General Howitzer · Field Guide
Memoir '44 Rules Database
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80 matching records · page 6 of 7
Pacific Theater — PDF p. 25 [pacific-25-0]
- Rule Category
- Rulebook excerpt
- Description
- 25 Historical Background On February 26, 1945 the Marines of the 4th Division found themselves facing a formidable complex of defensive positions on Iwo Jima. Hill 382, The Amphitheater, Turkey Knob and the village of Minami, were to become collectively known as the 'Meat Grinder'. A well-planned defense layout, the remarkable combination of weapons, minefields, caves and bunkers devised by Japanese General Kuribayashi held out against repeated attacks. Several times, the Marines' advance looked promising, only to bog down and then be driven back to retreat under heavy fire. The Japanese forces also used infiltration tactics and a counter-attack with a limited number of tanks to further slow the Marines down. Units from the 3rd Division were also thrown against the position as the massive casualty figures truly earned the 'Meat Grinder' its name in a short week's worth of fighting. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Japanese Player ◆ Take 5 Command cards. US Marine Player ◆ Take 5 Command cards. ◆ You move first. Conditions of Victory ◆ 7 Medals. Special Rules Imperial Japanese Army Command rules are in effect (see p. 7). US Marine Corps Command rules are in effect (see p. 7) The Marine Special Forces Infantry units are Engineer units. Place an Engineer badge in the same hex with these units to distinguish them from the other units. Engineers are explained p. 10. The Marine Special Forces Tank units are Flame Thrower Tanks. Place an Flame Thower badge in the same hex with these units to distinguish it from the other units. Flame Thrower Tanks are explained p. 11. Caves are explained on p. 4. The Japanese player is in control of the Bunkers and may claim them as a defensive position. Jungles are explained on p. 5. Minefields are explained on p. 8. The Japanese player will lay the Minefields out.
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Record 47855 · official · Review: approved
Patrol Cars / Jeep Willys
- Rule Category
- Weapons Unit
- Description
- Long Range Patrol Cars Unit The number of Patrol Car figures to deploy in a Patrol Car unit is indicated in the small yellow circle located in the lower right corner of the Patrol Car icon. This number may range from 1 to 3 figures. A Patrol Car unit is treated like Infantry for all purposes. Patrol Cars Targeting Patrol Cars are much more elusive and harder to hit than normal Infantry figures. All enemy battle dice rolled against a Patrol Car are ignored. Instead, those dice that would have scored a hit had the unit been a normal Infantry unit are re-rolled. One hit is confirmed for each re-roll that is a Grenade; all other re-rolls (including Flags, if any) are ignored. Patrol Cars Medals A Patrol Car unit that is destroyed (when all figures in the Patrol Car unit have been eliminated) provides the opponent with a Medal, like other units in the game. Patrol Cars Movement & Battle An ordered Patrol Car unit may move up to 4 hexes and battle any enemy target unit 3 or fewer hexes away. It combats with 3 dice in Close Assault (enemy on adjacent hex), 2 dice against a target at 2 hexes and 1 die against a target at 3 hexes. On a successful Close Assault, it may Take Ground but not do an Armor Overrun. ADDITIONAL TERRAIN CONSIDERATIONS A terrain that is identified in the rules as Impassable or Impassable to Armor & Artillery is also considered as impassable to Patrol Car units. In addition: ◆ Oceans - Patrol Cars cannot retreat into ocean hexes, except when on a Landing Craft. ◆ Cliffs & Sea Bluffs - Patrol Cars may not move up/down from the beach, oceans or shorelines. ◆ Wire - Patrol Cars may not remove wire. ◆ Railroad Bridges & Railroad Tracks - Patrol Cars COMMAND CARD CONSIDERATIONS ◆ Infantry Assault - Patrol Car units may be ordered by this Command card and move up to 4 hexes and battle. ◆ Move Out - Patrol Car units may be ordered using this Command card. ◆ Ambush, Close Assault, Firefight - Patrol Car units may be ordered by these Command cards. ◆ Behind Enemy Lines, Dig-in, Medics & Mechanics - Patrol Car units may not be ordered using any of these Command cards. ◆ Their Finest Hour - A Patrol Car unit may be ordered by this Command card when an Infantry symbol or a Star is rolled. Ordered units battle with 1 additional die. ACTIONS CONSIDERATIONS ◆ Collapsible Rafts and Boats - A Patrol Car unit may not be transported by Collapsible Rafts or Boats. ◆ Heroic Leader - A Heroic Leader may be added to a Patrol Car unit. ◆ Hospital Recovery, Oasis Recovery - A Patrol Car unit may not recover in a Hospital or Oasis. ◆ Reinforcements - A Patrol Car unit may not be called in as Reinforcements. Trivia: Why were they called Jeeps? Ford used a designation for vehicles developed for the government as "GP"
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Record 47011 · unclassified · Review: needs_review
Patton's Iron Fist
- Rule Category
- Fan Created
- Description
- Used in the 2026 Chicago's Finest Hour Tournament. When playing Allies in "Patton's Kasserine Crucible" scenario, At the end of the Allied players turn, when it is time to pick a fresh card, s/he can instead select any card from the DISCARD pile which they would like to use in one of their future turns. They may only do this once during the scenario. Why? Gen. Patton's determination in the face of battle often helped him to win against great challenges. This card honors the extra fortitude which he displayed in so many battles. This could, of course, be played in any scenario representing the 3rd Army in action.
