General Howitzer’s Field Guide to Memoir 44

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General Howitzer · Field Guide

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Base Game (classic) — PDF p. 12 [base-12-0]

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Description
1212 Appendix 1 - SPECIAL UNITS Using the Special Units summary card On the back of the Standard Units summary card is a list of the various types of Special Forces and other Elite units that may be encountered in Memoir ’44. Rounded corners at the top of a unit’s symbol are used to denote a Special Forces or Elite unit on the map. A number in the lower right corner of a unit’s symbol is used to indicate the number of figures per unit, when it differs from the standard number. Special Forces and Elite units behave in the same way as the corresponding (Infantry or Armor) standard unit in all respects except as described below and on the summary card. Using the Special Forces Badges In scenarios combining Standard and Special Units relying on the same figures (Commandos mixed with Infantry on the edges of Sword Beach, for example), use the corresponding Special Forces badges, putting one into each hex occupied by the Special Unit, to distinguish it from regular troops. French Resistance benefited from a superior knowledge of the countryside and increasing support of the population as the war went on. As such, French Resistance forces: ◆ May always battle when they penetrate a new terrain type (Woods, Villages, Hedgerows) where standard Infantry would stop and not battle. ◆ May disappear in the countryside, retreating up to 3 hexes instead of the standard 1 on any retreat flag rolled. ◆ Their limited number means they always start with 3 figures per unit, in lieu of the standard 4. ◆ Unlike other Special Forces, French Resistance units that opt to move 2 hexes may not battle on the same turn. Special Forces (including US Rangers, British Commandos and other Elite units): Special Forces Special Forces and Elite units symbols and powers Axis "Kommandos" British special troops Rangers unit "LA RÉSISTANCE" is the generic term used to describe the various movements (armed or not) that fought the Axis forces in occupied France following the surrender of 1940. General De Gaulle's widely heard broadcast of June 18th, 1940 on BBC galvanized patriots of all political and geographic origins. Increasingly larger, well organized and better equipped groups sprang into action over the following years, providing an effective "Shadow" army in the days leading to D-Day. In close contact with the Allies, who often air-dropped them arms and money, the Resistants sabotaged supply lines, sheltered Special forces operating behind the enemy lines, and assassinated prominent figures of the German-backed regime. From 1944 on, the military groups within the Resistance became known as the FFI (“Forces Francaises de l’Intérieur” – French Forces of the Interior). The intelligence they offered during the preparatory stages of Operation Overlord paved the way for the successful Allied landings. The Rangers shoulder patch of the units who attacked the Pointe-du-Hoc The "Pegasus" shoulder patch of the British 6th Airborne Division who took "Pegasus Bridge" Axis attacked Resistants w

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Record 47673 · official · Review: approved

Base Game (classic) — PDF p. 12 [base-12-1]

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Rulebook excerpt
Description
ines, sheltered Special forces operating behind the enemy lines, and assassinated prominent figures of the German-backed regime. From 1944 on, the military groups within the Resistance became known as the FFI (“Forces Francaises de l’Intérieur” – French Forces of the Interior). The intelligence they offered during the preparatory stages of Operation Overlord paved the way for the successful Allied landings. The Rangers shoulder patch of the units who attacked the Pointe-du-Hoc The "Pegasus" shoulder patch of the British 6th Airborne Division who took "Pegasus Bridge" Axis attacked Resistants who were hiding in the woods, and rolled 2 flags. Resistants choose to retreat and take cover in the village that is as far as 4 hexes away The patch of the German "Grossdeutschland" elite forces

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Record 47674 · official · Review: approved

Base Game (classic) — PDF p. 13 [base-13-0]

