General Howitzer’s Field Guide to Memoir 44

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General Howitzer · Field Guide

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1185 matching records · page 36 of 99

Equipment Pack — PDF p. 10 [equipment-10-0]

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10 the war. The desperate resistance of French Infantry at Gembloux and Saumur, the victories of the Foreign Legion and Free French Forces at Narvik and Bir-Hakeim, showed the world the true meaning of “Furia Francese”, often in close quarters at the tip of bayonets. French Army (Nations 7 - French Army) The French Infantry (1940) figures represent French Infantry imbued with the “Furia Francese” spirit. French Infantry units have 4 figures. When indicated in the scenario’s Briefing Notes, place 4 French Infantry figures in each scenario hex containing a French Infantry unit. Furia Francese When the “Furia Francese” rule is in effect, any French Infantry unit that successfully eliminates an enemy unit or forces it to retreat following a Close Assault may either Take Groundand not battle or stay in place and make a second Close Assault attack against another adjacent enemy unit. This second Close Assault is made with only 1 die, ignoring any Terrain battle die reductions. The French Infantry may Take Groundfollowing this second attack, if eligible, but it may not do more than one Furia Francese Close Assault this turn. The Furia Francese only applies to standard Infantry units, never to Specialized troops (Special Forces, Combat Engineers, units equipped with Special Weapon Assets, etc.). Italy Chronically under-equipped, the Italian Royal Army suffered a great deal from its sub-standard equipment - a shortcoming made even worse by the amateurism of its High Command. Reports of Italian military prowess would often be dismissed and promptly ridiculed; but a careful read of history through the eyes and reports of their closest Allies, staff officers of the Afrikakorps, tells a very different story. Italian Royal Army Command Rules (Nations 6 - Italian Royal Army) Italian High Command When the Italian High Command rules are in effect its army starts the battle with 6 Command cards in hand. Each time a unit is lost, one Italian player’s Command card is selected at random by his opponent and discarded. However the number of Command cards held by the Italian player cannot be reduced below three. Motorized Divisions While in short supply, Italian motor vehicles tended to be of better than average quality: British Field Marshal Bernard Montgomery himself made use of some during his North African campaigns! In Memoir '44, all Italian ground units may retreat 1, 2 or 3 hexes for each Flag rolled against them, to fight another day. Artillery Bravery Italian Artillery units exhibited remarkable courage throughout the war - during the Desert campaign, some of them would keep firing their obsolescent guns at the enemy until they were literally overrun! In Memoir '44, all Italian Artillery units may ignore 1 Flag rolled against them. Italian Artillery The Italian Artillery figures represent Italian Artillery units exhibiting remarkable courage. When indicated in the scenario’s Briefing Notes, place 2 Italian Artillery figures in each scenario hex containing an A

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Record 47963 · official · Review: approved

Equipment Pack — PDF p. 10 [equipment-10-1]

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hexes for each Flag rolled against them, to fight another day. Artillery Bravery Italian Artillery units exhibited remarkable courage throughout the war - during the Desert campaign, some of them would keep firing their obsolescent guns at the enemy until they were literally overrun! In Memoir '44, all Italian Artillery units may ignore 1 Flag rolled against them. Italian Artillery The Italian Artillery figures represent Italian Artillery units exhibiting remarkable courage. When indicated in the scenario’s Briefing Notes, place 2 Italian Artillery figures in each scenario hex containing an Artillery symbol with the Italian Army badge. Poland Poland was the first country invaded by German troops at the start of World War II. The Polish army defended itself valiantly, mounting some of the last Cavalry charges in history as Polish cavalry men charged machine-gun equipped German armoured personnel carriers on the evening of September 1, 1939. Sixteen days later, the Soviets broke their non-aggression pact, forcing the now isolated Polish capital to surrender on September 28, 1939. Polish Cavalry (Troops 8 - Cavalry) When indicated in the scenario’s Briefing Notes, place 4 Cavalry figures in each scenario hex containing an Infantry symbol with a Cavalry badge. A Cavalry unit is treated like Infantry for ordering and Armor for movement and combat. An ordered Cavalry unit: N May move up to 3 hexes and battle. N May battle any enemy target 2 or fewer hexes away. It rolls 2 dice in Close Assault and 1 die against a target at 2 hexes. N May, on a successful Close Assault combat, Take Ground and battle again, using the same rules as the Armor Overrun combat. EQP rules & scenario EN FR V2 TR5:rules sections 8/06/12 15:53 Page 10

