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Official FAQ v2 — PDF p. 33 [faq-33-0]
- Rule Category
- Rulebook excerpt
- Description
- Troops 30 Q. How does a Big Gun Artillery unit fire when on a Mountain? A. They are no different than normal; a Big Gun Artillery unit when on a Mountain fires at 3-3-2-2-1-1-1-1. Q. When a Big Gun moves, do Targeting Cross-Hair Markers return to the gun? A. Yes. All of the Targeting Markers return to the gun. Q. Can Big Guns shoot different targets without losing the Targeting Marker that is on the previous targets? A. Yes. As long as the Big Guns unit still has Targeting Markers available. Q. If Big Gun Artillery hits a Tiger on the initial roll but misses the Grenade re-roll, is the Tiger considered zeroed in? A. Yes, even though the re-roll to confirm the hit is a miss, the initial die roll is considered a “hit” for the purposes of zeroing in. Q. If Big Gun Artillery hits a target, and a Targeting Marker is placed on the unit, can other Big Gun units (like Battleships) enjoy the +1 bonus? A. Yes, any unit that also uses the Targeting Markers can benefit from being zeroed in even if they did not fire the shot. Q. According to the rules for Big Guns, all similar units (Big Guns, Destroyers, etc) from the same nation can benefit from the Targeting Cross-Hair Markers benefit of +1 die. If one Big Gun unit hits a target and a different Big Gun unit moves, do we have to remove the Cross-Hair Marker? A. In scenarios with more than one Big Gun (or similar unit), the Cross-Hair Markers are not returned unless the target moves or is eliminated. If players want to add more detail and want to track which weapon zeroed-in, they can play the rules as normal and also return the Marker when the appropriate Big Gun moves. CoMbaT enGineeRs Q. Do Engineers ignore Battle dice reductions from obstacles? A. Yes. Engineers ignore all Battle dice reductions, including obstacles such as Sandbags and Bunkers. Q. May an enemy unit in Sandbags or a Bunker ignore Flags when attacked by an Engineer unit? A. Yes. The defender still has the ability to ignore one Flag. Q. If a Combat Engineer unit moves onto a Minefield hex and it turns out to be a decoy (‘0’) does the Engineer get to battle? A. No. As the rule is written - An Engineer unit that moves onto a Minefield hex and that is eligible to battle must clear the Minefield hex instead of battling. A Minefield token represents a Minefield no matter what the value of the token. A Minefield token with a “0” will still require an Engineer unit to clear the “0” token instead of battling. 4 13 ✪ 4 figures ✪ Ignore all terrain Battle dice reductions in Close Assault ✪ In wire, may battle out at -1 die and still remove the wire ✪ In minefield, must clear the mines, instead of battling ✪ If ordered on Infantry Assault, may move 2 hexes and remove wire or clear mines 6 10 Q. What should I do if I have a question that isn’t answered in this FAQ Book or the Official Card Compendium? A. If you’ve checked both locations and couldn’t find an answer, post your new question on the Memoir ’44 Forum and see if other players can help with a
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Record 47728 · faq · Review: approved
Official FAQ v2 — PDF p. 43 [faq-43-0]
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- Description
- Air rules 40 V. aiR Rules GeneRal QuesTions Q. The Air Pack has been out of print for a while. Will it be reprinted any time soon, or is there any way to find an affordable copy? A. Unfortunately the Air Pack will not be reprinted, but a PDF version of the Air Pack Rule book and scenarios is available on the Days of Wonder web site. You can follow this link to purchase your copy: https://www.daysofwonder.com/en/buy/ Q. Which Planes can you bring onto the board? A. The Air Pack rule book and Airplane reference cards tell you which Planes are available to which nations, depending on the date of the scenario. Players can only bring on Planes that were available to their nation during that time of the war. Q. If the Air Pack symbol is at the top of the page, but nothing is said in the Special Rules, do both players get one Air Sortie card (if they agree to use Air Rules)? A. The Air Pack symbol may just indicate that some terrain from the Air Pack is being used. If the Special Rules don’t say anything about the Air Rules, the scenario was not designed for the Air Rules and they were not used for play testing, so it may change the balance in an unexpected way. The goal is to have fun though, so if both players want to use the Air Rules, each player gets one Air Sortie card. Q. When I draw an Air Sortie card, I understand that it is