General Howitzer · Field Guide
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Overlord — PDF p. 6 [overlord-6-0]
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- Rulebook excerpt
- Description
- 6 Field generals may discuss tactics with each other at any time, but the Commander-in-Chief must limit his input to the time he is visiting the front. The Ambush card requires the Commander-in-Chief to keep a close watch on the battlefield. The card is given to a Field General when his opponent declares a Close Assault combat. The Commander-in-Chief draws one replacement card after the ambush is completed. PLAYING OVERLORD WITH EXPANSIONS Overlord in the Eastern Front The Soviet Commander-in-Chief cannot play Command cards, nor hand out orders to his Field Generals, directly from his hand. Instead, he must use Command cards placed under his Commissar chip prior to this turn. At game start, the Soviet Commander-in-Chief must thus place up to 3 Command cards of his choice under his Commissar chip. These are the cards he must play or hand out during his next turn. At the start of each turn, after taking the Command cards placed under his Commissar chip, the Soviet Commander-in-Chief must repeat this process and place some new Command cards under the chip, in preparation for the next turn. In no case can he ever place or have more than 3 cards under his chip. Unlike in a standard Eastern Front scenario, in Overlord mode, Recon 1 cards cannot be played directly from a Soviet Commander-in-Chief's hand. Instead, they are placed under the Commissar chip. The Air Sortie (if Air rules are in effect) and CounterAttack cards are exceptions; they may be played as normal, Air Sortie card visible on the table, and Counter-Attack card directly from the Soviet Commander-in-Chief 's hand, but only if playing these card(s) AND the Command cards already placed under the Commissar chip during the prior turn does not exceed the maximum of 3 Command cards played during a turn! The Ambush card is an exception as well: it may be given to a Field General and played immediately even if there are already 3 cards under the commissar chip (since the Ambushcard is not played during your turn). Air Sortie equivalent cards, such as Air Power if Air rules are in ef fect, and Counter-Attack cards can also be placed and played from under the Commissar chip, if the Soviet Commander-in-Chief wishes to, but the limit of 3 Command cards placed under the chip and 3 Command cards maximum being played during the turn must still be respected. All limitations regarding the play of Command cards by Field Generals (no more than 2 Section cards to a same Field General, no more Command cards than a single T actic card to a Field General, etc.) also remain in force at all time. Overlord in the Pacific Theater The US Marine Corps Commander-in-Chief can let one,and one only, of his Field Generals order 1 more unit than indicated on the Section card he gave him to play. He chooses which one, and tells him so at the start of the turn, when giving his Command cards out. All Tactic cards that activate 1 to 4 units activate 2 to 5 instead, even if multiple Field Generals receive a Tactic card this tur
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Record 47976 · official · Review: approved
Overlord — PDF p. 6 [overlord-6-1]
- Rule Category
- Rulebook excerpt
- Description
- ld Generals (no more than 2 Section cards to a same Field General, no more Command cards than a single T actic card to a Field General, etc.) also remain in force at all time. Overlord in the Pacific Theater The US Marine Corps Commander-in-Chief can let one,and one only, of his Field Generals order 1 more unit than indicated on the Section card he gave him to play. He chooses which one, and tells him so at the start of the turn, when giving his Command cards out. All Tactic cards that activate 1 to 4 units activate 2 to 5 instead, even if multiple Field Generals receive a Tactic card this turn. When a US Marine Corps Field General or Commander-in-Chief counter-attacks his Japanese opponent through the play of a Counter-Attack card, he orders 1 more unit than indicated on the card of his opponent. The reverse is not true and a Japanese General countering a US Marine Corps Field General that plays a Move Outcard to order 5 units only counterattacks with 4 of his own, for instance. The Air Power, Air Sortie , Artillery Bombard , Barrage, Close Assault, Infantry Assault and Their Finest Hour cards are all unaffected by the US Marine Corps Gung-Ho! power. M44 overlord rules EN:Mise en page 1 16/06/08 16:01 Page 7
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Record 47977 · official · Review: approved
Pacific Theater — PDF p. 10 [pacific-10-0]
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- Description
- 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
Pacific Theater — PDF p. 10 [pacific-10-1]
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- Description
- ke 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 hexes and battle nor remove the wire or clear a Minefield. US Marines A first-class Amphibious Assault force, the United States Marine Corps grew from two brigades to six divisions and five air wings during World War II. A central force throughout the Pacific Theater, the Marines were in many of the most ferocious fights against the Imperial Japanese Army, forever identifying “The Corps” with the battlefields of Guadalcanal, Iwo Jima and Okinawa.
