General Howitzer’s Field Guide to Memoir 44

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General Howitzer · Field Guide

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80 matching records · page 7 of 7

Terrain Pack — PDF p. 15 [terrain-15-1]

Rule Category
Rulebook excerpt
Description
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 Africa. They played a key role in the victorious Second Battle of El Alamein against Rommel’s troops in November 1942. Later on, they participated in the Battle of Monte Cassino in Italy. GURKHA Troops from the British Empire fought in every theatre during WWII. Gurkha soldiers from India fought in North Africa, the Middle East, Greece, Burma and Java. Four men of the 4th Division were awarded the Victoria Cross in Greece, and four others of the 5 th Division also received the Victoria Cross in Java against the Japanese. CHINESE NATIONALIST FORCES When WWII broke out, China was already in the midst of a violent conflict that began in 1927 between the Nationalist forces of Chiang Kai-shek and the Communist forces of Mao Zedong. The Japanese took advantage of this conflict to invade and occupy large parts of China. Chiang Kai-shek and Mao Zedong made a truce to fight their common enemy, with some support from the Allies. Following WWII, Mao’s Communist Party would fight to victory in 1949, and found the People’s Republic in China. Chiang Kai-shek and over 2 millions refugees fled to the island of Taiwan and founded the Republic of China. GERMAN ROSETTE This mark is the German rosette mark, which was found on the wings of German aircraft and the sides of their tanks. AFRIKA KORPS The Afrika Korps was created by the German High Command in February 1941 in Libya following the Italian defeat by the Allies in Operation Compass. Under the command of Erwin Rommel, it became a strong armored army, pushing the Allies back to their original position, with the exception of Tobruk. From 1941 to 1943, the Afrika Korps fought in many famous battles, including the Battle of the Kasserine Pass during the Tunisia campaign in February 1943. The remains of Afrika Korps and Italian troops surrendered to the Allied forces on May 13 th, 1943. US 101ST AIRBORNE DIVISION THE “SCREAMING EAGLES” The famous 101st Airborne Division was created in August 1942. They were the paratroopers who jumped on the night of D-Day on Normandy along with the 82 nd Airborne Division. They participated in the Market Garden operation in September 1944, and were engaged in the Battle of the Bulge in December 1944, where they defended a critical road junction in Bastogne. The famous “Easy Company”, of the 506 th Parachute Infantry Regiment, was part of the 101st Division. GERMAN ENGINEERS The “Fp” arm badge sho

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Record 47879 · official · Review: approved

Terrain Pack — PDF p. 3 [terrain-3-0]

Rule Category
Rulebook excerpt
Description
2 TABLE OF CONTENTSTABLE OF CONTENTS This icon indicates that we are introducing a new rule to MEMOIR '44. PAGE REFERENCES: A page number written like this: M44 p.7 indicates page 7 inside the original rules book of MEMOIR '44. A page number written like this: p.9 indicates page 9 inside this booklet. I. NEW TERRAIN TILES 3 Desert 3 North African Desert Rules 3 Oasis (Desert) 3 Palm Forests (Desert) 3 Towns and Villages (Desert) 3 Wadis (Desert) 3 High Ground & Flooded Fields 4 Flooded Fields 4 High Ground 4 Marshes 4 Mountains 5 Roads & Railways 5 Railroad Tracks 5 Railroad Station 5 Roads 5 Road crossing a Railroad 6 Road over a Hill 6 Rivers & Waterways 6 Lake 6 River Headwater & River Forks 6 II. NEW MARKERS 6 New Medals 6 British Medal: The Victoria Cross 6 Italian Medal for Military Valor 6 Minefields 7 Cross-hairs / Targeting Markers 7 Battle Star Tokens 7 Standard Battle Star effects 7 Sabotage 7 Blowing up a bridge 8 Collapsible Rafts & Boats 8 Calling in Air Strikes (Hill 317 rule) 8 Forward Spotting Artillery 8 Capturing Equipment 8 Freeing Prisoners 8 Heroic Leader 9 III. LANDMARKS 9 Dams 9 Sabotaging a dam 9 Airfield 9 Barracks 10 Cemetery 10 Church 10 Factory Complex 10 Fortress 10 Lighthouse 10 Power Plant 11 Prison Camp 11 Radar Station 11 Supply Depot 11 IV. NEW OBSTACLES AND TOKENS 11 Field Bunkers 11 River Ford 11 Pontoon Bridge 12 Railroad Bridge 12 Road Blocks 12 Trains - Locomotive and Wagon 12 V. NEW BADGES 13 Big Guns 13 Combat Engineers 13 Nationality badges 13 [Battle of Gazala] Knightsbridge 15 [Market Garden] Nijmegen Bridges 17 Schwammenauel Dam 19 [Operation Grenade] Across the River Roer 21

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Record 47860 · official · Review: approved

The Teishin Shudan (Raiding Group)

