General Howitzer · Field Guide
Memoir '44 Rules Database
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1185 matching records · page 30 of 99
Combat Engineers
- Rule Category
- Troops
- Description
- 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: ◆ In Close Assault Combat, an Engineer unit ignores all terrain Battle dice reductions, i.e. their enemies are not protected by their 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. ◆ 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 re
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Record 46946 · unclassified · Review: needs_review
Command Card
- Rule Category
- Command Cards
- Description
- No text description is stored for this record.
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Record 47451 · unclassified · Review: needs_review
Command Cards
- Rule Category
- CardSet - Command
- Description
- No text description is stored for this record.
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Record 47114 · unclassified · Review: needs_review
Command Cards
Record 48009 · unclassified · Review: needs_review
Command Cars / Kübelwagen
- Rule Category
- Weapons
- Description
- (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. ◆ Movement: An ordered Command Car may move up to 3 hexes. ◆ 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.
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Record 47013 · unclassified · Review: needs_review
Control Markers
- Rule Category
- Special Action Medal Objective
- Description
- No text description is stored for this record.
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Record 47088 · unclassified · Review: needs_review
Control Markers
- Rule Category
- Action
- Description
- Town Control Beach Control
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Record 47383 · unclassified · Review: needs_review
Control Markers
Record 48010 · unclassified · Review: needs_review
Counter Attack
Record 48044 · unclassified · Review: needs_review
Counter-Attack
- Rule Category
- CardSet - Command
- Description
- 2x
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Record 47130 · unclassified · Review: needs_review
Counter-Attack
- Rule Category
- CardSet - Command CardSet - Tactical
- Description
- No text description is stored for this record.
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Record 47468 · unclassified · Review: needs_review
Counter-Attack
- Rule Category
- CardSet - Breakthrough CardSet - Tactical
- Description
- 2x in the set
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Record 47564 · unclassified · Review: needs_review




