General Howitzer’s Field Guide to Memoir 44

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General Howitzer · Field Guide

Memoir '44 Rules Database

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80 matching records · page 1 of 7

#1 French Resistance

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Nations
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Record 47266 · unclassified · Review: needs_review

#2 Red Army (RKKA) – (Air Pack)

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Nations
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Record 47267 · unclassified · Review: needs_review

#4 US Marine Corps

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Nations
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Record 47269 · unclassified · Review: needs_review

#7 French Army

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Nations
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Record 47273 · unclassified · Review: needs_review

9 Total Nations Summary Cards

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Nations
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Record 47265 · unclassified · Review: needs_review

Base Game (classic) — PDF p. 17 [base-17-0]

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Rulebook excerpt
Description
Appendix 3 - MULTI-PLAYER GAMES, VARIANTS & ADDITIONAL SCENARIOS Team Play The simplest way to play with up to six players is to try Memoir ’44 in team play! Make two teams of up to 3 players a side (if you have an odd number of players, simply put one more player on one side than on the other). Each team places their Command cards on a card holder, pointing out and evaluating possible strategies internally before jointly agreeing on the card to play. The member of the team most directly concerned by the card being played then carries out the relevant actions, moving units, selecting targets and rolling Battle dice where appropriate. ◆ In 2-player teams, one player is in charge of the center of the battlefield and acts as Commander-in-Chief, while the second player directs the two flanks. ◆ In 3-player teams, each player is assigned its own individual section. The player in the Center is also Commander-in-Chief. The Commander-in-Chief is responsible for playing Tactic cards that apply to no particular (or all) sections of the battlefield. Memoir ‘44 Overlord – battles on a grand scale! Experienced players will want to combine multiple copies of Memoir '44 to play scenarios over large, multi-board battlefields in a new kind of meta-game, known as Memoir ’44 Overlord!Overlord scenarios are unique in that two (and in some instances three!) boards are combined into one single, oversized battlefield, allowing up to eight players (four to a side) to replay historical WWII battles on a grand scale. With Memoir '44 Overlord, players can experience the frustrations associated with being part of a military style WWII chain of command and at the same time, enjoy the challenges of coordination and cooperation needed to gain the victory. The battle scenarios and maps are stylized, but thanks to the larger scale, they focus with additional detail on major and minor terrain features that existed on the original battlefield, and fine tune the historical deployment of the Axis and Allied forces. A special bonus scenario is provided on the last page of the battle section of this booklet called Omaha Beach - Overlord Version. This bonus scenario requires the supplemental "Memoir ’44 Overlord – rules booklet"which can be downloaded free from our web site at: www.memoir44.com Variant for Young Generals If needed, young children can play a simplified version of the game and still have a lot of fun with it. Young children often count better than they read, so we suggest the following modifications: ◆ Remove all Tactic cards from the deck – just keep the Section cards ◆ If needed, you can choose not to play the Take Ground and the Armor Overrun rules ◆ Every time the deck is exhausted, remember to shuffle the Section cards before making a new deck It is easier if an adult introduces the children to the game, and plays a couple of games with them. It is also a good opportunity for a parent or a teacher to use the game as an introduction to the Allied involvement during W

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Record 47680 · official · Review: approved

Base Game (classic) — PDF p. 7 [base-7-0]

