General Howitzer’s Field Guide to Memoir 44

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General Howitzer · Field Guide

Memoir '44 Rules Database

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1185 matching records · page 58 of 99

Nebelwerfer / Screaming Meemies

Rule Category
Weapons
Description
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.

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Record 46998 · unclassified · Review: needs_review

new Air Superiority Rules

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

Picture

new Air Superiority Rules — rule card

Record 48081 · unclassified · Review: needs_review

New Flight Plan

Rule Category
RuleBook
Description
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Record 47536 · unclassified · Review: needs_review

New Flight Plan — PDF p. 1 [flight-1-0]

Rule Category
Rulebook excerpt
Description
Rulebook "If we lose the war in the air, we lose the war, and we lose it quickly." - Bernard L. Montgomery

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Record 47981 · official · Review: approved

New Flight Plan — PDF p. 2 [flight-2-0]

Rule Category
Rulebook excerpt
Description
2 3 Set Up with Air Rules When Air Rules are used, follow this setup: ♦ Shuffle and place the Air Combat Cards beside the game board. ♦ Create a common pool of ammo markers next to the Air Combat Cards. ♦ Each player takes 3 Aircraft Summary cards, as well as 3 aircraft figures & 1 stand. ♦ Each player draws 2 Air Combat cards at game start. ♦ The player with Air Superiority (see above chart) draws 1 additional combat card. Important Note: When you play a landing scenario (beach map), both players draw 1 less Air Combat card. The rest of the rules remain unchanged. The New Flight Plan - Air Rules may be used with any scenario in this expansion, as well as with any existing official Memoir ‘44 scenario, when both players agree to use these new rules. If you decide to play with New Flight Plan - Air Rules, make sure to remove the Air Power Command card (and Air Sortie, if any) from your deck before any game. These cards are never used with the new Air Rules. This expansion features a new Combat Deck: the Air Combat cards. If you already played with previous Combat cards (Urban Combat, Winter Combat, Desert Combat, Jungle Combat), then you already have an idea of how they work. The Air Combat cards allow you to manage your air units and allow them to deliver their full firepower on the battlefield. The New Flight Plan - Air Rules supersede all previous Air Pack rules, Summary Cards and any previous scenario specific Air rules. Air Superiority Table With this expansion, Air Superiority Rules are always in effect. Now, when a player has Air Superiority, he will simply start the game with an extra Air Combat card (see next page). The following Air Superiority Chart will indicate which side has Air Superiority in a theater, by year. Simply check the year of the scenario and apply Air Superiority to the corresponding player. Sometimes, there is no Air Superiority: in this case, both players receive the same number of Air Combat cards at game start. Air Combat cards allow you to grant your air units special actions. They are also used to deploy an air unit (see Deploy an Air Unit onto the Battlefield on next page). Every Air Combat card contains the following information: ♦ Card Title: the name of the Air Combat card. ♦ Air Unit type restriction icon: if there is an Air Unit icon (fighter, fighter-bomber, or bomber) only that unit can perform the card special action. ♦ Phase of Play: when necessary on some cards, this text explains when the Air Combat card must be played in a game turn. ♦ Card Action: details the special action of a card. Notes about Air Combat Cards ● Most of Air Combat cards allow an air unit to do something special. ● Some Air Combat cards will be used by a player’s ground unit, some others during the opponent’s turn. ● A player may only play one Air Combat card during his turn. ● A player may only play one Air Combat card during his opponent’s turn. ● When a Recon 1 Command card is played the player will also draw one Air Combat card,

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Record 47982 · official · Review: approved

New Flight Plan — PDF p. 2 [flight-2-1]

