General Howitzer · Field Guide
Memoir '44 Rules Database
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61 matching records · page 5 of 6
Pacific Theater — PDF p. 25 [pacific-25-0]
- Rule Category
- Rulebook excerpt
- Description
- 25 Historical Background On February 26, 1945 the Marines of the 4th Division found themselves facing a formidable complex of defensive positions on Iwo Jima. Hill 382, The Amphitheater, Turkey Knob and the village of Minami, were to become collectively known as the 'Meat Grinder'. A well-planned defense layout, the remarkable combination of weapons, minefields, caves and bunkers devised by Japanese General Kuribayashi held out against repeated attacks. Several times, the Marines' advance looked promising, only to bog down and then be driven back to retreat under heavy fire. The Japanese forces also used infiltration tactics and a counter-attack with a limited number of tanks to further slow the Marines down. Units from the 3rd Division were also thrown against the position as the massive casualty figures truly earned the 'Meat Grinder' its name in a short week's worth of fighting. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Japanese Player ◆ Take 5 Command cards. US Marine Player ◆ Take 5 Command cards. ◆ You move first. Conditions of Victory ◆ 7 Medals. Special Rules Imperial Japanese Army Command rules are in effect (see p. 7). US Marine Corps Command rules are in effect (see p. 7) The Marine Special Forces Infantry units are Engineer units. Place an Engineer badge in the same hex with these units to distinguish them from the other units. Engineers are explained p. 10. The Marine Special Forces Tank units are Flame Thrower Tanks. Place an Flame Thower badge in the same hex with these units to distinguish it from the other units. Flame Thrower Tanks are explained p. 11. Caves are explained on p. 4. The Japanese player is in control of the Bunkers and may claim them as a defensive position. Jungles are explained on p. 5. Minefields are explained on p. 8. The Japanese player will lay the Minefields out.
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Record 47855 · official · Review: approved
Pacific Theater — PDF p. 27 [pacific-27-0]
- Rule Category
- Rulebook excerpt
- Description
- 27 Historical Background The Japanese units defending the western flank of the Shuri line were in a strong defensive position. Entrenched in tunnels with interlocking fields of fire between Sugar Loaf, Half Moon and the surrounding hills, they were able to hold off the attacks of the 6th Marine Division. At times, the Marines were able to secure a hill top position only to later be driven off by Japanese forces attacking from other caves and a maze of tunnels. On May 19th, after seven days of fighting, the area was finally secured. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Japanese Player ◆ Take 4 Command cards. US Marine Player ◆ Take 6 Command cards. ◆ You move first. Conditions of Victory ◆ 6 Medals. When all the Japanese units in a section of the battlefield (right, center or left) are eliminated, the Marines gain one Victory Medal. As long as no Japanese units move back into the section it continues to count toward the Marine victory. Special Rules Imperial Japanese Army Command rules are in effect (see p. 7). US Marine Corps Command rules are in effect (see p. 7). The Marine Special Forces Infantry units are Engineer units. Place an Engineer badge in the same hex with these units to distinguish them from the other units. Read p. 10 about Engineers. The Marine Special Forces Artillery unit is Mobile Artillery. Place an Mobile Artillery badge in the same hex with this unit to distinguish it from the other units. Read p. 11 about Mobile Artillery. Caves are explained on p. 4.
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Record 47857 · official · Review: approved
Russian Elite
- Rule Category
- Troops
- Description
- Special Forces
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Record 46975 · unclassified · Review: needs_review
Ski Troops (Finnish )
- Rule Category
- Nations
- Description
- 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: ◆ 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. ◆ 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. ◆ May retreat up to 3 hexes instead of the standard 1 on any retreat flag rolled.
