General Howitzer’s Field Guide to Memoir 44

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General Howitzer · Field Guide

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1185 matching records · page 59 of 99

New Flight Plan — PDF p. 4 [flight-4-2]

Rule Category
Rulebook excerpt
Description
ay 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, depending on the scenario. Once an objective has been bombed by a player and claimed, it can no longer be bombed by their opponent to reclaim the objective. Depending on the scenario, the opponent may still try and reclaim the objective with ground forces, though. Majority Medal Objectives cannot be claimed with Strategic Bombing. After a successful bombing run, the bomber ends its move above the town and declares a strategic bombing. Downing an enemy air unit Any hits against a flying air unit (usually, grenades) must be confirmed. Reroll all the dice that scored a hit. If at least one grenade is rolled, the hit is confirmed and the enemy air unit is shot down. The attacker collects the Nation Marker, places it on their 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. If the attacker does not roll a grenade but rolls a flag on the confirmation roll, the enemy air unit must retire from the battlefield but is not destroyed. Remove the aircraft figure from the battlefield. The attacker does not gain a medal, or any Air Combat card reward. The defender must return any unused ammo to the ammo pool, but does not lose the ability to deploy that kind of air unit since it was not shot down. Nation Command Rules Air units cannot be targeted by Nation Command Rules. For instance, a BCF ground unit cannot use Stiff Upper Lip against an air unit, and Japanese Infantry units cannot use their Seishin Kyoiku Doctrine or Banzai War Cry to charge an air unit. This player decided to engage in a dogfight with their fighter against an enemy bomber. The player rolls three dice and gets two grenades, scoring two hits. At least one of them must be confirmed to destroy the air unit. The player re-rolls the two dice and obtains one grenade and one infantry. Because of the grenade, the air unit is destroyed: That player places the Nation Marker on their medal stand and draws a new Air Combat card. The opponent can no longer deploy a bomber during this game. This fighter conducts an attack run against three targets, placing 1 machine gun ammo marker on each. MACHINE GUN Roll 1 die per marker (ignore all Terrain battle die reductions), score a hit for each icon of the targeted unit rolled. Note: contrary to usual combat rules, grenades are

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Record 47990 · official · Review: approved

New Flight Plan — PDF p. 4 [flight-4-3]

Rule Category
Rulebook excerpt
Description
confirmed to destroy the air unit. The player re-rolls the two dice and obtains one grenade and one infantry. Because of the grenade, the air unit is destroyed: That player places the Nation Marker on their medal stand and draws a new Air Combat card. The opponent can no longer deploy a bomber during this game. This fighter conducts an attack run against three targets, placing 1 machine gun ammo marker on each. MACHINE GUN Roll 1 die per marker (ignore all Terrain battle die reductions), score a hit for each icon of the targeted unit rolled. Note: contrary to usual combat rules, grenades are NOT hits when rolled for Machine Gun ammo. BOMB Roll 1 die per marker (ignore all Terrain battle die reductions), score a hit for each icon of the targeted unit and grenade rolled. Ammo types

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Record 47991 · official · Review: approved

New Flight Plan — PDF p. 5 [flight-5-0]

