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
1185 matching records · page 34 of 99
Eastern Front — PDF p. 18 [eastern-18-0]
- Rule Category
- Rulebook excerpt
- Description
- 43 - BREAKOUT TO LISYANKA - FEBRUARY 16-17, 1944 1 x6 x4 2 3 x9 x3 4 x55 x77 x27 Setup order Gniloy Tikich River KomarovkaKhilki Dzhurzhentsy
Picture
No picture is stored for this record.
Record 47819 · official · Review: approved
Eastern Front — PDF p. 19 [eastern-19-0]
- Rule Category
- Rulebook excerpt
- Description
- 18 Historical Background In January, 1944 a large pocket of 6 German divisions with over 56,000 troops had been cut-off by the Soviet Army's 1st and 2nd Ukrainian Front troops. For days the Russians continued the attack in an attempt to split up the pocket and destroy the German forces. Just prior to midnight February 16, in a desperate attempt to escape what the German's called the 'kessel' (or cauldron), the 72d Division and 5th Panzer Division attacked from the Khilki-Komarovka pocket. Infantry regiments fixed bayonets and moved out. The Soviet defenders were caught by surprise and the German force broke through the first line and continued the attack up into the hills. The Russian counter attacked from Dzhurzhentsy with tanks and artillery. Many Germans panicked and began a mad dash for freedom. The Soviet guns caused horrific casualties, however relief soon came in the form of Panzers from III Panzerkorps. The breakout force had lost most of its artillery, tanks and supplies but many of the German units made it to the Gniloy-Tikich River and crossed to safety. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Finnish Player N Take 5 Command cards. N You move first. Russian Player N Take 4 Command card. Conditions of Victory N 7 Medals. An Axis unit that crosses the frozen river exits off the Russian side of the battlefield counts as Victory Medal, infantry count as 2 and armor 1. The Axis unit is removed from play. Place one figure from this unit onto the Axis Medal Stand. 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. The Axis Special Forces are Engineer units. Place an Axis Special Force Badge in the same hex with these units to distinguish them from the other units. See p.6 for details about Engineers. The Russian 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. Ravine and Frozen Rivers are explained on p.3.
Picture
No picture is stored for this record.
Record 47820 · official · Review: approved
Eastern Front — PDF p. 2 [eastern-2-0]
- Rule Category
- Rulebook excerpt
- Description
- 1 Foreword From the frozen shores of Lake Ladoga to the burning ruins of Stalingrad, relive some of the most intense battles of WWII, where entire Army groups disappeared faster than a single battalion on the beaches of Normandy. This expansion follows Expansion one, the Terrain Pack. While the Terrain Pack focused on new terrain and rules, the Eastern Front expansion is devoted to the ferocious battles that pit the Axis and Soviet forces against each other. Also included is a scenario drawn from the Russian-Finnish war, and an Overlord scenario of what turned out to be the largest tank battle in history: Kursk. This pack is independent from the Terrain Pack and from expansion three - The Winter/Desert board map, which are not required to play the Eastern Front battles. Throughout, we have used the appropriate board (Winter board during Winter scenarios) in the depiction of each scenario, but purely for visual purposes. For the ultimate gaming experience, you may also consider buying our "Winter/Desert Board Map" expansion. Otherwise, you may play with the standard country-side Memoir '44 board. For Memoir '44 enthusiasts who own both expansions, we have thrown in a "bonus" 8th scenario that combine them all. You will find this scenario at the end of this booklet. Make sure you visit the game web site at www.memoir44.com . As with all Days of Wonder games, you will find plenty of resources: additional rules, new scenarios, forums, etc. The Memoir '44 community is extremely active and very helpful to new players. And above all, have fun and enjoy! Richard Borg and the platoon at Days of Wonder Welcome to the second expansion for Memoir '44: The Eastern Front.
Picture
No picture is stored for this record.
Record 47803 · official · Review: approved
Eastern Front — PDF p. 20 [eastern-20-0]
- Rule Category
- Rulebook excerpt
- Description
- 44 - [KURSK] PROKHOROVKA - JULY 12, 1943 1 x7 x34 2 3 x3 x6 4 5 x2 x2 6 Setup order PPPP rrrr oooo kkkk hhhh oooo rrrr oooo yyyy kkkk aaaa Bogoroditskoye River Psel Veselyy
Picture
No picture is stored for this record.
