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Equipment Pack — PDF p. 2 [equipment-2-0]
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- MEMOIR’44 EQUIPMENT PACK Congratulations on your purchase of this Equipment Pack, the largest set of figures ever released for Memoir ‘44. This Equipment Pack contains hundreds of new figures useful for playing scenarios that involve: Memoir '44 base game Terrain Pack Campaign Book #2 Eastern Front Mediterranean Theater Winter /Desert Board Air Pack Breakthrough Winter Wars Battle Map Pacific Theater Campaign Book #1 N 4 Minor WWII Nations:France (French Infantry 1940); Italy (Obice da 75/18 Italian Gun); Poland (Polish Cavalry); and Finland (Finnish Ski Troops) N Artillery Pieces:The M7 Priest (Mobile Artillery), Flak 88 (Heavy AntiTank Gun), Long Tom (Big Gun) and Nebelwerfer (Screaming Meemies) N Beach Landing Equipment: The LCT 202 (Landing Craft) and Hobart’s Funnies (Churchill Tank with 5 different accessories!) N Special Weapon Assets: The M2 Mortar and M2 Machine Gun N Tank Destroyers: The Elefant Panzerjäger N Command Cars: The Kübelwagen N Snipers: Perfectly set for urban combat N And additional copies of already-issued Tanks and Vehicles: The Tiger Tank, Sd.Kfz 250 Half-Track, Dodge-WC63 Truck and Jeep Willys • A word about these figures • Colors and Paint - All the figures included in this pack are cast in neutral gray plastic, allowing you to use them as stand-ins for units or replacement for badges on either side of the battlefield. If you wish to paint them, we recommend washing them in soapy warm water and priming them first. Minor Nations - When playing a Minor Nation, use the figures unique to that Minor Nation’s specific power(s), side-by-side with other normal figures of that same side (Allies or Axis) to form a complete army for the scenario. Hobart’s Funnies -The Churchill tank included in this pack is the most sophisticated figure we’ve released for Memoir ‘44 yet. It comes with 5 distinct accessories, each with its own unique capabilities. We have provided more of these tanks and accessories than you will typically need. We recommend gluing some of the smaller accessories, especially the tiny Petard Mortar, directly onto some (but not all) of your tanks, to avoid losing them. This icon indicates that we are introducing a new rule to Memoir '44. This icon indicates that we slightly updated already existing cards. Many of the figures included in this pack were already released as badges in earlier expansions. If you own any of these, simply use your new figures in lieu of the earlier Troop badges. Keep the badges to differentiate your figures if playing the same unit (e.g. Snipers) from both sides on the same battlefield. Various icons indicate rules that were already introduced in a prior expansion pack. I. Artillery pieces Flak 88 (Troops 23 - Heavy Anti-Tank Gun) When indicated in the scenario’s Briefing Notes, place a Heavy Anti-Tank Gun unit (two Flak 88 figures) on the corresponding hex. A Heavy Anti-Tank Gun unit is treated like Artillery for all purposes. It is ordered by the same Tactic cards, hit by the same dice r
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Record 47946 · official · Review: approved
Mediterranean Theater — PDF p. 3 [mediterranean-3-1]
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- . . . . . . . . . . . . . 11 Italian Special Forces . . . . . . . . . . . . . . . . 11 VI. SCENARIOS . . . . . . . . . . . . . . . . . . . . . . . . 11 [Operation Battleaxe] Hellfire Pass . . . . . . . 12 [Operation Crusader] Sidi Rezegh Airfield . . 14 [Operation Crusader] Dug in at Sidi Omar . . 16 [Battle of Gazala] Flanking Maneuver at Bir Hakeim . . . . . . . . . . . . . . . . 18 [Battle of Gazala] Panzers versus Grants . . . 20 [Battle of Gazala] 1st Armoured to the rescue . . . . . . . . . . . . . . . . . . . . . . . . 22 [Battle of Gazala] Into the Cauldron . . . . . . 24 [Battle of Gazala] Escape via the Coastal Road . . . . . . . . . . . . . . . . . . . . . . . 26 This icon indicates that we are introducing a new rule to Memoir '44. When used, these icons refer to the following prior expansions for Memoir '44. Terrain Pack Eastern Front Pacific Theater Desert / Winter Air Pack Battle Maps M44 BRIT expansion rules EN:Mise en page 1 24/06/08 16:16 Page 4
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Record 47892 · official · Review: approved
New Flight Plan — PDF p. 2 [flight-2-2]
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- 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. 5 [flight-5-1]
