General Howitzer’s Field Guide to Memoir 44

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General Howitzer · Field Guide

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80 matching records · page 4 of 7

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

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

Nations Cards

Rule Category
Nations
Description
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Record 47181 · unclassified · Review: needs_review

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

New Flight Plan — PDF p. 3 [flight-3-1]

Rule Category
Rulebook excerpt
Description
ld hex that is not under enemy control), the air unit is considered landed and on the ground. Fighters and fighter-bombers can also land on a hex with an aircraft carrier. In this special case two units can occupy the same hex. At the start of the player’s next turn, the landed air unit is resupplied and its ammo is brought back to full strength. An air unit may perform an attack run before landing. However, it may not dogfight. When on the ground, an air unit is targeted and attacked like a regular ground unit. A unit does not need to be adjacent to attack a plane (see Ground to Air rule section), as long as it is in range. Any grenade or flag will score a hit against a landed air unit, destroying it immediately (do not reroll to confirm the hit). The attacker places the Nation Marker on his medal stand, and draws a new Air Combat card as a reward. The defender must return any unused ammo to the ammo pool, and loses the ability to deploy that kind of air unit for the rest of the scenario. III. ORDER AN AIR UNIT The air unit can fly over this infantry unit… but it may not end its move above it! The enemy air unit blocks the way! This infantry unit may move under the cover of their aircraft… but they may not move through a hex occupied by an enemy air unit. FIGHTER When deployed, fighters have 9 machine gun ammo markers. This air unit may move up to 4 hexes and has a dogfight value of 3. BOMBER When deployed, bombers have 6 bomb markers. This air unit may move up to 4 hexes and has a dogfight value of 1. FIGHTER-BOMBER When deployed, fighter-bombers have both ammo types: 3 machine gun ammo markers and 3 bomb markers. It can use either type or both when on an attack run. This air unit may move up to 4 hexes and has a dogfight value of 2. Deploy an air unit onto the battlefield To bring an air unit onto the battlefield, you must play an Air Combat card alongside the Section card that you play at the beginning of your turn. You must then use one order from this Section card for the air unit. This is called deploying an air unit onto the battlefield. You may not deploy an air unit if you already have an air unit on the battlefield. You may not deploy an air unit with a Tactic card. When you deploy an air unit onto the battlefield, choose an air unit of any type, no matter what Air Combat card you played. Take the matching summary card and corresponding ammo from the ammo pool and place the matching figure and Nation Marker on your stand. The next step depends on the Air Combat card you played to deploy your plane : ● if the type of air unit deployed does not match the air unit type restriction icon (or if there is none) on the Air Combat card: the special action of the card is ignored but the air unit can perform a standard attack run (see below). ● if the type of air unit deployed matches the air unit type restriction icon (if there is any) on the Air Combat card: the special action of the card MAY be used instead of a standard attack run. Then, perf

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Record 47986 · official · Review: approved

New Flight Plan — PDF p. 3 [flight-3-2]

Rule Category
Rulebook excerpt
Description
the ammo pool and place the matching figure and Nation Marker on your stand. The next step depends on the Air Combat card you played to deploy your plane : ● if the type of air unit deployed does not match the air unit type restriction icon (or if there is none) on the Air Combat card: the special action of the card is ignored but the air unit can perform a standard attack run (see below). ● if the type of air unit deployed matches the air unit type restriction icon (if there is any) on the Air Combat card: the special action of the card MAY be used instead of a standard attack run. Then, perform the standard attack run or the special action, starting the air unit’s movement from any hex in the section of the card just played. This can include hexes that are occupied by an enemy or friendly ground unit or any type of terrain. The hex an air unit starts on is counted as the first hex of the air unit movement. That player plays the Saturation Bombing Air Combat card along with a Probe Left Command card. This allows them to use one of their two orders to deploy any type of air unit on the left section of the battlefield. They choose to activate one infantry and to deploy a fighter. That fighter will fight as normal, but it won’t benefit from the Saturation Bombing effects. The bomber performs a special attack run: instead of placing one bomb marker on each hex, it may place up to 3 bomb markers on one hex and 1 bomb marker on each other hex. For all attacks during this run, hits are also scored when rolling a Star and Flags cannot be ignored. Saturation BomBing AC 05 That player now plays an Attack Left card to order three units: two ground units and the air unit that was previously deployed. The player could have played a Rake the Enemy Air Combat card alongside the Command card to allow their fighter to use the card’s special action instead of its normal battle action. The fighter performs a special attack run: instead of placing one machine gun marker on each hex, it may place up to 3 machine gun markers on one hex and 1 machine gun marker on each other hex. For all attacks during this run, hits are also scored when rolling a Star. Rake The enemy AC 12