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Record 46976 · unclassified · Review: needs_review
Sniper
- Rule Category
- CardSet - Combat CardSet - Urban
- Description
- 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: ◆ May move like a Special Forces infantry unit, 1 or 2 hexes and battle. ◆ 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. ◆ Range: 1,1,1,1,1 ◆ 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
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Record 47171 · unclassified · Review: needs_review
Snipers
- Rule Category
- Troops
- Description
- 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: ◆ May move like a Special Forces infantry unit, 1 or 2 hexes and battle. ◆ 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. ◆ Range: 1,1,1,1,1 ◆ 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
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Record 46973 · unclassified · Review: needs_review
Special Forces
- Rule Category
- Troops
- Description
- ( Including Elite, Rangers, & Commandos ) May move 2 and still batlle
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Record 47190 · unclassified · Review: needs_review
Terrain Pack — PDF p. 14 [terrain-14-0]
- Rule Category
- Rulebook excerpt
- Description
- 13 Armored Train An armored train contains an artillery figure on its wagon piece. It may move up to 3 hexes and still battle. Apply the artillery range and firepower regular rules. Use the other train rules above for movement and counting damages (four grenades to destroy the train). V. NEW BADGES Big Guns Big Guns are long-range batteries that turn out to be devastatingly effective over tremendous distances once properly zeroed in on a target. When a scenario indicates a Big Gun battery, place a Big Gun badge and three cross-hair markers on the corresponding hex, along with the Artillery unit. Big Guns fire over a range of eight hexes, at 3, 3, 2, 2, 1, 1, 1, 1 respectively. When a Big Gun scores a hit on an enemy target unit and the unit is not eliminated or retreats, place one Big Gun cross-hair marker on the hex of the targeted unit. When a Big Gun Battery fires at a unit in a hex with a cross-hair marker, the Big Gun Battery rolls 1 additional die (it has found the range and has zeroed in on the target). Cross-hair markers are not cumulative. The cross-hair marker stays on the hex until the unit moves or is eliminated. When the unit moves from the hex, the cross-hair marker is placed back on the hex with the Big Guns. 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. Nationality Badges SAS: BRITISH SPECIAL AIR SERVICE Founded by British officer David Stirling during the British campaign in North-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. 2ÈME DIVISION BLINDÉE The story of the “2ème DB” is closely tied to the personality of its founder, French General Philippe de Hautecloque, best known as Général Leclerc. After retreating from a camp following the French defeat, General Leclerc joined Allied forces in North Africa to assemble the first elements of a new French army, which would officially become the 2 nd Armored Division in 1943. Following numerous victories in North Africa, the 2ème DB landed in Normandy to participate in the campaign for the liberation of
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Record 47876 · official · Review: approved
Terrain Pack — PDF p. 15 [terrain-15-0]
- Rule Category
- Rulebook excerpt
- Description
- 14 Paris and freed it, before pushing east to Strasbourg, and then into Germany, all the way up to Berchtesgaden, Hitler’s private residence. 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 theater of operations and write some of the most glorious pages of WWII history. POLISH TROOPS After the defeat in 1939, the Polish government in exile in France organized a new army. This army took part in the defense of France both on the ground and in the air. Following the fall of France, many Polish troops were evacuated to Britain. During the Battle of Britain, the Polish 303 Fighter Squadron achieved the highest number of victories of all Allied squadrons. Polish troops were also involved in many famous battles, like the battle of Arnhem during Operation Market Garden, and the fourth battle for Monte Cassino. YUGOSLAV PARTISANS The Yugoslav partisans resisted against the occupation of their country by Axis forces during WWII. Their main organization was the People’s Liberation Army and Partisan detachments of Yugoslavia, under the command of Yugoslav Communist Party leader Josip Broz, famously known as “Tito”. The partisans fought a guerrilla war and applied communist organization in areas under their control. SPANISH REPUBLICANS From 1936 to 1939, Spain experienced a bitter civil war between the Spanish Republicans and the Nationalist rebellion led by General Franco. Franco succeeded in overthrowing the Republican government and establishing a dictatorship. Among Republicans were many communist and anarchist groups, like the CNT (Anarcho-Syndicalist Trade Unions). Small