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Record 47964 · official · Review: approved

Equipment Pack — PDF p. 11 [equipment-11-0]

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Equipment pack - Rules Medal Objectives The following terms are used to describe new and some common Memoir '44 Victory conditions: Temporary Medal Objective The Victory Medal in this objective hex is captured and held only as long as a unit of the appropriate side holds the hex. If the unit vacates the hex for any reason (movement, retreat or elimination), the medal is immediately lost and placed back in play in its original position on the objective hex. Temporary Majority Medal Objective The Victory Medal for this group of objective hexes goes to the side that has units in an absolute majority of these hexes. The medal is held as long as the side retains absolute majority. The medal is immediately lost and placed back in play when a side no longer has absolute majority. Temporary Majority Medal Objective (Turn Start) The Victory Medal for this group of objective hexes goes to the side that has units in an absolute majority of these hexes at the start of its turn. The medal is held through the turn as long as the side has absolute majority at the start of a turn. The medal is lost and placed back in play when a side no longer has absolute majority at the start of a turn. Permanent Medal Objective The Victory Medal in this objective hex is captured and permanently gained the moment a unit of the appropriate side enters this hex. The medal is not returned or put back in play, even if the unit later vacates this hex. Permanent Medal Objective (Turn Start) The Victory Medal in this objective hex is captured and permanently gained when the appropriate side occupies the hex at the start of its turn. The medal is not returned or put back in play, even if the unit later vacates this hex. Last to Occupy Medal Objective The Victory Medal in this objective hex is captured and gained the moment a unit from either side occupies this hex. The unit may vacate the hex, but the Victory Medal is still held as long as an enemy unit does not occupy the objective hex. Sole Control Medal Objective The Victory Medal for this group of objective hexes goes to the appropriate side when it has at least one unit that occupies any of these objective hexes and the enemy does not occupy any of these hexes. The Victory Medal is held as long as a unit of the appropriate side occupies one of these hexes and the enemy does not occupy any of these hexes. Sudden Death Objective As soon as the designated side fulfills the Sudden Death conditions set forth, it immediately ends and wins the game. Exit markers When placed on the map with their arrows pointing toward the players' sides, the Exit markers designate specific baseline hexes through which a unit exiting the board might be saved and collect a Victory medal. When turned sideways, a pair of Exit markers designates a set of baseline hexes; this set includes the two hexes on which the Exit markers are placed. A unit that moves off the board through an exit hex is removed from the board, and one of its figures placed on the playe

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Record 47965 · official · Review: approved

Equipment Pack — PDF p. 11 [equipment-11-1]

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designated side fulfills the Sudden Death conditions set forth, it immediately ends and wins the game. Exit markers When placed on the map with their arrows pointing toward the players' sides, the Exit markers designate specific baseline hexes through which a unit exiting the board might be saved and collect a Victory medal. When turned sideways, a pair of Exit markers designates a set of baseline hexes; this set includes the two hexes on which the Exit markers are placed. A unit that moves off the board through an exit hex is removed from the board, and one of its figures placed on the player's Victory track. ViII. Victory Conditions Important Note:Unless written otherwise, air rules are not in effect. If present in your deck, Air Sortie cards should be removed and set aside. They will not be used. In addition, unless stated otherwise, when playing an Air Power card in any of the scenarios that follow, roll only 1 die against each unit, regardless of which sides you are playing from, even you are the Allies. Exit marker # 1 is an isolated Exit hex; All edge hexes between, and including, Exit markers 2 and 3 form a line of Exit hexes through which enemy units can exit and collect Victory medals. #1 #2 #3 11 EQP rules & scenario EN FR V2 TR5:rules sections 8/06/12 15:54 Page 11