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Record 47987 · official · Review: approved

New Flight Plan — PDF p. 4 [flight-4-2]

Rule Category
Rulebook excerpt
Description
ay try to bomb it, as long as it is unoccupied. When you want to bomb an objective, simply declare it at the end of your air unit's move. Place an ammo token (bomb) on the objective. It should be noted that the bomb is not part of an attack run and cannot be affected by Air Combat cards. Resolve the bomb token during the Battle phase, after any attack run and dogfight, if any. If a grenade is rolled, claim the medal on the objective hex. If an objective hex is reoccupied by an enemy ground unit, the medal is lost and either placed back on the objective hex or captured by the other player, depending on the scenario. Once an objective has been bombed by a player and claimed, it can no longer be bombed by their opponent to reclaim the objective. Depending on the scenario, the opponent may still try and reclaim the objective with ground forces, though. Majority Medal Objectives cannot be claimed with Strategic Bombing. After a successful bombing run, the bomber ends its move above the town and declares a strategic bombing. Downing an enemy air unit Any hits against a flying air unit (usually, grenades) must be confirmed. Reroll all the dice that scored a hit. If at least one grenade is rolled, the hit is confirmed and the enemy air unit is shot down. The attacker collects the Nation Marker, places it on their medal stand, and draws a new Air Combat card as a reward. The defender must return any unused ammo to the ammo pool, and loses the ability to deploy that kind of air unit for the rest of the scenario. If the attacker does not roll a grenade but rolls a flag on the confirmation roll, the enemy air unit must retire from the battlefield but is not destroyed. Remove the aircraft figure from the battlefield. The attacker does not gain a medal, or any Air Combat card reward. The defender must return any unused ammo to the ammo pool, but does not lose the ability to deploy that kind of air unit since it was not shot down. Nation Command Rules Air units cannot be targeted by Nation Command Rules. For instance, a BCF ground unit cannot use Stiff Upper Lip against an air unit, and Japanese Infantry units cannot use their Seishin Kyoiku Doctrine or Banzai War Cry to charge an air unit. This player decided to engage in a dogfight with their fighter against an enemy bomber. The player rolls three dice and gets two grenades, scoring two hits. At least one of them must be confirmed to destroy the air unit. The player re-rolls the two dice and obtains one grenade and one infantry. Because of the grenade, the air unit is destroyed: That player places the Nation Marker on their medal stand and draws a new Air Combat card. The opponent can no longer deploy a bomber during this game. This fighter conducts an attack run against three targets, placing 1 machine gun ammo marker on each. MACHINE GUN Roll 1 die per marker (ignore all Terrain battle die reductions), score a hit for each icon of the targeted unit rolled. Note: contrary to usual combat rules, grenades are

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Record 47990 · official · Review: approved

New Flight Plan — PDF p. 4 [flight-4-3]

Rule Category
Rulebook excerpt
Description
confirmed to destroy the air unit. The player re-rolls the two dice and obtains one grenade and one infantry. Because of the grenade, the air unit is destroyed: That player places the Nation Marker on their medal stand and draws a new Air Combat card. The opponent can no longer deploy a bomber during this game. This fighter conducts an attack run against three targets, placing 1 machine gun ammo marker on each. MACHINE GUN Roll 1 die per marker (ignore all Terrain battle die reductions), score a hit for each icon of the targeted unit rolled. Note: contrary to usual combat rules, grenades are NOT hits when rolled for Machine Gun ammo. BOMB Roll 1 die per marker (ignore all Terrain battle die reductions), score a hit for each icon of the targeted unit and grenade rolled. Ammo types

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Record 47991 · official · Review: approved

North African Desert Rules

Rule Category
Action Nations
Description
In North African Desert scenarios, Armor Overrun Combat rules are amended as follows: On a successful Close Assault Combat, an ordered Armor unit may move into the vacated hex and may then move one additional hex; it may then battle again. All other rules relative to Armor Overrun Combat and Taking Ground remain in effect and are played normally.