Record 47821 · official · Review: approved
Eastern Front — PDF p. 21 [eastern-21-0]
- Rule Category
- Rulebook excerpt
- Description
- 20 Historical Background The tank battle of Prokhorovka was a clash between two immense armored forces. As the SS Panzer Corps started its advance, the Soviet artillery erupted and soon after the 5th Guards Tank Army under Gen. Pavel Rotmistrov accelerated toward the German advance. Rotmistrov's plan was to close quickly to negate the advantage held by the longer range German tanks. The fighting became a swirling melee and soon the battlefield was littered with the shattered remains of smoking armor. Losses on both sides were enormous. Combined, over 700 tanks were lost and because the battlefield remained in Soviet control the Germans could not recover and repair their losses. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Axis Player N Take 10 Command cards. N You move first. Russian Player N Take 10 Command cards. Note : the Overlord rules can be downloaded for free from the Memoir '44 web site at www.memoir44.com Conditions of Victory N 12 Medals. Special Rules The Axis and Russian 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. The River Psel is Fordable. Movement: A unit may enter a Fordable River hex but must stop and may move no further on that turn. Battle: A unit on a Fordable River hex will reduce the number of Battle dice it rolls by 1. Line of Sight: A Fordable River hex does not block line of sight.
Picture
No picture is stored for this record.
Record 47822 · official · Review: approved
Eastern Front — PDF p. 22 [eastern-22-0]
- Rule Category
- Rulebook excerpt
- Description
- 1 x10 x6 2 3 x12 x8 4 x15 x26 x37 x28 x113 x19 x210 x111 x112 Setup order RRRR iiii vvvv eeee rrrr BBBB uuuu gggg RRRR iiii vvvv eeee rrrr BBBB uuuu gggg Field BunkerField Bunker Matykaky River Jasnaja Supply Train 45 - [BARBAROSSA] RIVER BUG - JUNE 22, 1941
Picture
No picture is stored for this record.
Record 47823 · official · Review: approved
Eastern Front — PDF p. 23 [eastern-23-0]
- Rule Category
- Rulebook excerpt
- Description
- 22 Historical Background On June 22, 1941, the 18th Panzer Division made an unusual assault across the River Bug. The first wave of infantry in Sturmboot assault craft was followed by anti-tank and artillery on decked inflatable rafts. Even more remarkable, were the following 80 tanks, originally waterproofed for operation Sealion, that slowly and successfully transversed the riverbed of the Bug. The Russians defending the area were the 62nd Fortified District. They had only limited support but had manned some prepared positions, including dug-in tank turrets. After the initial German Blitz, the infantry and tanks made quick work of the Russian defenders. 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. Russian Player N Take 4 Command cards. Note: this bonus scenario requires both the Terrain Pack and the Eastern Front expansions to be played. Conditions of Victory N 5 Medals. An Axis unit that captures the bridge counts as one Victory Medal. Place an Objective Medal on the Bridge hex. As long as the Axis unit remains on the hex, it continues to count toward the Axis victory. If the unit moves off or is eliminated, it no longer counts. Special Rules Blitz Rules are in effect (p.4). Russian Command rules are in effect (see p.3). The bunkers are Field Bunkers (p.5). The Train is a Supply Train. Refer to p.12 of the Terrain Pack rules. The Supply Train, locomotive and car, are each loaded with one Infantry unit.
Picture
No picture is stored for this record.
Record 47824 · official · Review: approved
Eastern Front — PDF p. 24 [eastern-24-0]
- Rule Category
- Rulebook excerpt
- Description
- - NEW FIGURES - The Eastern Front Pack provides a full Russian army with new figures. Russian soldier The war against Germany from 1941 to 1945 is referred to as the "Great Patriotic War" by the Russians. At the beginning of the war, the Soviet population was 130 million people (about the same as the USA). The USSR lost over 11 million soldiers in the war. As a point of comparison, for each American soldier lost against the Germans on the Western Front, 80 Soviet soldiers would fall on the Eastern Front. The savagery of combat on the Eastern Front made the warfare tactics very different from the Western Front. While the Western Front was a theater of strategic domination with lots of priso ners taken, Eastern Front tactics were designed and executed to achieve annihilation of the enemy. T-34 Tank Many say that the Soviet T-34 tank was "the best in the world" during WWII. Even though it was less sophisticated than the famous German "Tiger" tank, it had many features that proved invaluable during the war: its high-velocity gun made it a perfect tank killer, it had great cross-country capabilities, was fast moving and most of all, had a very long range. This made a big difference at the end of the war during the race to Berlin between the Soviets and the Allies. For these reasons, the T-34 was called "the tank that won the Great Patriotic War". The last action of the T-34 was in Europe in the 1990's during the Bosnian Civil War – fifty years after WWII! ZIS-3 Anti-tank Gun Derived from the ZIS-2 gun, the 76.2 mm Division Gun ZIS-3 went into production in 1942 as an anti-tank gun. The ZIS-3 was the most famous Soviet artillery piece. Even the Germans, who had previously always had better equipment, recognized that the Soviet gun was superior to theirs. Because of its low production cost, the ZIS-3 was mass produced. Over 10,000 were eventually made, and it was still in use until recently.