contingents of volunteers from many different countries participated in the civil war, including American and British volunteers on the Republican side, and pro-Nazi military forces on the Nationalist side. ELITE ITALIAN ASSAULT DIVISION “DIVISIONE LITTORIO D’ASSALTO” Formed in November 1939, it was composed of the 33rd tank regiment, the 12th Bersaglieri regiment and the 133rd artillery “Littorio” regiment. First committed to combat in the Alps, then in the Balkans, it moved to North Africa in 1941, where it replaced the 33rd Armored with the 133rd Armored. The unit fought at El Alamein, where it was almost entirely wiped out, and dissolved in November 1942. AUSTRALIA The Second Australian Imperial Force (2 nd AIF) was originally formed in 1939 of volunteer units of the Australian Army. The various Divisions of the AIF were involved with distinction in theatres as different as North Africa against Germany, and New Guinea and Borneo against the Japanese Empire. The 9 th Division distinguished itself at the Battle of Tobruk (1941) and El Alamein (1942). NEW ZEALAND The main formation of New Zealand during WWII was the 2 nd Division. After their loss in Greece and Crete, they joined the 8th British Army in North Afric
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Record 47878 · official · Review: approved
Terrain Pack — PDF p. 17 [terrain-17-0]
- Rule Category
- Rulebook excerpt
- Description
- 16 Historical Background The Battle of Gazala was a series of clashes between Rommel and the British in the late spring of 1942 near the Libyan coast. The brilliant, but risky maneuvers by the 'Desert Fox' in late May and early June were a success, but left his armored units lo w on fuel and widely scattered. A major attack by British reserves might very well have delivered a decisive victory and destroyed most of Rommel's mobile units, but a failure to exploit this weakness by the British allowed him time to re-supply. On June 12th, with reports of a gap in the German tank formations, British high command had assembled the 2nd and 4th Tank brigades for an attack. Although the British had a numerical advantage, Rommel used his superior leadership and equipment to counter-attack. He ordered a frontal attack by the 15 th Panzer, while the 21st Panzer attempted an outflanking move. The British forces, after a fierce engagement around Knightsbridge, were destroyed in this climactic battle. 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. Allied Player N Take 4 Command cards. Note: For best visual effect, we recommend that you use the Desert board from Expansion Pack “Winter/Desert Board Map". Otherwise, use the regular countryside board of Memoir '44. Conditions of Victory N 5 Medals. 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. Armor movement is amended as follows: An ordered Axis armor unit may move up to 3 hexes and battle. An ordered Allied armor unit may move up to 2 hexes and battle. North Africa Desert rules are in effect (see p.3).
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Record 47882 · official · Review: approved
Terrain Pack — PDF p. 21 [terrain-21-0]
- Rule Category
- Rulebook excerpt
- Description
- 20 Historical Background Before Operation 'Veritable' and 'Grenade' could begin, there was a matter of the Roer dams to consider. These dams were located in an area of steep gorges, small mountains and narrow roads. Earlier attempts to capture the dams had failed and orders to take the Schwammenauel and Urft dams seemed an impossible task for the 78 th Infantry Division who had only limited battle experience. The 272nd Volksgrenadier Division was deployed in this section of the Westwall. The 9th Infantry managed to capture the Erft Dam intact, but progress to take Schwammenauel was hindered by the rugged terrain and lack of armor support. Finally the village of Schmidt fell and soon after, Infantry from the 309th captured the dam. The German troops however had blown the discharge valves, which sent a heavy cascade of water down the River Roer for weeks. 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. Allied Player N Take 5 Command cards. N You move first. Conditions of Victory N 6 Medals. An Allied unit that captures a Dam hex counts as one Victory Medal. Place an Objective Medal on each Dam hex. As long as the Allied unit remains on the Dam hex, it continues to count toward the Allied victory. If the unit moves off or is eliminated, it no longer counts. The Axis player may attempt to sabotage the Schwammenauel and Urft dams. See p. 9 to learn the rules of sabotaging a dam. Special Rules The Allied Special Forces are Paratrooper units. Place an Allied Special Force badge in the same hex with these units to distinguish them from the other units. These units may move 1 or 2 hexes and still battle.
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Record 47886 · official · Review: approved
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.
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Record 47653 · Fan-Created · Review: needs_review

