General Howitzer’s Field Guide to Memoir 44

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General Howitzer · Field Guide

Memoir '44 Rules Database

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1184 matching records · page 22 of 99

Base Game (classic) — PDF p. 4 [base-4-1]

Rule Category
Rulebook excerpt
Description
side, or in a classroom/demonstration environment. With them, players on a same side can point to and study various options. 9 - Now choose each player’s side and sit in front of the board accordingly. Given the relatively short duration of a typical battle scenario, we recommend match play, with each player taking first one side, then the other in an immediate re-match. This helps balance any historical advantage that one side may have in a particular scenario. The winner of the match is the player who scores the most Victory Medals after both battles. 1 6 + 3 4 Place Terrain hex. x20 x4 x9 12 10 8 7

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Record 47665 · official · Review: approved

Base Game (classic) — PDF p. 5 [base-5-0]

Rule Category
Rulebook excerpt
Description
55 10 - Shuffle the Command cards deck thoroughly, and deal Command cards to each side per the selected scenario’s briefing notes. Place those cards in your respective cardholder, keeping them secret from the opposing player. For Pegasus Bridge, the Allied Commander-in-Chief receives 6 Command cards, while the German General starts with a meager 2! Rommel shouldn’t have been vacationing on that fateful day! 11 - Place the remainder of the deck face down, alongside the board’s battlefield, within easy reach of both players. 12 - Each side takes four Battle dice. 13 - The starting player (in Pegasus Bridge — British Major, John Howard), as indicated in the scenario’s briefing notes, begins play. Battlefield Battles are fought over a hexagonal game board 13 hexes wide by 9 hexes deep. The battlefield is divided into three sections by two red dotted lines, giving each player a left flank, a center and a right flank section. Where a dotted line cuts through a hex, the hex is considered to be a part of both the flank and center section. Command Cards Army units may only move and/or battle when given an order. Command cards are used to order your troops to move, battle and/or execute a special command. There are two types of command cards: Section cards and Tactic cards. Section cards Section cards are used to order a move and/or battle in a specific section. These cards indicate in which section(s) of the battlefield you may order units and how many units you may order. Tactic cards Tactic cards allow you to make special moves, battle in a specific way or take special actions, as explained on the card. Some cards allow you to order troops in just one section, while others order units in all sections. 2 5 4 6 Place Units Command card deck x4 x1 x24 x36 11 12 10 Section cards Tactics cards COUNTRY SIDE BEACH SIDE

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Record 47666 · official · Review: approved

Base Game (classic) — PDF p. 6 [base-6-0]

Rule Category
Rulebook excerpt
Description
66 Object of the Game The object of the game is to be the first to win a set number of Victory Medals (usually 4 to 6, depending on the selected battle scenario’s victory conditions). In Memoir ’44, a Victory Medal is gained for each enemy unit entirely eliminated from the battlefield. Each Medal won is designated by placing the last figure of the eliminated unit on any of the available Medal Stands located on your bottom left edge of the board. In some scenarios, additional Medals may be gained from the board map itself, for capturing and holding certain terrain hexes or battlefield objectives. Game Turn The player listed in the briefing notes goes first. Players then alternate taking turns, until one of the players reaches the number of Victory Medals indicated in the scenario’s victory conditions. 1 - Play a Command Card At the start of your turn, play one Command card from your hand. Place it face up in front of you, and read it aloud. Command cards are normally used to order units to move and/or battle. The card you play will indicate in which section(s) of the battlefield you may issue orders, and how many units you may order. 2 - Order Units After playing a command card, announce which corresponding unit(s) you choose to order. Only those units that are issued an order may move, battle, or take a special action, later in the turn. Units on a hex with a red dotted line running through it may be ordered from either section. On your turn, follow the sequence below: 1 - Play a Command card. 2 - ORDER. Announce all units you intend to order, within the limits of the Section or Tactical Command card just played. 3 - MOVE. Move all ordered units you wish, one at a time. Respect unit and terrain movement limitations, as per the summary cards. 4 - BATTLE. Battle one ordered unit at a time. Select an enemy target and a. Check Battle Range (by counting down the Battle dice, see page 9), and Line of Sight (page 9) b. Check for potential Terrain effects (page 13). c. Resolve Battle (page 10) 5 - Draw a new Command card. Or

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Record 47667 · official · Review: approved

Base Game (classic) — PDF p. 7 [base-7-0]