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Record 47966 · official · Review: approved

Equipment Pack — PDF p. 12 [equipment-12-0]

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Rules / Règles Richard Borg Scenarios / Scénarios Richard Borg,Jacques "jdrommel" David, Don "yangtze" Clarke, Antoine Additional Development and Proofreading / Relecture Jesse Rasmussen, Don "yangtze" Clarke Illustrations Julien Delval Graphic Design / Création Graphique Cyrille Daujean Visit www.daysofwonder.com Days of Wonder, inc. 334 State Street, Suite 203 Los Altos, CA 94022 - USA Days of Wonder Europe 60 rue Saint-Lazare 75009 Paris - FRANCE For online customer service, visit our forums on: www.memoir44.com This book is printed under the copyright laws of the United States of America. © 2012 Days of Wonder, Inc. Copies of the material herein are intended solely for your personal, non-commercial use, and only if you preserve any associated copyrights, trademarks or other notices. You may not distribute copies to others for a charge or other consideration without prior written consent of the owner of the materials except for review purposes only. Days of Wonder, the Days of Wonder logo, Memoir '44, the Memoir '44 logotype and all related product and brand names are registered trademarks or trademarks of Days of Wonder, Inc. and copyrights © 2012-2015 Days of Wonder, Inc. First printing: June 2012. Printed in China. TABLE OF CONTENTS TABLE DES MATIÈRES I. ARTILLERY PIECES Flak 88 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Long Tom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 M7 Priest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Nebelwerfer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 II. BEACH LANDING EQUIPMENT LCT 202 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Hobart’s Funnies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 III. ARMOR Elefant Panzerjäger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Sd.Kfz 250 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Tiger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 IV. VEHICLES Dodge WC-63 Truck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Jeep Willys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Kübelwagen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 V. SPECIAL WEAPON ASSETS M2 Mortar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 M2 Machine Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 VI. SPECIALISTS Sniper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 VII. MINOR WWII NATIONS Ski Troops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 French Infantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Italian Artillery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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Record 47967 · official · Review: approved

Equipment Pack — PDF p. 12 [equipment-12-1]

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. . . . . 8 V. SPECIAL WEAPON ASSETS M2 Mortar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 M2 Machine Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 VI. SPECIALISTS Sniper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 VII. MINOR WWII NATIONS Ski Troops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 French Infantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Italian Artillery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Polish Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 VIII. VICTORY CONDITIONS Medal Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Exit markers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 I. PIÈCES D'ARTILLERIE Flak 88 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Long Tom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 M7 Priest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Nebelwerfer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 II. ÉQUIPEMENT DE DÉBARQUEMENT LCT 202 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Funnies de Hobart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 III. BLINDÉS Panzerjäger Elefant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Sd.Kfz 250 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Tigre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 IV. VÉHICULES Camion Dodge WC-63 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Jeep Willys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Kübelwagen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 V. MATÉRIEL Mortier M2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Mitrailleuse M2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 VI. TROUPES SPÉCIALES Tireur d'élite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 VII. NATIONS "MINEURES" Troupes à skis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Infanterie française . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Artillerie italienne . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Cavalerie polonaise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 VIII. CONDITIONS DE VICTOIRE Médailles-objectifs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Pions Exit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 EQP rules & scenario EN FR 2015_rules sections 19/05/15 17:48 Page24

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Record 47968 · official · Review: approved

Equipment Pack — PDF p. 12 [equipment-12-2]

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. . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Infanterie française . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Artillerie italienne . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Cavalerie polonaise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 VIII. CONDITIONS DE VICTOIRE Médailles-objectifs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Pions Exit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 EQP rules & scenario EN FR 2015_rules sections 19/05/15 17:48 Page24

