General Howitzer · Field Guide
Memoir '44 Rules Database
Search the Memoir ’44 rules database by keyword. Use the category checkboxes to narrow your results.
Search results
56 matching records · page 5 of 5
Pacific Theater Rules
- Rule Category
- RuleBook
- Description
- includes scenarios
Picture
No picture is stored for this record.
Record 47542 · unclassified · Review: needs_review
Pacific Villages
- Rule Category
- Structure
- Description
- Same terrain effect as Towns & Villages (M44 p. 14)
Picture
No picture is stored for this record.
Record 46983 · unclassified · Review: needs_review
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.
Picture
No picture is stored for this record.
Record 47653 · Fan-Created · 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.
Picture
No picture is stored for this record.
Record 46989 · unclassified · Review: needs_review
War Ships - Aircraft Carriers
- Rule Category
- Weapons
- Description
- 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.
Picture
No picture is stored for this record.
Record 46993 · unclassified · Review: needs_review
War Ships - Destroyers
- Rule Category
- Weapons
- Description
- Entire flotillas of warships roamed the Pacific offering crucial long-range 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.
Picture
No picture is stored for this record.
Record 46992 · unclassified · Review: needs_review
Winter Wars — PDF p. 3 [winter-3-0]
- Rule Category
- Rulebook excerpt
- Description
- 3 I. New Terrain Tiles Castle N Movement: A unit that enters a Castle hex must stop and may move no further on that turn. N Battle: A unit may not battle the turn it moves onto a Castle hex. When battling an enemy unit that is on a Castle hex, infantry reduce the number of Battle dice rolled by 1, Armor reduce the number of Battle dice rolled by 2 and Artillery Battle dice are not reduced. Armor unit on a Castle hex will reduce the number of Battle dice it rolls by 2. N Line of Sight: A Castle blocks line of sight. N Air check: 2 Frozen River These hexes are similar to the Frozen River hexes first introduced in the Eastern Front expansion. The river is frozen and may be crossed. The ice, however, in some parts is not thick, nor safe. Whenever a unit moves or retreats onto a Frozen River hex, roll two battle dice. For each Star rolled, 1 figure is lost. There are no other movement or battle restrictions. Winter Church This Winter Church is similar to the Church hex first introduced in the Terrain Pack expansion. Its snow-covered appearance is purely cosmetic. A Winter Church has the same effect as a Town and Village hex. In addition, a unit on a Church hex may ignore the first flag rolled against it. Winter Forest Winter Hill /ch45 Winter Village These terrains have the same effects as the Forest, Hill and Town & Village hexes introduced in the base game. Their snow-covered appearance is purely cosmetic. Winter Railroad Tracks Winter Railroad tracks have the same effect as the railroad track hexes introduced in the Terrain Pack expansion. Their snow-covered appearance is purely cosmetic. N Movement:No movement restrictions for Infantry. Armor and Artillery must stop when moving onto a Railroad Track hex. N Battle: No combat restrictions. Armor may Take Ground after a successful Close Assault Combat and battle again, just as normal. N Line of Sight: A Railroad Track does not block line of sight. N Air check: 1 Winter Roads Winter roads have the same effect as the road hexes introduced in the Terrain Pack expansion. Their snowcovered appearance is purely cosmetic. N Movement: An ordered unit that starts on a Road hex, moves along the road and ends its move on a Road hex may move 1 additional hex this turn on the road. N Battle: No combat restrictions. N Line of Sight: A Road does not block line of sight. N Air check: 0 When used, these icons refer to the following prior expansions for Memoir '44. Terrain Pack Eastern Front M44 Basic Med. Theater Pacific Theater Winter Wars Desert / Winter Air Pack Battle Maps This icon indicates that we are introducing a new rule to Memoir '44. M44 WW rules EN:Mise en page 1 6/09/10 10:59 Page 4
Picture
No picture is stored for this record.
Record 47928 · official · Review: approved
Winter Wars — PDF p. 3 [winter-3-1]
- Rule Category
- Rulebook excerpt
- Description
- ing prior expansions for Memoir '44. Terrain Pack Eastern Front M44 Basic Med. Theater Pacific Theater Winter Wars Desert / Winter Air Pack Battle Maps This icon indicates that we are introducing a new rule to Memoir '44. M44 WW rules EN:Mise en page 1 6/09/10 10:59 Page 4
Picture
No picture is stored for this record.
Record 47929 · official · Review: approved