Picture
No picture is stored for this record.
Record 47825 · official · Review: approved
Eastern Front — PDF p. 3 [eastern-3-0]
- Rule Category
- Rulebook excerpt
- Description
- 2 TABLE OF CONTENTS I. NEW TERRAIN TILES Trenches, City Ruins, Russian Villages, Winter Forest pp..22 Ravine, Mashes, Hill with Forest Hill with Village, Frozen River Factory Complex pp..33 II. NEW RULES Russian Command rules pp..33 Blitz Rules pp..44 III. NEW MEDALS Hero of the Soviet Union pp..44 Minefields pp..44 Battle Star Tokens pp..55 IV. NEW OBSTACLES Winter Field Bunkers pp..55 Dragon's Teeth pp..55 V. NEW BADGES Sniper pp..55 Russian Elite pp..66 Combat Engineers pp..66 Cavalry pp..66 Finnish Ski Troops pp..66 This icon indicates that we are introducing a new rule to MEMOIR '44. PAGE REFERENCES: A page number written like this: M44 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 Trenches N Movement:An Infantry or an Armor unit that moves onto a Trench hex must stop and may not move further on that turn. A Trench is impassable to Artillery. N Battle: An armor unit on a Trench hex may not battle. When battling an enemy unit that is on a Trench hex, Infantry and Armor reduce the number of Battle dice rolled by 1, and Artillery Battle dice are not reduced. An Infantry unit in Trenches may ignore the first flag rolled against it. N Line of Sight: Trenches do not block line of sight. City Ruins By default, City Ruins have the same effect as a Town & Village hex ( M44 p.14). In addition, a unit on a City Ruins hex may ignore the first flag rolled against it. Only Infantry units may enter a City Ruins hex. Russian Villages Russian Villages have the same effect as a Town & Village hex (M44 p.14). Winter Forest A Winter Forest hex has the same effect as a Forest hex (M44 p.13), and is used here for better visual effect.
Picture
No picture is stored for this record.
Record 47804 · official · Review: approved
Eastern Front — PDF p. 4 [eastern-4-0]
- Rule Category
- Rulebook excerpt
- Description
- 3 Ravine N Movement: Impassable to Armor and Artillery. No movement restrictions for Infantry. N Battle: No combat restrictions. An Infantry unit on a Ravine hex may ignore the first flag rolled against it. N Line of Sight:A Ravine does not block line of sight. Marshes N Movement: An Infantry or Armor unit that moves onto a Marsh hex must stop and may not move further on that turn. A unit that leaves a Marsh hex may only move onto an adjacent hex. An Artillery unit may not enter a Marsh hex. N Battle: An Infantry unit on a Marsh hex does not have any battle restrictions. An Armor unit may not battle, the turn it moves onto, or out of, a Marsh hex. An Armor unit that makes a successful Close Assault Combat on a unit in a Marsh hex may Take Ground but may not make an Armor Overrun. N Line of Sight: A Marsh hex does not block line of sight. Note: although these marshes are snowy, they are played exactly like the ones in the Terrain Pack expansion. Hill with Forest, Hill with Village These terrains hexes are used for visual effect only. The Hill on Forest has the same effect as a Forest ( M44 p.13), and the Hill with Village has the same effect as a Village ( M44 p.14). Frozen River The river is frozen and may be crossed. The ice, however, in some parts is not thick, nor safe. Whenever a unit moves or retreats onto a Frozen River hex, roll two battle dice. For each Star rolled, 1 figure is lost. There are no other movement or battle restrictions. Factory Complex See specific scenario rules for Factory Complex. By default, it has the same effect as a Town & Village hex ( M44 p.14). II. NEW RULES POLITICAL COMMISSAR Stalin's paranoia of any potential rivals resulted in the purge of some of the best and brightest officers in the Red Army in 1937-1938. Those who remained were timid leaders or groveling "yes-men" to their political commissars. In the heat of the most ferocious battles, soldiers were often forced into combat under the gun of their own unit's political commissar. Russian Command rules Deal Command cards to each side per the scenario's briefing notes. The Russian player must then select one card from his hand and place it under the Commissar Chip. The Command card under the
Picture
No picture is stored for this record.