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Rulebook excerpt
Description
1313 Special Forces historically acquired superior mobility and firepower thanks to their ruthless training and non-standard armament: - Unlike regular Infantry, Special Forces may move 2 hexes and still battle (instead of being forced to choose between moving 1 hex and battling, or moving 2 hexes and not battling). They remain subject to usual terrain limitations however. Elite Armor Elite Armor units, such as the German divisions outfitted with Tiger tanks, were a devastating enemy on the battlefield. - Unlike regular Armor units, Elite Armor units start with 4 tank figures per unit, denoting their exceptional resistance to all but a well-aimed shot from the back. Appendix 2 - TERRAIN Using the Terrain Help Cards The Terrain Help cards provide a short summary of the key effects of each terrain type. When you set up your scenario, display the Help Cards that correspond to the terrain types used in the scenario on the side of the board. — The Effect section describes the various features of the terrain. — The soldier and the tank icons indicate the defensive capabilities of the terrain. In this example, attacking infantry units roll 1 less die, and attacking armor units roll 2 less dice. Forests ◆ Movement: A unit that enters a Forest hex must stop and may move no further on that turn. ◆ Battle: A unit may not battle the turn it moves onto a Forest hex. ◆ When battling an enemy unit that is on a Forest 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. ◆ Line of Sight: A Forest blocks line of sight. Effect section defensive capabilities of the terrain …but they are still subject to terrain constraints: here, they stop and do not battle because of the woods hex. Elite Armor have 4 tank figures Special Forces move 2 and battle! Turn #1: Allied player moves into the woods: the unit must stop and cannot battle this turn Turn #2: Axis player moves closer and battles, but rolling 2 dice instead of 3, because the Allied Infantry is protected by the woods. Turn #3: Time for revenge! The Allied player can now battle, with 3 dice.

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Record 47675 · official · Review: approved

Base Game (classic) — PDF p. 17 [base-17-0]

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Description
Appendix 3 - MULTI-PLAYER GAMES, VARIANTS & ADDITIONAL SCENARIOS Team Play The simplest way to play with up to six players is to try Memoir ’44 in team play! Make two teams of up to 3 players a side (if you have an odd number of players, simply put one more player on one side than on the other). Each team places their Command cards on a card holder, pointing out and evaluating possible strategies internally before jointly agreeing on the card to play. The member of the team most directly concerned by the card being played then carries out the relevant actions, moving units, selecting targets and rolling Battle dice where appropriate. ◆ In 2-player teams, one player is in charge of the center of the battlefield and acts as Commander-in-Chief, while the second player directs the two flanks. ◆ In 3-player teams, each player is assigned its own individual section. The player in the Center is also Commander-in-Chief. The Commander-in-Chief is responsible for playing Tactic cards that apply to no particular (or all) sections of the battlefield. Memoir ‘44 Overlord – battles on a grand scale! Experienced players will want to combine multiple copies of Memoir '44 to play scenarios over large, multi-board battlefields in a new kind of meta-game, known as Memoir ’44 Overlord!Overlord scenarios are unique in that two (and in some instances three!) boards are combined into one single, oversized battlefield, allowing up to eight players (four to a side) to replay historical WWII battles on a grand scale. With Memoir '44 Overlord, players can experience the frustrations associated with being part of a military style WWII chain of command and at the same time, enjoy the challenges of coordination and cooperation needed to gain the victory. The battle scenarios and maps are stylized, but thanks to the larger scale, they focus with additional detail on major and minor terrain features that existed on the original battlefield, and fine tune the historical deployment of the Axis and Allied forces. A special bonus scenario is provided on the last page of the battle section of this booklet called Omaha Beach - Overlord Version. This bonus scenario requires the supplemental "Memoir ’44 Overlord – rules booklet"which can be downloaded free from our web site at: www.memoir44.com Variant for Young Generals If needed, young children can play a simplified version of the game and still have a lot of fun with it. Young children often count better than they read, so we suggest the following modifications: ◆ Remove all Tactic cards from the deck – just keep the Section cards ◆ If needed, you can choose not to play the Take Ground and the Armor Overrun rules ◆ Every time the deck is exhausted, remember to shuffle the Section cards before making a new deck It is easier if an adult introduces the children to the game, and plays a couple of games with them. It is also a good opportunity for a parent or a teacher to use the game as an introduction to the Allied involvement during W

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Record 47680 · official · Review: approved

Base Game (classic) — PDF p. 3 [base-3-0]

