General Howitzer · Field Guide
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56 matching records · page 4 of 5
Pacific Theater — PDF p. 3 [pacific-3-0]
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- 3 TABLE OF CONTENTS 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 4 Airfields 4 Beaches 4 Caves on Hills/Mountains 4 Hills 4 Hospital 5 HQ-Supply Tents 5 Jungles 5 Labor Camp 5 Mountains 5 Pacific Villages 5 Pier 6 Rice Paddies & Fish Ponds 6 River Mouth & Branches 6 Trenches 6 II. NEW RULES 7 Japanese Command Rules 7 Yamato Damashi Concept 7 Seishin Kyoiku Doctrine 7 Banzai War Cry 7 US Marines Command Rules 7 Gung Ho! 7 Night Attack Rules 8 III. NEW MEDALS & TOKENS 8 Japanese Medal 8 Battle Star Tokens 8 Camouflage 8 Minefields 8 IV. NEW OBSTACLES & WAR SHIPS 9 Field Bunkers 9 Rope Bridges 9 Destroyers 9 Aircraft Carriers 10 V. NEW BADGES & UNITS 10 Chindits 10 Japanese Giretsu 10 British, Japanese and US Engineers 10 US Marines 10 Mobile Artillery 11 Flame Thrower Tanks 11 Big Guns 11 VI. WEB ACCESS 11 VII. SCENARII 12 Wake Island 12 [Guadalcannal] Matanikau River 14 [Guadalcannal] Slopes of Mount Austen 16 [Guam] Landings 18 [Guam] Japanese Counterattack 20 [Peleliu] Landings - Overlord 22 [Iwo Jima] The Meat Grinder 24 [Okinawa] Sugar Loaf and Half Moon 26 APPENDIX- NEW FIGURES 28 The Japanese Infantryman 28 Type 95 Ha-Go Light Tanks 28 Type 88 75 mm AA Gun 28 This icon indicates that we are introducing a new rule to MEMOIR '44. This icon indicates a rule that was already introduced in a prior expansion pack for MEMOIR '44. Terrain pack Eastern Front
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Record 47827 · official · Review: approved
Pacific Theater — PDF p. 4 [pacific-4-0]
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- Rulebook excerpt
- Description
- 4 I. NEW TERRAIN TILES & LANDMARKS Airfields Same terrain effect as Airfield hex (TP p. 9) ◆ Movement: No movement restrictions. ◆ Battle: No combat restrictions. ◆ Line of Sight: An Airfield hex does not block line of sight. ◆ Special Rules: If you own the Air Pack that comes with the Memoir'44 Official Carrying Case and the scenario indicates Air Sortie rules as an option, you may make Air Sorties from, and landings on, Airfield hexes under your control. For more details, please refer to the Air Sorties rules in the Air Pack booklet that comes with the Memoir'44 Official Carrying Case. Beaches Same terrain effect as Beaches hex (M44 p. 15) Mountain Caves & Caves on Hills ◆ Movement:Only Japanese infantry units may claim a Cave as a defensive position. Caves are impassable terrain to Armor and Artillery units. No movement restrictions for Infantry units. ◆ Battle: When battling an enemy unit that is on a Cave hex, Infantry and Armor reduce the number of Battle dice rolled by 2 and Artillery Battle dice are not reduced. A Japanese unit on a Cave hex must ignore all flags rolled against it. ◆ Line of Sight:A Cave hex has the same line of sight effects as its underlying terrain. ◆ Special Rules: Only Japanese Infantry may use a Cave network to move from any Cave hex it occupies onto any other empty Cave hex as its entire movement for the turn. The unit may still battle. Allied Infantry may attempt to seal a Cave by moving onto it. As long as no enemy unit is adjacent to the Cave hex, the Allied Infantry may roll its Close Assault dice in lieu of battling. If a star is rolled, the Cave is successfully sealed: Turn the Cave hex to its other side to reveal its underlying terrain. Hills Same terrain effect as Hills (M44 p. 14) Mountain Caves Caves on Hill
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Record 47828 · official · Review: approved
Pacific Theater — PDF p. 5 [pacific-5-0]
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- Rulebook excerpt
- Description
- 5 Hospital, HQ-Supply Tents ◆ Movement: No movement restrictions. ◆ Battle: No combat restrictions. ◆ Line of Sight: Hospitals, HQ-Supply Tents block line of sight. ◆ Special Rules: Hospital:An ordered infantry unit on a Hospital hex may recover lost figures, as long as no enemy unit is in an adjacent hex, by applying the exact same procedure as a Medics & Mechanics Command card, but rolling 6 dice instead. The unit cannot move or battle this turn, even if it is healed. HQ & Supply:If an enemy unit captures your HQ-Supply tent hex, your opponent selects one of your Command cards at random to discard. Until you reclaim the HQSupply hex, you must play with one less Command card in hand. When you reclaim the hex, immediately draw a supplemental