General Howitzer · Field Guide
Memoir '44 Rules Database
Search the Memoir ’44 rules database by keyword. Use the category checkboxes to narrow your results.
Search results
16 matching records · page 1 of 2
#4 Special Weapons Assets – Late War 1942
- Rule Category
- SWA's SWA Weapons
- Description
- No text description is stored for this record.
Picture
No picture is stored for this record.
Record 47278 · unclassified · Review: needs_review
8 Total Special Weapon Assets Summary Cards
- Rule Category
- Weapons
- Description
- No text description is stored for this record.
Picture
No picture is stored for this record.
Record 47274 · unclassified · Review: needs_review
Equipment Pack — PDF p. 8 [equipment-8-0]
- Rule Category
- Rulebook excerpt
- Description
- 8 Kübelwagen (Troops 20 - Command Cars) When indicated in the scenario’s Briefing Notes, place a single Kübelwagen figure in each hex containing a Truck symbol marked with a Command Car badge. A Command Car unit is treated like Infantry for all purposes. N Movement: An ordered Command Car may move up to 3 hexes. N Battle: A Command Car can never directly battle on the battlefield. Instead, when a Section card is played in the same section as a Command Car, the player may activate 1 more unit than indicated by his card. A Command Car does not affect the number of units ordered by a Tactic card. In addition, when a Command Car is ordered by the play of a Recon 1 card, its player may choose 1 Command card of his choice from those already in the discard pile, instead of drawing 2 Command cards from the draw pile. The selection of this card remains secret from your opponent. Command Cars are also much more elusive and harder to hit than normal Infantry figures. All enemy battle dice rolled against a Command Car are ignored. Instead, those dice that would have scored a hit had the unit been a normal Infantry unit are rerolled. If at least one of the re-rolls is a Grenade, the kill is confirmed and this Command Car unit lost. All other re-rolls (including Flags, if any) are ignored. V. Special Weapon Assets (SWAs 1 - Special Weapon Assets) and (SWAs 4 - Special Weapon Assets Late War) The advent of World War II, and its now fully industrialized weapons production, marked the most frantic period of weapons development in the history of humanity. Massive numbers of new designs and concepts were fielded, often with great success, though frequently at a cost to the experimenters! In Memoir '44, some of these new weapons find themselves embedded inside units whose combat capabilities they enhance or modify. These weapons are commonly referred to as Special Weapon Assets. Special Weapon Assets (SWAs) are represented by their own equipment piece. This equipment is placed with the figures of the unit it is embedded in. It is removed when the last figure of the unit it is attached to is lost. Note that the SWA itself does not count as an additional Medal, so only one Medal is collected when a unit with a SWA is eliminated. An Infantry unit with a SWA attached is treated like an Infantry unit for all purposes: it is ordered by the same Tactic cards, hit by the same dice rolls, etc. However, Infantry units with a SWA can never Take Ground. Late War Models By mid 1942, many of the Special Weapon Assets introduced earlier in the War, such as mortars, bazookas and machine guns, had evolved and become even more portable, reliable and lethal. The Late War versions of the equipment presented here reflect these improvements and should generally be used when playing scenarios from late 1942 onward. M2 Mortar (SWAs 3 - Mortar) and (SWAs 6 - Mortar Late War) Each time you run across a Mortar symbol when setting up a scenario, place a Mortar figure with the Infantry unit it
Picture
No picture is stored for this record.
Record 47959 · official · Review: approved
M2 Machine Gun - Early War (1939 mid 1942)
- Rule Category
- Weapons Special Weapons SWA
- Description
- Early War (1939 mid 1942) ◆ Movement: An ordered Infantry unit with a Machine Gun may move 1- 2 hexes or battle. ◆ Battle: When it battles, 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. It also scores a hit for each Star rolled against any enemy Infantry target. ◆ Line of Sight: An Infantry unit with a Machine Gun must have line of sight to its target, like a standard Infantry unit.
Picture
No picture is stored for this record.
Record 47016 · unclassified · Review: needs_review
M2 Machine Gun - Late War (> Late 1942)
- Rule Category
- Weapons Special Weapons
- Description
- Late War (> Late 1942) ◆ Movement: An ordered Infantry unit with a Machine Gun may move 1 hex and battle or move 2 hexes and not battle. ◆ 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. ◆ Line of Sight: An Infantry unit with a Machine Gun must have line of sight to its target, like a standard Infantry unit.
