General Howitzer · Field Guide
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Mediterranean Theater — PDF p. 19 [mediterranean-19-0]
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- 19 Historical Background Following on the success of Operation Crusader, the British Eighth Army had driven Rommel's forces out of Cyrenaica before over-stretching its own supply lines again. Eighth Army had then settled along the "Gazala line" in the desert, west of Tobruk, in a series of brigade-strength occupied "boxes" protected by minefields and wire. The southernmost tip of the line was the fortified box at Bir Hakeim, held by the 1st Free French Brigade of General Pierre-Marie Koenig. At midday on May 26, Rommel launched a feint frontal attack on the central positions of the Gazala line, using small elements of the XX Motorized Corps and truck-mounted propellers to blow dust and reinforce the deception, before pulling all his armored elements back under cover of darkness. His real objective: a daring flanking maneuver to neutralize the Bir Hakeim box at the southern tip of the line, using the enemy's own minefields to protect his flank and rear! Unfortunately, elements of the 21 st Panzer were held up for more than three hours when they ran into the 7th Armoured Division's 3rd Indian Motorized Brigade, some four miles south east of Bir Hakeim. They took heavy losses from their guns before over-running them. Meanwhile the Italian Ariete division was failing to take the box at Bir Hakeim, suffering heavy losses from the 75 mm guns of the 1 st Free French Brigade. 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. N You move first. Allied Player [Great Britain] N Take 5 Command cards. Conditions of Victory N 5 Medals. Each Field Bunker is a Temporary Medal Objective for the Axis forces. 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 effect. Oasis Recovery rules are in effect (Actions 10 - Oasis Recovery). Place a badge on the German elite infantry units (Troops 2 - Specialized Units) and another badge on the German engineer unit (Troops 4 - Combat Engineers). Special Weapon Asset rules are in effect for the units equipped with AntiTank weapons. The British player lays out the Minefields (Terrain 29 - Minefields). mediterranean Theater M44 BRIT expansion rules EN:Mise en page 1 24/06/08 16:17 Page 20
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Record 47914 · official · Review: approved
Mediterranean Theater — PDF p. 21 [mediterranean-21-0]
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- 21 Historical Background The same day as the battle at Bir Hakeim, further on the right, 15 th Panzer engaged the rest of the 7th Armoured Division. After sweeping over the 7th Motorized Brigade, the Panzers ran into heavy resistance from the Grants of 4th Armoured Brigade. German anti-tank support was slow in coming, and the range and power of the 75mm guns on the newly arrived Grant tanks soon made life aboard the German Mark IIIs hot and untenable. Finally by late morning, 21st Panzer arrived on the left of the 15th, swinging past the action and hitting the British on the right. Most of the Grants were annihilated, forcing the rest to withdraw. The stage is set, the battle lines drawn, and you are in command. The rest is history. Briefing Axis Player [Germany] N Take 6 Command cards. N You move first. Allied Player [Great Britain] N Take 4 Command cards. Conditions of Victory N 5 Medals. The HQ/Supply Tent is a Permanent Medal Objective for the German forces; the Medal is gained and the tent removed at the start of the Axis player's next turn. 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. Capture HQ/Supply T ent rules are in effect (Action 17 - Capture HQ/Supply). British Commonwealth Forces command rules are in ef fect. Place badges on the British elite tank units (Troops 2 - Specialized Units). mediterranean Theater M44 BRIT expansion rules EN:Mise en page 1 24/06/08 16:17 Page 22