Record 47527 · Fan-Created · Review: needs_review
Polish Dragoons
- Rule Category
- Nations
- Description
- When indicated in the scenario’s Briefing Notes, place 4 Cavalry figures in each scenario hex containing an Infantry symbol with a Cavalry badge. A Cavalry unit is treated like Infantry for ordering and Armor for movement and combat. An ordered Cavalry unit: ◆ May move up to 3 hexes and battle. ◆ May battle any enemy target 2 or fewer hexes away. It rolls 2 dice in Close Assault and 1 die against a target at 2 hexes. ◆ May, on a successful Close Assault combat, Take Ground and battle again, using the same rules as the Armor Overrun combat.
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Record 47022 · unclassified · Review: needs_review
Polish Dragoons
- Rule Category
- Nations Troops
- Description
- No text description is stored for this record.
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Record 47370 · unclassified · Review: needs_review
Red Army
- Rule Category
- Nations
- Description
- Operation Overlord
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Record 47268 · unclassified · Review: needs_review
Red Army (RKKA)
- Rule Category
- Nations Troops CardSet - Overlord
- Description
- No text description is stored for this record.
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Record 47183 · unclassified · Review: needs_review
Russian Command rules - The Commissar
- Rule Category
- Nations
- Description
- Deal Command cards to each side per the scenario's briefing notes. The Russian player must then select one card from his hand and place it under the Commissar Chip. The Command card under the Commissar Chip is the Command card he will play on his next turn. When the Russian player takes his turn, he selects one card from his hand to be placed under the Commissar Chip and takes the card that is under the Commissar Chip and plays it as his Command card this turn. At the end of his turn, the Russian player draws a new Command card into his hand as normal. On the Russian player's turn, in lieu of playing the Command card already committed under the Commissar Chip, the Russian player may choose to play from his hand a 'Recon 1' Command card or a 'Counter-Attack' Command card. The Command card under the Commissar Chip is not used and remains under the token until the next turn. The Russian player may also play the Ambush card from his hand per the standard rules.
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Record 46968 · unclassified · Review: needs_review
Seishin Kyoiku Doctrine (精神教育)
- Rule Category
- Nations
- Description
- Seishin Kyōiku Doctrine Only applies to Japanese Infantry units. A Japanese Infantry unit at full strength—four figures—rolls one additional battle die when making a Close Assault against an adjacent enemy unit. Once that unit loses even one figure, it no longer receives the bonus. For example: Normal full-strength Infantry Close Assault: 3 dice Full-strength Japanese Infantry using Seishin Kyōiku: 4 dice A Japanese Infantry unit reduced to three figures: back to 3 dice
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Record 47552 · unclassified · Review: needs_review
Ski Troops (Finnish )
- Rule Category
- Nations
- Description
- The Finnish Special Forces Infantry are Ski troop units. Place a Finnish badge in the same hex with these units to distinguish them from the other units. These units only have 3 figures. An ordered Ski unit: ◆ May move up to 3 hexes and battle. It rolls 3 dice in Close Assault and 2 dice against a target unit 2 hexes away. ◆ May battle when the unit moves onto terrain type (woods, towns, etc.) where standard infantry could not battle. The unit must still stop and move no further in terrain that limits movement. ◆ May retreat up to 3 hexes instead of the standard 1 on any retreat flag rolled.