Rule Category
Rulebook excerpt
Description
♦ Phase of Play: when necessary on some cards, this text explains when the Air Combat card must be played in a game turn. ♦ Card Action: details the special action of a card. Notes about Air Combat Cards ● Most of Air Combat cards allow an air unit to do something special. ● Some Air Combat cards will be used by a player’s ground unit, some others during the opponent’s turn. ● A player may only play one Air Combat card during his turn. ● A player may only play one Air Combat card during his opponent’s turn. ● When a Recon 1 Command card is played the player will also draw one Air Combat card, at the end of the turn. ● When Their Finest Hour Command card is played, both sides will draw one Air Combat card at the end of the turn, after the cards are shuffled. ● Unlike other Combat cards, players are allowed to play an Air Combat card against a unit that has already been affected by another Combat card. I. HOW AND WHEN TO USE AIR RULES II. AIR COMBAT CARDS C ongratulations on your purchase of this New Flight Plan - Air Rules for Memoir ’44. This expansion features new aircraft figures, new air rules and the required set of counters and markers. Although achieving air superiority was historically a key factor in WWII, to keep this aspect from overshadowing other game elements, we took a hard look at the Air Pack expansion of 2007. Its goes without saying, that these New Flight Plan rules are more streamlined and most of the original Air Pack fiddly details are gone. The main goal with the New Flight Plan rules is to provide Memoir ’44 players the opportunity to use air rules with any and all official scenarios if they so choose. We truly believe that the New Flight Plan rules fit seamlessly into any official scenario without undue complication. Just like other game elements and rules that have been introduced in past expansions, the play concepts featured in this expansion will not break or dominate your games; we believe they will expand your Memoir game play experiences. Have fun and enjoy! — Richard Borg and the Command Staff at Days of Wonder Richard Borg FoRewoRd • Table of Contents • ◆ How and When to use Air Rules ............ 2 ◆ Air Superiority Table .......................... 2 ◆ Set Up with Air Rules ......................... 3 ◆ Air Combat Cards ............................... 3 ◆ Order an Air Unit ............................... 4 ◆ Air Unit Movement ............................. 5 ◆ Air to Ground Combat ......................... 6 ◆ Dogfight .......................................... 7 ◆ Air Unit Withdrawing ......................... 7 ◆ Ground to Air Combat ......................... 7 ◆ Command Cards ................................. 8 ◆ Compatibility with Other Expansions .... 8 ◆ Additional Gameplay Example .............. 9 ◆ Air Units ......................................... 10 ● 1 Rule Booklet ● 30 Air Combat Cards ● 18 Machine Gun Markers ● 12 Bomb Markers ● 16 Airplane Models ● 3 Airplane Stands ● 1 Scenario Booklet ● 8 Summary

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Record 47983 · official · Review: approved

New Flight Plan — PDF p. 2 [flight-2-2]

Rule Category
Rulebook excerpt
Description
nt ............................. 5 ◆ Air to Ground Combat ......................... 6 ◆ Dogfight .......................................... 7 ◆ Air Unit Withdrawing ......................... 7 ◆ Ground to Air Combat ......................... 7 ◆ Command Cards ................................. 8 ◆ Compatibility with Other Expansions .... 8 ◆ Additional Gameplay Example .............. 9 ◆ Air Units ......................................... 10 ● 1 Rule Booklet ● 30 Air Combat Cards ● 18 Machine Gun Markers ● 12 Bomb Markers ● 16 Airplane Models ● 3 Airplane Stands ● 1 Scenario Booklet ● 8 Summary Cards ● 15 Nation Markers Contents Western Front Pacific Theater Eastern Front Mediterranean Theater Axis Axis Axis -- Axis Axis Axis Axis Allies Allies -- Allies Axis Axis Axis Axis Axis -- -- -- Axis Axis Axis -- Allies Allies -- Allies FRONT 1939 1941 19441940 19431942 1945 Fighter Bomber Fighterbomber The fighter-bomber performs a standard attack run but rolls 3 dice for each bomb marker on enemy tank unit or hex with Bunker. Roll the normal 1 die when targeting other enemy units. For all attacks during this run, hits are also scored when rolling a Star and Flags cannot be ignored. Tank & Bunker BusTing AC 01

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Record 47984 · official · Review: approved

New Flight Plan — PDF p. 3 [flight-3-0]