placed face up next to the cardholder and another card is drawn immediately. If an Air Sortie card is drawn after a Recon 1 card is played, how does this work? A. Same way, actually. When an Air Sortie card is drawn as one of your two cards, place it face up next to the cardholder and draw another card immediately. You then choose between these two cards. It is possible that more than one Air Sortie card could be drawn, and if this happens, follow the same rule and place it face up next to the cardholder and draw another card immediately until you have two non- Air Sortie cards to choose from. Note: The Air Power card is not placed face up because it is an Air Sortie equivalent and if drawn as one of your two cards,you will need to choose either the Air Power card or the other card to keep. Q. When can I use the Air Rules with Official Memoir ʼ44 scenarios? A. It is always the choice of the players, but speaking about the Memoir scenarios as designed: » When the Special Rules state Air Rules are in effect, the scenario was designed and play tested using Air Rules. This does not mean players have to use Air Rules, but the scenario results may vary from the play tested results. » When the Special Rules state Air Rules are optional, it means that the scenario was play tested both ways, using Air Rules and without using Air Rules. The scenario can be played either way. » When the Special Rules state Air Rules are not in effect, the scenario was designed to not use Air Rules. Air Rules are not in effect because of historical data. » When the Special Rules do not comment about Air Rules, the scenario was designed to not use Air R
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Record 47746 · faq · Review: approved
Official FAQ v2 — PDF p. 50 [faq-50-0]
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- NatioNs 47 Vii. naTions fRenCh ResisTanCe Q. On page 12 of the Memoir ʼ44 rule book, it states that French Resistance forces “may disappear into the countryside, retreating up to 3 hexes instead of the standard 1 on any retreat Flag rolled.” In the diagram opposite these rules, it shows a French Resistance unit suffering two Flags, and retreating four hexes. Is this correct? A. Resistance units may retreat 1, 2, or 3 hexes for each Flag rolled. In the example of two Flags, the allowable retreat would be a minimum of two hexes or a maximum of six hexes. The example shows the player’s choice of four hexes. ReD aRMy (Rkka) Q. Can the Russian player under Commissar rules play an Air Sortie card that is face up next to his card holder along with a preprogrammed Section Command card? A. Yes. Q. Can the Russian player under Commissar rules play a Section Command card from the hand along with a pre-programmed Air Sortie card? A. No. Note that the Air Sortie card is never pre-programmed; it is always face up, and never counts toward the pre-programmed limit. Q. Can the Russian player under Commissar rules play a Section Command card from the hand along with an Air Sortie card that is face up next to his card holder? A. Yes, as long as the Section card being played from his hand is a Recon 1 Command card. Q. Can the Air Sortie card be played on its own in lieu of the pre-programmed card? That is, does the pre-programmed card remains in place this turn, as it does if a Recon 1 card is played from a persons hand? A. Yes, but remember that the player will not draw a replacement card. Q. If the Russian player moves first, how does the Russian Command rules work? A. The Russian player plays one Command card from his hand and places one Command card under the Commissar Chip. 1 12 ✪ 3 figures only ✪ Move 0-1 and battle, or move 2 no battle ✪ Fire at 3, 2, 1 ✪ Move onto any terrain and may still battle, but must still obey terrain movement restrictions ✪ May Take Ground on successful Close Assault ✪ May retreat 1 to 3 hexes per flag 2 3, 4 Russian Political Commissar ✪ A Command card cannot be played directly from hand. Instead, it must be placed under the Commissar chip in preparation for a future turn. ✪ Recon 1, Counter-attack and Ambush cards are exceptions; they may be played as normal ✪ Otherwise, the Command card already under the Commissar chip is the playerʼs Command card for the turn
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Record 47757 · faq · Review: approved
Official FAQ v2 — PDF p. 51 [faq-51-0]