Command card to replenish your hand to its original size. Jungles ◆ Movement: A unit that enters a Jungle hex must stop. The unit may still Take Ground after a successful Close Assault. ◆ Battle: An Infantry or Armor unit that moves onto a Jungle hex from an adjacent hex may still battle. An Armor unit that makes a successful Close Assault may Take Ground and do an Armor Overrun Combat. When battling an enemy unit that is on a Jungle hex, Infantry reduce the number of Battle dice rolled by 1, Armor by 2. Artillery Battle dice are not reduced. ◆ Line of Sight: A Jungle blocks line of sight. Labor Camp Same terrain effect as Towns & Villages (M44 p. 14) Mountains Same terrain effect as Mountains hex (TP p. 5) ◆ Movement:Only an Infantry unit may move up from a Hill onto an adjacent Mountain hex, or down from a Mountain onto an adjacent Hill hex. Infantry may also move from a Mountain hex onto an adjacent Mountain hex. Infantry movement from other terrain hexes or a game board countryside hex is not possible. Mountains are impassable terrain to Armor and Artillery units. ◆ Battle: When battling an enemy unit that is up a Mountain, Infantry and Armor reduce the number of Battle dice rolled by 2, and Artillery Battle dice are not reduced. When battling an enemy unit at the same height as your unit, there is no Battle dice reduction unless the target unit is on a different Mountain range (i.e. Mountain hexes are not connected). An ordered Artillery unit in position on a Mountain hex may target any enemy target unit 7 or fewer hexes away. It combats at 3,3,2,2,1,1, and 1. ◆ Line of Sight: A Mountain blocks line of sight for units trying to look over the Mountain. Line of sight is not blocked when units are at the same height and on the same Mountain. Pacific Villages Same terrain effect as Towns & Villages (M44 p. 14)
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Record 47829 · official · Review: approved
Pacific Theater — PDF p. 5 [pacific-5-1]
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- Rulebook excerpt
- Description
- ts trying to look over the Mountain. Line of sight is not blocked when units are at the same height and on the same Mountain. Pacific Villages Same terrain effect as Towns & Villages (M44 p. 14)
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Record 47830 · official · Review: approved
Pacific Theater — PDF p. 6 [pacific-6-0]
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- 6 Pier ◆ Movement: A unit may only move onto a Pier hex from a Land / Beach hex. A unit may not move onto a Pier hex from an Ocean hex. ◆ Battle: No combat restrictions. ◆ Line of Sight: A Pier does not block line of sight. Rice Paddies Same terrain effect as Marshes hex (TP p. 4) ◆ Movement: An Infantry or Armor unit that moves onto a Rice Paddy hex must stop and may not move further on that turn. A unit that leaves a Rice Paddy hex may only move onto an adjacent hex. An Artillery unit may not enter a Rice Paddy hex. ◆ Battle: An Infantry unit on a Rice Paddy hex does not have any battle restrictions. An Armor unit may not battle, the turn it moves onto, or out of, a Rice Paddy hex. An Armor unit that makes a successful Close Assault Combat against a unit on a Rice Paddy may Take Ground but may not make an Armor Overrun. ◆ Line of Sight: A Rice Paddy does not block line of sight. River Mouth & River Branch Same effect as River hex (M44 p. 4) Trenches Same terrain effect as Trenches (EF p. 2) ◆ Movement: An Infantry or Armor unit that moves onto a Trench hex must stop and may not move further on that turn. A Trench hex is impassable to Artillery. ◆ Battle:An Armor unit on a Trench hex may not battle. When battling an enemy unit that is on a Trench hex, Infantry and Armor reduce the number of Battle Dice rolled by 1, and Artillery Battle Dice are not reduced. An Infantry unit in Trenches may ignore the first flag rolled against it. ◆ Line of Sight: Trenches do not block line of sight. Fish Ponds ■ Fish Ponds use the same hexes and have the same terrain effect as Rice Paddies. ■ Except that no unit, not even Infantry, may battle the turn it enters a Fish Pond hex. ■ Taking Ground, and all other movement and battle, remain the same as described in Rice Paddies. Fordable Streams A scenario's special rules will indicate when a River terrain is fordable. ■ Movement: A unit may enter a River hex that is a fordable stream, but must stop. The unit may still Take Ground after a successful Close Assault Combat. ■ Battle: No combat restrictions. ■ Line of Sight:A Fordable Stream does not block line of sight.