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- e used by a ground unit being attacked by an air unit. The Ambush must be declared in the Move phase when the air unit places an ammo marker on a ground unit. The Ambush is resolved immediately. If the air unit is not eliminated or forced to retire, it may complete its attack run. Ambush may not be used by an air unit. Their Finest Hour When a Star is rolled, you may order an air unit that is already on the battlefield (it may not be used to deploy an air unit, though). The ordered air unit battles with one additional die for each marker that is placed. Reshuffle both the Command and Air Combat decks with their matching discard piles. Then, both sides draw a new Air Combat card. Barrage Only ground units may be targeted with this card, so it has no effect on flying air units. If you play with other M44 expansions, make sure to check the following rules. Pacific Theater - Night Battles Air units cannot be deployed until full daylight. Breakthrough Before playing with the Breakthrough Command deck, remove the Air Power and Air Sortie cards from the deck. Apply the updated rules for Command cards. On the Move orders An air unit that is already on the battlefield can be ordered to move, but the air unit may not battle (it may not place markers or declare a dogfight). You may not use a “move” order to deploy an air unit. D-Day Landings - Special Rule Before playing with the D-Day Landing maps, remove the Air Power and Air Sortie cards from the Breakthrough Command deck. If you play with several maps, each player may deploy their own air units, following the normal rules (you will need one New Flight Plan expansion per map). There cannot be more than 1 air unit of each side per map, which means that you cannot order your air unit to move to the adjacent map if your teammate already has an air unit flying there. Overlord - Special Rule Before playing with the Overlord Command deck, remove the Air Power and the Air Sortie cards from the deck. Apply the updated rules for Command cards. In an Overlord scenario, the Commander in Chief will handle the Air Combat cards. The CiC will decide when to deploy an air unit by giving one of their Field Generals an Air Combat card at the beginning of their turn, along with a Command card. Once an air unit is brought onto the battlefield, the Field General commands the air unit. On later turns, the CiC can pass out an Air Combat card to the Field General that commands the air unit. The CiC will follow the rules for replenishing their Air Combat cards. If the air unit leaves a Field General’s section, it may be ordered by the Field General of the new section on the next turn. Remember that you cannot order a unit twice per turn however. The rest of the New Flight Plan Air Rules remain the same. Other Combat Card Decks The Air Combat Card deck can be played with any other Combat Card Deck. When playing a Recon 1 Command Card, you draw a new Combat Card from each deck. An air unit cannot be affected by non-Air Combat card
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Record 47993 · official · Review: approved
New Flight Plan — PDF p. 6 [flight-6-1]
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- s pilot home despite heavy and scary damage. Initially designed as an interceptor, the Typhoon was quickly converted into a fighter-bomber. This was a role it managed to excel in, thanks to its arsenal of four 20 mm cannons, bombs, and rockets. Its distinctive huge radiator made the landing potentially hazardous so the pilots were ordered, in case of technical problems, to bail out rather than belly landing. Considered the best American fighter of the war, the P-51 was as much appreciated by the pilots as it was by bomber crews. The pilots loved its sturdiness and velocity, while bomber crews admired how well it could provide an escort during raids over Germany thanks to its long range capabilities. European Theater Its engine was so powerful and its propeller so big that the engineers had to elevate its nose, giving the Corsair this distinctive silhouette. Outperforming all its opponents, the plane, which was popularized by the TV show Baa Baa Black Sheep, ended the war with an insolent kill-ratio of 11 :1. U.S.A. U.S.A. Great Britain Germany Japan U.S.S.R. U.S.A. Great Britain Germany North American P-51 Mustang Japan U.S.S.R Yakovlev Yak-9 Mitsubishi A6M “Zero” Messerschmitt Bf 109 Supermarine Spitfire Chance Vought F4U Corsair Pacific Theater Republic P-47 Thunderbolt Hawker Typhoon Junkers Ju 87 Stuka Aichi D3A “Val” Iliouchine IL-2 Sturmovik
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Record 47996 · official · Review: approved
Official FAQ v2 — PDF p. 22 [faq-22-0]