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- NatioNs 48 iMpeRial Japanese aRMy Q. May Japanese Infantry ignore Flags from a Barrage or Air Power Command card? A. No. Command cards that state “Flags may not be ignored” will still force Japanese Infantry units to retreat. This includes Strafing Airplanes. Q. Do Japanese Snipers benefit from all the special Nations Rules that most Japanese units get? A. Snipers do not benefit from Nation rules. Therefore a Japanese Sniper does not get an extra die when Close Assaulting an enemy unit. (Also, Yamato Damashi rule, Seishin Kyoiku rules or Banzai War Cry rule cannot be used by a Japanese Sniper). Q. Do Japanese Engineers benefit from all of the Nation Rules that most Japanese units get? A. Combat Engineers units are affected by Nation rules. Therefore Japanese Combat Engineers are able to move two hexes and Close Assault (Banzai) with +1 die when at full strength (Seishin Kyoiku). Q. If a Japanese unit moves two hexes and does not have an adjacent enemy unit when the Battle Phase begins, may it battle if an enemy unit retreats into a hex adjacent to it? A. Yes us MaRine CoRps Q. When playing with the Marine Corps Command Rules, does the Allied player get to heal two units with the Medics & Mechanics card? A. Yes. The Allied player rolls dice for the first unit and then rolls dice for a second unit. Q. When playing a card that says, “If you do not command any units of this type, issue an order to 1 unit of your choice”, can the US Marine player order two units? A. Yes. Q. When playing as the Allies in the Pacific theater, the Marine player gets to order two Infantry units with Behind Enemy Lines. What order do the two units move in? A. The turn sequence as printed on page six of the Memoir ‘44 base rule book is still followed for both units. 1. Play a Command card – Allied player uses the Behind Enemy Lines card. 2. Order – Announce the two Marine Infantry units that are being ordered. 3. Move – Move the ordered units, one at a time. 4. Battle – Battle with the ordered units, one at a time. Because Behind Enemy Lines allows ordered units to move again, the two ordered units may move again, one at a time. 5. Draw a new Command card. 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. 3 7 Yamato Damashi spirit ✪ Infantry must always ignore 1 flag ✪ When in terrain that ignores a flag, must ignore 2 flags instead ✪ When in caves, must ignore all flags Seishin Kyoiku doctrine ✪ Infantry at full strength in Close Assault battles are +1 die Banzai War cry ✪ Infantry may move 2 hexes to combat into Close Assault 4 7 Gung-Ho! ✪ Order 1 more unit than indicated on any Section card played ✪ All Tactic cards that activate 1 to 4 units activate 2 to 5 instead ✪ Marines co
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Record 47758 · faq · Review: approved
Official FAQ v2 — PDF p. 52 [faq-52-0]
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- Rulebook excerpt
- Description
- NatioNs 49 bRiTish CoMMonwealTh foRCes Q. Can a British Sniper use Stiff Upper Lip to Battle Back? A. Snipers do not benefit from Nation rules. Therefore a British Sniper does not get to Battle Back. 5 10 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 1d ✪ A battleback ignores all terrain Battle dice reductions ✪ A battleback may occur even if the Close Assault is part of an Armor Overrun ✪ The unit cannot battle back during an Ambush iTalian Royal aRMy 6 7 Q. What is your favorite Memoir ‘44 product? A. I enjoy the whole Memoir ‘44 system (which is why I’m willing to put in so much time working on things like this FAQ) but my favorite product would probably have to be the addition of the Breakthrough format. It allows us to dig so much deeper into the positioning of troops, setting up big assaults, and careful planning. It amazes me how Richard can come up with such fun new ideas to modify the Memoir system and keep things so interesting! » Jesse Rasmussen ⟨Memoir ‘44 Player - United States⟩
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Record 47760 · faq · Review: approved
Official FAQ v2 — PDF p. 61 [faq-61-0]
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- Rulebook excerpt
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- SWA 58 iX. speCial weapon asseTs speCial weapon asseTs Rules Q. Can a Special Weapon Asset unit be ordered with Infantry Assault and move three hexes? A. Yes. However, the normal SWA unit rules apply. An Early War SWA units cannot attack, even if they just move one hex. Late War SWA units lose their bonus since they moved. Q. The Late War SWA units in the Winter Wars rule book don’t say that they can’t Take Ground like the original SWA units. Does this mean that the Late War units can Take Ground? A. No. SWA units can never Take Ground. The Special Weapon Assets - Late War summary card [SWAs Card 4] clearly states that SWA Units cannot Take Ground but the Winter Wars rule book is missing this detail. Q. Looking at the last point of the Summary