Rule Category
Rulebook excerpt
Description
4 5 Once an air unit is deployed (see Deploy an Air Unit onto the battlefield rule section) it will follow, for the most part, the basic rules that apply to Memoir ’44 ground units. Any deployed air unit that is already on the battlefield can be ordered like any other unit. When ordered, an air unit will use its standard movement and battle (see below). It is important to note that an air unit occupies the hex it is on and will therefore block line of sight. If you want to enhance the air unit capabilities, then you can play a matching Air Combat card along side your Command card to apply the card’s special effects instead of your standard attack run. If an air unit does not receive an order, it remains on the battlefield as any other unit would. The pilot is simply patrolling the area, waiting for new orders. Air Unit Movement When ordered, an air unit may move up to 4 hexes. However, it may not move onto the same hex twice, including the hex where it started its turn. An air unit moves during the move phase and battles during the combat phase, like any other unit. However, it may attack several targets, that it flew over during its move. This is called an Attack Run. The attack run is decided during the move phase and resolved in the combat phase. See Air Unit Attack Run on next page for more information. Regardless of the Attack Run result, an air unit may never Take Ground. Terrain Restrictions An air unit ignores any movement restrictions. It may move onto or through a hex with terrain, regardless of its nature (impassable terrain, obstacle, minefield, etc.). Other Units An air unit may move through a hex with an enemy or friendly ground unit. It cannot end its move on the same hex as another unit though. An air unit may not move through a hex with an enemy air unit. A ground unit may move through a hex with a friendly air unit. However, it may not move through a hex with an enemy air unit (this is called ground interdiction). Objectives An air unit may neither take an objective medal, nor score an Exit medal. A bomber or a fighter-bomber unit may, however, attempt to bomb the objective (see Strategic Bombing). An air unit may not move off the battlefield. If you want to withdraw it, you may announce it at the beginning of your turn (see Air Unit Withdrawing). Air Unit Landing When an air unit ends its movement on a friendly airfield hex (i.e. an airfield hex that is not under enemy control), the air unit is considered landed and on the ground. Fighters and fighter-bombers can also land on a hex with an aircraft carrier. In this special case two units can occupy the same hex. At the start of the player’s next turn, the landed air unit is resupplied and its ammo is brought back to full strength. An air unit may perform an attack run before landing. However, it may not dogfight. When on the ground, an air unit is targeted and attacked like a regular ground unit. A unit does not need to be adjacent to attack a plane (see Ground to Air rule sect

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Record 47985 · official · Review: approved

New Flight Plan — PDF p. 3 [flight-3-1]

Rule Category
Rulebook excerpt
Description
ld hex that is not under enemy control), the air unit is considered landed and on the ground. Fighters and fighter-bombers can also land on a hex with an aircraft carrier. In this special case two units can occupy the same hex. At the start of the player’s next turn, the landed air unit is resupplied and its ammo is brought back to full strength. An air unit may perform an attack run before landing. However, it may not dogfight. When on the ground, an air unit is targeted and attacked like a regular ground unit. A unit does not need to be adjacent to attack a plane (see Ground to Air rule section), as long as it is in range. Any grenade or flag will score a hit against a landed air unit, destroying it immediately (do not reroll to confirm the hit). The attacker places the Nation Marker on his medal stand, and draws a new Air Combat card as a reward. The defender must return any unused ammo to the ammo pool, and loses the ability to deploy that kind of air unit for the rest of the scenario. III. ORDER AN AIR UNIT The air unit can fly over this infantry unit… but it may not end its move above it! The enemy air unit blocks the way! This infantry unit may move under the cover of their aircraft… but they may not move through a hex occupied by an enemy air unit. FIGHTER When deployed, fighters have 9 machine gun ammo markers. This air unit may move up to 4 hexes and has a dogfight value of 3. BOMBER When deployed, bombers have 6 bomb markers. This air unit may move up to 4 hexes and has a dogfight value of 1. FIGHTER-BOMBER When deployed, fighter-bombers have both ammo types: 3 machine gun ammo markers and 3 bomb markers. It can use either type or both when on an attack run. This air unit may move up to 4 hexes and has a dogfight value of 2. Deploy an air unit onto the battlefield To bring an air unit onto the battlefield, you must play an Air Combat card alongside the Section card that you play at the beginning of your turn. You must then use one order from this Section card for the air unit. This is called deploying an air unit onto the battlefield. You may not deploy an air unit if you already have an air unit on the battlefield. You may not deploy an air unit with a Tactic card. When you deploy an air unit onto the battlefield, choose an air unit of any type, no matter what Air Combat card you played. Take the matching summary card and corresponding ammo from the ammo pool and place the matching figure and Nation Marker on your stand. The next step depends on the Air Combat card you played to deploy your plane : ● if the type of air unit deployed does not match the air unit type restriction icon (or if there is none) on the Air Combat card: the special action of the card is ignored but the air unit can perform a standard attack run (see below). ● if the type of air unit deployed matches the air unit type restriction icon (if there is any) on the Air Combat card: the special action of the card MAY be used instead of a standard attack run. Then, perf