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Record 47839 · official · Review: approved
Pacific Theater — PDF p. 11 [pacific-11-0]
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- Description
- 11 Mobile Artillery When indicated in the scenario's Briefing Notes, place a Mobile Artillery badge in the hex with the Artillery unit. Mobile Artillery units have two Artillery figures and combat over the same range and with the same firepower as normal artillery. However, a Mobile Artillery unit may move 1 hex and battle, or move 2 hexes and not battle. Flame Thrower Tanks Armor units equipped with Flame Thrower weapons move and battle like a Standard Armor unit. However, in Close Assault Combat, the Armor unit's Battle Dice reduction in difficult terrain is limited to a maximum of 1. Big Guns & Cross-hair Targeting Markers 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. Targeting Markers, distinguished by their cross-hair icons, are used in conjunction with Big Gun batteries to designate enemy units that the batteries have zeroed-in on. 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 forced to retreat, 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 from the hex or is eliminated. When the unit moves from the hex, the cross-hair marker is placed back on the hex with the Big Guns. VI. WEB ACCESS Enclosed with this expansion is a unique Web Access code number. You will find it printed on a label glued inside the inner lid of your expansion box. Please log on onto www.memoir44.com and enter it following the same instructions as you did for the first access code number you received with your original Memoir '44 game box. This second number will automatically grant you access to the latest version of our Scenario editor, which now supports all expansions released to date. We hope you'll enjoy it, and look forward to your many well thought-out and documented contributions.
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Record 47840 · official · Review: approved
Pacific Theater — PDF p. 12 [pacific-12-0]
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- 49 - WAKE ISLAND - DECEMBER 23, 1941 1 x1 x4 2 3 x1 x2 4 x45 Setup order US MARINES JAPANESE x16 x127 8 x1
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Record 47841 · official · Review: approved
Pacific Theater — PDF p. 13 [pacific-13-0]
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- Description
- 13 Historical Background A coral atoll lost in the vast expanse of the North Pacific, Wake Island was home to "PAAville", a small stop-over on Pan American Airways' U.S.-China route during the 1930s. In the military build-up to the war, the US Navy began building an aero-naval base. By August of 1941, a small garrison composed of elements of the 1 st Marine Defense Battalion was in place, although armed inadequately with old 5" cannons and 3" AA guns. On December 8, 1941, a day after Pearl Harbor, a flight of medium Japanese bombers took off from the Marshall islands, rapidly bombing the bulk of the Marine Corps VMF-211 fighter squadron located on Wake into the ground. Three days later, the garrison repulsed a first Japanese landing attempt by the South Seas Force. On December 23, a second Japanese attack wave, augmented with 1,500 Japanese Marines from the Special Naval Landing Forces, landed in the predawn darkness. Following the late night and morning of ferocious fighting the garrison was forced to surrender. For their heroic defense, the men who defended Wake Island during those fateful two weeks would receive the Wake Island Device, a campaign clasp to the Marine Corps and Navy Expeditionary Medals. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing US Marine Player ◆ Take 5 Command cards. Japanese Player ◆ Take 5 Command cards. ◆ You move first. Conditions of Victory ◆ 6 Medals. Place a Japanese Objective Medal on the Airfield hex as indicated. A Japanese unit that captures any Field Bunker, Bunker or Town hex, or the Airfield hex marked on the board, gains a Victory Medal. The Medal remains yours as long as you occupy the corresponding hex. 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 Allied player is in control of the Bunker and may claim it as a defensive position. Airfields are explained on p. 4. Field Bunkers are explained on p. 9.