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- Terrain 19 JunGles Q. When it says that a unit can attack if it moves onto a Jungle hex from an adjacent hex, does it have to start from an adjacent Jungle hex when the unit is ordered to move or can the unit come from any terrain? A. To battle when entering a Jungle hex, your unit must be adjacent to the Jungle hex when ordered. It does not matter what type of hex the unit moves from. Q. When ordered by the Behind Enemy Lines card, if an Infantry unit moves three hexes into a Jungle hex, may it battle? A. No. Units must start in a hex adjacent to a Jungle hex to move onto the Jungle hex and still battle. Q. Can a Sniper move two hexes into a Jungle hex and still battle? A. A Sniper moves like a Special Forces Infantry unit, one or two hexes and battle. Jungle terrain rules do not allow a Special Forces Infantry unit to move two hexes into the Jungle hex and still battle. Therefore a Sniper cannot move two hexes into a Jungle hex and battle. foRDable sTReaMs The Air Pack manual had a misprint for the following Pacific Theater scenarios: » 3 - Tenaru .......................................page 72 » 5 - Matanikau River ........................page 74 » 7 - Clearing Matanikau River ..........page 76 » 8 - Guam Landings .........................page 77 » 9 - Japanese Counter-Attack ..........page 78 All the streams in these scenarios are Fordable Streams (Terrain 61 - Fordable Streams), not Fords & Fordable Rivers (Terrain 41). Q. In Hedgerow Hell, the text says “Fordable Streams” but the reference card is #41 for Fords & Fordable Rivers. Which is the correct water feature? A. None of the water courses in this area could be classified as large rivers, so the Special Rules as written - All the streams are fordable (Terrain 41 - Fords & Fordable Rivers) is the correct summary card for the Hedgerow Hell scenario. 57 5 ✪ Unit moving in must stop ✪ Unit moving into may battle if unit starts its move in adjacent hex ✪ If Armor unit starts its move in adjacent hex and makes a successful combat against unit in a Jungle hex, it may Take Ground and do an Armor Overrun ✪ Block line of sight -2 2 -1 laboR CaMps 58 5 pieRs 59 6 RiCe paDDies 60 6 61 6 ✪ Unit entering Fordable Stream must stop ✪ Unit may still Take Ground and Armor Overrun ✪ No combat restrictions ✪ Do not block line of sight-0 1 -0
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Record 47714 · faq · Review: approved
Official FAQ v2 — PDF p. 3 [faq-3-0]
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- Contents iii XI. Overlord 63 General Questions 63 Imperial Japanese in Overlord 63 Airplanes in Overlord 63 Overlord on the Eastern Front 63 XII. Scenarios 65 Battle of Abbeville 65 Breakout At Klin 65 Breakthrough at Mortain 65 Breakthrough to the Beach 66 Cadets of Saumur 66 First Wave - Omaha Beach 66 Hedgerow Hell 67 Manado Landings 67 The Meat Grinder 67 Misprints in the Air Pack 68 Nijmegen Bridges 68 Noville to Foy 68 Operation Epsom 68 Operation Lüttich 69 Operation Market Garden 69 Pegasus Bridge 69 Peleliu Landings Overlord 70 Pointe-Du-Hoc 70 Raid on Barce 70 Red Barricades Factory 70 Resistance at Marvie 71 River Bug 71 Sainte-Mère-Eglise 71 Saverne Gap, Vosges 72 Schwammenauel Dam 72 Sea of Azov 72 St. Vith 72 The Surrender of Elster’s Column 73 Sword Beach (Breakthrough) 73 Sword of Stalingrad 73 The Tatsinskaya Raid 74 Wake Island 74 Foreword Welcome to the Official FAQ Document for Memoir ’44. As many of you have discovered, Memoir ’44 by design is not a complex game. With this in mind, our goal from the very outset was to present the rules for the core set and all expansions in a logical and concise manner. The only problem is that players sometimes have different interpretations of how to play no matter how concise the rule, and they look for clarification to be sure they are playing correctly. An official comprehensive clarification is finally here in this Frequently Asked Questions (FAQ) document for Memoir ’44. The FAQ document covers all card questions and mirrors the Official Card Compendium. The Card Compendium can be found at www.memoir44.com and is the most up-to-date location for future questions. In addition to card questions, this document covers general Memoir ’44 questions, overlord questions, and questions about specific scenarios. We encourage players to print this document and keep it in their Campaign Bag for easy reference. A special thanks goes out to Jesse Rasmussen whose dedicated effort on this project was inspiring. Thanks Jesse! Have fun and enjoy! and the Scouts of Memoir ‘44 When used, these icons refer to the following expansions for MeMoiR ’44. The numbers in front of the icons refer to page numbers in the indicated expansion rule book. Base Game Eastern Front Terrain Pack Desert/ Winter Pacific Theater Air Pack Battle Maps Med. Theater Campaign Book #1 Winter War Campaign Book #2 Breakthrough Kit Equipment Pack