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Description
33 F rom the opening minutes of D-Day to the liberation of Paris and beyond - Memoir '44 airdrops you into the key battles that turned the tide in Western Europe. Omaha Beach… Pegasus Bridge… Sainte Mère-Église… and beyond… Take command of your troops and rewrite the pages of history in those decisive days of 1944! Components A recent intelligence sortie behind enemy lines recovered an unusual cardboard box. As per protocol, the contents were examined, itemized and entered into the logbook: ✪ A double-sided Battlefield board map (beach landings and countryside) ✪ 2 Punchboards featuring: — 44 double-sided Terrain hex pieces — 10 double-sided Victory Medals — 14 Special Forces badges — 4 double-sided rectangular Bunker and Bridge tiles ✪ 2 Army bags of miniatures (Green Army: Allied Forces; Blue-Gray: Axis/German Forces), each containing: — 42 Infantry figures — 24 Armored vehicles — 6 Artillery pieces — 18 man-made Obstacles — 3 Cardholder sections ✪ 1 Deck of 70 cards, including: — 60 Command cards • 40 Section cards • 20 Tactic cards — 9 Summary cards • 7 Terrain cards • 1 double-sided Unit summary card • 1 double-sided Obstacle summary card ✪ 8 Battle dice ✪ 1 Rules and Scenario booklet ✪ 1 Days of Wonder Online access number located on the back of the Rules and Scenario booklet German US Rangers British Airborne French FFI Medal of Honor Double sided Hex Iron Cross BridgesBunkers Command cards Infantry Artillery Armored vehicles GERMAN FORCES ALLIED FORCES Barbed wire Hedgehogs Sand bags Section cards Tactic cards Terrain cards Units summary Obstacles summary Terrain summary Grenade Star Armor Infantry (x 2) Flag

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Record 47663 · official · Review: approved

Base Game (classic) — PDF p. 8 [base-8-0]

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Description
88 Special Forces Infantry units ordered may move up to 2 hexes and still battle! • Armor Movement An ordered Armor unit may move up to 3 hexes and battle. • Artillery Movement An ordered Artillery unit may move 1 hex or battle. 4 - Battle Battles are checked and resolved sequentially, one ordered unit at a time, in the sequence of your choice. You must announce and resolve one unit’s battle entirely before beginning the next one. A unit may only battle once per turn. A unit that is ordered does not have to battle. A unit may not split its Battle dice between several enemy targets. The number of casualties a unit has suffered does not affect the number of Battle dice it will roll in combat. A unit with a single figure left retains the same firepower as a unit at full strength. A unit attacking an adjacent enemy unit is said to be in "Close Assault" with that enemy. A unit attacking an enemy unit more than 1 hex away is said to "Fire" at that enemy. A unit adjacent to an enemy unit must Close Assault this unit if it chooses to battle. It may not fire on another, more distant, enemy unit instead. Special Forces move 2 and battle! Armor units move up to 3 and battle Artillery guns either move… …or battle. or CLOSE ASSAULT: attack an adjacent hex FIRE: attack from a distance Combat Procedure To battle: 1 - Announce the ordered unit you want to attack with, and its target. a. Check Battle Range: verify that your target is within battle range or contact; b. Check Line of Sight (Infantry and Armor only): verify that your target is within line of sight. 2 - Count down the number of Battle dice to roll, based on the type of unit you’re attacking with and its distance to target. 3 - Determine terrain Battle dice reduction, if any. Reduce the number of Battle dice rolled accordingly. 4 - Resolve Battle: Roll Battle dice and resolve resulting dice rolls.

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Record 47669 · official · Review: approved

Eastern Front — PDF p. 11 [eastern-11-0]

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Description
10 Historical Background In October, the German High Command launched the final offensive of 1941 - Operation Typhoon. The initial German success on the Eastern Front had put them deep into the Soviet Union on all fronts, but the advance slowed before they could reach the key cities of Mother Russia. The Soviets used their large population to continuously produce more military forces. Although poorly equipped and inexpertly led, the Soviet soldiers were deployed in a last desperate line of defense to keep the German army from reaching Moscow. Mozhaisk, the last major town on the direct road to Moscow was captured but the German advanced stalled. The exhausted army had no additional reserves for the final push on into Moscow. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Axis Player N Take 5 Command cards. N You move first. Russian Player N Take 5 Command cards. Conditions of Victory N 7 Medals. An Axis unit that captures the East bridge or the town of Mozhaisk counts as one Victory Medal. Place an Objective Medal on each hex. As long as the Axis unit remains on the Bridge or Town hex, it continues to count toward the Axis victory. If the unit moves off or is eliminated, it no longer counts. Special Rules Blitz Rules are in effect (see p.4). Russian Command rules are in effect (p.3).