Rule Category
Rulebook excerpt
Description
8 9 VI. ADDITIONAL PLAY EXAMPLES On a turn, a player plays a Command card Probe Center which orders two units. The player also plays an Air Combat card Fighter-Bomber Boom & Zoom. The first order in the center is used to order an infantry unit and the second order to deploy a fighter-bomber air unit. The player takes the plane, three ammo markers and three bomb markers from the pool and puts them on the aircraft card. The fighter-bomber may move up to 4 hexes. As it has just been deployed, it may appear on any center section hex the player wants, counting the hex as its first movement (here, the hex (1) with an infantry unit). The player decides to start their attack run by placing a machine gun marker from the aircraft's ammo on that infantry. The fighter-bomber moves to the adjacent hex with an armor unit (2) where the player places a bomb marker, then another machine gun marker on the second infantry unit (3). The fighter-bomber moves its fourth and final hex onto a hex that does not have any unit (4). The fighter-bomber performs a standard attack run but but rolls 2 dice for each machine gun marker. For all attacks during this run, hits are also scored when rolling a Star. Fighter BomBer Boom & Zoom AC 03 Fighter-bomber AIR RULES 2 The player can now choose to battle first with their Infantry or resolve the fighter-bomber attack run. The player chooses to resolve the attack run. A normal attack, without any Air Combat Card, would have allowed them to roll 1 die for each marker, with the machine gun scoring a hit on a symbol of the targeted unit and the bomb scoring a hit on a symbol of the targeted unit or a grenade. Thanks to the Fighter-Bomber Boom & Zoom card, they can roll 2 dice for each machine gun marker and a hit is scored for each star rolled too. The attack is resolved in the order of the run, then the markers are sent back to the common ammo pool. Make sure that you apply the following changes when using your Command card deck with the new Air Rules. Recon 1 A Recon 1 card allows you to draw 2 Command cards at the end of your turn and keep 1 of them. With the Air Combat Deck, it also allows you to draw a new Air Combat card at the end of your turn. Close Assault Close Assault may be used by a ground unit to target an adjacent air unit with an additional die. It may not, however, be used by an air unit against a ground unit. Ambush Ambush can be used by a ground unit being attacked by an air unit. The Ambush must be declared in the Move phase when the air unit places an ammo marker on a ground unit. The Ambush is resolved immediately. If the air unit is not eliminated or forced to retire, it may complete its attack run. Ambush may not be used by an air unit. Their Finest Hour When a Star is rolled, you may order an air unit that is already on the battlefield (it may not be used to deploy an air unit, though). The ordered air unit battles with one additional die for each marker that is placed. Reshuffle both the Command and Air Comba

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Record 47992 · official · Review: approved

New Flight Plan — PDF p. 5 [flight-5-1]

Rule Category
Rulebook excerpt
Description
e used by a ground unit being attacked by an air unit. The Ambush must be declared in the Move phase when the air unit places an ammo marker on a ground unit. The Ambush is resolved immediately. If the air unit is not eliminated or forced to retire, it may complete its attack run. Ambush may not be used by an air unit. Their Finest Hour When a Star is rolled, you may order an air unit that is already on the battlefield (it may not be used to deploy an air unit, though). The ordered air unit battles with one additional die for each marker that is placed. Reshuffle both the Command and Air Combat decks with their matching discard piles. Then, both sides draw a new Air Combat card. Barrage Only ground units may be targeted with this card, so it has no effect on flying air units. If you play with other M44 expansions, make sure to check the following rules. Pacific Theater - Night Battles Air units cannot be deployed until full daylight. Breakthrough Before playing with the Breakthrough Command deck, remove the Air Power and Air Sortie cards from the deck. Apply the updated rules for Command cards. On the Move orders An air unit that is already on the battlefield can be ordered to move, but the air unit may not battle (it may not place markers or declare a dogfight). You may not use a “move” order to deploy an air unit. D-Day Landings - Special Rule Before playing with the D-Day Landing maps, remove the Air Power and Air Sortie cards from the Breakthrough Command deck. If you play with several maps, each player may deploy their own air units, following the normal rules (you will need one New Flight Plan expansion per map). There cannot be more than 1 air unit of each side per map, which means that you cannot order your air unit to move to the adjacent map if your teammate already has an air unit flying there. Overlord - Special Rule Before playing with the Overlord Command deck, remove the Air Power and the Air Sortie cards from the deck. Apply the updated rules for Command cards. In an Overlord scenario, the Commander in Chief will handle the Air Combat cards. The CiC will decide when to deploy an air unit by giving one of their Field Generals an Air Combat card at the beginning of their turn, along with a Command card. Once an air unit is brought onto the battlefield, the Field General commands the air unit. On later turns, the CiC can pass out an Air Combat card to the Field General that commands the air unit. The CiC will follow the rules for replenishing their Air Combat cards. If the air unit leaves a Field General’s section, it may be ordered by the Field General of the new section on the next turn. Remember that you cannot order a unit twice per turn however. The rest of the New Flight Plan Air Rules remain the same. Other Combat Card Decks The Air Combat Card deck can be played with any other Combat Card Deck. When playing a Recon 1 Command Card, you draw a new Combat Card from each deck. An air unit cannot be affected by non-Air Combat card