Card, it looks like Late War Mortar units never needs Line of Sight. Is that correct, or does it need Line of Sight if it moves? A. If a unit with a Late War Mortar moves, it attacks like a normal Infantry unit at [3-2-1] and it will need Line of Sight to its target. If the unit with a Late War Mortar does not move, it does not need Line of Sight and it may increase its firing range an additional hex [3-2-1-1]. Q. If I order a Late War Mortar unit with Behind Enemy Lines, do I need Line of Sight on my enemy and do I only battle at [3-2-1], since I moved? A. Yes. If the Late War Mortar unit moves at all (including with Behind Enemy Lines) it will battle at [3-2-1] +1 die for the card and needs Line of Sight. If the Late War Mortar unit does not move it will battle at [3-2-1-1] +1 die for the card and does not need Line of Sight. Q. Can an Early War Special Weapon Asset (SWA) unit be ordered with Behind Enemy Lines to move up to three hexes and still attack? A. No. If Early War SWA units move in any way, they may not battle. This limitation includes when they are ordered by the Behind Enemy Lines card or Infantry Assault card. Note: This answer is an update from previous FAQ documents and changes the answer from before. Q. Does a Japanese SWA Infantry unit benefit from all of the Imperial Japanese Army rules? A. Japanese SWA units play in the following manner: » Yamato Damashi Spirit: A Japanese SWA Infantry unit will benefit from this ability. » Seishin Kyoiku Doctrine: A Japanese SWA Infantry unit will benefit from this ability. » Banzai War Cry: An early war SWA Japanese Infantry unit may never move and battle. Therefore, it will not benefit from the Banzai War Cry ability. A late war SWA Japanese Infantry unit battles like Infantry when it moves. Therefore, it will benefit from Banzai War Cry but may not use the SWA benefit since it moved. Note: All SWA units benefit normally from the special abilities of its Nation as long as the ability does not affect the movement of the SWA unit. 1 8 ✪ SWA is placed with unit, removed when last figure is lost ✪ Unit with SWA is treated as Infantry, for all purposes ✪ Unit with SWA may not Take Ground ✪ SWA does not count as an additional Medal 10
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Record 47776 · faq · Review: approved
Official FAQ v2 — PDF p. 61 [faq-61-1]
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- Rulebook excerpt
- Description
- ore, it will not benefit from the Banzai War Cry ability. A late war SWA Japanese Infantry unit battles like Infantry when it moves. Therefore, it will benefit from Banzai War Cry but may not use the SWA benefit since it moved. Note: All SWA units benefit normally from the special abilities of its Nation as long as the ability does not affect the movement of the SWA unit. 1 8 ✪ SWA is placed with unit, removed when last figure is lost ✪ Unit with SWA is treated as Infantry, for all purposes ✪ Unit with SWA may not Take Ground ✪ SWA does not count as an additional Medal 10
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Record 47777 · faq · Review: approved
Official FAQ v2 — PDF p. 64 [faq-64-0]
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- Combat Cards 61 snipeR Q. Unlike some other cards, Sniper doesn’t specify that the Sniper be made from a surplus unit. Does this mean the Sniper can be taken from casualty figures? A. There currently are four Combat Cards that allow figures to be brought into or back into the battle. This is how they play: » Sniper - A figure not deployed at the start of the battle or a figure lost during fighting may be used for the Sniper and added to the battle field. » Armor Factory - Figures not deployed at the start of the battle or lost during fighting may be used for the Armor unit. If there are not enough figures to make a full strength unit, the unit may not be placed yet. » Reinforcements - Figures not deployed at the start of the battle or lost during fighting may be used to muster a full strength reinforcement unit. If there are not enough figures to make a full strength unit, no Reinforcements can be placed yet. » Return to Duty - If there are not enough lost Russian Infantry figures, the extra Return to Duty rolls are ignored. Q. If I played the Sniper Combat Card and brought a Sniper into a scenario with Exit Markers, can I exit the Sniper off the board to gain a medal? A. No. A Sniper never counts as a medal. fRozen GRounD Q. Does the Winter Combat Card Frozen Ground still add one hex of movement when Winter Weather rules are in effect? A. Yes. sTReeT fiGhT Q. When playing Street Fighting, the card says, “One ordered unit in, or next to, a building hex may Close