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Record 47813 · official · Review: approved

Eastern Front — PDF p. 13 [eastern-13-0]

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12 Historical Background When the German offensive against Moscow came to a halt on December 6, 1941, the 1st Panzer Division was ordered to Klin with the mission of keeping the town open for the withdrawal of other German formations. It succeeded in holding the junction against persistent Russian attacks until German forces completed their retreat. As the 1st Division began their own withdrawal to Nekrasino, it found the Russian forces had surrounded the town. A bold plan was devised that called for a feint toward nearby Golyadi supported by artillery. If the Russians reacted as hoped, the main breakout to Nekrasino could then take place. The intended deception was a complete success. The Russians around Golyadi were surprised and reserves were rushed to the town. The main breakout was then lead by German combat engineers. With artillery support, the breakout force fought its way through to Nekrasino. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Axis Player N Take 6 Command cards. N You move first. Russian Player N Take 4 Command cards. Conditions of Victory N 6 Medals. The towns of Golyadia and Nekrasino count as a Victory Medal. Place an Objective Medal on each of these hexes. As long as the Axis unit remains on the hex, it continues to count toward the Axis victory. If the unit moves off or is eliminated, it no longer counts. An Axis unit that crosses the frozen river and exits off the Russian side of the battlefield counts as one Victory Medal. The Axis unit is removed from play. Place one figure from this unit onto the Axis medal stand. Special Rules The Axis Special Forces tank units have 4 figures. Place a Special Force badge in the same hex with these units to distinguish them from the other units. The Axis Special Forces infantry are Engineer units. Place a Special Force badge in the same hex with these units to distinguish them from the other units. Read p.6 to learn about Engineer units. The river is a Frozen River (p.3). Trenches are described on p.2. Blitz Rules are in effect (see p.4). Russian Command rules are in effect (refer to p.3).

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Record 47815 · official · Review: approved

Eastern Front — PDF p. 15 [eastern-15-0]

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Description
14 Historical Background By mid October the fighting amidst the rubble of the Red Barricades Factory Complex in the northern section of Stalingrad had drawn in more and more of the German 6th Army's forces. On the 22nd the 79th Infantry division, supported by engineers, tanks and artillery, launched an intense attack over the Railroad embankment toward the Barricades Factory. Under heavy fire from dug-in tanks and Russian snipers, the German troops slowly made ground toward the Factory. The Soviet line finally broke, but by day's end only a corner of the factory had been taken. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Axis Player N Take 5 Command cards. N You move first. Russian Player N Take 4 Command cards. Conditions of Victory N 10 Medals. The two Town hexes count as a Victory Medal for the side that occupies the hex. Place Objective Medals in these hexes. Control of Barricades Factory (4 hexes), counts as 2 Victory Medals. To gain control, your side must occupy more of the Building hexes than your opponent. Special Rules Blitz Rules are in effect (see p.4). Russian Command rules are in effect (refer to p.3). The Axis Special Forces tank unit has 4 figures. Place a Special Forces Badge in the same hex with these unit to distinguish them from the other units. The Axis Special Forces Infantry units are Engineer units. Place a Special Forces Badge in the same hex with these units to distinguish them from the other units. Read p.6 about Engineers. An Embankment hex has the same effect as a hill. A Hedgehog obstacle hexes represent piles of debris and has the same effect as a Hedgehog. Minefields are explained on p.4. Snipers are described on p.5.