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Record 47993 · official · Review: approved

New Flight Plan — PDF p. 5 [flight-5-2]

Rule Category
Rulebook excerpt
Description
ard to the Field General that commands the air unit. The CiC will follow the rules for replenishing their Air Combat cards. If the air unit leaves a Field General’s section, it may be ordered by the Field General of the new section on the next turn. Remember that you cannot order a unit twice per turn however. The rest of the New Flight Plan Air Rules remain the same. Other Combat Card Decks The Air Combat Card deck can be played with any other Combat Card Deck. When playing a Recon 1 Command Card, you draw a new Combat Card from each deck. An air unit cannot be affected by non-Air Combat cards. Anti-Tank Weapons Air units are not considered Vehicles. When attacked by anti-tank units such as Anti-Tank Guns or Tank Destroyers, Stars do not hit. Other rules remain unchanged. Urban Combat Winter Combat Desert Combat Jungle Combat IV. COMMAND CARDS V. COMPATIBILITY

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Record 47994 · official · Review: approved

New Flight Plan — PDF p. 6 [flight-6-0]

Rule Category
Rulebook excerpt
Description
10 11 AiR units AiR units Fighters Fighter-Bombers Introduced in 1938, the Spitfire was the very first all-metal monoplane in the RAF. This very agile fighter, that many pilots literally fell in love with, became the symbol of British resistance during the Battle of Britain and the Malta defense. The Bf 109 was the backbone of the Luftwaffe. During the first half of WW2, its complete superiority was denied only by the british Spitfire. The three greatest German aces, Hartmann, Barkhorn and Rall (credited with 928 kills together), flew this plane. This Japanese carrier-based fighter was dangerous: Its enemies feared its unmatched maneuverability and two 20 mm cannons that turned out to be lethal until 1942. However, its pilots had to deal with a plane that lacked armor, was fragile, and quickly caught fire. With his under-powered engine, the Zero was no match for its American counterparts starting in mid-1943. This plane, which the famous Free French Normandie-Niemen squadron flew, was quick and agile but lacked firepower. More “muscled” versions were designed like the Yak-9T, equipped with a 37 mm cannon, or the Yak9K that carried a terrifying 45 mm cannon… with such strong recoil that firing it while flying too slow could make the pilot lose control of the plane. With 36,000 units out of the factories, the iconic soviet ground attack aircraft is the most produced military plane of all time. Because of its toughness it had the reputation, like the P-47, of being a flying tank. Its crucial ground support role made Stalin say about the IL-2 that it was “as essential to the Red Army as air and bread”. This carrier-based dive bomber took part in almost every Japanese naval operation until 1943, beginning with the very first one, the attack on Pearl Harbor. Of all the Axis planes, the D3A sank the greatest number of allied ships. The Stuka proved itself an extremely accurate dive bomber during the first half of the war. It was easily recognizable by eye, with its W-shaped wings and its fixed landing gear. But the sound was also distinctive, with its “Jericho Trumpet”, a siren wailing during the attack meant to spread panic among the intended targets. “Jug”, “Razorback”, “Flying Tank”… Countless nicknames for the P-47. Very large and very heavy for its class, the P-47 was capable of carrying an astonishing amount of bombs and rockets, and was also able to bring its pilot home despite heavy and scary damage. Initially designed as an interceptor, the Typhoon was quickly converted into a fighter-bomber. This was a role it managed to excel in, thanks to its arsenal of four 20 mm cannons, bombs, and rockets. Its distinctive huge radiator made the landing potentially hazardous so the pilots were ordered, in case of technical problems, to bail out rather than belly landing. Considered the best American fighter of the war, the P-51 was as much appreciated by the pilots as it was by bomber crews. The pilots loved its sturdiness and velocity, while bomber crews

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Record 47995 · official · Review: approved