Rule Category
Rulebook excerpt
Description
77 You may not give more than one order to each unit. If the Command card allows you to issue more orders in a given section of the battlefield than you have units in that section, those additional orders are lost. 3 - Move Units Movements are announced and made sequentially, one ordered unit at a time, in the sequence of your choice. A unit may only move once per turn. A unit that is ordered does not have to move. You must complete one unit’s movement before beginning another. In addition, you must complete all unit movements before proceeding to Battle (step 4). Ordered units may move from one section of the battlefield into another. Two units may not occupy the same hex. When moving a unit, you may not move onto or through a hex occupied by a friendly or enemy unit. You may not split off individual figures from a unit; they must stay together and always move as a group. Units that are reduced through casualties may not combine with other units. Some terrain features affect movement and may prevent a unit from moving its full distance or battle (see Terrain section on page 13). Retreat movement rules vary slightly from regular movement (see section on Retreat page 10). • Infantry Movement An ordered Infantry unit may move up to 1 hex and battle or 2 hexes and not battle. Starting Position Example: To move the infantry unit to its destination to the village's right, you must first move the unit ahead of it out of the way. This is forbidden First, move the right unit, 1 hex to the right… …then move the other unit. The armor unit must move 3 hexes, around the infantry, to reach its destination Move 1 and battle Move 2 and no battle Splitting is forbidden Regrouping is forbidden or

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Record 47668 · official · Review: approved

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

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

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Record 47669 · official · Review: approved

Base Game (classic) — PDF p. 9 [base-9-0]

Rule Category
Rulebook excerpt
Description
99 • Battle Range - Infantry An ordered Infantry unit may battle any enemy target unit 3 or fewer hexes away. It rolls 3 dice in close assault (enemy on adjacent hex), 2 dice against a target at 2 hexes, and 1 die against a target at 3 hexes. To determine the number of Battle dice to roll, simply “count down” the number of dice rolled: Position your finger on the first hex adjacent to your unit and move it, one hex at a time, in the direction of the target, counting down (“3”, “2”, “1”) as you reach new hexes. The last number you pronounce when your finger reaches the target is the number of dice you should roll. • Battle Range - Armor An ordered Armor unit may battle any enemy target unit 3 or fewer hexes away. It always combats at 3 dice. • Battle Range - Artillery An ordered Artillery unit may battle any enemy target unit 6 or fewer hexes away. It combats at 3,3,2,2,1,1 as illustrated on the right. • Line of Sight To battle, an Infantry or Armor unit must be able to "see" the enemy unit it wants to target. This is known as having "line of sight". An Artillery unit does not require line of sight to target an enemy unit. Imagine a line drawn from the center of the hex containing the battling unit to the center of the hex containing the enemy target. The line of sight is considered blocked if any hex (or part of a hex) intercepting this imaginary line segment contains an obstruction. Obstructions include units (friends or foes) or certain type of terrain features. The terrain in the target hex does not block line of sight. When the imaginary line runs along the edge of one or several hexes which contain obstructions, the line of sight is not blocked, unless the obstructions stand somewhere along both sides of the line segment. Enemy at 2 hexes Allies unit has line of sight Line of sight is blocked on both sides Line of sight is blocked on both sides Enemy out of range Range and number of dice rolled by infantry, based on distance to target. Infantry is said to "combat at 3, 2, 1" Range and number of dice rolled by armor Range and number of dice rolled by artillery Line of sight from the left unit to the enemy is blocked by the center unit The Allies unit has line of sight to the unit in the woods' border, but not to the other unit hiding behind the woods.

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Record 47670 · official · Review: approved

Battle Star Tokens

Rule Category
Special
Description
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.

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Record 46917 · unclassified · Review: needs_review

Beach Control

Rule Category
Medal Objective Action
Description
No text description is stored for this record.

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Record 47095 · unclassified · Review: needs_review

Beach Control

Rule Category
Action
Description
No text description is stored for this record.

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Record 47236 · unclassified · Review: needs_review

Beach Control

Rule Category
Rules
Description
No text description is stored for this record.

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Record 47384 · unclassified · Review: needs_review

Beach Control

Rule Category
ACTION CARDS
Description
No text description is stored for this record.

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Beach Control — rule card

Record 48001 · unclassified · Review: needs_review

Beaches

Rule Category
Terrain
Description
◆ Movement: A unit that moves onto a Beach hex may only move 2 hexes. ◆ Battle: No combat restrictions. A unit may still Take Ground after a successful Close Assault Combat. ◆ Line of Sight: A Beach does not block line of sight.

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Record 46977 · unclassified · Review: needs_review

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