Rule Category
Nations Fan Created
Description
The Teishin Shudan (Raiding Group) were the elite airborne and commando forces of the Imperial Japanese Army (IJA). In Memoir '44, they can be represented as high-mobility, surprise-strike shock troops designed for sabotage, night raids, and seizing key objectives behind Allied lines. Unit Setup & Composition Unit Composition: 4 Infantry figures. Mark the unit with a Japanese Special Forces / Elite badge. Movement: May move up to 2 hexes and battle, or move 3 hexes without battling. Special Rules 1. Tactical Combat Drop (Airborne Infiltration) When specified by scenario instructions, Teishin Shudan units start in Reserve off the board. On any turn you play a Recon card, instead of activating a unit on the board, you may perform an Air Drop with one Teishin Shudan unit: Choose any empty clear hex in that section (at least 2 hexes away from any Allied unit). Roll 1 Combat Die to simulate jump scatter: Infantry / Armor / Star: Safe landing on the chosen hex. Flag: Drift 1 hex toward the Allied map edge. Grenade: Drop successful, but lose 1 figure to jump casualties. The unit may not battle on the turn it drops. 2. Demolition & Sabotage Fortification Breakers: When Close Assaulting an enemy unit in a Bunker, Sandbag, or Pillbox, Teishin Shudan units ignore terrain dice reductions (they roll full combat dice). Sabotage Action: If a Teishin Shudan unit occupies a Bridge, Supply Depot, or Field HQ hex at the end of its turn, the Japanese player may immediately destroy the objective (remove it from the board) to claim 1 permanent Victory Medal. 3. Infiltration Movement Teishin Shudan units may move through enemy-controlled hexes (hexes adjacent to Allied units) without having to stop, as long as they do not end their movement on an occupied hex. Game Balance & Scenario Guidelines Deployment Limit: Restrict to 1–2 units max in custom scenarios (e.g., Pacific Theater airfield raids, Dutch East Indies drops, or Malayan campaign bridge demolitions.

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Record 47653 · Fan-Created · Review: needs_review

Troop Cards

Rule Category
Nations
Description
No text description is stored for this record.

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Record 47097 · unclassified · Review: needs_review

US Marine Corps

Rule Category
Nations
Description
No text description is stored for this record.

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Record 47185 · unclassified · Review: needs_review

US Marine Corps

Rule Category
Nations
Description
Operation Overlord

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Record 47270 · unclassified · Review: needs_review

US Marine Corps Command Rules

Rule Category
Nations Troops
Description
Gung-Ho! - A declaration of enthusiasm originally used by the Communist Chinese 8th Route Army during World War II. Gung-Ho! was first introduced into the US Marine Corps by Franklin Delano Roosevelt's protégé, Major Evans F. Carlson, leader of the famed 2nd Marine Raider Battalion. Soon thereafter, the expression spread to become the rallying cry of all Marines throughout the Pacific Theater. In all Memoir '44 Pacific Theater scenarios, the US Marines are Gung-Ho! They benefit from the following increase in Command capacity: ● Whenever a Section card is played, the US Marines player may activate 1 more unit than indicated by his card. If the card shows more than one section activated, the player may choose which of these sections he activates his additional unit in. ● In addition, all Tactic cards that normally activate 4 units activate 5 units instead, and those that activate 1 unit activate 2 instead. ● Other Tactic cards - Air Power, Artillery Bombard, Barrage, Close Assault, Infantry Assault and Their Finest Hour remain unchanged. ● When the US Marine player counter-attacks an applicable Japanese Command card, the US Marine player activates 1 more unit than his Japanese counterpart did. In the opposite case, when the Japanese player counterattacks a US Marine Command card, he activates only the number of units marked on the card being countered.

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Record 46989 · unclassified · Review: needs_review

Winter Wars — PDF p. 4 [winter-4-0]

Rule Category
Rulebook excerpt
Description
4 II. New Rules Victory Conditions The following terms are used to describe new and some common Memoir '44 Victory conditions: Temporary Medal Objective The Victory Medal in this objective hex is held and captured only as long as a unit of the appropriate side holds the hex. If the unit vacates the hex for any reason (movement, retreat or elimination), the medal is immediately lost and placed back in play in its original position on the objective hex. Temporary Majority Medal Objective The Victory Medal for this group of objective hexes goes to the side that has units in an absolute majority of these hexes. The medal is held as long as the side retains absolute majority. The medal is immediately lost and placed back in play when a side no longer has absolute majority. Temporary Majority Medal Objective (Turn Start) The Victory Medal for this group of objective hexes goes to the side that has units in an absolute majority of these hexes at the start of its turn. The medal is held through the turn as long as the side has absolute majority at the start of a turn. The medal is lost and placed back in play when a side no longer has absolute majority at the start of a turn. Permanent Medal Objective The Victory Medal in this objective hex is captured and permanently gained the moment a unit of the appropriate side enters this hex. The medal is not returned or put back in play, even if the unit later vacates this hex. Permanent Medal Objective (Turn Start) The Victory Medal in this objective hex is captured and permanently gained when the appropriate side occupies the hex at the start of its turn. The medal is not returned or put back in play, even if the unit later vacates this hex. Last to Occupy Medal Objective The Victory Medal in this objective hex is captured and gained the moment a unit from either side occupies this hex. The unit may vacate the hex, but the Victory Medal is still held as long as an enemy unit does not occupy the objective hex. Sole Control Medal Objective The Victory Medal for this group of objective hexes goes to the appropriate side when it has at least one unit that occupies any of these objective hexes and the enemy does not occupy any of these hexes. The Victory Medal is held as long as a unit of the appropriate side occupies one of these hexes and the enemy does not occupy any of these hexes. Sudden Death Objective As soon as the designated side fulfills the Sudden Death conditions set forth, it immediately ends and wins the game. Winter Rules Scenarios occurring in the winter months often feature the following rules: Winter Weather N Armor and Vehicle movement is reduced to 2 hexes max unless the unit’s entire movement is on a road (ie the unit starts its turn on a road hex, moves only on road hexes and ends its turn on a road hex), in which case it may move 1 additional hex for a maximum of 3. N When applicable, Taking Ground and Armor Overrun are still permitted. N Both Allied and Axis forces only roll 1 battle die when

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Record 47930 · official · Review: approved

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