General Howitzer · Field Guide
Memoir '44 Rules Database
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1185 matching records · page 56 of 99
Memoir 44 One Page Rules
Record 48073 · unclassified · Review: needs_review
Memoir 44 Solo Play
- Rule Category
- RuleBook Fan Created
- Description
- Fan-created guide for solo play
Picture
No picture is stored for this record.
Record 47543 · Fan-Created · Review: needs_review
Minefields
- Rule Category
- Structure Weapons Terrain
- Description
- 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 (ie 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 46915 · unclassified · Review: needs_review
Minefields
- Rule Category
- Terrain
- Description
- No text description is stored for this record.
Picture
No picture is stored for this record.
Record 47414 · unclassified · Review: needs_review
Minesweeping
- Rule Category
- CardSet - Desert
- Description
- No text description is stored for this record.
Picture
No picture is stored for this record.
Record 47618 · unclassified · Review: needs_review
Mobile Artillery / M7 Priest
- Rule Category
- Weapons
- Description
- When indicated in the scenario's Briefing Notes, place a Mobile Artillery badge in the hex with the Artillery unit. Mobile Artillery units have two Artillery figures and combat over the same range and with the same firepower as normal artillery. However, a Mobile Artillery unit may move 1 hex and battle, or move 2 hexes and not battle.
Picture
No picture is stored for this record.
Record 46994 · unclassified · Review: needs_review
Mobile Artillery Training Reference
Record 48074 · unclassified · Review: needs_review
Molotov Cocktails
- Rule Category
- Weapons Action
- Description
- No text description is stored for this record.
Picture
No picture is stored for this record.
Record 47093 · unclassified · Review: needs_review
Molotov Cocktails
- Rule Category
- Action
- Description
- No text description is stored for this record.
Picture
No picture is stored for this record.
Record 47241 · unclassified · Review: needs_review
Molotov Cocktails
Record 48020 · unclassified · Review: needs_review
More Vulnerable Artillery
- Rule Category
- Fan Created
- Description
- Infantry attacking an Artillery unit in Close Combat hit on Stars and Grenades Why? Artillery are hard to kill. They require, on average, 12 dice to kill.
Picture
No picture is stored for this record.
Record 47064 · Fan-Created · Review: needs_review
Moroccan Goums
- Rule Category
- Fan Created Nations Troops
- Description
- The historical basis for the Moroccan Goums card is rooted in the unique role these troops played during the Italian and North African campaigns of World War II. The game mechanics were chosen to reflect their real battlefield strengths rather than simply make them a stronger infantry unit. A Goum infantry unit may move up to 2 hexes and still battle when its entire movement is through Hill and/or Mountain terrain. This represents their exceptional ability to traverse steep, rugged terrain that slowed conventional infantry. They were also excellent at close quarter battles while using their knives. Rule: 1. Mountain Warriors A Goum infantry unit may move up to 2 hexes and still battle when its entire movement is through Hill and/or Mountain terrain. 2. Fierce Assault When battling an adjacent enemy unit, a Goum infantry unit rolls one additional battle die (+1 die). Usage: This card is best used in mountainous Italian scenarios.
Record 47640 · Fan-Created · Review: needs_review