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Record 47917 · official · Review: approved
Mediterranean Theater — PDF p. 23 [mediterranean-23-0]
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- 23 Historical Background By late morning, his left flank overrun by the coordinated mass of German Panzers, General Neil Ritchie, commander of the Eighth Army, ordered two armored brigades of Norrie's 1st Armoured Division south to the rescue. Moving in column, the 22 nd Armoured Brigade soon collided with the German Panzers, already frontally deployed in battle formation. Surprised before they could spread out, the hapless British tank commanders were quickly pounded into the sand. Their remnants fled north to join the only intact British Armoured brigade. The stage is set, the battle lines drawn, and you are in command. The rest is history. Briefing Axis Player [Germany] N Take 6 Command cards. N You move first. Allied Player [Great Britain] N Take 5 Command cards. Conditions of Victory N 5 Medals. The Road hexes on the opposite edges of the board are Temporary Medal Objectives for the Allied and Axis forces respectively. 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. Special Weapon Asset rules are in effect for the units equipped with Anti-Tank weapons. mediterranean Theater M44 BRIT expansion rules EN:Mise en page 1 24/06/08 16:17 Page 24
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Record 47919 · official · Review: approved
Mediterranean Theater — PDF p. 25 [mediterranean-25-0]
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- 25 Historical Background Despite their success against the British 7th Armoured, the Panzer divisions had lost their momentum. Rommel's Afrikakorpswas now trapped in a region called "the Cauldron" with Bir Hakeim to the south and Tobruk to the north still firmly in enemy hands; remnants of the British armour to the east and the north; and the extensive mine belts of the original Allied line to the west. But the British, unaware of the extent of German shortages, did not counter-attack immediately. This pause gave Rommel's forces the time to set up a defensive position on the ridge lines near Sidi Muftah, while the Italian Trieste Division was crossing the minefields under heavy fire, north of Bir Hakeim, and bringing in much needed supplies. When the British counter-attack finally launched on June 5 th, it lacked coordination and failed to break through the German anti-tank defenses. A precious opportunity had been lost... 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 6 Medals. Opening a supply lane through the British-laid minefields is a Permanent Medal Objective for the Axis forces. To successfully open a supply line, the Germans must reveal a minefield decoy ("0" strength). Only one such Medal can be won during the game. Special Rules North African Desert Rules are in effect(Actions 9 - North African Desert Rules). In addition, all armor units may only move 2 hexes and battle, not the normal 3 hexes. British Commonwealth Forces command rules are in ef fect. Place badges on the British engineer units (Troops 4 - Combat Engineers). Special W eapon Asset rules are in effect for the 3 German units equipped with Anti-Tank weapons. The British player lays out the Minefields (Terrain 29 - Minef ields). mediterranean Theater M44 BRIT expansion rules EN:Mise en page 1 24/06/08 16:17 Page 26
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Record 47921 · official · Review: approved
Mediterranean Theater — PDF p. 27 [mediterranean-27-0]