New Flight Plan — PDF p. 6 [flight-6-1]

Rule Category
Rulebook excerpt
Description
s pilot home despite heavy and scary damage. Initially designed as an interceptor, the Typhoon was quickly converted into a fighter-bomber. This was a role it managed to excel in, thanks to its arsenal of four 20 mm cannons, bombs, and rockets. Its distinctive huge radiator made the landing potentially hazardous so the pilots were ordered, in case of technical problems, to bail out rather than belly landing. Considered the best American fighter of the war, the P-51 was as much appreciated by the pilots as it was by bomber crews. The pilots loved its sturdiness and velocity, while bomber crews admired how well it could provide an escort during raids over Germany thanks to its long range capabilities. European Theater Its engine was so powerful and its propeller so big that the engineers had to elevate its nose, giving the Corsair this distinctive silhouette. Outperforming all its opponents, the plane, which was popularized by the TV show Baa Baa Black Sheep, ended the war with an insolent kill-ratio of 11 :1. U.S.A. U.S.A. Great Britain Germany Japan U.S.S.R. U.S.A. Great Britain Germany North American P-51 Mustang Japan U.S.S.R Yakovlev Yak-9 Mitsubishi A6M “Zero” Messerschmitt Bf 109 Supermarine Spitfire Chance Vought F4U Corsair Pacific Theater Republic P-47 Thunderbolt Hawker Typhoon Junkers Ju 87 Stuka Aichi D3A “Val” Iliouchine IL-2 Sturmovik

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Record 47996 · official · Review: approved

New Flight Plan — PDF p. 7 [flight-7-0]

Rule Category
Rulebook excerpt
Description
Bombers AiR units The American four-engine bomber owed its name to its robustness, which allowed one of them to return home and land even after having collided with a German fighter. But not only that: the number of machine guns on board (up to thirteen) frightened the German pilots who talked about “flying porcupines”. Mainly used for night-bombing raids in Europe, the Lancaster had such a large bomb bay that it could carry out the heaviest and most powerful bombs of the time, including the 12,000 lbs Tallboy or the 22,000 lbs Grand Slam designed for the destruction of underground bunkers. In order not to violate the Versailles treaty, the first versions of the He 111 built were officially civilian transport aircrafts. Very versatile, it could, depending of the version, conduct night bombing raids, carry torpedoes and mines, and even launch V1 flying bombs. The Americans nicknamed it the “Flying Zippo” because the G4M easily caught fire. But they carefully avoided attacking it from behind because of its rear turret armed with a 20 mm cannon, a powerful and uncommon weapon aboard a bomber. The famous admiral Yamamoto died in a transport G4M that was ambushed by a group of P-38 in 1943. The DB-3, renamed IL-4 in 1942, constituted the core of the soviet medium bombers fleet. Although the strategic bombing was not a military priority of the USSR, its long range capacities were exploited in order to launch early bombing raids on Berlin from august 1941, mainly for propaganda purposes. 12 Design: Richard Borg Additional Development, Editorial Work and Translation: Antoine Prono, Jesse Rasmussen & the Days of Wonder Black Sheep Squadron Illustrations: Julien Delval Graphic Design: Cyrille Daujean For online customer service, visit our forums on: www.memoir44.com 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 © 2004-2019 Days of Wonder, Inc. CRedits U.S.A. Great Britain Germany Japan U.S.S.R. Boeing B-17 Flying Fortress Avro 683 Lancaster Heinkel He 111 Mitsubishi G4M “Betty” Iliouchine IL-4

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Record 47997 · official · Review: approved

new Hills

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

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new Hills — rule card

Record 48082 · unclassified · Review: needs_review

new Team Mode 3 4 Players Rules

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

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new Team Mode 3 4 Players Rules — rule card

Record 48083 · unclassified · Review: needs_review

new Terrain Height LOS Rules

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

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new Terrain Height LOS Rules — rule card

Record 48084 · unclassified · Review: needs_review

new Terrain Summary Cards

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

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new Terrain Summary Cards — rule card

Record 48085 · unclassified · Review: needs_review

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