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Record 47684 · 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. 71 [faq-71-0]
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- ScenarioS 68 MispRinTs in The aiR paCk Q. It looks like there’s a problem with some of the Pacific Theater scenarios in the Air Pack. The water feature listed are Fordable Streams (Terrain 61), however, the manual for each of these scenarios state it should be Fords & Fordable Rivers (Terrain 41). Which rule is it? A. All the water features in the following scenarios are Fordable Streams (Terrain 61 - Fordable Streams), not Fords & Fordable Rivers (Terrain 41): » 3 - Tenaru .......................................page 72 » 5 - Matanikau River ........................page 74 » 7 - Clearing Matanikau River ..........page 76 » 8 - Guam Landings .........................page 77 » 9 - Japanese Counter-Attack ..........page 78 niJMeGen bRiDGes Note: The Air Pack lists the Memoir scenario number as 16; the correct number is 35. Q. In the Nijmegen Bridges scenario, can a Special Forces Infantry unit, moving along the River, directly capture the Bridge? A. No. A unit may only enter a Bridge hex from a land hex, not directly from a Collapsible Raft & Boat. A unit could battle and eliminate an enemy unit on the Bridge but could not Take Ground onto the Bridge. noVille To foy Q. The rules say, “The three sets of Road hexes connecting Noville, Foy and Recogne are each worth a single Temporary Medal Objective for the Axis Player. If the Axis player occupies one or more hexes in any of these sets at the start of his turn, he scores one Temporary Medal. Only one medal is gained for each set, regardless of the number of Road hexes held there.” Are the Road Branch hexes with a name part of a set? A. No opeRaTion epsoM Q. On the Operation Epsom map, there is a medal marker on the Town of Mouen, but there is nothing mentioned about it in the scenario rules. Does it count as a medal? A. Yes. The Town of Mouen is a Turn Start Permanent Medal Objective worth one Medal for the Axis forces. 17 40 16 14 Q. Do you paint your miniatures for Memoir ‘44? A. I do have most of my Memoir ’44 game and expansions painted. But we play most all of our Memoir games with my collection of 20 mm WWII painted miniatures. The Memoir battlefield on which we game has 5-inch hexes and lots of 3D terrain. As Memoir players, you must remember that I do not have the same cool figures you will find in a Memoir expansion, so during our playtesting we have to use 20 mm armies and the 5-inch hex battlefield to thoroughly test all the expansion rules and scenarios. » Richard Borg ⟨Designer of Memoir ’44⟩
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Record 47792 · faq · Review: approved
Official FAQ v2 — PDF p. 73 [faq-73-0]
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- ScenarioS 70 peleliu lanDinGs oVeRloRD Q. On p. 22 of the Pacific Theater Rules booklet it shows four (4) HQ and Supply Tents used in the set-up. On the Official Scenario Listing online http:// www.daysofwonder.com/memoir44/en/editor/view/?id=1517 it shows four (4) Pacific Villages being used in the set-up. Which of these terrain tiles are the correct ones to use? A. The four (4) Pacific Villages should be used in the set-up. poinTe-Du-hoC Q. May an Infantry unit Take Ground up the Cliffs at Pointe-Du-Hoc, after a successful Close Assault? A. An Infantry unit that successfully Close Assaults an enemy unit that is on the Cliffs at PointeDu-Hoc, from the Beach hexes below, CANNOT Take Ground (unlike in the original base game version of the same scenario). This helps make the job of the Rangers quite a bit tougher as they try to move up the Cliffs, and conform to the Cliffs & Sea Bluffs summary card introduced in the Air Pack. RaiD on baRCe Q. May I retreat my Long Range Patrol Car through a Town in the Raid on Barce scenario? A. No, Town hexes are considered impassable terrain for Long Range Patrol Cars and Armor in the Raid on Barce scenario. ReD baRRiCaDes faCToRy Q. The Conditions of Victory section is a little unclear (original Eastern Front version). A. The text should read that the hexes with both an Axis and Allied medal count as a medal for the side that occupies the hex. In addition, the four contiguous Ruins and Factory hexes at the Red Barricades Factory complex form a Temporary Majority Medal Objective worth two medals for whoever controls it. 22 22 22 #4 13 67
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Record 47796 · 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