Rule Category
Rulebook excerpt
Description
77 You may not give more than one order to each unit. If the Command card allows you to issue more orders in a given section of the battlefield than you have units in that section, those additional orders are lost. 3 - Move Units Movements are announced and made sequentially, one ordered unit at a time, in the sequence of your choice. A unit may only move once per turn. A unit that is ordered does not have to move. You must complete one unit’s movement before beginning another. In addition, you must complete all unit movements before proceeding to Battle (step 4). Ordered units may move from one section of the battlefield into another. Two units may not occupy the same hex. When moving a unit, you may not move onto or through a hex occupied by a friendly or enemy unit. You may not split off individual figures from a unit; they must stay together and always move as a group. Units that are reduced through casualties may not combine with other units. Some terrain features affect movement and may prevent a unit from moving its full distance or battle (see Terrain section on page 13). Retreat movement rules vary slightly from regular movement (see section on Retreat page 10). • Infantry Movement An ordered Infantry unit may move up to 1 hex and battle or 2 hexes and not battle. Starting Position Example: To move the infantry unit to its destination to the village's right, you must first move the unit ahead of it out of the way. This is forbidden First, move the right unit, 1 hex to the right… …then move the other unit. The armor unit must move 3 hexes, around the infantry, to reach its destination Move 1 and battle Move 2 and no battle Splitting is forbidden Regrouping is forbidden or

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Record 47668 · official · Review: approved

British Commonwealth Command Rules

Rule Category
Nations
Description
The remarkable solidarity that British Commonwealth Forces (BCF) first exhibited during the evacuation of Dunkirk - and the fortitude displayed by the civilian population during the darkest hours of the Blitz - firmly established the Brits reputation as a people filled with an indomitable "Dunkirk spirit". In Memoir '44, British Commonwealth Forces ground units benefit from the following power: ◆Stiff Upper Lip A BCF ground unit that survives an enemy's Close Assault combat without retreating and is down to a single figure may immediately battle that enemy back with a single Battle die. It does not matter whether the unit began combat as a single figure, or was reduced to that single figure during the Close Assault combat. The Battle Back ignores all terrain Battle dice reductions. The Battle Back may occur even if the Close Assault that triggered it was part of an Armor Overrun. A unit can never battle back during an Ambush, however.

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Record 46955 · unclassified · Review: needs_review

British Commonwealth Forces (BCF)

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Nations
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Record 47186 · unclassified · Review: needs_review

British Commonwealth Forces (BCF)

Rule Category
Nations
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Record 47271 · unclassified · Review: needs_review

Country Cards Set

Rule Category
Nations Special
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Record 47380 · unclassified · Review: needs_review

Eastern Front — PDF p. 24 [eastern-24-0]

Rule Category
Rulebook excerpt
Description
- NEW FIGURES - The Eastern Front Pack provides a full Russian army with new figures. Russian soldier The war against Germany from 1941 to 1945 is referred to as the "Great Patriotic War" by the Russians. At the beginning of the war, the Soviet population was 130 million people (about the same as the USA). The USSR lost over 11 million soldiers in the war. As a point of comparison, for each American soldier lost against the Germans on the Western Front, 80 Soviet soldiers would fall on the Eastern Front. The savagery of combat on the Eastern Front made the warfare tactics very different from the Western Front. While the Western Front was a theater of strategic domination with lots of priso ners taken, Eastern Front tactics were designed and executed to achieve annihilation of the enemy. T-34 Tank Many say that the Soviet T-34 tank was "the best in the world" during WWII. Even though it was less sophisticated than the famous German "Tiger" tank, it had many features that proved invaluable during the war: its high-velocity gun made it a perfect tank killer, it had great cross-country capabilities, was fast moving and most of all, had a very long range. This made a big difference at the end of the war during the race to Berlin between the Soviets and the Allies. For these reasons, the T-34 was called "the tank that won the Great Patriotic War". The last action of the T-34 was in Europe in the 1990's during the Bosnian Civil War – fifty years after WWII! ZIS-3 Anti-tank Gun Derived from the ZIS-2 gun, the 76.2 mm Division Gun ZIS-3 went into production in 1942 as an anti-tank gun. The ZIS-3 was the most famous Soviet artillery piece. Even the Germans, who had previously always had better equipment, recognized that the Soviet gun was superior to theirs. Because of its low production cost, the ZIS-3 was mass produced. Over 10,000 were eventually made, and it was still in use until recently.

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Record 47825 · official · Review: approved

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