General Howitzer · Field Guide
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Eastern Front — PDF p. 6 [eastern-6-0]
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- Rulebook excerpt
- Description
- 5 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. Many Battle Star effects are described in the Terrain Pack expansion, because of all the special terrains and landmarks that can be found in that expansion. Use of the Battle Star tokens is indicated in the Special Rules of scenarios. Camouflage When the scenario indicates it, 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). A camouflaged unit must remove its Battle Star if it battles or moves because it loses its Camouflage. IV. NEW OBSTACLES AND TOKENS Winter Field Bunkers Same effect as a Bunker (M44 p.16). In addition, either side may claim it as a defensive position. Dragon's Teeth N Movement: Only Infantry may enter a Dragon's Teeth hex. An Infantry that enters a Dragon's Teeth hex must stop and may not move further on that turn. N Battle: No combat restrictions. N Line of Sight: A Dragon's Teeth hex does not block line of sight. V. NEW BADGES Sniper Place a single Infantry figure and a Sniper Badge in the hexes indicated in the scenario. A Sniper is ordered like an Infantry unit. An ordered Sniper: N May move like a Special Forces infantry unit, 1 or 2 hexes and battle. N May battle when he moves onto terrain type (woods, towns, etc.) where standard infantry could not battle. He must still stop and move no further in any terrain that limits movement. N May retreat up to 3 hexes instead of the standard 1 hex on any retreat flag rolled. An ordered Sniper unit may target an enemy infantry or artillery unit 5 or fewer hexes away. It must have line of sight to its target. A Sniper's battle dice are not reduced when targeting an enemy unit in terrain. A Sniper will roll 1 die in combat and scores one hit on a target symbol, Grenade or Star symbol rolled. A flag will cause the target unit to retreat as normal. A Sniper cannot target an armored unit. A Sniper may be targeted as normal but only a Grenade symbol will score a hit. The Sniper is removed when hit and does not count as a medal Note: If a Sniper is adjacent to an enemy unit it must combat the adjacent unit. If the only adjacent unit is a tank, which a Sniper cannot target, the sniper must move before he may battle.
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Record 47808 · official · Review: approved
Eastern Front — PDF p. 7 [eastern-7-0]
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- Rulebook excerpt
- Description
- 6 Combat Engineers Combat Engineer units were used throughout WWII to increase the combat effectiveness of the Corps. They provided mobility, counter−mobility, survivability, topographic and engineering support. An Engineer unit moves and battles like a Standard unit. However: N In Close Assault Combat, an Engineer unit ignores all terrain Battle dice reductions, i.e. their enemies are not protected by their terrain. N 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. N An Engineer unit that moves onto a Minefield hex and that is eligible to battle must clear the Minefield hex instead of battling. If the Engineer unit cannot clear the Minefield, it detonates. Cavalry The Infantry with a Cavalry badge are Cavalry units. Place 4 Infantry figures and a Cavalry Badge in the hexes as indicated in the scenario. A Cavalry unit is ordered like a regular infantry unit. An ordered Cavalry unit: N May move up to 3 hexes and battle. N May battle any enemy target 2 or fewer hexes away. It rolls 2 dice in Close Assault and 1 die against a target at 2 hexes. N May, on a successful Close Assault Combat, take ground and battle again, using the same rules as the Armor Overrun Combat (see M44 p.11). Russian Elite Use this badge to indicate Russian Special Units. Finnish Ski Troops The Finnish Special Forces Infantry are Ski troop units. Place a Finnish badge in the same hex with these units to distinguish them from the other units. These units only have 3 figures. An ordered Ski unit: N May move up to 3 hexes and battle. It rolls 3 dice in Close Assault and 2 dice against a target unit 2 hexes away. N May battle when the unit moves onto terrain type (woods, towns, etc.) where standard infantry could not battle. The unit must still stop and move no further in terrain that limits movement. N May retreat up to 3 hexes instead of the standard 1 on any retreat flag rolled.