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Record 47986 · official · Review: approved

New Flight Plan — PDF p. 3 [flight-3-2]

Rule Category
Rulebook excerpt
Description
the ammo pool and place the matching figure and Nation Marker on your stand. The next step depends on the Air Combat card you played to deploy your plane : ● if the type of air unit deployed does not match the air unit type restriction icon (or if there is none) on the Air Combat card: the special action of the card is ignored but the air unit can perform a standard attack run (see below). ● if the type of air unit deployed matches the air unit type restriction icon (if there is any) on the Air Combat card: the special action of the card MAY be used instead of a standard attack run. Then, perform the standard attack run or the special action, starting the air unit’s movement from any hex in the section of the card just played. This can include hexes that are occupied by an enemy or friendly ground unit or any type of terrain. The hex an air unit starts on is counted as the first hex of the air unit movement. That player plays the Saturation Bombing Air Combat card along with a Probe Left Command card. This allows them to use one of their two orders to deploy any type of air unit on the left section of the battlefield. They choose to activate one infantry and to deploy a fighter. That fighter will fight as normal, but it won’t benefit from the Saturation Bombing effects. The bomber performs a special attack run: instead of placing one bomb marker on each hex, it may place up to 3 bomb markers on one hex and 1 bomb marker on each other hex. For all attacks during this run, hits are also scored when rolling a Star and Flags cannot be ignored. Saturation BomBing AC 05 That player now plays an Attack Left card to order three units: two ground units and the air unit that was previously deployed. The player could have played a Rake the Enemy Air Combat card alongside the Command card to allow their fighter to use the card’s special action instead of its normal battle action. The fighter performs a special attack run: instead of placing one machine gun marker on each hex, it may place up to 3 machine gun markers on one hex and 1 machine gun marker on each other hex. For all attacks during this run, hits are also scored when rolling a Star. Rake The enemy AC 12

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Record 47987 · official · Review: approved

New Flight Plan — PDF p. 4 [flight-4-0]