Picture
No picture is stored for this record.
Record 47017 · unclassified · Review: needs_review
M2 Mortars (Late War (> Late 1942))
- Rule Category
- Weapons Special Weapons SWA
- Description
- Movement: An ordered Infantry unit with a Mortar may move 1 hex and battle or move 2 hexes and not battle. ◆ Battle: When it moves, an ordered Infantry unit with a Mortar 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 Mortar may also fire on a target 4 hexes away, rolling 1 die. It always ignores the terrain battle protections of its target. ◆ Line of Sight: An Infantry unit with a Mortar does not need line of sight to its target when it does not move.
Picture
No picture is stored for this record.
Record 47015 · unclassified · Review: needs_review
Mediterranean Theater — PDF p. 13 [mediterranean-13-0]
- Rule Category
- Rulebook excerpt
- Description
- 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
Picture
No picture is stored for this record.
Record 47908 · official · Review: approved
Mediterranean Theater — PDF p. 19 [mediterranean-19-0]
- Rule Category
- Rulebook excerpt
- Description
- 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
Picture
No picture is stored for this record.
Record 47914 · official · Review: approved
Mediterranean Theater — PDF p. 23 [mediterranean-23-0]
- Rule Category
- Rulebook excerpt
- Description
- 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
Picture
No picture is stored for this record.
Record 47919 · official · Review: approved
Mediterranean Theater — PDF p. 25 [mediterranean-25-0]
- Rule Category
- Rulebook excerpt
- Description
- 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
Picture
No picture is stored for this record.
Record 47921 · official · Review: approved
Mediterranean Theater — PDF p. 8 [mediterranean-8-0]
- Rule Category
- Rulebook excerpt
- Description
- 8 The British Army The Mediterranean Theater provides you with a full British army, including: 42 "Desert Rats" figures - The soldiers of the British Eighth Army were a truly multi-national force, whose personnel came from all corners of the British Empire and Commonwealth (as well as a smaller contingent of exiles from Nazi-occupied Europe). They f irst saw action during Operation Crusader and soon became one of the best-known formations of World War II, participating in all major actions of the North African and Italian campaigns. 24 Crusader Tanks - With over 5,300 units produced, this tank was arguably the most important, if not the most loved, British tank of the North African campaign. It f irst saw combat during Operation Battleaxe - the British Army push into Eastern Cyrenaica - and played a crucial role in the relief of the Siege of Tobruk, whose namesake was the tank itself - Operation Crusader! 6 Ordnance QF 25 pounder guns -This remarkable gun was designed for both direct-f ire and high-angle, howitzer-type fire capabilities. Because of its speed and versatility, it became the mainstay of British field Artillery in World War II and well beyond. Some units were still used in combat in less than a decade ago! Special Weapon Assets The advent of World War II, and its now fully industrialized weapons production, marks the most frantic period of weapons development in the history of humanity. Massive numbers of new designs and concepts are fielded, often with great success, though frequently at a cost to the experimenters! In Memoir '44, some of these new weapons now find themselves embedded inside units whose combat capabilities they enhance or modify. These weapons are commonly referred to as Special Weapon Assets. Special Weapon Assets (SWAs) are represented by their own equipment piece. This piece is placed with the figures of the unit it is embedded in. It is removed when the last figure of the unit it is attached to is lost. Note that the SWA itself does not count as an additional Medal, so only one Medal is collected when a unit with a SWA is eliminated. An Infantry unit with a SWA attached is treated like an Infantry unit for all purposes; it is ordered by the same Tactic cards, hit by the same dice rolls, etc. However, an Infantry unit with a SWA can never Take Ground. N Anti-Tank Gun The development of man-portable, anti-tank weapons took off during World War II. Their High Explosive Anti-Tank (HEAT) shells were soon found to penetrate armor better than some of the larger, much less mobile, anti-tank guns, at a fraction of the weight. The British PIAT, first fielded during the invasion of Sicily, was one such early device, though not the one represented in Memoir '44. Special Weapon Assets are designed to be generic in nature. They are cast in grey plastic so they can be assigned to any army regarding of the figures' color. As a physical model we opted for the more common M1A1 Rocket Launcher - more familiarly known as the "Bazoo
Picture
No picture is stored for this record.
Record 47899 · official · Review: approved
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.
Picture
No picture is stored for this record.
Record 47855 · official · Review: approved