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Record 47969 · official · Review: approved

Equipment Pack — PDF p. 2 [equipment-2-0]

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MEMOIR’44 EQUIPMENT PACK Congratulations on your purchase of this Equipment Pack, the largest set of figures ever released for Memoir ‘44. This Equipment Pack contains hundreds of new figures useful for playing scenarios that involve: Memoir '44 base game Terrain Pack Campaign Book #2 Eastern Front Mediterranean Theater Winter /Desert Board Air Pack Breakthrough Winter Wars Battle Map Pacific Theater Campaign Book #1 N 4 Minor WWII Nations:France (French Infantry 1940); Italy (Obice da 75/18 Italian Gun); Poland (Polish Cavalry); and Finland (Finnish Ski Troops) N Artillery Pieces:The M7 Priest (Mobile Artillery), Flak 88 (Heavy AntiTank Gun), Long Tom (Big Gun) and Nebelwerfer (Screaming Meemies) N Beach Landing Equipment: The LCT 202 (Landing Craft) and Hobart’s Funnies (Churchill Tank with 5 different accessories!) N Special Weapon Assets: The M2 Mortar and M2 Machine Gun N Tank Destroyers: The Elefant Panzerjäger N Command Cars: The Kübelwagen N Snipers: Perfectly set for urban combat N And additional copies of already-issued Tanks and Vehicles: The Tiger Tank, Sd.Kfz 250 Half-Track, Dodge-WC63 Truck and Jeep Willys • A word about these figures • Colors and Paint - All the figures included in this pack are cast in neutral gray plastic, allowing you to use them as stand-ins for units or replacement for badges on either side of the battlefield. If you wish to paint them, we recommend washing them in soapy warm water and priming them first. Minor Nations - When playing a Minor Nation, use the figures unique to that Minor Nation’s specific power(s), side-by-side with other normal figures of that same side (Allies or Axis) to form a complete army for the scenario. Hobart’s Funnies -The Churchill tank included in this pack is the most sophisticated figure we’ve released for Memoir ‘44 yet. It comes with 5 distinct accessories, each with its own unique capabilities. We have provided more of these tanks and accessories than you will typically need. We recommend gluing some of the smaller accessories, especially the tiny Petard Mortar, directly onto some (but not all) of your tanks, to avoid losing them. This icon indicates that we are introducing a new rule to Memoir '44. This icon indicates that we slightly updated already existing cards. Many of the figures included in this pack were already released as badges in earlier expansions. If you own any of these, simply use your new figures in lieu of the earlier Troop badges. Keep the badges to differentiate your figures if playing the same unit (e.g. Snipers) from both sides on the same battlefield. Various icons indicate rules that were already introduced in a prior expansion pack. I. Artillery pieces Flak 88 (Troops 23 - Heavy Anti-Tank Gun) When indicated in the scenario’s Briefing Notes, place a Heavy Anti-Tank Gun unit (two Flak 88 figures) on the corresponding hex. A Heavy Anti-Tank Gun unit is treated like Artillery for all purposes. It is ordered by the same Tactic cards, hit by the same dice r

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Record 47946 · official · Review: approved

Equipment Pack — PDF p. 2 [equipment-2-1]