Record 47805 · official · Review: approved
Eastern Front — PDF p. 5 [eastern-5-0]
- Rule Category
- Rulebook excerpt
- Description
- 4 Commissar Chip is the Command card he will play on his next turn. When the Russian player takes his turn, he selects one card from his hand to be placed under the Commissar Chip and takes the card that is under the Commissar Chip and plays it as his Command card this turn. At the end of his turn, the Russian player draws a new Command card into his hand as normal. On the Russian player's turn, in lieu of playing the Command card already committed under the Commissar Chip, the Russian player may choose to play from his hand a 'Recon 1' Command card or a 'Counter-Attack' Command card. The Command card under the Commissar Chip is not used and remains under the token until the next turn. The Russian player may also play the Ambush card from his hand per the standard rules. BLITZ RULES Scenarios occurring in the early years of WWII often use the Blitz Rules . N The Axis player may play a 'Recon 1' card as an Air Power Tactic card in that section (at least one target hex must be in the section): target a group of 4 or fewer enemy units adjacent to each other. Roll 1 battle dice per hex (Axis air attack). N Armor movement is amended as follows: An ordered Axis armor unit may move up to 3 hexes and battle while an ordered Allied armor unit may only move up to 2 hexes and battle. III. NEW MEDALS Hero of the Soviet Union Medal This medal was the highest degree of distinction in the former USSR. Created in 1934, it was awarded to over 12,500 people, mostly during the 1941-1945 war between Germany and the Soviet Union (called "The Great Patriotic War" by the Russians). Minefields The scenario briefing notes indicate which side will lay Minefields out. Minefields are set up on the board at the same time as terrain hexes. Before placing any Minefield, set all Minefield pieces with their picture of the land mine face up. Mix the pieces. Now place one Minefield piece, selected at random, face up (numbered side hidden) on each Minefield hex indicated by the scenario. Return any unused Minefield pieces to the box, their numerical face still hidden from the players’ view. When entering a Minefield, a unit must stop and may not move any further on that turn. If the unit entering the Minefield is an enemy unit, turn the Minefield piece over to reveal its strength number. If the Minefield is a decoy (“0” strength), remove it from the board. Otherwise, roll a number of Battle dice equal to the Minefield’s strength. Score 1 hit for each die matching the unit’s symbol or a grenade. Ignore all other symbols, retreat flag included. After any explosion, the Minefield remains in effect, its strength face up and visible to both players. If the unit entering the Minefield is a friendly unit (i.e. a unit that belongs to the player who laid the Minefield down), the unit must still stop, but will ignore the Minefield, never revealing it, if hidden, nor rolling dice. Note: In accordance with the general rules of retreat, a Minefield has no effect on retreat moves. Therefore, a r
Picture
No picture is stored for this record.
Record 47806 · official · Review: approved
Eastern Front — PDF p. 5 [eastern-5-1]
- Rule Category
- Rulebook excerpt
- Description
- ce equal to the Minefield’s strength. Score 1 hit for each die matching the unit’s symbol or a grenade. Ignore all other symbols, retreat flag included. After any explosion, the Minefield remains in effect, its strength face up and visible to both players. If the unit entering the Minefield is a friendly unit (i.e. a unit that belongs to the player who laid the Minefield down), the unit must still stop, but will ignore the Minefield, never revealing it, if hidden, nor rolling dice. Note: In accordance with the general rules of retreat, a Minefield has no effect on retreat moves. Therefore, a retreating unit may move through a Minefield without stopping. Retreating units that move onto or through a Minefield do not roll for hits.
Picture
No picture is stored for this record.
Record 47807 · official · Review: approved