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Record 47809 · official · Review: approved
Eastern Front — PDF p. 9 [eastern-9-0]
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- 8 Historical Background The Soviet Army crossed the border into Finland in the last days of November, 1939. On December 8th, they reached the lightly defended village of Suomussalmi. The next day, Colonel Hjalman Siilasvuo, a veteran of WWI, brought in reinforcements and took command of the Finnish defenses. His mission was to destroy the Russian forces and force them out of the village - a tall order, as the enemy was well supplied and numerically superior. One of Siilasvuo's first orders was for Captain J. A. Makinen to set up a roadblock to slow the continuing advance of the Russian 44th Division. While the roadblock operation was being developed, Siilasvuo launched an attack against the Russian positions in and around Suomussalmi. The Soviets, however were too well entrenched and little headway was made in the first few days of the battle. In time, the Finnish ski troops, fighting on home ground, were able to slowly tighten the ring around the villages and by the first week of January had defeated the larger Soviet force. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Finnish Player N Take 6 Command cards. N You move first. Russian Player N Take 4 Command card. Conditions of Victory N 6 Medals. If Finnish units occupy 3 of the 4 town hexes at the end of their turn, they win immediately. Special Rules The Air Power card is played as an Artillery Bombard Tactic card: 'Artillery battles twice or moves up to 3 hexes'. The bunker is a Field Bunker (p.5). The River represents the Frozen lakes in the area. Refer to p.3 about frozen rivers. The Finnish Special Forces Infantry are Ski troop units. Place a Finnish badge in the same hex with these units to distinguish them from the other units. These units only have 3 figures. See p.6 for more details about Ski Troops. Russian Command rules are in effect (see p.3).
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Record 47811 · official · Review: approved
Equipment Pack — PDF p. 10 [equipment-10-0]
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- 10 the war. The desperate resistance of French Infantry at Gembloux and Saumur, the victories of the Foreign Legion and Free French Forces at Narvik and Bir-Hakeim, showed the world the true meaning of “Furia Francese”, often in close quarters at the tip of bayonets. French Army (Nations 7 - French Army) The French Infantry (1940) figures represent French Infantry imbued with the “Furia Francese” spirit. French Infantry units have 4 figures. When indicated in the scenario’s Briefing Notes, place 4 French Infantry figures in each scenario hex containing a French Infantry unit. Furia Francese When the “Furia Francese” rule is in effect, any French Infantry unit that successfully eliminates an enemy unit or forces it to retreat following a Close Assault may either Take Groundand not battle or stay in place and make a second Close Assault attack against another adjacent enemy unit. This second Close Assault is made with only 1 die, ignoring any Terrain battle die reductions. The French Infantry may Take Groundfollowing this second attack, if eligible, but it may not do more than one Furia Francese Close Assault this turn. The Furia Francese only applies to standard Infantry units, never to Specialized troops (Special Forces, Combat Engineers, units equipped with Special Weapon Assets, etc.). Italy Chronically under-equipped, the Italian Royal Army suffered a great deal from its sub-standard equipment - a shortcoming made even worse by the amateurism of its High Command. Reports of Italian military prowess would often be dismissed and promptly ridiculed; but a careful read of history through the eyes and reports of their closest Allies, staff officers of the Afrikakorps, tells a very different story. Italian Royal Army Command Rules (Nations 6 - Italian Royal Army) Italian High Command When the Italian High Command rules are in effect its army starts the battle with 6 Command cards in hand. Each time a unit is lost, one Italian player’s Command card is selected at random by his opponent and discarded. However the number of Command cards held by the Italian player cannot be reduced below three. Motorized Divisions While in short supply, Italian motor vehicles tended to be of better than average quality: British Field Marshal Bernard Montgomery himself