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- 27 Historical Background Building up their forces through the now opened supply lines, Rommel's Afrikakorpseventually broke out of the cauldron, seizing Bir Hakeim but only capturing about 500 wounded Frenchmen . On June 13 "Black Sunday" , 21st Panzer shreds the 22nd Armoured Brigade to pieces, threatening Tobruk and cutting off XIII Corps on the Gazala line. The next day, Auchinlek authorizes General Ritchie to withdraw. Defenders in El Adem and neighbouring boxes held firm, allowing the 1st South African Division to escape intact along the coastal road. But the road could not accommodate two divisions. With Panzer Divisions blocking the east, the remaining brigades of the Northumbrian Division were forced to attack the Bresciaand PaviaDivisions and head south in the desert, before turning back west. The German Panzers raced north, but could not move fast enough to close the road before the bulk of British troops had escaped! The stage is set, the battle lines drawn, and you are in command. The rest is history. Briefing Axis Player [Germany/Italy] N Take 5 Command cards. Allied Player [Great Britain] N Take 5 Command cards. N You move first. Conditions of Victory N 6 Medals. Exit markers are in effect on the two road hexes at the board's edges, for the Allied 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. mediterranean Theater M44 BRIT expansion rules EN:Mise en page 1 24/06/08 16:17 Page 28
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Record 47923 · official · Review: approved
Mediterranean Theater — PDF p. 3 [mediterranean-3-0]
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- 3 Table of contents Page references A page number written like this: 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 (Desert) . . . . . . . . . . . . . . . . . . . . . 4 Coastlines (Desert) . . . . . . . . . . . . . . . . . . . . 4 Ergs & Ridges . . . . . . . . . . . . . . . . . . . . . . . . 4 Escarpments . . . . . . . . . . . . . . . . . . . . . . . . . 5 Hills (Desert) . . . . . . . . . . . . . . . . . . . . . . . . 5 HQ & Supply Tents (Desert) . . . . . . . . . . . . . . 5 Oasis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Palm Forests . . . . . . . . . . . . . . . . . . . . . . . . . 5 Roads (Desert) . . . . . . . . . . . . . . . . . . . . . . . 6 Towns & Villages (Desert) . . . . . . . . . . . . . . . 6 Wadis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 II. NEW RULES & FIGURES . . . . . . . . . . . . . . . . 7 British Commonwealth Command Rules . . . . 7 Stiff Upper Lip . . . . . . . . . . . . . . . . . . . . . . 7 Italian Royal Army Command Rules . . . . . . . 7 Motorized Divisions . . . . . . . . . . . . . . . . . . 7 Artillery Bravery . . . . . . . . . . . . . . . . . . . . 7 North African Desert Rules . . . . . . . . . . . . . . 7 The British Army . . . . . . . . . . . . . . . . . . . . . . 8 Special Weapon Assets . . . . . . . . . . . . . . . . . 8 Anti-Tank Gun . . . . . . . . . . . . . . . . . . . . . . 8 Infantry unit with Anti-Tank guns . . . . . . . 8 III. NEW MEDALS & TOKENS . . . . . . . . . . . . . . 9 New Medals . . . . . . . . . . . . . . . . . . . . . . . . . 9 British Medal . . . . . . . . . . . . . . . . . . . . . . . 9 Minefields . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Exit Markers . . . . . . . . . . . . . . . . . . . . . . . . . 9 IV. NEW OBSTACLES . . . . . . . . . . . . . . . . . . . . 10 Field Bunkers (Desert) . . . . . . . . . . . . . . . 10 Road Blocks (Desert) . . . . . . . . . . . . . . . . 10 V. NEW BADGES . . . . . . . . . . . . . . . . . . . . . . . 10 Combat Engineers . . . . . . . . . . . . . . . . . . . . 10 Nationality & Special Forces Badges . . . . . . 10 British SAS . . . . . . . . . . . . . . . . . . . . . . . . 10 British Special Forces . . . . . . . . . . . . . . . . 11 Italian Army . . . . . . . . . . . . . . . . . . . . . . . 11 Italian Special Forces . . . . . . . . . . . . . . . . 11 VI. SCENARIOS . . . . . . . . . . . . . . . . . . . . . . . . 11 [Operation Battleaxe] Hellfire Pass . . . . . . . 12 [Operation Crusader] Sidi Rezegh Airfield . . 14 [Operation Crusader] Dug in at Sidi Omar . . 16 [Battle of Gazala] Flanking Maneuver at Bir Hakeim . . . . . . . . . . . . . . . . 18 [Battle of Gazala] Panzers versus Grants . . . 20 [Battle of Gazala] 1st Armoured to the rescue . . . . . . . . . . . . . . . . . . . . . . . . 22 [Battle of Gazala] Into the Cauldron . . . . . . 24 [Battle of Ga