Assault with 1 additional die.” May the unit move before Close Assaulting? A. Yes, an ordered unit may move prior to battling. As the Combat Card rules state - One ordered unit in or next to a building hex may Close Assault with one additional die. Don’t forget that Combat Cards are played at various times during your turn. infilTRaToRs Note: For additional information, see “Behind Enemy Lines” on page 53. Q. Can I use Infiltrators in combination with Behind Enemy Lines to battle twice and move a single Infantry unit 12 hexes (or more with Take Ground)? A. No. These cards do not stack. Q. If you play Infiltrators (Combat Deck) or Behind Enemy Lines, then use the Heat of Battle to get an extra attack, does the additional die from Infiltrators/Behind Enemy Lines carry over? A. Yes. Heat of Battle allows the unit, after a successful Close Assault, to Take Ground and battle again with the bonus. heaT of baTTle Q. Can a unit Take Ground after the Heat of Battle attack? A. Yes, unless the terrain that was entered when the Heat of Battle card was played prevents the unit from moving further on the turn (Forest, buildings, etc.). Q. Can you play more than one Heat of Battle card on a unit? A. Yes. There is no limit to the number of Combat Cards you can play in a turn. Q. Cavalry is considered an Infantry unit that can do Overrun attacks. So may a Cavalry unit Close Assault, Take Ground after the successful Close Assault and battle again, then play a Heat of Battle card and Take Ground and battle
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Record 47780 · faq · Review: approved
Official FAQ v2 — PDF p. 76 [faq-76-0]
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- 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
Overlord — PDF p. 2 [overlord-2-0]
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- 2 INTRODUCTION The supplement that you hold in your hands is designed to let you relive the battles of WWII on a grand scale. With up to 4 players per side, you will soon experience the highs and lows of being part of a military-style chain of command. If you already own two copies of Memoir '44, your main interest will be the two new Command decks that come with this pack. These decks have been redesigned especially for Overlord games: you no longer need to reference the original Overlord rules to interpret the cards properly since all you need to know is now directly written on these cards; and you won't have to worry about re-sorting your decks once the battle is over! The eight additional dice provided will also prove handy. When combined with the two sets you already own, they will let you give four dice to each of the six Field Generals in the game. Since you already own two boards and two sets of terrain tiles and figures, you can play any of the Overlord scenarios posted onwww.memoir44.com. If you own a single copy of Memoir '44, this expansion also offers you a "poor man's" set of token figures to supplement your existing set and field a complete army on Overlord battlefields. Of course, if you already own some of the Army packs (Eastern Front, Pacific Theater) and do not mind the color difference, you could also use these figures instead! All of the scenarios published in our Memoir '44 Battle Map series contain ready-to-play pre-printed battle maps, complete with terrain tiles, special rules and troops pre-positioned, so that you can get playing right away. Enjoy! The Days of Wonder Hig h Command COMPONENTS • Two identical decks of Overlord Command cards , each containing 40 Section cards, recognizable by their dark brown background; 20 Tactic and 2 Air Sortie cards, recognizable by their dark blue background; and 2 updated Nations Summary cards. • Eight Additional Memoir '44 dice • Two Punchboards of Figure Tokens, respectively American/Russian and German/Japanese. These punchboards contain enough tokens to complement a single set of Memoir '44 figures and play any of the Overlord scenarios published to date. An American / Russian Infantry figure A German / Japanese Armor figure An American / Russian Gun figure a Section card a Tactic card a Nations card M44 overlord rules EN:Mise en page 1 16/06/08 16:00 Page 3
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Record 47970 · official · Review: approved
Overlord — PDF p. 7 [overlord-7-0]