made use of some during his North African campaigns! In Memoir '44, all Italian ground units may retreat 1, 2 or 3 hexes for each Flag rolled against them, to fight another day. Artillery Bravery Italian Artillery units exhibited remarkable courage throughout the war - during the Desert campaign, some of them would keep firing their obsolescent guns at the enemy until they were literally overrun! In Memoir '44, all Italian Artillery units may ignore 1 Flag rolled against them. Italian Artillery The Italian Artillery figures represent Italian Artillery units exhibiting remarkable courage. When indicated in the scenario’s Briefing Notes, place 2 Italian Artillery figures in each scenario hex containing an A
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Record 47963 · official · Review: approved
Equipment Pack — PDF p. 9 [equipment-9-0]
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- 9 Equipment pack - Rules Late War (> Late 1942) N Movement: An ordered Infantry unit with a Machine Gun may move 1 hex and battle or move 2 hexes and not battle. N Battle: When it moves, an ordered Infantry unit with a Machine Gun may battle any enemy ground unit three or fewer hexes away, rolling the same number of dice a standard Infantry would. If it did not move this turn, the Infantry with a Machine Gun will also score a hit for each Star rolled against any enemy Infantry target. N Line of Sight: An Infantry unit with a Machine Gun must have line of sight to its target, like a standard Infantry unit. Sniper (Troops 10 - Snipers) When indicated in the scenario’s Briefing Notes, place a single Sniper figure in each hex containing a Sniper unit in the scenario. A Sniper is ordered like an Infantry unit. An ordered Sniper: N May move like a Special Forces Infantry unit, 1 or 2 hexes and battle. N May battle when he moves onto terrain type (woods, towns, etc.) where standard infantry could not battle. He must still stop and move no further in any terrain that limits movement. N May retreat up to 3 hexes instead of the standard 1 hex on any retreat Flag rolled. N An ordered Sniper unit may target an enemy Infantry (including vehicles considered as Infantry) or Artillery unit 5 or fewer hexes away. It must have line of sight to its target. A Sniper's battle dice are not reduced when targeting an enemy unit in terrain. A Sniper battles with 1 die and scores one hit on a target symbol, Grenade or Star symbol rolled. A Flag causes the target unit to retreat as normal. A Sniper cannot target an Armored unit or other vehicles that are treated like Armor. Command cards that allow an Infantry unit to battle with 1 additional die also apply to Sniper units. A Sniper may be targeted as normal but only a Grenade symbol will score a hit. Exceptions to this are; Stars also score a hit on Snipers targeted by Air Power, another Sniper, a SWA Machine Gun and any other time a Star scores a hit against Infantry. The Sniper is removed when hit but does not count as a medal. Note: If a Sniper is adjacent to an enemy unit, it must combat the adjacent unit. If the only adjacent unit is Armor, which a Sniper cannot target, the Sniper must move before he may battle. A Sniper is a special single figure unit that follows his own set of rules. Snipers never benefit from nor follow any national abilities (rules). Finland Fiercely determined to preserve its independence, Finland fought not just one, but three successive wars during the conflict: First, the Winter War, alone against Joseph Stalin’s Soviet Union; then the Continuation War with Germany against the Soviet Union; and finally the Lapland War against Germany. Through it all, the tenacity of the Finnish people and the quality of its elite Ski troops were awe inspiring to the rest of the world. Ski Troops (Troops 9 - Ski Troops) Ski Troops are Special Forces Infantry units. Place 3 Ski Troop figures in each hex of the
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Record 47961 · official · Review: approved
Equipment Pack — PDF p. 9 [equipment-9-1]
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- Description