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Record 47891 · official · Review: approved
Mediterranean Theater — PDF p. 3 [mediterranean-3-1]
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- . . . . . . . . . . . . . 11 Italian Special Forces . . . . . . . . . . . . . . . . 11 VI. SCENARIOS . . . . . . . . . . . . . . . . . . . . . . . . 11 [Operation Battleaxe] Hellfire Pass . . . . . . . 12 [Operation Crusader] Sidi Rezegh Airfield . . 14 [Operation Crusader] Dug in at Sidi Omar . . 16 [Battle of Gazala] Flanking Maneuver at Bir Hakeim . . . . . . . . . . . . . . . . 18 [Battle of Gazala] Panzers versus Grants . . . 20 [Battle of Gazala] 1st Armoured to the rescue . . . . . . . . . . . . . . . . . . . . . . . . 22 [Battle of Gazala] Into the Cauldron . . . . . . 24 [Battle of Gazala] Escape via the Coastal Road . . . . . . . . . . . . . . . . . . . . . . . 26 This icon indicates that we are introducing a new rule to Memoir '44. When used, these icons refer to the following prior expansions for Memoir '44. Terrain Pack Eastern Front Pacific Theater Desert / Winter Air Pack Battle Maps M44 BRIT expansion rules EN:Mise en page 1 24/06/08 16:16 Page 4
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Record 47892 · official · Review: approved
Official FAQ v2 — PDF p. 11 [faq-11-0]
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- Terrain 8 bRiDGes Q. Does a Bridge block Line of Sight? A. No, unless stated otherwise in a scenario’s Special Rules. Q. Do you have to be adjacent to the Bridge to blow it? A. No. Blowing up a Bridge is a card play that does not require a unit to be adjacent to the Bridge unless stated otherwise in the Special Rules. Note: The rules for blowing up a Bridge are not permanent rules, but rather scenario-specific additions, outlined in the Special Rules section of each scenario. Q. Does the orientation of the Bridge matter, or can a unit move onto the Bridge from any adjacent non-waterway hex? A. A unit may move onto a Bridge from any adjacent non-waterway hex. Q. Can I move from a River hex onto a Bridge? A. No, because a River hex is impassable terrain. Units cannot move directly from a Collapsible Raft or Boat to a Bridge either. Note: Units may not move or retreat from a Frozen River onto a Bridge or vice versa. Q. Can I move sideways from one Bridge to another Bridge if they are right next to each other? A. No. A unit may only move onto a Bridge from an adjacent non-waterway hex. Q. Does a Bridge over a River prevent a unit from moving one additional hex of Road movement? A. Yes. A Bridge will cut off the Road movement bonus. Q. In the Nijmegen Bridges scenario, can a Special Forces Infantry unit, moving along the River, directly capture the Bridge? A. No. A unit may only enter a Bridge hex from a land hex not directly from a Collapsible Raft & Boat. A unit could battle and eliminate an enemy unit on the Bridge but could not Take Ground onto the Bridge. Q. Can an Infantry unit in a Collapsible Raft or Boat go under a Bridge? A. No. Q. Does a Bridge on a River Y hex or River Branch limit movement across this forked waterway? A. Putting a Bridge on a River hex of any kind allows that hex to be treated as if it were open terrain. So as long as a unit moves from a non-water terrain hex to another