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Record 47831 · official · Review: approved
Pacific Theater — PDF p. 7 [pacific-7-0]
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- Description
- 7 II. NEW RULES Imperial Japanese Army Command Rules Drawing on the centuries-long tradition of the Bushido (“Way of the Warrior”), the Imperial Japanese Army rapidly became known for its fanaticism and ferocity during World War II. Soldiers were expected to serve stoically and choose death over dishonor in their service to the Emperor. In Memoir '44 Pacific Theater scenarios, Japanese Infantry units benefit from the following powers: ◆ Yamato Damashi Concept Strong respect for the “Soul of Old Japan” helped Japanese Infantrymen live by a strict code of conduct: Never be captured, never break down, and never surrender. Japanese Infantry units must always ignore the 1st flag rolled against them. When on a terrain or obstacle hex that already ignores a flag, Japanese infantry must ignore the first 2 flags rolled against them in any given dice roll. Finally Japanese Infantry inside caves must ignore all flags rolled against them. ◆ Seishin Kyoiku Doctrine Devised by Army Theorist Sadao Araki as a modern adaptation of the Bushido Code, the Seishin Kyoiku Doctrine provided the Imperial Infantrymen with the “Spiritual Spirit” they needed to serve the Emperor in battle. Japanese Infantry units at full strength carry out a Close Assault with 1 additional Battle die. This bonus only applies when a unit is in close assault combat and with its initial figure count (usually 4 figures) intact. ◆ Banzai War Cry A mark of respect for the Emperor, Banzai emerged as the preferred war cry of Japanese soldiers during World War II. An ordered Japanese Infantry unit may move 2 hexes and still battle when carrying out a Close Assault on an enemy unit. Terrain movement and battle restrictions still apply. A Japanese Infantry unit ordered by an Infantry Assault Command card may move 2 hexes and battle during a Banzai charge, but it may not move 3 hexes and battle. US Marine Corps Command Rules 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 a
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Record 47832 · official · Review: approved
Pacific Theater — PDF p. 7 [pacific-7-1]
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- Rulebook excerpt
- Description
- wing 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 47833 · official · Review: approved
Pacific Theater — PDF p. 8 [pacific-8-0]
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- Description
- 8 Night Attacks In some cases (indicated in the scenario's briefing notes), combat occurs at night under low-visibility conditions. Set the Night Visibility Chart next to the board. Position a single Battle Star token on the chart's initial spot, marked 1. Visibility on the board is limited to 1 hex. For the time being, all combat is limited to Close Assault on enemy units in adjacent hexes. At the start of each of his turns, the US player rolls 4 dice. For each Star rolled, move the Battle Star token 1 spot upward on the Night Visibility chart. Visibility and firing range improve to the corresponding number of hexes, as indicated on the chart. All units, including Artillery, are subject to this limitation on their firing range. When the Battle Star token reaches full daylight (firing range is now at 6 hexes), set aside the chart and Battle Star token. Normal combat visibility conditions resume, with normal firing ranges in effect. Until full daylight is reached, the Air Power and Barrage tactic cards may only be played to order 1 unit of the player's choice. III. NEW MEDALS & BATTLE STAR TOKENS Japanese Medal Japanese Medal: The Order of the Golden Kite Created by Emperor Meiji in 1889, The Order of the Golden Kite consisted of seven classes. Only 41 of the 1st class and 201 of the 2nd class were ever awarded. The Order of the Golden Kite was abolished by the US-led government of occupied Japan in 1947. Battle Star Tokens Battle Star tokens are generic tokens used to denote special effects, unique events, actions, or triggers associated with a given terrain hex or unit for the duration of a scenario. Remember that the rules these tokens introduce are not definitive, permanent rules, but rather scenario-specific additions, outlined in the Special Rules section of each scenario. Camouflage When indicated in the scenario's Briefing Notes, a Battle Star token may be used to mark units with camouflage. You may only target a camouflaged enemy unit in a Close Assault combat (adjacent hex). If a camouflaged unit moves or battles, it loses its camouflage and must remove its Battle Star. Minefields The scenario Briefing Notes indicate which side will lay Minefields out. Minefields are set up at the same time as terrain hexes. Before placing any Minefield, set all the Minefield pieces with the picture of the land mine face up. Mix the pieces. Now place one Minefield piece, selected at random, face up (number side hidden), on each Minefield hex indicated by the scenario. Return any unused Minefield pieces to the box, their numerical face hidden from the players' view. When entering a Minefield, a unit must stop and may not move any further on that turn. Battle Star token