- national abilities (rules). Finland Fiercely determined to preserve its independence, Finland fought not just one, but three successive wars during the conflict: First, the Winter War, alone against Joseph Stalin’s Soviet Union; then the Continuation War with Germany against the Soviet Union; and finally the Lapland War against Germany. Through it all, the tenacity of the Finnish people and the quality of its elite Ski troops were awe inspiring to the rest of the world. Ski Troops (Troops 9 - Ski Troops) Ski Troops are Special Forces Infantry units. Place 3 Ski Troop figures in each hex of the scenario containing an Infantry unit symbol and a Ski Troop badge. An ordered Ski Troop unit: N May move up to 3 hexes and battle. It rolls 3 dice in Close Assault and 2 dice against a target unit 2 hexes away. N May battle when the unit moves onto terrain type (woods, towns, etc.) where standard Infantry could not battle. The unit must still stop and move no further in terrain that limits movement. Movement rules for a Ski Troops unit trump all terrain movement and battle rules. N May retreat up to 3 hexes instead of the standard 1 on any retreat Flag rolled. France The French defeat of 1940 should not overshadow the bravado and courage displayed by various elements of the French Infantry throughout VII. Minor WWII Nations Vi. Specialists EQP rules & scenario EN FR V2 TR5:rules sections 8/06/12 15:52 Page 9
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Record 47962 · official · Review: approved
French Army - Furia Francese
- Rule Category
- Nations
- Description
- French Army (Nations 7 - French Army) The French Infantry (1940) figures represent French Infantry imbued with the “Furia Francese” spirit. French Infantry units have 4 figures. When indicated in the scenario’s Briefing Notes, place 4 French Infantry figures in each scenario hex containing a French Infantry unit. Furia Francese When the “Furia Francese” rule is in effect, any French Infantry unit that successfully eliminates an enemy unit or forces it to retreat following a Close Assault may either Take Ground and not battle or stay in place and make a second Close Assault attack against another adjacent enemy unit. This second Close Assault is made with only 1 die, ignoring any Terrain battle die reductions. The French Infantry may Take Ground following this second attack, if eligible, but it may not do more than one Furia Francese Close Assault this turn. The Furia Francese only applies to standard Infantry units, never to Specialized troops (Special Forces, Combat Engineers, units equipped with Special Weapon Assets, etc.).
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Record 47018 · unclassified · Review: needs_review
Mediterranean Theater — PDF p. 10 [mediterranean-10-0]
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- 10 When turned sideways, a pair of Exit markers designates an interval of edge hexes; this interval includes the two hexes on which the Exit markers are placed. IV. New Obstacles Field Bunkers (Desert) Same effect as Bunkers ( p. 16) In addition, either side may claim it as a defensive position. N Air check: 2 Road Blocks (Desert) N Movement:Only an Infantry unit may enter a Road Block hex. An Infantry unit that enters a hex with a Road Block must stop and may move no further on that turn. N Battle: A unit on a Road Block is protected on all sides. A Road Block reduces the number of Battle dice rolled by 1 when attacked by Infantry or Armor. Artillery battle dice are not reduced. A unit on a Road Block hex may ignore the first flag rolled against it. N Line of Sight: A Road Block does not block line of sight. N Air check: 1 V. New Badges & Units 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, unless ordered by an Infantry Assault. An Engineer unit that moves onto a Minef ield 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, unless ordered by an Infantry Assault. Clearing Road Blocks An Engineer unit that moves onto a Road Block hex and is eligible to battle may clear the Road Block hex in lieu of battling. If the unit moves 2 hexes, it cannot remove the Road Block on the same turn, unless ordered by an Infantry Assault. Nationality & Special Forces Badges SAS: British Special Air Service Founded by British officer David Stirling during the British campaign in North mediterranean Theater (British) Royal Engineers German Combat Engineers M44 BRIT expansion rules EN:Mise en page 1 24/06/08 16:16 Page 11
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Record 47903 · official · Review: approved
Mediterranean Theater — PDF p. 11 [mediterranean-11-0]