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Record 47817 · official · Review: approved

Eastern Front — PDF p. 17 [eastern-17-0]

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Description
16 Historical Background The village of Ponyri was the focal point of General Walther Model's planned breakthrough in the area north of Kursk. Three German infantry divisions were ordered to assault the village, while elements of two Panzer divisions supported the attack. Soviet minefields, intense fire from dug-in tanks and artillery threw the armor back while the village itselve witnessed some of the most bitter hand-to-hand combat of the war. Hill 253.3 was finally taken and although the German push gained much of the village, the Soviet defense remained strong. The German force was eventually 'bled white' in the days of fighting that followed and an effective breakthrough was never achieved. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Axis Player N Take 6 Command cards. N You move first. Russian Player N Take 4 Command cards. Conditions of Victory N 7 Medals. Control of Ponyri counts as two Victory Medals. To control Ponyri, you must occupy more Town hexes than your opponent. The Russian side controls Ponyri at the start of the battle, so place two Victory Medals on the Allied Medal Stand. Special Rules The Axis Special Forces Tank units have 4 figures. Place a Special Forces Badge in the same hex with these units to distinguish them from the other units. Minefields are explained on p.4.

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Record 47818 · official · Review: approved

Eastern Front — PDF p. 19 [eastern-19-0]

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Description
18 Historical Background In January, 1944 a large pocket of 6 German divisions with over 56,000 troops had been cut-off by the Soviet Army's 1st and 2nd Ukrainian Front troops. For days the Russians continued the attack in an attempt to split up the pocket and destroy the German forces. Just prior to midnight February 16, in a desperate attempt to escape what the German's called the 'kessel' (or cauldron), the 72d Division and 5th Panzer Division attacked from the Khilki-Komarovka pocket. Infantry regiments fixed bayonets and moved out. The Soviet defenders were caught by surprise and the German force broke through the first line and continued the attack up into the hills. The Russian counter attacked from Dzhurzhentsy with tanks and artillery. Many Germans panicked and began a mad dash for freedom. The Soviet guns caused horrific casualties, however relief soon came in the form of Panzers from III Panzerkorps. The breakout force had lost most of its artillery, tanks and supplies but many of the German units made it to the Gniloy-Tikich River and crossed to safety. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Finnish Player N Take 5 Command cards. N You move first. Russian Player N Take 4 Command card. Conditions of Victory N 7 Medals. An Axis unit that crosses the frozen river exits off the Russian side of the battlefield counts as Victory Medal, infantry count as 2 and armor 1. The Axis unit is removed from play. Place one figure from this unit onto the Axis Medal Stand. Special Rules The Axis Special Forces tank units have 4 figures. Place a Special Force Badge in the same hex with these units to distinguish them from the other units. The Axis Special Forces are Engineer units. Place an Axis Special Force Badge in the same hex with these units to distinguish them from the other units. See p.6 for details about Engineers. The Russian Special Forces tank units have 4 figures. Place a Special Force Badge in the same hex with these units to distinguish them from the other units. Ravine and Frozen Rivers are explained on p.3.

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Record 47820 · official · Review: approved

Eastern Front — PDF p. 21 [eastern-21-0]

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Description
20 Historical Background The tank battle of Prokhorovka was a clash between two immense armored forces. As the SS Panzer Corps started its advance, the Soviet artillery erupted and soon after the 5th Guards Tank Army under Gen. Pavel Rotmistrov accelerated toward the German advance. Rotmistrov's plan was to close quickly to negate the advantage held by the longer range German tanks. The fighting became a swirling melee and soon the battlefield was littered with the shattered remains of smoking armor. Losses on both sides were enormous. Combined, over 700 tanks were lost and because the battlefield remained in Soviet control the Germans could not recover and repair their losses. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Axis Player N Take 10 Command cards. N You move first. Russian Player N Take 10 Command cards. Note : the Overlord rules can be downloaded for free from the Memoir '44 web site at www.memoir44.com Conditions of Victory N 12 Medals. Special Rules The Axis and Russian Special Forces tank units have 4 figures. Place a Special Force Badge in the same hex with these units to distinguish them from the other units. The River Psel is Fordable. Movement: A unit may enter a Fordable River hex but must stop and may move no further on that turn. Battle: A unit on a Fordable River hex will reduce the number of Battle dice it rolls by 1. Line of Sight: A Fordable River hex does not block line of sight.

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Record 47822 · official · Review: approved

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