non-water terrain hex across a Bridged River hex it will not be limited in any way. sanDbaGs Q. When a unit with Sandbags in its hex leaves (moves or retreats) or is destroyed, are the Sandbags removed? A. Yes. Q. If defense is not cumulative, what is the advantage of putting Sandbags on a building terrain? A. It allows the unit to ignore the first Flag. Q. Are there any restrictions to placing Sandbags? A. Sandbags may be placed on any countryside or terrain land hex, including a hex with a Bridge. This means they can be placed 9 15 ✪ No movement restrictions, unless the bridge is destroyed ✪ No combat restrictions ✪ Do not block line of sight, unless stated otherwise in Special Rules-0 1 -0 11 10 16 ✪ If occupant leaves, remove sandbags ✪ Occupant may ignore 1 flag ✪ Do not block line of sight-1 1 -1
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Record 47698 · faq · Review: approved
Official FAQ v2 — PDF p. 2 [faq-2-0]
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- Contents ii All answers in this document are official and were checked by Richard Borg. The answers herein may clarify or override previous statements made online or in older FAQ documents. Table of ConTenTs Foreword iii I. General Questions 1 Air Sortie with Two Decks 1 Breakthrough Deck 1 Copyright 1 Dealing Cards 1 Desert Terrain 2 Dice Questions 2 Ending the Game 2 Line of Sight 2 Night Visibility Chart 2 Retreating 2 Take Ground 3 Temporary Medals 4 Unusable Cards Situation 4 Vehicles 4 Winter Wars 4 II. Terrain 5 Beaches 5 Bunkers 5 Forests 6 Hedgerows 6 Hedgehogs 6 Hills 7 Oceans 7 Bridges 8 Sandbags 8 Cliffs & Sea Bluffs 9 Sea Wall 9 Steep Hills 10 Towns & Villages 10 Wire 10 Airfields 11 Dams 12 Minefields 12 Mountains 13 Pontoon Bridges 14 Railroad Bridges 14 Road Blocks 15 Roads 15 Wadis & Gullies 17 Frozen Rivers 17 Caves on Hills and Mountains 18 HQs & Supply Tents 18 Jungles 19 Fordable Streams 19 Rope Bridges 20 Ergs & Ridges 20 Balkas 20 Abatis 21 III. Actions 22 Blowing up Bridges 22 Air Strikes & Blitz 22 Collapsible Rafts & Boats 23 Heroic Leader 24 North African Desert Rules 24 Blitz Rules 25 Camouflage 25 Capture HQ/Supply Tent 26 Hospital Recovery 26 Night Attacks 26 Paradrop 27 Smoke Screen 27 Exit Markers 28 IV. Troops 29 Standard Units 29 Big Guns 29 Combat Engineers 30 Trains/Supply Trains 31 Armored Trains 32 Cavalry 33 Snipers 33 Aircraft Carriers 34 Destroyers 34 Mobile Artillery 35 Landing Craft (LC) 35 Tigers 36 Supply Trucks 36 Half-Tracks 37 Command Cars 37 Brandenburgers 37 Tank Destroyers 38 Screaming Meemies (Nebelwerfers) 38 Hobart’s Funnies 39 V. Air Rules 40 General Questions 40 Airplanes in Overlord Mode 40 Air Sortie 41 Planes on Ground/Aircraft Carriers 41 Airborne Airplanes 42 Air Check 42 Ground Interdiction 42 Ground Support 43 Kamikaze 43 Recon 43 Strafing 44 VI. Airplanes 45 Fieseler FI 156 Storch 45 Yakovlev Yak-1/7/9 46 VII. Nations 47 French Resistance 47 Red Army (RKKA) 47 Imperial Japanese Army 48 US Marine Corps 48 British Commonwealth Forces 49 VIII. Command 50 Recon 1 50 Armor Assault 50 Counter-Attack 50 Infantry Assault 51 Move Out 52 Ambush 52 Artillery Bombard 52 Behind Enemy Lines 53 Close Assault 55 Dig-In 56 Firefight 56 Medics & Mechanics 57 Their Finest Hour 57 Air Power 57 Air Sortie 57 IX. Special Weapon Assets 58 Special Weapon Assets Rules 58 Special Weapon Asset Units 59 X. Combat Cards 60 General Questions 60 Pull-Back 60 Armor Forward 60 Fortify 60 Reinforcements 60 Sniper 61 Frozen Ground 61 Street Fight 61 Infiltrators 61 Heat of Battle 61 Out of Ammo 62 Bitter Resistance 62 Remaining Combat Cards 62 This symbol will indicate that the rule has been added or revised since the last version was released. The Official FAQ was created by Jesse «rasmussen81» Rasmussen. Graphics and icons Copyright © Days of Wonder 2004-2013.
