General Howitzer · Field Guide
Memoir '44 Rules Database
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1185 matching records · page 60 of 99
Night Attacks
- Rule Category
- Terrain Action
- Description
- In some cases (indicated in the scenario's briefing notes), combat occurs at night under low-visibility conditions. Set the Night Visibility Chart next to the board. Position a single Battle Star token on the chart's initial spot, marked 1. Visibility on the board is limited to 1 hex. For the time being, all combat is limited to Close Assault on enemy units in adjacent hexes. At the start of each of his turns, the US player rolls 4 dice. For each Star rolled, move the Battle Star token 1 spot upward on the Night Visibility chart. Visibility and firing range improve to the corresponding number of hexes, as indicated on the chart. All units, including Artillery, are subject to this limitation on their firing range. When the Battle Star token reaches full daylight (firing range is now at 6 hexes), set aside the chart and Battle Star token. Normal combat visibility conditions resume, with normal firing ranges in effect. Until full daylight is reached, the Air Power and Barrage tactic cards may only be played to order 1 unit of the player's choice.
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Record 46990 · unclassified · Review: needs_review
Night Attacks
Record 48021 · unclassified · Review: needs_review
North African Desert Rules
- Rule Category
- Action Nations
- Description
- In North African Desert scenarios, Armor Overrun Combat rules are amended as follows: On a successful Close Assault Combat, an ordered Armor unit may move into the vacated hex and may then move one additional hex; it may then battle again. All other rules relative to Armor Overrun Combat and Taking Ground remain in effect and are played normally.
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Record 46899 · unclassified · Review: needs_review
North African Desert Rules
- Rule Category
- Nations
- Description
- In North African Desert scenarios, including those at the end of this booklet, Armor Overrun combat rules are amended as follows: On a successful Close Assault combat, an ordered Armor unit may move into the vacated hex and may then move one additional hex; it may then battle again. All other rules relative to Armor Overrun combat and Taking Ground remain in effect and are played normally.
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Record 46957 · unclassified · Review: needs_review
North African Desert Rules
- Rule Category
- Air Rules
- Description
- No text description is stored for this record.
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No picture is stored for this record.
Record 47219 · unclassified · Review: needs_review
North African Desert Rules
Record 48022 · unclassified · Review: needs_review
Not a Step Back
- Rule Category
- CardSet - Combat CardSet - Urban
- Description
- No text description is stored for this record.
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Record 47166 · unclassified · Review: needs_review
Oasis
- Rule Category
- Terrain
- Description
- No text description is stored for this record.
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Record 46895 · unclassified · Review: needs_review
Oasis
- Rule Category
- Terrain
- Description
- No text description is stored for this record.
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No picture is stored for this record.
Record 47416 · unclassified · Review: needs_review
Oasis (Desert)
- Rule Category
- Terrain
- Description
- ◆Movement: A unit that enters an Oasis hex must stop and may move no further on that turn. ◆ Battle: A unit may battle the turn it moves onto an Oasis hex. When battling an enemy unit that is on an Oasis hex, Infantry and Armor reduce the number of Battle dice rolled by 1 and Artillery Battle dice are not reduced. A unit on an Oasis hex may ignore the first flag rolled against it. ◆Line of Sight: An Oasis blocks line of sight. When indicated in the scenario, an ordered infantry unit in an Oasis may recover lost figures, by applying the exac
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Record 46900 · unclassified · Review: needs_review
Oasis Recovery
- Rule Category
- Terrain Action
- Description
- ◆ Movement: A unit that enters an Oasis hex must stop and may move no further on that turn. ◆Battle:A unit may battle the turn it moves onto an Oasis hex. When battling an enemy unit that is on an Oasis hex, Infantry and Armor reduce the number of Battle dice rolled by 1 and Artillery Battle dice are not reduced. A unit on an Oasis hex may ignore the first flag rolled against it. ◆ Line of Sight: An Oasis blocks line of sight. Oasis Recovery When Oasis Recovery rules are in effect, an ordered Infantry unit with no adjacent enemy may recover lost figures. Roll 1 battle die for each Command card you have, including the one used to order the Infantry. For each die matching the unit's symbol or a star, 1 lost figure is returned to the unit. The unit may not
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Record 46953 · unclassified · Review: needs_review
Oasis Recovery
Record 48023 · unclassified · Review: needs_review