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Record 46899 · unclassified · Review: needs_review

North African Desert Rules

Rule Category
Nations
Description
In North African Desert scenarios, including those at the end of this booklet, Armor Overrun combat rules are amended as follows: On a successful Close Assault combat, an ordered Armor unit may move into the vacated hex and may then move one additional hex; it may then battle again. All other rules relative to Armor Overrun combat and Taking Ground remain in effect and are played normally.

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Record 46957 · unclassified · Review: needs_review

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. 2 [faq-2-0]

Rule Category
Rulebook excerpt
Description
Contents ii All answers in this document are official and were checked by Richard Borg. The answers herein may clarify or override previous statements made online or in older FAQ documents. Table of ConTenTs Foreword iii I. General Questions 1 Air Sortie with Two Decks 1 Breakthrough Deck 1 Copyright 1 Dealing Cards 1 Desert Terrain 2 Dice Questions 2 Ending the Game 2 Line of Sight 2 Night Visibility Chart 2 Retreating 2 Take Ground 3 Temporary Medals 4 Unusable Cards Situation 4 Vehicles 4 Winter Wars 4 II. Terrain 5 Beaches 5 Bunkers 5 Forests 6 Hedgerows 6 Hedgehogs 6 Hills 7 Oceans 7 Bridges 8 Sandbags 8 Cliffs & Sea Bluffs 9 Sea Wall 9 Steep Hills 10 Towns & Villages 10 Wire 10 Airfields 11 Dams 12 Minefields 12 Mountains 13 Pontoon Bridges 14 Railroad Bridges 14 Road Blocks 15 Roads 15 Wadis & Gullies 17 Frozen Rivers 17 Caves on Hills and Mountains 18 HQs & Supply Tents 18 Jungles 19 Fordable Streams 19 Rope Bridges 20 Ergs & Ridges 20 Balkas 20 Abatis 21 III. Actions 22 Blowing up Bridges 22 Air Strikes & Blitz 22 Collapsible Rafts & Boats 23 Heroic Leader 24 North African Desert Rules 24 Blitz Rules 25 Camouflage 25 Capture HQ/Supply Tent 26 Hospital Recovery 26 Night Attacks 26 Paradrop 27 Smoke Screen 27 Exit Markers 28 IV. Troops 29 Standard Units 29 Big Guns 29 Combat Engineers 30 Trains/Supply Trains 31 Armored Trains 32 Cavalry 33 Snipers 33 Aircraft Carriers 34 Destroyers 34 Mobile Artillery 35 Landing Craft (LC) 35 Tigers 36 Supply Trucks 36 Half-Tracks 37 Command Cars 37 Brandenburgers 37 Tank Destroyers 38 Screaming Meemies (Nebelwerfers) 38 Hobart’s Funnies 39 V. Air Rules 40 General Questions 40 Airplanes in Overlord Mode 40 Air Sortie 41 Planes on Ground/Aircraft Carriers 41 Airborne Airplanes 42 Air Check 42 Ground Interdiction 42 Ground Support 43 Kamikaze 43 Recon 43 Strafing 44 VI. Airplanes 45 Fieseler FI 156 Storch 45 Yakovlev Yak-1/7/9 46 VII. Nations 47 French Resistance 47 Red Army (RKKA) 47 Imperial Japanese Army 48 US Marine Corps 48 British Commonwealth Forces 49 VIII. Command 50 Recon 1 50 Armor Assault 50 Counter-Attack 50 Infantry Assault 51 Move Out 52 Ambush 52 Artillery Bombard 52 Behind Enemy Lines 53 Close Assault 55 Dig-In 56 Firefight 56 Medics & Mechanics 57 Their Finest Hour 57 Air Power 57 Air Sortie 57 IX. Special Weapon Assets 58 Special Weapon Assets Rules 58 Special Weapon Asset Units 59 X. Combat Cards 60 General Questions 60 Pull-Back 60 Armor Forward 60 Fortify 60 Reinforcements 60 Sniper 61 Frozen Ground 61 Street Fight 61 Infiltrators 61 Heat of Battle 61 Out of Ammo 62 Bitter Resistance 62 Remaining Combat Cards 62 This symbol will indicate that the rule has been added or revised since the last version was released. The Official FAQ was created by Jesse «rasmussen81» Rasmussen. Graphics and icons Copyright © Days of Wonder 2004-2013.

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Record 47682 · faq · Review: approved

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