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Record 47682 · faq · Review: approved
Official FAQ v2 — PDF p. 22 [faq-22-0]
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- Description
- Terrain 19 JunGles Q. When it says that a unit can attack if it moves onto a Jungle hex from an adjacent hex, does it have to start from an adjacent Jungle hex when the unit is ordered to move or can the unit come from any terrain? A. To battle when entering a Jungle hex, your unit must be adjacent to the Jungle hex when ordered. It does not matter what type of hex the unit moves from. Q. When ordered by the Behind Enemy Lines card, if an Infantry unit moves three hexes into a Jungle hex, may it battle? A. No. Units must start in a hex adjacent to a Jungle hex to move onto the Jungle hex and still battle. Q. Can a Sniper move two hexes into a Jungle hex and still battle? A. A Sniper moves like a Special Forces Infantry unit, one or two hexes and battle. Jungle terrain rules do not allow a Special Forces Infantry unit to move two hexes into the Jungle hex and still battle. Therefore a Sniper cannot move two hexes into a Jungle hex and battle. foRDable sTReaMs The Air Pack manual had a misprint for the following Pacific Theater scenarios: » 3 - Tenaru .......................................page 72 » 5 - Matanikau River ........................page 74 » 7 - Clearing Matanikau River ..........page 76 » 8 - Guam Landings .........................page 77 » 9 - Japanese Counter-Attack ..........page 78 All the streams in these scenarios are Fordable Streams (Terrain 61 - Fordable Streams), not Fords & Fordable Rivers (Terrain 41). Q. In Hedgerow Hell, the text says “Fordable Streams” but the reference card is #41 for Fords & Fordable Rivers. Which is the correct water feature? A. None of the water courses in this area could be classified as large rivers, so the Special Rules as written - All the streams are fordable (Terrain 41 - Fords & Fordable Rivers) is the correct summary card for the Hedgerow Hell scenario. 57 5 ✪ Unit moving in must stop ✪ Unit moving into may battle if unit starts its move in adjacent hex ✪ If Armor unit starts its move in adjacent hex and makes a successful combat against unit in a Jungle hex, it may Take Ground and do an Armor Overrun ✪ Block line of sight -2 2 -1 laboR CaMps 58 5 pieRs 59 6 RiCe paDDies 60 6 61 6 ✪ Unit entering Fordable Stream must stop ✪ Unit may still Take Ground and Armor Overrun ✪ No combat restrictions ✪ Do not block line of sight-0 1 -0
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Record 47714 · faq · Review: approved
Official FAQ v2 — PDF p. 36 [faq-36-0]
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- Description
- Troops 33 CaValRy Q. Cavalry is considered an Infantry unit that can do Overrun attacks. So may a Cavalry unit Close Assault, Take Ground after the successful Close Assault and battle again, then play a Heat of Battle card to Take Ground and battle again? A. Yes Q. When ordered using Infantry Assault, can Cavalry move 4 hexes and battle? A. No. In this situation, Cavalry may only move 3 hexes and battle. Note: Ski Troops behave the same way with Infantry Assault. snipeRs Q. Snipers always battle with one die, so do Command cards like Their Finest Hour give Snipers a +1 die? A. Yes. Command cards that order an Infantry unit to battle with one additional die will apply to a Sniper figure as well. Those cards are: Their Finest Hour, Firefight, Close Assault and Behind Enemy Lines. Q. May a Sniper unit be ordered using a Behind Enemy Lines card. A. Yes. Any Infantry unit can be ordered with Behind Enemy Lines unless the rules for the unit say differently. Q. Are Snipers still only vulnerable to the Grenade symbol when attacked by Air? A. No. A Grenade and a Star will score a hit on a Sniper when being attacked with an Air Power Command card or being Strafed by an Airplane. This is because the attacker’s interpretation prevails and Air Power and Airplanes score hits on a Star. Q. Are Snipers still only vulnerable to the Grenade symbol when attacked by another Sniper? A. No. A Grenade and a Star will score