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mply use your new figures in lieu of the earlier Troop badges. Keep the badges to differentiate your figures if playing the same unit (e.g. Snipers) from both sides on the same battlefield. Various icons indicate rules that were already introduced in a prior expansion pack. I. Artillery pieces Flak 88 (Troops 23 - Heavy Anti-Tank Gun) When indicated in the scenario’s Briefing Notes, place a Heavy Anti-Tank Gun unit (two Flak 88 figures) on the corresponding hex. A Heavy Anti-Tank Gun unit is treated like Artillery for all purposes. It is ordered by the same Tactic cards, hit by the same dice rolls, and can never Take Ground. N Movement: An ordered Heavy Anti-Tank Gun unit may move 1 hex or battle. N Battle: An ordered Heavy Anti-Tank Gun unit may battle any enemy target unit 4 or fewer hexes away, battling with 2 dice. If the Heavy Anti-Tank Gun targets an enemy Armor or Vehicle unit, all stars rolled score a hit. Heavy Anti-Tank Guns ignore terrain battle restrictions. N Line of Sight: Heavy Anti-Tank Guns must have line of sight to their target. Long Tom (Troops 3 - 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 indicated in the scenario’s Briefing Notes, place a Big Gun unit (two Long Tom figures) and three Crosshair markers on the corresponding hex. Targeting Markers, distinguished by their cross-hair icons, (or Battle Stars, if you don’t have enough or any Cross-hair markers) are used in conjunction with Big Gun batteries to designate an enemy unit that the Big Gun batteries have zeroed-in on. Big Guns fire over a range of eight hexes, at 3, 3, 2, 2, 1, 1, 1, 1 respectively. 2 EQP rules & scenario EN FR V2 TR5:rules sections 8/06/12 15:45 Page 2

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Record 47947 · official · Review: approved

Equipment Pack — PDF p. 3 [equipment-3-0]

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3 Equipment pack - Rules When a Big Gun scores a hit on an enemy target unit and the unit is not eliminated or forced to retreat, 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 hex). Cross-hair markers are not cumulative, so there is no reason to place more than one Cross-hair marker on a hex; however once a hex has a Cross-hair marker, all Big Gun units and War Ship Destroyer units targeting the unit in this hex roll 1 additional die. The Cross-hair marker remains on the hex until the enemy unit moves or is eliminated from the hex. When the enemy unit moves or is eliminated, the Cross-hair marker is placed back on the hex with the Big Guns. All Cross-hair markers are also returned to the Big Gun unit when it moves. M7 Priest (Troops 14 - Mobile Artillery) When indicated in the scenario’s Briefing Notes, place a Mobile Artillery unit (two M7 Priest figures) on the corresponding hex. Mobile Artillery units combat over the same range and with the same firepower as standard Artillery. However, a Mobile Artillery unit may move 1 hex and battle, or move 2 hexes and not battle. Nebelwerfer (Troops 25 - Screaming Meemies) When indicated in the scenario’s Briefing Notes, place a Screaming Meemies unit (two Nebelwerfer figures) on the corresponding hex. Screaming Meemies move and combat over the same range and with the same firepower as standard Artillery. Screaming Meemies ignore line of sight and terrain protection as standard Artillery. But unlike standard Artillery units, they do not receive terrain protection when targeted by enemy units. At the player's choice, Screaming Meemies may either fire Incendiary or Smoke shells when the unit battles. The type of shells fired by a unit of Screaming Meemies must stay the same through the entire turn though; so a unit of Screaming Meemies ordered by an Artillery Bombard may either fire Incendiary shells twice or Smoke shells twice, but not a mix of the two. Incendiary shells: These are similar to standard Artillery shell shots, except that their targets cannot ignore any Flags rolled against them. Smoke shells: Smoke shells inflict no direct damage; Instead, Smoke screen markers are placed on up to 3 contiguously adjacent hexes within firing range of your unit. Smoke Shells (Actions 31 - Smoke Shells) Smoke Shells are active for 2 full turns after being fired. Use Smoke screen markers such as those that came with Campaign Books Volume 1 or Volume 2 to mark the hexes your Smoke Shells landed in. If you do not have Smoke screen markers, use any unused badge or round marker from your base game instead. Just make sure the two sides of your markers are different, to keep track of the two turns your Smoke Shells will last. After your opponent’s first turn, flip the Smoke screen markers over to show the smoke and sun side of

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Record 47948 · official · Review: approved

Equipment Pack — PDF p. 3 [equipment-3-1]

