillery use a Rope Bridge? A. No. Infantry has no movement restrictions but it is impassable to Armor and Artillery units. eRGs & RiDGes Q. Are Ergs & Ridges really treated like Hills in regard to Battle dice? A. Yes. When battling a unit on a Hill (or Erg & Ridge) with another unit on a Hill (or Erg & Ridge), there is no dice reduction if they are at the same height, which they are unless otherwise stated. This is true regardless of whether the terrain is connected (i.e. contiguously adjacent or not). This is consistent with the summary cards, and with the general spirit of keeping the game simple. Sorry for the extraneous and erroneous mention in the rules of the Mediterranean Theater. balkas Q. The card says that when moving into or out of Balkas, units must stop and move no further. Does that mean units can’t Take Ground or Armor Overrun? A. Yes. Units may not Take Ground or Armor Overrun on the turn they move into or out of Balkas. Q. If a unit starts its turn in a Balka hex and moves into an adjacent, contiguous Balka hex, does it still have to stop and move no further on that turn? A. Yes. Even though it may seem counterintuitive, units must stop whenever they enter a Balka hex even if they are moving from a connected Balka hex. Note: Units still may not Take Ground or Armor Overrun when they move from adjacent, contiguous Balka hexes. 62 9 ✪ No movement restrictions ✪ No combat restrictions ✪ Do not block line of sight-0 1 -0 esCaRpMenTs 63 5 64 4 ✪ Unit moving up the ridge must stop and may move no further on that turn ✪ Block line of sight (except from adjacent contiguous terrain at same height) -1 2 -1 65 ✪ Unit moving in, or exiting a Balka hex must stop and may move no further on that turn ✪ Unit may move out of a Balka directly onto a Bridge and vice versa, but must stop when doing so ✪ Unit battles out at -1 die ✪ Do not block line of sight. Unit in Balka blocks line of sight as normal-1 1 -1 -1
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Record 47715 · faq · Review: approved
Official FAQ v2 — PDF p. 69 [faq-69-0]
- Rule Category
- Rulebook excerpt
- Description
- ScenarioS 66 bReakThRouGh To The beaCh Q. Can the Axis Reinforcements be targeted, before they are ordered? A. Yes. They are still units on the battlefield and are treated as normal except that they can’t be ordered by the Axis player until he reaches five medals. Q. Why are there no British Commonwealth Force rules in this scenario? A. It became too confusing to remember between British and Allied units. However, if players own the Mediterranean expansion pack and wish to deploy British units as indicated on the map, then British Commonwealth Force rules can be used. Q. Are Allied Reinforcements British or American? A. It doesn’t matter because the British Commonwealth rules aren’t in effect. However, if players want to use British Commonwealth Force rules, the Reinforcements are British. Q. The notes only mention four Special Forces British-units, but there are five on the map (one with a French badge). Is this French unit also a Special Forces or a misprint? A. The French unit is also Special Forces. Q. Can the French Special Forces also occupy the Pegasus Bridge to get the medal or only the three British Special Forces units (as written in notes)? A. The French unit can also capture Pegasus Bridge for a medal. Q. Do the Churchill AVRE tanks follow the standard Flamethrower rule? Do they have to remove Mines when entering a Minefield (like Combat Engineers) and can they still battle? A. Per Jacques David’s scenario specific rule - Churchill AVRE tanks behave like Combat Engineers when entering a Minefield. The rule therefore is: In a Minefield they must clear the Mines, instead of battling. CaDeTs of sauMuR Note: Bridges (Terrain 9) are played normally in this scenario. The card printed on the map was accidentally changed. Q. Does one of my units have to be adjacent to the River hex where I want to build a Pontoon Bridge? A. No. Building a Pontoon Bridge is a card play and does not require any units to be present. Q. The Special Rules say that I can build Pontoon Bridges and my opponent can blow up Bridges. Can my opponent blow up a Bridge I just built? A. Yes. fiRsT waVe - oMaha beaCh Q. On Omaha Beach do Hills only count as Cliffs from Beach hexes or is it the direction you’re coming from that matters? Are the Hills above the Beach line just normal Hills? A. The Hills on Omaha Beach next to a Beach are Sea Bluffs. Moving up a Sea Bluff Hill hex from a Beach hex is a two hex move. From a countryside hex, moving up the Sea Bluff Hill hex is the same as moving up a normal Hill. Q. The Bunkers on Omaha Beach are all sitting on Hills. Do terrain modifiers stack? A. No, Battle dice terrain reductions in the same hex are not cumulative. The modifier is the highest only (so Bunker on a Hill offers same defense as Bunker on open terrain). Q. In the Omaha Beach scenario, two Sandbag pieces act as a Sea Wall, a permanent improved position feature. Does this mean that they stay on the board and are not removed if occupied and then abandoned? A. Yes. The
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Record 47788 · faq · Review: approved
Official FAQ v2 — PDF p. 76 [faq-76-0]
- Rule Category
- Rulebook excerpt
- Description
- ScenarioS 73 The suRRenDeR of elsTeR’s ColuMn Q. The Special Rules say, “The Allied player alone is able to conduct Air Strikes (Actions 3 - Air Strikes). The Air Power card cannot be played by the Allied player. If he draws it or receives it at game start, he must immediately discard it and draw a new one. Allies can use Air Strikes but no Air Power card...” These two rules seem to contradict themselves, so how should we play it? A. The rules should say, “Air Power card cannot be played by the Axis player.” swoRD beaCh (bReakThRouGh) Q. The Special Rules say that British Commonwealth Forces command rules are in effect, for British units (Nation 5 - British Commonwealth Forces). This rule is only in the online scenario, not in the printed book, so which is correct? A. They are both correct. In the printed book, the scenario was set up so players who do not own the Mediterranean expansion pack could enjoy this Breakthrough battle using only the base game. The online version allows players to use British Commonwealth Forces command rules if they so choose. swoRD of sTalinGRaD Q. The card printed on this map for Railroad Bridges (Terrain 37) says that units can only enter from adjacent track hexes, which is different than the normal Terrain Card. Is this a special rule for this scenario? A. No. The first statement on the card, “Railroad Bridges may only be entered or exited from adjacent track hexes”, does not apply to Sword of Stalingrad, nor is it a special rule for this scenario. In fact, the design of the scenario allows units to move from any adjacent hex onto a Railroad Bridge, even from a Balka (Terrain 65 - Balkas), where it says, “Unit may move out of a Balka directly onto a Bridge and vice versa, but must stop when doing so.” Q. If I choose to use the Combat Deck from the Sword of Stalingrad expansion in the Pacific Theater, would the US Marine player get to order one extra unit with the Combat Cards since that’s their special national ability? A. No. The Combat Cards are different than normal Command Cards and don’t allow the US Marines to order an extra unit per card. 14 6 #3
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Record 47801 · faq · Review: approved