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- 7 Overlord and the Air Pack When using the Air Pack in Overlord scenarios, all of the Air Pack rules for standard scenarios apply, with the following modifications: N If the Overlord scenario being played makes no reference to the Air Pack in its Special Rules section, and both camps still wish to use the Air Pack for the battle, then each Commander-in-Chief receives one Air Sortie card at the start of the game. The remaining Air Sortie cards are shuffled into the Command deck. N As in a standard scenario, Air Sortiecards drawn or received before the start of the game do not count toward a Commander-in-Chief's total hand size of Command cards. If an Air Sortie card is drawn, the Commander-in-Chief places it face-up, next to his camp but visible to the others, and draws a new Command card for his hand. N During his turn, the Commander-in-Chief may give the Air Sortie card (alone, or in combination with a Section card!) to any of his Field Generals. The Air Sortie is never played directly by the Commander-in-Chief himself. N The Air Sortiecard counts as one card toward the total of up to three cards the Commander-in-Chief may play during his turn. It also counts as one card toward the maximum of two cards a Field General may receive and play during this turn. N The Air Sortiemay not be given to a Field General if that Field General also receives another Tactic card this turn. But it can be given (and played) along with a Section card, if desired. N When playing the card, a Field General is subject to the same rules and limitations regarding the play of the Air Sortie as if he was playing with the Air Pack rules in a standard scenario. N Among other things, this means that if an airborne airplane is already in either of the Field General's two sections at the start of the turn, he will not be able to play an Air Sortie card to bring a second airplane in the sections under his control - though he may still play the card to activate one of his airborne airplanes without an Air Check! N A Field General that has not received any Command card this turn and decides to act of his own initiative may order an Airplane already present in one of his two sections to take-off or remain airborne, if he rolls a Star. N When two airplanes begin a turn in a same section of the board, as a result of a Field General flying his airplane into his neighboring Field General's section during the course of the previous turn, one of these airplanes will automatically be removed (unless on a split hex across the two Field General's sections). M44 overlord rules EN:Mise en page 1 16/06/08 16:01 Page 8
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Record 47978 · official · Review: approved
Pacific Theater — PDF p. 10 [pacific-10-0]
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- 10 War Ships - Aircraft Carriers Aircraft Carriers were used throughout the Pacific Theater to project air power over vast distances and provide offshore air support. An Aircraft Carrier moves the same way as a Destroyer, i.e. 1 or 2 hexes in Ocean, but can never move onto Ocean hexes adjacent to a Beach hex. An Aircraft Carrier may be targeted in Combat, in the same manner as a Destroyer. An Aircraft Carrier may be used to provide offshore air support and for staging Air Sorties when used in conjunction with the upcoming M'44 Official Carrying Case. V. NEW SPECIAL FORCES BADGES & NEW UNITS The Chindits The brainchild of General A. Wavell and Major General Ord Wingate, the Chindits were an international mix of British, Gurkhas, Burmese Rifles, Hong Kong volunteers and West African servicemen assembled to fight deep behind the enemy lines. Variously known as the 77th Infantry Brigade and the 3rd Indian Infantry Division, the Chindits made their first expedition into the jungles of Japanese-occupied Burma during Operation Longcloth, in February 1943. Their name came from a corruption of the Burmese “Chinthe”, a mythical creature, half-lion, half-dragon, whose statues guard the entrance of Burmese pagodas. Japanese Elite (Giretsu) An elite group made of Japanese Navy and Army paratroopers, the “Giretsu” Special Forces were the Imperial Japanese Army's lastditch answer to the B-29s air raids over the home islands. Trained for one-way travel to the USAAF bases on Guam, Saipan and the Ryukyu islands, the Giretsu made a name for themselves in a desperate night-drop over Okinawa, where they briefly seized control of the Yontan and Kadena air strips, and in similar operations over Iwo Jima, Guam and Saipan. Japanese, British and US 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. An Engineer unit that moves onto a Minefield 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. If an Engineer unit is ordered by an Infantry Assault card, it can move 2 hexes, battle, and remove the wire or clear a Minefield during the same turn; but it cannot move 3 hexe
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Record 47838 · official · Review: approved