Rule Category
Rulebook excerpt
Description
6 7 Dogfight When an ordered air unit ends its movement in a hex adjacent to an enemy air unit, the ordered air unit may declare a dogfight. This is in addition to any attack run conducted this turn. To resolve a dogfight, the attacker rolls a number of dice equal to its dogfight value against the enemy air unit. Only the attacker rolls dice; the defender cannot counter-attack, unless they have an Air Combat card that allows to do so. Note: When dogfighting, an air unit does not spend any ammo markers. Each grenade rolled scores a possible hit (see Downing an enemy air unit above). All other results are ignored. Air unit Withdrawing At the start of their turn, before playing a Command card, a player may decide to withdraw an air unit off the battlefield. If the air unit is out of ammo, it must be withdrawn. When an air unit withdraws, pick up the air unit figure from the battlefield and set it aside. No medal is awarded when an air unit withdraws. Any unused ammo if any is returned to the ammo pool. The air unit can be brought back onto the battlefield on a later turn by playing an Air Combat card. Note: a player cannot withdraw an air unit from the battlefield at the start of their turn and deploy another air unit during the same turn. Ground to Air Combat Ground units may attack air units. An Infantry or Armor ground unit must be in an adjacent hex to battle an enemy flying air unit. Infantry and Armor roll their regular battle dice (3 dice). An Artillery or Destroyer unit can battle a flying air unit that is adjacent or two hexes away (it does not need Line of Sight to the air unit). Artillery or Destroyers battle an air unit with 1 additional die (4 dice). Remember that an air unit is never protected by terrain. Note that even if the air unit is flying, it is considered adjacent if you occupy the adjacent hex. This means that standard close assault rules apply: ● You may not choose to attack a distant unit if you are adjacent to an air unit; ● You may Take Ground with Infantry and make an Armor Overrun with Armor if you eliminate the air unit or force it to retire; ● Some cards such as Armor Assault or Close Assault may be used, while others such as Firefight may not (Artillery can still use Firefight if it is two hexes away). Each grenade rolled scores a possible hit (see Downing an enemy air unit above). All other results are ignored. Note: A landed air unit on a friendly aircraft carrier may not be attacked; combat is conducted against the aircraft carrier. However, a landed air unit is eliminated if the aircraft carrier it is on is sunk. The enemy only collects a victory medal for the aircraft carrier sunk, not for the air unit it may still contain. Its owner loses the ability to deploy that kind of air unit for the rest of the scenario, though (see Downing an air unit on next page). Air to Ground Combat Air Unit Attack Run The attack run is the air unit’s standard battle action. It is conducted against a maximum of 3 enemy hexes and targ

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Record 47988 · official · Review: approved

New Flight Plan — PDF p. 4 [flight-4-1]

Rule Category
Rulebook excerpt
Description
r unit on a friendly aircraft carrier may not be attacked; combat is conducted against the aircraft carrier. However, a landed air unit is eliminated if the aircraft carrier it is on is sunk. The enemy only collects a victory medal for the aircraft carrier sunk, not for the air unit it may still contain. Its owner loses the ability to deploy that kind of air unit for the rest of the scenario, though (see Downing an air unit on next page). Air to Ground Combat Air Unit Attack Run The attack run is the air unit’s standard battle action. It is conducted against a maximum of 3 enemy hexes and targets ground units. To battle an enemy ground unit, an ordered air unit must move over the enemy hex and place an ammo marker. A single ammo marker is placed on each hex along the attack run. Markers must be placed during the Move phase and will be resolved in the Battle phase. The hexes where the markers are placed must be adjacent and contiguous hexes. You cannot skip a hex along your path. A standard attack run is resolved with 1 battle die per marker. Air Combat cards, however, can modify the number of dice rolled and what will score a hit. An air unit that is attacking a ground unit always ignore all terrain battle dice reductions. Terrains or abilities that allow to ignore flags apply normally, unless stated otherwise on an Air Combat card. When played, most Air Combat cards allow planes to perform a special attack run, more powerful than the standard run. An attack run can be resolved at any point in the Battle phase (before or after battling with any other ordered unit). When an attack run is resolved, all air combat markers must be resolved in the order of the run, including an air units's dogfight, if any, before starting another unit's combat. If the air unit declared a strategic bombing, resolve it immediately after the attack run. If an enemy unit with an ammo marker along an air unit’s attack run is eliminated or forced to retreat by other friendly units before you resolve the attack run, remove the ammo marker. When the attack run is resolved, ignore these units and resolve the rest of the attack run as planned. After an attack run is resolved, remove the markers and return them to the ammo pool. Strategic Bombing An air unit may never claim an objective medal by occupying the hex. However, a bomber or fighter-bomber that ends its move on an objective hex may try to bomb it, as long as it is unoccupied. When you want to bomb an objective, simply declare it at the end of your air unit's move. Place an ammo token (bomb) on the objective. It should be noted that the bomb is not part of an attack run and cannot be affected by Air Combat cards. Resolve the bomb token during the Battle phase, after any attack run and dogfight, if any. If a grenade is rolled, claim the medal on the objective hex. If an objective hex is reoccupied by an enemy ground unit, the medal is lost and either placed back on the objective hex or captured by the other player, depe

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Record 47989 · official · Review: approved

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