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- 11 Africa, the SAS put small groups of highly-trained, specially-equipped commandos deep into enemy territory, using jeeps for maximum mobility. The SAS conducted devastating raids on German airfields and numerous other strategic targets. They went on to participate in many of the boldest and most daring operations of WWII. British Special Forces Apart from the famous SAS, there were many other Special Forces units in the British army. During the war years, Britain developed those highly trained units that would be put to good use in various theaters of operation and write some of the most glorious pages of WWII history. This badge is thus also used to designate some Elite Armor units. Italian Army While suffering from a dearth of equipment that also was never up to German or Allied standards, the Italian Army was much braver than British wartime propaganda led people to believe. Notwithstanding the almost complete destruction of Italian 10th Army during the early phase of the North African campaign, the Italian Army would prove to be one tough opponent, even when massively overrun, as troops landing in Sicily would soon discover. Italian Special Forces Formed in November 1939, the "Divisione Littorio d'Assalto" or Elite Assault Division was composed of the 33rd tank regiment, the 12th Bersaglieri regiment and the 133rd artillery "Littorio" regiment. First committed to combat in the Alps, it moved to North Africa in 1941 and fought up to the battle of El Alamein, where it was almost entirely wiped out and ultimately dissolved in November 1942. VI. Scenarios The eight scenarios on the pages that follow describe the events that occurred in and around Tobruk in 1941-1942, following the arrival of Erwin Rommel's Afrikakorps in Libya, from Operation Battleaxe and Crusader to the Battle of Gazala. As Churchill would later comment: "Before Alamein we never had a victory, after Alamein we never had a defeat. " The British player will be in for some tough challenges to keep his upper lip stiff! The Battle of Gazala itself is the subject of five of these scenarios; while these can be played individually, they form the perfect basis for using the Simplified Campaign Rules that came with the Winter/Desert Board expansion. While a visual treat, ownership of that board is not necessary to enjoy these as the rules can be downloaded directly from our web site at www.memoir44.com. TERMINOLOGY We use the same notation conventions and terminology first presented in the Air Pack. Where appropriate, special rules will refer to the corresponding summary card; and Victory conditions use the now standard terminology: Temporary Medal Objective - The Victory Medal in this objective hex is held and captured only as long as a unit of the appropriate side holds the hex. If the unit vacates the hex for any reason (movement, retreat or elimination), the medal is immediately lost and placed back in play in its original position on the objective hex. Temporary Majority Medal Obj
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Record 47905 · official · Review: approved
Mediterranean Theater — PDF p. 13 [mediterranean-13-0]
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- 13 Historical Background 2 miles inland, on the Egyptian-Libyan border, Halfaya Pass carves a natural route through the 600 foot high escarpment that extends southeast toward Sollum. In World War II, whoever controlled the pass held the main westward access into Libya and the key to any relief of the besieged garrison at Tobruk. Unfortunately for the British, since April 14, 1941, that key was firmly in the hands of Lieutenant-General Erwin Rommel's Afrikakorps. On May 15, the Desert Rats of 7 th Armoured Division briefly capture the Pass, during Operation Brevity. But a mere 11 days later, Rommel strikes back. Operation Skorpion puts his three assault groups firmly back in control of the pass. With the Germans now also controlling the Airfields in Crete, time is running out on the British. Under pressure from Churchill himself, General Wavell launches Operation Battleaxe. At dawn on June 15 th, the 11th Indian Brigade, with support of the Matildas from the 4th Royal Tank Regiment, advances on what will soon be known as "Hellfire Pass"... The stage is set, the battle lines drawn, and you are in command. The rest is history. Briefing Axis Player [Germany/Italy] N Take 6 Command cards. Allied Player [Great Britain] N Take 4 Command cards. N You move first. Conditions of Victory N 6 Medals. Exit markers are in effect on the portion of the Allied baseline in between the 2 Exit markers, for the Axis forces. Special Rules North African Desert Rules are in effect (Actions 9 - North African Desert Rules). In addition, Allied Armor units may only move 2 hexes and battle, not the normal 3 hexes. British Commonwealth Forces and Italian Royal Army command rules are in ef fect. All Allied tank units are Elite armor units (Troops 2 - Specialized Units). Badges are not required. Special W eapon Asset rules are in effect for the two German units equipped with Anti-Tank weapons. The German player lays out the Minefields (Terrain 29 - Minef ields). mediterranean Theater M44 BRIT expansion rules EN:Mise en page 1 24/06/08 16:16 Page 14