a hit on a Sniper when being attacked by another Sniper. This is because the attacker’s interpretation prevails and Snipers score hits on a Star. Q. The Eastern Front rule book says that Snipers hit on the Star symbol but the summary card doesn’t say that. Which one is correct? A. The rule book is correct. Snipers hit on the target symbol, Grenade, and Star symbol. Note: Targets do not get any protection from Snipers. Q. Are Snipers able to fire out of Wire? A. No, the -1 die means they have zero attack ability according to the rules; unless they have been given an additional die on the turn they are in the Wire. Q. Can a Sniper move two hexes into a Jungle hex and still battle? A. No, a Sniper moves like a Special Forces Infantry unit, one or two hexes and battle. Jungle terrain rules do not allow a Special Forces Infantry unit to move two hexes into the Jungle hex and still battle. Therefore a Sniper cannot move two hexes into a Jungle hex and battle. 8 6 ✪ 4 figures ✪ Fire at 2, 1 ✪ Moves 0-3 and battle ✪ On successful Close Assault, may Take Ground and battle again like Armor Overrun combat ski TRoops 9 6 10 5 ✪ 1 figure ✪ Fire at 1, 1, 1, 1, 1 ✪ Move 0-2 and battle ✪ Move onto any terrain and may still battle, but must still obey terrain movement restrictions ✪ May not target an Armor unit ✪ Sniper is only hit on Grenade symbol ✪ Sniper does not count as Victory Medal when eliminated
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Record 47734 · faq · Review: approved
Official FAQ v2 — PDF p. 40 [faq-40-0]
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- Troops 37 half-TRaCks Q. May Half-Tracks remove Wire and battle? A. Yes, they behave like Armor for everything except what is written on the summary card (e.g. attack distance). So it may remove Wire and battle the same turn, but like Armor, it must stop on the hex. CoMManD CaRs Q. When a Command Car is in a hex that belongs in two sections (on the red dotted line), can you order an extra unit in both of those sections when playing Recon in Force or General Advance, or do you have to choose one section? A. When a section card is played in the same section as a Command Car, the player activates one more unit than indicated by his card. When the Command Car is on a hex that belongs in two sections, and a Recon in Force or General Advance is played, a player must choose which one section the one additional unit will be ordered in. bRanDenbuRGeRs Q. When a Brandenburgers enemy figure is removed, does a regular friendly figure take its place, or is the unit down by one figure? A. The unit is down by one figure. The enemy figure is simply a marker. Q. If a Brandenburger Ambushes an enemy unit, is its enemy figure removed (since Ambush isn’t part of the combat phase)? A. Yes. An Ambush would involve the unit revealing themselves as enemy. 18 #4 ✪ 1-3 figures, per scenario ✪ Treated as Armor, for all purposes ✪ Move 0-2 and battle 2, 2 ✪ On successful Close Assault, may Take Ground but not Overrun ✪ When adjacent to weakened friendly unit, may Re-supply it in lieu of battling lonG-RanGe paTRol CaRs 19 #4 20 ✪ 1 figure ✪ Treated at Infantry, for all purposes ✪ Move 0-3, no battle ✪ Enemy re-rolls all Battle dice that score a hit ✪ If at least one re-roll is a Grenade, kill is confirmed; all other re-rolls are ignored ✪ Order 1 more unit than indicated by Section card when played in same section as Command Car ✪ When Command Car is ordered by a Recon 1, player may draw 1 Command card from the discard pile at the end of his turn, instead of drawing 2 from the draw pile 21 10 ✪ 3 figures + 1 enemy figure ✪ If hits are scored against Brandenburgers, opponent re-rolls a single die, looking for an Infantry symbol ✪ If re-roll fails, initial roll is ignored & Brandenburgers take no casualties ✪ If re-roll succeeds, enemy figure is removed & initial roll is tallied as normal ✪ When Brandenburgers are ordered to battle, remove the enemy figure from within ✪ Brandenburgers with no enemy figure act like Special Forces Infantry
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Record 47741 · faq · Review: approved