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Record 47842 · official · Review: approved
Pacific Theater — PDF p. 14 [pacific-14-0]
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- Matanikau River 50 - [GUADALCANAL] MATANIKAU RIVER -OCTOBER 23, 1942 1 x1 x8 2 3 x21 x64 5 x7 Setup order x86 7 x2
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Record 47843 · official · Review: approved
Pacific Theater — PDF p. 15 [pacific-15-0]
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- 15 Historical Background A four-pronged Japanese plan to attack and recapture Henderson Field on Guadalcanal was scheduled for October 22nd, 1942. The main force, 7,000 men under the command of General Maruyama, planned to approach the airfield from the South, but found itself quickly bogged down in very difficult jungle terrain, forcing a two days postponement of the attack. Unaware of the delay, the tanks and infantry of Major General Sumiyoshi, at the mouth of the Matanikau River, and Colonel Oka's forces, positioned upstream, crossed the river on schedule and soon found themselves stuck in the river bed, under a withering crossfire of US artillery and anti-tank gunfire that wreaked havoc on them. On the Western flank, Lt. General "Chesty" Puller and his 1st Battalion, 7th Marines, with the 2nd Battalion, 7th Infantry in support, held ground once again. By battle's end, over 1000 Japanese soldiers lay dead. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Japanese Player ◆ Take 6 Command cards. ◆ You move first. US Marine Player ◆ Take 6 Command cards. Conditions of Victory ◆ 5 Medals. Place a Japanese Objective Medal on the two hexes of the Marine baseline marked in the above set-up. A Japanese unit that exits off the Marine's side of the battlefield through any of the hexes in between those two Medal markers counts as a Victory Medal. Each Japanese unit that crosses through is removed from play, and one of its figures placed onto the Japanese player's Medal Stand. 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 Matanikau River is Fordable Stream. Fordable Stream is explained on p. 6. Jungles are explained on p. 5. River Mouth is explained on p. 6.
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Record 47844 · official · Review: approved
Pacific Theater — PDF p. 16 [pacific-16-0]
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- Description
- Galloping Horse Gifu Sea Horse 51 - [GUADALCANAL] SLOPES OF MOUNT AUSTEN -JANUARY 10-22, 1943 1 x13 x21 2 x23 Setup order x64
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Record 47845 · official · Review: approved
Pacific Theater — PDF p. 17 [pacific-17-0]
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- 17 Historical Background At the close of the year, Maj. Gen. Millard Harmon, commanding U.S. Army Forces in the South Pacific concluded that Mount Austen, the high ground that dominated American positions around Henderson Field, had to be taken in order to secure the airfield. It was rugged terrain and the Japanese were deployed across a number of strongpoints and connected pill boxes with prepared fields of fire. In a series of attacks over the open hills of 'Galloping Horse', the 'WolfHounds' of the 27th Infantry made spectacular progress towards their objectives. For its part, 'Cacti', the division's 35th Infantry, slogged through deep canyons and solid jungle in a push to relieve the 132 nd Infantry at 'Gifu' and capture the hill formation known as 'Sea Horse'. Eventually they successfully reduced the last pocket of Japanese resistance east of the Matanikau River. 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 Army Player ◆ Take 6 Command cards. ◆ You move first. Conditions of Victory ◆ 5 Medals. Special Rules Imperial Japanese Army Command rules are in effect (see p. 7). The US Army 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. Read p. 10 about Engineers. Jungles are explained on p. 5. The bunkers are Field Bunkers (p. 9).
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Record 47846 · official · Review: approved
Pacific Theater — PDF p. 18 [pacific-18-0]
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- Green Beach Blue Beach Asan River Asan North Fork South Fork 52 - [GUAM] LANDINGS - JULY 21, 1944 1 x10 x9 2 3 x11 x144 5 x2 6 x1 7 x2 8 x1 Setup order x119
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Record 47847 · official · Review: approved