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Record 46976 · unclassified · Review: needs_review
Terrain Pack — PDF p. 14 [terrain-14-0]
- Rule Category
- Rulebook excerpt
- Description
- 13 Armored Train An armored train contains an artillery figure on its wagon piece. It may move up to 3 hexes and still battle. Apply the artillery range and firepower regular rules. Use the other train rules above for movement and counting damages (four grenades to destroy the train). V. NEW BADGES Big Guns Big Guns are long-range batteries that turn out to be devastatingly effective over tremendous distances once properly zeroed in on a target. When a scenario indicates a Big Gun battery, place a Big Gun badge and three cross-hair markers on the corresponding hex, along with the Artillery unit. Big Guns fire over a range of eight hexes, at 3, 3, 2, 2, 1, 1, 1, 1 respectively. When a Big Gun scores a hit on an enemy target unit and the unit is not eliminated or retreats, place one Big Gun cross-hair marker on the hex of the targeted unit. When a Big Gun Battery fires at a unit in a hex with a cross-hair marker, the Big Gun Battery rolls 1 additional die (it has found the range and has zeroed in on the target). Cross-hair markers are not cumulative. The cross-hair marker stays on the hex until the unit moves or is eliminated. When the unit moves from the hex, the cross-hair marker is placed back on the hex with the Big Guns. Combat Engineers Combat Engineer units were used throughout WWII to increase the combat effectiveness of the Corps. They provided mobility, counter−mobility, survivability, topographic and engineering support. An Engineer unit moves and battles like a Standard unit. However: N In Close Assault Combat, an Engineer unit ignores all terrain Battle dice reductions, i.e. their enemies are not protected by their terrain. N 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. N An Engineer unit that moves onto a Minefield hex and that is eligible to battle must clear the Minefield hex instead of battling. If the Engineer unit cannot clear the Minefield, it detonates. Nationality Badges SAS: BRITISH SPECIAL AIR SERVICE Founded by British officer David Stirling during the British campaign in North-Africa, the SAS put small groups of highly-trained, specially-equipped commandos deep into enemy territory, using jeeps for maximum mobility. The SAS conducted devastating raids on German airfields and numerous other strategic targets. They went on to participate in many of the boldest and most daring operations of WWII. 2ÈME DIVISION BLINDÉE The story of the “2ème DB” is closely tied to the personality of its founder, French General Philippe de Hautecloque, best known as Général Leclerc. After retreating from a camp following the French defeat, General Leclerc joined Allied forces in North Africa to assemble the first elements of a new French army, which would officially become the 2 nd Armored Division in 1943. Following numerous victories in North Africa, the 2ème DB landed in Normandy to participate in the campaign for the liberation of
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Record 47876 · official · Review: approved
Terrain Pack — PDF p. 15 [terrain-15-0]
- Rule Category
- Rulebook excerpt
- Description
- 14 Paris and freed it, before pushing east to Strasbourg, and then into Germany, all the way up to Berchtesgaden, Hitler’s private residence. BRITISH SPECIAL FORCES Apart from the famous SAS, there were many other Special Forces units in the British army. During the war years, Britain developed those highly trained units that would be put to good use in various theater of operations and write some of the most glorious pages of WWII history. POLISH TROOPS After the defeat in 1939, the Polish government in exile in France organized a new army. This army took part in the defense of France both on the ground and in the air. Following the fall of France, many Polish troops were evacuated to Britain. During the Battle of Britain, the Polish 303 Fighter Squadron achieved the highest number of victories of all Allied squadrons. Polish troops were also involved in many famous battles, like the battle of Arnhem during Operation Market Garden, and the fourth battle for Monte Cassino. YUGOSLAV PARTISANS The Yugoslav partisans resisted against the occupation of their country by Axis forces during WWII. Their main organization was the People’s Liberation Army and Partisan detachments of Yugoslavia, under the command of Yugoslav Communist Party leader Josip Broz, famously known as “Tito”. The partisans fought a guerrilla war and applied communist organization in areas under their control. SPANISH REPUBLICANS From 1936 to 1939, Spain experienced a bitter civil war between the Spanish Republicans and the Nationalist rebellion led by General Franco. Franco succeeded in overthrowing the Republican government and establishing a dictatorship. Among Republicans were many communist and anarchist groups, like the CNT (Anarcho-Syndicalist Trade Unions). Small contingents of volunteers from many different countries participated in the civil war, including American and British volunteers on the Republican side, and pro-Nazi military forces on the Nationalist side. ELITE ITALIAN ASSAULT DIVISION “DIVISIONE LITTORIO D’ASSALTO” Formed in November 1939, it was composed of the 33rd tank regiment, the 12th Bersaglieri regiment and the 133rd artillery “Littorio” regiment. First committed to combat in the Alps, then in the Balkans, it moved to North Africa in 1941, where it replaced the 33rd Armored with the 133rd Armored. The unit fought at El Alamein, where it was almost entirely wiped out, and dissolved in November 1942. AUSTRALIA The Second Australian Imperial Force (2 nd AIF) was originally formed in 1939 of volunteer units of the Australian Army. The various Divisions of the AIF were involved with distinction in theatres as different as North Africa against Germany, and New Guinea and Borneo against the Japanese Empire. The 9 th Division distinguished itself at the Battle of Tobruk (1941) and El Alamein (1942). NEW ZEALAND The main formation of New Zealand during WWII was the 2 nd Division. After their loss in Greece and Crete, they joined the 8th British Army in North Afric
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Record 47878 · official · Review: approved