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ithin firing range of your unit. Smoke Shells (Actions 31 - Smoke Shells) Smoke Shells are active for 2 full turns after being fired. Use Smoke screen markers such as those that came with Campaign Books Volume 1 or Volume 2 to mark the hexes your Smoke Shells landed in. If you do not have Smoke screen markers, use any unused badge or round marker from your base game instead. Just make sure the two sides of your markers are different, to keep track of the two turns your Smoke Shells will last. After your opponent’s first turn, flip the Smoke screen markers over to show the smoke and sun side of the marker. After your opponent’s second turn, remove the markers from the battlefield. Smoke Shells have the following impact on game play: N Movement: A unit must stop when moving onto a hex with a Smoke Shell and may move no further on that turn. N Battle: When targeting a unit that is on a hex containing a Smoke Shell, reduce the number of Battle dice rolled by 1. And a unit battling from a hex containing a Smoke Shell battles out at minus 1 die. N Line of Sight: A hex containing a Smoke Shell blocks Line of Sight, though units that are in the hex containing this Smoke Shell may be seen and see out of that hex. In other words, a unit is hidden from line of sight only if the line of sight crosses the hex containing a Smoke Shell. Smoke Shell hexes also block line of sight for Artillery units. Range and number of dice rolled by Artillery EQP rules & scenario EN FR V2 TR5:rules sections 8/06/12 15:47 Page 3

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Record 47949 · official · Review: approved

Equipment Pack — PDF p. 4 [equipment-4-0]

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4 II. Beach Landing Equipment LCT 202 (Troops 15 - Landing Craft) Landing Craft are treated like Armor for all purposes. Landing Craft function as follows: You may deploy a Landing Craft figure under any unit in the water, situated on the last line of Ocean hexes on the board (the line of hexes closest to the board's border). The LCT 202s are designed to represent all types of landing craft, and may carry not only Infantry, but also Armor and possibly Artillery units. These Landing Craft are not a "unit" per se, in that they do not give any medal to the opponent, and cannot be targeted directly. Instead, they act as a vehicle that improves and supplements the movement capabilities of the units they carry. N Movement: Landing Craft (and the unit they carry) can move up to 2 hexes, on Ocean and Shore hexes (Shore hexes are those Ocean hexes that are closest to the beach, illustrated as part Ocean and part Beach). Landing Craft can also retreat, even on Ocean hexes. When a Landing Craft finishes its move on a beach or shore hex, it is automatically removed, at no medal cost, and the unit it carried is left on the hex where it landed. N Battle: Landing Craft have no direct battle capability, and the units they carry may not battle while in them or during the turn in which they land on the shore. If the unit inside a Landing Craft is eliminated, the Landing Craft is immediately removed from the board, but yields no Victory medal. N Line of Sight: Landing Craft block line of sight. Hobart/FL2019hs Funnies Churchill Tank with 5 accessories (Troops 26 - Hobart’s Funnies) When indicated in the scenario’s Briefing Notes, replace a single Tank figure in each unit marked with a Hobart’s Funnies badge with a Churchill Tank figure equipped with the accessory of your choice. This accessory must be chosen at game start, and cannot be changed during the course of the game. During the game, when taking hits, remove all the other Tank figures in this unit first, keeping your Churchill tank for last. Hobart’s Funnies units move and battle like normal Tank units. Unless stated otherwise, the accessories apply throughout a scenario and can be used multiple times. Depending on the accessory attached to the Churchill tank, the unit also has the following abilities: Assault Bridge In lieu of battling, a Hobart’s Funnies unit equipped with an Assault Bridge may place its bridge over any adjacent River hex and move onto it during the same turn. Once set, the Assault Bridge functions the same as a standard bridge (Terrain 9 - Bridges). The bridge accessory may only be used one time; once placed, another bridge may not be built by this same Churchill unit during the game. Bobbin A Hobart’s Funnies unit equipped with a Bobbin may ignore the movement restrictions of all Beach, Marsh and hexes containing Wire. Treat this terrain as a countryside hex for movement and battle. Wire is removed when moving onto or through the hex. Fascine A Hobart’s Funnies unit equipped with a Fasc

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Record 47950 · official · Review: approved

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