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Record 47834 · official · Review: approved
Pacific Theater — PDF p. 8 [pacific-8-1]
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- Rulebook excerpt
- Description
- iece, selected at random, face up (number side hidden), on each Minefield hex indicated by the scenario. Return any unused Minefield pieces to the box, their numerical face hidden from the players' view. When entering a Minefield, a unit must stop and may not move any further on that turn. Battle Star token
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Record 47835 · official · Review: approved
Pacific Theater — PDF p. 9 [pacific-9-0]
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- 9 If the unit entering the Minefield is an enemy unit, turn the Minefield piece over to reveal its strength number. If the Minefield is a decoy ("0" strength), remove it from the board. Otherwise roll the number of Battle dice equal to the Minefield's strength. Score 1 hit for each die matching the unit's symbol or a grenade. Ignore all other symbols, retreat flag included. After any explosion, the Minefield remains in effect, its strength face up and visible to both players. If the unit entering the Minefield is a friendly unit (i.e. a unit that belongs to the player who laid the Minefield down), the unit must still stop, but will ignore the Minefield, never revealing it, if hidden, nor rolling dice. Note: In accordance with the general rules of retreat, a Minefield has no effect on retreat moves. Therefore, a retreating unit may move through a Minefield without stopping. Retreating units that move onto or through a Minefield do not roll for hits IV. NEW OBSTACLES & WAR SHIPS Field Bunkers Same effect as Bunker (M44 p. 16) In addition, either side may claim it as a defensive position. Rope Bridges Same effect as Bridge (M44 p. 15) War Ships - Destroyers Entire flotillas of warships roamed the Pacific offering crucial longrange offshore artillery support to convoys of amphibious landing forces. A War Ship may move 1 or 2 hexes in Ocean, but can never move onto Ocean hexes adjacent to a Beach hex. A War Ship provides long-range, offshore artillery support, firing over a range of eight hexes at 3,3,2,2, 1,1,1,1 respectively. When indicated by the scenario's Briefing Notes and Set-up, place a War Ship on the board map, and three Cross-hair Targeting markers next to it. When a War Ship scores a hit on a targeted enemy unit, if the unit is not eliminated or forced to retreat, place a Cross-hair Targeting marker on its hex. The War Ship's guns have now zeroed-in on this target, and will fire +1 Battle die at it from then on. Note that Cross- hair markers are not cumulative in their effect. If the target moves or is eliminated, the benefit of zeroing-in on the target is lost, and the Targeting marker removed and placed back next to the War Ship. A War Ship may be targeted during combat. One hit is scored for each Grenade rolled against the ship. Place a Battle Star on the War Ship to keep track of the damage inflicted. When a 3rd Battle Star is placed on the Ship, remove the War Ship from the board, and give it to your opponent for him to place on his Medal Stand. It counts as 1 Victory point. A War Ship may ignore the first Flag rolled against it. If a War Ship must retreat, it retreats 1 Ocean hex for each flag rolled. If it cannot retreat, add a Battle Star damage marker onto the War Ship instead.
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Record 47836 · official · Review: approved
Pacific Theater — PDF p. 9 [pacific-9-1]
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- Rulebook excerpt
- Description
- remove the War Ship from the board, and give it to your opponent for him to place on his Medal Stand. It counts as 1 Victory point. A War Ship may ignore the first Flag rolled against it. If a War Ship must retreat, it retreats 1 Ocean hex for each flag rolled. If it cannot retreat, add a Battle Star damage marker onto the War Ship instead.
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Record 47837 · official · Review: approved
Pacific Theater Rules
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- RuleBook
- Description
- includes scenarios
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Record 47538 · unclassified · Review: needs_review