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Record 47908 · official · Review: approved
Mediterranean Theater — PDF p. 15 [mediterranean-15-0]
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- 15 Historical Background Operation Crusader, the third and ultimately successful British attempt to try and break Rommel's stranglehold on Tobruk, began in a horrendous rainstorm on November 18, 1941. While one British corps was taking up position near Halfaya Pass, the others began moving across the desert in three columns. The central one headed for Tobruk to link up with a planned breakout of the besieged garrison troops. Racing forward, the 7 th Armoured Brigade and 7th Support Group took the airfield at Sidi Rezegh, almost coming within sight of Tobruk. Wedged between the city's garrison and the advancing British armor, and realizing the precariousness of his situation, Rommel reacted quickly. The airfield was soon back in German hands, with Major Kummel's 15th Panzer Division laying in wait... The British 7th Armoured Division advanced along the Trigh Capuzzo Road to take the airfield back. Upon reaching the 175 Gap in the escarpment, the British tankers began to move through. But Kummel's tanks waited in ambush, striking fast and hard. Cautiously, the British fell back rather than sending more of their tanks through the narrow gap. The Germans seized the initiative, moving through another gap a little further west and dealing the Desert Rats a resounding defeat! The stage is set, the battle lines drawn, and you are in command. The rest is history. Briefing Axis Player [Germany] N Take 5 Command cards. Allied Player [Great Britain] N Take 4 Command cards. N You move first. Conditions of Victory N 5 Medals. The Airfield is a Temporary Objective Medal for both sides, while Sidi Rezegh is a Temporary Objective Medal for the Allied forces only. Special Rules North African Desert Rules are in effect (Actions 9 - North African Desert Rules). In addition, Allied Armor units may only move 2 hexes and battle, not the normal 3 hexes. British Commonwealth Forces command rules are in ef fect. mediterranean Theater M44 BRIT expansion rules EN:Mise en page 1 24/06/08 16:16 Page 16
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Record 47910 · official · Review: approved
Mediterranean Theater — PDF p. 17 [mediterranean-17-0]
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- 17 Historical Background Having extricated himself from a very precarious position at Sidi Rezegh airfield, Rommel looked for ways to press his advantage. He sent his Afrikakorpstoward Sidi Omar, in the hope of re-establishing himself on the border and turning his victory of a couple of days earlier into a decisive rout of the British. But the Commonwealth forces, rather than flee back into Egypt, had regrouped and dug in. On November 25 th, the two forces faced off. 21st Panzer suddenly found itself looking down the guns of the 7th Indian Brigade's 25 pounder artillery, while 15th Panzer was battling the British Armoured Regiments to a draw. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Axis Player [Germany] N Take 5 Command cards. N You move first. Allied Player [Great Britain] N Take 5 Command cards. Conditions of Victory N 6 Medals. Exit markers are in effect on the portion of the Allied baseline in between the 2 Exit markers, for the Axis forces. Special Rules North African Desert Rules are in effect (Actions 9 - North African Desert Rules). In addition, Allied Armor units may only move 2 hexes and battle, not the normal 3 hexes. British Commonwealth Forces command rules are in ef fect. Place a badge on the German elite tank unit. Badges are not required for the Allied tank units, which are all elite armor units (Troops 2 - Specialized Units). mediterranean Theater M44 BRIT expansion rules EN:Mise en page 1 24/06/08 16:16 Page 18
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Record 47912 · official · Review: approved

